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Lunatic: document previous additions and more of the existing stuff.
git-svn-id: https://svn.eduke32.com/eduke32@3956 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 214 additions and 69 deletions
|
@ -61,9 +61,12 @@ Usage
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:LPeg: http://www.inf.puc-rio.br/~roberto/lpeg/
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The stand-alone LunaCON script, `lunacon.lua`, needs {LuaJIT}[LuaJIT] for
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execution and {LPeg}[LPeg] as additional dependency. It expects one or more
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names of root CON files together with any number of options, in any order
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(arguments starting with a dash are always interpreted as the latter).
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execution and {LPeg}[LPeg] as additional dependency.footnote:[In order to
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translate some very large CON files, minor modifications have to be made to
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LuaJIT and LPeg. Refer to `lunatic/doc/how_to_build_lunatic.txt` in the EDuke32
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source distribution for details.] It expects one or more names of root CON
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files together with any number of options, in any order (arguments starting
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with a dash are always interpreted as the latter).
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.Example usage
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----------
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@ -166,6 +169,18 @@ initializations in the translated Lua code. Otherwise, per-player gamevars are
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treated as global gamevars, which can be useful for code that attempts to
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access them in contexts with no current player, yielding errors in Lunatic.
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`-ftrapv` (default: off)::
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Enable _trapping_ behavior for arithmetic operations whose result overflows the
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range of a signed 32-bit integer, i.e. generate an error on overflow. By
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default, overflow results in undefined behavior. Currently, only multiplication
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is handled.
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`-fwrapv` (default: off)::
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Enable _wrapping_ behavior for arithmetic operations whose result overflows the
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range of a signed 32-bit integer, i.e. after each operation, only the 32 lower
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bits of the result are kept. Currently, only multiplication is handled. Only
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one of `-ftrapv` or `-fwrapv` may be enabled at the same time.
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Differences from C-CON
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----------------------
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@ -176,6 +191,7 @@ cannot be implemented without unnaturally bending the implementation into
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shape. On the other hand, LunaCON sports some features that C-CON lacks, and
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does not exhibit some of its strange quirks or outright bugs.
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Syntactic and lexical changes
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@ -240,6 +256,15 @@ with the definitions above:
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* A hexadecimal constant denoted using only a trailing `h`, for example
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`00000000h`.
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Miscellaneous
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^^^^^^^^^^^^^
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* Read array expressions as well as `switch` statements can be arbitrarily
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nested.
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// XXX: 'Read' is confusing. Need better wording.
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Run-time changes
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~~~~~~~~~~~~~~~~
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@ -254,21 +279,38 @@ link:lunatic.html/#nlcf[transfers control] to the end of the innermost
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This is in contrast to C-CON, which for some errors would print a message to
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the log, but otherwise would continue execution as if nothing had happened. In
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LunaCON, the code following an error is *not* executed, forcing the mod author
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to fix the bug and obtaining cleaner code.
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LunaCON, the code following an error is *not* executed. This way, the author of
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the CON code is notified of the presence of the bug, and by fixing it
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eventually obtains cleaner code.
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Not Yet Implemented
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~~~~~~~~~~~~~~~~~~~
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Quote behavior
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^^^^^^^^^^^^^^
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C-CON's `jump` and `getcurraddress` are not available and will not be implemented.
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* The `redefinequote` command can be issued even if the given quote number has
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not been previously allocated using the `definequote` directive. This makes
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it possible to use a range of quote numbers ``on the fly'' without the need
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to declare their future use.
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Miscellaneous
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^^^^^^^^^^^^^
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* Issuing `break` inside a part of an event chain (defined using multiple
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`onevent` blocks for one event) does not abort the whole chain.
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Unavailable functionality
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~~~~~~~~~~~~~~~~~~~~~~~~~
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C-CON's `jump` and `getcurraddress` are not available and will not be
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implemented.
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The following commands are not yet implemented. Those highlighted in bold give
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errors, while the others merely warn (sometimes at execution
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time). Parenthesized commands are of questionable use.
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errors, while the others merely warn either at translation or execution
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time. Parenthesized commands are of questionable use.
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Directives
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^^^^^^^^^^
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*`includedefault`*, `setcfgname`, `setgamename`, (`precache`), `definecheat`.
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*`includedefault`*, `definecheat`, `setcfgname`, `setgamename`, (`precache`)
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Run-time commands
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^^^^^^^^^^^^^^^^^
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@ -276,7 +318,15 @@ Run-time commands
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*`activatecheat`*, *`qstrncat`*, *`qsubstr`*, *`clearmapstate`*, `save`,
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`savenn`, *`lineintersect`*, *`rayintersect`*, *`sectorofwall`*, *`ssp`*.
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Additionally, various multiplayer-related commands either unconditionally
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return results as if no multiplayer game is in progress, or are non-functional
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for more than the first player. Also, some MP-related variables are merely
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predefined constants.
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Miscellaneous
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^^^^^^^^^^^^^
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Gamevar flags 1024 (```NODEFAULT`'') and 131072 (```NORESET`'').
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* gamevar flags 1024 (```NODEFAULT`'') and 131072 (```NORESET`'') are not
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handled
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* mapstate handling in savegames is not yet implemented
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* not LunaCON-specific: `EVENT_INIT` is never reached as it runs before Lua state creation
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|
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@ -60,9 +60,9 @@ occurring mistakes.
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error.
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EDuke32 can load multiple Lunatic _modules_ when starting up. This is always
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done after translating CON code to Lua and loading it. Such modules must be
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named `*.lua` (case-sensitive) and should be passed directly, without any
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option letters, at the command line. Directory separators must be forward
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done after translating CON code to Lua and loading it. Such modules must reside
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in files named `*.lua` (case-sensitive) and should be passed directly, without
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any option letters, at the command line. Directory separators must be forward
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slashes.
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.Invocation example
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@ -70,6 +70,13 @@ slashes.
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`eduke32 -nologo MYTC.CON -mx addition.con test.lua weapons/nuke.lua -v1 -l1`
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====================
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If the environment variable `LUNATIC_TIMING_BASEFN` is defined, EDuke32 will
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write out arregate timing results for actors and events in a comma-separated
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value format, obtained by suffixing the base name with ```.actors.csv`'' and
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```.events.csv`''.
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// XXX: it's confusing that there are two kinds of 'environment' mentioned here
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Global Environment
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------------------
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@ -165,7 +172,7 @@ Issuing `require` for some special names listed below has a predefined meaning
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that cannot be overridden by the user.
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* `CON.DEFS`: returns a table mapping labels ++define++d from CON to their
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values, except for `NO`.
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values. Values pre-defined by the system are not included.
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* `CON.ACTION`: returns a table mapping labels of ++action++s defined from CON
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to immutable <<con_action,`con.action`>> objects.
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@ -217,8 +224,8 @@ are not allowed to take on the value *nil*.
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// TODO: the rest
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The ``gv'' variable
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[[gv]]
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The `gv` variable
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~~~~~~~~~~~~~~~~~~~
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Some constants, global C variables, and miscellaneous functions and structures
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@ -402,22 +409,22 @@ number from 0 to 2^_B_^--1.
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[[int_assignment]]
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.Assignment
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* If an assignment to a member having signed integer type is made, the
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``right-hand side'' value must be a number in the closed interval
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[--2^31^ .. 2^31^--1].
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1. If an assignment to a member having signed integer type is made, the
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``right-hand side'' value must be a number in the closed interval
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[--2^31^ .. 2^31^--1].
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* If an assignment to a member having unsigned integer type and bit width _B_
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is made, the ``right-hand side'' value must be in the closed interval
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[--2^31^ .. 2^31^--1] if _B_ is less than 32, or in [0 .. 2^32^--1] otherwise.
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2. If an assignment to a member having unsigned integer type and bit width _B_
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is made, the ``right-hand side'' value must be in the closed interval
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[--2^31^ .. 2^31^--1] if _B_ is less than 32, or in [0 .. 2^32^--1] otherwise.
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* If the appropriate requirements hold, an assignment from a Lua number to a
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member having integer type begins by discarding the fractional part
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(``truncation''). Otherwise, the behavior is undefined. +
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3. If the appropriate requirements hold, an assignment from a Lua number to a
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member having integer type begins by discarding the fractional part
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(``truncation''). Otherwise, the behavior is undefined. +
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* If the truncated value is outside the range of representable values for the
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corresponding integer type of bit width _B_, the final value is obtained by
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successively adding or subtracting 2^B^, until the value falls inside that
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range.
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4. If the truncated value is outside the range of representable values for the
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corresponding integer type of bit width _B_, the final value is obtained by
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successively adding or subtracting 2^B^, until the value falls inside that
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range.
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//////////
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NOTE to self: this is stricter than C99 (which has first truncation, then range
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@ -488,8 +495,8 @@ one could proceed as follows for the sake of example:
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* `spr.cstatbits:test(CS.FLIP_BITMASK)`, check whether it is flipped (no)
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==========
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Engine-side
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^^^^^^^^^^^
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Engine-side composites
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^^^^^^^^^^^^^^^^^^^^^^
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The composite variables described in this subsection provide access to
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engine-side structures. The first three, `sector`, `wall`, and `sprite`,
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@ -512,7 +519,7 @@ be thought of as [`-16` .. `-1`].
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_`i16`_ `lotag`, `hitag`, `extra`::
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General-purpose ``tags'' provided for game programming. They may be used by
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various EDuke32 sector effects, so it's not recommended to use them in
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various EDuke32 sector effects, so it is not recommended to use them in
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scripting code.
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In addition to the members described above, each sector has two sets of members
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@ -593,7 +600,8 @@ Provides a mapping of symbolic names to values applicable to
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`FLIP_BITMASK`, `ORIENT_BITMASK`, `TRANS_BITMASK`.
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[[sector_UPDATE_FLAGS]] `sector.UPDATE_FLAGS`::
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Contains a flag `BREADTH` permissible to <<updatesector,`updatesector`>>.
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Contains flags permissible to <<updatesector,`updatesector`>> and other sector
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updating functions. `BREADTH`, `Z`.
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'''
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[[wall]]
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@ -767,15 +775,55 @@ offset to `spr.z` yields the z coordinate at the bottom of the
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sprite. Subtracting from that the height results the z coordinate at its
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top. However, the per-tile z offset is not taken into account.
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===== `sprite` static functions
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`spr:setpos(pos [, newsect])`::
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Unconditionally sets the position of `spr` to `pos`, which can be anything
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indexable with `x`, `y` and `z`. Thus, in effect a shorthand for
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+
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----------
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spr.x, spr.y, spr.z = pos.x, pos.y, pos.z
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----------
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+
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If `newsect` is passed, additionally calls `spr:changesect(newsect)`. +
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Returns `spr`.
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`sprite.changesect(i, sectnum)`::
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Allows to manually change the sector number of the sprite with index `i` to
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`sectnum`.
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`spr:changesect(sectnum)`::
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An alternative way to call
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+<<sprite_changesect,sprite.changesect>>(_index_of_spr_, sectnum)+, where
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_`index_of_spr`_ is the sprite index corresponding to `spr`. This method is
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provided for convenience, but may be slower than the static function
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`changesect`.
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`spr:updatesect([flags])`::
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An alternative way to call
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+<<sprite_updatesect,sprite.updatesect>>(_index_of_spr_, flags)+, where
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_`index_of_spr`_ is the sprite index corresponding to `spr`. This method is
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provided for convenience, but may be slower than the static function
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`updatesect`.
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===== `sprite` static functions
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`sprite.changestat(i, statnum)`::
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Allows to manually change the status number of the sprite with index `i` to
|
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`statnum`.
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`statnum`. If `i` is an invalid sprite index or the index of a sprite not in
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the game world, or `statnum` is an invalid status number, an error is thrown.
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[[sprite_changesect]] `sprite.changesect(i, sectnum)`::
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Allows to manually change the sector number of the sprite with index `i` to
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`sectnum`. If `i` is an invalid sprite index or the index of a sprite not in
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the game world, or `sectnum` is an invalid sector index, an error is thrown.
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[[sprite_updatesect]] `sprite.updatesect(i [, flags])`::
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Updates the sector number of the sprite with index `i`, in effect setting
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`sprite[i]`'s sector number to the result of
|
||||
+
|
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----------
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updatesector(sprite[i].pos, sprite[i].sectnum, flags)
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----------
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+
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If the <<updatesector,`updatesector`>> call returns `-1`, the sprite's sector
|
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number remains unchanged. +
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Returns the result of the `updatesector` call.
|
||||
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===== `sprite` overridden operators
|
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|
@ -799,19 +847,21 @@ while the following denote _bit masks_: `ALIGN_BITMASK`, `TRANS_BITMASK`.
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Accessible with the same indices and with the same restrictions as
|
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<<sprite,`sprite`>>.
|
||||
|
||||
`angoff`::
|
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The BUILD angle that is added to that of a drawn voxel or model.
|
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//`angoff`::
|
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//The BUILD angle that is added to that of a drawn voxel or model.
|
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|
||||
// XXX: needs better wording to express this: tspr->ang + spriteext[tspr->owner].angoff
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Game-side
|
||||
^^^^^^^^^
|
||||
Game-side composites
|
||||
^^^^^^^^^^^^^^^^^^^^
|
||||
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===== `actor`
|
||||
|
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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.
|
||||
have no meaning. Each element has the following members:
|
||||
|
||||
_`u16`_ `movflags`, {nbsp} _`bitfield`_ `movflagsbits`::
|
||||
The actor's current <<actor_MOVFLAGS,movement flags>>.
|
||||
|
@ -941,11 +991,44 @@ Contains symbolic names of values applicable <<gameactor,`gameactor`>>'s
|
|||
`faceplayersmart`, `fleeenemy`, `jumptoplayer`, `seekplayer`, `furthestdir`,
|
||||
`dodgebullet`.
|
||||
|
||||
'''
|
||||
===== `player`
|
||||
|
||||
Accessible with the index 0 and any nonnegative `pli` index passed to a
|
||||
<<gameactor,game actor>> or event callback function.
|
||||
|
||||
.Arrays with named elements
|
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The structures obtained by indexing `player` contain arrays whose elements may
|
||||
be referred to either by index of by a particular name. Thus, the array can be
|
||||
thought to be overlaid with a structure containing as many members as the array
|
||||
has elements, all having the element's type.
|
||||
|
||||
Currently, there are with two kinds of names: weapon names and inventory
|
||||
names. In the following, they will be marked using a the following notation:
|
||||
|
||||
==========
|
||||
_`i16`_ +ammo_amount[_weapon_]+
|
||||
|
||||
means that the structure member `ammo_amount` is an array with named elements,
|
||||
themselves being of signed 16-bit integer type. The array can be indexed with
|
||||
valid weapon numbers, or weapon names. In the following (constructed) example,
|
||||
the first player's current pistol ammo count is set to that of the currently
|
||||
selected weapon:
|
||||
----------
|
||||
local ps = player[0]
|
||||
ps.ammo_amount.PISTOL = ps.ammo_amount[ps.curr_weapon]
|
||||
----------
|
||||
==========
|
||||
|
||||
The weapon names are: `KNEE`, `PISTOL`, `SHOTGUN`, `CHAINGUN`, `RPG`,
|
||||
`HANDBOMB`, `SHRINKER`, `DEVISTATOR`, `TRIPBOMB`, `FREEZE`, `HANDREMOTE`,
|
||||
`GROW`.
|
||||
|
||||
The inventory names are: `STEROIDS`, `SHIELD`, `SCUBA`, `HOLODUKE`, `JETPACK`,
|
||||
`DUMMY1`, `ACCESS`, `HEATS`, `DUMMY2`, `FIRSTAID`, `BOOTS`.
|
||||
|
||||
Each `player` element has the following members:
|
||||
|
||||
<<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,
|
||||
|
@ -956,8 +1039,11 @@ tic. Processing a player's input and other EDuke32 game code may change `vel`
|
|||
_`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.
|
||||
occasions, the ultimate scaled factor is the difference of `runspeed` and at
|
||||
most 8192.
|
||||
|
||||
_`i8`_ `curr_weapon`::
|
||||
The index of the player's currently selected weapon.
|
||||
|
||||
|
||||
===== `player` methods
|
||||
|
@ -1076,6 +1162,10 @@ For this reason, the optional argument `flags` accepts
|
|||
`updatesector` to look for matching sectors in a _breadth-first_ search
|
||||
starting from `sectnum`, and following all nextwall links. With this strategy,
|
||||
there is *no* fallback to a linear search if no matching sector is found.
|
||||
+
|
||||
Passing `sector.UPDATE_FLAGS.Z` to `flags` makes the sector updating behave as
|
||||
if `updatesectorz` was called. This is mainly useful if `updatesector` is
|
||||
called via the <<sprite_updatesect,sector updating functions>> of sprites.
|
||||
|
||||
`updatesectorz(pos, sectnum)`::
|
||||
|
||||
|
@ -1594,45 +1684,48 @@ 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
|
||||
value for every sprite index. They are also ``cleaned'' 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.
|
||||
[0{nbsp}..{nbsp}`gv.MAXSPRITES-1`], but access to it is subject to the same
|
||||
restrictions as to <<sprite,`sprite`>> and other per-sprite structures.
|
||||
|
||||
When a sprite is created using `con.insertsprite()`, its value at the index of
|
||||
this new sprite is cleared.
|
||||
When a sprite is created using `con.insertsprite` or `con.spawn`, its value at
|
||||
the index of this new sprite is cleared (reset to `defaultval`). After a sprite
|
||||
has been deleted, the value of a per-actor variable is indeterminate -- it may
|
||||
be cleared by Lunatic at any point.
|
||||
|
||||
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.
|
||||
are boolean and number. Mixing values of different types is allowed: 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.
|
||||
In Lunatic, there are two functions that insert a sprite into the game world.
|
||||
They mainly differ in how they are used, and to which extent they imply
|
||||
``hard-coded'' behavior.
|
||||
|
||||
===== 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.
|
||||
arguments. If the world already contains the maximum number of sprites
|
||||
(<<gv,`gv.MAXSPRITES`>>), 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).
|
||||
The function `con.insertsprite` is called with a single table 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 provided in both forms (but only one
|
||||
form in one call).
|
||||
|
||||
`[1]` (`tilenum`)::
|
||||
The tile number of the sprite to insert.
|
||||
|
@ -1643,7 +1736,7 @@ The position at which to insert the sprite (anything indexable with `x`, `y` and
|
|||
`[3]` (`sectnum`)::
|
||||
The index of the sector in which to insert the sprite.
|
||||
|
||||
`[4] owner` (default: -1)::
|
||||
`[4] owner` (default: --1)::
|
||||
The index of the sprite that is in some sense the ``parent'' of the newly
|
||||
created one.
|
||||
|
||||
|
@ -1658,7 +1751,9 @@ 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.
|
||||
with index `parentspritenum`, which must be valid. The sprite is spawned at the
|
||||
same position as its parent and with its `owner` member set to
|
||||
`parentspritenum`. Additional ``hard-wired'' code dependent on `tilenum` may be
|
||||
run afterwards that modifies the sprite.
|
||||
|
||||
Returns the index of the spawned sprite on success.
|
||||
|
|
Loading…
Reference in a new issue