Lunatic: document con.action/move/ai and actor methods.

Also, in some movement functions, replace e.g. (vel*TICSPERFRAME)>>2 with vel.

git-svn-id: https://svn.eduke32.com/eduke32@3925 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-07-04 19:38:35 +00:00
parent 253a13ed29
commit e771c7faf3
2 changed files with 293 additions and 35 deletions

View file

@ -365,7 +365,7 @@ static int32_t A_CheckNoSE7Water(const spritetype *s, int32_t sectnum, int32_t s
static int32_t A_CheckNeedZUpdate(int32_t spritenum, int32_t changez, int32_t *dazptr)
{
const spritetype *spr = &sprite[spritenum];
const int32_t daz = spr->z + ((changez*TICSPERFRAME)>>3);
const int32_t daz = spr->z + (changez>>1);
*dazptr = daz;
@ -410,9 +410,9 @@ int32_t A_MoveSprite(int32_t spritenum, const vec3_t *change, uint32_t cliptype)
if (spr->statnum == STAT_MISC || (bg && spr->xrepeat < 4))
{
spr->x += (change->x*TICSPERFRAME)>>2;
spr->y += (change->y*TICSPERFRAME)>>2;
spr->z += (change->z*TICSPERFRAME)>>2;
spr->x += change->x;
spr->y += change->y;
spr->z += change->z;
if (bg)
setsprite(spritenum, (vec3_t *)spr);
@ -448,7 +448,7 @@ int32_t A_MoveSprite(int32_t spritenum, const vec3_t *change, uint32_t cliptype)
spr->z = daz;
retval = clipmove((vec3_t *)spr, &dasectnum,
(change->x*TICSPERFRAME)<<11, (change->y*TICSPERFRAME)<<11,
change->x<<13, change->y<<13,
clipdist, 4<<8, 4<<8, cliptype);
spr->z = oldz;
}

View file

@ -131,7 +131,7 @@ a _built-in_ module, of which the following ones are allowed:
* Lua's `os` module, containing a single function, `clock`. Like the
<<timing_funcs,timing functions>>, it should only be used to profile bits of
code.
* Modules provided by Lunatic, which will be described in <<ext_api,their own
* Modules provided by Lunatic, which are described in <<ext_api,their own
section>>.
If `modname` does not designate a built-in module, Lunatic first replaces every
@ -146,15 +146,28 @@ contains a loop). Instead, an error is raised.
Lunatic's `require` allows passing additional arguments to the module to load.
On the module side, they can be obtained by examining the vararg expression
``++\...++'' at file scope. Given a definition of `args` as `{...}`, its
first element `args[1]` would contain `modname` and the following entries the
values passed in addition to `require`. This feature is useful for
parametrizing a module: for example, it could provide a way alter the starting
tile number of an actor it defines.
``++\...++'' at file scope. Given a definition of `args` as `{...}`, its first
element `args[1]` would contain `modname` and the following entries the values
passed in addition to `require`. This feature is useful for parametrizing a
module: for example, the module could provide a way alter the starting tile
number of an actor it defines.
Issuing `require` for ```end_gamevars`'' has a special meaning that is
described below. A `require` for ```CON.DEFS`'' returns a table mapping labels
++define++d from CON to their values, except for `NO`.
Issuing `require` for some special names listed below has a predefined meaning
that cannot be overridden by the user.
* `CON.DEFS`: returns a table mapping labels ++define++d from CON to their
values, except for `NO`.
* `CON.ACTION`: returns a table mapping labels of ++action++s defined from CON
to immutable <<con_action,`con.action`>> objects.
* `CON.MOVE`: returns a table mapping labels of ++move++s defined from CON
to immutable <<con_move,`con.move`>> objects.
* `CON.AI`: returns a table mapping labels of ++ai++s defined from CON
to immutable <<con_ai,`con.ai`>> objects.
* `end_gamevars`: used to mark the end of a gamevar block, described below.
==== The `module()` function
@ -183,9 +196,13 @@ serialize into savegames. These are the following:
** A table key may only be of basic type.
** A table value may be (a reference to) any serializeable object, but tables
or Lunatic objects that are so referenced *must* have originated in the
same module. Beyond that, there are no restrictions on the table topology.
gamevar section of the same module. Beyond that, there are no restrictions
on the table topology.
// [icon="icons/din_w_collapse.png"]
[icon="icons/din_w_collapse.png"]
CAUTION: If a gamevar contains a value that is not serializeable at any point
in the execution, the behavior is undefined. Note that in particular, gamevars
are not allowed to take on the value *nil*.
// TODO: example?
@ -224,13 +241,14 @@ sensitive_ walls and sprites.
// Game-side
`gv.*` inventory indices::
`GET_STEROIDS`, `GET_SHIELD`, `GET_SCUBA`, `GET_HOLODUKE`, `GET_JETPACK`,
`GET_DUMMY1`, `GET_ACCESS`, `GET_HEATS`, `GET_DUMMY2`, `GET_FIRSTAID`, `GET_BOOTS`.
`GET_MAX`.
`GET_DUMMY1`, `GET_ACCESS`, `GET_HEATS`, `GET_DUMMY2`, `GET_FIRSTAID`,
`GET_BOOTS`. `GET_MAX`.
`gv.*` weapon indices::
`KNEE_WEAPON`, `PISTOL_WEAPON`, `SHOTGUN_WEAPON`, `CHAINGUN_WEAPON`, `RPG_WEAPON`,
`HANDBOMB_WEAPON`, `SHRINKER_WEAPON`, `DEVISTATOR_WEAPON`, `TRIPBOMB_WEAPON`,
`FREEZE_WEAPON`, `HANDREMOTE_WEAPON`, `GROW_WEAPON`. `MAX_WEAPONS`.
`KNEE_WEAPON`, `PISTOL_WEAPON`, `SHOTGUN_WEAPON`, `CHAINGUN_WEAPON`,
`RPG_WEAPON`, `HANDBOMB_WEAPON`, `SHRINKER_WEAPON`, `DEVISTATOR_WEAPON`,
`TRIPBOMB_WEAPON`, `FREEZE_WEAPON`, `HANDREMOTE_WEAPON`,
`GROW_WEAPON`. `MAX_WEAPONS`.
// TODO: the others, like EVENT_*.
//////////
@ -250,7 +268,13 @@ TODO
Variables
^^^^^^^^^
`gv.totalclock` (read-only)::
`gv.numsectors` (read-only)::
The total number of sectors in the currently loaded map.
`gv.numwalls` (read-only)::
The total number of walls in the currently loaded map.
[[totalclock]] `gv.totalclock` (read-only)::
The current value of the engine timer that increments at a rate of 120 per
second under default settings. (Thus, one game tic corresponds to four
`totalclock` increments.) When staying within one ``mode'' such as in-menu or
@ -277,6 +301,11 @@ Contains the following members: `pos`, `dist`, `clock`, `ang`, `horiz`, `sect`.
Functions
^^^^^^^^^
[[krand]] `gv.krand()`::
Returns one value from the global engine-side pseudo-random number generator
in the range [0{nbsp}..{nbsp}65535].
[[timing_funcs]]
`gv.getticks()`, `gv.gethiticksms()`::
Each of these functions return a number that increases at a rate of 1 per
@ -301,6 +330,7 @@ TODO
TODO
//////////
[[Lunatic_structures]]
Lunatic structures
~~~~~~~~~~~~~~~~~~
@ -432,7 +462,8 @@ spr.cstat = CS.TRANS1 + CS.BLOCK
one could proceed as follows for the sake of example:
* `spr.cstatbits:set(CS.TRANS2)`, make the sprite 66% translucent now
* `spr.cstatbits:flip(CS.BLOCK + CS.HITSCAN)`, make it hitscan-sensitive but not blocking
* `spr.cstatbits:flip(CS.BLOCK + CS.HITSCAN)`, make it hitscan-sensitive but
not blocking
* `spr.cstatbits:test(CS.FLIP_BITMASK)`, check whether it is flipped (no)
==========
@ -534,8 +565,8 @@ TODO
===== `sector` static data
[[sector_STAT]] `sector.STAT`::
Provides a mapping of symbolic names to values applicable to <<cf_stat,`cf.stat`>>.
These name single bits:
Provides a mapping of symbolic names to values applicable to
<<cf_stat,`cf.stat`>>. These name single bits:
`PARALLAX`, `SLOPE`, `SWAPXY`, `SMOOSH`, `FLIPX`, `FLIPY`, `RELATIVE`, `MASK`,
`TRANS1`, `TRANS2`, `BLOCK`, `HITSCAN`, while the following denote _bit masks_:
`FLIP_BITMASK`, `ORIENT_BITMASK`, `TRANS_BITMASK`.
@ -585,7 +616,8 @@ The tile number of the masked portion of the wall, i.e. that which is drawn if
this wall's `.cstat` has bit `wall.CSTAT.MASK` or `wall.CSTAT.ONEWAY` set.
_`i8`_ `shade` (<<wall_picnum,_use-other-bottom_>>)::
The shade of the wall for both non-masked and masked portions. Larger values mean a more darker appearance.
The shade of the wall for both non-masked and masked portions. Larger values
mean a more darker appearance.
_`u8`_ `pal` (<<wall_picnum,_use-other-bottom_>>)::
The ``palette swap'' index of the wall.
@ -620,14 +652,15 @@ points, too.
===== `wall` static data
[[wall_CSTAT]] `wall.CSTAT`::
Provides a mapping of symbolic names to values applicable to <<wall_cstat,`wall[i].cstat`>>.
These name single bits:
Provides a mapping of symbolic names to values applicable to
<<wall_cstat,`wall[i].cstat`>>. These name single bits:
`BLOCK`, `BOTTOMSWAP`, `ALIGNBOTTOM`, `FLIPX`, `MASK`, `ONEWAY`, `HITSCAN`,
`TRANS1`, `FLIPY`, `TRANS2`,
while the following denote _bit masks_:
`FLIP_BITMASK`, `TRANS_BITMASK`.
'''
[[sprite]]
===== `sprite`
The `sprite` composite is accessible with indices from `0` to
@ -729,8 +762,8 @@ sprite by `zofs` units''.
===== `sprite` static data
[[sprite_CSTAT]] `sprite.CSTAT`::
Provides a mapping of symbolic names to values applicable to <<sprite_cstat,`sprite[i].cstat`>>.
These name single bits:
Provides a mapping of symbolic names to values applicable to
<<sprite_cstat,`sprite[i].cstat`>>. These name single bits:
`BLOCK`, `TRANS1`, `XFLIP`, `YFLIP`, `ALIGNWALL`, `ALIGNFLOOR`, `ONESIDE`,
`CENTER`, `HITSCAN`, `TRANS2`,
while the following denote _bit masks_: `ALIGN_BITMASK`, `TRANS_BITMASK`.
@ -745,8 +778,88 @@ Game-side
===== `actor`
The `actor` composite holds various run-time data about a sprite. Like
<<sprite,`sprite`>>, it is accessible with indices from `0` to
`gv.MAXSPRITES-1`, but accesses to actors that do not exist in the game world
have no meaning.
===== `actor` methods
`a:set_action(act)`::
Sets the action of actor `a` to `act`, which may be either an object returned
by <<con_action,`con.action`>> or a number 0 or 1. Resets the actor's _action
count_ and current frame offset to 0.
`a:has_action(act)`::
Returns a boolean of whether the current action of actor `a` is `act`, which
can be any value permissible to `a:set_action()`. For composite action objects,
equality is established using its hidden ID, not the public members. Refer to
<<actions_moves_ais,Actions&#44; moves and AIs>> for further details.
`a:set_action_delay()`::
Overrides the <<action_delay,`delay`>> of the current action of actor `a`
without changing the action's ID.
`a:set_count(count)`::
Sets the actor's _execution count_ to `count`. The execution count of an actor
increments after each time its <<gameactor,callback function>> has run once.
`a:get_count()`::
Returns the actor's execution count.
`a:reset_acount()`::
Resets the _action count_ of the actor to 0. The action count is incremented on
each frame advance of the actor's current action. Also see the
<<action_delay,`delay`>> argument to `con.action`.
`a:get_acount()`::
Returns the actor's action count.
`a:set_move(mov [, movflags])`::
Sets the move of actor `a` to `mov`, which may be either an object returned by
<<con_move,`con.move`>> or a number 0 or 1. See the <<gameactor_move,`move`>>
argument to `gameactor` for further details. If <<actor_MOVFLAGS,`movflags`>>
is omitted, it defaults to 0.
+
The `set_move` method resets the actor's execution count. Also, if `moveflags`
has bit <<actor_MOVFLAGS,`actor.MOVFLAGS.randomangle`>> set and the actor is
not an enemy or a live enemy, its `sprite[].ang` value is set to a ``random''
value using <<krand,`gv.krand`>>.
`a:has_move(mov)`::
Returns a boolean of whether the current move of actor `a` is `mov`, which can
be any value permissible to `a:set_move()`. Like with `a:has_action()`,
equality is established using the move ID in case a composite one is passed.
`a:set_hvel(hvel)`::
Overrides the <<con_move,horizontal velocity>> of the actor's current move to
`hvel` without changing its ID.
`a:set_vvel(vvel)`::
Overrides the <<con_move,vertical velocity>> of the actor's current move to
`vvel` without changing its ID.
`a:set_ai(ai)`::
Sets the AI of actor `a` to `ai`, which must be an object returned by
<<con_ai,`con.ai`>>. In addition to setting the current AI ID of the actor,
`a:set_ai(ai)` is equivalent to the sequence
+
----------
a:set_action(ai.act)
a:set_move(ai.mov, ai.movflags)
----------
`a:has_ai(ai)`::
Returns a boolean of whether the current AI of actor `a` is `ai`.
// TODO: set_picnum, set_owner?
===== `actor` static functions
`actor.fall(i)`::
Causes the actor with index `i` to fall in a ``hard-coded'', not further
specified fashion.
===== `actor` static data
[[actor_STAT]]
@ -765,6 +878,13 @@ Contains symbolic names of values applicable to <<gameactor,`gameactor`>>'s
//`BADGUY`,
[[actor_MOVFLAGS]] `actor.MOVFLAGS`::
Contains symbolic names of values applicable <<gameactor,`gameactor`>>'s
`movflags` input argument, `actor[]:set_move()`, and the like. +
`faceplayer`, `geth`, `getv`, `randomangle`, `faceplayerslow`, `spin`,
`faceplayersmart`, `fleeenemy`, `jumptoplayer`, `seekplayer`, `furthestdir`,
`dodgebullet`.
===== `player`
===== `player` methods
@ -824,7 +944,8 @@ Iterates over the indices of all walls of the sector with index `sectnum`.
Iterates over the indices of all sprites with status number `statnum`.
+*for* s *in* spritesofsect(sectnum)+::
Iterates over the indices of all sprites contained in the sector with index `sectnum`.
Iterates over the indices of all sprites contained in the sector with index
`sectnum`.
Sector containment functions
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
@ -952,16 +1073,27 @@ handles chaining.
bitwise-OR in flags.
* `AF.chain_end`: Append the provided `func` to the exising callback function,
bitwise-OR in flags.
+
The following members all default to 0 if omitted.
+
`[3] strength`::
The initial strength or health of the actor. Default: `0`.
The initial strength or health of the actor.
`[4] action`::
The initial action of the actor. May be either an object returned by
<<con_action,`con.action`>>, or the numbers 0 or 1. Both represent actions with
that ID, but all public members set to 0.
`[5] move`::
[[gameactor_move]] `[5] move`::
The initial move of the actor. May be either an object returned by
<<con_move,`con.move`>>, or the numbers 0 or 1. Both represent moves with that
ID, but all public members set to 0. A move of 0 disables the usual actor
movement, even if its `hvel` or `vvel` get subsequently overridden (and the
corresponding `movflags` set).
`[6] movflags`::
TODO
The actor's initial movement flags. Applicable bits are available in the
<<actor_MOVFLAGS,`actor.MOVFLAGS`>> object.
===== The function `gameevent{evtlabel [, flags], func}`
@ -1175,3 +1307,129 @@ description of the ceiling/floor <<cf_z,`z` member>>.
`v:tobuild()`::
Returns a new vector of the same type as `v` which has the same `x` and `y`
components as `v`, but the `z` element multiplied with 16.
The `con` module -- game control
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The `con` module on one hand provides functionality to control certain aspects
of the game, such as defining game-side animations for actors. On the other
hand, it hosts varioius functions that are familiar from CON, although
sometimes under a different name.
[[actions_moves_ais]]
Actions, moves and AIs -- customizing actor behavior
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
In CON, three aspects of an actor can changed using a mechanism that is
syntactically similar for each. _Actions_ carry information about a particular
animation for an actor, such as how many frames it contains. _Moves_ define the
potential motion characteristics of an actor. Finally, _AIs_ are aggregates of
an action and a move, plus _movement flags_ that toggle certain movement
aspects.
At file scope, one first defines each of these composites using directives such
as `action`, and inside code blocks to be executed at game time, one instructs
the game to use a particular composite by passing the chosen label to the
same-named command (i.e. `action` for our example).
Lunatic provides a similar mechanism, but the main difference from CON is that
the definition functions merely return the composite structures, without
registering them under any particular name. Thus, it is up to the user to
organize them, for example by storing those for each class in a separate table
indexed by chosen names. Similar to CON, the creation functions may only be
called when the game is not yet running.
Actor behavior composites contain an additional ``hidden'' ID. Each invocation
of a creation function such as `con.action` returns a composite with a unique
ID per composite type. This ID is used to compare for equality in actor methods
such as `actor[]:has_action()`. All returned composites are immutable.
[[con_action]]
===== The function `con.action{ ... }`
:wiki_action: http://wiki.eduke32.com/wiki/Action
:Lua51_TableConstructors: http://www.lua.org/manual/5.1/manual.html#2.5.7
Returns a new _action_ composite created with the given values. The
`con.action` function expects a single table as input argument, each of whose
keys denote an action member. Each member may be provided by an index in the
table or its name, but not both. Members may be omitted, in which case they
default to either 0 or 1.
Refer to the {Lua51_TableConstructors}[Table Constructors] subsection of the
Lua 5.1 Reference Manual for the syntax and semantics of table initialization.
`[1] startframe`::
The offset of the starting frame of the animation, relative to the
`sprite[].picnum` of an actor (i.e. the tile number, selecting which actor code
is run).
`[2] numframes` (default: 1)::
The total number of frames in the animation.
`[3] viewtype` (default: 1)::
The number of consecutive tiles used to construct one frame of the animation,
as viewed from different angles. Valid values are 1, 3, 5, 7 and 8. In
addition, -5 and -7 are allowed, which behave like the corresponding positive
++viewtype++s, but effectively mirror the actor on the vertical axis. This can
be useful if tile data is available that has the opposite orientation of what
EDuke32 uses. See the {wiki_action}[Action entry] in the EDuke32 wiki for how
the views are constructed for different `viewtype` values.
`[4] incval` (default: 1)::
The value to add the actor's _current frame_ on each frame advance. May be -1,
0, or 1.
// In the wild, sometimes other values, too.
[[action_delay]] `[5] delay`::
Roughly, the number of <<totalclock,`gv.totalclock`>> time units (120 per
second) after which a frame is advanced, at a granularity of one game tic (30
per second, corresponding to a `delay` difference of 4).footnote:[The reason
for the granularity is due to the implementation: each execution of an actor's
code increments its hidden ``action tics'' counter by four (= 120/30).]
// TODO: the above can be more precise. State in terms of floor(delay/4).
.Equivalent `action` definitions
==========
Each of the following calls return an action with the same public members:
----------
con.action{0, 4, delay=20}
con.action{0, 4, 1, 1, 20}
con.action{startframe=0, numframes=4, viewtype=1, incval=1, delay=20}
----------
==========
[[con_move]]
===== The function `con.move{ ... }`
Returns a new _move_ composite created with the given values, expecting a
single table as input argument. The same conventions as with `con.action` apply
for the following members:
`[1] hvel`::
The (most often) doubled horizontal velocity of the actor, in BUILD x/y units
per game tic. An actor's `sprite[].xvel` will approach this value in an
``exponential'' fashion, halving the difference between the current velocity
and this goal velocity each movement update from the actor execution loop. For
most objects, `sprite[].xvel` is then further halved to yield the ultimate
velocity. Only effective when the actor's `movflags` has
<<actor_MOVFLAGS,`actor.MOVFLAGS.geth`>> is set.
`[2] vvel`::
The (most often) doubled horizontal velocity of the actor, in BUILD x/y (*not*
z) units per game tic. An actor's `sprite[].zvel` will approach 16 times this
value in an ``exponential'' fashion. For most objects, `sprite[].zvel` is then
further halved to yield the ultimate velocity. Only effective when the actor's
`movflags` has <<actor_MOVFLAGS,`actor.MOVFLAGS.getv`>> is set.
[[con_ai]]
===== The function `con.ai([action [, move [, movflags]]])`
The `con.ai` function differs from `con.action` and `con.move` in that it is of
``second order'', i.e. it accepts two composites as input arguments, returning
an _AI_ object containing these. Also, it is called with three positional,
optional arguments. Like for <<gameactor,`gameactor`>>, the numbers 0 and 1 are
permissible for `action` and `move`. Applicable bits for `movflags` are
available in the <<actor_MOVFLAGS,`actor.MOVFLAGS`>> object.