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/* 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
*
*/
#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<Vertex> 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<int>(lua_tonumber(L, -1));
lua_pop(L, 1);
// Y Value
lua_rawgeti(L, -1, (i * 2) + 2);
int Y = static_cast<int>(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<Polygon> 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<uint *>(my_checkudata(L, 1, REGION_CLASS_NAME))) != 0 ||
(regionHandlePtr = reinterpret_cast<uint *>(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<int>(luaL_checknumber(L, 2)));
return 0;
}
static int r_setY(lua_State *L) {
Region *pR = checkRegion(L);
BS_ASSERT(pR);
pR->setPosY(static_cast<int>(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<uint *>(my_checkudata(L, 1, WALKREGION_CLASS_NAME))) != 0) {
return reinterpret_cast<WalkRegion *>(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
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