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polymer/eduke32/source/lunatic/doc/icons/din_w_collapse.png
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polymer/eduke32/source/lunatic/doc/lunatic.conf
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polymer/eduke32/source/lunatic/doc/lunatic.conf
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|
@ -0,0 +1,3 @@
|
|||
[replacements]
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||||
# Make -- an en dash for good looking minus signs.
|
||||
--=–
|
725
polymer/eduke32/source/lunatic/doc/lunatic.txt
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polymer/eduke32/source/lunatic/doc/lunatic.txt
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|
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|
|||
Lunatic User Manual
|
||||
===================
|
||||
Helixhorned <contact: Duke4.net forums>
|
||||
:max-width: 56em
|
||||
:numbered:
|
||||
:icons:
|
||||
|
||||
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
|
||||
Language
|
||||
--------
|
||||
:Lua51: http://www.lua.org/about.html
|
||||
:Lua51Ref: http://www.lua.org/manual/5.1/
|
||||
:PiL: http://www.lua.org/docs.html
|
||||
|
||||
:LuaJIT: http://luajit.org
|
||||
:LuaJIText: http://luajit.org/extensions.html
|
||||
|
||||
The base language for writing Lunatic user code is {Lua51}[Lua 5.1]. It is
|
||||
extensively documented in a {Lua51Ref}[Reference Manual], as well as described
|
||||
more broadly and accessibly in the {PiL}[Programming in Lua] books.
|
||||
// TODO: describe Lua a bit
|
||||
// TODO: give hints which PiL to read / how
|
||||
|
||||
Because Lunatic is implemented using {LuaJIT}[LuaJIT], a just-in-time compiler
|
||||
for the Lua language, some {LuaJIText}[extensions] to the core language are
|
||||
automatically available. They may be used if no compatibility with Rio Lua 5.1
|
||||
is desired.
|
||||
|
||||
NOTE: The length operator (`#`) for table arguments should be taken to be
|
||||
defined by the http://www.lua.org/manual/5.2/manual.html#3.4.6[stricter wording
|
||||
of Lua 5.2].
|
||||
|
||||
|
||||
Environment and Usage
|
||||
---------------------
|
||||
|
||||
Lunatic aims to provide a _safe_ scripting environment for EDuke32. Thus, not
|
||||
all of Lua's functionality is available in Lunatic, and some is slightly
|
||||
altered to play well with being embedded into a game, or to prevent commonly
|
||||
occurring mistakes.
|
||||
|
||||
.Differences from default Lua environment
|
||||
- Creating new global variables in the global environment is forbidden.
|
||||
- In module context, referencing a non-existent variable (i.e. one that has
|
||||
value *nil*) is an error.
|
||||
|
||||
EDuke32 can load multiple Lunatic _modules_ when starting up. This is always
|
||||
done after translating CON code to Lua and loading it. Such modules must be
|
||||
named `*.lua` (case-sensitive) and should be passed directly, without any
|
||||
option letters, at the command line. Directory separators must be forward
|
||||
slashes.
|
||||
|
||||
.Invocation example
|
||||
====================
|
||||
`eduke32 -nologo MYTC.CON -mx addition.con test.lua weapons/nuke.lua -v1 -l1`
|
||||
====================
|
||||
|
||||
|
||||
Global Environment
|
||||
------------------
|
||||
|
||||
When a Lua module is loaded, its global environment contains both selected
|
||||
functions from core Lua, as well as Lunatic's own pre-defined variables.
|
||||
These allow access and manipulation of EDuke32 engine and game data.
|
||||
|
||||
[icon="icons/din_w_explosive.png"]
|
||||
CAUTION: If an attempt is made to create a new variable in the global
|
||||
environment or to assign any value to an existing variable, the behavior is
|
||||
undefined.
|
||||
|
||||
Lua functions
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
The following base Lua functions are available in Lunatic's global environment:
|
||||
|
||||
`assert`, *`error`*, `ipairs`, `pairs`, `pcall`, *`print`*, *`module`*, `next`,
|
||||
*`require`*, `select`, `tostring`, `tonumber`, `type`, `unpack`, `xpcall`.
|
||||
|
||||
The bold ones add functionality or behave slightly differently, described below.
|
||||
Additionally, `printf` is provided for convenience.
|
||||
|
||||
*`error(message [, level])`*::
|
||||
In Lunatic, errors also print to the on-screen display (OSD) and are written to
|
||||
the log (unless a maximum error count is exceeded). These also have a
|
||||
_backtrace_ added. Additionally, errors not caught by a `pcall` result a
|
||||
permanent message to appear on the screen, containing the source file name and
|
||||
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.
|
||||
|
||||
*`printf(fmt, ...)`*::
|
||||
Calls `print` with the result of `string.format(fmt, ...)`.
|
||||
|
||||
Writing and using modules
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
In Lunatic, like in Lua, a _module_ is a conceptually a sort of package that
|
||||
unites related bits of functionality. Language-wise, it is simply a Lua
|
||||
table holding its contents, as described and motivated at length in
|
||||
_Programming in Lua_.
|
||||
|
||||
The ``creation'' and ``usage'' sides of the modularity concept are reflected in
|
||||
two functions known from Lua 5.1, `module` and `require`. The former is a
|
||||
convenient way of separating the _import_, potential _gamevar_, and main body
|
||||
sections when writing a package. It is not required to use `module`, but it is
|
||||
the only way to declare _game variables_, that is, variables that EDuke32
|
||||
stores within savegames, recreating their values when they are loaded.
|
||||
|
||||
The other side of the coin, `require`, is also used like in Lua: ``including''
|
||||
a named module is requested by passing its name to `require`. This searches for
|
||||
a matching module, loading and running it if the request happens for the first
|
||||
time.
|
||||
|
||||
==== The function `require(modname, ...)`
|
||||
|
||||
Attempts to find a Lua or Lunatic module named `modname`, which should not
|
||||
contain directory separators. The name can refer to a _built-in_ module, of
|
||||
which the following ones are allowed:
|
||||
|
||||
* The http://bitop.luajit.org/[`bit`] module for bitwise operations
|
||||
* `math`, `string` and `table`, base modules from Lua
|
||||
* 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
|
||||
section>>.
|
||||
|
||||
If `modname` does not designate a built-in module, Lunatic first replaces every
|
||||
dot contained in it with a directory separator. Then, it looks for a file with
|
||||
that base name suffixed with `.lua` in the EDuke32 search path (virtual file
|
||||
system, GRP, ZIP). Using directory separators directly is not allowed.
|
||||
|
||||
The loaded module is ``protected'' so that write accesses to its table yield
|
||||
errors. Unlike Lua, our `module` does not return *true* when a module is
|
||||
++require++d that has not yet finished loading (that is, the inclusion chain
|
||||
contains a loop). Instead, an error is raised.
|
||||
|
||||
Issuing `require` for `'end_gamevars'` has a special meaning that is described
|
||||
below.
|
||||
|
||||
|
||||
==== The `module()` function
|
||||
|
||||
Initiates a _module_ environment by creating a new empty table and setting it
|
||||
as the global environment of the chunk. Unlike Lua 5.1, our `module` takes
|
||||
neither a name argument nor ``option'' varargs. A Lunatic file may have at most
|
||||
one call to `module`, which (if there is one) *must* be called at file scope.
|
||||
|
||||
===== Game variables
|
||||
|
||||
Lunatic has a special mechanism to mark variables that represent some
|
||||
``persistent'' state and whose values should be stored in savegames. If such
|
||||
variables are desired, they must initialized between the `module` call in a Lua
|
||||
file and a closing `require("end_gamevars")`. These variables may also be *`local`*.
|
||||
|
||||
[icon="icons/din_w_collapse.png"]
|
||||
CAUTION: A game variable must contain a non-nil value at any time. Otherwise,
|
||||
the behavior is undefined.
|
||||
|
||||
// TODO: when are they restored, example
|
||||
|
||||
// TODO: the rest
|
||||
|
||||
|
||||
The ``gv'' variable
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Some constants, global C variables, and miscellaneous functions and structures
|
||||
are accessible via the global `gv` variable.
|
||||
|
||||
Constants
|
||||
^^^^^^^^^
|
||||
`gv.MAXSECTORS`, `gv.MAXWALLS`, `gv.MAXSPRITES`::
|
||||
The hard engine limits on the number of sectors, walls, and sprites. These
|
||||
constants *must* be used instead of any literal numeric values because they
|
||||
can change depending on how EDuke32 was configured and built.
|
||||
|
||||
//////////
|
||||
`gv.MAXSTATUS`, `gv.MAXTILES`, `gv.MAXSPRITESONSCREEN`::
|
||||
TODO
|
||||
|
||||
`gv.MAXBUNCHES`, `gv.CEILING`, `gv.FLOOR`::
|
||||
TODO
|
||||
//////////
|
||||
|
||||
`gv.CLIPMASK0`::
|
||||
A clipping (collision detection) mask specifying to consider only _blocking_
|
||||
walls and sprites.
|
||||
|
||||
`gv.CLIPMASK1`::
|
||||
A clipping (collision detection) mask specifying to consider only _hitscan
|
||||
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`.
|
||||
|
||||
`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`.
|
||||
|
||||
// TODO: the others, like EVENT_*.
|
||||
//////////
|
||||
[[gv_STAT]]
|
||||
`gv.*` sprite status numbers::
|
||||
`STAT_DEFAULT`, `STAT_ACTOR`, `STAT_ZOMBIEACTOR`, `STAT_EFFECTOR`,
|
||||
`STAT_PROJECTILE`, `STAT_MISC`, `STAT_STANDABLE`, `STAT_LOCATOR`,
|
||||
`STAT_ACTIVATOR`, `STAT_TRANSPORT`, `STAT_PLAYER`, `STAT_FX`, `STAT_FALLER`,
|
||||
`STAT_DUMMYPLAYER`, `STAT_LIGHT`.
|
||||
//////////
|
||||
|
||||
//////////
|
||||
`gv.MAXPLAYERS`::
|
||||
TODO
|
||||
//////////
|
||||
|
||||
Variables
|
||||
^^^^^^^^^
|
||||
|
||||
`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
|
||||
in-game, it is guaranteed to not decrease. However, going from one mode to
|
||||
another may produce discontinuities.
|
||||
|
||||
`gv.screenpeek` (read-only)::
|
||||
The player index of the player from whose position the scene is being displayed.
|
||||
|
||||
`gv.hudweap`::
|
||||
A structure containing information about the currently displayed HUD weapon.
|
||||
Contains the following members, which are set from C before entering
|
||||
`EVENT_DISPLAYWEAPONS`: `cur`, `count`, `gunposx`, `gunposy`, `lookhalfang`,
|
||||
`lookhoriz`, `shade`.
|
||||
// TODO: describe
|
||||
|
||||
// TODO: g_logoFlags, g_RETURN?
|
||||
|
||||
// TODO: structures such as .cam
|
||||
|
||||
Functions
|
||||
^^^^^^^^^
|
||||
[[timing_funcs]]
|
||||
`gv.getticks()`, `gv.gethiticksms()`::
|
||||
Each of these functions return a number that increases at a rate of 1 per
|
||||
millisecond. Their only intended application is to profile bits of code; they
|
||||
should not be used to control the game world. The two functions differ in their
|
||||
precision: `getticks()` always returns integral values, while the result of
|
||||
`gethiticksms()` also has an unspecified precision in the fractional part. (It
|
||||
can be expected to give a time precision of at least one microsecond.)
|
||||
|
||||
`gv.doQuake(gametics [, snd])`::
|
||||
Requests from the game to perform the ``quake'' effect that shakes the screen
|
||||
etc. for the next `gametics` game tics. If a sound index `snd` is passed, also
|
||||
start playing that sound.
|
||||
// TODO: Play sound how? ("globalsound")
|
||||
|
||||
//////////
|
||||
`gv.currentEpisode()`::
|
||||
TODO
|
||||
`gv.currentLevel()`::
|
||||
TODO
|
||||
`gv.currentRenderMode()`::
|
||||
TODO
|
||||
//////////
|
||||
|
||||
Lunatic structures
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The primary means of effecting game state in Lunatic is via _composite
|
||||
variables_ defined in the global environment. These provide direct, but
|
||||
restricted, access to C _structure arrays_ of the EDuke32 engine or game.
|
||||
|
||||
[icon="icons/din_w_toxic.png"]
|
||||
CAUTION: If an attempt is made to access any composite variable outside of
|
||||
event or actor code, the behavior is undefined.
|
||||
|
||||
Composite variables can be used in various ways. All of them allow indexing
|
||||
with an integer value from `0` to some maximum (sometimes the size of the array
|
||||
minus one, but occasionally less). For example, the code snippet
|
||||
----------
|
||||
local sec = sector[0]
|
||||
----------
|
||||
gets a _reference_ to the first sector of the loaded map into the local `sec`.
|
||||
This reference can then be used to both read and write its members.
|
||||
|
||||
Various structures also provide _methods_ in Lunatic to modify their state,
|
||||
usable with Lua's `v:func(args...)` syntax. Building on the previous example,
|
||||
----------
|
||||
local cz = sec:ceilingzat(wall[sec.wallptr])
|
||||
----------
|
||||
would get into `cz` the ceiling z position at the first sector's first
|
||||
wall-point.
|
||||
|
||||
Finally, some composite variables offer _static data_, which can contain
|
||||
functions or tables of constants. These are accessed using the dot notation on
|
||||
the composite variable, *not* its constituents. For instance, the following can
|
||||
be used to change the sector number of the sprite with index `i` manually:
|
||||
----------
|
||||
sprite.changesect(i, sectnum)
|
||||
----------
|
||||
|
||||
|
||||
Type of structure members
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
In the following, some structure members will be annotated with their _integer
|
||||
type_, for example _`i16`_ or _`u8`_. The letter _`i`_ denotes a _signed_
|
||||
integer whereas a _`u`_ designates an _unsigned_ one. The number following that
|
||||
letter indicates the _bit width_ of that integer.
|
||||
|
||||
.Representable values
|
||||
* A member of signed integer type and bit width _B_ can contain any whole
|
||||
number from --2^_B_--1^ to 2^_B_--1^--1. +
|
||||
|
||||
* A member of unsigned integer type and bit width _B_ can contain any whole
|
||||
number from 0 to 2^_B_^--1.
|
||||
|
||||
.Assignment
|
||||
* If an assignment to a member having signed integer type is made, the
|
||||
``right-hand side'' value must be a number in the closed interval
|
||||
[--2^31^ .. 2^31^--1].
|
||||
|
||||
* If an assignment to a member having unsigned integer type and bit width _B_
|
||||
is made, the ``right-hand side'' value must be in the closed interval
|
||||
[--2^31^ .. 2^31^-1] if _B_ is less than 32, or in [0 .. 2^32^-1] otherwise.
|
||||
|
||||
* If the appropriate requirements hold, an assignment from a Lua number to a
|
||||
member having integer type begins by discarding the fractional part
|
||||
(``truncation''). Otherwise, the behavior is undefined. +
|
||||
|
||||
* If the truncated value is outside the range of representable values for the
|
||||
corresponding integer type of bit width _B_, the final value is obtained by
|
||||
successively adding or subtracting 2^B^, until the value falls inside that
|
||||
range.
|
||||
|
||||
.Examples
|
||||
1. Assignments to _`u8`_ member `visibility`
|
||||
* `sec.visibility=3.94159` results the member to contain the integer `3`
|
||||
* `sec.visibility=1/0` is undefined (attempt to assign an infinity)
|
||||
* `sec.visibility=-1` results the member to contain the integer `255`
|
||||
|
||||
2. Assignments to _`i16`_ member `lotag`
|
||||
* `sec.lotag=32768` results the member to contain `-32768`
|
||||
* `sec.lotag=2^32` is undefined
|
||||
|
||||
Bit fields
|
||||
^^^^^^^^^^
|
||||
|
||||
Some structures contain members that represent a collection of _flags_, for
|
||||
example `sprite[].cstat` or `actor[].flags`. These flags can be toggled by
|
||||
setting or clearing their respective _bits_ (integer numbers that are powers of
|
||||
two).
|
||||
|
||||
For convenience, Lunatic provides alternative names for some of these members,
|
||||
together with methods to examine or modify any number of bits of such a member
|
||||
in one expression. Whenever there is such an alternative name available, it is
|
||||
declared as having type _`bitfield`_ in the listings of the structure members.
|
||||
|
||||
===== methods of the _`bitfield`_ type
|
||||
|
||||
`bf:set(bits)`::
|
||||
_Sets_ (toggles to an ``on'' state in a boolean sense) those bits of `bf`
|
||||
that are set in `bits`.
|
||||
|
||||
`bf:clear(bits)`::
|
||||
_Clears_ (toggles to an ``off'' state in a boolean sense) those bits of `bf`
|
||||
that are set in `bits`.
|
||||
|
||||
`bf:flip(bits)`::
|
||||
_Flips_ those bits of `bf` that are set in `bits`, that is, reverse their
|
||||
boolean state.
|
||||
|
||||
`bf:test(bits)`::
|
||||
Returns a boolean that indicates whether `bf` has *any* of the bits set in
|
||||
`bits` set.
|
||||
|
||||
.Examples
|
||||
==========
|
||||
After the lines setting sprite `i` to 33% translucent and blocking,
|
||||
----------
|
||||
local CS = sprite.CSTAT
|
||||
local spr = sprite[i]
|
||||
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:test(CS.FLIP_BITMASK)`, check whether it is flipped (no)
|
||||
==========
|
||||
|
||||
Engine-side
|
||||
^^^^^^^^^^^
|
||||
|
||||
The composite variables described in this subsection provide access to
|
||||
engine-side structures. The first three, `sector`, `wall`, and `sprite`,
|
||||
are part of a BUILD map saved to disk. The other ones only exist when
|
||||
running the game.
|
||||
|
||||
===== `sector`
|
||||
Accessible from `0` to `gv.numsectors-1`. Each element has the following
|
||||
members:
|
||||
|
||||
`wallptr`, `wallnum` (read-only)::
|
||||
The index of the sector's first wall and the number of walls in the sector,
|
||||
respectively.
|
||||
|
||||
_`u8`_ `visibility`::
|
||||
Determines the amount of distance fading. In the range [`0` .. `239`], the
|
||||
``darkening'' increases with rising values. The range [`240` .. `255`] should
|
||||
be thought of as [`-16` .. `-1`].
|
||||
// TODO: better wording?
|
||||
|
||||
_`i16`_ `lotag`, `hitag`, `extra`::
|
||||
General-purpose ``tags'' provided for game programming. They may be used by
|
||||
various EDuke32 sector effects, so it's not recommended to use them in
|
||||
scripting code.
|
||||
|
||||
In addition to the members described above, each sector has two sets of members
|
||||
for its ceiling and floor. A sector reference can be indexed with the strings
|
||||
`ceiling` or `floor` to get references to the respective ``parts'', or one can
|
||||
access the consituent members by prefixing `ceiling` or `floor` to the base
|
||||
member names given below.
|
||||
|
||||
.Different ways of accessing the same member
|
||||
==========
|
||||
After the code lines
|
||||
----------
|
||||
local sec = sector[0]
|
||||
local ceil = sec.ceiling
|
||||
----------
|
||||
the following expressions all denote the same location, both if read or written
|
||||
to: `sec.ceilingheinum`, `ceil.heinum`, `sector[0].ceiling.heinum`,
|
||||
`sector[0].ceilingheinum`.
|
||||
==========
|
||||
|
||||
In the following, `cf` will stand for a ceiling or floor reference, while `sec`
|
||||
will label a sector reference.
|
||||
|
||||
`cf.picnum` (read-only)::
|
||||
The tile number of the ceiling or floor.
|
||||
|
||||
[[cf_stat]] _`u16`_ `cf.stat`, _`bitfield`_ `cf.statbits`::
|
||||
A bit field holding various flags about how the ceiling or floor shoud be
|
||||
displayed, how collision detection should be handled, etc.
|
||||
The <<sector_STAT,`sector.STAT`>>
|
||||
object should be used to obtain the values for applicable flags.
|
||||
|
||||
_`i16`_ `cf.heinum`::
|
||||
If `cf.stat` has bit `sector.STAT.SLOPE` set, the tangent of the slope angle
|
||||
multiplied by 4096. Positive values make the ceiling or floor slope towards
|
||||
the floor, negative ones slope upward.
|
||||
|
||||
_`i32`_ `cf.z`::
|
||||
The BUILD z coordinate (scaled by 16 compared to the x and y directions) of the
|
||||
pivoting line of the ceiling or floor.
|
||||
|
||||
`cf.bunch` (read-only)::
|
||||
The ``bunch'' number of the ceiling or floor used for True Room over Room. One
|
||||
bunch comprises _N_ ceilings and _M_ floors (_N_ ≥ 1, _M_ ≥ 1) such that
|
||||
each set covers the same planar, connected area.
|
||||
|
||||
_`i8`_ `cf.shade`::
|
||||
The shade of the ceiling or floor. Larger values mean a more darker appearance.
|
||||
|
||||
_`u8`_ `cf.pal`::
|
||||
The ``palette swap'' index of the ceiling or floor.
|
||||
|
||||
_`u8`_ `cf.xpanning`, `cf.ypanning`::
|
||||
The panning values of the ceiling or floor. One full cycle is covered by values
|
||||
from `0` to `255`.
|
||||
|
||||
===== `sector` methods
|
||||
|
||||
`sec:set_ceilingpicnum(tilenum)`, `sec:set_floorpicnum(tilenum)`::
|
||||
Set the tile number of the ceiling or floor.
|
||||
|
||||
`sec:ceilingzat(pos)`, `sec:floorzat(pos)`::
|
||||
Return the z coordinate of sector `sec`'s ceiling or floor at position `pos`,
|
||||
which can be anything indexable with the strings `x` and `y`.
|
||||
|
||||
//////////
|
||||
`zrangeat(pos, walldist, cliptype)`::
|
||||
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:
|
||||
`PARALLAX`, `SLOPE`, `SWAPXY`, `SMOOSH`, `FLIPX`, `FLIPY`, `RELATIVE`, `MASK`,
|
||||
`TRANS1`, `TRANS2`, `BLOCK`, `HITSCAN`, while the following denote _bit masks_:
|
||||
`FLIP_BITMASK`, `ORIENT_BITMASK`, `TRANS_BITMASK`.
|
||||
|
||||
'''
|
||||
===== `wall`
|
||||
Accessible from `0` to `gv.numwalls-1`. Each element has the following
|
||||
members:
|
||||
|
||||
`x`, `y`::
|
||||
The 2D coordinates or this wall point. Should not be set directly.
|
||||
|
||||
`point2` (read-only)::
|
||||
The index of the second wall point.
|
||||
|
||||
`nextwall`, `nextsector` (read-only)::
|
||||
If the wall is ``white'', these members equal `-1`. For ``red'' walls, they
|
||||
contain the wall and sector indices (respectively) of the wall on the other side.
|
||||
|
||||
`upwall`, `dnwall` (read-only)::
|
||||
For walls constrained by TROR extension, the upper and lower neighbor walls,
|
||||
respectively. Any of them may be `-1`, meaning that the wall is not attached to
|
||||
a neighbor in this direction.
|
||||
|
||||
[[wall_cstat]] _`u16`_ `cstat`, _`bitfield`_ `cstatbits`::
|
||||
A bit field holding various flags about how the wall shoud be
|
||||
displayed, how collision detection should be handled, etc.
|
||||
The <<wall_CSTAT,`wall.CSTAT`>>
|
||||
object should be used to obtain the values for applicable flags.
|
||||
|
||||
[[wall_picnum]]`picnum` (read-only)::
|
||||
The tile number of the non-masked portion of the wall. If
|
||||
`wall.CSTAT.BOTTOMSWAP` is set on this wall's `.cstat`, it is only displayed in
|
||||
the upper portion. (The lower portion takes it from this wall's `.nextwall`
|
||||
then; this will be labeled _use-other-bottom_ in the following.)
|
||||
|
||||
`overpicnum` (read-only)::
|
||||
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.
|
||||
|
||||
_`u8`_ `pal` (<<wall_picnum,_use-other-bottom_>>)::
|
||||
The ``palette swap'' index of the wall.
|
||||
|
||||
_`u8`_ `xrepeat`, `yrepeat`::
|
||||
Values that are proportional to the number of times that the wall's texture
|
||||
repeats in each direction per given wall length/height. A value of `8` renders
|
||||
64 texels across a length of 1024 x/y map units or a height of 16384 z units.
|
||||
|
||||
_`u8`_ `xpanning`, `ypanning` (<<wall_picnum,_use-other-bottom_>>)::
|
||||
The panning values of both masked and non-masked portions of the wall. One full
|
||||
cycle is covered by values from `0` to `255`.
|
||||
|
||||
_`i16`_ `lotag`, `hitag`, `extra`::
|
||||
General-purpose ``tags'' provided for game programming. They may be used by
|
||||
various EDuke32 effects internally, so it is advised to do some research before
|
||||
claiming them for oneself.
|
||||
|
||||
===== `wall` methods
|
||||
|
||||
`wal:set_picnum(tilenum)`, `wal:set_overpicnum(tilenum)`::
|
||||
Set the tile number of the wall or its masked portion.
|
||||
|
||||
===== `wall` static functions
|
||||
|
||||
`wall.dragto(i, pos)`::
|
||||
Set the position of the point of the wall with index `i` to `pos`, which can be
|
||||
anything indexable with `x` and `y`. This function is the preferred way of
|
||||
changing wall coordinates, since it takes care to reposition dependent wall
|
||||
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:
|
||||
`BLOCK`, `BOTTOMSWAP`, `ALIGNBOTTOM`, `FLIPX`, `MASK`, `ONEWAY`, `HITSCAN`,
|
||||
`TRANS1`, `FLIPY`, `TRANS2`,
|
||||
while the following denote _bit masks_:
|
||||
`FLIP_BITMASK`, `TRANS_BITMASK`.
|
||||
|
||||
'''
|
||||
===== `sprite`
|
||||
|
||||
The `sprite` composite is accessible with indices from `0` to
|
||||
`gv.MAXSPRITES-1`, but accesses to sprites that do not exist in the game world
|
||||
have no meaning. Each element has the following members:
|
||||
|
||||
`x`, `y`, `z`::
|
||||
The BUILD coordinates of the sprite. It is not advisable to set these directly.
|
||||
|
||||
//////////
|
||||
_`i16`_ `ang`::
|
||||
TODO (make set_ang() out of that which always ANDs with 2047?)
|
||||
//////////
|
||||
|
||||
[[sprite_cstat]] _`u16`_ `cstat`, _`bitfield`_ `cstatbits`::
|
||||
A bit field holding various flags about how the sprite shoud be
|
||||
displayed, how collision detection should be handled, etc.
|
||||
The <<sprite_CSTAT,`sprite.CSTAT`>>
|
||||
object should be used to obtain the values for applicable flags.
|
||||
|
||||
`picnum` (read-only)::
|
||||
The tile number of the sprite, also used to determine which _actor_ code is run
|
||||
if this sprite has a `statnum` of `actor.STAT.ACTOR`.
|
||||
|
||||
_`i8`_ `shade`::
|
||||
The shade of the sprite. This may not be the shade that this sprite is
|
||||
ultimately drawn with, though.
|
||||
|
||||
_`u8`_ `pal`::
|
||||
The ``palette swap'' index of the sprite. This may not be the palette swap that
|
||||
this sprite is ultimately drawn with, though.
|
||||
|
||||
_`u8`_ `clipdist`::
|
||||
If this sprite is _view-aligned_, controls the distance at which another moving
|
||||
object is considered to be in collision with this *stationary* sprite. (It does
|
||||
not control the inverse case.) More precisely, it designates half the
|
||||
side-length of the bounding square divided by 4. Thus, a value of `255` keeps
|
||||
moving objects away from this one at a Manhattan distance of at least 1020
|
||||
BUILD x/y units.
|
||||
|
||||
_`u8`_ `xrepeat`, `yrepeat`::
|
||||
The size of the sprite in each dimension. For wall- and floor- aligned sprites,
|
||||
a value of `64` means a width of 16 x/y BUILD units or a height of 256 z BUILD
|
||||
units per texel.
|
||||
|
||||
`sectnum` (read-only)::
|
||||
The index of the sector that this sprite is currently contained in.
|
||||
|
||||
`statnum` (read-only)::
|
||||
The current _status number_ of this sprite. Applicable values are contained in
|
||||
`actor.STAT`.
|
||||
|
||||
// <<gv_STAT,the `gv` object>>.
|
||||
|
||||
`owner` (read-only)::
|
||||
The index of the sprite from which this sprite was spawned. If this sprite is
|
||||
not a ``child'' of another one, then `owner` is the index of this sprite itself.
|
||||
//Occasionally, game effects may use this member for their particular purposes,
|
||||
//so research is recommended before claiming it for oneself.
|
||||
|
||||
_`i16`_ `xvel`, `zvel`::
|
||||
For _actors_ and other moving sprite types, the horizontal and vertical
|
||||
components of the current velocity.
|
||||
//It is not advisable to set these directly
|
||||
//unless one knows how they are processed.
|
||||
|
||||
//`yvel` (read-only)::
|
||||
//A general-purpose member of which the game has exclusive control.
|
||||
|
||||
_`i16`_ `lotag`, `hitag`, `extra`::
|
||||
General-purpose ``tags'' provided for game programming. They may be used by
|
||||
hard-coded actors internally, so it is advised to do some research before
|
||||
claiming them for oneself.
|
||||
|
||||
===== `sprite` methods
|
||||
|
||||
`spr:set_picnum(tilenum)`::
|
||||
Set the tile number of the sprite.
|
||||
|
||||
===== `sprite` overridden operators
|
||||
|
||||
`spr^zofs`::
|
||||
Returns an `xmath.vec3` object that is the position of this sprite, diminished
|
||||
by `zofs` in the z direction. Because in BUILD, z coordinates increase toward
|
||||
the floor, the `^` can be thought of as ``raise the 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:
|
||||
`BLOCK`, `TRANS1`, `XFLIP`, `YFLIP`, `ALIGNWALL`, `ALIGNFLOOR`, `ONESIDE`,
|
||||
`CENTER`, `HITSCAN`, `TRANS2`,
|
||||
while the following denote _bit masks_: `ALIGN_BITMASK`, `TRANS_BITMASK`.
|
||||
|
||||
===== `spriteext`
|
||||
|
||||
===== `atsprite`
|
||||
|
||||
|
||||
Game-side
|
||||
^^^^^^^^^
|
||||
`actor`::
|
||||
|
||||
`player`::
|
||||
|
||||
`projectile`::
|
||||
|
||||
`g_tile`::
|
||||
TODO
|
||||
|
||||
Lunatic functions
|
||||
~~~~~~~~~~~~~~~~~
|
||||
Engine-side
|
||||
^^^^^^^^^^^
|
||||
cansee
|
||||
hitscan
|
||||
inside
|
||||
neartag
|
||||
sectorsofbunch
|
||||
spritesofsect
|
||||
spritesofstat
|
||||
updatesector
|
||||
updatesectorbreadth
|
||||
updatesectorz
|
||||
wallsofsect
|
||||
|
||||
Game-side
|
||||
^^^^^^^^^
|
||||
`gameactor`::
|
||||
|
||||
`gameevent`::
|
||||
TODO
|
||||
|
||||
|
||||
[[ext_api]]
|
||||
Extended API (Lunatic modules)
|
||||
------------------------------
|
||||
|
Loading…
Reference in a new issue