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Lunatic: for gameactor(), deprecate AF.replace_hard, make AF.replace default.
That is, always bitwise-OR the per-tile actor flags with the existing ones. git-svn-id: https://svn.eduke32.com/eduke32@4374 1a8010ca-5511-0410-912e-c29ae57300e0
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4 changed files with 19 additions and 34 deletions
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@ -867,9 +867,9 @@ do
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our_SFLAG.rotfixed = con_lang.SFLAG.SFLAG_ROTFIXED
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our_SFLAG.rotfixed = con_lang.SFLAG.SFLAG_ROTFIXED
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-- Callback function chaining control flags.
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-- Callback function chaining control flags.
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our_SFLAG.replace_hard = 0x08000000 -- Replace actor code and flags
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our_SFLAG.replace = 0x08000000
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our_SFLAG.replace_soft = 0x10000000 -- Replace actor code, bitwise OR flags
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our_SFLAG.replace_soft = 0x08000000 -- compat
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our_SFLAG.replace = 0x08000000 -- Should only be used for gameevent
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our_SFLAG.replace_hard = 0x08000000 -- compat, deprecated
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our_SFLAG.chain_beg = 0x20000000
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our_SFLAG.chain_beg = 0x20000000
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our_SFLAG.chain_end = 0x40000000
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our_SFLAG.chain_end = 0x40000000
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our_SFLAG._CHAIN_MASK_ACTOR = 0x78000000
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our_SFLAG._CHAIN_MASK_ACTOR = 0x78000000
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@ -2038,15 +2038,14 @@ local function our_gameactor(args)
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local chainflags = band(flags, AF._CHAIN_MASK_ACTOR)
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local chainflags = band(flags, AF._CHAIN_MASK_ACTOR)
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flags = band(flags, BNOT.CHAIN_MASK_ACTOR)
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flags = band(flags, BNOT.CHAIN_MASK_ACTOR)
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-- Default chaining behavior: don't, replace the old actor instead, but
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-- unlike CON, also replace its flags. (CON ORs them instead.)
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if (chainflags == 0) then
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if (chainflags == 0) then
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chainflags = AF.replace_hard
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-- Default chaining behavior: don't, replace the old actor instead.
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chainflags = AF.replace
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elseif (band(chainflags, chainflags-1) ~= 0) then
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elseif (band(chainflags, chainflags-1) ~= 0) then
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error("invalid chaining control flags to gameactor", 2)
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error("invalid chaining control flags to gameactor", 2)
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end
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end
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local replacep = (chainflags==AF.replace_soft or chainflags==AF.replace_hard)
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local replacep = (chainflags==AF.replace)
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if (not replacep and not actor_funcs[tilenum]) then
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if (not replacep and not actor_funcs[tilenum]) then
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error("attempt to chain code to nonexistent actor tile "..tilenum, 2)
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error("attempt to chain code to nonexistent actor tile "..tilenum, 2)
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end
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end
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@ -2107,19 +2106,8 @@ local function our_gameactor(args)
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gameevent_internal(96, animate_all_sprites) -- EVENT_ANIMATEALLSPRITES
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gameevent_internal(96, animate_all_sprites) -- EVENT_ANIMATEALLSPRITES
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end
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end
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-- All good, set the tile bits in initial run and register the actor!
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-- All good, bitwise-OR the tile bits and register the actor!
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-- XXX: Need to see if some other state living on the C side is clobbered
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ffiC.g_tile[tilenum]._flags = bit.bor(ffiC.g_tile[tilenum]._flags, flags)
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-- by Lua state recreation.
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-- TILE_FLAGS_SET_ONLY_ON_FIRST_RUN
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if (g_firstRun) then
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-- NOTE: when chaining, this allows passing different flags which are
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-- silently ORed. This may or may not be what the user intends, but it
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-- allows e.g. adding a stayput bit to an already defined enemy.
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-- Modifying existing behavior is the whole point of chaining after all.
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-- When soft-replacing, bitwise OR too, emulating CON behavior.
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local tile = ffiC.g_tile[tilenum]
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tile._flags = (chainflags==AF.replace_hard) and flags or bit.bor(tile._flags, flags)
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end
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local newfunc = replacep and func
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local newfunc = replacep and func
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or (chainflags==AF.chain_beg) and chain_func3(func, actor_funcs[tilenum])
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or (chainflags==AF.chain_beg) and chain_func3(func, actor_funcs[tilenum])
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@ -1478,17 +1478,15 @@ one. This has certain implications if control is transferred non-locally, for
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example by using <<nlcf,`con.longjmp`>>.
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example by using <<nlcf,`con.longjmp`>>.
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+
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+
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Several flags in `AF` are provided to control how a `gameactor` invocation
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Several flags in `AF` are provided to control how a `gameactor` invocation
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handles chaining.
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handles chaining. In all cases, the actor tile flags are bitwise-ORed with the
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existing ones.
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+
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+
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* `AF.replace_hard`: Completely replace the actor's callback function and
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* `AF.replace`: Replace the callback function. This is the way CON's
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run-time flags. This is the default.
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`useractor` behaves and is also the Lunatic default.
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* `AF.replace_soft`: Replace the callback function, but bitwise-OR the existing
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* `AF.replace_soft`: deprecated alias for `AF.replace`
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run-time flags with the provided ones. This is the way CON's `useractor`
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* `AF.replace_hard`: [red]*deprecated*
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behaves.
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* `AF.chain_beg`: Prepend the provided `func` to the existing callback function.
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* `AF.chain_beg`: Prepend the provided `func` to the existing callback function,
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* `AF.chain_end`: Append the provided `func` to the existing callback function.
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bitwise-OR in flags.
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* `AF.chain_end`: Append the provided `func` to the existing callback function,
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bitwise-OR in flags.
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+
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+
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The following members all default to 0 if omitted.
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The following members all default to 0 if omitted.
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+
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+
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@ -549,8 +549,8 @@ function on.actor_end(pos, usertype, tsamm, codetab)
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end
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end
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end
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end
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-- 0x10000000: actor.FLAGS.replace_soft
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-- 0x08000000: actor.FLAGS.replace
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flags = bit.bor(flags, 0x10000000)
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flags = bit.bor(flags, 0x08000000)
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local str = flags..","
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local str = flags..","
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for i=2,math.min(#tsamm,4) do
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for i=2,math.min(#tsamm,4) do
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@ -526,7 +526,6 @@ gameactor{ D.APLAYER, AF.chain_end,
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}
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}
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-- Add NODAMAGEPUSH flag to NEWBEAST.
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-- Add NODAMAGEPUSH flag to NEWBEAST.
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-- XXX: Doesn't work because of defs.lua: TILE_FLAGS_SET_ONLY_ON_FIRST_RUN
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gameactor { D.NEWBEAST, AF.chain_end + AF.NODAMAGEPUSH, function() end }
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gameactor { D.NEWBEAST, AF.chain_end + AF.NODAMAGEPUSH, function() end }
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-- Also test actor code chaining: strength is doubled.
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-- Also test actor code chaining: strength is doubled.
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@ -691,7 +690,7 @@ gameactor
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gameactor
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gameactor
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{
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{
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-- Innocent sign, similar to test/weaponvars.con actor 909 (tree trunk)
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-- Innocent sign, similar to test/weaponvars.con actor 909 (tree trunk)
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1211, actor.FLAGS.replace_hard,
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1211, actor.FLAGS.replace,
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function(aci, pli)
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function(aci, pli)
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local a = actor[aci]
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local a = actor[aci]
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