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#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
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