Commit graph

84 commits

Author SHA1 Message Date
Jaime Passos
5f4d6c4545 Avoid running setter metamethods when not appropriate to do so 2019-11-08 22:13:50 -03:00
Jaime Passos
c4d7fe7c5a finish lua spriteinfo :] 2019-11-07 23:42:14 -03:00
Jaime Passos
23d89bec1d fix accessing spriteinfo[] with a string as a key 2019-11-07 14:27:45 -03:00
Jaime Passos
f739956e89 spriteinfo lua support 2019-11-07 03:11:16 -03:00
toaster
b746ef66ac Fix range print for getter error (setter was caught ahead of time) 2019-08-24 22:56:20 +01:00
toaster
4e256b73b2 Lua save-banks!
* Array of 8 INT32's natively embedded into savedata (net and SP)!
* Initialised to zero whenever a new save (or equivalent) is started, otherwise untouched by the base game.
* Requires reservation to avoid clobber-conflicts.
    * Access via `reserveLuabanks()` - returns a read-write userdata.
    * Assign userdata to local variable or global rawset to use later.

Mostly for future SUGOIlikes, but I'm sure someone could figure out an unrelated usage eventually.
2019-08-24 18:25:27 +01:00
mazmazz
5b284c8170 gcc7 compile fixes (Fall through; spr2 var comparison) 2019-08-03 23:01:10 -04:00
toaster
063e350c63 A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)

Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
2019-07-28 00:32:57 +01:00
mazmazz
075f28b7c8 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
mazmazz
ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
Alam Ed Arias
f9a0ef517d Use playersprite_t 2018-01-04 14:49:26 -05:00
Alam Ed Arias
30549addf3 Undo signed mess 2018-01-04 14:26:16 -05:00
Alam Ed Arias
75abd428fc MSVC2015: fixup 2018-01-02 13:22:10 -05:00
Monster Iestyn
fbe5654477 add quick error messages to make toaster happy 2017-11-01 17:11:10 +00:00
Monster Iestyn
a244948f21 fix action_call index numbers for the args, add missing breaks after LUA_TUSERDATA code in infolib (I am dumb dumb dumb dumb dumb dumb) 2017-11-01 16:52:12 +00:00
Monster Iestyn
440ada120d Merge branch 'master' into lua-action-userdata 2017-10-30 21:33:40 +00:00
Alam Ed Arias
5986720789 Build: fixups 2017-09-28 11:01:52 -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
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
37fc95ca08 Added modifying sound captions to Lua infolib.
Also, replaced ridiculously ambiguous "impossible error" with more descriptive alternative.
2017-04-21 21:54:56 +01:00
Alam Ed Arias
8693be0811 Merge branch 'master' into spr2-freeslots 2016-07-11 15:26:39 -04:00
Alam Ed Arias
032313260a Merge branch 'public_next' into master 2016-05-20 17:58:57 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
01debc27a2 Merge branch 'public_next' 2016-05-06 18:06:18 +01:00
Monster Iestyn
2ddde83601 General improvements to Lua error messages for out-of-bounds stuff.
The idea is for the layman Lua user to understand better what range of values to use for mobj types, states, sfxs, player #s etc. Additionally, mobjinfo/states/sfxinfo/hudinfo tables all now have actual bound checks when accessing/editing them. Yikes, why didn't they have any before?!
2016-05-01 22:14:42 +01:00
Yukita Mayako
14e8ac702f Added freeslots for SPR2.
Make sure your MAINCFG / LUA lump comes _before_ the S_SKIN section.
2015-10-31 14:45:42 -04:00
Alam Ed Arias
fb5cba78d3 Merge branch 'public_next' into private
Conflicts:
	src/p_mobj.c
2015-06-18 10:54:53 -04:00
Yukita Mayako
0af32ee2fa Move garbage collection out of Lua hooks.
That's supposed to be run once a frame, not once per hook
per mobj per frame you moron. If you just run it seven
thousand times a frame, of course your framerate will drop.
2015-06-10 13:42:45 -04:00
JTE
ef0e61fc33 Change LUA_NUMBER to fixed_t, change angle_t handling in Lua.
Angles now go from 0 to 0xFFFF (360 degrees == FRACUNIT) instead
of using a full UINT32. Lua only has one number type, so signedness
gets in the way of using angle_t directly. This handling of angles
matches up with how ZDoom ACS scripting and the like does it.

I also changed all the integer casts and pushes of fixed_t to
their own macro in preperation for possible future seperation.
2015-05-20 23:54:04 -04:00
MonsterIestyn
c93ae69d9d Crawlas now use only one state for looking each SPR2_ constants added to dehacked.c for use in SOC/Lua (both "SPR2_RUN" and "SPR2_RUN_" are in theory the same thing in this implementation, likewise for other 3-char name cases) spr2names array/table also added for use in Lua - it works identically to Lua's sprnames, only with SPR2_ constants/string names instead Some minor cleanup for OpenGL sprite/MD2 code
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9004 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
2015-02-24 02:03:01 -06:00
Alam Ed Arias
ed72bd8fa1 SRB2 2.1.4 release 2014-03-21 19:21:06 +00:00
Alam Ed Arias
2fed5d1270 SRB2 2.1.3 release 2014-03-18 13:56:54 -04:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00