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Lunatic: various minor tweaks and fixes.
- Pass original module name (dot=dirsep) to module via our require() - geom.lua: fix some operations using the vector type constructor - geom.lua: provide constructor for ivec3, useable like vec3 git-svn-id: https://svn.eduke32.com/eduke32@3894 1a8010ca-5511-0410-912e-c29ae57300e0
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5db04f585e
commit
1febaae767
6 changed files with 42 additions and 21 deletions
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@ -1599,7 +1599,9 @@ local function our_require(modname, ...)
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error("Module name must not contain directory separators", ERRLEV-1)
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end
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-- Instead, dots are translated to directory separators. For EDuke32's
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-- virtual file system, this is always a forward slash.
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-- virtual file system, this is always a forward slash. Keep the original
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-- module name for passing to the module function.
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local omodname = modname
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modname = modname:gsub("%.", "/")
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local omod = package_loaded[modname]
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@ -1633,7 +1635,7 @@ local function our_require(modname, ...)
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-- Run the module code in a separate Lua thread!
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local modthread = coroutine.create(modfunc)
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local ok, retval = coroutine.resume(modthread, modname, ...)
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local ok, retval = coroutine.resume(modthread, omodname, ...)
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if (not ok) then
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errorf(ERRLEV-1, "Failed running \"%s\": %s", modname, retval)
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@ -88,7 +88,7 @@ local vec3_mt = {
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-- '^' is the "translate upwards" operator, returns same-typed vector.
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__pow = function(v, zofs)
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return v(v.x, v.y, v.z-zofs)
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return v:_ctor(v.x, v.y, v.z-zofs)
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end,
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-- XXX: Rewrite using _serialize internal API instead.
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@ -112,20 +112,21 @@ local vec3_mt = {
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toivec3 = function(v) return ivec3_t(v.x, v.y, v.z) end,
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-- Get the type constructor for this vector.
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_getctor = function(v)
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return v:_isi() and ivec3_t or dvec3_t
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end,
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-- BUILD-coordinate (z scaled by 16) <-> uniform conversions.
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touniform = function(v)
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return v:_isi()
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and v:_getctor(v.x, v.y, arshift(v.z, 4))
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or v:_getctor(v.x, v.y, v.z/4)
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and v:_ctor(v.x, v.y, arshift(v.z, 4))
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or v:_ctor(v.x, v.y, v.z/16)
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end,
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tobuild = function(v) return v:_getctor(v.x, v.y, 16*v.z) end,
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tobuild = function(v) return v:_ctor(v.x, v.y, 16*v.z) end,
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-- PRIVATE methods --
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-- Get the type constructor for this vector.
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_ctor = function(v, ...)
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return v:_isi() and ivec3_t(...) or dvec3_t(...)
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end,
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-- Is <v> integer vec3? INTERNAL.
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_isi = function(v)
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return ffi.istype(ivec3_t, v)
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@ -135,6 +136,7 @@ local vec3_mt = {
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ffi.metatype(dvec2_t, vec2_mt)
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ffi.metatype(dvec3_t, vec3_mt)
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ffi.metatype(ivec3_t, vec3_mt)
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-- VEC2 user data constructor.
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-- * vec2([x [, y]]), assuming that x and y are numbers. Vacant positions are
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@ -160,8 +162,15 @@ function vec3(...)
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end
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end
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-- TODO: make a constructor like VEC3?
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ivec3 = ffi.metatype(ivec3_t, vec3_mt)
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-- IVEC3 user data constructor.
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function ivec3(...)
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local x, y, z = ...
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if (type(x)=="number" or x==nil) then
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return ivec3_t(...)
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else
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return ivec3_t(x.x, x.y, x.z)
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end
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end
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-- Two-element vector cross product.
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@ -426,7 +426,7 @@ function on.actor_end(pos, usertype, tsamm, codetab)
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str = str .. movflags..","
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end
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paddcodef(pos, "gameactor{%d,%sfunction(_aci, _pli, _dist)", tilenum, str)
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paddcodef(pos, "gameactor{%d,%sfunction(_aci,_pli,_dist)", tilenum, str)
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addcode(get_cache_sap_code())
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add_code_and_end(codetab, "end}")
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@ -476,7 +476,7 @@ function on.state_begin_Cmt(_subj, _pos, statename)
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end
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function on.state_end(pos, funcname, codetab)
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paddcodef(pos, "%s=function(_aci, _pli, _dist)", funcname)
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paddcodef(pos, "%s=function(_aci,_pli,_dist)", funcname)
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addcode(get_cache_sap_code())
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add_code_and_end(codetab, "end")
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end
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@ -484,7 +484,7 @@ end
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function on.event_end(pos, eventidx, codetab)
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assert(type(codetab)=="table")
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-- 0x20000000: actor.FLAGS.chain_beg
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paddcodef(pos, "gameevent{%d,0x20000000,function (_aci, _pli, _dist)", eventidx)
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paddcodef(pos, "gameevent{%d,0x20000000,function (_aci,_pli,_dist)", eventidx)
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addcode(get_cache_sap_code())
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addcode(codetab)
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addcode("end}")
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@ -494,7 +494,7 @@ end
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function on.eventloadactor_end(pos, tilenum, codetab)
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-- Translate eventloadactor into a chained EVENT_LOADACTOR block
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paddcodef(pos, "gameevent{'LOADACTOR', function (_aci, _pli, _dist)")
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paddcodef(pos, "gameevent{'LOADACTOR', function (_aci,_pli,_dist)")
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addcode(get_cache_sap_code())
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addcodef("if (%s==%d) then", SPS".picnum", tilenum)
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addcode(codetab)
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@ -2127,7 +2127,7 @@ local Cinner = {
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lockplayer = cmd(R)
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/ PLS".transporter_hold=%1",
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quake = cmd(R)
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/ "_gv.doQuake(%1,81)", -- EARTHQUAKE
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/ "_gv.doQuake(%1,81)", -- TODO: dynsound (EARTHQUAKE)
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jump = cmd(R)
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/ handle.NYI, -- will never be
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cmenu = cmd(R)
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@ -356,7 +356,9 @@ gameevent
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mpos = mpos + wall[i]
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end
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mpos = mpos/gv.numwalls
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printf("Map center point: (%d,%d)", mpos.x, mpos.y)
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local impos = geom.ivec3(mpos)^20 -- test ivec3 with dvec3 arg, test '^' op
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assert(impos.z == -20)
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printf("Map center point: (%d,%f)", mpos.x, impos.y)
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end
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}
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@ -597,7 +599,7 @@ printf("EVENT_INIT = %d", gv.EVENT_INIT) -- tests default defines
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local bittest = require "test.test_bitar"
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bittest.sieve()
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require("test.test_geom")
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require("test.test_geom", 123123)
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require("test.test_rotspr")
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do
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@ -83,6 +83,6 @@ gameevent
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"DISPLAYREST",
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function()
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con.minitext(160, 10, string.format("jumped %d times", ournumjumps))
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con.minitext(240, 10, string.format("jumped %d times", ournumjumps))
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end
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}
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@ -12,12 +12,17 @@ local V,W = {}, {}
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local randvec
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local args = { ... }
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local ourname = args[1]
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if (os.exit) then
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local math = require("math")
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randvec = function()
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return geom.vec2(math.random(), math.random())
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end
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print("Running stand-alone. ourname: "..tostring(ourname))
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else
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local randgen = require("randgen")
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local s = randgen.new(true)
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@ -27,6 +32,9 @@ else
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randvec = function()
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return geom.vec2(s:getdbl(), s:getdbl())
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end
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-- Test optional arguments from our_require().
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printf("Running %s stand-alone with opt arg %s", ourname, tostring(args[2]))
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end
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local t1 = os.clock()
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