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Lunatic: more convenient weapon data access.
git-svn-id: https://svn.eduke32.com/eduke32@3407 1a8010ca-5511-0410-912e-c29ae57300e0
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commit
7acd1ad743
5 changed files with 34 additions and 39 deletions
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@ -10413,7 +10413,7 @@ int32_t app_main(int32_t argc, const char **argv)
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{
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{
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if (!g_player[i].ps) g_player[i].ps = (DukePlayer_t *)Bcalloc(1, sizeof(DukePlayer_t));
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if (!g_player[i].ps) g_player[i].ps = (DukePlayer_t *)Bcalloc(1, sizeof(DukePlayer_t));
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#ifdef LUNATIC
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#ifdef LUNATIC
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g_player[i].ps->idx = i;
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g_player[i].ps->wa.idx = i;
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#endif
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#endif
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if (!g_player[i].sync) g_player[i].sync = (input_t *)Bcalloc(1, sizeof(input_t));
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if (!g_player[i].sync) g_player[i].sync = (input_t *)Bcalloc(1, sizeof(input_t));
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}
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}
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@ -231,7 +231,10 @@ local DUKEPLAYER_STRUCT = [[
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const char name[32];
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const char name[32];
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const int8_t idx;
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// NOTE: In C, the struct type has no name. We only have it here to define
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// a metatype later.
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const weaponaccess_t weapon;
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const int8_t _padding;
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}
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}
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]]
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]]
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@ -282,6 +285,8 @@ typedef struct
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]].. strip_const(ACTOR_STRUCT).. [[
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]].. strip_const(ACTOR_STRUCT).. [[
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actor_u_t; // The _u_t versions are unrestricted variants for internal use.
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actor_u_t; // The _u_t versions are unrestricted variants for internal use.
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typedef struct { int32_t _p; } weaponaccess_t;
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typedef struct
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typedef struct
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]].. mangle_arrays(DUKEPLAYER_STRUCT) ..[[
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]].. mangle_arrays(DUKEPLAYER_STRUCT) ..[[
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DukePlayer_t;
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DukePlayer_t;
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@ -536,7 +541,9 @@ for i=0,7 do
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local what = ffi.string(ffiC.g_sizes_of_what[i])
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local what = ffi.string(ffiC.g_sizes_of_what[i])
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local fsz = ffi.sizeof(what)
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local fsz = ffi.sizeof(what)
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local csz = ffiC.g_sizes_of[i]
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local csz = ffiC.g_sizes_of[i]
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-- print(i..": "..what..": C sizeof = "..tostring(csz)..", FFI sizeof = "..tostring(fsz))
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if (ffiC._DEBUG_LUNATIC ~= 0) then
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print(i..": "..what..": C sizeof = "..tostring(csz)..", FFI sizeof = "..tostring(fsz))
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end
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if (fsz ~= csz) then
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if (fsz ~= csz) then
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good = false;
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good = false;
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end
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end
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@ -758,20 +765,9 @@ local function check_tile_idx(tilenum)
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end
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end
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end
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end
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local weapondata_accessor = {}
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--- PER-PLAYER WEAPON SETTINGS
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local function get_weapondata_accessor(pli, weap)
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assert(pli < ffiC.MAXPLAYERS+0ULL)
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local wdaidx = pli*1024 + weap
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if (weapondata_accessor[wdaidx] ~= nil) then
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return weapondata_accessor[wdaidx]
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end
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local weapondata_mt = {
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local weapondata_mt = {
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__index = ffiC.g_playerWeapon[pli][weap],
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__newindex = function(wd, member, val)
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__newindex = function(_, member, val)
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if (string.match(member, "sound")) then
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if (string.match(member, "sound")) then
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-- TODO: set to 0 if oob? (e.g. CrackDown)
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-- TODO: set to 0 if oob? (e.g. CrackDown)
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check_sound_idx(val)
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check_sound_idx(val)
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@ -782,18 +778,24 @@ local function get_weapondata_accessor(pli, weap)
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check_tile_idx(val)
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check_tile_idx(val)
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end
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end
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ffiC.g_playerWeapon[pli][weap][member] = val
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wd[member] = val
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end,
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end,
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__metatable = true,
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}
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}
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ffi.metatype("weapondata_t", weapondata_mt)
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local tab = setmetatable({}, weapondata_mt)
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local weaponaccess_mt = {
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weapondata_accessor[wdaidx] = tab
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-- Make syntax like "player[0].weapon.KNEE.shoots" possible
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__index = function(wa, key)
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return tab
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if (type(key)=="number") then
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check_weapon_idx(key)
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return ffiC.g_playerWeapon[wa._p][key]
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end
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end
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return ffiC.g_playerWeapon[wa._p][ffiC[key.."_WEAPON"]]
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end,
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}
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ffi.metatype("weaponaccess_t", weaponaccess_mt)
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local player_mt = {
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local player_mt = {
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__index = {
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__index = {
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--- Getters/setters
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--- Getters/setters
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@ -839,13 +841,6 @@ local player_mt = {
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ffi.cast(player_ptr_ct, p).customexitsound = soundnum
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ffi.cast(player_ptr_ct, p).customexitsound = soundnum
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end,
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end,
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-- Access to weapon data (g_playerWeapon)
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-- TODO: Make syntax e.g. "player[0].weapon.KNEE.shoots" possible
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weapon = function(p, weap)
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check_weapon_idx(weap)
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return get_weapondata_accessor(p.idx, weap)
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end,
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-- CON-like addammo/addweapon, but without the non-local control flow
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-- CON-like addammo/addweapon, but without the non-local control flow
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-- (returns true if weapon's ammo was at the max. instead).
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-- (returns true if weapon's ammo was at the max. instead).
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addammo = con._addammo,
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addammo = con._addammo,
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@ -176,7 +176,7 @@ local function new_initial_gvartab()
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local member = wmembers[i]:gsub(".* ","") -- strip e.g. "int32_t "
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local member = wmembers[i]:gsub(".* ","") -- strip e.g. "int32_t "
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local name = format("WEAPON%d_%s", w, member:upper())
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local name = format("WEAPON%d_%s", w, member:upper())
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local code = format(PLS":weapon(%d).%s", w, member)
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local code = format(PLS".weapon[%d].%s", w, member)
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gamevar[name] = { name=code, flags=GVFLAG.PERPLAYER+GVFLAG.SYSTEM }
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gamevar[name] = { name=code, flags=GVFLAG.PERPLAYER+GVFLAG.SYSTEM }
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end
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end
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@ -205,7 +205,8 @@ gameevent("JUMP",
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function(actori, playeri, dist)
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function(actori, playeri, dist)
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print("I'm first!")
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print("I'm first!")
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-- DBG_.oom()
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-- DBG_.oom()
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player[playeri]:weapon(gv.PISTOL_WEAPON).shoots = 2605 -- RPG
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player[playeri].weapon.PISTOL.shoots = 2605 -- RPG
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player[playeri].weapon[gv.PISTOL_WEAPON].firesound = 351 -- thunder
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end
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end
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)
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)
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@ -221,11 +221,10 @@ typedef struct {
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#ifdef LUNATIC
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#ifdef LUNATIC
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// The player index. Always valid since we have no loose DukePlayer_t's
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// The player index. Always valid since we have no loose DukePlayer_t's
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// anywhere (like with spritetype_t): g_player[i].ps->idx == i.
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// anywhere (like with spritetype_t): g_player[i].ps->wa.idx == i.
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int8_t idx;
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struct { int32_t idx; } wa;
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#else
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int8_t padding_;
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#endif
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#endif
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int8_t padding_;
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} DukePlayer_t;
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} DukePlayer_t;
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typedef struct {
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typedef struct {
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