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2118 lines
83 KiB
Text
2118 lines
83 KiB
Text
Lunatic User Manual
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===================
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Helixhorned <contact: Duke4.net forums>
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:max-width: 56em
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:numbered:
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:icons:
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:toc:
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[red]*DRAFT DRAFT DRAFT*
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Lunatic is in preview stage. Modifications or TCs may be started, but must not
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be released. The interfaces (including constants, functions, methods *and
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structure members*) described in this document may be assumed to not change
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significantly until release, but *undocumented API may change without further
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notice*.
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[red]*DRAFT DRAFT DRAFT*
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Introduction
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------------
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Language
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--------
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:Lua51: http://www.lua.org/about.html
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:Lua51Ref: http://www.lua.org/manual/5.1/
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:PiL: http://www.lua.org/docs.html
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:LuaJIT: http://luajit.org
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:LuaJIText: http://luajit.org/extensions.html
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The base language for writing Lunatic user code is {Lua51}[Lua 5.1]. It is
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extensively documented in a {Lua51Ref}[Reference Manual], as well as described
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more broadly and accessibly in the {PiL}[Programming in Lua] books.
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// TODO: describe Lua a bit
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Because Lunatic is implemented using {LuaJIT}[LuaJIT], a just-in-time compiler
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for the Lua language, some {LuaJIText}[extensions] to the core language are
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automatically available. They may be used if no compatibility with Rio Lua 5.1
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is desired.footnote:[Not all extensions from LuaJIT are available, since some
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like the FFI are targeted at C programmers rather than scripting coders.]
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NOTE: The length operator (`#`) for table arguments should be taken to be
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defined by the http://www.lua.org/manual/5.2/manual.html#3.4.6[stricter wording
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of Lua 5.2].
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Environment and Usage
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---------------------
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Lunatic aims to provide a _safe_ scripting environment for EDuke32. Thus, not
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all of Lua's functionality is available in Lunatic, and some is slightly
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altered to play well with being embedded into a game, or to prevent commonly
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occurring mistakes.
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.Differences from default Lua environment
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- Creating new variables in the global environment is forbidden.
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- Referencing a non-existent variable (i.e. one that has value *nil*) is an
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error.
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EDuke32 can load multiple Lunatic _modules_ when starting up. This is always
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done after translating CON code to Lua and loading it. Such modules must reside
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in files named `*.lua` (case-sensitive) and should be passed directly, without
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any option letters, at the command line. Directory separators must be forward
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slashes.
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The command-line option `-Lopts=strict` enables errors on certain conditions
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that may indicate problems in user Lua or CON code. Currently, strict mode
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checks for
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* Accesses to <<sprite,sprites>> not in the game world
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* Indexing the tables returned by <<require,`require("DEFS")`>> and the like
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with nonexistent keys. This may indicate a missing file from a bundle
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belonging together.
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.Invocation example
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====================
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`eduke32 -nologo MYTC.CON -mx addition.con test.lua weapons/nuke.lua -v1 -l1`
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====================
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If the environment variable `LUNATIC_TIMING_BASEFN` is defined, EDuke32 will
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write out arregate timing results for actors and events in a comma-separated
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value format, obtained by suffixing the base name with ```.actors.csv`'' and
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```.events.csv`''.
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// XXX: it's confusing that there are two kinds of 'environment' mentioned here
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Global Environment
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------------------
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When a Lua module is loaded, its global environment contains both selected
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functions from core Lua, as well as Lunatic's own pre-defined variables.
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These allow access and manipulation of EDuke32 engine and game data.
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[icon="din_w_explosive.png"]
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CAUTION: If an attempt is made to create a new variable in the global
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environment or to assign any value to an existing variable, the behavior is
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undefined.
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Lua functions
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~~~~~~~~~~~~~
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The following base Lua functions are available in Lunatic's global environment:
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`assert`, *`error`*, `ipairs`, `pairs`, `pcall`, *`print`*, *`module`*, `next`,
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*`require`*, `select`, `tostring`, `tonumber`, `type`, `unpack`, `xpcall`.
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The bold ones add functionality or behave slightly differently, described below.
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Additionally, `printf` is provided for convenience.
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[[error]] *`error(message [, level])`*::
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In Lunatic, errors also print to the on-screen display (OSD) and are written to
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the log (unless a maximum error count is exceeded). These also have a
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_backtrace_ added. Additionally, errors not caught by a `pcall` result a
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permanent message to appear on the screen, containing the source file name and
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line number.
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*`print(...)`*::
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The messages are printed to the OSD and the log. Color codes available in
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EDuke32 (e.g. `^10` for dark red) are interpreted. Overriding `tostring` has no
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effect on Lunatic's `print` as it uses the initial, built-in `tostring`
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function instead of looking it up in the global environment.
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*`printf(fmt, ...)`*::
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Calls `print` with the result of `string.format(fmt, ...)`.
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[[modules]]
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Writing and using modules
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~~~~~~~~~~~~~~~~~~~~~~~~~
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In Lunatic, like in Lua, a _module_ is a conceptually a sort of package that
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unites related bits of functionality. Language-wise, it is simply a Lua
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table holding its contents, as described and motivated at length in
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_Programming in Lua_.
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The ``creation'' and ``usage'' sides of the modularity concept are reflected in
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two functions known from Lua 5.1, `module` and `require`. The former is a
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convenient way of separating the _import_, potential _gamevar_, and main body
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sections when writing a package. It is not required to use `module`, but it is
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the only way to declare _game variables_, that is, variables that EDuke32
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stores within savegames, recreating their values when they are loaded.
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The other side of the coin, `require`, is also used like in Lua: ``including''
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a named module is requested by passing its name to `require`. This searches for
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a matching module, loading and running it if the request happens for the first
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time.
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[[require]]
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==== The function `require(modname, ...)`
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Attempts to find a Lua or Lunatic module named `modname`. The name can refer to
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a _built-in_ module, of which the following ones are allowed:
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* The http://bitop.luajit.org/[`bit`] module for bitwise operations
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* `math`, `string` and `table`, base modules from Lua
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* Lua's `os` module, containing a single function, `clock`. Like the
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<<timing_funcs,timing functions>>, it should only be used to profile bits of
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code.
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* Modules provided by Lunatic, which are described in <<ext_api,their own
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section>>.
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If `modname` does not designate a built-in module, Lunatic first replaces every
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dot contained in it with a directory separator. Then, it looks for a file with
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that base name suffixed with `.lua` in the EDuke32 search path (virtual file
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system, GRP, ZIP). Using directory separators directly is not allowed.
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The loaded module is protected so that write accesses to its table yield
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errors. Unlike in Lua, our `require` does not return *true* when a module is
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requested that has not yet finished loading (that is, the inclusion chain
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contains a loop). Instead, an error is raised.
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Lunatic's `require` allows passing additional arguments to the module to load.
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On the module side, they can be obtained by examining the vararg expression
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``++\...++'' at file scope. Given a definition of `args` as `{...}`, its first
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element `args[1]` would contain `modname` and the following entries the values
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passed in addition to `require`. This feature is useful for parametrizing a
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module: for example, the module could provide a way alter the starting tile
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number of an actor it defines.
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Issuing `require` for some special names listed below has a predefined meaning
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that cannot be overridden by the user.
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* `CON.DEFS`: returns a table mapping labels ++define++d from CON to their
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values. Values pre-defined by the system are not included.
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* `CON.ACTION`: returns a table mapping labels of ++action++s defined from CON
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to immutable <<con_action,`con.action`>> objects.
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* `CON.MOVE`: returns a table mapping labels of ++move++s defined from CON
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to immutable <<con_move,`con.move`>> objects.
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* `CON.AI`: returns a table mapping labels of ++ai++s defined from CON
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to immutable <<con_ai,`con.ai`>> objects.
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* `end_gamevars`: used to mark the end of a gamevar block, described below.
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==== The `module()` function
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Initiates a _module_ environment by creating a new empty table and setting it
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as the global environment of the chunk. Subsequently creating global variables
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will place them into this ``hidden'' table. Assuming no subsequent *`return`*
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is placed at file scope, this table will be the one obtained by a `require` for
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the module at the client side.
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.Example file using using `module`
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----------
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-- Import section: cache everything the module needs into locals
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local print = print
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local gameactor = gameactor
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local MYDEFS = require("MyEnemyDefs", 1200) -- see next example
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-- After this, the global environment will be swept clean!
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module(...)
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-- Our enemy at last
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gameactor{ MYDEFS.tilenum, strength=MYDEFS.strength,
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function(aci)
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print("My tilenum is "..sprite[aci].picnum.." and I "
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..(MYDEFS.canfly and "can" or "can't").." fly")
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end
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}
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----------
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Unlike Lua 5.1, our `module` takes neither a name argument nor ``option''
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varargs. A Lunatic file may have at most one call to `module`, which (if there
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is one) *must* be called at file scope.
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If the Lua file doesn't need to register any game variables, it is also
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possible to return its table directly instead of using `module`. However, due
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to the way modules are loaded, a trailing *`return`* statement must be wrapped
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in a *`do`*...*`end`* block, like this:
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.Example module `MyEnemyDefs.lua` explicitly returning table
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----------
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local args = { ... }
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do return {
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tilenum = args[1] or 1000,
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strength = 100,
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canfly = true,
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}
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end
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----------
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===== Game variables
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Lunatic has a special mechanism to mark variables that represent persistent
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state and whose values should be stored in savegames. If such variables are
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desired, they must be initialized between the `module` call in a Lua file and a
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closing `require("end_gamevars")`.footnote:[The reason that the initialization
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has to happen between the `module` and the `require('end_gamevars')` is that on
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savegame loading, gamevars are restored from the latter.] These variables may
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also be *`local`*.
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Game variables may take on only values of types that Lunatic knows how to
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serialize into savegames. These are the following:
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* Booleans, numbers, and strings, collectively called the _basic types_
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* Custom Lunatic types that are labeled _serializeable_ in their documentation
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* Tables, but with the following restrictions on their contents:
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** A table key may only be of basic type.
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** A table value may be (a reference to) any serializeable object, but tables
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or Lunatic objects that are so referenced *must* have originated in the
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gamevar section of the same module. Beyond that, there are no restrictions
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on the table topology.
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[icon="din_w_collapse.png"]
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CAUTION: If a gamevar contains a value that is not serializeable at any point
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in the execution, the behavior is undefined. Note that in particular, gamevars
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are not allowed to take on the value *nil*.
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// TODO: example?
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// TODO: the rest
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[[gv]]
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The `gv` variable
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~~~~~~~~~~~~~~~~~~~
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Some constants, global C variables, and miscellaneous functions and structures
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are accessible via the global `gv` variable.
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Constants
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^^^^^^^^^
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`gv.MAXSECTORS`, `gv.MAXWALLS`, `gv.MAXSPRITES`::
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The hard engine limits on the number of sectors, walls, and sprites. These
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constants *must* be used instead of any literal numeric values because they
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can change depending on how EDuke32 was configured and built.
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//////////
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`gv.MAXSTATUS`, `gv.MAXTILES`, `gv.MAXSPRITESONSCREEN`::
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TODO
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`gv.MAXBUNCHES`, `gv.CEILING`, `gv.FLOOR`::
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TODO
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//////////
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`gv.CLIPMASK0`::
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A clipping (collision detection) mask specifying to consider only _blocking_
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walls and sprites.
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`gv.CLIPMASK1`::
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A clipping (collision detection) mask specifying to consider only _hitscan
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sensitive_ walls and sprites. The set bits of `CLIPMASK1` and `CLIPMASK0` are
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disjunct.
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[[gv_REND]] `gv.REND`::
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A mapping of names to values representing rendering modes: `CLASSIC`,
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`POLYMOST`, `POLYMER`.
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// Game-side
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[[gv_GTICSPERSEC]] `gv.GTICSPERSEC`::
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The number of times in a second each actor excecutes its code and updates its
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position (``game tics'').
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[[gv_GET]] `gv.GET`::
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A mapping of names to inventory indices: `STEROIDS`, `SHIELD`, `SCUBA`,
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`HOLODUKE`, `JETPACK`, `DUMMY1`, `ACCESS`, `HEATS`, `DUMMY2`, `FIRSTAID`,
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`BOOTS`.
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`gv.GET_MAX`::
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The maximum permissible inventory index plus one.
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[[gv_WEAPON]] `gv.WEAPON`::
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A mapping of names to weapon indices: `KNEE`, `PISTOL`, `SHOTGUN`, `CHAINGUN`,
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`RPG`, `HANDBOMB`, `SHRINKER`, `DEVISTATOR`, `TRIPBOMB`, `FREEZE`,
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`HANDREMOTE`, `GROW`. Note that ```DEVISTATOR`'' is misspelled.
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`gv.MAX_WEAPONS`::
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The maximum permissible weapon index plus one.
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//////////
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`gv.MAXPLAYERS`::
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TODO
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//////////
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Variables
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^^^^^^^^^
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`gv.numsectors` (read-only)::
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The total number of sectors in the currently loaded map.
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`gv.numwalls` (read-only)::
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The total number of walls in the currently loaded map.
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[[totalclock]] `gv.totalclock` (read-only)::
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The current value of the engine timer that increments at a rate of 120 per
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second under default settings. (Thus, one game tic corresponds to four
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`totalclock` increments.) When staying within one ``mode'' such as in-menu or
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in-game, it is guaranteed to not decrease. However, going from one mode to
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another may produce discontinuities.
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`gv.gametic` (read-only)::
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The number of <<gv_GTICSPERSEC,game tics>> that have elapsed since starting the
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current level. This value is guaranteed to not decrease during a game, and is
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restored from savegames.
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`gv.screenpeek` (read-only)::
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The player index of the player from whose position the scene is being displayed.
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`gv.rendmode` (read-only)::
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The current rendering mode as a value that can be compared against those in
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<<gv_REND,`gv.REND`>>.
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`gv.hudweap`::
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A structure containing information about the currently displayed HUD weapon.
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Contains the following members, which are set from C before entering
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`EVENT_DISPLAYWEAPONS`: `cur`, `count`, `gunposx`, `gunposy`, `lookhalfang`,
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`lookhoriz`, `shade`.
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// TODO: describe
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`gv.cam`::
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A structure that, prior to entering `EVENT_DISPLAYROOMS`, is populated with the
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position and orientation of the ``camera'' from which the scene would be drawn.
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Contains the following members: `pos`, `dist`, `clock`, `ang`, `horiz`, `sect`.
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// TODO: describe
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// TODO: g_logoFlags?
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[[gv_RETURN]] `gv.RETURN`::
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A special variable that is used by the game to pass specific values to game
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events, or to examine values passed back from events and act upon them
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accordingly. Refer to <<Appendix_event_RETURN,Appendix B>> for a list of how the various
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events interpret this variable.
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Functions
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^^^^^^^^^
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`gv.getangle(x, y)`::
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Returns an approximation of the angle between the line segments (0,0)->(1,0)
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and (0,0)->(`x`,`y`) in BUILD angle units in the range [0 .. 2047].
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[[krand]]
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`gv.krand()`::
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Returns one value from the global engine-side pseudo-random number generator
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in the integer range [0{nbsp}..{nbsp}65535].
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[[timing_funcs]]
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`gv.getticks()`, `gv.gethiticks()`::
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Each of these functions return a number that increases at a rate of 1 per
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millisecond. Their only intended application is to profile bits of code; they
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should not be used to control the game world. The two functions differ in their
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precision: `getticks()` always returns integral values, while the result of
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`gethiticks()` also has an unspecified precision in the fractional part. (It
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can be expected to give a time precision of at least one microsecond.)
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`gv.doQuake(gametics [, snd])`::
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Requests from the game to perform the ``quake'' effect that shakes the screen
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etc. for the next `gametics` game tics. If a sound index `snd` is passed, also
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start playing that sound.
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// TODO: Play sound how? ("globalsound")
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//////////
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`gv.currentEpisode()`::
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TODO
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`gv.currentLevel()`::
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TODO
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//////////
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[[Lunatic_structures]]
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Lunatic structures
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~~~~~~~~~~~~~~~~~~
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The primary means of effecting game state in Lunatic is via _composite
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variables_ defined in the global environment. These provide direct, but
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restricted, access to C _structure arrays_ of the EDuke32 engine or game.
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[icon="din_w_toxic.png"]
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CAUTION: If an attempt is made to access any composite variable outside of
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event or actor code, the behavior is undefined.
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Composite variables can be used in various ways. All of them allow indexing
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with an integer value from `0` to some maximum (sometimes the size of the array
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minus one, but occasionally less). For example, the code snippet
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----------
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local sec = sector[0]
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----------
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gets a _reference_ to the first sector of the loaded map into the local `sec`.
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This reference can then be used to both read and write its members.
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Various structures also provide _methods_ in Lunatic to modify their state,
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usable with Lua's `v:func(args...)` syntax. Building on the previous example,
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----------
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local cz = sec:ceilingzat(wall[sec.wallptr])
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----------
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would get into `cz` the ceiling z position at the first sector's first
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wall-point.
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Finally, some composite variables offer _static data_, which can contain
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functions or tables of constants. These are accessed using the dot notation on
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the composite variable, *not* its constituents. For instance, the following can
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be used to change the sector number of the sprite with index `i` manually:
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----------
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sprite.changesect(i, sectnum)
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----------
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Type of structure members
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^^^^^^^^^^^^^^^^^^^^^^^^^
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In the following, some structure members will be annotated with their _integer
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type_, for example _`i16`_ or _`u8`_. The letter _`i`_ denotes a _signed_
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integer whereas a _`u`_ designates an _unsigned_ one. The number following that
|
|
letter indicates the _bit width_ of that integer.
|
|
|
|
.Representable values
|
|
* A member of signed integer type and bit width _B_ can contain any whole
|
|
number from --2^_B_--1^ to 2^_B_--1^--1. +
|
|
|
|
* A member of unsigned integer type and bit width _B_ can contain any whole
|
|
number from 0 to 2^_B_^--1.
|
|
|
|
[[int_assignment]]
|
|
.Assignment
|
|
1. If an assignment to a member having signed integer type is made, the
|
|
``right-hand side'' value must be a number in the closed interval
|
|
[--2^31^ .. 2^31^--1].
|
|
|
|
2. If an assignment to a member having unsigned integer type and bit width _B_
|
|
is made, the ``right-hand side'' value must be in the closed interval
|
|
[--2^31^ .. 2^31^--1] if _B_ is less than 32, or in [0 .. 2^32^--1] otherwise.
|
|
|
|
3. If the appropriate requirements hold, an assignment from a Lua number to a
|
|
member having integer type begins by discarding the fractional part
|
|
(``truncation''). Otherwise, the behavior is undefined. +
|
|
|
|
4. If the truncated value is outside the range of representable values for the
|
|
corresponding integer type of bit width _B_, the final value is obtained by
|
|
successively adding or subtracting 2^B^, until the value falls inside that
|
|
range.
|
|
|
|
//////////
|
|
NOTE to self: this is stricter than C99 (which has first truncation, then range
|
|
check). Also, it may be tempting to assign 0x80000000 to an int32_t to mean
|
|
INT32_MIN, but this is wrong because it's out of range.
|
|
Also see:
|
|
http://lua-users.org/lists/lua-l/2011-09/msg00534.html
|
|
//////////
|
|
|
|
.Examples
|
|
1. Assignments to _`u8`_ member `visibility`
|
|
* `sec.visibility=3.94159` results the member to contain the integer `3`
|
|
* `sec.visibility=1/0` is undefined (attempt to assign an infinity)
|
|
* `sec.visibility=-1` results the member to contain the integer `255`
|
|
|
|
2. Assignments to _`i16`_ member `lotag`
|
|
* `sec.lotag=32768` results the member to contain `-32768`
|
|
* `sec.lotag=2^32` is undefined
|
|
|
|
[[bit_fields]]
|
|
Bit fields
|
|
^^^^^^^^^^
|
|
|
|
Some structures contain members that represent a collection of _flags_, for
|
|
example `sprite[].cstat` or `actor[].flags`. These flags can be toggled by
|
|
setting or clearing their respective _bits_ (integer numbers that are powers of
|
|
two).
|
|
|
|
For convenience, Lunatic provides alternative names for some of these members,
|
|
together with methods to examine or modify any number of bits of such a member
|
|
in one expression. Whenever there is such an alternative name available, it is
|
|
declared as having type _`bitfield`_ in the listings of the structure members.
|
|
|
|
===== methods of the _`bitfield`_ type
|
|
|
|
`bf:set(bits)`::
|
|
_Sets_ (toggles to an ``on'' state in a boolean sense) those bits of `bf`
|
|
that are set in `bits`.
|
|
|
|
`bf:clear(bits)`::
|
|
_Clears_ (toggles to an ``off'' state in a boolean sense) those bits of `bf`
|
|
that are set in `bits`.
|
|
|
|
`bf:flip(bits)`::
|
|
_Flips_ those bits of `bf` that are set in `bits`, that is, reverses their
|
|
boolean state.
|
|
|
|
`bf:test(bits)`::
|
|
Returns a boolean that indicates whether `bf` has *any* of the bits set in
|
|
`bits` set.
|
|
|
|
`bf:mask(bits)`::
|
|
Returns a number containing the bits of `bf` bitwise ANDed with those in
|
|
`bits`.
|
|
|
|
.Examples
|
|
==========
|
|
After the lines setting sprite `i` to 33% translucent and blocking,
|
|
----------
|
|
local CS = sprite.CSTAT
|
|
local spr = sprite[i]
|
|
spr.cstat = CS.TRANS1 + CS.BLOCK
|
|
----------
|
|
one could proceed as follows for the sake of example:
|
|
|
|
* `spr.cstatbits:set(CS.TRANS2)`, make the sprite 66% translucent now
|
|
* `spr.cstatbits:flip(CS.BLOCK + CS.HITSCAN)`, make it hitscan-sensitive but
|
|
not blocking
|
|
* `spr.cstatbits:test(CS.FLIP_BITMASK)`, check whether it is flipped (no)
|
|
==========
|
|
|
|
Engine-side composites
|
|
^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
The composite variables described in this subsection provide access to
|
|
engine-side structures. The first three, `sector`, `wall`, and `sprite`,
|
|
are part of a BUILD map saved to disk. The other ones only exist when
|
|
running the game.
|
|
|
|
===== `sector`
|
|
Accessible from `0` to `gv.numsectors-1`. Each element has the following
|
|
members:
|
|
|
|
`wallptr`, `wallnum` (read-only)::
|
|
The index of the sector's first wall and the number of walls in the sector,
|
|
respectively.
|
|
|
|
_`u8`_ `visibility`::
|
|
Determines the amount of distance fading. In the range [`0` .. `239`], the
|
|
``darkening'' increases with rising values. The range [`240` .. `255`] should
|
|
be thought of as [`-16` .. `-1`].
|
|
// TODO: better wording?
|
|
|
|
_`i16`_ `lotag`, `hitag`, `extra`::
|
|
General-purpose ``tags'' provided for game programming. They may be used by
|
|
various EDuke32 sector effects, so it is not recommended to use them in
|
|
scripting code.
|
|
|
|
In addition to the members described above, each sector has two sets of members
|
|
for its ceiling and floor. A sector reference can be indexed with the strings
|
|
`ceiling` or `floor` to get references to the respective ``parts'', or one can
|
|
access the consituent members by prefixing `ceiling` or `floor` to the base
|
|
member names given below.
|
|
|
|
.Different ways of accessing the same member
|
|
==========
|
|
After the code lines
|
|
----------
|
|
local sec = sector[0]
|
|
local ceil = sec.ceiling
|
|
----------
|
|
the following expressions all denote the same location, both if read or written
|
|
to: `sec.ceilingheinum`, `ceil.heinum`, `sector[0].ceiling.heinum`,
|
|
`sector[0].ceilingheinum`.
|
|
==========
|
|
|
|
In the following, `cf` will stand for a ceiling or floor reference, while `sec`
|
|
will label a sector reference.
|
|
|
|
`cf.picnum` (read-only)::
|
|
The tile number of the ceiling or floor.
|
|
|
|
[[cf_stat]] _`u16`_ `cf.stat`, {nbsp} _`bitfield`_ `cf.statbits`::
|
|
A bit field holding various flags about how the ceiling or floor shoud be
|
|
displayed, how collision detection should be handled, etc.
|
|
The <<sector_STAT,`sector.STAT`>>
|
|
object should be used to obtain the values for applicable flags.
|
|
|
|
_`i16`_ `cf.heinum`::
|
|
If `cf.stat` has bit `sector.STAT.SLOPE` set, the tangent of the slope angle,
|
|
multiplied by 4096. Positive values make the ceiling or floor slope towards
|
|
the floor, negative ones slope upward.
|
|
|
|
[[cf_z]] _`i32`_ `cf.z`::
|
|
The BUILD z coordinate (scaled by 16 compared to the x and y directions) of the
|
|
pivoting line of the ceiling or floor.
|
|
|
|
`cf.bunch` (read-only)::
|
|
The ``bunch'' number of the ceiling or floor used for True Room over Room. One
|
|
bunch comprises _N_ ceilings and _M_ floors (_N_ ≥ 1, _M_ ≥ 1) such that
|
|
each set covers the same planar, connected area.
|
|
|
|
_`i8`_ `cf.shade`::
|
|
The shade of the ceiling or floor. Larger values mean a more darker appearance.
|
|
|
|
_`u8`_ `cf.pal`::
|
|
The ``palette swap'' index of the ceiling or floor.
|
|
|
|
_`u8`_ `cf.xpanning`, `cf.ypanning`::
|
|
The panning values of the ceiling or floor. One full cycle is covered by values
|
|
from `0` to `255`.
|
|
|
|
===== `sector` methods
|
|
|
|
`sec:set_ceilingpicnum(tilenum)`, `sec:set_floorpicnum(tilenum)`::
|
|
Set the tile number of the ceiling or floor.
|
|
|
|
[[sec_cfz_at]] `sec:ceilingzat(pos)`, `sec:floorzat(pos)`::
|
|
Return the z coordinate of sector `sec`'s ceiling or floor at position `pos`,
|
|
which can be anything indexable with the strings `x` and `y`.
|
|
|
|
`sec:zrangeat(pos, walldist, clipmask)` -> `hit`::
|
|
|
|
Given a starting point `pos` assumed to be contained in the sector, calculate
|
|
the z coordinates of the objects that would be first hit by a quadratic,
|
|
floor-aligned sprite pointing parallel to the grid and having side length
|
|
`2*walldist`, when travelling in a straight line up- and downwards.
|
|
+
|
|
The argument `clipmask` is a number specifying which objects should be checked
|
|
for collision: its least significant 16 bits are bitwise-ANDed with
|
|
`wall[].cstat` values, while the high 16 bits are ANDed with
|
|
`sprite[].cstat`. Whenever the so masked values are non-zero, the objects are
|
|
considered for collision.
|
|
+
|
|
The method returns an immutable structure `hit`, containing the sub-structures
|
|
`c` and `f` (for movement upwards and downwards, respectively) with the
|
|
following members:
|
|
+
|
|
* `spritep`: a boolean signifying whether a sprite was hit
|
|
* `num`: if `spritep` is true, the index of the hit sprite, otherwise the index
|
|
of the hit ceiling/floor's sector
|
|
* `z`: the z coordinate of where the sprite would end up on collision
|
|
|
|
===== `sector` static data
|
|
|
|
[[sector_STAT]] `sector.STAT`::
|
|
Provides a mapping of symbolic names to values applicable to
|
|
<<cf_stat,`cf.stat`>>. These name single bits:
|
|
`PARALLAX`, `SLOPE`, `SWAPXY`, `SMOOSH`, `FLIPX`, `FLIPY`, `RELATIVE`, `MASK`,
|
|
`TRANS1`, `TRANS2`, `BLOCK`, `HITSCAN`, while the following denote _bit masks_:
|
|
`FLIP_BITMASK`, `ORIENT_BITMASK`, `TRANS_BITMASK`.
|
|
|
|
[[sector_UPDATE_FLAGS]] `sector.UPDATE_FLAGS`::
|
|
Contains flags permissible to <<updatesector,`updatesector`>> and other sector
|
|
updating functions. `BREADTH`, `Z`.
|
|
|
|
'''
|
|
[[wall]]
|
|
===== `wall`
|
|
Accessible from `0` to `gv.numwalls-1`. Each element has the following
|
|
members:
|
|
|
|
_`i32`_ `x`, `y`::
|
|
The 2D coordinates or this wall point. Should not be set directly.
|
|
|
|
`z` (read-only)::
|
|
Always yields `0`. The primary purpose of this field is to make wall references
|
|
permissible as arguments to <<vector_types,`xmath` vector>> operations.
|
|
|
|
`point2` (read-only)::
|
|
The index of the second wall point.
|
|
|
|
[[nextwall]] `nextwall`, `nextsector` (read-only)::
|
|
If the wall is ``white'', these members equal `-1`. For ``red'' walls, they
|
|
contain the wall and sector indices (respectively) of the wall on the other side.
|
|
|
|
`upwall`, `dnwall` (read-only)::
|
|
For walls constrained by TROR extension, the upper and lower neighbor walls,
|
|
respectively. Any of them may be `-1`, meaning that the wall is not attached to
|
|
a neighbor in this direction.
|
|
|
|
[[wall_cstat]] _`u16`_ `cstat`, {nbsp} _`bitfield`_ `cstatbits`::
|
|
A bit field holding various flags about how the wall shoud be
|
|
displayed, how collision detection should be handled, etc.
|
|
The <<wall_CSTAT,`wall.CSTAT`>>
|
|
object should be used to obtain the values for applicable flags.
|
|
|
|
[[wall_picnum]]`picnum` (read-only)::
|
|
The tile number of the non-masked portion of the wall. If
|
|
`wall.CSTAT.BOTTOMSWAP` is set on this wall's `.cstat`, it is only displayed in
|
|
the upper portion. (The lower portion takes it from this wall's `.nextwall`
|
|
then; this will be labeled _use-other-bottom_ in the following.)
|
|
|
|
`overpicnum` (read-only)::
|
|
The tile number of the masked portion of the wall, i.e. that which is drawn if
|
|
this wall's `.cstat` has bit `wall.CSTAT.MASK` or `wall.CSTAT.ONEWAY` set.
|
|
|
|
_`i8`_ `shade` (<<wall_picnum,_use-other-bottom_>>)::
|
|
The shade of the wall for both non-masked and masked portions. Larger values
|
|
mean a more darker appearance.
|
|
|
|
_`u8`_ `pal` (<<wall_picnum,_use-other-bottom_>>)::
|
|
The ``palette swap'' index of the wall.
|
|
|
|
_`u8`_ `xrepeat`, `yrepeat`::
|
|
Values that are proportional to the number of times that the wall's texture
|
|
repeats in each direction per given wall length/height. A value of `8` renders
|
|
64 texels across a length of 1024 x/y map units or a height of 16384 z units.
|
|
|
|
_`u8`_ `xpanning`, `ypanning` (<<wall_picnum,_use-other-bottom_>>)::
|
|
The panning values of both masked and non-masked portions of the wall. One full
|
|
cycle is covered by values from `0` to `255`.
|
|
|
|
_`i16`_ `lotag`, `hitag`, `extra`::
|
|
General-purpose ``tags'' provided for game programming. They may be used by
|
|
various EDuke32 effects internally, so it is advised to do some research before
|
|
claiming them for oneself.
|
|
|
|
===== `wall` methods
|
|
|
|
`wal:set_picnum(tilenum)`, `wal:set_overpicnum(tilenum)`::
|
|
Set the tile number of the wall or its masked portion.
|
|
|
|
===== `wall` static functions
|
|
|
|
`wall.dragto(i, pos)`::
|
|
Set the position of the point of the wall with index `i` to `pos`, which can be
|
|
anything indexable with `x` and `y`. This function is the preferred way of
|
|
changing wall coordinates, since it takes care to reposition dependent wall
|
|
points, too.
|
|
|
|
===== `wall` static data
|
|
|
|
[[wall_CSTAT]] `wall.CSTAT`::
|
|
Provides a mapping of symbolic names to values applicable to
|
|
<<wall_cstat,`wall[i].cstat`>>. These name single bits:
|
|
`BLOCK`, `BOTTOMSWAP`, `ALIGNBOTTOM`, `FLIPX`, `MASK`, `ONEWAY`, `HITSCAN`,
|
|
`TRANS1`, `FLIPY`, `TRANS2`,
|
|
while the following denote _bit masks_:
|
|
`FLIP_BITMASK`, `TRANS_BITMASK`.
|
|
|
|
'''
|
|
[[sprite]]
|
|
===== `sprite`
|
|
|
|
The `sprite` composite is accessible with indices from `0` to
|
|
`gv.MAXSPRITES-1`, but accesses to sprites that do not exist in the game world
|
|
have no meaning. Each element has the following members:
|
|
|
|
_`i32`_ `x`, `y`, `z`::
|
|
The BUILD coordinates of the sprite. It is not advisable to set these directly.
|
|
|
|
//////////
|
|
_`i16`_ `ang`::
|
|
TODO (make set_ang() out of that which always ANDs with 2047?)
|
|
//////////
|
|
|
|
[[sprite_cstat]] _`u16`_ `cstat`, {nbsp} _`bitfield`_ `cstatbits`::
|
|
A bit field holding various flags about how the sprite shoud be
|
|
displayed, how collision detection should be handled, etc.
|
|
The <<sprite_CSTAT,`sprite.CSTAT`>>
|
|
object should be used to obtain the values for applicable flags.
|
|
|
|
`picnum` (read-only)::
|
|
The tile number of the sprite, also used to determine which actor code is run
|
|
if this sprite has a `statnum` of `actor.STAT.ACTOR`.
|
|
|
|
_`i8`_ `shade`::
|
|
The shade of the sprite. This may not be the shade that this sprite is
|
|
ultimately drawn with, though.
|
|
|
|
_`u8`_ `pal`::
|
|
The ``palette swap'' index of the sprite. This may not be the palette swap that
|
|
this sprite is ultimately drawn with, though.
|
|
|
|
_`u8`_ `clipdist`::
|
|
If this sprite is _view-aligned_, controls the distance at which another moving
|
|
object is considered to be in collision with this *stationary* sprite. (It does
|
|
not control the inverse case.) More precisely, it designates half the
|
|
side-length of the bounding square divided by 4. Thus, a value of `255` keeps
|
|
moving objects away from this one at a max-norm distance
|
|
footnote:[The max-norm distance between points _p_~1~=(x~1~, y~1~) and
|
|
_p_~2~=(x~2~, y~2~) is defined as max(abs(x~2~ -- x~1~), abs(y~2~ -- y~1~)).]
|
|
of at least 1020
|
|
BUILD x/y units.
|
|
|
|
_`u8`_ `xrepeat`, `yrepeat`::
|
|
The size of the sprite in each dimension. For wall- and floor- aligned sprites,
|
|
a value of `64` means a width of 16 x/y BUILD units or a height of 256 z BUILD
|
|
units per texel.
|
|
|
|
`sectnum` (read-only)::
|
|
The index of the sector that this sprite is currently contained in.
|
|
|
|
[[sprite_statnum]] `statnum` (read-only)::
|
|
The current _status number_ of this sprite. Applicable values are contained in
|
|
<<actor_STAT,`actor.STAT`>>.
|
|
|
|
`owner` (read-only)::
|
|
The index of the sprite from which this sprite was spawned. If this sprite is
|
|
not a ``child'' of another one, then `owner` is the index of this sprite itself.
|
|
//Occasionally, game effects may use this member for their particular purposes,
|
|
//so research is recommended before claiming it for oneself.
|
|
|
|
_`i16`_ `xvel`, `zvel`::
|
|
For actors and other moving sprite kinds, the horizontal and vertical
|
|
components of the current velocity. See the description of
|
|
<<con_move,`con.move`>> for more details.
|
|
|
|
//`yvel` (read-only)::
|
|
//A general-purpose member of which the game has exclusive control.
|
|
|
|
_`i16`_ `lotag`, `hitag`, `extra`::
|
|
General-purpose ``tags'' provided for game programming. They may be used by
|
|
hard-coded actors internally, so it is advised to do some research before
|
|
claiming them for oneself.
|
|
|
|
===== `sprite` methods
|
|
|
|
`spr:set_picnum(tilenum)`::
|
|
Sets the tile number of sprite `spr` to `tilenum`.
|
|
|
|
`spr:getheightofs()` -> `height`, `offset`::
|
|
Returns the `height` and z `offset` of sprite `spr` in BUILD z units. Adding the
|
|
`offset` to `spr.z` yields the z coordinate at the bottom of the
|
|
sprite. Subtracting from that the `height` results the z coordinate at its
|
|
top. However, the per-tile z offset is not taken into account.
|
|
|
|
`spr:setpos(pos [, newsect])`::
|
|
Unconditionally sets the position of `spr` to `pos`, which can be anything
|
|
indexable with `x`, `y` and `z`. Thus, in effect a shorthand for
|
|
+
|
|
----------
|
|
spr.x, spr.y, spr.z = pos.x, pos.y, pos.z
|
|
----------
|
|
+
|
|
If `newsect` is passed, additionally calls `spr:changesect(newsect)`. +
|
|
Returns `spr`.
|
|
|
|
`spr:changesect(sectnum)`::
|
|
An alternative way to call
|
|
+<<sprite_changesect,sprite.changesect>>(_index_of_spr_, sectnum)+, where
|
|
_`index_of_spr`_ is the sprite index corresponding to `spr`. This method is
|
|
provided for convenience, but may be slower than the static function
|
|
`changesect`.
|
|
|
|
`spr:updatesect([flags])`::
|
|
An alternative way to call
|
|
+<<sprite_updatesect,sprite.updatesect>>(_index_of_spr_, flags)+, where
|
|
_`index_of_spr`_ is the sprite index corresponding to `spr`. This method is
|
|
provided for convenience, but may be slower than the static function
|
|
`updatesect`.
|
|
|
|
===== `sprite` iterators
|
|
|
|
+*for* i *in* sprite.all()+::
|
|
Iterates over all sprites currently in the game world.
|
|
|
|
===== `sprite` static functions
|
|
|
|
`sprite.changestat(i, statnum)`::
|
|
Allows to manually change the status number of the sprite with index `i` to
|
|
`statnum`. If `i` is an invalid sprite index or the index of a sprite not in
|
|
the game world, or `statnum` is an invalid status number, an error is thrown.
|
|
|
|
[[sprite_changesect]] `sprite.changesect(i, sectnum)`::
|
|
Allows to manually change the sector number of the sprite with index `i` to
|
|
`sectnum`. If `i` is an invalid sprite index or the index of a sprite not in
|
|
the game world, or `sectnum` is an invalid sector index, an error is thrown.
|
|
|
|
[[sprite_updatesect]] `sprite.updatesect(i [, flags])`::
|
|
Updates the sector number of the sprite with index `i`, in effect setting
|
|
`sprite[i]`'s sector number to the result of
|
|
+
|
|
----------
|
|
updatesector(sprite[i].pos, sprite[i].sectnum, flags)
|
|
----------
|
|
+
|
|
If the <<updatesector,`updatesector`>> call returns `-1`, the sprite's sector
|
|
number remains unchanged. +
|
|
Returns the result of the `updatesector` call.
|
|
|
|
===== `sprite` overridden operators
|
|
|
|
[[sprite_power]] `spr^zofs`::
|
|
Returns an <<vector_types,`xmath.ivec3`>> object that contains the position of
|
|
this sprite, diminished by `zofs` in the z direction. Because in BUILD, z
|
|
coordinates increase toward the floor, the `^` can be thought of as ``raise the
|
|
sprite by `zofs` units''.
|
|
|
|
===== `sprite` static data
|
|
|
|
[[sprite_CSTAT]] `sprite.CSTAT`::
|
|
Provides a mapping of symbolic names to values applicable to
|
|
<<sprite_cstat,`sprite[i].cstat`>>. These name single bits:
|
|
`BLOCK`, `TRANS1`, `XFLIP`, `YFLIP`, `ALIGNWALL`, `ALIGNFLOOR`, `ONESIDE`,
|
|
`CENTER`, `HITSCAN`, `TRANS2`,
|
|
while the following denote _bit masks_: `ALIGN_BITMASK`, `TRANS_BITMASK`.
|
|
|
|
===== `spriteext`
|
|
|
|
Accessible with the same indices and with the same restrictions as
|
|
<<sprite,`sprite`>>.
|
|
|
|
//`angoff`::
|
|
//The BUILD angle that is added to that of a drawn voxel or model.
|
|
|
|
// XXX: needs better wording to express this: tspr->ang + spriteext[tspr->owner].angoff
|
|
|
|
|
|
Game-side composites
|
|
^^^^^^^^^^^^^^^^^^^^
|
|
|
|
===== `actor`
|
|
|
|
The `actor` composite holds various run-time data about a sprite. Like
|
|
<<sprite,`sprite`>>, it is accessible with indices from `0` to
|
|
`gv.MAXSPRITES-1`, but accesses to actors that do not exist in the game world
|
|
have no meaning. Each element has the following members:
|
|
|
|
_`u16`_ `movflags`, {nbsp} _`bitfield`_ `movflagsbits`::
|
|
The actor's current <<actor_MOVFLAGS,movement flags>>.
|
|
|
|
===== `actor` methods
|
|
|
|
The following methods query or set properties related to
|
|
<<actions_moves_ais,actor behavior>>.
|
|
|
|
`a:set_action(act)`::
|
|
Sets the action of actor `a` to `act`, which may be either an object returned
|
|
by <<con_action,`con.action`>> or a number 0 or 1. Resets the actor's _action
|
|
count_ and current frame offset to 0.
|
|
|
|
`a:has_action(act)`::
|
|
Returns a boolean of whether the current action of actor `a` is `act`, which
|
|
can be any value permissible to `a:set_action()`. For composite action objects,
|
|
equality is established using its hidden ID, not the public members. Refer to
|
|
<<actions_moves_ais,Actions, moves and AIs>> for further details.
|
|
|
|
`a:set_action_delay()`::
|
|
Overrides the <<action_delay,`delay`>> of the current action of actor `a`
|
|
without changing the action's ID.
|
|
|
|
`a:set_count(count)`::
|
|
Sets the actor's _execution count_ to `count`. The execution count of an actor
|
|
increments after each time its <<gameactor,callback function>> has run once.
|
|
|
|
`a:get_count()`::
|
|
Returns the actor's execution count.
|
|
|
|
`a:reset_acount()`::
|
|
Resets the _action count_ of the actor to 0. The action count is incremented on
|
|
each frame advance of the actor's current action. Also see the
|
|
<<action_delay,`delay`>> argument to `con.action`.
|
|
|
|
`a:get_acount()`::
|
|
Returns the actor's action count.
|
|
|
|
`a:set_move(mov [, movflags])`::
|
|
Sets the move of actor `a` to `mov`, which may be either an object returned by
|
|
<<con_move,`con.move`>> or a number 0 or 1. See the <<gameactor_move,`move`>>
|
|
argument to `gameactor` for further details. If <<actor_MOVFLAGS,`movflags`>>
|
|
is omitted, it defaults to 0.
|
|
+
|
|
The `set_move` method resets the actor's execution count. Also, if `moveflags`
|
|
has bit <<actor_MOVFLAGS,`actor.MOVFLAGS.randomangle`>> set and the actor is
|
|
not an enemy or a live enemy, its `sprite[].ang` value is set to a ``random''
|
|
value using <<krand,`gv.krand`>>.
|
|
|
|
`a:has_move(mov)`::
|
|
Returns a boolean of whether the current move of actor `a` is `mov`, which can
|
|
be any value permissible to `a:set_move()`. Like with `a:has_action()`,
|
|
equality is established using the move ID in case a composite one is passed.
|
|
|
|
`a:set_hvel(hvel)`::
|
|
Overrides the <<con_move,horizontal velocity>> of the actor's current move to
|
|
`hvel` without changing its ID.
|
|
|
|
`a:set_vvel(vvel)`::
|
|
Overrides the <<con_move,vertical velocity>> of the actor's current move to
|
|
`vvel` without changing its ID.
|
|
|
|
`a:set_ai(ai)`::
|
|
Sets the AI of actor `a` to `ai`, which must be an object returned by
|
|
<<con_ai,`con.ai`>>. In addition to setting the current AI ID of the actor,
|
|
`a:set_ai(ai)` is equivalent to the sequence
|
|
+
|
|
----------
|
|
a:set_action(ai.act)
|
|
a:set_move(ai.mov, ai.movflags)
|
|
----------
|
|
|
|
`a:has_ai(ai)`::
|
|
Returns a boolean of whether the current AI of actor `a` is `ai`.
|
|
|
|
Various methods query whether the last movement step of the actor made it
|
|
collide with another object, or allow getting this object's index then.
|
|
|
|
`a:checkhit()`::
|
|
Returns a boolean of whether the actor hit any object in the world, including
|
|
ceilings and floors.
|
|
// TODO: This needs verification:
|
|
// Staying motionless on the ground is considered as ``hitting'' it, too.
|
|
|
|
`a:checkbump()`::
|
|
Returns a boolean of whether the actor bumped into another actor or a wall.
|
|
|
|
`a:hitwall()`::
|
|
If the actor hit a wall with the last movement, returns that wall's
|
|
index. Otherwise, returns *nil*.
|
|
|
|
`a:hitsprite()`::
|
|
If the actor hit a sprite with the last movement, returns that sprite's
|
|
index. Otherwise, returns *nil*.
|
|
|
|
// TODO: set_picnum, set_owner?
|
|
|
|
===== `actor` static functions
|
|
|
|
`actor.fall(i)`::
|
|
Causes the actor with index `i` to fall in a ``hard-coded'', not further
|
|
specified fashion.
|
|
|
|
===== `actor` static data
|
|
|
|
[[actor_STAT]]
|
|
`actor.STAT`::
|
|
Provides a mapping of symbolic names to values applicable as sprite
|
|
<<sprite_statnum,status numbers>>. +
|
|
`DEFAULT`, `ACTOR`, `ZOMBIEACTOR`, `EFFECTOR`, `PROJECTILE`, `MISC`,
|
|
`STANDABLE`, `LOCATOR`, `ACTIVATOR`, `TRANSPORT`, `PLAYER`, `FX`, `FALLER`,
|
|
`DUMMYPLAYER`, `LIGHT`.
|
|
|
|
[[actor_FLAGS]] `actor.FLAGS`::
|
|
Contains symbolic names of values applicable to <<gameactor,`gameactor`>>'s
|
|
`flags` input argument, most of which are described there. +
|
|
`SHADOW`, `NVG`, `NOSHADE`, `NOPAL`, `NOEVENTS`, `NOLIGHT`,
|
|
`USEACTIVATOR`, `NOCLIP`, `SMOOTHMOVE`, `NOTELEPORT`.
|
|
|
|
//`BADGUY`,
|
|
|
|
[[actor_MOVFLAGS]] `actor.MOVFLAGS`::
|
|
Contains symbolic names of values applicable <<gameactor,`gameactor`>>'s
|
|
`movflags` input argument, `actor[]:set_move()`, and the like. +
|
|
`faceplayer`, `geth`, `getv`, `randomangle`, `faceplayerslow`, `spin`,
|
|
`faceplayersmart`, `fleeenemy`, `jumptoplayer`, `seekplayer`, `furthestdir`,
|
|
`dodgebullet`.
|
|
|
|
'''
|
|
===== `player`
|
|
|
|
Accessible with the index 0 and any nonnegative `pli` index passed to a
|
|
<<gameactor,game actor>> or event callback function.
|
|
|
|
.Arrays with named elements
|
|
The structures obtained by indexing `player` contain arrays whose elements may
|
|
be referred to either by index of by a particular name. Thus, the array can be
|
|
thought to be overlaid with a structure containing as many members as the array
|
|
has elements, all having the element's type.
|
|
|
|
Currently, there are with two kinds of names: weapon names and inventory
|
|
names. They will be marked using notation like this:
|
|
|
|
==========
|
|
_`i16`_ +ammo_amount[_weapon_]+
|
|
|
|
means that the structure member `ammo_amount` is an array with named elements,
|
|
themselves being of signed 16-bit integer type. The array can be indexed with
|
|
valid weapon numbers, or weapon names. In the following (constructed) example,
|
|
the first player's current pistol ammo count is set to that of the currently
|
|
selected weapon:
|
|
----------
|
|
local ps = player[0]
|
|
ps.ammo_amount.PISTOL = ps.ammo_amount[ps.curr_weapon]
|
|
----------
|
|
==========
|
|
|
|
The inventory names are the same as the keys of <<gv_GET,`gv.GET`>>, those for
|
|
the weapons coincide with the keys of <<gv_WEAPON,`gv.WEAPON`>>.
|
|
|
|
Each `player` element has the following members:
|
|
|
|
<<vector_types,_`xmath.ivec3`_>> `vel`::
|
|
The vector of the player's current velocity, accounted each time a player's
|
|
input is processed. The x and y components are in BUILD x/y units per game tic,
|
|
scaled by 2^14^. The z component is given in BUILD z units per game
|
|
tic. Processing a player's input and other EDuke32 game code may change `vel`
|
|
``behind a user's back'' in a further unspecified fashion.
|
|
|
|
_`i32`_ `runspeed`::
|
|
The factor, scaled by 2^16^, with which the player's current horizontal
|
|
velocity is multiplied before calculating its new position. On various
|
|
occasions, the ultimate scaled factor is the difference of `runspeed` and at
|
|
most 8192.
|
|
|
|
`curr_weapon`::
|
|
The index of the player's currently selected weapon.
|
|
|
|
|
|
===== `player` methods
|
|
|
|
`ps:fadecol(fadefrac, r, g, b [, speed [, prio]])`::
|
|
|
|
Initiates a tinting that linearly fades over time and is blended with the whole
|
|
screen contents whenever player `ps`'s view is displayed.footnote:[The behavior
|
|
is unspecified should more than one player's view be displayed at one time.]
|
|
The first argument `fadefrac` specifies the starting blending coefficient; `r`,
|
|
`g` and `b` specify the intensities of the red, green and blue color
|
|
components, respectively.
|
|
+
|
|
Both `fadefrac` and the component intensities are first clamped to the range
|
|
[0.0 .. 1.0]. The resulting values are interpreted as a proportion, 0.0 meaning
|
|
no blending/no color and 1.0 meaning full blending/full
|
|
color.footnote:[Currently, for implementation reasons, a value of 1.0 results
|
|
in only _almost_ full blending or presence of the specified color component.]
|
|
+
|
|
The fourth, optional argument `speed` controls the rate at which the tinting
|
|
diminishes. At a value of `1` (the default), a tint with a `fadefrac` of 0.5
|
|
finishes in approximately one second.
|
|
+
|
|
The last, optional argument `prio` must be an integer in the range [`-128`
|
|
.. `127`], the default being `0`. When a `fadecol` is issued in the presence of
|
|
another tint fading in progress, and the `prio` given by the arriving `fadecol`
|
|
is greater or equal than the `prio` of the ongoing one, the latter is canceled
|
|
and the arriving fading is initiated in its place. (There is no support for
|
|
tint fades that overlap in time.)
|
|
+
|
|
[icon="din_w_crushing.png"]
|
|
CAUTION: If Lunatic code that uses `fadecol` is loaded together with CON code
|
|
that writes to the player's `pals` members directly at any point, the behavior
|
|
is undefined.
|
|
|
|
===== `player` iterators
|
|
|
|
+*for* i *in* player.all()+::
|
|
Iterates over the indices of all active players.
|
|
|
|
// ===== `projectile`
|
|
|
|
===== `g_tile`
|
|
|
|
An array of size `gv.MAXTILES`. Currently, access with numeric indices by the
|
|
user is [red]#disallowed# for `g_tile` and its elements have [red]#no public
|
|
members#.
|
|
|
|
===== `g_tile` static data
|
|
|
|
`g_tile.sizx`, {nbsp} `g_tile.sizy`::
|
|
Arrays indexable with tile numbers [`0` .. `gv.MAXTILES-1`] that hold the
|
|
horizontal and vertical texel sizes of each tile.
|
|
|
|
|
|
Lunatic functions
|
|
~~~~~~~~~~~~~~~~~
|
|
|
|
[[engine_iterators]]
|
|
Engine-side iterators
|
|
^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
+*for* w *in* wallsofsect(sectnum)+::
|
|
Iterates over the indices of all walls of the sector with index `sectnum`.
|
|
|
|
+*for* s *in* spritesofstat(statnum [, maydelete])+::
|
|
Iterates over the indices of all sprites with status number `statnum`. If
|
|
`maydelete` is omitted or false, there must be no deletion of any sprite while
|
|
the loop is active. If `maydelete` is true, deleting sprites inside the loop is
|
|
allowed. Inserting sprites is always allowed.
|
|
|
|
+*for* s *in* spritesofsect(sectnum [, maydelete])+::
|
|
Iterates over the indices of all sprites contained in the sector with index
|
|
`sectnum` with the same meaning for `maydelete` as with `spritesofstat`.
|
|
|
|
Sector containment functions
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
`inside(pos, sectnum)`::
|
|
Returns a boolean of whether the position `pos` (which can be anything
|
|
indexable with `x` and `y`) is considered inside the sector with number
|
|
`sectnum`, which must be valid. The `z` component is not taken into account.
|
|
|
|
===== Sector updating
|
|
|
|
A number of engine functions take a position `pos` and a starting sector number
|
|
`sectnum` and try to find a sector that contains `pos`, assuming it started out
|
|
in `sectnum`.footnote:[Note that this is different from CON's `updatesector`,
|
|
which takes the starting sector to be the one of the _current sprite_.]
|
|
|
|
If a valid sector numeric is passed for `sectnum`, these functions first check
|
|
whether that sector already contains `pos` (i.e. the position stays in the same
|
|
sector) and then attempt to search neighboring sectors. Unless breadth-first
|
|
search is requested (see below), if the passed `sectnum` is `-1`, all sectors
|
|
are searched in an unspecified order.
|
|
|
|
On success, these functions return the sector number of the ``updated'' sector,
|
|
otherwise `-1`.
|
|
|
|
[[updatesector]]
|
|
`updatesector(pos, sectnum [, flags])`::
|
|
|
|
Searches for a sector containing `pos`, which can be anything indexable with
|
|
`x` and `y`. Thus, the `z` component is not taken into account. If `sectnum` is
|
|
a valid sector number, first all its neighboring walls
|
|
(<<nextwall,`wall[].nextwall`>>, ``red wall links'') are searched, falling back
|
|
to a linear search on failure.
|
|
+
|
|
However, this strategy can be problematic if the position passes multiple thin
|
|
sectors that overlap another, potentially unrelated sector (for example, in a
|
|
TROR or sector-over-sector construction). If such a sector is passed without an
|
|
`updatesector` call ever made when it contains the position, the next call may
|
|
not find the real sector (as it is now two nextwall links away from the initial
|
|
one), and wrongly suggest the overlapping one instead.
|
|
+
|
|
For this reason, the optional argument `flags` accepts
|
|
<<sector_UPDATE_FLAGS,`sector.UPDATE_FLAGS.BREADTH`>>, instructing
|
|
`updatesector` to look for matching sectors in a _breadth-first_ search
|
|
starting from `sectnum`, and following all nextwall links. With this strategy,
|
|
there is *no* fallback to a linear search if no matching sector is found.
|
|
+
|
|
Passing `sector.UPDATE_FLAGS.Z` to `flags` makes the sector updating behave as
|
|
if `updatesectorz` was called. This is mainly useful if `updatesector` is
|
|
called via the <<sprite_updatesect,sector updating functions>> of sprites.
|
|
|
|
`updatesectorz(pos, sectnum)`::
|
|
|
|
Searches for a sector containing `pos`, which can be any value indexable with
|
|
`x`, `y` and `z`. Thus, it additionally takes the `z` component into account by
|
|
checking against the bounds that would be returned using a sector's
|
|
<<sec_cfz_at,`ceilingzat`/`floorzat`>> methods.
|
|
+
|
|
The `updatesectorz` function first checks the initial sector for containment of
|
|
`pos`, then it tries any TROR neighbors of `sectnum`. Finally, it proceeds like
|
|
`updatesector` as far as the searching order is concerned.
|
|
|
|
===== Collision detection and related functions
|
|
|
|
[[hitscan]]
|
|
`hitscan(pos, sectnum, ray, clipmask)`::
|
|
|
|
Starting from the position `pos` (which is assumed to be contained in
|
|
`sectnum`), the `hitscan` function determines the object that would be first
|
|
hit by a ray emanating from `pos` into the direction given by `ray`. Both `pos`
|
|
and `ray` may be any object indexable with `x`, `y` and `z`, but the components
|
|
are <<int_assignment,converted>> to signed 32-bit integers prior to being
|
|
passed to the actual engine function. Note that `ray` is interpreted in BUILD
|
|
scaling: the z component has 16 times the precision for a given game-world
|
|
length compared to x or y.
|
|
+
|
|
The `clipmask` argument determines what objects are considered being hittable
|
|
by the ray and is expected to be an integral number. It is interpreted as two
|
|
separate bit masks: the low 16 bits for walls and the high 16 bits for
|
|
sprites. Each time there is a potential collision, the respective mask is ANDed
|
|
with the `cstat` member of the object, and if the result is non-zero, the ray
|
|
is considered having hit the object.
|
|
+
|
|
The `hitscan` function returns an object with information about the hit object
|
|
(if any) as well as the position of its intersection with the ray. It contains
|
|
the following members:
|
|
+
|
|
* `sector`: The sector number of the hit object, or `-1` if no object was
|
|
hit. Thus, testing it for being greater or equal to zero is a quick way of
|
|
finding out whether any object (ceiling/floor, wall, or sprite) was hit at
|
|
all.footnote:[It is recommended to carry out this check for the sake of
|
|
cautiousness: while proper `hitscan` invocations should always hit something,
|
|
the function may come up empty in certain corner cases (such as a starting
|
|
position outside of the designated sector).]
|
|
* `wall`: If a wall was hit, its index. Otherwise, `-1`.
|
|
* `sprite`: If a sprite was hit, its index. Otherwise, `-1`.
|
|
* `pos`: The position that is the intersection of the emanated ray with the hit
|
|
object, indexable with `x`, `y` and `z`. Undefined if no object was hit.
|
|
|
|
//////////
|
|
cansee
|
|
hitscan
|
|
neartag
|
|
sectorsofbunch
|
|
//////////
|
|
|
|
Customizing the game
|
|
^^^^^^^^^^^^^^^^^^^^
|
|
|
|
In Lunatic, there are two main ways of customizing the game's behavior. Both
|
|
involve the user providing functions that are _called back_ at certain points
|
|
in the execution of EDuke32. Game _actors_ are simply sprites that run a
|
|
particular piece of code based on their tile number each game tic, unless they
|
|
are in a ``dormant'' state. Game _events_ are invoked at predetermined points
|
|
in the program flow.
|
|
|
|
To register custom actor and event code with the game (and define additional
|
|
actor information), Lunatic provides two functions in the global environment,
|
|
`gameactor` and `gameevent`. As their sole argument, they take a table
|
|
containing the appropriate data.
|
|
|
|
[[gameactor]]
|
|
===== The function `gameactor{tilenum [, ...], func}`
|
|
|
|
:Lua51_FunctionCalls: http://www.lua.org/manual/5.1/manual.html#2.5.8
|
|
|
|
Registers custom code for the actor given by tile number `tilenum`. For each
|
|
non-sleeping actor, the function `func` is called every game tic with three
|
|
input arguments: `func(aci, pli, dist)`.
|
|
|
|
* `aci`: the sprite number of the actor invoking `func`
|
|
* `pli`: the index of the player that is nearest to this actor
|
|
* `dist`: the 3D Manhattan distance
|
|
footnoteref:[mhdist_def,The Manhattan distance between points
|
|
_p_~1~=(x~1~, y~1~, z~1~) and _p_~2~=(x~2~, y~2~, z~2~) is
|
|
defined as abs(x~2~ -- x~1~) + abs(y~2~ -- y~1~) + abs(z~2~ -- z~1~).]
|
|
between actor `aci` and player `pli`
|
|
|
|
// NOTE: , is the comma; the footnote would be truncated at it otherwise.
|
|
// For a related issue, see
|
|
// http://www.methods.co.nz/asciidoc/faq.html#_why_am_i_having_trouble_getting_nested_macros_to_work
|
|
|
|
Additionally, `gameactor` accepts optional input arguments. They can be
|
|
specifyed positionally by following `tilenum`, or be given as values to string
|
|
keys of the argument table. Each such input argument may be provided in at most
|
|
one of these two forms. Furthermore, `func` may be provided as value to the
|
|
key `'func'` as well.
|
|
|
|
[[gameactor_flags]]
|
|
`[2] flags`::
|
|
A number that controls both certain aspects of the `gameactor` call as well as
|
|
the run-time behavior of the actor itself. A couple of bits for the latter type
|
|
are listed in <<actor_FLAGS,`actor.FLAGS`>>, abbreviated `AF` in the following.
|
|
+
|
|
These values describe the ``type'' of the actor: `AF.enemy`, `AF.enemystayput`
|
|
and `AF.rotfixed`. Except for `enemystayput`, they name single bits
|
|
(`enemystayput` implies `enemy`).
|
|
+
|
|
In Lunatic, game actors can be _chained_, that is, a callback function can be
|
|
either appended to the end of an already registered one, or prefixed at its
|
|
front. In this case, a previous `gameactor` call must have taken place for that
|
|
actor (this may have happened from a CON `useractor` block, which gets
|
|
translated to `gameactor`). Moreover, this mechanism allows to add run-time
|
|
flags to the actor in question.
|
|
+
|
|
Chaining two callback functions is achieved by creating a new one that calls
|
|
the first one, followed by a {Lua51_FunctionCalls}[tail call] of the second
|
|
one. This has certain implications if control is transferred non-locally, for
|
|
example by using <<nlcf,`con.longjmp`>>.
|
|
+
|
|
Several flags in `AF` are provided to control how a `gameactor` invocation
|
|
handles chaining.
|
|
+
|
|
* `AF.replace_hard`: Completely replace the actor's callback function and
|
|
run-time flags. This is the default.
|
|
* `AF.replace_soft`: Replace the callback function, but bitwise-OR the existing
|
|
run-time flags with the provided ones. This is the way CON's `useractor`
|
|
behaves.
|
|
* `AF.chain_beg`: Prepend the provided `func` to the exising callback function,
|
|
bitwise-OR in flags.
|
|
* `AF.chain_end`: Append the provided `func` to the exising callback function,
|
|
bitwise-OR in flags.
|
|
+
|
|
The following members all default to 0 if omitted.
|
|
+
|
|
`[3] strength`::
|
|
The initial strength or health of the actor.
|
|
|
|
`[4] action`::
|
|
The initial action of the actor. May be either an object returned by
|
|
<<con_action,`con.action`>>, or the numbers 0 or 1. Both represent actions with
|
|
that ID, but all public members set to 0.
|
|
|
|
[[gameactor_move]] `[5] move`::
|
|
The initial move of the actor. May be either an object returned by
|
|
<<con_move,`con.move`>>, or the numbers 0 or 1. Both represent moves with that
|
|
ID, but all public members set to 0. A move of 0 disables the usual actor
|
|
movement, even if its `hvel` or `vvel` subsequently get overridden (and the
|
|
corresponding `movflags` set).
|
|
|
|
`[6] movflags`::
|
|
The actor's initial movement flags. Applicable bits are available in the
|
|
<<actor_MOVFLAGS,`actor.MOVFLAGS`>> object.
|
|
|
|
===== The function `gameevent{evtlabel [, flags], func}`
|
|
|
|
:wiki: http://wiki.eduke32.com
|
|
:wiki_eventlist: http://wiki.eduke32.com/wiki/EDuke32_event_list
|
|
|
|
Registers custom code to be run at specific points in the program. The first
|
|
argument `evtlabel` should be a string naming the event. A complete
|
|
{wiki_eventlist}[list of events] can be found at the {wiki}[EDuke32 wiki]. The
|
|
label may be stripped of the leading ```EVENT_`'', so that e.g. `EVENT_JUMP`
|
|
and simply `JUMP` denote the same event.
|
|
|
|
The arguments `flags` and `func` can alternatively be passed as values to the
|
|
same-named keys of the input argument table to `gameevent`. Like with
|
|
`gameactor`, each may be provided in at most one of the two forms.
|
|
|
|
The callback `func` is invoked with the same arguments and meaning as for
|
|
<<gameactor,`gameactor`>>, but certain events are run in contexts where no
|
|
meaningful `aci` and/or `pli` value can be assigned. In this case, `func`
|
|
receives `-1` for the respective input arguments.
|
|
|
|
Like with actors, game events may be chained or replaced by passing an
|
|
appropriate `flags` value. However, it is not necessary for an event to be
|
|
already defined when chaining is requested. In that case, it is simply
|
|
registered initially. Permissible values for these flags are provided in
|
|
`actor.FLAGS` as well (abbreviated `AF` here):
|
|
|
|
* `AF.replace`: Replace any previously defined event code with the given one.
|
|
* `AF.chain_beg`: Prepend the provided `func` to the exising callback
|
|
function. This is the behavior of CON's `onevent`.
|
|
* `AF.chain_end`: Append the provided `func` to the exising callback
|
|
function. This is the default.
|
|
|
|
// TODO: RETURN handling...
|
|
|
|
|
|
[[ext_api]]
|
|
Extended API (Lunatic modules)
|
|
------------------------------
|
|
|
|
The `xmath` module
|
|
~~~~~~~~~~~~~~~~~~
|
|
|
|
Mathematical functions
|
|
^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
:BitOpUndefined: http://bitop.luajit.org/semantics.html#undefined
|
|
|
|
Lunatic, being a Lua-based scripting system, provides the user with a single
|
|
numeric data type that variables can contain on the Lua side --
|
|
double-precision floating point.footnote:[In LuaJIT, variables additionaly can
|
|
take on ``boxed'' 64-bit integer numeric types, but these should not be used
|
|
for numeric calculations.] However, since BUILD, and in turn, EDuke32, almost
|
|
exclusively use integer types to represent quantities such as angles or carry
|
|
out e.g. trigonometrical calculations, there is a need for convenient
|
|
interoperability between the two ``worlds''.
|
|
|
|
Two pairs of functions calculate the trigonometric sine and cosine, both
|
|
accepting a BUILD angle as input argument, but differing in the scaling of
|
|
their result. Using these functions is recommended over Lua's `math.sin` or
|
|
`math.cos` in cases where the argument is a BUILD angle in the first place, for
|
|
example because it is read from an engine or game structure. The computation is
|
|
both faster (because it is essentially only a bitwise-AND operation followed by
|
|
a table lookup) and the results have the symmetry expected from the
|
|
mathematical counterparts.
|
|
|
|
`xmath.sinb(bang)`, {nbsp} `xmath.cosb(bang)`::
|
|
Returns the sine/cosine of the given BUILD angle `bang`, which can be any whole
|
|
number in [--2^31^{nbsp}..{nbsp}2^31^--1].footnote:[Passing fractional values
|
|
is possible, but discouraged. See the relevant {BitOpUndefined}[subsection] of
|
|
the BitOp documentation for more details.] In BUILD, one full cycle is covered
|
|
by values from 0 to 2047; in other words, an angle of 2048 corresponds to 360
|
|
degrees.
|
|
+
|
|
The `sinb` and `cosb` functions return values in the range [--1 .. 1], just
|
|
like their mathematical counterparts.
|
|
+
|
|
The following guarantees are made for `sinb` whereever its argument expression
|
|
is permissible:
|
|
+
|
|
* `sinb(-a) == -sinb(a)` (point symmetry around the origin)
|
|
* `sinb(a + i*2048) == sinb(a)`, where `i` is any whole number (periodicity)
|
|
* `sinb(1024 - a) == sinb(a)` (mirror symmetry around `a`=512)
|
|
* `sinb(a - 1024) == -sinb(a)` (point symmetry around `a`=1024)
|
|
* The value for `cosb(a)` is derived as `sinb(a + 512)`.
|
|
|
|
`xmath.ksin(bang)`, {nbsp} `xmath.kcos(bang)`::
|
|
Returns the sine/cosine of the given BUILD angle `bang`, multiplied with 16384
|
|
and rounded towards zero. The same guarantees as for the `sinb`/`cosb` pair
|
|
apply.
|
|
|
|
`xmath.angvec(ang)`::
|
|
Returns a <<vector_types,`vec3`>> with the components `math.cos(ang)`,
|
|
`math.sin(ang)` and 0 for x, y and z, respectively.
|
|
|
|
`xmath.bangvec(bang)`::
|
|
Returns a <<vector_types,`vec3`>> with the components `xmath.cosb(bang)`,
|
|
`xmath.sinb(bang)` and 0 for x, y and z, respectively.
|
|
|
|
`xmath.kangvec(bang [, z])`::
|
|
Returns an <<vector_types,`ivec3`>> with the components `xmath.kcos(bang)`,
|
|
`xmath.ksin(bang)` for x and y, respectively. The z component can be passed in
|
|
the optional argument `z`, which defaults to 0 if omitted.
|
|
|
|
`xmath.dist(pos1, pos2)`::
|
|
Returns an approximation of the 3D Euclidean distance between points `pos1` and
|
|
`pos2`, both of which can be any object indexable with `x`, `y` and `z`.
|
|
<<cf_z,BUILD z units>> are assumed.
|
|
|
|
`xmath.ldist(pos1, pos2)`::
|
|
Returns an approximation of the 2D Euclidean distance between points `pos1` and
|
|
`pos2`, both of which can be any object indexable with `x` and `y`.
|
|
|
|
[[xmath_rotate]] `xmath.rotate(point, bang [, pivot])`::
|
|
Returns as an <<vector_types,`xmath.vec3`>> the position of `point` rotated
|
|
around the line parallel to the z axis going through `pivot` by `bang` BUILD
|
|
angle units in the mathematically negative (clockwise) direction. The arguments
|
|
`point` and `pivot` can be anything indexable with `x`, `y` and `z`. The z
|
|
component of the result is the difference between that of `point` and
|
|
`pivot`. If `pivot` is omitted, it defaults to the origin vector containing
|
|
zeros for all components.
|
|
|
|
[[vector_types]]
|
|
The types `xmath.vec3` and `xmath.ivec3` [_serializeable_]
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Another purpose of the `xmath` module is to provide _vector_ types that allow
|
|
writing concise and clear code involving geometrical calculations. There are
|
|
two types, both containing three components (`x`, `y` and `z`), but differing
|
|
in their numeric type. For the most part, `vec3` should be used, whose
|
|
components are Lua numbers, i.e. floating point. The other type, `ivec3`, is
|
|
part of some game structures, and consequently uses 32-bit integers for its
|
|
components. With minor differences, the `vec3` and `ivec3` types share the same
|
|
operations and methods.
|
|
|
|
The constructors of the vector types can be called in several ways. In the
|
|
following, they are only described for `vec3`. The conventions for `ivec3` are
|
|
completely analogous, but since their creation involves a number type
|
|
conversion, the rules about <<int_assignment,assignment to integer types>>
|
|
apply.
|
|
|
|
`v = xmath.vec3([x [, y [, z]]])`::
|
|
Create a 3-element vector `v` by passing the `x`, `y` and `z` components
|
|
separately. Trailing components can be omitted, in which case they are
|
|
initialized to 0.
|
|
|
|
`v = xmath.vec3(t)`::
|
|
Create a 3-element vector `v` by passing `t`, which can be any variable
|
|
indexable with the strings `x`, `y` and `z` (and yielding numbers for these
|
|
lookups). For example, `t` can be another (`i`)`vec3`, a `sprite` or even
|
|
<<wall,`wall`>> reference, as each of them can be indexed with these three
|
|
keys.
|
|
|
|
Since the vector types are compound objects, they are always passed around by
|
|
reference. For example, consider executing
|
|
----------
|
|
v = xmath.vec3(0, 1)
|
|
w = v
|
|
w.y = 2
|
|
----------
|
|
After this code, the expression `v.x` yields `2` instead of `v`'s initial value
|
|
`1`.
|
|
|
|
===== Operations for `vec3` and `ivec3`
|
|
|
|
In the following, `v` denotes a `vec3` or `ivec3` object reference while `t`
|
|
denotes any object indexable with `x`, `y` and `z`. Note that for binary
|
|
operations, Lua looks for overridden operators in the left operand first and
|
|
the right one next. So, where `t` appears on the left hand side of an
|
|
arithmetic expression, it is assumed that `t`'s type does not overload the
|
|
corresponding operation or provides the same semantics. Arithmetic operations
|
|
always return a (reference to a) new `vec3` object, even if any or both of the
|
|
operands have `ivec3` type.
|
|
|
|
`v + t`, {nbsp} `t + v`::
|
|
Returns a new `vec3` object whose components are the sum of the respective
|
|
components of `v` and `t`.
|
|
|
|
`v - t`, {nbsp} `t - v`::
|
|
Returns a new `vec3` object whose components are the difference of the
|
|
respective components of `v` and `t` (in the first case) or `t` and `v` (in the
|
|
second case).
|
|
|
|
`-v`::
|
|
Returns a new `vec3` object with the components of `v` negated.
|
|
|
|
`a*v`, {nbsp} `v*a`::
|
|
For a scalar number `a`, returns a new `vec3` object whose components are those
|
|
of `v` mutiplied with `a`.
|
|
|
|
`v/a`::
|
|
For a scalar number `a`, returns a new `vec3` object whose components are those
|
|
of `v` divided by `a`.
|
|
|
|
`v^zofs`::
|
|
Returns an object of the same type as `v` and with the same components, except
|
|
that `v.z` is diminished by `zofs`. Also see the <<sprite_power,power
|
|
operation>> for `sprite` objects.
|
|
|
|
`tostring(v)`::
|
|
Returns a string representation of `v` for display purposes: ```vec3`'' or
|
|
```ivec3`'', followed by the components of `v` in parentheses.
|
|
|
|
===== Methods for `vec3` and `ivec3`
|
|
|
|
`v:len()`::
|
|
Returns the Euclidean length of `v` in three dimensions.
|
|
|
|
`v:lensq()`::
|
|
Returns the squared Euclidean length of `v` in three dimensions.
|
|
|
|
`v:len2()`::
|
|
Returns the Euclidean length of `v`, taking only the `x` and `y` components
|
|
into account.
|
|
|
|
`v:len2sq()`::
|
|
Returns the squared Euclidean length of `v`, taking only the `x` and `y`
|
|
components into account.
|
|
|
|
`v:mhlen()`::
|
|
Returns the length of `v` calculated using the Manhattan distance
|
|
footnoteref:[mhdist_def] in three dimensions between the origin and the
|
|
endpoint.
|
|
|
|
`v:toivec3()`::
|
|
Returns a new `ivec3` object with the same components as `v`, but converted
|
|
<<int_assignment,to integers>>.
|
|
|
|
`v:touniform()`::
|
|
Returns a new vector of the same type as `v` which has the same `x` and `y`
|
|
components as `v`, but the `z` element divided by 16 (if `v` is a `vec3`) or
|
|
arithmetically right-shifted by 4 (if `v` is an
|
|
`ivec3`).footnote:[Right-shifting by 4 can be seen as a division by 16 with
|
|
subsequent rounding to an integer towards negative infinity.] Also see the
|
|
description of the ceiling/floor <<cf_z,`z` member>>.
|
|
|
|
`v:tobuild()`::
|
|
Returns a new vector of the same type as `v` which has the same `x` and `y`
|
|
components as `v`, but the `z` element multiplied with 16.
|
|
|
|
`v:rotate(bang [, pivot])`::
|
|
Equivalent to +<<xmath_rotate,xmath.rotate>>(v, bang [, pivot])+.
|
|
|
|
|
|
The `con` module -- game control
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
The `con` module on one hand provides functionality to control certain aspects
|
|
of the game, such as defining game-side animations for actors. On the other
|
|
hand, it hosts various functions that are familiar from CON, although sometimes
|
|
under a different name.
|
|
|
|
[[actions_moves_ais]]
|
|
Actions, moves and AIs -- customizing actor behavior
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
In CON, three aspects of an actor can changed using a mechanism that is
|
|
syntactically similar for each. _Actions_ carry information about a particular
|
|
animation for an actor, such as how many frames it contains. _Moves_ define the
|
|
potential motion characteristics of an actor. Finally, _AIs_ are aggregates of
|
|
an action and a move, plus _movement flags_ that toggle certain movement
|
|
aspects.
|
|
|
|
At file scope, one first defines each of these composites using directives such
|
|
as `action`, and inside code blocks to be executed at game time, one instructs
|
|
the game to use a particular composite by passing the chosen label to the
|
|
same-named command (i.e. `action` for our example).
|
|
|
|
Lunatic provides a similar mechanism, but the main difference from CON is that
|
|
the definition functions merely return the composite structures, without
|
|
registering them under any particular name. Thus, it is up to the user to
|
|
organize them, for example by storing those for each class in a separate table
|
|
indexed by chosen names. Similar to CON, the creation functions may only be
|
|
called when the game is not yet running.
|
|
|
|
Actor behavior composites contain an additional ``hidden'' ID. Each invocation
|
|
of a creation function such as `con.action` returns a composite with a unique
|
|
ID per composite type. This ID is used to compare for equality in actor methods
|
|
such as `actor[]:has_action()`. All returned composites are immutable.
|
|
|
|
[[con_action]]
|
|
===== The function `con.action{ ... }`
|
|
|
|
:wiki_action: http://wiki.eduke32.com/wiki/Action
|
|
:Lua51_TableConstructors: http://www.lua.org/manual/5.1/manual.html#2.5.7
|
|
|
|
Returns a new _action_ composite created with the given values. The
|
|
`con.action` function expects a single table as input argument, each of whose
|
|
keys denote an action member. Each member may be provided by an index in the
|
|
table or its name, but not both. Members may be omitted, in which case they
|
|
default to either 0 or 1.
|
|
|
|
Refer to the {Lua51_TableConstructors}[Table Constructors] subsection of the
|
|
Lua 5.1 Reference Manual for the syntax and semantics of table initialization.
|
|
|
|
`[1] startframe`::
|
|
The offset of the starting frame of the animation, relative to the
|
|
`sprite[].picnum` of an actor (i.e. the tile number, selecting which actor code
|
|
is run).
|
|
|
|
`[2] numframes` (default: 1)::
|
|
The total number of frames in the animation.
|
|
|
|
`[3] viewtype` (default: 1)::
|
|
The number of consecutive tiles used to construct one frame of the animation,
|
|
as viewed from different angles. Valid values are 1, 3, 5, 7 and 8. In
|
|
addition, -5 and -7 are allowed, which behave like the corresponding positive
|
|
++viewtype++s, but effectively mirror the actor on the vertical axis. This can
|
|
be useful if tile data is available that has the opposite orientation of what
|
|
EDuke32 uses. See the {wiki_action}[Action entry] in the EDuke32 wiki for how
|
|
the views are constructed for different `viewtype` values.
|
|
|
|
`[4] incval` (default: 1)::
|
|
The value to add the actor's _current frame_ on each frame advance. May be -1,
|
|
0, or 1.
|
|
// In the wild, sometimes other values, too.
|
|
|
|
[[action_delay]] `[5] delay`::
|
|
Roughly, the number of <<totalclock,`gv.totalclock`>> time units (120 per
|
|
second) after which a frame is advanced, at a granularity of one game tic (30
|
|
per second, corresponding to a `delay` difference of 4).footnote:[The reason
|
|
for the granularity is due to the implementation: each execution of an actor's
|
|
code increments its hidden ``action tics'' counter by four (= 120/30).]
|
|
|
|
// TODO: the above can be more precise. State in terms of floor(delay/4).
|
|
|
|
.Equivalent `action` definitions
|
|
==========
|
|
Each of the following calls return an action with the same public members:
|
|
----------
|
|
con.action{0, 4, delay=20}
|
|
con.action{0, 4, 1, 1, 20}
|
|
con.action{startframe=0, numframes=4, viewtype=1, incval=1, delay=20}
|
|
----------
|
|
==========
|
|
|
|
[[con_move]]
|
|
===== The function `con.move{ ... }`
|
|
|
|
Returns a new _move_ composite created with the given values, expecting a
|
|
single table as input argument. The same conventions as with `con.action` apply
|
|
for the following members:
|
|
|
|
`[1] hvel`::
|
|
The (most often) doubled horizontal velocity of the actor, in BUILD x/y units
|
|
per game tic. An actor's `sprite[].xvel` will approach this value in an
|
|
``exponential'' fashion, halving the difference between the current velocity
|
|
and this goal velocity each movement update from the actor execution loop. For
|
|
most objects, `sprite[].xvel` is then further halved to yield the ultimate
|
|
velocity. Only effective when the actor's `movflags` has
|
|
<<actor_MOVFLAGS,`actor.MOVFLAGS.geth`>> is set.
|
|
|
|
`[2] vvel`::
|
|
The (most often) doubled horizontal velocity of the actor, in BUILD x/y (*not*
|
|
z) units per game tic. An actor's `sprite[].zvel` will approach 16 times this
|
|
value in an ``exponential'' fashion. For most objects, `sprite[].zvel` is then
|
|
further halved to yield the ultimate velocity. Only effective when the actor's
|
|
`movflags` has <<actor_MOVFLAGS,`actor.MOVFLAGS.getv`>> is set.
|
|
|
|
[[con_ai]]
|
|
===== The function `con.ai([action [, move [, movflags]]])`
|
|
|
|
The `con.ai` function differs from `con.action` and `con.move` in that it is of
|
|
``second order'', i.e. it accepts two composites as input arguments, returning
|
|
an _AI_ object containing these. Also, it is called with three positional,
|
|
optional arguments. Like for <<gameactor,`gameactor`>>, the numbers 0 and 1 are
|
|
permissible for `action` and `move`. Applicable bits for `movflags` are
|
|
available in the <<actor_MOVFLAGS,`actor.MOVFLAGS`>> object.
|
|
|
|
[[nlcf]]
|
|
Non-local control flow
|
|
^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Two functions in the `con` module make the executed function abort early,
|
|
jumping directly to the end of the innermost event or actor callback
|
|
``block''. They are used to implement among others CON's `killit` and
|
|
(confusingly named) `return` commands. If these functions are used when none of
|
|
the mentioned callback functions are active, the behavior is undefined.
|
|
|
|
`con.longjmp()`::
|
|
Silently transfers control to the end of the innermost actor or event callback
|
|
block, to the same point an `error()` call would do. Note that since callback
|
|
<<gameactor_flags,chaining>> is achieved by creating a new function for each
|
|
function pair, calling both unprotected, issuing a `con.longjmp()` inside any
|
|
``part'' of a chain aborts the whole block -- functions in the chain that are
|
|
called later will not be reached. In contrast, returning from one function
|
|
transfers control to the beginning of the next in the chain if it exists.
|
|
+
|
|
.`con.longjmp` with chained events
|
|
==========
|
|
The following two chained `EVENT_JUMP` definitions,
|
|
----------
|
|
gameevent{"JUMP", function(_, pli)
|
|
print("jump:first")
|
|
if (player[pli].curr_weapon==gv.WEAPON.PISTOL) then
|
|
return
|
|
end
|
|
print("aborting")
|
|
con.longjmp()
|
|
end}
|
|
|
|
gameevent{"JUMP", function() -- second function in EVENT_JUMP chain
|
|
print("jump:second")
|
|
end}
|
|
----------
|
|
would print ```jump:first`'' and ```jump:second`'' when holding a
|
|
pistol. Otherwise, ```jump:first`'' and ```aborting`'' would be printed and the
|
|
second chained callback function would not be reached.
|
|
==========
|
|
|
|
`con.killit()`::
|
|
Silently transfers control to the end of the active actor callback block,
|
|
notifying the game to delete the executing actor's sprite. If `con.killit` is
|
|
called while no execution of actor code is active, the behavior is undefined.
|
|
|
|
Per-actor variables
|
|
^^^^^^^^^^^^^^^^^^^
|
|
|
|
// XXX: this text is too implementation-centric
|
|
|
|
Since in EDuke32, sprites in general exist in the world only for a limited
|
|
duration, it is wasteful to allocate an array of fixed size `gv.MAXSPRITES` for
|
|
the purpose of a variable that holds a value for each actor sprite. On the Lua
|
|
side, one could use a plain table, but for actors that are created and
|
|
destroyed during the course of a game, this would accumulate ``garbage'' --
|
|
values for sprites that have been deleted. Moreover, per-actor variables tend
|
|
to be ``topical'', one such variable being potentially only used for a very
|
|
specific actor tile. For this reason, per-actor variables are implemented in a
|
|
``sparse'' fashion in Lunatic, but provide to the user the illusion of having a
|
|
value for every sprite index. They are also ``cleaned'' at unspecified
|
|
intervals.
|
|
|
|
[[con_actorvar]]
|
|
===== The type `con.actorvar(defaultval)` [_serializable_]
|
|
|
|
Creates and returns a new per-actor variable with default value `defaultval`
|
|
which can be indexed for reading or assignment in the range
|
|
[0{nbsp}..{nbsp}`gv.MAXSPRITES-1`], but access to it is subject to the same
|
|
restrictions as to <<sprite,`sprite`>> and other per-sprite structures.
|
|
|
|
When a sprite is created using `con.insertsprite` or `con.spawn`, its value at
|
|
the index of this new sprite is cleared (reset to `defaultval`). After a sprite
|
|
has been deleted, the value of a per-actor variable is indeterminate -- it may
|
|
be cleared by Lunatic at any point.
|
|
|
|
Per-actor variables may contain values of any permitted type, which currently
|
|
are boolean and number. Mixing values of different types is allowed: per-actor
|
|
variables are heterogenous containers.
|
|
|
|
Sprite insertion
|
|
^^^^^^^^^^^^^^^^
|
|
|
|
In Lunatic, there are two functions that insert a sprite into the game world.
|
|
They mainly differ in how they are used, and to which extent they imply
|
|
``hard-coded'' behavior.
|
|
|
|
===== The function `con.insertsprite{tilenum, pos, sectnum [, owner [, statnum]] [key=val...]}`
|
|
|
|
Inserts a new sprite into the game with the properties given as input
|
|
arguments. If the world already contains the maximum number of sprites
|
|
(<<gv,`gv.MAXSPRITES`>>), currently the game is aborted and EDuke32
|
|
exits.footnote:[This is subject to change and must not be relied on.]
|
|
Otherwise, relevant per-sprite data for the newly inserted sprite is
|
|
cleared. No additional ``hard-wired'' C code is run.
|
|
|
|
The return value is the index of the inserted sprite.
|
|
|
|
The function `con.insertsprite` is called with a single table whose values are
|
|
taken as the actual arguments. The first three, `tilenum`, `pos` and `sectnum`,
|
|
are passed positionally. All other input arguments are passed as key-value
|
|
pairs, but `owner` and `statnum` may be provided in both forms (but only one
|
|
form in one call).
|
|
|
|
`[1]` (`tilenum`)::
|
|
The tile number of the sprite to insert.
|
|
|
|
`[2]` (`pos`)::
|
|
The position at which to insert the sprite (anything indexable with `x`, `y` and `z`).
|
|
|
|
`[3]` (`sectnum`)::
|
|
The index of the sector in which to insert the sprite.
|
|
|
|
`[4] owner` (default: --1)::
|
|
The index of the sprite that is in some sense the ``parent'' of the newly
|
|
created one.
|
|
|
|
`[5] statnum` (default: `actor.STAT.DEFAULT`)::
|
|
The initial status number of the inserted sprite.
|
|
|
|
The following additional keys are permissible as input arguments, corresponding
|
|
to the same-named <<sprite,`sprite`>> members:
|
|
`shade`, `xrepeat` (default: 48), `yrepeat` (default: 48), `ang`, `xvel`,
|
|
`zvel`. All optional arguments passed this way except for `xrepeat` and
|
|
`yrepeat` default to 0.
|
|
|
|
===== The function `con.spawn(tilenum, parentspritenum)`
|
|
|
|
Spawns a new sprite with tile number `tilenum` from a given ``parent'' sprite
|
|
with index `parentspritenum`, which must be valid. The sprite is spawned at the
|
|
same position as its parent and its `owner` member is set to
|
|
`parentspritenum`. Additional ``hard-wired'' code dependent on `tilenum` may be
|
|
run afterwards, possibly modifying the sprite.
|
|
|
|
Returns the index of the spawned sprite on success.
|
|
|
|
|
|
/////////////////
|
|
APPENDICES FOLLOW
|
|
/////////////////
|
|
|
|
:numbered!:
|
|
|
|
[appendix]
|
|
[[Appendix_Howto_read_PIL]]
|
|
How to read _Programming in Lua_
|
|
--------------------------------
|
|
|
|
:PiL50: http://www.lua.org/pil/contents.html
|
|
|
|
On the Lua homepage, the first edition of _Programming in Lua_ is
|
|
{PiL50}[available] online. While targeting Lua 5.0, it still remains applicable
|
|
to Lua 5.1 to a large extent. This section gives hints for reading it when
|
|
learning to code for Lunatic.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/p1.html[Preface]
|
|
|
|
May be interesting to get an idea of the philisophy behind Lua.
|
|
http://www.lua.org/pil/p1.3.html[A Few Typographical Conventions] should be
|
|
read to be familiar with them.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/1.html[1 -- Getting Started]
|
|
|
|
Mentions the stand-alone Lua interpreter. When none is available, a LuaJIT
|
|
stand-alone binary can be used for experimentation as well.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/1.1.html[1.1 -- Chunks]
|
|
|
|
Introduces chunks as the basic ``blocks'' of Lua code and notes how whitespace
|
|
is treated. Mentions `dofile`, which is not available in Lunatic
|
|
(<<require,`require`>> is preferred).
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/1.2.html[1.2 -- Global Variables]
|
|
|
|
Section may be read, but usage of *`local`* variables is strongly recommended
|
|
whereever possible. Also, trying to read a non-existent global or to write any
|
|
value to the global environment gives an error in Lunatic (except that global
|
|
writes are allowed in in <<modules,module>> context, i.e. after `module(...)`).
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/1.3.html[_1.3 -- Some Lexical Conventions_]
|
|
|
|
Must read.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/2.html[_2 -- Types and Values_]
|
|
|
|
Must read, also subsections. However, ``2.7 -- Userdata and Threads'' is
|
|
not relevant.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/3.html[_3 -- Expressions_]
|
|
|
|
Must read, also all subsections.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/4.html[_4 -- Statements_]
|
|
|
|
Must read, also all subsections.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/5.htmlhttp://www.lua.org/pil/5.html[_5 -- Functions_]
|
|
|
|
Must read, also all subsections. Subsection 5.2 mentions `io.write`, which is
|
|
not available in Lunatic.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/6.html[6 -- More about Functions]
|
|
|
|
May be read (subsections as well) for a more complete understanding of
|
|
functions in Lua, as well as the utility of lexical scoping.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/7.html[_7 -- Iterators and the Generic_ `for`]
|
|
|
|
May be read (subsections as well), but for basic programming, the knowledge of
|
|
how to merely use (as opposed to write) iterators such as
|
|
<<engine_iterators,`spritesofsect`>> suffices.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/8.3.html[8.3 -- Errors]
|
|
|
|
May be read. Provides guidelines on how to write error handling (status code
|
|
vs. error).
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/8.4.html[8.4 -- Error Handling and Exceptions]
|
|
|
|
May be read. Discusses protected calls, which should be used sparingly.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/11.html[_11 -- Data Structures_]
|
|
|
|
May be read, also subsections. The most relevant subsections are
|
|
http://www.lua.org/pil/11.1.html[11.1 -- Arrays],
|
|
http://www.lua.org/pil/11.5.html[11.5 -- Sets and Bags] and to some extent,
|
|
http://www.lua.org/pil/11.6.html[11.6 -- String Buffers]. The way ``11.2 --
|
|
Matrices and Multi-Dimensional Arrays'' suggests to construct matrices is
|
|
rather memory-intensive; also it and ``11.3 -- Linked Lists'' and ``11.4 --
|
|
Queues and Double Queues'' are not relevant to simple Lunatic coding.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/15.html[15 -- Packages]
|
|
|
|
Lua package system received various additions in 5.1, so the PiL first
|
|
edition's section is out-of-sync. For Lunatic, the <<modules,modules>> section
|
|
of this manual should be consulted.
|
|
+
|
|
+
|
|
(The rest of Part II deals with advanced concepts not needed for simple Lunatic
|
|
coding.)
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/19.3.html[19.3 -- Sort]
|
|
|
|
May be read if needed.
|
|
|
|
[float]
|
|
==== http://www.lua.org/pil/20.html[20 -- The String Library]
|
|
|
|
May be skimmed (also subsections), though ultimately the Lua Reference should
|
|
be consulted for the exact semantics.
|
|
|
|
[appendix]
|
|
[[Appendix_event_RETURN]]
|
|
Game event `RETURN` usage
|
|
-------------------------
|
|
|
|
The following list notes how the special <<gv_RETURN,`gv.RETURN`>> variable
|
|
(known simply as `RETURN` from CON) is treated for the various events. The game
|
|
may either pass some value to a particular event as additional information, or
|
|
it can examine `RETURN` after the event has finished, invoking some behavior
|
|
conditional on its value. If an event is not listed here, its usage of `RETURN`
|
|
is unspecified.
|
|
|
|
[float]
|
|
Receives zero, checks for non-zero
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
These events get passed a value of 0 for `RETURN`, and after finishing, check
|
|
it for being non-zero, in which case some hard-coded behavior is suppressed:
|
|
|
|
`AIMDOWN`, `AIMUP`, `CROUCH`, `DISPLAYSBAR`, `DISPLAYWEAPON`, `DOFIRE`,
|
|
`DRAWWEAPON`, `FIRE`, `HOLODUKEOFF`, `HOLODUKEON`, `HOLSTER`, `INCURDAMAGE`,
|
|
`INVENTORY`, `JUMP`, `LOOKDOWN`, `LOOKLEFT`, `LOOKRIGHT`, `LOOKUP`,
|
|
`QUICKKICK`, `RETURNTOCENTER`, `SOARDOWN`, `SOARUP`, `SWIMDOWN`, `SWIMUP`,
|
|
`TURNAROUND`, `USEJETPACK`, `USEMEDKIT`, `USENIGHTVISION`, `USESTEROIDS`.
|
|
|
|
`KILLIT` (deprecated from Lua)::
|
|
If non-zero, the pending sprite deletion is aborted.
|
|
|
|
`DISPLAYROOMS`::
|
|
Don't draw scene if `RETURN` is 1. Values other than 0 and 1 are
|
|
reserved.
|
|
|
|
`PRESSEDFIRE`, `USE`::
|
|
If non-zero, the ``fire'' or ``use'' shared key bits are cleared
|
|
(respectively).
|
|
|
|
[float]
|
|
Game considers post-event `RETURN` an index
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
For some events, the game examines `RETURN` after they have finished, and
|
|
potentially uses its value as some kind of index.
|
|
|
|
`CHANGEMENU` (deprecated from Lua)::
|
|
Receives and examines `RETURN` as a menu index to change to.
|
|
|
|
`DISPLAYCROSSHAIR`::
|
|
Receives 0. If the post-event `RETURN` equals 1, no crosshair is drawn. If
|
|
it is greater than one, `RETURN` is the tile index of the crosshair to be
|
|
displayed. The value 0 makes it draw using the `CROSSHAIR` tile.
|
|
|
|
`GETLOADTILE`::
|
|
Receives and examines `RETURN` as a background tile for the loading screen.
|
|
A negative value suppresses drawing it and running the subsequent
|
|
`EVENT_DISPLAYLOADINGSCREEN` entirely.
|
|
|
|
`GETMENUTILE`::
|
|
Receives and examines `RETURN` as a background tile for the menu.
|
|
|
|
`SOUND`::
|
|
Receives and examines `RETURN` as an index of a sound to start playing.
|
|
|
|
[float]
|
|
Cheat events
|
|
~~~~~~~~~~~~
|
|
The cheat events receive a hard-coded, item-dependent target amount in
|
|
`RETURN`. It can be overridden to a different value to make the respective
|
|
cheat give a different ``full'' amount. A negative value is ignored.
|
|
|
|
`CHEATGETSTEROIDS`, `CHEATGETHEAT`, `CHEATGETBOOT`, `CHEATGETSHIELD`,
|
|
`CHEATGETSCUBA`, `CHEATGETHOLODUKE`, `CHEATGETJETPACK`, `CHEATGETFIRSTAID`.
|
|
|
|
[float]
|
|
TODO
|
|
~~~~
|
|
`CHANGEWEAPON`, `CHECKFLOORDAMAGE`, `CHECKTOUCHDAMAGE`, `NEXTWEAPON`,
|
|
`PREVIOUSWEAPON`, `SELECTWEAPON`, `WEAPKEY*`.
|