mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
Lunatic: submerging in code.
git-svn-id: https://svn.eduke32.com/eduke32@3254 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
b062d5f572
commit
99c67c0190
7 changed files with 278 additions and 60 deletions
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@ -203,7 +203,7 @@ GAMEEXEC_STATIC GAMEEXEC_INLINE void P_ForceAngle(DukePlayer_t *p)
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p->look_ang = p->rotscrnang = n>>1;
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}
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GAMEEXEC_STATIC int32_t A_Dodge(spritetype *s)
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int32_t A_Dodge(spritetype *s)
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{
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int32_t bx,by,bxvect,byvect,i;
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int32_t mx = s->x, my = s->y;
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@ -434,8 +434,6 @@ int32_t G_GetAngleDelta(int32_t a,int32_t na)
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if (na > 1024) na -= 2048;
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if (a > 1024) a -= 2048;
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na -= 2048;
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a -= 2048;
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// OSD_Printf("G_GetAngleDelta() returning %d\n",na-a);
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return (na-a);
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}
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@ -5,6 +5,7 @@ local ffiC = ffi.C
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local bit = require("bit")
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local math = require("math")
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local geom = require("geom")
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local setmetatable = setmetatable
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@ -12,7 +13,10 @@ local error = error
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local type = type
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local player = assert(player)
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local cansee = require("defs_common").cansee
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local defs_c = require("defs_common")
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local cansee = defs_c.cansee
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local neartag = defs_c.neartag
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local inside = defs_c.inside
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module(...)
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@ -232,23 +236,23 @@ function _VM_ResetPlayer2(snum)
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return (ffiC.VM_ResetPlayer2(snum)~=0)
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end
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function _addinventory(p, inv, amount, pal)
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local PALBITS = { [0]=1, [21]=2, [23]=4 }
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local ICONS = {
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[ffiC.GET_FIRSTAID] = 1, -- ICON_FIRSTAID
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[ffiC.GET_STEROIDS] = 2,
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[ffiC.GET_HOLODUKE] = 3,
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[ffiC.GET_JETPACK] = 4,
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[ffiC.GET_HEATS] = 5,
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[ffiC.GET_SCUBA] = 6,
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[ffiC.GET_BOOTS] = 7,
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}
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function _addinventory(ps, inv, amount, pal)
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if (inv == ffiC.GET_ACCESS) then
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local PALBITS = { [0]=1, [21]=2, [23]=4 }
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if (PALBITS[pal]) then
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ps.got_access = bit.bor(ps.got_access, PALBITS[pal])
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end
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else
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local ICONS = {
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[ffiC.GET_FIRSTAID] = 1, -- ICON_FIRSTAID
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[ffiC.GET_STEROIDS] = 2,
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[ffiC.GET_HOLODUKE] = 3,
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[ffiC.GET_JETPACK] = 4,
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[ffiC.GET_HEATS] = 5,
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[ffiC.GET_SCUBA] = 6,
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[ffiC.GET_BOOTS] = 7,
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}
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if (ICONS[inv]) then
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ps.inven_icon = ICONS[inv]
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end
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@ -262,6 +266,19 @@ function _addinventory(p, inv, amount, pal)
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end
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end
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-- For GET_ACCESS: returns logical: whether player has card given by PAL
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-- Else: returns inventory amount
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function _getinventory(ps, inv, pal)
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if (inv == ffiC.GET_ACCESS) then
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if (PALBITS[pal]) then
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return (bit.band(ps.got_access, PALBITS[pal])~=0)
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end
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return false
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else
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return ps:get_inv_amount(inv)
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end
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end
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-- The return value is true iff the ammo was at the weapon's max.
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-- In that case, no action is taken.
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function _addammo(ps, weapon, amount)
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@ -282,6 +299,118 @@ function _addweapon(ps, weapon, amount)
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P_AddWeaponAmmoCommon(ps, weap, amount)
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end
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function _A_RadiusDamage(i, r, hp1, hp2, hp3, hp4)
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check_sprite_idx(i)
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ffiC.A_RadiusDamage(i, r, hp1, hp2, hp3, hp4)
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end
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function _testkey(pli, synckey)
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local bound_check = player[pli]
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if (synckey >= 32ULL) then
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error("Invalid argument #2 to _testkey: must be in [0..31]", 2)
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end
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local bits = ffiC.player[pli].sync.bits
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return (bit.band(bits, bit.lshift(1,synckey)) ~= 0)
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end
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function _operate(spritenum)
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local NEAROP = {
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[9] = true,
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[15] = true,
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[16] = true,
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[17] = true,
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[18] = true,
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[19] = true,
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[20] = true,
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[21] = true,
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[22] = true,
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[23] = true,
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[25] = true,
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[26] = true,
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[29] = true,
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}
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local spr = sprite[spritenum]
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if (sector[spr.sectnum].lotag == 0) then
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local tag = neartag(spr^(32*256), spr.sectnum, spr.ang, 768, 4+1)
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if (tag.sector >= 0) then
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local sect = sector[tag.sector]
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local lotag = sect.lotag
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if (NEAROP[bit.band(lotag, 0xff)]) then
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if (lotag==23 or sect.floorz==sect.ceilingz) then
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if (bit.band(lotag, 32768+16384) == 0) then
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for j in spritesofsect(tag.sector) do
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if (sprite[j].picnum==2) then
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-- TODO: ^^^ actually ACTIVATOR. Make the
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-- dynamic name->tilenum mappings work.
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return
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end
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end
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ffiC.G_OperateSectors(tag.sector, spritenum)
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end
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end
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end
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end
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end
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end
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function _endofgame(pli, timebeforeexit)
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player[pli].timebeforeexit = timebeforeexit
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player[pli].customexitsound = -1
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ffiC.ud.eog = 1
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end
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function _bulletnear(i)
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return (ffiC.A_Dodge(sprite[i]) == 1)
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end
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-- d is a distance
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function _awayfromwall(spr, d)
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local vec2 = geom.vec2
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local vecs = { vec2(d,d), vec2(-d,-d), vec2(d,-d), vec2(-d,d) }
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for i=1,4 do
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if (not inside(vecs[i]+spr, spr.sectnum)) then
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return false
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end
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end
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return true
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end
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function _canseetarget(spr, ps)
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-- NOTE: &41 ?
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return cansee(spr^(bit.band(ffiC.krand(),41)), spr.sectnum,
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ps.pos, sprite[ps.i].sectnum)
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end
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function _getlastpal(spritenum)
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local spr = sprite[spritenum]
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if (spr.picnum == 1405) then -- TODO: APLAYER
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spr.pal = player[spr.yvel].palookup
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else
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if (spr.pal == 1 and spr.extra == 0) then -- hack for frozen
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spr.extra = spr.extra+1
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end
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spr.pal = actor[spritenum].tempang
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end
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actor[spritenum].tempang = 0
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end
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-- abs(G_GetAngleDelta(a1, a2))
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function _angdiffabs(a1, a2)
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a1 = bit.band(a1, 2047)
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a2 = bit.band(a2, 2047)
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-- a1 and a2 are in [0, 2047]
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if (math.abs(a2-a1) < 1024) then
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return math.abs(a2-a1)
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end
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-- |a2-a1| >= 1024
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if (a2 > 1024) then a2=a2-2048 end
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if (a1 > 1024) then a1=a1-2048 end
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-- a1 and a2 is in [-1023, 1024]
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return math.abs(a2-a1)
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end
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--- Exported functions ---
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@ -191,8 +191,11 @@ local DUKEPLAYER_STRUCT = [[
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const int16_t i;
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const int16_t one_parallax_sectnum;
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int16_t random_club_frame, one_eighty_count;
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int16_t dummyplayersprite, extra_extra8;
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int16_t actorsqu, timebeforeexit, customexitsound, last_pissed_time;
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const int16_t dummyplayersprite;
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int16_t extra_extra8;
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int16_t actorsqu, timebeforeexit;
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const int16_t customexitsound;
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int16_t last_pissed_time;
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const int16_t weaprecs[MAX_WEAPONS];
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int16_t weapon_sway, crack_time, bobcounter;
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@ -432,6 +435,9 @@ int32_t A_IncurDamage(int32_t sn);
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int32_t A_Spawn(int32_t j, int32_t pn);
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void VM_FallSprite(int32_t i);
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int32_t VM_ResetPlayer2(int32_t snum);
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void A_RadiusDamage(int32_t i, int32_t r, int32_t, int32_t, int32_t, int32_t);
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void G_OperateSectors(int32_t sn, int32_t ii);
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int32_t A_Dodge(spritetype *s);
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]]
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-- functions
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@ -696,14 +702,30 @@ local player_mt = {
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ffi.cast(player_ptr_ct, p).inv_amount[inv] = amount
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end,
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set_customexitsound = function(p, soundnum)
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if (soundnum >= con_lang.MAXSOUNDS+0ULL) then
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error("Invalid sound number "..soundnum, 2)
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end
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ffi.cast(player_ptr_ct, p).customexitsound = soundnum
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end,
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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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addammo = con._addammo,
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addweapon = con._addweapon,
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addinventory = con._addinventory,
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pstomp = con._pstomp,
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wack = function(p)
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p.horiz = p.horiz + 64
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p.return_to_center = 9
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local n = bit.arshift(128-bit.band(ffiC.krand(),255), 1)
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p.rotscrnang = n
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p.look_ang = n
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end,
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--- Not fully specified, off-limits to users. Might disappear, change
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--- signature, etc...
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_palfrom = function(p, f, r,g,b)
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@ -201,10 +201,14 @@ int32_t hitscan(const vec3_t *sv, int16_t sectnum, int32_t vx, int32_t vy, int32
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hitdata_t *hitinfo, uint32_t cliptype);
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int32_t cansee(int32_t x1, int32_t y1, int32_t z1, int16_t sect1,
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int32_t x2, int32_t y2, int32_t z2, int16_t sect2);
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void neartag(int32_t xs, int32_t ys, int32_t zs, int16_t sectnum, int16_t ange, int16_t *neartagsector, int16_t *neartagwall,
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int16_t *neartagsprite, int32_t *neartaghitdist, int32_t neartagrange, uint8_t tagsearch,
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int32_t (*blacklist_sprite_func)(int32_t));
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int32_t ldist(const spritetype *s1, const spritetype *s2);
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int32_t dist(const spritetype *s1, const spritetype *s2);
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int32_t inside(int32_t x, int32_t y, int16_t sectnum);
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void updatesector(int32_t x, int32_t y, int16_t *sectnum);
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void updatesectorbreadth(int32_t x, int32_t y, int16_t *sectnum);
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void updatesectorz(int32_t x, int32_t y, int32_t z, int16_t *sectnum);
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@ -220,6 +224,7 @@ double gethitickms(void);
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int32_t krand(void);
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int32_t ksqrt(uint32_t num);
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int32_t __fastcall getangle(int32_t xvect, int32_t yvect);
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]]
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local ivec3_
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@ -317,6 +322,12 @@ nextspritestat = creategtab(ffiC.nextspritestat, ffiC.MAXSPRITES, 'nextspritesta
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prevspritesect = creategtab(ffiC.prevspritesect, ffiC.MAXSPRITES, 'prevspritesect[]')
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prevspritestat = creategtab(ffiC.prevspritestat, ffiC.MAXSPRITES, 'prevspritestat[]')
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local function check_sector_idx(sectnum)
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if (sectnum >= ffiC.numsectors+0ULL) then
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error("passed out-of-bounds sector number "..sectnum, 3)
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end
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end
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--== Per-sector/per-statnum sprite iterators ==--
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local function iter_spritesofsect(sect, i)
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if (i < 0) then
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@ -329,10 +340,7 @@ local function iter_spritesofsect(sect, i)
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end
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function spritesofsect(sect)
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if (sect < 0 or sect >= ffiC.numsectors) then
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error("passed invalid sectnum to spritesofsect iterator", 2)
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end
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check_sector_idx(sect)
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return iter_spritesofsect, sect, -1
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end
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@ -347,7 +355,7 @@ local function iter_spritesofstat(stat, i)
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end
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function spritesofstat(stat)
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if (stat < 0 or stat >= ffiC.MAXSTATUS) then
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if (stat >= ffiC.MAXSTATUS+0ULL) then
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error("passed invalid statnum to spritesofstat iterator", 2)
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end
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@ -377,9 +385,7 @@ function sectorsofbunch(bunchnum, cf)
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end
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function getbunch(sectnum, cf)
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if (sectnum < 0 or sectnum >= ffiC.numsectors) then
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error("passed out-of-bounds sector number "..sectnum, 2)
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end
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check_sector_idx(sectnum)
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if (cf ~= 0 and cf ~= 1) then
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error("passed invalid 'cf' to getbunch, must be 0 or 1", 2)
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end
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@ -389,14 +395,12 @@ end
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---=== Engine functions, wrapped for Lua convenience ===---
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-- returns a hitdata_ct
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-- TODO: make v[xyz] be passed as one aggregate, too?
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-- Additionally, permit different coordinates? (ang&horiz, ...)
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function hitscan(pos, sectnum, vx,vy,vz, cliptype)
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if (sectnum >= ffiC.numsectors+0ULL) then
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error("passed out-of-bounds sector number "..sectnum, 2)
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end
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check_sector_idx(sectnum)
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local vec = vec3_ct(pos.x, pos.y, pos.z)
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local hitdata = hitdata_ct()
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@ -417,6 +421,31 @@ function cansee(pos1,sect1, pos2,sect2)
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return (ret~=0)
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end
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ffi.cdef[[
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typedef struct {
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int32_t sector, wall, sprite;
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int32_t dist;
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} neartag_ret_t;
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]]
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local neartag_ret_ct = ffi.typeof("const neartag_ret_t")
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-- TODO: make tagsearch something more convenient
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function neartag(pos, sectnum, ang, range, tagsearch)
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check_sector_idx(sectnum)
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local newar = function() return ffi.new("int16_t [1]") end
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local a, b, c, d = newar(), newar(), newar(), ffi.new("int32_t [1]")
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ffiC.neartag(pos.x, pos.y, pos.z, sectnum, ang, a, b, c, d, range, tagsearch, nil)
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return neartag_ret_ct(a[0], b[0], c[0], d[0])
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end
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-- TODO: reimplement in Lua (benefit: no int overflow)? On the engine side,
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-- make it take a sectortype pointer, and add as metamethod to our LuaJIT
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-- sector type ("contains"?)
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function inside(pos, sectnum)
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check_sector_idx(sectnum)
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return (ffiC.inside(pos.x, pos.y, sectnum)==1)
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end
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-- TODO: should these rather be one function, and the specific kind of updating
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-- controlled by an argument?
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function updatesector(pos, sectnum)
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@ -29,8 +29,11 @@ nextsectbunch;
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krand;
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ksqrt;
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inside;
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getangle;
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cansee;
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hitscan;
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neartag;
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rotatesprite;
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dist;
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@ -77,4 +80,7 @@ A_IncurDamage;
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A_Spawn;
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VM_FallSprite;
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VM_ResetPlayer2;
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A_RadiusDamage;
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G_OperateSectors;
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A_Dodge;
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};
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@ -29,8 +29,11 @@ nextsectbunch;
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krand;
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ksqrt;
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inside;
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getangle;
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cansee;
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hitscan;
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neartag;
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rotatesprite;
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dist;
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@ -586,8 +586,8 @@ local Co = {
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music = sp1 * t_define * match_until(sp1 * t_filename, sp1 * conl.keyword * sp1) / cmd_music,
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--- 3. Game Settings
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-- gamestartup has 25/29 fixed defines, depending on 1.3D/1.5 version:
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gamestartup = (sp1 * t_define)^25 / cmd_gamestartup,
|
||||
-- gamestartup has 26/30 fixed defines, depending on 1.3D/1.5 version:
|
||||
gamestartup = (sp1 * t_define)^26 / cmd_gamestartup,
|
||||
spritenopal = cmd(D),
|
||||
spritenoshade = cmd(D),
|
||||
spritenvg = cmd(D),
|
||||
|
@ -766,7 +766,8 @@ local Ci = {
|
|||
/ (SPS".cstat=_bit.bor(%1,"..SPS".cstat)"),
|
||||
cstat = cmd(D)
|
||||
/ SPS".cstat=%1",
|
||||
clipdist = cmd(D),
|
||||
clipdist = cmd(D)
|
||||
/ SPS".clipdist=%1",
|
||||
sizeto = cmd(D,D)
|
||||
/ "_con._sizeto(_aci)", -- TODO: see control.lua:_sizeto
|
||||
sizeat = cmd(D,D)
|
||||
|
@ -777,7 +778,8 @@ local Ci = {
|
|||
/ (SPS".extra="..SPS".extra+%1"),
|
||||
spritepal = cmd(D),
|
||||
|
||||
hitradius = cmd(D,D,D,D,D),
|
||||
hitradius = cmd(D,D,D,D,D)
|
||||
/ "_con._A_RadiusDamage(%1,%2,%3,%4,%5)",
|
||||
hitradiusvar = cmd(R,R,R,R,R),
|
||||
|
||||
-- some commands taking read vars
|
||||
|
@ -821,7 +823,8 @@ local Ci = {
|
|||
/ "", -- TODO
|
||||
addinventory = cmd(D,D)
|
||||
/ PLS":addinventory(%1,%2)",
|
||||
guts = cmd(D,D),
|
||||
guts = cmd(D,D)
|
||||
/ "", -- TODO
|
||||
|
||||
-- cont'd
|
||||
addkills = cmd(D)
|
||||
|
@ -831,20 +834,26 @@ local Ci = {
|
|||
angoff = cmd(D),
|
||||
debug = cmd(D)
|
||||
/ "", -- TODO?
|
||||
endofgame = cmd(D),
|
||||
endofgame = cmd(D)
|
||||
/ "_con._endofgame(_pli,%1)",
|
||||
eqspawn = cmd(D),
|
||||
espawn = cmd(D),
|
||||
globalsound = cmd(D)
|
||||
/ "",
|
||||
lotsofglass = cmd(D),
|
||||
mail = cmd(D),
|
||||
money = cmd(D),
|
||||
paper = cmd(D),
|
||||
mail = cmd(D)
|
||||
/ "", -- TODO
|
||||
money = cmd(D)
|
||||
/ "", -- TODO
|
||||
paper = cmd(D)
|
||||
/ "", -- TODO
|
||||
qspawn = cmd(D),
|
||||
quote = cmd(D),
|
||||
quote = cmd(D)
|
||||
/ "", -- TODO
|
||||
savenn = cmd(D),
|
||||
save = cmd(D),
|
||||
sleeptime = cmd(D),
|
||||
sleeptime = cmd(D)
|
||||
/ ACS".timetosleep=%1",
|
||||
soundonce = cmd(D),
|
||||
sound = cmd(D)
|
||||
/ "", -- TODO: all things audio...
|
||||
|
@ -863,13 +872,16 @@ local Ci = {
|
|||
fall = cmd()
|
||||
/ "_con._VM_FallSprite(_aci)",
|
||||
flash = cmd(),
|
||||
getlastpal = cmd(),
|
||||
getlastpal = cmd()
|
||||
/ "_con._getlastpal(_aci)",
|
||||
insertspriteq = cmd(),
|
||||
killit = cmd() -- NLCF
|
||||
/ "_con.killit()",
|
||||
mikesnd = cmd(),
|
||||
nullop = cmd(),
|
||||
pkick = cmd(),
|
||||
nullop = cmd()
|
||||
/ "", -- NOTE: really generate no code
|
||||
pkick = cmd()
|
||||
/ "", -- TODO
|
||||
pstomp = cmd()
|
||||
/ PLS":pstomp(_aci)",
|
||||
resetactioncount = cmd()
|
||||
|
@ -878,11 +890,14 @@ local Ci = {
|
|||
/ ACS":set_count(0)",
|
||||
resetplayer = cmd() -- NLCF
|
||||
/ "if (_con._VM_ResetPlayer2(_pli,_aci)) then _con.longjmp() end",
|
||||
respawnhitag = cmd(),
|
||||
respawnhitag = cmd()
|
||||
/ "", -- TODO
|
||||
tip = cmd()
|
||||
/ PLS".tipincs=26",
|
||||
tossweapon = cmd(),
|
||||
wackplayer = cmd(),
|
||||
tossweapon = cmd()
|
||||
/ "", -- TODO
|
||||
wackplayer = cmd()
|
||||
/ PLS":wack()",
|
||||
|
||||
-- player/sprite searching
|
||||
findplayer = cmd(W),
|
||||
|
@ -949,7 +964,8 @@ local Ci = {
|
|||
palfrom = (sp1 * t_define)^-4
|
||||
/ handle_palfrom,
|
||||
|
||||
operate = cmd() * #sp1,
|
||||
operate = cmd() * #sp1
|
||||
/ "_con._operate(_aci)",
|
||||
|
||||
myos = cmd(R,R,R,R,R),
|
||||
myosx = cmd(R,R,R,R,R),
|
||||
|
@ -1051,11 +1067,17 @@ local Cif = {
|
|||
/ format("sprite[%s].extra<%%1", PLS".i"),
|
||||
ifspritepal = cmd(D)
|
||||
/ SPS".pal==%1",
|
||||
ifgotweaponce = cmd(D),
|
||||
ifangdiffl = cmd(D),
|
||||
ifgotweaponce = cmd(D)
|
||||
/ "false", -- TODO? (multiplayer only)
|
||||
ifangdiffl = cmd(D)
|
||||
/ format("_con._angdiffabs(%s,%s)<=%%1", PLS".ang", SPS".ang"),
|
||||
ifsound = cmd(D)
|
||||
/ "",
|
||||
ifpinventory = cmd(D,D),
|
||||
-- vvv TODO: this is not correct for GET_ACCESS or GET_SHIELD.
|
||||
-- Additionally, it accesses the current sprite unconditinally
|
||||
-- (will throw error if invalid).
|
||||
ifpinventory = cmd(D,D)
|
||||
/ format("_con._getinventory(%s,%%1,%s)~=%%2", PLS"", SPS".pal"),
|
||||
|
||||
ifvarl = cmd(R,D),
|
||||
ifvarg = cmd(R,D),
|
||||
|
@ -1077,36 +1099,45 @@ local Cif = {
|
|||
|
||||
ifactorsound = cmd(R,R),
|
||||
|
||||
ifp = (sp1 * t_define)^1,
|
||||
ifp = (sp1 * t_define)^1
|
||||
/ "false", -- TODO
|
||||
ifsquished = cmd()
|
||||
/ "false", -- TODO
|
||||
ifserver = cmd(),
|
||||
ifrespawn = cmd(),
|
||||
ifrespawn = cmd()
|
||||
/ "false", -- TODO
|
||||
ifoutside = cmd()
|
||||
/ format("_bit.band(sector[%s].ceilingstat,1)~=0", SPS".sectnum"),
|
||||
ifonwater = cmd()
|
||||
/ format("sectnum[%s].lotag==1 and _math.abs(%s-sector[%s].floorz)<32*256",
|
||||
SPS".sectnum", SPS".z", SPS".sectnum"),
|
||||
ifnotmoving = cmd(),
|
||||
ifnotmoving = cmd()
|
||||
/ "_bit.band(actor[_aci].movflag,49152)>16384",
|
||||
ifnosounds = cmd(),
|
||||
ifmultiplayer = cmd()
|
||||
/ "false", -- TODO?
|
||||
ifinwater = cmd()
|
||||
/ format("sector[%s].lotag==2", SPS".sectnum"),
|
||||
ifinspace = cmd(),
|
||||
ifinouterspace = cmd(),
|
||||
ifinspace = cmd()
|
||||
/ "false", -- TODO
|
||||
ifinouterspace = cmd()
|
||||
/ "false", -- TODO
|
||||
ifhitweapon = cmd()
|
||||
/ "_con._A_IncurDamage(_aci)",
|
||||
ifhitspace = cmd(),
|
||||
ifhitspace = cmd()
|
||||
/ "_con._testkey(_pli,29)", -- XXX
|
||||
ifdead = cmd()
|
||||
/ SPS".extra<=0",
|
||||
ifclient = cmd(),
|
||||
ifcanshoottarget = cmd()
|
||||
/ "false", -- TODO
|
||||
ifcanseetarget = cmd(),
|
||||
ifcanseetarget = cmd() -- TODO: maybe set timetosleep afterwards
|
||||
/ format("_con._canseetarget(%s,%s)", SPS"", PLS""),
|
||||
ifcansee = cmd() * #sp1,
|
||||
ifbulletnear = cmd(),
|
||||
ifawayfromwall = cmd(),
|
||||
ifbulletnear = cmd()
|
||||
/ "_con._bulletnear(_aci)",
|
||||
ifawayfromwall = cmd()
|
||||
/ format("_con._awayfromwall(%s,108)", SPS""),
|
||||
ifactornotstayput = cmd()
|
||||
/ ACS".actorstayput==-1",
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue