mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-05 20:41:06 +00:00
76b970e547
git-svn-id: https://svn.eduke32.com/eduke32@3250 1a8010ca-5511-0410-912e-c29ae57300e0
191 lines
5.1 KiB
Lua
191 lines
5.1 KiB
Lua
-- Game control module for Lunatic.
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local ffi = require("ffi")
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local ffiC = ffi.C
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local bit = require("bit")
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local math = require("math")
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local setmetatable = setmetatable
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local error = error
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local type = type
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local player = player
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module(...)
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local lastid = { action=0, move=0, ai=0 }
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local def = { action={}, move={}, ai={} }
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local function forbidden() error("newindex forbidden", 2) end
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AC = setmetatable({}, { __index=def.action, __newindex=forbidden })
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MV = setmetatable({}, { __index=def.move, __newindex=forbidden })
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AI = setmetatable({}, { __index=def.ai, __newindex=forbidden })
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local function check_name(name, what, errlev)
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if (type(name)~="string" or #name > 63) then
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error("bad argument #1 to "..what..": must be a string of length <= 63", errlev+1)
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end
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end
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local function action_or_move(what, numargs, tab, name, ...)
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if (lastid[what] <= -(2^31)) then
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error("Too many "..what.."s defined", 3);
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end
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check_name(name, what, 3)
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local args = {...}
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if (#args > numargs) then
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error("Too many arguments passed to "..what, 3)
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end
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for i=1,#args do
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local n = args[i]
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if (type(n)~="number" or not (n >= -32768 and n <= 32767)) then
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error("bad argument #".. i+1 .." to "..what..
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": must be numbers in [-32768..32767]", 3)
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end
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end
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-- missing fields are initialized to 0 by ffi.new
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-- Named actions or moves have negative ids so that non-negative ones
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-- can be used as (different) placeholders for all-zero ones.
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lastid[what] = lastid[what]-1
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-- ffi.new takes either for initialization: varargs, a table with numeric
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-- indices, or a table with key-value pairs
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-- See http://luajit.org/ext_ffi_semantics.html#init_table
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tab[name] = ffi.new("const con_"..what.."_t", lastid[what], args)
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end
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function action(name, ...)
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action_or_move("action", 5, def.action, name, ...)
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end
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function move(name, ...)
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action_or_move("move", 2, def.move, name, ...)
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end
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local function get_action_or_move(what, val, argi)
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if (val == nil) then
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return {} -- will init the struct to all zeros
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elseif (type(val)=="string") then
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local am = def[what][val]
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if (am==nil) then
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error("no "..what.." '"..val.."' defined", 3)
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end
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return am
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elseif (ffi.istype("con_"..what.."_t", val)) then
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return val
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end
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-- TODO: literal number actions/moves?
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error("bad argument #"..argi.." to ai: must be string or "..what, 3)
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end
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function ai(name, action, move, flags)
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if (lastid.ai <= -(2^31)) then
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error("Too many AIs defined", 2);
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end
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check_name(name, "ai", 2)
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lastid.ai = lastid.ai-1
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local act = get_action_or_move("action", action, 2)
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local mov = get_action_or_move("move", move, 3)
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if (flags~=nil) then
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if (type(flags)~="number" or not (flags>=0 and flags<=32767)) then
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error("bad argument #4 to ai: must be a number in [0..32767]", 2)
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end
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else
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flags = 0
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end
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def.ai[name] = ffi.new("const con_ai_t", lastid.ai, act, mov, flags)
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end
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--== RUNTIME CON FUNCTIONS ==--
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function rotatesprite(x, y, zoom, ang, tilenum, shade, pal, orientation,
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cx1, cy1, cx2, cy2)
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if (type(tilenum) ~= "number" or not (tilenum >= 0 and tilenum < ffiC.MAXTILES)) then
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error("bad argument #5 to rotatesprite: must be number in [0.."..ffiC.MAXTILES.."]", 2)
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end
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ffiC.rotatesprite(65536*x, 65536*y, zoom, ang, tilenum, shade, pal, bit.bor(2,orientation),
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cx1, cy1, cx2, cy2)
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end
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function rnd(x)
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return (bit.rshift(ffiC.krand(), 8) >= (255-x))
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end
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---=== Weapon stuff
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--- Helper functions (might be exported later)
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local function have_weapon(ps, weap)
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return (bit.band(ps.gotweapon, bit.lshift(1, weap)) ~= 0)
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end
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local function have_ammo_at_max(ps, weap)
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return (ps:get_ammo_amount(weap) >= ps:get_max_ammo_amount(weap))
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end
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local function P_AddAmmo(ps, weap, amount)
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if (not have_ammo_at_max(ps, weap)) then
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-- NOTE: no clamping towards the bottom
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ps:set_ammo_amount(weap, math.min(curamount+amount, maxamount))
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end
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end
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local function P_AddWeaponAmmoCommon(ps, weap, amount)
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P_AddAmmo(ps, weap, amount)
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if (ps.curr_weapon==KNEE_WEAPON and have_weapon(weap)) then
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ffiC.P_AddWeaponMaybeSwitch(ps, weap);
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end
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end
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--- Exported functions
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-- Non-local control flow. These ones call the original error(), not our
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-- redefinition in defs.ilua.
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function longjmp()
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error(false)
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end
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function killit()
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-- TODO: guard against deletion of player sprite?
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error(true)
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end
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-- The return value is true iff the ammo was at the weapon's max.
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-- In that case, no action is taken.
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function addammo(ps, weapon, amount)
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return have_ammo_at_max(ps, weap) or P_AddWeaponAmmoCommon(ps, weap, amount)
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end
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function addweapon(ps, weapon, amount)
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if (weap >= ffiC.MAX_WEAPONS+0ULL) then
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error("Invalid weapon ID "..weap, 2)
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end
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if (not have_weapon(ps, weap)) then
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ffiC.P_AddWeaponMaybeSwitch(ps, weap);
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elseif (have_ammo_at_max(ps, weap)) then
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return true
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end
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P_AddWeaponAmmoCommon(ps, weap, amount)
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end
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