Lunatic: add actor methods allowing overriding action delay and move hvel/vvel.

Add testing code for an example actor 1275 (newspaper) to test.elua.

git-svn-id: https://svn.eduke32.com/eduke32@3918 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-06-30 20:38:44 +00:00
parent 67db095bd3
commit ebe0ecaded
5 changed files with 43 additions and 2 deletions

View file

@ -7661,6 +7661,7 @@ PALONLY:
#else
t->picnum += k + startframe + l*t_data3;
#endif
// XXX: t->picnum can be out-of-bounds by bad user code.
if (l > 0)
while (tilesizx[t->picnum] == 0 && t->picnum > 0)

View file

@ -598,6 +598,7 @@ GAMEEXEC_STATIC void VM_Move(void)
vm.g_t[0]++;
// If the move ID is zero, or the movflags are 0
if (vm.g_t[1] == 0 || a == 0)
{
if (deadflag || (actor[vm.g_i].bpos.x != vm.g_sp->x) || (actor[vm.g_i].bpos.y != vm.g_sp->y))

View file

@ -85,7 +85,7 @@ local function def_action_or_move(what, tab)
lastid[what] = lastid[what]-1
-- Pass args table to ffi.new, which can take either: a table with numeric
-- indices, or a table with key-value pairs.
-- indices, or a table with key-value pairs, *but not in combination*.
-- See http://luajit.org/ext_ffi_semantics.html#init_table
return am_ctype[what](lastid[what], tab)
end

View file

@ -982,6 +982,11 @@ local actor_mt = {
return ffi.cast(actor_ptr_ct, a).t_data[2]
end,
-- Override action delay. The action ID is kept.
set_action_delay = function(a, delay)
ffi.cast(actor_ptr_ct, a).ac.delay = delay
end,
-- move
set_move = function(a, mov, movflags)
a = ffi.cast(actor_ptr_ct, a)
@ -1017,6 +1022,15 @@ local actor_mt = {
end
end,
-- Override velocity, keeping move ID.
set_hvel = function(a, hvel)
ffi.cast(actor_ptr_ct, a).mv.hvel = hvel
end,
set_vvel = function(a, vvel)
ffi.cast(actor_ptr_ct, a).mv.vvel = vvel
end,
-- ai
set_ai = function(a, ai)
local oa = a

View file

@ -395,9 +395,12 @@ 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 = con.action{0,1,5,1,1}
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
@ -450,7 +453,29 @@ gameactor
con.killit()
end
end
if (actr:has_action(CAC.ATROOPWALKING)) then
if (actr:get_count() % 50 == 0) then
spr.hitag = bit.bxor(spr.hitag, actor.MOVFLAGS.spin)
end
end
end
}
gameactor
{
1275, -- newspaper, E4L6 sprite #513
-- XXX: I want to write "{0, 4, delay=20}"
action = con.action{0, 4, 1, 1, 20},
move = con.move{}, -- so that the ID is nonzero
func = function(aci)
local delay = math.sin(0.1 * 2*math.pi*gv.totalclock/120)
actor[aci]:set_action_delay(20 + 10*delay)
actor[aci]:set_hvel(50*delay)
sprite[aci].hitag = actor.MOVFLAGS.geth
end,
}
gameevent