Merge branch 'next' of https://git.do.srb2.org/STJr/SRB2.git into prerelease

This commit is contained in:
LJ Sonic 2021-03-31 22:31:38 +02:00
commit bcbbf1ec47
9 changed files with 184 additions and 18 deletions

View file

@ -1671,6 +1671,26 @@ static int lib_pSwitchShield(lua_State *L)
return 0;
}
static int lib_pPlayerCanEnterSpinGaps(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_PlayerCanEnterSpinGaps(player));
return 1;
}
static int lib_pPlayerShouldUseSpinHeight(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
lua_pushboolean(L, P_PlayerShouldUseSpinHeight(player));
return 1;
}
// P_MAP
///////////
@ -3872,6 +3892,8 @@ static luaL_Reg lib[] = {
{"P_SpawnSpinMobj",lib_pSpawnSpinMobj},
{"P_Telekinesis",lib_pTelekinesis},
{"P_SwitchShield",lib_pSwitchShield},
{"P_PlayerCanEnterSpinGaps",lib_pPlayerCanEnterSpinGaps},
{"P_PlayerShouldUseSpinHeight",lib_pPlayerShouldUseSpinHeight},
// p_map
{"P_CheckPosition",lib_pCheckPosition},

View file

@ -61,6 +61,8 @@ enum hook {
hook_GameQuit,
hook_PlayerCmd,
hook_MusicChange,
hook_PlayerHeight,
hook_PlayerCanEnterSpinGaps,
hook_MAX // last hook
};
@ -118,3 +120,5 @@ boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname); // Hoo
void LUAh_GameQuit(boolean quitting); // Hook for game quitting
boolean LUAh_PlayerCmd(player_t *player, ticcmd_t *cmd); // Hook for building player's ticcmd struct (Ported from SRB2Kart)
boolean LUAh_MusicChange(const char *oldname, char *newname, UINT16 *mflags, boolean *looping, UINT32 *position, UINT32 *prefadems, UINT32 *fadeinms); // Hook for music changes
fixed_t LUAh_PlayerHeight(player_t *player);
UINT8 LUAh_PlayerCanEnterSpinGaps(player_t *player);

View file

@ -77,6 +77,8 @@ const char *const hookNames[hook_MAX+1] = {
"GameQuit",
"PlayerCmd",
"MusicChange",
"PlayerHeight",
"PlayerCanEnterSpinGaps",
NULL
};
@ -221,6 +223,8 @@ static int lib_addHook(lua_State *L)
case hook_ShieldSpawn:
case hook_ShieldSpecial:
case hook_PlayerThink:
case hook_PlayerHeight:
case hook_PlayerCanEnterSpinGaps:
lastp = &playerhooks;
break;
case hook_LinedefExecute:
@ -1971,3 +1975,89 @@ boolean LUAh_MusicChange(const char *oldname, char *newname, UINT16 *mflags, boo
newname[6] = 0;
return hooked;
}
// Hook for determining player height
fixed_t LUAh_PlayerHeight(player_t *player)
{
hook_p hookp;
fixed_t newheight = -1;
if (!gL || !(hooksAvailable[hook_PlayerHeight/8] & (1<<(hook_PlayerHeight%8))))
return newheight;
lua_settop(gL, 0);
lua_pushcfunction(gL, LUA_GetErrorMessage);
for (hookp = playerhooks; hookp; hookp = hookp->next)
{
if (hookp->type != hook_PlayerHeight)
continue;
ps_lua_mobjhooks++;
if (lua_gettop(gL) == 1)
LUA_PushUserdata(gL, player, META_PLAYER);
PushHook(gL, hookp);
lua_pushvalue(gL, -2);
if (lua_pcall(gL, 1, 1, 1)) {
if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
hookp->error = true;
continue;
}
if (!lua_isnil(gL, -1))
{
fixed_t returnedheight = lua_tonumber(gL, -1);
// 0 height has... strange results, but it's not problematic like negative heights are.
// when an object's height is set to a negative number directly with lua, it's forced to 0 instead.
// here, I think it's better to ignore negatives so that they don't replace any results of previous hooks!
if (returnedheight >= 0)
newheight = returnedheight;
}
lua_pop(gL, 1);
}
lua_settop(gL, 0);
return newheight;
}
// Hook for determining whether players are allowed passage through spin gaps
UINT8 LUAh_PlayerCanEnterSpinGaps(player_t *player)
{
hook_p hookp;
UINT8 canEnter = 0; // 0 = default, 1 = force yes, 2 = force no.
if (!gL || !(hooksAvailable[hook_PlayerCanEnterSpinGaps/8] & (1<<(hook_PlayerCanEnterSpinGaps%8))))
return 0;
lua_settop(gL, 0);
lua_pushcfunction(gL, LUA_GetErrorMessage);
for (hookp = playerhooks; hookp; hookp = hookp->next)
{
if (hookp->type != hook_PlayerCanEnterSpinGaps)
continue;
ps_lua_mobjhooks++;
if (lua_gettop(gL) == 1)
LUA_PushUserdata(gL, player, META_PLAYER);
PushHook(gL, hookp);
lua_pushvalue(gL, -2);
if (lua_pcall(gL, 1, 1, 1)) {
if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
hookp->error = true;
continue;
}
if (!lua_isnil(gL, -1))
{ // if nil, leave canEnter = 0.
if (lua_toboolean(gL, -1))
canEnter = 1; // Force yes
else
canEnter = 2; // Force no
}
lua_pop(gL, 1);
}
lua_settop(gL, 0);
return canEnter;
}

View file

@ -143,6 +143,8 @@ angle_t P_GetLocalAngle(player_t *player);
void P_SetLocalAngle(player_t *player, angle_t angle);
void P_ForceLocalAngle(player_t *player, angle_t angle);
boolean P_PlayerFullbright(player_t *player);
boolean P_PlayerCanEnterSpinGaps(player_t *player);
boolean P_PlayerShouldUseSpinHeight(player_t *player);
boolean P_IsObjectInGoop(mobj_t *mo);
boolean P_IsObjectOnGround(mobj_t *mo);

View file

@ -2723,7 +2723,10 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
if (thing->type == MT_SKIM)
maxstep = 0;
if (tmceilingz - tmfloorz < thing->height)
if (tmceilingz - tmfloorz < thing->height
|| (thing->player
&& tmceilingz - tmfloorz < P_GetPlayerHeight(thing->player)
&& !P_PlayerCanEnterSpinGaps(thing->player)))
{
if (tmfloorthing)
tmhitthing = tmfloorthing;
@ -3331,6 +3334,11 @@ static boolean PTR_LineIsBlocking(line_t *li)
if (openbottom - slidemo->z > FixedMul(MAXSTEPMOVE, slidemo->scale))
return true; // too big a step up
if (slidemo->player
&& openrange < P_GetPlayerHeight(slidemo->player)
&& !P_PlayerCanEnterSpinGaps(slidemo->player))
return true; // nonspin character should not take this path
return false;
}

View file

@ -4135,7 +4135,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
#ifdef HWRENDER
// Free GPU textures before freeing patches.
if (vid.glstate == VID_GL_LIBRARY_LOADED)
if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED))
HWR_ClearAllTextures();
#endif
@ -4500,7 +4500,7 @@ boolean P_AddWadFile(const char *wadfilename)
#ifdef HWRENDER
// Free GPU textures before freeing patches.
if (vid.glstate == VID_GL_LIBRARY_LOADED)
if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED))
HWR_ClearAllTextures();
#endif

View file

@ -8651,14 +8651,16 @@ void P_MovePlayer(player_t *player)
{
boolean atspinheight = false;
fixed_t oldheight = player->mo->height;
fixed_t luaheight = LUAh_PlayerHeight(player);
if (luaheight != -1)
{
player->mo->height = luaheight;
if (luaheight <= P_GetPlayerSpinHeight(player))
atspinheight = true; // spinning will not save you from being crushed
}
// Less height while spinning. Good for spinning under things...?
if ((player->mo->state == &states[player->mo->info->painstate])
|| ((player->pflags & PF_JUMPED) && !(player->pflags & PF_NOJUMPDAMAGE))
|| (player->pflags & PF_SPINNING)
|| player->powers[pw_tailsfly] || player->pflags & PF_GLIDING
|| (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
|| (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED))
else if (P_PlayerShouldUseSpinHeight(player))
{
player->mo->height = P_GetPlayerSpinHeight(player);
atspinheight = true;
@ -12953,3 +12955,33 @@ boolean P_PlayerFullbright(player_t *player)
|| !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
&& player->mo->state < &states[S_PLAY_NIGHTS_TRANS6])))); // Note the < instead of <=
}
#define JUMPCURLED(player) ((player->pflags & PF_JUMPED)\
&& (!(player->charflags & SF_NOJUMPSPIN))\
&& (player->panim == PA_JUMP || player->panim == PA_ROLL))\
// returns true if the player can enter a sector that they could not if standing at their skin's full height
boolean P_PlayerCanEnterSpinGaps(player_t *player)
{
UINT8 canEnter = LUAh_PlayerCanEnterSpinGaps(player);
if (canEnter == 1)
return true;
else if (canEnter == 2)
return false;
return ((player->pflags & (PF_SPINNING|PF_GLIDING)) // players who are spinning or gliding
|| (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING) // players who are landing from a glide
|| JUMPCURLED(player)); // players who are jumpcurled, but only if they would normally jump that way
}
// returns true if the player should use their skin's spinheight instead of their skin's height
boolean P_PlayerShouldUseSpinHeight(player_t *player)
{
return ((player->pflags & (PF_SPINNING|PF_GLIDING))
|| (player->mo->state == &states[player->mo->info->painstate])
|| (player->panim == PA_ROLL)
|| ((player->powers[pw_tailsfly] || (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED))
&& !(player->charflags & SF_NOJUMPSPIN))
|| (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
|| JUMPCURLED(player));
}

View file

@ -1089,8 +1089,6 @@ subsector_t *R_PointInSubsectorOrNull(fixed_t x, fixed_t y)
// 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out)
static void R_SetupFreelook(player_t *player, boolean skybox)
{
INT32 dy = 0;
#ifndef HWRENDER
(void)player;
(void)skybox;
@ -1109,14 +1107,15 @@ static void R_SetupFreelook(player_t *player, boolean skybox)
G_SoftwareClipAimingPitch((INT32 *)&aimingangle);
}
if (rendermode == render_soft)
{
dy = (AIMINGTODY(aimingangle)>>FRACBITS) * viewwidth/BASEVIDWIDTH;
yslope = &yslopetab[viewheight*8 - (viewheight/2 + dy)];
}
centeryfrac = (viewheight/2)<<FRACBITS;
centery = (viewheight/2) + dy;
centeryfrac = centery<<FRACBITS;
if (rendermode == render_soft)
centeryfrac += FixedMul(AIMINGTODY(aimingangle), FixedDiv(viewwidth<<FRACBITS, BASEVIDWIDTH<<FRACBITS));
centery = FixedInt(FixedRound(centeryfrac));
if (rendermode == render_soft)
yslope = &yslopetab[viewheight*8 - centery];
}
void R_SetupFrame(player_t *player)

View file

@ -33,6 +33,11 @@
#include "s_sound.h" // ditto
#include "g_game.h" // ditto
#include "p_local.h" // P_AutoPause()
#ifdef HWRENDER
#include "hardware/hw_main.h"
#include "hardware/hw_light.h"
#include "hardware/hw_model.h"
#endif
#if defined (USEASM) && !defined (NORUSEASM)//&& (!defined (_MSC_VER) || (_MSC_VER <= 1200))
@ -423,6 +428,10 @@ void SCR_ChangeRenderer(void)
CONS_Alert(CONS_ERROR, "OpenGL never loaded\n");
return;
}
if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED)) // Clear these out before switching to software
HWR_ClearAllTextures();
#endif
// Set the new render mode