/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ // ----------------------------------------------------------------------------- // Includes // ----------------------------------------------------------------------------- #include "common/array.h" #include "sword25/gfx/graphicengine.h" #include "sword25/kernel/common.h" #include "sword25/kernel/kernel.h" #include "sword25/script/script.h" #include "sword25/script/luabindhelper.h" #include "sword25/math/geometry.h" #include "sword25/math/region.h" #include "sword25/math/regionregistry.h" #include "sword25/math/walkregion.h" #include "sword25/math/vertex.h" namespace Sword25 { // These strings are defined as #defines to enable compile-time string composition #define REGION_CLASS_NAME "Geo.Region" #define WALKREGION_CLASS_NAME "Geo.WalkRegion" // How luaL_checkudata, only without that no error is generated. static void *my_checkudata(lua_State *L, int ud, const char *tname) { int top = lua_gettop(L); void *p = lua_touserdata(L, ud); if (p != NULL) { /* value is a userdata? */ if (lua_getmetatable(L, ud)) { /* does it have a metatable? */ // lua_getfield(L, LUA_REGISTRYINDEX, tname); /* get correct metatable */ LuaBindhelper::getMetatable(L, tname); /* does it have the correct mt? */ if (lua_rawequal(L, -1, -2)) { lua_settop(L, top); return p; } } } lua_settop(L, top); return NULL; } static void newUintUserData(lua_State *L, uint value) { void *userData = lua_newuserdata(L, sizeof(value)); memcpy(userData, &value, sizeof(value)); } static bool isValidPolygonDefinition(lua_State *L) { #ifdef DEBUG int __startStackDepth = lua_gettop(L); #endif // Ensure that we actually consider a table if (!lua_istable(L, -1)) { luaL_error(L, "Invalid polygon definition. Unexpected type, \"table\" needed."); return false; } int tableSize = luaL_getn(L, -1); // Make sure that there are at least three Vertecies if (tableSize < 6) { luaL_error(L, "Invalid polygon definition. At least three vertecies needed."); return false; } // Make sure that the number of table elements is divisible by two. // Since any two elements is a vertex, an odd number of elements is not allowed if ((tableSize % 2) != 0) { luaL_error(L, "Invalid polygon definition. Even number of table elements needed."); return false; } // Ensure that all elements in the table are of type Number for (int i = 1; i <= tableSize; i++) { lua_rawgeti(L, -1, i); if (!lua_isnumber(L, -1)) { luaL_error(L, "Invalid polygon definition. All table elements have to be numbers."); return false; } lua_pop(L, 1); } #ifdef DEBUG BS_ASSERT(__startStackDepth == lua_gettop(L)); #endif return true; } static void tablePolygonToPolygon(lua_State *L, Polygon &polygon) { #ifdef DEBUG int __startStackDepth = lua_gettop(L); #endif // Ensure that a valid polygon definition is on the stack. // It is not necessary to catch the return value, since all errors are reported on luaL_error // End script. isValidPolygonDefinition(L); int vertexCount = luaL_getn(L, -1) / 2; // Memory is reserved for Vertecies Common::Array vertices; vertices.reserve(vertexCount); // Create Vertecies for (int i = 0; i < vertexCount; i++) { // X Value lua_rawgeti(L, -1, (i * 2) + 1); int X = static_cast(lua_tonumber(L, -1)); lua_pop(L, 1); // Y Value lua_rawgeti(L, -1, (i * 2) + 2); int Y = static_cast(lua_tonumber(L, -1)); lua_pop(L, 1); // Vertex vertices.push_back(Vertex(X, Y)); } BS_ASSERT((int)vertices.size() == vertexCount); #ifdef DEBUG BS_ASSERT(__startStackDepth == lua_gettop(L)); #endif // Create polygon polygon.init(vertexCount, &vertices[0]); } static uint tableRegionToRegion(lua_State *L, const char *className) { #ifdef DEBUG int __startStackDepth = lua_gettop(L); #endif // You can define a region in Lua in two ways: // 1. A table that defines a polygon (polgon = table with numbers, which define // two consecutive numbers per vertex) // 2. A table containing more polygon definitions // Then the first polygon is the contour of the region, and the following are holes // defined in the first polygon. // It may be passed only one parameter, and this must be a table if (lua_gettop(L) != 1 || !lua_istable(L, -1)) { luaL_error(L, "First and only parameter has to be of type \"table\"."); return 0; } uint regionHandle = 0; if (!strcmp(className, REGION_CLASS_NAME)) { regionHandle = Region::create(Region::RT_REGION); } else if (!strcmp(className, WALKREGION_CLASS_NAME)) { regionHandle = WalkRegion::create(Region::RT_WALKREGION); } else { BS_ASSERT(false); } BS_ASSERT(regionHandle); // If the first element of the parameter is a number, then case 1 is accepted // If the first element of the parameter is a table, then case 2 is accepted // If the first element of the parameter has a different type, there is an error lua_rawgeti(L, -1, 1); int firstElementType = lua_type(L, -1); lua_pop(L, 1); switch (firstElementType) { case LUA_TNUMBER: { Polygon polygon; tablePolygonToPolygon(L, polygon); RegionRegistry::instance().resolveHandle(regionHandle)->init(polygon); } break; case LUA_TTABLE: { lua_rawgeti(L, -1, 1); Polygon polygon; tablePolygonToPolygon(L, polygon); lua_pop(L, 1); int polygonCount = luaL_getn(L, -1); if (polygonCount == 1) RegionRegistry::instance().resolveHandle(regionHandle)->init(polygon); else { Common::Array holes; holes.reserve(polygonCount - 1); for (int i = 2; i <= polygonCount; i++) { lua_rawgeti(L, -1, i); holes.resize(holes.size() + 1); tablePolygonToPolygon(L, holes.back()); lua_pop(L, 1); } BS_ASSERT((int)holes.size() == polygonCount - 1); RegionRegistry::instance().resolveHandle(regionHandle)->init(polygon, &holes); } } break; default: luaL_error(L, "Illegal region definition."); return 0; } #ifdef DEBUG BS_ASSERT(__startStackDepth == lua_gettop(L)); #endif return regionHandle; } static void newUserdataRegion(lua_State *L, const char *className) { // Region due to the Lua code to create // Any errors that occur will be intercepted to the luaL_error uint regionHandle = tableRegionToRegion(L, className); BS_ASSERT(regionHandle); newUintUserData(L, regionHandle); // luaL_getmetatable(L, className); LuaBindhelper::getMetatable(L, className); BS_ASSERT(!lua_isnil(L, -1)); lua_setmetatable(L, -2); } static int newRegion(lua_State *L) { newUserdataRegion(L, REGION_CLASS_NAME); return 1; } static int newWalkRegion(lua_State *L) { newUserdataRegion(L, WALKREGION_CLASS_NAME); return 1; } static const char *GEO_LIBRARY_NAME = "Geo"; static const luaL_reg GEO_FUNCTIONS[] = { {"NewRegion", newRegion}, {"NewWalkRegion", newWalkRegion}, {0, 0} }; static Region *checkRegion(lua_State *L) { // The first parameter must be of type 'userdata', and the Metatable class Geo.Region or Geo.WalkRegion uint *regionHandlePtr; if ((regionHandlePtr = reinterpret_cast(my_checkudata(L, 1, REGION_CLASS_NAME))) != 0 || (regionHandlePtr = reinterpret_cast(my_checkudata(L, 1, WALKREGION_CLASS_NAME))) != 0) { return RegionRegistry::instance().resolveHandle(*regionHandlePtr); } else { luaL_argcheck(L, 0, 1, "'" REGION_CLASS_NAME "' expected"); } // Compilation fix. Execution never reaches this point return 0; } static int r_isValid(lua_State *L) { Region *pR = checkRegion(L); BS_ASSERT(pR); lua_pushbooleancpp(L, pR->isValid()); return 1; } static int r_getX(lua_State *L) { Region *pR = checkRegion(L); BS_ASSERT(pR); lua_pushnumber(L, pR->getPosX()); return 1; } static int r_getY(lua_State *L) { Region *pR = checkRegion(L); BS_ASSERT(pR); lua_pushnumber(L, pR->getPosY()); return 1; } static int r_getPos(lua_State *L) { Region *pR = checkRegion(L); BS_ASSERT(pR); Vertex::vertexToLuaVertex(L, pR->getPosition()); return 1; } static int r_isPointInRegion(lua_State *L) { Region *pR = checkRegion(L); BS_ASSERT(pR); Vertex vertex; Vertex::luaVertexToVertex(L, 2, vertex); lua_pushbooleancpp(L, pR->isPointInRegion(vertex)); return 1; } static int r_setPos(lua_State *L) { Region *pR = checkRegion(L); BS_ASSERT(pR); Vertex vertex; Vertex::luaVertexToVertex(L, 2, vertex); pR->setPos(vertex.x, vertex.y); return 0; } static int r_setX(lua_State *L) { Region *pR = checkRegion(L); BS_ASSERT(pR); pR->setPosX(static_cast(luaL_checknumber(L, 2))); return 0; } static int r_setY(lua_State *L) { Region *pR = checkRegion(L); BS_ASSERT(pR); pR->setPosY(static_cast(luaL_checknumber(L, 2))); return 0; } static void drawPolygon(const Polygon &polygon, uint color, const Vertex &offset) { GraphicEngine *pGE = Kernel::GetInstance()->GetGfx(); BS_ASSERT(pGE); for (int i = 0; i < polygon.vertexCount - 1; i++) pGE->DrawDebugLine(polygon.vertices[i] + offset, polygon.vertices[i + 1] + offset, color); pGE->DrawDebugLine(polygon.vertices[polygon.vertexCount - 1] + offset, polygon.vertices[0] + offset, color); } static void drawRegion(const Region ®ion, uint color, const Vertex &offset) { drawPolygon(region.getContour(), color, offset); for (int i = 0; i < region.getHoleCount(); i++) drawPolygon(region.getHole(i), color, offset); } static int r_draw(lua_State *L) { Region *pR = checkRegion(L); BS_ASSERT(pR); switch (lua_gettop(L)) { case 3: { Vertex offset; Vertex::luaVertexToVertex(L, 3, offset); drawRegion(*pR, GraphicEngine::LuaColorToARGBColor(L, 2), offset); } break; case 2: drawRegion(*pR, GraphicEngine::LuaColorToARGBColor(L, 2), Vertex(0, 0)); break; default: drawRegion(*pR, BS_RGB(255, 255, 255), Vertex(0, 0)); } return 0; } static int r_getCentroid(lua_State *L) { Region *RPtr = checkRegion(L); BS_ASSERT(RPtr); Vertex::vertexToLuaVertex(L, RPtr->getCentroid()); return 1; } static int r_delete(lua_State *L) { Region *pR = checkRegion(L); BS_ASSERT(pR); delete pR; return 0; } static const luaL_reg REGION_METHODS[] = { {"SetPos", r_setPos}, {"SetX", r_setX}, {"SetY", r_setY}, {"GetPos", r_getPos}, {"IsPointInRegion", r_isPointInRegion}, {"GetX", r_getX}, {"GetY", r_getY}, {"IsValid", r_isValid}, {"Draw", r_draw}, {"GetCentroid", r_getCentroid}, {0, 0} }; static WalkRegion *checkWalkRegion(lua_State *L) { // The first parameter must be of type 'userdate', and the Metatable class Geo.WalkRegion uint regionHandle; if ((regionHandle = *reinterpret_cast(my_checkudata(L, 1, WALKREGION_CLASS_NAME))) != 0) { return reinterpret_cast(RegionRegistry::instance().resolveHandle(regionHandle)); } else { luaL_argcheck(L, 0, 1, "'" WALKREGION_CLASS_NAME "' expected"); } // Compilation fix. Execution never reaches this point return 0; } static int wr_getPath(lua_State *L) { WalkRegion *pWR = checkWalkRegion(L); BS_ASSERT(pWR); Vertex start; Vertex::luaVertexToVertex(L, 2, start); Vertex end; Vertex::luaVertexToVertex(L, 3, end); BS_Path path; if (pWR->queryPath(start, end, path)) { lua_newtable(L); BS_Path::const_iterator it = path.begin(); for (; it != path.end(); it++) { lua_pushnumber(L, (it - path.begin()) + 1); Vertex::vertexToLuaVertex(L, *it); lua_settable(L, -3); } } else lua_pushnil(L); return 1; } static const luaL_reg WALKREGION_METHODS[] = { {"GetPath", wr_getPath}, {0, 0} }; bool Geometry::registerScriptBindings() { Kernel *pKernel = Kernel::GetInstance(); BS_ASSERT(pKernel); ScriptEngine *pScript = pKernel->GetScript(); BS_ASSERT(pScript); lua_State *L = static_cast< lua_State *>(pScript->getScriptObject()); BS_ASSERT(L); if (!LuaBindhelper::addMethodsToClass(L, REGION_CLASS_NAME, REGION_METHODS)) return false; if (!LuaBindhelper::addMethodsToClass(L, WALKREGION_CLASS_NAME, REGION_METHODS)) return false; if (!LuaBindhelper::addMethodsToClass(L, WALKREGION_CLASS_NAME, WALKREGION_METHODS)) return false; if (!LuaBindhelper::setClassGCHandler(L, REGION_CLASS_NAME, r_delete)) return false; if (!LuaBindhelper::setClassGCHandler(L, WALKREGION_CLASS_NAME, r_delete)) return false; if (!LuaBindhelper::addFunctionsToLib(L, GEO_LIBRARY_NAME, GEO_FUNCTIONS)) return false; return true; } } // End of namespace Sword25