- Pass original module name (dot=dirsep) to module via our require()
- geom.lua: fix some operations using the vector type constructor
- geom.lua: provide constructor for ivec3, useable like vec3
git-svn-id: https://svn.eduke32.com/eduke32@3894 1a8010ca-5511-0410-912e-c29ae57300e0
Also from Lunatic, make these members read-only and provide methods that
allow setting them to either -1 or a number in [0..MAX{TILES,SOUNDS}-1].
git-svn-id: https://svn.eduke32.com/eduke32@3865 1a8010ca-5511-0410-912e-c29ae57300e0
That is, the gamevars named WEAPONx_* in CON will now have the remapped value
if they were not overridden from CON ('gamevar' at file scope).
For C-CON, everything except signaling an override from the CON parser is in
place.
git-svn-id: https://svn.eduke32.com/eduke32@3848 1a8010ca-5511-0410-912e-c29ae57300e0
Also add some recent keywords to the list in con_lang.lua which I had
forgotten all along.
git-svn-id: https://svn.eduke32.com/eduke32@3845 1a8010ca-5511-0410-912e-c29ae57300e0
The previous behavior was to translate them as global gamevars, since LunaCON
currently has no support for multiplayer. However, then some errors would be
missed where such gamevars are accessed in no-player context
(e.g. EVENT_ENTERLEVEL).
On by default, disabled with -fno-playervar.
git-svn-id: https://svn.eduke32.com/eduke32@3842 1a8010ca-5511-0410-912e-c29ae57300e0
Hard replacement reassigns the tile flags, while soft replacement bitwise
ORs them, as in CON (since some flags might already have been set using
commands like spritenoshade).
git-svn-id: https://svn.eduke32.com/eduke32@3829 1a8010ca-5511-0410-912e-c29ae57300e0
Also, allow (implicit) actor index -1 to 'sound' like in C-CON and fix
MULTIMODE gamevar definition (was 0, not 1).
git-svn-id: https://svn.eduke32.com/eduke32@3826 1a8010ca-5511-0410-912e-c29ae57300e0
For pre-1.3 CONs, determining the older script version with gamestartup and/or
definelevelname is not implemented.
git-svn-id: https://svn.eduke32.com/eduke32@3806 1a8010ca-5511-0410-912e-c29ae57300e0
NOTE: I'm committing this from my git clone again. If this works OK,
everything is in good order again. If not, I hope that I won't damage
the SVN repo. *Runs away...*
git-svn-id: https://svn.eduke32.com/eduke32@3798 1a8010ca-5511-0410-912e-c29ae57300e0
What is missing is saving and restoring per-player and per-actor gamevars.
Also add a test CON mutator 'mapstate.con'.
git-svn-id: https://svn.eduke32.com/eduke32@3794 1a8010ca-5511-0410-912e-c29ae57300e0
Also, implement 'cmenu' in LunaCON, make 'definequote' also allowed as inner
command.
git-svn-id: https://svn.eduke32.com/eduke32@3656 1a8010ca-5511-0410-912e-c29ae57300e0
For events and actors, a flag can be now passed whether to chain the new
function at the beginning or end of an already existing one, or to replace
it entirely.
Also, for the translator, add option -fno-error-nostate, disabled by default.
git-svn-id: https://svn.eduke32.com/eduke32@3629 1a8010ca-5511-0410-912e-c29ae57300e0
With this change, it is impossible for negative values to be used as array
indices inside this function, and I believe that it is also impossible that
they escape to somewhere they might be used as such.
For Lunatic, allow setting actor[].picnum to negative values and in the
translator, add (commented out) code to warn whenever it is set to a constant
negative value. Also, fix a _sound call in _addphealth in control.lua.
git-svn-id: https://svn.eduke32.com/eduke32@3626 1a8010ca-5511-0410-912e-c29ae57300e0
There's only one RETURN value on the C side (g_RETURN), which is also referenced
from Lua. Upon entering an event, its value takes on the per-event default one,
and its value when the event code finishes is passed back to the game.
Independently of that, its value is always saved and restored across event calls.
git-svn-id: https://svn.eduke32.com/eduke32@3601 1a8010ca-5511-0410-912e-c29ae57300e0
In passing, fix a couple of omissions: gameactor() being passed nil's in the
middle, more than one moveflag to CON *actor.
git-svn-id: https://svn.eduke32.com/eduke32@3597 1a8010ca-5511-0410-912e-c29ae57300e0
Also, for the embedded translator: don't warn on unrecognized command line opt.
git-svn-id: https://svn.eduke32.com/eduke32@3590 1a8010ca-5511-0410-912e-c29ae57300e0
Also, fix an error() call in control.lua:gamearray_file_common().
git-svn-id: https://svn.eduke32.com/eduke32@3572 1a8010ca-5511-0410-912e-c29ae57300e0
(Or '0's, but that case is handled automatically.) The resulting generated
number is taken by looking at the 8 lower nibbles and interpreting them as
a signed 32-bit integer.
Also add some number parsing tests to test/nlcf_break.con.
git-svn-id: https://svn.eduke32.com/eduke32@3571 1a8010ca-5511-0410-912e-c29ae57300e0
Toggling whether a getactorvar for a global or per-player gamevar issues
a warning or a hard error, the latter being the default.
Also, make it possible to readgamevar/savegamevar per-actor gamevars and
add userdefs member "idplayers" (read-only).
git-svn-id: https://svn.eduke32.com/eduke32@3570 1a8010ca-5511-0410-912e-c29ae57300e0
The first transformation makes the "control structure too long" error appear
only with larger if/else cascades, though it's still possible.
git-svn-id: https://svn.eduke32.com/eduke32@3569 1a8010ca-5511-0410-912e-c29ae57300e0
The only operation for which proper code is generated is reading a single value
from a system gamearray.
git-svn-id: https://svn.eduke32.com/eduke32@3562 1a8010ca-5511-0410-912e-c29ae57300e0
...at the beginning of each function called back from C, and each case/default
function. Called -fcache-sap. Disabled by default.
git-svn-id: https://svn.eduke32.com/eduke32@3561 1a8010ca-5511-0410-912e-c29ae57300e0
Fix 'setsprite' and 'music'. A good timing test for actors performance is
the starfield of WGR2's E1L1 ("Nexus").
git-svn-id: https://svn.eduke32.com/eduke32@3558 1a8010ca-5511-0410-912e-c29ae57300e0
This is the only gamevar of its kind that is handled for Lunatic, neither
PLR_MORALE nor LOGO_FLAGS are.
git-svn-id: https://svn.eduke32.com/eduke32@3556 1a8010ca-5511-0410-912e-c29ae57300e0
All non-option positional arguments after an @ sign are taken as list files:
hashes at the beginning of a line denote comments, truly empty lines are
ignored, all other lines should contain one root CON file name.
git-svn-id: https://svn.eduke32.com/eduke32@3539 1a8010ca-5511-0410-912e-c29ae57300e0
Instead of those of the translated code. Also some codegen tweaks and fixes.
git-svn-id: https://svn.eduke32.com/eduke32@3535 1a8010ca-5511-0410-912e-c29ae57300e0
Also update test/dangling_else.con. See there for how if* cascades are handled
in CON. It's actually kind of pretty. Also, take care to handle code deferred
to after the if/if-else properly (ifpdistl, ifpdistg, ifcanseetartet).
git-svn-id: https://svn.eduke32.com/eduke32@3534 1a8010ca-5511-0410-912e-c29ae57300e0
- some more outer commands
- gamearray persistence
- faster 'mod': use math.modf instead of math.fmod (the former is JIT-compiled)
- checkavail*
- THISACTOR special handling
- Fix building in Windows (export A_ShootWithZvel instead of A_Shoot).
git-svn-id: https://svn.eduke32.com/eduke32@3516 1a8010ca-5511-0410-912e-c29ae57300e0