diff --git a/src/lua_hook.h b/src/lua_hook.h index 804d99e12..d2ce0d826 100644 --- a/src/lua_hook.h +++ b/src/lua_hook.h @@ -62,9 +62,9 @@ boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher); // Hook for P_Touch #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 #define LUAh_BossThinker(mo) LUAh_MobjHook(mo, hook_BossThinker) // Hook for P_GenericBossThinker by mobj type -UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage); // Hook for P_DamageMobj by mobj type (Should mobj take damage?) -boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage); // Hook for P_DamageMobj by mobj type (Mobj actually takes damage!) -boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source); // Hook for P_KillMobj by mobj type +UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); // Hook for P_DamageMobj by mobj type (Should mobj take damage?) +boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); // Hook for P_DamageMobj by mobj type (Mobj actually takes damage!) +boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); // Hook for P_KillMobj by mobj type #define LUAh_BossDeath(mo) LUAh_MobjHook(mo, hook_BossDeath) // Hook for A_BossDeath by mobj type #define LUAh_MobjRemoved(mo) LUAh_MobjHook(mo, hook_MobjRemoved) // Hook for P_RemoveMobj by mobj type #define LUAh_JumpSpecial(player) LUAh_PlayerHook(player, hook_JumpSpecial) // Hook for P_DoJumpStuff (Any-jumping) @@ -75,7 +75,7 @@ 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_HurtMsg(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, UINT8 damagetype); // Hook for hurt messages #define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer #endif diff --git a/src/lua_hooklib.c b/src/lua_hooklib.c index 1b9652571..e95b75eda 100644 --- a/src/lua_hooklib.c +++ b/src/lua_hooklib.c @@ -412,7 +412,7 @@ boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher) } // Hook for P_DamageMobj by mobj type (Should mobj take damage?) -UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage) +UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype) { hook_p hookp; UINT8 shouldDamage = 0; // 0 = default, 1 = force yes, 2 = force no. @@ -431,14 +431,16 @@ UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 LUA_PushUserdata(gL, inflictor, META_MOBJ); LUA_PushUserdata(gL, source, META_MOBJ); lua_pushinteger(gL, damage); + lua_pushinteger(gL, damagetype); } lua_pushfstring(gL, FMT_HOOKID, hookp->id); lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - if (lua_pcall(gL, 4, 1, 0)) { + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + if (lua_pcall(gL, 5, 1, 0)) { if (!hookp->error || cv_debug & DBG_LUA) CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); lua_pop(gL, 1); @@ -460,7 +462,7 @@ UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 } // Hook for P_DamageMobj by mobj type (Mobj actually takes damage!) -boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage) +boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype) { hook_p hookp; boolean hooked = false; @@ -479,14 +481,16 @@ boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 LUA_PushUserdata(gL, inflictor, META_MOBJ); LUA_PushUserdata(gL, source, META_MOBJ); lua_pushinteger(gL, damage); + lua_pushinteger(gL, damagetype); } lua_pushfstring(gL, FMT_HOOKID, hookp->id); lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - lua_pushvalue(gL, -5); - if (lua_pcall(gL, 4, 1, 0)) { + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + lua_pushvalue(gL, -6); + if (lua_pcall(gL, 5, 1, 0)) { if (!hookp->error || cv_debug & DBG_LUA) CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); lua_pop(gL, 1); @@ -503,7 +507,7 @@ boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 } // Hook for P_KillMobj by mobj type -boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source) +boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype) { hook_p hookp; boolean hooked = false; @@ -521,13 +525,15 @@ boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source) LUA_PushUserdata(gL, target, META_MOBJ); LUA_PushUserdata(gL, inflictor, META_MOBJ); LUA_PushUserdata(gL, source, META_MOBJ); + lua_pushinteger(gL, damagetype); } lua_pushfstring(gL, FMT_HOOKID, hookp->id); lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -4); - lua_pushvalue(gL, -4); - lua_pushvalue(gL, -4); - if (lua_pcall(gL, 3, 1, 0)) { + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + if (lua_pcall(gL, 4, 1, 0)) { if (!hookp->error || cv_debug & DBG_LUA) CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); lua_pop(gL, 1); @@ -729,7 +735,7 @@ boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg) } // Hook for hurt messages -boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source) +boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype) { hook_p hookp; boolean hooked = false; @@ -747,13 +753,15 @@ boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source) LUA_PushUserdata(gL, player, META_PLAYER); LUA_PushUserdata(gL, inflictor, META_MOBJ); LUA_PushUserdata(gL, source, META_MOBJ); + lua_pushinteger(gL, damagetype); } lua_pushfstring(gL, FMT_HOOKID, hookp->id); lua_gettable(gL, LUA_REGISTRYINDEX); - lua_pushvalue(gL, -4); - lua_pushvalue(gL, -4); - lua_pushvalue(gL, -4); - if (lua_pcall(gL, 3, 1, 0)) { + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + lua_pushvalue(gL, -5); + if (lua_pcall(gL, 4, 1, 0)) { if (!hookp->error || cv_debug & DBG_LUA) CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); lua_pop(gL, 1); diff --git a/src/p_inter.c b/src/p_inter.c index 4a6a4445f..dee2aa824 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -1565,7 +1565,7 @@ 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_HurtMsg(player, inflictor, source)) + if (LUAh_HurtMsg(player, inflictor, source, damagetype)) return; #endif @@ -2037,7 +2037,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget target->health = 0; // This makes it easy to check if something's dead elsewhere. #ifdef HAVE_BLUA - if (LUAh_MobjDeath(target, inflictor, source) || P_MobjWasRemoved(target)) + if (LUAh_MobjDeath(target, inflictor, source, damagetype) || P_MobjWasRemoved(target)) return; #endif @@ -2917,7 +2917,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da // Everything above here can't be forced. if (!metalrecording) { - UINT8 shouldForce = LUAh_ShouldDamage(target, inflictor, source, damage); + UINT8 shouldForce = LUAh_ShouldDamage(target, inflictor, source, damage, damagetype); if (P_MobjWasRemoved(target)) return (shouldForce == 1); // mobj was removed if (shouldForce == 1) @@ -2960,7 +2960,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da return false; #ifdef HAVE_BLUA - if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target)) + if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target)) return true; #endif @@ -2988,7 +2988,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da return false; #ifdef HAVE_BLUA - if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target)) + if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target)) return true; #endif @@ -2998,7 +2998,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da #ifdef HAVE_BLUA else if (target->flags & MF_ENEMY) { - if (LUAh_MobjDamage(target, inflictor, source, damage) || P_MobjWasRemoved(target)) + if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target)) return true; } #endif @@ -3046,7 +3046,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da return false; // Don't run eachother over in special stages and team games and such } #ifdef HAVE_BLUA - if (LUAh_MobjDamage(target, inflictor, source, damage)) + if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype)) return true; #endif P_NiGHTSDamage(target, source); // -5s :( @@ -3108,7 +3108,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da && player->powers[pw_super])) { #ifdef HAVE_BLUA - if (!LUAh_MobjDamage(target, inflictor, source, damage)) + if (!LUAh_MobjDamage(target, inflictor, source, damage, damagetype)) #endif P_SuperDamage(player, inflictor, source, damage); return true; @@ -3117,7 +3117,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da return false; } #ifdef HAVE_BLUA - else if (LUAh_MobjDamage(target, inflictor, source, damage)) + else if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype)) return true; #endif else if (player->powers[pw_shield] || player->bot) //If One-Hit Shield