Lunatic: split 'replace' option for actor chaining flags into soft/hard.

Hard replacement reassigns the tile flags, while soft replacement bitwise
ORs them, as in CON (since some flags might already have been set using
commands like spritenoshade).

git-svn-id: https://svn.eduke32.com/eduke32@3829 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-05-30 18:10:54 +00:00
parent 020be8d4b5
commit 97f857ec39
3 changed files with 41 additions and 25 deletions

View File

@ -227,8 +227,8 @@ SFLAG = {
SFLAG_ROTFIXED = -0x00020000,
SFLAG_HARDCODED_BADGUY = -0x00040000,
SFLAG_DIDNOSE7WATER = -0x00080000,
-- RESERVED for actor.FLAGS.chain_beg/chain_end/replace:
-- 0x20000000, 0x40000000
-- RESERVED for actor.FLAGS.chain_*/replace_*:
-- 0x08000000, 0x10000000, 0x20000000, 0x40000000
}
STAT = {

View File

@ -769,9 +769,11 @@ do
our_SFLAG.rotfixed = con_lang.SFLAG.SFLAG_ROTFIXED
-- Callback function chaining control flags.
our_SFLAG.chain_beg = bit.tobit(0x20000000)
our_SFLAG.chain_end = bit.tobit(0x40000000)
our_SFLAG.replace = bit.bor(our_SFLAG.chain_beg, our_SFLAG.chain_end)
our_SFLAG.replace_hard = 0x08000000 -- Replace actor code and flags
our_SFLAG.replace_soft = 0x10000000 -- Replace actor code, bitwise OR flags
our_SFLAG.chain_beg = 0x20000000
our_SFLAG.chain_end = 0x40000000
our_SFLAG._CHAIN_MASK = 0x78000000
-- XXX: CON doesn't export BADGUYSTAYPUT or ROTFIXED SFLAGs, but they are considered
-- external for Lunatic.
@ -812,8 +814,11 @@ player = setmtonce({}, defs_c.GenStructMetatable("g_player_ps", "playerswhenstar
-- needed by "control"
actor = setmtonce({}, defs_c.GenStructMetatable("actor", "MAXSPRITES", actor_static_members))
local BNOT_SFLAG_USER_MASK = bit.bnot(actor.FLAGS.USER_MASK)
local BNOT_CHAIN_MASK = bit.bnot(actor.FLAGS.replace)
-- Some bitwise NOTs of various actor flag masks.
local BNOT = {
USER_MASK = bit.bnot(actor.FLAGS.USER_MASK),
CHAIN_MASK = bit.bnot(actor.FLAGS._CHAIN_MASK),
}
local projectile = defs_c.creategtab(ffiC.ProjectileData, ffiC.MAXTILES, "projectile[]")
local g_tile = setmtonce({}, defs_c.GenStructMetatable("g_tile", "MAXTILES", tile_static_members))
@ -1520,6 +1525,9 @@ local function chain_func3(func1, func2)
end
end
-- Running for the very first time?
local g_firstRun = (ffiC.g_elCONSize == 0)
-- Actor functions, saved for actor chaining
local actor_funcs = {}
@ -1555,20 +1563,23 @@ local function our_gameactor(tilenum, ...)
end
local AF = actor.FLAGS
local chainflags = bit.band(flags, AF.replace)
flags = bit.band(flags, BNOT_CHAIN_MASK)
local chainflags = bit.band(flags, AF._CHAIN_MASK)
flags = bit.band(flags, BNOT.CHAIN_MASK)
-- Default chaining behavior: don't, replace the old actor instead (like CON).
-- Default chaining behavior: don't, replace the old actor instead, but
-- unlike CON, also replace its flags. (CON ORs them instead.)
if (chainflags == 0) then
chainflags = AF.replace
chainflags = AF.replace_hard
elseif (bit.band(chainflags, chainflags-1) ~= 0) then
error("invalid chaining control flags to gameactor", 2)
end
local replacep = (chainflags==AF.replace)
local replacep = (chainflags==AF.replace_soft or chainflags==AF.replace_hard)
if (not replacep and not actor_funcs[tilenum]) then
error("attempt to chain code to nonexistent actor tile "..tilenum, 2)
end
local flags_rbits = bit.band(flags, BNOT_SFLAG_USER_MASK)
local flags_rbits = bit.band(flags, BNOT.USER_MASK)
if (flags_rbits ~= 0) then
error("invalid 'flags' argument to gameactor: must not set reserved bits (0x"
..(bit.tohex(flags_rbits))..")", 2)
@ -1610,17 +1621,20 @@ local function our_gameactor(tilenum, ...)
end
end
-- All good, set the tile bits and register the actor!
-- All good, set the tile bits in initial run and register the actor!
-- XXX: Need to see if some other state living on the C side is clobbered
-- by Lua state recreation.
if (g_firstRun) then
-- NOTE: when chaining, this allows passing different flags which are
-- silently ORed. This may or may not be what the user intends, but it
-- allows e.g. adding a stayput bit to an already defined enemy.
-- Modifying existing behavior is the whole point of chaining after all.
-- When soft-replacing, bitwise OR too, emulating CON behavior.
local tile = ffiC.g_tile[tilenum]
tile.flags = (chainflags==AF.replace_hard) and flags or bit.bor(tile.flags, flags)
end
local tile = ffiC.g_tile[tilenum]
local func = args[numargs]
-- NOTE: when chaining, this allows passing different flags which are
-- silently ORed. This may or may not be what the user intends, but it
-- allows e.g. adding a stayput bit to an already defined enemy.
-- Modifying existing behavior is the whole point of chaining after all.
tile.flags = replacep and flags or bit.bor(tile.flags, flags)
local newfunc = replacep and func
or (chainflags==AF.chain_beg) and chain_func3(func, actor_funcs[tilenum])
or (chainflags==AF.chain_end) and chain_func3(actor_funcs[tilenum], func)
@ -1666,7 +1680,7 @@ local function our_gameevent(event, flags, func)
if (type(flags) ~= "number") then
error("invalid 'flags' argument to gameevent: must be a number", 2)
end
if (bit.band(flags, BNOT_CHAIN_MASK) ~= 0) then
if (bit.band(flags, BNOT.CHAIN_MASK) ~= 0) then
error("invalid 'flags' argument to gameevent: must not set reserved bits", 2)
end
if (flags == 0) then
@ -1678,7 +1692,7 @@ local function our_gameevent(event, flags, func)
error("invalid last argument to gameevent: must be a function", 2)
end
local newfunc = (flags==AF.replace) and func
local newfunc = replacep and func
or (flags==AF.chain_beg) and chain_func3(func, event_funcs[event])
or (flags==AF.chain_end) and chain_func3(event_funcs[event], func)
or assert(false)
@ -1703,7 +1717,6 @@ read_into_string = readintostr_mod -- for lunacon
local lunacon = require("lunacon")
local concode, lineinfo
local g_firstRun = (ffiC.g_elCONSize == 0)
--- Get Lua code for CON (+ mutator) code.
if (g_firstRun) then

View File

@ -394,6 +394,9 @@ function on.actor_end(pos, usertype, tsamm, codetab)
end
end
-- 0x10000000: actor.FLAGS.replace_soft
flags = bit.bor(flags, 0x10000000)
local str = flags..","
for i=2,math.min(#tsamm,4) do
if ((i==3 or i==4) and tsamm[i]=="0") then