Exemple #1
0
// Performs an Interact action to toggle the opened/closed state of a door.
//    Format
//    res = doDoorToggle(d)
//
//    Input:
//    d - door - A door.
//
//    Output:
//    res - boolean - True if the door was opened, false if it was closed.
//    res will be nil if the action could not be performed for some reason.
func DoDoorToggleFunc(a *Ai) lua.GoFunction {
	return func(L *lua.State) int {
		if !game.LuaCheckParamsOk(L, "doDoorToggle", game.LuaDoor) {
			return 0
		}
		door := game.LuaToDoor(L, a.ent.Game(), -1)
		if door == nil {
			game.LuaDoError(L, "DoDoorToggle: Specified an invalid door.")
			return 0
		}

		var interact *actions.Interact
		for _, action := range a.ent.Actions {
			var ok bool
			interact, ok = action.(*actions.Interact)
			if ok {
				break
			}
		}
		if interact == nil {
			game.LuaDoError(L, fmt.Sprintf("Tried to toggle a door, but don't have an interact action."))
			L.PushNil()
			return 1
		}
		exec := interact.AiToggleDoor(a.ent, door)
		if exec != nil {
			a.execs <- exec
			<-a.pause
			L.PushBoolean(door.IsOpened())
		} else {
			L.PushNil()
		}
		return 1
	}
}
Exemple #2
0
// Queries whether a door is currently open.
//    Format
//    open = doorIsOpen(d)
//
//    Input:
//    d - door - A door.
//
//    Output:
//    open - boolean - True if the door is open, false otherwise.
func DoorIsOpenFunc(a *Ai) lua.GoFunction {
	return func(L *lua.State) int {
		if !game.LuaCheckParamsOk(L, "doorIsOpen", game.LuaDoor) {
			return 0
		}
		door := game.LuaToDoor(L, a.ent.Game(), -1)
		if door == nil {
			game.LuaDoError(L, "DoorIsOpen: Specified an invalid door.")
			return 0
		}
		L.PushBoolean(door.IsOpened())
		return 1
	}
}
Exemple #3
0
// Returns a list of all positions that the specified door can be opened and
// closed from.
//    Format
//    ps = doorPositions(d)
//
//    Input:
//    d - door - A door.
//
//    Output:
//    ps - array[table[x,y]] - List of all position this door can be opened
//    and closed from.
func DoorPositionsFunc(a *Ai) lua.GoFunction {
	return func(L *lua.State) int {
		if !game.LuaCheckParamsOk(L, "DoorPositions", game.LuaDoor) {
			return 0
		}
		room := game.LuaToRoom(L, a.ent.Game(), -1)
		door := game.LuaToDoor(L, a.ent.Game(), -1)
		if door == nil || room == nil {
			game.LuaDoError(L, "DoorPositions: Specified an invalid door.")
			return 0
		}

		var x, y, dx, dy int
		switch door.Facing {
		case house.FarLeft:
			x = door.Pos
			y = room.Size.Dy - 1
			dx = 1
		case house.FarRight:
			x = room.Size.Dx - 1
			y = door.Pos
			dy = 1
		case house.NearLeft:
			x = -1
			y = door.Pos
			dy = 1
		case house.NearRight:
			x = door.Pos
			y = -1
			dx = 1
		default:
			game.LuaDoError(L, fmt.Sprintf("Found a door with a bad facing."))
		}
		L.NewTable()
		count := 1
		for i := 0; i < door.Width; i++ {
			L.PushInteger(count*2 - 1)
			game.LuaPushPoint(L, room.X+x+dx*i, room.Y+y+dy*i)
			L.SetTable(-3)
			L.PushInteger(count * 2)
			game.LuaPushPoint(L, room.X+x+dx*i+dy, room.Y+y+dy*i+dx)
			L.SetTable(-3)
			count++
		}
		return 1
	}
}