Created lua_blockmaplib.c, for Lua's blockmap library
my P_SearchBlockmap_* functions are now a single searchBlockmap function, you can choose between "objects" and "lines" with the first arg to decide what to iterate through. I also rearranged the argument order a bit for easy stack cleanup etc I'll remove the old stuff later, don't worry, it's disabled for now
This commit is contained in:
parent
60dcfd1021
commit
dc1e7165f7
15
SRB2.cbp
15
SRB2.cbp
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@ -2561,6 +2561,21 @@ HW3SOUND for 3D hardware sound support
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<Option target="Debug Mingw64/DirectX" />
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<Option target="Debug Mingw64/DirectX" />
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<Option target="Release Mingw64/DirectX" />
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<Option target="Release Mingw64/DirectX" />
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</Unit>
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</Unit>
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<Unit filename="src/lua_blockmaplib.c">
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<Option compilerVar="CC" />
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<Option target="Debug Native/SDL" />
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<Option target="Release Native/SDL" />
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<Option target="Debug Mingw/SDL" />
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<Option target="Release Mingw/SDL" />
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<Option target="Debug Mingw/DirectX" />
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<Option target="Release Mingw/DirectX" />
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<Option target="Debug Linux/SDL" />
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<Option target="Release Linux/SDL" />
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<Option target="Debug Mingw64/SDL" />
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<Option target="Release Mingw64/SDL" />
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<Option target="Debug Mingw64/DirectX" />
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<Option target="Release Mingw64/DirectX" />
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</Unit>
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<Unit filename="src/lua_consolelib.c">
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<Unit filename="src/lua_consolelib.c">
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<Option compilerVar="CC" />
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<Option compilerVar="CC" />
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<Option target="Debug Native/SDL" />
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<Option target="Debug Native/SDL" />
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@ -231,6 +231,7 @@ if(${SRB2_CONFIG_HAVE_BLUA})
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add_definitions(-DHAVE_BLUA)
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add_definitions(-DHAVE_BLUA)
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set(SRB2_LUA_SOURCES
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set(SRB2_LUA_SOURCES
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lua_baselib.c
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lua_baselib.c
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lua_blockmaplib.c
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lua_consolelib.c
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lua_consolelib.c
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lua_hooklib.c
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lua_hooklib.c
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lua_hudlib.c
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lua_hudlib.c
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@ -48,4 +48,5 @@ OBJS:=$(OBJS) \
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$(OBJDIR)/lua_skinlib.o \
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$(OBJDIR)/lua_skinlib.o \
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$(OBJDIR)/lua_thinkerlib.o \
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$(OBJDIR)/lua_thinkerlib.o \
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$(OBJDIR)/lua_maplib.o \
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$(OBJDIR)/lua_maplib.o \
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$(OBJDIR)/lua_blockmaplib.o \
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$(OBJDIR)/lua_hudlib.o
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$(OBJDIR)/lua_hudlib.o
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@ -28,7 +28,8 @@
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#define NOHUD if (hud_running) return luaL_error(L, "HUD rendering code should not call this function!");
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#define NOHUD if (hud_running) return luaL_error(L, "HUD rendering code should not call this function!");
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// uncomment if you want to test
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// uncomment if you want to test
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#define LUA_BLOCKMAP
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// note: now outdated
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//#define LUA_BLOCKMAP
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boolean luaL_checkboolean(lua_State *L, int narg) {
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boolean luaL_checkboolean(lua_State *L, int narg) {
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luaL_checktype(L, narg, LUA_TBOOLEAN);
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luaL_checktype(L, narg, LUA_TBOOLEAN);
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@ -0,0 +1,248 @@
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2016 by Iestyn "Monster Iestyn" Jealous.
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// Copyright (C) 2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file lua_blockmaplib.c
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/// \brief blockmap library for Lua scripting
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#include "doomdef.h"
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#ifdef HAVE_BLUA
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#include "p_local.h"
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#include "r_main.h" // validcount
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#include "lua_script.h"
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#include "lua_libs.h"
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//#include "lua_hud.h" // hud_running errors
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static const char *const search_opt[] = {
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"objects",
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"lines",
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NULL};
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// a quickly-made function pointer typedef used by lib_searchBlockmap...
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typedef boolean (*blockmap_func)(lua_State *, INT32, INT32, mobj_t *);
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static boolean blockfuncerror = false; // errors should only print once per search blockmap call
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// Helper function for "objects" search
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static boolean lib_searchBlockmap_Objects(lua_State *L, INT32 x, INT32 y, mobj_t *thing)
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{
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mobj_t *mobj, *bnext = NULL;
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if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
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return true;
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// Check interaction with the objects in the blockmap.
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for (mobj = blocklinks[y*bmapwidth + x]; mobj; mobj = bnext)
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{
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P_SetTarget(&bnext, mobj->bnext); // We want to note our reference to bnext here incase it is MF_NOTHINK and gets removed!
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if (mobj == thing)
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continue; // our thing just found itself, so move on
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lua_pushvalue(L, 1); // push function
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LUA_PushUserdata(L, thing, META_MOBJ);
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LUA_PushUserdata(L, mobj, META_MOBJ);
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if (lua_pcall(gL, 2, 1, 0)) {
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if (!blockfuncerror || cv_debug & DBG_LUA)
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CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
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lua_pop(gL, 1);
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blockfuncerror = true;
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return true;
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}
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if (!lua_isnil(gL, -1))
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{ // if nil, continue
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if (lua_toboolean(gL, -1))
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return false;
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}
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lua_pop(gL, 1);
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if (P_MobjWasRemoved(thing) // func just popped our thing, cannot continue.
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|| (bnext && P_MobjWasRemoved(bnext))) // func just broke blockmap chain, cannot continue.
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{
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P_SetTarget(&bnext, NULL);
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return true;
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}
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}
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return true;
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}
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// Helper function for "lines" search
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static boolean lib_searchBlockmap_Lines(lua_State *L, INT32 x, INT32 y, mobj_t *thing)
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{
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INT32 offset;
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const INT32 *list; // Big blockmap
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#ifdef POLYOBJECTS
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polymaplink_t *plink; // haleyjd 02/22/06
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#endif
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line_t *ld;
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if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
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return true;
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offset = y*bmapwidth + x;
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#ifdef POLYOBJECTS
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// haleyjd 02/22/06: consider polyobject lines
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plink = polyblocklinks[offset];
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while (plink)
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{
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polyobj_t *po = plink->po;
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if (po->validcount != validcount) // if polyobj hasn't been checked
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{
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size_t i;
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po->validcount = validcount;
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for (i = 0; i < po->numLines; ++i)
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{
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if (po->lines[i]->validcount == validcount) // line has been checked
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continue;
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po->lines[i]->validcount = validcount;
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lua_pushvalue(L, 1);
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LUA_PushUserdata(L, thing, META_MOBJ);
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LUA_PushUserdata(L, po->lines[i], META_LINE);
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if (lua_pcall(gL, 2, 1, 0)) {
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if (!blockfuncerror || cv_debug & DBG_LUA)
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CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
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lua_pop(gL, 1);
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blockfuncerror = true;
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return true;
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}
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if (!lua_isnil(gL, -1))
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{ // if nil, continue
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if (lua_toboolean(gL, -1))
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return false;
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}
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lua_pop(gL, 1);
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if (P_MobjWasRemoved(thing))
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return true;
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}
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}
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plink = (polymaplink_t *)(plink->link.next);
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}
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#endif
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offset = *(blockmap + offset); // offset = blockmap[y*bmapwidth+x];
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// First index is really empty, so +1 it.
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for (list = blockmaplump + offset + 1; *list != -1; list++)
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{
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ld = &lines[*list];
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if (ld->validcount == validcount)
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continue; // Line has already been checked.
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ld->validcount = validcount;
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lua_pushvalue(L, 1);
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LUA_PushUserdata(L, thing, META_MOBJ);
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LUA_PushUserdata(L, ld, META_LINE);
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if (lua_pcall(gL, 2, 1, 0)) {
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if (!blockfuncerror || cv_debug & DBG_LUA)
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CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
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lua_pop(gL, 1);
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blockfuncerror = true;
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return true;
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}
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if (!lua_isnil(gL, -1))
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{ // if nil, continue
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if (lua_toboolean(gL, -1))
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return false;
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}
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lua_pop(gL, 1);
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if (P_MobjWasRemoved(thing))
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return true;
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}
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return true; // Everything was checked.
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}
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// The searchBlockmap function
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// arguments: searchBlockmap(searchtype, function, mobj, [x1, x2, y1, y2])
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// return value:
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// true = search completely uninteruppted,
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// false = searching of at least one block stopped mid-way (doesn't stop the whole search though)
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static int lib_searchBlockmap(lua_State *L)
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{
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int searchtype = luaL_checkoption(L, 1, "objects", search_opt);
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int n;
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mobj_t *mobj;
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INT32 xl, xh, yl, yh, bx, by;
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fixed_t x1, x2, y1, y2;
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boolean retval = true;
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blockmap_func searchFunc;
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lua_remove(L, 1); // remove searchtype, stack is now function, mobj, [x1, x2, y1, y2]
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luaL_checktype(L, 1, LUA_TFUNCTION);
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switch (searchtype)
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{
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case 0: // "objects"
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default:
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searchFunc = lib_searchBlockmap_Objects;
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break;
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case 1: // "lines"
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searchFunc = lib_searchBlockmap_Lines;
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break;
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}
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// the mobj we are searching around, the "calling" mobj we could say
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mobj = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
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if (!mobj)
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return LUA_ErrInvalid(L, "mobj_t");
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n = lua_gettop(L);
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if (n > 2) // specific x/y ranges have been supplied
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{
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if (n < 6)
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return luaL_error(L, "arguments 4 to 6 not all given (expected 4 fixed-point integers)");
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x1 = luaL_checkfixed(L, 3);
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x2 = luaL_checkfixed(L, 4);
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y1 = luaL_checkfixed(L, 5);
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y2 = luaL_checkfixed(L, 6);
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}
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else // mobj and function only - search around mobj's radius by default
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{
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fixed_t radius = mobj->radius + MAXRADIUS;
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x1 = mobj->x - radius;
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x2 = mobj->x + radius;
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y1 = mobj->y - radius;
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y2 = mobj->y + radius;
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}
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lua_settop(L, 2); // pop everything except function, mobj
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xl = (unsigned)(x1 - bmaporgx)>>MAPBLOCKSHIFT;
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xh = (unsigned)(x2 - bmaporgx)>>MAPBLOCKSHIFT;
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yl = (unsigned)(y1 - bmaporgy)>>MAPBLOCKSHIFT;
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yh = (unsigned)(y2 - bmaporgy)>>MAPBLOCKSHIFT;
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BMBOUNDFIX(xl, xh, yl, yh);
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blockfuncerror = false; // reset
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validcount++;
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for (bx = xl; bx <= xh; bx++)
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for (by = yl; by <= yh; by++)
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{
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if (!searchFunc(L, bx, by, mobj))
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retval = false;
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if (P_MobjWasRemoved(mobj)){
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lua_pushboolean(L, false);
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return 1;
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}
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}
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lua_pushboolean(L, retval);
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return 1;
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}
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int LUA_BlockmapLib(lua_State *L)
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{
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lua_register(L, "searchBlockmap", lib_searchBlockmap);
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return 0;
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}
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#endif
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@ -70,6 +70,7 @@ int LUA_PlayerLib(lua_State *L);
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int LUA_SkinLib(lua_State *L);
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int LUA_SkinLib(lua_State *L);
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int LUA_ThinkerLib(lua_State *L);
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int LUA_ThinkerLib(lua_State *L);
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int LUA_MapLib(lua_State *L);
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int LUA_MapLib(lua_State *L);
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int LUA_BlockmapLib(lua_State *L);
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int LUA_HudLib(lua_State *L);
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int LUA_HudLib(lua_State *L);
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#endif
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#endif
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@ -48,6 +48,7 @@ static lua_CFunction liblist[] = {
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LUA_SkinLib, // skin_t, skins[]
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LUA_SkinLib, // skin_t, skins[]
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LUA_ThinkerLib, // thinker_t
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LUA_ThinkerLib, // thinker_t
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LUA_MapLib, // line_t, side_t, sector_t, subsector_t
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LUA_MapLib, // line_t, side_t, sector_t, subsector_t
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LUA_BlockmapLib, // blockmap stuff
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LUA_HudLib, // HUD stuff
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LUA_HudLib, // HUD stuff
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NULL
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NULL
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};
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};
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@ -295,6 +295,7 @@
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\i_tcp.c" />
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<ClCompile Include="..\i_tcp.c" />
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<ClCompile Include="..\lua_baselib.c" />
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<ClCompile Include="..\lua_baselib.c" />
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<ClCompile Include="..\lua_blockmaplib.c" />
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<ClCompile Include="..\lua_consolelib.c" />
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<ClCompile Include="..\lua_consolelib.c" />
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<ClCompile Include="..\lua_hooklib.c" />
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<ClCompile Include="..\lua_hooklib.c" />
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<ClCompile Include="..\lua_hudlib.c" />
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<ClCompile Include="..\lua_hudlib.c" />
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@ -633,6 +633,9 @@
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<ClCompile Include="..\lua_baselib.c">
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<ClCompile Include="..\lua_baselib.c">
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<Filter>LUA</Filter>
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<Filter>LUA</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\lua_blockmaplib.c">
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<Filter>LUA</Filter>
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</ClCompile>
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<ClCompile Include="..\lua_consolelib.c">
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<ClCompile Include="..\lua_consolelib.c">
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<Filter>LUA</Filter>
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<Filter>LUA</Filter>
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</ClCompile>
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</ClCompile>
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@ -131,6 +131,7 @@
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</ClCompile>
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</ClCompile>
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<ClCompile Include="..\i_tcp.c" />
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<ClCompile Include="..\i_tcp.c" />
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<ClCompile Include="..\lua_baselib.c" />
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<ClCompile Include="..\lua_baselib.c" />
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<ClCompile Include="..\lua_blockmaplib.c" />
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<ClCompile Include="..\lua_consolelib.c" />
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<ClCompile Include="..\lua_consolelib.c" />
|
||||||
<ClCompile Include="..\lua_hooklib.c" />
|
<ClCompile Include="..\lua_hooklib.c" />
|
||||||
<ClCompile Include="..\lua_hudlib.c" />
|
<ClCompile Include="..\lua_hudlib.c" />
|
||||||
|
|
|
@ -225,6 +225,9 @@
|
||||||
<ClCompile Include="..\lua_baselib.c">
|
<ClCompile Include="..\lua_baselib.c">
|
||||||
<Filter>LUA</Filter>
|
<Filter>LUA</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\lua_blockmaplib.c">
|
||||||
|
<Filter>LUA</Filter>
|
||||||
|
</ClCompile>
|
||||||
<ClCompile Include="..\lua_consolelib.c">
|
<ClCompile Include="..\lua_consolelib.c">
|
||||||
<Filter>LUA</Filter>
|
<Filter>LUA</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
|
Loading…
Reference in New Issue