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Lunatic: add "for s, what in sectorsofbunch(bunchnum, gv.BOTH_CF)" iterator.
git-svn-id: https://svn.eduke32.com/eduke32@4198 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 51 additions and 14 deletions
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@ -366,8 +366,9 @@ enum {
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MAXSPRITESONSCREEN = 4096,
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MAXBUNCHES = 512,
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CEILING = 0,
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FLOOR = 1,
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CEILING = 0, // must be 0
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FLOOR = 1, // must be 1
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BOTH_CF = 2,
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CLIPMASK0 = (1<<16)+1, // blocking
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CLIPMASK1 = (256<<16)+64, // hittable
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@ -1191,16 +1192,41 @@ local function iter_sectorsofbunch(cf, i)
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if (i >= 0) then return i end
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end
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local function iter_sectorsofbunch_both(cftab, i)
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local cf = cftab[1]
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if (i < 0) then
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i = ffiC.headsectbunch[cf][-i-1];
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else
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i = ffiC.nextsectbunch[cf][i];
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end
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if (i < 0 and cf==0) then
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cftab[1] = 1
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i = ffiC.headsectbunch[1][cftab[2]]
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assert(i >= 0, "TROR bunch lists corrupt")
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end
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if (i >= 0) then
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return i, cftab[1]==0 and "ceiling" or "floor"
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end
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end
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function sectorsofbunch(bunchnum, cf)
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if (not (bunchnum >= 0 and bunchnum < ffiC.numyaxbunches)) then
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error("passed invalid bunchnum to sectorsofbunch iterator", 2)
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end
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if (cf == ffiC.BOTH_CF) then
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return iter_sectorsofbunch_both, { 0, bunchnum }, -bunchnum-1
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else
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if (not (cf == 0 or cf == 1)) then
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error("passed invalid 'cf' to sectorsofbunch iterator, must be 0 or 1", 2)
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end
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return iter_sectorsofbunch, cf, -bunchnum-1
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end
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end
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---=== Engine functions, wrapped for Lua convenience ===---
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@ -295,11 +295,14 @@ The hard engine limits on the number of sectors, walls, and sprites. These
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constants *must* be used instead of any literal numeric values because they
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can change depending on how EDuke32 was configured and built.
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`gv.CEILING`, `gv.FLOOR`, `gv.BOTH_CF`::
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Constants permissible to the <<sectorsofbunch_1,`sectorsofbunch`>> iterator.
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//////////
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`gv.MAXSTATUS`, `gv.MAXTILES`, `gv.MAXSPRITESONSCREEN`::
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TODO
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`gv.MAXBUNCHES`, `gv.CEILING`, `gv.FLOOR`::
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`gv.MAXBUNCHES`::
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TODO
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//////////
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@ -1239,6 +1242,18 @@ allowed. Inserting sprites is always allowed.
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Iterates over the indices of all sprites contained in the sector with index
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`sectnum` with the same meaning for `maydelete` as with `spritesofstat`.
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[[sectorsofbunch_1]] +*for* s *in* sectorsofbunch(bunchnum, cf)+::
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Iterates over the indices of the sectors whose ceiling's or floor's bunch
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equals `bunchnum`, selected by passing `gv.CEILING` or `gv.FLOOR`
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(respectively) to `cf`.
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[[sectorsofbunch_2]] +*for* s, what *in* sectorsofbunch(bunchnum, gv.BOTH_CF)+::
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Iterates over the indices of the sectors whose ceiling's and floor's bunch
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equals `bunchnum`. On each iteration, `what` is one of the strings `'ceiling'`
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or `'floor'`, denoting whether it's the ceiling or floor of sector `s` that has
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the given bunch number.
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Sector containment functions
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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@ -90,16 +90,12 @@ gameevent
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--actor = {}
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actor[562].flags = bit.bor(actor[562].flags, 2); -- pal 6 with goggles on front SEENINE
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end
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--[[
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-- TODO: better API for all TROR things?
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---[[
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if (vol==1 and lev==8) then
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print('tweaking bunch 1');
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-- trueror1.map
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for i in sectorsofbunch(1, gv.CEILING) do
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sector[i].ceilingz = sector[i].ceilingz - 3*1024;
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end
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for i in sectorsofbunch(1, gv.FLOOR) do
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sector[i].floorz = sector[i].floorz - 3*1024;
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for i, what in sectorsofbunch(1, gv.BOTH_CF) do
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sector[i][what].z = sector[i][what].z - 3*1024;
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end
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end
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--]]
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