raze/polymer/eduke32/source/lunatic/test.elua

714 lines
21 KiB
Text
Raw Normal View History

-- test script for ELua/Lunatic Interpreter
--do return end
-- error=nil -- must not affect "require"
local string = require("string")
local bit = require("bit")
local math = require("math")
local pcall = pcall
local DBG_ = DBG_
print('---=== ELua Test script ===---')
local function printf(fmt, ...)
print(string.format(fmt, ...))
end
local function checkfail(funcstr, expectedmsg)
local status, errmsg = pcall(DBG_.loadstring(funcstr))
if (status) then
print('^21ERROR:^O '..funcstr.." DIDN'T fail")
else
if (expectedmsg==nil or string.find(errmsg, expectedmsg, 1, true)) then
print("^11SUCCESS:^O "..funcstr.." failed: "..errmsg)
else
-- XXX: beginning with "^10" is counted as error in OSD_Printf()
print("^10ERROR*:^O "..funcstr.." failed: "..errmsg..
", but expected error message was: "..expectedmsg)
end
end
end
--[[
---- check serialization ----
-- test nans, infs, precision, subnorms, booleans
ourvar2 = { "asd"; 0/0, 1/0, -1/0, 0.12345678901234567, 1e-314, true }
ourvar = { ourvar2; 1, 2, 3, "qwe"; [true]=0, [false]=1 }
ourvar[#ourvar+1] = ourvar;
--]]
gameevent
{
"ENTERLEVEL",
function()
local vol, lev = gv.currentEpisode()+1, gv.currentLevel()+1
printf('volume=%d, level=%d', vol, lev)
---[[
if (vol ~= 4) then
-- Tweak some sector pals.
-- NOTE: you're not really supposed to modify game state from Lua file
-- scope! This is for testing only! E.g. it will fail if a savegame is
-- loaded from the menu when no other level is loaded.
print('tweaking sector pals')
print('numsectors: ' .. gv.numsectors .. ' of ' .. gv.MAXSECTORS)
local SF = sector.STAT
for i = 0, gv.numsectors/2 do
local sec = sector[i]
sec.floorpal = 1;
sector[i].floor.shade = sec.floor.shade + 4
sector[i].ceilingpal = 2;
local ceil = sec.ceiling
ceil.shade = sector[i].ceiling.shade + 8
ceil.statbits:flip(SF.SMOOSH)
sec.floorstatbits:flip(SF.SWAPXY)
end
end
if (vol==1 and lev==1) then -- E1L1
print('tweaking some sprites 2')
local i = 562
spriteext[i].alpha = 0.5;
sprite[i].cstat = bit.bor(sprite[i].cstat, 2+512);
spriteext[i].pitch = 128;
spriteext[i].roll = 256;
i = 107 -- pistol ammo at rooftop
spriteext[i].pitch = 128;
spriteext[i].roll = 256;
for spr in spritesofsect(307) do -- some fence sprites in E1L1
printf('spr %d', spr)
sprite[spr].pal = 6
end
--this is a problem
--actor = {}
actor[562].flags = bit.bor(actor[562].flags, 2); -- pal 6 with goggles on front SEENINE
end
--[[
-- TODO: better API for all TROR things?
if (vol==1 and lev==8) then
print('tweaking bunch 1');
-- trueror1.map
for i in sectorsofbunch(1, gv.CEILING) do
sector[i].ceilingz = sector[i].ceilingz - 3*1024;
end
for i in sectorsofbunch(1, gv.FLOOR) do
sector[i].floorz = sector[i].floorz - 3*1024;
end
end
--]]
end
}
local unsafe = pcall(function() string.UNSAFE=true; end)
--]]
--tostring = nil -- REMEMBER
--DBG_.printkv('_G in test.elua', _G)
-- direct gv array access forbidden
checkfail('gv.sprite[0].yrepeat = 100', "access forbidden")
checkfail('print(sprite[100000].ceilingpal)', "out-of-bounds sprite[] read access")
checkfail('print(gv.sprite[0])', "access forbidden")
-- set metatable forbidden
checkfail('setmetatable(sprite, {})', "attempt to read undeclared variable 'setmetatable'")
-- OOB write access.
-- Note that indexing ("reading") sector fails, even if the user wants to
-- assign to a sector member. Potentially confusing error message.
checkfail('sector[-1].ceilingpal = 4', "out-of-bounds sector[] read access")
-- wallnum member is read-only
checkfail('sector[0].wallnum = 0', "attempt to write to constant location") -- this comes from LJ/FFI
-- gv.numsectors is read-only
checkfail('gv.numsectors = 4', "attempt to write to constant location")
-- cannot create new fields in 'gv'
checkfail('gv.QWE = 4', "write access forbidden")
-- direct sector write access forbidden
checkfail('sector[4] = sector[6]', "cannot write directly to sector[]")
-- that would be horrible...
checkfail('sprite._nextspritesect[4] = -666', "cannot write directly to nextspritesect[]")
-- we're indexing a plain array!
checkfail('print(sprite._nextspritesect[4].whatfield)', "attempt to index a number value")
-- creating new keys forbidden... handled by LuaJIT
checkfail('wall[4].QWE = 123', "has no member named 'QWE'")
-- our 'require' has only safe stuff
--checkfail("require('os')")
-- we must declare globals with 'gamevar'
checkfail("new_global = 345", "attempt to write to undeclared variable 'new_global'")
-- can't redefine constants in 'gv'
checkfail('gv.CEILING = 3', "attempt to write to constant location")
-- string.dump is unavailable
checkfail('local s=require[[string]]; local tmp=s.dump(gameevent)',
"attempt to call field 'dump' (a nil value)")
if (not unsafe) then
-- changing base module tables is disallowed
checkfail('local s=require[[string]]; s.format=nil', "modifying base module table forbidden")
else
print('WARNING: RUNNING WITH UNPROTECTED BASE MODULES')
end
print('')
-- This is problematic, even though pretty much every access will yield a
-- "missing declaration" error.
-- See http://luajit.org/ext_ffi_api.html#ffi_C about what stuff ffi.C contains.
checkfail('gv.luaJIT_setmode(nil, 0, 0)', "missing declaration for symbol 'luaJIT_setmode'")
checkfail('gv.luaJIT_BC_con_lang', "attempt to call a nil value")
checkfail('gv.gethiticks = nil', "attempt to write to constant location")
-- actor[].t_data[] is not accessible for now
checkfail('local i = actor[0].t_data[15]', "has no member named 't_data'")
-- no pointer arithmetic!
checkfail('local spr = sprite[0]; local x=spr+1', "attempt to perform arithmetic on")
checkfail('gameactor{1680, 0}', "must provide a function with last numeric arg or .func")
checkfail("do local bt=require'test.test_bitar'; bt.QWE=1; end", "modifying module table forbidden")
-- the cdata returned by player[] can't be made into a pointer!
checkfail("do local pl=player[0]; i=pl[1]; end")
checkfail("do local ud=gv.ud.camerasprite; end", "access forbidden") -- test for proper decl()
checkfail("sprite[0]:set_picnum(-10)", "invalid tile number")
checkfail("gv.g_sizes_of=nil; print(gv.g_sizes_of[0])", "write access forbidden")
checkfail("gv.cam.sect=-1", "invalid sector number")
checkfail("local flag=gv.SFLAG_NULL", "missing declaration")
player[0].wackedbyactor = -1 -- should succeed
checkfail("player[0].curr_weapon = -1", "Invalid weapon ID")
player[0].curr_weapon = 1
gameevent{gv.EVENT_JUMP,
function(actori, playeri, dist)
printf("jump i=%d p=%d d=%d", actori, playeri, dist)
error("greetings from EVENT_JUMP")
end
}
gameevent
{
"PROCESSINPUT",
-- Input test.
-- NOTE: I don't think that exposing g_player[].sync (aka "input") is a good idea...
func = function(actori, playeri, dist)
local IB = player._INPUT_BITS
local input = player[playeri]._input
if (bit.band(input.bits, IB.JUMP) ~= 0) then
print("JUMPED")
-- ... because for example this doesn't work
-- (P_HandleSharedKeys, where the JETPACK bit is tested, runs
-- before P_ProcessInput):
input.bits = bit.bor(input.bits, IB.JETPACK)
end
end
}
local D = require("CON.DEFS")
-- test event chaining
gameevent
{
"JUMP",
flags = actor.FLAGS.chain_beg,
function(actori, playeri, dist)
local ps = player[playeri]
print("\n--- I'm first!")
-- DBG_.oom()
local pistol = ps.weapon.PISTOL
if (pistol.shoots ~= D.RPG) then
pistol.shoots = D.RPG
else
pistol.shoots = D.SHOTSPARK1
end
ps.weapon[gv.PISTOL_WEAPON].firesound = D.LIGHTNING_SLAP
-- Set pipebomb and tripbomb to timed mode.
-- XXX: Provide either named constants or methods?
-- XXX: These are probably reset to default on new game.
ps.pipebombControl = 2
ps.tripbombControl = 2
-- Test of INTERNAL member _pals.
-- NOTE: setting colors partially is bad! E.g. after an item is
-- picked up, col[0] and col[1] remain and tint everything greenish.
ps._pals[2] = 20
ps._pals.f = 30
end
}
local xmath = require "xmath"
gameevent
{
gv.EVENT_ENTERLEVEL,
function()
if (gv._DEBUG_LUNATIC) then
DBG_.testmembread()
end
-- NOTE: times are for helixhorned (Core2Duo 3GHz)
local i
local N = 1e6
local t = gv.gethiticks()
for i=3,N do
gv.gethiticks()
end
t = gv.gethiticks()-t
-- x86_64: 35ns/call, x86: 280 ns/call
-- Windows 32-bit: about 1 us/call?
printf("%d gethiticks() calls took %.03f ms (%.03f us/call)",
N, t, (t*1000)/N)
local sum=0
t = gv.gethiticks()
for i=1,N do sum = sum+gv.ksqrt(i) end
t = gv.gethiticks()-t
-- x86_64: 14ns/call
printf("%d ksqrt() calls took %.03f ms (%.03f us/call) [sum=%f]",
N, t, (t*1000)/N, sum)
sum=0
t = gv.gethiticks()
for i=1,N do sum = sum+math.sqrt(i) end
t = gv.gethiticks()-t
-- x86_64: 7ns/call
printf("%d math.sqrt() calls took %.03f ms (%.03f us/call) [sum=%f]",
N, t, (t*1000)/N, sum)
printf("sqrt(0xffffffff) = %f(ksqrt) %f(math.sqrt)",
gv.ksqrt(0xffffffff), math.sqrt(0xffffffff))
local pl = player[0]
-- MAX < current is "allowed"
pl.max_ammo_amount[gv.RPG_WEAPON] = 17
pl:give_weapon(gv.RPG_WEAPON)
pl.ammo_amount[gv.RPG_WEAPON] = 54
pl:give_weapon(gv.SHRINKER_WEAPON)
-- This looks much prettier:
pl.ammo_amount.SHRINKER = 2
-- MORTER2 from test/weaponvars.con
player[0].weapon.SHOTGUN.shoots = 1653
local proj = projectile[1653]
proj.drop = 0
proj:set_trail(D.SMALLSMOKE)
t = gv.gethiticks()
local N=1
for n=1,N do
for i=0,gv.MAXSPRITES-1 do
sprite[i].filler = 1
end
for i=gv.MAXSPRITES-1,0,-1 do
sprite[i].shade = 1
end
for i=0,gv.MAXSPRITES-1 do
sprite[i].xoffset = 0
end
for i=gv.MAXSPRITES-1,0,-1 do
sprite[i].yoffset = 1
end
end
t = gv.gethiticks()-t
printf("%d x four 0..MAXSPRITES-1 iterations took %.03f us per outer iteration", N, (1000*t)/N)
-- Results on x86:
-- N=1: 480-1000 us (too large variance)
-- N=10: 190-210 us * 10 = 1.9-2.1 ms
-- N=100: about 160 us * 100 = about 16 ms
-- Make the DUKECAR in E1L1 into a zombie actor (temporarily)
-- NOTE: Use static value (not the one from 'D').
if (sprite[24].picnum==2491) then
sprite.changestat(24, actor.STAT.ZOMBIEACTOR)
end
checkfail("gameevent('GAME', function() print('qwe') end)",
"must be called from top level")
-- Test vec3 + wall. Pseudo wall member 'z' will be accessed.
local mpos = xmath.vec3()
for i=0,gv.numwalls-1 do
mpos = mpos + wall[i]
end
mpos = mpos/gv.numwalls
local impos = xmath.ivec3(mpos)^20 -- test ivec3 with dvec3 arg, test '^' op
assert(impos.z == -20)
printf("Map center point: (%d,%f)", mpos.x, impos.y)
end
}
gameevent{"LOADACTOR", function(i)
local spr = sprite[i]
if (i==614 and spr.picnum==930) then
-- "police line" ribbon in E1L1
-- clear the hitag so that it doesn't spawn as FALLER from premap
-- Rather a HACK: relies on an implementation detail (A_Spawn()
-- "hard-wired" code).
spr.hitag = 0
end
end}
gameactor
{
-- "police line" ribbon
930, nil, 1,
func = function(i)
local spr = sprite[i]
local r = math.random
local d = 20
-- NOTE: __add metamethod is called because of the RHS:
local v = spr + xmath.vec3(r(-d,d), r(-d,d))
spr:setpos(v):updatesect()
-- Test vec3 constructor with cdata.
local tempvec = xmath.vec3(player[0].pos)
end
}
local stat = require("stat")
local hs = stat.new()
local con = require("con")
local AC, MV = con.AC, con.MV
local CAC, CMV, CAI = require("CON.ACTION"), require("CON.MOVE"), require("CON.AI")
assert(CAC); assert(CMV); assert(CAI)
local AC, MV = {}, {}
AC.TROOPSTAND = assert(CAC.ATROOPSTAND) -- or con.action{0,1,5,1,1}
AC.TROOPFLINTCH = con.action{50, 1, 1, 1, 6}
MV.SHRUNKVELS = con.move{hvel=32}
con.ai(AC.TROOPFLINTCH, MV.SHRUNKVELS, 0) -- unused; TODO: test
local TROOPSTRENGTH = 30
local AF = actor.FLAGS
local CS = sprite.CSTAT
-- Also test actor code chaining: strength is doubled.
gameactor
{
D.LIZTROOP, AF.chain_end+AF.enemy, 2*TROOPSTRENGTH,
action = AC.TROOPSTAND,
func = function(i, playeri, dist)
sprite[i].pal = math.random(32)
-- sprite[i].ang = bit.band(sprite[i].ang-20, 2047)
local spr = sprite[i]
local t = gv.gethiticks()
local hit = hitscan(spr, spr.sectnum, 10, 10, 0, gv.CLIPMASK0)
hs:add(1000*(gv.gethiticks()-t))
if (hs.n == 300) then
printf("hitscan: %s", hs:getstatstr())
hs:reset()
error("greetings from LIZTROOP actor")
end
local actr = actor[i]
if (actr:get_count() % 30 == 0) then
spr.cstatbits:flip(CS.YFLIP)
end
-- Test of bitint's ":test()" for actor[].flags.
actr.flagsbits:test(AF.NVG)
if (dist < 4096) then
-- Duke Vader / Anakin Nukewalker?
actor[i]:set_action(AC.TROOPFLINTCH)
actor[i]:set_move(MV.SHRUNKVELS)
if (dist < 1024) then
con.killit()
end
end
if (actr:has_action(CAC.ATROOPWALKING)) then
if (actr:get_count() % 50 == 0) then
actr.movflagsbits:flip(actor.MOVFLAGS.spin)
end
end
end,
-- NOTE: the animate callback is not yet documented and thus not official API!
animate = function(tspr)
local tspr2 = tspr:dup()
if (tspr2) then
tspr2.x = tspr2.x + 512*math.cos(gv.totalclock/60)
tspr2.y = tspr2.y + 512*math.sin(gv.totalclock/60)
tspr2.cstatbits:set(CS.TRANS_BITMASK)
end
-- XXX: inserted tsprites have floor shadow in classic! (r_shadow)
-- G_DoSpriteAnimations() is passed as callback to the engine on occasion,
-- in other words, created tsprites may be fed back to G_DoSpriteAnimations()!
-- classic: shows shadow for both "ghost" liztroop and aim "reticle"
-- Polymost: only for "ghost"
-- Polymer: none
local aimv = 256*xmath.bangvec(tspr.ang)
local hit = hitscan(tspr^(16*256), tspr.sectnum, aimv.x, aimv.y, 0, gv.CLIPMASK1)
if (hit.wall >= 0) then
local aimtspr = tspr:dup()
if (aimtspr) then
aimtspr.pal = 2
aimtspr:set_picnum(555)
aimtspr:setpos(hit.pos, hit.sect)
end
end
end,
}
gameactor
{
1275, -- newspaper, E4L6 sprite #513
action = con.action{0, 4, delay=20}, -- Same as {0, 4, 1, 1, 20}
move = 1, -- so that the ID is nonzero and it will move
func = function(aci)
local a = actor[aci]
local delay = math.sin(0.1 * 2*math.pi*gv.totalclock/120)
a:set_action_delay(20 + 10*delay)
if (sprite[aci].pal ~= 0) then
a:set_hvel(1024/30)
a:set_vvel(-1024/30)
else
a:set_hvel(50*delay)
end
a.movflags = actor.MOVFLAGS.geth + actor.MOVFLAGS.getv
end,
}
gameevent
{
"DISPLAYROOMS",
function()
local cam = gv.cam
cam.pos.z = cam.pos.z + 64*16*math.sin(gv.totalclock/30)
local ps = player[0]
if (ps.cursectnum >= 0) then
local hit = sector[ps.cursectnum]:zrangeat(cam.pos)
if (gv.totalclock%200==0) then
printf("hit %s %d at z=%d, %s %d at z=%d",
hit.c.spritep and "sprite" or "sector", hit.c.num, hit.c.z,
hit.f.spritep and "sprite" or "sector", hit.f.num, hit.f.z)
end
end
end
}
gameevent
{
"DISPLAYREST",
function()
for i=0,10 do
for j=1,100 do
-- XXX: This is slower in the Polymodes than with classic!
-- con._gametext(2822, j, i, 12, 0, 0, 16, 0,0,gv.xdim,gv.ydim,8192)
end
end
-- Clear showing every sector with the pavement floor tile. (Unless we're
-- in such a sector or an adjoining one.)
-- XXX: We need a better place to do this, maybe an event in
-- G_DisplayRest() where show2dsector[] is tweaked?
-- NOT YET OFFICIAL API.
local show2dsector = sector.showbitmap
for i=0,gv.numsectors-1 do
if (sector[i].floorpicnum==815) then
show2dsector:set0(i)
end
end
end
}
gameactor
{
D.APLAYER, actor.FLAGS.chain_beg,
function(aci, pli)
if (con._squished(aci, pli)) then
printf("Squished LunaCON test")
end
end
}
local function testbit(num, b)
return bit.band(num,b)~=0 and 1 or 0
end
local FADE_SPEED = {
[gv.KNEE_WEAPON] = 1/2.5,
1/128,
1/5,
1/3,
1/2,
1, -- pipebomb: ~1 sec
2,
3,
5,
127, -- freezer; such a fast fade is not visible, but it clears any
-- existing one (if of higher priority)
[gv.GROW_WEAPON] = 9.9, -- test banker's rouding -- should be like 10
}
-- Test player[]:fadecol(), a better palfrom.
gameevent
{
"CHANGEWEAPON",
function (aci, pli)
local ps = player[pli]
local neww, curw = gv.g_RETURN, ps.curr_weapon
local r, g, b = testbit(neww, 1), testbit(neww, 2), testbit(neww, 4)
local speed = FADE_SPEED[neww] or 1
player[pli]:fadecol(0.5, r, g, b, speed, neww-5)
end
}
-- Time the above p:fadecol() test for verification of the <speed> argument.
local last_f, last_t = 0, 0
local last_secs = nil
gameevent
{
"DISPLAYREST",
function(aci, pli)
local ps = player[pli]
-- WARNING: This function uses INTERNAL interfaces.
local curf = ps._pals.f
if (curf > last_f) then
-- Starting a tint
last_secs = nil
last_f = curf
last_t = gv.getticks()
elseif (last_t > 0 and curf==0) then
-- Fade has ended
last_secs = (gv.getticks()-last_t)/1000
last_f, last_t = 0, 0
end
if (last_secs ~= nil) then
con.minitext(10, 10, string.format("Last fade time: %.03f s (%.03f gametics)",
last_secs, last_secs*30))
end
end,
}
printf("EVENT_INIT = %d", gv.EVENT_INIT) -- tests default defines
local bittest = require "test.test_bitar"
bittest.sieve()
require("test.test_geom", 123123)
require("test.test_rotspr")
do
-- Test ksin vs. sinb
local xmath = require "xmath"
local sum = 0
local N = 1000
local t = gv.gethiticks()
for i=0,N*2048-1 do
sum = sum+xmath.ksin(i)
end
t = gv.gethiticks()-t
sum = sum*1e12
printf("ksin: sum*1e12=%.03f, %.03fus per 0-2047 cycle", sum, t)
sum = 0
local t = gv.gethiticks()
for i=0,N*2048-1 do
sum = sum+xmath.sinb(i)
end
t = gv.gethiticks()-t
sum = sum*1e12
printf("sinb: sum*1e12=%.03f, %.03fus per 0-2047 cycle", sum, t)
-- Results (helixhorned x86):
-- ksin: sum*1e12=0.000, 3.801us per 0-2047 cycle
-- sinb: sum*1e12=0.052, 2.886us per 0-2047 cycle
end
do
-- Test getflorzofslopeptr()/sector[]:floorzat()
local N = 100
local t = gv.gethiticks()
for n=1,N do
for i=0,gv.numsectors-1 do
local sec = sector[i]
local w1 = sec.wallptr
sec:floorzat(wall[w1])
end
end
printf("%d x %d floorzat: %.03f us", N, gv.numsectors, (gv.gethiticks()-t)*1000)
-- Results for 100 x 325 floorzat (helixhorned x86):
-- cdecl getflorzofslope(): 572.165 us
-- __fastcall getflorzofslope(): 830.147 us (sic, but tested only once!)
end
print('---=== END TEST SCRIPT ===---')
--[[
function check_sector_idx()
error("bla")
end
spritesofsect(0)
--]]
--DBG_.oom()
-- This will complain about wrong usage of 'error'. In particular,
-- the nil must not propagate to C!
checkfail('error(nil)', "error using 'error': error message must be a string")
local D = require("CON.DEFS")
checkfail('require("CON.DEFS").APLAYER=123', "modifying base module table forbidden")
-- Test with lunatic/test/rotfixed_actor.con.
print("DUKECAR="..tostring(D.DUKECAR))