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Lunatic translator: fix some codegen and some commands.
git-svn-id: https://svn.eduke32.com/eduke32@3537 1a8010ca-5511-0410-912e-c29ae57300e0
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07c7363d0f
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6 changed files with 32 additions and 27 deletions
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@ -439,6 +439,8 @@ ActorLabels.sectnum[2] = "sprite.changesect(%s,%%s)"
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ActorLabels.statnum[2] = "sprite.changestat(%s,%%s)"
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local PL = function(memb) return "player[%s]"..memb end
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-- Access to DukePlayer_t's bool members: they must be read as numbers.
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local PLBOOL = function(memb) return { "("..PL(memb).." and 1 or 0)", PL(memb) } end
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local PlayerLabels = {
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posx = PL".pos.x",
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@ -491,7 +493,7 @@ local PlayerLabels = {
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oang = PL".oang",
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angvel = PL".angvel",
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cursectnum = PL".cursectnum",
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cursectnum = { PL".cursectnum", PL":set_cursectnum(%%s)" },
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look_ang = PL".look_ang",
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last_extra = PL".last_extra",
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@ -566,7 +568,7 @@ local PlayerLabels = {
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last_quick_kick = PL".last_quick_kick",
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return_to_center = PL".return_to_center",
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reloading = PL".reloading",
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reloading = PLBOOL".reloading",
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weapreccnt = { PL".weapreccnt" },
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aim_mode = PL".aim_mode",
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@ -581,29 +583,29 @@ local PlayerLabels = {
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kickback_pic = PL".kickback_pic",
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gm = PL".gm",
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on_warping_sector = PL".on_warping_sector",
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on_warping_sector = PLBOOL".on_warping_sector",
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footprintcount = PL".footprintcount",
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hurt_delay = PL".hurt_delay",
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hbomb_on = PL".hbomb_on",
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jumping_toggle = PL".jumping_toggle",
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rapid_fire_hold = PL".rapid_fire_hold",
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on_ground = PL".on_ground",
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hbomb_on = PLBOOL".hbomb_on",
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jumping_toggle = PLBOOL".jumping_toggle",
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rapid_fire_hold = PLBOOL".rapid_fire_hold",
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on_ground = PLBOOL".on_ground",
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inven_icon = PL".inven_icon",
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buttonpalette = PL".buttonpalette",
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over_shoulder_on = PL".over_shoulder_on",
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over_shoulder_on = PLBOOL".over_shoulder_on",
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show_empty_weapon = PL".show_empty_weapon",
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jetpack_on = PL".jetpack_on",
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spritebridge = PL".spritebridge",
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jetpack_on = PLBOOL".jetpack_on",
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spritebridge = PLBOOL".spritebridge",
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lastrandomspot = PL".lastrandomspot",
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scuba_on = PL".scuba_on",
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scuba_on = PLBOOL".scuba_on",
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footprintpal = PL".footprintpal",
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heat_on = PL".heat_on",
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heat_on = PLBOOL".heat_on",
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invdisptime = PL".invdisptime",
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holster_weapon = PL".holster_weapon",
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holster_weapon = PLBOOL".holster_weapon",
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falling_counter = PL".falling_counter",
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footprintshade = PL".footprintshade",
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@ -615,7 +617,7 @@ local PlayerLabels = {
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hard_landing = PL".hard_landing",
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fist_incs = PL".fist_incs",
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toggle_key_flag = PL".toggle_key_flag",
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toggle_key_flag = PLBOOL".toggle_key_flag",
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knuckle_incs = PL".knuckle_incs",
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knee_incs = PL".knee_incs",
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access_incs = PL".access_incs",
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@ -1568,7 +1568,9 @@ function _startlevel(volume, level)
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bcheck.level_idx(level)
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ffiC.ud.m_volume_number = volume
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ffiC.ud.volume_number = volume
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ffiC.ud.m_level_number = level
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ffiC.ud.level_number = level
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ffiC.ud.display_bonus_screen = 0
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@ -956,10 +956,13 @@ local player_mt = {
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ffi.cast(player_ptr_ct, p).ftq = ftq
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end,
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set_cursectnum = function(p, sectnum)
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check_sector_idx(sectnum)
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ffi.cast(player_ptr_ct, p).cursectnum = sectnum
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end,
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set_customexitsound = function(p, soundnum)
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if (soundnum >= con_lang.MAXSOUNDS+0ULL) then
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error("Invalid sound number "..soundnum, 2)
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end
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check_sound_idx(soundnum)
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ffi.cast(player_ptr_ct, p).customexitsound = soundnum
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end,
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@ -860,22 +860,19 @@ end
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-- TODO: should these rather be one function, and the specific kind of updating
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-- controlled by an argument?
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function updatesector(pos, sectnum)
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local sect = ffi.new("int16_t [1]")
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sect[0] = sectnum
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local sect = ffi.new("int16_t [1]", sectnum)
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ffiC.updatesector(pos.x, pos.y, sect)
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return sect[0]
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end
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function updatesectorbreadth(pos, sectnum)
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local sect = ffi.new("int16_t [1]")
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sect[0] = sectnum
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local sect = ffi.new("int16_t [1]", sectnum)
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ffiC.updatesectorbreadth(pos.x, pos.y, sect)
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return sect[0]
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end
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function updatesectorz(pos, sectnum)
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local sect = ffi.new("int16_t [1]")
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sect[0] = sectnum
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local sect = ffi.new("int16_t [1]", sectnum)
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ffiC.updatesectorz(pos.x, pos.y, pos.z, sect)
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return sect[0]
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end
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@ -470,7 +470,7 @@ local function reset_labels()
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-- NOTE: these are read-only gamevars in C-CON
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CLIPMASK0 = 65536+1, -- blocking
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CLIPMASK1 = (256*65536)+64, -- hittable
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-- TODO...?
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-- TODO_MP
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COOP = 0,
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MULTIMODE = 0,
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numplayers = 1,
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@ -1045,7 +1045,7 @@ function Cmd.gamevar(identifier, initval, flags)
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-- TODO: Write gamevar system on the Lunatic side and hook it up.
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-- TODO: per-player gamevars
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if (flags==GVFLAG.PERACTOR) then
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if (bit.band(flags, GVFLAG.PERX_MASK)==GVFLAG.PERACTOR) then
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addcodef("%s=_con.peractorvar(%d)", gv.name, initval)
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else
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addcodef("%s=%d", gv.name, initval)
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@ -106,7 +106,8 @@ end
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function rotate(pos, pivot, ang)
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local p = geom.tovec3(pos)-pivot
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local c, s = cosb(ang), sinb(ang)
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p.x = pivot.x + (c*p.x - s*p.y)
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p.y = pivot.y + (c*p.y + s*p.x)
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local x, y = p.x, p.y
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p.x = pivot.x + (c*x - s*y)
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p.y = pivot.y + (c*y + s*x)
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return p
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end
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