breakhack/src/map_lua.c

349 lines
7.8 KiB
C

/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>
#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();
map->level = (int) luaL_checkinteger(L, 1);
lua_pushlightuserdata(L, map);
return 1;
}
static int
l_print_info(lua_State *L)
{
const char *str = luaL_checkstring(L, 1);
info(str);
return 0;
}
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_tile_occupied(lua_State *L)
{
Map *map;
Room *room;
MapTile *tile, *decor;
Position *rPos;
int x, y;
bool response = false;
map = luaL_checkmap(L, 1);
x = (int) luaL_checkinteger(L, 2);
y = (int) luaL_checkinteger(L, 3);
rPos = &map->currentRoom;
room = map->rooms[rPos->x][rPos->y];
tile = room->tiles[x][y];
decor = room->decorations[x][y];
response = response || (tile && (tile->collider || tile->levelExit));
response = response || (decor && (decor->collider || decor->levelExit));
lua_pushboolean(L, response);
return 1;
}
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, *tmp_label;
char *label;
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, "label");
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");
tmp_label = luaL_checkstring(L, -7);
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);
label = strdup(tmp_label);
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;
if (strlen(label)) {
monster->label = label;
monster->lclabel = to_lower(label);
}
map_add_monster(map, monster);
return 0;
}
static Map*
generate_map(unsigned int level, char *file, SDL_Renderer *renderer)
{
int status, result;
info("Running lua map script: %s", file);
lua_State *L = load_lua_state();
status = luaL_loadfile(L, file);
if (status) {
fatal("Couldn't load file: %s\n", lua_tostring(L, -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_print_info);
lua_setglobal(L, "info");
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");
lua_pushcfunction(L, l_tile_occupied);
lua_setglobal(L, "tile_occupied");
lua_pushinteger(L, level);
lua_setglobal(L, "CURRENT_LEVEL");
result = lua_pcall(L, 0, LUA_MULTRET, 0);
if (result) {
fatal("Failed to run script: %s\n", lua_tostring(L, -1));
}
lua_getglobal(L, "map");
Map *map = lua_touserdata(L, 1);
lua_close(L);
// Reset the map
map->currentRoom = (Position) { 0, 0 };
info("Done");
return map;
}
Map* map_lua_generator_single_room__run(unsigned int level, SDL_Renderer *renderer)
{
char file[] = "data/menumapgen.lua";
return generate_map(level, file, renderer);
}
Map* map_lua_generator_run(unsigned int level, SDL_Renderer *renderer)
{
char file[] = "data/mapgen.lua";
return generate_map(level, file, renderer);
}