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#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
extern "C" {
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
}
#include <irrlicht.h>
#include <chrono>
#include <btBulletDynamicsCommon.h>
#include <btBulletCollisionCommon.h>
#include <cstdlib>
#include "initdevice.hpp"
#include "menuhandeler.hpp"
#include "lua_api/load_gui.hpp"
#include "lua_api/load_game.hpp"
#include "lua_api/load_scene.hpp"
#include "lua_api/load_cphys.hpp"
#include "lua_api/load_video.hpp"
#include "lua_api/load_io.hpp"
#include <shared/lua_api/load_phys.hpp>
#include "callbackhandeler.hpp"
#include <shared/lua_api/common.hpp>
#include "../shared/lua_api/load_net.hpp"
#include "../shared/phys/physcommon.hpp"
#include "../shared/lua_api/load_common.hpp"
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
using namespace std::chrono;
lua_State* L;
IrrlichtDevice* device;
IVideoDriver* driver;
void loadIrrLibs(lua_State* L, IrrlichtDevice* device){
printf("Loading guifuncs...");
load_guifuncs(L);
printf("[OK]\n");
printf("Loading gamefuncs...");
load_gamefuncs(L);
printf("[OK]\n");
printf("Loading scenefuncs...");
load_scenefuncs(L);
printf("[OK]\n");
printf("Loading physfuncs...");
load_physfuncs(L);
load_cphysfuncs(L);
printf("[OK]\n");
printf("Loading videofuncs...");
load_videofuncs(L);
printf("[OK]\n");
load_iofuncs(L);
}
void dropCollisionObject(btCollisionObject* rb){
ISceneNode *node = static_cast<ISceneNode*>(rb->getUserPointer());
if(node)
node->remove();
}
void dropChar(btKinematicCharacterController *a){
ISceneNode *node = (ISceneNode*)a->getGhostObject()->getUserPointer();
if(node)
node->remove();
}
void dropGhostObject(btGhostObject *ghost){
ISceneNode *node = (ISceneNode*)ghost->getUserPointer();
if(node)
node->remove();
}
// Converts a quaternion to an euler angle
void QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) {
btScalar W = TQuat.getW();
btScalar X = TQuat.getX();
btScalar Y = TQuat.getY();
btScalar Z = TQuat.getZ();
float WSquared = W * W;
float XSquared = X * X;
float YSquared = Y * Y;
float ZSquared = Z * Z;
TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared));
TEuler.setY(asinf(-2.0f * (X * Z - Y * W)));
TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared));
TEuler *= core::RADTODEG;
}
void UpdateElement(btCollisionObject* obj){
if(obj->getUserPointer() != NULL){
//UpdateRender(*Iterator);
scene::ISceneNode *node = static_cast<scene::ISceneNode *>(obj->getUserPointer());
// Set position
btTransform transform = obj->getWorldTransform();
btVector3 pos = transform.getOrigin();
node->setPosition(core::vector3df((f32)pos[0], (f32)pos[1], (f32)pos[2]));
//printf("Setting new position to %f %f %f\n", pos[0], pos[1], pos[2]);
//Set rotation
btQuaternion rot = transform.getRotation();
btVector3 eulerrot;
QuaternionToEuler(rot,eulerrot);
node->setRotation(core::vector3df(eulerrot[0], eulerrot[1], eulerrot[2]));
}
}
SColor background = SColor(255,100,101,140);
//setbackgroundcolor(r,g,b)
int main(int argc, char *argv[]){
printf("Brok[en]gine Client\n");
// Initialize bullet
phys_genesis();
//printf("Phys genisis complete\n");
//Create a new lua state, this gets shared everywhere
//Set the path for lua
putenv((char*)"LUA_PATH=../data/?.lua");
putenv((char*)"LUA_CPATH=../bin/?.dll");
lua_State *state = luaL_newstate();
L = state;
printf("Created lua state at %p\n",L);
//Load the lua libraries
assert(lua_gettop(L) == 0);
loadLLibs(state);
assert(lua_gettop(L) == 0);
//Defined in initdevice.cpp, creates the irrlicht device
printf("Argc: %d\n",argc);
char *path;
if(argc == 2){
path = argv[1];
}else{
path = (char*)"../data";
}
assert(lua_gettop(L) == 0);
device = spawnIrrDevice(state,path);
assert(lua_gettop(L) == 0);
if (!device){
printf("Failed to initalize device\n");
return 1;
}
printf("Changing working directory...");
device->getFileSystem()->changeWorkingDirectoryTo(path);
printf("[OK]\n");
//ILogger* log = device->getLogger();
//log->setLogLevel(ELL_NONE);
//Loads libraries for interfaceing with irrlicht
printf("Loading lua libs...");
assert(lua_gettop(L) == 0);
luaL_openlibs(state);
assert(lua_gettop(L) == 0);
printf("[OK]\n");
printf("Loading lua libs...");
loadIrrLibs(state,device);
assert(lua_gettop(L) == 0);
printf("[OK]\n");
printf("Loading networking libs...");
loadNetLibs(state);
assert(lua_gettop(L) == 0);
printf("[OK]\n");
printf("Loading shared libs...");
loadCommonLibs(state);
assert(lua_gettop(L) == 0);
printf("[OK]\n");
printf("All libs loaded.\n");
//Sets the global event handeler
//printf("Creating event receiver\n");
GlobalEventReceiver ger = GlobalEventReceiver(device);
//printf("Created event receiver\n");
device->setEventReceiver(&ger);
assert(lua_gettop(L) == 0);
pusherrorfunc(L);//errfunc
int err = luaL_loadfile(state,"init.lua");//errfunc,init()
//printf("Error loading init.lua: %d\n",err);
switch(err){//errmsg or nothing
case 0:
break; //no error
case LUA_ERRSYNTAX:
printf("Syntax error, failed to load: %s\n%s\n","../data/init.lua",lua_tostring(L,-1));
break;
case LUA_ERRMEM:
printf("Failed to allocate memroy\n");
break;
case LUA_ERRFILE:
printf("Could not find file: %s\n","../data/init.lua");
break;
}
//errfunc,initfile()
printf("Loaded file\n");
lua_pcall(state,0,0,-2);//errfunc()
lua_pop(L,1);//
printf("Finished running init.lua");
assert(lua_gettop(L) == 0);
//int iErr = luaL_dofile(state,"init.lua");
//if(iErr != 0){
//printf("Failed to open lua file:%s/init.lua\n",path);
//lua_error(state);
//}
//Load some bullet physics stuff
driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
device->setWindowCaption(L"Brok[en]gine Client v0.1\n");
printf("Everything registered, about to start running device!\n");
lua_getglobal(state,"GAME");//{game}
lua_pop(state,1);//
printf("About to check if device run\n");
printf("Device is %p\n",device);
while(device->run()){
//printf("Start gameloop net\n");
assert(lua_gettop(L) == 0);
gameloop_net(L);
assert(lua_gettop(L) == 0);
//printf("End gameloop net\n");
//printf("Start gameloop phys\n");
assert(lua_gettop(L) == 0);
gameloop_phys(UpdateElement);
assert(lua_gettop(L) == 0);
//printf("End gameloop phys\n");
if(device->isWindowActive()){
assert(lua_gettop(L) == 0);
driver->beginScene(true, true, background);
assert(lua_gettop(L) == 0);
//printf("Device active, began scene\n");
assert(lua_gettop(L) == 0);
pusherrorfunc(state);
lua_getglobal(state,"GAME");//err(),{GAME}
lua_getfield(state,-1,"draw");//err(),{GAME},GAME.draw()
if(!lua_isnil(state,-1)){
lua_pcall(state,0,0,-3);
lua_pop(state,2);
}else{
lua_pop(state,3);
}
assert(lua_gettop(L) == 0);
//printf("Finished calling GAME.draw()\n");
smgr->drawAll();
//printf("Scene manager drew all\n");
assert(lua_gettop(L) == 0);
lua_getglobal(state,"GAME");
lua_getfield(state,-1,"drawPostScene");
if(!lua_isnil(state,-1)){
lua_call(state,0,0);
lua_pop(state,1);
}else{
lua_pop(state,2);
}
assert(lua_gettop(L) == 0);
//printf("Post draw scene completed\n");
guienv->drawAll();
//printf("Gui draw all completed\n");
assert(lua_gettop(L) == 0);
lua_getglobal(state,"GAME");
lua_getfield(state,-1,"drawPostGui");
if(!lua_isnil(state,-1)){
lua_call(state,0,0);
lua_pop(state,1);
}else{
lua_pop(state,2);
}
assert(lua_gettop(L) == 0);
//printf("GAME.drawPostGui completed\n");
driver->endScene();
}else{
assert(lua_gettop(L) == 0);
device->yield();
assert(lua_gettop(L) == 0);
}
assert(lua_gettop(L) == 0);
pusherrorfunc(L);//errfunc()
lua_getglobal(state,"GAME");//errfunc(),{}
lua_getfield(state,-1,"tick");//errfunc(),{},function_tick()
if(!lua_isnil(state,-1)){
lua_pcall(state,0,0,-3);//errfunc(),{}
lua_pop(state,2);//
}else{//errfunc(),{},nil
lua_pop(state,3);//
}
assert(lua_gettop(L) == 0);
}
assert(lua_gettop(L) == 0);
//phys_shutdown(RemoveISceneNode);
phys_shutdown();
device->drop();
printf("Goodbye\n");
return 0;
}
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