Lunatic: clean up handing of ac/mv internally, add control module.

git-svn-id: https://svn.eduke32.com/eduke32@2864 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-08-06 20:00:29 +00:00
parent b983ec7b49
commit f3970f9ac7
9 changed files with 240 additions and 103 deletions

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@ -171,7 +171,8 @@ ifneq (0,$(LUNATIC))
$(OBJ)/luaJIT_BC_geom.$o \
$(OBJ)/luaJIT_BC_randgen.$o \
$(OBJ)/luaJIT_BC_stat.$o \
$(OBJ)/luaJIT_BC_bitar.$o
$(OBJ)/luaJIT_BC_bitar.$o \
$(OBJ)/luaJIT_BC_con.$o
# now, take care of having the necessary symbols (sector, wall, etc.) in the
# executable no matter what the debugging level

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@ -708,8 +708,8 @@ static void A_MoveSector(int32_t i)
# define LIGHTRAD_PICOFS (T5 ? *(script+T5) + (*(script+T5+2))*T4 : 0)
#else
// SACTION
// startframe + viewtype*???
# define LIGHTRAD_PICOFS (ACTION_STARTFRAME(actor[i].t_data) + ACTION_VIEWTYPE(actor[i].t_data)*T4)
// startframe + viewtype*[cyclic counter]
# define LIGHTRAD_PICOFS (actor[i].ac.startframe + actor[i].ac.viewtype*T4)
#endif
// this is the same crap as in game.c's tspr manipulation. puke.

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@ -45,45 +45,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define STAT_DUMMYPLAYER 13
#define STAT_LIGHT 14
#ifdef LUNATIC
// Ai, action, move getters from t_data[] (== tptr)
# define ACTION_STARTFRAME(tptr) ((tptr)[10]&0x0000ffff)
# define ACTION_NUMFRAMES(tptr) (((tptr)[10]>>16)&0x0000ffff)
# define ACTION_VIEWTYPE(tptr) ((tptr)[11]&0x0000ffff)
# define ACTION_INCVAL(tptr) ((tptr)[11]>>16) // arithmetic shr expected!
# define ACTION_DELAY(tptr) ((tptr)[12]&0x0000ffff)
# define ACTION_SET_STARTFRAME(tptr, val) do { (tptr)[10] &= ~0x0000ffff; (tptr)[10] |= (val)&0x0000ffff; } while (0)
# define ACTION_SET_NUMFRAMES(tptr, val) do { (tptr)[10] &= ~0xffff0000; (tptr)[10] |= ((val)<<16); } while (0)
# define ACTION_SET_VIEWTYPE(tptr, val) do { (tptr)[11] &= ~0x0000ffff; (tptr)[11] |= (val)&0x0000ffff; } while (0)
# define ACTION_SET_INCVAL(tptr, val) do { (tptr)[11] &= ~0xffff0000; (tptr)[11] |= (val)<<16; } while (0)
# define ACTION_SET_DELAY(tptr, val) do { (tptr)[12] = (val)&0x0000ffff; } while (0)
# define MOVE_H(tptr) ((int16_t)((tptr)[13]))
# define MOVE_V(tptr) ((int16_t)((tptr)[13]>>16))
# define MOVE_SET_H(tptr, val) do { (tptr)[13] &= ~0x0000ffff; (tptr)[13] |= (val)&0x0000ffff; } while (0)
# define MOVE_SET_V(tptr, val) do { (tptr)[13] &= ~0xffff0000; (tptr)[13] |= (val)<<16; } while (0)
extern intptr_t *script;
// tptr[4] expected to be set
static inline void set_action_members(int32_t *tptr)
{
ACTION_SET_STARTFRAME(tptr, script[tptr[4]]);
ACTION_SET_NUMFRAMES(tptr, script[tptr[4]+1]);
ACTION_SET_VIEWTYPE(tptr, script[tptr[4]+2]);
ACTION_SET_INCVAL(tptr, script[tptr[4]+3]);
ACTION_SET_DELAY(tptr, script[tptr[4]+4]);
}
// tptr[1] expected to be set
static inline void set_move_members(int32_t *tptr)
{
MOVE_SET_H(tptr, script[tptr[1]]);
MOVE_SET_V(tptr, script[tptr[1]+1]);
}
#endif
// Defines the motion characteristics of an actor
enum amoveflags_t {
@ -109,6 +70,18 @@ enum uactortypes_t {
};
#pragma pack(push,1)
#ifdef LUNATIC
struct action {
int16_t startframe, numframes;
int16_t viewtype, incval, delay;
};
struct move {
int16_t hvel, vvel;
};
#endif
typedef struct {
int32_t workslike, cstat; // 8b
int32_t hitradius, range, flashcolor; // 12b
@ -126,11 +99,13 @@ typedef struct {
// (+ 40 8 6 16 16 4 8 6 4 20)
typedef struct {
#ifndef LUNATIC
int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
#else
int32_t t_data[14]; // 56b
#ifdef LUNATIC
// TODO: rearrange for better packing when enabling Lunatic
struct move mv;
struct action ac;
const int16_t padding_;
#endif
int16_t picnum,ang,extra,owner; //8b
@ -172,10 +147,12 @@ typedef struct {
// this struct needs to match the beginning of actor_t above
typedef struct {
#ifndef LUNATIC
int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
#else
int32_t t_data[14]; // 56b
#ifdef LUNATIC
struct move mv;
struct action ac;
const int16_t padding_;
#endif
int16_t picnum,ang,extra,owner; //8b
@ -241,6 +218,35 @@ extern projectile_t DefaultProjectileData[MAXTILES];
extern projectile_t ProjectileData[MAXTILES];
extern projectile_t SpriteProjectile[MAXSPRITES];
#ifdef LUNATIC
// Legacy action/move setters from the CON script + t_data pointer:
extern intptr_t *script;
// tptr[4] expected to be set
static inline void set_action_members(int32_t i)
{
actor_t *const aptr = &actor[i];
int32_t acofs = aptr->t_data[4];
aptr->ac.startframe = script[acofs];
aptr->ac.numframes = script[acofs+1];
aptr->ac.viewtype = script[acofs+2];
aptr->ac.incval = script[acofs+3];
aptr->ac.delay = script[acofs+4];
}
// tptr[1] expected to be set
static inline void set_move_members(int32_t i)
{
actor_t *const aptr = &actor[i];
int32_t mvofs = aptr->t_data[1];
aptr->mv.hvel = script[mvofs];
aptr->mv.vvel = script[mvofs+1];
}
#endif
void A_AddToDeleteQueue(int32_t i);
int32_t A_CheckEnemySprite(const spritetype *s);
int32_t A_CheckEnemyTile(int32_t pn);

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@ -3919,8 +3919,8 @@ int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int3
T5 = *(actorscrptr[s_pn]+1);
T2 = *(actorscrptr[s_pn]+2);
#ifdef LUNATIC
set_action_members(actor[i].t_data);
set_move_members(actor[i].t_data);
set_action_members(i);
set_move_members(i);
#endif
s->hitag = *(actorscrptr[s_pn]+3);
}
@ -4050,8 +4050,8 @@ int32_t A_Spawn(int32_t j, int32_t pn)
T5 = *(actorscrptr[s]+1);
T2 = *(actorscrptr[s]+2);
#ifdef LUNATIC
set_action_members(actor[i].t_data);
set_move_members(actor[i].t_data);
set_action_members(i);
set_move_members(i);
#endif
if (*(actorscrptr[s]+3) && SHT == 0)
SHT = *(actorscrptr[s]+3);
@ -6086,12 +6086,11 @@ void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio)
for (j=spritesortcnt-1; j>=0; j--) //Between drawrooms() and drawmasks()
{
int32_t switchpic;
int32_t t_data3;
#ifndef LUNATIC
int32_t t_data1,t_data3,t_data4;
int32_t t_data4;
#else
int32_t t_data[14] = { 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0 };
Bassert(sizeof(t_data) == sizeof(actor[0].t_data));
int32_t startframe, viewtype;
#endif
//is the perfect time to animate sprites
t = &tsprite[j];
@ -6190,19 +6189,15 @@ void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio)
}
sect = s->sectnum;
#ifndef LUNATIC
t_data1 = T2;
Bassert(i >= 0);
t_data3 = T4;
#ifndef LUNATIC
t_data4 = T5; // SACTION
#else
t_data[1] = T2;
t_data[3] = T4;
t_data[4] = T5;
set_action_members(t_data);
set_move_members(t_data);
startframe = actor[i].ac.startframe;
viewtype = actor[i].ac.viewtype;
#endif
switchpic = s->picnum;
//some special cases because dynamictostatic system can't handle addition to constants
if ((s->picnum >= SCRAP6)&&(s->picnum<=SCRAP6+7))
@ -6338,11 +6333,9 @@ void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio)
}
else t->cstat &= ~4;
#ifndef LUNATIC
if (klabs(t_data3) > 64) k += 7;
#else
if (klabs(t_data[3]) > 64) k += 7;
#endif
if (klabs(t_data3) > 64)
k += 7; // tilted recon car
t->picnum = RECON+k;
break;
@ -6474,18 +6467,15 @@ void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio)
if (g_player[p].ps->newowner > -1)
{
// Display APLAYER sprites with action PSTAND when viewed through
// a camera. Not implemented for Lunatic.
#ifndef LUNATIC
t_data4 = *(actorscrptr[APLAYER]+1);
t_data3 = 0;
t_data1 = *(actorscrptr[APLAYER]+2);
#else
t_data[4] = *(actorscrptr[APLAYER]+1); // TODO: this must go!
set_action_members(t_data);
const intptr_t *aplayer_scr = actorscrptr[APLAYER];
// [0]=strength, [1]=actionofs, [2]=moveofs
t_data[3] = 0;
t_data[1] = *(actorscrptr[APLAYER]+2); // TODO: this must go!
set_move_members(t_data);
t_data4 = aplayer_scr[1];
#endif
t_data3 = 0;
}
if (ud.camerasprite == -1 && g_player[p].ps->newowner == -1)
@ -6598,7 +6588,7 @@ PALONLY:
l = script[t_data4 + 2];
#else
l = ACTION_VIEWTYPE(t_data);
l = viewtype;
#endif
#ifdef USE_OPENGL
@ -6656,9 +6646,9 @@ PALONLY:
}
#ifndef LUNATIC
t->picnum += k + *(script + t_data4) + l*t_data3;
t->picnum += k + script[t_data4] + l*t_data3;
#else
t->picnum += k + ACTION_STARTFRAME(t_data) + l*t_data[3];
t->picnum += k + startframe + l*t_data3;
#endif
if (l > 0)
@ -6820,11 +6810,7 @@ skip:
break;
case WATERSPLASH2__STATIC:
#ifndef LUNATIC
t->picnum = WATERSPLASH2+t_data1;
#else
t->picnum = WATERSPLASH2+t_data[1];
#endif
t->picnum = WATERSPLASH2+T2;
break;
case SHELL__STATIC:
t->picnum = s->picnum+(T1&1);

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@ -451,11 +451,13 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t a)
moveptr = script + vm.g_t[1]; // RESEARCH: what's with move 0 and >>> 1 <<<?
vm.g_sp->xvel += (*moveptr-vm.g_sp->xvel)/5;
if (vm.g_sp->zvel < 648) vm.g_sp->zvel += ((*(moveptr+1)<<4)-vm.g_sp->zvel)/5;
vm.g_sp->xvel += (*moveptr - vm.g_sp->xvel)/5;
if (vm.g_sp->zvel < 648)
vm.g_sp->zvel += ((*(moveptr+1)<<4) - vm.g_sp->zvel)/5;
#else
vm.g_sp->xvel += (MOVE_H(vm.g_t)-vm.g_sp->xvel)/5;
if (vm.g_sp->zvel < 648) vm.g_sp->zvel += ((MOVE_V(vm.g_t)<<4)-vm.g_sp->zvel)/5;
vm.g_sp->xvel += (actor[vm.g_i].mv.hvel - vm.g_sp->xvel)/5;
if (vm.g_sp->zvel < 648)
vm.g_sp->zvel += ((actor[vm.g_i].mv.vvel<<4) - vm.g_sp->zvel)/5;
#endif
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack
@ -600,8 +602,8 @@ dead:
if (a&geth) vm.g_sp->xvel += ((*moveptr)-vm.g_sp->xvel)>>1;
if (a&getv) vm.g_sp->zvel += ((*(moveptr+1)<<4)-vm.g_sp->zvel)>>1;
#else
if (a&geth) vm.g_sp->xvel += (MOVE_H(vm.g_t)-vm.g_sp->xvel)>>1;
if (a&getv) vm.g_sp->zvel += ((MOVE_V(vm.g_t)<<4)-vm.g_sp->zvel)>>1;
if (a&geth) vm.g_sp->xvel += (actor[vm.g_i].mv.hvel - vm.g_sp->xvel)>>1;
if (a&getv) vm.g_sp->zvel += (actor[vm.g_i].mv.vvel - vm.g_sp->zvel)>>1;
#endif
if (a&dodgebullet && !deadflag)
@ -942,13 +944,13 @@ skip_check:
vm.g_t[4] = *(script + vm.g_t[5]); // Action
#ifdef LUNATIC
set_action_members(vm.g_t);
set_action_members(vm.g_i);
#endif
if (vm.g_t[5])
{
vm.g_t[1] = *(script + vm.g_t[5] + 1); // move
#ifdef LUNATIC
set_move_members(vm.g_t);
set_move_members(vm.g_i);
#endif
}
vm.g_sp->hitag = *(script + vm.g_t[5] + 2); // move flags
@ -964,7 +966,7 @@ skip_check:
vm.g_t[2] = vm.g_t[3] = 0;
vm.g_t[4] = *insptr++;
#ifdef LUNATIC
set_action_members(vm.g_t);
set_action_members(vm.g_i);
#endif
continue;
@ -1286,7 +1288,7 @@ skip_check:
#ifndef LUNATIC
(unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1]
#else
MOVE_V(vm.g_t) != 0
actor[vm.g_i].mv.vvel != 0
#endif
))
{
@ -1486,7 +1488,7 @@ skip_check:
vm.g_t[0]=0;
vm.g_t[1] = *insptr++;
#ifdef LUNATIC
set_move_members(vm.g_t);
set_move_members(vm.g_i);
#endif
vm.g_sp->hitag = *insptr++;
if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack
@ -5057,9 +5059,9 @@ void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist)
const int32_t action_delay = *(script + vm.g_t[4] + 4);
#else
// SACTION
const int32_t action_frames = ACTION_NUMFRAMES(vm.g_t);
const int32_t action_incval = ACTION_INCVAL(vm.g_t);
const int32_t action_delay = ACTION_DELAY(vm.g_t);
const int32_t action_frames = actor[vm.g_i].ac.numframes;
const int32_t action_incval = actor[vm.g_i].ac.incval;
const int32_t action_delay = actor[vm.g_i].ac.delay;
#endif
vm.g_sp->lotag += TICSPERFRAME;

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@ -0,0 +1,54 @@
-- Game control module for Lunatic.
local ffi = require("ffi")
local setmetatable = setmetatable
local assert = assert
local error = error
local type = type
module(...)
local lastid = { action=0, move=0 }
local function forbidden() error("newindex forbidden", 2) end
local ac, mv = {}, {}
AC = setmetatable({}, { __index=ac, __newindex=forbidden })
MV = setmetatable({}, { __index=mv, __newindex=forbidden })
local function action_or_move(what, numargs, tab, name, ...)
assert(lastid[what] > -(2^31))
if (type(name)~="string" or #name > 63) then
error("bad argument #1 to "..what..": must be a string of length <= 63", 3)
end
local args = {...}
assert(#args <= numargs)
for i=1,#args do
local n = args[i]
assert(type(n)=="number" and (n >= -32768 and n <= 32767))
end
-- missing fields are initialized to 0 by ffi.new
-- Named actions or moves have negative ids so that non-negative ones
-- can be used as (different) placeholders for all-zero ones.
lastid[what] = lastid[what]-1
-- ffi.new takes either for initialization: varargs, a table with numeric
-- indices, or a table with key-value pairs
-- See http://luajit.org/ext_ffi_semantics.html#init_table
tab[name] = ffi.new("const con_"..what.."_t", lastid[what], args)
end
function action(name, ...)
action_or_move("action", 5, ac, name, ...)
end
function move(name, ...)
action_or_move("move", 2, mv, name, ...)
end

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@ -234,14 +234,31 @@ enum {
ffi.cdef([[
#pragma pack(push,1)
struct action {
int16_t startframe, numframes;
int16_t viewtype, incval, delay;
};
struct move {
int16_t hvel, vvel;
};
typedef struct { int32_t id; struct move mv; } con_move_t;
typedef struct { int32_t id; struct action ac; } con_action_t;
// TODO: still need to make some fields read-only
// NOTE: must not expose arrays in structs!!!
typedef struct
{
]]
..repeat_n_elts("int32_t", "_t", 14)..
..repeat_n_elts("int32_t", "_t", 10)..
[[
// const int32_t t_data[14]; // 56b sometimes used to hold offsets to con code
// const int32_t t_data[10]; // 56b sometimes used to hold offsets to con code
struct move mv;
struct action ac;
const int16_t padding_;
int16_t picnum,ang,extra,owner; //8b
int16_t movflag,tempang,timetosleep; //6b
@ -257,6 +274,26 @@ typedef struct
// const int8_t _do_not_use[8];
} actor_t;
// The _u_t versions are unrestricted variants for internal use.
typedef struct
{
int32_t t_data[10];
struct move mv;
struct action ac;
const int16_t padding_;
int16_t picnum,ang,extra,owner;
int16_t movflag,tempang,timetosleep;
int32_t flags, bposx,bposy,bposz;
int32_t floorz,ceilingz,lastvx,lastvy;
int32_t lasttransport;
int16_t lightId, lightcount, lightmaxrange, cgg;
int16_t actorstayput, dispicnum, shootzvel;
const int8_t _do_not_use[8];
} actor_u_t;
typedef struct {
vec3_t pos, opos, vel, npos;
int32_t bobposx, bobposy;
@ -529,6 +566,45 @@ for i=0,6 do
== ffiC.g_sizes_of[i])
end
--== Custom operations for BUILD data structures ==--
-- declares struct action and struct move, and their ID-wrapped types
-- con_action_t and con_move_t
local con = require("con")
-- All-zero action and move
local nullac, nullmv = ffi.new("const struct action"), ffi.new("const struct move")
local actor_mt = {
__index = {
set_action = function(a, act)
a = ffi.cast("actor_u_t *", a)
if (ffi.istype("con_action_t", act)) then
a.t_data[4] = act.id
a.ac = act.ac
else
assert(type(act)=="number" and act >= 0 and act <= 32767)
a.t_data[4] = act
a.ac = nullac
end
end,
set_move = function(a, mv)
a = ffi.cast("actor_u_t *", a)
if (ffi.istype("con_move_t", mov)) then
a.t_data[4] = mov.id
a.mv = mov.mv
else
assert(type(mov)=="number" and mov >= 0 and mov <= 32767)
a.t_data[4] = mov
a.mv = nullmv
end
end,
},
}
ffi.metatype("actor_t", actor_mt)
--- default defines
local con_lang = require("con_lang")
@ -559,6 +635,8 @@ local allowed_modules = {
geom = require("geom"),
stat = require("stat"),
bitar = require("bitar"),
con = con,
}
for modname, themodule in pairs(allowed_modules) do

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@ -44,6 +44,7 @@ luaJIT_BC_geom;
luaJIT_BC_randgen;
luaJIT_BC_stat;
luaJIT_BC_bitar;
luaJIT_BC_con;
rand_jkiss_u32;
rand_jkiss_dbl;

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@ -232,6 +232,10 @@ gameevent(gv.EVENT_ENTERLEVEL,
local stat = require("stat")
local hs = stat.new()
local con = require("con")
local AC = con.AC
con.action("TROOPFLINTCH", 50, 1, 1, 1, 6)
gameactor(1680, -- LIZTROOP
function(i, playeri, dist)
sprite[i].pal = math.random(32)
@ -249,6 +253,11 @@ gameactor(1680, -- LIZTROOP
printf("hitscan: %s", tostring(hs:getstats()))
hs = stat.new()
end
if (dist < 4096) then
-- Duke Vader / Anakin Nukewalker?
actor[i]:set_action(AC.TROOPFLINTCH)
end
end
)