mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-18 18:21:38 +00:00
dc10cd210b
git-svn-id: https://svn.eduke32.com/eduke32@5995 1a8010ca-5511-0410-912e-c29ae57300e0
2420 lines
67 KiB
Lua
2420 lines
67 KiB
Lua
-- Game control module for Lunatic.
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local require = require
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local ffi = require("ffi")
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local ffiC = ffi.C
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local jit = require("jit")
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-- Lua C API functions, this comes from El_PushCFunctions() in lunatic_game.c.
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local CF = CF
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local bit = require("bit")
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local debug = require("debug")
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local io = require("io")
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local math = require("math")
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local table = require("table")
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local bcheck = require("bcheck")
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local con_lang = require("con_lang")
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local byte = require("string").byte
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local setmetatable = setmetatable
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local band, bor = bit.band, bit.bor
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local rshift = bit.rshift
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local tobit = bit.tobit
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local floor = math.floor
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local assert = assert
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local error = error
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local ipairs = ipairs
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local pairs = pairs
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local print = print
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local rawget = rawget
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local rawset = rawset
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local select = select
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local tostring = tostring
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local type = type
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local unpack = unpack
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local format = require("string").format
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local actor, player = assert(actor), assert(player)
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local dc = require("defs_common")
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local cansee, hitscan, neartag = dc.cansee, dc.hitscan, dc.neartag
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local inside = dc.inside
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local sector, wall, sprite = dc.sector, dc.wall, dc.sprite
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local wallsofsect = dc.wallsofsect
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local spritesofsect, spritesofstat = dc.spritesofsect, dc.spritesofstat
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local check_sector_idx = bcheck.sector_idx
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local check_tile_idx = bcheck.tile_idx
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local check_sprite_idx = bcheck.sprite_idx
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local check_player_idx = bcheck.player_idx
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local check_sound_idx = bcheck.sound_idx
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local check_number = bcheck.number
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local check_type = bcheck.type
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local lprivate = require("lprivate")
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local GET, WEAPON = lprivate.GET, lprivate.WEAPON
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ffi.cdef[[
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size_t fwrite(const void * restrict ptr, size_t size, size_t nmemb, void * restrict stream);
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]]
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local OUR_REQUIRE_STRING = [[
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local _con=require'con'
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local _ga,_av,_pv=_con._gamearray,_con.actorvar,_con.playervar
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]]
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local function our_get_require()
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return OUR_REQUIRE_STRING
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end
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module(...)
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---=== ACTION/MOVE/AI HELPERS ===---
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local lastid = { action=0, move=0, ai=0 }
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local con_action_ct = ffi.typeof("const con_action_t")
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local con_move_ct = ffi.typeof("const con_move_t")
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local con_ai_ct = ffi.typeof("const con_ai_t")
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-- All-zero action and move with IDs. Mostly for CON support.
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local literal_act = { [0]=con_action_ct(0), [1]=con_action_ct(1) }
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local literal_mov = { [0]=con_move_ct(0), [1]=con_move_ct(1) }
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local literal_am = { action=literal_act, move=literal_mov }
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-- Const-qualified 'full' action and move (with ID):
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local am_ctype_full_const = { action=con_action_ct, move=con_move_ct }
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-- Non-const-qualified 'bare' action and move (without ID):
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local am_ctype_bare = { action=ffi.typeof("struct action"), move=ffi.typeof("struct move") }
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-- CODEDUP lunacon.lua
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local function truetab(tab)
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local ttab = {}
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for i=1,#tab do
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ttab[tab[i]] = true
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end
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return ttab
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end
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-- KEEPINSYNC lunacon.lua
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local ALLOWED_VIEWTYPE = truetab { 0, 1, 2, 3,4, 5, 7, 8, -5, -7, -8 }
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local function def_action_or_move(what, tab)
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if (lastid[what] <= -(2^31)) then
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error("Too many "..what.."s defined", 3);
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end
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bcheck.top_level(what, 4)
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-- NOTE: tab[0]~=nil check for "Special default values" below.
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if (type(tab) ~= "table" or tab[0]~=nil) then
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error("invalid argument to con."..what..": must be a table", 3)
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end
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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, *but not in combination*.
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-- See http://luajit.org/ext_ffi_semantics.html#init_table
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local am = am_ctype_bare[what](tab)
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-- Now, set all string keys as they have been ignored if tab[1] was
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-- non-nil.
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for key, val in pairs(tab) do
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if (type(key)=="string") then
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am[key] = val
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end
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end
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if (what=="action") then
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-- Special default values or checking of actor members.
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-- KEEPINSYNC with ACTOR_CHECK in lunacon.lua for consistency.
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local numframes = tab[2] or tab.numframes
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local viewtype = tab[3] or tab.viewtype
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local incval = tab[4] or tab.incval
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if (numframes==nil) then
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am.numframes = 1
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else
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check_number(numframes, 4)
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if (numframes < 0) then
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error("action has negative number of frames", 3)
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end
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end
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if (viewtype==nil) then
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am.viewtype = 1
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else
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check_number(viewtype, 4)
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if (ALLOWED_VIEWTYPE[viewtype] == nil) then
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error("action has disallowed viewtype "..viewtype, 3)
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end
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end
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if (incval==nil) then
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am.incval = 1
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end
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end
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-- Named actions or moves have negative ids so that non-negative ones
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-- can be used as (different) placeholders for all-zero ones.
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lastid[what] = lastid[what]-1
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return am_ctype_full_const[what](lastid[what], am)
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end
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---=== ACTION/MOVE/AI FUNCTIONS ===---
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function action(tab)
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return def_action_or_move("action", tab)
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end
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function move(tab)
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return def_action_or_move("move", tab)
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end
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-- Get action or move for an 'ai' definition.
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local function get_action_or_move(what, val, argi)
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if (val == nil) then
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return literal_am[what][0]
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elseif (ffi.istype(am_ctype_full_const[what], val)) then
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return val
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elseif (type(val)=="number") then
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if (val==0 or val==1) then
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return literal_am[what][val]
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end
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end
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error("bad argument #"..argi.." to ai: must be nil/nothing, 0, 1, or "..what, 3)
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end
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function ai(action, move, flags)
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bcheck.top_level("ai")
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if (lastid.ai <= -(2^31)) then
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error("Too many AIs defined", 2);
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end
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local act = get_action_or_move("action", action, 2)
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local mov = get_action_or_move("move", move, 3)
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if (flags~=nil) then
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if (type(flags)~="number" or not (flags>=0 and flags<=32767)) then
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error("bad argument #4 to ai: must be a number in [0..32767]", 2)
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end
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else
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flags = 0
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end
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lastid.ai = lastid.ai-1
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return con_ai_ct(lastid.ai, act, mov, flags)
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end
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---=== RUNTIME CON FUNCTIONS ===---
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-- Will contain [<label>]=number mappings after CON translation.
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local D = { true }
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local function krandand(mask)
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return band(ffiC.krand(), mask)
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end
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local function check_allnumbers(...)
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local vals = {...}
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for i=1,#vals do
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assert(type(vals[i])=="number")
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end
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end
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-- Table of all non-NODEFAULT per-actor gamevars active in the system.
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-- [<actorvar reference>] = true
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local g_actorvar = setmetatable({}, { __mode="k" })
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local function A_ResetVars(i)
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for acv in pairs(g_actorvar) do
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acv:_clear(i)
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end
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end
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ffiC.A_ResetVars = A_ResetVars
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-- Reset per-actor gamevars for the sprite that would be inserted by the next
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-- insertsprite() call.
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-- TODO_MP (Net_InsertSprite() is not handled)
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--
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-- NOTE: usually, a particular actor's code doesn't use ALL per-actor gamevars,
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-- so there should be a way to clear only a subset of them (maybe those that
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-- were defined in "its" module?).
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local function A_ResetVarsNextIns()
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-- KEEPINSYNC with insertsprite() logic in engine.c!
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local i = ffiC.headspritestat[ffiC.MAXSTATUS]
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if (i < 0) then
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return
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end
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ffiC.g_noResetVars = 1
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return A_ResetVars(i)
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end
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-- Lunatic's "insertsprite" is a wrapper around the game "A_InsertSprite", not
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-- the engine "insertsprite".
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--
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-- Forms:
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-- 1. table-call: insertsprite{tilenum, pos, sectnum [, statnum [, owner]] [, key=val...]}
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-- valid keys are: owner, statnum, shade, xrepeat, yrepeat, xvel, zvel
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-- 2. position-call: insertsprite(tilenum, pos, sectnum [, statnum [, owner]])
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function insertsprite(tab_or_tilenum, ...)
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local tilenum, pos, sectnum -- mandatory
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-- optional with defaults:
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local owner, statnum
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local shade, xrepeat, yrepeat, ang, xvel, zvel = 0, 48, 48, 0, 0, 0
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if (type(tab_or_tilenum)=="table") then
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local tab = tab_or_tilenum
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tilenum, pos, sectnum = unpack(tab, 1, 3)
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statnum = tab[4] or tab.statnum or 0
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owner = tab[5] or tab.owner or -1
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shade = tab.shade or shade
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xrepeat = tab.xrepeat or xrepeat
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yrepeat = tab.yrepeat or yrepeat
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ang = tab.ang or ang
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xvel = tab.xvel or xvel
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zvel = tab.zvel or zvel
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else
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tilenum = tab_or_tilenum
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local args = {...}
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pos, sectnum = unpack(args, 1, 2)
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statnum = args[3] or 0
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owner = args[4] or -1
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end
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if (type(sectnum)~="number" or type(tilenum) ~= "number") then
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error("invalid insertsprite call: 'sectnum' and 'tilenum' must be numbers", 2)
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end
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check_tile_idx(tilenum)
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check_sector_idx(sectnum)
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check_allnumbers(shade, xrepeat, yrepeat, ang, xvel, zvel, owner)
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if (owner ~= -1) then
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check_sprite_idx(owner)
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end
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if (not (statnum >= 0 and statnum < ffiC.MAXSTATUS)) then
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error("invalid 'statnum' argument to insertsprite: must be a status number [0 .. MAXSTATUS-1]", 2)
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end
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A_ResetVarsNextIns()
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local i = CF.A_InsertSprite(sectnum, pos.x, pos.y, pos.z, tilenum,
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shade, xrepeat, yrepeat, ang, xvel, zvel,
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owner, statnum)
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if (owner == -1) then
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ffiC.sprite[i]:_set_owner(i)
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end
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return i
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end
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-- INTERNAL USE ONLY.
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function _addtodelqueue(spritenum)
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check_sprite_idx(spritenum)
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CF.A_AddToDeleteQueue(spritenum)
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end
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-- This corresponds to the first (spawn from parent sprite) form of A_Spawn().
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function spawn(tilenum, parentspritenum, addtodelqueue)
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check_tile_idx(tilenum)
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check_sprite_idx(parentspritenum)
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if (addtodelqueue and ffiC.g_deleteQueueSize == 0) then
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return -1
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end
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A_ResetVarsNextIns()
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local i = CF.A_Spawn(parentspritenum, tilenum)
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if (addtodelqueue) then
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CF.A_AddToDeleteQueue(i)
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end
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return i
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end
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-- This is the second A_Spawn() form. INTERNAL USE ONLY.
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function _spawnexisting(spritenum)
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check_sprite_idx(spritenum)
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return CF.A_Spawn(-1, spritenum)
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end
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-- A_SpawnMultiple clone
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-- ow: parent sprite number
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function _spawnmany(ow, label, n)
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local tilenum = D[label]
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if (tilenum ~= nil) then
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local spr = sprite[ow]
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for i=n,1, -1 do
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local j = insertsprite{ tilenum, spr^(ffiC.krand()%(47*256)), spr.sectnum, 5, ow,
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shade=-32, xrepeat=8, yrepeat=8, ang=krandand(2047) }
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_spawnexisting(j)
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sprite[j].cstat = krandand(8+4)
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end
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end
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end
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local int16_st = ffi.typeof "struct { int16_t s; }"
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-- Get INT32_MIN for the following constant; passing 0x80000000 would be
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-- out of the range for an int32_t and thus undefined behavior!
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local SHOOT_HARDCODED_ZVEL = tobit(0x80000000)
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function shoot(tilenum, i, zvel)
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check_sprite_idx(i)
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check_sector_idx(ffiC.sprite[i].sectnum) -- accessed in A_ShootWithZvel
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check_tile_idx(tilenum)
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zvel = zvel and int16_st(zvel).s or SHOOT_HARDCODED_ZVEL
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return CF.A_ShootWithZvel(i, tilenum, zvel)
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end
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local BADGUY_MASK = bor(con_lang.SFLAG.SFLAG_HARDCODED_BADGUY, con_lang.SFLAG.SFLAG_BADGUY)
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function isenemytile(tilenum)
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return (band(ffiC.g_tile[tilenum]._flags, BADGUY_MASK)~=0)
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end
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-- The 'rotatesprite' wrapper used by the CON commands.
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function _rotspr(x, y, zoom, ang, tilenum, shade, pal, orientation,
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alpha, cx1, cy1, cx2, cy2)
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check_tile_idx(tilenum)
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orientation = band(orientation, 4095) -- ROTATESPRITE_MAX-1
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if (band(orientation, 2048) == 0) then -- ROTATESPRITE_FULL16
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x = 65536*x
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y = 65536*y
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end
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local blendidx = 0
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if (alpha < 0) then
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-- See NEG_ALPHA_TO_BLEND.
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blendidx = -alpha
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alpha = 0
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orientation = bor(orientation, 1) -- RS_TRANS1
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end
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ffiC.rotatesprite_(x, y, zoom, ang, tilenum, shade, pal, bor(2,orientation),
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alpha, blendidx, cx1, cy1, cx2, cy2)
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end
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-- The external legacy tile drawing function for Lunatic.
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function rotatesprite(x, y, zoom, ang, tilenum, shade, pal, orientation,
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alpha, cx1, cy1, cx2, cy2)
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-- Disallow <<16 coordinates from Lunatic. They only unnecessarily increase
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-- complexity; you already have more precision in the FP number fraction.
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if (band(orientation, 2048) ~= 0) then
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error('left-shift-by-16 coordinates forbidden', 2)
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end
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return _rotspr(x, y, zoom, ang, tilenum, shade, pal, orientation,
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alpha, cx1, cy1, cx2, cy2)
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end
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function _myos(x, y, zoom, tilenum, shade, orientation, pal)
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if (pal==nil) then
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local sect = player[ffiC.screenpeek].cursectnum
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pal = (sect>=0) and sector[sect].floorpal or 0
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end
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ffiC.VM_DrawTileGeneric(x, y, zoom, tilenum, shade, orientation, pal)
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end
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function _inittimer(ticspersec)
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if (not (ticspersec >= 1)) then
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error("ticspersec must be >= 1", 2)
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end
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ffiC.G_InitTimer(ticspersec)
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end
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function _gettimedate()
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local v = ffi.new("int32_t [8]")
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ffiC.G_GetTimeDate(v)
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return v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]
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end
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function rnd(x)
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return (rshift(ffiC.krand(), 8) >= (255-x))
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end
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--- Legacy operators ---
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function _rand(x)
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return floor((ffiC.krand()*(x+1))/65536)
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end
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function _displayrand(x)
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return floor((math.random(0, 32767)*(x+1))/32768)
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end
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do
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-- Arithmetic operations --
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local INT32_MIN = tobit(0x80000000)
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local INT32_MAX = tobit(0x7fffffff)
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-- Trapping multiplication.
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function _mulTR(a,b)
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local c = a*b
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if (not (c >= INT32_MIN and c <= INT32_MAX)) then
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error("overflow in multiplication", 2)
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end
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return c
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end
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-- Wrapping multiplication.
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function _mulWR(a,b)
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-- XXX: problematic if a*b in an infinity or NaN.
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return tobit(a*b)
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end
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function _div(a,b)
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if (b==0) then
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error("divide by zero", 2)
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end
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-- NOTE: don't confuse with math.modf!
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return (a - math.fmod(a,b))/b
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end
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function _mod(a,b)
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if (b==0) then
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error("mod by zero", 2)
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end
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return (math.fmod(a,b))
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end
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end
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-- Sect_ToggleInterpolation() clone
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function _togglesectinterp(sectnum, doset)
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for w in wallsofsect(sectnum) do
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ffiC.G_ToggleWallInterpolation(w, doset)
|
|
|
|
local nw = wall[w].nextwall
|
|
if (nw >= 0) then
|
|
ffiC.G_ToggleWallInterpolation(nw, doset)
|
|
ffiC.G_ToggleWallInterpolation(wall[nw].point2, doset)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Support for translated CON code: get cached sprite, actor and player structs
|
|
-- (-fcache-sap option).
|
|
function _getsap(aci, pli)
|
|
return (aci>=0) and sprite[aci], (aci>=0) and actor[aci], (pli>=0) and player[pli]
|
|
end
|
|
|
|
function _get_userdef_check(pli)
|
|
if (pli ~= ffiC.myconnectindex) then
|
|
error(format("userdefs access with non-local current player %d (we: %d)",
|
|
pli, ffiC.myconnectindex), 2)
|
|
end
|
|
return ffiC.ud
|
|
end
|
|
|
|
function _get_userdef(pli)
|
|
return ffiC.ud
|
|
end
|
|
|
|
function _err_if_negative(val)
|
|
if (not (val >= 0)) then
|
|
error("setting tag to negative value", 2)
|
|
end
|
|
return val
|
|
end
|
|
|
|
--- player/actor/sprite searching functions ---
|
|
|
|
local xmath = require("xmath")
|
|
local abs = math.abs
|
|
local bangvec, kangvec = xmath.bangvec, xmath.kangvec
|
|
local dist, ldist = xmath.dist, xmath.ldist
|
|
local vec3, ivec3 = xmath.vec3, xmath.ivec3
|
|
local rotate = xmath.rotate
|
|
|
|
local function A_FP_ManhattanDist(ps, spr)
|
|
local distvec = ps.pos - spr^(28*256)
|
|
return distvec:touniform():mhlen()
|
|
end
|
|
|
|
-- Returns: player index, distance
|
|
-- TODO_MP
|
|
function _findplayer(pli, spritenum)
|
|
return 0, A_FP_ManhattanDist(player[pli], sprite[spritenum])
|
|
end
|
|
|
|
local STAT = actor.STAT
|
|
|
|
local FN_STATNUMS = {
|
|
[false] = { STAT.ACTOR },
|
|
[true] = {},
|
|
}
|
|
|
|
-- TODO: Python-like range() and xrange()?
|
|
for i=0,ffiC.MAXSTATUS-1 do
|
|
FN_STATNUMS[true][i+1] = ffiC.MAXSTATUS-1-i
|
|
end
|
|
|
|
local FN_DISTFUNC = {
|
|
d2 = function(s1, s2, d)
|
|
return (ldist(s1, s2) < d)
|
|
end,
|
|
|
|
d3 = function(s1, s2, d)
|
|
return (dist(s1, s2) < d)
|
|
end,
|
|
|
|
z = function(s1, s2, d, zd)
|
|
return (ldist(s1, s2) < d and abs(s1.z-s2.z) < zd)
|
|
end,
|
|
}
|
|
|
|
function _findnear(spritenum, allspritesp, distkind, picnum, maxdist, maxzdist)
|
|
local statnums = FN_STATNUMS[allspritesp]
|
|
local distfunc = FN_DISTFUNC[distkind]
|
|
local spr = sprite[spritenum]
|
|
|
|
for _,st in ipairs(statnums) do
|
|
for i in spritesofstat(st) do
|
|
if (i ~= spritenum and sprite[i].picnum==picnum) then
|
|
if (distfunc(spr, sprite[i], maxdist, maxzdist)) then
|
|
return i
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return -1
|
|
end
|
|
|
|
|
|
---=== Weapon stuff ===---
|
|
|
|
|
|
--- Helper functions (might be exported later) ---
|
|
|
|
local function have_ammo_at_max(ps, weap)
|
|
return (ps.ammo_amount[weap] >= ps.max_ammo_amount[weap])
|
|
end
|
|
|
|
function _tossweapon(pli) -- P_DropWeapon replacement
|
|
-- NOTE: We're passing player index, C-CON passes APLAYER sprite.
|
|
check_player_idx(pli)
|
|
local ps = ffiC.g_player[pli].ps
|
|
|
|
bcheck.weapon_idx(ps.curr_weapon)
|
|
local cw = ffiC.g_playerWeapon[pli][ps.curr_weapon].workslike
|
|
|
|
if (cw >= ffiC.MAX_WEAPONS+0ULL) then
|
|
return
|
|
end
|
|
|
|
if (krandand(1) ~= 0) then
|
|
spawn(ffiC.WeaponPickupSprites[cw], ps.i)
|
|
elseif (cw==WEAPON.RPG or cw==WEAPON.HANDBOMB) then
|
|
if (D.EXPLOSION2 ~= nil) then
|
|
spawn(D.EXPLOSION2, ps.i)
|
|
end
|
|
end
|
|
end
|
|
|
|
local function P_AddAmmo(ps, weap, amount)
|
|
if (not have_ammo_at_max(ps, weap)) then
|
|
local curamount = ps.ammo_amount[weap]
|
|
local maxamount = ps.max_ammo_amount[weap]
|
|
-- NOTE: no clamping towards the bottom
|
|
ps.ammo_amount[weap] = math.min(curamount+amount, maxamount)
|
|
end
|
|
end
|
|
|
|
local function P_AddWeaponAmmoCommon(ps, weap, amount)
|
|
P_AddAmmo(ps, weap, amount)
|
|
|
|
if (ps.curr_weapon==WEAPON.KNEE and ps:has_weapon(weap)) then
|
|
CF.P_AddWeaponMaybeSwitchI(ps.weapon._p, weap);
|
|
end
|
|
end
|
|
|
|
|
|
--- Functions that must be exported because they are used by LunaCON generated code,
|
|
--- but which are off limits to users. (That is, we need to think about how to
|
|
--- expose the functionality in a better fashion than merely giving access to
|
|
--- the C functions.)
|
|
--- TODO: Move these to a separate module like "con_private".
|
|
|
|
-- quotes
|
|
local REALMAXQUOTES = con_lang.REALMAXQUOTES
|
|
local MAXQUOTELEN = con_lang.MAXQUOTELEN
|
|
|
|
-- CON redefinequote command
|
|
function _definequote(qnum, quotestr)
|
|
-- NOTE: this is more permissive than C-CON: we allow to redefine quotes
|
|
-- that were not previously defined.
|
|
bcheck.quote_idx(qnum, true)
|
|
assert(type(quotestr)=="string")
|
|
ffiC.C_DefineQuote(qnum, quotestr)
|
|
return (#quotestr >= MAXQUOTELEN)
|
|
end
|
|
|
|
function _quote(pli, qnum)
|
|
bcheck.quote_idx(qnum)
|
|
check_player_idx(pli)
|
|
ffiC.P_DoQuote(qnum+REALMAXQUOTES, ffiC.g_player[pli].ps)
|
|
end
|
|
|
|
function _echo(qnum)
|
|
local cstr = bcheck.quote_idx(qnum)
|
|
ffiC.OSD_Printf("%s\n", cstr)
|
|
end
|
|
|
|
function _userquote(qnum)
|
|
local cstr = bcheck.quote_idx(qnum)
|
|
-- NOTE: G_AddUserQuote strcpy's the string
|
|
ffiC.G_AddUserQuote(cstr)
|
|
end
|
|
|
|
local function strlen(cstr)
|
|
for i=0,math.huge do
|
|
if (cstr[i]==0) then
|
|
return i
|
|
end
|
|
end
|
|
assert(false)
|
|
end
|
|
|
|
-- NOTE: dst==src is OK (effectively a no-op)
|
|
local function strcpy(dst, src)
|
|
local i=-1
|
|
repeat
|
|
i = i+1
|
|
dst[i] = src[i]
|
|
until (src[i]==0)
|
|
end
|
|
|
|
function _qstrlen(qnum)
|
|
return strlen(bcheck.quote_idx(qnum))
|
|
end
|
|
|
|
function _qsubstr(qdst, qsrc, start, length)
|
|
local cstr_dst = bcheck.quote_idx(qdst)
|
|
local cstr_src = bcheck.quote_idx(qsrc)
|
|
|
|
if (not (start >= 0 and start < MAXQUOTELEN)) then
|
|
error("invalid start position "..start, 2)
|
|
end
|
|
|
|
if (not (length >= 0)) then -- NOTE: no check for start+length!
|
|
error("invalid length "..length, 2)
|
|
end
|
|
|
|
local si = 0
|
|
while (cstr_src[si] ~= 0 and si < start) do
|
|
si = si+1
|
|
end
|
|
|
|
for i=0,math.huge do
|
|
cstr_dst[i] = cstr_src[si + i]
|
|
|
|
if (si + i == MAXQUOTELEN-1 or i==length or cstr_dst[i] == 0) then
|
|
cstr_dst[i] = 0
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
function _qstrcpy(qdst, qsrc)
|
|
local cstr_dst = bcheck.quote_idx(qdst)
|
|
local cstr_src = bcheck.quote_idx(qsrc)
|
|
strcpy(cstr_dst, cstr_src)
|
|
end
|
|
|
|
-- NOTE: qdst==qsrc is OK (duplicates the quote)
|
|
function _qstrcat(qdst, qsrc, n)
|
|
local cstr_dst = bcheck.quote_idx(qdst)
|
|
local cstr_src = bcheck.quote_idx(qsrc)
|
|
|
|
if (cstr_src[0]==0) then
|
|
return
|
|
end
|
|
|
|
if (cstr_dst[0]==0) then
|
|
return strcpy(cstr_dst, cstr_src)
|
|
end
|
|
|
|
if (n == nil) then
|
|
n = 0x7fffffff
|
|
elseif (n < 0) then
|
|
error("invalid number of chars to concatenate: "..n, 2)
|
|
end
|
|
|
|
-- From here on: destination and source quote (potentially aliased) are
|
|
-- nonempty.
|
|
|
|
local slen_dst = strlen(cstr_dst)
|
|
assert(slen_dst <= MAXQUOTELEN-1)
|
|
|
|
if (slen_dst == MAXQUOTELEN-1) then
|
|
return
|
|
end
|
|
|
|
local i = slen_dst
|
|
local j = 0
|
|
|
|
repeat
|
|
-- NOTE: don't copy the first char yet, so that the qdst==qsrc case
|
|
-- works correctly.
|
|
n = n-1
|
|
i = i+1
|
|
j = j+1
|
|
cstr_dst[i] = cstr_src[j]
|
|
until (n == 0 or i >= MAXQUOTELEN-1 or cstr_src[j]==0)
|
|
|
|
-- Now copy the first char!
|
|
cstr_dst[slen_dst] = cstr_src[0]
|
|
cstr_dst[i] = 0
|
|
end
|
|
|
|
local buf = ffi.new("char [?]", MAXQUOTELEN)
|
|
|
|
function _qsprintf(qdst, qsrc, ...)
|
|
-- NOTE: more permissive than C-CON, see _definequote
|
|
if (bcheck.quote_idx(qdst, true) == nil) then
|
|
ffiC.C_DefineQuote(qdst, "") -- allocate quote
|
|
end
|
|
|
|
local dst = bcheck.quote_idx(qdst)
|
|
local src = bcheck.quote_idx(qsrc)
|
|
local vals = {...}
|
|
|
|
local i, j, vi = 0, 0, 1
|
|
|
|
while (true) do
|
|
local ch = src[j]
|
|
local didfmt = false
|
|
|
|
if (ch==0) then
|
|
break
|
|
end
|
|
|
|
if (ch==byte'%') then
|
|
local nch = src[j+1]
|
|
if (nch==byte'd' or (nch==byte'l' and src[j+2]==byte'd')) then
|
|
-- number
|
|
didfmt = true
|
|
|
|
if (vi > #vals) then
|
|
break
|
|
end
|
|
|
|
local numstr = tostring(vals[vi])
|
|
assert(type(numstr)=="string")
|
|
vi = vi+1
|
|
|
|
local ncopied = math.min(#numstr, MAXQUOTELEN-1-i)
|
|
ffi.copy(buf+i, numstr, ncopied)
|
|
|
|
i = i+ncopied
|
|
j = j+1+(nch==byte'd' and 1 or 2)
|
|
elseif (nch==byte's') then
|
|
-- string
|
|
didfmt = true
|
|
if (vi > #vals) then
|
|
break
|
|
end
|
|
|
|
local k = -1
|
|
local tmpsrc = bcheck.quote_idx(vals[vi])
|
|
vi = vi+1
|
|
|
|
i = i-1
|
|
repeat
|
|
i = i+1
|
|
k = k+1
|
|
buf[i] = tmpsrc[k]
|
|
until (i >= MAXQUOTELEN-1 or tmpsrc[k]==0)
|
|
|
|
j = j+2
|
|
end
|
|
end
|
|
|
|
if (not didfmt) then
|
|
buf[i] = src[j]
|
|
i = i+1
|
|
j = j+1
|
|
end
|
|
|
|
if (i >= MAXQUOTELEN-1) then
|
|
break
|
|
end
|
|
end
|
|
|
|
buf[i] = 0
|
|
strcpy(dst, buf)
|
|
end
|
|
|
|
function _getkeyname(qdst, gfuncnum, which)
|
|
local cstr_dst = bcheck.quote_idx(qdst)
|
|
|
|
if (not (gfuncnum >= 0 and gfuncnum < ffiC.NUMGAMEFUNCTIONS)) then
|
|
error("invalid game function number "..gfuncnum, 2)
|
|
end
|
|
|
|
if (not (which >= 0 and which < 3)) then
|
|
error("third argument to getkeyname must be 0, 1 or 2", 2)
|
|
end
|
|
|
|
local cstr_src
|
|
|
|
for i = (which==2 and 0 or which), (which==2 and 1 or which) do
|
|
local scancode = ffiC.ud.config.KeyboardKeys[gfuncnum][i]
|
|
cstr_src = ffiC.KB_ScanCodeToString(scancode)
|
|
if (cstr_src[0] ~= 0) then
|
|
break
|
|
end
|
|
end
|
|
|
|
if (cstr_src[0] ~= 0) then
|
|
-- All key names are short, no problem strcpy'ing them
|
|
strcpy(cstr_dst, cstr_src)
|
|
end
|
|
end
|
|
|
|
local EDUKE32_VERSION_STR = "EDuke32 2.0.0devel "..ffi.string(ffiC.s_buildRev)
|
|
|
|
local function quote_strcpy(dst, src)
|
|
local i=-1
|
|
repeat
|
|
i = i+1
|
|
dst[i] = src[i]
|
|
until (src[i]==0 or i==MAXQUOTELEN-1)
|
|
dst[i] = 0
|
|
end
|
|
|
|
function _qgetsysstr(qdst, what, pli)
|
|
local dst = bcheck.quote_idx(qdst)
|
|
|
|
local idx = ffiC.ud.volume_number*con_lang.MAXLEVELS + ffiC.ud.level_number
|
|
local MAXIDX = ffi.sizeof(ffiC.g_mapInfo) / ffi.sizeof(ffiC.g_mapInfo[0])
|
|
local mapnamep = (what == ffiC.STR_MAPNAME)
|
|
|
|
if (mapnamep or what == ffiC.STR_MAPFILENAME) then
|
|
assert(not (idx >= MAXIDX+0ULL))
|
|
local src = mapnamep and ffiC.g_mapInfo[idx].name or ffiC.g_mapInfo[idx].filename
|
|
if (src == nil) then
|
|
error(format("attempted access to %s of non-existent map (vol=%d, lev=%d)",
|
|
mapnamep and "name" or "file name",
|
|
ffiC.ud.volume_number, ffiC.ud.level_number), 2)
|
|
end
|
|
quote_strcpy(dst, src)
|
|
elseif (what == ffiC.STR_PLAYERNAME) then
|
|
check_player_idx(pli)
|
|
ffi.copy(dst, ffiC.g_player[pli].user_name, ffi.sizeof(ffiC.g_player[0].user_name))
|
|
elseif (what == ffiC.STR_VERSION) then
|
|
ffi.copy(dst, EDUKE32_VERSION_STR)
|
|
elseif (what == ffiC.STR_GAMETYPE) then
|
|
ffi.copy(dst, "multiplayer not yet implemented") -- TODO_MP
|
|
elseif (what == ffiC.STR_VOLUMENAME) then
|
|
local vol = ffiC.ud.volume_number
|
|
bcheck.volume_idx(vol)
|
|
ffi.copy(dst, ffiC.g_volumeNames[vol], ffi.sizeof(ffiC.g_volumeNames[0]))
|
|
elseif (what == ffiC.STR_YOURTIME) then
|
|
ffi.copy(dst, ffi.string(ffiC.G_PrintYourTime()))
|
|
elseif (what == ffiC.STR_PARTIME) then
|
|
ffi.copy(dst, ffi.string(ffiC.G_PrintParTime()))
|
|
elseif (what == ffiC.STR_DESIGNERTIME) then
|
|
ffi.copy(dst, ffi.string(ffiC.G_PrintDesignerTime()))
|
|
elseif (what == ffiC.STR_BESTTIME) then
|
|
ffi.copy(dst, ffi.string(ffiC.G_PrintBestTime()))
|
|
else
|
|
error("unknown system string ID "..what, 2)
|
|
end
|
|
end
|
|
|
|
function _getpname(qnum, pli)
|
|
bcheck.quote_idx(qnum, true)
|
|
check_player_idx(pli)
|
|
local uname = ffiC.g_player[pli].user_name
|
|
ffiC.C_DefineQuote(qnum, (uname[0] ~= 0) and uname or tostring(pli))
|
|
end
|
|
|
|
|
|
-- switch statement support
|
|
function _switch(swtab, testval, aci,pli,dst)
|
|
local func = swtab[testval] or swtab.default
|
|
if (func) then
|
|
func(aci, pli, dst)
|
|
end
|
|
end
|
|
|
|
|
|
--== Text rendering ==--
|
|
|
|
-- For external use. NOTE: <pal> comes before <shade>.
|
|
function minitext(x, y, str, pal, shade)
|
|
check_type(str, "string")
|
|
ffiC.minitext_(x, y, str, shade or 0, pal or 0, 2+8+16)
|
|
end
|
|
|
|
-- For CON only.
|
|
function _minitext(x, y, qnum, shade, pal)
|
|
local cstr = bcheck.quote_idx(qnum)
|
|
ffiC.minitext_(x, y, cstr, shade, pal, 2+8+16)
|
|
end
|
|
|
|
function _digitalnumber(tilenum, x, y, num, shade, pal,
|
|
orientation, cx1, cy1, cx2, cy2, zoom)
|
|
if (not (tilenum >= 0 and tilenum < ffiC.MAXTILES-9)) then
|
|
error("invalid base tile number "..tilenum, 2)
|
|
end
|
|
|
|
ffiC.G_DrawTXDigiNumZ(tilenum, x, y, num, shade, pal,
|
|
orientation, cx1, cy1, cx2, cy2, zoom)
|
|
end
|
|
|
|
local function text_check_common(tilenum, orientation)
|
|
if (not (tilenum >= 0 and tilenum < ffiC.MAXTILES-255)) then
|
|
error("invalid base tile number "..tilenum, 3)
|
|
end
|
|
|
|
return band(orientation, 4095) -- ROTATESPRITE_MAX-1
|
|
end
|
|
|
|
function _gametext(tilenum, x, y, qnum, shade, pal, orientation,
|
|
cx1, cy1, cx2, cy2, zoom)
|
|
orientation = text_check_common(tilenum, orientation)
|
|
local cstr = bcheck.quote_idx(qnum)
|
|
|
|
ffiC.G_PrintGameText(0, tilenum, bit.arshift(x,1), y, cstr, shade, pal,
|
|
orientation, cx1, cy1, cx2, cy2, zoom)
|
|
end
|
|
-- XXX: JIT-compiling FFI calls to G_PrintGameText crashes LuaJIT somewhere in
|
|
-- its internal routines. I'm not sure who is to blame here but I suspect we
|
|
-- have some undefined behavior somewhere. Reproducible with DukePlus 2.35 on
|
|
-- x86 when clicking wildly through its menu.
|
|
jit.off(_gametext)
|
|
|
|
function _screentext(tilenum, x, y, z, blockangle, charangle, q, shade, pal, orientation,
|
|
alpha, xspace, yline, xbetween, ybetween, f, x1, y1, x2, y2)
|
|
orientation = text_check_common(tilenum, orientation)
|
|
local cstr = bcheck.quote_idx(q)
|
|
|
|
ffiC.G_ScreenText(tilenum, x, y, z, blockangle, charangle, cstr, shade, pal, bor(2,orientation),
|
|
alpha, xspace, yline, xbetween, ybetween, f, x1, y1, x2, y2)
|
|
end
|
|
|
|
function _qstrdim(tilenum, x, y, z, blockangle, q, orientation,
|
|
xspace, yline, xbetween, ybetween, f, x1, y1, x2, y2)
|
|
orientation = text_check_common(tilenum, orientation)
|
|
local cstr = bcheck.quote_idx(q)
|
|
|
|
local dim = ffiC.G_ScreenTextSize(tilenum, x, y, z, blockangle, cstr, orientation,
|
|
xspace, yline, xbetween, ybetween, f, x1, y1, x2, y2);
|
|
return dim.x, dim.y
|
|
end
|
|
|
|
function _showview(x, y, z, a, horiz, sect, x1, y1, x2, y2, unbiasedp)
|
|
check_sector_idx(sect)
|
|
|
|
if (x1 < 0 or y1 < 0 or x2 >= 320 or y2 >= 200 or x2 < x1 or y2 < y1) then
|
|
local str = format("(%d,%d)--(%d,%d)", x1, y1, x2, y2)
|
|
error("invalid coordinates "..str, 2)
|
|
end
|
|
|
|
CF.G_ShowViewXYZ(x, y, z, a, horiz, sect, x1, y1, x2, y2, unbiasedp);
|
|
end
|
|
|
|
|
|
---=== DEFINED LABELS ===---
|
|
|
|
-- Check if <picnum> equals to the number defined by <label> from CON.
|
|
-- If there is no such label, return nil.
|
|
local function ispic(picnum, label)
|
|
return D[label] and (picnum==D[label])
|
|
end
|
|
|
|
-- Which tiles should use .yvel instead of .hitag for the respawned tile?
|
|
-- Will be [<number>] = true after CON translation.
|
|
local RESPAWN_USE_YVEL = {
|
|
"STATUE", "NAKED1", "PODFEM1", "FEM1", "FEM2",
|
|
"FEM3", "FEM5", "FEM4", "FEM6", "FEM8",
|
|
"FEM7", "FEM9", "FEM10",
|
|
}
|
|
|
|
-- Is an inventory tile?
|
|
-- Will be [<number>] = true after CON translation.
|
|
local INVENTILE = {
|
|
"FIRSTAID", "STEROIDS", "AIRTANK", "JETPACK", "HEATSENSOR",
|
|
"BOOTS", "HOLODUKE",
|
|
}
|
|
|
|
local function totruetab(tab)
|
|
local numelts = #tab
|
|
for i=1,numelts do
|
|
local label = tab[i]
|
|
if (D[label]) then
|
|
tab[label] = true
|
|
end
|
|
tab[i] = nil
|
|
end
|
|
end
|
|
|
|
-- This will be run after CON has been translated.
|
|
function _setuplabels(conlabels)
|
|
assert(D[1]) -- Allow running this function exactly once.
|
|
D = conlabels
|
|
totruetab(RESPAWN_USE_YVEL)
|
|
totruetab(INVENTILE)
|
|
end
|
|
|
|
|
|
function _A_DoGuts(i, gutstile, n)
|
|
check_tile_idx(gutstile)
|
|
local spr = sprite[i]
|
|
local smallguts = spr.xrepeat < 16 and spr:isenemy()
|
|
local xsz = smallguts and 8 or 32
|
|
local ysz = xsz
|
|
local z = math.min(spr.z, sector[spr.sectnum]:floorzat(spr)) - 8*256
|
|
|
|
if (ispic(spr.picnum, "COMMANDER")) then
|
|
z = z - (24*256)
|
|
end
|
|
|
|
for i=n,1, -1 do
|
|
local pos = vec3(spr.x+krandand(255)-128, spr.y+krandand(255)-128, z-krandand(8191))
|
|
local j = insertsprite{ gutstile, pos, spr.sectnum, 5, i, shade=-32, xrepeat=xsz, yrepeat=ysz,
|
|
ang=krandand(2047), xvel=48+krandand(31), zvel=-512-krandand(2047) }
|
|
local newspr = sprite[j]
|
|
if (ispic(newspr.picnum, "JIBS2")) then
|
|
-- This looks silly, but EVENT_EGS code could have changed the size
|
|
-- between the insertion and here.
|
|
newspr.xrepeat = newspr.xrepeat/4
|
|
newspr.yrepeat = newspr.yrepeat/4
|
|
end
|
|
newspr.pal = spr.pal
|
|
end
|
|
end
|
|
|
|
function _debris(i, dtile, n)
|
|
local spr = sprite[i]
|
|
if (spr.sectnum >= ffiC.numsectors+0ULL) then
|
|
return
|
|
end
|
|
|
|
for j=n-1,0, -1 do
|
|
local isblimpscrap = (ispic(spr.picnum, "BLIMP") and ispic(dtile, "SCRAP1"))
|
|
local picofs = isblimpscrap and 0 or krandand(3)
|
|
local pos = spr + vec3(krandand(255)-128, krandand(255)-128, -(8*256)-krandand(8191))
|
|
local jj = insertsprite{ dtile+picofs, pos, spr.sectnum, 5, i,
|
|
shade=spr.shade, xrepeat=32+krandand(15), yrepeat=32+krandand(15),
|
|
ang=krandand(2047), xvel=32+krandand(127), zvel=-krandand(2047) }
|
|
-- NOTE: g_blimpSpawnItems[14] (its array size is 15) will never be chosen
|
|
sprite[jj]:set_yvel(isblimpscrap and ffiC.g_blimpSpawnItems[math.mod(jj, 14)] or -1)
|
|
sprite[jj].pal = spr.pal
|
|
end
|
|
end
|
|
|
|
function _A_SpawnGlass(i, n)
|
|
if (D.GLASSPIECES) then
|
|
local spr = sprite[i]
|
|
|
|
for j=n,1, -1 do
|
|
local k = insertsprite{ D.GLASSPIECES+n%3, spr^(256*krandand(16)), spr.sectnum, 5, i,
|
|
shade=krandand(15), xrepeat=36, yrepeat=36, ang=krandand(2047),
|
|
xvel=32+krandand(63), zvel=-512-krandand(2047) }
|
|
sprite[k].pal = spr.pal
|
|
end
|
|
end
|
|
end
|
|
|
|
function _A_IncurDamage(sn)
|
|
check_sprite_idx(sn)
|
|
return ffiC.A_IncurDamage(sn)
|
|
end
|
|
|
|
function _sizeto(i, xr, yr)
|
|
local spr = sprite[i]
|
|
local dr = (xr-spr.xrepeat)
|
|
-- NOTE: could "overflow" (e.g. goal repeat is 256, gets converted to 0)
|
|
spr.xrepeat = spr.xrepeat + ((dr == 0) and 0 or (dr < 0 and -1 or 1))
|
|
-- TODO: y stretching is conditional
|
|
dr = (yr-spr.yrepeat)
|
|
spr.yrepeat = spr.yrepeat + ((dr == 0) and 0 or (dr < 0 and -1 or 1))
|
|
end
|
|
|
|
function _pstomp(ps, i)
|
|
if (ps.knee_incs == 0 and sprite[ps.i].xrepeat >= 40) then
|
|
local spr = sprite[i]
|
|
if (cansee(spr^(4*256), spr.sectnum, ps.pos^(-16*256), sprite[ps.i].sectnum)) then
|
|
for j=ffiC.g_mostConcurrentPlayers-1,0 do
|
|
if (player[j].actorsqu == i) then
|
|
return
|
|
end
|
|
end
|
|
ps.actorsqu = i
|
|
ps.knee_incs = 1
|
|
if (ps.weapon_pos == 0) then
|
|
ps.weapon_pos = -1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function _pkick(ps, spr)
|
|
-- TODO_MP
|
|
if (not ispic(spr.picnum, "APLAYER") and ps.quick_kick==0) then
|
|
ps.quick_kick = 14
|
|
end
|
|
end
|
|
|
|
function _VM_ResetPlayer2(snum, flags)
|
|
check_player_idx(snum)
|
|
return (CF.VM_ResetPlayer2(snum, flags)~=0)
|
|
end
|
|
|
|
local PALBITS = { [0]=1, [21]=2, [23]=4 }
|
|
local ICONS = {
|
|
[GET.FIRSTAID] = 1, -- ICON_FIRSTAID
|
|
[GET.STEROIDS] = 2,
|
|
[GET.HOLODUKE] = 3,
|
|
[GET.JETPACK] = 4,
|
|
[GET.HEATS] = 5,
|
|
[GET.SCUBA] = 6,
|
|
[GET.BOOTS] = 7,
|
|
}
|
|
|
|
function _addinventory(ps, inv, amount, i)
|
|
if (inv == GET.ACCESS) then
|
|
local pal = sprite[i].pal
|
|
if (PALBITS[pal]) then
|
|
ps.got_access = bor(ps.got_access, PALBITS[pal])
|
|
end
|
|
else
|
|
if (ICONS[inv]) then
|
|
ps.inven_icon = ICONS[inv]
|
|
end
|
|
|
|
if (inv == GET.SHIELD) then
|
|
amount = math.min(ps.max_shield_amount, amount)
|
|
end
|
|
-- NOTE: this is more permissive than CON, e.g. allows
|
|
-- GET_DUMMY1 too.
|
|
ps.inv_amount[inv] = amount
|
|
end
|
|
end
|
|
|
|
function _checkpinventory(ps, inv, amount, i)
|
|
if (inv==GET.SHIELD) then
|
|
return ps.inv_amount[inv] ~= ps.max_shield_amount
|
|
elseif (inv==GET.ACCESS) then
|
|
local palbit = PALBITS[sprite[i].pal]
|
|
return palbit and (band(ps.got_access, palbit)~=0)
|
|
else
|
|
return ps.inv_amount[inv] ~= amount
|
|
end
|
|
end
|
|
|
|
local INV_SELECTION_ORDER = {
|
|
GET.FIRSTAID,
|
|
GET.STEROIDS,
|
|
GET.JETPACK,
|
|
GET.HOLODUKE,
|
|
GET.HEATS,
|
|
GET.SCUBA,
|
|
GET.BOOTS,
|
|
}
|
|
|
|
-- checkavailinven CON command
|
|
function _selectnextinv(ps)
|
|
for _,inv in ipairs(INV_SELECTION_ORDER) do
|
|
if (ps.inv_amount[inv] > 0) then
|
|
ps.inven_icon = ICONS[inv]
|
|
return
|
|
end
|
|
end
|
|
|
|
ps.inven_icon = 0
|
|
end
|
|
|
|
function _checkavailweapon(pli)
|
|
check_player_idx(pli)
|
|
CF.P_CheckWeaponI(pli)
|
|
end
|
|
|
|
function _addphealth(ps, aci, hlthadd)
|
|
if (ps.newowner >= 0) then
|
|
ffiC.G_ClearCameraView(ps)
|
|
end
|
|
|
|
if (ffiC.ud.god ~= 0) then
|
|
return
|
|
end
|
|
|
|
local notatomic = not ispic(sprite[aci].picnum, "ATOMICHEALTH")
|
|
local j = sprite[ps.i].extra
|
|
|
|
if (notatomic and j > ps.max_player_health and hlthadd > 0) then
|
|
return
|
|
end
|
|
|
|
if (j > 0) then
|
|
j = j + hlthadd
|
|
end
|
|
|
|
if (notatomic) then
|
|
if (hlthadd > 0) then
|
|
j = math.min(j, ps.max_player_health)
|
|
end
|
|
else
|
|
j = math.min(j, 2*ps.max_player_health)
|
|
end
|
|
|
|
j = math.max(j, 0)
|
|
|
|
if (hlthadd > 0) then
|
|
local qmaxhlth = rshift(ps.max_player_health, 2)
|
|
if (j-hlthadd < qmaxhlth and j >= qmaxhlth) then
|
|
-- XXX: DUKE_GOTHEALTHATLOW
|
|
_sound(aci, 229)
|
|
end
|
|
|
|
ps.last_extra = j
|
|
end
|
|
|
|
sprite[ps.i].extra = j
|
|
end
|
|
|
|
-- The return value is true iff the ammo was at the weapon's max.
|
|
-- In that case, no action is taken.
|
|
function _addammo(ps, weap, amount)
|
|
return have_ammo_at_max(ps, weap) or P_AddWeaponAmmoCommon(ps, weap, amount)
|
|
end
|
|
|
|
function _addweapon(ps, weap, amount)
|
|
bcheck.weapon_idx(weap)
|
|
|
|
if (not ps:has_weapon(weap)) then
|
|
CF.P_AddWeaponMaybeSwitchI(ps.weapon._p, weap);
|
|
elseif (have_ammo_at_max(ps, weap)) then
|
|
return true
|
|
end
|
|
|
|
P_AddWeaponAmmoCommon(ps, weap, amount)
|
|
end
|
|
|
|
function _A_RadiusDamage(i, r, hp1, hp2, hp3, hp4)
|
|
check_sprite_idx(i)
|
|
check_allnumbers(r, hp1, hp2, hp3, hp4)
|
|
CF.A_RadiusDamage(i, r, hp1, hp2, hp3, hp4)
|
|
end
|
|
|
|
local NEAROP = {
|
|
[9] = true,
|
|
[15] = true,
|
|
[16] = true,
|
|
[17] = true,
|
|
[18] = true,
|
|
[19] = true,
|
|
[20] = true,
|
|
[21] = true,
|
|
[22] = true,
|
|
[23] = true,
|
|
[25] = true,
|
|
[26] = true,
|
|
[29] = true,
|
|
}
|
|
|
|
function _operate(spritenum)
|
|
local spr = sprite[spritenum]
|
|
|
|
if (sector[spr.sectnum].lotag == 0) then
|
|
local tag = neartag(spr^(32*256), spr.sectnum, spr.ang, 768, 4+1)
|
|
if (tag.sector >= 0) then
|
|
local sect = sector[tag.sector]
|
|
local lotag = sect.lotag
|
|
local lotag_lo = band(lotag, 0xff)
|
|
|
|
if (NEAROP[lotag_lo]) then
|
|
if (lotag_lo == 23 or sect.floorz == sect.ceilingz) then
|
|
if (band(lotag, 32768+16384) == 0) then
|
|
for j in spritesofsect(tag.sector) do
|
|
if (ispic(sprite[j].picnum, "ACTIVATOR")) then
|
|
return
|
|
end
|
|
end
|
|
CF.G_OperateSectors(tag.sector, spritenum)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function _operatesectors(sectnum, spritenum)
|
|
check_sector_idx(sectnum)
|
|
check_sprite_idx(spritenum) -- XXX: -1 permissible under certain circumstances?
|
|
CF.G_OperateSectors(sectnum, spritenum)
|
|
end
|
|
|
|
function _operateactivators(tag, playernum)
|
|
check_player_idx(playernum)
|
|
-- NOTE: passing oob playernum would be safe because G_OperateActivators
|
|
-- bound-checks it
|
|
assert(type(tag)=="number")
|
|
CF.G_OperateActivators(tag, playernum)
|
|
end
|
|
|
|
function _activatebysector(sectnum, spritenum)
|
|
local didit = false
|
|
for i in spriteofsect(sectnum) do
|
|
if (ispic(sprite[i].picnum, "ACTIVATOR")) then
|
|
CF.G_OperateActivators(sprite[i].lotag, -1)
|
|
end
|
|
end
|
|
if (didit) then
|
|
_operatesectors(sectnum, spritenum)
|
|
end
|
|
end
|
|
|
|
function _checkactivatormotion(tag)
|
|
return ffiC.G_CheckActivatorMotion(tag)
|
|
end
|
|
|
|
function _endofgame(pli, timebeforeexit)
|
|
player[pli].timebeforeexit = timebeforeexit
|
|
player[pli].customexitsound = -1
|
|
ffiC.ud.eog = 1
|
|
end
|
|
|
|
function _bulletnear(i)
|
|
return (ffiC.A_Dodge(sprite[i]) == 1)
|
|
end
|
|
|
|
-- d is a distance
|
|
function _awayfromwall(spr, d)
|
|
local vec2 = xmath.vec2
|
|
local vecs = { vec2(d,d), vec2(-d,-d), vec2(d,-d), vec2(-d,d) }
|
|
for i=1,4 do
|
|
if (not inside(vecs[i]+spr, spr.sectnum)) then
|
|
return false
|
|
end
|
|
end
|
|
return true
|
|
end
|
|
|
|
-- TODO: xmath.vec3 'mhlen2' method?
|
|
local function manhatdist(v1, v2)
|
|
return abs(v1.x-v2.x) + abs(v1.y-v2.y)
|
|
end
|
|
|
|
-- "otherspr" is either player or holoduke sprite
|
|
local function A_FurthestVisiblePoint(aci, otherspr)
|
|
if (band(actor[aci]:get_count(), 63) ~= 0) then
|
|
return
|
|
end
|
|
|
|
-- TODO_MP
|
|
local angincs = (ffiC.ud.player_skill < 3) and 1024 or 2048/(1+krandand(1))
|
|
local spr = sprite[aci]
|
|
|
|
local j = 0
|
|
repeat
|
|
local ray = kangvec(otherspr.ang + j, 16384-krandand(32767))
|
|
local hit = hitscan(otherspr^(16*256), otherspr.sectnum, ray, ffiC.CLIPMASK1)
|
|
local dother = manhatdist(hit.pos, otherspr)
|
|
local dactor = manhatdist(hit.pos, spr)
|
|
|
|
if (dother < dactor and hit.sector >= 0) then
|
|
if (cansee(hit.pos, hit.sector, spr^(16*256), spr.sectnum)) then
|
|
return hit
|
|
end
|
|
end
|
|
|
|
j = j + (angincs - krandand(511))
|
|
until (j >= 2048)
|
|
end
|
|
|
|
local MAXSLEEPDIST = 16384
|
|
local SLEEPTIME = 1536
|
|
|
|
function _cansee(aci, ps)
|
|
-- Select sprite for monster to target.
|
|
local spr = sprite[aci]
|
|
local s = sprite[ps.i]
|
|
|
|
-- This is kind of redundant, but points the error messages to the CON code.
|
|
check_sector_idx(spr.sectnum)
|
|
check_sector_idx(s.sectnum)
|
|
|
|
if (ps.holoduke_on >= 0) then
|
|
-- If holoduke is on, let them target holoduke first.
|
|
local hs = sprite[ps.holoduke_on]
|
|
|
|
if (cansee(spr^krandand(8191), spr.sectnum, s, s.sectnum)) then
|
|
s = hs
|
|
end
|
|
end
|
|
|
|
-- Can they see player (or player's holoduke)?
|
|
local can = cansee(spr^krandand(47*256), spr.sectnum, s^(24*256), s.sectnum)
|
|
|
|
if (not can) then
|
|
-- Search around for target player.
|
|
local hit = A_FurthestVisiblePoint(aci, s)
|
|
if (hit ~= nil) then
|
|
can = true
|
|
actor[aci].lastvx = hit.pos.x
|
|
actor[aci].lastvy = hit.pos.y
|
|
end
|
|
else
|
|
-- Else, they did see it. Save where we were looking...
|
|
actor[aci].lastvx = s.x
|
|
actor[aci].lastvy = s.y
|
|
end
|
|
|
|
if (can and (spr.statnum==STAT.ACTOR or spr.statnum==STAT.STANDABLE)) then
|
|
actor[aci].timetosleep = SLEEPTIME
|
|
end
|
|
|
|
return can
|
|
end
|
|
|
|
function _isvalid(i)
|
|
check_sprite_idx(i)
|
|
return ffiC.sprite[i].statnum ~= ffiC.MAXSTATUS and 1 or 0
|
|
end
|
|
|
|
function _canseespr(s1, s2)
|
|
check_sprite_idx(s1)
|
|
check_sprite_idx(s2)
|
|
|
|
local spr1, spr2 = ffiC.sprite[s1], ffiC.sprite[s2]
|
|
-- Redundant, but points the error messages to the CON code:
|
|
check_sector_idx(spr1.sectnum)
|
|
check_sector_idx(spr2.sectnum)
|
|
|
|
return cansee(spr1, spr1.sectnum, spr2, spr2.sectnum) and 1 or 0
|
|
end
|
|
|
|
-- TODO: replace ivec3 allocations with stores to a static ivec3, like in
|
|
-- updatesector*?
|
|
|
|
-- CON "hitscan" command
|
|
function _hitscan(x, y, z, sectnum, vx, vy, vz, cliptype)
|
|
local srcv = ivec3(x, y, z)
|
|
local ray = ivec3(vx, vy, vz)
|
|
local hit = hitscan(srcv, sectnum, ray, cliptype)
|
|
return hit.sector, hit.wall, hit.sprite, hit.pos.x, hit.pos.y, hit.pos.z
|
|
end
|
|
|
|
-- CON "neartag" command
|
|
function _neartag(x, y, z, sectnum, ang, range, tagsearch)
|
|
local pos = ivec3(x, y, z)
|
|
local near = neartag(pos, sectnum, ang, range, tagsearch)
|
|
return near.sector, near.wall, near.sprite, near.dist
|
|
end
|
|
|
|
-- CON "getzrange" command
|
|
function _getzrange(x, y, z, sectnum, walldist, clipmask)
|
|
check_sector_idx(sectnum)
|
|
local ipos = ivec3(x, y, z)
|
|
local hit = sector[sectnum]:zrangeat(ipos, walldist, clipmask)
|
|
-- return: ceilz, ceilhit, florz, florhit
|
|
return hit.c.z, hit.c.num + (hit.c.spritep and 49152 or 16384),
|
|
hit.f.z, hit.f.num + (hit.f.spritep and 49152 or 16384)
|
|
end
|
|
|
|
-- CON "clipmove" and "clipmovenoslide" commands
|
|
function _clipmovex(x, y, z, sectnum, xv, yv, wd, cd, fd, clipmask, noslidep)
|
|
check_sector_idx(sectnum)
|
|
local ipos = ivec3(x, y, z)
|
|
local sect = ffi.new("int16_t [1]", sectnum)
|
|
local ret = ffiC.clipmovex(ipos, sect, xv, yv, wd, cd, fd, clipmask, noslidep)
|
|
-- Return: clipmovex() return value; updated x, y, sectnum
|
|
return ret, ipos.x, ipos.y, sect[0]
|
|
end
|
|
|
|
function _sleepcheck(aci, dst)
|
|
local acs = actor[aci]
|
|
if (dst > MAXSLEEPDIST and acs.timetosleep == 0) then
|
|
acs.timetosleep = SLEEPTIME
|
|
end
|
|
end
|
|
|
|
function _canseetarget(spr, ps)
|
|
-- NOTE: &41 ?
|
|
return cansee(spr^(256*krandand(41)), spr.sectnum,
|
|
ps.pos, sprite[ps.i].sectnum)
|
|
end
|
|
|
|
function _movesprite(spritenum, x, y, z, cliptype)
|
|
check_sprite_idx(spritenum)
|
|
local vel = ivec3(x, y, z)
|
|
return ffiC.A_MoveSpriteClipdist(spritenum, vel, cliptype, -1)
|
|
end
|
|
|
|
-- Also known as A_SetSprite().
|
|
function _ssp(i, cliptype)
|
|
check_sprite_idx(i)
|
|
local spr = ffiC.sprite[i]
|
|
local vec = spr.xvel * bangvec(spr.ang) -- XXX: slightly different rounding?
|
|
local ivec = vec:toivec3()
|
|
ivec.z = spr.zvel
|
|
|
|
return (ffiC.A_MoveSpriteClipdist(i, ivec, cliptype, -1)==0)
|
|
end
|
|
|
|
-- CON's 'setsprite' function on top of the Lunatic-provided ones.
|
|
-- (Lunatic's sprite setting functions have slightly different semantics.)
|
|
local updatesect = sprite.updatesect
|
|
function _setsprite(i, pos)
|
|
check_sprite_idx(i)
|
|
local spr = ffiC.sprite[i]
|
|
|
|
-- First, unconditionally set the sprite's position.
|
|
spr:setpos(pos)
|
|
|
|
-- Next, update the sector number, but if updatesector() returns -1, don't
|
|
-- change it. (This is exactly what sprite.updatesect() provides.)
|
|
updatesect(i)
|
|
end
|
|
|
|
-- NOTE: returns two args (in C version, hit sprite is a pointer input arg)
|
|
local function A_CheckHitSprite(spr, angadd)
|
|
local zoff = (spr:isenemy() and 42*256) or (ispic(spr.picnum, "APLAYER") and 39*256) or 0
|
|
|
|
local hit = hitscan(spr^zoff, spr.sectnum, kangvec(spr.ang+angadd), ffiC.CLIPMASK1)
|
|
if (hit.wall >= 0 and wall[hit.wall]:ismasked() and spr:isenemy()) then
|
|
return -1, nil
|
|
end
|
|
|
|
return hit.sprite, ldist(hit.pos, spr)
|
|
end
|
|
|
|
function _canshoottarget(dst, aci)
|
|
if (dst > 1024) then
|
|
local spr = sprite[aci]
|
|
|
|
local hitspr, hitdist = A_CheckHitSprite(spr, 0)
|
|
if (hitdist == nil) then
|
|
return true
|
|
end
|
|
|
|
local bigenemy = (spr:isenemy() and spr.xrepeat > 56)
|
|
|
|
local sclip = bigenemy and 3084 or 768
|
|
local angdif = bigenemy and 48 or 16
|
|
|
|
local sclips = { sclip, sclip, 768 }
|
|
local angdifs = { 0, angdif, -angdif }
|
|
|
|
for i=1,3 do
|
|
if (i > 1) then
|
|
hitspr, hitdist = A_CheckHitSprite(spr, angdifs[i])
|
|
end
|
|
|
|
if (hitspr >= 0 and sprite[hitspr].picnum == spr.picnum) then
|
|
if (hitdist > sclips[i]) then
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
function _getlastpal(spritenum)
|
|
local spr = sprite[spritenum]
|
|
if (ispic(spr.picnum, "APLAYER")) then
|
|
local pidx = spr.yvel
|
|
check_player_idx(pidx)
|
|
spr.pal = player[pidx].palookup
|
|
else
|
|
if (spr.pal == 1 and spr.extra == 0) then -- hack for frozen
|
|
spr.extra = spr.extra+1
|
|
end
|
|
spr.pal = actor[spritenum].tempang
|
|
end
|
|
actor[spritenum].tempang = 0
|
|
end
|
|
|
|
-- G_GetAngleDelta(a1, a2)
|
|
function _angdiff(a1, a2)
|
|
a1 = band(a1, 2047)
|
|
a2 = band(a2, 2047)
|
|
|
|
if (abs(a2-a1) >= 1024) then
|
|
if (a2 > 1024) then a2 = a2 - 2048 end
|
|
if (a1 > 1024) then a1 = a1 - 2048 end
|
|
end
|
|
|
|
-- a1, a2 are in [-1023, 1024]
|
|
return a2-a1
|
|
end
|
|
|
|
function _angdiffabs(a1, a2)
|
|
return abs(_angdiff(a1, a2))
|
|
end
|
|
|
|
function _angtotarget(aci)
|
|
local spr = sprite[aci]
|
|
return ffiC.getangle(actor[aci].lastvx-spr.x, actor[aci].lastvy-spr.y)
|
|
end
|
|
|
|
function _hypot(a, b)
|
|
return math.sqrt(a*a + b*b)
|
|
end
|
|
|
|
function _rotatepoint(pivotx, pivoty, posx, posy, ang)
|
|
local pos = ivec3(posx, posy)
|
|
local pivot = ivec3(pivotx, pivoty)
|
|
pos = rotate(pos, ang, pivot):toivec3()
|
|
return pos.x, pos.y
|
|
end
|
|
|
|
local holdskey = player.holdskey
|
|
|
|
function _ifp(flags, pli, aci)
|
|
local l = flags
|
|
local ps = player[pli]
|
|
local vel = sprite[ps.i].xvel
|
|
|
|
if (band(l,8)~=0 and ps.on_ground and holdskey(pli, "CROUCH")) then
|
|
return true
|
|
elseif (band(l,16)~=0 and ps.jumping_counter == 0 and not ps.on_ground and ps.vel.z > 2048) then
|
|
return true
|
|
elseif (band(l,32)~=0 and ps.jumping_counter > 348) then
|
|
return true
|
|
elseif (band(l,1)~=0 and vel >= 0 and vel < 8) then
|
|
return true
|
|
elseif (band(l,2)~=0 and vel >= 8 and not holdskey(pli, "RUN")) then
|
|
return true
|
|
elseif (band(l,4)~=0 and vel >= 8 and holdskey(pli, "RUN")) then
|
|
return true
|
|
elseif (band(l,64)~=0 and ps.pos.z < (sprite[aci].z-(48*256))) then
|
|
return true
|
|
elseif (band(l,128)~=0 and vel <= -8 and not holdskey(pli, "RUN")) then
|
|
return true
|
|
elseif (band(l,256)~=0 and vel <= -8 and holdskey(pli, "RUN")) then
|
|
return true
|
|
elseif (band(l,512)~=0 and (ps.quick_kick > 0 or (ps.curr_weapon == 0 and ps.kickback_pic > 0))) then
|
|
return true
|
|
elseif (band(l,1024)~=0 and sprite[ps.i].xrepeat < 32) then
|
|
return true
|
|
elseif (band(l,2048)~=0 and ps.jetpack_on) then
|
|
return true
|
|
elseif (band(l,4096)~=0 and ps.inv_amount.STEROIDS > 0 and ps.inv_amount.STEROIDS < 400) then
|
|
return true
|
|
elseif (band(l,8192)~=0 and ps.on_ground) then
|
|
return true
|
|
elseif (band(l,16384)~=0 and sprite[ps.i].xrepeat > 32 and sprite[ps.i].extra > 0 and ps.timebeforeexit == 0) then
|
|
return true
|
|
elseif (band(l,32768)~=0 and sprite[ps.i].extra <= 0) then
|
|
return true
|
|
elseif (band(l,65536)~=0) then
|
|
-- TODO_MP
|
|
if (_angdiffabs(ps.ang, ffiC.getangle(sprite[aci].x-ps.pos.x, sprite[aci].y-ps.pos.y)) < 128) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
function _squished(aci, pli)
|
|
check_sprite_idx(aci)
|
|
check_player_idx(pli)
|
|
check_sector_idx(sprite[aci].sectnum)
|
|
|
|
return (ffiC.VM_CheckSquished2(aci, pli)~=0)
|
|
end
|
|
|
|
function _checkspace(sectnum, floorp)
|
|
local sect = sector[sectnum]
|
|
local picnum = floorp and sect.floorpicnum or sect.ceilingpicnum
|
|
local stat = floorp and sect.floorstat or sect.ceilingstat
|
|
return band(stat,1)~=0 and sect.ceilingpal == 0 and
|
|
(ispic(picnum, "MOONSKY1") or ispic(picnum, "BIGORBIT1"))
|
|
end
|
|
|
|
function _flash(spr, ps)
|
|
spr.shade = -127
|
|
ps.visibility = -127 -- NOTE: negative value not a problem anymore
|
|
end
|
|
|
|
function _G_OperateRespawns(tag)
|
|
for i in spritesofstat(STAT.FX) do
|
|
local spr = sprite[i]
|
|
|
|
if (spr.lotag==tag and ispic(spr.picnum, "RESPAWN")) then
|
|
if (ffiC.ud.monsters_off==0 or not isenemytile(spr.hitag)) then
|
|
if (D.TRANSPORTERSTAR) then
|
|
local j = spawn(D.TRANSPORTERSTAR, i)
|
|
sprite[j].z = sprite[j].z - (32*256)
|
|
end
|
|
|
|
-- Just a way to killit (see G_MoveFX(): RESPAWN__STATIC)
|
|
spr.extra = 66-12
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function _G_OperateMasterSwitches(tag)
|
|
for i in spritesofstat(STAT.STANDABLE) do
|
|
local spr = sprite[i]
|
|
if (ispic(spr.picnum, "MASTERSWITCH") and spr.lotag==tag and spr.yvel==0) then
|
|
spr:set_yvel(1)
|
|
end
|
|
end
|
|
end
|
|
|
|
function _respawnhitag(spr)
|
|
if (RESPAWN_USE_YVEL[spr.picnum]) then
|
|
if (spr.yvel ~= 0) then
|
|
_G_OperateRespawns(spr.yvel)
|
|
end
|
|
else
|
|
_G_OperateRespawns(spr.hitag)
|
|
end
|
|
end
|
|
|
|
function _checkrespawn(spr)
|
|
if (spr:isenemy()) then
|
|
return (ffiC.ud.respawn_monsters~=0)
|
|
end
|
|
if (INVENTILE[spr.picnum]) then
|
|
return (ffiC.ud.respawn_inventory~=0)
|
|
end
|
|
return (ffiC.ud.respawn_items~=0)
|
|
end
|
|
|
|
-- SOUNDS
|
|
function _ianysound(aci)
|
|
check_sprite_idx(aci)
|
|
return (ffiC.A_CheckAnySoundPlaying(aci)~=0)
|
|
end
|
|
|
|
function _sound(aci, sndidx)
|
|
check_sprite_idx(aci)
|
|
-- A_PlaySound() returns early if the sound index is oob, but IMO it's good
|
|
-- style to throw an error instead of silently failing.
|
|
check_sound_idx(sndidx)
|
|
CF.A_PlaySound(sndidx, aci)
|
|
end
|
|
|
|
-- NOTE: This command is really badly named in CON. It issues a sound that
|
|
-- emanates from the current player instead of being 'system-global'.
|
|
function _globalsound(pli, sndidx)
|
|
-- TODO: conditional on coop, fake multimode
|
|
if (pli==ffiC.screenpeek) then
|
|
_sound(player[pli].i, sndidx)
|
|
end
|
|
end
|
|
|
|
-- This one unconditionally plays a session-wide sound.
|
|
function _screensound(sndidx)
|
|
check_sound_idx(sndidx)
|
|
CF.A_PlaySound(sndidx, -1)
|
|
end
|
|
|
|
-- This is a macro for EDuke32 (game.h)
|
|
local function S_StopSound(sndidx)
|
|
ffiC.S_StopEnvSound(sndidx, -1)
|
|
end
|
|
|
|
function _soundplaying(aci, sndidx)
|
|
if (aci ~= -1) then
|
|
check_sprite_idx(aci)
|
|
end
|
|
check_sound_idx(sndidx)
|
|
return (ffiC.S_CheckSoundPlaying(aci, sndidx) ~= 0)
|
|
end
|
|
|
|
function _stopsound(aci, sndidx)
|
|
-- XXX: This is weird: the checking is done wrt a sprite, but the sound not.
|
|
-- NOTE: S_StopSound() stops sound <sndidx> that started playing most recently.
|
|
if (_soundplaying(aci, sndidx)) then
|
|
S_StopSound(sndidx)
|
|
end
|
|
end
|
|
|
|
function _stopactorsound(aci, sndidx)
|
|
if (_soundplaying(aci, sndidx)) then
|
|
ffiC.S_StopEnvSound(sndidx, aci)
|
|
end
|
|
end
|
|
|
|
function _soundonce(aci, sndidx)
|
|
if (not _soundplaying(aci, sndidx)) then
|
|
_sound(aci, sndidx)
|
|
end
|
|
end
|
|
|
|
function _stopallsounds(pli)
|
|
if (ffiC.screenpeek==pli) then
|
|
ffiC.S_StopAllSounds()
|
|
end
|
|
end
|
|
|
|
function _setactorsoundpitch(aci, sndidx, pitchoffset)
|
|
check_sprite_idx(aci)
|
|
check_sound_idx(sndidx)
|
|
ffiC.S_ChangeSoundPitch(sndidx, aci, pitchoffset)
|
|
end
|
|
|
|
function _starttrack(level)
|
|
bcheck.level_idx(level)
|
|
|
|
if (ffiC.G_StartTrack(level) ~= 0) then
|
|
-- Issue a 'soft error', not breaking the control flow.
|
|
local errmsg = debug.traceback(
|
|
format("null music for volume %d level %d", ffiC.ud.volume_number, level), 2)
|
|
errmsg = lprivate.tweak_traceback_msg(errmsg)
|
|
ffiC.El_OnError(errmsg)
|
|
print("^10error: "..errmsg)
|
|
end
|
|
end
|
|
|
|
function _getmusicposition()
|
|
return ffiC.S_GetMusicPosition()
|
|
end
|
|
|
|
function _setmusicposition(position)
|
|
ffiC.S_SetMusicPosition(position)
|
|
end
|
|
|
|
function _startlevel(volume, level)
|
|
bcheck.volume_idx(volume)
|
|
bcheck.level_idx(level)
|
|
|
|
ffiC.ud.m_volume_number = volume
|
|
ffiC.ud.volume_number = volume
|
|
ffiC.ud.m_level_number = level
|
|
ffiC.ud.level_number = level
|
|
|
|
ffiC.ud.display_bonus_screen = 0
|
|
|
|
-- TODO_MP
|
|
player[0].gm = bor(player[0].gm, 0x00000008) -- MODE_EOL
|
|
end
|
|
|
|
function _setaspect(viewingrange, yxaspect)
|
|
if (viewingrange==0) then
|
|
error('invalid argument #1: must be nonzero', 2)
|
|
end
|
|
if (yxaspect==0) then
|
|
error('invalid argument #2: must be nonzero', 2)
|
|
end
|
|
|
|
-- XXX: surely not all values are sane
|
|
ffiC.setaspect(viewingrange, yxaspect)
|
|
end
|
|
|
|
function _setgamepalette(pli, basepal)
|
|
check_player_idx(pli)
|
|
ffiC.P_SetGamePalette(ffiC.g_player_ps[pli], basepal, 2+16)
|
|
end
|
|
|
|
-- Map state persistence.
|
|
function _savemapstate()
|
|
ffiC.G_SaveMapState()
|
|
end
|
|
|
|
function _loadmapstate()
|
|
ffiC.G_RestoreMapState()
|
|
end
|
|
|
|
function _clearmapstate(idx)
|
|
bcheck.linear_map_idx(idx)
|
|
ffiC.G_FreeMapState(idx)
|
|
end
|
|
|
|
-- Gamevar persistence in the configuration file
|
|
|
|
function _savegamevar(name, val)
|
|
if (ffiC.ud.config.scripthandle < 0) then
|
|
return
|
|
end
|
|
|
|
assert(type(name)=="string")
|
|
assert(type(val)=="number")
|
|
|
|
ffiC.SCRIPT_PutNumber(ffiC.ud.config.scripthandle, "Gamevars", name,
|
|
val, 0, 0);
|
|
end
|
|
|
|
function _readgamevar(name, ov)
|
|
if (ffiC.ud.config.scripthandle < 0) then
|
|
return ov
|
|
end
|
|
|
|
assert(type(name)=="string")
|
|
|
|
local v = ffi.new("int32_t [1]")
|
|
ffiC.SCRIPT_GetNumber(ffiC.ud.config.scripthandle, "Gamevars", name, v);
|
|
-- NOTE: doesn't examine SCRIPT_GetNumber() return value and returns 0 if
|
|
-- there was no such gamevar saved, like C-CON.
|
|
return v[0]
|
|
end
|
|
|
|
|
|
--- Wrapper of kopen4load file functions in a Lua-like file API
|
|
-- TODO: move to common side?
|
|
|
|
local kfile_mt = {
|
|
__gc = function(self)
|
|
self:close()
|
|
end,
|
|
|
|
__index = {
|
|
close = function(self)
|
|
if (self.fd > 0) then
|
|
ffiC.kclose(self.fd)
|
|
self.fd = -1
|
|
end
|
|
end,
|
|
|
|
seek = function(self, whence, offset)
|
|
local w = whence=="set" and 0 -- SEEK_SET
|
|
or whence=="end" and 2 -- SEEK_END
|
|
or error("invalid 'whence' for seek", 2) -- "cur" NYI
|
|
|
|
local pos = ffiC.klseek(self.fd, offset or 0, w)
|
|
|
|
if (pos >= 0) then
|
|
return pos
|
|
else
|
|
return nil, "?"
|
|
end
|
|
end,
|
|
|
|
read = function(self, nbytes)
|
|
assert(type(nbytes)=="number") -- other formats NYI
|
|
assert(nbytes > 0)
|
|
|
|
local bytes = ffi.new("char [?]", nbytes)
|
|
local bytesread = ffiC.kread(self.fd, bytes, nbytes)
|
|
|
|
if (bytesread ~= nbytes) then
|
|
return nil
|
|
end
|
|
|
|
return ffi.string(bytes, nbytes)
|
|
end,
|
|
|
|
-- Read <nints> little-endian 32-bit integers.
|
|
read_le_int32 = function(self, nints)
|
|
local ints = ffi.new("int32_t [?]", nints)
|
|
local bytesread = ffiC.kread(self.fd, ints, nints*4)
|
|
|
|
if (bytesread ~= nints*4) then
|
|
return nil
|
|
end
|
|
|
|
if (ffi.abi("be")) then
|
|
for i=0,nints-1 do
|
|
ints[i] = bit.bswap(ints[i])
|
|
end
|
|
end
|
|
|
|
return ints
|
|
end,
|
|
},
|
|
}
|
|
|
|
local kfile_t = ffi.metatype("struct { int32_t fd; }", kfile_mt)
|
|
|
|
local function kopen4load(fn, searchfirst)
|
|
local fd = ffiC.kopen4load(fn, searchfirst)
|
|
|
|
if (fd < 0) then
|
|
return nil, "no such file?"
|
|
end
|
|
|
|
return kfile_t(fd)
|
|
end
|
|
|
|
|
|
local function serialize_value(strtab, i, v)
|
|
-- Save only user values (i.e. not 'meta-fields' like '_size').
|
|
if (type(i)=="number" and v~=nil) then
|
|
strtab[#strtab+1] = "["..i.."]="..tostring(v)..","
|
|
end
|
|
end
|
|
|
|
-- Common serialization function for gamearray and actorvar.
|
|
local function serialize_array(ar, strtab, maxnum, suffix)
|
|
for i=0,maxnum-1 do
|
|
serialize_value(strtab, i, rawget(ar, i))
|
|
end
|
|
|
|
strtab[#strtab+1] = "}"..(suffix or "")..")"
|
|
|
|
return table.concat(strtab)
|
|
end
|
|
|
|
|
|
--- Game arrays ---
|
|
|
|
local function moddir_filename(cstr_fn)
|
|
local fn = ffi.string(cstr_fn)
|
|
local moddir = ffi.string(ffiC.g_modDir);
|
|
|
|
if (moddir=="/") then
|
|
return fn
|
|
else
|
|
return format("%s/%s", moddir, fn)
|
|
end
|
|
end
|
|
|
|
local GAR_FOOTER = "\001\002EDuke32GameArray\003\004"
|
|
local GAR_FOOTER_SIZE = #GAR_FOOTER
|
|
|
|
local function gamearray_file_common(qnum, writep)
|
|
-- NOTE: suffix with '.gar' so that we can have C-CON and LunaCON gamearray
|
|
-- files side-by-side.
|
|
local fn = moddir_filename(bcheck.quote_idx(qnum))..".gar"
|
|
local f, errmsg
|
|
|
|
if (writep) then
|
|
f, errmsg = io.open(fn, "rb")
|
|
if (f == nil) then
|
|
-- file, numints, isnewgar, filename
|
|
return nil, nil, true, fn
|
|
end
|
|
else
|
|
f, errmsg = kopen4load(fn, 0)
|
|
if (f == nil) then
|
|
if (f==false) then
|
|
error(format([[failed opening "%s" for reading: %s]], fn, errmsg), 3)
|
|
else
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
local fsize = assert(f:seek("end"))
|
|
|
|
local isnewgar = false
|
|
if (fsize >= GAR_FOOTER_SIZE) then
|
|
assert(f:seek("end", -GAR_FOOTER_SIZE))
|
|
isnewgar = (assert(f:read(GAR_FOOTER_SIZE)) == GAR_FOOTER)
|
|
if (isnewgar) then
|
|
fsize = fsize - GAR_FOOTER_SIZE
|
|
end
|
|
end
|
|
|
|
return f, floor(fsize/4), isnewgar, fn
|
|
end
|
|
|
|
local function check_gamearray_idx(gar, idx, addstr)
|
|
-- If the actual table has no "_size" field, then we're dealing with a
|
|
-- system gamearray: currently, only g_tile.sizx/sizy.
|
|
local size = rawget(gar, '_size') or ffiC.MAXTILES
|
|
|
|
if (not (idx >= 0 and idx < size)) then
|
|
addstr = addstr or ""
|
|
error("invalid "..addstr.."array index "..idx, 3)
|
|
end
|
|
end
|
|
|
|
function _gar_copy(sar, sidx, dar, didx, numelts)
|
|
-- XXX: Strictest bound checking, see later if we need to relax it.
|
|
check_gamearray_idx(sar, sidx, "lower source ")
|
|
check_gamearray_idx(sar, sidx+numelts-1, "upper source ")
|
|
check_gamearray_idx(dar, didx, "lower destination ")
|
|
check_gamearray_idx(dar, didx+numelts-1, "upper destination ")
|
|
|
|
-- Source is user gamearray?
|
|
local sisuser = (rawget(sar, '_size') ~= nil)
|
|
|
|
for i=0,numelts-1 do
|
|
local val = sisuser and rawget(sar, sidx+i) or sar[sidx+i]
|
|
rawset(dar, didx+i, val)
|
|
end
|
|
end
|
|
|
|
local gamearray_methods = {
|
|
resize = function(gar, newsize)
|
|
-- NOTE: size 0 is valid (then, no index is valid)
|
|
if (newsize < 0) then
|
|
error("invalid new array size "..newsize, 2)
|
|
end
|
|
|
|
local MAXELTS = floor(0x7fffffff/4)
|
|
if (newsize > MAXELTS) then
|
|
-- mainly for some sanity with kread() (which we don't use, but still)
|
|
error("new array size "..newsize.." too large (max="..MAXELTS.." elements)", 2)
|
|
end
|
|
|
|
-- clear trailing elements in case we're shrinking
|
|
for i=gar._size,newsize-1 do
|
|
rawset(gar, i, nil)
|
|
end
|
|
|
|
gar._size = newsize
|
|
end,
|
|
|
|
read = function(gar, qnum)
|
|
local f, nelts, isnewgar = gamearray_file_common(qnum, false)
|
|
|
|
if (f==nil) then
|
|
return
|
|
end
|
|
|
|
assert(f:seek("set"))
|
|
local ints = f:read_le_int32(nelts)
|
|
if (ints == nil) then
|
|
error("failed reading whole file into gamearray", 2)
|
|
end
|
|
|
|
gar:resize(nelts)
|
|
|
|
for i=0,nelts-1 do
|
|
rawset(gar, i, (ints[i]==0) and nil or ints[i])
|
|
end
|
|
|
|
f:close()
|
|
end,
|
|
|
|
write = function(gar, qnum)
|
|
local f, _, isnewgar, fn = gamearray_file_common(qnum, true)
|
|
|
|
if (f ~= nil) then
|
|
f:close()
|
|
end
|
|
|
|
if (not isnewgar) then
|
|
error("refusing to overwrite a file not created by a previous `writearraytofile'", 2)
|
|
end
|
|
|
|
local f, errmsg = io.open(fn, "wb+")
|
|
if (f == nil) then
|
|
error([[failed opening "%s" for writing: %s]], fn, errmsg, 3)
|
|
end
|
|
|
|
local nelts = gar._size
|
|
local ar = ffi.new("int32_t [?]", nelts)
|
|
local isbe = ffi.abi("be") -- is big-endian?
|
|
|
|
for i=0,nelts-1 do
|
|
ar[i] = isbe and bit.bswap(gar[i]) or gar[i]
|
|
end
|
|
|
|
local ok = (ffiC.fwrite(ar, 4, nelts, f) == nelts)
|
|
if (ok) then
|
|
f:write(GAR_FOOTER)
|
|
end
|
|
|
|
f:close()
|
|
|
|
if (not ok) then
|
|
error([[failed writing all data to "%s"]], fn, 3)
|
|
end
|
|
end,
|
|
|
|
|
|
--- Internal routines ---
|
|
|
|
-- * All values equal to the default one (0) are cleared.
|
|
_cleanup = function(gar)
|
|
for i=0,gar._size-1 do
|
|
if (rawget(gar, i)==0) then
|
|
rawset(gar, i, nil)
|
|
end
|
|
end
|
|
end,
|
|
|
|
|
|
--- Serialization ---
|
|
_get_require = our_get_require,
|
|
|
|
_serialize = function(gar)
|
|
gar:_cleanup()
|
|
local strtab = { "_ga(", tostring(gar._size), ",{" }
|
|
return serialize_array(gar, strtab, gar._size)
|
|
end,
|
|
}
|
|
|
|
local gamearray_mt = {
|
|
__index = function(gar, key)
|
|
if (type(key)=="number") then
|
|
check_gamearray_idx(gar, key)
|
|
return 0
|
|
else
|
|
return gamearray_methods[key]
|
|
end
|
|
end,
|
|
|
|
__newindex = function(gar, idx, val)
|
|
check_gamearray_idx(gar, idx)
|
|
rawset(gar, idx, val)
|
|
end,
|
|
|
|
__metatable = "serializeable",
|
|
}
|
|
|
|
-- Common constructor helper for gamearray and actorvar.
|
|
local function set_values_from_table(ar, values)
|
|
if (values ~= nil) then
|
|
for i,v in pairs(values) do
|
|
ar[i] = v
|
|
end
|
|
end
|
|
return ar
|
|
end
|
|
|
|
-- NOTE: Gamearrays are internal because users are encouraged to use tables
|
|
-- from Lua code.
|
|
-- <values>: optional, a table of <index>=value
|
|
function _gamearray(size, values)
|
|
local gar = setmetatable({ _size=size }, gamearray_mt)
|
|
return set_values_from_table(gar, values)
|
|
end
|
|
|
|
|
|
--- More functions of the official API ---
|
|
|
|
-- Non-local control flow. These ones call the original error(), not our
|
|
-- redefinition in defs.ilua.
|
|
function longjmp()
|
|
error(false)
|
|
end
|
|
|
|
function killit()
|
|
-- TODO: guard against deletion of player sprite?
|
|
error(true)
|
|
end
|
|
|
|
|
|
--== Per-actor variable ==--
|
|
local perxvar_allowed_types = {
|
|
["boolean"]=true, ["number"]=true,
|
|
}
|
|
|
|
local function check_perxval_type(val)
|
|
if (perxvar_allowed_types[type(val)] == nil) then
|
|
error("type forbidden as per-* variable value: "..type(val), 3)
|
|
end
|
|
end
|
|
|
|
local actorvar_methods = {
|
|
--- Internal routines ---
|
|
|
|
-- * All values for sprites not in the game world are cleared (non-NODEFAULT only).
|
|
-- * All values equal to the default one are cleared.
|
|
_cleanup = function(acv)
|
|
for i=0,ffiC.MAXSPRITES-1 do
|
|
-- NOTE: NODEFAULT per-actor gamevars are used in a non-actor fashion
|
|
if ((not acv:_is_nodefault() and ffiC.sprite[i].statnum == ffiC.MAXSTATUS)
|
|
or rawget(acv, i)==acv._defval) then
|
|
acv:_clear(i)
|
|
end
|
|
end
|
|
end,
|
|
|
|
_clear = function(acv, i)
|
|
rawset(acv, i, nil)
|
|
end,
|
|
|
|
_is_nodefault = function(acv, i)
|
|
return rawget(acv, '_nodefault')
|
|
end,
|
|
|
|
|
|
--- Serialization ---
|
|
_get_require = our_get_require,
|
|
|
|
_serialize = function(acv)
|
|
-- NOTE: We also clean up when spawning a sprite, too. (See
|
|
-- A_ResetVars() and related functions above.)
|
|
acv:_cleanup()
|
|
local strtab = { "_av(", tostring(acv._defval), ",{" }
|
|
return serialize_array(acv, strtab, ffiC.MAXSPRITES,
|
|
acv:_is_nodefault() and ",true")
|
|
end,
|
|
}
|
|
|
|
local actorvar_mt = {
|
|
__index = function(acv, idx)
|
|
if (type(idx)=="number") then
|
|
check_sprite_idx(idx)
|
|
return acv._defval
|
|
else
|
|
return actorvar_methods[idx]
|
|
end
|
|
end,
|
|
|
|
__newindex = function(acv, idx, val)
|
|
check_sprite_idx(idx)
|
|
check_perxval_type(val)
|
|
rawset(acv, idx, val)
|
|
end,
|
|
|
|
__metatable = "serializeable",
|
|
}
|
|
|
|
-- <initval>: default value for per-actor variable.
|
|
-- <values>: optional, a table of <spritenum>=value
|
|
function actorvar(initval, values, nodefault)
|
|
check_perxval_type(initval)
|
|
local acv = setmetatable({ _defval=initval, _nodefault=nodefault }, actorvar_mt)
|
|
if (not nodefault) then
|
|
g_actorvar[acv] = true
|
|
end
|
|
return set_values_from_table(acv, values)
|
|
end
|
|
|
|
|
|
--== Per-player variable (kind of CODEDUP) ==--
|
|
local playervar_methods = {
|
|
--- Serialization ---
|
|
_get_require = our_get_require,
|
|
|
|
_serialize = function(plv)
|
|
local strtab = { "_pv(", tostring(plv._defval), ",{" }
|
|
return serialize_array(plv, strtab, ffiC.MAXSPRITES)
|
|
end,
|
|
}
|
|
|
|
local playervar_mt = {
|
|
__index = function(plv, idx)
|
|
if (type(idx)=="number") then
|
|
check_player_idx(idx)
|
|
return plv._defval
|
|
else
|
|
return playervar_methods[idx]
|
|
end
|
|
end,
|
|
|
|
__newindex = function(plv, idx, val)
|
|
check_player_idx(idx)
|
|
check_perxval_type(val)
|
|
rawset(plv, idx, val)
|
|
end,
|
|
|
|
__metatable = "serializeable",
|
|
}
|
|
|
|
-- <initval>: default value for per-player variable.
|
|
-- <values>: optional, a table of <playeridx>=value
|
|
function playervar(initval, values)
|
|
check_perxval_type(initval)
|
|
local plv = setmetatable({ _defval=initval }, playervar_mt)
|
|
return set_values_from_table(plv, values)
|
|
end
|