Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into angles

Conflicts:
	src/p_map.c - Automatically resolved by mergetool
This commit is contained in:
Yukita Mayako 2015-08-22 09:52:11 -04:00
commit 2fb03a7cff
24 changed files with 2207 additions and 2366 deletions

View File

@ -11,6 +11,13 @@
#include <limits.h>
#include <stddef.h>
#ifdef _MSC_VER
#define INT32 __int32
#else
#include <stdint.h>
#define INT32 int32_t
#endif
/*
** ==================================================================
@ -140,7 +147,7 @@
** CHANGE that if ptrdiff_t is not adequate on your machine. (On most
** machines, ptrdiff_t gives a good choice between int or long.)
*/
#define LUA_INTEGER ptrdiff_t
#define LUA_INTEGER INT32
/*
@ -502,13 +509,13 @@
*/
//#define LUA_NUMBER_DOUBLE
#define LUA_NUMBER ptrdiff_t
#define LUA_NUMBER INT32
/*
@@ LUAI_UACNUMBER is the result of an 'usual argument conversion'
@* over a number.
*/
#define LUAI_UACNUMBER ptrdiff_t
#define LUAI_UACNUMBER INT32
/*
@ -519,14 +526,14 @@
@@ lua_str2number converts a string to a number.
*/
#ifdef LUA_WIN
#define LUA_NUMBER_SCAN "%Ii"
#define LUA_NUMBER_FMT "%Ii"
#define LUA_NUMBER_SCAN "%d"
#define LUA_NUMBER_FMT "%d"
#else
#define LUA_NUMBER_SCAN "%ti"
#define LUA_NUMBER_FMT "%ti"
#define LUA_NUMBER_SCAN "%d"
#define LUA_NUMBER_FMT "%d"
#endif
#define lua_number2str(s,n) sprintf((s), LUA_NUMBER_FMT, (n))
#define LUAI_MAXNUMBER2STR 32 /* 16 digits, sign, point, and \0 */
#define LUAI_MAXNUMBER2STR 12 /* 10 digits, sign, and \0 */
#define lua_str2number(s,p) strtol((s), (p), 10)

View File

@ -96,6 +96,10 @@ int snprintf(char *str, size_t n, const char *fmt, ...);
#include "hardware/hw3sound.h"
#endif
#ifdef HAVE_BLUA
#include "lua_script.h"
#endif
// platform independant focus loss
UINT8 window_notinfocus = false;
@ -634,6 +638,10 @@ void D_SRB2Loop(void)
#ifdef HW3SOUND
HW3S_EndFrameUpdate();
#endif
#ifdef HAVE_BLUA
LUA_Step();
#endif
}
}

View File

@ -998,7 +998,7 @@ static const struct {
static void readlevelheader(MYFILE *f, INT32 num)
{
char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL);
char *word = s;
char *word;
char *word2;
//char *word3; // Non-uppercase version of word2
char *tmp;
@ -1027,6 +1027,9 @@ static void readlevelheader(MYFILE *f, INT32 num)
if (s == tmp)
continue; // Skip comment lines, but don't break.
// Set / reset word, because some things (Lua.) move it
word = s;
// Get the part before the " = "
tmp = strchr(s, '=');
*(tmp-1) = '\0';
@ -7204,6 +7207,7 @@ static const char *const MOBJEFLAG_LIST[] = {
"GOOWATER", // Goo water
"PUSHED", // Mobj was already pushed this tic
"SPRUNG", // Mobj was already sprung this tic
"APPLYPMOMZ", // Platform movement
NULL
};
@ -7753,36 +7757,36 @@ struct {
{"FF_GOOWATER",FF_GOOWATER}, ///< Used with ::FF_SWIMMABLE. Makes thick bouncey goop.
// Angles
{"ANG1",ANG1},
{"ANG2",ANG2},
{"ANG10",ANG10},
{"ANG15",ANG15},
{"ANG20",ANG20},
{"ANG30",ANG30},
{"ANG60",ANG60},
{"ANG64h",ANG64h},
{"ANG105",ANG105},
{"ANG210",ANG210},
{"ANG255",ANG255},
{"ANG340",ANG340},
{"ANG350",ANG350},
{"ANGLE_11hh",ANGLE_11hh},
{"ANGLE_22h",ANGLE_22h},
{"ANGLE_45",ANGLE_45},
{"ANGLE_67h",ANGLE_67h},
{"ANGLE_90",ANGLE_90},
{"ANGLE_112h",ANGLE_112h},
{"ANGLE_135",ANGLE_135},
{"ANGLE_157h",ANGLE_157h},
{"ANGLE_180",ANGLE_180},
{"ANGLE_202h",ANGLE_202h},
{"ANGLE_225",ANGLE_225},
{"ANGLE_247h",ANGLE_247h},
{"ANGLE_270",ANGLE_270},
{"ANGLE_292h",ANGLE_292h},
{"ANGLE_315",ANGLE_315},
{"ANGLE_337h",ANGLE_337h},
{"ANGLE_MAX",ANGLE_MAX},
{"ANG1",ANG1>>16},
{"ANG2",ANG2>>16},
{"ANG10",ANG10>>16},
{"ANG15",ANG15>>16},
{"ANG20",ANG20>>16},
{"ANG30",ANG30>>16},
{"ANG60",ANG60>>16},
{"ANG64h",ANG64h>>16},
{"ANG105",ANG105>>16},
{"ANG210",ANG210>>16},
{"ANG255",ANG255>>16},
{"ANG340",ANG340>>16},
{"ANG350",ANG350>>16},
{"ANGLE_11hh",ANGLE_11hh>>16},
{"ANGLE_22h",ANGLE_22h>>16},
{"ANGLE_45",ANGLE_45>>16},
{"ANGLE_67h",ANGLE_67h>>16},
{"ANGLE_90",ANGLE_90>>16},
{"ANGLE_112h",ANGLE_112h>>16},
{"ANGLE_135",ANGLE_135>>16},
{"ANGLE_157h",ANGLE_157h>>16},
{"ANGLE_180",ANGLE_180>>16},
{"ANGLE_202h",ANGLE_202h>>16},
{"ANGLE_225",ANGLE_225>>16},
{"ANGLE_247h",ANGLE_247h>>16},
{"ANGLE_270",ANGLE_270>>16},
{"ANGLE_292h",ANGLE_292h>>16},
{"ANGLE_315",ANGLE_315>>16},
{"ANGLE_337h",ANGLE_337h>>16},
{"ANGLE_MAX",ANGLE_MAX>>16},
// P_Chase directions (dirtype_t)
{"DI_NODIR",DI_NODIR},

View File

@ -85,13 +85,6 @@ static int lib_print(lua_State *L)
return 0;
}
static int lib_evalMath(lua_State *L)
{
const char *word = luaL_checkstring(L, 1);
lua_pushinteger(L, LUA_EvalMath(word));
return 1;
}
// M_RANDOM
//////////////
@ -138,25 +131,25 @@ static int lib_pRandomRange(lua_State *L)
static int lib_pAproxDistance(lua_State *L)
{
fixed_t dx = (fixed_t)luaL_checkinteger(L, 1);
fixed_t dy = (fixed_t)luaL_checkinteger(L, 2);
fixed_t dx = luaL_checkfixed(L, 1);
fixed_t dy = luaL_checkfixed(L, 2);
//HUDSAFE
lua_pushinteger(L, P_AproxDistance(dx, dy));
lua_pushfixed(L, P_AproxDistance(dx, dy));
return 1;
}
static int lib_pClosestPointOnLine(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
line_t *line = *((line_t **)luaL_checkudata(L, 3, META_LINE));
vertex_t result;
//HUDSAFE
if (!line)
return LUA_ErrInvalid(L, "line_t");
P_ClosestPointOnLine(x, y, line, &result);
lua_pushinteger(L, result.x);
lua_pushinteger(L, result.y);
lua_pushfixed(L, result.x);
lua_pushfixed(L, result.y);
return 2;
}
@ -241,9 +234,9 @@ static int lib_pLookForPlayers(lua_State *L)
static int lib_pSpawnMobj(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
fixed_t z = (fixed_t)luaL_checkinteger(L, 3);
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
fixed_t z = luaL_checkfixed(L, 3);
mobjtype_t type = luaL_checkinteger(L, 4);
NOHUD
if (type > MT_LASTFREESLOT)
@ -283,9 +276,9 @@ static int lib_pSpawnXYZMissile(lua_State *L)
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *dest = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 3);
fixed_t x = (fixed_t)luaL_checkinteger(L, 4);
fixed_t y = (fixed_t)luaL_checkinteger(L, 5);
fixed_t z = (fixed_t)luaL_checkinteger(L, 6);
fixed_t x = luaL_checkfixed(L, 4);
fixed_t y = luaL_checkfixed(L, 5);
fixed_t z = luaL_checkfixed(L, 6);
NOHUD
if (!source || !dest)
return LUA_ErrInvalid(L, "mobj_t");
@ -298,13 +291,13 @@ static int lib_pSpawnXYZMissile(lua_State *L)
static int lib_pSpawnPointMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t xa = (fixed_t)luaL_checkinteger(L, 2);
fixed_t ya = (fixed_t)luaL_checkinteger(L, 3);
fixed_t za = (fixed_t)luaL_checkinteger(L, 4);
fixed_t xa = luaL_checkfixed(L, 2);
fixed_t ya = luaL_checkfixed(L, 3);
fixed_t za = luaL_checkfixed(L, 4);
mobjtype_t type = luaL_checkinteger(L, 5);
fixed_t x = (fixed_t)luaL_checkinteger(L, 6);
fixed_t y = (fixed_t)luaL_checkinteger(L, 7);
fixed_t z = (fixed_t)luaL_checkinteger(L, 8);
fixed_t x = luaL_checkfixed(L, 6);
fixed_t y = luaL_checkfixed(L, 7);
fixed_t z = luaL_checkfixed(L, 8);
NOHUD
if (!source)
return LUA_ErrInvalid(L, "mobj_t");
@ -318,9 +311,9 @@ static int lib_pSpawnAlteredDirectionMissile(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 2);
fixed_t x = (fixed_t)luaL_checkinteger(L, 3);
fixed_t y = (fixed_t)luaL_checkinteger(L, 4);
fixed_t z = (fixed_t)luaL_checkinteger(L, 5);
fixed_t x = luaL_checkfixed(L, 3);
fixed_t y = luaL_checkfixed(L, 4);
fixed_t z = luaL_checkfixed(L, 5);
INT32 shiftingAngle = (INT32)luaL_checkinteger(L, 5);
NOHUD
if (!source)
@ -348,7 +341,7 @@ static int lib_pSPMAngle(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobjtype_t type = luaL_checkinteger(L, 2);
angle_t angle = (angle_t)luaL_checkinteger(L, 3);
angle_t angle = luaL_checkangle(L, 3);
UINT8 allowaim = (UINT8)luaL_optinteger(L, 4, 0);
UINT32 flags2 = (UINT32)luaL_optinteger(L, 5, 0);
NOHUD
@ -418,13 +411,13 @@ static int lib_pGetClosestAxis(lua_State *L)
static int lib_pSpawnParaloop(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
fixed_t z = (fixed_t)luaL_checkinteger(L, 3);
fixed_t radius = (fixed_t)luaL_checkinteger(L, 4);
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
fixed_t z = luaL_checkfixed(L, 3);
fixed_t radius = luaL_checkfixed(L, 4);
INT32 number = (INT32)luaL_checkinteger(L, 5);
mobjtype_t type = luaL_checkinteger(L, 6);
angle_t rotangle = (angle_t)luaL_checkinteger(L, 7);
angle_t rotangle = luaL_checkangle(L, 7);
statenum_t nstate = luaL_optinteger(L, 8, S_NULL);
boolean spawncenter = lua_optboolean(L, 9);
NOHUD
@ -458,7 +451,7 @@ static int lib_pSupermanLook4Players(lua_State *L)
static int lib_pSetScale(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t newscale = (fixed_t)luaL_checkinteger(L, 2);
fixed_t newscale = luaL_checkfixed(L, 2);
NOHUD
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
@ -526,7 +519,7 @@ static int lib_pGetPlayerHeight(lua_State *L)
//HUDSAFE
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushinteger(L, P_GetPlayerHeight(player));
lua_pushfixed(L, P_GetPlayerHeight(player));
return 1;
}
@ -536,7 +529,7 @@ static int lib_pGetPlayerSpinHeight(lua_State *L)
//HUDSAFE
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushinteger(L, P_GetPlayerSpinHeight(player));
lua_pushfixed(L, P_GetPlayerSpinHeight(player));
return 1;
}
@ -639,7 +632,7 @@ static int lib_pInQuicksand(lua_State *L)
static int lib_pSetObjectMomZ(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t value = (fixed_t)luaL_checkinteger(L, 2);
fixed_t value = luaL_checkfixed(L, 2);
boolean relative = lua_optboolean(L, 3);
NOHUD
if (!mo)
@ -753,8 +746,8 @@ static int lib_pDoPlayerExit(lua_State *L)
static int lib_pInstaThrust(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t angle = (angle_t)luaL_checkinteger(L, 2);
fixed_t move = (fixed_t)luaL_checkinteger(L, 3);
angle_t angle = luaL_checkangle(L, 2);
fixed_t move = luaL_checkfixed(L, 3);
NOHUD
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
@ -768,10 +761,10 @@ static int lib_pReturnThrustX(lua_State *L)
fixed_t move;
if (lua_isnil(L, 1) || lua_isuserdata(L, 1))
lua_remove(L, 1); // ignore mobj as arg1
angle = (angle_t)luaL_checkinteger(L, 1);
move = (fixed_t)luaL_checkinteger(L, 2);
angle = luaL_checkangle(L, 1);
move = luaL_checkfixed(L, 2);
//HUDSAFE
lua_pushinteger(L, P_ReturnThrustX(NULL, angle, move));
lua_pushfixed(L, P_ReturnThrustX(NULL, angle, move));
return 1;
}
@ -781,10 +774,10 @@ static int lib_pReturnThrustY(lua_State *L)
fixed_t move;
if (lua_isnil(L, 1) || lua_isuserdata(L, 1))
lua_remove(L, 1); // ignore mobj as arg1
angle = (angle_t)luaL_checkinteger(L, 1);
move = (fixed_t)luaL_checkinteger(L, 2);
angle = luaL_checkangle(L, 1);
move = luaL_checkfixed(L, 2);
//HUDSAFE
lua_pushinteger(L, P_ReturnThrustY(NULL, angle, move));
lua_pushfixed(L, P_ReturnThrustY(NULL, angle, move));
return 1;
}
@ -802,7 +795,7 @@ static int lib_pNukeEnemies(lua_State *L)
{
mobj_t *inflictor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
fixed_t radius = (fixed_t)luaL_checkinteger(L, 3);
fixed_t radius = luaL_checkfixed(L, 3);
NOHUD
if (!inflictor || !source)
return LUA_ErrInvalid(L, "mobj_t");
@ -868,8 +861,8 @@ static int lib_pSpawnSpinMobj(lua_State *L)
static int lib_pTelekinesis(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
fixed_t thrust = (fixed_t)luaL_checkinteger(L, 2);
fixed_t range = (fixed_t)luaL_checkinteger(L, 3);
fixed_t thrust = luaL_checkfixed(L, 2);
fixed_t range = luaL_checkfixed(L, 3);
NOHUD
if (!player)
return LUA_ErrInvalid(L, "player_t");
@ -884,8 +877,8 @@ static int lib_pCheckPosition(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3);
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
NOHUD
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
@ -899,8 +892,8 @@ static int lib_pTryMove(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3);
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
boolean allowdropoff = lua_optboolean(L, 4);
NOHUD
if (!thing)
@ -915,7 +908,7 @@ static int lib_pMove(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t speed = (fixed_t)luaL_checkinteger(L, 2);
fixed_t speed = luaL_checkfixed(L, 2);
NOHUD
if (!actor)
return LUA_ErrInvalid(L, "mobj_t");
@ -929,9 +922,9 @@ static int lib_pTeleportMove(lua_State *L)
{
mobj_t *ptmthing = tmthing;
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3);
fixed_t z = (fixed_t)luaL_checkinteger(L, 4);
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
fixed_t z = luaL_checkfixed(L, 4);
NOHUD
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
@ -975,10 +968,10 @@ static int lib_pCheckSight(lua_State *L)
static int lib_pCheckHoopPosition(lua_State *L)
{
mobj_t *hoopthing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
fixed_t x = (fixed_t)luaL_checkinteger(L, 2);
fixed_t y = (fixed_t)luaL_checkinteger(L, 3);
fixed_t z = (fixed_t)luaL_checkinteger(L, 4);
fixed_t radius = (fixed_t)luaL_checkinteger(L, 5);
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
fixed_t z = luaL_checkfixed(L, 4);
fixed_t radius = luaL_checkfixed(L, 5);
NOHUD
if (!hoopthing)
return LUA_ErrInvalid(L, "mobj_t");
@ -990,7 +983,7 @@ static int lib_pRadiusAttack(lua_State *L)
{
mobj_t *spot = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
fixed_t damagedist = (fixed_t)luaL_checkinteger(L, 3);
fixed_t damagedist = luaL_checkfixed(L, 3);
NOHUD
if (!spot || !source)
return LUA_ErrInvalid(L, "mobj_t");
@ -1000,12 +993,12 @@ static int lib_pRadiusAttack(lua_State *L)
static int lib_pFloorzAtPos(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
fixed_t z = (fixed_t)luaL_checkinteger(L, 3);
fixed_t height = (fixed_t)luaL_checkinteger(L, 4);
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
fixed_t z = luaL_checkfixed(L, 3);
fixed_t height = luaL_checkfixed(L, 4);
//HUDSAFE
lua_pushinteger(L, P_FloorzAtPos(x, y, z, height));
lua_pushfixed(L, P_FloorzAtPos(x, y, z, height));
return 1;
}
@ -1016,8 +1009,8 @@ static int lib_pDoSpring(lua_State *L)
NOHUD
if (!spring || !object)
return LUA_ErrInvalid(L, "mobj_t");
P_DoSpring(spring, object);
return 0;
lua_pushboolean(L, P_DoSpring(spring, object));
return 1;
}
// P_INTER
@ -1209,8 +1202,8 @@ static int lib_pDoNightsScore(lua_State *L)
static int lib_pThrust(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t angle = (angle_t)luaL_checkinteger(L, 2);
fixed_t move = (fixed_t)luaL_checkinteger(L, 3);
angle_t angle = luaL_checkangle(L, 2);
fixed_t move = luaL_checkfixed(L, 3);
NOHUD
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
@ -1485,48 +1478,48 @@ static int lib_evCrumbleChain(lua_State *L)
static int lib_rPointToAngle(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
//HUDSAFE
lua_pushinteger(L, R_PointToAngle(x, y));
lua_pushangle(L, R_PointToAngle(x, y));
return 1;
}
static int lib_rPointToAngle2(lua_State *L)
{
fixed_t px2 = (fixed_t)luaL_checkinteger(L, 1);
fixed_t py2 = (fixed_t)luaL_checkinteger(L, 2);
fixed_t px1 = (fixed_t)luaL_checkinteger(L, 3);
fixed_t py1 = (fixed_t)luaL_checkinteger(L, 4);
fixed_t px2 = luaL_checkfixed(L, 1);
fixed_t py2 = luaL_checkfixed(L, 2);
fixed_t px1 = luaL_checkfixed(L, 3);
fixed_t py1 = luaL_checkfixed(L, 4);
//HUDSAFE
lua_pushinteger(L, R_PointToAngle2(px2, py2, px1, py1));
lua_pushangle(L, R_PointToAngle2(px2, py2, px1, py1));
return 1;
}
static int lib_rPointToDist(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
//HUDSAFE
lua_pushinteger(L, R_PointToDist(x, y));
lua_pushfixed(L, R_PointToDist(x, y));
return 1;
}
static int lib_rPointToDist2(lua_State *L)
{
fixed_t px2 = (fixed_t)luaL_checkinteger(L, 1);
fixed_t py2 = (fixed_t)luaL_checkinteger(L, 2);
fixed_t px1 = (fixed_t)luaL_checkinteger(L, 3);
fixed_t py1 = (fixed_t)luaL_checkinteger(L, 4);
fixed_t px2 = luaL_checkfixed(L, 1);
fixed_t py2 = luaL_checkfixed(L, 2);
fixed_t px1 = luaL_checkfixed(L, 3);
fixed_t py1 = luaL_checkfixed(L, 4);
//HUDSAFE
lua_pushinteger(L, R_PointToDist2(px2, py2, px1, py1));
lua_pushfixed(L, R_PointToDist2(px2, py2, px1, py1));
return 1;
}
static int lib_rPointInSubsector(lua_State *L)
{
fixed_t x = (fixed_t)luaL_checkinteger(L, 1);
fixed_t y = (fixed_t)luaL_checkinteger(L, 2);
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
//HUDSAFE
LUA_PushUserdata(L, R_PointInSubsector(x, y), META_SUBSECTOR);
return 1;
@ -1660,7 +1653,7 @@ static int lib_sChangeMusic(lua_State *L)
static int lib_sSpeedMusic(lua_State *L)
{
fixed_t fixedspeed = (fixed_t)luaL_checkinteger(L, 1);
fixed_t fixedspeed = luaL_checkfixed(L, 1);
float speed = FIXED_TO_FLOAT(fixedspeed);
player_t *player = NULL;
NOHUD
@ -1861,7 +1854,6 @@ static int lib_gTicsToMilliseconds(lua_State *L)
static luaL_Reg lib[] = {
{"print", lib_print},
{"EvalMath", lib_evalMath},
// m_random
{"P_Random",lib_pRandom},

View File

@ -41,7 +41,7 @@ enum hook {
hook_BotAI,
hook_LinedefExecute,
hook_PlayerMsg,
hook_DeathMsg,
hook_HurtMsg,
hook_MAX // last hook
};
@ -54,8 +54,9 @@ void LUAh_ThinkFrame(void); // Hook for frame (after mobj and player thinkers)
boolean LUAh_MobjHook(mobj_t *mo, enum hook which);
boolean LUAh_PlayerHook(player_t *plr, enum hook which);
#define LUAh_MobjSpawn(mo) LUAh_MobjHook(mo, hook_MobjSpawn) // Hook for P_SpawnMobj by mobj type
UINT8 LUAh_MobjCollide(mobj_t *thing1, mobj_t *thing2); // Hook for PIT_CheckThing by (thing) mobj type
UINT8 LUAh_MobjMoveCollide(mobj_t *thing1, mobj_t *thing2); // Hook for PIT_CheckThing by (tmthing) mobj type
UINT8 LUAh_MobjCollideHook(mobj_t *thing1, mobj_t *thing2, enum hook which);
#define LUAh_MobjCollide(thing1, thing2) LUAh_MobjCollideHook(thing1, thing2, hook_MobjCollide) // Hook for PIT_CheckThing by (thing) mobj type
#define LUAh_MobjMoveCollide(thing1, thing2) LUAh_MobjCollideHook(thing1, thing2, hook_MobjMoveCollide) // Hook for PIT_CheckThing by (tmthing) mobj type
boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher); // Hook for P_TouchSpecialThing by mobj type
#define LUAh_MobjFuse(mo) LUAh_MobjHook(mo, hook_MobjFuse) // Hook for mobj->fuse == 0 by mobj type
#define LUAh_MobjThinker(mo) LUAh_MobjHook(mo, hook_MobjThinker) // Hook for P_MobjThinker or P_SceneryThinker by mobj type
@ -73,6 +74,6 @@ boolean LUAh_BotTiccmd(player_t *bot, ticcmd_t *cmd); // Hook for B_BuildTiccmd
boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name
boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors
boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages
boolean LUAh_DeathMsg(player_t *player, mobj_t *inflictor, mobj_t *source); // Hook for hurt messages
boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source); // Hook for hurt messages
#endif

File diff suppressed because it is too large Load Diff

View File

@ -674,8 +674,6 @@ void LUAh_GameHUD(player_t *stplayr)
LUA_Call(gL, 3);
}
lua_pop(gL, -1);
lua_gc(gL, LUA_GCCOLLECT, 0);
hud_running = false;
}
@ -701,8 +699,6 @@ void LUAh_ScoresHUD(void)
LUA_Call(gL, 1);
}
lua_pop(gL, -1);
lua_gc(gL, LUA_GCCOLLECT, 0);
hud_running = false;
}

View File

@ -137,8 +137,6 @@ static void A_Lua(mobj_t *actor)
--superstack;
superactions[superstack] = NULL;
}
lua_gc(gL, LUA_GCSTEP, 1);
}
// Arbitrary states[] table index -> state_t *
@ -510,11 +508,11 @@ static int lib_setMobjInfo(lua_State *L)
else if (i == 15 || (str && fastcmp(str,"deathsound")))
info->deathsound = luaL_checkinteger(L, 3);
else if (i == 16 || (str && fastcmp(str,"speed")))
info->speed = (fixed_t)luaL_checkinteger(L, 3);
info->speed = luaL_checkfixed(L, 3);
else if (i == 17 || (str && fastcmp(str,"radius")))
info->radius = (fixed_t)luaL_checkinteger(L, 3);
info->radius = luaL_checkfixed(L, 3);
else if (i == 18 || (str && fastcmp(str,"height")))
info->height = (fixed_t)luaL_checkinteger(L, 3);
info->height = luaL_checkfixed(L, 3);
else if (i == 19 || (str && fastcmp(str,"dispoffset")))
info->dispoffset = (INT32)luaL_checkinteger(L, 3);
else if (i == 20 || (str && fastcmp(str,"mass")))
@ -580,11 +578,11 @@ static int mobjinfo_get(lua_State *L)
else if (fastcmp(field,"deathsound"))
lua_pushinteger(L, info->deathsound);
else if (fastcmp(field,"speed"))
lua_pushinteger(L, info->speed);
lua_pushinteger(L, info->speed); // sometimes it's fixed_t, sometimes it's not...
else if (fastcmp(field,"radius"))
lua_pushinteger(L, info->radius);
lua_pushfixed(L, info->radius);
else if (fastcmp(field,"height"))
lua_pushinteger(L, info->height);
lua_pushfixed(L, info->height);
else if (fastcmp(field,"dispoffset"))
lua_pushinteger(L, info->dispoffset);
else if (fastcmp(field,"mass"))
@ -656,11 +654,11 @@ static int mobjinfo_set(lua_State *L)
else if (fastcmp(field,"deathsound"))
info->deathsound = luaL_checkinteger(L, 3);
else if (fastcmp(field,"speed"))
info->speed = (fixed_t)luaL_checkinteger(L, 3);
info->speed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"radius"))
info->radius = (fixed_t)luaL_checkinteger(L, 3);
info->radius = luaL_checkfixed(L, 3);
else if (fastcmp(field,"height"))
info->height = (fixed_t)luaL_checkinteger(L, 3);
info->height = luaL_checkfixed(L, 3);
else if (fastcmp(field,"dispoffset"))
info->dispoffset = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"mass"))

View File

@ -280,10 +280,10 @@ static int sector_get(lua_State *L)
lua_pushboolean(L, 1);
return 1;
case sector_floorheight:
lua_pushinteger(L, sector->floorheight);
lua_pushfixed(L, sector->floorheight);
return 1;
case sector_ceilingheight:
lua_pushinteger(L, sector->ceilingheight);
lua_pushfixed(L, sector->ceilingheight);
return 1;
case sector_floorpic: { // floorpic
levelflat_t *levelflat;
@ -396,26 +396,30 @@ static int sector_set(lua_State *L)
return luaL_error(L, "sector_t field " LUA_QS " cannot be set.", sector_opt[field]);
case sector_floorheight: { // floorheight
boolean flag;
mobj_t *ptmthing = tmthing;
fixed_t lastpos = sector->floorheight;
sector->floorheight = (fixed_t)luaL_checkinteger(L, 3);
sector->floorheight = luaL_checkfixed(L, 3);
flag = P_CheckSector(sector, true);
if (flag && sector->numattached)
{
sector->floorheight = lastpos;
P_CheckSector(sector, true);
}
P_SetTarget(&tmthing, ptmthing);
break;
}
case sector_ceilingheight: { // ceilingheight
boolean flag;
mobj_t *ptmthing = tmthing;
fixed_t lastpos = sector->ceilingheight;
sector->ceilingheight = (fixed_t)luaL_checkinteger(L, 3);
sector->ceilingheight = luaL_checkfixed(L, 3);
flag = P_CheckSector(sector, true);
if (flag && sector->numattached)
{
sector->ceilingheight = lastpos;
P_CheckSector(sector, true);
}
P_SetTarget(&tmthing, ptmthing);
break;
}
case sector_floorpic:
@ -509,10 +513,10 @@ static int line_get(lua_State *L)
LUA_PushUserdata(L, line->v2, META_VERTEX);
return 1;
case line_dx:
lua_pushinteger(L, line->dx);
lua_pushfixed(L, line->dx);
return 1;
case line_dy:
lua_pushinteger(L, line->dy);
lua_pushfixed(L, line->dy);
return 1;
case line_flags:
lua_pushinteger(L, line->flags);
@ -628,10 +632,10 @@ static int side_get(lua_State *L)
lua_pushboolean(L, 1);
return 1;
case side_textureoffset:
lua_pushinteger(L, side->textureoffset);
lua_pushfixed(L, side->textureoffset);
return 1;
case side_rowoffset:
lua_pushinteger(L, side->rowoffset);
lua_pushfixed(L, side->rowoffset);
return 1;
case side_toptexture:
lua_pushinteger(L, side->toptexture);
@ -658,6 +662,50 @@ static int side_get(lua_State *L)
return 0;
}
static int side_set(lua_State *L)
{
side_t *side = *((side_t **)luaL_checkudata(L, 1, META_SIDE));
enum side_e field = luaL_checkoption(L, 2, side_opt[0], side_opt);
if (!side)
{
if (field == side_valid) {
lua_pushboolean(L, 0);
return 1;
}
return luaL_error(L, "accessed side_t doesn't exist anymore.");
}
switch(field)
{
case side_valid: // valid
case side_sector:
case side_special:
case side_text:
default:
return luaL_error(L, "side_t field " LUA_QS " cannot be set.", side_opt[field]);
case side_textureoffset:
side->textureoffset = luaL_checkfixed(L, 3);
break;
case side_rowoffset:
side->rowoffset = luaL_checkfixed(L, 3);
break;
case side_toptexture:
side->toptexture = luaL_checkinteger(L, 3);
break;
case side_bottomtexture:
side->bottomtexture = luaL_checkinteger(L, 3);
break;
case side_midtexture:
side->midtexture = luaL_checkinteger(L, 3);
break;
case side_repeatcnt:
side->repeatcnt = luaL_checkinteger(L, 3);
break;
}
return 0;
}
static int side_num(lua_State *L)
{
side_t *side = *((side_t **)luaL_checkudata(L, 1, META_SIDE));
@ -685,13 +733,13 @@ static int vertex_get(lua_State *L)
lua_pushboolean(L, 1);
return 1;
case vertex_x:
lua_pushinteger(L, vertex->x);
lua_pushfixed(L, vertex->x);
return 1;
case vertex_y:
lua_pushinteger(L, vertex->y);
lua_pushfixed(L, vertex->y);
return 1;
case vertex_z:
lua_pushinteger(L, vertex->z);
lua_pushfixed(L, vertex->z);
return 1;
}
return 0;
@ -954,7 +1002,7 @@ static int ffloor_get(lua_State *L)
lua_pushboolean(L, 1);
return 1;
case ffloor_topheight:
lua_pushinteger(L, *ffloor->topheight);
lua_pushfixed(L, *ffloor->topheight);
return 1;
case ffloor_toppic: { // toppic
levelflat_t *levelflat;
@ -968,7 +1016,7 @@ static int ffloor_get(lua_State *L)
lua_pushinteger(L, *ffloor->toplightlevel);
return 1;
case ffloor_bottomheight:
lua_pushinteger(L, *ffloor->bottomheight);
lua_pushfixed(L, *ffloor->bottomheight);
return 1;
case ffloor_bottompic: { // bottompic
levelflat_t *levelflat;
@ -1027,14 +1075,16 @@ static int ffloor_set(lua_State *L)
case ffloor_topheight: { // topheight
boolean flag;
fixed_t lastpos = *ffloor->topheight;
mobj_t *ptmthing = tmthing;
sector_t *sector = &sectors[ffloor->secnum];
sector->ceilingheight = (fixed_t)luaL_checkinteger(L, 3);
sector->ceilingheight = luaL_checkfixed(L, 3);
flag = P_CheckSector(sector, true);
if (flag && sector->numattached)
{
*ffloor->topheight = lastpos;
P_CheckSector(sector, true);
}
P_SetTarget(&tmthing, ptmthing);
break;
}
case ffloor_toppic:
@ -1046,14 +1096,16 @@ static int ffloor_set(lua_State *L)
case ffloor_bottomheight: { // bottomheight
boolean flag;
fixed_t lastpos = *ffloor->bottomheight;
mobj_t *ptmthing = tmthing;
sector_t *sector = &sectors[ffloor->secnum];
sector->floorheight = (fixed_t)luaL_checkinteger(L, 3);
sector->floorheight = luaL_checkfixed(L, 3);
flag = P_CheckSector(sector, true);
if (flag && sector->numattached)
{
*ffloor->bottomheight = lastpos;
P_CheckSector(sector, true);
}
P_SetTarget(&tmthing, ptmthing);
break;
}
case ffloor_bottompic:
@ -1214,6 +1266,9 @@ int LUA_MapLib(lua_State *L)
lua_pushcfunction(L, side_get);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, side_set);
lua_setfield(L, -2, "__newindex");
lua_pushcfunction(L, side_num);
lua_setfield(L, -2, "__len");
lua_pop(L, 1);

View File

@ -47,37 +47,37 @@ static int lib_max(lua_State *L)
static int lib_fixedangle(lua_State *L)
{
lua_pushinteger(L, FixedAngle((fixed_t)luaL_checkinteger(L, 1)));
lua_pushangle(L, FixedAngle(luaL_checkfixed(L, 1)));
return 1;
}
static int lib_anglefixed(lua_State *L)
{
lua_pushinteger(L, AngleFixed((angle_t)luaL_checkinteger(L, 1)));
lua_pushfixed(L, AngleFixed(luaL_checkangle(L, 1)));
return 1;
}
static int lib_invangle(lua_State *L)
{
lua_pushinteger(L, InvAngle((angle_t)luaL_checkinteger(L, 1)));
lua_pushangle(L, InvAngle(luaL_checkangle(L, 1)));
return 1;
}
static int lib_finesine(lua_State *L)
{
lua_pushinteger(L, FINESINE((luaL_checkinteger(L, 1)>>ANGLETOFINESHIFT) & FINEMASK));
lua_pushfixed(L, FINESINE((luaL_checkangle(L, 1)>>ANGLETOFINESHIFT) & FINEMASK));
return 1;
}
static int lib_finecosine(lua_State *L)
{
lua_pushinteger(L, FINECOSINE((luaL_checkinteger(L, 1)>>ANGLETOFINESHIFT) & FINEMASK));
lua_pushfixed(L, FINECOSINE((luaL_checkangle(L, 1)>>ANGLETOFINESHIFT) & FINEMASK));
return 1;
}
static int lib_finetangent(lua_State *L)
{
lua_pushinteger(L, FINETANGENT((luaL_checkinteger(L, 1)>>ANGLETOFINESHIFT) & FINEMASK));
lua_pushfixed(L, FINETANGENT((luaL_checkangle(L, 1)>>ANGLETOFINESHIFT) & FINEMASK));
return 1;
}
@ -86,61 +86,61 @@ static int lib_finetangent(lua_State *L)
static int lib_fixedmul(lua_State *L)
{
lua_pushinteger(L, FixedMul((fixed_t)luaL_checkinteger(L, 1), (fixed_t)luaL_checkinteger(L, 2)));
lua_pushfixed(L, FixedMul(luaL_checkfixed(L, 1), luaL_checkfixed(L, 2)));
return 1;
}
static int lib_fixedint(lua_State *L)
{
lua_pushinteger(L, FixedInt((fixed_t)luaL_checkinteger(L, 1)));
lua_pushinteger(L, FixedInt(luaL_checkfixed(L, 1)));
return 1;
}
static int lib_fixeddiv(lua_State *L)
{
lua_pushinteger(L, FixedDiv((fixed_t)luaL_checkinteger(L, 1), (fixed_t)luaL_checkinteger(L, 2)));
lua_pushfixed(L, FixedDiv(luaL_checkfixed(L, 1), luaL_checkfixed(L, 2)));
return 1;
}
static int lib_fixedrem(lua_State *L)
{
lua_pushinteger(L, FixedRem((fixed_t)luaL_checkinteger(L, 1), (fixed_t)luaL_checkinteger(L, 2)));
lua_pushfixed(L, FixedRem(luaL_checkfixed(L, 1), luaL_checkfixed(L, 2)));
return 1;
}
static int lib_fixedsqrt(lua_State *L)
{
lua_pushinteger(L, FixedSqrt((fixed_t)luaL_checkinteger(L, 1)));
lua_pushfixed(L, FixedSqrt(luaL_checkfixed(L, 1)));
return 1;
}
static int lib_fixedhypot(lua_State *L)
{
lua_pushinteger(L, FixedHypot((fixed_t)luaL_checkinteger(L, 1), (fixed_t)luaL_checkinteger(L, 2)));
lua_pushfixed(L, FixedHypot(luaL_checkfixed(L, 1), luaL_checkfixed(L, 2)));
return 1;
}
static int lib_fixedfloor(lua_State *L)
{
lua_pushinteger(L, FixedFloor((fixed_t)luaL_checkinteger(L, 1)));
lua_pushfixed(L, FixedFloor(luaL_checkfixed(L, 1)));
return 1;
}
static int lib_fixedtrunc(lua_State *L)
{
lua_pushinteger(L, FixedTrunc((fixed_t)luaL_checkinteger(L, 1)));
lua_pushfixed(L, FixedTrunc(luaL_checkfixed(L, 1)));
return 1;
}
static int lib_fixedceil(lua_State *L)
{
lua_pushinteger(L, FixedCeil((fixed_t)luaL_checkinteger(L, 1)));
lua_pushfixed(L, FixedCeil(luaL_checkfixed(L, 1)));
return 1;
}
static int lib_fixedround(lua_State *L)
{
lua_pushinteger(L, FixedRound((fixed_t)luaL_checkinteger(L, 1)));
lua_pushfixed(L, FixedRound(luaL_checkfixed(L, 1)));
return 1;
}
@ -156,7 +156,7 @@ static int lib_getsecspecial(lua_State *L)
static int lib_all7emeralds(lua_State *L)
{
lua_pushinteger(L, ALL7EMERALDS(luaL_checkinteger(L, 1)));
lua_pushboolean(L, ALL7EMERALDS(luaL_checkinteger(L, 1)));
return 1;
}

View File

@ -162,13 +162,13 @@ static int mobj_get(lua_State *L)
lua_pushboolean(L, 1);
break;
case mobj_x:
lua_pushinteger(L, mo->x);
lua_pushfixed(L, mo->x);
break;
case mobj_y:
lua_pushinteger(L, mo->y);
lua_pushfixed(L, mo->y);
break;
case mobj_z:
lua_pushinteger(L, mo->z);
lua_pushfixed(L, mo->z);
break;
case mobj_snext:
LUA_PushUserdata(L, mo->snext, META_MOBJ);
@ -179,7 +179,7 @@ static int mobj_get(lua_State *L)
// i.e. it will always ultimately point to THIS mobj -- so that's actually not useful to Lua and won't be included.
return UNIMPLEMENTED;
case mobj_angle:
lua_pushinteger(L, mo->angle);
lua_pushangle(L, mo->angle);
break;
case mobj_sprite:
lua_pushinteger(L, mo->sprite);
@ -193,28 +193,28 @@ static int mobj_get(lua_State *L)
LUA_PushUserdata(L, mo->subsector, META_SUBSECTOR);
break;
case mobj_floorz:
lua_pushinteger(L, mo->floorz);
lua_pushfixed(L, mo->floorz);
break;
case mobj_ceilingz:
lua_pushinteger(L, mo->ceilingz);
lua_pushfixed(L, mo->ceilingz);
break;
case mobj_radius:
lua_pushinteger(L, mo->radius);
lua_pushfixed(L, mo->radius);
break;
case mobj_height:
lua_pushinteger(L, mo->height);
lua_pushfixed(L, mo->height);
break;
case mobj_momx:
lua_pushinteger(L, mo->momx);
lua_pushfixed(L, mo->momx);
break;
case mobj_momy:
lua_pushinteger(L, mo->momy);
lua_pushfixed(L, mo->momy);
break;
case mobj_momz:
lua_pushinteger(L, mo->momz);
lua_pushfixed(L, mo->momz);
break;
case mobj_pmomz:
lua_pushinteger(L, mo->pmomz);
lua_pushfixed(L, mo->pmomz);
break;
case mobj_tics:
lua_pushinteger(L, mo->tics);
@ -299,32 +299,32 @@ static int mobj_get(lua_State *L)
LUA_PushUserdata(L, mo->tracer, META_MOBJ);
break;
case mobj_friction:
lua_pushinteger(L, mo->friction);
lua_pushfixed(L, mo->friction);
break;
case mobj_movefactor:
lua_pushinteger(L, mo->movefactor);
lua_pushfixed(L, mo->movefactor);
break;
case mobj_fuse:
lua_pushinteger(L, mo->fuse);
break;
case mobj_watertop:
lua_pushinteger(L, mo->watertop);
lua_pushfixed(L, mo->watertop);
break;
case mobj_waterbottom:
lua_pushinteger(L, mo->waterbottom);
lua_pushfixed(L, mo->waterbottom);
break;
case mobj_mobjnum:
// mobjnum is a networking thing generated for $$$.sav
// and therefore shouldn't be used by Lua.
return UNIMPLEMENTED;
case mobj_scale:
lua_pushinteger(L, mo->scale);
lua_pushfixed(L, mo->scale);
break;
case mobj_destscale:
lua_pushinteger(L, mo->destscale);
lua_pushfixed(L, mo->destscale);
break;
case mobj_scalespeed:
lua_pushinteger(L, mo->scalespeed);
lua_pushfixed(L, mo->scalespeed);
break;
case mobj_extravalue1:
lua_pushinteger(L, mo->extravalue1);
@ -382,7 +382,7 @@ static int mobj_set(lua_State *L)
{
// z doesn't cross sector bounds so it's okay.
mobj_t *ptmthing = tmthing;
mo->z = (fixed_t)luaL_checkinteger(L, 3);
mo->z = luaL_checkfixed(L, 3);
P_CheckPosition(mo, mo->x, mo->y);
mo->floorz = tmfloorz;
mo->ceilingz = tmceilingz;
@ -394,7 +394,7 @@ static int mobj_set(lua_State *L)
case mobj_sprev:
return UNIMPLEMENTED;
case mobj_angle:
mo->angle = (angle_t)luaL_checkinteger(L, 3);
mo->angle = luaL_checkangle(L, 3);
if (mo->player == &players[consoleplayer])
localangle = mo->angle;
else if (mo->player == &players[secondarydisplayplayer])
@ -417,7 +417,7 @@ static int mobj_set(lua_State *L)
case mobj_radius:
{
mobj_t *ptmthing = tmthing;
mo->radius = (fixed_t)luaL_checkinteger(L, 3);
mo->radius = luaL_checkfixed(L, 3);
if (mo->radius < 0)
mo->radius = 0;
P_CheckPosition(mo, mo->x, mo->y);
@ -429,7 +429,7 @@ static int mobj_set(lua_State *L)
case mobj_height:
{
mobj_t *ptmthing = tmthing;
mo->height = (fixed_t)luaL_checkinteger(L, 3);
mo->height = luaL_checkfixed(L, 3);
if (mo->height < 0)
mo->height = 0;
P_CheckPosition(mo, mo->x, mo->y);
@ -439,16 +439,17 @@ static int mobj_set(lua_State *L)
break;
}
case mobj_momx:
mo->momx = (fixed_t)luaL_checkinteger(L, 3);
mo->momx = luaL_checkfixed(L, 3);
break;
case mobj_momy:
mo->momy = (fixed_t)luaL_checkinteger(L, 3);
mo->momy = luaL_checkfixed(L, 3);
break;
case mobj_momz:
mo->momz = (fixed_t)luaL_checkinteger(L, 3);
mo->momz = luaL_checkfixed(L, 3);
break;
case mobj_pmomz:
mo->pmomz = (fixed_t)luaL_checkinteger(L, 3);
mo->pmomz = luaL_checkfixed(L, 3);
mo->eflags |= MFE_APPLYPMOMZ;
break;
case mobj_tics:
mo->tics = luaL_checkinteger(L, 3);
@ -572,25 +573,25 @@ static int mobj_set(lua_State *L)
}
break;
case mobj_friction:
mo->friction = (fixed_t)luaL_checkinteger(L, 3);
mo->friction = luaL_checkfixed(L, 3);
break;
case mobj_movefactor:
mo->movefactor = (fixed_t)luaL_checkinteger(L, 3);
mo->movefactor = luaL_checkfixed(L, 3);
break;
case mobj_fuse:
mo->fuse = luaL_checkinteger(L, 3);
break;
case mobj_watertop:
mo->watertop = (fixed_t)luaL_checkinteger(L, 3);
mo->watertop = luaL_checkfixed(L, 3);
break;
case mobj_waterbottom:
mo->waterbottom = (fixed_t)luaL_checkinteger(L, 3);
mo->waterbottom = luaL_checkfixed(L, 3);
break;
case mobj_mobjnum:
return UNIMPLEMENTED;
case mobj_scale:
{
fixed_t scale = (fixed_t)luaL_checkinteger(L, 3);
fixed_t scale = luaL_checkfixed(L, 3);
if (scale < FRACUNIT/100)
scale = FRACUNIT/100;
mo->destscale = scale;
@ -599,14 +600,14 @@ static int mobj_set(lua_State *L)
}
case mobj_destscale:
{
fixed_t scale = (fixed_t)luaL_checkinteger(L, 3);
fixed_t scale = luaL_checkfixed(L, 3);
if (scale < FRACUNIT/100)
scale = FRACUNIT/100;
mo->destscale = scale;
break;
}
case mobj_scalespeed:
mo->scalespeed = (fixed_t)luaL_checkinteger(L, 3);
mo->scalespeed = luaL_checkfixed(L, 3);
break;
case mobj_extravalue1:
mo->extravalue1 = luaL_checkinteger(L, 3);

View File

@ -109,15 +109,15 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"playerstate"))
lua_pushinteger(L, plr->playerstate);
else if (fastcmp(field,"viewz"))
lua_pushinteger(L, plr->viewz);
lua_pushfixed(L, plr->viewz);
else if (fastcmp(field,"viewheight"))
lua_pushinteger(L, plr->viewheight);
lua_pushfixed(L, plr->viewheight);
else if (fastcmp(field,"deltaviewheight"))
lua_pushinteger(L, plr->deltaviewheight);
lua_pushfixed(L, plr->deltaviewheight);
else if (fastcmp(field,"bob"))
lua_pushinteger(L, plr->bob);
lua_pushfixed(L, plr->bob);
else if (fastcmp(field,"aiming"))
lua_pushinteger(L, plr->aiming);
lua_pushangle(L, plr->aiming);
else if (fastcmp(field,"health"))
lua_pushinteger(L, plr->health);
else if (fastcmp(field,"pity"))
@ -141,13 +141,13 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"score"))
lua_pushinteger(L, plr->score);
else if (fastcmp(field,"dashspeed"))
lua_pushinteger(L, plr->dashspeed);
lua_pushfixed(L, plr->dashspeed);
else if (fastcmp(field,"dashtime"))
lua_pushinteger(L, plr->dashtime);
else if (fastcmp(field,"normalspeed"))
lua_pushinteger(L, plr->normalspeed);
lua_pushfixed(L, plr->normalspeed);
else if (fastcmp(field,"runspeed"))
lua_pushinteger(L, plr->runspeed);
lua_pushfixed(L, plr->runspeed);
else if (fastcmp(field,"thrustfactor"))
lua_pushinteger(L, plr->thrustfactor);
else if (fastcmp(field,"accelstart"))
@ -167,13 +167,13 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"revitem"))
lua_pushinteger(L, plr->revitem);
else if (fastcmp(field,"actionspd"))
lua_pushinteger(L, plr->actionspd);
lua_pushfixed(L, plr->actionspd);
else if (fastcmp(field,"mindash"))
lua_pushinteger(L, plr->mindash);
lua_pushfixed(L, plr->mindash);
else if (fastcmp(field,"maxdash"))
lua_pushinteger(L, plr->maxdash);
lua_pushfixed(L, plr->maxdash);
else if (fastcmp(field,"jumpfactor"))
lua_pushinteger(L, plr->jumpfactor);
lua_pushfixed(L, plr->jumpfactor);
else if (fastcmp(field,"lives"))
lua_pushinteger(L, plr->lives);
else if (fastcmp(field,"continues"))
@ -183,7 +183,7 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"gotcontinue"))
lua_pushinteger(L, plr->gotcontinue);
else if (fastcmp(field,"speed"))
lua_pushinteger(L, plr->speed);
lua_pushfixed(L, plr->speed);
else if (fastcmp(field,"jumping"))
lua_pushboolean(L, plr->jumping);
else if (fastcmp(field,"secondjump"))
@ -205,13 +205,13 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"skidtime"))
lua_pushinteger(L, plr->skidtime);
else if (fastcmp(field,"cmomx"))
lua_pushinteger(L, plr->cmomx);
lua_pushfixed(L, plr->cmomx);
else if (fastcmp(field,"cmomy"))
lua_pushinteger(L, plr->cmomy);
lua_pushfixed(L, plr->cmomy);
else if (fastcmp(field,"rmomx"))
lua_pushinteger(L, plr->rmomx);
lua_pushfixed(L, plr->rmomx);
else if (fastcmp(field,"rmomy"))
lua_pushinteger(L, plr->rmomy);
lua_pushfixed(L, plr->rmomy);
else if (fastcmp(field,"numboxes"))
lua_pushinteger(L, plr->numboxes);
else if (fastcmp(field,"totalring"))
@ -239,11 +239,11 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"starposttime"))
lua_pushinteger(L, plr->starposttime);
else if (fastcmp(field,"starpostangle"))
lua_pushinteger(L, plr->starpostangle);
lua_pushangle(L, plr->starpostangle);
else if (fastcmp(field,"angle_pos"))
lua_pushinteger(L, plr->angle_pos);
lua_pushangle(L, plr->angle_pos);
else if (fastcmp(field,"old_angle_pos"))
lua_pushinteger(L, plr->old_angle_pos);
lua_pushangle(L, plr->old_angle_pos);
else if (fastcmp(field,"axis1"))
LUA_PushUserdata(L, plr->axis1, META_MOBJ);
else if (fastcmp(field,"axis2"))
@ -305,16 +305,16 @@ static int player_get(lua_State *L)
else if (fastcmp(field,"awayviewtics"))
lua_pushinteger(L, plr->awayviewtics);
else if (fastcmp(field,"awayviewaiming"))
lua_pushinteger(L, plr->awayviewaiming);
lua_pushangle(L, plr->awayviewaiming);
else if (fastcmp(field,"spectator"))
lua_pushinteger(L, plr->spectator);
lua_pushboolean(L, plr->spectator);
else if (fastcmp(field,"bot"))
lua_pushinteger(L, plr->bot);
else if (fastcmp(field,"jointime"))
lua_pushinteger(L, plr->jointime);
#ifdef HWRENDER
else if (fastcmp(field,"fovadd"))
lua_pushinteger(L, plr->fovadd);
lua_pushfixed(L, plr->fovadd);
#endif
else {
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
@ -354,15 +354,15 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"playerstate"))
plr->playerstate = luaL_checkinteger(L, 3);
else if (fastcmp(field,"viewz"))
plr->viewz = (fixed_t)luaL_checkinteger(L, 3);
plr->viewz = luaL_checkfixed(L, 3);
else if (fastcmp(field,"viewheight"))
plr->viewheight = (fixed_t)luaL_checkinteger(L, 3);
plr->viewheight = luaL_checkfixed(L, 3);
else if (fastcmp(field,"deltaviewheight"))
plr->deltaviewheight = (fixed_t)luaL_checkinteger(L, 3);
plr->deltaviewheight = luaL_checkfixed(L, 3);
else if (fastcmp(field,"bob"))
plr->bob = (fixed_t)luaL_checkinteger(L, 3);
plr->bob = luaL_checkfixed(L, 3);
else if (fastcmp(field,"aiming")) {
plr->aiming = (angle_t)luaL_checkinteger(L, 3);
plr->aiming = luaL_checkangle(L, 3);
if (plr == &players[consoleplayer])
localaiming = plr->aiming;
else if (plr == &players[secondarydisplayplayer])
@ -391,13 +391,13 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"score"))
plr->score = (UINT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"dashspeed"))
plr->dashspeed = (fixed_t)luaL_checkinteger(L, 3);
plr->dashspeed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"dashtime"))
plr->dashtime = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"normalspeed"))
plr->normalspeed = (fixed_t)luaL_checkinteger(L, 3);
plr->normalspeed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"runspeed"))
plr->runspeed = (fixed_t)luaL_checkinteger(L, 3);
plr->runspeed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"thrustfactor"))
plr->thrustfactor = (UINT8)luaL_checkinteger(L, 3);
else if (fastcmp(field,"accelstart"))
@ -433,7 +433,7 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"gotcontinue"))
plr->gotcontinue = (UINT8)luaL_checkinteger(L, 3);
else if (fastcmp(field,"speed"))
plr->speed = (fixed_t)luaL_checkinteger(L, 3);
plr->speed = luaL_checkfixed(L, 3);
else if (fastcmp(field,"jumping"))
plr->jumping = luaL_checkboolean(L, 3);
else if (fastcmp(field,"secondjump"))
@ -455,13 +455,13 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"skidtime"))
plr->skidtime = (tic_t)luaL_checkinteger(L, 3);
else if (fastcmp(field,"cmomx"))
plr->cmomx = (fixed_t)luaL_checkinteger(L, 3);
plr->cmomx = luaL_checkfixed(L, 3);
else if (fastcmp(field,"cmomy"))
plr->cmomy = (fixed_t)luaL_checkinteger(L, 3);
plr->cmomy = luaL_checkfixed(L, 3);
else if (fastcmp(field,"rmomx"))
plr->rmomx = (fixed_t)luaL_checkinteger(L, 3);
plr->rmomx = luaL_checkfixed(L, 3);
else if (fastcmp(field,"rmomy"))
plr->rmomy = (fixed_t)luaL_checkinteger(L, 3);
plr->rmomy = luaL_checkfixed(L, 3);
else if (fastcmp(field,"numboxes"))
plr->numboxes = (INT16)luaL_checkinteger(L, 3);
else if (fastcmp(field,"totalring"))
@ -489,11 +489,11 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"starposttime"))
plr->starposttime = (tic_t)luaL_checkinteger(L, 3);
else if (fastcmp(field,"starpostangle"))
plr->starpostangle = (angle_t)luaL_checkinteger(L, 3);
plr->starpostangle = luaL_checkangle(L, 3);
else if (fastcmp(field,"angle_pos"))
plr->angle_pos = (angle_t)luaL_checkinteger(L, 3);
plr->angle_pos = luaL_checkangle(L, 3);
else if (fastcmp(field,"old_angle_pos"))
plr->old_angle_pos = (angle_t)luaL_checkinteger(L, 3);
plr->old_angle_pos = luaL_checkangle(L, 3);
else if (fastcmp(field,"axis1"))
P_SetTarget(&plr->axis1, *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)));
else if (fastcmp(field,"axis2"))
@ -569,7 +569,7 @@ static int player_set(lua_State *L)
P_SetTarget(&plr->awayviewmobj, plr->mo); // but since the script might set awayviewmobj immediately AFTER setting awayviewtics, use player mobj as filler for now.
}
else if (fastcmp(field,"awayviewaiming"))
plr->awayviewaiming = (angle_t)luaL_checkinteger(L, 3);
plr->awayviewaiming = luaL_checkangle(L, 3);
else if (fastcmp(field,"spectator"))
plr->spectator = lua_toboolean(L, 3);
else if (fastcmp(field,"bot"))
@ -578,7 +578,7 @@ static int player_set(lua_State *L)
plr->jointime = (tic_t)luaL_checkinteger(L, 3);
#ifdef HWRENDER
else if (fastcmp(field,"fovadd"))
plr->fovadd = (fixed_t)luaL_checkinteger(L, 3);
plr->fovadd = luaL_checkfixed(L, 3);
#endif
else {
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);

View File

@ -442,7 +442,6 @@ enum
ARCH_NULL=0,
ARCH_BOOLEAN,
ARCH_SIGNED,
ARCH_UNSIGNED,
ARCH_STRING,
ARCH_TABLE,
@ -522,13 +521,8 @@ static UINT8 ArchiveValue(int TABLESINDEX, int myindex)
case LUA_TNUMBER:
{
lua_Integer number = lua_tointeger(gL, myindex);
if (number < 0) {
WRITEUINT8(save_p, ARCH_SIGNED);
WRITEFIXED(save_p, number);
} else {
WRITEUINT8(save_p, ARCH_UNSIGNED);
WRITEANGLE(save_p, number);
}
WRITEUINT8(save_p, ARCH_SIGNED);
WRITEFIXED(save_p, number);
break;
}
case LUA_TSTRING:
@ -797,9 +791,6 @@ static UINT8 UnArchiveValue(int TABLESINDEX)
case ARCH_SIGNED:
lua_pushinteger(gL, READFIXED(save_p));
break;
case ARCH_UNSIGNED:
lua_pushinteger(gL, READANGLE(save_p));
break;
case ARCH_STRING:
{
char value[1024];
@ -948,6 +939,14 @@ static void NetArchiveHook(lua_CFunction archFunc)
lua_pop(gL, 2);
}
void LUA_Step(void)
{
if (!gL)
return;
lua_settop(gL, 0);
lua_gc(gL, LUA_GCSTEP, 1);
}
void LUA_Archive(void)
{
INT32 i;

View File

@ -19,9 +19,21 @@
#include "blua/lua.h"
#include "blua/lualib.h"
#include "blua/lauxlib.h"
#define lua_optboolean(L, i) (!lua_isnoneornil(L, i) && lua_toboolean(L, i))
#define lua_opttrueboolean(L, i) (lua_isnoneornil(L, i) || lua_toboolean(L, i))
// fixed_t casting
// TODO add some distinction between fixed numbers and integer numbers
// for at least the purpose of printing and maybe math.
#define luaL_checkfixed(L, i) luaL_checkinteger(L, i)
#define lua_pushfixed(L, f) lua_pushinteger(L, f)
// angle_t casting
// we reduce the angle to a fixed point between 0.0 and 1.0
#define luaL_checkangle(L, i) (((angle_t)(luaL_checkfixed(L, i)&0xFFFF))<<16)
#define lua_pushangle(L, a) lua_pushfixed(L, a>>16)
#ifdef _DEBUG
void LUA_ClearExtVars(void);
#endif
@ -36,6 +48,7 @@ void LUA_InvalidateUserdata(void *data);
void LUA_InvalidateLevel(void);
void LUA_InvalidateMapthings(void);
void LUA_InvalidatePlayer(player_t *player);
void LUA_Step(void);
void LUA_Archive(void);
void LUA_UnArchive(void);
void Got_Luacmd(UINT8 **cp, INT32 playernum); // lua_consolelib.c

View File

@ -147,19 +147,19 @@ static int skin_get(lua_State *L)
lua_pushinteger(L, skin->revitem);
break;
case skin_actionspd:
lua_pushinteger(L, skin->actionspd);
lua_pushfixed(L, skin->actionspd);
break;
case skin_mindash:
lua_pushinteger(L, skin->mindash);
lua_pushfixed(L, skin->mindash);
break;
case skin_maxdash:
lua_pushinteger(L, skin->maxdash);
lua_pushfixed(L, skin->maxdash);
break;
case skin_normalspeed:
lua_pushinteger(L, skin->normalspeed);
lua_pushfixed(L, skin->normalspeed);
break;
case skin_runspeed:
lua_pushinteger(L, skin->runspeed);
lua_pushfixed(L, skin->runspeed);
break;
case skin_thrustfactor:
lua_pushinteger(L, skin->thrustfactor);
@ -171,7 +171,7 @@ static int skin_get(lua_State *L)
lua_pushinteger(L, skin->acceleration);
break;
case skin_jumpfactor:
lua_pushinteger(L, skin->jumpfactor);
lua_pushfixed(L, skin->jumpfactor);
break;
case skin_starttranscolor:
lua_pushinteger(L, skin->starttranscolor);

View File

@ -7655,26 +7655,33 @@ void A_SetObjectFlags(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
boolean unlinkthings = false;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SetObjectFlags", actor))
return;
#endif
P_UnsetThingPosition(actor);
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
if (locvar2 == 2)
locvar1 = actor->flags | locvar1;
else if (locvar2 == 1)
locvar1 = actor->flags & ~locvar1;
if ((locvar1 & (MF_NOBLOCKMAP|MF_NOSECTOR)) != (actor->flags & (MF_NOBLOCKMAP|MF_NOSECTOR))) // Blockmap/sector status has changed, so reset the links
unlinkthings = true;
if (unlinkthings) {
P_UnsetThingPosition(actor);
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
}
if (locvar2 == 2)
actor->flags |= locvar1;
else if (locvar2 == 1)
actor->flags &= ~locvar1;
else
actor->flags = locvar1;
actor->flags = locvar1;
P_SetThingPosition(actor);
if (unlinkthings)
P_SetThingPosition(actor);
}
// Function: A_SetObjectFlags2

View File

@ -1478,7 +1478,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
return; // Presumably it's obvious what's happening in splitscreen.
#ifdef HAVE_BLUA
if (LUAh_DeathMsg(player, inflictor, source))
if (LUAh_HurtMsg(player, inflictor, source))
return;
#endif
@ -1988,7 +1988,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
// allow them to try again, rather than sitting the whole thing out.
if (leveltime >= hidetime * TICRATE)
{
if (gametype == GT_HIDEANDSEEK)//suiciding in survivor makes you IT.
if (gametype == GT_TAG)//suiciding in survivor makes you IT.
{
target->player->pflags |= PF_TAGIT;
CONS_Printf(M_GetText("%s is now IT!\n"), player_names[target->player-players]); // Tell everyone who is it!

View File

@ -293,7 +293,7 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
extern boolean floatok;
extern fixed_t tmfloorz;
extern fixed_t tmceilingz;
extern mobj_t *tmfloorthing, *tmthing;
extern mobj_t *tmfloorthing, *tmhitthing, *tmthing;
extern camera_t *mapcampointer;
extern fixed_t tmx;
extern fixed_t tmy;
@ -338,7 +338,7 @@ void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist);
fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height);
boolean PIT_PushableMoved(mobj_t *thing);
void P_DoSpring(mobj_t *spring, mobj_t *object);
boolean P_DoSpring(mobj_t *spring, mobj_t *object);
//
// P_SETUP

View File

@ -51,7 +51,7 @@ boolean floatok;
fixed_t tmfloorz, tmceilingz;
static fixed_t tmdropoffz, tmdrpoffceilz; // drop-off floor/ceiling heights
mobj_t *tmfloorthing; // the thing corresponding to tmfloorz or NULL if tmfloorz is from a sector
static mobj_t *tmhitthing; // the solid thing you bumped into (for collisions)
mobj_t *tmhitthing; // the solid thing you bumped into (for collisions)
#ifdef ESLOPE
pslope_t *tmfloorslope, *tmceilingslope;
#endif
@ -109,7 +109,7 @@ boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
// MOVEMENT ITERATOR FUNCTIONS
// =========================================================================
void P_DoSpring(mobj_t *spring, mobj_t *object)
boolean P_DoSpring(mobj_t *spring, mobj_t *object)
{
INT32 pflags;
fixed_t offx, offy;
@ -117,16 +117,16 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
fixed_t horizspeed = spring->info->damage;
if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic
return;
return false;
// Spectators don't trigger springs.
if (object->player && object->player->spectator)
return;
return false;
if (object->player && (object->player->pflags & PF_NIGHTSMODE))
{
/*Someone want to make these work like bumpers?*/
return;
return false;
}
object->eflags |= MFE_SPRUNG; // apply this flag asap!
@ -216,6 +216,7 @@ void P_DoSpring(mobj_t *spring, mobj_t *object)
P_SetPlayerMobjState(object, S_PLAY_ATK1);
}
}
return true;
}
static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object)
@ -372,6 +373,7 @@ static void P_DoTailsCarry(player_t *sonic, player_t *tails)
static boolean PIT_CheckThing(mobj_t *thing)
{
fixed_t blockdist;
boolean iwassprung = false;
// don't clip against self
if (thing == tmthing)
@ -826,7 +828,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
{
if ( thing->z <= tmthing->z + tmthing->height
&& tmthing->z <= thing->z + thing->height)
P_DoSpring(thing, tmthing);
iwassprung = P_DoSpring(thing, tmthing);
}
}
@ -913,7 +915,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
{
if ( thing->z <= tmthing->z + tmthing->height
&& tmthing->z <= thing->z + thing->height)
P_DoSpring(thing, tmthing);
iwassprung = P_DoSpring(thing, tmthing);
}
// Are you touching the side of the object you're interacting with?
else if (thing->z - FixedMul(FRACUNIT, thing->scale) <= tmthing->z + tmthing->height
@ -935,12 +937,14 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
}
if (thing->flags & MF_SPRING && (tmthing->player || tmthing->flags & MF_PUSHABLE));
else
if (thing->flags & MF_SPRING && (tmthing->player || tmthing->flags & MF_PUSHABLE))
{
if (iwassprung) // this spring caused you to gain MFE_SPRUNG just now...
return false; // "cancel" P_TryMove via blocking so you keep your current position
}
// Monitors are not treated as solid to players who are jumping, spinning or gliding,
// unless it's a CTF team monitor and you're on the wrong team
if (thing->flags & MF_MONITOR && tmthing->player && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)
else if (thing->flags & MF_MONITOR && tmthing->player && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)
&& !((thing->type == MT_REDRINGBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_BLUERINGBOX && tmthing->player->ctfteam != 2)))
;
// z checking at last
@ -1251,7 +1255,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
{
// If you're inside goowater and slowing down
fixed_t sinklevel = FixedMul(thing->info->height/6, thing->scale);
fixed_t minspeed = FixedMul(thing->info->height/12, thing->scale);
fixed_t minspeed = FixedMul(thing->info->height/9, thing->scale);
if (thing->z < topheight && bottomheight < thingtop
&& abs(thing->momz) < minspeed)
{
@ -2141,6 +2145,7 @@ boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y)
//
static boolean P_ThingHeightClip(mobj_t *thing)
{
boolean floormoved;
fixed_t oldfloorz = thing->floorz;
boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz);
@ -2152,6 +2157,9 @@ static boolean P_ThingHeightClip(mobj_t *thing)
if (P_MobjWasRemoved(thing))
return true;
floormoved = (thing->eflags & MFE_VERTICALFLIP && tmceilingz != thing->ceilingz)
|| (!(thing->eflags & MFE_VERTICALFLIP) && tmfloorz != thing->floorz);
thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz;
@ -2160,20 +2168,13 @@ static boolean P_ThingHeightClip(mobj_t *thing)
if (tmfloorz > oldfloorz+thing->height)
return true;
if (/*!tmfloorthing && */onfloor && !(thing->flags & MF_NOGRAVITY))
if (onfloor && !(thing->flags & MF_NOGRAVITY) && floormoved)
{
if (thing->eflags & MFE_VERTICALFLIP)
thing->pmomz = thing->ceilingz - (thing->z + thing->height);
else
thing->pmomz = thing->floorz - thing->z;
if (thing->player)
{
if (splitscreen && camera2.chase && thing->player == &players[secondarydisplayplayer])
camera2.z += thing->pmomz;
else if (camera.chase && thing->player == &players[displayplayer])
camera.z += thing->pmomz;
}
thing->eflags |= MFE_APPLYPMOMZ;
if (thing->eflags & MFE_VERTICALFLIP)
thing->z = thing->ceilingz - thing->height;

View File

@ -2013,10 +2013,10 @@ static void P_RingZMovement(mobj_t *mo)
P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector);
// adjust height
if (mo->pmomz && mo->z != mo->floorz)
if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
{
mo->momz += mo->pmomz;
mo->pmomz = 0;
mo->eflags &= ~MFE_APPLYPMOMZ;
}
mo->z += mo->momz;
@ -2087,10 +2087,10 @@ static boolean P_ZMovement(mobj_t *mo)
P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector);
// adjust height
if (mo->pmomz && mo->z != mo->floorz)
if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
{
mo->momz += mo->pmomz;
mo->pmomz = 0;
mo->eflags &= ~MFE_APPLYPMOMZ;
}
mo->z += mo->momz;
@ -2546,11 +2546,11 @@ static void P_PlayerZMovement(mobj_t *mo)
}
// adjust height
/* if (mo->pmomz && mo->z > mo->floorz && !(mo->player->pflags & PF_JUMPED))
if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
{
mo->momz += mo->pmomz;
mo->pmomz = 0;
}*/
mo->eflags &= ~MFE_APPLYPMOMZ;
}
mo->z += mo->momz;
@ -2572,7 +2572,7 @@ static void P_PlayerZMovement(mobj_t *mo)
else
mo->z = mo->floorz;
if (mo->player && (mo->player->pflags & PF_NIGHTSMODE))
if (mo->player->pflags & PF_NIGHTSMODE)
{
if (mo->player->flyangle < 90 || mo->player->flyangle >= 270)
mo->player->flyangle += P_MobjFlip(mo)*90;
@ -2594,12 +2594,11 @@ static void P_PlayerZMovement(mobj_t *mo)
if (P_MobjFlip(mo)*mo->momz < 0) // falling
{
mo->pmomz = 0; // We're on a new floor, don't keep doing platform movement.
// Squat down. Decrease viewheight for a moment after hitting the ground (hard),
if (mo->player)
{
if (P_MobjFlip(mo)*mo->momz < -FixedMul(8*FRACUNIT, mo->scale))
mo->player->deltaviewheight = (P_MobjFlip(mo)*mo->momz)>>3; // make sure momz is negative
}
if (P_MobjFlip(mo)*mo->momz < -FixedMul(8*FRACUNIT, mo->scale))
mo->player->deltaviewheight = (P_MobjFlip(mo)*mo->momz)>>3; // make sure momz is negative
if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER) // Spin Attack
@ -2672,14 +2671,14 @@ static void P_PlayerZMovement(mobj_t *mo)
// Cut momentum in half when you hit the ground and
// aren't pressing any controls.
if (!mo->player || (!(mo->player->cmd.forwardmove || mo->player->cmd.sidemove) && !mo->player->cmomx && !mo->player->cmomy && !(mo->player->pflags & PF_SPINNING)))
if (!(mo->player->cmd.forwardmove || mo->player->cmd.sidemove) && !mo->player->cmomx && !mo->player->cmomy && !(mo->player->pflags & PF_SPINNING))
{
mo->momx = mo->momx/2;
mo->momy = mo->momy/2;
}
}
if (mo->health && mo->player)
if (mo->health)
{
if (mo->player->pflags & PF_GLIDING) // ground gliding
{
@ -2725,7 +2724,7 @@ static void P_PlayerZMovement(mobj_t *mo)
mo->player->powers[pw_tailsfly] = 0;
}
}
if (mo->player && !(mo->player->pflags & PF_SPINNING))
if (!(mo->player->pflags & PF_SPINNING))
mo->player->pflags &= ~PF_STARTDASH;
if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
@ -2768,7 +2767,7 @@ nightsdone:
else
mo->z = mo->ceilingz - mo->height;
if (mo->player && (mo->player->pflags & PF_NIGHTSMODE))
if (mo->player->pflags & PF_NIGHTSMODE)
{
if (mo->player->flyangle < 90 || mo->player->flyangle >= 270)
mo->player->flyangle -= P_MobjFlip(mo)*90;
@ -2783,7 +2782,7 @@ nightsdone:
{
msecnode_t *node;
if (CheckForMarioBlocks && mo->player && !(netgame && mo->player->spectator)) // Only let the player punch
if (CheckForMarioBlocks && !(netgame && mo->player->spectator)) // Only let the player punch
{
// Search the touching sectors, from side-to-side...
for (node = mo->touching_sectorlist; node; node = node->m_snext)
@ -2811,7 +2810,7 @@ nightsdone:
if (mariomode)
S_StartSound(mo, sfx_mario1);
if (!(mo->player && mo->player->climbing))
if (!mo->player->climbing)
mo->momz = 0;
}
}
@ -2826,10 +2825,10 @@ static boolean P_SceneryZMovement(mobj_t *mo)
P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector);
// adjust height
if (mo->pmomz && mo->z != mo->floorz)
if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo))
{
mo->momz += mo->pmomz;
mo->pmomz = 0;
mo->eflags &= ~MFE_APPLYPMOMZ;
}
mo->z += mo->momz;
@ -3108,10 +3107,8 @@ void P_MobjCheckWater(mobj_t *mobj)
return;
if ((mobj->eflags & MFE_GOOWATER || wasingoo)) { // Decide what happens to your momentum when you enter/leave goopy water.
if (wasinwater && P_MobjFlip(mobj)*mobj->momz > 0)
mobj->momz = FixedMul(mobj->momz, FixedDiv(9*FRACUNIT, 8*FRACUNIT)); // Give the mobj a little out-of-goo boost.
else if (P_MobjFlip(mobj)*mobj->momz < 0)
mobj->momz = FixedMul(mobj->momz, FixedDiv(2*FRACUNIT, 5*FRACUNIT)); // KILL its momentum.
if (P_MobjFlip(mobj)*mobj->momz < 0) // You are entering the goo?
mobj->momz = FixedMul(mobj->momz, FixedDiv(2*FRACUNIT, 5*FRACUNIT)); // kill momentum significantly, to make the goo feel thick.
}
else if (wasinwater && P_MobjFlip(mobj)*mobj->momz > 0)
mobj->momz = FixedMul(mobj->momz, FixedDiv(780*FRACUNIT, 457*FRACUNIT)); // Give the mobj a little out-of-water boost.
@ -3449,10 +3446,10 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
thiscam->floorz = tmfloorz;
thiscam->ceilingz = tmceilingz;
if (thiscam->momz)
if (thiscam->momz || player->mo->pmomz)
{
// adjust height
thiscam->z += thiscam->momz;
thiscam->z += thiscam->momz + player->mo->pmomz;
if (!itsatwodlevel && !(player->pflags & PF_NOCLIP))
{
@ -3510,6 +3507,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
msecnode_t *node;
I_Assert(mobj != NULL);
I_Assert(mobj->player != NULL);
I_Assert(!P_MobjWasRemoved(mobj));
P_MobjCheckWater(mobj);
@ -3532,7 +3530,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
P_CheckPosition(mobj, mobj->x, mobj->y);
goto animonly;
}
else if (mobj->player && (mobj->player->pflags & PF_MACESPIN) && mobj->tracer)
else if (mobj->player->pflags & PF_MACESPIN && mobj->tracer)
{
P_CheckPosition(mobj, mobj->x, mobj->y);
goto animonly;
@ -3551,7 +3549,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
else
P_TryMove(mobj, mobj->x, mobj->y, true);
if (!(netgame && mobj->player && mobj->player->spectator))
if (!(netgame && mobj->player->spectator))
{
// Crumbling platforms
for (node = mobj->touching_sectorlist; node; node = node->m_snext)
@ -3638,18 +3636,14 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
}
else
{
if (mobj->player)
mobj->player->jumping = 0;
mobj->player->pflags &= ~PF_JUMPED;
if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
{
mobj->player->jumping = 0;
mobj->player->pflags &= ~PF_JUMPED;
if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
{
mobj->player->secondjump = 0;
mobj->player->powers[pw_tailsfly] = 0;
P_SetPlayerMobjState(mobj, S_PLAY_RUN1);
}
mobj->player->secondjump = 0;
mobj->player->powers[pw_tailsfly] = 0;
P_SetPlayerMobjState(mobj, S_PLAY_RUN1);
}
mobj->pmomz = 0;
mobj->eflags &= ~MFE_JUSTHITFLOOR;
}
@ -6069,6 +6063,8 @@ void P_MobjThinker(mobj_t *mobj)
mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG);
tmfloorthing = tmhitthing = NULL;
// 970 allows ANY mobj to trigger a linedef exec
if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8)
{
@ -7116,19 +7112,22 @@ void P_MobjThinker(mobj_t *mobj)
if (mobj->spawnpoint->options & MTF_OBJECTFLIP)
{
z = ss->sector->ceilingheight - mobjinfo[mobj->type].height;
if (mobj->spawnpoint->z)
z -= mobj->spawnpoint->z << FRACBITS;
if (mobj->spawnpoint->options >> ZSHIFT)
z -= (mobj->spawnpoint->options >> ZSHIFT) << FRACBITS;
}
else
{
z = ss->sector->floorheight;
if (mobj->spawnpoint->z)
z += mobj->spawnpoint->z << FRACBITS;
if (mobj->spawnpoint->options >> ZSHIFT)
z += (mobj->spawnpoint->options >> ZSHIFT) << FRACBITS;
}
flagmo = P_SpawnMobj(x, y, z, mobj->type);
flagmo->spawnpoint = mobj->spawnpoint;
if (mobj->spawnpoint->options & MTF_OBJECTFLIP)
flagmo->spawnpoint->options |= MTF_OBJECTFLIP;
{
flagmo->eflags |= MFE_VERTICALFLIP;
flagmo->flags2 |= MF2_OBJECTFLIP;
}
if (mobj->type == MT_REDFLAG)
{
@ -7262,17 +7261,6 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
}
else
{
if (mobj->player)
{
mobj->player->jumping = 0;
mobj->player->pflags &= ~PF_JUMPED;
if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
{
mobj->player->secondjump = 0;
mobj->player->powers[pw_tailsfly] = 0;
P_SetPlayerMobjState(mobj, S_PLAY_RUN1);
}
}
mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug
mobj->eflags &= ~MFE_JUSTHITFLOOR;
}
@ -7488,17 +7476,6 @@ void P_SceneryThinker(mobj_t *mobj)
}
else
{
if (mobj->player)
{
mobj->player->jumping = 0;
mobj->player->pflags &= ~PF_JUMPED;
if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly])
{
mobj->player->secondjump = 0;
mobj->player->powers[pw_tailsfly] = 0;
P_SetPlayerMobjState(mobj, S_PLAY_RUN1);
}
}
mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug
mobj->eflags &= ~MFE_JUSTHITFLOOR;
}

View File

@ -235,6 +235,8 @@ typedef enum
MFE_PUSHED = 1<<7,
// Mobj was already sprung this tic
MFE_SPRUNG = 1<<8,
// Platform movement
MFE_APPLYPMOMZ = 1<<9,
// free: to and including 1<<15
} mobjeflag_t;

View File

@ -3718,11 +3718,22 @@ void P_DoJump(player_t *player, boolean soundandstate)
// set just an eensy above the ground
if (player->mo->eflags & MFE_VERTICALFLIP)
{
player->mo->z--;
if (player->mo->pmomz < 0)
player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump.
else
player->mo->pmomz = 0;
}
else
{
player->mo->z++;
player->mo->z += player->mo->pmomz; // Solves problem of 'hitting around again after jumping on a moving platform'.
if (player->mo->pmomz > 0)
player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump.
else
player->mo->pmomz = 0;
}
player->mo->eflags &= ~MFE_APPLYPMOMZ;
player->pflags |= PF_JUMPED;
@ -9108,7 +9119,6 @@ void P_PlayerThink(player_t *player)
player->mo->tracer->flags2 &= ~MF2_DONTDRAW;
}
player->mo->pmomz = 0;
player->pflags &= ~PF_SLIDING;
/*
@ -9461,4 +9471,7 @@ void P_PlayerAfterThink(player_t *player)
player->mo->flags2 |= MF2_DONTDRAW;
player->mo->flags |= MF_NOGRAVITY;
}
if (P_IsObjectOnGround(player->mo))
player->mo->pmomz = 0;
}

View File

@ -316,13 +316,13 @@ angle_t R_PointToAngle(fixed_t x, fixed_t y)
x >= 0 ?
y >= 0 ?
(x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0
ANGLE_90-1-tantoangle[SlopeDiv(x,y)] : // octant 1
ANGLE_90-tantoangle[SlopeDiv(x,y)] : // octant 1
x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8
ANGLE_270+tantoangle[SlopeDiv(x,y)] : // octant 7
y >= 0 ? (x = -x) > y ? ANGLE_180-1-tantoangle[SlopeDiv(y,x)] :// octant 3
y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDiv(y,x)] : // octant 3
ANGLE_90 + tantoangle[SlopeDiv(x,y)] : // octant 2
(x = -x) > (y = -y) ? ANGLE_180+tantoangle[ SlopeDiv(y,x)] : // octant 4
ANGLE_270-1-tantoangle[SlopeDiv(x,y)] : // octant 5
(x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDiv(y,x)] : // octant 4
ANGLE_270-tantoangle[SlopeDiv(x,y)] : // octant 5
0;
}
@ -332,13 +332,13 @@ angle_t R_PointToAngle2(fixed_t pviewx, fixed_t pviewy, fixed_t x, fixed_t y)
x >= 0 ?
y >= 0 ?
(x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0
ANGLE_90-1-tantoangle[SlopeDiv(x,y)] : // octant 1
ANGLE_90-tantoangle[SlopeDiv(x,y)] : // octant 1
x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8
ANGLE_270+tantoangle[SlopeDiv(x,y)] : // octant 7
y >= 0 ? (x = -x) > y ? ANGLE_180-1-tantoangle[SlopeDiv(y,x)] :// octant 3
y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDiv(y,x)] : // octant 3
ANGLE_90 + tantoangle[SlopeDiv(x,y)] : // octant 2
(x = -x) > (y = -y) ? ANGLE_180+tantoangle[ SlopeDiv(y,x)] : // octant 4
ANGLE_270-1-tantoangle[SlopeDiv(x,y)] : // octant 5
(x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDiv(y,x)] : // octant 4
ANGLE_270-tantoangle[SlopeDiv(x,y)] : // octant 5
0;
}

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