raze-gles/polymer/eduke32/source/lunatic/control.lua
helixhorned e4849af91f LunaCON: implement 'tossweapon'.
git-svn-id: https://svn.eduke32.com/eduke32@3943 1a8010ca-5511-0410-912e-c29ae57300e0
2013-07-13 21:04:38 +00:00

2239 lines
62 KiB
Lua

-- Game control module for Lunatic.
local require = require
local ffi = require("ffi")
local ffiC = ffi.C
local jit = require("jit")
-- Lua C API functions, this comes from El_PushCFunctions() in lunatic_game.c.
local CF = CF
local bit = require("bit")
local io = require("io")
local math = require("math")
local table = require("table")
local bcheck = require("bcheck")
local con_lang = require("con_lang")
local byte = require("string").byte
local setmetatable = setmetatable
local assert = assert
local error = error
local ipairs = ipairs
local pairs = pairs
local print = print
local rawget = rawget
local rawset = rawset
local select = select
local tostring = tostring
local type = type
local unpack = unpack
local format = require("string").format
local actor, player = assert(actor), assert(player)
local dc = require("defs_common")
local cansee, hitscan, neartag = dc.cansee, dc.hitscan, dc.neartag
local inside = dc.inside
local sector, wall, sprite = dc.sector, dc.wall, dc.sprite
local wallsofsect = dc.wallsofsect
local spritesofsect, spritesofstat = dc.spritesofsect, dc.spritesofstat
local OUR_REQUIRE_STRING = [[
local _con=require'con'
local _ga,_av,_pv=_con._gamearray,_con.actorvar,_con.playervar
]]
local function our_get_require()
return OUR_REQUIRE_STRING
end
module(...)
---=== ACTION/MOVE/AI HELPERS ===---
local lastid = { action=0, move=0, ai=0 }
local con_action_ct = ffi.typeof("const con_action_t")
local con_move_ct = ffi.typeof("const con_move_t")
local con_ai_ct = ffi.typeof("const con_ai_t")
-- All-zero action and move with IDs. Mostly for CON support.
local literal_act = { [0]=con_action_ct(0), [1]=con_action_ct(1) }
local literal_mov = { [0]=con_move_ct(0), [1]=con_move_ct(1) }
local literal_am = { action=literal_act, move=literal_mov }
-- Const-qualified 'full' action and move (with ID):
local am_ctype_full_const = { action=con_action_ct, move=con_move_ct }
-- Non-const-qualified 'bare' action and move (without ID):
local am_ctype_bare = { action=ffi.typeof("struct action"), move=ffi.typeof("struct move") }
local function def_action_or_move(what, tab)
if (lastid[what] <= -(2^31)) then
error("Too many "..what.."s defined", 3);
end
bcheck.top_level(what, 4)
-- NOTE: tab[0]~=nil check for "Special default values" below.
if (type(tab) ~= "table" or tab[0]~=nil) then
error("invalid argument to con."..what..": must be a table", 3)
end
-- Pass args table to ffi.new, which can take either: a table with numeric
-- indices, or a table with key-value pairs, *but not in combination*.
-- See http://luajit.org/ext_ffi_semantics.html#init_table
local am = am_ctype_bare[what](tab)
-- Now, set all string keys as they have been ignored if tab[1] was
-- non-nil.
for key, val in pairs(tab) do
if (type(key)=="string") then
am[key] = val
end
end
if (what=="action") then
-- Special default values
if (tab[2]==nil and tab.numframes==nil) then
am.numframes = 1
end
if (tab[3]==nil and tab.viewtype==nil) then
am.viewtype = 1
end
if (tab[4]==nil and tab.incval==nil) then
am.incval = 1
end
end
-- 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
return am_ctype_full_const[what](lastid[what], am)
end
---=== ACTION/MOVE/AI FUNCTIONS ===---
function action(tab)
return def_action_or_move("action", tab)
end
function move(tab)
return def_action_or_move("move", tab)
end
-- Get action or move for an 'ai' definition.
local function get_action_or_move(what, val, argi)
if (val == nil) then
return literal_am[what][0]
elseif (ffi.istype(am_ctype_full_const[what], val)) then
return val
elseif (type(val)=="number") then
if (val==0 or val==1) then
return literal_am[what][val]
end
end
error("bad argument #"..argi.." to ai: must be nil/nothing, 0, 1, or "..what, 3)
end
function ai(action, move, flags)
bcheck.top_level("ai")
if (lastid.ai <= -(2^31)) then
error("Too many AIs defined", 2);
end
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
lastid.ai = lastid.ai-1
return con_ai_ct(lastid.ai, act, mov, flags)
end
---=== RUNTIME CON FUNCTIONS ===---
local check_sector_idx = bcheck.sector_idx
local check_tile_idx = bcheck.tile_idx
local check_sprite_idx = bcheck.sprite_idx
local check_player_idx = bcheck.player_idx
local check_sound_idx = bcheck.sound_idx
local check_number = bcheck.number
local check_type = bcheck.type
-- Will contain [<label>]=number mappings after CON translation.
local D = { true }
local function krandand(mask)
return bit.band(ffiC.krand(), mask)
end
local function check_allnumbers(...)
local vals = {...}
for i=1,#vals do
assert(type(vals[i])=="number")
end
end
-- Table of all per-actor gamevars active in the system.
-- [<actorvar reference>] = true
local g_actorvar = setmetatable({}, { __mode="k" })
local function A_ResetVars(i)
for acv in pairs(g_actorvar) do
acv:_clear(i)
end
end
ffiC.A_ResetVars = A_ResetVars
-- Reset per-actor gamevars for the sprite that would be inserted by the next
-- insertsprite() call.
-- TODO_MP (Net_InsertSprite() is not handled)
--
-- NOTE: usually, a particular actor's code doesn't use ALL per-actor gamevars,
-- so there should be a way to clear only a subset of them (maybe those that
-- were defined in "its" module?).
local function A_ResetVarsNextIns()
-- KEEPINSYNC with insertsprite() logic in engine.c!
local i = ffiC.headspritestat[ffiC.MAXSTATUS]
if (i < 0) then
return
end
ffiC.g_noResetVars = 1
return A_ResetVars(i)
end
-- Lunatic's "insertsprite" is a wrapper around the game "A_InsertSprite", not
-- the engine "insertsprite".
--
-- Forms:
-- 1. table-call: insertsprite{tilenum, pos, sectnum [, owner [, statnum]] [, key=val...]}
-- valid keys are: owner, statnum, shade, xrepeat, yrepeat, xvel, zvel
-- 2. position-call: insertsprite(tilenum, pos, sectnum [, owner [, statnum]])
function insertsprite(tab_or_tilenum, ...)
local tilenum, pos, sectnum -- mandatory
-- optional with defaults:
local owner, statnum
local shade, xrepeat, yrepeat, ang, xvel, zvel = 0, 48, 48, 0, 0, 0
if (type(tab_or_tilenum)=="table") then
local tab = tab_or_tilenum
tilenum, pos, sectnum = unpack(tab, 1, 3)
owner = tab[4] or tab.owner or -1
statnum = tab[5] or tab.statnum or 0
shade = tab.shade or shade
xrepeat = tab.xrepeat or xrepeat
yrepeat = tab.yrepeat or yrepeat
ang = tab.ang or ang
xvel = tab.xvel or xvel
zvel = tab.zvel or zvel
else
tilenum = tab_or_tilenum
local args = {...}
pos, sectnum = unpack(args, 1, 2)
owner = args[3] or -1
statnum = args[4] or 0
end
if (type(sectnum)~="number" or type(tilenum) ~= "number") then
error("invalid insertsprite call: 'sectnum' and 'tilenum' must be numbers", 2)
end
check_tile_idx(tilenum)
check_sector_idx(sectnum)
check_allnumbers(shade, xrepeat, yrepeat, ang, xvel, zvel, owner)
if (statnum >= ffiC.MAXSTATUS+0ULL) then
error("invalid 'statnum' argument to insertsprite: must be a status number [0 .. MAXSTATUS-1]", 2)
end
A_ResetVarsNextIns()
return CF.A_InsertSprite(sectnum, pos.x, pos.y, pos.z, tilenum,
shade, xrepeat, yrepeat, ang, xvel, zvel,
owner, statnum)
end
-- INTERNAL USE ONLY.
function _addtodelqueue(spritenum)
check_sprite_idx(spritenum)
CF.A_AddToDeleteQueue(spritenum)
end
-- This corresponds to the first (spawn from parent sprite) form of A_Spawn().
function spawn(tilenum, parentspritenum, addtodelqueue)
check_tile_idx(tilenum)
check_sprite_idx(parentspritenum)
if (addtodelqueue and ffiC.g_spriteDeleteQueueSize == 0) then
return -1
end
A_ResetVarsNextIns()
local i = CF.A_Spawn(parentspritenum, tilenum)
if (addtodelqueue) then
CF.A_AddToDeleteQueue(i)
end
return i
end
-- This is the second A_Spawn() form. INTERNAL USE ONLY.
function _spawnexisting(spritenum)
check_sprite_idx(spritenum)
return CF.A_Spawn(-1, spritenum)
end
-- A_SpawnMultiple clone
-- ow: parent sprite number
function _spawnmany(ow, label, n)
local tilenum = D[label]
if (tilenum ~= nil) then
local spr = sprite[ow]
for i=n,1, -1 do
local j = insertsprite{ tilenum, spr^(ffiC.krand()%(47*256)), spr.sectnum, ow, 5,
shade=-32, xrepeat=8, yrepeat=8, ang=krandand(2047) }
_spawnexisting(j)
sprite[j].cstat = krandand(8+4)
end
end
end
local int16_st = ffi.typeof "struct { int16_t s; }"
-- Get INT32_MIN for the following constant; passing 0x80000000 would be
-- out of the range for an int32_t and thus undefined behavior!
local SHOOT_HARDCODED_ZVEL = bit.tobit(0x80000000)
function _shoot(i, tilenum, zvel)
check_sprite_idx(i)
check_sector_idx(ffiC.sprite[i].sectnum) -- accessed in A_ShootWithZvel
check_tile_idx(tilenum)
zvel = zvel and int16_st(zvel).s or SHOOT_HARDCODED_ZVEL
return CF.A_ShootWithZvel(i, tilenum, zvel)
end
local BADGUY_MASK = bit.bor(con_lang.SFLAG.SFLAG_HARDCODED_BADGUY, con_lang.SFLAG.SFLAG_BADGUY)
function isenemytile(tilenum)
return (bit.band(ffiC.g_tile[tilenum]._flags, BADGUY_MASK)~=0)
end
-- The 'rotatesprite' wrapper used by the CON commands.
function _rotspr(x, y, zoom, ang, tilenum, shade, pal, orientation,
alpha, cx1, cy1, cx2, cy2)
check_tile_idx(tilenum)
orientation = bit.band(orientation, 4095) -- ROTATESPRITE_MAX-1
if (bit.band(orientation, 2048) == 0) then -- ROTATESPRITE_FULL16
x = 65536*x
y = 65536*y
end
-- XXX: This is the same as the check in gameexec.c, but ideally we'd want
-- rotatesprite to accept all coordinates and simply draw nothing if the
-- tile's bounding rectange is beyond the screen.
-- XXX: Currently, classic rotatesprite() is not correct with some large
-- zoom values.
if (not (x >= -320*65536 and x < 640*65536) or not (y >= -200*65536 and y < 400*65536)) then
error(format("invalid coordinates (%.03f, %.03f)", x, y), 2)
end
ffiC.rotatesprite_(x, y, zoom, ang, tilenum, shade, pal, bit.bor(2,orientation),
alpha, cx1, cy1, cx2, cy2)
end
-- The external legacy tile drawing function for Lunatic.
function rotatesprite(x, y, zoom, ang, tilenum, shade, pal, orientation,
alpha, cx1, cy1, cx2, cy2)
-- Disallow <<16 coordinates from Lunatic. They only unnecessarily increase
-- complexity; you already have more precision in the FP number fraction.
if (bit.band(orientation, 2048) ~= 0) then
error('left-shift-by-16 coordinates forbidden', 2)
end
return _rotspr(x, y, zoom, ang, tilenum, shade, pal, orientation,
alpha, cx1, cy1, cx2, cy2)
end
function _myos(x, y, zoom, tilenum, shade, orientation, pal)
if (pal==nil) then
local sect = player[ffiC.screenpeek].cursectnum
pal = (sect>=0) and sector[sect].floorpal or 0
end
ffiC.G_DrawTileGeneric(x, y, zoom, tilenum, shade, orientation, pal)
end
function _inittimer(ticspersec)
if (not (ticspersec >= 1)) then
error("ticspersec must be >= 1", 2)
end
ffiC.G_InitTimer(ticspersec)
end
function _gettimedate()
local v = ffi.new("int32_t [8]")
ffiC.G_GetTimeDate(v)
return v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]
end
local rshift = bit.rshift
function rnd(x)
return (rshift(ffiC.krand(), 8) >= (255-x))
end
-- Legacy operators
function _rand(x)
return rshift(ffiC.krand()*(x+1), 16)
end
function _displayrand(x)
return rshift(math.random(0, 32767)*(x+1), 15)
end
function _div(a,b)
if (b==0) then
error("divide by zero", 2)
end
-- NOTE: don't confuse with math.modf!
return (a - math.fmod(a,b))/b
end
function _mod(a,b)
if (b==0) then
error("mod by zero", 2)
end
return (math.fmod(a,b))
end
-- Sect_ToggleInterpolation() clone
function _togglesectinterp(sectnum, doset)
for w in wallsofsect(sectnum) do
ffiC.G_ToggleWallInterpolation(w, doset)
local nw = wall[w].nextwall
if (nw >= 0) then
ffiC.G_ToggleWallInterpolation(nw, doset)
ffiC.G_ToggleWallInterpolation(wall[nw].point2, doset)
end
end
end
-- Support for translated CON code: get cached sprite, actor and player structs
-- (-fcache-sap option).
function _getsap(aci, pli)
return (aci>=0) and sprite[aci], (aci>=0) and actor[aci], (pli>=0) and player[pli]
end
--- player/actor/sprite searching functions ---
local xmath = require("xmath")
local abs = math.abs
local dist, ldist = xmath.dist, xmath.ldist
local vec3, ivec3 = xmath.vec3, xmath.ivec3
local rotate = xmath.rotate
local function A_FP_ManhattanDist(ps, spr)
local distvec = ps.pos - spr^(28*256)
return distvec:touniform():mhlen()
end
-- Returns: player index, distance
-- TODO_MP
function _findplayer(pli, spritenum)
return 0, A_FP_ManhattanDist(player[pli], sprite[spritenum])
end
local STAT = actor.STAT
local FN_STATNUMS = {
[false] = { STAT.ACTOR },
[true] = {},
}
-- TODO: Python-like range() and xrange()?
for i=0,ffiC.MAXSTATUS-1 do
FN_STATNUMS[true][i+1] = ffiC.MAXSTATUS-1-i
end
local FN_DISTFUNC = {
d2 = function(s1, s2, d)
return (ldist(s1, s2) < d)
end,
d3 = function(s1, s2, d)
return (dist(s1, s2) < d)
end,
z = function(s1, s2, d, zd)
return (ldist(s1, s2) < d and abs(s1.z-s2.z) < zd)
end,
}
function _findnear(spritenum, allspritesp, distkind, picnum, maxdist, maxzdist)
local statnums = FN_STATNUMS[allspritesp]
local distfunc = FN_DISTFUNC[distkind]
local spr = sprite[spritenum]
for _,st in ipairs(statnums) do
for i in spritesofstat(st) do
if (i ~= spritenum and sprite[i].picnum==picnum) then
if (distfunc(spr, sprite[i], maxdist, maxzdist)) then
return i
end
end
end
end
return -1
end
---=== Weapon stuff ===---
--- Helper functions (might be exported later) ---
local function have_ammo_at_max(ps, weap)
return (ps.ammo_amount[weap] >= ps.max_ammo_amount[weap])
end
function _tossweapon(pli) -- P_DropWeapon replacement
check_player_idx(pli)
local ps = ffiC.g_player[pli].ps
bcheck.weapon_idx(ps.curr_weapon)
local cw = ffiC.g_playerWeapon[pli][ps.curr_weapon].workslike
if (cw >= ffiC.MAX_WEAPONS+0ULL) then
return
end
if (krandand(1) ~= 0) then
spawn(ffiC.WeaponPickupSprites[cw], ps.i)
elseif (cw==ffiC.RPG_WEAPON or cw==ffiC.HANDBOMB_WEAPON) then
if (D.EXPLOSION2 ~= nil) then
spawn(D.EXPLOSION2, ps.i)
end
end
end
local function P_AddAmmo(ps, weap, amount)
if (not have_ammo_at_max(ps, weap)) then
local curamount = ps.ammo_amount[weap]
local maxamount = ps.max_ammo_amount[weap]
-- NOTE: no clamping towards the bottom
ps.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 ps:has_weapon(weap)) then
CF.P_AddWeaponMaybeSwitchI(ps.weapon._p, 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.)
--- TODO: Move these to a separate module like "con_private".
-- quotes
local REALMAXQUOTES = con_lang.REALMAXQUOTES
local MAXQUOTELEN = con_lang.MAXQUOTELEN
-- CON redefinequote command
function _definequote(qnum, quotestr)
-- NOTE: this is more permissive than C-CON: we allow to redefine quotes
-- that were not previously defined.
bcheck.quote_idx(qnum, true)
assert(type(quotestr)=="string")
ffiC.C_DefineQuote(qnum, quotestr)
return (#quotestr >= MAXQUOTELEN)
end
function _quote(pli, qnum)
bcheck.quote_idx(qnum)
check_player_idx(pli)
ffiC.P_DoQuote(qnum+REALMAXQUOTES, ffiC.g_player[pli].ps)
end
function _echo(qnum)
local cstr = bcheck.quote_idx(qnum)
ffiC.OSD_Printf("%s\n", cstr)
end
function _userquote(qnum)
local cstr = bcheck.quote_idx(qnum)
-- NOTE: G_AddUserQuote strcpy's the string
ffiC.G_AddUserQuote(cstr)
end
local function strlen(cstr)
for i=0,math.huge do
if (cstr[i]==0) then
return i
end
end
assert(false)
end
-- NOTE: dst==src is OK (effectively a no-op)
local function strcpy(dst, src)
local i=-1
repeat
i = i+1
dst[i] = src[i]
until (src[i]==0)
end
function _qstrlen(qnum)
return strlen(bcheck.quote_idx(qnum))
end
function _qstrcpy(qdst, qsrc)
local cstr_dst = bcheck.quote_idx(qdst)
local cstr_src = bcheck.quote_idx(qsrc)
strcpy(cstr_dst, cstr_src)
end
-- NOTE: qdst==qsrc is OK (duplicates the quote)
function _qstrcat(qdst, qsrc)
local cstr_dst = bcheck.quote_idx(qdst)
local cstr_src = bcheck.quote_idx(qsrc)
if (cstr_src[0]==0) then
return
end
if (cstr_dst[0]==0) then
return strcpy(cstr_dst, cstr_src)
end
-- From here on: destination and source quote (potentially aliased) are
-- nonempty.
local slen_dst = strlen(cstr_dst)
assert(slen_dst <= MAXQUOTELEN-1)
if (slen_dst == MAXQUOTELEN-1) then
return
end
local i = slen_dst
local j = 0
repeat
-- NOTE: don't copy the first char yet, so that the qdst==qsrc case
-- works correctly.
i = i+1
j = j+1
cstr_dst[i] = cstr_src[j]
until (i >= MAXQUOTELEN-1 or cstr_src[j]==0)
-- Now copy the first char!
cstr_dst[slen_dst] = cstr_src[0]
cstr_dst[i] = 0
end
local buf = ffi.new("char [?]", MAXQUOTELEN)
function _qsprintf(qdst, qsrc, ...)
-- NOTE: more permissive than C-CON, see _definequote
if (bcheck.quote_idx(qdst, true) == nil) then
ffiC.C_DefineQuote(qdst, "") -- allocate quote
end
local dst = bcheck.quote_idx(qdst)
local src = bcheck.quote_idx(qsrc)
local vals = {...}
local i, j, vi = 0, 0, 1
while (true) do
local ch = src[j]
local didfmt = false
if (ch==0) then
break
end
if (ch==byte'%') then
local nch = src[j+1]
if (nch==byte'd' or (nch==byte'l' and src[j+2]==byte'd')) then
-- number
didfmt = true
if (vi > #vals) then
break
end
local numstr = tostring(vals[vi])
assert(type(numstr)=="string")
vi = vi+1
local ncopied = math.min(#numstr, MAXQUOTELEN-1-i)
ffi.copy(buf+i, numstr, ncopied)
i = i+ncopied
j = j+1+(nch==byte'd' and 1 or 2)
elseif (nch==byte's') then
-- string
didfmt = true
if (vi > #vals) then
break
end
local k = -1
local tmpsrc = bcheck.quote_idx(vals[vi])
vi = vi+1
i = i-1
repeat
i = i+1
k = k+1
buf[i] = tmpsrc[k]
until (i >= MAXQUOTELEN-1 or tmpsrc[k]==0)
j = j+2
end
end
if (not didfmt) then
buf[i] = src[j]
i = i+1
j = j+1
end
if (i >= MAXQUOTELEN-1) then
break
end
end
buf[i] = 0
strcpy(dst, buf)
end
function _getkeyname(qdst, gfuncnum, which)
local cstr_dst = bcheck.quote_idx(qdst)
if (gfuncnum >= ffiC.NUMGAMEFUNCTIONS+0ULL) then
error("invalid game function number "..gfuncnum, 2)
end
if (which >= 3+0ULL) then
error("third argument to getkeyname must be 0, 1 or 2", 2)
end
local cstr_src
for i = (which==2 and 0 or which), (which==2 and 1 or which) do
local scancode = ffiC.ud.config.KeyboardKeys[gfuncnum][i]
cstr_src = ffiC.KB_ScanCodeToString(scancode)
if (cstr_src[0] ~= 0) then
break
end
end
if (cstr_src[0] ~= 0) then
-- All key names are short, no problem strcpy'ing them
strcpy(cstr_dst, cstr_src)
end
end
local EDUKE32_VERSION_STR = "EDuke32 2.0.0devel "..ffi.string(ffiC.s_buildRev)
local function quote_strcpy(dst, src)
local i=-1
repeat
i = i+1
dst[i] = src[i]
until (src[i]==0 or i==MAXQUOTELEN-1)
dst[i] = 0
end
function _qgetsysstr(qdst, what, pli)
local dst = bcheck.quote_idx(qdst)
local idx = ffiC.ud.volume_number*con_lang.MAXLEVELS + ffiC.ud.level_number
local MAXIDX = ffi.sizeof(ffiC.MapInfo) / ffi.sizeof(ffiC.MapInfo[0])
if (what == ffiC.STR_MAPNAME) then
assert(not (idx >= MAXIDX+0ULL))
local src = ffiC.MapInfo[idx].name
assert(src ~= nil)
quote_strcpy(dst, src)
elseif (what == ffiC.STR_MAPFILENAME) then
assert(not (idx >= MAXIDX+0ULL))
local src = ffiC.MapInfo[idx].filename
assert(src ~= nil)
quote_strcpy(dst, src)
elseif (what == ffiC.STR_PLAYERNAME) then
ffi.copy(dst, ffiC.g_player[pli].user_name, ffi.sizeof(ffiC.g_player[0].user_name))
elseif (what == ffiC.STR_VERSION) then
ffi.copy(dst, EDUKE32_VERSION_STR)
elseif (what == ffiC.STR_GAMETYPE) then
ffi.copy(dst, "multiplayer not yet implemented") -- TODO_MP
elseif (what == ffiC.STR_VOLUMENAME) then
local vol = ffiC.ud.volume_number
assert(vol+0ULL < con_lang.MAXVOLUMES)
ffi.copy(dst, ffiC.EpisodeNames[vol], ffi.sizeof(ffiC.EpisodeNames[0]))
else
error("unknown system string ID "..what, 2)
end
end
function _getpname(qnum, pli)
bcheck.quote_idx(qnum, true)
check_player_idx(pli)
local uname = ffiC.g_player[pli].user_name
ffiC.C_DefineQuote(qnum, (uname[0] ~= 0) and uname or tostring(pli))
end
-- switch statement support
function _switch(swtab, testval, aci,pli,dst)
local func = swtab[testval] or swtab.default
if (func) then
func(aci, pli, dst)
end
end
--== Text rendering ==--
-- For external use. NOTE: <pal> comes before <shade>.
function minitext(x, y, str, pal, shade)
check_type(str, "string")
ffiC.minitext_(x, y, str, shade or 0, pal or 0, 2+8+16)
end
-- For CON only.
function _minitext(x, y, qnum, shade, pal)
local cstr = bcheck.quote_idx(qnum)
ffiC.minitext_(x, y, cstr, shade, pal, 2+8+16)
end
function _digitalnumber(tilenum, x, y, num, shade, pal,
orientation, cx1, cy1, cx2, cy2, zoom)
if (tilenum >= ffiC.MAXTILES-9+0ULL) then
error("invalid base tile number "..tilenum, 2)
end
ffiC.G_DrawTXDigiNumZ(tilenum, x, y, num, shade, pal,
orientation, cx1, cy1, cx2, cy2, zoom)
end
local function text_check_common(tilenum, orientation)
if (tilenum >= ffiC.MAXTILES-255+0ULL) then
error("invalid base tile number "..tilenum, 3)
end
return bit.band(orientation, 4095) -- ROTATESPRITE_MAX-1
end
function _gametext(tilenum, x, y, qnum, shade, pal, orientation,
cx1, cy1, cx2, cy2, zoom)
orientation = text_check_common(tilenum, orientation)
local cstr = bcheck.quote_idx(qnum)
ffiC.G_PrintGameText(0, tilenum, bit.arshift(x,1), y, cstr, shade, pal,
orientation, cx1, cy1, cx2, cy2, zoom)
end
-- XXX: JIT-compiling FFI calls to G_PrintGameText crashes LuaJIT somewhere in
-- its internal routines. I'm not sure who is to blame here but I suspect we
-- have some undefined behavior somewhere. Reproducible with DukePlus 2.35 on
-- x86 when clicking wildly through its menu.
jit.off(_gametext)
function _screentext(tilenum, x, y, z, blockangle, charangle, q, shade, pal, orientation,
alpha, xspace, yline, xbetween, ybetween, f, x1, y1, x2, y2)
orientation = text_check_common(tilenum, orientation)
local cstr = bcheck.quote_idx(q)
ffiC.G_ScreenText(tilenum, x, y, z, blockangle, charangle, cstr, shade, pal, orientation,
alpha, xspace, yline, xbetween, ybetween, f, x1, y1, x2, y2)
end
function _qstrdim(tilenum, x, y, z, blockangle, q, orientation,
xspace, yline, xbetween, ybetween, f, x1, y1, x2, y2)
orientation = text_check_common(tilenum, orientation)
local cstr = bcheck.quote_idx(q)
local dim = ffiC.G_ScreenTextSize(tilenum, x, y, z, blockangle, cstr, orientation,
xspace, yline, xbetween, ybetween, f, x1, y1, x2, y2);
return dim.x, dim.y
end
function _showview(x, y, z, a, horiz, sect, x1, y1, x2, y2, unbiasedp)
check_sector_idx(sect)
if (x1 < 0 or y1 < 0 or x2 >= 320 or y2 >= 200 or x2 < x1 or y2 < y1) then
local str = format("(%d,%d)--(%d,%d)", x1, y1, x2, y2)
error("invalid coordinates "..str, 2)
end
ffiC.G_ShowView(x, y, z, a, horiz, sect, x1, y1, x2, y2, unbiasedp);
end
---=== DEFINED LABELS ===---
-- Check if <picnum> equals to the number defined by <label> from CON.
-- If there is no such label, return nil.
local function ispic(picnum, label)
return D[label] and (picnum==D[label])
end
-- Which tiles should use .yvel instead of .hitag for the respawned tile?
-- Will be [<number>] = true after CON translation.
local RESPAWN_USE_YVEL = {
"STATUE", "NAKED1", "PODFEM1", "FEM1", "FEM2",
"FEM3", "FEM5", "FEM4", "FEM6", "FEM8",
"FEM7", "FEM9", "FEM10",
}
-- Is an inventory tile?
-- Will be [<number>] = true after CON translation.
local INVENTILE = {
"FIRSTAID", "STEROIDS", "AIRTANK", "JETPACK", "HEATSENSOR",
"BOOTS", "HOLODUKE",
}
local function totruetab(tab)
local numelts = #tab
for i=1,numelts do
local label = tab[i]
if (D[label]) then
tab[label] = true
end
tab[i] = nil
end
end
-- This will be run after CON has been translated.
function _setuplabels(conlabels)
assert(D[1]) -- Allow running this function exactly once.
D = conlabels
totruetab(RESPAWN_USE_YVEL)
totruetab(INVENTILE)
end
function _A_DoGuts(i, gutstile, n)
check_tile_idx(gutstile)
local spr = sprite[i]
local smallguts = spr.xrepeat < 16 and spr:isenemy()
local xsz = smallguts and 8 or 32
local ysz = xsz
local z = math.min(spr.z, sector[spr.sectnum]:floorzat(spr)) - 8*256
if (ispic(spr.picnum, "COMMANDER")) then
z = z - (24*256)
end
for i=n,1, -1 do
local pos = vec3(spr.x+krandand(255)-128, spr.y+krandand(255)-128, z-krandand(8191))
local j = insertsprite{ gutstile, pos, spr.sectnum, i, 5, shade=-32, xrepeat=xsz, yrepeat=ysz,
ang=krandand(2047), xvel=48+krandand(31), zvel=-512-krandand(2047) }
local newspr = sprite[j]
if (ispic(newspr.picnum, "JIBS2")) then
-- This looks silly, but EVENT_EGS code could have changed the size
-- between the insertion and here.
newspr.xrepeat = newspr.xrepeat/4
newspr.yrepeat = newspr.yrepeat/4
end
newspr.pal = spr.pal
end
end
function _debris(i, dtile, n)
local spr = sprite[i]
if (spr.sectnum >= ffiC.numsectors+0ULL) then
return
end
for j=n-1,0, -1 do
local isblimpscrap = (ispic(spr.picnum, "BLIMP") and ispic(dtile, "SCRAP1"))
local picofs = isblimpscrap and 0 or krandand(3)
local pos = spr + vec3(krandand(255)-128, krandand(255)-128, -(8*256)-krandand(8191))
local jj = insertsprite{ dtile+picofs, pos, spr.sectnum, i, 5,
shade=spr.shade, xrepeat=32+krandand(15), yrepeat=32+krandand(15),
ang=krandand(2047), xvel=32+krandand(127), zvel=-krandand(2047) }
-- NOTE: BlimpSpawnSprites[14] (its array size is 15) will never be chosen
sprite[jj]:_set_yvel(isblimpscrap and ffiC.BlimpSpawnSprites[math.mod(jj, 14)] or -1)
sprite[jj].pal = spr.pal
end
end
function _A_SpawnGlass(i, n)
if (D.GLASSPIECES) then
local spr = sprite[i]
for j=n,1, -1 do
local k = insertsprite{ D.GLASSPIECES+n%3, spr^(256*krandand(16)), spr.sectnum, i, 5,
shade=krandand(15), xrepeat=36, yrepeat=36, ang=krandand(2047),
xvel=32+krandand(63), zvel=-512-krandand(2047) }
sprite[k].pal = spr.pal
end
end
end
function _A_Shoot(i, atwith)
check_sprite_idx(i)
check_tile_idx(atwith)
return CF.A_ShootWithZvel(i, atwith, SHOOT_HARDCODED_ZVEL)
end
function _A_IncurDamage(sn)
check_sprite_idx(sn)
return ffiC.A_IncurDamage(sn)
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
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_MP
if (not ispic(spr.picnum, "APLAYER") and ps.quick_kick==0) then
ps.quick_kick = 14
end
end
function _VM_ResetPlayer2(snum)
check_player_idx(snum)
return (CF.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, i)
if (inv == ffiC.GET_ACCESS) then
local pal = sprite[i].pal
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.inv_amount[inv] = amount
end
end
function _checkpinventory(ps, inv, amount, i)
if (inv==ffiC.GET_SHIELD) then
return ps.inv_amount[inv] ~= ps.max_shield_amount
elseif (inv==ffiC.GET_ACCESS) then
local palbit = PALBITS[sprite[i].pal]
return palbit and (bit.band(ps.got_access, palbit)~=0)
else
return ps.inv_amount[inv] ~= amount
end
end
local INV_SELECTION_ORDER = {
ffiC.GET_FIRSTAID,
ffiC.GET_STEROIDS,
ffiC.GET_JETPACK,
ffiC.GET_HOLODUKE,
ffiC.GET_HEATS,
ffiC.GET_SCUBA,
ffiC.GET_BOOTS,
}
-- checkavailinven CON command
function _selectnextinv(ps)
for _,inv in ipairs(INV_SELECTION_ORDER) do
if (ps.inv_amount[inv] > 0) then
ps.inven_icon = ICONS[inv]
return
end
end
ps.inven_icon = 0
end
function _checkavailweapon(pli)
check_player_idx(pli)
CF.P_CheckWeaponI(pli)
end
function _addphealth(ps, aci, hlthadd)
if (ps.newowner >= 0) then
ffiC.G_ClearCameraView(ps)
end
if (ffiC.ud.god ~= 0) then
return
end
local notatomic = not ispic(sprite[aci].picnum, "ATOMICHEALTH")
local j = sprite[ps.i].extra
if (notatomic and j > ps.max_player_health and hlthadd > 0) then
return
end
if (j > 0) then
j = j + hlthadd
end
if (notatomic) then
if (hlthadd > 0) then
j = math.min(j, ps.max_player_health)
end
else
j = math.min(j, 2*ps.max_player_health)
end
j = math.max(j, 0)
if (hlthadd > 0) then
local qmaxhlth = bit.rshift(ps.max_player_health, 2)
if (j-hlthadd < qmaxhlth and j >= qmaxhlth) then
-- XXX: DUKE_GOTHEALTHATLOW
_sound(aci, 229)
end
ps.last_extra = j
end
sprite[ps.i].extra = j
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)
bcheck.weapon_idx(weap)
if (not ps:has_weapon(weap)) then
CF.P_AddWeaponMaybeSwitchI(ps.weapon._p, 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)
check_isnumber(r, hp1, hp2, hp3, hp4)
CF.A_RadiusDamage(i, r, hp1, hp2, hp3, hp4)
end
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,
}
function _operate(spritenum)
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 (ispic(sprite[j].picnum, "ACTIVATOR")) then
return
end
end
CF.G_OperateSectors(tag.sector, spritenum)
end
end
end
end
end
end
function _operatesectors(sectnum, spritenum)
check_sector_idx(sectnum)
check_sprite_idx(spritenum) -- XXX: -1 permissible under certain circumstances?
CF.G_OperateSectors(sectnum, spritenum)
end
function _operateactivators(tag, playernum)
check_player_idx(playernum)
-- NOTE: passing oob playernum would be safe because G_OperateActivators
-- bound-checks it
assert(type(tag)=="number")
CF.G_OperateActivators(tag, playernum)
end
function _activatebysector(sectnum, spritenum)
local didit = false
for i in spriteofsect(sectnum) do
if (ispic(sprite[i].picnum, "ACTIVATOR")) then
CF.G_OperateActivators(sprite[i].lotag, -1)
end
end
if (didit) then
_operatesectors(sectnum, spritenum)
end
end
function _checkactivatormotion(tag)
return ffiC.G_CheckActivatorMotion(tag)
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 = xmath.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 cossinb(bang)
return xmath.cosb(bang), xmath.sinb(bang)
end
-- TODO: xmath.vec3 'mhlen2' method?
local function manhatdist(v1, v2)
return abs(v1.x-v2.x) + abs(v1.y-v2.y)
end
-- "otherspr" is either player or holoduke sprite
local function A_FurthestVisiblePoint(aci, otherspr)
if (bit.band(actor[aci]:get_count(), 63) ~= 0) then
return
end
local angincs = (ffiC.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, sprite[aci])
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 MAXSLEEPDIST = 16384
local SLEEPTIME = 1536
function _cansee(aci, ps)
-- Select sprite for monster to target.
local spr = sprite[aci]
local s = sprite[ps.i]
-- This is kind of redundant, but points the error messages to the CON code.
check_sector_idx(spr.sectnum)
check_sector_idx(s.sectnum)
if (ps.holoduke_on >= 0) 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_FurthestVisiblePoint(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==STAT.ACTOR or spr.statnum==STAT.STANDABLE)) then
actor[aci].timetosleep = SLEEPTIME
end
return can
end
function _canseespr(s1, s2)
local spr1, spr2 = sprite[s1], sprite[s2]
-- Redundant, but points the error messages to the CON code:
check_sector_idx(spr1.sectnum)
check_sector_idx(spr2.sectnum)
return cansee(spr1, spr1.sectnum, spr2, spr2.sectnum) and 1 or 0
end
-- TODO: replace ivec3 allocations with stores to a static ivec3, like in
-- updatesector*?
-- CON "hitscan" command
function _hitscan(x, y, z, sectnum, vx, vy, vz, cliptype)
local srcv = ivec3(x, y, z)
local hit = hitscan(srcv, sectnum, vx, vy, vz, cliptype)
return hit.sect, hit.wall, hit.sprite, hit.pos.x, hit.pos.y, hit.pos.z
end
-- CON "neartag" command
function _neartag(x, y, z, sectnum, ang, range, tagsearch)
local pos = ivec3(x, y, z)
local near = neartag(pos, sectnum, ang, range, tagsearch)
return near.sector, near.wall, near.sprite, near.dist
end
-- CON "getzrange" command
function _getzrange(x, y, z, sectnum, walldist, clipmask)
check_sector_idx(sectnum)
local ipos = ivec3(x, y, z)
local hit = sector[sectnum]:zrangeat(ipos, walldist, clipmask)
-- return: ceilz, ceilhit, florz, florhit
return hit.c.z, hit.c.num + (hit.c.spritep and 49152 or 16384),
hit.f.z, hit.f.num + (hit.f.spritep and 49152 or 16384)
end
-- CON "clipmove" and "clipmovenoslide" commands
function _clipmovex(x, y, z, sectnum, xv, yv, wd, cd, fd, clipmask, noslidep)
check_sector_idx(sectnum)
local ipos = ivec3(x, y, z)
local sect = ffi.new("int16_t [1]")
local ret = ffiC.clipmovex(ipos, sect, xv, yv, wd, cd, fd, clipmask, noslidep)
-- Return: clipmovex() return value; updated x, y, sectnum
return ret, ipos.x, ipos.y, sect[0]
end
function _sleepcheck(aci, dst)
local acs = actor[aci]
if (dst > MAXSLEEPDIST and acs.timetosleep == 0) then
acs.timetosleep = SLEEPTIME
end
end
function _canseetarget(spr, ps)
-- NOTE: &41 ?
return cansee(spr^(256*krandand(41)), spr.sectnum,
ps.pos, sprite[ps.i].sectnum)
end
function _movesprite(spritenum, x, y, z, cliptype)
check_sprite_idx(spritenum)
local vel = ivec3(x, y, z)
return ffiC.A_MoveSprite(spritenum, vel, cliptype)
end
-- NOTE: returns two args (in C version, hit sprite is a pointer input arg)
local function A_CheckHitSprite(spr, angadd)
local zoff = (spr:isenemy() and 42*256) or (ispic(spr.picnum, "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(dst, aci)
if (dst > 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(spr, 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 (ispic(spr.picnum, "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
-- G_GetAngleDelta(a1, a2)
function _angdiff(a1, a2)
a1 = bit.band(a1, 2047)
a2 = bit.band(a2, 2047)
-- a1 and a2 are in [0, 2047]
if (abs(a2-a1) < 1024) then
return 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 a2-a1
end
function _angdiffabs(a1, a2)
return abs(_angdiff(a1, a2))
end
function _angtotarget(aci)
local spr = sprite[aci]
return ffiC.getangle(actor[aci].lastvx-spr.x, actor[aci].lastvy-spr.y)
end
function _hypot(a, b)
return math.sqrt(a*a + b*b)
end
function _rotatepoint(pivotx, pivoty, posx, posy, ang)
local pos = ivec3(posx, posy)
local pivot = ivec3(pivotx, pivoty)
pos = rotate(pos, ang, pivot):toivec3()
return pos.x, pos.y
end
local holdskey = player.holdskey
function _ifp(flags, pli, aci)
local l = flags
local ps = player[pli]
local vel = sprite[ps.i].xvel
local band = bit.band
if (band(l,8)~=0 and ps.on_ground and holdskey(pli, "CROUCH")) then
return true
elseif (band(l,16)~=0 and ps.jumping_counter == 0 and not ps.on_ground and ps.vel.z > 2048) then
return true
elseif (band(l,32)~=0 and ps.jumping_counter > 348) then
return true
elseif (band(l,1)~=0 and vel >= 0 and vel < 8) then
return true
elseif (band(l,2)~=0 and vel >= 8 and not holdskey(pli, "RUN")) then
return true
elseif (band(l,4)~=0 and vel >= 8 and holdskey(pli, "RUN")) then
return true
elseif (band(l,64)~=0 and ps.pos.z < (sprite[aci].z-(48*256))) then
return true
elseif (band(l,128)~=0 and vel <= -8 and not holdskey(pli, "RUN")) then
return true
elseif (band(l,256)~=0 and vel <= -8 and holdskey(pli, "RUN")) then
return true
elseif (band(l,512)~=0 and (ps.quick_kick > 0 or (ps.curr_weapon == ffiC.KNEE_WEAPON and ps.kickback_pic > 0))) then
return true
elseif (band(l,1024)~=0 and sprite[ps.i].xrepeat < 32) then
return true
elseif (band(l,2048)~=0 and ps.jetpack_on) then
return true
elseif (band(l,4096)~=0 and ps.inv_amount.STEROIDS > 0 and ps.inv_amount.STEROIDS < 400) then
return true
elseif (band(l,8192)~=0 and ps.on_ground) then
return true
elseif (band(l,16384)~=0 and sprite[ps.i].xrepeat > 32 and sprite[ps.i].extra > 0 and ps.timebeforeexit == 0) then
return true
elseif (band(l,32768)~=0 and sprite[ps.i].extra <= 0) then
return true
elseif (band(l,65536)~=0) then
-- TODO_MP
if (_angdiffabs(ps.ang, ffiC.getangle(sprite[aci].x-ps.pos.x, sprite[aci].y-ps.pos.y)) < 128) then
return true
end
end
return false
end
function _squished(aci, pli)
check_sprite_idx(aci)
check_player_idx(pli)
check_sector_idx(sprite[aci].sectnum)
return (ffiC.VM_CheckSquished2(aci, pli)~=0)
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
(ispic(picnum, "MOONSKY1") or ispic(picnum, "BIGORBIT1"))
end
function _flash(spr, ps)
spr.shade = -127
ps.visibility = -127 -- XXX
ffiC.lastvisinc = ffiC.totalclock+32
end
function _G_OperateRespawns(tag)
for i in spritesofstat(STAT.FX) do
local spr = sprite[i]
if (spr.lotag==tag and ispic(spr.picnum, "RESPAWN")) then
if (ffiC.ud.monsters_off~=0 and isenemytile(spr.hitag)) then
return
end
if (D.TRANSPORTERSTAR) then
local j = spawn(D.TRANSPORTERSTAR, i)
sprite[j].z = sprite[j].z - (32*256)
end
-- Just a way to killit (see G_MoveFX(): RESPAWN__STATIC)
spr.extra = 66-12
end
end
end
function _G_OperateMasterSwitches(tag)
for i in spritesofstat(STAT.STANDABLE) do
local spr = sprite[i]
if (ispic(spr.picnum, "MASTERSWITCH") and spr.lotag==tag and spr.yvel==0) then
spr:_set_yvel(1)
end
end
end
function _respawnhitag(spr)
if (RESPAWN_USE_YVEL[spr.picnum]) then
if (spr.yvel ~= 0) then
_G_OperateRespawns(spr.yvel)
end
else
_G_OperateRespawns(spr.hitag)
end
end
function _checkrespawn(spr)
if (spr:isenemy()) then
return (ffiC.ud.respawn_monsters~=0)
end
if (INVENTILE[spr.picnum]) then
return (ffiC.ud.respawn_inventory~=0)
end
return (ffiC.ud.respawn_items~=0)
end
-- SOUNDS
function _ianysound(aci)
check_sprite_idx(aci)
return (ffiC.A_CheckAnySoundPlaying(aci)~=0)
end
function _sound(aci, sndidx)
check_sprite_idx(aci)
-- A_PlaySound() returns early if the sound index is oob, but IMO it's good
-- style to throw an error instead of silently failing.
check_sound_idx(sndidx)
CF.A_PlaySound(sndidx, aci)
end
-- NOTE: This command is really badly named in CON. It issues a sound that
-- emanates from the current player instead of being 'system-global'.
function _globalsound(pli, sndidx)
-- TODO: conditional on coop, fake multimode
if (pli==ffiC.screenpeek) then
_sound(player[pli].i, sndidx)
end
end
-- This one unconditionally plays a session-wide sound.
function _screensound(sndidx)
check_sound_idx(sndidx)
CF.A_PlaySound(sndidx, -1)
end
-- This is a macro for EDuke32 (game.h)
local function S_StopSound(sndidx)
ffiC.S_StopEnvSound(sndidx, -1)
end
function _soundplaying(aci, sndidx)
if (aci ~= -1) then
check_sprite_idx(aci)
end
check_sound_idx(sndidx)
return (ffiC.S_CheckSoundPlaying(aci, sndidx) ~= 0)
end
function _stopsound(aci, sndidx)
-- XXX: This is weird: the checking is done wrt a sprite, but the sound not.
-- NOTE: S_StopSound() stops sound <sndidx> that started playing most recently.
if (_soundplaying(aci, sndidx)) then
S_StopSound(sndidx)
end
end
function _stopactorsound(aci, sndidx)
if (_soundplaying(aci, sndidx)) then
ffiC.S_StopEnvSound(sndidx, aci)
end
end
function _soundonce(aci, sndidx)
if (not _soundplaying(aci, sndidx)) then
_sound(aci, sndidx)
end
end
function _stopallsounds(pli)
if (ffiC.screenpeek==pli) then
ffiC.FX_StopAllSounds()
end
end
function _setactorsoundpitch(aci, sndidx, pitchoffset)
check_sprite_idx(aci)
check_sound_idx(sndidx)
ffiC.S_ChangeSoundPitch(sndidx, aci, pitchoffset)
end
function _starttrack(level)
bcheck.level_idx(level)
if (ffiC.G_StartTrack(level) ~= 0) then
error("null music for volume "..ffiC.ud.volume_number..
" level "..level, 2)
end
end
function _startlevel(volume, level)
bcheck.volume_idx(volume)
bcheck.level_idx(level)
ffiC.ud.m_volume_number = volume
ffiC.ud.volume_number = volume
ffiC.ud.m_level_number = level
ffiC.ud.level_number = level
ffiC.ud.display_bonus_screen = 0
-- TODO_MP
player[0].gm = bit.bor(player[0].gm, 0x00000008) -- MODE_EOL
end
function _setaspect(viewingrange, yxaspect)
if (viewingrange==0) then
error('invalid argument #1: must be nonzero', 2)
end
if (yxaspect==0) then
error('invalid argument #2: must be nonzero', 2)
end
-- XXX: surely not all values are sane
ffiC.setaspect(viewingrange, yxaspect)
end
function _setgamepalette(pli, basepal)
check_player_idx(pli)
ffiC.P_SetGamePalette(ffiC.g_player_ps[pli], basepal, 2+16)
end
-- Map state persistence.
-- TODO: saving/restoration of per-player or per-actor gamevars.
function _savemapstate()
ffiC.G_SaveMapState()
end
function _loadmapstate()
ffiC.G_RestoreMapState()
end
-- Gamevar persistence in the configuration file
function _savegamevar(name, val)
if (ffiC.ud.config.scripthandle < 0) then
return
end
assert(type(name)=="string")
assert(type(val)=="number")
ffiC.SCRIPT_PutNumber(ffiC.ud.config.scripthandle, "Gamevars", name,
val, 0, 0);
end
function _readgamevar(name)
if (ffiC.ud.config.scripthandle < 0) then
return
end
assert(type(name)=="string")
local v = ffi.new("int32_t [1]")
ffiC.SCRIPT_GetNumber(ffiC.ud.config.scripthandle, "Gamevars", name, v);
-- NOTE: doesn't examine SCRIPT_GetNumber() return value and returns 0 if
-- there was no such gamevar saved, like C-CON.
return v[0]
end
--- Wrapper of kopen4load file functions in a Lua-like file API
-- TODO: move to common side?
local kfile_mt = {
__gc = function(self)
self:close()
end,
__index = {
close = function(self)
if (self.fd > 0) then
ffiC.kclose(self.fd)
self.fd = -1
end
end,
seek = function(self, whence, offset)
local w = whence=="set" and 0 -- SEEK_SET
or whence=="end" and 2 -- SEEK_END
or error("invalid 'whence' for seek", 2) -- "cur" NYI
local pos = ffiC.klseek(self.fd, offset or 0, w)
if (pos >= 0) then
return pos
else
return nil, "?"
end
end,
read = function(self, nbytes)
assert(type(nbytes)=="number") -- other formats NYI
assert(nbytes > 0)
local bytes = ffi.new("char [?]", nbytes)
local bytesread = ffiC.kread(self.fd, bytes, nbytes)
if (bytesread ~= nbytes) then
return nil
end
return ffi.string(bytes, nbytes)
end,
-- Read <nints> little-endian 32-bit integers.
read_le_int32 = function(self, nints)
local ints = ffi.new("int32_t [?]", nints)
local bytesread = ffiC.kread(self.fd, ints, nints*4)
if (bytesread ~= nints*4) then
return nil
end
if (ffi.abi("be")) then
for i=0,nints-1 do
ints[i] = bit.bswap(ints[i])
end
end
return ints
end,
},
}
local kfile_t = ffi.metatype("struct { int32_t fd; }", kfile_mt)
local function kopen4load(fn, searchfirst)
local fd = ffiC.kopen4load(fn, searchfirst)
if (fd < 0) then
return nil, "no such file?"
end
return kfile_t(fd)
end
local function serialize_value(strtab, i, v)
-- Save only user values (i.e. not 'meta-fields' like '_size').
if (type(i)=="number" and v~=nil) then
strtab[#strtab+1] = "["..i.."]="..tostring(v)..","
end
end
-- Common serialization function for gamearray and actorvar.
local function serialize_array(ar, strtab, maxnum)
for i=0,maxnum-1 do
serialize_value(strtab, i, rawget(ar, i))
end
strtab[#strtab+1] = "})"
return table.concat(strtab)
end
--- Game arrays ---
local function moddir_filename(cstr_fn)
local fn = ffi.string(cstr_fn)
local moddir = ffi.string(ffiC.g_modDir);
if (moddir=="/") then
return fn
else
return format("%s/%s", moddir, fn)
end
end
local GAR_FOOTER = "\001\002EDuke32GameArray\003\004"
local GAR_FOOTER_SIZE = #GAR_FOOTER
local function gamearray_file_common(qnum, writep)
local fn = moddir_filename(bcheck.quote_idx(qnum))
local f, errmsg
if (writep) then
f, errmsg = io.open(fn)
if (f == nil) then
-- file, numints, isnewgar, filename
return nil, nil, true, fn
end
else
f, errmsg = kopen4load(fn, 0)
if (f == nil) then
if (f==false) then
error(format([[failed opening "%s" for reading: %s]], fn, errmsg), 3)
else
return
end
end
end
local fsize = assert(f:seek("end"))
local isnewgar = false
if (fsize >= GAR_FOOTER_SIZE) then
assert(f:seek("end", -GAR_FOOTER_SIZE))
isnewgar = (assert(f:read(GAR_FOOTER_SIZE)) == GAR_FOOTER)
if (isnewgar) then
fsize = fsize - GAR_FOOTER_SIZE
end
end
return f, math.floor(fsize/4), isnewgar, fn
end
local function check_gamearray_idx(gar, idx, addstr)
-- If the actual table has no "_size" field, then we're dealing with a
-- system gamearray: currently, only g_tile.sizx/sizy.
local size = rawget(gar, '_size') or ffiC.MAXTILES
if (idx >= size+0ULL) then
addstr = addstr or ""
error("invalid "..addstr.."array index "..idx, 3)
end
end
local intbytes_t = ffi.typeof("union { int32_t i; uint8_t b[4]; }")
function _gar_copy(sar, sidx, dar, didx, numelts)
-- XXX: Strictest bound checking, see later if we need to relax it.
check_gamearray_idx(sar, sidx, "lower source ")
check_gamearray_idx(sar, sidx+numelts-1, "upper source ")
check_gamearray_idx(dar, didx, "lower destination ")
check_gamearray_idx(dar, didx+numelts-1, "upper destination ")
-- Source is user gamearray?
local sisuser = (rawget(sar, '_size') ~= nil)
for i=0,numelts-1 do
local val = sisuser and rawget(sar, sidx+i) or sar[sidx+i]
rawset(dar, didx+i, val)
end
end
local gamearray_methods = {
resize = function(gar, newsize)
-- NOTE: size 0 is valid (then, no index is valid)
if (newsize < 0) then
error("invalid new array size "..newsize, 2)
end
local MAXELTS = math.floor(0x7fffffff/4)
if (newsize > MAXELTS) then
-- mainly for some sanity with kread() (which we don't use, but still)
error("new array size "..newsize.." too large (max="..MAXELTS.." elements)", 2)
end
-- clear trailing elements in case we're shrinking
for i=gar._size,newsize-1 do
rawset(gar, i, nil)
end
gar._size = newsize
end,
read = function(gar, qnum)
local f, nelts, isnewgar = gamearray_file_common(qnum, false)
if (f==nil) then
return
end
assert(f:seek("set"))
local ints = f:read_le_int32(nelts)
if (ints == nil) then
error("failed reading whole file into gamearray", 2)
end
gar:resize(nelts)
for i=0,nelts-1 do
rawset(gar, i, (ints[i]==0) and nil or ints[i])
end
f:close()
end,
write = function(gar, qnum)
local f, _, isnewgar, fn = gamearray_file_common(qnum, true)
if (f ~= nil) then
f:close()
end
if (not isnewgar) then
error("refusing to overwrite a file not created by a previous `writearraytofile'", 2)
end
local f, errmsg = io.open(fn, "w+")
if (f == nil) then
error([[failed opening "%s" for writing: %s]], fn, errmsg, 3)
end
local nelts = gar._size
local cstr = ffi.new("uint8_t [?]", 4*nelts)
local isbe = ffi.abi("be") -- is big-endian?
for i=0,nelts-1 do
local diskval = intbytes_t(isbe and bit.bswap(gar[i]) or gar[i])
for bi=0,3 do
cstr[4*i+bi] = diskval.b[bi]
end
end
f:write(ffi.string(cstr, 4*nelts))
f:write(GAR_FOOTER)
f:close()
end,
--- Internal routines ---
-- * All values equal to the default one (0) are cleared.
_cleanup = function(gar)
for i=0,gar._size-1 do
if (rawget(gar, i)==0) then
rawset(gar, i, nil)
end
end
end,
--- Serialization ---
_get_require = our_get_require,
_serialize = function(gar)
gar:_cleanup()
local strtab = { "_ga(", tostring(gar._size), ",{" }
return serialize_array(gar, strtab, gar._size)
end,
}
local gamearray_mt = {
__index = function(gar, key)
if (type(key)=="number") then
check_gamearray_idx(gar, key)
return 0
else
return gamearray_methods[key]
end
end,
__newindex = function(gar, idx, val)
check_gamearray_idx(gar, idx)
rawset(gar, idx, val)
end,
__metatable = "serializeable",
}
-- Common constructor helper for gamearray and actorvar.
local function set_values_from_table(ar, values)
if (values ~= nil) then
for i,v in pairs(values) do
ar[i] = v
end
end
return ar
end
-- NOTE: Gamearrays are internal because users are encouraged to use tables
-- from Lua code.
-- <values>: optional, a table of <index>=value
function _gamearray(size, values)
local gar = setmetatable({ _size=size }, gamearray_mt)
return set_values_from_table(gar, values)
end
--- More functions of the official API ---
-- 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
--== Per-actor variable ==--
local perxvar_allowed_types = {
["boolean"]=true, ["number"]=true,
}
local function check_perxval_type(val)
if (perxvar_allowed_types[type(val)] == nil) then
error("type forbidden as per-* variable value: "..type(val), 3)
end
end
local actorvar_methods = {
--- Internal routines ---
-- * All values for sprites not in the game world are cleared.
-- * All values equal to the default one are cleared.
_cleanup = function(acv)
for i=0,ffiC.MAXSPRITES-1 do
if (ffiC.sprite[i].statnum == ffiC.MAXSTATUS or rawget(acv, i)==acv._defval) then
acv:_clear(i)
end
end
end,
_clear = function(acv, i)
rawset(acv, i, nil)
end,
--- Serialization ---
_get_require = our_get_require,
_serialize = function(acv)
-- NOTE: We also clean up when spawning a sprite, too. (See
-- A_ResetVars() and related functions above.)
acv:_cleanup()
local strtab = { "_av(", tostring(acv._defval), ",{" }
return serialize_array(acv, strtab, ffiC.MAXSPRITES)
end,
}
local actorvar_mt = {
__index = function(acv, idx)
if (type(idx)=="number") then
check_sprite_idx(idx)
return acv._defval
else
return actorvar_methods[idx]
end
end,
__newindex = function(acv, idx, val)
check_sprite_idx(idx)
check_perxval_type(val)
rawset(acv, idx, val)
end,
__metatable = "serializeable",
}
-- <initval>: default value for per-actor variable.
-- <values>: optional, a table of <spritenum>=value
function actorvar(initval, values)
check_perxval_type(initval)
local acv = setmetatable({ _defval=initval }, actorvar_mt)
g_actorvar[acv] = true
return set_values_from_table(acv, values)
end
--== Per-player variable (kind of CODEDUP) ==--
local playervar_methods = {
--- Serialization ---
_get_require = our_get_require,
_serialize = function(plv)
local strtab = { "_pv(", tostring(plv._defval), ",{" }
return serialize_array(plv, strtab, ffiC.MAXSPRITES)
end,
}
local playervar_mt = {
__index = function(plv, idx)
if (type(idx)=="number") then
check_player_idx(idx)
return plv._defval
else
return playervar_methods[idx]
end
end,
__newindex = function(plv, idx, val)
check_player_idx(idx)
check_perxval_type(val)
rawset(plv, idx, val)
end,
__metatable = "serializeable",
}
-- <initval>: default value for per-player variable.
-- <values>: optional, a table of <playeridx>=value
function playervar(initval, values)
check_perxval_type(initval)
local plv = setmetatable({ _defval=initval }, playervar_mt)
return set_values_from_table(plv, values)
end