mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-05 20:41:06 +00:00
14db86ebb5
Also, in LunaCON, make player .palette member read-only. BUILD_LUNATIC. git-svn-id: https://svn.eduke32.com/eduke32@4260 1a8010ca-5511-0410-912e-c29ae57300e0
895 lines
27 KiB
Lua
895 lines
27 KiB
Lua
-- test script for ELua/Lunatic Interpreter
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-- error=nil -- must not affect "require"
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local require = require
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local string = require("string")
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local bit = require("bit")
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local math = require("math")
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local pcall = pcall
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local DBG_ = require("_LUNATIC_DBG")
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local gv, sector, wall, sprite, spriteext = gv, sector, wall, sprite, spriteext
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local actor, player, projectile = actor, player, projectile
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local gameevent, gameactor = gameevent, gameactor
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local spritesofsect = spritesofsect
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local hitscan = hitscan
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local assert, error, print, tostring = assert, error, print, tostring
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local D = require("CON.DEFS")
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print('---=== ELua Test script ===---')
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local function printf(fmt, ...)
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print(string.format(fmt, ...))
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end
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local function checkfail(funcstr, expectedmsg)
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if (DBG_ == nil) then
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return
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end
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local status, errmsg = pcall(DBG_.loadstring(funcstr))
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if (status) then
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print('^21ERROR:^O '..funcstr.." DIDN'T fail")
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else
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if (expectedmsg==nil or string.find(errmsg, expectedmsg, 1, true)) then
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print("^11SUCCESS:^O "..funcstr.." failed: "..errmsg)
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else
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-- XXX: beginning with "^10" is counted as error in OSD_Printf()
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print("^10ERROR*:^O "..funcstr.." failed: "..errmsg..
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", but expected error message was: "..expectedmsg)
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end
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end
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end
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gameevent
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{
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"ENTERLEVEL",
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function()
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local vol, lev = gv.currentEpisode(), gv.currentLevel()
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printf('volume=%d, level=%d', vol, lev)
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if (vol ~= 4) then
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-- Tweak some sector pals.
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print('tweaking sector pals')
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print('numsectors: ' .. gv.numsectors .. ' of ' .. gv.MAXSECTORS)
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local SF = sector.STAT
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for i = 0, gv.numsectors/2 do
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local sec = sector[i]
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sec.floorpal = 1;
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sector[i].floor.shade = sec.floor.shade + 4
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sector[i].ceilingpal = 2;
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local ceil = sec.ceiling
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ceil.shade = sector[i].ceiling.shade + 8
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ceil.statbits:flip(SF.SMOOSH)
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sec.floorstatbits:flip(SF.SWAPXY)
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end
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end
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if (vol==1 and lev==1) then -- E1L1
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print('tweaking some sprites 2')
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local i = 562
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spriteext[i].alpha = 0.5;
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sprite[i].cstat = bit.bor(sprite[i].cstat, 2+512);
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spriteext[i].pitch = 128;
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spriteext[i].roll = 256;
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i = 107 -- pistol ammo at rooftop
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spriteext[i].pitch = 128;
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spriteext[i].roll = 256;
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for spr in spritesofsect(307) do -- some fence sprites in E1L1
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printf('spr %d', spr)
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sprite[spr].pal = 6
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end
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--this is a problem
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--actor = {}
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actor[562].flags = bit.bor(actor[562].flags, 2); -- pal 6 with goggles on front SEENINE
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end
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---[[
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if (vol==1 and lev==8) then
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local havebunch = false
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for i=0,gv.numsectors-1 do
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havebunch = havebunch or (sector[i].ceilingbunch >= 0)
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end
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if (havebunch) then
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print('tweaking bunch 1');
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-- trueror1.map
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for i, what in sectorsofbunch(1, gv.BOTH_CF) do
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sector[i][what].z = sector[i][what].z - 3*1024;
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end
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end
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end
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--]]
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end
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}
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gameevent
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{
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"JUMP",
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function()
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print("tweaking forcefield with lotag 34 (E2L1)")
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for w=0,gv.numwalls-1 do
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local wal = wall[w]
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if (wal.overpicnum == D.W_FORCEFIELD or wal.overpicnum == D.W_FORCEFIELD+1) then
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if (wal.lotag==34) then
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wal.cstat = wal.cstatbits:test(85) and 0 or 85
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end
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end
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end
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end
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}
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local unsafe = pcall(function() string.UNSAFE=true; end)
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checkfail("tostring = nil", "attempt to write into the global environment")
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--DBG_.printkv('_G in test.elua', _G)
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-- direct gv array access forbidden
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checkfail('gv.sprite[0].yrepeat = 100', "access forbidden")
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checkfail('print(sprite[100000].ceilingpal)', "out-of-bounds sprite[] read access")
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checkfail('print(gv.sprite[0])', "access forbidden")
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-- set metatable forbidden
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checkfail('setmetatable(sprite, {})', "attempt to read undeclared variable 'setmetatable'")
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gameevent
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{
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"ENTERLEVEL",
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function()
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-- OOB write access.
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-- Note that indexing ("reading") sector fails, even if the user wants to
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-- assign to a sector member. Potentially confusing error message.
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checkfail('sector[-1].ceilingpal = 4', "out-of-bounds sector[] read access")
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-- wallnum member is read-only
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checkfail('sector[0].wallnum = 0', "attempt to write to constant location") -- this comes from LJ/FFI
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-- direct sector write access forbidden
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checkfail('sector[4] = sector[6]', "cannot write directly to sector[]")
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-- creating new keys forbidden... handled by LuaJIT
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checkfail('wall[4].QWE = 123', "has no member named 'QWE'")
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-- no pointer arithmetic!
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checkfail('local spr = sprite[0]; local x=spr+1', "attempt to perform arithmetic on")
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-- actor[].t_data[] is not accessible for now
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checkfail('local i = actor[0].t_data[15]', "has no member named 't_data'")
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-- sprite.picnum may happen as a thinko/typo kind of error (spr.picnum was meant)
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checkfail("local pic = sprite.picnum", "invalid access to static data")
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checkfail("require('engine').setshadetab(200, nil)",
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"setshadetab() may be run only while LUNATIC_FIRST_TIME is true")
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end
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}
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-- gv.numsectors is read-only
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checkfail('gv.numsectors = 4', "attempt to write to constant location")
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-- cannot create new fields in 'gv'
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checkfail('gv.QWE = 4', "write access forbidden")
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-- that would be horrible...
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checkfail('sprite._nextspritesect[4] = -666', "cannot write directly to nextspritesect[]")
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-- we're indexing a plain array!
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checkfail('print(sprite._nextspritesect[4].whatfield)', "attempt to index a number value")
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-- our 'require' has only safe stuff
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--checkfail("require('os')")
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-- gamevars are created using a special different mechanism
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checkfail("new_global = 345", "attempt to write into the global environment")
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-- can't redefine constants in 'gv'
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checkfail('gv.CEILING = 3', "attempt to write to constant location")
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-- string.dump is unavailable
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checkfail('local s=require[[string]]; local tmp=s.dump(gameevent)',
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"attempt to call field 'dump' (a nil value)")
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if (not unsafe) then
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-- changing base module tables is disallowed
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checkfail('local s=require[[string]]; s.format=nil', "modifying base module table forbidden")
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else
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print('WARNING: RUNNING WITH UNPROTECTED BASE MODULES')
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end
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print('')
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-- This is problematic, even though pretty much every access will yield a
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-- "missing declaration" error.
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-- See http://luajit.org/ext_ffi_api.html#ffi_C about what stuff ffi.C contains.
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checkfail('gv.luaJIT_setmode(nil, 0, 0)', "missing declaration for symbol 'luaJIT_setmode'")
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checkfail('gv.luaJIT_BC_con_lang', "attempt to call a nil value")
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checkfail('gv.gethiticks = nil', "attempt to write to constant location")
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checkfail('gameactor{1680, 0}', "must provide a function with last numeric arg or .func")
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checkfail("do local bt=require'test.test_bitar'; bt.QWE=1; end", "modifying module table forbidden")
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-- the cdata returned by player[] can't be made into a pointer!
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checkfail("do local pl=player[0]; i=pl[1]; end")
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checkfail("do local ud=gv.ud.camerasprite; end", "access forbidden") -- test for proper decl()
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checkfail("sprite[0]:set_picnum(-10)", "invalid tile number")
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checkfail("gv.g_sizes_of=nil; print(gv.g_sizes_of[0])", "write access forbidden")
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checkfail("gv.cam.sect=-1", "invalid sector number")
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checkfail("local flag=gv.SFLAG_NULL", "missing declaration")
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-- NOTE: player[0] is forbidden at file scope, this is just for testing purposes.
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player[0].wackedbyactor = -1 -- should succeed
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checkfail("player[0].curr_weapon = -1", "Invalid weapon ID")
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player[0].curr_weapon = 1
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checkfail("local w = player[0].weapon[-1]", "out-of-bounds weapon read access")
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-- XXX: This gives a very strange error message: "attempt to write to constant location". Why?
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-- (note how I forgot to index weapon with a weapon index or name)
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--player[0].weapon.firesound = 1e5
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checkfail("player[0].weapon.SHOTGUN.firesound = 1e5", "invalid sound number")
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checkfail("player[0].weapon.SHOTGUN.firesound = 0/0", "must be a non-NaN number")
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checkfail("player[0].weapon.SHOTGUN.firesound = 1/0", "invalid sound number")
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checkfail("gameactor{1680, action=require('con').action{numframes=-10}, function() end}",
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"action has negative number of frames")
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-- NOTE: It should only be relied on that setting e.g. .firesound to -1 sets it
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-- to 0, not other negative values.
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player[0].weapon.SHOTGUN.firesound = -1/0
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assert(player[0].weapon.SHOTGUN.firesound == 0)
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gameevent{gv.EVENT_JUMP,
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function(actori, playeri, dist)
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printf("jump i=%d p=%d d=%d", actori, playeri, dist)
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error("greetings from EVENT_JUMP")
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end
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}
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--[[
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gameevent
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{
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"PROCESSINPUT",
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-- Input test.
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-- NOTE: I don't think that exposing g_player[].sync (aka "input") is a good idea...
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func = function(actori, playeri, dist)
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local IB = player._INPUT_BITS
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local input = player[playeri]._input
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if (bit.band(input.bits, IB.JUMP) ~= 0) then
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print("JUMPED")
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-- ... because for example this doesn't work
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-- (P_HandleSharedKeys, where the JETPACK bit is tested, runs
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-- before P_ProcessInput):
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input.bits = bit.bor(input.bits, IB.JETPACK)
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end
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end
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}
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--]]
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local WEAPON = gv.WEAPON
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-- Bad hack to test out pitch/roll: EVENT_GAME is discouraged from Lunatic.
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local PITCH_PICNUM = { [D.SEENINE]=true, }
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gameevent{ "GAME",
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function(aci)
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local spr = sprite[aci]
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if (PITCH_PICNUM[spr.picnum]) then
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local height = spr:getheightofs()
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local sexy = spriteext[aci]
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sexy.pitch = gv.totalclock
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sexy.mdoff.x = -height/16 -- test xoff + pitch
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sexy.mdoff.z = -height -- test zoff + pitch
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-- Test roll + yoff
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sexy.roll = gv.totalclock
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sexy.mdoff.y = -height/16
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end
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end
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}
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-- test event chaining
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gameevent
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{
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"JUMP",
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flags = actor.FLAGS.chain_beg,
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function(actori, playeri, dist)
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local ps = player[playeri]
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print("\n--- I'm first!")
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-- DBG_.oom()
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local pistol = ps.weapon.PISTOL
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if (pistol.shoots ~= D.RPG) then
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pistol.shoots = D.RPG
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else
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pistol.shoots = D.SHOTSPARK1
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end
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ps.weapon[WEAPON.PISTOL].firesound = D.LIGHTNING_SLAP
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-- This succeeds, because sound2time is a time, not a sound.
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ps.weapon.SHOTGUN.sound2time = 5000
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printf("set shotgun's sound2time to %d", ps.weapon.SHOTGUN.sound2time)
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-- Set pipebomb and tripbomb to timed mode.
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-- XXX: Provide either named constants or methods?
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-- XXX: These are probably reset to default on new game.
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ps.pipebombControl = 2
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ps.tripbombControl = 2
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-- Test of INTERNAL member _pals.
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-- NOTE: setting colors partially is bad! E.g. after an item is
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-- picked up, col[0] and col[1] remain and tint everything greenish.
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if (DBG_ ~= nil) then
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ps._pals[2] = 20
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ps._pals.f = 30
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end
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end
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}
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local xmath = require "xmath"
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gameevent
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{
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gv.EVENT_ENTERLEVEL,
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function()
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if (DBG_ ~= nil) then
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DBG_.testmembread()
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end
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-- NOTE: times are for helixhorned (Core2Duo 3GHz)
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local i
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local N = 1e6
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local t = gv.gethiticks()
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for i=3,N do
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gv.gethiticks()
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end
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t = gv.gethiticks()-t
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-- x86_64: 35ns/call, x86: 280 ns/call
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-- Windows 32-bit: about 1 us/call?
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printf("%d gethiticks() calls took %.03f ms (%.03f us/call)",
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N, t, (t*1000)/N)
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local sum=0
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t = gv.gethiticks()
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for i=1,N do sum = sum+gv.ksqrt(i) end
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t = gv.gethiticks()-t
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-- x86_64: 14ns/call
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printf("%d ksqrt() calls took %.03f ms (%.03f us/call) [sum=%f]",
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N, t, (t*1000)/N, sum)
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sum=0
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t = gv.gethiticks()
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for i=1,N do sum = sum+math.sqrt(i) end
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t = gv.gethiticks()-t
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-- x86_64: 7ns/call
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printf("%d math.sqrt() calls took %.03f ms (%.03f us/call) [sum=%f]",
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N, t, (t*1000)/N, sum)
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printf("sqrt(0xffffffff) = %f(ksqrt) %f(math.sqrt)",
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gv.ksqrt(0xffffffff), math.sqrt(0xffffffff))
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local pl = player[0]
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-- MAX < current is "allowed"
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pl.max_ammo_amount[WEAPON.RPG] = 17
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pl:give_weapon(WEAPON.RPG)
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pl.ammo_amount[WEAPON.RPG] = 54
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pl:give_weapon(WEAPON.SHRINKER)
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-- This looks much prettier:
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pl.ammo_amount.SHRINKER = 2
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-- MORTER2 from test/weaponvars.con
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player[0].weapon.SHOTGUN.shoots = 1653
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local proj = projectile[1653]
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proj.drop = 0
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proj:set_trail(D.SMALLSMOKE)
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if (gv._LUNATIC_STRICT == 0) then
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t = gv.gethiticks()
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local N=1
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for n=1,N do
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for i=0,gv.MAXSPRITES-1 do
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sprite[i].filler = 1
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end
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for i=gv.MAXSPRITES-1,0,-1 do
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sprite[i].shade = 1
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end
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for i=0,gv.MAXSPRITES-1 do
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sprite[i].xoffset = 0
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end
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for i=gv.MAXSPRITES-1,0,-1 do
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sprite[i].yoffset = 1
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end
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end
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t = gv.gethiticks()-t
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printf("%d x four 0..MAXSPRITES-1 iterations took %.03f us per outer iteration", N, (1000*t)/N)
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-- Results on x86:
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-- N=1: 480-1000 us (too large variance)
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-- N=10: 190-210 us * 10 = 1.9-2.1 ms
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-- N=100: about 160 us * 100 = about 16 ms
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end
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-- Make the DUKECAR in E1L1 into a zombie actor (temporarily)
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-- NOTE: Use static value (not the one from 'D').
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if (sprite[24].picnum==2491) then
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sprite.changestat(24, actor.STAT.ZOMBIEACTOR)
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end
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checkfail("gameevent('GAME', function() print('qwe') end)",
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"must be called from top level")
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-- Test vec3 + wall. Pseudo wall member 'z' will be accessed.
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local mpos = xmath.vec3()
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for i=0,gv.numwalls-1 do
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mpos = mpos + wall[i]
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end
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mpos = mpos/gv.numwalls
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local impos = xmath.ivec3(mpos)^20 -- test ivec3 with dvec3 arg, test '^' op
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assert(impos.z == -20)
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printf("Map center point: (%d,%f)", mpos.x, impos.y)
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end
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}
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gameevent{"LOADACTOR", function(i)
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local spr = sprite[i]
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if (i==614 and spr.picnum==930) then
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-- "police line" ribbon in E1L1
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-- clear the hitag so that it doesn't spawn as FALLER from premap
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-- Rather a HACK: relies on an implementation detail (A_Spawn()
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-- "hard-wired" code).
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spr.hitag = 0
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end
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end}
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gameactor
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{
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-- "police line" ribbon
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930, nil, 1,
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func = function(i)
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local spr = sprite[i]
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local r = math.random
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local d = 20
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-- NOTE: __add metamethod is called because of the RHS:
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local v = spr + xmath.vec3(r(-d,d), r(-d,d))
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spr:setpos(v):updatesect()
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-- Test vec3 constructor with cdata.
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local tempvec = xmath.vec3(player[0].pos)
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end
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}
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local stat = require("stat")
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local hs = stat.new()
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local con = require("con")
|
|
local AC, MV = con.AC, con.MV
|
|
|
|
local CAC, CMV, CAI = require("CON.ACTION"), require("CON.MOVE"), require("CON.AI")
|
|
assert(CAC); assert(CMV); assert(CAI)
|
|
|
|
local AC, MV = {}, {}
|
|
|
|
AC.TROOPSTAND = assert(CAC.ATROOPSTAND) -- or con.action{0,1,5,1,1}
|
|
AC.TROOPFLINTCH = con.action{50, 1, 1, 1, 6}
|
|
MV.SHRUNKVELS = con.move{hvel=32}
|
|
con.ai(AC.TROOPFLINTCH, MV.SHRUNKVELS, 0) -- unused; TODO: test
|
|
|
|
local TROOPSTRENGTH = 30
|
|
|
|
local AF = actor.FLAGS
|
|
local CS = sprite.CSTAT
|
|
|
|
-- Crosshair sprite.
|
|
-- NOTE: This ought to be a gamevar -- if a savegame is restored, a new one
|
|
-- will be spawned.
|
|
local chair
|
|
|
|
gameactor{ D.APLAYER, AF.chain_end,
|
|
function(aci, pli)
|
|
if (chair == nil) then
|
|
chair = con.spawn(555, aci)
|
|
printf("Spawned our crosshair: sprite %d", chair)
|
|
local spr = sprite[chair]
|
|
-- Set to STAT_MISC because otherwise interpolation goes crazy (old
|
|
-- value never updated; dunno why...)
|
|
sprite.changestat(chair, actor.STAT.MISC)
|
|
spr.xrepeat, spr.yrepeat = 96, 96
|
|
spr.cstatbits:set(CS.CENTER)
|
|
end
|
|
|
|
local ps = player[pli]
|
|
local ray = xmath.kangvec(ps.ang, -(ps.horiz-100)*2048)
|
|
|
|
local hit = hitscan(ps.pos, ps.cursectnum, ray, 0)
|
|
if (hit.sector >= 0) then
|
|
sprite[chair]:setpos(hit.pos)
|
|
sprite.changesect(chair, hit.sector)
|
|
end
|
|
end
|
|
}
|
|
|
|
-- Also test actor code chaining: strength is doubled.
|
|
gameactor
|
|
{
|
|
D.LIZTROOP, AF.chain_end+AF.enemy, 2*TROOPSTRENGTH,
|
|
|
|
action = AC.TROOPSTAND,
|
|
|
|
func = function(i, playeri, dist)
|
|
sprite[i].pal = math.random(32)
|
|
-- sprite[i].ang = bit.band(sprite[i].ang-20, 2047)
|
|
|
|
local spr = sprite[i]
|
|
|
|
local t = gv.gethiticks()
|
|
local hit = hitscan(spr, spr.sectnum, {x=10, y=10, z=0}, gv.CLIPMASK0)
|
|
|
|
hs:add(1000*(gv.gethiticks()-t))
|
|
|
|
if (hs.n == 300) then
|
|
printf("hitscan: %s", hs:getstatstr())
|
|
hs:reset()
|
|
error("greetings from LIZTROOP actor")
|
|
end
|
|
|
|
local actr = actor[i]
|
|
if (actr:get_count() % 30 == 0) then
|
|
spr.cstatbits:flip(CS.YFLIP)
|
|
end
|
|
|
|
-- Test of bitint's ":test()" for actor[].flags.
|
|
actr.flagsbits:test(AF.NVG)
|
|
|
|
if (dist < 4096) then
|
|
-- Duke Vader / Anakin Nukewalker?
|
|
actor[i]:set_action(AC.TROOPFLINTCH)
|
|
actor[i]:set_move(MV.SHRUNKVELS)
|
|
|
|
if (dist < 1024) then
|
|
con.killit()
|
|
end
|
|
end
|
|
|
|
if (actr:has_action(CAC.ATROOPWALKING)) then
|
|
if (actr:get_count() % 50 == 0) then
|
|
actr.movflagsbits:flip(actor.MOVFLAGS.spin)
|
|
end
|
|
end
|
|
end,
|
|
|
|
-- NOTE: the animate callback is not yet documented and thus not official API!
|
|
animate = function(tspr)
|
|
local tspr2 = tspr:dup()
|
|
if (tspr2) then
|
|
tspr2.x = tspr2.x + 512*math.cos(gv.totalclock/60)
|
|
tspr2.y = tspr2.y + 512*math.sin(gv.totalclock/60)
|
|
tspr2.cstatbits:set(CS.TRANS_BITMASK)
|
|
end
|
|
|
|
-- XXX: inserted tsprites have floor shadow in classic! (r_shadow)
|
|
-- G_DoSpriteAnimations() is passed as callback to the engine on occasion,
|
|
-- in other words, created tsprites may be fed back to G_DoSpriteAnimations()!
|
|
-- classic: shows shadow for both "ghost" liztroop and aim "reticle"
|
|
-- Polymost: only for "ghost"
|
|
-- Polymer: none
|
|
local aimv = 256*xmath.bangvec(tspr.ang)
|
|
local hit = hitscan(tspr^(16*256), tspr.sectnum, aimv, gv.CLIPMASK1)
|
|
|
|
if (hit.wall >= 0) then
|
|
local aimtspr = tspr:dup()
|
|
if (aimtspr) then
|
|
aimtspr.pal = 2
|
|
aimtspr:set_picnum(555)
|
|
aimtspr:setpos(hit.pos, hit.sector)
|
|
end
|
|
end
|
|
end,
|
|
}
|
|
|
|
gameactor
|
|
{
|
|
1275, -- newspaper, E4L6 sprite #513
|
|
|
|
action = con.action{0, 4, delay=20}, -- Same as {0, 4, 1, 1, 20}
|
|
move = 1, -- so that the ID is nonzero and it will move
|
|
|
|
func = function(aci)
|
|
local a = actor[aci]
|
|
local delay = math.sin(0.1 * 2*math.pi*gv.totalclock/120)
|
|
a:set_action_delay(20 + 10*delay)
|
|
if (sprite[aci].pal ~= 0) then
|
|
a:set_hvel(1024/30)
|
|
a:set_vvel(-1024/30)
|
|
else
|
|
a:set_hvel(50*delay)
|
|
end
|
|
a.movflags = actor.MOVFLAGS.geth + actor.MOVFLAGS.getv
|
|
end,
|
|
}
|
|
|
|
gameevent
|
|
{
|
|
"DISPLAYROOMS",
|
|
|
|
function(aci, pli)
|
|
local ps = player[pli]
|
|
local cam = gv.cam
|
|
|
|
if (ps.newowner < 0) then
|
|
cam.pos.z = cam.pos.z + 64*16*math.sin(gv.totalclock/30)
|
|
end
|
|
|
|
if (ps.cursectnum >= 0) then
|
|
local hit = sector[ps.cursectnum]:zrangeat(cam.pos)
|
|
if (gv.totalclock%200==0) then
|
|
printf("hit %s %d at z=%d, %s %d at z=%d",
|
|
hit.c.spritep and "sprite" or "sector", hit.c.num, hit.c.z,
|
|
hit.f.spritep and "sprite" or "sector", hit.f.num, hit.f.z)
|
|
end
|
|
end
|
|
end
|
|
}
|
|
|
|
gameevent
|
|
{
|
|
"DISPLAYREST",
|
|
|
|
function()
|
|
for i=0,10 do
|
|
for j=1,100 do
|
|
-- XXX: This is slower in the Polymodes than with classic!
|
|
-- con._gametext(2822, j, i, 12, 0, 0, 16, 0,0,gv.xdim,gv.ydim,8192)
|
|
end
|
|
end
|
|
|
|
-- Clear showing every sector with the pavement floor tile. (Unless we're
|
|
-- in such a sector or an adjoining one.)
|
|
-- XXX: We need a better place to do this, maybe an event in
|
|
-- G_DisplayRest() where show2dsector[] is tweaked?
|
|
-- NOT YET OFFICIAL API.
|
|
local show2dsector = sector.showbitmap
|
|
for i=0,gv.numsectors-1 do
|
|
if (sector[i].floorpicnum==815) then
|
|
show2dsector:set0(i)
|
|
end
|
|
end
|
|
end
|
|
}
|
|
|
|
gameactor
|
|
{
|
|
D.APLAYER, actor.FLAGS.chain_beg,
|
|
|
|
function(aci, pli)
|
|
if (con._squished(aci, pli)) then
|
|
printf("Squished LunaCON test")
|
|
end
|
|
end
|
|
}
|
|
|
|
gameactor
|
|
{
|
|
-- Innocent sign, similar to test/weaponvars.con actor 909 (tree trunk)
|
|
1211, actor.FLAGS.replace_hard,
|
|
|
|
function(aci, pli)
|
|
local a = actor[aci]
|
|
|
|
if (a:get_count() >= 120) then
|
|
local i = con.spawn(D.TRANSPORTERSTAR, aci)
|
|
sprite[i].z = sprite[i].z - 1024*16
|
|
con.shoot(D.MORTER, aci, -4096)
|
|
a:set_count(0)
|
|
end
|
|
end
|
|
}
|
|
|
|
local function testbit(num, b)
|
|
return bit.band(num,b)~=0 and 1 or 0
|
|
end
|
|
|
|
local FADE_SPEED = {
|
|
[WEAPON.KNEE] = 1/2.5,
|
|
|
|
1/128,
|
|
1/5,
|
|
1/3,
|
|
1/2,
|
|
1, -- pipebomb: ~1 sec
|
|
2,
|
|
3,
|
|
5,
|
|
127, -- freezer; such a fast fade is not visible, but it clears any
|
|
-- existing one (if of higher priority)
|
|
[WEAPON.GROW] = 9.9, -- test banker's rounding -- should be like 10
|
|
}
|
|
|
|
-- Test player[]:fadecol(), a better palfrom.
|
|
gameevent
|
|
{
|
|
"CHANGEWEAPON",
|
|
|
|
function (aci, pli)
|
|
local ps = player[pli]
|
|
local neww, curw = gv.RETURN, ps.curr_weapon
|
|
|
|
local r, g, b = testbit(neww, 1), testbit(neww, 2), testbit(neww, 4)
|
|
local speed = FADE_SPEED[neww] or 1
|
|
player[pli]:fadecol(0.5, r, g, b, speed, neww-5)
|
|
end
|
|
}
|
|
|
|
-- Time the above p:fadecol() test for verification of the <speed> argument.
|
|
local last_f, last_t = 0, 0
|
|
local last_secs = nil
|
|
gameevent
|
|
{
|
|
"DISPLAYREST",
|
|
|
|
function(aci, pli)
|
|
local ps = player[pli]
|
|
-- WARNING: _pals in INTERNAL and off-limits to users!
|
|
local curf = ps._pals.f
|
|
if (curf > last_f) then
|
|
-- Starting a tint
|
|
last_secs = nil
|
|
last_f = curf
|
|
last_t = gv.getticks()
|
|
elseif (last_t > 0 and curf==0) then
|
|
-- Fade has ended
|
|
last_secs = (gv.getticks()-last_t)/1000
|
|
last_f, last_t = 0, 0
|
|
end
|
|
|
|
if (last_secs ~= nil) then
|
|
con.minitext(10, 10, string.format("Last fade time: %.03f s (%.03f gametics)",
|
|
last_secs, last_secs*30))
|
|
end
|
|
end,
|
|
}
|
|
|
|
printf("EVENT_INIT = %d", gv.EVENT_INIT) -- tests default defines
|
|
|
|
local bittest = require "test.test_bitar"
|
|
bittest.sieve()
|
|
|
|
require("test.test_geom", 123123)
|
|
require("test.test_rotspr")
|
|
|
|
do
|
|
-- Test ksin vs. sinb
|
|
local xmath = require "xmath"
|
|
local sum = 0
|
|
|
|
local N = 1000
|
|
local t = gv.gethiticks()
|
|
for i=0,N*2048-1 do
|
|
sum = sum+xmath.ksin(i)
|
|
end
|
|
t = gv.gethiticks()-t
|
|
sum = sum*1e12
|
|
printf("ksin: sum*1e12=%.03f, %.03fus per 0-2047 cycle", sum, t)
|
|
|
|
sum = 0
|
|
local t = gv.gethiticks()
|
|
for i=0,N*2048-1 do
|
|
sum = sum+xmath.sinb(i)
|
|
end
|
|
t = gv.gethiticks()-t
|
|
sum = sum*1e12
|
|
printf("sinb: sum*1e12=%.03f, %.03fus per 0-2047 cycle", sum, t)
|
|
|
|
-- Results (helixhorned x86):
|
|
-- ksin: sum*1e12=0.000, 3.801us per 0-2047 cycle
|
|
-- sinb: sum*1e12=0.052, 2.886us per 0-2047 cycle
|
|
end
|
|
|
|
do
|
|
-- Test getflorzofslopeptr()/sector[]:floorzat()
|
|
local N = 100
|
|
local t = gv.gethiticks()
|
|
|
|
for n=1,N do
|
|
for i=0,gv.numsectors-1 do
|
|
local sec = sector[i]
|
|
local w1 = sec.wallptr
|
|
sec:floorzat(wall[w1])
|
|
end
|
|
end
|
|
|
|
printf("%d x %d floorzat: %.03f us", N, gv.numsectors, (gv.gethiticks()-t)*1000)
|
|
|
|
-- Results for 100 x 325 floorzat (helixhorned x86):
|
|
-- cdecl getflorzofslope(): 572.165 us
|
|
-- __fastcall getflorzofslope(): 830.147 us (sic, but tested only once!)
|
|
end
|
|
|
|
print('---=== END TEST SCRIPT ===---')
|
|
|
|
--[[
|
|
function check_sector_idx()
|
|
error("bla")
|
|
end
|
|
spritesofsect(0)
|
|
--]]
|
|
|
|
--DBG_.oom()
|
|
|
|
-- This will complain about wrong usage of 'error'. In particular,
|
|
-- the nil must not propagate to C!
|
|
checkfail('error(nil)', "error using 'error': error message must be a string")
|
|
|
|
local D = require("CON.DEFS")
|
|
checkfail('require("CON.DEFS").APLAYER=123', "modifying base module table forbidden")
|
|
-- Test with lunatic/test/rotfixed_actor.con.
|
|
print("DUKECAR="..tostring(D.DUKECAR))
|
|
|
|
do
|
|
print('---------- getangle test')
|
|
|
|
local function CreateGetAngFunc(roundfunc)
|
|
return function(x, y)
|
|
local ang = (1024/math.pi)*math.atan2(y, x) -- note the swapped args
|
|
return bit.band(roundfunc(ang), 2047)
|
|
end
|
|
end
|
|
|
|
local ourgetang = CreateGetAngFunc(math.ceil)
|
|
local ourgetangf = CreateGetAngFunc(math.floor)
|
|
|
|
local function printang(x, y)
|
|
printf('%4d,%4d: %13d, %16d, %16d', x, y,
|
|
gv.getangle(x, y), ourgetang(x, y), ourgetangf(x, y))
|
|
end
|
|
|
|
print " x, y: getangle(x, y) | math.atan2/ceil | math.atan2/floor"
|
|
printang(10, 100)
|
|
printang(10, -100)
|
|
printang(-10, -100)
|
|
printang(-10, 100)
|
|
|
|
printang(0, 0)
|
|
|
|
printang(1, 0)
|
|
printang(0, 1)
|
|
printang(-1, 0)
|
|
printang(0, -1)
|
|
|
|
local N=1e5
|
|
local r = 0
|
|
|
|
local t = gv.gethiticks()
|
|
for i=1,N do
|
|
r = r + gv.getangle(10, i)
|
|
end
|
|
local t1 = gv.gethiticks()-t
|
|
|
|
r = 0
|
|
t = gv.gethiticks()
|
|
for i=1,N do
|
|
r = r + ourgetang(10, i)
|
|
end
|
|
local t2 = gv.gethiticks()-t
|
|
|
|
printf('Time for %d runs: getangle: %.03f ms, math.atan2: %.03f ms', N, t1, t2)
|
|
print('----------')
|
|
end
|
|
|
|
if (LUNATIC_FIRST_TIME) then
|
|
require("test.shadexfog").test_create0()
|
|
end
|