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synced 2024-11-11 07:11:39 +00:00
Lunatic: update documentation a bit.
- add gv.GET, gv.WEAPON, gv.RETURN - specify that sprite[].x/y/z and wall[].x/y are 32-bit ints - add an example for con.longjmp() - add an appendix listing the RETURN usage of various events git-svn-id: https://svn.eduke32.com/eduke32@4032 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 151 additions and 37 deletions
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@ -4,6 +4,7 @@ Helixhorned <contact: Duke4.net forums>
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:max-width: 56em
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:max-width: 56em
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:numbered:
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:numbered:
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:icons:
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:icons:
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:toc:
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:conf-files: lunatic.conf
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:conf-files: lunatic.conf
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@ -291,8 +292,8 @@ Quote behavior
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* The `redefinequote` command can be issued even if the given quote number has
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* The `redefinequote` command can be issued even if the given quote number has
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not been previously allocated using the `definequote` directive. This makes
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not been previously allocated using the `definequote` directive. This makes
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it possible to use a range of quote numbers ``on the fly'' without the need
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it possible to use a range of quote numbers on the fly without the need to
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to declare their future use.
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declare their future use.
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Miscellaneous
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Miscellaneous
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^^^^^^^^^^^^^
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^^^^^^^^^^^^^
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@ -4,7 +4,7 @@ Helixhorned <contact: Duke4.net forums>
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:max-width: 56em
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:max-width: 56em
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:numbered:
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:numbered:
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:icons:
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:icons:
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:toc:
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[red]*DRAFT DRAFT DRAFT*
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[red]*DRAFT DRAFT DRAFT*
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@ -255,27 +255,30 @@ A clipping (collision detection) mask specifying to consider only _hitscan
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sensitive_ walls and sprites. The set bits of `CLIPMASK1` and `CLIPMASK0` are
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sensitive_ walls and sprites. The set bits of `CLIPMASK1` and `CLIPMASK0` are
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disjunct.
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disjunct.
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[[gv_REND]] `gv.REND`::
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A mapping of names to values representing rendering modes: `CLASSIC`,
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`POLYMOST`, `POLYMER`.
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// Game-side
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// Game-side
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[[gv_GTICSPERSEC]] `gv.GTICSPERSEC`::
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[[gv_GTICSPERSEC]] `gv.GTICSPERSEC`::
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The number of times in a second each actor excecutes its code and updates its
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The number of times in a second each actor excecutes its code and updates its
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position (``game tics'').
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position (``game tics'').
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//////////
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[[gv_GET]] `gv.GET`::
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`gv.*` inventory indices::
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A mapping of names to inventory indices: `STEROIDS`, `SHIELD`, `SCUBA`,
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`GET_STEROIDS`, `GET_SHIELD`, `GET_SCUBA`, `GET_HOLODUKE`, `GET_JETPACK`,
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`HOLODUKE`, `JETPACK`, `DUMMY1`, `ACCESS`, `HEATS`, `DUMMY2`, `FIRSTAID`,
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`GET_DUMMY1`, `GET_ACCESS`, `GET_HEATS`, `GET_DUMMY2`, `GET_FIRSTAID`,
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`BOOTS`.
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`GET_BOOTS`. `GET_MAX`.
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`gv.*` weapon indices::
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`gv.GET_MAX`::
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`KNEE_WEAPON`, `PISTOL_WEAPON`, `SHOTGUN_WEAPON`, `CHAINGUN_WEAPON`,
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The maximum permissible inventory index plus one.
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`RPG_WEAPON`, `HANDBOMB_WEAPON`, `SHRINKER_WEAPON`, `DEVISTATOR_WEAPON`,
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`TRIPBOMB_WEAPON`, `FREEZE_WEAPON`, `HANDREMOTE_WEAPON`,
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`GROW_WEAPON`. `MAX_WEAPONS`.
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//////////
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[[gv_REND]] `gv.REND`::
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[[gv_WEAPON]] `gv.WEAPON`::
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A mapping of names to values representing rendering modes: `CLASSIC`,
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A mapping of names to weapon indices: `KNEE`, `PISTOL`, `SHOTGUN`, `CHAINGUN`,
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`POLYMOST`, `POLYMER`.
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`RPG`, `HANDBOMB`, `SHRINKER`, `DEVISTATOR`, `TRIPBOMB`, `FREEZE`,
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`HANDREMOTE`, `GROW`. Note that ```DEVISTATOR`'' is misspelled.
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`gv.MAX_WEAPONS`::
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The maximum permissible weapon index plus one.
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//////////
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//////////
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`gv.MAXPLAYERS`::
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`gv.MAXPLAYERS`::
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@ -323,7 +326,13 @@ position and orientation of the ``camera'' from which the scene would be drawn.
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Contains the following members: `pos`, `dist`, `clock`, `ang`, `horiz`, `sect`.
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Contains the following members: `pos`, `dist`, `clock`, `ang`, `horiz`, `sect`.
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// TODO: describe
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// TODO: describe
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// TODO: g_logoFlags, g_RETURN?
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// TODO: g_logoFlags?
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[[gv_RETURN]] `gv.RETURN`::
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A special variable that is used by the game to pass specific values to game
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events, or to examine values passed back from events and act upon them
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accordingly. Refer to <<Appendix_A,Appendix A>> for a list of how the various
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events interpret this variable.
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Functions
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Functions
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^^^^^^^^^
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^^^^^^^^^
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@ -609,7 +618,7 @@ updating functions. `BREADTH`, `Z`.
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Accessible from `0` to `gv.numwalls-1`. Each element has the following
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Accessible from `0` to `gv.numwalls-1`. Each element has the following
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members:
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members:
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`x`, `y`::
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_`i32`_ `x`, `y`::
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The 2D coordinates or this wall point. Should not be set directly.
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The 2D coordinates or this wall point. Should not be set directly.
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`z` (read-only)::
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`z` (read-only)::
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@ -696,7 +705,7 @@ The `sprite` composite is accessible with indices from `0` to
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`gv.MAXSPRITES-1`, but accesses to sprites that do not exist in the game world
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`gv.MAXSPRITES-1`, but accesses to sprites that do not exist in the game world
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have no meaning. Each element has the following members:
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have no meaning. Each element has the following members:
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`x`, `y`, `z`::
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_`i32`_ `x`, `y`, `z`::
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The BUILD coordinates of the sprite. It is not advisable to set these directly.
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The BUILD coordinates of the sprite. It is not advisable to set these directly.
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//////////
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//////////
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@ -1020,12 +1029,8 @@ ps.ammo_amount.PISTOL = ps.ammo_amount[ps.curr_weapon]
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----------
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----------
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==========
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==========
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The weapon names are: `KNEE`, `PISTOL`, `SHOTGUN`, `CHAINGUN`, `RPG`,
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The inventory names are the same as the keys of <<gv_GET,`gv.GET`>>, those for
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`HANDBOMB`, `SHRINKER`, `DEVISTATOR`, `TRIPBOMB`, `FREEZE`, `HANDREMOTE`,
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the weapons coincide with the keys of <<gv_WEAPON,`gv.WEAPON`>>.
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`GROW`.
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The inventory names are: `STEROIDS`, `SHIELD`, `SCUBA`, `HOLODUKE`, `JETPACK`,
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`DUMMY1`, `ACCESS`, `HEATS`, `DUMMY2`, `FIRSTAID`, `BOOTS`.
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Each `player` element has the following members:
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Each `player` element has the following members:
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@ -1653,17 +1658,39 @@ Non-local control flow
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Two functions in the `con` module make the executed function abort early,
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Two functions in the `con` module make the executed function abort early,
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jumping directly to the end of the innermost event or actor callback
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jumping directly to the end of the innermost event or actor callback
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``block''. They are used to implement among others CON's `killit` and
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``block''. They are used to implement among others CON's `killit` and
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(confusingly named) `return` commands. If these functions are used outside of
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(confusingly named) `return` commands. If these functions are used when none of
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the mentioned callback functions, the behavior is undefined.
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the mentioned callback functions are active, the behavior is undefined.
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`con.longjmp()`::
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`con.longjmp()`::
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Silently transfers control to the end of the innermost actor or event callback
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Silently transfers control to the end of the innermost actor or event callback
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block, to the same point an `error()` call would do. Note that since callback
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block, to the same point an `error()` call would do. Note that since callback
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<<gameactor_flags,chaining>> is achieved by creating a new function for each
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<<gameactor_flags,chaining>> is achieved by creating a new function for each
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pair calling the original ones unprotected, issuing a `con.longjmp()` inside
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function pair, calling both unprotected, issuing a `con.longjmp()` inside any
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any ``part'' of a chain aborts the whole block -- functions in the chain that
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``part'' of a chain aborts the whole block -- functions in the chain that are
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are called later will not be reached. In contrast, returning from one function
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called later will not be reached. In contrast, returning from one function
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transfers control to the beginning of the next in the chain if it exists.
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transfers control to the beginning of the next in the chain if it exists.
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+
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.`con.longjmp` with chained events
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==========
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The following two chained `EVENT_JUMP` definitions,
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----------
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gameevent{"JUMP", function(_, pli)
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print("jump:first")
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if (player[pli].curr_weapon==gv.WEAPON.PISTOL) then
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return
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end
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print("aborting")
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con.longjmp()
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end}
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gameevent{"JUMP", function() -- second function in EVENT_JUMP chain
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print("jump:second")
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end}
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----------
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would print ```jump:first`'' and ```jump:second`'' when holding a
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pistol. Otherwise, ```jump:first`'' and ```aborting`'' would be printed and the
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second chained callback function would not be reached.
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==========
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`con.killit()`::
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`con.killit()`::
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Silently transfers control to the end of the active actor callback block,
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Silently transfers control to the end of the active actor callback block,
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@ -1743,17 +1770,103 @@ created one.
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`[5] statnum` (default: `actor.STAT.DEFAULT`)::
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`[5] statnum` (default: `actor.STAT.DEFAULT`)::
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The initial status number of the inserted sprite.
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The initial status number of the inserted sprite.
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The following keys are permissible for input arguments, corresponding to their
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The following additional keys are permissible as input arguments, corresponding
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[[sprite,`sprite`]] members:
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to the same-named <<sprite,`sprite`>> members:
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`shade`, `xrepeat` (default: 48), `yrepeat` (default: 48), `ang`, `xvel`, `zvel`.
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`shade`, `xrepeat` (default: 48), `yrepeat` (default: 48), `ang`, `xvel`,
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All optional arguments passed this way except for the repeats default to 0.
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`zvel`. All optional arguments passed this way except for `xrepeat` and
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`yrepeat` default to 0.
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===== The function `con.spawn(tilenum, parentspritenum)`
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===== The function `con.spawn(tilenum, parentspritenum)`
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Spawns a new sprite with tile number `tilenum` from a given ``parent'' sprite
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Spawns a new sprite with tile number `tilenum` from a given ``parent'' sprite
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with index `parentspritenum`, which must be valid. The sprite is spawned at the
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with index `parentspritenum`, which must be valid. The sprite is spawned at the
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same position as its parent and with its `owner` member set to
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same position as its parent and its `owner` member is set to
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`parentspritenum`. Additional ``hard-wired'' code dependent on `tilenum` may be
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`parentspritenum`. Additional ``hard-wired'' code dependent on `tilenum` may be
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run afterwards that modifies the sprite.
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run afterwards, possibly modifying the sprite.
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Returns the index of the spawned sprite on success.
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Returns the index of the spawned sprite on success.
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/////////////////
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APPENDICES FOLLOW
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/////////////////
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:numbered!:
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[appendix]
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[[Appendix_A]]
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Game event `RETURN` usage
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-------------------------
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The following list notes how the special <<gv_RETURN,`gv.RETURN`>> variable
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(known simply as `RETURN` from CON) is treated for the various events. The game
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may either pass some value to a particular event as additional information, or
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it can examine `RETURN` after the event has finished, invoking some behavior
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conditional on its value. If an event is not listed here, its usage of `RETURN`
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is unspecified.
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[float]
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Receives zero, checks for non-zero
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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These events get passed a value of 0 for `RETURN`, and after finishing, check
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it for being non-zero, in which case some hard-coded behavior is suppressed:
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`AIMDOWN`, `AIMUP`, `CROUCH`, `DISPLAYSBAR`, `DISPLAYWEAPON`, `DOFIRE`,
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`DRAWWEAPON`, `FIRE`, `HOLODUKEOFF`, `HOLODUKEON`, `HOLSTER`, `INCURDAMAGE`,
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`INVENTORY`, `JUMP`, `LOOKDOWN`, `LOOKLEFT`, `LOOKRIGHT`, `LOOKUP`,
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`QUICKKICK`, `RETURNTOCENTER`, `SOARDOWN`, `SOARUP`, `SWIMDOWN`, `SWIMUP`,
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`TURNAROUND`, `USEJETPACK`, `USEMEDKIT`, `USENIGHTVISION`, `USESTEROIDS`.
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`KILLIT` (deprecated from Lua)::
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If non-zero, the pending sprite deletion is aborted.
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`DISPLAYROOMS`::
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Don't draw scene if `RETURN` is 1. Values other than 0 and 1 are
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reserved.
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`PRESSEDFIRE`, `USE`::
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If non-zero, the ``fire'' or ``use'' shared key bits are cleared
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(respectively).
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[float]
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Game considers post-event `RETURN` an index
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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For some events, the game examines `RETURN` after they have finished, and
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potentially uses its value as some kind of index.
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`CHANGEMENU` (deprecated from Lua)::
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Receives and examines `RETURN` as a menu index to change to.
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`DISPLAYCROSSHAIR`::
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Receives 0. If the post-event `RETURN` equals 1, no crosshair is drawn. If
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it is greater than one, `RETURN` is the tile index of the crosshair to be
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displayed. The value 0 makes it draw using the `CROSSHAIR` tile.
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`GETLOADTILE`::
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Receives and examines `RETURN` as a background tile for the loading screen.
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A negative value suppresses drawing it and running the subsequent
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`EVENT_DISPLAYLOADINGSCREEN` entirely.
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`GETMENUTILE`::
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Receives and examines `RETURN` as a background tile for the menu.
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`SOUND`::
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Receives and examines `RETURN` as an index of a sound to start playing.
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[float]
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Cheat events
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~~~~~~~~~~~~
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The cheat events receive a hard-coded, item-dependent target amount in
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`RETURN`. It can be overridden to a different value to make the respective
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cheat give a different ``full'' amount. A negative value is ignored.
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`CHEATGETSTEROIDS`, `CHEATGETHEAT`, `CHEATGETBOOT`, `CHEATGETSHIELD`,
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`CHEATGETSCUBA`, `CHEATGETHOLODUKE`, `CHEATGETJETPACK`, `CHEATGETFIRSTAID`.
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[float]
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TODO
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~~~~
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`CHANGEWEAPON`, `CHECKFLOORDAMAGE`, `CHECKTOUCHDAMAGE`, `NEXTWEAPON`,
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`PREVIOUSWEAPON`, `SELECTWEAPON`, `WEAPKEY*`.
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Loading…
Reference in a new issue