raze-gles/polymer/eduke32/source/lunatic/control.lua

427 lines
12 KiB
Lua

-- Game control module for Lunatic.
local ffi = require("ffi")
local ffiC = ffi.C
local bit = require("bit")
local math = require("math")
local geom = require("geom")
local setmetatable = setmetatable
local error = error
local type = type
local player = assert(player)
local defs_c = require("defs_common")
local cansee = defs_c.cansee
local neartag = defs_c.neartag
local inside = defs_c.inside
module(...)
local lastid = { action=0, move=0, ai=0 }
local def = { action={}, move={}, ai={} }
local function forbidden() error("newindex forbidden", 2) end
AC = setmetatable({}, { __index=def.action, __newindex=forbidden })
MV = setmetatable({}, { __index=def.move, __newindex=forbidden })
AI = setmetatable({}, { __index=def.ai, __newindex=forbidden })
local function check_name(name, what, errlev)
if (type(name)~="string" or #name > 63) then
error("bad argument #1 to "..what..": must be a string of length <= 63", errlev+1)
end
end
local function action_or_move(what, numargs, tab, name, ...)
if (lastid[what] <= -(2^31)) then
error("Too many "..what.."s defined", 3);
end
check_name(name, what, 3)
local args = {...}
if (#args > numargs) then
error("Too many arguments passed to "..what, 3)
end
for i=1,#args do
local n = args[i]
if (type(n)~="number" or not (n >= -32768 and n <= 32767)) then
error("bad argument #".. i+1 .." to "..what..
": must be numbers in [-32768..32767]", 3)
end
end
-- missing fields are initialized to 0 by ffi.new
-- Named actions or moves have negative ids so that non-negative ones
-- can be used as (different) placeholders for all-zero ones.
lastid[what] = lastid[what]-1
-- ffi.new takes either for initialization: varargs, a table with numeric
-- indices, or a table with key-value pairs
-- See http://luajit.org/ext_ffi_semantics.html#init_table
tab[name] = ffi.new("const con_"..what.."_t", lastid[what], args)
end
function action(name, ...)
action_or_move("action", 5, def.action, name, ...)
end
function move(name, ...)
action_or_move("move", 2, def.move, name, ...)
end
local function get_action_or_move(what, val, argi)
if (val == nil) then
return {} -- will init the struct to all zeros
elseif (type(val)=="string") then
local am = def[what][val]
if (am==nil) then
error("no "..what.." '"..val.."' defined", 3)
end
return am
elseif (ffi.istype("con_"..what.."_t", val)) then
return val
end
-- TODO: literal number actions/moves?
error("bad argument #"..argi.." to ai: must be string or "..what, 3)
end
function ai(name, action, move, flags)
if (lastid.ai <= -(2^31)) then
error("Too many AIs defined", 2);
end
check_name(name, "ai", 2)
lastid.ai = lastid.ai-1
local act = get_action_or_move("action", action, 2)
local mov = get_action_or_move("move", move, 3)
if (flags~=nil) then
if (type(flags)~="number" or not (flags>=0 and flags<=32767)) then
error("bad argument #4 to ai: must be a number in [0..32767]", 2)
end
else
flags = 0
end
def.ai[name] = ffi.new("const con_ai_t", lastid.ai, act, mov, flags)
end
---=== RUNTIME CON FUNCTIONS ===---
function rotatesprite(x, y, zoom, ang, tilenum, shade, pal, orientation,
cx1, cy1, cx2, cy2)
if (type(tilenum) ~= "number" or not (tilenum >= 0 and tilenum < ffiC.MAXTILES)) then
error("bad argument #5 to rotatesprite: must be number in [0.."..ffiC.MAXTILES.."]", 2)
end
ffiC.rotatesprite(65536*x, 65536*y, zoom, ang, tilenum, shade, pal, bit.bor(2,orientation),
cx1, cy1, cx2, cy2)
end
function rnd(x)
return (bit.rshift(ffiC.krand(), 8) >= (255-x))
end
---=== Weapon stuff ===---
--- Helper functions (might be exported later) ---
local function have_weapon(ps, weap)
return (bit.band(ps.gotweapon, bit.lshift(1, weap)) ~= 0)
end
local function have_ammo_at_max(ps, weap)
return (ps:get_ammo_amount(weap) >= ps:get_max_ammo_amount(weap))
end
local function P_AddAmmo(ps, weap, amount)
if (not have_ammo_at_max(ps, weap)) then
-- NOTE: no clamping towards the bottom
ps:set_ammo_amount(weap, math.min(curamount+amount, maxamount))
end
end
local function P_AddWeaponAmmoCommon(ps, weap, amount)
P_AddAmmo(ps, weap, amount)
if (ps.curr_weapon==KNEE_WEAPON and have_weapon(weap)) then
ffiC.P_AddWeaponMaybeSwitch(ps, weap);
end
end
--- Functions that must be exported because they are used by LunaCON generated code,
--- but which are off limits to users. (That is, we need to think about how to
--- expose the functionality in a better fashion than merely giving access to
--- the C functions.)
local function check_sprite_idx(i)
if (i >= ffiC.MAXSPRITES+0ULL) then
error("invalid argument: must be a valid sprite index", 3)
end
end
local function check_tile_idx(tilenum)
if (tilenum >= ffiC.MAXTILES+0ULL) then
error("invalid argument: must be a valid tile number", 3)
end
end
function _A_Shoot(i, atwith)
check_sprite_idx(i)
check_tile_idx(atwith)
return ffiC.A_Shoot(i, atwith)
end
function _A_IncurDamage(sn)
check_sprite_idx(sn)
return ffiC.A_IncurDamage(sn)
end
function _VM_FallSprite(i)
check_sprite_idx(i)
ffiC.VM_FallSprite(i)
end
function _sizeto(i, xr, yr)
local spr = sprite[i]
local dr = (xr-spr.xrepeat)
-- NOTE: could "overflow" (e.g. goal repeat is 256, gets converted to 0)
spr.xrepeat = spr.xrepeat + ((dr == 0) and 0 or (dr < 0 and -1 or 1))
-- TODO: y stretching is conditional
dr = (yr-spr.yrepeat)
spr.yrepeat = spr.yrepeat + ((dr == 0) and 0 or (dr < 0 and -1 or 1))
end
-- NOTE: function args have overloaded meaning
function _A_Spawn(j, pn)
local bound_check = sector[sprite[j].sectnum] -- two in one whack
check_tile_idx(pn)
return ffiC.A_Spawn(j, pn)
end
function _pstomp(ps, i)
if (ps.knee_incs == 0 and sprite[ps.i].xrepeat >= 40) then
local spr = sprite[i]
if (cansee(spr^(4*256), spr.sectnum, ps.pos^(-16*256), sprite[ps.i].sectnum)) then
for j=ffiC.playerswhenstarted-1,0 do
if (player[j].actorsqu == i) then
return
end
end
ps.actorsqu = i
ps.knee_incs = -1
if (ps.weapon_pos == 0) then
ps.weapon_pos = -1
end
end
end
end
function _VM_ResetPlayer2(snum)
local bound_check = player[snum]
return (ffiC.VM_ResetPlayer2(snum)~=0)
end
local PALBITS = { [0]=1, [21]=2, [23]=4 }
local ICONS = {
[ffiC.GET_FIRSTAID] = 1, -- ICON_FIRSTAID
[ffiC.GET_STEROIDS] = 2,
[ffiC.GET_HOLODUKE] = 3,
[ffiC.GET_JETPACK] = 4,
[ffiC.GET_HEATS] = 5,
[ffiC.GET_SCUBA] = 6,
[ffiC.GET_BOOTS] = 7,
}
function _addinventory(ps, inv, amount, pal)
if (inv == ffiC.GET_ACCESS) then
if (PALBITS[pal]) then
ps.got_access = bit.bor(ps.got_access, PALBITS[pal])
end
else
if (ICONS[inv]) then
ps.inven_icon = ICONS[inv]
end
if (inv == ffiC.GET_SHIELD) then
amount = math.min(ps.max_shield_amount, amount)
end
-- NOTE: this is more permissive than CON, e.g. allows
-- GET_DUMMY1 too.
ps:set_inv_amount(inv, amount)
end
end
-- For GET_ACCESS: returns logical: whether player has card given by PAL
-- Else: returns inventory amount
function _getinventory(ps, inv, pal)
if (inv == ffiC.GET_ACCESS) then
if (PALBITS[pal]) then
return (bit.band(ps.got_access, PALBITS[pal])~=0)
end
return false
else
return ps:get_inv_amount(inv)
end
end
-- The return value is true iff the ammo was at the weapon's max.
-- In that case, no action is taken.
function _addammo(ps, weapon, amount)
return have_ammo_at_max(ps, weap) or P_AddWeaponAmmoCommon(ps, weap, amount)
end
function _addweapon(ps, weapon, amount)
if (weap >= ffiC.MAX_WEAPONS+0ULL) then
error("Invalid weapon ID "..weap, 2)
end
if (not have_weapon(ps, weap)) then
ffiC.P_AddWeaponMaybeSwitch(ps, weap);
elseif (have_ammo_at_max(ps, weap)) then
return true
end
P_AddWeaponAmmoCommon(ps, weap, amount)
end
function _A_RadiusDamage(i, r, hp1, hp2, hp3, hp4)
check_sprite_idx(i)
ffiC.A_RadiusDamage(i, r, hp1, hp2, hp3, hp4)
end
function _testkey(pli, synckey)
local bound_check = player[pli]
if (synckey >= 32ULL) then
error("Invalid argument #2 to _testkey: must be in [0..31]", 2)
end
local bits = ffiC.player[pli].sync.bits
return (bit.band(bits, bit.lshift(1,synckey)) ~= 0)
end
function _operate(spritenum)
local NEAROP = {
[9] = true,
[15] = true,
[16] = true,
[17] = true,
[18] = true,
[19] = true,
[20] = true,
[21] = true,
[22] = true,
[23] = true,
[25] = true,
[26] = true,
[29] = true,
}
local spr = sprite[spritenum]
if (sector[spr.sectnum].lotag == 0) then
local tag = neartag(spr^(32*256), spr.sectnum, spr.ang, 768, 4+1)
if (tag.sector >= 0) then
local sect = sector[tag.sector]
local lotag = sect.lotag
if (NEAROP[bit.band(lotag, 0xff)]) then
if (lotag==23 or sect.floorz==sect.ceilingz) then
if (bit.band(lotag, 32768+16384) == 0) then
for j in spritesofsect(tag.sector) do
if (sprite[j].picnum==2) then
-- TODO: ^^^ actually ACTIVATOR. Make the
-- dynamic name->tilenum mappings work.
return
end
end
ffiC.G_OperateSectors(tag.sector, spritenum)
end
end
end
end
end
end
function _endofgame(pli, timebeforeexit)
player[pli].timebeforeexit = timebeforeexit
player[pli].customexitsound = -1
ffiC.ud.eog = 1
end
function _bulletnear(i)
return (ffiC.A_Dodge(sprite[i]) == 1)
end
-- d is a distance
function _awayfromwall(spr, d)
local vec2 = geom.vec2
local vecs = { vec2(d,d), vec2(-d,-d), vec2(d,-d), vec2(-d,d) }
for i=1,4 do
if (not inside(vecs[i]+spr, spr.sectnum)) then
return false
end
end
return true
end
function _canseetarget(spr, ps)
-- NOTE: &41 ?
return cansee(spr^(bit.band(ffiC.krand(),41)), spr.sectnum,
ps.pos, sprite[ps.i].sectnum)
end
function _getlastpal(spritenum)
local spr = sprite[spritenum]
if (spr.picnum == 1405) then -- TODO: APLAYER
spr.pal = player[spr.yvel].palookup
else
if (spr.pal == 1 and spr.extra == 0) then -- hack for frozen
spr.extra = spr.extra+1
end
spr.pal = actor[spritenum].tempang
end
actor[spritenum].tempang = 0
end
-- abs(G_GetAngleDelta(a1, a2))
function _angdiffabs(a1, a2)
a1 = bit.band(a1, 2047)
a2 = bit.band(a2, 2047)
-- a1 and a2 are in [0, 2047]
if (math.abs(a2-a1) < 1024) then
return math.abs(a2-a1)
end
-- |a2-a1| >= 1024
if (a2 > 1024) then a2=a2-2048 end
if (a1 > 1024) then a1=a1-2048 end
-- a1 and a2 is in [-1023, 1024]
return math.abs(a2-a1)
end
--- Exported functions ---
-- Non-local control flow. These ones call the original error(), not our
-- redefinition in defs.ilua.
function longjmp()
error(false)
end
function killit()
-- TODO: guard against deletion of player sprite?
error(true)
end