Lunatic: more convenient weapon data access.

git-svn-id: https://svn.eduke32.com/eduke32@3407 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-01-19 18:28:43 +00:00
parent fbaa00665d
commit 7acd1ad743
5 changed files with 34 additions and 39 deletions

View file

@ -10413,7 +10413,7 @@ int32_t app_main(int32_t argc, const char **argv)
{ {
if (!g_player[i].ps) g_player[i].ps = (DukePlayer_t *)Bcalloc(1, sizeof(DukePlayer_t)); if (!g_player[i].ps) g_player[i].ps = (DukePlayer_t *)Bcalloc(1, sizeof(DukePlayer_t));
#ifdef LUNATIC #ifdef LUNATIC
g_player[i].ps->idx = i; g_player[i].ps->wa.idx = i;
#endif #endif
if (!g_player[i].sync) g_player[i].sync = (input_t *)Bcalloc(1, sizeof(input_t)); if (!g_player[i].sync) g_player[i].sync = (input_t *)Bcalloc(1, sizeof(input_t));
} }

View file

@ -231,7 +231,10 @@ local DUKEPLAYER_STRUCT = [[
const char name[32]; const char name[32];
const int8_t idx; // NOTE: In C, the struct type has no name. We only have it here to define
// a metatype later.
const weaponaccess_t weapon;
const int8_t _padding;
} }
]] ]]
@ -282,6 +285,8 @@ typedef struct
]].. strip_const(ACTOR_STRUCT).. [[ ]].. strip_const(ACTOR_STRUCT).. [[
actor_u_t; // The _u_t versions are unrestricted variants for internal use. actor_u_t; // The _u_t versions are unrestricted variants for internal use.
typedef struct { int32_t _p; } weaponaccess_t;
typedef struct typedef struct
]].. mangle_arrays(DUKEPLAYER_STRUCT) ..[[ ]].. mangle_arrays(DUKEPLAYER_STRUCT) ..[[
DukePlayer_t; DukePlayer_t;
@ -536,7 +541,9 @@ for i=0,7 do
local what = ffi.string(ffiC.g_sizes_of_what[i]) local what = ffi.string(ffiC.g_sizes_of_what[i])
local fsz = ffi.sizeof(what) local fsz = ffi.sizeof(what)
local csz = ffiC.g_sizes_of[i] local csz = ffiC.g_sizes_of[i]
-- print(i..": "..what..": C sizeof = "..tostring(csz)..", FFI sizeof = "..tostring(fsz)) if (ffiC._DEBUG_LUNATIC ~= 0) then
print(i..": "..what..": C sizeof = "..tostring(csz)..", FFI sizeof = "..tostring(fsz))
end
if (fsz ~= csz) then if (fsz ~= csz) then
good = false; good = false;
end end
@ -758,20 +765,9 @@ local function check_tile_idx(tilenum)
end end
end end
local weapondata_accessor = {} --- PER-PLAYER WEAPON SETTINGS
local function get_weapondata_accessor(pli, weap)
assert(pli < ffiC.MAXPLAYERS+0ULL)
local wdaidx = pli*1024 + weap
if (weapondata_accessor[wdaidx] ~= nil) then
return weapondata_accessor[wdaidx]
end
local weapondata_mt = { local weapondata_mt = {
__index = ffiC.g_playerWeapon[pli][weap], __newindex = function(wd, member, val)
__newindex = function(_, member, val)
if (string.match(member, "sound")) then if (string.match(member, "sound")) then
-- TODO: set to 0 if oob? (e.g. CrackDown) -- TODO: set to 0 if oob? (e.g. CrackDown)
check_sound_idx(val) check_sound_idx(val)
@ -782,18 +778,24 @@ local function get_weapondata_accessor(pli, weap)
check_tile_idx(val) check_tile_idx(val)
end end
ffiC.g_playerWeapon[pli][weap][member] = val wd[member] = val
end, end,
__metatable = true,
} }
ffi.metatype("weapondata_t", weapondata_mt)
local tab = setmetatable({}, weapondata_mt) local weaponaccess_mt = {
weapondata_accessor[wdaidx] = tab -- Make syntax like "player[0].weapon.KNEE.shoots" possible
__index = function(wa, key)
return tab if (type(key)=="number") then
check_weapon_idx(key)
return ffiC.g_playerWeapon[wa._p][key]
end end
return ffiC.g_playerWeapon[wa._p][ffiC[key.."_WEAPON"]]
end,
}
ffi.metatype("weaponaccess_t", weaponaccess_mt)
local player_mt = { local player_mt = {
__index = { __index = {
--- Getters/setters --- Getters/setters
@ -839,13 +841,6 @@ local player_mt = {
ffi.cast(player_ptr_ct, p).customexitsound = soundnum ffi.cast(player_ptr_ct, p).customexitsound = soundnum
end, end,
-- Access to weapon data (g_playerWeapon)
-- TODO: Make syntax e.g. "player[0].weapon.KNEE.shoots" possible
weapon = function(p, weap)
check_weapon_idx(weap)
return get_weapondata_accessor(p.idx, weap)
end,
-- CON-like addammo/addweapon, but without the non-local control flow -- CON-like addammo/addweapon, but without the non-local control flow
-- (returns true if weapon's ammo was at the max. instead). -- (returns true if weapon's ammo was at the max. instead).
addammo = con._addammo, addammo = con._addammo,

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@ -176,7 +176,7 @@ local function new_initial_gvartab()
local member = wmembers[i]:gsub(".* ","") -- strip e.g. "int32_t " local member = wmembers[i]:gsub(".* ","") -- strip e.g. "int32_t "
local name = format("WEAPON%d_%s", w, member:upper()) local name = format("WEAPON%d_%s", w, member:upper())
local code = format(PLS":weapon(%d).%s", w, member) local code = format(PLS".weapon[%d].%s", w, member)
gamevar[name] = { name=code, flags=GVFLAG.PERPLAYER+GVFLAG.SYSTEM } gamevar[name] = { name=code, flags=GVFLAG.PERPLAYER+GVFLAG.SYSTEM }
end end

View file

@ -205,7 +205,8 @@ gameevent("JUMP",
function(actori, playeri, dist) function(actori, playeri, dist)
print("I'm first!") print("I'm first!")
-- DBG_.oom() -- DBG_.oom()
player[playeri]:weapon(gv.PISTOL_WEAPON).shoots = 2605 -- RPG player[playeri].weapon.PISTOL.shoots = 2605 -- RPG
player[playeri].weapon[gv.PISTOL_WEAPON].firesound = 351 -- thunder
end end
) )

View file

@ -221,11 +221,10 @@ typedef struct {
#ifdef LUNATIC #ifdef LUNATIC
// The player index. Always valid since we have no loose DukePlayer_t's // The player index. Always valid since we have no loose DukePlayer_t's
// anywhere (like with spritetype_t): g_player[i].ps->idx == i. // anywhere (like with spritetype_t): g_player[i].ps->wa.idx == i.
int8_t idx; struct { int32_t idx; } wa;
#else
int8_t padding_;
#endif #endif
int8_t padding_;
} DukePlayer_t; } DukePlayer_t;
typedef struct { typedef struct {