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-rw-r--r--src/CApi.h203
1 files changed, 203 insertions, 0 deletions
diff --git a/src/CApi.h b/src/CApi.h
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index 0000000..651cc13
--- /dev/null
+++ b/src/CApi.h
@@ -0,0 +1,203 @@
+#ifndef DNG_CAPI_H
+#define DNG_CAPI_H
+
+#include "Level.h"
+#include "Scene.h"
+#include <lua.hpp>
+#include <memory>
+
+extern std::shared_ptr<Level> lvl;
+extern Scene scene;
+
+/*
+ * c_get_player_position(int x, int y)
+ */
+static int c_get_player_position(lua_State *L) {
+ lua_createtable(L, 0, 2);
+ lua_pushnumber(L, lvl->player.y + 1);
+ lua_setfield(L, -2, "y");
+ lua_pushnumber(L, lvl->player.x + 1);
+ lua_setfield(L, -2, "x");
+
+ return 1;
+}
+
+/*
+ * c_move_player(int dx, int dy)
+ */
+static int c_move_player(lua_State *L) {
+ // stack ordering
+ int dy = static_cast<int>(lua_tonumber(L, -1));
+ int dx = static_cast<int>(lua_tonumber(L, -2));
+
+ if (lvl->playerCanStep(dx, dy)) {
+ lvl->player.x += dx;
+ lvl->player.y += dy;
+ }
+
+ lua_createtable(L, 0, 2);
+ lua_pushnumber(L, lvl->player.y + 1);
+ lua_setfield(L, -2, "y");
+ lua_pushnumber(L, lvl->player.x + 1);
+ lua_setfield(L, -2, "x");
+
+ return 1;
+}
+
+/*
+ * c_move_enemy(int id, int dx, int dy)
+ */
+static int c_move_enemy(lua_State *L) {
+ // stack ordering
+ int dy = static_cast<int>(lua_tonumber(L, -1));
+ int dx = static_cast<int>(lua_tonumber(L, -2));
+ int id = static_cast<int>(lua_tonumber(L, -3));
+
+ int i = lvl->getEnemyIndex(id);
+ // guard against enemy not found
+ if (i == -1) {
+ return 1;
+ }
+
+ if (lvl->enemyCanStep(lvl->enemyPositions[i], dx, dy)) {
+ lvl->enemyPositions[i].x += dx;
+ lvl->enemyPositions[i].y += dy;
+ }
+ lua_createtable(L, 0, 3);
+ lua_pushnumber(L, lvl->enemyPositions[i].y + 1);
+ lua_setfield(L, -2, "y");
+ lua_pushnumber(L, lvl->enemyPositions[i].x + 1);
+ lua_setfield(L, -2, "x");
+ lua_pushnumber(L, lvl->enemyPositions[i].id);
+ lua_setfield(L, -2, "id");
+
+ return 1;
+}
+
+/*
+ * c_get_enemies()
+ */
+static int c_get_enemies(lua_State *L) {
+ lua_createtable(L, int(lvl->enemyPositions.size()), 0);
+
+ int idx = 0;
+
+ for (auto &pos : lvl->enemyPositions) {
+ lua_pushnumber(L, ++idx);
+ lua_createtable(L, 0, 3);
+ lua_pushnumber(L, pos.id);
+ lua_setfield(L, -2, "id");
+ lua_pushnumber(L, pos.x + 1);
+ lua_setfield(L, -2, "x");
+ lua_pushnumber(L, pos.y + 1);
+ lua_setfield(L, -2, "y");
+ lua_settable(L, -3);
+ }
+
+ return 1;
+}
+
+/*
+ * c_spawn_enemy(int x, int y)
+ */
+static int c_spawn_enemy(lua_State *L) { return 1; }
+
+/*
+ * c_destroy_enemy(int id)
+ */
+static int c_destroy_enemy(lua_State *L) { return 1; }
+
+/*
+ * c_get_map()
+ */
+static int c_get_map(lua_State *L) {
+ lua_createtable(L, int(lvl->map.size()), 0);
+ int idx = 0;
+ for (auto &vec : lvl->map) {
+ lua_pushnumber(L, ++idx);
+ lua_createtable(L, int(vec.size()), 0);
+ int inner_idx = 0;
+ for (auto &c : vec) {
+ lua_pushnumber(L, ++inner_idx);
+ lua_pushnumber(L, c == WALL_SPACE ? 1 : 0);
+ lua_rawset(L, -3);
+ }
+ lua_rawset(L, -3);
+ }
+ return 1;
+}
+
+/*
+ * c_trigger_level_start()
+ */
+static int c_trigger_level_start(lua_State *L) {
+ scene = Scene::LEVEL;
+ lua_pushboolean(L, true);
+ return 1;
+}
+/*
+ * c_trigger_win()
+ */
+static int c_trigger_win(lua_State *L) {
+ scene = Scene::WIN;
+ lua_pushboolean(L, true);
+ return 1;
+}
+
+/*
+ * c_trigger_loss()
+ */
+static int c_trigger_loss(lua_State *L) {
+ scene = Scene::LOSS;
+ lua_pushboolean(L, true);
+ return 1;
+}
+
+static int c_get_scene(lua_State *L) {
+ lua_pushnumber(L, scene);
+ return 1;
+}
+
+static int c_get_treasures(lua_State *L) {
+ lua_createtable(L, static_cast<int>(lvl->treasurePositions.size()), 0);
+ int idx = 0;
+ for (auto &t : lvl->treasurePositions) {
+ lua_pushnumber(L, ++idx);
+ lua_createtable(L, 0, 3);
+ lua_pushnumber(L, t.y + 1);
+ lua_setfield(L, -2, "y");
+ lua_pushnumber(L, t.x + 1);
+ lua_setfield(L, -2, "x");
+ lua_pushnumber(L, t.id);
+ lua_setfield(L, -2, "id");
+ lua_settable(L, -3);
+ }
+ return 1;
+}
+
+static int c_score_treasure(lua_State *L) {
+ int id = static_cast<int>(lua_tonumber(L, -1));
+
+ erase_if(lvl->treasurePositions, [id](Pos t) { return t.id == id; });
+
+ return 1;
+}
+
+// not for lua use
+void init_c_api(lua_State *L) {
+ lua_register(L, "c_move_player", c_move_player);
+ lua_register(L, "c_move_enemy", c_move_enemy);
+ lua_register(L, "c_spawn_enemy", c_spawn_enemy);
+ lua_register(L, "c_destroy_enemy", c_destroy_enemy);
+ lua_register(L, "c_get_enemies", c_get_enemies);
+ lua_register(L, "c_get_player_position", c_get_player_position);
+ lua_register(L, "c_get_map", c_get_map);
+ lua_register(L, "c_trigger_level_start", c_trigger_level_start);
+ lua_register(L, "c_trigger_win", c_trigger_win);
+ lua_register(L, "c_trigger_loss", c_trigger_loss);
+ lua_register(L, "c_get_scene", c_get_scene);
+ lua_register(L, "c_score_treasure", c_score_treasure);
+ lua_register(L, "c_get_treasures", c_get_treasures);
+}
+
+#endif // DNG_CAPI_H \ No newline at end of file