Files

234 lines
6.5 KiB
C++

//
//
#include "testing.h"
#include "scripting/api/objs/vecmath.h"
#include "scripting/api/objs/enums.h"
#include "scripting/api/objs/texture.h"
#include "scripting/api/objs/object.h"
#include "scripting/api/objs/particle.h"
#include "scripting/lua/LuaValue.h"
#include "scripting/api/objs/bytearray.h"
#include "scripting/api/objs/audio_stream.h"
#include "sound/audiostr.h"
#include "physics/physics.h"
#include "graphics/2d.h"
#include "io/timer.h"
#include "particle/particle.h"
#include "playerman/player.h"
#include "cutscene/movie.h"
#include "network/multi_options.h"
namespace scripting {
namespace api {
//*************************Testing stuff*************************
//This section is for stuff that's considered experimental.
ADE_LIB(l_Testing, "Testing", "ts", "Experimental or testing stuff");
ADE_FUNC(openAudioStreamMem,
l_Testing,
"string snddata, enumeration stream_type /* AUDIOSTREAM_* values */",
"Opens an audio stream of the specified in-memory file contents and type.",
"audio_stream",
"A handle to the opened stream or invalid on error")
{
luacpp::LuaValue snddata_arr(L);
enum_h streamTypeEnum;
if (!ade_get_args(L, "ao", &snddata_arr, l_Enum.Get(&streamTypeEnum))) {
return ade_set_args(L, "o", l_AudioStream.Set(-1));
}
int streamType;
switch (streamTypeEnum.index) {
case LE_ASF_EVENTMUSIC:
streamType = ASF_EVENTMUSIC;
break;
case LE_ASF_MENUMUSIC:
streamType = ASF_MENUMUSIC;
break;
case LE_ASF_VOICE:
streamType = ASF_VOICE;
break;
default:
LuaError(L, "Invalid audio stream type %d.", streamTypeEnum.index);
return ade_set_args(L, "o", l_AudioStream.Set(-1));
}
if (!snddata_arr.pushValue(L))
return ade_set_args(L, "o", l_AudioStream.Set(-1));
if (!lua_isstring(L, -1)) {
lua_pop(L, 1);
LuaError(L, "Expected binary string containing audio.");
return ade_set_args(L, "o", l_AudioStream.Set(-1));
}
size_t snd_len;
auto snddata = lua_tolstring(L, -1, &snd_len);
int ah = audiostream_open_mem(reinterpret_cast<const uint8_t *>(snddata), snd_len, streamType);
lua_pop(L, 1);
if (ah < 0) {
LuaError(L,"Stream could not be opened. Did you pass valid audio?");
return ade_set_args(L, "o", l_AudioStream.Set(-1));
}
return ade_set_args(L, "o", l_AudioStream.Set(ah));
}
ADE_FUNC(avdTest, l_Testing, NULL, "Test the AVD Physics code", NULL, NULL)
{
(void)L; // unused parameter
static bool initialized = false;
static avd_movement avd;
if(!initialized)
{
avd.setAVD(10.0f, 3.0f, 1.0f, 1.0f, 0.0f);
initialized = true;
}
for(int i = 0; i < 3000; i++)
{
float Pc, Vc;
avd.get((float)i/1000.0f, &Pc, &Vc);
gr_set_color(0, 255, 0);
gr_pixel(i/10, gr_screen.clip_bottom - (int)(Pc*10.0f), GR_RESIZE_NONE);
gr_set_color(255, 0, 0);
gr_pixel(i/10, gr_screen.clip_bottom - (int)(Vc*10.0f), GR_RESIZE_NONE);
avd.get(&Pc, &Vc);
gr_set_color(255, 255, 255);
gr_pixel((timestamp()%3000)/10, gr_screen.clip_bottom - (int)(Pc*10.0f), GR_RESIZE_NONE);
gr_pixel((timestamp()%3000)/10, gr_screen.clip_bottom - (int)(Vc*10.0f), GR_RESIZE_NONE);
}
return ADE_RETURN_NIL;
}
ADE_FUNC_DEPRECATED(createParticle,
l_Testing,
"vector Position, vector Velocity, number Lifetime, number Radius, enumeration Type, [number "
"TracerLength=-1, boolean Reverse=false, texture Texture=Nil, object AttachedObject=Nil]",
"Creates a particle. Use PARTICLE_* enumerations for type."
"Reverse reverse animation, if one is specified"
"Attached object specifies object that Position will be (and always be) relative to.",
"particle",
"Handle to the created particle",
gameversion::version(19, 0, 0, 0),
"Not available in the testing library anymore. Use gr.createPersistentParticle instead.")
{
particle::particle_info pi;
pi.type = particle::PARTICLE_DEBUG;
pi.optional_data = -1;
pi.attached_objnum = -1;
pi.attached_sig = -1;
pi.reverse = 0;
// Need to consume tracer_length parameter but it isn't used anymore
float temp;
enum_h *type = NULL;
bool rev=false;
object_h *objh=NULL;
texture_h* texture = nullptr;
if (!ade_get_args(L, "ooffo|fboo", l_Vector.Get(&pi.pos), l_Vector.Get(&pi.vel), &pi.lifetime, &pi.rad,
l_Enum.GetPtr(&type), &temp, &rev, l_Texture.GetPtr(&texture), l_Object.GetPtr(&objh)))
return ADE_RETURN_NIL;
if(type != NULL)
{
switch(type->index)
{
case LE_PARTICLE_DEBUG:
pi.type = particle::PARTICLE_DEBUG;
break;
case LE_PARTICLE_FIRE:
pi.type = particle::PARTICLE_FIRE;
break;
case LE_PARTICLE_SMOKE:
pi.type = particle::PARTICLE_SMOKE;
break;
case LE_PARTICLE_SMOKE2:
pi.type = particle::PARTICLE_SMOKE2;
break;
case LE_PARTICLE_BITMAP:
if (texture == nullptr || !texture->isValid()) {
LuaError(L, "Invalid texture specified for createParticle()!");
return ADE_RETURN_NIL;
} else {
pi.optional_data = texture->handle;
pi.type = particle::PARTICLE_BITMAP;
}
break;
}
}
if(rev)
pi.reverse = 0;
if(objh != NULL && objh->IsValid())
{
pi.attached_objnum = OBJ_INDEX(objh->objp);
pi.attached_sig = objh->objp->signature;
}
particle::WeakParticlePtr p = particle::createPersistent(&pi);
if (!p.expired())
return ade_set_args(L, "o", l_Particle.Set(particle_h(p)));
else
return ADE_RETURN_NIL;
}
ADE_FUNC(getStack, l_Testing, NULL, "Generates an ADE stackdump", "string", "Current Lua stack")
{
char buf[10240] = {'\0'};
ade_stackdump(L, buf);
return ade_set_args(L, "s", buf);
}
ADE_FUNC(isCurrentPlayerMulti, l_Testing, NULL, "Returns whether current player is a multiplayer pilot or not.", "boolean", "Whether current player is a multiplayer pilot or not")
{
if(Player == NULL)
return ade_set_error(L, "b", false);
if(!(Player->flags & PLAYER_FLAGS_IS_MULTI))
return ADE_RETURN_FALSE;
return ADE_RETURN_TRUE;
}
ADE_FUNC(isPXOEnabled, l_Testing, NULL, "Returns whether PXO is currently enabled in the configuration.", "boolean", "Whether PXO is enabled or not")
{
if(!(Multi_options_g.pxo))
return ADE_RETURN_FALSE;
return ADE_RETURN_TRUE;
}
ADE_FUNC(playCutscene, l_Testing, NULL, "Forces a cutscene by the specified filename string to play. Should really only be used in a non-gameplay state (i.e. start of GS_STATE_BRIEFING) otherwise odd side effects may occur. Highly Experimental.", "string", NULL)
{
//This whole thing is a quick hack and can probably be done way better, but is currently functioning fine for my purposes.
const char* filename;
if (!ade_get_args(L, "s", &filename))
return ADE_RETURN_FALSE;
movie::play(filename);
return ADE_RETURN_TRUE;
}
}
}