raze-gles/polymer/eduke32/source/lunatic/control.lua
helixhorned fd2790da82 Lunatic translator: gamearrays.
git-svn-id: https://svn.eduke32.com/eduke32@3503 1a8010ca-5511-0410-912e-c29ae57300e0
2013-02-18 16:07:48 +00:00

1391 lines
38 KiB
Lua

-- Game control module for Lunatic.
local require = require
local ffi = require("ffi")
local ffiC = ffi.C
local bit = require("bit")
local math = require("math")
local geom = require("geom")
local con_lang = require("con_lang")
local setmetatable = setmetatable
local assert = assert
local error = error
local print = print
local type = type
local unpack = unpack
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 spritesofsect, spritesofstat = dc.spritesofsect, dc.spritesofstat
module(...)
local lastid = { action=0, move=0, ai=0 }
local def = {
action = { NO=ffi.new("con_action_t") },
move = { NO=ffi.new("con_move_t") },
ai = { NO=ffi.new("con_ai_t") },
}
local function forbidden() error("newindex forbidden", 2) end
AC = setmetatable({}, { __index=def.action, __newindex=forbidden })
MV = setmetatable({}, { __index=def.move, __newindex=forbidden })
AI = setmetatable({}, { __index=def.ai, __newindex=forbidden })
local function check_name(name, what, errlev)
if (type(name)~="string" or #name > 63) then
error("bad argument #1 to "..what..": must be a string of length <= 63", errlev+1)
end
end
local function action_or_move(what, numargs, tab, name, ...)
if (lastid[what] <= -(2^31)) then
error("Too many "..what.."s defined", 3);
end
check_name(name, what, 3)
local args = {...}
if (#args > numargs) then
error("Too many arguments passed to "..what, 3)
end
for i=1,#args do
local n = args[i]
if (type(n)~="number" or not (n >= -32768 and n <= 32767)) then
error("bad argument #".. i+1 .." to "..what..
": must be numbers in [-32768..32767]", 3)
end
end
-- missing fields are initialized to 0 by ffi.new
-- Named actions or moves have negative ids so that non-negative ones
-- can be used as (different) placeholders for all-zero ones.
lastid[what] = lastid[what]-1
-- ffi.new takes either for initialization: varargs, a table with numeric
-- indices, or a table with key-value pairs
-- See http://luajit.org/ext_ffi_semantics.html#init_table
tab[name] = ffi.new("const con_"..what.."_t", lastid[what], args)
end
---=== ACTION / MOVE / AI ===---
function action(name, ...)
action_or_move("action", 5, def.action, name, ...)
end
function move(name, ...)
action_or_move("move", 2, def.move, name, ...)
end
local function get_action_or_move(what, val, argi)
if (val == nil) then
return {} -- will init the struct to all zeros
elseif (type(val)=="string") then
local am = def[what][val]
if (am==nil) then
error("no "..what.." '"..val.."' defined", 3)
end
return am
elseif (ffi.istype("con_"..what.."_t", val)) then
return val
end
-- TODO: literal number actions/moves?
error("bad argument #"..argi.." to ai: must be string or "..what, 3)
end
function ai(name, action, move, flags)
if (lastid.ai <= -(2^31)) then
error("Too many AIs defined", 2);
end
check_name(name, "ai", 2)
lastid.ai = lastid.ai-1
local act = get_action_or_move("action", action, 2)
local mov = get_action_or_move("move", move, 3)
if (flags~=nil) then
if (type(flags)~="number" or not (flags>=0 and flags<=32767)) then
error("bad argument #4 to ai: must be a number in [0..32767]", 2)
end
else
flags = 0
end
def.ai[name] = ffi.new("const con_ai_t", lastid.ai, act, mov, flags)
end
---=== RUNTIME CON FUNCTIONS ===---
local bcheck = require("bcheck")
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 function krandand(mask)
return bit.band(ffiC.krand(), mask)
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)
if (statnum >= ffiC.MAXSTATUS) then
error("invalid 'statnum' argument to insertsprite: must be a status number (0 .. MAXSTATUS-1)", 2)
end
return ffiC.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)
ffiC.A_AddToDeleteQueue(spritenum)
end
-- This corresponds to the first (spawn from parent sprite) form of A_Spawn().
function spawn(parentspritenum, tilenum, addtodelqueue)
check_sprite_idx(parentspritenum)
check_tile_idx(tilenum)
if (addtodelqueue and ffiC.g_spriteDeleteQueueSize == 0) then
return -1
end
local i = ffiC.A_Spawn(parentspritenum, tilenum)
if (addtodelqueue) then
ffiC.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 ffiC.A_Spawn(-1, spritenum)
end
-- A_SpawnMultiple clone
-- ow: parent sprite number
function _spawnmany(ow, tilenum, n)
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
local int16_st = ffi.typeof "struct { int16_t s; }"
function _shoot(i, tilenum, zvel)
check_sprite_idx(i)
check_sector_idx(sprite[i].sectnum) -- accessed in A_ShootWithZvel
check_tile_idx(tilenum)
zvel = zvel and int16_st(zvel).s or 0x80000000 -- SHOOT_HARDCODED_ZVEL
return ffiC.A_ShootWithZvel(i, tilenum, zvel)
end
function isenemytile(tilenum)
if (bit.band(ffiC.g_tile[tilenum].flags, 0x00040000)~=0) then
return true
end
return (bit.band(ffiC.g_tile[tilenum].flags, ffiC.SFLAG_BADGUY)~=0)
end
function rotatesprite(x, y, zoom, ang, tilenum, shade, pal, orientation,
cx1, cy1, cx2, cy2)
check_tile_idx(tilenum)
orientation = bit.band(orientation, 2047) -- ROTATESPRITE_MAX-1
-- TODO: check that it works correctly with all coordinates, also if one
-- border is outside the screen etc...
ffiC.rotatesprite(65536*x, 65536*y, zoom, ang, tilenum, shade, pal, bit.bor(2,orientation),
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()
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
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
--- player/actor/sprite searching functions ---
local xmath = require("xmath")
local abs = math.abs
local dist, ldist = xmath.dist, xmath.ldist
local function A_FP_ManhattanDist(ps, spr)
return (ps.pos - spr^(28*256)):blen1()
end
-- Returns: player index, distance
-- TODO: MP case
function _findplayer(ps, spritenum)
return 0, A_FP_ManhattanDist(ps, sprite[spritenum])
end
local FN_STATNUMS = {
[false] = { con_lang.STAT.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 (xmath.ldist(s1, s2) < d)
end,
d3 = function(s1, s2, d)
return (xmath.dist(s1, s2) < d)
end,
z = function(s1, s2, d, zd)
return (xmath.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=1,#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:get_ammo_amount(weap) >= ps:get_max_ammo_amount(weap))
end
local function P_AddAmmo(ps, weap, amount)
if (not have_ammo_at_max(ps, weap)) then
local curamount = ps:get_ammo_amount(weap)
local maxamount = ps:get_max_ammo_amount(weap)
-- NOTE: no clamping towards the bottom
ps:set_ammo_amount(weap, math.min(curamount+amount, maxamount))
end
end
local function P_AddWeaponAmmoCommon(ps, weap, amount)
P_AddAmmo(ps, weap, amount)
if (ps.curr_weapon==ffiC.KNEE_WEAPON and ps:have_weapon(weap)) then
ffiC.P_AddWeaponMaybeSwitch(ps, weap);
end
end
--- Functions that must be exported because they are used by LunaCON generated code,
--- but which are off limits to users. (That is, we need to think about how to
--- expose the functionality in a better fashion than merely giving access to
--- the C functions.)
local MAXQUOTES = con_lang.MAXQUOTES
function _definequote(qnum, quotestr)
bcheck.quote_idx(qnum)
assert(type(quotestr)=="string")
ffiC.C_DefineQuote(qnum, quotestr)
return (#quotestr >= con_lang.MAXQUOTELEN)
end
function _quote(pli, qnum)
bcheck.quote_idx(qnum)
check_player_idx(pli)
ffiC.P_DoQuote(qnum+MAXQUOTES, ffiC.g_player[pli].ps)
end
function _echo(qnum)
bcheck.quote_idx(qnum)
-- XXX: ugly round-trip
print(ffi.string(ffiC.ScriptQuotes[qnum]))
end
-- text rendering
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
function _gametext(tilenum, x, y, qnum, shade, pal, orientation,
cx1, cy1, cx2, cy2, zoom)
if (tilenum >= ffiC.MAXTILES-255+0ULL) then
error("invalid base tile number "..tilenum, 2)
end
local cstr = bcheck.quote_idx(qnum)
orientation = bit.band(orientation, 2047) -- ROTATESPRITE_MAX-1
ffiC.G_PrintGameText(0, tilenum, bit.arshift(x,1), y, cstr, shade, pal,
orientation, cx1, cy1, cx2, cy2, zoom)
end
local D = {
-- TODO: dynamic tile remapping
ACTIVATOR = 2,
MASTERSWITCH = 8,
RESPAWN = 9,
APLAYER = 1405,
FIRSTAID = 53,
STEROIDS = 55,
AIRTANK = 56,
JETPACK = 57,
HEATSENSOR = 59,
BOOTS = 61,
HOLODUKE = 1348,
STATUE = 753,
NAKED1 = 603,
PODFEM1 = 1294,
FEM1 = 1312,
FEM2 = 1317,
FEM3 = 1321,
FEM5 = 1323,
FEM4 = 1325,
FEM6 = 1334,
FEM8 = 1336,
FEM7 = 1395,
FEM9 = 3450,
FEM10 = 4864,
ATOMICHEALTH = 100,
GLASSPIECES = 1031,
TRANSPORTERSTAR = 1630,
COMMANDER = 1920,
JIBS2 = 2250,
SCRAP1 = 2400,
BLIMP = 3400,
}
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 (spr.picnum == D.COMMANDER) then
z = z - (24*256)
end
for i=n,1, -1 do
local pos = geom.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 (newspr.picnum==D.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 = (spr.picnum==D.BLIMP and dtile==D.SCRAP1)
local picofs = isblimpscrap and 0 or krandand(3)
local pos = spr + geom.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)
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
function _A_Shoot(i, atwith)
check_sprite_idx(i)
check_tile_idx(atwith)
return ffiC.A_ShootWithZvel(i, atwith, 0x80000000) -- SHOOT_HARDCODED_ZVEL
end
function _A_IncurDamage(sn)
check_sprite_idx(sn)
return ffiC.A_IncurDamage(sn)
end
function _VM_FallSprite(i)
check_sprite_idx(i)
ffiC.VM_FallSprite(i)
end
function _sizeto(i, xr, yr)
local spr = sprite[i]
local dr = (xr-spr.xrepeat)
-- NOTE: could "overflow" (e.g. goal repeat is 256, gets converted to 0)
spr.xrepeat = spr.xrepeat + ((dr == 0) and 0 or (dr < 0 and -1 or 1))
-- TODO: y stretching is conditional
dr = (yr-spr.yrepeat)
spr.yrepeat = spr.yrepeat + ((dr == 0) and 0 or (dr < 0 and -1 or 1))
end
-- NOTE: function args of the C function have overloaded meaning
function _A_Spawn(j, pn)
local bound_check = sector[sprite[j].sectnum] -- two in one whack
check_tile_idx(pn)
return ffiC.A_Spawn(j, pn)
end
function _pstomp(ps, i)
if (ps.knee_incs == 0 and sprite[ps.i].xrepeat >= 40) then
local spr = sprite[i]
if (cansee(spr^(4*256), spr.sectnum, ps.pos^(-16*256), sprite[ps.i].sectnum)) then
for j=ffiC.playerswhenstarted-1,0 do
if (player[j].actorsqu == i) then
return
end
end
ps.actorsqu = i
ps.knee_incs = 1
if (ps.weapon_pos == 0) then
ps.weapon_pos = -1
end
end
end
end
function _pkick(ps, spr)
-- TODO: multiplayer branch
if (spr.picnum~=D.APLAYER and ps.quick_kick==0) then
ps.quick_kick = 14
end
end
function _VM_ResetPlayer2(snum)
local bound_check = player[snum]
return (ffiC.VM_ResetPlayer2(snum)~=0)
end
local PALBITS = { [0]=1, [21]=2, [23]=4 }
local ICONS = {
[ffiC.GET_FIRSTAID] = 1, -- ICON_FIRSTAID
[ffiC.GET_STEROIDS] = 2,
[ffiC.GET_HOLODUKE] = 3,
[ffiC.GET_JETPACK] = 4,
[ffiC.GET_HEATS] = 5,
[ffiC.GET_SCUBA] = 6,
[ffiC.GET_BOOTS] = 7,
}
function _addinventory(ps, inv, amount, 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:set_inv_amount(inv, amount)
end
end
function _checkpinventory(ps, inv, amount, i)
if (inv==ffiC.GET_SHIELD) then
return ps:get_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:get_inv_amount(inv) ~= amount
end
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 = (sprite[aci].picnum ~= D.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(229, aci)
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)
if (weap >= ffiC.MAX_WEAPONS+0ULL) then
error("Invalid weapon ID "..weap, 2)
end
if (not ps:have_weapon(weap)) then
ffiC.P_AddWeaponMaybeSwitch(ps, weap);
elseif (have_ammo_at_max(ps, weap)) then
return true
end
P_AddWeaponAmmoCommon(ps, weap, amount)
end
function _A_RadiusDamage(i, r, hp1, hp2, hp3, hp4)
check_sprite_idx(i)
ffiC.A_RadiusDamage(i, r, hp1, hp2, hp3, hp4)
end
function _testkey(pli, synckey)
local bound_check = player[pli]
if (synckey >= 32ULL) then
error("Invalid argument #2 to _testkey: must be in [0..31]", 2)
end
local bits = ffiC.g_player[pli].sync.bits
return (bit.band(bits, bit.lshift(1,synckey)) ~= 0)
end
function _operate(spritenum)
local NEAROP = {
[9] = true,
[15] = true,
[16] = true,
[17] = true,
[18] = true,
[19] = true,
[20] = true,
[21] = true,
[22] = true,
[23] = true,
[25] = true,
[26] = true,
[29] = true,
}
local spr = sprite[spritenum]
if (sector[spr.sectnum].lotag == 0) then
local tag = neartag(spr^(32*256), spr.sectnum, spr.ang, 768, 4+1)
if (tag.sector >= 0) then
local sect = sector[tag.sector]
local lotag = sect.lotag
if (NEAROP[bit.band(lotag, 0xff)]) then
if (lotag==23 or sect.floorz==sect.ceilingz) then
if (bit.band(lotag, 32768+16384) == 0) then
for j in spritesofsect(tag.sector) do
if (sprite[j].picnum==D.ACTIVATOR) then
return
end
end
ffiC.G_OperateSectors(tag.sector, spritenum)
end
end
end
end
end
end
function _operatesectors(sectnum, spritenum)
check_sector_idx(sectnum)
check_sprite_idx(spritenum) -- XXX: -1 permissible under certain circumstances?
ffiC.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
ffiC.G_OperateActivators(tag, playernum)
end
function _activatebysector(sectnum, spritenum)
local didit = false
for i in spriteofsect(sectnum) do
if (sprite[i].picnum==D.ACTIVATOR) then
ffiC.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 = geom.vec2
local vecs = { vec2(d,d), vec2(-d,-d), vec2(d,-d), vec2(-d,d) }
for i=1,4 do
if (not inside(vecs[i]+spr, spr.sectnum)) then
return false
end
end
return true
end
local function cossinb(bang)
return xmath.cosb(bang), xmath.sinb(bang)
end
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_t_data(0), 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]
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==ffiC.STAT_ACTOR or spr.statnum==ffiC.STAT_STANDABLE)) then
actor[aci].timetosleep = SLEEPTIME
end
return can
end
function _canseespr(s1, s2)
return cansee(sprite[s1], sprite[s1].sectnum, sprite[s2], sprite[s2].sectnum) and 1 or 0
end
-- CON "hitscan" command
function _hitscan(x, y, z, sectnum, vx, vy, vz, cliptype)
local srcv = geom.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 = geom.ivec3(x, y, z)
local near = neartag(pos, sectnum, ang, range, tagsearch)
return near.sector, near.wall, near.sprite, near.dist
end
function _sleepcheck(aci, dist)
local acs = actor[aci]
if (dist > 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 = geom.ivec3(x, y, z)
return ffiC.A_MoveSprite(spritenum, vel, cliptype)
end
local function A_CheckHitSprite(spr, angadd)
local zoff = (spr:isenemy() and 42*256) or (spr.picnum==D.APLAYER and 39*256) or 0
local c, s = cossinb(spr.ang+angadd)
local hit = hitscan(spr^zoff, spr.sectnum, c, s, 0, ffiC.CLIPMASK1)
if (hit.wall >= 0 and wall[hit.wall]:ismasked() and spr:isenemy()) then
return -1, nil
end
local dx = hit.pos.x-spr.x
local dy = hit.pos.y-spr.y
return hit.sprite, math.sqrt(dx*dx+dy*dy) -- TODO: use "ldist" approximation for authenticity
end
function _canshoottarget(dist, aci)
if (dist > 1024) then
local spr = sprite[aci]
local hitspr, hitdist = A_CheckHitSprite(spr, 0)
if (hitdist == nil) then
return true
end
local bigenemy = (spr:isenemy() and spr.xrepeat > 56)
local sclip = bigenemy and 3084 or 768
local angdif = bigenemy and 48 or 16
local sclips = { sclip, sclip, 768 }
local angdifs = { 0, angdif, -angdif }
for i=1,3 do
if (i > 1) then
hitspr, hitdist = A_CheckHitSprite(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 (spr.picnum == D.APLAYER) then
spr.pal = player[spr.yvel].palookup
else
if (spr.pal == 1 and spr.extra == 0) then -- hack for frozen
spr.extra = spr.extra+1
end
spr.pal = actor[spritenum].tempang
end
actor[spritenum].tempang = 0
end
-- G_GetAngleDelta(a1, a2)
function _angdiffabs(a1, a2)
a1 = bit.band(a1, 2047)
a2 = bit.band(a2, 2047)
-- a1 and a2 are in [0, 2047]
if (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 = geom.ivec3(posx, posy)
local pivot = geom.ivec3(pivotx, pivoty)
pos = xmath.rotate(pos, pivot, ang):toivec3()
return pos.x, pos.y
end
local SK = {
CROUCH = 1,
RUN = 5,
}
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 _testkey(pli, SK.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 _testkey(pli, SK.RUN)) then
return true
elseif (band(l,4)~=0 and vel >= 8 and _testkey(pli, SK.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 _testkey(pli, SK.RUN)) then
return true
elseif (band(l,256)~=0 and vel <= -8 and _testkey(pli, SK.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:get_inv_amount(ffiC.GET_STEROIDS) > 0 and ps:get_inv_amount(ffiC.GET_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: multiplayer branch
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 _checkspace(sectnum, floorp)
local sect = sector[sectnum]
local picnum = floorp and sect.floorpicnum or sect.ceilingpicnum
local stat = floorp and sect.floorstat or sect.ceilingstat
return bit.band(stat,1)~=0 and sect.ceilingpal == 0 and
(picnum==D.MOONSKY1 or picnum==D.BIGORBIT1)
end
function _flash(spr, ps)
spr.shade = -127
ps.visibility = -127 -- XXX
ffiC.lastvisinc = ffiC.totalclock+32
end
function _G_OperateRespawns(tag)
for i in spritesofstat(ffiC.STAT_FX) do
local spr = sprite[i]
if (spr.lotag==tag and spr.picnum==D.RESPAWN) then
if (ffiC.ud.monsters_off~=0 and isenemytile(spr.hitag)) then
return
end
local j = spawn(i, D.TRANSPORTERSTAR)
sprite[j].z = sprite[j].z - (32*256)
-- 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(ffiC.STAT_STANDABLE) do
local spr = sprite[i]
if (spr.picnum==D.MASTERSWITCH and spr.lotag==tag and spr.yvel==0) then
spr:_set_yvel(1)
end
end
end
local RESPAWN_USE_YVEL =
{
[D.STATUE] = true,
[D.NAKED1] = true,
[D.PODFEM1] = true,
[D.FEM1] = true,
[D.FEM2] = true,
[D.FEM3] = true,
[D.FEM5] = true,
[D.FEM4] = true,
[D.FEM6] = true,
[D.FEM8] = true,
[D.FEM7] = true,
[D.FEM9] = true,
[D.FEM10] = true,
}
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
local INVENTILE = {
[D.FIRSTAID] = true,
[D.STEROIDS] = true,
[D.AIRTANK] = true,
[D.JETPACK] = true,
[D.HEATSENSOR] = true,
[D.BOOTS] = true,
[D.HOLODUKE] = true,
}
function _checkrespawn(spr)
if (spr:isenemy()) then
return (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)
ffiC.A_PlaySound(sndidx, aci)
end
function _globalsound(pli, sndidx)
-- TODO: conditional on coop, fake multimode
if (pli==ffiC.screenpeek) then
_sound(player[pli].i, sndidx)
end
end
-- This is a macro for EDuke32 (game.h)
local function S_StopSound(sndidx)
ffiC.S_StopEnvSound(sndidx, -1)
end
function _soundplaying(aci, sndidx)
check_sprite_idx(aci)
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)
end
end
function _startlevel(volume, level)
bcheck.volume_idx(volume)
bcheck.level_idx(level)
ffiC.ud.m_volume_number = volume
ffiC.ud.m_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)
-- XXX: surely not all values are sane
ffiC.setaspect(viewingrange, yxaspect)
end
--- Game arrays ---
local function check_gamearray_idx(gar, idx, addstr)
if (idx >= gar._size+0ULL) then
addstr = addstr or ""
error("invalid "..addstr.."array index "..idx, 3)
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
-- clear trailing elements in case we're shrinking
for i=gar._size,newsize-1 do
gar[i] = nil
end
gar._size = newsize
end,
copyto = function(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 ")
for i=0,numelts-1 do
dar[dsix+i] = sar[sidx+i]
end
end,
}
local gamearray_mt = {
__index = function(gar, key)
if (type(key)=="number") then
check_gamearray_idx(key)
return 0
else
return gamearray_methods[key]
end
end,
__newindex = function(gar, idx, val)
check_gamearray_idx(idx)
gar[idx] = val
end,
-- Calling a gamearray causes its cleanup:
-- * All values equal to the default one (0) are cleared.
__call = function(gar)
for i=0,gar._size-1 do
if (gar[i]==0) then
gar[i] = nil
end
end
end,
__metatable = true,
}
function _gamearray(size)
return setmetatable({ _size=size }, gamearray_mt)
end
--- Exported functions ---
-- Non-local control flow. These ones call the original error(), not our
-- redefinition in defs.ilua.
function longjmp()
error(false)
end
function killit()
-- TODO: guard against deletion of player sprite?
error(true)
end
-- Per-actor variable
-- TODO: serialization
local peractorvar_mt = {
__index = function(acv, idx)
check_sprite_idx(idx)
return acv._defval
end,
__newindex = function(acv, idx, val)
check_sprite_idx(idx)
acv[idx] = val
end,
-- Calling a per-actor variable causes its cleanup:
-- * All values for sprite not in the game world are cleared.
-- * All values equal to the default one are cleared.
__call = function(acv)
for i=0,ffiC.MAXSPRITES-1 do
if (ffiC.sprite[i].statnum == ffiC.MAXSTATUS or acv[i]==acv._defval) then
acv[i] = nil
end
end
end,
__metatable = true,
}
function peractorvar(initval)
return setmetatable({ _defval=initval }, peractorvar_mt)
end