Rewrote the Ammomenu:
Added landscape ammomenu
At the moment MOBILE indicates landscape, but we could just as easily make a variable out of it
Draw to texture once
uVariables.AmmoMenuInvalidated indicates a new ammo menu needs to be drawn, see uTeams and uAmmos
Slot/Cellsize is dependent on uConsts.AMSlotSize
this should make it easier to scale the ammo menu on smaller screens
AmmoRect
AmmoRect indicates where and how big the ammo menu is, this makes positioning a bit easier imo, because you only need to change the position at one single point
needs testing on the iphone (and other systems as well ofcourse..)
/*
** $Id: lundump.c,v 2.7.1.4 2008/04/04 19:51:41 roberto Exp $
** load precompiled Lua chunks
** See Copyright Notice in lua.h
*/
#include <string.h>
#define lundump_c
#define LUA_CORE
#include "lua.h"
#include "ldebug.h"
#include "ldo.h"
#include "lfunc.h"
#include "lmem.h"
#include "lobject.h"
#include "lstring.h"
#include "lundump.h"
#include "lzio.h"
typedef struct {
lua_State* L;
ZIO* Z;
Mbuffer* b;
const char* name;
} LoadState;
#ifdef LUAC_TRUST_BINARIES
#define IF(c,s)
#define error(S,s)
#else
#define IF(c,s) if (c) error(S,s)
static void error(LoadState* S, const char* why)
{
luaO_pushfstring(S->L,"%s: %s in precompiled chunk",S->name,why);
luaD_throw(S->L,LUA_ERRSYNTAX);
}
#endif
#define LoadMem(S,b,n,size) LoadBlock(S,b,(n)*(size))
#define LoadByte(S) (lu_byte)LoadChar(S)
#define LoadVar(S,x) LoadMem(S,&x,1,sizeof(x))
#define LoadVector(S,b,n,size) LoadMem(S,b,n,size)
static void LoadBlock(LoadState* S, void* b, size_t size)
{
size_t r=luaZ_read(S->Z,b,size);
IF (r!=0, "unexpected end");
}
static int LoadChar(LoadState* S)
{
char x;
LoadVar(S,x);
return x;
}
static int LoadInt(LoadState* S)
{
int x;
LoadVar(S,x);
IF (x<0, "bad integer");
return x;
}
static lua_Number LoadNumber(LoadState* S)
{
lua_Number x;
LoadVar(S,x);
return x;
}
static TString* LoadString(LoadState* S)
{
size_t size;
LoadVar(S,size);
if (size==0)
return NULL;
else
{
char* s=luaZ_openspace(S->L,S->b,size);
LoadBlock(S,s,size);
return luaS_newlstr(S->L,s,size-1); /* remove trailing '\0' */
}
}
static void LoadCode(LoadState* S, Proto* f)
{
int n=LoadInt(S);
f->code=luaM_newvector(S->L,n,Instruction);
f->sizecode=n;
LoadVector(S,f->code,n,sizeof(Instruction));
}
static Proto* LoadFunction(LoadState* S, TString* p);
static void LoadConstants(LoadState* S, Proto* f)
{
int i,n;
n=LoadInt(S);
f->k=luaM_newvector(S->L,n,TValue);
f->sizek=n;
for (i=0; i<n; i++) setnilvalue(&f->k[i]);
for (i=0; i<n; i++)
{
TValue* o=&f->k[i];
int t=LoadChar(S);
switch (t)
{
case LUA_TNIL:
setnilvalue(o);
break;
case LUA_TBOOLEAN:
setbvalue(o,LoadChar(S)!=0);
break;
case LUA_TNUMBER:
setnvalue(o,LoadNumber(S));
break;
case LUA_TSTRING:
setsvalue2n(S->L,o,LoadString(S));
break;
default:
error(S,"bad constant");
break;
}
}
n=LoadInt(S);
f->p=luaM_newvector(S->L,n,Proto*);
f->sizep=n;
for (i=0; i<n; i++) f->p[i]=NULL;
for (i=0; i<n; i++) f->p[i]=LoadFunction(S,f->source);
}
static void LoadDebug(LoadState* S, Proto* f)
{
int i,n;
n=LoadInt(S);
f->lineinfo=luaM_newvector(S->L,n,int);
f->sizelineinfo=n;
LoadVector(S,f->lineinfo,n,sizeof(int));
n=LoadInt(S);
f->locvars=luaM_newvector(S->L,n,LocVar);
f->sizelocvars=n;
for (i=0; i<n; i++) f->locvars[i].varname=NULL;
for (i=0; i<n; i++)
{
f->locvars[i].varname=LoadString(S);
f->locvars[i].startpc=LoadInt(S);
f->locvars[i].endpc=LoadInt(S);
}
n=LoadInt(S);
f->upvalues=luaM_newvector(S->L,n,TString*);
f->sizeupvalues=n;
for (i=0; i<n; i++) f->upvalues[i]=NULL;
for (i=0; i<n; i++) f->upvalues[i]=LoadString(S);
}
static Proto* LoadFunction(LoadState* S, TString* p)
{
Proto* f;
if (++S->L->nCcalls > LUAI_MAXCCALLS) error(S,"code too deep");
f=luaF_newproto(S->L);
setptvalue2s(S->L,S->L->top,f); incr_top(S->L);
f->source=LoadString(S); if (f->source==NULL) f->source=p;
f->linedefined=LoadInt(S);
f->lastlinedefined=LoadInt(S);
f->nups=LoadByte(S);
f->numparams=LoadByte(S);
f->is_vararg=LoadByte(S);
f->maxstacksize=LoadByte(S);
LoadCode(S,f);
LoadConstants(S,f);
LoadDebug(S,f);
IF (!luaG_checkcode(f), "bad code");
S->L->top--;
S->L->nCcalls--;
return f;
}
static void LoadHeader(LoadState* S)
{
char h[LUAC_HEADERSIZE];
char s[LUAC_HEADERSIZE];
luaU_header(h);
LoadBlock(S,s,LUAC_HEADERSIZE);
IF (memcmp(h,s,LUAC_HEADERSIZE)!=0, "bad header");
}
/*
** load precompiled chunk
*/
Proto* luaU_undump (lua_State* L, ZIO* Z, Mbuffer* buff, const char* name)
{
LoadState S;
if (*name=='@' || *name=='=')
S.name=name+1;
else if (*name==LUA_SIGNATURE[0])
S.name="binary string";
else
S.name=name;
S.L=L;
S.Z=Z;
S.b=buff;
LoadHeader(&S);
return LoadFunction(&S,luaS_newliteral(L,"=?"));
}
/*
* make header
*/
void luaU_header (char* h)
{
int x=1;
memcpy(h,LUA_SIGNATURE,sizeof(LUA_SIGNATURE)-1);
h+=sizeof(LUA_SIGNATURE)-1;
*h++=(char)LUAC_VERSION;
*h++=(char)LUAC_FORMAT;
*h++=(char)*(char*)&x; /* endianness */
*h++=(char)sizeof(int);
*h++=(char)sizeof(size_t);
*h++=(char)sizeof(Instruction);
*h++=(char)sizeof(lua_Number);
*h++=(char)(((lua_Number)0.5)==0); /* is lua_Number integral? */
}