mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 11:10:47 +00:00
Lunatic: get rid of some now unneeded set-member methods, add others.
git-svn-id: https://svn.eduke32.com/eduke32@3652 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
478544acb6
commit
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6 changed files with 48 additions and 46 deletions
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@ -526,7 +526,7 @@ local PlayerLabels = {
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ammo_amount = PL".ammo_amount[%s]" ,
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ammo_amount = PL".ammo_amount[%s]" ,
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-- NOTE: no direct access for .inv_amount (but see end)
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-- NOTE: no direct access for .inv_amount (but see end)
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wackedbyactor = PL".wackedbyactor",
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wackedbyactor = { PL".wackedbyactor", PL":set_wackedbyactor(%%s)" },
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pyoff = PL".pyoff",
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pyoff = PL".pyoff",
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opyoff = PL".opyoff",
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opyoff = PL".opyoff",
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@ -559,7 +559,7 @@ local PlayerLabels = {
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random_club_frame = PL".random_club_frame",
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random_club_frame = PL".random_club_frame",
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one_eighty_count = PL".one_eighty_count",
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one_eighty_count = PL".one_eighty_count",
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dummyplayersprite = { PL".dummyplayersprite" },
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dummyplayersprite = { PL".dummyplayersprite", PL":set_dummyplayersprite(%%s)" },
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extra_extra8 = PL".extra_extra8",
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extra_extra8 = PL".extra_extra8",
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actorsqu = PL".actorsqu",
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actorsqu = PL".actorsqu",
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@ -602,7 +602,7 @@ local PlayerLabels = {
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tipincs = PL".tipincs",
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tipincs = PL".tipincs",
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hbomb_hold_delay = PL".hbomb_hold_delay",
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hbomb_hold_delay = PL".hbomb_hold_delay",
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frag_ps = PL".frag_ps",
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frag_ps = { PL".frag_ps" },
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kickback_pic = PL".kickback_pic",
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kickback_pic = PL".kickback_pic",
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gm = PL".gm",
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gm = PL".gm",
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@ -633,7 +633,7 @@ local PlayerLabels = {
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footprintshade = PL".footprintshade",
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footprintshade = PL".footprintshade",
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refresh_inventory = PL".refresh_inventory",
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refresh_inventory = PL".refresh_inventory",
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last_full_weapon = PL".last_full_weapon",
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last_full_weapon = { PL".last_full_weapon" },
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walking_snd_toggle = PL".walking_snd_toggle",
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walking_snd_toggle = PL".walking_snd_toggle",
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palookup = PL".palookup",
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palookup = PL".palookup",
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@ -649,10 +649,10 @@ local PlayerLabels = {
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loogcnt = PL".loogcnt",
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loogcnt = PL".loogcnt",
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scream_voice = PL".scream_voice",
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scream_voice = PL".scream_voice",
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last_weapon = PL".last_weapon",
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last_weapon = { PL".last_weapon", PL":set_last_weapon(%%s)" },
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cheat_phase = PL".cheat_phase",
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cheat_phase = PL".cheat_phase",
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weapon_pos = PL".weapon_pos",
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weapon_pos = PL".weapon_pos",
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wantweaponfire = PL".wantweaponfire",
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wantweaponfire = { PL".wantweaponfire" },
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curr_weapon = { PL".curr_weapon", PL":set_curr_weapon(%%s)" },
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curr_weapon = { PL".curr_weapon", PL":set_curr_weapon(%%s)" },
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@ -440,15 +440,15 @@ end
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--- Helper functions (might be exported later) ---
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--- Helper functions (might be exported later) ---
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local function have_ammo_at_max(ps, weap)
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local function have_ammo_at_max(ps, weap)
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return (ps:get_ammo_amount(weap) >= ps:get_max_ammo_amount(weap))
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return (ps.ammo_amount[weap] >= ps.max_ammo_amount[weap])
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end
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end
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local function P_AddAmmo(ps, weap, amount)
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local function P_AddAmmo(ps, weap, amount)
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if (not have_ammo_at_max(ps, weap)) then
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if (not have_ammo_at_max(ps, weap)) then
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local curamount = ps:get_ammo_amount(weap)
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local curamount = ps.ammo_amount[weap]
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local maxamount = ps:get_max_ammo_amount(weap)
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local maxamount = ps.max_ammo_amount[weap]
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-- NOTE: no clamping towards the bottom
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-- NOTE: no clamping towards the bottom
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ps:set_ammo_amount(weap, math.min(curamount+amount, maxamount))
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ps.ammo_amount[weap] = math.min(curamount+amount, maxamount)
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end
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end
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end
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end
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@ -944,12 +944,12 @@ end
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function _checkpinventory(ps, inv, amount, i)
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function _checkpinventory(ps, inv, amount, i)
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if (inv==ffiC.GET_SHIELD) then
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if (inv==ffiC.GET_SHIELD) then
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return ps:get_inv_amount(inv) ~= ps.max_shield_amount
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return ps.inv_amount[inv] ~= ps.max_shield_amount
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elseif (inv==ffiC.GET_ACCESS) then
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elseif (inv==ffiC.GET_ACCESS) then
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local palbit = PALBITS[sprite[i].pal]
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local palbit = PALBITS[sprite[i].pal]
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return palbit and (bit.band(ps.got_access, palbit)~=0)
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return palbit and (bit.band(ps.got_access, palbit)~=0)
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else
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else
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return ps:get_inv_amount(inv) ~= amount
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return ps.inv_amount[inv] ~= amount
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end
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end
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end
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end
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@ -966,7 +966,7 @@ local INV_SELECTION_ORDER = {
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-- checkavailinven CON command
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-- checkavailinven CON command
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function _selectnextinv(ps)
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function _selectnextinv(ps)
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for _,inv in ipairs(INV_SELECTION_ORDER) do
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for _,inv in ipairs(INV_SELECTION_ORDER) do
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if (ps:get_inv_amount(inv) > 0) then
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if (ps.inv_amount[inv] > 0) then
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ps.inven_icon = ICONS[inv]
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ps.inven_icon = ICONS[inv]
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return
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return
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end
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end
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@ -1413,7 +1413,7 @@ function _ifp(flags, pli, aci)
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return true
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return true
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elseif (band(l,2048)~=0 and ps.jetpack_on) then
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elseif (band(l,2048)~=0 and ps.jetpack_on) then
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return true
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return true
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elseif (band(l,4096)~=0 and ps:get_inv_amount(ffiC.GET_STEROIDS) > 0 and ps:get_inv_amount(ffiC.GET_STEROIDS) < 400) then
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elseif (band(l,4096)~=0 and ps.inv_amount.STEROIDS > 0 and ps.inv_amount.STEROIDS < 400) then
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return true
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return true
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elseif (band(l,8192)~=0 and ps.on_ground) then
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elseif (band(l,8192)~=0 and ps.on_ground) then
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return true
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return true
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@ -215,7 +215,8 @@ __attribute__((packed)) struct {
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int16_x_MAX_WEAPONS max_ammo_amount;
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int16_x_MAX_WEAPONS max_ammo_amount;
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int16_x_MAX_WEAPONS ammo_amount;
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int16_x_MAX_WEAPONS ammo_amount;
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int16_x_GET_MAX inv_amount;
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int16_x_GET_MAX inv_amount;
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int16_t wackedbyactor, pyoff, opyoff;
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const int16_t wackedbyactor;
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int16_t pyoff, opyoff;
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int16_t horiz, horizoff, ohoriz, ohorizoff;
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int16_t horiz, horizoff, ohoriz, ohorizoff;
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const int16_t newowner;
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const int16_t newowner;
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@ -246,7 +247,9 @@ __attribute__((packed)) struct {
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bool reloading;
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bool reloading;
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const uint8_t weapreccnt;
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const uint8_t weapreccnt;
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uint8_t aim_mode, auto_aim, weaponswitch, movement_lock, team;
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uint8_t aim_mode, auto_aim, weaponswitch, movement_lock, team;
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uint8_t tipincs, hbomb_hold_delay, frag_ps, kickback_pic;
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uint8_t tipincs, hbomb_hold_delay;
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const uint8_t frag_ps;
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uint8_t kickback_pic;
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uint8_t gm;
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uint8_t gm;
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bool on_warping_sector;
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bool on_warping_sector;
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@ -267,15 +270,17 @@ __attribute__((packed)) struct {
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bool holster_weapon;
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bool holster_weapon;
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uint8_t falling_counter, footprintshade;
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uint8_t falling_counter, footprintshade;
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uint8_t refresh_inventory, last_full_weapon;
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uint8_t refresh_inventory;
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const uint8_t last_full_weapon;
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bool toggle_key_flag;
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bool toggle_key_flag;
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uint8_t knuckle_incs, knee_incs, access_incs;
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uint8_t knuckle_incs, knee_incs, access_incs;
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uint8_t walking_snd_toggle, palookup, hard_landing, fist_incs;
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uint8_t walking_snd_toggle, palookup, hard_landing, fist_incs;
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int8_t numloogs, loogcnt, scream_voice;
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int8_t numloogs, loogcnt, scream_voice;
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int8_t last_weapon, cheat_phase, weapon_pos, wantweaponfire;
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const int8_t last_weapon;
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const int8_t curr_weapon;
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int8_t cheat_phase, weapon_pos;
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const int8_t wantweaponfire, curr_weapon;
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uint8_t palette;
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uint8_t palette;
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palette_t _pals;
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palette_t _pals;
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@ -1003,33 +1008,16 @@ ffi.metatype("weaponaccess_t", weaponaccess_mt)
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local player_mt = {
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local player_mt = {
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__index = {
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__index = {
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--- Getters/setters
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--- Getters/setters
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get_ammo_amount = function(p, weap)
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return p.ammo_amount[weap]
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end,
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set_ammo_amount = function(p, weap, amount)
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p.ammo_amount[weap] = amount
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end,
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get_max_ammo_amount = function(p, weap)
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return p.max_ammo_amount[weap]
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end,
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set_max_ammo_amount = function(p, weap, amount)
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p.max_ammo_amount[weap] = amount
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end,
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set_curr_weapon = function(p, weap)
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set_curr_weapon = function(p, weap)
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check_weapon_idx(weap)
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check_weapon_idx(weap)
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ffi.cast(player_ptr_ct, p).curr_weapon = weap
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ffi.cast(player_ptr_ct, p).curr_weapon = weap
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end,
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end,
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get_inv_amount = function(p, inv)
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set_last_weapon = function(p, weap)
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return p.inv_amount[inv]
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if (not (weap < 0)) then
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end,
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check_weapon_idx(weap)
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end
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set_inv_amount = function(p, inv, amount)
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ffi.cast(player_ptr_ct, p).last_weapon = weap
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p.inv_amount[inv] = amount
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end,
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end,
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set_ftq = function(p, ftq)
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set_ftq = function(p, ftq)
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@ -1049,6 +1037,20 @@ local player_mt = {
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ffi.cast(player_ptr_ct, p).customexitsound = soundnum
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ffi.cast(player_ptr_ct, p).customexitsound = soundnum
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end,
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end,
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set_dummyplayersprite = function(p, spritenum)
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if (not (spritenum < 0)) then
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check_sprite_idx(spritenum)
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end
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ffi.cast(player_ptr_ct, p).dummyplayersprite = spritenum
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end,
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set_wackedbyactor = function(p, spritenum)
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if (not (spritenum < 0)) then
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check_sprite_idx(spritenum)
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end
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ffi.cast(player_ptr_ct, p).wackedbyactor = spritenum
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end,
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-- CON-like addammo/addweapon, but without the non-local control flow
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-- CON-like addammo/addweapon, but without the non-local control flow
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-- (returns true if weapon's ammo was at the max. instead).
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-- (returns true if weapon's ammo was at the max. instead).
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addammo = con._addammo,
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addammo = con._addammo,
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@ -2326,7 +2326,7 @@ local Cinner = {
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showviewunbiased = cmd(R,R,R,R,R,R,R,R,R,R) -- 10R
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showviewunbiased = cmd(R,R,R,R,R,R,R,R,R,R) -- 10R
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/ "", -- TODO
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/ "", -- TODO
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smaxammo = cmd(R,R)
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smaxammo = cmd(R,R)
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/ PLS":set_max_ammo_amount(%1,%2)",
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/ PLS".max_ammo_amount[%1]=%2",
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gmaxammo = cmd(R,W)
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gmaxammo = cmd(R,W)
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/ ("%2="..PLS".max_ammo_amount[%1]"),
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/ ("%2="..PLS".max_ammo_amount[%1]"),
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spriteflags = cmd(R) -- also see outer
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spriteflags = cmd(R) -- also see outer
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@ -3207,7 +3207,7 @@ local function handle_cmdline_arg(str)
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g_warn[warnstr] = val
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g_warn[warnstr] = val
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ok = true
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ok = true
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end
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end
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elseif (str:sub(2)=="fno") then
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elseif (str:sub(2,4)=="fno") then -- NOTE: not ":sub(2)"
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-- Disable printing code.
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-- Disable printing code.
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if (#str >= 5 and str:sub(5)=="=onlycheck") then
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if (#str >= 5 and str:sub(5)=="=onlycheck") then
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g_cgopt["no"] = "onlycheck"
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g_cgopt["no"] = "onlycheck"
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@ -4680,9 +4680,8 @@ void P_ProcessInput(int32_t snum)
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{
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{
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if (p->on_ground == 1)
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if (p->on_ground == 1)
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{
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{
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if (p->dummyplayersprite == -1)
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if (p->dummyplayersprite < 0)
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p->dummyplayersprite =
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p->dummyplayersprite = A_Spawn(p->i,PLAYERONWATER);
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A_Spawn(p->i,PLAYERONWATER);
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sprite[p->dummyplayersprite].pal = sprite[p->i].pal;
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sprite[p->dummyplayersprite].pal = sprite[p->i].pal;
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sprite[p->dummyplayersprite].cstat |= 32768;
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sprite[p->dummyplayersprite].cstat |= 32768;
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@ -161,6 +161,7 @@ typedef struct {
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// * int16_t --> int8_t
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// * int16_t --> int8_t
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// * char --> int8_t
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// * char --> int8_t
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// Need to carefully think about implications!
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// Need to carefully think about implications!
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// TODO: rearrange this is the opportunity arises!
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// KEEPINSYNC lunatic/defs.ilua
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// KEEPINSYNC lunatic/defs.ilua
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typedef struct {
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typedef struct {
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vec3_t pos, opos, vel, npos;
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vec3_t pos, opos, vel, npos;
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