raze-gles/polymer/eduke32/source/lunatic/con_lang.lua
helixhorned c7d97d55ec Lunatic: simplify RETURN handling, make its behavior across events same as C-CON.
There's only one RETURN value on the C side (g_RETURN), which is also referenced
from Lua.  Upon entering an event, its value takes on the per-event default one,
and its value when the event code finishes is passed back to the game.
Independently of that, its value is always saved and restored across event calls.

git-svn-id: https://svn.eduke32.com/eduke32@3601 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-24 18:54:56 +00:00

1245 lines
29 KiB
Lua

-- CON language definitions
local lpeg = require("lpeg")
local pairs = pairs
local print = print
local setmetatable = setmetatable
local type = type
module(...)
MAXVOLUMES = 7
MAXLEVELS = 64
MAXSKILLS = 7
MAXEVENTS = 95 -- KEEPINSYNC with EVENT_* list
MAXSOUNDS = 4096
-- KEEPINSYNC quotes.h
MAXQUOTES = 16384
MAXQUOTELEN = 128
local STR = {
STR_MAPNAME = 0,
STR_MAPFILENAME = 1,
STR_PLAYERNAME = 2,
STR_VERSION = 3,
STR_GAMETYPE = 4,
STR_VOLUMENAME = 5,
}
PROJ = {
PROJ_WORKSLIKE = 0,
PROJ_SPAWNS = 1,
PROJ_SXREPEAT = 2,
PROJ_SYREPEAT = 3,
PROJ_SOUND = 4,
PROJ_ISOUND = 5,
PROJ_VEL = 6,
PROJ_EXTRA = 7,
PROJ_DECAL = 8,
PROJ_TRAIL = 9,
PROJ_TXREPEAT = 10,
PROJ_TYREPEAT = 11,
PROJ_TOFFSET = 12,
PROJ_TNUM = 13,
PROJ_DROP = 14,
PROJ_CSTAT = 15,
PROJ_CLIPDIST = 16,
PROJ_SHADE = 17,
PROJ_XREPEAT = 18,
PROJ_YREPEAT = 19,
PROJ_PAL = 20,
PROJ_EXTRA_RAND = 21,
PROJ_HITRADIUS = 22,
PROJ_VEL_MULT = 23, -- NAME (PROJ_MOVECNT)
PROJ_OFFSET = 24,
PROJ_BOUNCES = 25,
PROJ_BSOUND = 26,
PROJ_RANGE = 27,
PROJ_FLASH_COLOR = 28,
}
-- PROJ_* define -> projectile_t member name
--[[
PROJ_MEMBNAME = {
[PROJ.PROJ_WORKSLIKE] = "workslike",
[PROJ.PROJ_SPAWNS] = "spawns",
[PROJ.PROJ_SXREPEAT] = "sxrepeat",
[PROJ.PROJ_SYREPEAT] = "syrepeat",
[PROJ.PROJ_SOUND] = "sound",
[PROJ.PROJ_ISOUND] = "isound",
[PROJ.PROJ_VEL] = "vel",
[PROJ.PROJ_EXTRA] = "extra",
[PROJ.PROJ_DECAL] = "decal",
[PROJ.PROJ_TRAIL] = "trail",
[PROJ.PROJ_TXREPEAT] = "txrepeat",
[PROJ.PROJ_TYREPEAT] = "tyrepeat",
[PROJ.PROJ_TOFFSET] = "toffset",
[PROJ.PROJ_TNUM] = "tnum",
[PROJ.PROJ_DROP] = "drop",
[PROJ.PROJ_CSTAT] = "cstat",
[PROJ.PROJ_CLIPDIST] = "clipdist",
[PROJ.PROJ_SHADE] = "shade",
[PROJ.PROJ_XREPEAT] = "xrepeat",
[PROJ.PROJ_YREPEAT] = "yrepeat",
[PROJ.PROJ_PAL] = "pal",
[PROJ.PROJ_EXTRA_RAND] = "extra_rand",
[PROJ.PROJ_HITRADIUS] = "hitradius",
[PROJ.PROJ_VEL_MULT] = "movecnt", -- NAME
[PROJ.PROJ_OFFSET] = "offset",
[PROJ.PROJ_BOUNCES] = "bounces",
[PROJ.PROJ_BSOUND] = "bsound",
[PROJ.PROJ_RANGE] = "range",
[PROJ.PROJ_FLASH_COLOR] = "flashcolor", -- NAME
}
--]]
-- TODO: EVENT_INIT currently can't run since we init Lunatic state only afterwards
EVENT = {
EVENT_INIT = 0,
EVENT_ENTERLEVEL = 1,
EVENT_RESETWEAPONS = 2,
EVENT_RESETINVENTORY = 3,
EVENT_HOLSTER = 4,
EVENT_LOOKLEFT = 5,
EVENT_LOOKRIGHT = 6,
EVENT_SOARUP = 7,
EVENT_SOARDOWN = 8,
EVENT_CROUCH = 9,
EVENT_JUMP = 10,
EVENT_RETURNTOCENTER = 11,
EVENT_LOOKUP = 12,
EVENT_LOOKDOWN = 13,
EVENT_AIMUP = 14,
EVENT_FIRE = 15,
EVENT_CHANGEWEAPON = 16,
EVENT_GETSHOTRANGE = 17,
EVENT_GETAUTOAIMANGLE = 18,
EVENT_GETLOADTILE = 19,
EVENT_CHEATGETSTEROIDS = 20,
EVENT_CHEATGETHEAT = 21,
EVENT_CHEATGETBOOT = 22,
EVENT_CHEATGETSHIELD = 23,
EVENT_CHEATGETSCUBA = 24,
EVENT_CHEATGETHOLODUKE = 25,
EVENT_CHEATGETJETPACK = 26,
EVENT_CHEATGETFIRSTAID = 27,
EVENT_QUICKKICK = 28,
EVENT_INVENTORY = 29,
EVENT_USENIGHTVISION = 30,
EVENT_USESTEROIDS = 31,
EVENT_INVENTORYLEFT = 32,
EVENT_INVENTORYRIGHT = 33,
EVENT_HOLODUKEON = 34,
EVENT_HOLODUKEOFF = 35,
EVENT_USEMEDKIT = 36,
EVENT_USEJETPACK = 37,
EVENT_TURNAROUND = 38,
EVENT_DISPLAYWEAPON = 39,
EVENT_FIREWEAPON = 40,
EVENT_SELECTWEAPON = 41,
EVENT_MOVEFORWARD = 42,
EVENT_MOVEBACKWARD = 43,
EVENT_TURNLEFT = 44,
EVENT_TURNRIGHT = 45,
EVENT_STRAFELEFT = 46,
EVENT_STRAFERIGHT = 47,
EVENT_WEAPKEY1 = 48,
EVENT_WEAPKEY2 = 49,
EVENT_WEAPKEY3 = 50,
EVENT_WEAPKEY4 = 51,
EVENT_WEAPKEY5 = 52,
EVENT_WEAPKEY6 = 53,
EVENT_WEAPKEY7 = 54,
EVENT_WEAPKEY8 = 55,
EVENT_WEAPKEY9 = 56,
EVENT_WEAPKEY10 = 57,
EVENT_DRAWWEAPON = 58,
EVENT_DISPLAYCROSSHAIR = 59,
EVENT_DISPLAYREST = 60,
EVENT_DISPLAYSBAR = 61,
EVENT_RESETPLAYER = 62,
EVENT_INCURDAMAGE = 63,
EVENT_AIMDOWN = 64,
EVENT_GAME = 65,
EVENT_PREVIOUSWEAPON = 66,
EVENT_NEXTWEAPON = 67,
EVENT_SWIMUP = 68,
EVENT_SWIMDOWN = 69,
EVENT_GETMENUTILE = 70,
EVENT_SPAWN = 71,
EVENT_LOGO = 72,
EVENT_EGS = 73,
EVENT_DOFIRE = 74,
EVENT_PRESSEDFIRE = 75,
EVENT_USE = 76,
EVENT_PROCESSINPUT = 77,
EVENT_FAKEDOMOVETHINGS = 78,
EVENT_DISPLAYROOMS = 79,
EVENT_KILLIT = 80,
EVENT_LOADACTOR = 81,
EVENT_DISPLAYBONUSSCREEN = 82,
EVENT_DISPLAYMENU = 83,
EVENT_DISPLAYMENUREST = 84,
EVENT_DISPLAYLOADINGSCREEN = 85,
EVENT_ANIMATESPRITES = 86,
EVENT_NEWGAME = 87,
EVENT_SOUND = 88,
EVENT_CHECKTOUCHDAMAGE = 89,
EVENT_CHECKFLOORDAMAGE = 90,
EVENT_LOADGAME = 91,
EVENT_SAVEGAME = 92,
EVENT_PREGAME = 93,
EVENT_CHANGEMENU = 94,
}
-- NOTE: negated values are not exported to the ffi.C namespace or CON.
-- See TWEAK_SFLAG below.
SFLAG = {
SFLAG_SHADOW = 0x00000001,
SFLAG_NVG = 0x00000002,
SFLAG_NOSHADE = 0x00000004,
SFLAG_PROJECTILE = -0x00000008,
SFLAG_DECAL = -0x00000010,
SFLAG_BADGUY = 0x00000020,
SFLAG_NOPAL = 0x00000040,
SFLAG_NOEVENTS = 0x00000080, -- NAME
SFLAG_NOLIGHT = 0x00000100,
SFLAG_USEACTIVATOR = 0x00000200,
SFLAG_NULL = -0x00000400,
SFLAG_NOCLIP = 0x00000800,
SFLAG_NOFLOORSHADOW = -0x00001000,
SFLAG_SMOOTHMOVE = 0x00002000,
SFLAG_NOTELEPORT = 0x00004000,
SFLAG_BADGUYSTAYPUT = -0x00008000,
SFLAG_CACHE = -0x00010000,
SFLAG_ROTFIXED = -0x00020000,
SFLAG_HARDCODED_BADGUY = -0x00040000,
}
STAT = {
STAT_DEFAULT = 0,
STAT_ACTOR = 1,
STAT_ZOMBIEACTOR = 2,
STAT_EFFECTOR = 3,
STAT_PROJECTILE = 4,
STAT_MISC = 5,
STAT_STANDABLE = 6,
STAT_LOCATOR = 7,
STAT_ACTIVATOR = 8,
STAT_TRANSPORT = 9,
STAT_PLAYER = 10,
STAT_FX = 11,
STAT_FALLER = 12,
STAT_DUMMYPLAYER = 13,
STAT_LIGHT = 14,
-- STAT_NETALLOC = 1023, -- MAXSTATUS-1
}
local GAMEFUNC = {
GAMEFUNC_MOVE_FORWARD = 0,
GAMEFUNC_MOVE_BACKWARD = 1,
GAMEFUNC_TURN_LEFT = 2,
GAMEFUNC_TURN_RIGHT = 3,
GAMEFUNC_STRAFE = 4,
GAMEFUNC_FIRE = 5,
GAMEFUNC_OPEN = 6,
GAMEFUNC_RUN = 7,
GAMEFUNC_AUTORUN = 8,
GAMEFUNC_JUMP = 9,
GAMEFUNC_CROUCH = 10,
GAMEFUNC_LOOK_UP = 11,
GAMEFUNC_LOOK_DOWN = 12,
GAMEFUNC_LOOK_LEFT = 13,
GAMEFUNC_LOOK_RIGHT = 14,
GAMEFUNC_STRAFE_LEFT = 15,
GAMEFUNC_STRAFE_RIGHT = 16,
GAMEFUNC_AIM_UP = 17,
GAMEFUNC_AIM_DOWN = 18,
GAMEFUNC_WEAPON_1 = 19,
GAMEFUNC_WEAPON_2 = 20,
GAMEFUNC_WEAPON_3 = 21,
GAMEFUNC_WEAPON_4 = 22,
GAMEFUNC_WEAPON_5 = 23,
GAMEFUNC_WEAPON_6 = 24,
GAMEFUNC_WEAPON_7 = 25,
GAMEFUNC_WEAPON_8 = 26,
GAMEFUNC_WEAPON_9 = 27,
GAMEFUNC_WEAPON_10 = 28,
GAMEFUNC_INVENTORY = 29,
GAMEFUNC_INVENTORY_LEFT = 30,
GAMEFUNC_INVENTORY_RIGHT = 31,
GAMEFUNC_HOLO_DUKE = 32,
GAMEFUNC_JETPACK = 33,
GAMEFUNC_NIGHTVISION = 34,
GAMEFUNC_MEDKIT = 35,
GAMEFUNC_TURNAROUND = 36,
GAMEFUNC_SENDMESSAGE = 37,
GAMEFUNC_MAP = 38,
GAMEFUNC_SHRINK_SCREEN = 39,
GAMEFUNC_ENLARGE_SCREEN = 40,
GAMEFUNC_CENTER_VIEW = 41,
GAMEFUNC_HOLSTER_WEAPON = 42,
GAMEFUNC_SHOW_OPPONENTS_WEAPON = 43,
GAMEFUNC_MAP_FOLLOW_MODE = 44,
GAMEFUNC_SEE_COOP_VIEW = 45,
GAMEFUNC_MOUSE_AIMING = 46,
GAMEFUNC_TOGGLE_CROSSHAIR = 47,
GAMEFUNC_STEROIDS = 48,
GAMEFUNC_QUICK_KICK = 49,
GAMEFUNC_NEXT_WEAPON = 50,
GAMEFUNC_PREVIOUS_WEAPON = 51,
-- GAMEFUNC_SHOW_CONSOLE = 52,
GAMEFUNC_SHOW_DUKEMATCH_SCORES = 53,
GAMEFUNC_DPAD_SELECT = 54,
GAMEFUNC_DPAD_AIMING = 55,
}
local function shallow_copy(tab)
local t = {}
for k,v in pairs(tab) do
t[k] = v
end
return t
end
-- KEEPINSYNC with gamedef.c:C_AddDefaultDefinitions() and the respective
-- defines. These are exported to the ffi.C namespace and as literal defines
-- in lunacon.lua.
labels =
{
STR,
PROJ,
EVENT,
-- setmetatable(
shallow_copy(SFLAG),
-- { __metatable="noffiC" }),
STAT,
GAMEFUNC,
}
-- TWEAK_SFLAG
for name, flag in pairs(SFLAG) do
if (flag < 0) then
SFLAG[name] = -flag
labels[4][name] = nil
end
end
-- KEEPINSYNC player.h
wdata_members =
{
-- NOTE: they are lowercased for Lunatic
"const int32_t _workslike",
"int32_t clip",
"int32_t reload",
"int32_t firedelay",
"int32_t totaltime",
"int32_t holddelay",
"int32_t flags",
"const int32_t _shoots",
"int32_t spawntime",
"const int32_t _spawn",
"int32_t shotsperburst",
"const int32_t _initialsound",
"const int32_t _firesound",
"int32_t sound2time", -- NOTE: this is a time number, not a sound
"const int32_t _sound2sound",
"const int32_t _reloadsound1",
"const int32_t _reloadsound2",
"const int32_t _selectsound",
"int32_t flashcolor",
}
local SP = function(memb) return "sprite[%s]"..memb end
local ATSP = function(memb) return "atsprite[%s]"..memb end
local AC = function(memb) return "actor[%s]"..memb end
local SX = function(memb) return "spriteext[%s]"..memb end
-- Generate code to access a signed member as unsigned.
local function s2u(label)
return "(_bit.band("..label.."+65536,65535))"
end
local function S2U(label)
return { s2u(label), label }
end
local ActorLabels = {
x = SP".x",
y = SP".y",
z = SP".z",
cstat = SP".cstat",
picnum = { SP".picnum", SP":set_picnum(%%s)" },
shade = SP".shade",
pal = SP".pal",
clipdist = SP".clipdist",
-- filler = SP".filler",
detail = SP".filler", -- NAME
xrepeat = SP".xrepeat",
yrepeat = SP".yrepeat",
xoffset = SP".xoffset",
yoffset = SP".yoffset",
sectnum = { SP".sectnum", SP".sectnum" }, -- set: for tsprite
statnum = { SP".statnum", SP".statnum" }, -- set: for tsprite
ang = SP".ang",
owner = { SP".owner", SP":_set_owner(%%s)" },
xvel = SP".xvel",
yvel = { SP".yvel", SP":_set_yvel(%%s)" }, -- XXX
zvel = SP".zvel",
lotag = SP".lotag",
hitag = SP".hitag",
extra = SP".extra",
ulotag = S2U(SP".lotag"),
uhitag = S2U(SP".hitag"),
-- ActorExtra labels...
htcgg = AC".cgg",
htpicnum = { AC".picnum", AC":set_picnum(%%s)" },
htang = AC".ang",
htextra = AC".extra",
htowner = { AC".owner", AC":set_owner(%%s)" },
htmovflag = AC".movflag",
httempang = AC".tempang",
htactorstayput = AC".actorstayput",
htdispicnum = { AC".dispicnum" },
-- NOTE: no access for .shootzvel
httimetosleep = AC".timetosleep",
htfloorz = AC".floorz",
htceilingz = AC".ceilingz",
htlastvx = AC".lastvx",
htlastvy = AC".lastvy",
htbposx = AC".bpos.x",
htbposy = AC".bpos.y",
htbposz = AC".bpos.z",
-- Read access differs from write ({ get, set }):
htg_t = { AC":get_t_data(%s)", AC":_set_t_data(%s,%%s)" },
htflags = AC".flags",
-- model flags
angoff = SX".angoff",
pitch = SX".pitch",
roll = SX".roll",
mdxoff = SX".xoff",
mdyoff = SX".yoff",
mdzoff = SX".zoff",
mdflags = SX".flags",
xpanning = SX".xpanning",
ypanning = SX".ypanning",
-- Read access differs from write, write not available:
alpha = { "_math.floor(spriteext[%s].alpha*255)", "spriteext[%s].alpha=(%%s)/255" },
}
local function spr2tspr(code)
if (code and code:find(SP"", 1, true)==1) then
return ATSP(code:sub(#SP"" + 1))
end
-- else return nothing
end
local TspriteLabels = {}
for member, code in pairs(ActorLabels) do
if (type(code)=="string") then
TspriteLabels["tspr"..member] = spr2tspr(code)
else
TspriteLabels["tspr"..member] = { spr2tspr(code[1]), spr2tspr(code[2]) }
end
end
-- Sprites set stat- and sectnum via sprite.change{stat,sect} functions.
ActorLabels.sectnum[2] = "sprite.changesect(%s,%%s,true)"
ActorLabels.statnum[2] = "sprite.changestat(%s,%%s,true)"
local PL = function(memb) return "player[%s]"..memb end
-- Access to DukePlayer_t's bool members: they must be read as numbers.
local PLBOOL = function(memb) return { "("..PL(memb).." and 1 or 0)", PL(memb) } end
local PlayerLabels = {
posx = PL".pos.x",
posy = PL".pos.y",
posz = PL".pos.z",
oposx = PL".opos.x",
oposy = PL".opos.y",
oposz = PL".opos.z",
posxv = PL".vel.x", -- NAME
posyv = PL".vel.y",
poszv = PL".vel.z",
-- NOTE: no access for .npos
bobposx = PL".bobposx",
bobposy = PL".bobposy",
truefz = PL".truefz",
truecz = PL".truecz",
player_par = PL".player_par",
randomflamex = PL".randomflamex",
exitx = PL".exitx",
exity = PL".exity",
runspeed = PL".runspeed",
max_player_health = PL".max_player_health",
max_shield_amount = PL".max_shield_amount",
autostep = PL".autostep",
autostep_sbw = PL".autostep_sbw",
interface_toggle_flag = PL".interface_toggle_flag",
-- NOTE: *bombControl etc. are accessed by gamevars in CON
max_actors_killed = PL".max_actors_killed",
actors_killed = PL".actors_killed",
-- NOTE the special case; "%%s" is used to mark settable members
-- with METHOD_MEMBER syntax, it's the value to be set.
gotweapon = { "("..PL":have_weapon(%s) and 1 or 0)", PL":_gt_weapon(%s,%%s)" },
zoom = PL".zoom",
loogiex = {},
loogiey = {},
sbs = PL".sbs",
sound_pitch = PL".sound_pitch",
ang = PL".ang",
oang = PL".oang",
angvel = PL".angvel",
cursectnum = { PL".cursectnum", PL":set_cursectnum(%%s)" },
look_ang = PL".look_ang",
last_extra = PL".last_extra",
subweapon = PL".subweapon",
max_ammo_amount = PL".max_ammo_amount[%s]" ,
ammo_amount = PL".ammo_amount[%s]" ,
-- NOTE: no direct access for .inv_amount (but see end)
wackedbyactor = PL".wackedbyactor",
pyoff = PL".pyoff",
opyoff = PL".opyoff",
horiz = PL".horiz",
horizoff = PL".horizoff",
ohoriz = PL".ohoriz",
ohorizoff = PL".ohorizoff",
newowner = { PL".newowner" },
jumping_counter = PL".jumping_counter",
airleft = PL".airleft",
fta = PL".fta",
ftq = { PL".ftq", PL":set_ftq(%%s)" },
access_wallnum = { PL".access_wallnum" },
access_spritenum = { PL".access_spritenum" },
got_access = PL".got_access",
weapon_ang = PL".weapon_ang",
visibility = PL".visibility",
somethingonplayer = PL".somethingonplayer",
on_crane = PL".on_crane",
i = { PL".i" },
one_parallax_sectnum = { PL".one_parallax_sectnum" },
random_club_frame = PL".random_club_frame",
one_eighty_count = PL".one_eighty_count",
dummyplayersprite = { PL".dummyplayersprite" },
extra_extra8 = PL".extra_extra8",
actorsqu = PL".actorsqu",
timebeforeexit = PL".timebeforeexit",
customexitsound = { PL".customexitsound" },
last_pissed_time = PL".last_pissed_time",
weaprecs = PL".weaprecs[%s]" ,
weapon_sway = PL".weapon_sway",
crack_time = PL".crack_time",
bobcounter = PL".bobcounter",
-- NOTE: no access for .orotscrnang
rotscrnang = PL".rotscrnang",
dead_flag = PL".dead_flag",
holoduke_on = PL".holoduke_on",
pycount = PL".pycount",
transporter_hold = PL".transporter_hold",
max_secret_rooms = PL".max_secret_rooms",
secret_rooms = PL".secret_rooms",
frag = PL".frag",
fraggedself = PL".fraggedself",
quick_kick = PL".quick_kick",
last_quick_kick = PL".last_quick_kick",
return_to_center = PL".return_to_center",
reloading = PLBOOL".reloading",
weapreccnt = { PL".weapreccnt" },
aim_mode = PL".aim_mode",
auto_aim = PL".auto_aim",
weaponswitch = PL".weaponswitch",
movement_lock = PL".movement_lock",
team = PL".team",
tipincs = PL".tipincs",
hbomb_hold_delay = PL".hbomb_hold_delay",
frag_ps = PL".frag_ps",
kickback_pic = PL".kickback_pic",
gm = PL".gm",
on_warping_sector = PLBOOL".on_warping_sector",
footprintcount = PL".footprintcount",
hurt_delay = PL".hurt_delay",
hbomb_on = PLBOOL".hbomb_on",
jumping_toggle = PLBOOL".jumping_toggle",
rapid_fire_hold = PLBOOL".rapid_fire_hold",
on_ground = PLBOOL".on_ground",
inven_icon = PL".inven_icon",
buttonpalette = PL".buttonpalette",
over_shoulder_on = PLBOOL".over_shoulder_on",
show_empty_weapon = PL".show_empty_weapon",
jetpack_on = PLBOOL".jetpack_on",
spritebridge = PLBOOL".spritebridge",
lastrandomspot = PL".lastrandomspot",
scuba_on = PLBOOL".scuba_on",
footprintpal = PL".footprintpal",
heat_on = PLBOOL".heat_on",
invdisptime = PL".invdisptime",
holster_weapon = PLBOOL".holster_weapon",
falling_counter = PL".falling_counter",
footprintshade = PL".footprintshade",
refresh_inventory = PL".refresh_inventory",
last_full_weapon = PL".last_full_weapon",
walking_snd_toggle = PL".walking_snd_toggle",
palookup = PL".palookup",
hard_landing = PL".hard_landing",
fist_incs = PL".fist_incs",
toggle_key_flag = PLBOOL".toggle_key_flag",
knuckle_incs = PL".knuckle_incs",
knee_incs = PL".knee_incs",
access_incs = PL".access_incs",
numloogs = PL".numloogs",
loogcnt = PL".loogcnt",
scream_voice = PL".scream_voice",
last_weapon = PL".last_weapon",
cheat_phase = PL".cheat_phase",
weapon_pos = PL".weapon_pos",
wantweaponfire = PL".wantweaponfire",
curr_weapon = { PL".curr_weapon", PL":set_curr_weapon(%%s)" },
palette = PL".palette",
-- NOTE the special case:
pals = PL"._pals.col[%s]",
pals_time = PL"._pals.f",
name = {},
-- Access to .inv_amount
steroids_amount = PL".inv_amount[0]",
shield_amount = PL".inv_amount[1]",
scuba_amount = PL".inv_amount[2]",
holoduke_amount = PL".inv_amount[3]",
jetpack_amount = PL".inv_amount[4]",
-- 5: dummy
-- 6: no "access_amount"
heat_amount = PL".inv_amount[7]",
-- 8: dummy
firstaid_amount = PL".inv_amount[9]",
boot_amount = PL".inv_amount[10]",
}
local SEC = function(memb) return "sector[%s]"..memb end
local SECRO = function(memb) return { "sector[%s]"..memb } end
local SectorLabels = {
wallptr = SECRO".wallptr",
wallnum = SECRO".wallnum",
ceilingz = SEC".ceilingz",
floorz = SEC".floorz",
ceilingstat = SEC".ceilingstat",
floorstat = SEC".floorstat",
-- CEILING
ceilingpicnum = { SEC".ceilingpicnum", SEC":set_ceilingpicnum(%%s)" },
ceilingslope = SEC".ceilingheinum", -- NAME
ceilingshade = SEC".ceilingshade",
ceilingpal = SEC".ceilingpal",
ceilingxpanning = SEC".ceilingxpanning",
ceilingypanning = SEC".ceilingypanning",
-- FLOOR
floorpicnum = { SEC".floorpicnum", SEC":set_floorpicnum(%%s)" },
floorslope = SEC".floorheinum", -- NAME
floorshade = SEC".floorshade",
floorpal = SEC".floorpal",
floorxpanning = SEC".floorxpanning",
floorypanning = SEC".floorypanning",
visibility = SEC".visibility",
filler = SEC".filler",
alignto = SEC".filler", -- NAME
lotag = SEC".lotag",
hitag = SEC".hitag",
extra = SEC".extra",
ceilingbunch = {},
floorbunch = {},
ulotag = S2U(SEC".lotag"),
uhitag = S2U(SEC".hitag"),
}
local WAL = function(memb) return "wall[%s]"..memb end
local WALRO = function(memb) return { "wall[%s]"..memb } end
local WallLabels = {
x = WAL".x",
y = WAL".y",
point2 = WALRO".point2",
nextwall = { WAL".nextwall", WAL":_set_nextwall(%%s)" },
nextsector = { WAL".nextsector", WAL":_set_nextsector(%%s)" },
cstat = WAL".cstat",
picnum = { WAL".picnum", WAL":set_picnum(%%s)" },
overpicnum = { WAL".overpicnum", WAL":set_overpicnum(%%s)" },
shade = WAL".shade",
pal = WAL".pal",
xrepeat = WAL".xrepeat",
yrepeat = WAL".yrepeat",
xpanning = WAL".xpanning",
ypanning = WAL".ypanning",
lotag = WAL".lotag",
hitag = WAL".hitag",
extra = WAL".extra",
ulotag = S2U(WAL".lotag"),
uhitag = S2U(WAL".hitag"),
}
StructAccessCode =
{
sector = SectorLabels,
wall = WallLabels,
sprite = ActorLabels,
player = PlayerLabels,
}
local PROJ = function(memb) return "projectile[%s]"..memb end
local THISPROJ = function(memb) return "actor[%s].proj"..memb end
local ProjectileLabels = {
workslike = PROJ".workslike",
cstat = PROJ".cstat",
hitradius = PROJ".hitradius",
range = PROJ".range",
flashcolor = PROJ".flashcolor",
spawns = { PROJ".spawns", PROJ":set_spawns(%%s)" },
sound = PROJ".sound",
isound = PROJ".isound",
vel = PROJ".vel",
decal = { PROJ".decal", PROJ":set_decal(%%s)" },
trail = { PROJ".trail", PROJ":set_trail(%%s)" },
tnum = PROJ".tnum",
drop = PROJ".drop",
offset = PROJ".offset",
bounces = PROJ".bounces",
bsound = PROJ".bsound",
toffset = PROJ".toffset",
extra = PROJ".extra",
extra_rand = PROJ".extra_rand",
sxrepeat = PROJ".sxrepeat",
syrepeat = PROJ".syrepeat",
txrepeat = PROJ".txrepeat",
tyrepeat = PROJ".tyrepeat",
shade = PROJ".shade",
xrepeat = PROJ".xrepeat",
yrepeat = PROJ".yrepeat",
pal = PROJ".pal",
velmult = PROJ".movecnt", -- NAME
clipdist = PROJ".clipdist",
}
-- XXX: kind of CODEDUP form above
local function proj2thisproj(code)
if (code and code:find(PROJ"", 1, true)==1) then
return THISPROJ(code:sub(#PROJ"" + 1))
end
-- else return nothing
end
local SpriteProjectileLabels = {}
for member, code in pairs(ProjectileLabels) do
if (type(code)=="string") then
SpriteProjectileLabels[member] = proj2thisproj(code)
else
SpriteProjectileLabels[member] = { proj2thisproj(code[1]), proj2thisproj(code[2]) }
end
end
local UD = function(memb) return "gv._ud"..memb end
local UDRO = function(memb) return { UD(memb) } end
-- NOTE: Only members that actually encountered in existing mods are added here.
local UserdefLabels = {
althud = UD".althud",
auto_run = UDRO".auto_run",
camerasprite = UDRO".camerasprite",
cashman = UDRO".cashman",
clipping = UD".noclip", -- NAME
const_visibility = UD".const_visibility",
crosshair = UD".crosshair",
crosshairscale = UDRO".crosshairscale",
detail = { "1" },
display_bonus_screen = UD".display_bonus_screen",
drawweapon = UDRO".drawweapon",
ffire = UDRO".ffire",
fta_on = UD".fta_on",
god = UDRO".god",
idplayers = UDRO".idplayers",
lockout = UDRO".lockout",
pause_on = UDRO".pause_on",
player_skill = UD".player_skill",
m_volume_number = UDRO".m_volume_number",
mouseflip = UDRO".mouseflip",
multimode = { "1" },
overhead_on = UD".overhead_on",
show_level_text = UD".show_level_text",
screen_size = { UD".screen_size", UD":set_screen_size(%%s)" },
screen_tilting = UD".screen_tilting",
showallmap = UDRO".showallmap",
showweapons = UDRO".showweapons",
statusbarscale = UDRO".statusbarscale",
volume_number = { UD".volume_number", UD":set_volume_number(%%s)" },
weaponscale = UDRO".weaponscale",
weaponswitch = UD".weaponswitch",
}
local INP = function(memb) return PL"._input"..memb end
local InputLabels = {
avel = INP".avel",
horz = INP".horz",
fvel = INP".fvel",
svel = INP".svel",
bits = INP".bits",
extbits = INP".extbits",
}
-- These structs cannot be accessed by inline array exprs in CON:
StructAccessCode2 =
{
tspr = TspriteLabels,
projectile = ProjectileLabels,
thisprojectile = SpriteProjectileLabels,
userdef = UserdefLabels,
input = InputLabels,
}
-- NOTE: These MUST be in reverse lexicographical order!
-- Per CON syntax, valid identifiers names are disjunct from keywords,
-- so that a rule like
-- t_identifier = -con_keyword * (sp1 + "[") * t_identifier_all
-- (from the final grammar in lunacon.lua) must match the longest
-- possible keyword name, else the negation might wrongly not fail.
keyword =
lpeg.P(false) +
"}" +
"{" +
"zshootvar" +
"zshoot" +
"xorvarvar" +
"xorvar" +
"writearraytofile" +
"whilevarvarn" +
"whilevarn" +
"wackplayer" +
"userquote" +
"useractor" +
"updatesectorz" +
"updatesector" +
"tossweapon" +
"tip" +
"time" +
"switch" +
"subvarvar" +
"subvar" +
"strength" +
"stopsoundvar" +
"stopsound" +
"stopallsounds" +
"stopactorsound" +
"state" +
"starttrackvar" +
"starttrack" +
"startlevel" +
"ssp" +
"sqrt" +
"spriteshadow" +
"spritepal" +
"spritenvg" +
"spritenoshade" +
"spritenopal" +
"spriteflags" +
"spgetlotag" +
"spgethitag" +
"spawn" +
"soundvar" +
"soundoncevar" +
"soundonce" +
"sound" +
"smaxammo" +
"sleeptime" +
"sizeto" +
"sizeat" +
"sin" +
"showviewunbiased" +
"showview" +
"shootvar" +
"shoot" +
"shiftvarr" +
"shiftvarl" +
"setwall" +
"setvarvar" +
"setvar" +
"setuserdef" +
"settspr" +
"setthisprojectile" +
"setsprite" +
"setsector" +
"setprojectile" +
"setplayervar" +
"setplayerangle" +
"setplayer" +
"setinput" +
"setgamepalette" +
"setgamename" +
"setdefname" +
"setcfgname" +
"setaspect" +
"setarray" +
"setactorvar" +
"setactorsoundpitch" +
"setactorangle" +
"setactor" +
"sectsetinterpolation" +
"sectorofwall" +
"sectgetlotag" +
"sectgethitag" +
"sectclearinterpolation" +
"scriptsize" +
"savenn" +
"savemapstate" +
"savegamevar" +
"save" +
"rotatesprite16" +
"rotatesprite" +
"rotatepoint" +
"return" +
"respawnhitag" +
"resizearray" +
"resetplayer" +
"resetcount" +
"resetactioncount" +
"redefinequote" +
"readgamevar" +
"readarrayfromfile" +
"rayintersect" +
"randvarvar" +
"randvar" +
"quote" +
"quake" +
"qsubstr" +
"qstrncat" +
"qstrlen" +
"qstrcpy" +
"qstrcat" +
"qsprintf" +
"qspawnvar" +
"qspawn" +
"qgetsysstr" +
"pstomp" +
"prevspritestat" +
"prevspritesect" +
"precache" +
"pkick" +
"paper" +
"palfrom" +
"orvarvar" +
"orvar" +
"operatesectors" +
"operaterespawns" +
"operatemasterswitches" +
"operateactivators" +
"operate" +
"onevent" +
"nullop" +
"nextspritestat" +
"nextspritesect" +
"neartag" +
"myosx" +
"myospalx" +
"myospal" +
"myos" +
"music" +
"mulvarvar" +
"mulvar" +
"mulscale" +
"movesprite" +
"move" +
"money" +
"modvarvar" +
"modvar" +
"minitext" +
"mikesnd" +
"mail" +
"lotsofglass" +
"lockplayer" +
"loadmapstate" +
"lineintersect" +
"ldist" +
"killit" +
"jump" +
"insertspriteq" +
"inittimer" +
"includedefault" +
"include" +
"ifwasweapon" +
"ifvarxor" +
"ifvarvarxor" +
"ifvarvaror" +
"ifvarvarn" +
"ifvarvarl" +
"ifvarvarg" +
"ifvarvareither" +
"ifvarvare" +
"ifvarvarand" +
"ifvaror" +
"ifvarn" +
"ifvarl" +
"ifvarg" +
"ifvareither" +
"ifvare" +
"ifvarand" +
"ifstrength" +
"ifsquished" +
"ifspritepal" +
"ifspawnedby" +
"ifsound" +
"ifserver" +
"ifrnd" +
"ifrespawn" +
"ifpinventory" +
"ifphealthl" +
"ifpdistl" +
"ifpdistg" +
"ifp" +
"ifoutside" +
"ifonwater" +
"ifnotmoving" +
"ifnosounds" +
"ifmultiplayer" +
"ifmove" +
"ifinwater" +
"ifinspace" +
"ifinouterspace" +
"ifhitweapon" +
"ifhitspace" +
"ifgotweaponce" +
"ifgapzl" +
"iffloordistl" +
"ifdead" +
"ifcount" +
"ifclient" +
"ifceilingdistl" +
"ifcanshoottarget" +
"ifcanseetarget" +
"ifcansee" +
"ifbulletnear" +
"ifawayfromwall" +
"ifangdiffl" +
"ifai" +
"ifactorsound" +
"ifactornotstayput" +
"ifactor" +
"ifactioncount" +
"ifaction" +
"hitscan" +
"hitradiusvar" +
"hitradius" +
"headspritestat" +
"headspritesect" +
"guts" +
"guniqhudid" +
"gmaxammo" +
"globalsoundvar" +
"globalsound" +
"getzrange" +
"getwall" +
"getuserdef" +
"gettspr" +
"gettimedate" +
"getticks" +
"getthisprojectile" +
"gettexturefloor" +
"gettextureceiling" +
"getsector" +
"getprojectile" +
"getpname" +
"getplayervar" +
"getplayerangle" +
"getplayer" +
"getlastpal" +
"getkeyname" +
"getinput" +
"getincangle" +
"getflorzofslope" +
"getcurraddress" +
"getceilzofslope" +
"getarraysize" +
"getangletotarget" +
"getangle" +
"getactorvar" +
"getactorangle" +
"getactor" +
"gamevar" +
"gametextz" +
"gametext" +
"gamestartup" +
"gamearray" +
"flash" +
"findplayer" +
"findotherplayer" +
"findnearspritezvar" +
"findnearspritez" +
"findnearspritevar" +
"findnearsprite3dvar" +
"findnearsprite3d" +
"findnearsprite" +
"findnearactorzvar" +
"findnearactorz" +
"findnearactorvar" +
"findnearactor3dvar" +
"findnearactor3d" +
"findnearactor" +
"fall" +
"ezshootvar" +
"ezshoot" +
"eventloadactor" +
"espawnvar" +
"espawn" +
"eshootvar" +
"eshoot" +
"eqspawnvar" +
"eqspawn" +
"enhanced" +
"endswitch" +
"ends" +
"endofgame" +
"endevent" +
"enda" +
"else" +
"echo" +
"dynamicremap" +
"dragpoint" +
"divvarvar" +
"divvar" +
"dist" +
"displayrandvarvar" +
"displayrandvar" +
"displayrand" +
"digitalnumberz" +
"digitalnumber" +
"definevolumename" +
"definesound" +
"defineskillname" +
"definequote" +
"defineprojectile" +
"definelevelname" +
"definegametype" +
"definegamefuncname" +
"definecheat" +
"define" +
"default" +
"debug" +
"debris" +
"cstator" +
"cstat" +
"count" +
"cos" +
"copy" +
"cmenu" +
"clipmovenoslide" +
"clipmove" +
"clipdist" +
"clearmapstate" +
"checkavailweapon" +
"checkavailinven" +
"checkactivatormotion" +
"cheatkeys" +
"changespritestat" +
"changespritesect" +
"case" +
"canseespr" +
"cansee" +
"calchypotenuse" +
"cactor" +
"break" +
"betaname" +
"angoffvar" +
"angoff" +
"andvarvar" +
"andvar" +
"ai" +
"addweaponvar" +
"addweapon" +
"addvarvar" +
"addvar" +
"addstrength" +
"addphealth" +
"addlogvar" +
"addlog" +
"addkills" +
"addinventory" +
"addammo" +
"actor" +
"activatecheat" +
"activatebysector" +
"action" +
lpeg.P(false)