* Combine all shield-giving functions into a single one, since they were practically identical anyways.

* Expose P_SwitchShield(player, shieldnum) to Lua.
This commit is contained in:
toasterbabe 2017-08-10 13:57:09 +01:00
parent 709a43d3be
commit a00deee209
6 changed files with 41 additions and 287 deletions

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@ -1739,7 +1739,6 @@ static actionpointer_t actionpointers[] =
{{A_BossDeath}, "A_BOSSDEATH"},
{{A_CustomPower}, "A_CUSTOMPOWER"},
{{A_GiveWeapon}, "A_GIVEWEAPON"},
{{A_RingShield}, "A_RINGSHIELD"},
{{A_RingBox}, "A_RINGBOX"},
{{A_Invincibility}, "A_INVINCIBILITY"},
{{A_SuperSneakers}, "A_SUPERSNEAKERS"},
@ -1750,14 +1749,7 @@ static actionpointer_t actionpointers[] =
{{A_BubbleCheck}, "A_BUBBLECHECK"},
{{A_AwardScore}, "A_AWARDSCORE"},
{{A_ExtraLife}, "A_EXTRALIFE"},
{{A_BombShield}, "A_BOMBSHIELD"},
{{A_JumpShield}, "A_JUMPSHIELD"},
{{A_WaterShield}, "A_WATERSHIELD"},
{{A_ForceShield}, "A_FORCESHIELD"},
{{A_PityShield}, "A_PITYSHIELD"},
{{A_FlameShield}, "A_FLAMESHIELD"},
{{A_BubbleShield}, "A_BUBBLESHIELD"},
{{A_ThunderShield}, "A_THUNDERSHIELD"},
{{A_GiveShield}, "A_GIVESHIELD"},
{{A_GravityBox}, "A_GRAVITYBOX"},
{{A_ScoreRise}, "A_SCORERISE"},
{{A_ParticleSpawn}, "A_PARTICLESPAWN"},

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@ -1679,22 +1679,22 @@ state_t states[NUMSTATES] =
{SPR_TVRI, 2, 18, {A_RingBox}, 0, 0, S_NULL}, // S_RING_ICON2
{SPR_TVPI, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_PITY_ICON2}, // S_PITY_ICON1
{SPR_TVPI, 2, 18, {A_PityShield}, 0, 0, S_NULL}, // S_PITY_ICON2
{SPR_TVPI, 2, 18, {A_GiveShield}, SH_PITY, 0, S_NULL}, // S_PITY_ICON2
{SPR_TVAT, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_ATTRACT_ICON2}, // S_ATTRACT_ICON1
{SPR_TVAT, 2, 18, {A_RingShield},0, 0, S_NULL}, // S_ATTRACT_ICON2
{SPR_TVAT, 2, 18, {A_GiveShield}, SH_ATTRACT, 0, S_NULL}, // S_ATTRACT_ICON2
{SPR_TVFO, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_FORCE_ICON2}, // S_FORCE_ICON1
{SPR_TVFO, 2, 18, {A_ForceShield}, 1, 0, S_NULL}, // S_FORCE_ICON2
{SPR_TVFO, 2, 18, {A_GiveShield}, SH_FORCE|1, 0, S_NULL}, // S_FORCE_ICON2
{SPR_TVAR, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_ARMAGEDDON_ICON2}, // S_ARMAGEDDON_ICON1
{SPR_TVAR, 2, 18, {A_BombShield}, 0, 0, S_NULL}, // S_ARMAGEDDON_ICON2
{SPR_TVAR, 2, 18, {A_GiveShield}, SH_ARMAGEDDON, 0, S_NULL}, // S_ARMAGEDDON_ICON2
{SPR_TVWW, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_WHIRLWIND_ICON2}, // S_WHIRLWIND_ICON1
{SPR_TVWW, 2, 18, {A_JumpShield}, 0, 0, S_NULL}, // S_WHIRLWIND_ICON2
{SPR_TVWW, 2, 18, {A_GiveShield}, SH_WHIRLWIND, 0, S_NULL}, // S_WHIRLWIND_ICON2
{SPR_TVEL, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_ELEMENTAL_ICON2}, // S_ELEMENTAL_ICON1
{SPR_TVEL, 2, 18, {A_WaterShield}, 0, 0, S_NULL}, // S_ELEMENTAL_ICON2
{SPR_TVEL, 2, 18, {A_GiveShield}, SH_ELEMENTAL, 0, S_NULL}, // S_ELEMENTAL_ICON2
{SPR_TVSS, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_SNEAKERS_ICON2}, // S_SNEAKERS_ICON1
{SPR_TVSS, 2, 18, {A_SuperSneakers}, 0, 0, S_NULL}, // S_SNEAKERS_ICON2
@ -1724,13 +1724,13 @@ state_t states[NUMSTATES] =
{SPR_TVTK, 2, 18, {A_AwardScore}, 0, 0, S_NULL}, // S_SCORE10K_ICON2
{SPR_TVFL, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_FLAMEAURA_ICON2}, // S_FLAMEAURA_ICON1
{SPR_TVFL, 2, 18, {A_FlameShield}, 0, 0, S_NULL}, // S_FLAMEAURA_ICON2
{SPR_TVFL, 2, 18, {A_GiveShield}, SH_FLAMEAURA, 0, S_NULL}, // S_FLAMEAURA_ICON2
{SPR_TVBB, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_BUBBLEWRAP_ICON2}, // S_BUBBLEWRAP_ICON1
{SPR_TVBB, 2, 18, {A_BubbleShield}, 0, 0, S_NULL}, // S_BUBBLERWAP_ICON2
{SPR_TVBB, 2, 18, {A_GiveShield}, SH_BUBBLEWRAP, 0, S_NULL}, // S_BUBBLERWAP_ICON2
{SPR_TVZP, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_THUNDERCOIN_ICON2}, // S_THUNDERCOIN_ICON1
{SPR_TVZP, 2, 18, {A_ThunderShield}, 0, 0, S_NULL}, // S_THUNDERCOIN_ICON2
{SPR_TVZP, 2, 18, {A_GiveShield}, SH_THUNDERCOIN, 0, S_NULL}, // S_THUNDERCOIN_ICON2
// ---

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@ -40,8 +40,6 @@ void A_Scream();
void A_BossDeath();
void A_CustomPower(); // Use this for a custom power
void A_GiveWeapon(); // Gives the player weapon(s)
void A_JumpShield(); // Obtained Jump Shield
void A_RingShield(); // Obtained Ring Shield
void A_RingBox(); // Obtained Ring Box Tails
void A_Invincibility(); // Obtained Invincibility Box
void A_SuperSneakers(); // Obtained Super Sneakers Box
@ -52,13 +50,7 @@ void A_BubbleRise(); // Bubbles float to surface
void A_BubbleCheck(); // Don't draw if not underwater
void A_AwardScore();
void A_ExtraLife(); // Extra Life
void A_BombShield(); // Obtained Bomb Shield
void A_WaterShield(); // Obtained Water Shield
void A_ForceShield(); // Obtained Force Shield
void A_PityShield(); // Obtained Pity Shield. We're... sorry.
void A_FlameShield(); // Obtained Flame Shield
void A_BubbleShield(); // Obtained Bubble Shield
void A_ThunderShield(); // Obtained Thunder Shield
void A_GiveShield(); // Obtained Shield
void A_GravityBox();
void A_ScoreRise(); // Rise the score logo
void A_ParticleSpawn();

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@ -1183,6 +1183,18 @@ static int lib_pTelekinesis(lua_State *L)
return 0;
}
static int lib_pSwitchShield(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
UINT16 shield = luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_SwitchShield(player, shield);
return 0;
}
// P_MAP
///////////
@ -2445,6 +2457,7 @@ static luaL_Reg lib[] = {
{"P_SpawnThokMobj",lib_pSpawnThokMobj},
{"P_SpawnSpinMobj",lib_pSpawnSpinMobj},
{"P_Telekinesis",lib_pTelekinesis},
{"P_SwitchShield",lib_pSwitchShield},
// p_map
{"P_CheckPosition",lib_pCheckPosition},

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@ -93,20 +93,12 @@ void A_Explode(mobj_t *actor);
void A_BossDeath(mobj_t *actor);
void A_CustomPower(mobj_t *actor);
void A_GiveWeapon(mobj_t *actor);
void A_JumpShield(mobj_t *actor);
void A_RingShield(mobj_t *actor);
void A_RingBox(mobj_t *actor);
void A_Invincibility(mobj_t *actor);
void A_SuperSneakers(mobj_t *actor);
void A_AwardScore(mobj_t *actor);
void A_ExtraLife(mobj_t *actor);
void A_BombShield(mobj_t *actor);
void A_WaterShield(mobj_t *actor);
void A_ForceShield(mobj_t *actor);
void A_PityShield(mobj_t *actor);
void A_FlameShield(mobj_t *actor);
void A_BubbleShield(mobj_t *actor);
void A_ThunderShield(mobj_t *actor);
void A_GiveShield(mobj_t *actor);
void A_GravityBox(mobj_t *actor);
void A_ScoreRise(mobj_t *actor);
void A_ParticleSpawn(mobj_t *actor);
@ -3056,62 +3048,6 @@ void A_GiveWeapon(mobj_t *actor)
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_JumpShield
//
// Description: Awards the player a jump shield.
//
// var1 = unused
// var2 = unused
//
void A_JumpShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_JumpShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_WHIRLWIND);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_RingShield
//
// Description: Awards the player a ring shield.
//
// var1 = unused
// var2 = unused
//
void A_RingShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_RingShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_ATTRACT);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_RingBox
//
// Description: Awards the player 10 rings.
@ -3285,19 +3221,20 @@ void A_ExtraLife(mobj_t *actor)
P_PlayLivesJingle(player);
}
// Function: A_BombShield
// Function: A_GiveShield
//
// Description: Awards the player a bomb shield.
// Description: Awards the player a specified shield.
//
// var1 = unused
// var1 = Shield type (make with SH_ constants)
// var2 = unused
//
void A_BombShield(mobj_t *actor)
void A_GiveShield(mobj_t *actor)
{
player_t *player;
UINT16 locvar1 = var1;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_BombShield", actor))
if (LUA_CallAction("A_GiveShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
@ -3308,196 +3245,10 @@ void A_BombShield(mobj_t *actor)
player = actor->target->player;
// If you already have a bomb shield, use it!
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON)
P_BlackOw(player);
// Now we know for certain that we don't have a bomb shield, so add one. :3
P_SwitchShield(player, SH_ARMAGEDDON);
P_SwitchShield(player, locvar1);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_WaterShield
//
// Description: Awards the player a water shield.
//
// var1 = unused
// var2 = unused
//
void A_WaterShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_WaterShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_ELEMENTAL);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_ForceShield
//
// Description: Awards the player a force shield.
//
// var1 = Number of additional hitpoints to give
// var2 = unused
//
void A_ForceShield(mobj_t *actor)
{
player_t *player;
INT32 locvar1 = var1;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_ForceShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
if (locvar1 & ~SH_FORCEHP)
{
CONS_Debug(DBG_GAMELOGIC, "Invalid number of additional hitpoints.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_FORCE|locvar1);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_PityShield
//
// Description: Awards the player a pity shield.
// Because you fail it.
// Your skill is not enough.
// See you next time.
// Bye-bye.
//
// var1 = unused
// var2 = unused
//
void A_PityShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_PityShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_PITY);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_FlameShield
//
// Description: Awards the player a flame shield.
//
// var1 = unused
// var2 = unused
//
void A_FlameShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlameShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_FLAMEAURA);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_BubbleShield
//
// Description: Awards the player a bubble shield.
//
// var1 = unused
// var2 = unused
//
void A_BubbleShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_BubbleShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_BUBBLEWRAP);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_ThunderShield
//
// Description: Awards the player a thunder shield.
//
// var1 = unused
// var2 = unused
//
void A_ThunderShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_ThunderShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_THUNDERCOIN);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_GravityBox
//
// Description: Awards the player gravity boots.

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@ -1473,9 +1473,15 @@ void P_SpawnShieldOrb(player_t *player)
//
void P_SwitchShield(player_t *player, UINT16 shieldtype)
{
boolean donthavealready = (shieldtype & SH_FORCE)
? (!(player->powers[pw_shield] & SH_FORCE) || (player->powers[pw_shield] & SH_FORCEHP) < (shieldtype & ~SH_FORCE))
: ((player->powers[pw_shield] & SH_NOSTACK) != shieldtype);
boolean donthavealready;
// If you already have a bomb shield, use it!
if ((shieldtype == SH_ARMAGEDDON) && (player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON)
P_BlackOw(player);
donthavealready = (shieldtype & SH_FORCE)
? (!(player->powers[pw_shield] & SH_FORCE) || (player->powers[pw_shield] & SH_FORCEHP) < (shieldtype & ~SH_FORCE))
: ((player->powers[pw_shield] & SH_NOSTACK) != shieldtype);
if (donthavealready)
{