[Add] First 2D vector support for lua.
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49c1bd5b4e
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12
src/llua.c
12
src/llua.c
@ -1,3 +1,15 @@
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/**
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* @file llua.c
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*
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* @brief Contains some standard Lua binding libraries.
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*
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* Namely:
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* -- lephisto : General game stuff.
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* -- time : For manipulating time.
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* -- rnd : For access to the random number generator.
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* -- tk : Access to the toolkit.
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*/
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#include "lauxlib.h"
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#include "log.h"
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249
src/llua_space.c
249
src/llua_space.c
@ -10,6 +10,7 @@
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static int planetL_createmetatable(lua_State* L);
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static int systemL_createmetatable(lua_State* L);
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static int vectorL_createmetatable(lua_State* L);
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/* Space. */
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static int planetL_get(lua_State* L);
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@ -48,9 +49,22 @@ static const luaL_reg system_methods[] = {
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{ 0, 0 }
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};
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/* Vector metatable methods. */
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static int vectorL_add(lua_State* L);
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static int vectorL_sub(lua_State* L);
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static int vectorL_mul(lua_State* L);
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static int vectorL_div(lua_State* L);
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static const luaL_reg vector_methods[] = {
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{ "__add", vectorL_add },
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{ "__sub", vectorL_sub },
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{ "__mul", vectorL_mul },
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{ "__div", vectorL_div },
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{ 0, 0 }
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}; /**< Vector metatable methods. */
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/* Load the space library. */
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int lua_loadSpace(lua_State* L, int readonly) {
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(void)readonly;
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(void)readonly; /* Only read only atm. */
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/* Register the functions. */
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luaL_register(L, "space", space_methods);
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@ -58,6 +72,20 @@ int lua_loadSpace(lua_State* L, int readonly) {
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/* Register the metatables. */
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planetL_createmetatable(L);
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systemL_createmetatable(L);
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lua_loadVector(L);
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return 0;
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}
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/**
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* @fn int lua_loadVector(lua_State* L)
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*
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* @brief Loads the vector metatable.
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* @param L State to load the vector metatable into.
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* @return 0 on success.
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*/
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int lua_loadVector(lua_State* L) {
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vectorL_createmetatable(L);
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return 0;
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}
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@ -94,6 +122,27 @@ static int systemL_createmetatable(lua_State* L) {
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return 0; /* No error. */
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}
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/**
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* @fn static int vectorL_createmetatable(lua_State* L)
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*
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* @brief Registers the vector metatable.
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* @param L Lua state to register metatable in.
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* @return 0 on success.
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*/
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static int vectorL_createmetatable(lua_State* L) {
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/* Create the metatable. */
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luaL_newmetatable(L, VECTOR_METATABLE);
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/* Create the access table. */
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lua_pushvalue(L, -1);
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lua_setfield(L, -2, "__index");
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/* Register the values. */
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luaL_register(L, NULL, vector_methods);
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return 0; /* No error. */
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}
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/* -- PLANET -- */
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/* Get planet at index. */
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@ -380,3 +429,201 @@ static int systemL_jumpdistance(lua_State* L) {
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return 1;
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}
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/**
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* @defgroup META_VECTOR Vector Metatable
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*
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* @brief Represents a 2d vector in Lua.
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*
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* To call members of the metatable always use:
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* @code
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* vector:function(param)
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* @endcode
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*/
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/**
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* @fn LuaVector* lua_tovector(lua_State* L, int ind)
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*
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* @brief Gets vector at index.
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* @param L Lua state to get vector from.
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* @param ind Index position of vector.
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* @return The LuaVector at ind.
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*/
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LuaVector* lua_tovector(lua_State* L, int ind) {
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if(lua_isuserdata(L, ind)) {
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return (LuaVector*)lua_touserdata(L, ind);
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}
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luaL_typerror(L, ind, VECTOR_METATABLE);
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return NULL;
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}
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/**
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* @fn LuaVector* lua_pushvector(lua_State* L, LuaVector vec)
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*
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* @brief Pushes a vector on the stack.
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* @param L Lua state to push vector onto.
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* @param sys Vector to push.
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* @return Vector just pushed.
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*/
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LuaVector* lua_pushvector(lua_State* L, LuaVector vec) {
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LuaVector* v;
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v = (LuaVector*) lua_newuserdata(L, sizeof(LuaVector));
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*v = vec;
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luaL_getmetatable(L, VECTOR_METATABLE);
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lua_setmetatable(L, -2);
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return v;
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}
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/**
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* @fn int lua_isvector(lua_State* L, int ind)
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*
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* @brief Check to see if ind is a vector.
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* @param L lua state to check.
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* @param ind Index position to check.
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* @return 1 if there is a vector at index position.
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*/
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int lua_isvector(lua_State* L, int ind) {
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int ret;
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if(lua_getmetatable(L, ind)==0)
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return 0;
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lua_getfield(L, LUA_REGISTRYINDEX, VECTOR_METATABLE);
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ret = 0;
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if(lua_rawequal(L, -1, -2)) /* Does it have the correct mt? */
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ret = 1;
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lua_pop(L, 2); /* Remove both metatables. */
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return ret;
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}
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/**
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* @fn static int vectorL_add(lua_State* L)
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* @ingroup META_VECTOR
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*
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* @brief __add(Vec2 vector)
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*
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* __add(number x, number y)
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*
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* Adds two vectors or a vector and some cartesian coords.
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*/
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static int vectorL_add(lua_State* L) {
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LLUA_MIN_ARGS(2);
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LuaVector* v1, *v2;
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double x, y;
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/* Get self. */
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if(lua_isvector(L, 1))
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v1 = lua_tovector(L, 1);
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else LLUA_INVALID_PARAMETER();
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/* Get rest of parameters. */
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v2 = NULL;
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if(lua_isvector(L, 2)) {
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v2 = lua_tovector(L, 2);
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x = v2->vec.x;
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y = v2->vec.y;
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}
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else LLUA_INVALID_PARAMETER();
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/* Actually add it. */
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vect_cadd(&v1->vec, x, y);
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return 0;
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}
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/**
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* @fn static int vectorL_sub(lua_State* L)
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* @ingroup META_VECTOR
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*
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* @brief __sub(Vec2 vector)
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*
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* __sub(number x, number y)
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*
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* Subtracts two vectors or a vector and some cartesian coords.
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*/
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static int vectorL_sub(lua_State* L) {
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LLUA_MIN_ARGS(2);
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LuaVector* v1, *v2;
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double x, y;
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/* Get self. */
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if(lua_isvector(L, 1))
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v1 = lua_tovector(L, 1);
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else LLUA_INVALID_PARAMETER();
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/* Get rest of parameters. */
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v2 = NULL;
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if(lua_isvector(L, 2)) {
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v2 = lua_tovector(L, 2);
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x = v2->vec.x;
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y = v2->vec.y;
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}
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else if((lua_gettop(L) > 2) && lua_isnumber(L, 2) && lua_isnumber(L, 3)) {
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x = lua_tonumber(L, 2);
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y = lua_tonumber(L, 3);
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}
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else LLUA_INVALID_PARAMETER();
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/* Actually add it. */
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vect_cadd(&v1->vec, -x, -y);
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return 0;
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}
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/**
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* @fn static int vectorL_mul(lua_State* L)
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* @ingroup META_VECTOR
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*
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* @brief __mul(number mod)
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*
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* Multiplies by a number.
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* @param mod Amount to multiply by.
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*/
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static int vectorL_mul(lua_State* L) {
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LLUA_MIN_ARGS(2);
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LuaVector* v1;
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double mod;
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/* Get self. */
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if(lua_isvector(L, 1))
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v1 = lua_tovector(L, 1);
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else LLUA_INVALID_PARAMETER();
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/* Get rest of parameters. */
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if(lua_isnumber(L, 2))
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mod = lua_tonumber(L, 2);
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else LLUA_INVALID_PARAMETER();
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/* Actually add it. */
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vect_cadd(&v1->vec, v1->vec.x * mod, v1->vec.x * mod);
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return 0;
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}
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/**
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* @fn static int vectorL_div(lua_State* L)
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* @ingroup META_VECTOR
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*
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* @brief __div(number mod)
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*
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* Divides a vector by a number.
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* @param mod Amount to divide by.
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*/
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static int vectorL_div(lua_State* L) {
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LLUA_MIN_ARGS(2);
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LuaVector* v1;
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double mod;
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/* Get self. */
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if(lua_isvector(L, 1))
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v1 = lua_tovector(L, 1);
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else LLUA_INVALID_PARAMETER();
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/* Get rest of parameters. */
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if(lua_isnumber(L, 2))
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mod = lua_tonumber(L, 2);
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else LLUA_INVALID_PARAMETER();
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/* Actually add it. */
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vect_cadd(&v1->vec, v1->vec.x / mod, v1->vec.x / mod);
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return 0;
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}
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@ -4,17 +4,22 @@
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#define PLANET_METATABLE "Planet"
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#define SYSTEM_METATABLE "System"
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#define VECTOR_METATABLE "Vec2"
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/* Lua wrappers. */
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typedef struct LuaPlanet_ {
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typedef struct LuaPlanet_s {
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Planet* p;
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} LuaPlanet;
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typedef struct LuaSystem_ {
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typedef struct LuaSystem_s {
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StarSystem* s;
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} LuaSystem;
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typedef struct LuaVector_s {
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Vec2 vec;
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} LuaVector;
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/* Load the space library. */
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int lua_loadSpace(lua_State* L, int readonly);
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int lua_loadVector(lua_State* L);
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/* Planet operations. */
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LuaPlanet* lua_toplanet(lua_State* L, int ind);
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@ -26,3 +31,8 @@ LuaSystem* lua_tosystem(lua_State* L, int ind);
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LuaSystem* lua_pushsystem(lua_State* L, LuaSystem sys);
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int lua_issystem(lua_State* L, int ind);
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/* Vector operations. */
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LuaVector* lua_tovector(lua_State* L, int ind);
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LuaVector* lua_pushvector(lua_State* L, LuaVector vec);
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int lua_isvector(lua_State* L, int ind);
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