mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-19 02:31:25 +00:00
1588a80442
git-svn-id: https://svn.eduke32.com/eduke32@3259 1a8010ca-5511-0410-912e-c29ae57300e0
665 lines
18 KiB
Lua
665 lines
18 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
|
|
|
|
-- NOTE FOR RELEASE: the usually global stuff like "sprite" etc. ought to be
|
|
-- accessed as locals here
|
|
|
|
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
|
|
local curamount = ps:get_ammo_amount(weap)
|
|
local maxamount = ps:get_max_ammo_amount(weap)
|
|
-- 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==ffiC.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 D = {
|
|
-- TODO: dynamic tile remapping
|
|
ACTIVATOR = 2,
|
|
APLAYER = 1405,
|
|
|
|
FIRSTAID = 53,
|
|
STEROIDS = 55,
|
|
AIRTANK = 56,
|
|
JETPACK = 57,
|
|
HEATSENSOR = 59,
|
|
BOOTS = 61,
|
|
HOLODUKE = 1348,
|
|
}
|
|
|
|
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 _pkick(ps, spr)
|
|
-- TODO: multiplayer branch
|
|
if (spr.picnum~=D.APLAYER and ps.quick_kick==0) then
|
|
ps.quick_kick = 14
|
|
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, i)
|
|
if (inv == ffiC.GET_ACCESS) then
|
|
if (PALBITS[sprite[i].pal]) then
|
|
return (bit.band(ps.got_access, PALBITS[sprite[i].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, weap, amount)
|
|
return have_ammo_at_max(ps, weap) or P_AddWeaponAmmoCommon(ps, weap, amount)
|
|
end
|
|
|
|
function _addweapon(ps, weap, 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==D.ACTIVATOR) then
|
|
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
|
|
|
|
local function krandand(mask)
|
|
return bit.band(ffiC.krand(), mask)
|
|
end
|
|
|
|
local BANG2RAD = math.pi/1024
|
|
|
|
local function cossinb(bang)
|
|
-- XXX: better use the precalc'd arrays instead?
|
|
local ang = BANG2RAD*(bang)
|
|
return 16384*math.cos(ang), 16384*math.sin(ang)
|
|
end
|
|
|
|
local function manhatdist(v1, v2)
|
|
return math.abs(v1.x-v2.x) + math.abs(v1.y-v2.y)
|
|
end
|
|
|
|
-- "otherspr" is either player or holoduke sprite
|
|
local function A_GetFurthestVisiblePoint(aci, otherspr)
|
|
if (bit.band(actor[aci].get_t_data(0), 63) ~= 0) then
|
|
return
|
|
end
|
|
|
|
local angincs = (ud.player_skill < 3) and 1024 or 2048/(1+krandand(1))
|
|
|
|
local j = 0
|
|
repeat
|
|
local c, s = cossinb(otherspr.ang + j)
|
|
local hit = hitscan(otherspr^(16*256), otherspr.sectnum,
|
|
c, s, 16384-krandand(32767), ffiC.CLIPMASK1)
|
|
local dother = manhatdist(hit.pos, otherspr)
|
|
local dactor = manhatdist(hit.pos, spr)
|
|
|
|
if (dother < dactor and hit.sect >= 0) then
|
|
if (cansee(hit.pos, hit.sect, otherspr^(16*256), otherspr.sectnum)) then
|
|
return hit
|
|
end
|
|
end
|
|
|
|
j = j + (angincs - krandand(511))
|
|
until (j >= 2048)
|
|
end
|
|
|
|
local SLEEPTIME = 1536
|
|
|
|
function _cansee(aci, ps)
|
|
-- Select sprite for monster to target.
|
|
local spr = sprite[aci]
|
|
local s = sprite[ps.i]
|
|
|
|
if (ps.holoduke_on) then
|
|
-- If holoduke is on, let them target holoduke first.
|
|
local hs = sprite[ps.holoduke_on]
|
|
|
|
if (cansee(spr^krandand(8191), spr.sectnum, s, s.sectnum)) then
|
|
s = hs
|
|
end
|
|
end
|
|
|
|
-- Can they see player (or player's holoduke)?
|
|
local can = cansee(spr^krandand(47*256), spr.sectnum, s^(24*256), s.sectnum)
|
|
|
|
if (not can) then
|
|
-- Search around for target player.
|
|
local hit = A_GetFurthestVisiblePoint(aci, s)
|
|
if (hit ~= nil) then
|
|
can = true
|
|
actor[aci].lastvx = hit.pos.x
|
|
actor[aci].lastvy = hit.pos.y
|
|
end
|
|
else
|
|
-- Else, they did see it. Save where we were looking...
|
|
actor[aci].lastvx = s.x
|
|
actor[aci].lastvy = s.y
|
|
end
|
|
|
|
if (can and (spr.statnum==ffiC.STAT_ACTOR or spr.statnum==ffiC.STAT_STANDABLE)) then
|
|
actor[aci].timetosleep = SLEEPTIME
|
|
end
|
|
|
|
return can
|
|
end
|
|
|
|
function _canseetarget(spr, ps)
|
|
-- NOTE: &41 ?
|
|
return cansee(spr^krandand(41), spr.sectnum,
|
|
ps.pos, sprite[ps.i].sectnum)
|
|
end
|
|
|
|
local function A_CheckHitSprite(spr, angadd)
|
|
local zoff = (spr:isenemy() and 42*256) or (spr.picnum==D.APLAYER and 39*256) or 0
|
|
|
|
local c, s = cossinb(spr.ang+angadd)
|
|
local hit = hitscan(spr^zoff, spr.sectnum, c, s, 0, ffiC.CLIPMASK1)
|
|
if (hit.wall >= 0 and wall[hit.wall]:ismasked() and spr:isenemy()) then
|
|
return -1, nil
|
|
end
|
|
|
|
local dx = hit.pos.x-spr.x
|
|
local dy = hit.pos.y-spr.y
|
|
return hit.sprite, math.sqrt(dx*dx+dy*dy) -- TODO: use "ldist" approximation for authenticity
|
|
end
|
|
|
|
function _canshoottarget(dist, aci)
|
|
if (dist > 1024) then
|
|
local spr = sprite[aci]
|
|
|
|
local hitspr, hitdist = A_CheckHitSprite(spr, 0)
|
|
if (hitdist == nil) then
|
|
return true
|
|
end
|
|
|
|
local bigenemy = (spr:isenemy() and spr.xrepeat > 56)
|
|
|
|
local sclip = bigenemy and 3084 or 768
|
|
local angdif = bigenemy and 48 or 16
|
|
|
|
local sclips = { sclip, sclip, 768 }
|
|
local angdifs = { 0, angdif, -angdif }
|
|
|
|
for i=1,3 do
|
|
if (i > 1) then
|
|
hitspr, hitdist = A_CheckHitSprite(aci, angdifs[i])
|
|
end
|
|
|
|
if (hitspr >= 0 and sprite[hitspr].picnum == spr.picnum) then
|
|
if (hitdist > sclips[i]) then
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
function _getlastpal(spritenum)
|
|
local spr = sprite[spritenum]
|
|
if (spr.picnum == D.APLAYER) then
|
|
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
|
|
|
|
local SK = {
|
|
CROUCH = 1,
|
|
RUN = 5,
|
|
}
|
|
|
|
local function _ifp(flags, pli, aci)
|
|
local l = flags
|
|
local ps = player[pli]
|
|
local vel = sprite[ps.i].xvel
|
|
local band = bit.band
|
|
local j = false
|
|
|
|
if (band(l,8)~=0 and ps.on_ground and _testkey(pli, SK.CROUCH)) then
|
|
j = true
|
|
elseif (band(l,16)~=0 and ps.jumping_counter == 0 and not ps.on_ground and ps.vel.z > 2048) then
|
|
j = true
|
|
elseif (band(l,32)~=0 and ps.jumping_counter > 348) then
|
|
j = true
|
|
elseif (band(l,1)~=0 and vel >= 0 and vel < 8) then
|
|
j = true
|
|
elseif (band(l,2)~=0 and vel >= 8 and not _testkey(pli, SK.RUN)) then
|
|
j = true
|
|
elseif (band(l,4)~=0 and vel >= 8 and _testkey(pli, SK.RUN)) then
|
|
j = true
|
|
elseif (band(l,64)~=0 and ps.pos.z < (sprite[_aci].z-(48*256))) then
|
|
j = true
|
|
elseif (band(l,128)~=0 and vel <= -8 and not _testkey(pli, SK.RUN)) then
|
|
j = true
|
|
elseif (band(l,256)~=0 and vel <= -8 and _testkey(pli, SK.RUN)) then
|
|
j = true
|
|
elseif (band(l,512)~=0 and (ps.quick_kick > 0 or (ps.curr_weapon == ffiC.KNEE_WEAPON and ps.kickback_pic > 0))) then
|
|
j = true
|
|
elseif (band(l,1024)~=0 and sprite[ps.i].xrepeat < 32) then
|
|
j = true
|
|
elseif (band(l,2048)~=0 and ps.jetpack_on) then
|
|
j = true
|
|
elseif (band(l,4096)~=0 and ps:get_inv_amount(ffiC.GET_STEROIDS) > 0 and ps:get_inv_amount(ffiC.GET_STEROIDS) < 400) then
|
|
j = true
|
|
elseif (band(l,8192)~=0 and ps.on_ground) then
|
|
j = true
|
|
elseif (band(l,16384)~=0 and sprite[ps.i].xrepeat > 32 and sprite[ps.i].extra > 0 and ps.timebeforeexit == 0) then
|
|
j = true
|
|
elseif (band(l,32768)~=0 and sprite[ps.i].extra <= 0) then
|
|
j = true
|
|
elseif (band(l,65536)~=0) then
|
|
-- TODO: multiplayer branch
|
|
if (_angdiffabs(ps.ang, ffiC.getangle(sprite[_aci].x-ps.pos.x, sprite[_aci].y-ps.pos.y)) < 128) then
|
|
j = true
|
|
end
|
|
end
|
|
|
|
return j
|
|
end
|
|
|
|
function _checkspace(sectnum, floorp)
|
|
local sect = sector[sectnum]
|
|
local picnum = floorp and sect.floorpicnum or sect.ceilingpicnum
|
|
local stat = floorp and sect.floorstat or sect.ceilingstat
|
|
return bit.band(stat,1)~=0 and sect.ceilingpal == 0 and
|
|
(picnum==D.MOONSKY1 or picnum==D.BIGORBIT1)
|
|
end
|
|
|
|
function _flash(spr, ps)
|
|
spr.shade = -127
|
|
ps.visibility = -127
|
|
ffiC.lastvisinc = ffiC.totalclock+32
|
|
end
|
|
|
|
local INVENTILE = {
|
|
[D.FIRSTAID] = true,
|
|
[D.STEROIDS] = true,
|
|
[D.AIRTANK] = true,
|
|
[D.JETPACK] = true,
|
|
[D.HEATSENSOR] = true,
|
|
[D.BOOTS] = true,
|
|
[D.HOLODUKE] = true,
|
|
}
|
|
|
|
function _checkrespawn(spr)
|
|
if (spr:isenemy()) then
|
|
return (ud.respawn_monsters~=0)
|
|
end
|
|
if (INVENTILE[spr.picnum]) then
|
|
return (ud.respawn_inventory~=0)
|
|
end
|
|
return (ud.respawn_items~=0)
|
|
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
|