mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
Lunatic: document more stuff (not too carefully), add red DRAFT marker.
git-svn-id: https://svn.eduke32.com/eduke32@3942 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
3a0f2de877
commit
d53b976acf
2 changed files with 168 additions and 9 deletions
|
@ -251,3 +251,32 @@ module, it is the Lunatic runtime that checks for proper use of its services at
|
|||
execution time and takes care of error handling and reporting. In Lua, an error
|
||||
link:lunatic.html/#nlcf[transfers control] to the end of the innermost
|
||||
``protected'' call of a Lua chunk.
|
||||
|
||||
This is in contrast to C-CON, which for some errors would print a message to
|
||||
the log, but otherwise would continue execution as if nothing had happened. In
|
||||
LunaCON, the code following an error is *not* executed, forcing the mod author
|
||||
to fix the bug and obtaining cleaner code.
|
||||
|
||||
Not Yet Implemented
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
C-CON's `jump` and `getcurraddress` are not available and will not be implemented.
|
||||
|
||||
The following commands are not yet implemented. Those highlighted in bold give
|
||||
errors, while the others merely warn (sometimes at execution
|
||||
time). Parenthesized commands are of questionable use.
|
||||
|
||||
Directives
|
||||
^^^^^^^^^^
|
||||
*`includedefault`*, `setcfgname`, `setgamename`, (`precache`), `definecheat`.
|
||||
|
||||
Run-time commands
|
||||
^^^^^^^^^^^^^^^^^
|
||||
|
||||
*`activatecheat`*, *`qstrncat`*, *`qsubstr`*, *`clearmapstate`*, `save`,
|
||||
`savenn`, *`lineintersect`*, *`rayintersect`*, *`sectorofwall`*, *`ssp`*.
|
||||
|
||||
Miscellaneous
|
||||
^^^^^^^^^^^^^
|
||||
|
||||
Gamevar flags 1024 (```NODEFAULT`'') and 131072 (```NORESET`'').
|
||||
|
|
|
@ -7,10 +7,19 @@ Helixhorned <contact: Duke4.net forums>
|
|||
|
||||
|
||||
|
||||
[red]*DRAFT DRAFT DRAFT*
|
||||
|
||||
Lunatic is in preview stage. Modifications or TCs may be started, but must not
|
||||
be released. The interfaces (including constants, functions, methods *and
|
||||
structure members*) described in this document may be assumed to not change
|
||||
significantly until release, but *undocumented API may change without further
|
||||
notice*.
|
||||
|
||||
[red]*DRAFT DRAFT DRAFT*
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
|
||||
Language
|
||||
--------
|
||||
:Lua51: http://www.lua.org/about.html
|
||||
|
@ -236,7 +245,8 @@ walls and sprites.
|
|||
|
||||
`gv.CLIPMASK1`::
|
||||
A clipping (collision detection) mask specifying to consider only _hitscan
|
||||
sensitive_ walls and sprites.
|
||||
sensitive_ walls and sprites. The set bits of `CLIPMASK1` and `CLIPMASK0` are
|
||||
disjunct.
|
||||
|
||||
// Game-side
|
||||
[[gv_GTICSPERSEC]] `gv.GTICSPERSEC`::
|
||||
|
@ -752,9 +762,10 @@ claiming them for oneself.
|
|||
Sets the tile number of sprite `spr` to `tilenum`.
|
||||
|
||||
`spr:getheightofs()`::
|
||||
Returns the height and z offset of sprite `spr` in BUILD z units. Adding these
|
||||
values to `spr.z` yields the z coordinate at the ``bottom'' of the
|
||||
sprite. However, the per-tile z offset is not taken into account.
|
||||
Returns the height and z offset of sprite `spr` in BUILD z units. Adding the
|
||||
offset to `spr.z` yields the z coordinate at the bottom of the
|
||||
sprite. Subtracting from that the height results the z coordinate at its
|
||||
top. However, the per-tile z offset is not taken into account.
|
||||
|
||||
===== `sprite` static functions
|
||||
|
||||
|
@ -785,7 +796,11 @@ while the following denote _bit masks_: `ALIGN_BITMASK`, `TRANS_BITMASK`.
|
|||
|
||||
===== `spriteext`
|
||||
|
||||
===== `atsprite`
|
||||
Accessible with the same indices and with the same restrictions as
|
||||
<<sprite,`sprite`>>.
|
||||
|
||||
`angoff`::
|
||||
The BUILD angle that is added to that of a drawn voxel or model.
|
||||
|
||||
|
||||
Game-side
|
||||
|
@ -798,6 +813,9 @@ The `actor` composite holds various run-time data about a sprite. Like
|
|||
`gv.MAXSPRITES-1`, but accesses to actors that do not exist in the game world
|
||||
have no meaning.
|
||||
|
||||
_`u16`_ `movflags`, {nbsp} _`bitfield`_ `movflagsbits`::
|
||||
The actor's current <<actor_MOVFLAGS,movement flags>>.
|
||||
|
||||
===== `actor` methods
|
||||
|
||||
The following methods query or set properties related to
|
||||
|
@ -925,6 +943,23 @@ Contains symbolic names of values applicable <<gameactor,`gameactor`>>'s
|
|||
|
||||
===== `player`
|
||||
|
||||
Accessible with the index 0 and any nonnegative `pli` index passed to a
|
||||
<<gameactor,game actor>> or event callback function.
|
||||
|
||||
<<vector_types,_`xmath.ivec3`_>> `vel`::
|
||||
The vector of the player's current velocity, accounted each time a player's
|
||||
input is processed. The x and y components are in BUILD x/y units per game tic,
|
||||
scaled by 2^14^. The z component is given in BUILD z units per game
|
||||
tic. Processing a player's input and other EDuke32 game code may change `vel`
|
||||
``behind a user's back'' in a further unspecified fashion.
|
||||
|
||||
_`i32`_ `runspeed`::
|
||||
The factor, scaled by 2^16^, with which the player's current horizontal
|
||||
velocity is multiplied before calculating its new position. On various
|
||||
occasions, `runspeed` may additionally be diminished by at most 8192 by the
|
||||
game.
|
||||
|
||||
|
||||
===== `player` methods
|
||||
|
||||
`ps:fadecol(fadefrac, r, g, b [, speed [, prio]])`::
|
||||
|
@ -963,10 +998,14 @@ is undefined.
|
|||
+*for* i *in* player.all()+::
|
||||
Iterates over the indices of all active players.
|
||||
|
||||
===== `projectile`
|
||||
// ===== `projectile`
|
||||
|
||||
===== `g_tile`
|
||||
|
||||
An array of size `gv.MAXTILES`. Currently, access with numeric indices by the
|
||||
user is [red]#disallowed# for `g_tile` and its elements have [red]#no public
|
||||
members#.
|
||||
|
||||
===== `g_tile` static data
|
||||
|
||||
`g_tile.sizx`, {nbsp} `g_tile.sizy`::
|
||||
|
@ -1117,8 +1156,8 @@ flags to the actor in question.
|
|||
+
|
||||
Chaining two callback functions is achieved by creating a new one that calls
|
||||
the first one, followed by a {Lua51_FunctionCalls}[tail call] of the second
|
||||
one. This has certain implications if control is transferred non-locally by
|
||||
e.g. using <<nlcf,`con.longjmp`>>.
|
||||
one. This has certain implications if control is transferred non-locally, for
|
||||
example by using <<nlcf,`con.longjmp`>>.
|
||||
+
|
||||
Several flags in `AF` are provided to control how a `gameactor` invocation
|
||||
handles chaining.
|
||||
|
@ -1244,6 +1283,14 @@ Returns the sine/cosine of the given BUILD angle `bang`, multiplied with 16384
|
|||
and rounded towards zero. The same guarantees as for the `sinb`/`cosb` pair
|
||||
apply.
|
||||
|
||||
`xmath.angvec(ang)`::
|
||||
Returns a <<vector_types,`vec3`>> with the components `math.cos(ang)`,
|
||||
`math.sin(ang)` and 0 for x, y and z, respectively.
|
||||
|
||||
`xmath.bangvec(bang)`::
|
||||
Returns a <<vector_types,`vec3`>> with the components `xmath.cosb(bang)`,
|
||||
`xmath.sinb(bang)` and 0 for x, y and z, respectively.
|
||||
|
||||
`xmath.dist(pos1, pos2)`::
|
||||
Returns an approximation of the 3D Euclidean distance between points `pos1` and
|
||||
`pos2`, both of which can be any object indexable with `x`, `y` and `z`.
|
||||
|
@ -1532,3 +1579,86 @@ transfers control to the beginning of the next in the chain if it exists.
|
|||
Silently transfers control to the end of the active actor callback block,
|
||||
notifying the game to delete the executing actor's sprite. If `con.killit` is
|
||||
called while no execution of actor code is active, the behavior is undefined.
|
||||
|
||||
Per-actor variables
|
||||
^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
// XXX: this text is too implementation-centric
|
||||
|
||||
Since in EDuke32, sprites in general exist in the world only for a limited
|
||||
duration, it is wasteful to allocate an array of fixed size `gv.MAXSPRITES` for
|
||||
the purpose of a variable that holds a value for each actor sprite. On the Lua
|
||||
side, one could use a plain table, but for actors that are created and
|
||||
destroyed during the course of a game, this would accumulate ``garbage'' --
|
||||
values for sprites that have been deleted. Moreover, per-actor variables tend
|
||||
to be ``topical'', one such variable being potentially only used for a very
|
||||
specific actor tile. For this reason, per-actor variables are implemented in a
|
||||
``sparse'' fashion in Lunatic, but provide to the user the illusion of having a
|
||||
value for every sprite index. They also ``clean'' themselves at unspecified
|
||||
intervals.
|
||||
|
||||
===== The type `con.actorvar(defaultval)` [_serializable_]
|
||||
|
||||
Creates and returns a new per-actor variable with default value `defaultval`
|
||||
which can be indexed for reading or assignment in the range
|
||||
[0{nbsp}..{nbsp}`gv.MAXSPRITES-1`]. The same restrictions as with
|
||||
<<sprite,`sprite`>> etc. apply; values of sprites not in the game world may be
|
||||
cleared (reset to `defaultval`) at any point.
|
||||
|
||||
When a sprite is created using `con.insertsprite()`, its value at the index of
|
||||
this new sprite is cleared.
|
||||
|
||||
Per-actor variables may contain values of any permitted type, which currently
|
||||
are boolean and number. Mixing values of different types is allowed,
|
||||
i.e. per-actor variables are heterogenous containers.
|
||||
|
||||
Sprite insertion
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
In Lunatic, there are two functions that insert a sprite into the game world,
|
||||
differing in their amount of ``hard-codedness'' and in how they are used.
|
||||
|
||||
===== The function `con.insertsprite{tilenum, pos, sectnum [, owner [, statnum]] [key=val...]}`
|
||||
|
||||
Inserts a new sprite into the game with the properties given as input
|
||||
arguments. If the world already contains `gv.MAXSPRITES` sprites, currently the
|
||||
game is aborted and EDuke32 exits.footnote:[This is subject to change and must
|
||||
not be relied on.] Otherwise, relevant per-sprite data for the newly inserted
|
||||
sprite is cleared. No additional ``hard-wired'' C code is run.
|
||||
|
||||
The return value is the index of the inserted sprite.
|
||||
|
||||
The function `con.insertsprite` expects a single table ``container'' input
|
||||
argument, whose values are taken as the actual arguments. The first three,
|
||||
`tilenum`, `pos` and `sectnum`, are passed positionally. All other input
|
||||
arguments are passed as key-value pairs, but `owner` and `statnum` may be
|
||||
passed in both forms (but only one form in one call).
|
||||
|
||||
`[1]` (`tilenum`)::
|
||||
The tile number of the sprite to insert.
|
||||
|
||||
`[2]` (`pos`)::
|
||||
The position at which to insert the sprite (anything indexable with `x`, `y` and `z`).
|
||||
|
||||
`[3]` (`sectnum`)::
|
||||
The index of the sector in which to insert the sprite.
|
||||
|
||||
`[4] owner` (default: -1)::
|
||||
The index of the sprite that is in some sense the ``parent'' of the newly
|
||||
created one.
|
||||
|
||||
`[5] statnum` (default: `actor.STAT.DEFAULT`)::
|
||||
The initial status number of the inserted sprite.
|
||||
|
||||
The following keys are permissible for input arguments, corresponding to their
|
||||
[[sprite,`sprite`]] members:
|
||||
`shade`, `xrepeat` (default: 48), `yrepeat` (default: 48), `ang`, `xvel`, `zvel`.
|
||||
All optional arguments passed this way except for the repeats default to 0.
|
||||
|
||||
===== The function `con.spawn(tilenum, parentspritenum)`
|
||||
|
||||
Spawns a new sprite with tile number `tilenum` from a given ``parent'' sprite
|
||||
with index `parentspritenum`, which must be valid. May run addition
|
||||
``hard-wired'' code.
|
||||
|
||||
Returns the index of the spawned sprite on success.
|
||||
|
|
Loading…
Reference in a new issue