mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-24 21:31:46 +00:00
Merge branch 'next' of https://git.do.srb2.org/STJr/SRB2.git into prerelease
This commit is contained in:
commit
bcbbf1ec47
9 changed files with 184 additions and 18 deletions
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@ -1671,6 +1671,26 @@ static int lib_pSwitchShield(lua_State *L)
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return 0;
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}
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static int lib_pPlayerCanEnterSpinGaps(lua_State *L)
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{
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player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
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INLEVEL
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if (!player)
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return LUA_ErrInvalid(L, "player_t");
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lua_pushboolean(L, P_PlayerCanEnterSpinGaps(player));
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return 1;
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}
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static int lib_pPlayerShouldUseSpinHeight(lua_State *L)
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{
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player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
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INLEVEL
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if (!player)
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return LUA_ErrInvalid(L, "player_t");
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lua_pushboolean(L, P_PlayerShouldUseSpinHeight(player));
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return 1;
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}
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// P_MAP
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///////////
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@ -3872,6 +3892,8 @@ static luaL_Reg lib[] = {
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{"P_SpawnSpinMobj",lib_pSpawnSpinMobj},
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{"P_Telekinesis",lib_pTelekinesis},
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{"P_SwitchShield",lib_pSwitchShield},
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{"P_PlayerCanEnterSpinGaps",lib_pPlayerCanEnterSpinGaps},
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{"P_PlayerShouldUseSpinHeight",lib_pPlayerShouldUseSpinHeight},
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// p_map
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{"P_CheckPosition",lib_pCheckPosition},
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@ -61,6 +61,8 @@ enum hook {
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hook_GameQuit,
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hook_PlayerCmd,
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hook_MusicChange,
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hook_PlayerHeight,
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hook_PlayerCanEnterSpinGaps,
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hook_MAX // last hook
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};
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@ -118,3 +120,5 @@ boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname); // Hoo
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void LUAh_GameQuit(boolean quitting); // Hook for game quitting
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boolean LUAh_PlayerCmd(player_t *player, ticcmd_t *cmd); // Hook for building player's ticcmd struct (Ported from SRB2Kart)
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boolean LUAh_MusicChange(const char *oldname, char *newname, UINT16 *mflags, boolean *looping, UINT32 *position, UINT32 *prefadems, UINT32 *fadeinms); // Hook for music changes
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fixed_t LUAh_PlayerHeight(player_t *player);
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UINT8 LUAh_PlayerCanEnterSpinGaps(player_t *player);
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@ -77,6 +77,8 @@ const char *const hookNames[hook_MAX+1] = {
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"GameQuit",
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"PlayerCmd",
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"MusicChange",
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"PlayerHeight",
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"PlayerCanEnterSpinGaps",
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NULL
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};
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@ -221,6 +223,8 @@ static int lib_addHook(lua_State *L)
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case hook_ShieldSpawn:
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case hook_ShieldSpecial:
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case hook_PlayerThink:
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case hook_PlayerHeight:
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case hook_PlayerCanEnterSpinGaps:
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lastp = &playerhooks;
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break;
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case hook_LinedefExecute:
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@ -1971,3 +1975,89 @@ boolean LUAh_MusicChange(const char *oldname, char *newname, UINT16 *mflags, boo
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newname[6] = 0;
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return hooked;
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}
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// Hook for determining player height
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fixed_t LUAh_PlayerHeight(player_t *player)
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{
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hook_p hookp;
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fixed_t newheight = -1;
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if (!gL || !(hooksAvailable[hook_PlayerHeight/8] & (1<<(hook_PlayerHeight%8))))
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return newheight;
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lua_settop(gL, 0);
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lua_pushcfunction(gL, LUA_GetErrorMessage);
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for (hookp = playerhooks; hookp; hookp = hookp->next)
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{
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if (hookp->type != hook_PlayerHeight)
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continue;
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ps_lua_mobjhooks++;
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if (lua_gettop(gL) == 1)
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LUA_PushUserdata(gL, player, META_PLAYER);
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PushHook(gL, hookp);
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lua_pushvalue(gL, -2);
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if (lua_pcall(gL, 1, 1, 1)) {
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if (!hookp->error || cv_debug & DBG_LUA)
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CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
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lua_pop(gL, 1);
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hookp->error = true;
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continue;
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}
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if (!lua_isnil(gL, -1))
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{
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fixed_t returnedheight = lua_tonumber(gL, -1);
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// 0 height has... strange results, but it's not problematic like negative heights are.
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// when an object's height is set to a negative number directly with lua, it's forced to 0 instead.
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// here, I think it's better to ignore negatives so that they don't replace any results of previous hooks!
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if (returnedheight >= 0)
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newheight = returnedheight;
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}
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lua_pop(gL, 1);
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}
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lua_settop(gL, 0);
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return newheight;
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}
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// Hook for determining whether players are allowed passage through spin gaps
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UINT8 LUAh_PlayerCanEnterSpinGaps(player_t *player)
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{
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hook_p hookp;
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UINT8 canEnter = 0; // 0 = default, 1 = force yes, 2 = force no.
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if (!gL || !(hooksAvailable[hook_PlayerCanEnterSpinGaps/8] & (1<<(hook_PlayerCanEnterSpinGaps%8))))
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return 0;
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lua_settop(gL, 0);
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lua_pushcfunction(gL, LUA_GetErrorMessage);
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for (hookp = playerhooks; hookp; hookp = hookp->next)
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{
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if (hookp->type != hook_PlayerCanEnterSpinGaps)
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continue;
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ps_lua_mobjhooks++;
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if (lua_gettop(gL) == 1)
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LUA_PushUserdata(gL, player, META_PLAYER);
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PushHook(gL, hookp);
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lua_pushvalue(gL, -2);
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if (lua_pcall(gL, 1, 1, 1)) {
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if (!hookp->error || cv_debug & DBG_LUA)
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CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
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lua_pop(gL, 1);
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hookp->error = true;
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continue;
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}
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if (!lua_isnil(gL, -1))
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{ // if nil, leave canEnter = 0.
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if (lua_toboolean(gL, -1))
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canEnter = 1; // Force yes
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else
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canEnter = 2; // Force no
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}
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lua_pop(gL, 1);
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}
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lua_settop(gL, 0);
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return canEnter;
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}
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@ -143,6 +143,8 @@ angle_t P_GetLocalAngle(player_t *player);
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void P_SetLocalAngle(player_t *player, angle_t angle);
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void P_ForceLocalAngle(player_t *player, angle_t angle);
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boolean P_PlayerFullbright(player_t *player);
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boolean P_PlayerCanEnterSpinGaps(player_t *player);
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boolean P_PlayerShouldUseSpinHeight(player_t *player);
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boolean P_IsObjectInGoop(mobj_t *mo);
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boolean P_IsObjectOnGround(mobj_t *mo);
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10
src/p_map.c
10
src/p_map.c
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@ -2723,7 +2723,10 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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if (thing->type == MT_SKIM)
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maxstep = 0;
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if (tmceilingz - tmfloorz < thing->height)
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if (tmceilingz - tmfloorz < thing->height
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|| (thing->player
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&& tmceilingz - tmfloorz < P_GetPlayerHeight(thing->player)
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&& !P_PlayerCanEnterSpinGaps(thing->player)))
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{
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if (tmfloorthing)
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tmhitthing = tmfloorthing;
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@ -3331,6 +3334,11 @@ static boolean PTR_LineIsBlocking(line_t *li)
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if (openbottom - slidemo->z > FixedMul(MAXSTEPMOVE, slidemo->scale))
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return true; // too big a step up
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if (slidemo->player
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&& openrange < P_GetPlayerHeight(slidemo->player)
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&& !P_PlayerCanEnterSpinGaps(slidemo->player))
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return true; // nonspin character should not take this path
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return false;
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}
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@ -4135,7 +4135,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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#ifdef HWRENDER
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// Free GPU textures before freeing patches.
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if (vid.glstate == VID_GL_LIBRARY_LOADED)
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if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED))
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HWR_ClearAllTextures();
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#endif
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@ -4500,7 +4500,7 @@ boolean P_AddWadFile(const char *wadfilename)
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#ifdef HWRENDER
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// Free GPU textures before freeing patches.
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if (vid.glstate == VID_GL_LIBRARY_LOADED)
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if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED))
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HWR_ClearAllTextures();
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#endif
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44
src/p_user.c
44
src/p_user.c
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@ -8651,14 +8651,16 @@ void P_MovePlayer(player_t *player)
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{
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boolean atspinheight = false;
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fixed_t oldheight = player->mo->height;
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fixed_t luaheight = LUAh_PlayerHeight(player);
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if (luaheight != -1)
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{
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player->mo->height = luaheight;
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if (luaheight <= P_GetPlayerSpinHeight(player))
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atspinheight = true; // spinning will not save you from being crushed
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}
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// Less height while spinning. Good for spinning under things...?
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if ((player->mo->state == &states[player->mo->info->painstate])
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|| ((player->pflags & PF_JUMPED) && !(player->pflags & PF_NOJUMPDAMAGE))
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|| (player->pflags & PF_SPINNING)
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|| player->powers[pw_tailsfly] || player->pflags & PF_GLIDING
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|| (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
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|| (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED))
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else if (P_PlayerShouldUseSpinHeight(player))
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{
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player->mo->height = P_GetPlayerSpinHeight(player);
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atspinheight = true;
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@ -12953,3 +12955,33 @@ boolean P_PlayerFullbright(player_t *player)
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|| !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
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&& player->mo->state < &states[S_PLAY_NIGHTS_TRANS6])))); // Note the < instead of <=
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}
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#define JUMPCURLED(player) ((player->pflags & PF_JUMPED)\
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&& (!(player->charflags & SF_NOJUMPSPIN))\
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&& (player->panim == PA_JUMP || player->panim == PA_ROLL))\
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// returns true if the player can enter a sector that they could not if standing at their skin's full height
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boolean P_PlayerCanEnterSpinGaps(player_t *player)
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{
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UINT8 canEnter = LUAh_PlayerCanEnterSpinGaps(player);
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if (canEnter == 1)
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return true;
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else if (canEnter == 2)
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return false;
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return ((player->pflags & (PF_SPINNING|PF_GLIDING)) // players who are spinning or gliding
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|| (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING) // players who are landing from a glide
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|| JUMPCURLED(player)); // players who are jumpcurled, but only if they would normally jump that way
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}
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// returns true if the player should use their skin's spinheight instead of their skin's height
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boolean P_PlayerShouldUseSpinHeight(player_t *player)
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{
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return ((player->pflags & (PF_SPINNING|PF_GLIDING))
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|| (player->mo->state == &states[player->mo->info->painstate])
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|| (player->panim == PA_ROLL)
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|| ((player->powers[pw_tailsfly] || (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED))
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&& !(player->charflags & SF_NOJUMPSPIN))
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|| (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
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|| JUMPCURLED(player));
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}
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17
src/r_main.c
17
src/r_main.c
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@ -1089,8 +1089,6 @@ subsector_t *R_PointInSubsectorOrNull(fixed_t x, fixed_t y)
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// 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out)
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static void R_SetupFreelook(player_t *player, boolean skybox)
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{
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INT32 dy = 0;
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#ifndef HWRENDER
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(void)player;
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(void)skybox;
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@ -1109,14 +1107,15 @@ static void R_SetupFreelook(player_t *player, boolean skybox)
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G_SoftwareClipAimingPitch((INT32 *)&aimingangle);
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}
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if (rendermode == render_soft)
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{
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dy = (AIMINGTODY(aimingangle)>>FRACBITS) * viewwidth/BASEVIDWIDTH;
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yslope = &yslopetab[viewheight*8 - (viewheight/2 + dy)];
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}
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centeryfrac = (viewheight/2)<<FRACBITS;
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centery = (viewheight/2) + dy;
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centeryfrac = centery<<FRACBITS;
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if (rendermode == render_soft)
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centeryfrac += FixedMul(AIMINGTODY(aimingangle), FixedDiv(viewwidth<<FRACBITS, BASEVIDWIDTH<<FRACBITS));
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centery = FixedInt(FixedRound(centeryfrac));
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if (rendermode == render_soft)
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yslope = &yslopetab[viewheight*8 - centery];
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}
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void R_SetupFrame(player_t *player)
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@ -33,6 +33,11 @@
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#include "s_sound.h" // ditto
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#include "g_game.h" // ditto
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#include "p_local.h" // P_AutoPause()
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#include "hardware/hw_light.h"
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#include "hardware/hw_model.h"
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#endif
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#if defined (USEASM) && !defined (NORUSEASM)//&& (!defined (_MSC_VER) || (_MSC_VER <= 1200))
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@ -423,6 +428,10 @@ void SCR_ChangeRenderer(void)
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CONS_Alert(CONS_ERROR, "OpenGL never loaded\n");
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return;
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}
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if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED)) // Clear these out before switching to software
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HWR_ClearAllTextures();
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#endif
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// Set the new render mode
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