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integration/luprex/syscpp/world.cpp

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#include "world.hpp"
#include "idalloc.hpp"
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#include "animqueue.hpp"
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#include <iostream>
LuaDefineType(World);
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Tangible::Tangible() : world_(nullptr) {
}
World::~World() {
}
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World::World() {
// Create the lua state.
lua_state_ = lua_open();
if (lua_state_ == nullptr) {
std::cerr << "Cannot create lua state." << std::endl;
exit(1);
}
// Initialize the userdata metatables.
LuaStack::register_all_userdata(lua_state_);
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// Initialize the ID allocator in master mode.
id_global_pool_.init_master(10);
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// Prepare to manipulate the lua state.
LuaVar world;
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LuaStack LS(lua_state_, world);
// Put the world pointer into the lua registry.
LS.newpointer(world, this, false);
LS.setfield(LuaRegistry, "world", world);
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// Create the tangibles table in the registry.
LS.setfield(LuaRegistry, "tangibles", LuaNewTable);
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// Initialize the SourceDB
source_db_.initialize(lua_state_);
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source_db_.rebuild();
}
void Tangible::be_a_player() {
if (id_player_pool_ == nullptr) {
id_player_pool_.reset(new IdPlayerPool(&world_->id_global_pool_));
}
}
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void World::init_standalone() {
// Load the lua source from disk then rebuild the environment.
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source_db_.update();
source_db_.rebuild();
// Run unit tests.
source_db_.run_unittests();
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// Create the player tangible.
Tangible *player = tangible_make(lua_state_, 1, false);
player->be_a_player();
}
Tangible *World::tangible_get(int64_t id) {
auto iter = tangibles_.find(id);
if (iter == tangibles_.end()) {
return nullptr;
} else {
return &iter->second;
}
}
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void World::update_view_map(AnimViewMap *vm, int64_t player_id, float radius) {
vm->clear_updated_bits();
// Update the player's AnimView first.
vm->update_one(tangible_get(player_id)->anim_queue_);
const AnimView *player_view = vm->get_one(player_id);
// Find out where's the center of the world.
std::string plane = player_view->get_plane();
util::XYZ xyz = player_view->get_xyz();
// Update AnimViews for every tangible near the player.
for (int64_t id : plane_map_.scan_radius(plane, xyz.x, xyz.y, 100.0)) {
vm->update_one(tangible_get(id)->anim_queue_);
}
vm->delete_non_updated();
}
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Tangible *World::tangible_make(lua_State *L, int64_t id, bool pushdb) {
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LuaVar tangibles, metatab;
LuaRet database;
LuaStack LS(L, tangibles, database, metatab);
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// Allocate an ID if we don't already have one.
if (id == 0) id = id_global_pool_.alloc_id_for_thread(L);
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// Create the C++ part of the structure.
Tangible *t = &tangibles_[id];
assert(t->world_ == nullptr);
t->world_ = this;
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t->plane_item_.set_id(id);
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t->anim_queue_.set_id(id);
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plane_map_.track(&t->plane_item_);
// Create the tangible's database and metatable.
LS.set(database, LuaNewTable);
LS.set(metatab, LuaNewTable);
LS.setmetatable(database, metatab);
// Store the database into the tangibles table.
LS.getfield(tangibles, LuaRegistry, "tangibles");
LS.rawset(tangibles, id, database);
// Populate the database and metatable with initial stuff.
LS.setfield(database, "inventory", LuaNewTable);
LS.setfield(database, "id", id);
LS.setfield(metatab, "id", id);
// LS.setfield(metatab, "__metatable", LuaNil);
LS.result();
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if (!pushdb) lua_pop(L, 1);
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return t;
}
World *World::fetch(lua_State *L) {
LuaVar world;
LuaStack LS(L, world);
LS.getfield(world, LuaRegistry, "world");
World *w = LS.ckuserdata<World>(world);
LS.result();
return w;
}
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LuaDefine(tangible_get, "c") {
LuaArg id;
LuaRet database;
LuaVar tangibles;
LuaStack LS(L, id, database, tangibles);
LS.getfield(tangibles, LuaRegistry, "tangibles");
LS.rawget(database, tangibles, id);
return LS.result();
}
LuaDefine(tangible_make, "c") {
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World::fetch(L)->tangible_make(L, 0, true);
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return 1;
}