mirror of
https://github.com/ZDoom/Raze.git
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0646e41fa4
Also, fix con._setgamepalette. git-svn-id: https://svn.eduke32.com/eduke32@3541 1a8010ca-5511-0410-912e-c29ae57300e0
1843 lines
50 KiB
Lua
1843 lines
50 KiB
Lua
-- Game control module for Lunatic.
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local require = require
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local ffi = require("ffi")
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local ffiC = ffi.C
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local jit = require("jit")
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-- Lua C API functions, this comes from El_PushCFunctions() in lunatic_game.c.
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local CF = CF
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local bit = require("bit")
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local io = require("io")
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local math = require("math")
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local geom = require("geom")
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local bcheck = require("bcheck")
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local con_lang = require("con_lang")
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local byte = require("string").byte
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local setmetatable = setmetatable
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local assert = assert
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local error = error
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local ipairs = ipairs
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local print = print
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local rawget = rawget
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local rawset = rawset
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local tostring = tostring
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local type = type
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local unpack = unpack
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local format = require("string").format
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local actor, player = assert(actor), assert(player)
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local dc = require("defs_common")
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local cansee, hitscan, neartag = dc.cansee, dc.hitscan, dc.neartag
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local inside = dc.inside
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local sector, wall, sprite = dc.sector, dc.wall, dc.sprite
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local spritesofsect, spritesofstat = dc.spritesofsect, dc.spritesofstat
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module(...)
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local lastid = { action=0, move=0, ai=0 }
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local def = {
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action = { NO=ffi.new("con_action_t") },
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move = { NO=ffi.new("con_move_t") },
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ai = { NO=ffi.new("con_ai_t") },
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}
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local function forbidden() error("newindex forbidden", 2) end
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AC = setmetatable({}, { __index=def.action, __newindex=forbidden })
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MV = setmetatable({}, { __index=def.move, __newindex=forbidden })
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AI = setmetatable({}, { __index=def.ai, __newindex=forbidden })
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local function check_name(name, what, errlev)
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if (type(name)~="string" or #name > 63) then
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error("bad argument #1 to "..what..": must be a string of length <= 63", errlev+1)
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end
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end
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local function action_or_move(what, numargs, tab, name, ...)
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if (lastid[what] <= -(2^31)) then
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error("Too many "..what.."s defined", 3);
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end
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check_name(name, what, 3)
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local args = {...}
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if (#args > numargs) then
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error("Too many arguments passed to "..what, 3)
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end
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for i=1,#args do
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local n = args[i]
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if (type(n)~="number" or not (n >= -32768 and n <= 32767)) then
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error("bad argument #".. i+1 .." to "..what..
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": must be numbers in [-32768..32767]", 3)
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end
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end
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-- missing fields are initialized to 0 by ffi.new
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-- Named actions or moves have negative ids so that non-negative ones
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-- can be used as (different) placeholders for all-zero ones.
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lastid[what] = lastid[what]-1
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-- ffi.new takes either for initialization: varargs, a table with numeric
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-- indices, or a table with key-value pairs
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-- See http://luajit.org/ext_ffi_semantics.html#init_table
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tab[name] = ffi.new("const con_"..what.."_t", lastid[what], args)
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end
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---=== ACTION / MOVE / AI ===---
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function action(name, ...)
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bcheck.top_level("action")
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action_or_move("action", 5, def.action, name, ...)
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end
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function move(name, ...)
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bcheck.top_level("move")
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action_or_move("move", 2, def.move, name, ...)
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end
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-- Get action or move for an 'ai' definition.
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local function get_action_or_move(what, val, argi)
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if (val == nil) then
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return {} -- ffi.new will init the struct to all zeros
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elseif (type(val)=="string") then
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local am = def[what][val]
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if (am==nil) then
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error("no "..what.." '"..val.."' defined", 3)
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end
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return am
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elseif (ffi.istype("con_"..what.."_t", val)) then
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return val
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elseif (type(val)=="number") then
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if (val==0 or val==1) then
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-- Create an action or move with an ID of 0 or 1 but all other
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-- fields cleared.
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return ffi.new("con_"..what.."_t", val)
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end
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end
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error("bad argument #"..argi.." to ai: must be string or (literal) "..what, 3)
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end
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function ai(name, action, move, flags)
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bcheck.top_level("ai")
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if (lastid.ai <= -(2^31)) then
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error("Too many AIs defined", 2);
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end
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check_name(name, "ai", 2)
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lastid.ai = lastid.ai-1
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local act = get_action_or_move("action", action, 2)
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local mov = get_action_or_move("move", move, 3)
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if (flags~=nil) then
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if (type(flags)~="number" or not (flags>=0 and flags<=32767)) then
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error("bad argument #4 to ai: must be a number in [0..32767]", 2)
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end
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else
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flags = 0
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end
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def.ai[name] = ffi.new("const con_ai_t", lastid.ai, act, mov, flags)
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end
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---=== RUNTIME CON FUNCTIONS ===---
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local check_sector_idx = bcheck.sector_idx
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local check_tile_idx = bcheck.tile_idx
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local check_sprite_idx = bcheck.sprite_idx
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local check_player_idx = bcheck.player_idx
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local check_sound_idx = bcheck.sound_idx
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local function krandand(mask)
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return bit.band(ffiC.krand(), mask)
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end
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local function check_isnumber(...)
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local vals = {...}
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for i=1,#vals do
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assert(type(vals[i])=="number")
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end
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end
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-- Lunatic's "insertsprite" is a wrapper around the game "A_InsertSprite", not
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-- the engine "insertsprite".
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--
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-- Forms:
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-- 1. table-call: insertsprite{tilenum, pos, sectnum [, owner [, statnum]] [, key=val...]}
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-- valid keys are: owner, statnum, shade, xrepeat, yrepeat, xvel, zvel
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-- 2. position-call: insertsprite(tilenum, pos, sectnum [, owner [, statnum]])
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function insertsprite(tab_or_tilenum, ...)
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local tilenum, pos, sectnum -- mandatory
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-- optional with defaults:
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local owner, statnum
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local shade, xrepeat, yrepeat, ang, xvel, zvel = 0, 48, 48, 0, 0, 0
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if (type(tab_or_tilenum)=="table") then
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local tab = tab_or_tilenum
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tilenum, pos, sectnum = unpack(tab, 1, 3)
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owner = tab[4] or tab.owner or -1
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statnum = tab[5] or tab.statnum or 0
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shade = tab.shade or shade
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xrepeat = tab.xrepeat or xrepeat
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yrepeat = tab.yrepeat or yrepeat
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ang = tab.ang or ang
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xvel = tab.xvel or xvel
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zvel = tab.zvel or zvel
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else
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tilenum = tab_or_tilenum
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local args = {...}
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pos, sectnum = unpack(args, 1, 2)
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owner = args[3] or -1
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statnum = args[4] or 0
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end
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if (type(sectnum)~="number" or type(tilenum) ~= "number") then
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error("invalid insertsprite call: 'sectnum' and 'tilenum' must be numbers", 2)
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end
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check_tile_idx(tilenum)
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check_sector_idx(sectnum)
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check_isnumber(shade, xrepeat, yrepeat, ang, xvel, zvel, owner)
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if (statnum >= ffiC.MAXSTATUS+0ULL) then
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error("invalid 'statnum' argument to insertsprite: must be a status number (0 .. MAXSTATUS-1)", 2)
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end
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return CF.A_InsertSprite(sectnum, pos.x, pos.y, pos.z, tilenum,
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shade, xrepeat, yrepeat, ang, xvel, zvel,
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owner, statnum)
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end
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-- INTERNAL USE ONLY.
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function _addtodelqueue(spritenum)
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check_sprite_idx(spritenum)
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CF.A_AddToDeleteQueue(spritenum)
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end
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-- This corresponds to the first (spawn from parent sprite) form of A_Spawn().
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function spawn(parentspritenum, tilenum, addtodelqueue)
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check_sprite_idx(parentspritenum)
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check_tile_idx(tilenum)
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if (addtodelqueue and ffiC.g_spriteDeleteQueueSize == 0) then
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return -1
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end
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local i = CF.A_Spawn(parentspritenum, tilenum)
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if (addtodelqueue) then
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CF.A_AddToDeleteQueue(i)
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end
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return i
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end
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-- This is the second A_Spawn() form. INTERNAL USE ONLY.
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function _spawnexisting(spritenum)
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check_sprite_idx(spritenum)
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return CF.A_Spawn(-1, spritenum)
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end
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-- A_SpawnMultiple clone
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-- ow: parent sprite number
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function _spawnmany(ow, tilenum, n)
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local spr = sprite[ow]
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for i=n,1, -1 do
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local j = insertsprite{ tilenum, spr^(ffiC.krand()%(47*256)), spr.sectnum, ow, 5,
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shade=-32, xrepeat=8, yrepeat=8, ang=krandand(2047) }
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_spawnexisting(j)
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sprite[j].cstat = krandand(8+4)
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end
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end
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local int16_st = ffi.typeof "struct { int16_t s; }"
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function _shoot(i, tilenum, zvel)
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check_sprite_idx(i)
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check_sector_idx(sprite[i].sectnum) -- accessed in A_ShootWithZvel
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check_tile_idx(tilenum)
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zvel = zvel and int16_st(zvel).s or 0x80000000 -- SHOOT_HARDCODED_ZVEL
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return CF.A_ShootWithZvel(i, tilenum, zvel)
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end
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function isenemytile(tilenum)
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if (bit.band(ffiC.g_tile[tilenum].flags, 0x00040000)~=0) then
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return true
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end
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return (bit.band(ffiC.g_tile[tilenum].flags, ffiC.SFLAG_BADGUY)~=0)
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end
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function rotatesprite(x, y, zoom, ang, tilenum, shade, pal, orientation,
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cx1, cy1, cx2, cy2)
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check_tile_idx(tilenum)
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orientation = bit.band(orientation, 2047) -- ROTATESPRITE_MAX-1
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-- XXX: This is the same as the check in gameexec.c, but ideally we'd want
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-- rotatesprite to accept all coordinates and simply draw nothing if they
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-- denote an area beyond the screen.
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if (not (x >= -320 and x < 640) or not (y >= -200 and y < 400)) then
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error(format("invalid coordinates (%.03f, %.03f)", x, y), 2)
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end
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-- TODO: check that it works correctly with all coordinates, also if one
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-- border is outside the screen etc...
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ffiC.rotatesprite(65536*x, 65536*y, zoom, ang, tilenum, shade, pal, bit.bor(2,orientation),
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cx1, cy1, cx2, cy2)
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end
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function _myos(x, y, zoom, tilenum, shade, orientation, pal)
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if (pal==nil) then
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local sect = player[ffiC.screenpeek].cursectnum
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pal = (sect>=0) and sector[sect].floorpal or 0
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end
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ffiC.G_DrawTileGeneric(x, y, zoom, tilenum, shade, orientation, pal)
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end
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function _inittimer(ticspersec)
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if (not (ticspersec >= 1)) then
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error("ticspersec must be >= 1", 2)
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end
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ffiC.G_InitTimer(ticspersec)
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end
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function _gettimedate()
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v = ffi.new("int32_t [8]")
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ffiC.G_GetTimeDate(v)
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return v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]
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end
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local rshift = bit.rshift
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function rnd(x)
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return (rshift(ffiC.krand(), 8) >= (255-x))
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end
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-- Legacy operators
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function _rand(x)
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return rshift(ffiC.krand()*(x+1), 16)
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end
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function _displayrand(x)
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return rshift(math.random(0, 32767)*(x+1), 15)
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end
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function _div(a,b)
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if (b==0) then
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error("divide by zero", 2)
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end
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-- NOTE: don't confuse with math.modf!
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return (a - math.fmod(a,b))/b
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end
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function _mod(a,b)
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if (b==0) then
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error("mod by zero", 2)
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end
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return (math.fmod(a,b))
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end
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-- Sect_ToggleInterpolation() clone
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function _togglesectinterp(sectnum, doset)
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for w in wallsofsect(sectnum) do
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ffiC.G_ToggleWallInterpolation(w, doset)
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local nw = wall[w].nextwall
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if (nw >= 0) then
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ffiC.G_ToggleWallInterpolation(nw, doset)
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ffiC.G_ToggleWallInterpolation(wall[nw].point2, doset)
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end
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end
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end
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--- player/actor/sprite searching functions ---
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local xmath = require("xmath")
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local abs = math.abs
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local dist, ldist = xmath.dist, xmath.ldist
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local function A_FP_ManhattanDist(ps, spr)
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local distvec = (geom.tovec3(ps.pos) - spr^(28*256))
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-- XXX
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return geom.ivec3(distvec.x, distvec.y, distvec.z):blen1()
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end
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-- Returns: player index, distance
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-- TODO: MP case
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function _findplayer(pli, spritenum)
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return 0, A_FP_ManhattanDist(player[pli], sprite[spritenum])
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end
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local FN_STATNUMS = {
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[false] = { con_lang.STAT.STAT_ACTOR },
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[true] = {},
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}
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-- TODO: Python-like range() and xrange()?
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for i=0,ffiC.MAXSTATUS-1 do
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FN_STATNUMS[true][i+1] = ffiC.MAXSTATUS-1-i
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end
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local FN_DISTFUNC = {
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d2 = function(s1, s2, d)
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return (xmath.ldist(s1, s2) < d)
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end,
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d3 = function(s1, s2, d)
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return (xmath.dist(s1, s2) < d)
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end,
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z = function(s1, s2, d, zd)
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return (xmath.ldist(s1, s2) < d and abs(s1.z-s2.z) < zd)
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end,
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}
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function _findnear(spritenum, allspritesp, distkind, picnum, maxdist, maxzdist)
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local statnums = FN_STATNUMS[allspritesp]
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local distfunc = FN_DISTFUNC[distkind]
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local spr = sprite[spritenum]
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for _,st in ipairs(statnums) do
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for i in spritesofstat(st) do
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if (i ~= spritenum and sprite[i].picnum==picnum) then
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if (distfunc(spr, sprite[i], maxdist, maxzdist)) then
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return i
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end
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end
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end
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end
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return -1
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end
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---=== Weapon stuff ===---
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--- Helper functions (might be exported later) ---
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local function have_ammo_at_max(ps, weap)
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return (ps:get_ammo_amount(weap) >= ps:get_max_ammo_amount(weap))
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end
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local function P_AddAmmo(ps, weap, amount)
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if (not have_ammo_at_max(ps, weap)) then
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local curamount = ps:get_ammo_amount(weap)
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local maxamount = ps:get_max_ammo_amount(weap)
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-- NOTE: no clamping towards the bottom
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ps:set_ammo_amount(weap, math.min(curamount+amount, maxamount))
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end
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end
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local function P_AddWeaponAmmoCommon(ps, weap, amount)
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P_AddAmmo(ps, weap, amount)
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if (ps.curr_weapon==ffiC.KNEE_WEAPON and ps:have_weapon(weap)) then
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CF.P_AddWeaponMaybeSwitchI(ps.weapon._p, weap);
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end
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end
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--- Functions that must be exported because they are used by LunaCON generated code,
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--- but which are off limits to users. (That is, we need to think about how to
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--- expose the functionality in a better fashion than merely giving access to
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--- the C functions.)
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-- quotes
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local MAXQUOTES = con_lang.MAXQUOTES
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local MAXQUOTELEN = con_lang.MAXQUOTELEN
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-- CON redefinequote command
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function _definequote(qnum, quotestr)
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-- NOTE: this is more permissive than C-CON: we allow to redefine quotes
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-- that were not previously defined.
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bcheck.quote_idx(qnum, true)
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assert(type(quotestr)=="string")
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ffiC.C_DefineQuote(qnum, quotestr)
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return (#quotestr >= MAXQUOTELEN)
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end
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function _quote(pli, qnum)
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bcheck.quote_idx(qnum)
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check_player_idx(pli)
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ffiC.P_DoQuote(qnum+MAXQUOTES, ffiC.g_player[pli].ps)
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end
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function _echo(qnum)
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local cstr = bcheck.quote_idx(qnum)
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ffiC.OSD_Printf("%s\n", cstr)
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end
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function _userquote(qnum)
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local cstr = bcheck.quote_idx(qnum)
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-- NOTE: G_AddUserQuote strcpy's the string
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ffiC.G_AddUserQuote(cstr)
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end
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local function strlen(cstr)
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for i=0,math.huge do
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if (cstr[i]==0) then
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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
|
|
ffi.copy(dst, "STR_VOLUMENAME: NYI")
|
|
else
|
|
error("unknown system string ID "..what, 2)
|
|
end
|
|
end
|
|
|
|
|
|
-- switch statement support
|
|
function _switch(swtab, testval, aci,pli,dist)
|
|
local func = swtab[testval] or swtab.default
|
|
if (func) then
|
|
func(aci, pli, dist)
|
|
end
|
|
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
|
|
-- 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)
|
|
|
|
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 CF.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)
|
|
CF.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 CF.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)
|
|
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: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
|
|
|
|
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:get_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 = (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
|
|
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
|
|
|
|
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
|
|
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 (sprite[i].picnum==D.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 = 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
|
|
|
|
-- CON "getzrange" command
|
|
function _getzrange(x, y, z, sectnum, walldist, clipmask)
|
|
check_sector_idx(sectnum)
|
|
local ipos = geom.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
|
|
|
|
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 _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 = 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)
|
|
CF.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.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)
|
|
-- XXX: surely not all values are sane
|
|
ffiC.setaspect(viewingrange, yxaspect)
|
|
end
|
|
|
|
function _setgamepalette(pli, basepal)
|
|
ffiC.P_SetGamePalette(player[pli], basepal, 2+16)
|
|
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
|
|
|
|
|
|
--- 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 = "##EDuke32GameArray##"
|
|
local GAR_FOOTER_SIZE = #GAR_FOOTER
|
|
|
|
local function gamearray_file_common(qnum, writep)
|
|
local fn = moddir_filename(bcheck.quote_idx(qnum))
|
|
|
|
local f, errmsg = io.open(fn);
|
|
if (f == nil) then
|
|
if (not writep) then
|
|
error([[failed opening "%s" for reading: %s]], fn, errmsg, 3)
|
|
else
|
|
return nil, nil, true, fn
|
|
end
|
|
end
|
|
|
|
local fsize, errmsg = 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 (idx >= gar._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]; }")
|
|
|
|
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,
|
|
|
|
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
|
|
rawset(dar, didx+i, rawget(sar, sidx+i))
|
|
end
|
|
end,
|
|
|
|
read = function(gar, qnum)
|
|
local f, nelts, isnewgar = gamearray_file_common(qnum, false)
|
|
|
|
assert(f:seek("set"))
|
|
local str, errmsg = f:read(4*nelts)
|
|
if (#str ~= 4*nelts) then
|
|
error("failed reading whole file into gamearray: %s", errmsg, 2)
|
|
end
|
|
|
|
gar:resize(nelts)
|
|
|
|
for i=0,nelts-1 do
|
|
local b1, b2, b3, b4 = byte(str, 4*i+1, 4*i+4)
|
|
-- ints on disk are litte-endian
|
|
local int = b1 + 256*b2 + 256^2*b3 + 256^3*b4
|
|
|
|
rawset(gar, i, (int==0) and nil or int)
|
|
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
|
|
|
|
f = 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
|
|
}
|
|
|
|
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,
|
|
|
|
-- 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 (rawget(gar, i)==0) then
|
|
rawset(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)
|
|
rawset(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 rawget(acv, i)==acv._defval) then
|
|
rawset(acv, i, nil)
|
|
end
|
|
end
|
|
end,
|
|
|
|
__metatable = true,
|
|
}
|
|
|
|
function peractorvar(initval)
|
|
return setmetatable({ _defval=initval }, peractorvar_mt)
|
|
end
|