]> git.r.bdr.sh - rbdr/pico-engine/blame - actor.cpp
Update project so it compiles
[rbdr/pico-engine] / actor.cpp
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1#include "stdafx.h"\r
2\r
3Actor::Actor(int xpos, int ypos, const char *spritepath, const char *scriptpath, Map *map, Audio *audio, Game_overwatch *ow, CLuaVirtualMachine& vm) : CLuaScript(vm){\r
4 this->init(xpos,ypos,spritepath,scriptpath,NULL,LEFT,true,map,audio,ow,vm);\r
5}\r
6\r
7Actor::Actor(int xpos, int ypos, const char *spritepath, const char *scriptpath, Actor *dad, Direction dir, bool phys, Map *map, Audio *audio, Game_overwatch *ow, CLuaVirtualMachine& vm) : CLuaScript(vm){\r
8 this->init(xpos,ypos,spritepath,scriptpath,dad,dir,phys,map,audio,ow,vm);\r
9}\r
10\r
11Actor::~Actor(){\r
12 SDL_FreeSurface(sprite);\r
13 if(parent != NULL){\r
14 parent->remove_bullet();\r
15 }\r
16 overwatch->move_out(this);\r
17}\r
18\r
19void Actor::init(int xpos, int ypos, const char *spritepath, const char *scriptpath, Actor *dad, Direction dir, bool phys, Map *map, Audio *aud, Game_overwatch *ow, CLuaVirtualMachine& vm){\r
20 //Set Values from constructor\r
21 x = xpos;\r
22 y = ypos;\r
23 overwatch = ow;\r
24 audio = aud;\r
25 currentmap = map;\r
26 physics = phys;\r
27 parent = dad;\r
28 currentdirection = dir;\r
29 walk_time = 0;\r
30 \r
31 //sprite\r
32 SDL_Surface *raw_sprite = IMG_Load(spritepath);\r
33 sprite = SDL_DisplayFormat(raw_sprite);\r
34 SDL_FreeSurface(raw_sprite);\r
35 Uint32 colorkey = SDL_MapRGB(sprite->format, 255, 0, 255);\r
36 SDL_SetColorKey(sprite, SDL_SRCCOLORKEY | SDL_RLEACCEL, colorkey); //le ponemos al buddy el colorkey para las transparencias\r
37 w = sprite->w/SPRITE_FRAMES_W; //el ancho de nuestro spritesheet\r
38 h = sprite->h/SPRITE_FRAMES_H; //lo alto de nuestro spritesheet\r
39 \r
40 //Lua API.\r
41 m_iMethodBase = RegisterFunction ("get_x");\r
42 RegisterFunction ("get_y");\r
43 RegisterFunction ("get_w");\r
44 RegisterFunction ("get_h");\r
45 RegisterFunction ("get_clip_x");\r
46 RegisterFunction ("get_clip_y");\r
47 RegisterFunction ("get_currentframe");\r
48 RegisterFunction ("get_oldclip");\r
49 RegisterFunction ("get_vertical_speed");\r
50 RegisterFunction ("get_falltime");\r
51 RegisterFunction ("get_speed");\r
52 RegisterFunction ("get_ownspeed");\r
53 RegisterFunction ("get_totalspeed");\r
54 RegisterFunction ("set_x");\r
55 RegisterFunction ("set_y");\r
56 RegisterFunction ("set_w");\r
57 RegisterFunction ("set_h");\r
58 RegisterFunction ("set_clip_x");\r
59 RegisterFunction ("set_clip_y");\r
60 RegisterFunction ("set_currentframe");\r
61 RegisterFunction ("set_oldclip");\r
62 RegisterFunction ("set_vertical_speed");\r
63 RegisterFunction ("set_falltime");\r
64 RegisterFunction ("set_speed");\r
65 RegisterFunction ("set_ownspeed");\r
66 RegisterFunction ("set_totalspeed");\r
67 RegisterFunction ("get_currentdirection");\r
68 RegisterFunction ("set_currentdirection");\r
69 RegisterFunction ("can_move");\r
70 RegisterFunction ("get_collision");\r
71 RegisterFunction ("set_collision");\r
72 RegisterFunction ("get_map_sx");\r
73 RegisterFunction ("get_map_sy");\r
74 RegisterFunction ("set_map_sx");\r
75 RegisterFunction ("set_map_sy");\r
76 RegisterFunction ("get_cfg_max_map_w");\r
77 RegisterFunction ("get_cfg_max_map_h");\r
78 RegisterFunction ("get_cfg_screen_width");\r
79 RegisterFunction ("get_cfg_screen_height");\r
80 RegisterFunction ("get_leftkey");\r
81 RegisterFunction ("get_rightkey");\r
82 RegisterFunction ("get_zkey");\r
83 RegisterFunction ("get_xkey");\r
84 RegisterFunction ("get_jumplock");\r
85 RegisterFunction ("get_shootlock");\r
86 RegisterFunction ("set_jumplock");\r
87 RegisterFunction ("set_shootlock");\r
88 RegisterFunction ("set_dying");\r
89 RegisterFunction ("add_bullet");\r
90 RegisterFunction ("get_shotcount");\r
91 RegisterFunction ("set_physics");\r
92 RegisterFunction ("set_enemy");\r
93 RegisterFunction ("set_controllable");\r
94 RegisterFunction ("get_ckey");\r
95 RegisterFunction ("get_switchlock");\r
96 RegisterFunction ("set_switchlock");\r
97 RegisterFunction ("set_noclip");\r
98 RegisterFunction ("load_clip");\r
99 RegisterFunction ("play_sfx");\r
100 RegisterFunction ("play_bgm");\r
101 RegisterFunction ("stop_bgm");\r
102 RegisterFunction ("get_cfg_tile_w");\r
103 RegisterFunction ("get_cfg_tile_h");\r
104 RegisterFunction ("accelerate");\r
105 RegisterFunction ("get_walk_time");\r
106 RegisterFunction ("set_walk_time");\r
107 RegisterFunction ("decelerate");\r
108 \r
109 \r
110 //lua compile.\r
111 this->CompileFile("scripts/globals.lua");\r
112 this->CompileFile (scriptpath);\r
113 \r
114 //lua sync.\r
115 this->SelectScriptFunction ("sync");\r
116 this->Go ();\r
117\r
118 \r
119 //default values.\r
120 oldclip = 0;\r
121 vertical_speed = 0.0;\r
122 falltime = 0.0;\r
123 speed = 0.0;\r
124 ownspeed = 0.0;\r
125 clip_x = 0;\r
126 clip_y = 0;\r
127 currentframe = 0;\r
128 jumplock = false;\r
129 shootlock = false;\r
130 dying = false;\r
131 shotcount = 0;\r
132 \r
133 //using ENUM direction as colliding vector index.\r
134 colliding[UP], colliding[DOWN], colliding[LEFT], colliding[RIGHT] = false;\r
135 \r
136 overwatch->move_in(this);\r
137}\r
138\r
139//The Lua ScriptCalling Index.\r
140int Actor::ScriptCalling (CLuaVirtualMachine& vm, int iFunctionNumber){\r
141 switch (iFunctionNumber - m_iMethodBase)\r
142 {\r
143 case 0:\r
144 return lget_x(vm);\r
145 break;\r
146 \r
147 case 1:\r
148 return lget_y(vm);\r
149 break;\r
150 \r
151 case 2:\r
152 return lget_w(vm);\r
153 break;\r
154 \r
155 case 3:\r
156 return lget_h(vm);\r
157 break;\r
158 \r
159 case 4:\r
160 return lget_clip_x(vm);\r
161 break;\r
162 \r
163 case 5:\r
164 return lget_clip_y(vm);\r
165 break;\r
166 \r
167 case 6:\r
168 return lget_currentframe(vm);\r
169 break;\r
170 \r
171 case 7:\r
172 return lget_oldclip(vm);\r
173 break;\r
174 \r
175 case 8:\r
176 return lget_vertical_speed(vm);\r
177 break;\r
178 \r
179 case 9:\r
180 return lget_falltime(vm);\r
181 break;\r
182 \r
183 case 10:\r
184 return lget_speed(vm);\r
185 break;\r
186 \r
187 case 11:\r
188 return lget_ownspeed(vm);\r
189 break;\r
190 \r
191 case 12:\r
192 return lget_totalspeed(vm);\r
193 break;\r
194 case 13:\r
195 return lset_x(vm);\r
196 break;\r
197 \r
198 case 14:\r
199 return lset_y(vm);\r
200 break;\r
201 \r
202 case 15:\r
203 return lset_w(vm);\r
204 break;\r
205 \r
206 case 16:\r
207 return lset_h(vm);\r
208 break;\r
209 \r
210 case 17:\r
211 return lset_clip_x(vm);\r
212 break;\r
213 \r
214 case 18:\r
215 return lset_clip_y(vm);\r
216 break;\r
217 \r
218 case 19:\r
219 return lset_currentframe(vm);\r
220 break;\r
221 \r
222 case 20:\r
223 return lset_oldclip(vm);\r
224 break;\r
225 \r
226 case 21:\r
227 return lset_vertical_speed(vm);\r
228 break;\r
229 \r
230 case 22:\r
231 return lset_falltime(vm);\r
232 break;\r
233 \r
234 case 23:\r
235 return lset_speed(vm);\r
236 break;\r
237 \r
238 case 24:\r
239 return lset_ownspeed(vm);\r
240 break;\r
241 \r
242 case 25:\r
243 return lset_totalspeed(vm);\r
244 break;\r
245 \r
246 case 26:\r
247 return lget_currentdirection(vm);\r
248 break;\r
249 \r
250 case 27:\r
251 return lset_currentdirection(vm);\r
252 break;\r
253 \r
254 case 28:\r
255 return lcan_move(vm);\r
256 break;\r
257 \r
258 case 29:\r
259 return lget_collision(vm);\r
260 break;\r
261 \r
262 case 30:\r
263 return lset_collision(vm);\r
264 break;\r
265 \r
266 case 31:\r
267 return lget_map_sx(vm);\r
268 break;\r
269 \r
270 case 32:\r
271 return lget_map_sy(vm);\r
272 break;\r
273 \r
274 case 33:\r
275 return lset_map_sx(vm);\r
276 break;\r
277 \r
278 case 34:\r
279 return lset_map_sy(vm);\r
280 break;\r
281 \r
282 case 35:\r
283 return lget_cfg_max_map_w(vm);\r
284 break;\r
285 \r
286 case 36:\r
287 return lget_cfg_max_map_h(vm);\r
288 break;\r
289 \r
290 case 37:\r
291 return lget_cfg_screen_width(vm);\r
292 break;\r
293 \r
294 case 38:\r
295 return lget_cfg_screen_height(vm);\r
296 break;\r
297 \r
298 case 39:\r
299 return lget_leftkey(vm);\r
300 break;\r
301 \r
302 case 40:\r
303 return lget_rightkey(vm);\r
304 break;\r
305 \r
306 case 41:\r
307 return lget_zkey(vm);\r
308 break;\r
309 \r
310 case 42:\r
311 return lget_xkey(vm);\r
312 break;\r
313 \r
314 case 43:\r
315 return lget_jumplock(vm);\r
316 break;\r
317 \r
318 case 44:\r
319 return lget_shootlock(vm);\r
320 break;\r
321 \r
322 case 45:\r
323 return lset_jumplock(vm);\r
324 break;\r
325 \r
326 case 46:\r
327 return lset_shootlock(vm);\r
328 break;\r
329 \r
330 case 47:\r
331 return lset_dying(vm);\r
332 break;\r
333 \r
334 case 48:\r
335 return ladd_bullet(vm);\r
336 break;\r
337 \r
338 case 49:\r
339 return lget_shotcount(vm);\r
340 break;\r
341 \r
342 case 50:\r
343 return lset_physics(vm);\r
344 break;\r
345 \r
346 case 51:\r
347 return lset_enemy(vm);\r
348 break;\r
349 \r
350 case 52:\r
351 return lset_controllable(vm);\r
352 break;\r
353 \r
354 case 53:\r
355 return lget_ckey(vm);\r
356 break;\r
357 \r
358 case 54:\r
359 return lget_switchlock(vm);\r
360 break;\r
361 \r
362 case 55:\r
363 return lset_switchlock(vm);\r
364 break;\r
365 \r
366 case 56:\r
367 return lset_noclip(vm);\r
368 break;\r
369 \r
370 case 57:\r
371 return lload_clip(vm);\r
372 break;\r
373 \r
374 case 58:\r
375 return lplay_sfx(vm);\r
376 break;\r
377 \r
378 case 59:\r
379 return lplay_bgm(vm);\r
380 break;\r
381 \r
382 case 60:\r
383 return lstop_bgm(vm);\r
384 break;\r
385 \r
386 case 61:\r
387 return lget_cfg_tile_w(vm);\r
388 break;\r
389 \r
390 case 62:\r
391 return lget_cfg_tile_h(vm);\r
392 break;\r
393 case 63:\r
394 return laccelerate(vm);\r
395 break;\r
396 case 64:\r
397 return lget_walk_time(vm);\r
398 break;\r
399 case 65:\r
400 return lset_walk_time(vm);\r
401 break;\r
402 case 66:\r
403 return ldecelerate(vm);\r
404 break;\r
405 }\r
406 return 0;\r
407 }\r
408\r
409void Actor::HandleReturns (CLuaVirtualMachine& vm, const char *strFunc){\r
410 \r
411}\r
412\r
413void Actor::animate(){\r
414 \r
415 //check for conditions.\r
416 if (ownspeed != 0) {\r
417 animating = true;\r
418 }else{\r
419 animating = false;\r
420 }\r
421 \r
422 \r
423 //then do stuff\r
424 if (animating) {\r
425 if(currentframe <= MOVEMENT_FREQ){\r
426 currentframe++;\r
427 }else{\r
428 currentframe = 0;\r
429 }\r
430 \r
431 if(currentframe==0){\r
432 if(clip_x >= (w*SPRITE_FRAMES_W)-w){\r
433 animup = false; \r
434 }\r
435 if(clip_x == 0){\r
436 animup = true;\r
437 }\r
438 if(animup){clip_x += w;}else{ clip_x -= w;}\r
439 } \r
440 }\r
441}\r
442\r
443void Actor::move(){\r
444 if (!colliding[DOWN]) {\r
445 speed = 0;\r
446 }\r
447 totalspeed = speed + ownspeed;\r
448 if (noclip) {\r
449 x += totalspeed;\r
450 }else{\r
451 if (totalspeed > 0 && this->can_move(RIGHT, x, y) ) {\r
452 x += totalspeed;\r
453 }\r
454 if (totalspeed < 0 && this->can_move(LEFT, x, y) ) {\r
455 x += totalspeed;\r
456 }\r
457 }\r
458}\r
459\r
460bool Actor::can_move(Direction direction, int xpos, int ypos){\r
461 if(direction == UP){\r
462 if(currentmap->get_passability((xpos+5-currentmap->get_sx()),(ypos-1-currentmap->get_sy())) == 1 || currentmap->get_passability((xpos+w-5-currentmap->get_sx()),(ypos-1-currentmap->get_sy())) == 1 || colliding[UP]){\r
463 return false;\r
464 }\r
465 }\r
466 if(direction == RIGHT){\r
467 if(currentmap->get_passability((xpos+w-currentmap->get_sx()),(ypos+(h*.25)-currentmap->get_sy())) == 1 || currentmap->get_passability((xpos+w-currentmap->get_sx()),(ypos+h-1-currentmap->get_sy())) == 1 || colliding[RIGHT]){\r
468 return false;\r
469 }\r
470 }\r
471 if(direction == DOWN){\r
472 if(currentmap->get_passability((xpos+5-currentmap->get_sx()),(ypos+h-currentmap->get_sy())) == 1 || currentmap->get_passability((xpos+w-5-currentmap->get_sx()),(ypos+h-currentmap->get_sy())) == 1 || colliding[DOWN]){\r
473 return false;\r
474 }\r
475 }\r
476 if(direction == LEFT){\r
477 if(currentmap->get_passability((xpos-currentmap->get_sx()),(ypos+(h*.25)-currentmap->get_sy())) == 1 || currentmap->get_passability((xpos-currentmap->get_sx()),(ypos+h-1-currentmap->get_sy())) == 1 || colliding[LEFT]){\r
478 return false;\r
479 }\r
480 }\r
481 return true;\r
482}\r
483\r
484bool Actor::can_die(){\r
485\r
486 if(currentmap->get_tile((x-currentmap->get_sx()),(y-1-currentmap->get_sy())) == 2 || currentmap->get_tile((x+w-currentmap->get_sx()),(y-1-currentmap->get_sy())) == 2){\r
487 return true;\r
488 }\r
489 if(currentmap->get_tile((x+1+w-currentmap->get_sx()),(y-currentmap->get_sy())) == 2 || currentmap->get_tile((x+1+w-currentmap->get_sx()),(y+h-currentmap->get_sy())) == 2){\r
490 return true;\r
491 }\r
492 if(currentmap->get_tile((x-currentmap->get_sx()),(y+1+h-currentmap->get_sy())) == 2 || currentmap->get_tile((x+w-currentmap->get_sx()),(y+1+h-currentmap->get_sy())) == 2){\r
493 return true;\r
494 }\r
495 if(currentmap->get_tile((x-1-currentmap->get_sx()),(y-currentmap->get_sy())) == 2 || currentmap->get_tile((x-1-currentmap->get_sx()),(y+h-currentmap->get_sy())) == 2){\r
496 return true;\r
497 }\r
498 return false;\r
499}\r
500\r
501void Actor::add_bullet(const char* sprite, const char* script){\r
502 shotcount++;\r
503 if (currentdirection == LEFT) {\r
504 new Actor(x-14, y+10,sprite, script, this, LEFT, false, currentmap, audio, overwatch, m_vm);\r
505 }\r
506 if (currentdirection == RIGHT) {\r
507 new Actor(x+w+4, y+10,sprite, script, this, RIGHT, false, currentmap, audio, overwatch, m_vm);\r
508 }\r
509}\r
510\r
511void Actor::remove_bullet(){\r
512 shotcount--;\r
513}\r
514\r
515void Actor::accelerate(float accel, float max_speed){\r
516 \r
517 if ( (accel > 0 && ownspeed == max_speed && max_speed < 0) || (accel < 0 && ownspeed == max_speed && max_speed > 0) ){\r
518 walk_time = 0;\r
519 }\r
520 \r
521 //reset the time if we were deccelerating.\r
522 if (walk_time < 0) {\r
523 walk_time = 0;\r
524 }\r
525 \r
526 walk_time += 1; //increase the time, because we are accelerating.\r
527 \r
528 if((ownspeed >= max_speed && max_speed > 0) || (ownspeed <= max_speed && max_speed < 0)){\r
529 ownspeed = max_speed;\r
530 }else{\r
531 ownspeed = ownspeed + accel*walk_time;\r
532 }\r
533}\r
534\r
535void Actor::decelerate(float accel){\r
536 if(ownspeed != 0 && falltime == 0){\r
537 if (walk_time > 0) {\r
538 walk_time = 0;\r
539 }\r
540 walk_time -= 1; //increase the time, because we are accelerating.\r
541 \r
542 //Stay at 0\r
543 if (ownspeed > 0) {\r
544 ownspeed = ownspeed + accel*walk_time;\r
545 if (ownspeed < 0){\r
546 ownspeed = 0; //if we go too far, just settle with 0.\r
547 }\r
548 }\r
549 if (ownspeed < 0) {\r
550 ownspeed = ownspeed - accel*walk_time;\r
551 if (ownspeed > 0){\r
552 ownspeed = 0; //if we go too far, just settle with 0.\r
553 }\r
554 }\r
555 }\r
556}\r
557\r
558//internal accessors\r
559\r
560int Actor::get_x(void){ return x; }\r
561void Actor::set_x(int newval){ x = newval; }\r
562int Actor::get_y(void){ return y; }\r
563void Actor::set_y(int newval){ y = newval; }\r
564int Actor::get_w(void){ return w; }\r
565void Actor::set_w(int newval){ w = newval; }\r
566int Actor::get_h(void){ return h; }\r
567void Actor::set_h(int newval){ h = newval; }\r
568int Actor::get_clip_x(void){ return clip_x; }\r
569void Actor::set_clip_x(int newval){ clip_x = newval; }\r
570int Actor::get_clip_y(void){ return clip_y; }\r
571void Actor::set_clip_y(int newval){ clip_y = newval; }\r
572int Actor::get_currentframe(void){ return currentframe; }\r
573void Actor::set_currentframe(int newval){ currentframe = newval; }\r
574int Actor::get_oldclip(void){ return oldclip; }\r
575void Actor::set_oldclip(int newval){ oldclip = newval; }\r
576float Actor::get_vertical_speed(void){ return vertical_speed; }\r
577void Actor::set_vertical_speed(float newval){ vertical_speed = newval;}\r
578float Actor::get_vertical_acc(void){ return vertical_acc; }\r
579void Actor::set_vertical_acc(float newval){ vertical_acc = newval;}\r
580float Actor::get_falltime(void){ return falltime; }\r
581void Actor::set_falltime(float newval){ falltime = newval; }\r
582SDL_Surface * Actor::get_sprite(void){ return sprite; }\r
583float Actor::get_speed(void){ return speed; }\r
584void Actor::set_speed(float newval){ speed = newval;}\r
585float Actor::get_ownspeed(void){ return ownspeed; }\r
586void Actor::set_ownspeed(float newval){ ownspeed = newval;}\r
587float Actor::get_totalspeed(void){ return totalspeed; }\r
588void Actor::set_totalspeed(float newval){ totalspeed = newval;}\r
589float Actor::get_horizontal_acc(void){ return vertical_acc; }\r
590void Actor::set_horizontal_acc(float newval){ vertical_acc = newval;}\r
591Direction Actor::get_currentdirection(void){ return currentdirection; }\r
592Enemy Actor::get_enemy(void){ return enemy; }\r
593int Actor::get_leftkey(void){ return leftkey; }\r
594void Actor::set_leftkey(int newval){ leftkey = newval; }\r
595int Actor::get_rightkey(void){ return rightkey; }\r
596void Actor::set_rightkey(int newval){ rightkey = newval; }\r
597int Actor::get_zkey(void){ return zkey; }\r
598void Actor::set_zkey(int newval){ zkey = newval; }\r
599int Actor::get_xkey(void){ return xkey; }\r
600void Actor::set_xkey(int newval){ xkey = newval; }\r
601bool Actor::get_physics(void){ return physics; }\r
602void Actor::set_physics(bool newval){ physics = newval; }\r
603void Actor::set_collision(bool col, int corner){\r
604 colliding[corner] = col;\r
605}\r
606bool Actor::get_controllable(void){ return controllable; }\r
607bool Actor::get_collision(int corner){\r
608 return colliding[corner];\r
609}\r
610bool Actor::get_dying(void){ return dying; }\r
611void Actor::set_dying(bool newval){ dying = newval; }\r
612void Actor::set_ckey(int newval){ ckey = newval; }\r
613bool Actor::get_noclip(void){ return noclip; }\r
614\r
615//lua accessors (get)\r
616int Actor::lget_x(CLuaVirtualMachine& vm){\r
617 lua_State *state = (lua_State *) vm;\r
618 lua_pushnumber (state, x);\r
619 return 1;\r
620}\r
621\r
622int Actor::lget_y(CLuaVirtualMachine& vm){\r
623 lua_State *state = (lua_State *) vm;\r
624 lua_pushnumber (state, y);\r
625 return 1;\r
626}\r
627\r
628int Actor::lget_w(CLuaVirtualMachine& vm){\r
629 lua_State *state = (lua_State *) vm;\r
630 lua_pushnumber (state, w);\r
631 return 1;\r
632}\r
633\r
634int Actor::lget_h(CLuaVirtualMachine& vm){\r
635 lua_State *state = (lua_State *) vm;\r
636 lua_pushnumber (state, h);\r
637 return 1;\r
638}\r
639\r
640int Actor::lget_clip_x(CLuaVirtualMachine& vm){\r
641 lua_State *state = (lua_State *) vm;\r
642 lua_pushnumber (state, clip_x);\r
643 return 1;\r
644}\r
645\r
646int Actor::lget_clip_y(CLuaVirtualMachine& vm){\r
647 lua_State *state = (lua_State *) vm;\r
648 lua_pushnumber (state, clip_y);\r
649 return 1;\r
650}\r
651\r
652int Actor::lget_currentframe(CLuaVirtualMachine& vm){\r
653 lua_State *state = (lua_State *) vm;\r
654 lua_pushnumber (state, currentframe);\r
655 return 1;\r
656}\r
657\r
658int Actor::lget_oldclip(CLuaVirtualMachine& vm){\r
659 lua_State *state = (lua_State *) vm;\r
660 lua_pushnumber (state, oldclip);\r
661 return 1;\r
662}\r
663\r
664int Actor::lget_vertical_speed(CLuaVirtualMachine& vm){\r
665 lua_State *state = (lua_State *) vm;\r
666 lua_pushnumber (state, vertical_speed);\r
667 return 1;\r
668}\r
669\r
670int Actor::lget_falltime(CLuaVirtualMachine& vm){\r
671 lua_State *state = (lua_State *) vm;\r
672 lua_pushnumber (state, falltime);\r
673 return 1;\r
674}\r
675\r
676int Actor::lget_speed(CLuaVirtualMachine& vm){\r
677 lua_State *state = (lua_State *) vm;\r
678 lua_pushnumber (state, speed);\r
679 return 1;\r
680}\r
681\r
682int Actor::lget_ownspeed(CLuaVirtualMachine& vm){\r
683 lua_State *state = (lua_State *) vm;\r
684 lua_pushnumber (state, ownspeed);\r
685 return 1;\r
686}\r
687\r
688int Actor::lget_totalspeed(CLuaVirtualMachine& vm){\r
689 lua_State *state = (lua_State *) vm;\r
690 lua_pushnumber (state, totalspeed);\r
691 return 1;\r
692}\r
693\r
694int Actor::lget_currentdirection(CLuaVirtualMachine& vm){\r
695 lua_State *state = (lua_State *) vm;\r
696 lua_pushnumber (state, currentdirection);\r
697 return 1;\r
698}\r
699\r
700int Actor::lget_collision(CLuaVirtualMachine& vm){\r
701 lua_State *state = (lua_State *) vm;\r
702 lua_pushboolean (state, colliding[(int) lua_tonumber (state, -1)]);\r
703 return 1;\r
704}\r
705\r
706int Actor::lget_map_sx(CLuaVirtualMachine& vm){\r
707 lua_State *state = (lua_State *) vm;\r
708 lua_pushnumber (state, currentmap->get_sx());\r
709 return 1;\r
710}\r
711\r
712int Actor::lget_map_sy(CLuaVirtualMachine& vm){\r
713 lua_State *state = (lua_State *) vm;\r
714 lua_pushnumber (state, currentmap->get_sy());\r
715 return 1;\r
716}\r
717\r
718int Actor::lget_cfg_max_map_w(CLuaVirtualMachine& vm){\r
719 lua_State *state = (lua_State *) vm;\r
720 lua_pushnumber (state, MAX_MAP_W);\r
721 return 1;\r
722}\r
723\r
724int Actor::lget_cfg_max_map_h(CLuaVirtualMachine& vm){\r
725 lua_State *state = (lua_State *) vm;\r
726 lua_pushnumber (state, MAX_MAP_H);\r
727 return 1;\r
728}\r
729\r
730int Actor::lget_cfg_tile_h(CLuaVirtualMachine& vm){\r
731 lua_State *state = (lua_State *) vm;\r
732 lua_pushnumber (state, TILE_HEIGHT);\r
733 return 1;\r
734}\r
735\r
736int Actor::lget_cfg_screen_height(CLuaVirtualMachine& vm){\r
737 lua_State *state = (lua_State *) vm;\r
738 lua_pushnumber (state, SCREEN_HEIGHT);\r
739 return 1;\r
740}\r
741\r
742int Actor::lget_leftkey(CLuaVirtualMachine& vm){\r
743 lua_State *state = (lua_State *) vm;\r
744 lua_pushnumber (state, leftkey);\r
745 return 1;\r
746}\r
747\r
748int Actor::lget_rightkey(CLuaVirtualMachine& vm){\r
749 lua_State *state = (lua_State *) vm;\r
750 lua_pushnumber (state, rightkey);\r
751 return 1;\r
752}\r
753\r
754int Actor::lget_zkey(CLuaVirtualMachine& vm){\r
755 lua_State *state = (lua_State *) vm;\r
756 lua_pushnumber (state, zkey);\r
757 return 1;\r
758}\r
759\r
760int Actor::lget_xkey(CLuaVirtualMachine& vm){\r
761 lua_State *state = (lua_State *) vm;\r
762 lua_pushnumber (state, xkey);\r
763 return 1;\r
764}\r
765\r
766int Actor::lget_jumplock(CLuaVirtualMachine& vm){\r
767 lua_State *state = (lua_State *) vm;\r
768 lua_pushboolean (state, jumplock);\r
769 return 1;\r
770}\r
771\r
772int Actor::lget_shootlock(CLuaVirtualMachine& vm){\r
773 lua_State *state = (lua_State *) vm;\r
774 lua_pushboolean (state, shootlock);\r
775 return 1;\r
776}\r
777\r
778int Actor::lget_shotcount(CLuaVirtualMachine& vm){\r
779 lua_State *state = (lua_State *) vm;\r
780 lua_pushnumber (state, shotcount);\r
781 return 1;\r
782}\r
783\r
784int Actor::lget_ckey(CLuaVirtualMachine& vm){\r
785 lua_State *state = (lua_State *) vm;\r
786 lua_pushnumber (state, ckey);\r
787 return 1;\r
788}\r
789\r
790int Actor::lget_switchlock(CLuaVirtualMachine& vm){\r
791 lua_State *state = (lua_State *) vm;\r
792 lua_pushboolean (state, switchlock);\r
793 return 1;\r
794}\r
795\r
796int Actor::lget_cfg_tile_w(CLuaVirtualMachine& vm){\r
797 lua_State *state = (lua_State *) vm;\r
798 lua_pushnumber (state, TILE_WIDTH);\r
799 return 1;\r
800}\r
801\r
802int Actor::lget_cfg_screen_width(CLuaVirtualMachine& vm){\r
803 lua_State *state = (lua_State *) vm;\r
804 lua_pushnumber (state, SCREEN_WIDTH);\r
805 return 1;\r
806}\r
807\r
808int Actor::lget_walk_time(CLuaVirtualMachine& vm){\r
809 lua_State *state = (lua_State *) vm;\r
810 lua_pushnumber (state, walk_time);\r
811 return 1;\r
812}\r
813\r
814//lua accessors (set)\r
815int Actor::lset_x(CLuaVirtualMachine& vm){\r
816 lua_State *state = (lua_State *) vm;\r
817 x = (int) lua_tonumber (state, -1);\r
818 return 0;\r
819}\r
820\r
821int Actor::lset_y(CLuaVirtualMachine& vm){\r
822 lua_State *state = (lua_State *) vm;\r
823 y = (int) lua_tonumber (state, -1);\r
824 return 0;\r
825}\r
826\r
827int Actor::lset_w(CLuaVirtualMachine& vm){\r
828 lua_State *state = (lua_State *) vm;\r
829 w = (int) lua_tonumber (state, -1);\r
830 return 0;\r
831}\r
832\r
833int Actor::lset_h(CLuaVirtualMachine& vm){\r
834 lua_State *state = (lua_State *) vm;\r
835 h = (int) lua_tonumber (state, -1);\r
836 return 0;\r
837}\r
838\r
839int Actor::lset_clip_x(CLuaVirtualMachine& vm){\r
840 lua_State *state = (lua_State *) vm;\r
841 clip_x = (int) lua_tonumber (state, -1);\r
842 return 0;\r
843}\r
844\r
845int Actor::lset_clip_y(CLuaVirtualMachine& vm){\r
846 lua_State *state = (lua_State *) vm;\r
847 clip_y = (int) lua_tonumber (state, -1);\r
848 return 0;\r
849}\r
850\r
851int Actor::lset_currentframe(CLuaVirtualMachine& vm){\r
852 lua_State *state = (lua_State *) vm;\r
853 currentframe = (int) lua_tonumber (state, -1);\r
854 return 0;\r
855}\r
856\r
857int Actor::lset_oldclip(CLuaVirtualMachine& vm){\r
858 lua_State *state = (lua_State *) vm;\r
859 oldclip = (int) lua_tonumber (state, -1);\r
860 return 0;\r
861}\r
862\r
863int Actor::lset_vertical_speed(CLuaVirtualMachine& vm){\r
864 lua_State *state = (lua_State *) vm;\r
865 vertical_speed = (float) lua_tonumber (state, -1);\r
866 return 0;\r
867}\r
868\r
869int Actor::lset_falltime(CLuaVirtualMachine& vm){\r
870 lua_State *state = (lua_State *) vm;\r
871 falltime = (float) lua_tonumber (state, -1);\r
872 return 0;\r
873}\r
874\r
875int Actor::lset_speed(CLuaVirtualMachine& vm){\r
876 lua_State *state = (lua_State *) vm;\r
877 speed = (float) lua_tonumber (state, -1);\r
878 return 0;\r
879}\r
880\r
881int Actor::lset_ownspeed(CLuaVirtualMachine& vm){\r
882 lua_State *state = (lua_State *) vm;\r
883 ownspeed = (float) lua_tonumber (state, -1);\r
884 return 0;\r
885}\r
886\r
887int Actor::lset_totalspeed(CLuaVirtualMachine& vm){\r
888 lua_State *state = (lua_State *) vm;\r
889 totalspeed = (float) lua_tonumber (state, -1);\r
890 return 0;\r
891}\r
892\r
893int Actor::lset_currentdirection(CLuaVirtualMachine& vm){\r
894 lua_State *state = (lua_State *) vm;\r
895 currentdirection = (Direction) lua_tonumber (state, -1);\r
896 return 0;\r
897}\r
898\r
899int Actor::lset_collision(CLuaVirtualMachine& vm){\r
900 lua_State *state = (lua_State *) vm;\r
901 colliding[(int) lua_tonumber (state, -1)] = (bool) lua_toboolean(state, -2);\r
902 return 0;\r
903}\r
904\r
905int Actor::lset_map_sx(CLuaVirtualMachine& vm){\r
906 lua_State *state = (lua_State *) vm;\r
907 currentmap->set_sx((int) lua_tonumber (state, -1));\r
908 return 0;\r
909}\r
910\r
911int Actor::lset_map_sy(CLuaVirtualMachine& vm){\r
912 lua_State *state = (lua_State *) vm;\r
913 currentmap->set_sy((int) lua_tonumber (state, -1));\r
914 return 0;\r
915}\r
916\r
917int Actor::lset_jumplock(CLuaVirtualMachine& vm){\r
918 lua_State *state = (lua_State *) vm;\r
919 jumplock = (bool) lua_toboolean (state, -1);\r
920 return 0;\r
921}\r
922\r
923int Actor::lset_shootlock(CLuaVirtualMachine& vm){\r
924 lua_State *state = (lua_State *) vm;\r
925 shootlock = (bool) lua_toboolean (state, -1);\r
926 return 0;\r
927}\r
928\r
929int Actor::lset_dying(CLuaVirtualMachine& vm){\r
930 lua_State *state = (lua_State *) vm;\r
931 dying = (bool) lua_toboolean (state, -1);\r
932 return 0;\r
933}\r
934\r
935int Actor::lset_physics(CLuaVirtualMachine& vm){\r
936 lua_State *state = (lua_State *) vm;\r
937 physics = (bool) lua_toboolean (state, -1);\r
938 return 0;\r
939}\r
940\r
941int Actor::lset_enemy(CLuaVirtualMachine& vm){\r
942 lua_State *state = (lua_State *) vm;\r
943 enemy = (Enemy) lua_tonumber (state, -1);\r
944 return 0;\r
945}\r
946\r
947int Actor::lset_controllable(CLuaVirtualMachine& vm){\r
948 lua_State *state = (lua_State *) vm;\r
949 controllable = (bool) lua_toboolean (state, -1);\r
950 return 0;\r
951}\r
952\r
953int Actor::lset_switchlock(CLuaVirtualMachine& vm){\r
954 lua_State *state = (lua_State *) vm;\r
955 switchlock = (bool) lua_toboolean (state, -1);\r
956 return 0;\r
957}\r
958\r
959int Actor::lset_noclip(CLuaVirtualMachine& vm){\r
960 lua_State *state = (lua_State *) vm;\r
961 noclip = (bool) lua_toboolean (state, -1);\r
962 return 0;\r
963}\r
964\r
965int Actor::lset_walk_time(CLuaVirtualMachine& vm){\r
966 lua_State *state = (lua_State *) vm;\r
967 walk_time = (int) lua_tonumber (state, -1);\r
968 return 0;\r
969}\r
970\r
971\r
972//misc lua methods\r
973\r
974int Actor::lcan_move(CLuaVirtualMachine& vm){\r
975 lua_State *state = (lua_State *) vm;\r
976 lua_pushboolean(state,this->can_move((Direction) lua_tonumber (state, -3), (int) lua_tonumber (state, -2), (int) lua_tonumber (state, -1)));\r
977 return 1; \r
978}\r
979\r
980int Actor::ladd_bullet(CLuaVirtualMachine& vm){\r
981 lua_State *state = (lua_State *) vm; \r
982 this->add_bullet((const char*) lua_tostring (state, -2), (const char*) lua_tostring (state, -1));\r
983 return 1;\r
984}\r
985\r
986int Actor::lload_clip(CLuaVirtualMachine& vm){\r
987 lua_State *state = (lua_State *) vm; \r
988 audio->load_clip((const char*) lua_tostring (state, -1));\r
989 return 1;\r
990}\r
991\r
992int Actor::lplay_sfx(CLuaVirtualMachine& vm){\r
993 lua_State *state = (lua_State *) vm; \r
994 audio->play_sfx((const char*) lua_tostring (state, -1));\r
995 return 1;\r
996}\r
997\r
998int Actor::lplay_bgm(CLuaVirtualMachine& vm){\r
999 lua_State *state = (lua_State *) vm; \r
1000 audio->play_bgm((const char*) lua_tostring (state, -1));\r
1001 return 1;\r
1002}\r
1003\r
1004int Actor::lstop_bgm(CLuaVirtualMachine& vm){\r
1005 lua_State *state = (lua_State *) vm; \r
1006 audio->stop_bgm((const char*) lua_tostring (state, -1));\r
1007 return 1;\r
1008}\r
1009\r
1010int Actor::laccelerate(CLuaVirtualMachine& vm){\r
1011 lua_State *state = (lua_State *) vm; \r
1012 this->accelerate((float) lua_tonumber (state, -2), (float) lua_tonumber (state, -1));\r
1013 return 1;\r
1014}\r
1015\r
1016int Actor::ldecelerate(CLuaVirtualMachine& vm){\r
1017 lua_State *state = (lua_State *) vm; \r
1018 this->decelerate((float) lua_tonumber (state, -1));\r
1019 return 1;\r
1020}