Commit graph

99 commits

Author SHA1 Message Date
toasterbabe ff9775225e Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into delag_maces
# Conflicts:
#	src/p_mobj.c
2018-04-07 01:54:43 +01:00
toasterbabe 6d59551afd Mace optimisation!
* Handle all chain objects as a hnext/hprev chain.
* When removing mobjs with hnext/hprev, "repair the chain" (make the h links meet).
* Fix hidden slings, which I accidentially broke when I revamped maces the first time.
* Kill MF2_MACEROTATE. Not needed for anything anymore.
* P_MaceRotate now available to Lua to make up for it.
* Related: Made modifying hnext/hprev using Lua safer, so it keeps the reference counts in play.
2018-04-01 20:54:19 +01:00
toasterbabe 05bf3674d3 * M_Random function access to v! (so v.RandomFixed(), etc...)
* Remove deprecated P_Random() from Lua.
2018-03-20 15:00:27 +00:00
toaster 82a868ec8f Merge branch 'lua-sector-find-funcs' into 'master'
Lua sector find funcs

See merge request STJr/SRB2Internal!127
2017-11-02 16:46:16 -04:00
toaster c84d4261d1 Merge branch 'unca_scrooge' into 'master'
The hardcoded part of ACZ3 so far

See merge request STJr/SRB2Internal!124
2017-11-02 16:43:11 -04:00
Monster Iestyn 2cccb81d7f Merge branch 'master' into lua-sector-find-funcs 2017-11-01 19:14:44 +00:00
Monster Iestyn 440ada120d Merge branch 'master' into lua-action-userdata 2017-10-30 21:33:40 +00:00
Monster Iestyn 1d11797b47 Added six new functions from p_spec.c/h to Lua 2017-10-30 20:09:41 +00:00
toasterbabe eea5c9d56a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into unca_scrooge
# Conflicts:
#	src/dehacked.c
#	src/info.h
#	src/p_enemy.c
2017-10-21 12:48:41 +01:00
Alam Ed Arias 1be137f461 cleanup 2017-09-28 11:10:24 -04:00
toasterbabe 4da6169892 Add spr2defaults[] array to make sprite2 defaulting system much, much simpler to manage.
This is in preparation for a seperate project which still involves sprite2s.
2017-08-25 18:00:20 +01:00
Monster Iestyn 9f726bc66d Merge branch 'new_coop' into 'master'
New Co-op

See merge request !104
2017-08-16 15:01:39 -04:00
toasterbabe a00deee209 * Combine all shield-giving functions into a single one, since they were practically identical anyways.
* Expose P_SwitchShield(player, shieldnum) to Lua.
2017-08-10 13:57:09 +01:00
toasterbabe b91dc51d6f * Lua P_MobjFromMobj.
* Make A_Repeat only set extravalue2 if it has a var1.
* Improve sound caption.
* Make activesound state-controllable.
2017-07-09 14:54:11 +01:00
toasterbabe 2f3e4c3c65 * Per Mystic's request, made lives for 100 rings individual.
* P_GiveCoopLives bundles the coop lives reward for everyone versus reward for one person in other gametypes thing into one function. Available in Lua.
2017-05-29 22:18:02 +01:00
Monster Iestyn fd1efff338 Added the META_ACTION userdata type to Lua, created getActionName() to return string name
SRB2's built-in action types will now all be pushed as META_ACTION, state_t.action can be assigned META_ACTION and return it

getUserdataType returns "action" for META_ACTION variables
2017-05-17 20:36:40 +01:00
toasterbabe 73f1550242 There are now captions for specific types of music! (Currently signified with an M, but I'll change that in a bit...) A whole lotta things needed to be modified for this, though.
* Serious refactor of - and internal exposure of - what has become S_StartCaption().
* Renaming of a few existing captions.
* The prevention of access to - or writing over - sfx_None's stuff in SOC or Lua.
* The new Lua wrapper function S_StartMusicCaption(string, tics, optional player), which essentially allows custom music captions to be created. (This is best used for stuff like final lap music in SRB2 Kart or bonus time in a thokker-like game, not a comprehensive Now Playing expy. That'd be a different kettle of fish.)

Also, updated all the lock-on stuff to use P_IsLocalPlayer instead of rolling my own.
2017-04-29 16:27:52 +01:00
toasterbabe 1e64b096fd Bugfixes and code cleanup.
* Getting hit whilst on a swinging mace doesn't send you off in roll/jump state.
* P_GetJumpFlags replaces a bunch of copypasted code.
* Homing attacking a spring sends you directly on its path, rather than rocketing off in the direction you were preiously hurtling in.
2017-04-03 18:28:02 +01:00
toasterbabe fa29f7deca A bunch of stuff again.
* Lock on targets bob now, and are used for CA_HOMINGTHOK and SH_ATTRACT as well.
* Flag stuff is now animated like it was designed to be but which was kinda messed up.
* Cork sounds.
* P_SpawnLockOn(player_t player, mobj_t lockon, statenum_t state) for Lua.
* Added homing/firing CA2_GUNSLINGER stuff at egg guard shields.
* Fixed homing stuff wrt egg guard shields and sea egg balloons.
* Fixed attract orb goin' gold when doing a CA_HOMINGTHOK homing ability.
* Fixed positioning of player during homing attack.
* Cleaned up lockon spawn code.
2017-03-23 19:11:22 +00:00
toasterbabe ddf8db12af Big commit, sorry. I broke several things trying to get other things to work and it's only now that all the code that worked yesterday works today!
*P_LookForEnemies is now side-effect-less and only provides a pointer to the found mobj
*player-jumping is dead, long live PF_STARTJUMP
*per Mystic's request, CA2_GUNSLINGER has a targeting icon. It also has a more restricted vertical aiming range.
*mobj for this is in the game as requested
*fast teetering animation flag
*general code cleanup
2017-03-22 18:51:30 +00:00
toasterbabe 90893c02a3 * Added restriction to prevent combination of CA2_GUNSLINGER and ringslinger on.
* Swapped usage of player->spinitem to player->revitem for bullet type selection, since spinitem is used coming out of zoom tubes (which are universal).
* Switched the optional boolean for "bullet" in the Lua wrapper for P_LookForEnemies to be false by default.
* Allowed CA2_GUNSLINGER users to target Detons.
* Cleaned up some code here and there.
2017-03-21 23:24:57 +00:00
toasterbabe 7ac0373dbf After usability complaints:
* CA2_MELEE/CA_TWINSPIN combination abilities (ground hit, somersalt) disabled.
* Enabled movement controls whilst using CA2_MELEE in the air.
* CA2_GUNSLINGER no longer requires charging. In exchange, it involves a cooldown in which you can't move.
* CA2_GUNSLINGER lock-on distance improved, and aiming allowance reduced to compensate.
* Lots of cleanup/gravflip allowances for homing/targeting code.

* Unrelated: Flickies now properly face the direction they're supposed to when getting knocked out of the egg capsule.
* Unrelated: Thok trail fades like spindash trail now.
* Unrelated: Using CA_HOMINGATTACK when nowhere near an enemy uncurls you.
2017-03-21 16:04:49 +00:00
toasterbabe 59bc0da022 Introducing CA2_GUNSLINGER.
* Mildly hacky proof of concept! Will de-hack later.
* Charge up your ability!
* You can only damage others if it's at full power.
* Fires directly at enemies/bosses when at full power. Does NOT aim at players.
2017-03-21 00:54:47 +00:00
toasterbabe b2c0930807 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into charabilities_mk3 2017-03-14 18:12:47 +00:00
Monster Iestyn 7a37794316 Merge branch 'crumble-FOF' into 'master'
Crumble fof

Basic (but kind of WIPish still) support for remote falling of FOFs by linedef execs or Lua. Originally started for Nev3r to use his dark magic on.

Making this MR so people actually remember I was doing something regarding crumbling FOFs, it's been months since I did stuff for this now mind...

* linedef type 446: basic setup is same as the remote shatter one (436), except the FOF of course falls down rather than shatters. By default the FOF respawns
 * *No Climb*: the FOF *doesn't* respawn
 * *Block Enemies*: respawning ability is determined by the FOF's flags (if it has FF_NORETURN it doesn't return, if it doesn't it does return)
 * *Block Enemies + No Climb*: inverted version of above
* EV_StartCrumble for lua, format: `EV_StartCrumble(controlsec, rover, [floating?, [player, [origalpha, [crumblereturn?]]]])`
 * *controlsec* is the FOF's control sector
 * *rover* is the FOF itself
 * (optional) *floating?* does the FOF float on water after crumbling? Defaults to false (NOTE: probably should be set to `rover.flags & FF_FLOATBOB` for best results currently, kind of weird otherwise)
 * (optional) *player* is the player that caused the FOF to fall; needed for some effects such as who to award points to if you killed someone =3 Defaults to nil
 * (optional) *origalpha* is the FOF's original alpha before crumbling (the thinker for respawning + floating crumbling FOFs tinkers with the alpha for some reason). Defaults to rover.alpha
 * (optional) *crumblereturn?* will the FOF respawn afterwards? Defaults to false (NOTE: probably should be set to `not (rover.flags & FF_NORETURN)` for best results currently, kind of weird otherwise)
 * the return value of EV_StartCrumble means something I forget offhand now ...it's either true or false though, mind

See MonsterIestyn/crumble-fof on the FTP for a test exe (srb2win-crumblefof.exe), a test map for the linedef, and a test lua script for EV_StartCrumble (which can also be tested in the map).

See merge request !55
2017-03-13 14:30:44 -04:00
toasterbabe 75ac351940 It's 2am, I'll upload the exe and player.dta to the ftp later.
* Super sprites are now deliniated via an additional S_SUPER lump between S_START and S_END. Above are normal sprites, below are super sprites. Handled internally via FF_SPR2SUPER.
* Sprite2 numbers are now appropriately limited for the data type that stores them.
* SPR2_SPIN is now SPR2_ROLL, SPR2_DASH is now SPR2_SPIN and SPR2_PEEL is now SPR2_DASH. Makes more sense, right?
2017-03-11 02:09:01 +00:00
Monster Iestyn d0861a084a Merge branch 'master' into crumble-FOF 2017-01-25 19:38:07 +00:00
Monster Iestyn 930527a3d6 Reduced code for userdataType significantly
UTYPE_* enum wasn't needed, meta2utype is now the meta string and return string for each userdata type
2017-01-19 21:35:53 +00:00
Monster Iestyn 1b542c6501 Added userdataType(userdata) function to Lua!
This new function returns a string representing the type of userdata the variable given (e.g. mobj_t, player_t), it even works on "minor" userdata types (player_t.powers, skin_t.soundsid, sector_t.lines, etc)
2017-01-19 18:30:55 +00:00
Monster Iestyn 2ac3f68438 Added in-level checks to a lot of these functions and tables for Lua use
This makes it less likely for the game to crash when stuff is used outside a level when they shouldn't be
2017-01-18 22:02:28 +00:00
Alam Ed Arias 94025ae947 Merge branch 'master' into lua-additions 2017-01-13 16:47:57 -05:00
Monster Iestyn 38f7af9281 Added ability to use custom-defined lines with P_PointOnLineSide such as with P_ClosestPointOnLine 2016-11-24 22:01:51 +00:00
Monster Iestyn 73b8790946 Merge branch 'master' into lua-additions 2016-11-24 19:35:06 +00:00
toasterbabe 85fb02aaf6 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/p_inter.c
#	src/p_user.c
#	src/st_stuff.c
2016-11-20 16:44:38 +00:00
Inuyasha 908907d668 Merge branch 'spr2stuff' into 'master'
Sprite2 changes

Some stuff!

* Lua access to sprite2.
    * Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2). Basically just a wrapper for (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0), useful for creating custom sprite2 defaulting functions since hooking into P_GetMobjSprite2 wouldn't be worth it.
* FF_ANIMATE support for sprite2s. The var2 of the state works identically to normal FF_ANIMATE, but var1 is completely disregarded - it just runs all of the frames available to that one sprite2 animation set.
    * As a result, a bunch of states which were either not previously animatable or had animated at constant speed now get animation without state changes.
* P_SetMobjState now supports sprite2 defaulting like P_SetPlayerMobjState does.

See merge request !51
2016-11-13 16:59:26 -05:00
toasterbabe 20677c7a66 * Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2). Basically just a wrapper for (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0), useful for creating custom sprite2 defaulting functions since hooking into P_GetMobjSprite2 wouldn't be worth it.
* All Lua-originated sprite2 settings are now forced through P_GetMobjSprite2. Makes sense because of SPR2_JUMP, which none of the main characters have sprites for yet all use.
* Cleaned up P_GetMobjSprite2 to not set irrelevant, otherwise-unused variable.
2016-11-11 23:23:41 +00:00
Monster Iestyn 5da972f314 Remove disabled LUA_BLOCKMAP code from lua_baselib.c 2016-10-28 18:56:07 +01:00
Monster Iestyn dc1e7165f7 Created lua_blockmaplib.c, for Lua's blockmap library
my P_SearchBlockmap_* functions are now a single searchBlockmap function, you can choose between "objects" and "lines" with the first arg to decide what to iterate through. I also rearranged the argument order a bit for easy stack cleanup etc

I'll remove the old stuff later, don't worry, it's disabled for now
2016-10-27 18:10:30 +01:00
Monster Iestyn 60dcfd1021 Pop result of P_SearchBlockmap_Objects's function arg
Also P_SearchBlockmap_Lines is a thing now too
2016-10-25 22:39:27 +01:00
Monster Iestyn 36b7156ff7 Turns out it does work yay, just had to make some tweaks really
Next question: should the calling mo be able to find itself in the blockmap, or should it skip itself?
2016-10-24 23:11:41 +01:00
toasterbabe 162c04c370 Bubblewrap shield now bounces on enemies and monitors instead of piercing through them. 2016-10-24 13:33:10 +01:00
Monster Iestyn 5787817662 Committing my work on P_SearchBlockmap_Objects so far, no idea if it's even functional yet so I've commented it out for now 2016-10-23 23:13:11 +01:00
Monster Iestyn 0fb89c620d Merge branch 'master' into damage-control 2016-09-30 21:05:44 +01:00
Monster Iestyn 155882d2f1 Merge branch 'master' into crumble-FOF 2016-09-30 20:15:20 +01:00
toasterbabe a8be1e6b7d Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/d_player.h
#	src/p_inter.c
#	src/p_mobj.c
#	src/p_user.c
2016-09-27 18:24:53 +01:00
Monster Iestyn 6ac84687d3 Merge branch 'master' into lua-additions 2016-08-04 18:55:14 +01:00
Alam Ed Arias b347ed2ca6 Merge branch 'public_next' into master 2016-07-11 15:52:27 -04:00
toasterbabe 0fefd86d1e More generic name for P_ElementalFireTrail upon MI's request 2016-07-08 22:56:17 +01:00
toasterbabe 940a58b5ca Shouldn't be true by default, WOOPS 2016-07-08 22:52:49 +01:00
toasterbabe f8dd9b64ab Elemental shield ability now coded. REQUIRES NEW PATCH.DTA FROM THE FTP.
- Press spin in midair to stomp directly downwards (losing horizontal momentum), creating a flickering fireball around you.
- No bouncing on enemies, item boxes, etc - just go straight through.
- Hurts other players on touch whilst you're stomping.
- Spawns a bunch of flames around you when you hit the ground.

Also:

- Electric shield's ability now uses different sounds, because I'm picky.
2016-07-08 21:55:17 +01:00