diff --git a/src/lua_baselib.c b/src/lua_baselib.c index 1d69b238b..767ab2dd3 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -2047,12 +2047,22 @@ static int lib_pStartQuake(lua_State *L) static int lib_evCrumbleChain(lua_State *L) { - sector_t *sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); - ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR)); + sector_t *sec = NULL; + ffloor_t *rover = NULL; NOHUD INLEVEL - if (!sec) - return LUA_ErrInvalid(L, "sector_t"); + if (!lua_isnone(L, 2)) + { + if (!lua_isnil(L, 1)) + { + sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); + if (!sec) + return LUA_ErrInvalid(L, "sector_t"); + } + rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR)); + } + else + rover = *((ffloor_t **)luaL_checkudata(L, 1, META_FFLOOR)); if (!rover) return LUA_ErrInvalid(L, "ffloor_t"); EV_CrumbleChain(sec, rover); diff --git a/src/p_floor.c b/src/p_floor.c index c01e568d0..7887dc530 100644 --- a/src/p_floor.c +++ b/src/p_floor.c @@ -719,6 +719,8 @@ void T_ContinuousFalling(levelspecthink_t *faller) } } + P_CheckSector(faller->sector, false); // you might think this is irrelevant. you would be wrong + faller->sector->floorspeed = faller->speed*faller->direction; faller->sector->ceilspeed = 42; faller->sector->moved = true; @@ -3029,20 +3031,40 @@ INT32 EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed) void EV_CrumbleChain(sector_t *sec, ffloor_t *rover) { - size_t i; - size_t leftmostvertex = 0, rightmostvertex = 0; - size_t topmostvertex = 0, bottommostvertex = 0; - fixed_t leftx, rightx; - fixed_t topy, bottomy; - fixed_t topz, bottomz; - fixed_t widthfactor = FRACUNIT, heightfactor = FRACUNIT; - fixed_t a, b, c; - mobjtype_t type = MT_ROCKCRUMBLE1; - fixed_t spacing = (32<master->frontsector + sector_t *controlsec = rover->master->frontsector; + + if (sec == NULL) + { + if (controlsec->numattached) + { + for (i = 0; i < controlsec->numattached; i++) + { + sec = §ors[controlsec->attached[i]]; + if (!sec->ffloors) + continue; + + for (rover = sec->ffloors; rover; rover = rover->next) + { + if (rover->master->frontsector == controlsec) + EV_CrumbleChain(sec, rover); + } + } + } + return; + } + + leftmostvertex = rightmostvertex = topmostvertex = bottommostvertex = 0; + widthfactor = heightfactor = FRACUNIT; + spacing = (32<tag != 0) { diff --git a/src/p_local.h b/src/p_local.h index cb8f95533..3c62d6277 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -142,7 +142,7 @@ boolean P_IsObjectOnGround(mobj_t *mo); boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec); boolean P_InSpaceSector(mobj_t *mo); boolean P_InQuicksand(mobj_t *mo); -boolean P_PlayerHitFloor(player_t *player); +boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff); void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative); void P_RestoreMusic(player_t *player); diff --git a/src/p_map.c b/src/p_map.c index 8fe9fb4ae..a9ec296b8 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -2820,7 +2820,7 @@ 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; + fixed_t oldfloorz = thing->floorz, oldz = thing->z; ffloor_t *oldfloorrover = thing->floorrover; ffloor_t *oldceilingrover = thing->ceilingrover; boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz); @@ -2879,6 +2879,12 @@ static boolean P_ThingHeightClip(mobj_t *thing) thing->z = thing->ceilingz - thing->height; } + if (thing->z != oldz) + { + if (thing->player) + P_PlayerHitFloor(thing->player, false); + } + // debug: be sure it falls to the floor thing->eflags &= ~MFE_ONGROUND; diff --git a/src/p_mobj.c b/src/p_mobj.c index 52b495424..7ff3c3594 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -1784,7 +1784,7 @@ static void P_PushableCheckBustables(mobj_t *mo) continue; } - EV_CrumbleChain(node->m_sector, rover); + EV_CrumbleChain(NULL, rover); // node->m_sector // Run a linedef executor?? if (rover->master->flags & ML_EFFECT5) @@ -3047,7 +3047,7 @@ static void P_PlayerZMovement(mobj_t *mo) } } - clipmomz = P_PlayerHitFloor(mo->player); + clipmomz = P_PlayerHitFloor(mo->player, true); if (!(mo->player->pflags & PF_SPINNING) && mo->player->powers[pw_carry] != CR_NIGHTSMODE) mo->player->pflags &= ~PF_STARTDASH; @@ -3129,7 +3129,7 @@ nightsdone: { // DO THE MARIO! if (rover->flags & FF_SHATTERBOTTOM) // Brick block! - EV_CrumbleChain(node->m_sector, rover); + EV_CrumbleChain(NULL, rover); // node->m_sector else // Question block! EV_MarioBlock(rover, node->m_sector, mo); } diff --git a/src/p_user.c b/src/p_user.c index df9a9380c..e14e922ac 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -2031,7 +2031,7 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space // // Handles player hitting floor surface. // Returns whether to clip momz. -boolean P_PlayerHitFloor(player_t *player) +boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) { boolean clipmomz; @@ -2039,22 +2039,31 @@ boolean P_PlayerHitFloor(player_t *player) if ((clipmomz = !(P_CheckDeathPitCollide(player->mo))) && player->mo->health && !player->spectator) { - if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_THOKKED) && (player->cmd.buttons & BT_USE) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale))) + if (dorollstuff) { - player->pflags |= PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); - S_StartSound(player->mo, sfx_spin); + if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_THOKKED) && (player->cmd.buttons & BT_USE) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale))) + { + player->pflags |= PF_SPINNING; + P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + S_StartSound(player->mo, sfx_spin); + } + else + player->pflags &= ~PF_SPINNING; } - else - { - player->pflags &= ~PF_SPINNING; - if (player->pflags & PF_GLIDING) // ground gliding + if (player->pflags & PF_GLIDING) // ground gliding + { + if (dorollstuff) { player->skidtime = TICRATE; player->mo->tics = -1; } - else if (player->charability2 == CA2_MELEE && (player->panim == PA_ABILITY2 && player->mo->state-states != S_PLAY_MELEE_LANDING)) + else + player->pflags &= ~PF_GLIDING; + } + else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) + { + if (player->mo->state-states != S_PLAY_MELEE_LANDING) { mobjtype_t type = player->revitem; P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING); @@ -2086,45 +2095,48 @@ boolean P_PlayerHitFloor(player_t *player) P_ReturnThrustY(missile, throwang, mu)); // side to side component P_Thrust(missile, player->drawangle, mu2); // forward component P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true); + missile->momz += player->mo->pmomz; missile->fuse = TICRATE/2; missile->extravalue2 = ev; i++; throwang += ANG30; } - if (mobjinfo[type].seesound) + if (mobjinfo[type].seesound && missile) S_StartSound(missile, missile->info->seesound); } } - else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING) + } + else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2) + ; + else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING) || player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED) + { + if (player->cmomx || player->cmomy) { - if (player->cmomx || player->cmomy) - { - if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH) - P_SetPlayerMobjState(player->mo, S_PLAY_DASH); - else if (player->speed >= FixedMul(player->runspeed, player->mo->scale) - && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN); - else if ((player->rmomx || player->rmomy) - && (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT)) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); - else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE) - P_SetPlayerMobjState(player->mo, S_PLAY_STND); - } - else - { - if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH) - P_SetPlayerMobjState(player->mo, S_PLAY_DASH); - else if (player->speed >= FixedMul(player->runspeed, player->mo->scale) - && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN); - else if ((player->mo->momx || player->mo->momy) - && (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT)) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); - else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE) - P_SetPlayerMobjState(player->mo, S_PLAY_STND); - } + if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH) + P_SetPlayerMobjState(player->mo, S_PLAY_DASH); + else if (player->speed >= FixedMul(player->runspeed, player->mo->scale) + && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) + P_SetPlayerMobjState(player->mo, S_PLAY_RUN); + else if ((player->rmomx || player->rmomy) + && (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT)) + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE) + P_SetPlayerMobjState(player->mo, S_PLAY_STND); + } + else + { + if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH) + P_SetPlayerMobjState(player->mo, S_PLAY_DASH); + else if (player->speed >= FixedMul(player->runspeed, player->mo->scale) + && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) + P_SetPlayerMobjState(player->mo, S_PLAY_RUN); + else if ((player->mo->momx || player->mo->momy) + && (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT)) + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE) + P_SetPlayerMobjState(player->mo, S_PLAY_STND); } } @@ -2344,7 +2356,7 @@ static void P_CheckBustableBlocks(player_t *player) //if (metalrecording) // G_RecordBustup(rover); - EV_CrumbleChain(node->m_sector, rover); + EV_CrumbleChain(NULL, rover); // node->m_sector // Run a linedef executor?? if (rover->master->flags & ML_EFFECT5) @@ -2561,7 +2573,7 @@ static void P_CheckQuicksand(player_t *player) player->mo->z = ceilingheight - player->mo->height; if (player->mo->momz <= 0) - P_PlayerHitFloor(player); + P_PlayerHitFloor(player, false); } else { @@ -2573,7 +2585,7 @@ static void P_CheckQuicksand(player_t *player) player->mo->z = floorheight; if (player->mo->momz >= 0) - P_PlayerHitFloor(player); + P_PlayerHitFloor(player, false); } friction = abs(rover->master->v1->y - rover->master->v2->y)>>6; @@ -4434,6 +4446,10 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) { player->mo->z += P_MobjFlip(player->mo); P_SetObjectMomZ(player->mo, player->mindash, false); + if (P_MobjFlip(player->mo)*player->mo->pmomz > 0) + player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump. + else + player->mo->pmomz = 0; if (player->mo->eflags & MFE_UNDERWATER) player->mo->momz >>= 1; #if 0