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929 lines
34 KiB
Text
929 lines
34 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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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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// TODO: give hints which PiL to read / how
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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.
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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 global variables in the global environment is forbidden.
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- In module context, referencing a non-existent variable (i.e. one that has
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value *nil*) is an 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 be
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named `*.lua` (case-sensitive) and should be passed directly, without any
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option letters, at the command line. Directory separators must be forward
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slashes.
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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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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="icons/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(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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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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==== 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 will be 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 Lua, our `module` does not return *true* when a module is
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++require++d 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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Issuing `require` for ```end_gamevars`'' has a special meaning that is described
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below. A `require` for ```CON.DEFS`'' returns a table mapping labels ++define++d from
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CON to their values, except for `NO`.
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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. Unlike Lua 5.1, our `module` takes
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neither a name argument nor ``option'' varargs. A Lunatic file may have at most
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one call to `module`, which (if there is one) *must* be called at file scope.
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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")`. These variables may also be *`local`*.
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[icon="icons/din_w_collapse.png"]
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CAUTION: A game variable must contain a non-nil value at any time. Otherwise,
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the behavior is undefined.
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// TODO: when are they restored, example
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// TODO: the rest
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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.
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// Game-side
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`gv.*` inventory indices::
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`GET_STEROIDS`, `GET_SHIELD`, `GET_SCUBA`, `GET_HOLODUKE`, `GET_JETPACK`,
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`GET_DUMMY1`, `GET_ACCESS`, `GET_HEATS`, `GET_DUMMY2`, `GET_FIRSTAID`, `GET_BOOTS`.
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`GET_MAX`.
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`gv.*` weapon indices::
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`KNEE_WEAPON`, `PISTOL_WEAPON`, `SHOTGUN_WEAPON`, `CHAINGUN_WEAPON`, `RPG_WEAPON`,
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`HANDBOMB_WEAPON`, `SHRINKER_WEAPON`, `DEVISTATOR_WEAPON`, `TRIPBOMB_WEAPON`,
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`FREEZE_WEAPON`, `HANDREMOTE_WEAPON`, `GROW_WEAPON`. `MAX_WEAPONS`.
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// TODO: the others, like EVENT_*.
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//////////
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[[gv_STAT]]
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`gv.*` sprite status numbers::
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`STAT_DEFAULT`, `STAT_ACTOR`, `STAT_ZOMBIEACTOR`, `STAT_EFFECTOR`,
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`STAT_PROJECTILE`, `STAT_MISC`, `STAT_STANDABLE`, `STAT_LOCATOR`,
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`STAT_ACTIVATOR`, `STAT_TRANSPORT`, `STAT_PLAYER`, `STAT_FX`, `STAT_FALLER`,
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`STAT_DUMMYPLAYER`, `STAT_LIGHT`.
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//////////
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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.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.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.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, g_RETURN?
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Functions
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^^^^^^^^^
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[[timing_funcs]]
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`gv.getticks()`, `gv.gethiticksms()`::
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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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`gethiticksms()` 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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`gv.currentRenderMode()`::
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TODO
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//////////
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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="icons/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
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letter indicates the _bit width_ of that integer.
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.Representable values
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* A member of signed integer type and bit width _B_ can contain any whole
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number from --2^_B_--1^ to 2^_B_--1^--1. +
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* A member of unsigned integer type and bit width _B_ can contain any whole
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number from 0 to 2^_B_^--1.
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.Assignment
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* If an assignment to a member having signed integer type is made, the
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``right-hand side'' value must be a number in the closed interval
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[--2^31^ .. 2^31^--1].
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* If an assignment to a member having unsigned integer type and bit width _B_
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is made, the ``right-hand side'' value must be in the closed interval
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[--2^31^ .. 2^31^--1] if _B_ is less than 32, or in [0 .. 2^32^--1] otherwise.
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* If the appropriate requirements hold, an assignment from a Lua number to a
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member having integer type begins by discarding the fractional part
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(``truncation''). Otherwise, the behavior is undefined. +
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* If the truncated value is outside the range of representable values for the
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corresponding integer type of bit width _B_, the final value is obtained by
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successively adding or subtracting 2^B^, until the value falls inside that
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range.
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.Examples
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1. Assignments to _`u8`_ member `visibility`
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* `sec.visibility=3.94159` results the member to contain the integer `3`
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* `sec.visibility=1/0` is undefined (attempt to assign an infinity)
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* `sec.visibility=-1` results the member to contain the integer `255`
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2. Assignments to _`i16`_ member `lotag`
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* `sec.lotag=32768` results the member to contain `-32768`
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* `sec.lotag=2^32` is undefined
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Bit fields
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^^^^^^^^^^
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Some structures contain members that represent a collection of _flags_, for
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example `sprite[].cstat` or `actor[].flags`. These flags can be toggled by
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setting or clearing their respective _bits_ (integer numbers that are powers of
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two).
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For convenience, Lunatic provides alternative names for some of these members,
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together with methods to examine or modify any number of bits of such a member
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in one expression. Whenever there is such an alternative name available, it is
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declared as having type _`bitfield`_ in the listings of the structure members.
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===== methods of the _`bitfield`_ type
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`bf:set(bits)`::
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_Sets_ (toggles to an ``on'' state in a boolean sense) those bits of `bf`
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that are set in `bits`.
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`bf:clear(bits)`::
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_Clears_ (toggles to an ``off'' state in a boolean sense) those bits of `bf`
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that are set in `bits`.
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`bf:flip(bits)`::
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_Flips_ those bits of `bf` that are set in `bits`, that is, reverse their
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boolean state.
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`bf:test(bits)`::
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Returns a boolean that indicates whether `bf` has *any* of the bits set in
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`bits` set.
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.Examples
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==========
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After the lines setting sprite `i` to 33% translucent and blocking,
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----------
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local CS = sprite.CSTAT
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local spr = sprite[i]
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spr.cstat = CS.TRANS1 + CS.BLOCK
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----------
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one could proceed as follows for the sake of example:
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* `spr.cstatbits:set(CS.TRANS2)`, make the sprite 66% translucent now
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* `spr.cstatbits:flip(CS.BLOCK + CS.HITSCAN)`, make it hitscan-sensitive but not blocking
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* `spr.cstatbits:test(CS.FLIP_BITMASK)`, check whether it is flipped (no)
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==========
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Engine-side
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^^^^^^^^^^^
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The composite variables described in this subsection provide access to
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engine-side structures. The first three, `sector`, `wall`, and `sprite`,
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are part of a BUILD map saved to disk. The other ones only exist when
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running the game.
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===== `sector`
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Accessible from `0` to `gv.numsectors-1`. Each element has the following
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members:
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`wallptr`, `wallnum` (read-only)::
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The index of the sector's first wall and the number of walls in the sector,
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respectively.
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_`u8`_ `visibility`::
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Determines the amount of distance fading. In the range [`0` .. `239`], the
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``darkening'' increases with rising values. The range [`240` .. `255`] should
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be thought of as [`-16` .. `-1`].
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// TODO: better wording?
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_`i16`_ `lotag`, `hitag`, `extra`::
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General-purpose ``tags'' provided for game programming. They may be used by
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various EDuke32 sector effects, so it's not recommended to use them in
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scripting code.
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In addition to the members described above, each sector has two sets of members
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for its ceiling and floor. A sector reference can be indexed with the strings
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`ceiling` or `floor` to get references to the respective ``parts'', or one can
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access the consituent members by prefixing `ceiling` or `floor` to the base
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member names given below.
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.Different ways of accessing the same member
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==========
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After the code lines
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----------
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local sec = sector[0]
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local ceil = sec.ceiling
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----------
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the following expressions all denote the same location, both if read or written
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to: `sec.ceilingheinum`, `ceil.heinum`, `sector[0].ceiling.heinum`,
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`sector[0].ceilingheinum`.
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==========
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In the following, `cf` will stand for a ceiling or floor reference, while `sec`
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will label a sector reference.
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`cf.picnum` (read-only)::
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The tile number of the ceiling or floor.
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[[cf_stat]] _`u16`_ `cf.stat`, _`bitfield`_ `cf.statbits`::
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|
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.
|
|
|
|
_`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: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`.
|
|
|
|
//////////
|
|
`zrangeat(pos, walldist, cliptype)`::
|
|
TODO
|
|
//////////
|
|
|
|
===== `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`.
|
|
|
|
'''
|
|
===== `wall`
|
|
Accessible from `0` to `gv.numwalls-1`. Each element has the following
|
|
members:
|
|
|
|
`x`, `y`::
|
|
The 2D coordinates or this wall point. Should not be set directly.
|
|
|
|
`point2` (read-only)::
|
|
The index of the second wall point.
|
|
|
|
`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`, _`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`
|
|
|
|
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:
|
|
|
|
`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`, _`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 types, the horizontal and vertical
|
|
components of the current velocity.
|
|
//It is not advisable to set these directly
|
|
//unless one knows how they are processed.
|
|
|
|
//`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)`::
|
|
Set the tile number of the sprite.
|
|
|
|
===== `sprite` static functions
|
|
|
|
`sprite.changesect(i, sectnum)`::
|
|
Allows to manually change the sector number of the sprite with index `i` to
|
|
`sectnum`.
|
|
|
|
`sprite.changestat(i, statnum)`::
|
|
Allows to manually change the status number of the sprite with index `i` to
|
|
`statnum`.
|
|
|
|
===== `sprite` overridden operators
|
|
|
|
`spr^zofs`::
|
|
Returns an `xmath.vec3` object that is 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`
|
|
|
|
===== `atsprite`
|
|
|
|
|
|
Game-side
|
|
^^^^^^^^^
|
|
|
|
===== `actor`
|
|
|
|
===== `actor` methods
|
|
|
|
===== `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`,
|
|
|
|
===== `player`
|
|
|
|
===== `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 fraction, 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="icons/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.
|
|
|
|
===== `projectile`
|
|
|
|
===== `g_tile`
|
|
|
|
===== `g_tile` static data
|
|
|
|
`g_tile.sizx`, `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-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)+::
|
|
Iterates over the indices of all sprites with status number `statnum`.
|
|
|
|
+*for* s *in* spritesofsect(sectnum)+::
|
|
Iterates over the indices of all sprites contained in the sector with index `sectnum`.
|
|
|
|
cansee
|
|
hitscan
|
|
inside
|
|
neartag
|
|
sectorsofbunch
|
|
updatesector
|
|
updatesectorbreadth
|
|
updatesectorz
|
|
|
|
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}`
|
|
|
|
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
|
|
footnote:[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`
|
|
|
|
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.
|
|
|
|
`[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 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.
|
|
+
|
|
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.
|
|
|
|
`[3] strength`::
|
|
The initial strength or health of the actor. Default: `0`.
|
|
|
|
`[4] action`::
|
|
|
|
`[5] move`::
|
|
|
|
`[6] movflags`::
|
|
TODO
|
|
|
|
===== 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...
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[[ext_api]]
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Extended API (Lunatic modules)
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------------------------------
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The `xmath` module
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~~~~~~~~~~~~~~~~~~
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Lunatic, being a Lua-based scripting system, provides the user with a single
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numeric data type that variables can contain on the Lua side --
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double-precision floating point.footnote:[In LuaJIT, variables additionaly can
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take on ``boxed'' 64-bit integer numeric types, but these should not be used
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for numeric calculations.] However, since BUILD, and in turn, EDuke32, almost
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exclusively use integer types to represent quantities such as angles or carry
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out e.g. trigonometrical calculations, there is a need for convenient
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interoperability between the two ``worlds''.
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Another purpose of the `xmath` module is to provide _vector_ types that allow
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writing concise and clear code involving geometrical calculations.
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