mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 02:30:46 +00:00
Lunatic: knee-deep in code.
- more codegen - make more members const, some char unsigned - fix some "geom" metamethods - '^' operator git-svn-id: https://svn.eduke32.com/eduke32@3253 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
2bcf8aa8ec
commit
b062d5f572
9 changed files with 305 additions and 80 deletions
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@ -2584,7 +2584,7 @@ typedef struct {
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*
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* This means that
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* 1) tint application is independent of their order.
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* 2) going from n+1 to n tints is continuous.
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* 2) going from n+1 to n tints is continuous when the leaving one has faded.
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*
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* But note that for more than one tint, the composite tint will in general
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* change its hue as the ratio of the weights of the individual ones changes.
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@ -5499,3 +5499,20 @@ void G_RestoreMapState(mapstate_t *save)
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G_ResetTimers();
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}
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}
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#ifdef LUNATIC
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void VM_FallSprite(int32_t i)
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{
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vm.g_i = i;
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vm.g_sp = &sprite[i];
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VM_Fall();
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}
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int32_t VM_ResetPlayer2(int32_t snum)
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{
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vm.g_p = snum;
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vm.g_flags &= ~VM_NOEXECUTE;
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VM_ResetPlayer();
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return (vm.g_flags&VM_NOEXECUTE);
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}
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#endif
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@ -11,7 +11,8 @@ local setmetatable = setmetatable
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local error = error
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local type = type
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local player = player
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local player = assert(player)
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local cansee = require("defs_common").cansee
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module(...)
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@ -111,7 +112,7 @@ function ai(name, action, move, flags)
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end
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--== RUNTIME CON FUNCTIONS ==--
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---=== RUNTIME CON FUNCTIONS ===---
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function rotatesprite(x, y, zoom, ang, tilenum, shade, pal, orientation,
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cx1, cy1, cx2, cy2)
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@ -128,10 +129,10 @@ function rnd(x)
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end
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---=== Weapon stuff
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---=== Weapon stuff ===---
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--- Helper functions (might be exported later)
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--- Helper functions (might be exported later) ---
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local function have_weapon(ps, weap)
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return (bit.band(ps.gotweapon, bit.lshift(1, weap)) ~= 0)
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@ -157,26 +158,117 @@ local function P_AddWeaponAmmoCommon(ps, weap, amount)
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end
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--- Exported functions
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--- Functions that must be exported because they are used by LunaCON generated code,
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--- but which are off limits to users. (That is, we need to think about how to
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--- expose the functionality in a better fashion than merely giving access to
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--- the C functions.)
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-- Non-local control flow. These ones call the original error(), not our
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-- redefinition in defs.ilua.
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function longjmp()
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error(false)
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local function check_sprite_idx(i)
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if (i >= ffiC.MAXSPRITES+0ULL) then
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error("invalid argument: must be a valid sprite index", 3)
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end
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end
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function killit()
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-- TODO: guard against deletion of player sprite?
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error(true)
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local function check_tile_idx(tilenum)
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if (tilenum >= ffiC.MAXTILES+0ULL) then
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error("invalid argument: must be a valid tile number", 3)
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end
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end
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function _A_Shoot(i, atwith)
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check_sprite_idx(i)
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check_tile_idx(atwith)
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return ffiC.A_Shoot(i, atwith)
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end
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function _A_IncurDamage(sn)
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check_sprite_idx(sn)
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return ffiC.A_IncurDamage(sn)
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end
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function _VM_FallSprite(i)
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check_sprite_idx(i)
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ffiC.VM_FallSprite(i)
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end
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function _sizeto(i, xr, yr)
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local spr = sprite[i]
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local dr = (xr-spr.xrepeat)
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-- NOTE: could "overflow" (e.g. goal repeat is 256, gets converted to 0)
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spr.xrepeat = spr.xrepeat + ((dr == 0) and 0 or (dr < 0 and -1 or 1))
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-- TODO: y stretching is conditional
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dr = (yr-spr.yrepeat)
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spr.yrepeat = spr.yrepeat + ((dr == 0) and 0 or (dr < 0 and -1 or 1))
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end
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-- NOTE: function args have overloaded meaning
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function _A_Spawn(j, pn)
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local bound_check = sector[sprite[j].sectnum] -- two in one whack
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check_tile_idx(pn)
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return ffiC.A_Spawn(j, pn)
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end
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function _pstomp(ps, i)
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if (ps.knee_incs == 0 and sprite[ps.i].xrepeat >= 40) then
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local spr = sprite[i]
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if (cansee(spr^(4*256), spr.sectnum, ps.pos^(-16*256), sprite[ps.i].sectnum)) then
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for j=ffiC.playerswhenstarted-1,0 do
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if (player[j].actorsqu == i) then
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return
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end
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end
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ps.actorsqu = i
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ps.knee_incs = -1
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if (ps.weapon_pos == 0) then
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ps.weapon_pos = -1
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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 _VM_ResetPlayer2(snum)
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local bound_check = player[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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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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if (inv == ffiC.GET_SHIELD) then
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amount = math.min(ps.max_shield_amount, amount)
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end
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-- NOTE: this is more permissive than CON, e.g. allows
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-- GET_DUMMY1 too.
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ps:set_inv_amount(inv, amount)
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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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function _addammo(ps, weapon, amount)
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return have_ammo_at_max(ps, weap) or P_AddWeaponAmmoCommon(ps, weap, amount)
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end
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function addweapon(ps, weapon, amount)
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function _addweapon(ps, weapon, amount)
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if (weap >= ffiC.MAX_WEAPONS+0ULL) then
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error("Invalid weapon ID "..weap, 2)
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end
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@ -189,3 +281,17 @@ function addweapon(ps, weapon, amount)
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P_AddWeaponAmmoCommon(ps, weap, amount)
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end
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--- Exported functions ---
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-- Non-local control flow. These ones call the original error(), not our
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-- redefinition in defs.ilua.
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function longjmp()
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error(false)
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end
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function killit()
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-- TODO: guard against deletion of player sprite?
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error(true)
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end
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@ -9,6 +9,7 @@ local ffiC = ffi.C
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local bit = bit
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local string = string
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local table = table
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local math = math
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local print = print
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--== First, load the definitions common to the game's and editor's Lua interface.
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@ -40,9 +41,11 @@ function decl(str)
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ffi.cdef(str)
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end
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-- load them!
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-- load the common definitions!
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local defs_c = require("defs_common")
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local strip_const = defs_c.strip_const
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local setmtonce = defs_c.setmtonce
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---=== EDuke32 game definitions ===---
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@ -134,7 +137,9 @@ local ACTOR_STRUCT = [[
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const struct action ac;
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const int16_t _padding[1];
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int16_t picnum,ang,extra,owner; //8b
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const int16_t picnum;
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int16_t ang, extra;
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const int16_t owner;
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int16_t movflag,tempang,timetosleep; //6b
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int32_t flags, bposx,bposy,bposz; //16b
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int32_t lasttransport; //4b
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const int16_t lightId, lightcount, lightmaxrange, cgg; //8b
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int16_t actorstayput, dispicnum, shootzvel; // 6b
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int16_t actorstayput;
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const int16_t dispicnum;
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int16_t shootzvel;
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const int8_t _do_not_use[8];
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}
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]]
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const int16_t loogiey[64];
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int16_t sbs, sound_pitch;
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int16_t ang, oang, angvel, cursectnum, look_ang, last_extra, subweapon;
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int16_t ang, oang, angvel;
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const int16_t cursectnum;
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int16_t look_ang, last_extra, subweapon;
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const int16_t max_ammo_amount[MAX_WEAPONS];
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const int16_t ammo_amount[MAX_WEAPONS];
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const int16_t inv_amount[GET_MAX];
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int16_t wackedbyactor, pyoff, opyoff;
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int16_t horiz, horizoff, ohoriz, ohorizoff;
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int16_t newowner, jumping_counter, airleft;
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const int16_t newowner;
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int16_t jumping_counter, airleft;
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int16_t fta, ftq, access_wallnum, access_spritenum;
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int16_t got_access, weapon_ang, visibility;
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int16_t somethingonplayer, on_crane;
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const int16_t i;
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int16_t one_parallax_sectnum;
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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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@ -417,6 +427,11 @@ const int32_t playerswhenstarted;
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int32_t A_IncurDamage(int32_t sn); // not bound-checked!
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void P_AddWeaponMaybeSwitch(DukePlayer_t *ps, int32_t weap);
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int32_t A_Shoot(int32_t i, int32_t atwith);
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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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]]
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-- functions
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@ -461,6 +476,18 @@ if (not good) then
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error("Some sizes don't match between C and LuaJIT/FFI.")
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end
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-- "player" global, needed by the "control" module
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local tmpmt = {
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__index = function(tab, key)
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if (key >= 0 and key < ffiC.playerswhenstarted) then
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return ffiC.g_player[key].ps[0]
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end
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error('out-of-bounds player[] read access', 2)
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end,
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__newindex = function(tab, key, val) error('cannot write directly to player[] struct', 2) end,
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}
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player = setmtonce({}, tmpmt)
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--== Custom operations for BUILD data structures ==--
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-- declares struct action and struct move, and their ID-wrapped types
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@ -625,6 +652,12 @@ local function check_weapon_idx(weap)
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end
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end
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local function check_inventory_idx(inv)
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if (inv >= ffiC.GET_MAX+0ULL) then
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error("Invalid inventory ID "..inv, 3)
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end
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end
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local player_mt = {
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__index = {
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--- Getters/setters
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ffi.cast(player_ptr_ct, p).curr_weapon = weap
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end,
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get_inv_amount = function(p, inv)
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check_inventory_idx(inv)
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return ffi.cast(player_ptr_ct, p).inv_amount[inv]
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end,
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set_inv_amount = function(p, inv, amount)
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check_inventory_idx(inv)
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ffi.cast(player_ptr_ct, p).inv_amount[inv] = amount
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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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addammo = con._addammo,
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addweapon = con._addweapon,
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addinventory = con._addinventory,
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--- Convenient wrappers around engine functions
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cansee = function(p, otherpos, othersect)
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pstomp = con._pstomp,
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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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local pals = p.pals
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pals.f = f
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pals.r, pals.g, pals.b = r, g, b
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end,
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-- XXX: is this so useful without z offset?
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_cansee = function(p, otherpos, othersect)
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return cansee(p.pos, sprite[p.i].sectnum, otherpos, othersect)
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end,
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},
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@ -884,6 +938,7 @@ G_._G = G_
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G_._EDUKE32_LUNATIC = _EDUKE32_LUNATIC
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G_.gameevent = gameevent -- included in lunatic.c
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G_.gameactor = gameactor -- included in lunatic.c
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G_.player = player -- from above
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---=== Lunatic interpreter setup ===---
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@ -912,8 +967,6 @@ end
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---=== Restricted access to C variables from Lunatic ===---
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local setmtonce = defs_c.setmtonce
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-- error(..., 2) is to blame the caller and get its line numbers
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local tmpmt = {
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@ -929,22 +982,10 @@ local tmpmt = {
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}
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setmtonce(gv, tmpmt)
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---- indirect C array access ----
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local tmpmt = {
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__index = function(tab, key)
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if (key >= 0 and key < ffiC.playerswhenstarted) then
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return ffiC.g_player[key].ps[0]
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end
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error('out-of-bounds player[] read access', 2)
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end,
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__newindex = function(tab, key, val) error('cannot write directly to player[] struct', 2) end,
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}
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player = setmtonce({}, tmpmt)
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-- This will create 'sprite', 'wall', etc. HERE, i.e. in the environment of this chunk
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defs_c.create_globals(_G)
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---- indirect C array access ----
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actor = defs_c.creategtab(ffiC.actor, ffiC.MAXSPRITES, 'actor[]')
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function TEMP_getvollev() -- REMOVE
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@ -32,7 +32,10 @@ local SPRITE_STRUCT = [[
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uint8_t xrepeat, yrepeat;
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int8_t xoffset, yoffset;
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const int16_t sectnum, statnum;
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int16_t ang, owner, xvel, yvel, zvel;
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int16_t ang;
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// NOTE: yvel is often used as player index in game code. Make xvel/zvel
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// "const" for consistency, too.
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const int16_t owner, xvel, yvel, zvel;
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int16_t lotag, hitag, extra;
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}
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]]
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|
@ -42,6 +45,10 @@ function strip_const(structstr)
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return string.gsub(structstr, "const ", "");
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end
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-- NOTE for FFI definitions: we're compiling EDuke32 with -funsigned-char, so
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-- we need to take care to declare chars as unsigned whenever it matters, for
|
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-- example if it represents a palette index. (I think it's harmless for stuff
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-- like passing a function argument, but it should be done there for clarity.)
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-- TODO: provide getters for unsigned {hi,lo}tag?
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ffi.cdef([[
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@ -105,7 +112,7 @@ typedef struct {
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} hitdata_t;
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typedef struct {
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char r,g,b,f;
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unsigned char r,g,b,f;
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} palette_t;
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#pragma pack(pop)
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]])
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@ -203,7 +210,7 @@ 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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void rotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum,
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int8_t dashade, char dapalnum, int32_t dastat,
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int8_t dashade, unsigned char dapalnum, int32_t dastat,
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int32_t cx1, int32_t cy1, int32_t cx2, int32_t cy2);
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]]
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@ -215,10 +222,22 @@ int32_t krand(void);
|
|||
int32_t ksqrt(uint32_t num);
|
||||
]]
|
||||
|
||||
local ivec3_
|
||||
local ivec3_mt = {
|
||||
-- '^' is the "translate upwards" operator
|
||||
__pow = function(v, zofs)
|
||||
return ivec3_(v.x, v.y, v.z-zofs)
|
||||
end,
|
||||
}
|
||||
ivec3_ = ffi.metatype("vec3_t", ivec3_mt)
|
||||
|
||||
local spritetype_ptr_ct = ffi.typeof("spritetype_u_t *")
|
||||
|
||||
local spritetype_mt = {
|
||||
__pow = function(s, zofs)
|
||||
return ivec3_(s.x, s.y, s.z-zofs)
|
||||
end,
|
||||
|
||||
__index = {
|
||||
set_picnum = function(s, tilenum)
|
||||
if (tilenum >= ffiC.MAXTILES+0ULL) then
|
||||
|
|
|
@ -72,4 +72,9 @@ md4once;
|
|||
|
||||
A_IncurDamage;
|
||||
P_AddWeaponMaybeSwitch;
|
||||
A_Shoot;
|
||||
A_IncurDamage;
|
||||
A_Spawn;
|
||||
VM_FallSprite;
|
||||
VM_ResetPlayer2;
|
||||
};
|
||||
|
|
|
@ -4,7 +4,7 @@ local ffi = require("ffi")
|
|||
local math = require("math")
|
||||
|
||||
local type = type
|
||||
local assert = assert
|
||||
local error = error
|
||||
|
||||
|
||||
module(...)
|
||||
|
@ -19,19 +19,23 @@ local vec2_
|
|||
local vec2_mt = {
|
||||
__add = function(a, b) return vec2_(a.x+b.x, a.y+b.y) end,
|
||||
__sub = function(a, b) return vec2_(a.x-b.x, a.y-b.y) end,
|
||||
__unm = function(a) return vec2_(-a.x, -a.x) end,
|
||||
__unm = function(a) return vec2_(-a.x, -a.y) end,
|
||||
|
||||
__mul = function(a,b)
|
||||
if (type(a)=="number") then
|
||||
return vec2_(a*b.x, a*b.y)
|
||||
end
|
||||
|
||||
assert(type(b)=="number")
|
||||
if (type(b)~="number") then
|
||||
error("number expected in vec2 multiplication", 2)
|
||||
end
|
||||
return vec2_(a.x*b, a.y*b)
|
||||
end,
|
||||
|
||||
__div = function(a,b)
|
||||
assert(type(b)=="number")
|
||||
if (type(b)~="number") then
|
||||
error("number expected in vec2 division", 2)
|
||||
end
|
||||
return vec2_(a.x/b, a.y/b)
|
||||
end,
|
||||
|
||||
|
@ -52,19 +56,23 @@ local vec3_
|
|||
local vec3_mt = {
|
||||
__add = function(a, b) return vec3_(a.x+b.x, a.y+b.y, a.z+b.z) end,
|
||||
__sub = function(a, b) return vec3_(a.x-b.x, a.y-b.y, a.z-b.z) end,
|
||||
__unm = function(a) return vec3_(-a.x, -a.x, -a.z) end,
|
||||
__unm = function(a) return vec3_(-a.x, -a.y, -a.z) end,
|
||||
|
||||
__mul = function(a,b)
|
||||
if (type(a)=="number") then
|
||||
return vec3_(a*b.x, a*b.y, a*b.z)
|
||||
end
|
||||
|
||||
assert(type(b)=="number")
|
||||
if (type(b)~="number") then
|
||||
error("number expected in vec3 multiplication", 2)
|
||||
end
|
||||
return vec2_(a.x*b, a.y*b, a.z*b)
|
||||
end,
|
||||
|
||||
__div = function(a,b)
|
||||
assert(type(b)=="number")
|
||||
if (type(b)~="number") then
|
||||
error("number expected in vec3 division", 2)
|
||||
end
|
||||
return vec2_(a.x/b, a.y/b, a.z/b)
|
||||
end,
|
||||
|
||||
|
|
|
@ -662,6 +662,12 @@ local function ACS(s) return "actor[_aci]"..s end
|
|||
local function SPS(s) return "sprite[_aci]"..s end
|
||||
local function PLS(s) return "player[_pli]"..s end
|
||||
|
||||
local function handle_palfrom(...)
|
||||
local v = {...}
|
||||
return format(PLS":_palfrom(%d,%d,%d,%d)",
|
||||
v[1] or 0, v[2] or 0, v[3] or 0, v[4] or 0)
|
||||
end
|
||||
|
||||
-- NOTE about prefixes: most is handled by all_alt_pattern(), however commands
|
||||
-- that have no arguments and that are prefixes of other commands MUST be
|
||||
-- suffixed with a "* #sp1" pattern.
|
||||
|
@ -670,7 +676,7 @@ local Ci = {
|
|||
-- these can appear anywhere in the script
|
||||
["break"] = cmd()
|
||||
/ "do return end", -- TODO: more exact semantics
|
||||
["return"] = cmd()
|
||||
["return"] = cmd() -- NLCF
|
||||
/ "_con.longjmp()", -- TODO: test with code from Wiki "return" entry
|
||||
|
||||
state = cmd(I)
|
||||
|
@ -756,10 +762,13 @@ local Ci = {
|
|||
/ SPS":set_picnum(%1)",
|
||||
count = cmd(D)
|
||||
/ ACS":set_count(%1)",
|
||||
cstator = cmd(D),
|
||||
cstat = cmd(D),
|
||||
cstator = cmd(D)
|
||||
/ (SPS".cstat=_bit.bor(%1,"..SPS".cstat)"),
|
||||
cstat = cmd(D)
|
||||
/ SPS".cstat=%1",
|
||||
clipdist = cmd(D),
|
||||
sizeto = cmd(D,D),
|
||||
sizeto = cmd(D,D)
|
||||
/ "_con._sizeto(_aci)", -- TODO: see control.lua:_sizeto
|
||||
sizeat = cmd(D,D)
|
||||
/ (SPS".xrepeat,"..SPS".yrepeat=%1,%2"),
|
||||
strength = cmd(D)
|
||||
|
@ -804,23 +813,29 @@ local Ci = {
|
|||
setgamepalette = cmd(R),
|
||||
|
||||
-- some commands taking defines
|
||||
addammo = cmd(D,D), -- exec SPECIAL HANDLING!
|
||||
addweapon = cmd(D,D), -- exec SPECIAL HANDLING!
|
||||
debris = cmd(D,D),
|
||||
addinventory = cmd(D,D),
|
||||
addammo = cmd(D,D) -- NLCF
|
||||
/ format("if (%s) then _con.longjmp() end", PLS":addammo(%1,%2)"),
|
||||
addweapon = cmd(D,D) -- NLCF
|
||||
/ format("if (%s) then _con.longjmp() end", PLS":addweapon(%1,%2)"),
|
||||
debris = cmd(D,D)
|
||||
/ "", -- TODO
|
||||
addinventory = cmd(D,D)
|
||||
/ PLS":addinventory(%1,%2)",
|
||||
guts = cmd(D,D),
|
||||
|
||||
-- cont'd
|
||||
addkills = cmd(D)
|
||||
/ (PLS".actors_killed="..PLS".actors_killed+%1;"..ACS".actorstayput=-1"),
|
||||
addphealth = cmd(D),
|
||||
addphealth = cmd(D)
|
||||
/ "", -- TODO
|
||||
angoff = cmd(D),
|
||||
debug = cmd(D)
|
||||
/ "", -- TODO?
|
||||
endofgame = cmd(D),
|
||||
eqspawn = cmd(D),
|
||||
espawn = cmd(D),
|
||||
globalsound = cmd(D),
|
||||
globalsound = cmd(D)
|
||||
/ "",
|
||||
lotsofglass = cmd(D),
|
||||
mail = cmd(D),
|
||||
money = cmd(D),
|
||||
|
@ -831,32 +846,38 @@ local Ci = {
|
|||
save = cmd(D),
|
||||
sleeptime = cmd(D),
|
||||
soundonce = cmd(D),
|
||||
sound = cmd(D),
|
||||
sound = cmd(D)
|
||||
/ "", -- TODO: all things audio...
|
||||
spawn = cmd(D),
|
||||
stopsound = cmd(D),
|
||||
stopsound = cmd(D)
|
||||
/ "",
|
||||
|
||||
eshoot = cmd(D),
|
||||
ezshoot = cmd(R,D),
|
||||
ezshootvar = cmd(R,R),
|
||||
shoot = cmd(D),
|
||||
shoot = cmd(D)
|
||||
/ "_con._A_Shoot(_aci, %1)",
|
||||
zshoot = cmd(R,D),
|
||||
zshootvar = cmd(R,R),
|
||||
|
||||
fall = cmd(),
|
||||
fall = cmd()
|
||||
/ "_con._VM_FallSprite(_aci)",
|
||||
flash = cmd(),
|
||||
getlastpal = cmd(),
|
||||
insertspriteq = cmd(),
|
||||
killit = cmd()
|
||||
/ "_con.killit()", -- exec SPECIAL HANDLING!
|
||||
killit = cmd() -- NLCF
|
||||
/ "_con.killit()",
|
||||
mikesnd = cmd(),
|
||||
nullop = cmd(),
|
||||
pkick = cmd(),
|
||||
pstomp = cmd(),
|
||||
pstomp = cmd()
|
||||
/ PLS":pstomp(_aci)",
|
||||
resetactioncount = cmd()
|
||||
/ ACS":reset_acount()",
|
||||
resetcount = cmd()
|
||||
/ ACS":set_count(0)",
|
||||
resetplayer = cmd(), -- exec SPECIAL HANDLING!
|
||||
resetplayer = cmd() -- NLCF
|
||||
/ "if (_con._VM_ResetPlayer2(_pli,_aci)) then _con.longjmp() end",
|
||||
respawnhitag = cmd(),
|
||||
tip = cmd()
|
||||
/ PLS".tipincs=26",
|
||||
|
@ -925,7 +946,8 @@ local Ci = {
|
|||
neartag = cmd(R,R,R,R,R,W,W,W,W,R,R),
|
||||
operateactivators = cmd(R,R),
|
||||
operatesectors = cmd(R,R),
|
||||
palfrom = (sp1 * t_define)^-4,
|
||||
palfrom = (sp1 * t_define)^-4
|
||||
/ handle_palfrom,
|
||||
|
||||
operate = cmd() * #sp1,
|
||||
|
||||
|
@ -1002,9 +1024,11 @@ local Cif = {
|
|||
/ ACS":has_move(%1)",
|
||||
|
||||
ifrnd = cmd(D)
|
||||
/ "_gv.rnd(%1)",
|
||||
ifpdistl = cmd(D),
|
||||
ifpdistg = cmd(D),
|
||||
/ "_con.rnd(%1)",
|
||||
ifpdistl = cmd(D)
|
||||
/ "_dist<%1", -- TODO: maybe set actor[].timetosleep afterwards
|
||||
ifpdistg = cmd(D)
|
||||
/ "_dist>%1", -- TODO: maybe set actor[].timetosleep afterwards
|
||||
ifactioncount = cmd(D)
|
||||
/ ACS":get_acount()==%1",
|
||||
ifcount = cmd(D)
|
||||
|
@ -1029,7 +1053,8 @@ local Cif = {
|
|||
/ SPS".pal==%1",
|
||||
ifgotweaponce = cmd(D),
|
||||
ifangdiffl = cmd(D),
|
||||
ifsound = cmd(D),
|
||||
ifsound = cmd(D)
|
||||
/ "",
|
||||
ifpinventory = cmd(D,D),
|
||||
|
||||
ifvarl = cmd(R,D),
|
||||
|
@ -1053,12 +1078,15 @@ local Cif = {
|
|||
ifactorsound = cmd(R,R),
|
||||
|
||||
ifp = (sp1 * t_define)^1,
|
||||
ifsquished = cmd(),
|
||||
ifsquished = cmd()
|
||||
/ "false", -- TODO
|
||||
ifserver = cmd(),
|
||||
ifrespawn = cmd(),
|
||||
ifoutside = cmd()
|
||||
/ format("_bit.band(sector[%s].ceilingstat,1)~=0", SPS".sectnum"),
|
||||
ifonwater = cmd(),
|
||||
ifonwater = cmd()
|
||||
/ format("sectnum[%s].lotag==1 and _math.abs(%s-sector[%s].floorz)<32*256",
|
||||
SPS".sectnum", SPS".z", SPS".sectnum"),
|
||||
ifnotmoving = cmd(),
|
||||
ifnosounds = cmd(),
|
||||
ifmultiplayer = cmd()
|
||||
|
@ -1068,12 +1096,13 @@ local Cif = {
|
|||
ifinspace = cmd(),
|
||||
ifinouterspace = cmd(),
|
||||
ifhitweapon = cmd()
|
||||
/ "TODO",
|
||||
/ "_con._A_IncurDamage(_aci)",
|
||||
ifhitspace = cmd(),
|
||||
ifdead = cmd()
|
||||
/ SPS".extra<=0",
|
||||
ifclient = cmd(),
|
||||
ifcanshoottarget = cmd(),
|
||||
ifcanshoottarget = cmd()
|
||||
/ "false", -- TODO
|
||||
ifcanseetarget = cmd(),
|
||||
ifcansee = cmd() * #sp1,
|
||||
ifbulletnear = cmd(),
|
||||
|
@ -1466,7 +1495,7 @@ end
|
|||
---=== EXPORTED FUNCTIONS ===---
|
||||
|
||||
local function new_initial_perfile_codetab()
|
||||
return { "local _con=require'con'; local _gv=gv; local _bit=require'bit'" }
|
||||
return { "local _con=require'con'; local _bit=require'bit'" }
|
||||
end
|
||||
|
||||
function parse(contents) -- local
|
||||
|
|
|
@ -56,12 +56,12 @@ enum dukeinv_t {
|
|||
|
||||
// these are not in the same order as the above, and it can't be changed for compat reasons. lame!
|
||||
enum dukeinvicon_t {
|
||||
ICON_NONE,
|
||||
ICON_NONE, // 0
|
||||
ICON_FIRSTAID,
|
||||
ICON_STEROIDS,
|
||||
ICON_HOLODUKE,
|
||||
ICON_JETPACK,
|
||||
ICON_HEATS,
|
||||
ICON_HEATS, // 5
|
||||
ICON_SCUBA,
|
||||
ICON_BOOTS,
|
||||
ICON_MAX
|
||||
|
|
Loading…
Reference in a new issue