481 lines
11 KiB
C
481 lines
11 KiB
C
/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <string.h>
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#include <lua.h>
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#include <lualib.h>
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#include <lauxlib.h>
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#include <physfs.h>
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#include "map_lua.h"
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#include "util.h"
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#include "stats.h"
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#include "io_util.h"
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#include "texturecache.h"
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static
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lua_State* load_lua_state(void)
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{
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lua_State *L = luaL_newstate();
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luaL_openlibs(L);
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return L;
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}
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static
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int l_create_map(lua_State *L)
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{
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Map *map = map_create();
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map->level = (int) luaL_checkinteger(L, 1);
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lua_pushlightuserdata(L, map);
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return 1;
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}
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static int
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l_print_info(lua_State *L)
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{
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UNUSED(L); // Compilers keep warning about L being unused
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debug(luaL_checkstring(L, 1));
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return 0;
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}
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static
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Map* luaL_checkmap(lua_State *L, int index)
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{
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Map *map;
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if (!lua_islightuserdata(L, index))
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fatal("in luaL_checkmap(), pointer lost in lua script");
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map = lua_touserdata(L, index);
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if (map == NULL)
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fatal("in luaL_checkmap(), bad map pointer");
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return map;
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}
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static
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SDL_Renderer* luaL_checksdlrenderer(lua_State *L)
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{
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SDL_Renderer *renderer;
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lua_getglobal(L, "_sdl_renderer");
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if (!lua_islightuserdata(L, -1))
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fatal("in luaL_checksdlrenderer(), pointer lost in lua script");
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renderer = lua_touserdata(L, -1);
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if (renderer == NULL)
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fatal("in luaL_checksdlrenderer(), bad SDL_Renderer pointer");
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return renderer;
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}
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static int
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l_map_set_current_room_modifier(lua_State *L)
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{
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const char *modifier, *direction;
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Map *map = luaL_checkmap(L, 1);
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modifier = luaL_checkstring(L, 2);
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direction = luaL_checkstring(L, 3);
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Vector2d dir = VECTOR2D_LEFT;
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if (strcmp(direction, "LEFT") == 0)
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dir = VECTOR2D_LEFT;
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else if (strcmp(direction, "RIGHT") == 0)
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dir = VECTOR2D_RIGHT;
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else if (strcmp(direction, "UP") == 0)
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dir = VECTOR2D_UP;
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else if (strcmp(direction, "DOWN") == 0)
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dir = VECTOR2D_DOWN;
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if (strcmp(modifier, "WINDY") == 0) {
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Room *room = map->rooms[map->currentRoom.x][map->currentRoom.y];
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room->modifier.type = RMOD_TYPE_WINDY;
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room->modifier.data.wind.direction = dir;
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} else {
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luaL_error(L, "Unknown room modifier: %s", modifier);
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return 1;
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}
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return 0;
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}
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static
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int l_map_set_current_room(lua_State *L)
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{
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Map *map;
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unsigned int room_x, room_y;
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map = luaL_checkmap(L, 1);
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room_x = (int) luaL_checkinteger(L, 2);
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room_y = (int) luaL_checkinteger(L, 3);
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map->currentRoom = (Position) { room_x, room_y };
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return 0;
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}
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static
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int l_add_texture(lua_State *L)
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{
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Map *map;
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const char *path;
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int index;
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map = luaL_checkmap(L, 1);
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path = luaL_checkstring(L, 2);
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SDL_Renderer *renderer = luaL_checksdlrenderer(L);
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index = map_add_texture(map, path, renderer);
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lua_pushinteger(L, index);
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return 1;
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}
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static void
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extract_tile_data(lua_State *L,
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void (*f_add_tile)(Map*, Position*, MapTile*))
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{
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Map *map;
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int tile_x, tile_y;
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int t_index0, t_index1, tile_clip_x, tile_clip_y;
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bool collider, lightsource, levelExit, lethal;
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map = luaL_checkmap(L, 1);
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tile_x = (int) luaL_checkinteger(L, 2);
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tile_y = (int) luaL_checkinteger(L, 3);
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// Read the table
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lua_settop(L, 4);
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luaL_checktype(L, 4, LUA_TTABLE);
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// Get the fields from the table
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lua_getfield(L, 4, "textureIndex0");
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lua_getfield(L, 4, "textureIndex1");
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lua_getfield(L, 4, "tileClipX");
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lua_getfield(L, 4, "tileClipY");
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lua_getfield(L, 4, "isCollider");
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lua_getfield(L, 4, "isLightSource");
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lua_getfield(L, 4, "isLevelExit");
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lua_getfield(L, 4, "isLethal");
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t_index0 = (int) luaL_checkinteger(L, -8);
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t_index1 = (int) luaL_checkinteger(L, -7);
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tile_clip_x = (int) luaL_checkinteger(L, -6);
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tile_clip_y = (int) luaL_checkinteger(L, -5);
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collider = lua_toboolean(L, -4);
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lightsource = lua_toboolean(L, -3);
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levelExit = lua_toboolean(L, -2);
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lethal = lua_toboolean(L, -1);
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// Clear the stack
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lua_pop(L, 8);
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Position tilePos = (Position) { tile_x, tile_y };
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SDL_Rect clip = (SDL_Rect) { tile_clip_x, tile_clip_y, 16, 16 };
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MapTile *tile = map_create_tile();
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tile->textureIndex0 = t_index0;
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tile->textureIndex1 = t_index1;
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tile->clip = clip;
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tile->collider = collider;
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tile->lightsource = lightsource;
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tile->levelExit = levelExit;
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tile->lethal = lethal;
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f_add_tile(map, &tilePos, tile);
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}
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static Stats
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lua_checkstats(lua_State *L, int index)
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{
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// Confirm table
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lua_istable(L, index);
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// Push to top of stack
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lua_pushvalue(L, index);
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// Stack: -1 => table
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int tableIndex = lua_gettop(L);
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lua_getfield(L, tableIndex, "hp");
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lua_getfield(L, tableIndex, "dmg");
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lua_getfield(L, tableIndex, "atk");
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lua_getfield(L, tableIndex, "def");
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lua_getfield(L, tableIndex, "speed");
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int hp = (int) luaL_checkinteger(L, -5);
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int dmg = (int) luaL_checkinteger(L, -4);
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int atk = (int) luaL_checkinteger(L, -3);
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int def = (int) luaL_checkinteger(L, -2);
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int speed = (int) luaL_checkinteger(L, -1);
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// Reset the stack
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lua_pop(L, 6);
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Stats stats = { hp, hp, dmg, atk, def, speed, 1 };
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return stats;
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}
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static
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int l_tile_occupied(lua_State *L)
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{
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Map *map;
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Room *room;
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MapTile *tile, *decor;
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Position *rPos;
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int x, y;
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bool response = false;
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map = luaL_checkmap(L, 1);
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x = (int) luaL_checkinteger(L, 2);
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y = (int) luaL_checkinteger(L, 3);
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rPos = &map->currentRoom;
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room = map->rooms[rPos->x][rPos->y];
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tile = room->tiles[x][y];
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decor = room->decorations[x][y];
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response = response || (tile && (tile->collider || tile->levelExit || tile->lethal));
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response = response || (decor && (decor->collider || decor->levelExit));
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lua_pushboolean(L, response);
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return 1;
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}
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static
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int l_add_tile(lua_State *L)
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{
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extract_tile_data(L, &map_add_tile);
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return 0;
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}
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static
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int l_add_decoration(lua_State *L)
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{
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extract_tile_data(L, &map_add_decoration);
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return 0;
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}
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static int
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l_add_monster(lua_State *L)
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{
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Monster *monster;
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Map *map;
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int x, y, clip_x, clip_y, behaviour;
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const char *texture_path_1, *texture_path_2, *tmp_label;
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char *label;
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Texture *texture1, *texture2;
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Stats stats;
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map = luaL_checkmap(L, 1);
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x = (int) luaL_checkinteger(L, 2);
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y = (int) luaL_checkinteger(L, 3);
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// Read the table
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lua_settop(L, 4);
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luaL_checktype(L, 4, LUA_TTABLE);
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lua_getfield(L, 4, "label");
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lua_getfield(L, 4, "texturePath1");
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lua_getfield(L, 4, "texturePath2");
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lua_getfield(L, 4, "stats");
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lua_getfield(L, 4, "clipX");
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lua_getfield(L, 4, "clipY");
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lua_getfield(L, 4, "behaviour");
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tmp_label = luaL_checkstring(L, -7);
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texture_path_1 = luaL_checkstring(L, -6);
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texture_path_2 = luaL_checkstring(L, -5);
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stats = lua_checkstats(L, -4);
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clip_x = (int) luaL_checkinteger(L, -3);
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clip_y = (int) luaL_checkinteger(L, -2);
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behaviour = (int) luaL_checkinteger(L, -1);
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texture1 = texturecache_add(texture_path_1);
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texture2 = texturecache_add(texture_path_2);
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label = strdup(tmp_label);
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texture1->dim = GAME_DIMENSION;
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texture2->dim = GAME_DIMENSION;
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lua_pop(L, 8);
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monster = monster_create();
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monster->sprite->clip = (SDL_Rect) { clip_x, clip_y, 16, 16 };
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monster_update_pos(monster, (Position) { x, y });
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sprite_set_texture(monster->sprite, texture1, 0);
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sprite_set_texture(monster->sprite, texture2, 1);
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monster_set_behaviour(monster, behaviour);
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if (strlen(label)) {
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monster->label = label;
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monster->lclabel = to_lower(label);
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}
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monster->stats = stats;
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map_add_monster(map, monster);
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return 0;
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}
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static int
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l_load_script(lua_State *L)
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{
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unsigned long size;
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const char *name = luaL_checkstring(L, 1);
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char *content;
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char filename[20];
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m_sprintf(filename, 20, "%s.lua", name);
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if (!PHYSFS_exists(filename)) {
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luaL_error(L, "Unable to locate module: %s\n", name);
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return 1; // Unable to locate file
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}
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debug("Loading module: %s from %s", name, filename);
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io_load_file_buffer(&content, &size, filename);
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if (luaL_loadbuffer(L, content, size, name) != 0) {
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luaL_error(L, "Error loading module %s from file %s\n\t%s", lua_tostring(L, 1), filename, lua_tostring(L, -1));
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}
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free(content);
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return 1;
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}
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static int
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l_read_file(lua_State *L)
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{
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unsigned long size;
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const char *filename = luaL_checkstring(L, 1);
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char *content;
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if (!PHYSFS_exists(filename)) {
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luaL_error(L, "Unable to locate file: %s\n", filename);
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return 1; // Unable to locate file
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}
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io_load_file_buffer(&content, &size, filename);
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lua_pushstring(L, content);
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free(content);
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return 1;
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}
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static Map*
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generate_map(unsigned int level, const char *file, SDL_Renderer *renderer)
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{
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int status, result;
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debug("Running lua map script: %s", file);
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lua_State *L = load_lua_state();
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char *buffer = NULL;
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long unsigned int len;
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io_load_file_buffer(&buffer, &len, file);
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status = luaL_loadbuffer(L, buffer, len, file);
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free(buffer);
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if (status) {
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fatal("Couldn't load file: %s\n", lua_tostring(L, -1));
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}
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// Present stuff to lua
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lua_pushlightuserdata(L, renderer);
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lua_setglobal(L, "_sdl_renderer");
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lua_pushcfunction(L, l_create_map);
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lua_setglobal(L, "create_map");
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lua_pushcfunction(L, l_print_info);
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lua_setglobal(L, "info");
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lua_pushcfunction(L, l_add_tile);
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lua_setglobal(L, "add_tile");
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lua_pushcfunction(L, l_add_decoration);
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lua_setglobal(L, "add_decoration");
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lua_pushcfunction(L, l_add_texture);
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lua_setglobal(L, "add_texture");
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lua_pushcfunction(L, l_read_file);
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lua_setglobal(L, "read_file");
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lua_pushcfunction(L, l_map_set_current_room);
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lua_setglobal(L, "set_current_room");
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lua_pushcfunction(L, l_map_set_current_room_modifier);
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lua_setglobal(L, "set_modifier");
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lua_pushcfunction(L, l_add_monster);
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lua_setglobal(L, "add_monster");
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lua_pushcfunction(L, l_tile_occupied);
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lua_setglobal(L, "tile_occupied");
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lua_pushinteger(L, level);
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lua_setglobal(L, "CURRENT_LEVEL");
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// Add custom searcher
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lua_getglobal(L, "package");
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lua_getfield(L, -1, "searchers");
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lua_pushcfunction(L, l_load_script);
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lua_rawseti(L, -2, 1);
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lua_pop(L, 2);
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result = lua_pcall(L, 0, LUA_MULTRET, 0);
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if (result) {
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fatal("Failed to run script: %s\n", lua_tostring(L, -1));
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}
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lua_getglobal(L, "map");
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Map *map = lua_touserdata(L, 1);
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lua_close(L);
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// Reset the map
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map->currentRoom = (Position) { 0, 0 };
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debug("Running lua script %s: Done", file);
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return map;
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}
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Map* map_lua_generator_single_room__run(unsigned int level, SDL_Renderer *renderer)
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{
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char file[] = "menumapgen.lua";
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return generate_map(level, file, renderer);
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}
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Map* map_lua_generator_run(unsigned int level, SDL_Renderer *renderer)
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{
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char file[] = "mapgen.lua";
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return generate_map(level, file, renderer);
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}
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