#include #include #include #include #include #include #include "map_lua.h" #include "util.h" static lua_State* load_lua_state(void) { lua_State *L = luaL_newstate(); luaL_openlibs(L); return L; } static int l_create_map(lua_State *L) { Map *map = map_create(); lua_pushlightuserdata(L, map); return 1; } static Map* luaL_checkmap(lua_State *L, int index) { Map *map; if (!lua_islightuserdata(L, index)) fatal("in luaL_checkmap(), pointer lost in lua script"); map = lua_touserdata(L, index); if (map == NULL) fatal("in luaL_checkmap(), bad map pointer"); return map; } static SDL_Renderer* luaL_checksdlrenderer(lua_State *L) { SDL_Renderer *renderer; lua_getglobal(L, "_sdl_renderer"); if (!lua_islightuserdata(L, -1)) fatal("in luaL_checksdlrenderer(), pointer lost in lua script"); renderer = lua_touserdata(L, -1); if (renderer == NULL) fatal("in luaL_checksdlrenderer(), bad SDL_Renderer pointer"); return renderer; } static int l_map_set_current_room(lua_State *L) { Map *map; unsigned int room_x, room_y; map = luaL_checkmap(L, 1); room_x = (int) luaL_checkinteger(L, 2); room_y = (int) luaL_checkinteger(L, 3); map->currentRoom = (Position) { room_x, room_y }; return 0; } static int l_add_texture(lua_State *L) { Map *map; const char *path; int index; map = luaL_checkmap(L, 1); path = luaL_checkstring(L, 2); SDL_Renderer *renderer = luaL_checksdlrenderer(L); index = map_add_texture(map, path, renderer); lua_pushinteger(L, index); return 1; } static void extract_tile_data(lua_State *L, void (*f_add_tile)(Map*, Position*, MapTile*)) { Map *map; int tile_x, tile_y; int t_index0, t_index1, tile_clip_x, tile_clip_y; bool collider, lightsource, levelExit; map = luaL_checkmap(L, 1); tile_x = (int) luaL_checkinteger(L, 2); tile_y = (int) luaL_checkinteger(L, 3); // Read the table lua_settop(L, 4); luaL_checktype(L, 4, LUA_TTABLE); // Get the fields from the table lua_getfield(L, 4, "textureIndex0"); lua_getfield(L, 4, "textureIndex1"); lua_getfield(L, 4, "tileClipX"); lua_getfield(L, 4, "tileClipY"); lua_getfield(L, 4, "isCollider"); lua_getfield(L, 4, "isLightSource"); lua_getfield(L, 4, "isLevelExit"); t_index0 = (int) luaL_checkinteger(L, -7); t_index1 = (int) luaL_checkinteger(L, -6); tile_clip_x = (int) luaL_checkinteger(L, -5); tile_clip_y = (int) luaL_checkinteger(L, -4); collider = lua_toboolean(L, -3); lightsource = lua_toboolean(L, -2); levelExit = lua_toboolean(L, -1); // Clear the stack lua_pop(L, 6); Position tilePos = (Position) { tile_x, tile_y }; SDL_Rect clip = (SDL_Rect) { tile_clip_x, tile_clip_y, 16, 16 }; MapTile *tile = malloc(sizeof(MapTile)); *tile = (MapTile) { t_index0, t_index1, clip, collider, lightsource, levelExit }; f_add_tile(map, &tilePos, tile); } static int l_add_tile(lua_State *L) { extract_tile_data(L, &map_add_tile); return 0; } static int l_add_decoration(lua_State *L) { extract_tile_data(L, &map_add_decoration); return 0; } static int l_add_monster(lua_State *L) { Monster *monster; Map *map; int x, y, clip_x, clip_y, nstate, cstate; const char *texture_path_1, *texture_path_2; Texture *texture1, *texture2; SDL_Renderer *renderer; renderer = luaL_checksdlrenderer(L); map = luaL_checkmap(L, 1); x = (int) luaL_checkinteger(L, 2); y = (int) luaL_checkinteger(L, 3); // Read the table lua_settop(L, 4); luaL_checktype(L, 4, LUA_TTABLE); lua_getfield(L, 4, "texturePath1"); lua_getfield(L, 4, "texturePath2"); lua_getfield(L, 4, "clipX"); lua_getfield(L, 4, "clipY"); lua_getfield(L, 4, "nstate"); lua_getfield(L, 4, "cstate"); texture_path_1 = luaL_checkstring(L, -6); texture_path_2 = luaL_checkstring(L, -5); clip_x = (int) luaL_checkinteger(L, -4); clip_y = (int) luaL_checkinteger(L, -3); nstate = (int) luaL_checkinteger(L, -2); cstate = (int) luaL_checkinteger(L, -1); texture1 = map_add_monster_texture(map, texture_path_1, renderer); texture2 = map_add_monster_texture(map, texture_path_2, renderer); texture1->dim = (Dimension) { TILE_DIMENSION, TILE_DIMENSION }; texture2->dim = (Dimension) { TILE_DIMENSION, TILE_DIMENSION }; lua_pop(L, 6); monster = monster_create(renderer); monster->sprite->clip = (SDL_Rect) { clip_x, clip_y, 16, 16 }; monster_update_pos(monster, (Position) { x, y }); sprite_set_texture(monster->sprite, texture1, 0); sprite_set_texture(monster->sprite, texture2, 1); monster->state.normal = nstate; monster->state.challenge = cstate; monster->state.current = nstate; map_add_monster(map, monster); return 0; } Map* map_lua_generator_run(SDL_Renderer *renderer) { int status, result; char file[] = "data/mapgen.lua"; printf("[**] Running lua map script: %s\n", file); lua_State *L = load_lua_state(); status = luaL_loadfile(L, file); if (status) { fprintf(stderr, "[!!] Couldn't load file: %s\n", lua_tostring(L, -1)); exit(-1); } // Present stuff to lua lua_pushlightuserdata(L, renderer); lua_setglobal(L, "_sdl_renderer"); lua_pushcfunction(L, l_create_map); lua_setglobal(L, "create_map"); lua_pushcfunction(L, l_add_tile); lua_setglobal(L, "add_tile"); lua_pushcfunction(L, l_add_decoration); lua_setglobal(L, "add_decoration"); lua_pushcfunction(L, l_add_texture); lua_setglobal(L, "add_texture"); lua_pushcfunction(L, l_map_set_current_room); lua_setglobal(L, "set_current_room"); lua_pushcfunction(L, l_add_monster); lua_setglobal(L, "add_monster"); result = lua_pcall(L, 0, LUA_MULTRET, 0); if (result) { fprintf(stderr, "[!!] Failed to run script: %s\n", lua_tostring(L, -1)); exit(-1); } lua_getglobal(L, "map"); Map *map = lua_touserdata(L, 1); lua_close(L); printf("[**] Done\n"); return map; }