mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
Lunatic: write more documentation, handle randomangle movflag in a:set_move().
git-svn-id: https://svn.eduke32.com/eduke32@3887 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
40b117a23c
commit
e2859cd133
4 changed files with 183 additions and 26 deletions
|
@ -445,7 +445,7 @@ typedef struct {
|
|||
vec3_t pos;
|
||||
int32_t dist, clock;
|
||||
int16_t ang, horiz;
|
||||
int16_t sect;
|
||||
int16_t sect; // NOTE: protected in camera_mt's __newindex
|
||||
} camera_t;
|
||||
|
||||
enum
|
||||
|
@ -819,10 +819,12 @@ do
|
|||
end
|
||||
|
||||
actor_static_members.STAT = defs_c.conststruct(our_STAT)
|
||||
|
||||
-- TODO: actor_static_members.movflags? They can be obtained with
|
||||
-- require('CON.DEFS') now...
|
||||
end
|
||||
|
||||
-- Delete sprite with index <i>.
|
||||
-- TODO: make this (also?) sprite.delete() even though it's game-side?
|
||||
function actor_static_members.delete(i)
|
||||
check_sprite_idx(i)
|
||||
|
||||
|
@ -867,12 +869,13 @@ local g_tile = setmtonce({}, defs_c.GenStructMetatable("g_tile", "MAXTILES", til
|
|||
-- Among other things, declares struct action and struct move, and their
|
||||
-- ID-wrapped types con_action_t and con_move_t
|
||||
local con = require("control")
|
||||
local isenemytile = con.isenemytile
|
||||
local MV, AC, AI = con.MV, con.AC, con.AI
|
||||
|
||||
-- Add game-side metamethods to "spritetype" and register it with "metatype"
|
||||
local spr_mt_index_add = {
|
||||
isenemy = function(s)
|
||||
return con.isenemytile(s.picnum)
|
||||
return isenemytile(s.picnum)
|
||||
end,
|
||||
}
|
||||
defs_c.finish_spritetype(spr_mt_index_add)
|
||||
|
@ -975,10 +978,14 @@ local actor_mt = {
|
|||
end
|
||||
|
||||
a.t_data[0] = 0
|
||||
local i = get_actor_idx(a)
|
||||
ffiC.sprite[i].hitag = movflags or 0
|
||||
local spr = ffiC.sprite[get_actor_idx(a)]
|
||||
spr.hitag = movflags or 0
|
||||
|
||||
-- TODO: random angle moveflag
|
||||
if (not spr:isenemy() or spr.extra > 0) then
|
||||
if (bit.band(spr.hitag, 8)) then -- random_angle
|
||||
spr.ang = bit.band(ffiC.krand(), 2047)
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
||||
has_move = function(a, mov)
|
||||
|
@ -1304,7 +1311,7 @@ function gv_access._set_guniqhudid(id)
|
|||
ffiC.guniqhudid = id
|
||||
end
|
||||
|
||||
-- TODO: make return 1-based index
|
||||
-- TODO: make return 1-based index?
|
||||
function gv_access.currentEpisode()
|
||||
return ffiC.ud.volume_number
|
||||
end
|
||||
|
@ -1515,7 +1522,7 @@ local function our_require(modname, ...)
|
|||
table.insert(modname_stack, modname)
|
||||
|
||||
-- Run the module code!
|
||||
modfunc(modname, ...) -- TODO: call protected and report errors here later
|
||||
modfunc(modname, ...) -- TODO: call protected and report errors here later?
|
||||
|
||||
table.remove(modname_stack)
|
||||
|
||||
|
|
|
@ -765,6 +765,13 @@ static_members.sector.STAT = conststruct
|
|||
TRANS_BITMASK = 128+256,
|
||||
}
|
||||
|
||||
static_members.sector.NEARTAG_FLAGS = conststruct
|
||||
{
|
||||
LOTAG = 1,
|
||||
HITAG = 2,
|
||||
NOSPRITES = 4,
|
||||
}
|
||||
|
||||
static_members.wall.CSTAT = conststruct
|
||||
{
|
||||
BLOCK = 1,
|
||||
|
@ -1036,7 +1043,7 @@ const struct {
|
|||
]]
|
||||
|
||||
local function newar() return ffi.new("int16_t [1]") end
|
||||
-- TODO: make tagsearch something more convenient
|
||||
-- NOTE: <tagsearch> flags are in sector.NEARTAG_FLAGS
|
||||
function neartag(pos, sectnum, ang, range, tagsearch)
|
||||
check_sector_idx(sectnum)
|
||||
local a, b, c, d = newar(), newar(), newar(), ffi.new("int32_t [1]")
|
||||
|
|
|
@ -93,7 +93,9 @@ line number.
|
|||
|
||||
*`print(...)`*::
|
||||
The messages are printed to the OSD and the log. Color codes available in
|
||||
EDuke32 (e.g. `^10` for dark red) are interpreted.
|
||||
EDuke32 (e.g. `^10` for dark red) are interpreted. Overriding `tostring` has no
|
||||
effect on Lunatic's `print` as it uses the initial, built-in `tostring`
|
||||
function instead of looking it up in the global environment.
|
||||
|
||||
*`printf(fmt, ...)`*::
|
||||
Calls `print` with the result of `string.format(fmt, ...)`.
|
||||
|
@ -243,9 +245,13 @@ Contains the following members, which are set from C before entering
|
|||
`lookhoriz`, `shade`.
|
||||
// TODO: describe
|
||||
|
||||
// TODO: g_logoFlags, g_RETURN?
|
||||
`gv.cam`::
|
||||
A structure that, prior to entering `EVENT_DISPLAYROOMS`, is populated with the
|
||||
position and orientation of the ``camera'' from which the scene would be drawn.
|
||||
Contains the following members: `pos`, `dist`, `clock`, `ang`, `horiz`, `sect`.
|
||||
// TODO: describe
|
||||
|
||||
// TODO: structures such as .cam
|
||||
// TODO: g_logoFlags, g_RETURN?
|
||||
|
||||
Functions
|
||||
^^^^^^^^^
|
||||
|
@ -634,11 +640,9 @@ units per texel.
|
|||
`sectnum` (read-only)::
|
||||
The index of the sector that this sprite is currently contained in.
|
||||
|
||||
`statnum` (read-only)::
|
||||
[[sprite_statnum]] `statnum` (read-only)::
|
||||
The current _status number_ of this sprite. Applicable values are contained in
|
||||
`actor.STAT`.
|
||||
|
||||
// <<gv_STAT,the `gv` object>>.
|
||||
<<actor_STAT,`actor.STAT`>>.
|
||||
|
||||
`owner` (read-only)::
|
||||
The index of the sprite from which this sprite was spawned. If this sprite is
|
||||
|
@ -665,6 +669,16 @@ claiming them for oneself.
|
|||
`spr:set_picnum(tilenum)`::
|
||||
Set the tile number of the sprite.
|
||||
|
||||
===== `sprite` static functions
|
||||
|
||||
`sprite.changesect(i, sectnum)`::
|
||||
Allows to manually change the sector number of the sprite with index `i` to
|
||||
`sectnum`.
|
||||
|
||||
`sprite.changestat(i, statnum)`::
|
||||
Allows to manually change the status number of the sprite with index `i` to
|
||||
`statnum`.
|
||||
|
||||
===== `sprite` overridden operators
|
||||
|
||||
`spr^zofs`::
|
||||
|
@ -688,14 +702,41 @@ while the following denote _bit masks_: `ALIGN_BITMASK`, `TRANS_BITMASK`.
|
|||
|
||||
Game-side
|
||||
^^^^^^^^^
|
||||
`actor`::
|
||||
|
||||
`player`::
|
||||
===== `actor`
|
||||
|
||||
`projectile`::
|
||||
===== `actor` methods
|
||||
|
||||
===== `actor` static data
|
||||
|
||||
[[actor_STAT]]
|
||||
`actor.STAT`::
|
||||
Provides a mapping of symbolic names to values applicable as sprite
|
||||
<<sprite_statnum,status numbers>>. +
|
||||
`DEFAULT`, `ACTOR`, `ZOMBIEACTOR`, `EFFECTOR`, `PROJECTILE`, `MISC`,
|
||||
`STANDABLE`, `LOCATOR`, `ACTIVATOR`, `TRANSPORT`, `PLAYER`, `FX`, `FALLER`,
|
||||
`DUMMYPLAYER`, `LIGHT`.
|
||||
|
||||
[[actor_FLAGS]] `actor.FLAGS`::
|
||||
Contains symbolic names of values applicable to <<gameactor,`gameactor`>>'s
|
||||
`flags` input argument, most of which are described there. +
|
||||
`SHADOW`, `NVG`, `NOSHADE`, `NOPAL`, `NOEVENTS`, `NOLIGHT`,
|
||||
`USEACTIVATOR`, `NOCLIP`, `SMOOTHMOVE`, `NOTELEPORT`.
|
||||
|
||||
//`BADGUY`,
|
||||
|
||||
===== `player`
|
||||
|
||||
===== `projectile`
|
||||
|
||||
===== `g_tile`
|
||||
|
||||
===== `g_tile` static data
|
||||
|
||||
`g_tile.sizx`, `g_tile.sizy`::
|
||||
Arrays indexable with tile numbers [`0` .. `gv.MAXTILES-1`] that hold the
|
||||
horizontal and vertical texel sizes of each tile.
|
||||
|
||||
`g_tile`::
|
||||
TODO
|
||||
|
||||
Lunatic functions
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
@ -713,13 +754,113 @@ updatesectorbreadth
|
|||
updatesectorz
|
||||
wallsofsect
|
||||
|
||||
Game-side
|
||||
^^^^^^^^^
|
||||
`gameactor`::
|
||||
Customizing the game
|
||||
^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
`gameevent`::
|
||||
In Lunatic, there are two main ways of customizing the game's behavior. Both
|
||||
involve the user providing functions that are _called back_ at certain points
|
||||
in the execution of EDuke32. Game _actors_ are simply sprites that run a
|
||||
particular piece of code based on their tile number each game tic, unless they
|
||||
are in a ``dormant'' state. Game _events_ are invoked at predetermined points
|
||||
in the program flow.
|
||||
|
||||
To register custom actor and event code with the game (and define additional
|
||||
actor information), Lunatic provides two functions in the global environment,
|
||||
`gameactor` and `gameevent`. As their sole argument, they take a table
|
||||
containing the appropriate data.
|
||||
|
||||
[[gameactor]]
|
||||
===== The function `gameactor{tilenum [, ...], func}`
|
||||
|
||||
Registers custom code for the actor given by tile number `tilenum`. For each
|
||||
non-sleeping actor, the function `func` is called every game tic with three
|
||||
input arguments: `func(aci, pli, dist)`.
|
||||
|
||||
* `aci`: the sprite number of the actor invoking `func`
|
||||
* `pli`: the index of the player that is nearest to this actor
|
||||
* `dist`: the 3D Manhattan distance between actor `aci` and player `pli`
|
||||
|
||||
Additionally, `gameactor` accepts optional input arguments. They can be
|
||||
specifyed positionally by following `tilenum`, or be given as values to string
|
||||
keys of the argument table. Each such input argument may be provided in at most
|
||||
one of these two forms. Furthermore, `func` may be provided as value to the
|
||||
key `'func'` as well.
|
||||
|
||||
`[2] flags`::
|
||||
|
||||
A number that controls both certain aspects of the `gameactor` call as well as
|
||||
the run-time behavior of the actor itself. A couple of the latter type are
|
||||
listed in <<actor_FLAGS,`actor.FLAGS`>>, abbreviated `AF` in the following.
|
||||
+
|
||||
These values describe the ``type'' of the actor: `AF.enemy`, `AF.enemystayput`
|
||||
and `AF.rotfixed`. Except for `enemystayput`, they name single bits
|
||||
(`enemystayput` implies `enemy`).
|
||||
+
|
||||
In Lunatic, game actors can be _chained_, that is, a callback function can be
|
||||
either appended to the end of an already registered one, or prefixed at its
|
||||
front. In this case, a previous `gameactor` call must have taken place for that
|
||||
actor (this may have happened from a CON `useractor` block, which gets
|
||||
translated to `gameactor`). Moreover, this mechanism allows to add run-time
|
||||
flags to the actor in question.
|
||||
+
|
||||
Several flags in `AF` are provided to control how a `gameactor` invocation
|
||||
handles chaining.
|
||||
+
|
||||
* `AF.replace_hard`: Completely replace the actor's callback function and
|
||||
run-time flags. This is the default.
|
||||
* `AF.replace_soft`: Replace the callback function, but bitwise-OR the existing
|
||||
run-time flags with the provided ones. This is the way CON's `useractor`
|
||||
behaves.
|
||||
* `AF.chain_beg`: Prepend the provided `func` to the exising callback function,
|
||||
bitwise-OR in flags.
|
||||
* `AF.chain_end`: Append the provided `func` to the exising callback function,
|
||||
bitwise-OR in flags.
|
||||
|
||||
`[3] strength`::
|
||||
The initial strength or health of the actor. Default: `0`.
|
||||
|
||||
`[4] action`::
|
||||
|
||||
`[5] move`::
|
||||
|
||||
`[6] movflags`::
|
||||
TODO
|
||||
|
||||
===== The function `gameevent{evtlabel [, flags], func}`
|
||||
|
||||
:wiki: http://wiki.eduke32.com
|
||||
:wiki_eventlist: http://wiki.eduke32.com/wiki/EDuke32_event_list
|
||||
|
||||
Registers custom code to be run at specific points in the program. The first
|
||||
argument `evtlabel` should be a string naming the event. A complete
|
||||
{wiki_eventlist}[list of events] can be found at the {wiki}[EDuke32 wiki]. The
|
||||
label may be stripped of the leading ```EVENT_`'', so that e.g. `EVENT_JUMP`
|
||||
and simply `JUMP` denote the same event.
|
||||
|
||||
The arguments `flags` and `func` can alternatively be passed as values to the
|
||||
same-named keys of the input argument table to `gameevent`. Like with
|
||||
`gameactor`, each may be provided in at most one of the two forms.
|
||||
|
||||
The callback `func` is invoked with the same arguments and meaning as for
|
||||
<<gameactor,`gameactor`>>, but certain events are run in contexts where no
|
||||
meaningful `aci` and/or `pli` value can be assigned. In this case, `func`
|
||||
receives `-1` for the respective input arguments.
|
||||
|
||||
Like with actors, game events may be chained or replaced. However, it is not
|
||||
necessary for an event to be already defined when chaining is requested. In
|
||||
that case, it is simply registered initially.
|
||||
|
||||
The `flags` controlling chaining behavior are provided in `actor.FLAGS` as well
|
||||
(abbreviated `AF`):
|
||||
|
||||
* `AF.replace`: Replace any previously defined event code with the given one.
|
||||
* `AF.chain_beg`: Prepend the provided `func` to the exising callback
|
||||
function. This is the behavior of CON's `onevent`.
|
||||
* `AF.chain_end`: Append the provided `func` to the exising callback
|
||||
function. This is the default.
|
||||
|
||||
// TODO: RETURN handling...
|
||||
|
||||
|
||||
[[ext_api]]
|
||||
Extended API (Lunatic modules)
|
||||
|
|
|
@ -242,7 +242,9 @@ gameevent
|
|||
end
|
||||
ps.weapon[gv.PISTOL_WEAPON].firesound = D.LIGHTNING_SLAP
|
||||
|
||||
-- XXX: provide either named constants or methods?
|
||||
-- Set pipebomb and tripbomb to timed mode.
|
||||
-- XXX: Provide either named constants or methods?
|
||||
-- XXX: These are probably reset to default on new game.
|
||||
ps.pipebombControl = 2
|
||||
ps.tripbombControl = 2
|
||||
|
||||
|
|
Loading…
Reference in a new issue