merge lang/foundations into lang/native-jolt (seeds regenerated)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 03:20:44 +03:00
commit b247603b7e
62 changed files with 41302 additions and 40864 deletions

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@ -23,10 +23,14 @@ event Died { e: int = 0, src: int = 0 }
event Healed { e: int = 0, amount: int = 0 }
event Crit { target: int = 0, src: int = 0 } # the attacker's crit_pct fired
# the faction table: FAC_MAX ids square, every pair unset (faction.ludic)
const FAC_MAX: int = 32
function fac_table() -> words { return words(FAC_MAX * FAC_MAX) }
state GameplayState {
combat_reflecting: bool = false # thorns never reflect thorns
combat_pending: int = 0
fac_tbl: words = words(FAC_MAX * FAC_MAX)
fac_tbl: words = fac_table()
}
# the mutable channel for lever 6: listeners rewrite the pending damage here.

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@ -9,20 +9,14 @@
property Faction { id: int = 0 }
const FAC_MAX: int = 32
const REL_FRIEND: int = 0
const REL_NEUTRAL: int = 1
const REL_HOSTILE: int = 2
# relationships stored as (rel + 1); a zero slot means "unset -> use the default".
# A global var initialiser must be a literal, so it is allocated lazily.
function fac_ensure(gameplay_st: mut GameplayState) -> void {
}
# relationships stored as (rel + 1); a zero slot means "unset -> use the default"
# Faction.set(a, b, rel) — record a symmetric relationship between two factions.
@Namespace(Faction) function faction_set(gameplay_st: mut GameplayState, a: int, b: int, rel: int) -> void {
fac_ensure(gameplay_st)
if (a < 0) or (a >= FAC_MAX) { return }
if (b < 0) or (b >= FAC_MAX) { return }
gameplay_st.fac_tbl[a * FAC_MAX + b] = rel + 1
@ -31,7 +25,6 @@ function fac_ensure(gameplay_st: mut GameplayState) -> void {
# Faction.rel(a, b) — the relationship code (0 friend, 1 neutral, 2 hostile).
@Namespace(Faction) function faction_rel(gameplay_st: mut GameplayState, a: int, b: int) -> int {
fac_ensure(gameplay_st)
if (a >= 0) and (a < FAC_MAX) and (b >= 0) and (b < FAC_MAX) {
let v = gameplay_st.fac_tbl[a * FAC_MAX + b]
if v != 0 { return v - 1 }

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@ -1,27 +1,18 @@
# mute.ludic - the cards a player has said they know, kept BY KEY: a card added, removed or moved in
# the registry leaves every other mute where it was, and a key this build does not know is carried
function hn_mute_ensure(hints_st: mut HintsState) -> void {
if hints_st.hn_mute != null { return }
hints_st.hn_mute = new []bool
for i in 0 .. HINT_COUNT { push(hints_st.hn_mute, false) }
hints_st.hn_foreign = new []string
}
export function hints_muted(hints_st: mut HintsState, id: int) -> bool {
hn_mute_ensure(hints_st)
export function hints_muted(hints_st: HintsState, id: int) -> bool {
if id < 0 or id >= HINT_COUNT { return false }
return hints_st.hn_mute[id]
}
export function hints_mute(hints_st: mut HintsState, id: int, on: bool) -> void {
hn_mute_ensure(hints_st)
if id < 0 or id >= HINT_COUNT { return }
hints_st.hn_mute[id] = on
}
export function hints_mute_count(hints_st: mut HintsState) -> int {
hn_mute_ensure(hints_st)
export function hints_mute_count(hints_st: HintsState) -> int {
var n = 0
for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { n += 1 } }
return n
@ -29,7 +20,6 @@ export function hints_mute_count(hints_st: mut HintsState) -> int {
# every muted card given back, from the next pass
export function hints_unmute_all(hints_st: mut HintsState) -> void {
hn_mute_ensure(hints_st)
for i in 0 .. HINT_COUNT { hints_st.hn_mute[i] = false }
hints_st.hn_foreign = new []string
hints_st.hn_t = 0.0
@ -37,8 +27,7 @@ export function hints_unmute_all(hints_st: mut HintsState) -> void {
}
# the mutes as a list of keys, for wherever the game keeps the player's own choices
export function hints_mutes_save(hints_st: mut HintsState) -> Val {
hn_mute_ensure(hints_st)
export function hints_mutes_save(hints_st: HintsState) -> Val {
let l = Value.list()
for i in 0 .. HINT_COUNT { if hints_st.hn_mute[i] { Value.add(l, Value.str(Hints[i].key)) } }
for i in 0 .. len(hints_st.hn_foreign) { Value.add(l, Value.str(hints_st.hn_foreign[i])) }
@ -47,8 +36,7 @@ export function hints_mutes_save(hints_st: mut HintsState) -> Val {
# a list of keys read back; anything that is not a list is no mutes
export function hints_mutes_load(hints_st: mut HintsState, l: Val) -> void {
hints_st.hn_mute = null
hn_mute_ensure(hints_st)
hints_st.hn_mute = hn_mutes()
if l == null or Value.kind(l) != 5 { return }
for i in 0 .. Value.count(l) {
let e = Value.at(l, i)
@ -58,3 +46,8 @@ export function hints_mutes_load(hints_st: mut HintsState, l: Val) -> void {
if id >= 0 { hints_st.hn_mute[id] = true } else { push(hints_st.hn_foreign, k) }
}
}
function hn_mutes() -> []bool {
let out = new []bool
for i in 0 .. HINT_COUNT { push(out, false) }
return out
}

View file

@ -1,11 +1,11 @@
# rail.ludic - the rail: once a pass (a second by default) the most urgent true cards, up to a few,
# muted ones left out; in a tie the registry's order decides
export state HintsState {
hn_mute: []bool = null
hn_foreign: []string = null # muted keys with no card in this build, written back as read
hn_mute: []bool = hn_mutes()
hn_foreign: []string = new []string # muted keys with no card in this build, written back as read
hn_shown: int = 3 # how many the rail holds
hn_every: float = 1.0 # seconds between passes
hn_top: []int = null # the cards on the rail this pass
hn_top: []int = hn_slots(3) # the cards on the rail this pass
hn_n: int = 0
hn_t: float = 0.0 # seconds to the next pass
hn_pick: int = 0 # which chip the key would open
@ -28,22 +28,19 @@ function hn_fact(hints_st: HintsState, what: int, card: int) -> void {
export function hints_config(hints_st: mut HintsState, shown: int, every: float) -> void {
hints_st.hn_shown = shown
hints_st.hn_every = every
hints_st.hn_top = null
hints_st.hn_top = hn_slots(shown)
}
function hn_ensure(hints_st: mut HintsState) -> void {
if hints_st.hn_top == null or len(hints_st.hn_top) != hints_st.hn_shown {
hints_st.hn_top = new []int
for i in 0 .. hints_st.hn_shown { push(hints_st.hn_top, -1) }
}
hn_mute_ensure(hints_st)
# a rail of n empty places
function hn_slots(n: int) -> []int {
let out = new []int
for i in 0 .. n { push(out, -1) }
return out
}
# the next pass comes on the next tick rather than in a second
export function hints_refresh(hints_st: mut HintsState) -> void { hints_st.hn_t = 0.0 }
export function hints_tick(hints_st: mut HintsState, dt: float) -> void {
hn_ensure(hints_st)
hints_st.hn_t = hints_st.hn_t - dt
if hints_st.hn_t > 0.0 { return }
hints_st.hn_t = hints_st.hn_every
@ -53,7 +50,6 @@ export function hints_tick(hints_st: mut HintsState, dt: float) -> void {
# one pass now: the rail re-sorted, the pick kept in range, and the card following its subject
# along the rail - or put down when what it was about stopped being true
export function hints_sort(hints_st: mut HintsState) -> void {
hn_ensure(hints_st)
hints_st.hn_n = 0
let on = HintsWorld.showing()
for u in 0 .. 4 {
@ -76,8 +72,7 @@ export function hints_sort(hints_st: mut HintsState) -> void {
}
# the cards on the rail, most urgent first (empty while the rail is not showing)
export function hints_rail(hints_st: mut HintsState) -> []int {
hn_ensure(hints_st)
export function hints_rail(hints_st: HintsState) -> []int {
let out = new []int
if not HintsWorld.showing() { return out }
for k in 0 .. hints_st.hn_n { push(out, hints_st.hn_top[k]) }
@ -96,7 +91,7 @@ export function hints_pick(hints_st: HintsState) -> int { return hints_st.hn_pic
export function hints_hot(hints_st: HintsState, k: int) -> bool { return k == hints_st.hn_pick }
export function hints_reset(hints_st: mut HintsState) -> void {
hints_st.hn_top = null
hints_st.hn_top = hn_slots(hints_st.hn_shown)
hints_st.hn_n = 0
hints_st.hn_t = 0.0
hints_st.hn_pick = 0

View file

@ -2,14 +2,12 @@
# the jobs' own dice seeded by the day, so a board never moves anyone else's rolls
export function jobs_board_ok(b: int) -> bool { return b >= 0 and b < BOARD_COUNT }
function jobs__at(jobs_st: mut JobsState, b: int, s: int) -> int {
jobs__ensure(jobs_st)
function jobs__at(jobs_st: JobsState, b: int, s: int) -> int {
return jobs_st.jobs__off[b] + s
}
# a whole number in [lo, hi] from the jobs' dice: what JobsWorld.roll draws with
export function jobs_roll(jobs_st: mut JobsState, lo: int, hi: int) -> int {
jobs__ensure(jobs_st)
export function jobs_roll(jobs_st: JobsState, lo: int, hi: int) -> int {
return rng_between(jobs_st.jobs__dice, lo, hi)
}
@ -51,7 +49,6 @@ function jobs__repost(jobs_st: mut JobsState, b: int, s: int) -> void {
# a new day, on the boards this machine keeps: an empty or stale post is replaced, and one
# finished on an earlier day
export function jobs_morning(jobs_st: mut JobsState) -> void {
jobs__ensure(jobs_st)
let day = JobsWorld.day()
for b in 0 .. BOARD_COUNT {
let bd = JobBoards[b]

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@ -17,7 +17,6 @@ function jobs__takes(only: int, scope: int) -> bool {
}
function jobs__count(jobs_st: mut JobsState, only: int, kind: int, param: int, n: int) -> void {
jobs__ensure(jobs_st)
for i in 0 .. JOB_COUNT {
let d = Jobs[i]
if jobs_st.jobs__st[i] != JOBS_ACTIVE or not jobs__takes(only, d.scope) { continue }
@ -49,7 +48,6 @@ function jobs__recheck_one(jobs_st: mut JobsState, i: int) -> void {
# every job under way against what the state already proves: work done before it was taken counts
# for a written job; a post counts only what came after it went up
export function jobs_recheck(jobs_st: mut JobsState) -> void {
jobs__ensure(jobs_st)
for i in 0 .. JOB_COUNT { jobs__recheck_one(jobs_st, i) }
for b in 0 .. BOARD_COUNT {
if not JobsWorld.owns(JobBoards[b].scope) { continue }
@ -64,7 +62,6 @@ export function jobs_recheck(jobs_st: mut JobsState) -> void {
# offers newly open are said once; the first look after a reset says none of them
function jobs__offers(jobs_st: mut JobsState) -> void {
jobs__ensure(jobs_st)
for i in 0 .. JOB_COUNT {
let now = jobs_offered(jobs_st, i)
if now and not jobs_st.jobs__seen[i] and jobs_st.jobs__primed { jobs__fact(jobs_st, JOBS_F_OFFERED, i, -1, -1, 0, Jobs[i].need) }

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@ -1,26 +1,24 @@
# jobs.ludic - the written jobs: offered by standing and story, taken, readied, handed in and paid
export function jobs_ok(i: int) -> bool { return i >= 0 and i < JOB_COUNT }
export function jobs_state(jobs_st: mut JobsState, i: int) -> int {
jobs__ensure(jobs_st)
export function jobs_state(jobs_st: JobsState, i: int) -> int {
return jobs_st.jobs__st[i]
}
export function jobs_have(jobs_st: mut JobsState, i: int) -> int {
jobs__ensure(jobs_st)
export function jobs_have(jobs_st: JobsState, i: int) -> int {
return jobs_st.jobs__hv[i]
}
export function jobs_ready_now(jobs_st: mut JobsState, i: int) -> bool { return jobs_state(jobs_st, i) == JOBS_READY }
export function jobs_ready_now(jobs_st: JobsState, i: int) -> bool { return jobs_state(jobs_st, i) == JOBS_READY }
# taken and not yet paid
export function jobs_under_way(jobs_st: mut JobsState, i: int) -> bool {
export function jobs_under_way(jobs_st: JobsState, i: int) -> bool {
let s = jobs_state(jobs_st, i)
return s == JOBS_ACTIVE or s == JOBS_READY
}
# on offer: not taken, the scope's standing and the story far enough, and the game allowing it
export function jobs_offered(jobs_st: mut JobsState, i: int) -> bool {
export function jobs_offered(jobs_st: JobsState, i: int) -> bool {
let d = Jobs[i]
if jobs_state(jobs_st, i) != JOBS_OFFERED { return false }
return JobsWorld.rep(d.scope) >= d.minrep and JobsWorld.stage() >= d.minstage and JobsWorld.open(i)
@ -79,18 +77,15 @@ export function jobs_complete(jobs_st: mut JobsState, i: int) -> bool {
# the state outright: the host's word for a party job, a test
export function jobs_set(jobs_st: mut JobsState, i: int, state: int, have: int) -> void {
jobs__ensure(jobs_st)
jobs_st.jobs__st[i] = state
jobs_st.jobs__hv[i] = have
}
export function jobs_done(jobs_st: mut JobsState, group: int) -> int {
jobs__ensure(jobs_st)
export function jobs_done(jobs_st: JobsState, group: int) -> int {
if group < 0 or group >= JOBS_GROUPS { return 0 }
return jobs_st.jobs__done_n[group]
}
export function jobs_set_done(jobs_st: mut JobsState, group: int, n: int) -> void {
jobs__ensure(jobs_st)
if group >= 0 and group < JOBS_GROUPS { jobs_st.jobs__done_n[group] = n }
}

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@ -1,6 +1,6 @@
# lists.ludic - the written jobs as a screen lists them: a vendor's, the taken, the ones to show
# a vendor's offers and the ones it can take back, in a group (-1 every vendor)
export function jobs_at(jobs_st: mut JobsState, group: int, vendor: int) -> []int {
export function jobs_at(jobs_st: JobsState, group: int, vendor: int) -> []int {
let out = new []int
for i in 0 .. JOB_COUNT {
let d = Jobs[i]
@ -13,14 +13,14 @@ export function jobs_at(jobs_st: mut JobsState, group: int, vendor: int) -> []in
}
# every job of a group taken at some point, done ones too
export function jobs_taken(jobs_st: mut JobsState, group: int) -> []int {
export function jobs_taken(jobs_st: JobsState, group: int) -> []int {
let out = new []int
for i in 0 .. JOB_COUNT { if Jobs[i].group == group and jobs_state(jobs_st, i) != JOBS_OFFERED { push(out, i) } }
return out
}
# the first `most` of a group under way
export function jobs_shown(jobs_st: mut JobsState, group: int, most: int) -> []int {
export function jobs_shown(jobs_st: JobsState, group: int, most: int) -> []int {
let out = new []int
for i in 0 .. JOB_COUNT {
if len(out) >= most { break }
@ -30,7 +30,7 @@ export function jobs_shown(jobs_st: mut JobsState, group: int, most: int) -> []i
}
# the first under way and not yet met, or -1
export function jobs_first_open(jobs_st: mut JobsState, group: int) -> int {
export function jobs_first_open(jobs_st: JobsState, group: int) -> int {
for i in 0 .. JOB_COUNT { if Jobs[i].group == group and jobs_state(jobs_st, i) == JOBS_ACTIVE { return i } }
return -1
}

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@ -1,12 +1,12 @@
# posts.ludic - what is on a board, slot by slot, and a board as the host says it
export function jobs_post_kind(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pk[jobs__at(jobs_st, b, s)] }
export function jobs_post_param(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pp[jobs__at(jobs_st, b, s)] }
export function jobs_post_need(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pn[jobs__at(jobs_st, b, s)] }
export function jobs_post_have(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__ph[jobs__at(jobs_st, b, s)] }
export function jobs_post_money(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pm[jobs__at(jobs_st, b, s)] }
export function jobs_post_rep(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pr[jobs__at(jobs_st, b, s)] }
export function jobs_post_state(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__ps[jobs__at(jobs_st, b, s)] }
export function jobs_post_day(jobs_st: mut JobsState, b: int, s: int) -> int { return jobs_st.jobs__pd[jobs__at(jobs_st, b, s)] }
export function jobs_post_kind(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pk[jobs__at(jobs_st, b, s)] }
export function jobs_post_param(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pp[jobs__at(jobs_st, b, s)] }
export function jobs_post_need(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pn[jobs__at(jobs_st, b, s)] }
export function jobs_post_have(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__ph[jobs__at(jobs_st, b, s)] }
export function jobs_post_money(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pm[jobs__at(jobs_st, b, s)] }
export function jobs_post_rep(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pr[jobs__at(jobs_st, b, s)] }
export function jobs_post_state(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__ps[jobs__at(jobs_st, b, s)] }
export function jobs_post_day(jobs_st: JobsState, b: int, s: int) -> int { return jobs_st.jobs__pd[jobs__at(jobs_st, b, s)] }
export function jobs_slots(b: int) -> int {
if not jobs_board_ok(b) { return 0 }
@ -14,21 +14,20 @@ export function jobs_slots(b: int) -> int {
}
# the slots with something posted, in order
export function jobs_posted(jobs_st: mut JobsState, b: int) -> []int {
export function jobs_posted(jobs_st: JobsState, b: int) -> []int {
let out = new []int
for s in 0 .. jobs_slots(b) { if jobs_post_kind(jobs_st, b, s) >= 0 { push(out, s) } }
return out
}
# how many of a board's posts are paid
export function jobs_posts_done(jobs_st: mut JobsState, b: int) -> int {
export function jobs_posts_done(jobs_st: JobsState, b: int) -> int {
var n = 0
for s in 0 .. jobs_slots(b) { if jobs_post_kind(jobs_st, b, s) >= 0 and jobs_post_state(jobs_st, b, s) == JOBS_DONE { n += 1 } }
return n
}
export function jobs_total(jobs_st: mut JobsState, b: int) -> int {
jobs__ensure(jobs_st)
export function jobs_total(jobs_st: JobsState, b: int) -> int {
return jobs_st.jobs__total[b]
}
@ -46,6 +45,5 @@ export function jobs_post_set(jobs_st: mut JobsState, b: int, s: int, kind: int,
}
export function jobs_set_total(jobs_st: mut JobsState, b: int, n: int) -> void {
jobs__ensure(jobs_st)
jobs_st.jobs__total[b] = n
}

View file

@ -1,7 +1,6 @@
# save.ludic - a scope's jobs and boards in a section of their own, by key: a job the game has since
# removed is dropped, a new one starts offered
function jobs__reset_scope(jobs_st: mut JobsState, sc: int) -> void {
jobs__ensure(jobs_st)
for i in 0 .. JOB_COUNT {
if Jobs[i].scope != sc { continue }
jobs_st.jobs__st[i] = JOBS_OFFERED

View file

@ -1,25 +1,25 @@
# state.ludic - each job's state and count, the posts on the boards, the done counts, the dice and
# the facts. Made on first use, so the registries are complete by then.
# the facts, each sized from the registries when the state is made.
export state JobsState {
jobs__st: []int = null
jobs__hv: []int = null
jobs__seen: []bool = null # an offer already said
jobs__st: []int = jobs__ints(JOB_COUNT, JOBS_OFFERED)
jobs__hv: []int = jobs__ints(JOB_COUNT, 0)
jobs__seen: []bool = jobs__bools(JOB_COUNT) # an offer already said
jobs__primed: bool = false # the first tick after a reset learns the offers quietly
jobs__done_n: []int = null # handed in, per group
jobs__off: []int = null
jobs__pk: []int = null # kind, -1 empty
jobs__pp: []int = null
jobs__pn: []int = null
jobs__ph: []int = null
jobs__pb: []int = null # the evidence when it went up
jobs__pm: []int = null
jobs__pr: []int = null
jobs__ps: []int = null
jobs__pd: []int = null # the day it went up
jobs__total: []int = null # handed in, per board
jobs__serial: []int = null # posts made, per board: each roll its own seed
jobs__done_n: []int = jobs__ints(JOBS_GROUPS, 0) # handed in, per group
jobs__off: []int = jobs__offsets()
jobs__pk: []int = jobs__ints(jobs__slots(), -1) # kind, -1 empty
jobs__pp: []int = jobs__ints(jobs__slots(), -1)
jobs__pn: []int = jobs__ints(jobs__slots(), 0)
jobs__ph: []int = jobs__ints(jobs__slots(), 0)
jobs__pb: []int = jobs__ints(jobs__slots(), 0) # the evidence when it went up
jobs__pm: []int = jobs__ints(jobs__slots(), 0)
jobs__pr: []int = jobs__ints(jobs__slots(), 0)
jobs__ps: []int = jobs__ints(jobs__slots(), JOBS_OFFERED)
jobs__pd: []int = jobs__ints(jobs__slots(), 0) # the day it went up
jobs__total: []int = jobs__ints(BOARD_COUNT, 0) # handed in, per board
jobs__serial: []int = jobs__ints(BOARD_COUNT, 0) # posts made, per board: each roll its own seed
jobs__seed: int = 1000
jobs__dice: Rng = null
jobs__dice: Rng = rng_new(1000)
jobs__q: Queue<JobsFact> = jobs__q__new()
}
@ -32,31 +32,25 @@ function jobs__ints(n: int, v: int) -> []int {
return out
}
function jobs__ensure(jobs_st: mut JobsState) -> void {
if jobs_st.jobs__st != null { return }
jobs_st.jobs__st = jobs__ints(JOB_COUNT, JOBS_OFFERED)
jobs_st.jobs__hv = jobs__ints(JOB_COUNT, 0)
jobs_st.jobs__seen = new []bool
for i in 0 .. JOB_COUNT { push(jobs_st.jobs__seen, false) }
jobs_st.jobs__done_n = jobs__ints(JOBS_GROUPS, 0)
jobs_st.jobs__off = new []int
function jobs__bools(n: int) -> []bool {
let out = new []bool
for i in 0 .. n { push(out, false) }
return out
}
# every board's slots end to end: where each board's start, and how many in all
function jobs__offsets() -> []int {
let out = new []int
var n = 0
for b in 0 .. BOARD_COUNT {
push(jobs_st.jobs__off, n)
push(out, n)
n += JobBoards[b].slots
}
jobs_st.jobs__pk = jobs__ints(n, -1)
jobs_st.jobs__pp = jobs__ints(n, -1)
jobs_st.jobs__pn = jobs__ints(n, 0)
jobs_st.jobs__ph = jobs__ints(n, 0)
jobs_st.jobs__pb = jobs__ints(n, 0)
jobs_st.jobs__pm = jobs__ints(n, 0)
jobs_st.jobs__pr = jobs__ints(n, 0)
jobs_st.jobs__ps = jobs__ints(n, JOBS_OFFERED)
jobs_st.jobs__pd = jobs__ints(n, 0)
jobs_st.jobs__total = jobs__ints(BOARD_COUNT, 0)
jobs_st.jobs__serial = jobs__ints(BOARD_COUNT, 0)
jobs_st.jobs__dice = rng_new(jobs_st.jobs__seed)
return out
}
function jobs__slots() -> int {
var n = 0
for b in 0 .. BOARD_COUNT { n += JobBoards[b].slots }
return n
}
export function jobs_facts(jobs_st: JobsState) -> Queue<JobsFact> {

View file

@ -8,8 +8,7 @@ export function jobs_reset(jobs_st: mut JobsState) -> void {
export function jobs_party_reset(jobs_st: mut JobsState) -> void { jobs__reset_scope(jobs_st, JOBS_PARTY) }
export function jobs_save(jobs_st: mut JobsState) -> Val {
jobs__ensure(jobs_st)
export function jobs_save(jobs_st: JobsState) -> Val {
let v = jobs__save_scope(jobs_st, JOBS_SELF)
sv_put_ints(v, "done", jobs_st.jobs__done_n)
return v
@ -24,8 +23,7 @@ export function jobs_load(jobs_st: mut JobsState, v: Val, version: int) -> void
}
}
export function jobs_party_save(jobs_st: mut JobsState) -> Val {
jobs__ensure(jobs_st)
export function jobs_party_save(jobs_st: JobsState) -> Val {
return jobs__save_scope(jobs_st, JOBS_PARTY)
}

View file

@ -2,21 +2,21 @@
# compressed (a PNG anything opens, with no zlib here): the shot is the PPM's pixels, filter 0
# on every row, in deflate's stored blocks, with its CRCs and its Adler-32.
function lp_table_init(lab_st: mut LabState) -> void {
if lab_st.lp_table != null { return }
lab_st.lp_table = new []long
# the CRC-32 table, made once with the state
function lp_crc_table() -> []long {
let t = new []long
let poly: long = 3988292384 # 0xEDB88320: eight hex digits would be a 32-bit pattern
for n in 0 .. 256 {
var c = long(n)
for k in 0 .. 8 {
if (c & long(1)) != long(0) { c = (c >> long(1)) ^ poly } else { c = c >> long(1) }
}
push(lab_st.lp_table, c)
push(t, c)
}
return t
}
# CRC-32 of out[from .. from + n)
function lp_crc(lab_st: mut LabState, out: []byte, from: int, n: int) -> long {
lp_table_init(lab_st)
let mask: long = 4294967295
var c = mask
for i in from .. from + n {

View file

@ -2,7 +2,7 @@
export state LabState {
lb_plate: Actor = null
lb_plate_dir: string = ""
lp_table: []long = null
lp_table: []long = lp_crc_table()
lp_w: int = 0
lp_h: int = 0
lb_scene: string = ""

View file

@ -22,7 +22,6 @@ export function nb_copy(dst: []byte, d: int, src: []byte, s: int, n: int) -> voi
# the writer: past the MTU it counts on and keeps nothing, and np_queue cuts the message there
export function nw_begin(net_st: mut NetState) -> void {
net__init(net_st)
net_st.net__wl = 0
}
@ -82,7 +81,6 @@ export function nr_bad(net_st: NetState) -> bool { return net_st.net__rbad }
# a message that came in, made the one nr_* reads
export function net_read(net_st: mut NetState, m: NetMessage) -> void {
net__init(net_st)
nb_copy(net_st.net__rb, 0, m.data, 0, m.len)
net_st.net__rl = m.len
net_st.net__rp = 0
@ -90,8 +88,7 @@ export function net_read(net_st: mut NetState, m: NetMessage) -> void {
}
# the message just written, as if it had come in (a loopback: a test, a host telling itself)
export function net_written(net_st: mut NetState) -> NetMessage {
net__init(net_st)
export function net_written(net_st: NetState) -> NetMessage {
let m = new NetMessage
m.from = net_st.net__my_pid
m.len = min(net_st.net__wl, NET_MTU)

View file

@ -29,7 +29,6 @@ export function net_room_join(net_st: mut NetState, code: string) -> bool {
net_st.net__why = NET_WHY_NO_MATCHMAKER
return false
}
net__init(net_st)
if not net__socket(net_st) { return false }
net_st.net__r_role = 2
net_st.net__room = Text.upper(code)

View file

@ -3,7 +3,6 @@
# open a socket on `port` and take guests; false (net_why) when the port is taken
export function net_host(net_st: mut NetState, port: int, token: int) -> bool {
net__init(net_st)
if net_live(net_st) { return true }
net_st.net__sock = NetSocket.open(port)
if net_st.net__sock <= 0 {
@ -20,7 +19,6 @@ export function net_host(net_st: mut NetState, port: int, token: int) -> bool {
# dial a host at an address; the hello (net_hello_set) goes until a welcome or a refusal
export function net_join(net_st: mut NetState, ip: int, port: int) -> bool {
net__init(net_st)
if net_live(net_st) { return false }
if not net__socket(net_st) { return false }
for i in 0 .. NET_PEERS { np_close(net_st, i) }
@ -42,7 +40,6 @@ function net__socket(net_st: mut NetState) -> bool {
# the message just written is the hello: what a host is asked to let this machine in with
export function net_hello_set(net_st: mut NetState) -> void {
net__init(net_st)
nb_copy(net_st.net__hello_b, 0, net_st.net__wb, 0, net_st.net__wl)
net_st.net__hello_l = net_st.net__wl
if net_st.net__hello_l > NET_MTU - 40 { net_st.net__hello_l = NET_MTU - 40 }
@ -50,7 +47,6 @@ export function net_hello_set(net_st: mut NetState) -> void {
# (again) to that address, with a fresh connection and the hello sent anew
export function net_dial(net_st: mut NetState, ip: int, port: int) -> void {
net__init(net_st)
np_close(net_st, 0)
net_st.net__join_ip = ip
net_st.net__join_port = port
@ -70,7 +66,6 @@ export function net_follow(net_st: mut NetState, ip: int, port: int) -> void {
export function net_stand_alone(net_st: mut NetState) -> void { net_st.net__state = NET_IDLE }
export function net_become_host(net_st: mut NetState, token: int) -> void {
net__init(net_st)
net_st.net__state = NET_HOSTING
net_st.net__my_pid = 1
net_st.net__next_pid = 2

View file

@ -79,17 +79,17 @@ export state NetState {
net__token: int = 0
net__my_pid: int = 0
net__next_pid: int = 2
net__peers: []NetPeer = null
net__in: []byte = null
net__out: []byte = null
net__wb: []byte = null # the message being written
net__peers: []NetPeer = net__peers_new()
net__in: []byte = buffer(NET_MTU + 64)
net__out: []byte = buffer(NET_MTU + 64)
net__wb: []byte = buffer(NET_MTU) # the message being written
net__wl: int = 0
net__rb: []byte = null # the message being read
net__rb: []byte = buffer(NET_MTU) # the message being read
net__rl: int = 0
net__rp: int = 0
net__rbad: bool = false
net__tb: []byte = buffer(NET_MTU) # text read out of a message, through one scratch buffer
net__hello_b: []byte = null # the game's hello, sent again on every dial
net__hello_b: []byte = buffer(NET_MTU) # the game's hello, sent again on every dial
net__hello_l: int = 0
net__hello_t: float = 0.0 # seconds since it went; -1 not yet
net__wait_more: int = 0 # extra seconds a slow host is given (a map switch, a matchmaker)
@ -111,19 +111,15 @@ export function net_inbox(net_st: NetState) -> Queue<NetMessage> {
return net_st.net__inbox
}
function net__init(net_st: mut NetState) -> void {
if net_st.net__peers != null { return }
net_st.net__peers = new []NetPeer
function net__facts__new() -> Queue<NetFact> { return queue_new("net.facts") }
function net__inbox__new() -> Queue<NetMessage> { return queue_new("net.inbox") }
# every peer slot, each with its own queue
function net__peers_new() -> []NetPeer {
let out = new []NetPeer
for i in 0 .. NET_PEERS {
let p = new NetPeer
p.queue = new []NetMsg
push(net_st.net__peers, p)
push(out, p)
}
net_st.net__in = buffer(NET_MTU + 64)
net_st.net__out = buffer(NET_MTU + 64)
net_st.net__wb = buffer(NET_MTU)
net_st.net__rb = buffer(NET_MTU)
net_st.net__hello_b = buffer(NET_MTU)
return out
}
function net__facts__new() -> Queue<NetFact> { return queue_new("net.facts") }
function net__inbox__new() -> Queue<NetMessage> { return queue_new("net.inbox") }

View file

@ -1,7 +1,6 @@
# census.ludic - making one (a slot reused before a new one, a look, a name, a start on its own
# ground out of the players' sight where that can be had), a post's fixed person, and leaving
export function npc_spawn(npc_st: mut NpcState, kind: int) -> NpcPerson {
np_ensure()
if npc_st.np_n >= npc_st.np_max or kind < 0 or kind >= NPCK_COUNT { return null }
var p: NpcPerson = null
for i in 0 .. len(npc_st.np_walkers) {
@ -94,7 +93,6 @@ export function npc_set_at(p: NpcPerson, x: float, z: float) -> void {
# somebody fixed at a post (a vendor behind the counter): never walks, never counted, never leaves,
# turns to a player within its kind's notice and back to `yaw` when they go
export function npc_place(npc_st: mut NpcState, kind: int, x: float, z: float, yaw: float, name: string, look: int) -> NpcPerson {
np_ensure()
let p = new NpcPerson
p.slot = len(npc_st.np_posts)
np_fresh(p, kind, look)

View file

@ -3,7 +3,6 @@
# on: this machine's own walkers leave, and only the host's are drawn until it is turned off
export function npc_mirror(npc_st: mut NpcState, on: bool) -> void {
np_ensure()
if npc_st.np_mirror == on { return }
npc_st.np_mirror = on
for i in 0 .. len(npc_st.np_walkers) { npc_retire(npc_st, npc_st.np_walkers[i]) }
@ -14,7 +13,6 @@ export function npc_mirroring(npc_st: NpcState) -> bool { return npc_st.np_mirro
# the host's slot: somebody new in it (born), or nobody (gone)
export function npc_put(npc_st: mut NpcState, slot: int, id: int, kind: int, look: int, seed: float, name: string, hx: float, hz: float) -> NpcPerson {
np_ensure()
if slot < 0 or slot >= npc_st.np_max or kind < 0 or kind >= NPCK_COUNT { return null }
while len(npc_st.np_walkers) <= slot {
let q = new NpcPerson
@ -60,7 +58,6 @@ export function npc_heard(npc_st: NpcState, slot: int, x: float, y: float, z: fl
export function npc_heard_lately(npc_st: NpcState, p: NpcPerson) -> bool { return p.heard and npc_st.np_clock - p.heard_t <= 6.0 }
export function npc_mirror_tick(npc_st: mut NpcState, dt: float) -> void {
np_ensure()
npc_st.np_clock = npc_st.np_clock + dt
let k = Math.min(1.0, dt * 8.0)
for i in 0 .. len(npc_st.np_walkers) {

View file

@ -41,37 +41,30 @@ function np_fact(npc_st: NpcState, what: int, p: NpcPerson, player: int) -> NpcF
return f
}
function np_ensure() -> void {
}
# how many walkers the place can hold at once
export function npc_config(npc_st: mut NpcState, max: int) -> void { npc_st.np_max = max }
export function npc_seed(npc_st: NpcState, n: int) -> void {
np_ensure()
rng_seed(npc_st.np_dice, n)
}
# 0 .. 1, and whole seconds lo .. hi, off the package's dice
export function npc_rnd(npc_st: NpcState) -> float {
np_ensure()
return rng_float(npc_st.np_dice)
}
export function npc_between(npc_st: NpcState, lo: int, hi: int) -> int {
np_ensure()
return rng_between(npc_st.np_dice, lo, hi)
}
export function npc_secs(npc_st: NpcState, lo: int, hi: int) -> float { return float(npc_between(npc_st, lo, np_hi(lo, hi))) }
export function npc_walkers(npc_st: NpcState) -> []NpcPerson {
np_ensure()
return npc_st.np_walkers
}
export function npc_posts(npc_st: NpcState) -> []NpcPerson {
np_ensure()
return npc_st.np_posts
}
@ -81,19 +74,16 @@ export function npc_max(npc_st: NpcState) -> int { return npc_st.np_max }
# a walker's slot or a post, and anyone by id
export function npc_at(npc_st: NpcState, slot: int) -> NpcPerson {
np_ensure()
if slot < 0 or slot >= len(npc_st.np_walkers) { return null }
return npc_st.np_walkers[slot]
}
export function npc_post(npc_st: NpcState, i: int) -> NpcPerson {
np_ensure()
if i < 0 or i >= len(npc_st.np_posts) { return null }
return npc_st.np_posts[i]
}
export function npc_by_id(npc_st: NpcState, id: int) -> NpcPerson {
np_ensure()
for i in 0 .. len(npc_st.np_walkers) { if npc_st.np_walkers[i].active and npc_st.np_walkers[i].id == id { return npc_st.np_walkers[i] } }
for i in 0 .. len(npc_st.np_posts) { if npc_st.np_posts[i].active and npc_st.np_posts[i].id == id { return npc_st.np_posts[i] } }
return null

View file

@ -1,7 +1,6 @@
# tick.ludic - a step of everyone, on the machine that runs the place: the census on the half hour,
# the day's end (only ever out of every player's sight), the walk or the act, and who noticed whom
export function npc_tick(npc_st: mut NpcState, dt: float) -> void {
np_ensure()
for i in 0 .. len(npc_st.np_posts) { if npc_st.np_posts[i].active { np_step_post(npc_st, npc_st.np_posts[i], dt) } }
if npc_st.np_hold or npc_st.np_mirror { return }
np_census(npc_st)
@ -15,7 +14,6 @@ export function npc_tick(npc_st: mut NpcState, dt: float) -> void {
# the posts alone: a machine that does not run the place still turns its vendors to whoever comes
export function npc_posts_tick(npc_st: mut NpcState, dt: float) -> void {
np_ensure()
for i in 0 .. len(npc_st.np_posts) { if npc_st.np_posts[i].active { np_step_post(npc_st, npc_st.np_posts[i], dt) } }
}
@ -82,7 +80,6 @@ export function npc_hold(npc_st: mut NpcState, on: bool) -> void { npc_st.np_hol
# everyone gone, as a new trip starts; the posts are the place's and stay
export function npc_reset(npc_st: mut NpcState) -> void {
np_ensure()
for i in 0 .. len(npc_st.np_walkers) { npc_retire(npc_st, npc_st.np_walkers[i]) }
npc_st.np_n = 0
npc_st.np_next_h = 0.0

View file

@ -11,18 +11,12 @@ const PREFS_MAX: int = 64
state PrefsState {
prefs_path: pointer = null
prefs_names: pointers = null
prefs_vals: words = null
prefs_names: pointers = pointers(PREFS_MAX)
prefs_vals: words = words(PREFS_MAX)
prefs_n: int = 0
}
namespace Prefs {
internal function init(prefs_st: mut PrefsState) -> void {
if prefs_st.prefs_names != null { return }
prefs_st.prefs_names = pointers(PREFS_MAX)
prefs_st.prefs_vals = words(PREFS_MAX)
prefs_st.prefs_n = 0
}
internal function find(prefs_st: PrefsState, key: pointer) -> int {
var i = 0
@ -31,7 +25,6 @@ namespace Prefs {
}
export function get(prefs_st: mut PrefsState, key: pointer, fallback: int) -> int {
init(prefs_st)
let i = find(prefs_st, key)
if i < 0 { return fallback }
return prefs_st.prefs_vals[i]
@ -45,7 +38,6 @@ namespace Prefs {
}
export function set(prefs_st: mut PrefsState, key: pointer, value: int) -> void {
init(prefs_st)
var i = find(prefs_st, key)
if i < 0 {
if prefs_st.prefs_n >= PREFS_MAX { return }
@ -89,7 +81,6 @@ namespace Prefs {
}
export function load(prefs_st: mut PrefsState, path: pointer) -> void {
init(prefs_st)
prefs_st.prefs_path = path
let buf = read_all(path)
if buf == null { return }
@ -109,7 +100,6 @@ namespace Prefs {
}
export function save(prefs_st: mut PrefsState) -> void {
init(prefs_st)
if prefs_st.prefs_path == null { return }
let f = file_open(prefs_st.prefs_path, "wb")
if f == null { return }

View file

@ -188,6 +188,10 @@ export state Render3dState {
gvk_al_spare: []int = null # ids to reuse
gvk_pool: long = 0
gvk_fence: bytes = null
gvk_frame_fence: bytes = null # the presented frame still on the GPU (one frame in flight)
gvk_frame_pending: bool = false
gvk_frame_pending_cb: pointer = null
gvk_inflight: int = -1 # -1 until asked: 1 leaves the presented frame in flight
gvk_has_hqr: bool = false
gvk_ts_period: float = 0.0 # float bits: nanoseconds per timestamp tick
gvk_qpool: long = 0

View file

@ -49,9 +49,10 @@ function gpu_select(render3d_st: mut Render3dState) -> int {
if render3d_st.gpu_wanted == 0 { render3d_st.gpu_wanted = GPU_GL }
render3d_st.gpu_kind = GPU_GL
if render3d_st.gpu_wanted == GPU_VK {
# a window needs a surface, and only the Win32 one is built
# a window needs a surface: Win32 on Windows, a CAMetalLayer through MoltenVK on macOS
render3d_st.gvk_want_surface = is_windowed()
if is_windowed() and Os.platform() != "windows" { render3d_st.gpu_fallback_reason = "the Vulkan window is built for Windows only" }
let os = Os.platform()
if is_windowed() and os != "windows" and os != "macos" { render3d_st.gpu_fallback_reason = `no Vulkan window is built for {os}` }
else if not gvk_init(render3d_st) { render3d_st.gpu_fallback_reason = render3d_st.gvk_why }
else if not gvk_manifest(render3d_st) { render3d_st.gpu_fallback_reason = "the renderer's SPIR-V manifest is missing" }
else { render3d_st.gpu_kind = GPU_VK }

View file

@ -43,6 +43,11 @@ function gvk_ext_in(props: bytes, n: int, want: string) -> bool {
# device with the Tier 1 floor switched on. False, with gvk_why set, if any of it is missing:
# the caller stays on OpenGL.
function gvk_surface_ext() -> string {
if Os.platform() == "macos" { return VK_EXT_METAL_SURFACE_EXTENSION_NAME }
return VK_KHR_WIN32_SURFACE_EXTENSION_NAME
}
function gvk_init(render3d_st: mut Render3dState) -> bool {
if render3d_st.gvk_ready { return true }
gsl_boot(render3d_st)
@ -72,12 +77,13 @@ function gvk_init(render3d_st: mut Render3dState) -> bool {
Vk.put_ptr(iext_names, n_iext * 8, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME); n_iext += 1
Vk.put_i32(ici, VkInstanceCreateInfo_flags, VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR)
}
# a window's surface: only the Win32 one is built, so a window elsewhere stays on OpenGL
render3d_st.gvk_has_surface = render3d_st.gvk_want_surface and gvk_ext_in(iexts, nie, VK_KHR_SURFACE_EXTENSION_NAME) and gvk_ext_in(iexts, nie, VK_KHR_WIN32_SURFACE_EXTENSION_NAME)
if render3d_st.gvk_want_surface and not render3d_st.gvk_has_surface { render3d_st.gvk_why = "no Win32 surface in this Vulkan instance"; return false }
# a window's surface: Win32 on Windows, Metal (MoltenVK) on macOS
let surf_ext = gvk_surface_ext()
render3d_st.gvk_has_surface = render3d_st.gvk_want_surface and gvk_ext_in(iexts, nie, VK_KHR_SURFACE_EXTENSION_NAME) and gvk_ext_in(iexts, nie, surf_ext)
if render3d_st.gvk_want_surface and not render3d_st.gvk_has_surface { render3d_st.gvk_why = `no {surf_ext} in this Vulkan instance`; return false }
if render3d_st.gvk_has_surface {
Vk.put_ptr(iext_names, n_iext * 8, VK_KHR_SURFACE_EXTENSION_NAME); n_iext += 1
Vk.put_ptr(iext_names, n_iext * 8, VK_KHR_WIN32_SURFACE_EXTENSION_NAME); n_iext += 1
Vk.put_ptr(iext_names, n_iext * 8, surf_ext); n_iext += 1
}
# HDR output: an instance only lists the HDR colour spaces when it asks for them
render3d_st.gvk_has_colorspace = render3d_st.gvk_has_surface and gvk_ext_in(iexts, nie, VK_EXT_SWAPCHAIN_COLOR_SPACE_EXTENSION_NAME)
@ -488,6 +494,9 @@ function gvk_cmd_init(render3d_st: mut Render3dState) -> bool {
render3d_st.gvk_fence = bytes(8)
r = Vk.create_fence(render3d_st.gvk_dev, fci, null, render3d_st.gvk_fence)
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateFence", r) }
render3d_st.gvk_frame_fence = bytes(8)
r = Vk.create_fence(render3d_st.gvk_dev, fci, null, render3d_st.gvk_frame_fence)
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateFence", r) }
return true
}
# a command buffer, begun
@ -510,6 +519,7 @@ function gvk_once_begin(render3d_st: Render3dState) -> pointer {
}
# end it, submit it, wait for it, free it
function gvk_once_end(render3d_st: mut Render3dState, cb: pointer) -> bool {
gvk_frame_wait(render3d_st)
var r = Vk.end_command_buffer(cb)
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkEndCommandBuffer", r) }
let cbs = bytes(8)
@ -529,12 +539,61 @@ function gvk_once_end(render3d_st: mut Render3dState, cb: pointer) -> bool {
return true
}
# ---- one frame in flight -------------------------------------------------------------------
# A window's frame is submitted and presented without waiting, so the game's next tick runs on the
# CPU while the GPU draws: waiting at the present serialised the two, which cost MoltenVK a third
# of its frame rate against OpenGL. Anything that would reuse what that frame reads - the next
# frame's command buffer and ring, a one-off submit, a descriptor pool reset, a swapchain rebuild -
# waits for it first (gvk_frame_wait), and a buffer it reads is busy (gvk_buf_busy). On by default
# on macOS; R3D_VK_INFLIGHT=0/1 says otherwise.
function gvk_inflight_on(render3d_st: mut Render3dState) -> bool {
if render3d_st.gvk_inflight < 0 {
render3d_st.gvk_inflight = 0
if Os.platform() == "macos" { render3d_st.gvk_inflight = 1 }
if r3d_env_has(render3d_st, "R3D_VK_INFLIGHT") { render3d_st.gvk_inflight = Text.to_int(r3d_env(render3d_st, "R3D_VK_INFLIGHT")) }
}
return render3d_st.gvk_inflight == 1
}
function gvk_frame_submit(render3d_st: mut Render3dState, cb: pointer) -> bool {
gvk_frame_wait(render3d_st)
var r = Vk.end_command_buffer(cb)
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkEndCommandBuffer", r) }
let cbs = bytes(8)
Vk.put_ptr(cbs, 0, cb)
Vk.reset_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_frame_fence)
let si = bytes(VkSubmitInfo_sizeof)
Vk.zero(si, VkSubmitInfo_sizeof)
Vk.put_i32(si, VkSubmitInfo_sType, VK_STRUCTURE_TYPE_SUBMIT_INFO)
Vk.put_i32(si, VkSubmitInfo_commandBufferCount, 1)
Vk.put_ptr(si, VkSubmitInfo_pCommandBuffers, cbs)
r = Vk.queue_submit(render3d_st.gvk_queue, 1, si, Vk.get_i64(render3d_st.gvk_frame_fence, 0))
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkQueueSubmit", r) }
render3d_st.gvk_frame_pending = true
render3d_st.gvk_frame_pending_cb = cb
return true
}
function gvk_frame_wait(render3d_st: mut Render3dState) -> void {
if not render3d_st.gvk_frame_pending { return }
let forever: long = -1
Vk.wait_for_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_frame_fence, 1, forever)
let cbs = bytes(8)
Vk.put_ptr(cbs, 0, render3d_st.gvk_frame_pending_cb)
Vk.free_command_buffers(render3d_st.gvk_dev, render3d_st.gvk_pool, 1, cbs)
render3d_st.gvk_frame_pending = false
render3d_st.gvk_frame_pending_cb = null
gvk_retire_flush(render3d_st)
}
# ---- teardown -----------------------------------------------------------------------------
function gvk_shutdown(render3d_st: mut Render3dState) -> void {
if not render3d_st.gvk_ready { return }
gvk_frame_wait(render3d_st)
Vk.device_wait_idle(render3d_st.gvk_dev)
gsl_shutdown(render3d_st)
Vk.destroy_fence(render3d_st.gvk_dev, Vk.get_i64(render3d_st.gvk_fence, 0), null)
Vk.destroy_fence(render3d_st.gvk_dev, Vk.get_i64(render3d_st.gvk_frame_fence, 0), null)
Vk.destroy_command_pool(render3d_st.gvk_dev, render3d_st.gvk_pool, null)
Vk.destroy_device(render3d_st.gvk_dev, null)
Vk.destroy_instance(render3d_st.gvk_inst, null)

View file

@ -729,6 +729,7 @@ function gvk_sc_clear(render3d_st: mut Render3dState) -> void {
# the pool is full: finish the frame recorded so far (it may use sets from it), then start again
function gvk_kpool_reset(render3d_st: mut Render3dState) -> void {
gvk_flush(render3d_st)
gvk_frame_wait(render3d_st)
Vk.reset_descriptor_pool(render3d_st.gvk_dev, render3d_st.gvk_kpool, 0)
gvk_sc_clear(render3d_st)
}
@ -953,6 +954,7 @@ function gvk_screen_make(render3d_st: mut Render3dState, w: int, h: int) -> bool
function gvk_frame_cb(render3d_st: mut Render3dState) -> pointer {
if render3d_st.gvk_cb == null {
gvk_frame_wait(render3d_st)
gvk_frame_reset(render3d_st)
render3d_st.gvk_cb = gvk_once_begin(render3d_st)
}
@ -1279,7 +1281,13 @@ function gvk_flush(render3d_st: mut Render3dState) -> void {
# - and that image is presented.
function gvk_present(render3d_st: mut Render3dState) -> void {
gvk_prof_frame(render3d_st)
if render3d_st.gvk_swap != 0 { gvk_present_window(render3d_st); render3d_st.gvk_frame_no += 1; gvk_retire_flush(render3d_st); return }
if render3d_st.gvk_swap != 0 {
gvk_present_window(render3d_st)
render3d_st.gvk_frame_no += 1
# what the frame in flight retired goes when it is done (gvk_frame_wait)
if not render3d_st.gvk_frame_pending { gvk_retire_flush(render3d_st) }
return
}
if render3d_st.gvk_cb == null { return }
gvk_pass_end(render3d_st)
gvk_once_end(render3d_st, render3d_st.gvk_cb)
@ -1332,6 +1340,8 @@ function gvk_open(render3d_st: mut Render3dState, w: int, h: int, title: string)
if is_windowed() {
win_open(w, h, 1, title) # the window exists before main: this retitles it
win_gl_resize(w, h)
# macOS: the Metal layer sets the backing scale, so it exists before the drawable is measured
if Os.platform() == "macos" and win_metal_layer() == null { render3d_st.gvk_why = "no Metal layer on the window"; return false }
if render3d_st.gvk_size_buf == null { render3d_st.gvk_size_buf = words(4) }
win_gl_drawable(render3d_st.gvk_size_buf)
if render3d_st.gvk_size_buf[0] > 0 and render3d_st.gvk_size_buf[1] > 0 { gl_set_drawable(render3d_st.gvk_size_buf[0], render3d_st.gvk_size_buf[1]) }
@ -1519,13 +1529,24 @@ function gvk_read_screen(render3d_st: mut Render3dState, w: int, h: int, out: po
}
# ---- the window: surface and swapchain ----------------------------------------------------------
# Windows only for now (the Win32 surface); gpu_select keeps a window elsewhere on OpenGL.
# The Win32 surface on Windows; on macOS a CAMetalLayer the runtime hangs off the view (MoltenVK).
extern function win_native_window() -> pointer = "win_native_window"
extern function win_native_instance() -> pointer = "win_native_instance"
extern function win_metal_layer() -> pointer = "win_metal_layer"
extern function win_visible() -> int = "win_visible"
function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
if render3d_st.gvk_surface != 0 { return true }
function gvk_surface_os(render3d_st: mut Render3dState, out: pointer) -> bool {
if Os.platform() == "macos" {
let layer = win_metal_layer()
if layer == null { render3d_st.gvk_why = "no Metal layer on the window"; return false }
let mci = bytes(VkMetalSurfaceCreateInfoEXT_sizeof)
Vk.zero(mci, VkMetalSurfaceCreateInfoEXT_sizeof)
Vk.put_i32(mci, VkMetalSurfaceCreateInfoEXT_sType, VK_STRUCTURE_TYPE_METAL_SURFACE_CREATE_INFO_EXT)
Vk.put_ptr(mci, VkMetalSurfaceCreateInfoEXT_pLayer, layer)
let rm = Vk.create_metal_surface_ext(render3d_st.gvk_inst, mci, null, out)
if rm != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateMetalSurfaceEXT", rm) }
return true
}
let hwnd = win_native_window()
if hwnd == null { render3d_st.gvk_why = "no window to present to"; return false }
let sci = bytes(VkWin32SurfaceCreateInfoKHR_sizeof)
@ -1533,9 +1554,15 @@ function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
Vk.put_i32(sci, VkWin32SurfaceCreateInfoKHR_sType, VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR)
Vk.put_ptr(sci, VkWin32SurfaceCreateInfoKHR_hinstance, win_native_instance())
Vk.put_ptr(sci, VkWin32SurfaceCreateInfoKHR_hwnd, hwnd)
let out = bytes(8)
let r = Vk.create_win32_surface_khr(render3d_st.gvk_inst, sci, null, out)
if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateWin32SurfaceKHR", r) }
return true
}
function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
if render3d_st.gvk_surface != 0 { return true }
let out = bytes(8)
if not gvk_surface_os(render3d_st, out) { return false }
render3d_st.gvk_surface = gvk_handle(out)
let ok = bytes(4)
Vk.put_i32(ok, 0, 0)
@ -1551,6 +1578,7 @@ function gvk_surface_make(render3d_st: mut Render3dState) -> bool {
# (Re)make the swapchain for a w x h client area. The old one is handed over and then destroyed.
function gvk_swap_make(render3d_st: mut Render3dState, w: int, h: int) -> bool {
if not gvk_surface_make(render3d_st) { return false }
gvk_frame_wait(render3d_st)
Vk.device_wait_idle(render3d_st.gvk_dev)
let caps = bytes(VkSurfaceCapabilitiesKHR_sizeof)
Vk.get_physical_device_surface_capabilities_khr(render3d_st.gvk_pd, render3d_st.gvk_surface, caps)
@ -1641,6 +1669,14 @@ function gvk_swap_make(render3d_st: mut Render3dState, w: int, h: int) -> bool {
function gvk_present_window(render3d_st: mut Render3dState) -> void {
let cb = gvk_frame_cb(render3d_st)
gvk_pass_end(render3d_st)
# a covered window is not drawn to: its layer would hold the frame for a drawable the compositor
# hands back once a second. The frame still runs, paced at about 60 Hz, so the game keeps time.
if win_visible() == 0 {
if gvk_inflight_on(render3d_st) { gvk_frame_submit(render3d_st, cb) } else { gvk_once_end(render3d_st, cb) }
render3d_st.gvk_cb = null
Time.sleep_us(16000)
return
}
if render3d_st.gvk_swap_stale { gvk_once_end(render3d_st, cb); render3d_st.gvk_cb = null; gvk_swap_make(render3d_st, render3d_st.gvk_swap_w, render3d_st.gvk_swap_h); return }
let idx = bytes(4)
Vk.reset_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_acq_fence)
@ -1670,7 +1706,7 @@ function gvk_present_window(render3d_st: mut Render3dState) -> void {
Vk.cmd_blit_image(cb, src, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, dst, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, blit, VK_FILTER_LINEAR)
gvk_barrier(cb, src, false, 0, 1, 1, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
gvk_barrier(cb, dst, false, 0, 1, 1, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_PRESENT_SRC_KHR)
gvk_once_end(render3d_st, cb)
if gvk_inflight_on(render3d_st) { gvk_frame_submit(render3d_st, cb) } else { gvk_once_end(render3d_st, cb) }
render3d_st.gvk_cb = null
let pi = bytes(VkPresentInfoKHR_sizeof)
Vk.zero(pi, VkPresentInfoKHR_sizeof)

View file

@ -134,6 +134,7 @@ function gvk_staging(render3d_st: mut Render3dState, n: int, usage: int) -> poin
return Vk.get_ptr(pp, 0)
}
function gvk_staging_free(render3d_st: mut Render3dState) -> void {
gvk_frame_wait(render3d_st) # the frame in flight may still read it
Vk.unmap_memory(render3d_st.gvk_dev, render3d_st.gvk_st_mem)
Vk.destroy_buffer(render3d_st.gvk_dev, render3d_st.gvk_st_buf, null)
Vk.free_memory(render3d_st.gvk_dev, render3d_st.gvk_st_mem, null)
@ -142,6 +143,7 @@ function gvk_staging_free(render3d_st: mut Render3dState) -> void {
# (Re)make the image behind a handle: glTexImage2D on a texture that already has one replaces it.
function gvk_tex_storage(render3d_st: mut Render3dState, tex: int, array: bool, ifmt: int, w: int, h: int, layers: int, with_mips: bool) -> bool {
gvk_frame_wait(render3d_st) # the frame in flight may still read it
if tex <= 0 or tex >= len(render3d_st.gvk_tex_image) { return false }
let vkfmt = gvk_format(ifmt)
if vkfmt == VK_FORMAT_UNDEFINED { print(`r3d: vulkan: no image format for GL format {ifmt}`); return false }
@ -304,6 +306,7 @@ function gvk_tex_upload(render3d_st: mut Render3dState, tex: int, ifmt: int, w:
# A target made without pixels has one level; the renderer asking it for mipmaps (the exposure
# measure reads the HDR scene's smallest level every frame) grows it a full chain, level 0 kept.
function gvk_tex_grow_mips(render3d_st: mut Render3dState, tex: int, w: int, h: int) -> bool {
gvk_frame_wait(render3d_st) # the frame in flight may still read it
let old_image = render3d_st.gvk_tex_image[tex]
let old_view = render3d_st.gvk_tex_view[tex]
let old_mem = render3d_st.gvk_tex_mem[tex]
@ -420,6 +423,7 @@ function gvk_tex_read(render3d_st: mut Render3dState, tex: int, ifmt: int, w: in
}
function gvk_tex_release(render3d_st: mut Render3dState, tex: int) -> void {
gvk_frame_wait(render3d_st) # the frame in flight may still read it
if render3d_st.gvk_tex_image[tex] == 0 { return }
let zero: long = 0
Vk.destroy_image_view(render3d_st.gvk_dev, render3d_st.gvk_tex_view[tex], null)
@ -553,8 +557,8 @@ function gvk_buf_new(render3d_st: mut Render3dState) -> int {
function gvk_buf_release(render3d_st: mut Render3dState, b: int) -> void {
if render3d_st.gvk_buf[b] == 0 { return }
let zero: long = 0
if render3d_st.gvk_buf_used[b] == render3d_st.gvk_frame_no {
# a draw recorded this frame still reads it: destroy it once the frame has been submitted
if gvk_buf_busy(render3d_st, b) {
# a draw recorded this frame (or the frame in flight) still reads it: destroy it once the frame has been submitted
push(render3d_st.gvk_retired_buf, render3d_st.gvk_buf[b]); push(render3d_st.gvk_retired_mem, render3d_st.gvk_buf_mem[b])
} else {
Vk.destroy_buffer(render3d_st.gvk_dev, render3d_st.gvk_buf[b], null)
@ -562,6 +566,12 @@ function gvk_buf_release(render3d_st: mut Render3dState, b: int) -> void {
}
render3d_st.gvk_buf[b] = zero; render3d_st.gvk_buf_mem[b] = zero; render3d_st.gvk_buf_size[b] = 0; render3d_st.gvk_buf_map[b] = null; render3d_st.gvk_buf_used[b] = 0
}
# read by a draw recorded this frame, or by the presented frame still on the GPU
function gvk_buf_busy(render3d_st: Render3dState, b: int) -> bool {
let u = render3d_st.gvk_buf_used[b]
return u == render3d_st.gvk_frame_no or (render3d_st.gvk_frame_pending and u == render3d_st.gvk_frame_no - 1)
}
# the frame's submitted work is done: storage retired during it can go
function gvk_retire_flush(render3d_st: mut Render3dState) -> void {
if render3d_st.gvk_retired_buf == null { return }
@ -587,7 +597,7 @@ function gvk_buf_is_gpu(render3d_st: Render3dState, b: int) -> bool { return ren
function gvk_buf_reserve(render3d_st: mut Render3dState, b: int, n: int) -> bool {
if b <= 0 or b >= len(render3d_st.gvk_buf) { return false }
# already big enough, and no draw this frame reads what is there: fill it in place
if render3d_st.gvk_buf[b] != 0 and render3d_st.gvk_buf_size[b] >= n and (render3d_st.gvk_buf_used[b] != render3d_st.gvk_frame_no or gvk_buf_is_gpu(render3d_st, b)) { return true }
if render3d_st.gvk_buf[b] != 0 and render3d_st.gvk_buf_size[b] >= n and (not gvk_buf_busy(render3d_st, b) or gvk_buf_is_gpu(render3d_st, b)) { return true }
gvk_buf_release(render3d_st, b)
var size = n
if size < 64 { size = 64 }

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@ -141,6 +141,56 @@ T c57b4f14 u_shadow 5
T c57b4f14 u_src 6
T c57b4f14 u_tershadow 7
T c57b4f14 u_ts_height 8
P 5161e6ba fullscreen.vert dof.frag
B 5161e6ba frag 1 916
U 5161e6ba frag u_cascade_vp 0 mat4 5 64
U 5161e6ba frag u_cascade_split 320 float 5 16
U 5161e6ba frag u_cascade_range 400 float 5 16
U 5161e6ba frag u_cascade_texel 480 float 5 16
U 5161e6ba frag u_sun_dir 560 vec3 1 0
U 5161e6ba frag u_sun_color 576 vec3 1 0
U 5161e6ba frag u_cam_pos 592 vec3 1 0
U 5161e6ba frag u_prefilter_levels 604 float 1 0
U 5161e6ba frag u_fog_density 608 float 1 0
U 5161e6ba frag u_fog_height_falloff 612 float 1 0
U 5161e6ba frag u_fog_base 616 float 1 0
U 5161e6ba frag u_clip_y 620 float 1 0
U 5161e6ba frag u_spec_scale 624 float 1 0
U 5161e6ba frag u_sky_rot 632 vec2 1 0
U 5161e6ba frag u_ground_alb 640 vec3 1 0
U 5161e6ba frag u_ground_alb_hi 656 vec3 1 0
U 5161e6ba frag u_ground_hi_y 668 float 1 0
U 5161e6ba frag u_ground_hi_w 672 float 1 0
U 5161e6ba frag u_ibl_scale 688 vec3 1 0
U 5161e6ba frag u_daylight 700 float 1 0
U 5161e6ba frag u_fire_pos 704 vec3 1 0
U 5161e6ba frag u_fire_color 720 vec3 1 0
U 5161e6ba frag u_hand_pos 736 vec3 1 0
U 5161e6ba frag u_hand_color 752 vec3 1 0
U 5161e6ba frag u_hand_dir 768 vec3 1 0
U 5161e6ba frag u_hand_cone 780 float 1 0
U 5161e6ba frag u_hand_reach 784 float 1 0
U 5161e6ba frag u_ts_origin 792 vec2 1 0
U 5161e6ba frag u_ts_half 800 float 1 0
U 5161e6ba frag u_ts_on 804 float 1 0
U 5161e6ba frag u_force_cascade 808 int 1 0
U 5161e6ba frag u_cloud_shadow 812 float 1 0
U 5161e6ba frag u_time 816 float 1 0
U 5161e6ba frag u_fog_inscatter 820 float 1 0
U 5161e6ba frag u_fog_desat 824 float 1 0
U 5161e6ba frag u_inv_proj 832 mat4 1 0
U 5161e6ba frag u_texel 896 vec2 1 0
U 5161e6ba frag u_focus 904 float 1 0
U 5161e6ba frag u_aperture 908 float 1 0
U 5161e6ba frag u_max_coc 912 float 1 0
T 5161e6ba u_brdf 2
T 5161e6ba u_depth 3
T 5161e6ba u_irradiance 4
T 5161e6ba u_prefilter 5
T 5161e6ba u_shadow 6
T 5161e6ba u_src 7
T 5161e6ba u_tershadow 8
T 5161e6ba u_ts_height 9
P 4be7acd9 fullscreen.vert heightgen.frag #define DEM;
B 4be7acd9 frag 1 920
U 4be7acd9 frag u_cascade_vp 0 mat4 5 64
@ -740,6 +790,58 @@ T a4683767 u_prefilter 8
T a4683767 u_shadow 9
T a4683767 u_tershadow 10
T a4683767 u_ts_height 11
P 74258189 fullscreen.vert volumetric.frag
B 74258189 frag 1 924
U 74258189 frag u_cascade_vp 0 mat4 5 64
U 74258189 frag u_cascade_split 320 float 5 16
U 74258189 frag u_cascade_range 400 float 5 16
U 74258189 frag u_cascade_texel 480 float 5 16
U 74258189 frag u_sun_dir 560 vec3 1 0
U 74258189 frag u_sun_color 576 vec3 1 0
U 74258189 frag u_cam_pos 592 vec3 1 0
U 74258189 frag u_prefilter_levels 604 float 1 0
U 74258189 frag u_fog_density 608 float 1 0
U 74258189 frag u_fog_height_falloff 612 float 1 0
U 74258189 frag u_fog_base 616 float 1 0
U 74258189 frag u_clip_y 620 float 1 0
U 74258189 frag u_spec_scale 624 float 1 0
U 74258189 frag u_sky_rot 632 vec2 1 0
U 74258189 frag u_ground_alb 640 vec3 1 0
U 74258189 frag u_ground_alb_hi 656 vec3 1 0
U 74258189 frag u_ground_hi_y 668 float 1 0
U 74258189 frag u_ground_hi_w 672 float 1 0
U 74258189 frag u_ibl_scale 688 vec3 1 0
U 74258189 frag u_daylight 700 float 1 0
U 74258189 frag u_fire_pos 704 vec3 1 0
U 74258189 frag u_fire_color 720 vec3 1 0
U 74258189 frag u_hand_pos 736 vec3 1 0
U 74258189 frag u_hand_color 752 vec3 1 0
U 74258189 frag u_hand_dir 768 vec3 1 0
U 74258189 frag u_hand_cone 780 float 1 0
U 74258189 frag u_hand_reach 784 float 1 0
U 74258189 frag u_ts_origin 792 vec2 1 0
U 74258189 frag u_ts_half 800 float 1 0
U 74258189 frag u_ts_on 804 float 1 0
U 74258189 frag u_force_cascade 808 int 1 0
U 74258189 frag u_cloud_shadow 812 float 1 0
U 74258189 frag u_time 816 float 1 0
U 74258189 frag u_fog_inscatter 820 float 1 0
U 74258189 frag u_fog_desat 824 float 1 0
U 74258189 frag u_inv_vp 832 mat4 1 0
U 74258189 frag u_vol_steps 896 float 1 0
U 74258189 frag u_vol_density 900 float 1 0
U 74258189 frag u_vol_falloff 904 float 1 0
U 74258189 frag u_vol_far 908 float 1 0
U 74258189 frag u_vol_g 912 float 1 0
U 74258189 frag u_vol_mist 916 float 1 0
U 74258189 frag u_vol_mist_h 920 float 1 0
T 74258189 u_brdf 2
T 74258189 u_depth 3
T 74258189 u_irradiance 4
T 74258189 u_prefilter 5
T 74258189 u_shadow 6
T 74258189 u_tershadow 7
T 74258189 u_ts_height 8
P d48d6a48 grass.mesh model.frag #define FOLIAGE;#define BLADE;#define MESH;
B d48d6a48 vert 0 4384
U d48d6a48 vert u_view 0 mat4 1 0
@ -1355,6 +1457,68 @@ T bfa15301 u_prefilter 5
T bfa15301 u_shadow 6
T bfa15301 u_tershadow 7
T bfa15301 u_ts_height 8
P 266d2401 model.vert depth.frag #define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE;
B 266d2401 vert 0 236
U 266d2401 vert u_view 0 mat4 1 0
U 266d2401 vert u_proj 64 mat4 1 0
U 266d2401 vert u_light_vp 128 mat4 1 0
U 266d2401 vert u_time 192 float 1 0
U 266d2401 vert u_wind 196 float 1 0
U 266d2401 vert u_card_w 200 float 1 0
U 266d2401 vert u_card_h 204 float 1 0
U 266d2401 vert u_ground 208 float 1 0
U 266d2401 vert u_ts_origin 216 vec2 1 0
U 266d2401 vert u_ts_half 224 float 1 0
U 266d2401 vert u_model_h 228 float 1 0
U 266d2401 vert u_flutter 232 float 1 0
I 266d2401 i_rot 4 vec4
I 266d2401 a_pos 0 vec3
I 266d2401 i_pos 3 vec4
I 266d2401 a_nrm 1 vec3
I 266d2401 a_uv 2 vec2
B 266d2401 frag 1 828
U 266d2401 frag u_cascade_vp 0 mat4 5 64
U 266d2401 frag u_cascade_split 320 float 5 16
U 266d2401 frag u_cascade_range 400 float 5 16
U 266d2401 frag u_cascade_texel 480 float 5 16
U 266d2401 frag u_sun_dir 560 vec3 1 0
U 266d2401 frag u_sun_color 576 vec3 1 0
U 266d2401 frag u_cam_pos 592 vec3 1 0
U 266d2401 frag u_prefilter_levels 604 float 1 0
U 266d2401 frag u_fog_density 608 float 1 0
U 266d2401 frag u_fog_height_falloff 612 float 1 0
U 266d2401 frag u_fog_base 616 float 1 0
U 266d2401 frag u_clip_y 620 float 1 0
U 266d2401 frag u_spec_scale 624 float 1 0
U 266d2401 frag u_sky_rot 632 vec2 1 0
U 266d2401 frag u_ground_alb 640 vec3 1 0
U 266d2401 frag u_ground_alb_hi 656 vec3 1 0
U 266d2401 frag u_ground_hi_y 668 float 1 0
U 266d2401 frag u_ground_hi_w 672 float 1 0
U 266d2401 frag u_ibl_scale 688 vec3 1 0
U 266d2401 frag u_daylight 700 float 1 0
U 266d2401 frag u_fire_pos 704 vec3 1 0
U 266d2401 frag u_fire_color 720 vec3 1 0
U 266d2401 frag u_hand_pos 736 vec3 1 0
U 266d2401 frag u_hand_color 752 vec3 1 0
U 266d2401 frag u_hand_dir 768 vec3 1 0
U 266d2401 frag u_hand_cone 780 float 1 0
U 266d2401 frag u_hand_reach 784 float 1 0
U 266d2401 frag u_ts_origin 792 vec2 1 0
U 266d2401 frag u_ts_half 800 float 1 0
U 266d2401 frag u_ts_on 804 float 1 0
U 266d2401 frag u_force_cascade 808 int 1 0
U 266d2401 frag u_cloud_shadow 812 float 1 0
U 266d2401 frag u_time 816 float 1 0
U 266d2401 frag u_fog_inscatter 820 float 1 0
U 266d2401 frag u_fog_desat 824 float 1 0
T 266d2401 u_brdf 2
T 266d2401 u_diff 3
T 266d2401 u_irradiance 4
T 266d2401 u_prefilter 5
T 266d2401 u_shadow 6
T 266d2401 u_tershadow 7
T 266d2401 u_ts_height 8
P 01089da8 model.vert model.frag
B 01089da8 vert 0 236
U 01089da8 vert u_view 0 mat4 1 0
@ -1566,6 +1730,76 @@ T 1ce5c5d1 u_prefilter 8
T 1ce5c5d1 u_shadow 9
T 1ce5c5d1 u_tershadow 10
T 1ce5c5d1 u_ts_height 11
P 5e70d731 model.vert model.frag #define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE;
B 5e70d731 vert 0 236
U 5e70d731 vert u_view 0 mat4 1 0
U 5e70d731 vert u_proj 64 mat4 1 0
U 5e70d731 vert u_light_vp 128 mat4 1 0
U 5e70d731 vert u_time 192 float 1 0
U 5e70d731 vert u_wind 196 float 1 0
U 5e70d731 vert u_card_w 200 float 1 0
U 5e70d731 vert u_card_h 204 float 1 0
U 5e70d731 vert u_ground 208 float 1 0
U 5e70d731 vert u_ts_origin 216 vec2 1 0
U 5e70d731 vert u_ts_half 224 float 1 0
U 5e70d731 vert u_model_h 228 float 1 0
U 5e70d731 vert u_flutter 232 float 1 0
I 5e70d731 i_rot 4 vec4
I 5e70d731 a_pos 0 vec3
I 5e70d731 i_pos 3 vec4
I 5e70d731 a_nrm 1 vec3
I 5e70d731 a_uv 2 vec2
B 5e70d731 frag 1 916
U 5e70d731 frag u_cascade_vp 0 mat4 5 64
U 5e70d731 frag u_cascade_split 320 float 5 16
U 5e70d731 frag u_cascade_range 400 float 5 16
U 5e70d731 frag u_cascade_texel 480 float 5 16
U 5e70d731 frag u_sun_dir 560 vec3 1 0
U 5e70d731 frag u_sun_color 576 vec3 1 0
U 5e70d731 frag u_cam_pos 592 vec3 1 0
U 5e70d731 frag u_prefilter_levels 604 float 1 0
U 5e70d731 frag u_fog_density 608 float 1 0
U 5e70d731 frag u_fog_height_falloff 612 float 1 0
U 5e70d731 frag u_fog_base 616 float 1 0
U 5e70d731 frag u_clip_y 620 float 1 0
U 5e70d731 frag u_spec_scale 624 float 1 0
U 5e70d731 frag u_sky_rot 632 vec2 1 0
U 5e70d731 frag u_ground_alb 640 vec3 1 0
U 5e70d731 frag u_ground_alb_hi 656 vec3 1 0
U 5e70d731 frag u_ground_hi_y 668 float 1 0
U 5e70d731 frag u_ground_hi_w 672 float 1 0
U 5e70d731 frag u_ibl_scale 688 vec3 1 0
U 5e70d731 frag u_daylight 700 float 1 0
U 5e70d731 frag u_fire_pos 704 vec3 1 0
U 5e70d731 frag u_fire_color 720 vec3 1 0
U 5e70d731 frag u_hand_pos 736 vec3 1 0
U 5e70d731 frag u_hand_color 752 vec3 1 0
U 5e70d731 frag u_hand_dir 768 vec3 1 0
U 5e70d731 frag u_hand_cone 780 float 1 0
U 5e70d731 frag u_hand_reach 784 float 1 0
U 5e70d731 frag u_ts_origin 792 vec2 1 0
U 5e70d731 frag u_ts_half 800 float 1 0
U 5e70d731 frag u_ts_on 804 float 1 0
U 5e70d731 frag u_force_cascade 808 int 1 0
U 5e70d731 frag u_cloud_shadow 812 float 1 0
U 5e70d731 frag u_time 816 float 1 0
U 5e70d731 frag u_fog_inscatter 820 float 1 0
U 5e70d731 frag u_fog_desat 824 float 1 0
U 5e70d731 frag u_model_h 828 float 1 0
U 5e70d731 frag u_view 832 mat4 1 0
U 5e70d731 frag u_tint 896 vec3 1 0
U 5e70d731 frag u_rough_scale 908 float 1 0
U 5e70d731 frag u_emissive 912 float 1 0
T 5e70d731 u_arm 2
T 5e70d731 u_blade_tex 3
T 5e70d731 u_brdf 4
T 5e70d731 u_diff 5
T 5e70d731 u_irradiance 6
T 5e70d731 u_nrm 7
T 5e70d731 u_prefilter 8
T 5e70d731 u_shadow 9
T 5e70d731 u_tershadow 10
T 5e70d731 u_ts_height 11
P f4a2b586 model.vert model.frag #define FOLIAGE;#define WIND;#define BLADE;
B f4a2b586 vert 0 252
U f4a2b586 vert u_view 0 mat4 1 0
@ -1783,6 +2017,76 @@ T 4dda406a u_prefilter 8
T 4dda406a u_shadow 9
T 4dda406a u_tershadow 10
T 4dda406a u_ts_height 11
P b603a056 model.vert model.frag #define FOLIAGE;#define WIND;#define EQ_PASS;#define NEAR_FADE;
B b603a056 vert 0 236
U b603a056 vert u_view 0 mat4 1 0
U b603a056 vert u_proj 64 mat4 1 0
U b603a056 vert u_light_vp 128 mat4 1 0
U b603a056 vert u_time 192 float 1 0
U b603a056 vert u_wind 196 float 1 0
U b603a056 vert u_card_w 200 float 1 0
U b603a056 vert u_card_h 204 float 1 0
U b603a056 vert u_ground 208 float 1 0
U b603a056 vert u_ts_origin 216 vec2 1 0
U b603a056 vert u_ts_half 224 float 1 0
U b603a056 vert u_model_h 228 float 1 0
U b603a056 vert u_flutter 232 float 1 0
I b603a056 i_rot 4 vec4
I b603a056 a_pos 0 vec3
I b603a056 i_pos 3 vec4
I b603a056 a_nrm 1 vec3
I b603a056 a_uv 2 vec2
B b603a056 frag 1 916
U b603a056 frag u_cascade_vp 0 mat4 5 64
U b603a056 frag u_cascade_split 320 float 5 16
U b603a056 frag u_cascade_range 400 float 5 16
U b603a056 frag u_cascade_texel 480 float 5 16
U b603a056 frag u_sun_dir 560 vec3 1 0
U b603a056 frag u_sun_color 576 vec3 1 0
U b603a056 frag u_cam_pos 592 vec3 1 0
U b603a056 frag u_prefilter_levels 604 float 1 0
U b603a056 frag u_fog_density 608 float 1 0
U b603a056 frag u_fog_height_falloff 612 float 1 0
U b603a056 frag u_fog_base 616 float 1 0
U b603a056 frag u_clip_y 620 float 1 0
U b603a056 frag u_spec_scale 624 float 1 0
U b603a056 frag u_sky_rot 632 vec2 1 0
U b603a056 frag u_ground_alb 640 vec3 1 0
U b603a056 frag u_ground_alb_hi 656 vec3 1 0
U b603a056 frag u_ground_hi_y 668 float 1 0
U b603a056 frag u_ground_hi_w 672 float 1 0
U b603a056 frag u_ibl_scale 688 vec3 1 0
U b603a056 frag u_daylight 700 float 1 0
U b603a056 frag u_fire_pos 704 vec3 1 0
U b603a056 frag u_fire_color 720 vec3 1 0
U b603a056 frag u_hand_pos 736 vec3 1 0
U b603a056 frag u_hand_color 752 vec3 1 0
U b603a056 frag u_hand_dir 768 vec3 1 0
U b603a056 frag u_hand_cone 780 float 1 0
U b603a056 frag u_hand_reach 784 float 1 0
U b603a056 frag u_ts_origin 792 vec2 1 0
U b603a056 frag u_ts_half 800 float 1 0
U b603a056 frag u_ts_on 804 float 1 0
U b603a056 frag u_force_cascade 808 int 1 0
U b603a056 frag u_cloud_shadow 812 float 1 0
U b603a056 frag u_time 816 float 1 0
U b603a056 frag u_fog_inscatter 820 float 1 0
U b603a056 frag u_fog_desat 824 float 1 0
U b603a056 frag u_model_h 828 float 1 0
U b603a056 frag u_view 832 mat4 1 0
U b603a056 frag u_tint 896 vec3 1 0
U b603a056 frag u_rough_scale 908 float 1 0
U b603a056 frag u_emissive 912 float 1 0
T b603a056 u_arm 2
T b603a056 u_blade_tex 3
T b603a056 u_brdf 4
T b603a056 u_diff 5
T b603a056 u_irradiance 6
T b603a056 u_nrm 7
T b603a056 u_prefilter 8
T b603a056 u_shadow 9
T b603a056 u_tershadow 10
T b603a056 u_ts_height 11
P 3b183d8f model.vert model.frag #define FOLIAGE;#define WIND;#define FLOWER;
B 3b183d8f vert 0 236
U 3b183d8f vert u_view 0 mat4 1 0
@ -3218,105 +3522,3 @@ T 46e2325c u_scene 7
T 46e2325c u_shadow 8
T 46e2325c u_tershadow 9
T 46e2325c u_ts_height 10
P 74258189 fullscreen.vert volumetric.frag
B 74258189 frag 1 924
U 74258189 frag u_cascade_vp 0 mat4 5 64
U 74258189 frag u_cascade_split 320 float 5 16
U 74258189 frag u_cascade_range 400 float 5 16
U 74258189 frag u_cascade_texel 480 float 5 16
U 74258189 frag u_sun_dir 560 vec3 1 0
U 74258189 frag u_sun_color 576 vec3 1 0
U 74258189 frag u_cam_pos 592 vec3 1 0
U 74258189 frag u_prefilter_levels 604 float 1 0
U 74258189 frag u_fog_density 608 float 1 0
U 74258189 frag u_fog_height_falloff 612 float 1 0
U 74258189 frag u_fog_base 616 float 1 0
U 74258189 frag u_clip_y 620 float 1 0
U 74258189 frag u_spec_scale 624 float 1 0
U 74258189 frag u_sky_rot 632 vec2 1 0
U 74258189 frag u_ground_alb 640 vec3 1 0
U 74258189 frag u_ground_alb_hi 656 vec3 1 0
U 74258189 frag u_ground_hi_y 668 float 1 0
U 74258189 frag u_ground_hi_w 672 float 1 0
U 74258189 frag u_ibl_scale 688 vec3 1 0
U 74258189 frag u_daylight 700 float 1 0
U 74258189 frag u_fire_pos 704 vec3 1 0
U 74258189 frag u_fire_color 720 vec3 1 0
U 74258189 frag u_hand_pos 736 vec3 1 0
U 74258189 frag u_hand_color 752 vec3 1 0
U 74258189 frag u_hand_dir 768 vec3 1 0
U 74258189 frag u_hand_cone 780 float 1 0
U 74258189 frag u_hand_reach 784 float 1 0
U 74258189 frag u_ts_origin 792 vec2 1 0
U 74258189 frag u_ts_half 800 float 1 0
U 74258189 frag u_ts_on 804 float 1 0
U 74258189 frag u_force_cascade 808 int 1 0
U 74258189 frag u_cloud_shadow 812 float 1 0
U 74258189 frag u_time 816 float 1 0
U 74258189 frag u_fog_inscatter 820 float 1 0
U 74258189 frag u_fog_desat 824 float 1 0
U 74258189 frag u_inv_vp 832 mat4 1 0
U 74258189 frag u_vol_steps 896 float 1 0
U 74258189 frag u_vol_density 900 float 1 0
U 74258189 frag u_vol_falloff 904 float 1 0
U 74258189 frag u_vol_far 908 float 1 0
U 74258189 frag u_vol_g 912 float 1 0
U 74258189 frag u_vol_mist 916 float 1 0
U 74258189 frag u_vol_mist_h 920 float 1 0
T 74258189 u_brdf 2
T 74258189 u_depth 3
T 74258189 u_irradiance 4
T 74258189 u_prefilter 5
T 74258189 u_shadow 6
T 74258189 u_tershadow 7
T 74258189 u_ts_height 8
P 5161e6ba fullscreen.vert dof.frag
B 5161e6ba frag 1 916
U 5161e6ba frag u_cascade_vp 0 mat4 5 64
U 5161e6ba frag u_cascade_split 320 float 5 16
U 5161e6ba frag u_cascade_range 400 float 5 16
U 5161e6ba frag u_cascade_texel 480 float 5 16
U 5161e6ba frag u_sun_dir 560 vec3 1 0
U 5161e6ba frag u_sun_color 576 vec3 1 0
U 5161e6ba frag u_cam_pos 592 vec3 1 0
U 5161e6ba frag u_prefilter_levels 604 float 1 0
U 5161e6ba frag u_fog_density 608 float 1 0
U 5161e6ba frag u_fog_height_falloff 612 float 1 0
U 5161e6ba frag u_fog_base 616 float 1 0
U 5161e6ba frag u_clip_y 620 float 1 0
U 5161e6ba frag u_spec_scale 624 float 1 0
U 5161e6ba frag u_sky_rot 632 vec2 1 0
U 5161e6ba frag u_ground_alb 640 vec3 1 0
U 5161e6ba frag u_ground_alb_hi 656 vec3 1 0
U 5161e6ba frag u_ground_hi_y 668 float 1 0
U 5161e6ba frag u_ground_hi_w 672 float 1 0
U 5161e6ba frag u_ibl_scale 688 vec3 1 0
U 5161e6ba frag u_daylight 700 float 1 0
U 5161e6ba frag u_fire_pos 704 vec3 1 0
U 5161e6ba frag u_fire_color 720 vec3 1 0
U 5161e6ba frag u_hand_pos 736 vec3 1 0
U 5161e6ba frag u_hand_color 752 vec3 1 0
U 5161e6ba frag u_hand_dir 768 vec3 1 0
U 5161e6ba frag u_hand_cone 780 float 1 0
U 5161e6ba frag u_hand_reach 784 float 1 0
U 5161e6ba frag u_ts_origin 792 vec2 1 0
U 5161e6ba frag u_ts_half 800 float 1 0
U 5161e6ba frag u_ts_on 804 float 1 0
U 5161e6ba frag u_force_cascade 808 int 1 0
U 5161e6ba frag u_cloud_shadow 812 float 1 0
U 5161e6ba frag u_time 816 float 1 0
U 5161e6ba frag u_fog_inscatter 820 float 1 0
U 5161e6ba frag u_fog_desat 824 float 1 0
U 5161e6ba frag u_inv_proj 832 mat4 1 0
U 5161e6ba frag u_texel 896 vec2 1 0
U 5161e6ba frag u_focus 904 float 1 0
U 5161e6ba frag u_aperture 908 float 1 0
U 5161e6ba frag u_max_coc 912 float 1 0
T 5161e6ba u_brdf 2
T 5161e6ba u_depth 3
T 5161e6ba u_irradiance 4
T 5161e6ba u_prefilter 5
T 5161e6ba u_shadow 6
T 5161e6ba u_src 7
T 5161e6ba u_tershadow 8
T 5161e6ba u_ts_height 9

View file

@ -5,6 +5,7 @@
fullscreen.vert|adapt.frag|
fullscreen.vert|bloom_down.frag|
fullscreen.vert|bloom_up.frag|
fullscreen.vert|dof.frag|
fullscreen.vert|heightgen.frag|#define DEM;
fullscreen.vert|ibl_brdf.frag|
fullscreen.vert|ibl_irradiance.frag|
@ -17,6 +18,7 @@ fullscreen.vert|ternormal.frag|
fullscreen.vert|tershadow.frag|#define NOISE_ONLY;
fullscreen.vert|tonemap.frag|
fullscreen.vert|tonemap.frag|#define HDR10;
fullscreen.vert|volumetric.frag|
grass.mesh|model.frag|#define FOLIAGE;#define BLADE;#define MESH;
grass.vert|model.frag|#define FOLIAGE;#define BLADE;
grass.vert|model.frag|#define FOLIAGE;#define BLADE;#define TILES;
@ -26,12 +28,15 @@ model.vert|bake.frag|
model.vert|bake.frag|#define CARD;
model.vert|bake.frag|#define FLOWER;
model.vert|depth.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;
model.vert|depth.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE;
model.vert|model.frag|
model.vert|model.frag|#define CARD;#define CHEAP;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define ALPHA_TEST;#define NEAR_FADE;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define BLADE;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define CARD;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define EQ_PASS;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define EQ_PASS;#define NEAR_FADE;
model.vert|model.frag|#define FOLIAGE;#define WIND;#define FLOWER;
model.vert|model.frag|#define SHADOW_PASS;#define WIND;#define CARD;
model.vert|model.frag|#define WIND;
@ -54,5 +59,3 @@ terrain.vert|terrain.frag|#define SUN_INLINE;#define FAR_ONLY;
terrain.vert|terrain.frag|#define SUN_INLINE;#define NEAR_ONLY;
terrain.vert|tersun.frag|
water.vert|water.frag|
fullscreen.vert|volumetric.frag|
fullscreen.vert|dof.frag|

View file

@ -10,20 +10,12 @@ const CRAFT_MAX: int = 128
const CRAFT_ING_MAX: int = 512
function craft_ensure(rpg_st: mut RpgState) -> void {
if rpg_st.recipe_reg == null {
rpg_st.recipe_reg = Dict.new()
rpg_st.recipe_out = pointers(CRAFT_MAX); rpg_st.recipe_outqty = words(CRAFT_MAX)
rpg_st.ing_rid = words(CRAFT_ING_MAX); rpg_st.ing_name = pointers(CRAFT_ING_MAX); rpg_st.ing_qty = words(CRAFT_ING_MAX)
}
}
event cancellable CraftRequested { e: int = 0, recipe: int = 0 }
event CraftCompleted { e: int = 0, recipe: int = 0 }
# Craft.recipe(name, out_item, out_qty) — declare a recipe; returns its id.
@Namespace(Craft) function craft_recipe(rpg_st: mut RpgState, name: pointer, out_item: pointer, out_qty: int) -> int {
craft_ensure(rpg_st)
if rpg_st.recipe_n >= CRAFT_MAX { return -1 }
let id = rpg_st.recipe_n
rpg_st.recipe_out[id] = out_item; rpg_st.recipe_outqty[id] = out_qty
@ -31,10 +23,9 @@ event CraftCompleted { e: int = 0, recipe: int = 0 }
Dict.set(rpg_st.recipe_reg, name, id)
return id
}
@Namespace(Craft) function craft_id(rpg_st: mut RpgState, name: pointer) -> int { craft_ensure(rpg_st); return Dict.get_or(rpg_st.recipe_reg, name, -1) }
@Namespace(Craft) function craft_id(rpg_st: mut RpgState, name: pointer) -> int { return Dict.get_or(rpg_st.recipe_reg, name, -1) }
# Craft.ingredient(recipe_name, item, qty) — add an ingredient requirement.
@Namespace(Craft) function craft_ingredient(rpg_st: mut RpgState, recipe_name: pointer, item: pointer, qty: int) -> void {
craft_ensure(rpg_st)
let rid = craft_id(rpg_st, recipe_name)
if rid < 0 { return }
if rpg_st.ing_n >= CRAFT_ING_MAX { return }
@ -44,7 +35,6 @@ event CraftCompleted { e: int = 0, recipe: int = 0 }
# Craft.can(e, recipe_name) — does the owner hold every ingredient?
@Namespace(Craft) function craft_can(rpg_st: mut RpgState, e: int, recipe_name: pointer) -> int {
craft_ensure(rpg_st)
let rid = craft_id(rpg_st, recipe_name)
if rid < 0 { return 0 }
var i = 0
@ -59,7 +49,6 @@ event CraftCompleted { e: int = 0, recipe: int = 0 }
# Craft.make(e, recipe_name) — consume ingredients + produce output; 1 on success.
@Namespace(Craft) function craft_make(rpg_st: mut RpgState, e: int, recipe_name: pointer) -> int {
craft_ensure(rpg_st)
let rid = craft_id(rpg_st, recipe_name)
if rid < 0 { return 0 }
if craft_can(rpg_st, e, recipe_name) == 0 { return 0 }

View file

@ -9,14 +9,6 @@ const DLG_NODE_MAX: int = 512
const DLG_CHOICE_MAX: int = 1024
function dlg_ensure(rpg_st: mut RpgState) -> void {
if rpg_st.dlg_reg == null {
rpg_st.dlg_reg = Dict.new()
rpg_st.dlg_tree_start = words(DLG_TREE_MAX)
rpg_st.dlg_node_tree = words(DLG_NODE_MAX); rpg_st.dlg_node_text = pointers(DLG_NODE_MAX)
rpg_st.dlg_choice_node = words(DLG_CHOICE_MAX); rpg_st.dlg_choice_label = pointers(DLG_CHOICE_MAX); rpg_st.dlg_choice_next = words(DLG_CHOICE_MAX)
}
}
property Dialog { tree: int = 0, node: int = 0, active: int = 0 }
@ -27,7 +19,6 @@ event DialogEnded { e: int = 0 }
# Dialog.tree(name) — register (or fetch) a tree id.
@Namespace(Dialog) function dialog_tree(rpg_st: mut RpgState, name: pointer) -> int {
dlg_ensure(rpg_st)
let ex = Dict.get_or(rpg_st.dlg_reg, name, -1)
if ex >= 0 { return ex }
if rpg_st.dlg_tree_n >= DLG_TREE_MAX { return -1 }
@ -40,7 +31,6 @@ event DialogEnded { e: int = 0 }
# Dialog.node(tree_name, text) — add a line node; the first node added to a tree is
# its entry point. Returns the node id.
@Namespace(Dialog) function dialog_node(rpg_st: mut RpgState, tree_name: pointer, text: pointer) -> int {
dlg_ensure(rpg_st)
let tid = dialog_tree(rpg_st, tree_name)
if tid < 0 { return -1 }
if rpg_st.dlg_node_n >= DLG_NODE_MAX { return -1 }
@ -52,7 +42,6 @@ event DialogEnded { e: int = 0 }
}
# Dialog.choice(node, label, next_node) — add a branch (next_node -1 ends).
@Namespace(Dialog) function dialog_choice(rpg_st: mut RpgState, node: int, label: pointer, next_node: int) -> int {
dlg_ensure(rpg_st)
if rpg_st.dlg_choice_n >= DLG_CHOICE_MAX { return -1 }
let id = rpg_st.dlg_choice_n
rpg_st.dlg_choice_node[id] = node; rpg_st.dlg_choice_label[id] = label; rpg_st.dlg_choice_next[id] = next_node
@ -71,7 +60,6 @@ function dlg_set(e: int, name: pointer, v: int) -> void {
# Dialog.start(e, tree_name) — open the tree on a speaker (DialogStarted + Line).
@Namespace(Dialog) function dialog_start(rpg_st: mut RpgState, e: int, tree_name: pointer) -> void {
dlg_ensure(rpg_st)
let tid = dialog_tree(rpg_st, tree_name)
if tid < 0 { return }
dlg_set(e, "tree", tid)
@ -87,7 +75,6 @@ function dlg_set(e: int, name: pointer, v: int) -> void {
}
# Dialog.count(e) — number of choices at the current node.
@Namespace(Dialog) function dialog_count(rpg_st: mut RpgState, e: int) -> int {
dlg_ensure(rpg_st)
if dlg_get(e, "active") == 0 { return 0 }
let node = dlg_get(e, "node")
var n = 0; var i = 0
@ -96,7 +83,6 @@ function dlg_set(e: int, name: pointer, v: int) -> void {
}
# Dialog.choose(e, i) — take the i-th choice (veto-able); advance or end.
@Namespace(Dialog) function dialog_choose(rpg_st: mut RpgState, e: int, idx: int) -> int {
dlg_ensure(rpg_st)
if dlg_get(e, "active") == 0 { return 0 }
let node = dlg_get(e, "node")
var seen = 0; var i = 0; var pick = -1

View file

@ -11,52 +11,45 @@ const INV_MAX: int = 256
# ---- item registry --------------------------------------------------------
state RpgState {
recipe_reg: Dict = null # recipe name -> id
recipe_reg: Dict = Dict.new() # recipe name -> id
recipe_n: int = 0
recipe_out: pointers = null # output item name
recipe_outqty: words = null
recipe_out: pointers = pointers(CRAFT_MAX) # output item name
recipe_outqty: words = words(CRAFT_MAX)
ing_n: int = 0
ing_rid: words = null # owning recipe id
ing_name: pointers = null # ingredient item name
ing_qty: words = null
dlg_reg: Dict = null # tree name -> tree id
ing_rid: words = words(CRAFT_ING_MAX) # owning recipe id
ing_name: pointers = pointers(CRAFT_ING_MAX) # ingredient item name
ing_qty: words = words(CRAFT_ING_MAX)
dlg_reg: Dict = Dict.new() # tree name -> tree id
dlg_tree_n: int = 0
dlg_tree_start: words = null # first node id per tree
dlg_tree_start: words = words(DLG_TREE_MAX) # first node id per tree
dlg_node_n: int = 0
dlg_node_tree: words = null
dlg_node_text: pointers = null
dlg_node_tree: words = words(DLG_NODE_MAX)
dlg_node_text: pointers = pointers(DLG_NODE_MAX)
dlg_choice_n: int = 0
dlg_choice_node: words = null # owning node
dlg_choice_label: pointers = null
dlg_choice_next: words = null # next node id, or -1 to end
item_reg: Dict = null
dlg_choice_node: words = words(DLG_CHOICE_MAX) # owning node
dlg_choice_label: pointers = pointers(DLG_CHOICE_MAX)
dlg_choice_next: words = words(DLG_CHOICE_MAX) # next node id, or -1 to end
item_reg: Dict = Dict.new()
item_n: int = 0
item_stackmax: words = null
item_weight: words = null
item_value: words = null
inv_counts: Dict = null
quest_reg: Dict = null # quest name -> id
item_stackmax: words = words(INV_MAX)
item_weight: words = words(INV_MAX)
item_value: words = words(INV_MAX)
inv_counts: Dict = Dict.new()
quest_reg: Dict = Dict.new() # quest name -> id
quest_n: int = 0
quest_state: words = null
quest_state: words = words(QUEST_MAX)
obj_n: int = 0
obj_qid: words = null # owning quest id
obj_kind: words = null
obj_target: words = null # a target id/tag (kind-specific; 0 = any)
obj_need: words = null
obj_have: words = null
quest_flags: Dict = null # global flag store
obj_qid: words = words(OBJ_MAX) # owning quest id
obj_kind: words = words(OBJ_MAX)
obj_target: words = words(OBJ_MAX) # a target id/tag (kind-specific; 0 = any)
obj_need: words = words(OBJ_MAX)
obj_have: words = words(OBJ_MAX)
quest_flags: Dict = Dict.new() # global flag store
}
function item_ensure(rpg_st: mut RpgState) -> void {
if rpg_st.item_reg == null {
rpg_st.item_reg = Dict.new()
rpg_st.item_stackmax = words(INV_MAX); rpg_st.item_weight = words(INV_MAX); rpg_st.item_value = words(INV_MAX)
}
}
# Item.def(name, stack_max, weight, value) — register an item template. Returns id.
@Namespace(Item) function item_def(rpg_st: mut RpgState, name: pointer, stack_max: int, weight: int, value: int) -> int {
item_ensure(rpg_st)
if rpg_st.item_n >= INV_MAX { return -1 }
let id = rpg_st.item_n
rpg_st.item_stackmax[id] = stack_max; rpg_st.item_weight[id] = weight; rpg_st.item_value[id] = value
@ -64,7 +57,7 @@ function item_ensure(rpg_st: mut RpgState) -> void {
Dict.set(rpg_st.item_reg, name, id)
return id
}
@Namespace(Item) function item_id(rpg_st: mut RpgState, name: pointer) -> int { item_ensure(rpg_st); return Dict.get_or(rpg_st.item_reg, name, -1) }
@Namespace(Item) function item_id(rpg_st: mut RpgState, name: pointer) -> int { return Dict.get_or(rpg_st.item_reg, name, -1) }
@Namespace(Item) function item_value_of(rpg_st: mut RpgState, name: pointer) -> int {
let id = item_id(rpg_st, name); if id < 0 { return 0 }
return rpg_st.item_value[id]
@ -73,7 +66,6 @@ function item_ensure(rpg_st: mut RpgState) -> void {
# ---- per-owner counts -----------------------------------------------------
property Inventory { gold: int = 0, weight_max: int = 0, slots: int = 0 }
function inv_ensure(rpg_st: mut RpgState) -> void { if rpg_st.inv_counts == null { rpg_st.inv_counts = Dict.new() } }
function inv_key(e: int, name: pointer) -> pointer { return `{e}/{name}` }
event ItemAdded { e: int = 0, item: int = 0, qty: int = 0 } # item = registry id
@ -82,14 +74,12 @@ event cancellable ItemUse { e: int = 0, item: int = 0 } # veto a use (
# Inventory.add(e, name, n) — add n of an item; emits ItemAdded.
@Namespace(Inventory) function inventory_add(rpg_st: mut RpgState, e: int, name: pointer, n: int) -> void {
inv_ensure(rpg_st)
let k = inv_key(e, name)
Dict.set(rpg_st.inv_counts, k, Dict.get_or(rpg_st.inv_counts, k, 0) + n)
emit ItemAdded(e: e, item: item_id(rpg_st, name), qty: n)
}
# Inventory.count(e, name) — how many the owner holds.
@Namespace(Inventory) function inventory_count(rpg_st: mut RpgState, e: int, name: pointer) -> int {
inv_ensure(rpg_st)
return Dict.get_or(rpg_st.inv_counts, inv_key(e, name), 0)
}
@Namespace(Inventory) function inventory_has(rpg_st: mut RpgState, e: int, name: pointer) -> int {
@ -98,7 +88,6 @@ event cancellable ItemUse { e: int = 0, item: int = 0 } # veto a use (
}
# Inventory.remove(e, name, n) — remove up to n; returns 1 if it had enough.
@Namespace(Inventory) function inventory_remove(rpg_st: mut RpgState, e: int, name: pointer, n: int) -> int {
inv_ensure(rpg_st)
let k = inv_key(e, name)
let have = Dict.get_or(rpg_st.inv_counts, k, 0)
if have < n { return 0 }

View file

@ -15,14 +15,6 @@ const QUEST_MAX: int = 128
const OBJ_MAX: int = 512
function quest_ensure(rpg_st: mut RpgState) -> void {
if rpg_st.quest_reg == null {
rpg_st.quest_reg = Dict.new(); rpg_st.quest_flags = Dict.new()
rpg_st.quest_state = words(QUEST_MAX)
rpg_st.obj_qid = words(OBJ_MAX); rpg_st.obj_kind = words(OBJ_MAX); rpg_st.obj_target = words(OBJ_MAX)
rpg_st.obj_need = words(OBJ_MAX); rpg_st.obj_have = words(OBJ_MAX)
}
}
event QuestStarted { quest: int = 0 }
event QuestCompleted { quest: int = 0 }
@ -30,7 +22,6 @@ event ObjectiveProgressed { quest: int = 0, objective: int = 0, have: int = 0, n
# Quest.define(name) — register a quest (state hidden). Returns id.
@Namespace(Quest) function quest_define(rpg_st: mut RpgState, name: pointer) -> int {
quest_ensure(rpg_st)
if rpg_st.quest_n >= QUEST_MAX { return -1 }
let id = rpg_st.quest_n
rpg_st.quest_state[id] = 0
@ -38,10 +29,9 @@ event ObjectiveProgressed { quest: int = 0, objective: int = 0, have: int = 0, n
Dict.set(rpg_st.quest_reg, name, id)
return id
}
@Namespace(Quest) function quest_id(rpg_st: mut RpgState, name: pointer) -> int { quest_ensure(rpg_st); return Dict.get_or(rpg_st.quest_reg, name, -1) }
@Namespace(Quest) function quest_id(rpg_st: mut RpgState, name: pointer) -> int { return Dict.get_or(rpg_st.quest_reg, name, -1) }
# Quest.objective(quest_name, kind, target, need) — add an objective.
@Namespace(Quest) function quest_objective(rpg_st: mut RpgState, quest_name: pointer, kind: int, target: int, need: int) -> int {
quest_ensure(rpg_st)
let qid = quest_id(rpg_st, quest_name)
if qid < 0 { return -1 }
if rpg_st.obj_n >= OBJ_MAX { return -1 }
@ -53,14 +43,12 @@ event ObjectiveProgressed { quest: int = 0, objective: int = 0, have: int = 0, n
}
# Quest.start(name) — activate a quest (emits QuestStarted).
@Namespace(Quest) function quest_start(rpg_st: mut RpgState, name: pointer) -> void {
quest_ensure(rpg_st)
let qid = quest_id(rpg_st, name)
if qid < 0 { return }
rpg_st.quest_state[qid] = 2
emit QuestStarted(quest: qid)
}
@Namespace(Quest) function quest_state_of(rpg_st: mut RpgState, name: pointer) -> int {
quest_ensure(rpg_st)
let qid = quest_id(rpg_st, name)
if qid < 0 { return -1 }
return rpg_st.quest_state[qid]
@ -80,7 +68,6 @@ function quest_all_done(rpg_st: RpgState, qid: int) -> int {
# quest's matching objectives tick up (target 0 on the objective = "any"); a quest
# whose objectives are all met auto-completes.
@Namespace(Quest) function quest_notify(rpg_st: mut RpgState, kind: int, target: int, amount: int) -> void {
quest_ensure(rpg_st)
var i = 0
while i < rpg_st.obj_n {
let qid = rpg_st.obj_qid[i]
@ -104,5 +91,5 @@ function quest_all_done(rpg_st: RpgState, qid: int) -> int {
}
# ---- global flag store (branching / world state) --------------------------
@Namespace(Quest) function quest_flag(rpg_st: mut RpgState, name: pointer, value: int) -> void { quest_ensure(rpg_st); Dict.set(rpg_st.quest_flags, name, value) }
@Namespace(Quest) function quest_flag_get(rpg_st: mut RpgState, name: pointer) -> int { quest_ensure(rpg_st); return Dict.get_or(rpg_st.quest_flags, name, 0) }
@Namespace(Quest) function quest_flag(rpg_st: mut RpgState, name: pointer, value: int) -> void { Dict.set(rpg_st.quest_flags, name, value) }
@Namespace(Quest) function quest_flag_get(rpg_st: mut RpgState, name: pointer) -> int { return Dict.get_or(rpg_st.quest_flags, name, 0) }

View file

@ -34,7 +34,7 @@ down ends the night). The transport says what this machine became (`ses_set_role
| | |
| --- | --- |
| `ply_init()`, `ply_join(pid) -> slot`, `ply_leave(p)`, `ply_leave_all()` | the roster (-1: full, or pid 0) |
| `ply_join(pid) -> slot`, `ply_leave(p)`, `ply_leave_all()` | the roster (-1: full, or pid 0) |
| `ply_report(p, x, y, z, yaw, speed)`, `ply_report_rest(p, rest, sleeping)`, `ply_report_name(p, name)` | what a remote machine said |
| `ply_on`, `ply_is_local`, `ply_slot_of(pid)`, `ply_count`, `ply_pid`, `ply_name`, `ply_x/y/z/yaw/speed/rest(p)`, `ply_sleeping(p)` | who and where |
| `ply_near(x, z)`, `ply_near_d2`, `ply_near_i()`, `ply_dist(p, x, z)` | the nearest player |

View file

@ -1,6 +1,5 @@
# roster.ludic - who is here. Slot 0 is this machine's player and reads the SessionLocal port
# live; slots 1.. are remote players, filled by what their machines report.
export function ply_init(session_st: mut SessionState) -> void { session__init(session_st) }
export function ply_on(session_st: SessionState, p: int) -> bool {
if p == 0 { return true }
@ -26,7 +25,6 @@ export function ply_count(session_st: SessionState) -> int {
# a remote player comes in, standing where this one stands until they say: the first free
# slot, or -1 when the party is full
export function ply_join(session_st: mut SessionState, pid: int) -> int {
session__init(session_st)
if pid <= 0 { return -1 } # 0 is this machine's player
for p in 1 .. PLY_MAX {
if session_st.session__slot[p].on { continue }

View file

@ -61,7 +61,7 @@ function session__nameless() -> string { return "" }
export state SessionState {
session__me_sleeping: bool = false
session__slot: []PartyMember = null
session__slot: []PartyMember = session__slots()
session__role: int = 0
session__max: int = 4
session__open: bool = true
@ -92,10 +92,11 @@ function session__fact(session_st: SessionState, what: int, slot: int, pid: int)
return f
}
function session__init(session_st: mut SessionState) -> void {
if session_st.session__slot != null { return }
session_st.session__slot = new []PartyMember
for i in 0 .. PLY_MAX { push(session_st.session__slot, new PartyMember) }
session_st.session__slot[0].on = true
}
function session__facts__new() -> Queue<SessionFact> { return queue_new("session.facts") }
# the roster's slots, slot 0 this machine's own and on
function session__slots() -> []PartyMember {
let out = new []PartyMember
for i in 0 .. PLY_MAX { push(out, new PartyMember) }
out[0].on = true
return out
}

View file

@ -30,14 +30,12 @@ program SessionTest {
# a host with n guests, pids 2.., facts drained
function party(session_st: mut SessionState, n: int) -> void {
ply_init(session_st)
ses_set_role(session_st, SES_HOST)
for i in 0 .. n { ply_join(session_st, 2 + i) }
q_clear(ses_facts(session_st))
}
test "slot 0 is the local player, read live; others join at its feet and leave" (session_st: mut SessionState, session_test_st: mut SessionTestState) {
ply_init(session_st)
session_test_st.me_x = 5.0
expect(ply_on(session_st, 0))
expect_near(ply_x(session_st, 0), 5.0, 0.001)
@ -58,14 +56,12 @@ program SessionTest {
}
test "the roster fills at twelve" (session_st: mut SessionState) {
ply_init(session_st)
for i in 0 .. PLY_MAX - 1 { expect(ply_join(session_st, 10 + i) > 0) }
expect_eq(ply_join(session_st, 99), -1)
expect_eq(ply_count(session_st), PLY_MAX)
}
test "the nearest player, whoever it is" (session_st: mut SessionState, session_test_st: mut SessionTestState) {
ply_init(session_st)
session_test_st.me_x = 100.0
let p = ply_join(session_st, 2)
ply_report(session_st, p, 3.0, 0.0, 4.0, 0.0, 1.0)
@ -75,7 +71,6 @@ program SessionTest {
}
test "roles: alone owns the world, a guest does not, and a change is a fact" (session_st: mut SessionState) {
ply_init(session_st)
expect(ses_owns_world(session_st))
expect(not ses_live(session_st))
expect(ses_night_passes(session_st))
@ -115,7 +110,6 @@ program SessionTest {
}
test "a guest's turning in is a fact for the host to hear; alone a bed just sleeps" (session_st: mut SessionState) {
ply_init(session_st)
expect(not ses_sleep(session_st, true))
ses_set_role(session_st, SES_GUEST)
q_clear(ses_facts(session_st))
@ -153,7 +147,6 @@ program SessionTest {
}
test "alone it may go; a guest may not, and its vote goes to the host" (session_st: mut SessionState) {
ply_init(session_st)
expect_eq(ses_may(session_st, 1, 0, "x"), SES_MAY_GO)
ses_set_role(session_st, SES_GUEST)
expect_eq(ses_may(session_st, 1, 0, "x"), SES_MAY_HOSTS)

View file

@ -1,8 +1,7 @@
# ludic.settings/file.ludic - the store as a JSON object, by key: a switch is 0 or 1, a whole number
# is itself, a float is thousandths (sv_put_float), text is a string. A key the file lacks keeps
# what the store holds, and a key the store does not know is ignored.
export function settings_to_json(settings_st: mut SettingsState) -> Val {
sg_init(settings_st)
export function settings_to_json(settings_st: SettingsState) -> Val {
let v = Value.object()
for i in 0 .. len(settings_st.sg_defs) { settings_put(settings_st, v, i) }
return v
@ -23,7 +22,6 @@ export function settings_put(settings_st: SettingsState, v: Val, id: int) -> voi
# every key `v` names, held to its range; quiet, since a load is applied whole by its caller
export function settings_from_json(settings_st: mut SettingsState, v: Val) -> void {
sg_init(settings_st)
if v == null { return }
for i in 0 .. len(settings_st.sg_defs) { sg_read(settings_st, v, i) }
}

View file

@ -1,7 +1,6 @@
# ludic.settings/rules.ludic - the whole store at once: every setting to its default, every one
# held to its range, and the rescue set. None of these is news: whoever calls them applies it all
export function settings_reset_all(settings_st: mut SettingsState) -> void {
sg_init(settings_st)
for i in 0 .. len(settings_st.sg_defs) {
settings_st.sg_num[i] = settings_st.sg_defs[i].num
settings_st.sg_text[i] = settings_st.sg_defs[i].text
@ -11,14 +10,12 @@ export function settings_reset_all(settings_st: mut SettingsState) -> void {
# a hand-edited file, or one from a build with more choices, never hands the game a value it has
# no case for
export function settings_clamp_all(settings_st: mut SettingsState) -> void {
sg_init(settings_st)
for i in 0 .. len(settings_st.sg_defs) { settings_st.sg_num[i] = settings_held(settings_st, i, settings_st.sg_num[i]) }
}
# the values every machine can run: each setting marked `rescue` back to its default, and the
# rest (keys, language, volume) left the player's
export function settings_rescue(settings_st: mut SettingsState) -> void {
sg_init(settings_st)
for i in 0 .. len(settings_st.sg_defs) {
if settings_st.sg_defs[i].rescue {
settings_st.sg_num[i] = settings_st.sg_defs[i].num

View file

@ -1,18 +1,12 @@
# ludic.settings/store.ludic - the values, by id (a setting's place in the order it was added),
# and the verbs: nothing else holds a setting, and every set that changes one is a fact
export state SettingsState {
sg_defs: []SettingDef = null
sg_num: []float = null
sg_text: []string = null
sg_defs: []SettingDef = new []SettingDef
sg_num: []float = new []float
sg_text: []string = new []string
sg_changes: Queue<SettingChanged> = sg_changes__new()
}
function sg_init(settings_st: mut SettingsState) -> void {
if settings_st.sg_defs != null { return }
settings_st.sg_defs = new []SettingDef
settings_st.sg_num = new []float
settings_st.sg_text = new []string
}
export function settings_changes(settings_st: SettingsState) -> Queue<SettingChanged> {
return settings_st.sg_changes
@ -28,23 +22,20 @@ export function settings_clear(settings_st: mut SettingsState) -> void {
# a setting, at its default; its id is its place in the order added
export function settings_add(settings_st: mut SettingsState, d: SettingDef) -> int {
sg_init(settings_st)
push(settings_st.sg_defs, d)
push(settings_st.sg_num, d.num)
push(settings_st.sg_text, d.text)
return len(settings_st.sg_defs) - 1
}
export function settings_count(settings_st: mut SettingsState) -> int {
sg_init(settings_st)
export function settings_count(settings_st: SettingsState) -> int {
return len(settings_st.sg_defs)
}
export function settings_def(settings_st: SettingsState, id: int) -> SettingDef { return settings_st.sg_defs[id] }
# the id of `key`, or -1
export function settings_id_of(settings_st: mut SettingsState, key: string) -> int {
sg_init(settings_st)
export function settings_id_of(settings_st: SettingsState, key: string) -> int {
for i in 0 .. len(settings_st.sg_defs) { if settings_st.sg_defs[i].key == key { return i } }
return -1
}

View file

@ -70,36 +70,26 @@ event WeaponFired { owner: int = 0, def_id: int = 0 }
# Weapon registry (name-keyed, mod-friendly — add a gun with no code)
# ---------------------------------------------------------------------------
state ShooterState {
wpn_reg: Dict = null
wpn_reg: Dict = Dict.new()
wpn_n: int = 0
wpn_rate: words = null
wpn_dmg: words = null
wpn_speed: words = null
wpn_spread: words = null
wpn_pellets: words = null
wpn_pattern: words = null
wpn_ttl: words = null
wpn_pierce: words = null
wpn_homing: words = null
wpn_color: words = null
wpn_rate_base: words = null
wpn_rate: words = words(WPN_MAX)
wpn_dmg: words = words(WPN_MAX)
wpn_speed: words = words(WPN_MAX)
wpn_spread: words = words(WPN_MAX)
wpn_pellets: words = words(WPN_MAX)
wpn_pattern: words = words(WPN_MAX)
wpn_ttl: words = words(WPN_MAX)
wpn_pierce: words = words(WPN_MAX)
wpn_homing: words = words(WPN_MAX)
wpn_color: words = words(WPN_MAX)
wpn_rate_base: words = words(WPN_MAX)
wpn_fire_color: int = 0xffffff # the colour of the weapon being fired (sh_fire)
}
function wpn_ensure(shooter_st: mut ShooterState) -> void {
if shooter_st.wpn_reg == null {
shooter_st.wpn_reg = Dict.new()
shooter_st.wpn_rate = words(WPN_MAX); shooter_st.wpn_dmg = words(WPN_MAX); shooter_st.wpn_speed = words(WPN_MAX)
shooter_st.wpn_spread = words(WPN_MAX); shooter_st.wpn_pellets = words(WPN_MAX); shooter_st.wpn_pattern = words(WPN_MAX)
shooter_st.wpn_ttl = words(WPN_MAX); shooter_st.wpn_pierce = words(WPN_MAX); shooter_st.wpn_homing = words(WPN_MAX)
shooter_st.wpn_color = words(WPN_MAX); shooter_st.wpn_rate_base = words(WPN_MAX)
}
}
# Weapon.def(name, fire_rate, damage, speed, spread, pellets, pattern) — register a
# gun. pattern: 0 single/aimed, 1 spread cone, 2 ring, 3 spiral. Returns the def id.
@Namespace(Weapon) function weapon_def(shooter_st: mut ShooterState, name: pointer, fire_rate: int, damage: int, speed: int, spread: int, pellets: int, pattern: int) -> int {
wpn_ensure(shooter_st)
if shooter_st.wpn_n >= WPN_MAX { return -1 }
let id = shooter_st.wpn_n
shooter_st.wpn_rate[id] = fire_rate; shooter_st.wpn_dmg[id] = damage; shooter_st.wpn_speed[id] = speed
@ -112,36 +102,35 @@ function wpn_ensure(shooter_st: mut ShooterState) -> void {
return id
}
@Namespace(Weapon) function weapon_id(shooter_st: mut ShooterState, name: pointer) -> int {
wpn_ensure(shooter_st)
return Dict.get_or(shooter_st.wpn_reg, name, -1)
}
# Weapon.set_rate(id, frames) — frames between shots (a fire-rate upgrade changes it in place).
@Namespace(Weapon) function weapon_set_rate(shooter_st: mut ShooterState, id: int, frames: int) -> void {
wpn_ensure(shooter_st); if (id >= 0) and (id < WPN_MAX) { shooter_st.wpn_rate[id] = frames }
if (id >= 0) and (id < WPN_MAX) { shooter_st.wpn_rate[id] = frames }
}
@Namespace(Weapon) function weapon_rate(shooter_st: mut ShooterState, id: int) -> int {
wpn_ensure(shooter_st); if (id >= 0) and (id < WPN_MAX) { return shooter_st.wpn_rate[id] }; return 0
if (id >= 0) and (id < WPN_MAX) { return shooter_st.wpn_rate[id] }; return 0
}
# Weapon.reset(id) — back to the definition: no pierce, no homing, the defined fire rate.
@Namespace(Weapon) function weapon_reset(shooter_st: mut ShooterState, id: int) -> void {
wpn_ensure(shooter_st); if (id < 0) or (id >= WPN_MAX) { return }
if (id < 0) or (id >= WPN_MAX) { return }
shooter_st.wpn_pierce[id] = 0; shooter_st.wpn_homing[id] = 0; shooter_st.wpn_rate[id] = shooter_st.wpn_rate_base[id]
}
# Weapon.set_color(id, color) — the colour the engine draws this weapon's shots in.
@Namespace(Weapon) function weapon_set_color(shooter_st: mut ShooterState, id: int, color: int) -> void {
wpn_ensure(shooter_st); if (id >= 0) and (id < WPN_MAX) { shooter_st.wpn_color[id] = color }
if (id >= 0) and (id < WPN_MAX) { shooter_st.wpn_color[id] = color }
}
# Weapon.set_ttl(id, frames) — projectile lifetime for a weapon (range control).
@Namespace(Weapon) function weapon_set_ttl(shooter_st: mut ShooterState, id: int, frames: int) -> void {
wpn_ensure(shooter_st); if (id >= 0) and (id < WPN_MAX) { shooter_st.wpn_ttl[id] = frames }
if (id >= 0) and (id < WPN_MAX) { shooter_st.wpn_ttl[id] = frames }
}
# Weapon.set_pierce(id, n) — a shot passes through n targets before it dies.
@Namespace(Weapon) function weapon_set_pierce(shooter_st: mut ShooterState, id: int, n: int) -> void {
wpn_ensure(shooter_st); if (id >= 0) and (id < WPN_MAX) { shooter_st.wpn_pierce[id] = n }
if (id >= 0) and (id < WPN_MAX) { shooter_st.wpn_pierce[id] = n }
}
# Weapon.set_homing(id, deg) — max degrees/frame a shot turns toward an enemy.
@Namespace(Weapon) function weapon_set_homing(shooter_st: mut ShooterState, id: int, deg: int) -> void {
wpn_ensure(shooter_st); if (id >= 0) and (id < WPN_MAX) { shooter_st.wpn_homing[id] = deg }
if (id >= 0) and (id < WPN_MAX) { shooter_st.wpn_homing[id] = deg }
}
# ---------------------------------------------------------------------------
@ -534,7 +523,6 @@ function sh_spawn_bullet(shooter_st: ShooterState, owner: int, fac: int, px: int
@EngineSystem(Weapon, Update) function esys_weapon(shooter_st: mut ShooterState) -> void {
let P = World.prop_id("Weapon")
if P < 0 { return }
wpn_ensure(shooter_st)
var e = World.query_next(P, 0)
while e >= 0 {
let cd = World.get(e, P, World.field_id(P, "cooldown"))