In process of adding luaconsole.cpp
This commit is contained in:
151
luprex/cpp/world.cpp
Normal file
151
luprex/cpp/world.cpp
Normal file
@@ -0,0 +1,151 @@
|
||||
|
||||
#include "world.hpp"
|
||||
#include "idalloc.hpp"
|
||||
#include "animqueue.hpp"
|
||||
#include <iostream>
|
||||
|
||||
LuaDefineType(World);
|
||||
|
||||
Tangible::Tangible() : world_(nullptr) {
|
||||
}
|
||||
|
||||
World::~World() {
|
||||
}
|
||||
|
||||
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_);
|
||||
|
||||
// Initialize the ID allocator in master mode.
|
||||
id_global_pool_.init_master(10);
|
||||
|
||||
// Prepare to manipulate the lua state.
|
||||
LuaVar world;
|
||||
LuaStack LS(lua_state_, world);
|
||||
|
||||
// Put the world pointer into the lua registry.
|
||||
LS.newpointer(world, this, false);
|
||||
LS.setfield(LuaRegistry, "world", world);
|
||||
|
||||
// Create the tangibles table in the registry.
|
||||
LS.setfield(LuaRegistry, "tangibles", LuaNewTable);
|
||||
|
||||
// Initialize the SourceDB
|
||||
source_db_.initialize(lua_state_);
|
||||
source_db_.rebuild();
|
||||
}
|
||||
|
||||
void Tangible::be_a_player() {
|
||||
if (id_player_pool_ == nullptr) {
|
||||
id_player_pool_.reset(new IdPlayerPool(&world_->id_global_pool_));
|
||||
}
|
||||
}
|
||||
|
||||
void World::init_standalone() {
|
||||
// Load the lua source from disk then rebuild the environment.
|
||||
source_db_.update();
|
||||
source_db_.rebuild();
|
||||
|
||||
// Run unit tests.
|
||||
source_db_.run_unittests();
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
Tangible *World::tangible_make(lua_State *L, int64_t id, bool pushdb) {
|
||||
LuaVar tangibles, metatab;
|
||||
LuaRet database;
|
||||
LuaStack LS(L, tangibles, database, metatab);
|
||||
|
||||
// Allocate an ID if we don't already have one.
|
||||
if (id == 0) id = id_global_pool_.alloc_id_for_thread(L);
|
||||
|
||||
// Create the C++ part of the structure.
|
||||
Tangible *t = &tangibles_[id];
|
||||
assert(t->world_ == nullptr);
|
||||
t->world_ = this;
|
||||
t->plane_item_.set_id(id);
|
||||
t->anim_queue_.set_id(id);
|
||||
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();
|
||||
if (!pushdb) lua_pop(L, 1);
|
||||
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;
|
||||
}
|
||||
|
||||
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") {
|
||||
World::fetch(L)->tangible_make(L, 0, true);
|
||||
return 1;
|
||||
}
|
||||
Reference in New Issue
Block a user