yvt 7c3a39e639
Modernize
- Replaced raw pointers with references or smart pointers. Nullable
  references are represented by `stmp::optional<const T&>`. (There are
  many raw pointers still remaining. They should be replaced at some
  point.)
- Added class template specializations `stmp::optional<T &>` and
  `stmp::optional<const T&>`.
- Fixed `stmp::optional`'s various behaviors
- `World::{players, playerPersistents}` are now `std::array`.
- More uses of `stmp::optional` to clarify the semantics
- Renamed `PlayerThrownGrenade` to `PlayerThrewGrenade`
- Replaced old-style `for` loops with range based ones
- Deleted `Player`'s default constructors and `operator =`
- Deleted `TCGameMode`'s default constructor and `operator =`
- Deleted `CTFGameMode`'s default constructor and `operator =`
- Replaced `static_cast` with `dynamic_cast` for down-casting
- `RefCountedObject::operator*()` no longer requires non-constness to
  return `T &`.
- Replaced the uses of `std::vector::operator[]` with `std::vector::at`
  for bounds checking.
- Made some methods of `GameMap` `const`.
- Added some null checks.
2019-07-17 00:31:00 +09:00

252 lines
8.7 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades 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 3 of the License, or
(at your option) any later version.
OpenSpades 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 OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include <memory>
#include <Client/GameMap.h>
#include "ScriptManager.h"
#include <Core/IStream.h>
#include <Core/FileManager.h>
namespace spades {
namespace client {
class GameMapRegistrar: public ScriptObjectRegistrar {
static GameMap *Factory(int w, int h, int d){
if(w != GameMap::DefaultWidth ||
h != GameMap::DefaultHeight ||
d != GameMap::DefaultDepth) {
asGetActiveContext()->SetException("Currently, non-default GameMap dimensions aren't supported.");
return nullptr;
}
try{
return new GameMap();
}catch(const std::exception& ex){
ScriptContextUtils().SetNativeException(ex);
return nullptr;
}
}
static GameMap *LoadFactory(const std::string& fn){
try{
std::unique_ptr<spades::IStream> stream{FileManager::OpenForReading(fn.c_str())};
GameMap *ret = GameMap::Load(stream.get());
return ret;
}catch(const std::exception& ex) {
ScriptContextUtils().SetNativeException(ex);
return nullptr;
}
}
static uint32_t GetColor(int x, int y, int z,
GameMap *m) {
if(x < 0 || y < 0 || x >= m->Width() || y >= m->Height() ||
z < 0 || z >= m->Depth()) {
asGetActiveContext()->SetException("Attempted to access a voxel outside the valid range.");
return 0;
}
return m->GetColor(x, y, z);
}
static bool IsSolid(int x, int y, int z,
GameMap *m) {
if(x < 0 || y < 0 || x >= m->Width() || y >= m->Height() ||
z < 0 || z >= m->Depth()) {
asGetActiveContext()->SetException("Attempted to access a voxel outside the valid range.");
return 0;
}
return m->IsSolid(x, y, z);
}
static uint32_t GetColorWrapped(int x, int y, int z,
GameMap *m) {
return m->GetColorWrapped(x, y, z);
}
static bool IsSolidWrapped(int x, int y, int z,
GameMap *m) {
return m->IsSolidWrapped(x, y, z);
}
static void SetAir(int x, int y, int z,
GameMap *m) {
if(x < 0 || y < 0 || x >= m->Width() || y >= m->Height() ||
z < 0 || z >= m->Depth()) {
asGetActiveContext()->SetException("Attempted to access a voxel outside the valid range.");
return;
}
m->Set(x, y, z, false, 0);
}
static void SetSolid(int x, int y, int z, uint32_t col,
GameMap *m) {
if(x < 0 || y < 0 || x >= m->Width() || y >= m->Height() ||
z < 0 || z >= m->Depth()) {
asGetActiveContext()->SetException("Attempted to access a voxel outside the valid range.");
return;
}
m->Set(x, y, z, true, col);
}
static GameMap::RayCastResult CastRay(const Vector3& v0,
const Vector3& dir,
int maxSteps,
GameMap *m) {
return m->CastRay2(v0, dir, maxSteps);
}
public:
GameMapRegistrar():
ScriptObjectRegistrar("GameMap") {}
virtual void Register(ScriptManager *manager, Phase phase) {
asIScriptEngine *eng = manager->GetEngine();
int r;
eng->SetDefaultNamespace("spades");
switch(phase){
case PhaseObjectType:
r = eng->RegisterObjectType("GameMap",
0, asOBJ_REF);
manager->CheckError(r);
r = eng->RegisterObjectType("GameMapRayCastResult",
sizeof(GameMap::RayCastResult), asOBJ_VALUE|asOBJ_POD|asOBJ_APP_CLASS_CDAK);
manager->CheckError(r);
break;
case PhaseObjectMember:
r = eng->RegisterObjectBehaviour("GameMap",
asBEHAVE_ADDREF,
"void f()",
asMETHOD(GameMap, AddRef),
asCALL_THISCALL);
manager->CheckError(r);
r = eng->RegisterObjectBehaviour("GameMap",
asBEHAVE_RELEASE,
"void f()",
asMETHOD(GameMap, Release),
asCALL_THISCALL);
manager->CheckError(r);
r = eng->RegisterObjectBehaviour("GameMap",
asBEHAVE_FACTORY,
"GameMap @f(int, int, int)",
asFUNCTION(Factory),
asCALL_CDECL);
manager->CheckError(r);
r = eng->RegisterObjectBehaviour("GameMap",
asBEHAVE_FACTORY,
"GameMap @f(const string& in)",
asFUNCTION(LoadFactory),
asCALL_CDECL);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"uint GetColor(int, int, int)",
asFUNCTION(GetColor),
asCALL_CDECL_OBJLAST);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"bool IsSolid(int, int, int)",
asFUNCTION(IsSolid),
asCALL_CDECL_OBJLAST);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"uint GetColorWrapped(int, int, int)",
asFUNCTION(GetColorWrapped),
asCALL_CDECL_OBJLAST);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"bool IsSolidWrapped(int, int, int)",
asFUNCTION(IsSolidWrapped),
asCALL_CDECL_OBJLAST);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"void SetAir(int, int, int)",
asFUNCTION(SetAir),
asCALL_CDECL_OBJLAST);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"void SetSolid(int, int, int, uint)",
asFUNCTION(SetSolid),
asCALL_CDECL_OBJLAST);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"int get_Width()",
asMETHOD(GameMap, Width),
asCALL_THISCALL);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"int get_Height()",
asMETHOD(GameMap, Height),
asCALL_THISCALL);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"int get_Depth()",
asMETHOD(GameMap, Depth),
asCALL_THISCALL);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"bool ClipBox(int, int, int)",
asMETHODPR(GameMap, ClipBox, (int,int,int) const, bool),
asCALL_THISCALL);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"bool ClipWorld(int, int, int)",
asMETHODPR(GameMap, ClipBox, (int,int,int) const, bool),
asCALL_THISCALL);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"bool ClipBox(float, float, float)",
asMETHODPR(GameMap, ClipBox, (float,float,float) const, bool),
asCALL_THISCALL);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"bool ClipWorld(float, float, float)",
asMETHODPR(GameMap, ClipBox, (float,float,float) const, bool),
asCALL_THISCALL);
manager->CheckError(r);
r = eng->RegisterObjectMethod("GameMap",
"GameMapRayCastResult CastRay(const Vector3& in, const Vector3& in, int)",
asFUNCTION(CastRay),
asCALL_CDECL_OBJLAST);
manager->CheckError(r);
r = eng->RegisterObjectProperty("GameMapRayCastResult",
"bool hit",
asOFFSET(GameMap::RayCastResult, hit));
manager->CheckError(r);
r = eng->RegisterObjectProperty("GameMapRayCastResult",
"bool startSolid",
asOFFSET(GameMap::RayCastResult, startSolid));
manager->CheckError(r);
r = eng->RegisterObjectProperty("GameMapRayCastResult",
"Vector3 hitPos",
asOFFSET(GameMap::RayCastResult, hitPos));
manager->CheckError(r);
r = eng->RegisterObjectProperty("GameMapRayCastResult",
"IntVector3 hitBlock",
asOFFSET(GameMap::RayCastResult, hitBlock));
manager->CheckError(r);
r = eng->RegisterObjectProperty("GameMapRayCastResult",
"IntVector3 normal",
asOFFSET(GameMap::RayCastResult, normal));
manager->CheckError(r);
break;
default: break;
}
}
};
static GameMapRegistrar registrar;
}
}