コード例 #1
0
ファイル: interact.go プロジェクト: genbattle/haunts
func (exec interactExec) Push(L *lua.State, g *game.Game) {
	exec.BasicActionExec.Push(L, g)
	if L.IsNil(-1) {
		return
	}
	L.PushString("Toggle Door")
	L.PushBoolean(exec.Toggle_door)
	L.SetTable(-3)
	if exec.Toggle_door {
		L.PushString("Door")
		game.LuaPushDoor(L, g, exec.getDoor(g))
	} else {
		L.PushString("Target")
		game.LuaPushEntity(L, g.EntityById(exec.Target))
	}
	L.SetTable(-3)
}
コード例 #2
0
ファイル: entity.go プロジェクト: genbattle/haunts
// Returns a list of all doors attached to the specified room.
//    Format
//    room = allDoorsOn(r)
//
//    Input:
//    r - room - A room.
//
//    Output:
//    doors - array[door] - List of all doors attached to the specified room.
func AllDoorsOn(a *Ai) lua.GoFunction {
	return func(L *lua.State) int {
		if !game.LuaCheckParamsOk(L, "allDoorsOn", game.LuaRoom) {
			return 0
		}
		room := game.LuaToRoom(L, a.ent.Game(), -1)
		if room == nil {
			game.LuaDoError(L, "Specified an invalid room.")
			return 0
		}

		L.NewTable()
		for i := range room.Doors {
			L.PushInteger(i + 1)
			game.LuaPushDoor(L, a.ent.Game(), room.Doors[i])
			L.SetTable(-3)
		}
		return 1
	}
}
コード例 #3
0
ファイル: entity.go プロジェクト: genbattle/haunts
// Returns a list of all doors between two rooms.
//    Format
//    doors = allDoorsBetween(r1, r2)
//
//    Input:
//    r1 - room - A room.
//    r2 - room - Another room.
//
//    Output:
//    doors - array[door] - List of all doors connecting r1 and r2.
func AllDoorsBetween(a *Ai) lua.GoFunction {
	return func(L *lua.State) int {
		if !game.LuaCheckParamsOk(L, "allDoorsBetween", game.LuaRoom, game.LuaRoom) {
			return 0
		}
		room1 := game.LuaToRoom(L, a.ent.Game(), -2)
		room2 := game.LuaToRoom(L, a.ent.Game(), -1)
		if room1 == nil || room2 == nil {
			game.LuaDoError(L, "AllDoorsBetween: Specified an invalid door.")
			return 0
		}

		// TODO: Check for floors!
		// if f1 != f2 {
		//   // Rooms on different floors can theoretically be connected in the
		//   // future by a stairway, but right now that doesn't happen.
		//   L.NewTable()
		//   return 1
		// }

		L.NewTable()
		count := 1
		for _, door1 := range room1.Doors {
			for _, door2 := range room2.Doors {
				_, d := a.ent.Game().House.Floors[0].FindMatchingDoor(room1, door1)
				if d == door2 {
					L.PushInteger(count)
					count++
					game.LuaPushDoor(L, a.ent.Game(), door1)
					L.SetTable(-3)
				}
			}
		}
		return 1
	}
}