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Lunatic: add actor methods allowing overriding action delay and move hvel/vvel.
Add testing code for an example actor 1275 (newspaper) to test.elua. git-svn-id: https://svn.eduke32.com/eduke32@3918 1a8010ca-5511-0410-912e-c29ae57300e0
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5 changed files with 43 additions and 2 deletions
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@ -7661,6 +7661,7 @@ PALONLY:
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#else
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t->picnum += k + startframe + l*t_data3;
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#endif
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// XXX: t->picnum can be out-of-bounds by bad user code.
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if (l > 0)
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while (tilesizx[t->picnum] == 0 && t->picnum > 0)
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@ -598,6 +598,7 @@ GAMEEXEC_STATIC void VM_Move(void)
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vm.g_t[0]++;
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// If the move ID is zero, or the movflags are 0
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if (vm.g_t[1] == 0 || a == 0)
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{
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if (deadflag || (actor[vm.g_i].bpos.x != vm.g_sp->x) || (actor[vm.g_i].bpos.y != vm.g_sp->y))
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@ -85,7 +85,7 @@ local function def_action_or_move(what, tab)
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lastid[what] = lastid[what]-1
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-- Pass args table to ffi.new, which can take either: a table with numeric
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-- indices, or a table with key-value pairs.
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-- indices, or a table with key-value pairs, *but not in combination*.
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-- See http://luajit.org/ext_ffi_semantics.html#init_table
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return am_ctype[what](lastid[what], tab)
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end
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@ -982,6 +982,11 @@ local actor_mt = {
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return ffi.cast(actor_ptr_ct, a).t_data[2]
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end,
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-- Override action delay. The action ID is kept.
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set_action_delay = function(a, delay)
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ffi.cast(actor_ptr_ct, a).ac.delay = delay
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end,
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-- move
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set_move = function(a, mov, movflags)
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a = ffi.cast(actor_ptr_ct, a)
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@ -1017,6 +1022,15 @@ local actor_mt = {
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end
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end,
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-- Override velocity, keeping move ID.
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set_hvel = function(a, hvel)
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ffi.cast(actor_ptr_ct, a).mv.hvel = hvel
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end,
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set_vvel = function(a, vvel)
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ffi.cast(actor_ptr_ct, a).mv.vvel = vvel
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end,
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-- ai
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set_ai = function(a, ai)
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local oa = a
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@ -395,9 +395,12 @@ local hs = stat.new()
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local con = require("con")
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local AC, MV = con.AC, con.MV
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local CAC, CMV, CAI = require("CON.ACTION"), require("CON.MOVE"), require("CON.AI")
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assert(CAC); assert(CMV); assert(CAI)
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local AC, MV = {}, {}
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AC.TROOPSTAND = con.action{0,1,5,1,1}
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AC.TROOPSTAND = assert(CAC.ATROOPSTAND) -- or con.action{0,1,5,1,1}
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AC.TROOPFLINTCH = con.action{50, 1, 1, 1, 6}
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MV.SHRUNKVELS = con.move{hvel=32}
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con.ai(AC.TROOPFLINTCH, MV.SHRUNKVELS, 0) -- unused; TODO: test
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@ -450,7 +453,29 @@ gameactor
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con.killit()
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end
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end
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if (actr:has_action(CAC.ATROOPWALKING)) then
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if (actr:get_count() % 50 == 0) then
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spr.hitag = bit.bxor(spr.hitag, actor.MOVFLAGS.spin)
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end
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end
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end
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}
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gameactor
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{
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1275, -- newspaper, E4L6 sprite #513
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-- XXX: I want to write "{0, 4, delay=20}"
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action = con.action{0, 4, 1, 1, 20},
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move = con.move{}, -- so that the ID is nonzero
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func = function(aci)
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local delay = math.sin(0.1 * 2*math.pi*gv.totalclock/120)
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actor[aci]:set_action_delay(20 + 10*delay)
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actor[aci]:set_hvel(50*delay)
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sprite[aci].hitag = actor.MOVFLAGS.geth
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end,
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}
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gameevent
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