pioneer/src/ShipType.cpp

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// Copyright © 2008-2013 Pioneer Developers. See AUTHORS.txt for details
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// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
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#include "ShipType.h"
#include "LmrModel.h"
#include "LuaVector.h"
#include "LuaUtils.h"
#include "LuaConstants.h"
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#include "FileSystem.h"
#include "utils.h"
#include "Lang.h"
const char *ShipType::gunmountNames[GUNMOUNT_MAX] = {
Lang::FRONT, Lang::REAR };
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std::map<ShipType::Id, ShipType> ShipType::types;
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std::vector<ShipType::Id> ShipType::player_ships;
std::vector<ShipType::Id> ShipType::static_ships;
std::vector<ShipType::Id> ShipType::missile_ships;
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std::vector<ShipType::Id> ShipType::playable_atmospheric_ships;
std::string ShipType::LADYBIRD = "ladybird_starfighter";
std::string ShipType::SIRIUS_INTERDICTOR = "sirius_interdictor";
std::string ShipType::EAGLE_LRF = "eagle_lrf";
std::string ShipType::EAGLE_MK3 = "eagle_mk3";
std::string ShipType::MISSILE_GUIDED = "missile_guided";
std::string ShipType::MISSILE_NAVAL = "missile_naval";
std::string ShipType::MISSILE_SMART = "missile_smart";
std::string ShipType::MISSILE_UNGUIDED = "missile_unguided";
static void _get_string_attrib(lua_State *L, const char *key, std::string &output,
const char *default_output)
{
LUA_DEBUG_START(L);
lua_pushstring(L, key);
lua_gettable(L, -2);
if (lua_isnil(L, -1)) {
output = default_output;
} else {
output = lua_tostring(L,-1);
}
lua_pop(L, 1);
LUA_DEBUG_END(L, 0);
}
static void _get_float_attrib(lua_State *L, const char *key, float &output,
const float default_output)
{
LUA_DEBUG_START(L);
lua_pushstring(L, key);
lua_gettable(L, -2);
if (lua_isnil(L, -1)) {
output = default_output;
} else {
output = lua_tonumber(L,-1);
}
lua_pop(L, 1);
LUA_DEBUG_END(L, 0);
}
static void _get_int_attrib(lua_State *L, const char *key, int &output,
const int default_output)
{
LUA_DEBUG_START(L);
lua_pushstring(L, key);
lua_gettable(L, -2);
if (lua_isnil(L, -1)) {
output = default_output;
} else {
output = lua_tointeger(L,-1);
}
lua_pop(L, 1);
LUA_DEBUG_END(L, 0);
}
static void _get_vec_attrib(lua_State *L, const char *key, vector3d &output,
const vector3d default_output)
{
LUA_DEBUG_START(L);
lua_pushstring(L, key);
lua_gettable(L, -2);
if (lua_isnil(L, -1)) {
output = default_output;
} else {
output = *LuaVector::CheckFromLua(L, -1);
}
lua_pop(L, 1);
LUA_DEBUG_END(L, 0);
}
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static std::string s_currentShipFile;
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int _define_ship(lua_State *L, ShipType::Tag tag, std::vector<ShipType::Id> *list)
{
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if (s_currentShipFile.empty())
return luaL_error(L, "ship file contains multiple ship definitions");
ShipType s;
s.tag = tag;
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s.id = s_currentShipFile;
LUA_DEBUG_START(L);
_get_string_attrib(L, "name", s.name, "");
_get_string_attrib(L, "model", s.lmrModelName, "");
_get_float_attrib(L, "reverse_thrust", s.linThrust[ShipType::THRUSTER_REVERSE], 0.0f);
_get_float_attrib(L, "forward_thrust", s.linThrust[ShipType::THRUSTER_FORWARD], 0.0f);
_get_float_attrib(L, "up_thrust", s.linThrust[ShipType::THRUSTER_UP], 0.0f);
_get_float_attrib(L, "down_thrust", s.linThrust[ShipType::THRUSTER_DOWN], 0.0f);
_get_float_attrib(L, "left_thrust", s.linThrust[ShipType::THRUSTER_LEFT], 0.0f);
_get_float_attrib(L, "right_thrust", s.linThrust[ShipType::THRUSTER_RIGHT], 0.0f);
_get_float_attrib(L, "angular_thrust", s.angThrust, 0.0f);
// invert values where necessary
s.linThrust[ShipType::THRUSTER_FORWARD] *= -1.f;
s.linThrust[ShipType::THRUSTER_LEFT] *= -1.f;
s.linThrust[ShipType::THRUSTER_DOWN] *= -1.f;
// angthrust fudge (XXX: why?)
s.angThrust = s.angThrust / 2;
_get_vec_attrib(L, "camera_offset", s.cameraOffset, vector3d(0.0));
for (int i=0; i<Equip::SLOT_MAX; i++) s.equipSlotCapacity[i] = 0;
_get_int_attrib(L, "max_cargo", s.equipSlotCapacity[Equip::SLOT_CARGO], 0);
_get_int_attrib(L, "max_engine", s.equipSlotCapacity[Equip::SLOT_ENGINE], 1);
_get_int_attrib(L, "max_laser", s.equipSlotCapacity[Equip::SLOT_LASER], 1);
_get_int_attrib(L, "max_missile", s.equipSlotCapacity[Equip::SLOT_MISSILE], 0);
_get_int_attrib(L, "max_ecm", s.equipSlotCapacity[Equip::SLOT_ECM], 1);
_get_int_attrib(L, "max_scanner", s.equipSlotCapacity[Equip::SLOT_SCANNER], 1);
_get_int_attrib(L, "max_radarmapper", s.equipSlotCapacity[Equip::SLOT_RADARMAPPER], 1);
_get_int_attrib(L, "max_hypercloud", s.equipSlotCapacity[Equip::SLOT_HYPERCLOUD], 1);
_get_int_attrib(L, "max_hullautorepair", s.equipSlotCapacity[Equip::SLOT_HULLAUTOREPAIR], 1);
_get_int_attrib(L, "max_energybooster", s.equipSlotCapacity[Equip::SLOT_ENERGYBOOSTER], 1);
_get_int_attrib(L, "max_atmoshield", s.equipSlotCapacity[Equip::SLOT_ATMOSHIELD], 1);
_get_int_attrib(L, "max_cabin", s.equipSlotCapacity[Equip::SLOT_CABIN], 50);
_get_int_attrib(L, "max_shield", s.equipSlotCapacity[Equip::SLOT_SHIELD], 9999);
_get_int_attrib(L, "max_fuelscoop", s.equipSlotCapacity[Equip::SLOT_FUELSCOOP], 1);
_get_int_attrib(L, "max_cargoscoop", s.equipSlotCapacity[Equip::SLOT_CARGOSCOOP], 1);
_get_int_attrib(L, "max_lasercooler", s.equipSlotCapacity[Equip::SLOT_LASERCOOLER], 1);
_get_int_attrib(L, "max_cargolifesupport", s.equipSlotCapacity[Equip::SLOT_CARGOLIFESUPPORT], 1);
_get_int_attrib(L, "max_autopilot", s.equipSlotCapacity[Equip::SLOT_AUTOPILOT], 1);
_get_int_attrib(L, "capacity", s.capacity, 0);
_get_int_attrib(L, "hull_mass", s.hullMass, 100);
_get_int_attrib(L, "fuel_tank_mass", s.fuelTankMass, 5);
_get_float_attrib(L, "thruster_fuel_use", s.thrusterFuelUse, 1.f);
_get_int_attrib(L, "price", s.baseprice, 0);
s.baseprice *= 100; // in hundredths of credits
s.equipSlotCapacity[Equip::SLOT_ENGINE] = Clamp(s.equipSlotCapacity[Equip::SLOT_ENGINE], 0, 1);
{
int hyperclass;
_get_int_attrib(L, "hyperdrive_class", hyperclass, 1);
if (!hyperclass) {
s.hyperdrive = Equip::NONE;
} else {
s.hyperdrive = Equip::Type(Equip::DRIVE_CLASS1+hyperclass-1);
}
}
lua_pushstring(L, "gun_mounts");
lua_gettable(L, -2);
if (lua_istable(L, -1)) {
for (unsigned int i=0; i<lua_rawlen(L,-1); i++) {
lua_pushinteger(L, i+1);
lua_gettable(L, -2);
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if (lua_istable(L, -1) && lua_rawlen(L,-1) == 4) {
lua_pushinteger(L, 1);
lua_gettable(L, -2);
s.gunMount[i].pos = LuaVector::CheckFromLuaF(L, -1);
lua_pop(L, 1);
lua_pushinteger(L, 2);
lua_gettable(L, -2);
s.gunMount[i].dir = LuaVector::CheckFromLuaF(L, -1);
lua_pop(L, 1);
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lua_pushinteger(L, 3);
lua_gettable(L, -2);
s.gunMount[i].sep = lua_tonumber(L,-1);
lua_pop(L, 1);
lua_pushinteger(L, 4);
lua_gettable(L, -2);
s.gunMount[i].orient = static_cast<ShipType::DualLaserOrientation>(
LuaConstants::GetConstantFromArg(L, "DualLaserOrientation", -1));
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lua_pop(L, 1);
}
lua_pop(L, 1);
}
}
lua_pop(L, 1);
LUA_DEBUG_END(L, 0);
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//sanity check
if (s.name.empty())
return luaL_error(L, "Ship has no name");
if (s.lmrModelName.empty())
return luaL_error(L, "Missing model name in ship");
//this shouldn't necessarily be a fatal problem, could just warn+mark ship unusable
//or replace with proxy geometry
#if 0
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try {
LmrLookupModelByName(s.lmrModelName.c_str());
} catch (LmrModelNotFoundException &) {
return luaL_error(L, "Model %s is not defined", s.lmrModelName.c_str());
}
#endif
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const std::string& id = s_currentShipFile;
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typedef std::map<ShipType::Id, ShipType>::iterator iter;
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std::pair<iter, bool> result = ShipType::types.insert(std::make_pair(id, s));
if (result.second)
list->push_back(s_currentShipFile);
else
return luaL_error(L, "Ship '%s' was already defined by a different file", id.c_str());
s_currentShipFile.clear();
return 0;
}
int define_ship(lua_State *L)
{
return _define_ship(L, ShipType::TAG_SHIP, &ShipType::player_ships);
}
int define_static_ship(lua_State *L)
{
return _define_ship(L, ShipType::TAG_STATIC_SHIP, &ShipType::static_ships);
}
int define_missile(lua_State *L)
{
return _define_ship(L, ShipType::TAG_MISSILE, &ShipType::missile_ships);
}
void ShipType::Init()
{
static bool isInitted = false;
if (isInitted) return;
isInitted = true;
lua_State *l = luaL_newstate();
LUA_DEBUG_START(l);
luaL_requiref(l, "_G", &luaopen_base, 1);
luaL_requiref(l, LUA_DBLIBNAME, &luaopen_debug, 1);
luaL_requiref(l, LUA_MATHLIBNAME, &luaopen_math, 1);
lua_pop(l, 3);
LuaConstants::Register(l);
LuaVector::Register(l);
LUA_DEBUG_CHECK(l, 0);
// provide shortcut vector constructor: v = vector.new
lua_getglobal(l, LuaVector::LibName);
lua_getfield(l, -1, "new");
assert(lua_iscfunction(l, -1));
lua_setglobal(l, "v");
lua_pop(l, 1); // pop the vector library table
LUA_DEBUG_CHECK(l, 0);
// register ship definition functions
lua_register(l, "define_ship", define_ship);
lua_register(l, "define_static_ship", define_static_ship);
lua_register(l, "define_missile", define_missile);
LUA_DEBUG_CHECK(l, 0);
// load all ship definitions
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namespace fs = FileSystem;
for (fs::FileEnumerator files(fs::gameDataFiles, "ships", fs::FileEnumerator::Recurse);
!files.Finished(); files.Next()) {
const fs::FileInfo &info = files.Current();
if (ends_with(info.GetPath(), ".lua")) {
const std::string name = info.GetName();
s_currentShipFile = name.substr(0, name.size()-4);
pi_lua_dofile(l, info.GetPath());
s_currentShipFile.clear();
}
}
LUA_DEBUG_END(l, 0);
lua_close(l);
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if (ShipType::player_ships.empty())
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Error("No playable ships have been defined! The game cannot run.");
//collect ships that can fit atmospheric shields
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for (std::vector<ShipType::Id>::const_iterator it = ShipType::player_ships.begin();
it != ShipType::player_ships.end(); ++it) {
const ShipType &ship = ShipType::types[*it];
if (ship.equipSlotCapacity[Equip::SLOT_ATMOSHIELD] != 0)
ShipType::playable_atmospheric_ships.push_back(*it);
}
if (ShipType::playable_atmospheric_ships.empty())
Error("No ships can fit atmospheric shields! The game cannot run.");
}