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138 results
Show changes
Showing with 4219 additions and 4750 deletions
......@@ -2671,45 +2671,31 @@ fixed_t *hwbbox;
static void HWR_RenderBSPNode(INT32 bspnum)
{
node_t *bsp = &nodes[bspnum];
// Decide which side the view point is on
bspnode_t *bsp;
INT32 side;
ps_numbspcalls.value.i++;
// Found a subsector?
if (bspnum & NF_SUBSECTOR)
{
if (bspnum == -1)
{
//*(gl_drawsubsector_p++) = 0;
HWR_Subsector(0);
}
else
while (!(bspnum & NF_SUBSECTOR)) // Found a subsector?
{
//*(gl_drawsubsector_p++) = bspnum&(~NF_SUBSECTOR);
HWR_Subsector(bspnum&(~NF_SUBSECTOR));
}
return;
}
bsp = &nodes[bspnum];
// Decide which side the view point is on.
side = R_PointOnSide(viewx, viewy, bsp);
// BP: big hack for a test in lighning ref : 1249753487AB
hwbbox = bsp->bbox[side];
// Recursively divide front space.
HWR_RenderBSPNode(bsp->children[side]);
// Possibly divide back space.
if (HWR_CheckBBox(bsp->bbox[side^1]))
{
// BP: big hack for a test in lighning ref : 1249753487AB
hwbbox = bsp->bbox[side^1];
HWR_RenderBSPNode(bsp->children[side^1]);
if (!HWR_CheckBBox(bsp->bbox[side^1]))
return;
bspnum = bsp->children[side^1];
}
HWR_Subsector(bspnum == -1 ? 0 : bspnum & ~NF_SUBSECTOR);
}
// ==========================================================================
......@@ -3182,7 +3168,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
if (h <= temp)
{
if (!lightset)
lightlevel = *list[i-1].lightlevel > 255 ? 255 : *list[i-1].lightlevel;
lightlevel = max(min(*list[i-1].lightlevel, 255), 0);
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
colormap = *list[i-1].extra_colormap;
break;
......@@ -3201,7 +3187,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
if (!(list[i].flags & FOF_NOSHADE) && (list[i].flags & FOF_CUTSPRITES))
{
if (!lightset)
lightlevel = *list[i].lightlevel > 255 ? 255 : *list[i].lightlevel;
lightlevel = max(min(*list[i].lightlevel, 255), 0);
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
colormap = *list[i].extra_colormap;
}
......@@ -3582,13 +3568,13 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
INT32 light = R_GetPlaneLight(sector, spr->mobj->z, false);
if (!lightset)
lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
lightlevel = max(min(*sector->lightlist[light].lightlevel, 255), 0);
if (*sector->lightlist[light].extra_colormap && !(spr->mobj->renderflags & RF_NOCOLORMAPS))
colormap = *sector->lightlist[light].extra_colormap;
}
else if (!lightset)
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
lightlevel = max(min(sector->lightlevel, 255), 0);
if (R_ThingIsSemiBright(spr->mobj))
lightlevel = 128 + (lightlevel>>1);
......@@ -5675,7 +5661,6 @@ void HWR_LoadLevel(void)
// ==========================================================================
static CV_PossibleValue_t glshaders_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Ignore custom shaders"}, {0, NULL}};
static CV_PossibleValue_t glmodelinterpolation_cons_t[] = {{0, "Off"}, {1, "Sometimes"}, {2, "Always"}, {0, NULL}};
static CV_PossibleValue_t glfakecontrast_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Smooth"}, {0, NULL}};
static CV_PossibleValue_t glshearing_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Third-person"}, {0, NULL}};
......@@ -5704,7 +5689,7 @@ consvar_t cv_glcoronasize = CVAR_INIT ("gr_coronasize", "1", CV_SAVE|CV_FLOAT, 0
#endif
consvar_t cv_glmodels = CVAR_INIT ("gr_models", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glmodelinterpolation = CVAR_INIT ("gr_modelinterpolation", "Sometimes", CV_SAVE, glmodelinterpolation_cons_t, NULL);
consvar_t cv_glmodelinterpolation = CVAR_INIT ("gr_modelinterpolation", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glmodellighting = CVAR_INIT ("gr_modellighting", "Off", CV_SAVE|CV_CALL, CV_OnOff, CV_glmodellighting_OnChange);
consvar_t cv_glshearing = CVAR_INIT ("gr_shearing", "Off", CV_SAVE, glshearing_cons_t, NULL);
......
......@@ -43,6 +43,7 @@ void HWR_MakePatch(const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipma
void HWR_CreatePlanePolygons(INT32 bspnum);
void HWR_CreateStaticLightmaps(INT32 bspnum);
void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color);
void HWR_DrawFixedFill(fixed_t x, fixed_t y, fixed_t w, fixed_t h, INT32 color);
void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength);
void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT32 actualcolor); // Lat: separate flags from color since color needs to be an uint to work right.
......
......@@ -1062,15 +1062,11 @@ static boolean HWR_AllowModel(mobj_t *mobj)
static boolean HWR_CanInterpolateModel(mobj_t *mobj, model_t *model)
{
if (cv_glmodelinterpolation.value == 2) // Always interpolate
return true;
return model->interpolate[(mobj->frame & FF_FRAMEMASK)];
}
static boolean HWR_CanInterpolateSprite2(modelspr2frames_t *spr2frame)
{
if (cv_glmodelinterpolation.value == 2) // Always interpolate
return true;
return spr2frame->interpolate;
}
......@@ -1323,7 +1319,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
else if (R_ThingIsSemiBright(spr->mobj))
lightlevel = 128 + (*sector->lightlist[light].lightlevel>>1);
else if (!R_ThingIsFullBright(spr->mobj))
lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
lightlevel = max(min(255, *sector->lightlist[light].lightlevel), 0);
if (*sector->lightlist[light].extra_colormap)
colormap = *sector->lightlist[light].extra_colormap;
......@@ -1335,7 +1331,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
else if (R_ThingIsSemiBright(spr->mobj))
lightlevel = 128 + (sector->lightlevel>>1);
else if (!R_ThingIsFullBright(spr->mobj))
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
lightlevel = max(min(255, sector->lightlevel), 0);
if (sector->extra_colormap)
colormap = sector->extra_colormap;
......
......@@ -155,23 +155,24 @@ static const GLfloat byte2float[256] = {
// -----------------+
#ifdef DEBUG_TO_FILE
FILE *gllogstream;
FILE *gllogstream = NULL;
#endif
FUNCPRINTF void GL_DBG_Printf(const char *format, ...)
{
#ifdef DEBUG_TO_FILE
char str[4096] = "";
va_list arglist;
if (!gllogstream)
gllogstream = fopen("ogllog.txt", "w");
if (gllogstream)
{
va_start(arglist, format);
vsnprintf(str, 4096, format, arglist);
va_end(arglist);
fwrite(str, strlen(str), 1, gllogstream);
}
#else
(void)format;
#endif
......@@ -227,7 +228,6 @@ FUNCPRINTF static void GL_MSG_Error(const char *format, ...)
/* 1.0 functions */
/* Miscellaneous */
#define pglClearColor glClearColor
//glClear
#define pglColorMask glColorMask
#define pglAlphaFunc glAlphaFunc
#define pglBlendFunc glBlendFunc
......@@ -237,9 +237,7 @@ FUNCPRINTF static void GL_MSG_Error(const char *format, ...)
#define pglEnable glEnable
#define pglDisable glDisable
#define pglGetFloatv glGetFloatv
//glGetIntegerv
//glGetString
#define pglHint glHint
#define pglPolygonMode glPolygonMode
/* Depth Buffer */
#define pglClearDepth glClearDepth
......@@ -283,6 +281,7 @@ FUNCPRINTF static void GL_MSG_Error(const char *format, ...)
/* Texture mapping */
#define pglTexEnvi glTexEnvi
#define pglTexParameteri glTexParameteri
#define pglTexImage1D glTexImage1D
#define pglTexImage2D glTexImage2D
#define pglTexSubImage2D glTexSubImage2D
......@@ -668,6 +667,7 @@ void SetupGLFunc4(void)
{
/* 1.2 funcs */
pglTexImage3D = GetGLFunc("glTexImage3D");
/* 1.3 funcs */
pglActiveTexture = GetGLFunc("glActiveTexture");
pglMultiTexCoord2f = GetGLFunc("glMultiTexCoord2f");
......
......@@ -52,6 +52,7 @@
#include "lua_hud.h"
#include "lua_hudlib_drawlist.h"
#include "lua_hook.h"
#include "lua_libs.h"
// coords are scaled
#define HU_INPUTX 0
......@@ -377,7 +378,7 @@ static void HU_removeChatText_Log(void)
void HU_AddChatText(const char *text, boolean playsound)
{
if (playsound && cv_consolechat.value != 2) // Don't play the sound if we're using hidden chat.
S_StartSound(NULL, sfx_radio);
S_StartSoundFromEverywhere(sfx_radio);
// reguardless of our preferences, put all of this in the chat buffer in case we decide to change from oldchat mid-game.
if (chat_nummsg_log >= CHAT_BUFSIZE) // too many messages!
......@@ -396,7 +397,10 @@ void HU_AddChatText(const char *text, boolean playsound)
if (OLDCHAT) // if we're using oldchat, print directly in console
CONS_Printf("%s\n", text);
else // if we aren't, still save the message to log.txt
CON_LogMessage(va("%s\n", text));
{
CON_LogMessage(text);
CON_LogMessage("\n"); // Add newline. Don't use va for that, since `text` might be refering to va's buffer itself
}
}
/** Runs a say command, sending an ::XD_SAY message.
......@@ -1013,7 +1017,7 @@ static void HU_sendChatMessage(void)
void HU_clearChatChars(void)
{
memset(w_chat, '\0', sizeof(w_chat));
I_SetTextInputMode(false);
I_SetTextInputMode(textinputmodeenabledbylua);
chat_on = false;
c_input = 0;
......@@ -1150,7 +1154,7 @@ boolean HU_Responder(event_t *ev)
if (!CHAT_MUTE)
HU_sendChatMessage();
I_SetTextInputMode(false);
I_SetTextInputMode(textinputmodeenabledbylua);
chat_on = false;
c_input = 0; // reset input cursor
chat_scrollmedown = true; // you hit enter, so you might wanna autoscroll to see what you just sent. :)
......@@ -1161,7 +1165,7 @@ boolean HU_Responder(event_t *ev)
|| c == gamecontrol[GC_TEAMKEY][0] || c == gamecontrol[GC_TEAMKEY][1])
&& c >= KEY_MOUSE1)) // If it's not a keyboard key, then the chat button is used as a toggle.
{
I_SetTextInputMode(false);
I_SetTextInputMode(textinputmodeenabledbylua);
chat_on = false;
c_input = 0; // reset input cursor
I_UpdateMouseGrab();
......@@ -1747,6 +1751,9 @@ static void HU_DrawDemoInfo(void)
// Heads up displays drawer, call each frame
//
void HU_Drawer(void)
{
if (LUA_HudEnabled(hud_chat))
{
// draw chat string plus cursor
if (chat_on)
......@@ -1764,8 +1771,9 @@ void HU_Drawer(void)
if (!OLDCHAT && cv_consolechat.value < 2 && netgame) // Don't display minimized chat if you set the mode to Window (Hidden)
HU_drawMiniChat(); // draw messages in a cool fashion.
}
}
if (cechotimer)
if (cechotimer && LUA_HudEnabled(hud_cecho))
HU_DrawCEcho();
if (demoplayback && hu_showscores)
......
......@@ -9,20 +9,21 @@
/// \file i_threads.h
/// \brief Multithreading abstraction
#ifdef HAVE_THREADS
#ifndef I_THREADS_H
#define I_THREADS_H
#include "doomtype.h"
typedef void (*I_thread_fn)(void *userdata);
typedef void * I_mutex;
typedef void * I_cond;
int I_can_thread (void) FUNCWARNRV;
void I_start_threads (void);
void I_stop_threads (void);
void I_spawn_thread (const char *name, I_thread_fn, void *userdata);
int I_spawn_thread (const char *name, I_thread_fn, void *userdata) FUNCWARNRV;
/* check in your thread whether to return early */
int I_thread_is_stopped (void);
......@@ -36,4 +37,3 @@ void I_wake_one_cond (I_cond *);
void I_wake_all_cond (I_cond *);
#endif/*I_THREADS_H*/
#endif/*HAVE_THREADS*/
Source diff could not be displayed: it is too large. Options to address this: view the blob.
......@@ -302,274 +302,274 @@ struct mobj_s;
// IMPORTANT NOTE: If you add/remove from this list of action
// functions, don't forget to update them in deh_tables.c!
void A_Explode(struct mobj_s *actor);
void A_Pain(struct mobj_s *actor);
void A_Fall(struct mobj_s *actor);
void A_MonitorPop(struct mobj_s *actor);
void A_GoldMonitorPop(struct mobj_s *actor);
void A_GoldMonitorRestore(struct mobj_s *actor);
void A_GoldMonitorSparkle(struct mobj_s *actor);
void A_Look(struct mobj_s *actor);
void A_Chase(struct mobj_s *actor);
void A_FaceStabChase(struct mobj_s *actor);
void A_FaceStabRev(struct mobj_s *actor);
void A_FaceStabHurl(struct mobj_s *actor);
void A_FaceStabMiss(struct mobj_s *actor);
void A_StatueBurst(struct mobj_s *actor);
void A_FaceTarget(struct mobj_s *actor);
void A_FaceTracer(struct mobj_s *actor);
void A_Scream(struct mobj_s *actor);
void A_BossDeath(struct mobj_s *actor);
void A_SetShadowScale(struct mobj_s *actor);
void A_ShadowScream(struct mobj_s *actor); // MARIA!!!!!!
void A_CustomPower(struct mobj_s *actor); // Use this for a custom power
void A_GiveWeapon(struct mobj_s *actor); // Gives the player weapon(s)
void A_RingBox(struct mobj_s *actor); // Obtained Ring Box Tails
void A_Invincibility(struct mobj_s *actor); // Obtained Invincibility Box
void A_SuperSneakers(struct mobj_s *actor); // Obtained Super Sneakers Box
void A_BunnyHop(struct mobj_s *actor); // have bunny hop tails
void A_BubbleSpawn(struct mobj_s *actor); // Randomly spawn bubbles
void A_FanBubbleSpawn(struct mobj_s *actor);
void A_BubbleRise(struct mobj_s *actor); // Bubbles float to surface
void A_BubbleCheck(struct mobj_s *actor); // Don't draw if not underwater
void A_AwardScore(struct mobj_s *actor);
void A_ExtraLife(struct mobj_s *actor); // Extra Life
void A_GiveShield(struct mobj_s *actor); // Obtained Shield
void A_GravityBox(struct mobj_s *actor);
void A_ScoreRise(struct mobj_s *actor); // Rise the score logo
void A_AttractChase(struct mobj_s *actor); // Ring Chase
void A_DropMine(struct mobj_s *actor); // Drop Mine from Skim or Jetty-Syn Bomber
void A_FishJump(struct mobj_s *actor); // Fish Jump
void A_ThrownRing(struct mobj_s *actor); // Sparkle trail for red ring
void A_SetSolidSteam(struct mobj_s *actor);
void A_UnsetSolidSteam(struct mobj_s *actor);
void A_SignSpin(struct mobj_s *actor);
void A_SignPlayer(struct mobj_s *actor);
void A_OverlayThink(struct mobj_s *actor);
void A_JetChase(struct mobj_s *actor);
void A_JetbThink(struct mobj_s *actor); // Jetty-Syn Bomber Thinker
void A_JetgThink(struct mobj_s *actor); // Jetty-Syn Gunner Thinker
void A_JetgShoot(struct mobj_s *actor); // Jetty-Syn Shoot Function
void A_ShootBullet(struct mobj_s *actor); // JetgShoot without reactiontime setting
void A_MinusDigging(struct mobj_s *actor);
void A_MinusPopup(struct mobj_s *actor);
void A_MinusCheck(struct mobj_s *actor);
void A_ChickenCheck(struct mobj_s *actor);
void A_MouseThink(struct mobj_s *actor); // Mouse Thinker
void A_DetonChase(struct mobj_s *actor); // Deton Chaser
void A_CapeChase(struct mobj_s *actor); // Fake little Super Sonic cape
void A_RotateSpikeBall(struct mobj_s *actor); // Spike ball rotation
void A_SlingAppear(struct mobj_s *actor);
void A_UnidusBall(struct mobj_s *actor);
void A_RockSpawn(struct mobj_s *actor);
void A_SetFuse(struct mobj_s *actor);
void A_CrawlaCommanderThink(struct mobj_s *actor); // Crawla Commander
void A_SmokeTrailer(struct mobj_s *actor);
void A_RingExplode(struct mobj_s *actor);
void A_OldRingExplode(struct mobj_s *actor);
void A_MixUp(struct mobj_s *actor);
void A_RecyclePowers(struct mobj_s *actor);
void A_BossScream(struct mobj_s *actor);
void A_Boss2TakeDamage(struct mobj_s *actor);
void A_GoopSplat(struct mobj_s *actor);
void A_Boss2PogoSFX(struct mobj_s *actor);
void A_Boss2PogoTarget(struct mobj_s *actor);
void A_EggmanBox(struct mobj_s *actor);
void A_TurretFire(struct mobj_s *actor);
void A_SuperTurretFire(struct mobj_s *actor);
void A_TurretStop(struct mobj_s *actor);
void A_JetJawRoam(struct mobj_s *actor);
void A_JetJawChomp(struct mobj_s *actor);
void A_PointyThink(struct mobj_s *actor);
void A_CheckBuddy(struct mobj_s *actor);
void A_HoodFire(struct mobj_s *actor);
void A_HoodThink(struct mobj_s *actor);
void A_HoodFall(struct mobj_s *actor);
void A_ArrowBonks(struct mobj_s *actor);
void A_SnailerThink(struct mobj_s *actor);
void A_SharpChase(struct mobj_s *actor);
void A_SharpSpin(struct mobj_s *actor);
void A_SharpDecel(struct mobj_s *actor);
void A_CrushstaceanWalk(struct mobj_s *actor);
void A_CrushstaceanPunch(struct mobj_s *actor);
void A_CrushclawAim(struct mobj_s *actor);
void A_CrushclawLaunch(struct mobj_s *actor);
void A_VultureVtol(struct mobj_s *actor);
void A_VultureCheck(struct mobj_s *actor);
void A_VultureHover(struct mobj_s *actor);
void A_VultureBlast(struct mobj_s *actor);
void A_VultureFly(struct mobj_s *actor);
void A_SkimChase(struct mobj_s *actor);
void A_SkullAttack(struct mobj_s *actor);
void A_LobShot(struct mobj_s *actor);
void A_FireShot(struct mobj_s *actor);
void A_SuperFireShot(struct mobj_s *actor);
void A_BossFireShot(struct mobj_s *actor);
void A_Boss7FireMissiles(struct mobj_s *actor);
void A_Boss1Laser(struct mobj_s *actor);
void A_FocusTarget(struct mobj_s *actor);
void A_Boss4Reverse(struct mobj_s *actor);
void A_Boss4SpeedUp(struct mobj_s *actor);
void A_Boss4Raise(struct mobj_s *actor);
void A_SparkFollow(struct mobj_s *actor);
void A_BuzzFly(struct mobj_s *actor);
void A_GuardChase(struct mobj_s *actor);
void A_EggShield(struct mobj_s *actor);
void A_SetReactionTime(struct mobj_s *actor);
void A_Boss1Spikeballs(struct mobj_s *actor);
void A_Boss3TakeDamage(struct mobj_s *actor);
void A_Boss3Path(struct mobj_s *actor);
void A_Boss3ShockThink(struct mobj_s *actor);
void A_Shockwave(struct mobj_s *actor);
void A_LinedefExecute(struct mobj_s *actor);
void A_LinedefExecuteFromArg(struct mobj_s *actor);
void A_PlaySeeSound(struct mobj_s *actor);
void A_PlayAttackSound(struct mobj_s *actor);
void A_PlayActiveSound(struct mobj_s *actor);
void A_1upThinker(struct mobj_s *actor);
void A_BossZoom(struct mobj_s *actor); //Unused
void A_Boss1Chase(struct mobj_s *actor);
void A_Boss2Chase(struct mobj_s *actor);
void A_Boss2Pogo(struct mobj_s *actor);
void A_Boss7Chase(struct mobj_s *actor);
void A_BossJetFume(struct mobj_s *actor);
void A_SpawnObjectAbsolute(struct mobj_s *actor);
void A_SpawnObjectRelative(struct mobj_s *actor);
void A_ChangeAngleRelative(struct mobj_s *actor);
void A_ChangeAngleAbsolute(struct mobj_s *actor);
void A_RollAngle(struct mobj_s *actor);
void A_ChangeRollAngleRelative(struct mobj_s *actor);
void A_ChangeRollAngleAbsolute(struct mobj_s *actor);
void A_PlaySound(struct mobj_s *actor);
void A_FindTarget(struct mobj_s *actor);
void A_FindTracer(struct mobj_s *actor);
void A_SetTics(struct mobj_s *actor);
void A_SetRandomTics(struct mobj_s *actor);
void A_ChangeColorRelative(struct mobj_s *actor);
void A_ChangeColorAbsolute(struct mobj_s *actor);
void A_Dye(struct mobj_s *actor);
void A_SetTranslation(struct mobj_s *actor);
void A_MoveRelative(struct mobj_s *actor);
void A_MoveAbsolute(struct mobj_s *actor);
void A_Thrust(struct mobj_s *actor);
void A_ZThrust(struct mobj_s *actor);
void A_SetTargetsTarget(struct mobj_s *actor);
void A_SetObjectFlags(struct mobj_s *actor);
void A_SetObjectFlags2(struct mobj_s *actor);
void A_RandomState(struct mobj_s *actor);
void A_RandomStateRange(struct mobj_s *actor);
void A_StateRangeByAngle(struct mobj_s *actor);
void A_StateRangeByParameter(struct mobj_s *actor);
void A_DualAction(struct mobj_s *actor);
void A_RemoteAction(struct mobj_s *actor);
void A_ToggleFlameJet(struct mobj_s *actor);
void A_OrbitNights(struct mobj_s *actor);
void A_GhostMe(struct mobj_s *actor);
void A_SetObjectState(struct mobj_s *actor);
void A_SetObjectTypeState(struct mobj_s *actor);
void A_KnockBack(struct mobj_s *actor);
void A_PushAway(struct mobj_s *actor);
void A_RingDrain(struct mobj_s *actor);
void A_SplitShot(struct mobj_s *actor);
void A_MissileSplit(struct mobj_s *actor);
void A_MultiShot(struct mobj_s *actor);
void A_InstaLoop(struct mobj_s *actor);
void A_Custom3DRotate(struct mobj_s *actor);
void A_SearchForPlayers(struct mobj_s *actor);
void A_CheckRandom(struct mobj_s *actor);
void A_CheckTargetRings(struct mobj_s *actor);
void A_CheckRings(struct mobj_s *actor);
void A_CheckTotalRings(struct mobj_s *actor);
void A_CheckHealth(struct mobj_s *actor);
void A_CheckRange(struct mobj_s *actor);
void A_CheckHeight(struct mobj_s *actor);
void A_CheckTrueRange(struct mobj_s *actor);
void A_CheckThingCount(struct mobj_s *actor);
void A_CheckAmbush(struct mobj_s *actor);
void A_CheckCustomValue(struct mobj_s *actor);
void A_CheckCusValMemo(struct mobj_s *actor);
void A_SetCustomValue(struct mobj_s *actor);
void A_UseCusValMemo(struct mobj_s *actor);
void A_RelayCustomValue(struct mobj_s *actor);
void A_CusValAction(struct mobj_s *actor);
void A_ForceStop(struct mobj_s *actor);
void A_ForceWin(struct mobj_s *actor);
void A_SpikeRetract(struct mobj_s *actor);
void A_InfoState(struct mobj_s *actor);
void A_Repeat(struct mobj_s *actor);
void A_SetScale(struct mobj_s *actor);
void A_RemoteDamage(struct mobj_s *actor);
void A_HomingChase(struct mobj_s *actor);
void A_TrapShot(struct mobj_s *actor);
void A_VileTarget(struct mobj_s *actor);
void A_VileAttack(struct mobj_s *actor);
void A_VileFire(struct mobj_s *actor);
void A_BrakChase(struct mobj_s *actor);
void A_BrakFireShot(struct mobj_s *actor);
void A_BrakLobShot(struct mobj_s *actor);
void A_NapalmScatter(struct mobj_s *actor);
void A_SpawnFreshCopy(struct mobj_s *actor);
void A_FlickySpawn(struct mobj_s *actor);
void A_FlickyCenter(struct mobj_s *actor);
void A_FlickyAim(struct mobj_s *actor);
void A_FlickyFly(struct mobj_s *actor);
void A_FlickySoar(struct mobj_s *actor);
void A_FlickyCoast(struct mobj_s *actor);
void A_FlickyHop(struct mobj_s *actor);
void A_FlickyFlounder(struct mobj_s *actor);
void A_FlickyCheck(struct mobj_s *actor);
void A_FlickyHeightCheck(struct mobj_s *actor);
void A_FlickyFlutter(struct mobj_s *actor);
void A_FlameParticle(struct mobj_s *actor);
void A_FadeOverlay(struct mobj_s *actor);
void A_Boss5Jump(struct mobj_s *actor);
void A_LightBeamReset(struct mobj_s *actor);
void A_MineExplode(struct mobj_s *actor);
void A_MineRange(struct mobj_s *actor);
void A_ConnectToGround(struct mobj_s *actor);
void A_SpawnParticleRelative(struct mobj_s *actor);
void A_MultiShotDist(struct mobj_s *actor);
void A_WhoCaresIfYourSonIsABee(struct mobj_s *actor);
void A_ParentTriesToSleep(struct mobj_s *actor);
void A_CryingToMomma(struct mobj_s *actor);
void A_CheckFlags2(struct mobj_s *actor);
void A_Boss5FindWaypoint(struct mobj_s *actor);
void A_DoNPCSkid(struct mobj_s *actor);
void A_DoNPCPain(struct mobj_s *actor);
void A_PrepareRepeat(struct mobj_s *actor);
void A_Boss5ExtraRepeat(struct mobj_s *actor);
void A_Boss5Calm(struct mobj_s *actor);
void A_Boss5CheckOnGround(struct mobj_s *actor);
void A_Boss5CheckFalling(struct mobj_s *actor);
void A_Boss5PinchShot(struct mobj_s *actor);
void A_Boss5MakeItRain(struct mobj_s *actor);
void A_Boss5MakeJunk(struct mobj_s *actor);
void A_LookForBetter(struct mobj_s *actor);
void A_Boss5BombExplode(struct mobj_s *actor);
void A_DustDevilThink(struct mobj_s *actor);
void A_TNTExplode(struct mobj_s *actor);
void A_DebrisRandom(struct mobj_s *actor);
void A_TrainCameo(struct mobj_s *actor);
void A_TrainCameo2(struct mobj_s *actor);
void A_CanarivoreGas(struct mobj_s *actor);
void A_KillSegments(struct mobj_s *actor);
void A_SnapperSpawn(struct mobj_s *actor);
void A_SnapperThinker(struct mobj_s *actor);
void A_SaloonDoorSpawn(struct mobj_s *actor);
void A_MinecartSparkThink(struct mobj_s *actor);
void A_ModuloToState(struct mobj_s *actor);
void A_LavafallRocks(struct mobj_s *actor);
void A_LavafallLava(struct mobj_s *actor);
void A_FallingLavaCheck(struct mobj_s *actor);
void A_FireShrink(struct mobj_s *actor);
void A_SpawnPterabytes(struct mobj_s *actor);
void A_PterabyteHover(struct mobj_s *actor);
void A_RolloutSpawn(struct mobj_s *actor);
void A_RolloutRock(struct mobj_s *actor);
void A_DragonbomberSpawn(struct mobj_s *actor);
void A_DragonWing(struct mobj_s *actor);
void A_DragonSegment(struct mobj_s *actor);
void A_ChangeHeight(struct mobj_s *actor);
void A_Explode(void *actor);
void A_Pain(void *actor);
void A_Fall(void *actor);
void A_MonitorPop(void *actor);
void A_GoldMonitorPop(void *actor);
void A_GoldMonitorRestore(void *actor);
void A_GoldMonitorSparkle(void *actor);
void A_Look(void *actor);
void A_Chase(void *actor);
void A_FaceStabChase(void *actor);
void A_FaceStabRev(void *actor);
void A_FaceStabHurl(void *actor);
void A_FaceStabMiss(void *actor);
void A_StatueBurst(void *actor);
void A_FaceTarget(void *actor);
void A_FaceTracer(void *actor);
void A_Scream(void *actor);
void A_BossDeath(void *actor);
void A_SetShadowScale(void *actor);
void A_ShadowScream(void *actor); // MARIA!!!!!!
void A_CustomPower(void *actor); // Use this for a custom power
void A_GiveWeapon(void *actor); // Gives the player weapon(s)
void A_RingBox(void *actor); // Obtained Ring Box Tails
void A_Invincibility(void *actor); // Obtained Invincibility Box
void A_SuperSneakers(void *actor); // Obtained Super Sneakers Box
void A_BunnyHop(void *actor); // have bunny hop tails
void A_BubbleSpawn(void *actor); // Randomly spawn bubbles
void A_FanBubbleSpawn(void *actor);
void A_BubbleRise(void *actor); // Bubbles float to surface
void A_BubbleCheck(void *actor); // Don't draw if not underwater
void A_AwardScore(void *actor);
void A_ExtraLife(void *actor); // Extra Life
void A_GiveShield(void *actor); // Obtained Shield
void A_GravityBox(void *actor);
void A_ScoreRise(void *actor); // Rise the score logo
void A_AttractChase(void *actor); // Ring Chase
void A_DropMine(void *actor); // Drop Mine from Skim or Jetty-Syn Bomber
void A_FishJump(void *actor); // Fish Jump
void A_ThrownRing(void *actor); // Sparkle trail for red ring
void A_SetSolidSteam(void *actor);
void A_UnsetSolidSteam(void *actor);
void A_SignSpin(void *actor);
void A_SignPlayer(void *actor);
void A_OverlayThink(void *actor);
void A_JetChase(void *actor);
void A_JetbThink(void *actor); // Jetty-Syn Bomber Thinker
void A_JetgThink(void *actor); // Jetty-Syn Gunner Thinker
void A_JetgShoot(void *actor); // Jetty-Syn Shoot Function
void A_ShootBullet(void *actor); // JetgShoot without reactiontime setting
void A_MinusDigging(void *actor);
void A_MinusPopup(void *actor);
void A_MinusCheck(void *actor);
void A_ChickenCheck(void *actor);
void A_MouseThink(void *actor); // Mouse Thinker
void A_DetonChase(void *actor); // Deton Chaser
void A_CapeChase(void *actor); // Fake little Super Sonic cape
void A_RotateSpikeBall(void *actor); // Spike ball rotation
void A_SlingAppear(void *actor);
void A_UnidusBall(void *actor);
void A_RockSpawn(void *actor);
void A_SetFuse(void *actor);
void A_CrawlaCommanderThink(void *actor); // Crawla Commander
void A_SmokeTrailer(void *actor);
void A_RingExplode(void *actor);
void A_OldRingExplode(void *actor);
void A_MixUp(void *actor);
void A_RecyclePowers(void *actor);
void A_BossScream(void *actor);
void A_Boss2TakeDamage(void *actor);
void A_GoopSplat(void *actor);
void A_Boss2PogoSFX(void *actor);
void A_Boss2PogoTarget(void *actor);
void A_EggmanBox(void *actor);
void A_TurretFire(void *actor);
void A_SuperTurretFire(void *actor);
void A_TurretStop(void *actor);
void A_JetJawRoam(void *actor);
void A_JetJawChomp(void *actor);
void A_PointyThink(void *actor);
void A_CheckBuddy(void *actor);
void A_HoodFire(void *actor);
void A_HoodThink(void *actor);
void A_HoodFall(void *actor);
void A_ArrowBonks(void *actor);
void A_SnailerThink(void *actor);
void A_SharpChase(void *actor);
void A_SharpSpin(void *actor);
void A_SharpDecel(void *actor);
void A_CrushstaceanWalk(void *actor);
void A_CrushstaceanPunch(void *actor);
void A_CrushclawAim(void *actor);
void A_CrushclawLaunch(void *actor);
void A_VultureVtol(void *actor);
void A_VultureCheck(void *actor);
void A_VultureHover(void *actor);
void A_VultureBlast(void *actor);
void A_VultureFly(void *actor);
void A_SkimChase(void *actor);
void A_SkullAttack(void *actor);
void A_LobShot(void *actor);
void A_FireShot(void *actor);
void A_SuperFireShot(void *actor);
void A_BossFireShot(void *actor);
void A_Boss7FireMissiles(void *actor);
void A_Boss1Laser(void *actor);
void A_FocusTarget(void *actor);
void A_Boss4Reverse(void *actor);
void A_Boss4SpeedUp(void *actor);
void A_Boss4Raise(void *actor);
void A_SparkFollow(void *actor);
void A_BuzzFly(void *actor);
void A_GuardChase(void *actor);
void A_EggShield(void *actor);
void A_SetReactionTime(void *actor);
void A_Boss1Spikeballs(void *actor);
void A_Boss3TakeDamage(void *actor);
void A_Boss3Path(void *actor);
void A_Boss3ShockThink(void *actor);
void A_Shockwave(void *actor);
void A_LinedefExecute(void *actor);
void A_LinedefExecuteFromArg(void *actor);
void A_PlaySeeSound(void *actor);
void A_PlayAttackSound(void *actor);
void A_PlayActiveSound(void *actor);
void A_1upThinker(void *actor);
void A_BossZoom(void *actor); //Unused
void A_Boss1Chase(void *actor);
void A_Boss2Chase(void *actor);
void A_Boss2Pogo(void *actor);
void A_Boss7Chase(void *actor);
void A_BossJetFume(void *actor);
void A_SpawnObjectAbsolute(void *actor);
void A_SpawnObjectRelative(void *actor);
void A_ChangeAngleRelative(void *actor);
void A_ChangeAngleAbsolute(void *actor);
void A_RollAngle(void *actor);
void A_ChangeRollAngleRelative(void *actor);
void A_ChangeRollAngleAbsolute(void *actor);
void A_PlaySound(void *actor);
void A_FindTarget(void *actor);
void A_FindTracer(void *actor);
void A_SetTics(void *actor);
void A_SetRandomTics(void *actor);
void A_ChangeColorRelative(void *actor);
void A_ChangeColorAbsolute(void *actor);
void A_Dye(void *actor);
void A_SetTranslation(void *actor);
void A_MoveRelative(void *actor);
void A_MoveAbsolute(void *actor);
void A_Thrust(void *actor);
void A_ZThrust(void *actor);
void A_SetTargetsTarget(void *actor);
void A_SetObjectFlags(void *actor);
void A_SetObjectFlags2(void *actor);
void A_RandomState(void *actor);
void A_RandomStateRange(void *actor);
void A_StateRangeByAngle(void *actor);
void A_StateRangeByParameter(void *actor);
void A_DualAction(void *actor);
void A_RemoteAction(void *actor);
void A_ToggleFlameJet(void *actor);
void A_OrbitNights(void *actor);
void A_GhostMe(void *actor);
void A_SetObjectState(void *actor);
void A_SetObjectTypeState(void *actor);
void A_KnockBack(void *actor);
void A_PushAway(void *actor);
void A_RingDrain(void *actor);
void A_SplitShot(void *actor);
void A_MissileSplit(void *actor);
void A_MultiShot(void *actor);
void A_InstaLoop(void *actor);
void A_Custom3DRotate(void *actor);
void A_SearchForPlayers(void *actor);
void A_CheckRandom(void *actor);
void A_CheckTargetRings(void *actor);
void A_CheckRings(void *actor);
void A_CheckTotalRings(void *actor);
void A_CheckHealth(void *actor);
void A_CheckRange(void *actor);
void A_CheckHeight(void *actor);
void A_CheckTrueRange(void *actor);
void A_CheckThingCount(void *actor);
void A_CheckAmbush(void *actor);
void A_CheckCustomValue(void *actor);
void A_CheckCusValMemo(void *actor);
void A_SetCustomValue(void *actor);
void A_UseCusValMemo(void *actor);
void A_RelayCustomValue(void *actor);
void A_CusValAction(void *actor);
void A_ForceStop(void *actor);
void A_ForceWin(void *actor);
void A_SpikeRetract(void *actor);
void A_InfoState(void *actor);
void A_Repeat(void *actor);
void A_SetScale(void *actor);
void A_RemoteDamage(void *actor);
void A_HomingChase(void *actor);
void A_TrapShot(void *actor);
void A_VileTarget(void *actor);
void A_VileAttack(void *actor);
void A_VileFire(void *actor);
void A_BrakChase(void *actor);
void A_BrakFireShot(void *actor);
void A_BrakLobShot(void *actor);
void A_NapalmScatter(void *actor);
void A_SpawnFreshCopy(void *actor);
void A_FlickySpawn(void *actor);
void A_FlickyCenter(void *actor);
void A_FlickyAim(void *actor);
void A_FlickyFly(void *actor);
void A_FlickySoar(void *actor);
void A_FlickyCoast(void *actor);
void A_FlickyHop(void *actor);
void A_FlickyFlounder(void *actor);
void A_FlickyCheck(void *actor);
void A_FlickyHeightCheck(void *actor);
void A_FlickyFlutter(void *actor);
void A_FlameParticle(void *actor);
void A_FadeOverlay(void *actor);
void A_Boss5Jump(void *actor);
void A_LightBeamReset(void *actor);
void A_MineExplode(void *actor);
void A_MineRange(void *actor);
void A_ConnectToGround(void *actor);
void A_SpawnParticleRelative(void *actor);
void A_MultiShotDist(void *actor);
void A_WhoCaresIfYourSonIsABee(void *actor);
void A_ParentTriesToSleep(void *actor);
void A_CryingToMomma(void *actor);
void A_CheckFlags2(void *actor);
void A_Boss5FindWaypoint(void *actor);
void A_DoNPCSkid(void *actor);
void A_DoNPCPain(void *actor);
void A_PrepareRepeat(void *actor);
void A_Boss5ExtraRepeat(void *actor);
void A_Boss5Calm(void *actor);
void A_Boss5CheckOnGround(void *actor);
void A_Boss5CheckFalling(void *actor);
void A_Boss5PinchShot(void *actor);
void A_Boss5MakeItRain(void *actor);
void A_Boss5MakeJunk(void *actor);
void A_LookForBetter(void *actor);
void A_Boss5BombExplode(void *actor);
void A_DustDevilThink(void *actor);
void A_TNTExplode(void *actor);
void A_DebrisRandom(void *actor);
void A_TrainCameo(void *actor);
void A_TrainCameo2(void *actor);
void A_CanarivoreGas(void *actor);
void A_KillSegments(void *actor);
void A_SnapperSpawn(void *actor);
void A_SnapperThinker(void *actor);
void A_SaloonDoorSpawn(void *actor);
void A_MinecartSparkThink(void *actor);
void A_ModuloToState(void *actor);
void A_LavafallRocks(void *actor);
void A_LavafallLava(void *actor);
void A_FallingLavaCheck(void *actor);
void A_FireShrink(void *actor);
void A_SpawnPterabytes(void *actor);
void A_PterabyteHover(void *actor);
void A_RolloutSpawn(void *actor);
void A_RolloutRock(void *actor);
void A_DragonbomberSpawn(void *actor);
void A_DragonWing(void *actor);
void A_DragonSegment(void *actor);
void A_ChangeHeight(void *actor);
extern int actionsoverridden[NUMACTIONS][MAX_ACTION_RECURSION];
......@@ -947,15 +947,6 @@ typedef enum sprite
SPR_SSWY, // Yellow Side Spring
SPR_SSWR, // Red Side Spring
SPR_SSWB, // Blue Side Spring
SPR_MPRY, // Yellow trampoline
SPR_MPRR, // Red trampoline
SPR_MPRB, // Blue trampoline
SPR_MSWY, // Yellow horizontal trampoline
SPR_MSWR, // Red horizontal trampoline
SPR_MSWB, // Blue horizontal trampoline
SPR_MDIY, // Yellow diagonal trampoline
SPR_MDIR, // Red diagonal trampoline
SPR_MDIB, // Blue diagonal trampoline
SPR_BSTY, // Yellow Booster
SPR_BSTR, // Red Booster
......@@ -1014,7 +1005,6 @@ typedef enum sprite
SPR_BGOM,
SPR_FFWR,
SPR_FBLL,
SPR_MKOP,
SPR_SHLL,
SPR_PUMA,
SPR_HAMM,
......@@ -1024,29 +1014,6 @@ typedef enum sprite
SPR_MUS1,
SPR_MUS2,
SPR_TOAD,
SPR_MARS,
SPR_MRFL,
SPR_MAUH,
SPR_MBSA,
SPR_MBSB,
SPR_MBSC,
SPR_MFRE,
SPR_MFYE,
SPR_MFBE,
SPR_MFWD,
SPR_MUS3,
// Mario powerups
SPR_MSIV, // invincibility
SPR_MS1P, // 1-up
SPR_MSAT, // attract
SPR_MSFO, // force
SPR_MSAR, // nuke
SPR_MSWW, // whirlwind
SPR_MSEL, // elemental
SPR_MSSP, // speed shoes
SPR_MEGH, // poison
SPR_UPPB, // particle pickup
// NiGHTS Stuff
SPR_NDRN, // NiGHTS drone
......@@ -1108,11 +1075,6 @@ typedef enum sprite
SPR_BRIR, // CEZ3 colored bricks
SPR_BRIB,
SPR_BRIY,
SPR_MBRI,
SPR_MBRS,
SPR_MBRB,
SPR_MBRC,
SPR_MTRI,
// Gravity Well Objects
SPR_GWLG,
......@@ -1194,6 +1156,18 @@ typedef enum playersprite
SPR2_TALB,
SPR2_TALC,
// Misc slots
SPR2_MSC0,
SPR2_MSC1,
SPR2_MSC2,
SPR2_MSC3,
SPR2_MSC4,
SPR2_MSC5,
SPR2_MSC6,
SPR2_MSC7,
SPR2_MSC8,
SPR2_MSC9,
SPR2_CNT1, // continue disappointment
SPR2_CNT2, // continue lift
SPR2_CNT3, // continue spin
......@@ -1941,11 +1915,11 @@ typedef enum state
S_FANG_FIRE1,
S_FANG_FIRE2,
S_FANG_FIRE3,
S_FANG_FIRE4,
S_FANG_FIREREPEAT,
S_FANG_LOBSHOT0,
S_FANG_LOBSHOT1,
S_FANG_LOBSHOT2,
S_FANG_LOBSHOT3,
S_FANG_WAIT1,
S_FANG_WAIT2,
S_FANG_WALLHIT,
......@@ -1967,6 +1941,7 @@ typedef enum state
S_FANG_PINCHLOBSHOT2,
S_FANG_PINCHLOBSHOT3,
S_FANG_PINCHLOBSHOT4,
S_FANG_PINCHLOBSHOT5,
S_FANG_DIE1,
S_FANG_DIE2,
S_FANG_DIE3,
......@@ -3116,11 +3091,9 @@ typedef enum state
// FHZ
S_FHZICE1,
S_FHZICE2,
S_ROSY_IDLE1,
S_ROSY_IDLE2,
S_ROSY_IDLE3,
S_ROSY_IDLE4,
S_ROSY_IDLE,
S_ROSY_JUMP,
S_ROSY_FALL,
S_ROSY_WALK,
S_ROSY_HUG,
S_ROSY_PAIN,
......@@ -3780,69 +3753,6 @@ typedef enum state
S_BHORIZ7,
S_BHORIZ8,
// Yellow Trampoline
S_YELLOWTRAMPOLINE,
S_YELLOWTRAMPOLINE2,
S_YELLOWTRAMPOLINE3,
S_YELLOWTRAMPOLINE4,
S_YELLOWTRAMPOLINE5,
// Red Trampoline
S_REDTRAMPOLINE,
S_REDTRAMPOLINE2,
S_REDTRAMPOLINE3,
S_REDTRAMPOLINE4,
S_REDTRAMPOLINE5,
// Blue Trampoline
S_BLUETRAMPOLINE,
S_BLUETRAMPOLINE2,
S_BLUETRAMPOLINE3,
S_BLUETRAMPOLINE4,
S_BLUETRAMPOLINE5,
// Horizontal Yellow Trampoline
S_HORIZYELLOWTRAMPOLINE,
S_HORIZYELLOWTRAMPOLINE2,
S_HORIZYELLOWTRAMPOLINE3,
S_HORIZYELLOWTRAMPOLINE4,
S_HORIZYELLOWTRAMPOLINE5,
// Horizontal Red Trampoline
S_HORIZREDTRAMPOLINE,
S_HORIZREDTRAMPOLINE2,
S_HORIZREDTRAMPOLINE3,
S_HORIZREDTRAMPOLINE4,
S_HORIZREDTRAMPOLINE5,
// Horizontal Blue Trampoline
S_HORIZBLUETRAMPOLINE,
S_HORIZBLUETRAMPOLINE2,
S_HORIZBLUETRAMPOLINE3,
S_HORIZBLUETRAMPOLINE4,
S_HORIZBLUETRAMPOLINE5,
// Diagonal Yellow Trampoline
S_DIAGYELLOWTRAMPOLINE,
S_DIAGYELLOWTRAMPOLINE2,
S_DIAGYELLOWTRAMPOLINE3,
S_DIAGYELLOWTRAMPOLINE4,
S_DIAGYELLOWTRAMPOLINE5,
// Diagonal Red Trampoline
S_DIAGREDTRAMPOLINE,
S_DIAGREDTRAMPOLINE2,
S_DIAGREDTRAMPOLINE3,
S_DIAGREDTRAMPOLINE4,
S_DIAGREDTRAMPOLINE5,
// Diagonal Blue Trampoline
S_DIAGBLUETRAMPOLINE,
S_DIAGBLUETRAMPOLINE2,
S_DIAGBLUETRAMPOLINE3,
S_DIAGBLUETRAMPOLINE4,
S_DIAGBLUETRAMPOLINE5,
// Booster
S_BOOSTERSOUND,
S_YELLOWBOOSTERROLLER,
......@@ -4115,28 +4025,37 @@ typedef enum state
S_RINGEXPLODE,
// Mario-specific stuff
S_COIN,
S_COIN1,
S_COIN2,
S_COIN3,
S_COINSPARKLE1,
S_COINSPARKLE2,
S_COINSPARKLE3,
S_COINSPARKLE4,
S_GOOMBA1,
S_GOOMBA1B,
S_GOOMBA2,
S_GOOMBA3,
S_GOOMBA4,
S_GOOMBA5,
S_GOOMBA6,
S_GOOMBA7,
S_GOOMBA8,
S_GOOMBA9,
S_GOOMBA_DEAD,
S_GOOMBA_DEAD2,
S_GOOMBA_DEAD3,
S_BLUEGOOMBA1,
S_BLUEGOOMBA1B,
S_BLUEGOOMBA2,
S_BLUEGOOMBA3,
S_BLUEGOOMBA4,
S_BLUEGOOMBA5,
S_BLUEGOOMBA6,
S_BLUEGOOMBA7,
S_BLUEGOOMBA8,
S_BLUEGOOMBA9,
S_BLUEGOOMBA_DEAD,
S_BLUEGOOMBA_DEAD2,
S_BLUEGOOMBA_DEAD3,
// Mario-specific stuff
S_FIREFLOWER1,
S_FIREFLOWER2,
S_FIREFLOWER3,
......@@ -4144,13 +4063,6 @@ typedef enum state
S_FIREBALL,
S_FIREBALLTRAIL1,
S_FIREBALLTRAIL2,
S_GREENKOOPASPAWN,
S_GREENKOOPA1,
S_GREENKOOPA2,
S_GREENKOOPA3,
S_GREENKOOPA4,
S_GREENKOOPADEATH1,
S_GREENKOOPADEATH2,
S_SHELL,
S_PUMA_START1,
S_PUMA_START2,
......@@ -4176,68 +4088,7 @@ typedef enum state
S_MARIOBUSH1,
S_MARIOBUSH2,
S_TOAD,
S_PTZSHROOM,
S_PTZFLAG1,
S_PTZFLAG2,
S_PTZFLAG3,
S_PTZFLAG4,
S_PTZFLAG5,
S_MARIOBUSH,
S_BSBSHROOM,
S_BLBSHROOM,
S_BNWSHROOM,
S_REDMFLOWER,
S_BLUEMFLOWER,
S_YELLOWMFLOWER,
S_WHITEDANDELION,
S_MAR64TREE,
// Power up mushrooms
S_LIFESHROOM,
S_LIFESHROOM2,
S_LIFESHROOMD,
S_LIFESHROOM_INVISIBLE,
S_LIFESHROOM_INVISIBLE_TOUCH,
S_POISONSHROOM,
S_POISONSHROOM2,
S_POISONSHROOMD,
S_NUKESHROOM,
S_NUKESHROOM2,
S_NUKESHROOMD,
S_FORCESHROOM,
S_FORCESHROOM2,
S_FORCESHROOMD,
S_ATTRACTSHROOM,
S_ATTRACTSHROOM2,
S_ATTRACTSHROOMD,
S_ELEMENTALSHROOM,
S_ELEMENTALSHROOM2,
S_ELEMENTALSHROOMD,
S_CLOUDSHROOM,
S_CLOUDSHROOM2,
S_CLOUDSHROOMD,
S_STARMAN,
S_STARMAN1,
S_STARMAN2,
S_STARMAN3,
S_STARMAND,
S_SPEEDWINGS,
S_SPEEDWINGSD,
S_PARTICLEPICKUP1,
S_PARTICLEPICKUP2,
S_1000SCOREAWARD,
S_POWERUPAWARD,
S_POWERUPAWARD1,
S_POWERUPAWARD2,
// Nights-specific stuff
S_NIGHTSDRONE_MAN1,
......@@ -4540,11 +4391,6 @@ typedef enum state
S_REDBRICKDEBRIS, // for CEZ3
S_BLUEBRICKDEBRIS, // for CEZ3
S_YELLOWBRICKDEBRIS, // for CEZ3
S_MARIOBRICKDEBRIS,
S_MARIOBRICKDEBRISS,
S_MARIOBRICKDEBRISB,
S_MARIOBRICKDEBRISC,
S_MARIOBRICKDEBRISM,
S_NAMECHECK,
......@@ -4564,7 +4410,7 @@ typedef struct
spritenum_t sprite;
UINT32 frame; // we use the upper 16 bits for translucency and other shade effects
INT32 tics;
actionf_t action;
actionf_p1 action;
INT32 var1;
INT32 var2;
statenum_t nextstate;
......@@ -4748,16 +4594,6 @@ typedef enum mobj_type
MT_REDHORIZ,
MT_BLUEHORIZ,
MT_YELLOWTRAMPOLINE,
MT_REDTRAMPOLINE,
MT_BLUETRAMPOLINE,
MT_HORIZYELLOWTRAMPOLINE,
MT_HORIZREDTRAMPOLINE,
MT_HORIZBLUETRAMPOLINE,
MT_DIAGYELLOWTRAMPOLINE,
MT_DIAGREDTRAMPOLINE,
MT_DIAGBLUETRAMPOLINE,
MT_BOOSTERSEG,
MT_BOOSTERROLLER,
MT_YELLOWBOOSTER,
......@@ -5258,7 +5094,6 @@ typedef enum mobj_type
MT_FIREFLOWER,
MT_FIREBALL,
MT_FIREBALLTRAIL,
MT_GREENKOOPA,
MT_SHELL,
MT_PUMA,
MT_PUMATRAIL,
......@@ -5269,30 +5104,6 @@ typedef enum mobj_type
MT_MARIOBUSH1,
MT_MARIOBUSH2,
MT_TOAD,
MT_PTZSHROOM,
MT_PTZFLAG,
MT_BSBSHROOM,
MT_BLBSHROOM,
MT_BNWSHROOM,
MT_MARIOBUSH,
MT_REDMFLOWER,
MT_BLUEMFLOWER,
MT_YELLOWMFLOWER,
MT_WHITEDANDELION,
MT_MAR64TREE,
// Power up mushrooms
MT_LIFESHROOM,
MT_LIFESHROOM_INVISIBLE,
MT_POISONSHROOM,
MT_NUKESHROOM,
MT_FORCESHROOM,
MT_ATTRACTSHROOM,
MT_ELEMENTALSHROOM,
MT_CLOUDSHROOM,
MT_STARMAN,
MT_SPEEDWINGS,
MT_POWERUPAWARD,
// NiGHTS Stuff
MT_AXIS,
......@@ -5390,11 +5201,6 @@ typedef enum mobj_type
MT_REDBRICKDEBRIS, // for CEZ3
MT_BLUEBRICKDEBRIS, // for CEZ3
MT_YELLOWBRICKDEBRIS, // for CEZ3
MT_MARIOBRICKDEBRIS,
MT_MARIOBRICKDEBRISS,
MT_MARIOBRICKDEBRISB,
MT_MARIOBRICKDEBRISC,
MT_MARIOBRICKDEBRISM,
MT_NAMECHECK,
MT_RAY, // General purpose mobj
......
......@@ -171,6 +171,8 @@ static const struct {
{META_SKINCOLOR, "skincolor_t"},
{META_COLORRAMP, "skincolor_t.ramp"},
{META_SPRITEINFO, "spriteinfo_t"},
{META_SPRITEINFOFRAMELIST,"spriteinfoframe_t[]"},
{META_SPRITEINFOFRAME,"spriteinfoframe_t"},
{META_PIVOTLIST, "spriteframepivot_t[]"},
{META_FRAMEPIVOT, "spriteframepivot_t"},
......@@ -189,6 +191,8 @@ static const struct {
{META_SKINSPRITESLIST, "skin_t.skinsprites[]"},
{META_SKINSPRITESCOMPAT, "skin_t.sprites"}, // TODO: 2.3: Delete
{META_MUSICDEF, "musicdef_t"},
{META_VERTEX, "vertex_t"},
{META_LINE, "line_t"},
{META_SIDE, "side_t"},
......@@ -238,7 +242,10 @@ static const struct {
{META_LUABANKS, "luabanks[]"},
{META_KEYEVENT, "keyevent_t"},
{META_TEXTEVENT, "textevent_t"},
{META_MOUSE, "mouse_t"},
{META_INTERCEPT, "intercept_t"},
{NULL, NULL}
};
......@@ -3166,7 +3173,10 @@ static int lib_rCheckTextureNumForName(lua_State *L)
{
const char *name = luaL_checkstring(L, 1);
//HUDSAFE
lua_pushinteger(L, R_CheckTextureNumForName(name));
INT32 num = R_CheckTextureNumForName(name, TEXTURETYPE_TEXTURE);
if (num == -1)
num = R_CheckTextureNumForName(name, TEXTURETYPE_FLAT);
lua_pushinteger(L, num);
return 1;
}
......@@ -3254,10 +3264,10 @@ static int GetValidSoundOrigin(lua_State *L, void **origin)
return LUA_ErrInvalid(L, "sector_t");
*origin = &((sector_t *)(*origin))->soundorg;
return 1;
return 2;
}
return LUA_ErrInvalid(L, "mobj_t/sector_t");
return 0;
}
static int lib_sStartSound(lua_State *L)
......@@ -3276,15 +3286,23 @@ static int lib_sStartSound(lua_State *L)
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!lua_isnil(L, 1))
if (!GetValidSoundOrigin(L, &origin))
return 0;
if (!player || P_IsLocalPlayer(player))
if (player == NULL || P_IsLocalPlayer(player))
{
if (hud_running || hook_cmd_running)
origin = NULL; // HUD rendering and CMD building startsound shouldn't have an origin, just remove it instead of having a retarded error.
S_StartSound(origin, sound_id);
if (lua_isnil(L, 1))
S_StartSoundFromEverywhere(sound_id);
else
{
int origintype = GetValidSoundOrigin(L, &origin);
if (origintype == 1)
S_StartSoundFromMobj(origin, sound_id);
else if (origintype == 2)
{
origin = *((sector_t**)luaL_checkudata(L, 1, META_SECTOR)); // Restore this (other functions still use soundorg outright)
S_StartSoundFromSector(origin, sound_id);
}
else
return LUA_ErrInvalid(L, "mobj_t/sector_t");
}
}
return 0;
}
......@@ -3305,12 +3323,25 @@ static int lib_sStartSoundAtVolume(lua_State *L)
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (!lua_isnil(L, 1))
if (!GetValidSoundOrigin(L, &origin))
if (player == NULL || P_IsLocalPlayer(player))
{
if (lua_isnil(L, 1))
S_StartSoundFromEverywhereVol(sound_id, volume);
else
{
int origintype = GetValidSoundOrigin(L, &origin);
if (origintype == 1)
S_StartSoundFromMobjVol(origin, sound_id, volume);
else if (origintype == 2)
{
origin = *((sector_t**)luaL_checkudata(L, 1, META_SECTOR)); // Restore this (other functions still use soundorg outright)
S_StartSoundFromSectorVol(origin, sound_id, volume);
}
else
return LUA_ErrInvalid(L, "mobj_t/sector_t");
}
if (!player || P_IsLocalPlayer(player))
S_StartSoundAtVolume(origin, sound_id, volume);
}
return 0;
}
......@@ -3735,6 +3766,73 @@ static int lib_sResumeMusic(lua_State *L)
return 1;
}
enum musicdef_e
{
musicdef_name,
musicdef_title,
musicdef_alttitle,
musicdef_authors
};
static const char *const musicdef_opt[] = {
"name",
"title",
"alttitle",
"authors",
NULL,
};
static int musicdef_fields_ref = LUA_NOREF;
static int musicdef_get(lua_State *L)
{
musicdef_t *musicdef = *((musicdef_t **)luaL_checkudata(L, 1, META_MUSICDEF));
enum musicdef_e field = Lua_optoption(L, 2, -1, musicdef_fields_ref);
lua_settop(L, 2);
if (!musicdef)
return LUA_ErrInvalid(L, "musicdef_t");
switch (field)
{
case musicdef_name:
lua_pushstring(L, musicdef->name);
break;
case musicdef_title:
lua_pushstring(L, musicdef->title);
break;
case musicdef_alttitle:
lua_pushstring(L, musicdef->alttitle);
break;
case musicdef_authors:
lua_pushstring(L, musicdef->authors);
break;
default:
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
I_Assert(lua_istable(L, -1));
lua_pushlightuserdata(L, musicdef);
lua_rawget(L, -2);
if (!lua_istable(L, -1)) { // no extra values table
CONS_Debug(DBG_LUA, M_GetText("'%s' has no extvars table or field named '%s'; returning nil.\n"), "musicdef_t", lua_tostring(L, 2));
return 0;
}
lua_pushvalue(L, 2); // field name
lua_gettable(L, -2);
if (lua_isnil(L, -1)) // no value for this field
CONS_Debug(DBG_LUA, M_GetText("'%s' has no field named '%s'; returning nil.\n"), "musicdef_t", lua_tostring(L, 2));
break;
}
return 1;
}
static int lib_sMusicInfo(lua_State *L)
{
const char *music_name = lua_tolstring(L, 1, NULL);
LUA_PushUserdata(L, S_MusicInfo(music_name), META_MUSICDEF);
return 1;
}
// G_GAME
////////////
......@@ -3877,6 +3975,34 @@ static int lib_gAddGametype(lua_State *L)
return 0;
}
// Lua exclusive function to unlock Lua Conditions
// Up to Lua scripter
static int lib_gUnlockCondition(lua_State* L)
{
int id = luaL_checkinteger(L, 1) - 1;
boolean global = luaL_checkboolean(L, 2);
if (id <= 0 || id > MAXLUACONDITIONS)
{
luaL_error(L, "Lua condition %d out of range (1 - %d)", id + 1, MAXLUACONDITIONS);
return 0;
}
if (global)
{
serverGamedata->lua[id] = true;
M_SilentUpdateUnlockablesAndEmblems(serverGamedata);
}
clientGamedata->lua[id] = true;
if (M_UpdateUnlockablesAndExtraEmblems(clientGamedata))
{
S_StartSoundFromEverywhere(sfx_s3k68);
}
return 0;
}
// Bot adding function!
// Partly lifted from Got_AddPlayer
static int lib_gAddPlayer(lua_State *L)
......@@ -4176,16 +4302,21 @@ static int lib_gSetCustomExitVars(lua_State *L)
// G_SetCustomExitVars(nil, int) [skipstats only]
// G_SetCustomExitVars(int, int) [both of the above]
// G_SetCustomExitVars(int, int, int) [nextmapoverride, skipstats and nextgametype]
// G_SetCustomExitVars(int, int, int, int) [nextmapoverride, skipstats, nextgametype and keepcutscenes]
nextmapoverride = 0;
skipstats = 0;
nextgametype = -1;
keepcutscene = false;
if (n >= 1)
{
nextmapoverride = (INT16)luaL_optinteger(L, 1, 0);
skipstats = (INT16)luaL_optinteger(L, 2, 0);
nextgametype = (INT16)luaL_optinteger(L, 3, -1);
if (!lua_isnil(L, 4))
keepcutscene = luaL_checkboolean(L, 4);
}
return 0;
......@@ -4620,11 +4751,13 @@ static luaL_Reg lib[] = {
{"S_GetMusicLoopPoint",lib_sGetMusicLoopPoint},
{"S_PauseMusic",lib_sPauseMusic},
{"S_ResumeMusic", lib_sResumeMusic},
{"S_MusicInfo", lib_sMusicInfo},
// g_game
{"G_AddGametype", lib_gAddGametype},
{"G_AddPlayer", lib_gAddPlayer},
{"G_RemovePlayer", lib_gRemovePlayer},
{"G_UnlockCondition", lib_gUnlockCondition},
{"G_SetUsedCheats", lib_gSetUsedCheats},
{"G_BuildMapName",lib_gBuildMapName},
{"G_BuildMapTitle",lib_gBuildMapTitle},
......@@ -4658,6 +4791,11 @@ static luaL_Reg lib[] = {
int LUA_BaseLib(lua_State *L)
{
// musicdef_t
// Sound should have its whole own file for Lua, but this will do for now.
LUA_RegisterUserdataMetatable(L, META_MUSICDEF, musicdef_get, NULL, NULL);
musicdef_fields_ref = Lua_CreateFieldTable(L, musicdef_opt);
// Set metatable for string
lua_pushliteral(L, ""); // dummy string
lua_getmetatable(L, -1); // get string metatable
......
......@@ -22,6 +22,11 @@
#include "lua_libs.h"
#include "lua_hud.h" // hud_running errors
// Included for the custom options menu
#include "netcode/d_netfil.h"
#include "m_menu.h"
#include "w_wad.h"
// for functions not allowed in hud.add hooks
#define NOHUD if (hud_running)\
return luaL_error(L, "HUD rendering code should not call this function!");
......@@ -508,7 +513,7 @@ static int lib_cvRegisterVar(lua_State *L)
lua_pop(L, 1);
cvar->func = Lua_OnChange;
}
else if (cvar->flags & CV_CALL && (k && fasticmp(k, "can_change")))
else if (cvar->flags & CV_CALL && (i == 6 || (k && fasticmp(k, "can_change"))))
{
if (!lua_isfunction(L, 4))
{
......@@ -522,6 +527,29 @@ static int lib_cvRegisterVar(lua_State *L)
lua_pop(L, 1);
cvar->can_change = Lua_CanChange;
}
else if (((i == 5 && !(cvar->flags & CV_CALL))
|| (cvar->flags & CV_CALL && i == 7))
|| (k && fasticmp(k, "category")))
{
if (!lua_isstring(L, 4))
{
TYPEERROR("category", LUA_TSTRING)
}
cvar->category = Z_StrDup(lua_tostring(L, 4));
}
else if (((i == 6 && !(cvar->flags & CV_CALL))
|| (cvar->flags & CV_CALL && i == 8))
|| (k && fasticmp(k, "displayname")))
{
if (!lua_isstring(L, 4))
{
TYPEERROR("displayname", LUA_TSTRING)
}
cvar->displayname = Z_StrDup(lua_tostring(L, 4));
}
lua_pop(L, 1);
}
......@@ -548,6 +576,19 @@ static int lib_cvRegisterVar(lua_State *L)
return luaL_error(L, M_GetText("Variable %s has CV_CALL without any callbacks"), cvar->name);
}
if (!cvar->displayname || cvar->displayname[0] == '\0')
{
cvar->displayname = cvar->name;
}
if (!cvar->category || cvar->category[0] == '\0')
{
char* temp = wadfiles[numwadfiles - 1]->filename;
temp += strlen(temp) - nameonlylength(temp);
cvar->category = temp;
}
cvar->flags |= CV_ALLOWLUA;
// actually time to register it to the console now! Finally!
cvar->flags |= CV_MODIFIED;
......@@ -558,6 +599,9 @@ static int lib_cvRegisterVar(lua_State *L)
return luaL_error(L, "failed to register cvar (probable conflict with internal variable/command names)");
}
if (cvar->flags & CV_MENU)
M_RegisterCustomCVOption(cvar);
// return cvar userdata
return 1;
}
......@@ -672,6 +716,8 @@ enum cvar_e
cvar_value,
cvar_string,
cvar_changed,
cvar_displayname,
cvar_category,
};
static const char *const cvar_opt[] = {
......@@ -681,6 +727,8 @@ static const char *const cvar_opt[] = {
"value",
"string",
"changed",
"displayname",
"category",
NULL,
};
......@@ -711,6 +759,12 @@ static int cvar_get(lua_State *L)
case cvar_changed:
lua_pushboolean(L, cvar->changed);
break;
case cvar_displayname:
lua_pushstring(L, cvar->displayname);
break;
case cvar_category:
lua_pushstring(L, cvar->category);
break;
default:
if (devparm)
return luaL_error(L, LUA_QL("consvar_t") " has no field named " LUA_QS ".", lua_tostring(L, 2));
......
......@@ -62,19 +62,24 @@ automatically.
X (ShieldSpecial),/* shield abilities */\
X (PlayerCanDamage),/* P_PlayerCanDamage */\
X (PlayerQuit),\
X (NameChange),\
X (IntermissionThinker),/* Y_Ticker */\
X (TeamSwitch),/* team switching in... uh... *what* speak, spit it the fuck out */\
X (ViewpointSwitch),/* spy mode (no trickstabs) */\
X (SeenPlayer),/* MT_NAMECHECK */\
X (PlayerThink),/* P_PlayerThink */\
X (GameStart),\
X (GameQuit),\
X (GameEnd),\
X (PlayerCmd),/* building the player's ticcmd struct (Ported from SRB2Kart) */\
X (MusicChange),\
X (SoundPlay),\
X (PlayerHeight),/* override player height */\
X (PlayerCanEnterSpinGaps),\
X (AddonLoaded),\
X (KeyDown),\
X (KeyUp),\
X (TextInput),\
#define STRING_HOOK_LIST(X) \
X (BotAI),/* B_BuildTailsTiccmd by skin name */\
......@@ -86,6 +91,7 @@ automatically.
X (scores),/* emblems/multiplayer list */\
X (title),/* titlescreen */\
X (titlecard),\
X (escpanel) /* rings/time/score/emblem panel in pause menu */,\
X (intermission),\
X (continue),\
X (playersetup),\
......@@ -127,6 +133,10 @@ int LUA_HookCharacterHUD
INT32 skinIndex, UINT8 sprite2, UINT8 frame, UINT8 rotation, skincolornum_t color,
INT32 ticker, boolean mode
);
boolean LUA_HookEscapePanel(
int hook, huddrawlist_h drawlist,
int x, int y, int width, int height
);
int LUA_HookMobj(mobj_t *, int hook);
int LUA_Hook2Mobj(mobj_t *, mobj_t *, int hook);
......@@ -135,6 +145,7 @@ void LUA_HookBool(boolean value, int hook);
int LUA_HookPlayer(player_t *, int hook);
int LUA_HookTiccmd(player_t *, ticcmd_t *, int hook);
int LUA_HookKey(event_t *event, int hook); // Hooks for key events
int LUA_HookText(event_t *event, int hook); // Hooks for text events
void LUA_HookPreThinkFrame(void);
void LUA_HookThinkFrame(void);
......@@ -153,11 +164,13 @@ int LUA_HookMapThingSpawn(mobj_t *, mapthing_t *);
int LUA_HookFollowMobj(player_t *, mobj_t *);
int LUA_HookPlayerCanDamage(player_t *, mobj_t *);
void LUA_HookPlayerQuit(player_t *, kickreason_t);
int LUA_HookNameChange(player_t *plr, const char *name);
int LUA_HookTeamSwitch(player_t *, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble);
int LUA_HookViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced);
int LUA_HookSeenPlayer(player_t *player, player_t *seenfriend);
int LUA_HookShouldJingleContinue(player_t *, const char *musname);
int LUA_HookPlayerCmd(player_t *, ticcmd_t *);
int LUA_HookMusicChange(const char *oldname, struct MusicChange *);
int LUA_HookSoundPlay(sfxenum_t sfx_id, void *origin, const int origintype);
fixed_t LUA_HookPlayerHeight(player_t *player);
int LUA_HookPlayerCanEnterSpinGaps(player_t *player);
......@@ -690,6 +690,17 @@ int LUA_HookKey(event_t *event, int hook_type)
return hook.status;
}
int LUA_HookText(event_t *event, int hook_type)
{
Hook_State hook;
if (prepare_hook(&hook, false, hook_type))
{
LUA_PushUserdata(gL, event, META_TEXTEVENT);
call_hooks(&hook, 1, res_true);
}
return hook.status;
}
void LUA_HookHUD(int hook_type, huddrawlist_h list)
{
Hook_State hook;
......@@ -727,6 +738,22 @@ int LUA_HookCharacterHUD
return hook.status;
}
boolean LUA_HookEscapePanel(int hook, huddrawlist_h drawlist, int x, int y, int width, int height)
{
Hook_State hookstate;
if (prepare_hud_hook(&hookstate, false, hook))
{
LUA_SetHudHook(hook, drawlist);
lua_pushinteger(gL, x);
lua_pushinteger(gL, y);
lua_pushinteger(gL, width);
lua_pushinteger(gL, height);
call_hud_hooks(&hookstate, 1, res_true);
}
return hookstate.status;
}
/* =========================================================================
SPECIALIZED HOOKS
========================================================================= */
......@@ -1077,6 +1104,18 @@ void LUA_HookPlayerQuit(player_t *plr, kickreason_t reason)
}
}
int LUA_HookNameChange(player_t *plr, const char *name)
{
Hook_State hook;
if (prepare_hook(&hook, true, HOOK(NameChange)))
{
LUA_PushUserdata(gL, plr, META_PLAYER); // Player that changed name
lua_pushstring(gL, name); // New player name
call_hooks(&hook, 1, res_false);
}
return hook.status;
}
int LUA_HookTeamSwitch(player_t *player, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble)
{
Hook_State hook;
......@@ -1227,6 +1266,47 @@ int LUA_HookMusicChange(const char *oldname, struct MusicChange *param)
return hook.status;
}
static void res_soundplay(Hook_State* hook)
{
if (!lua_isnil(gL, -1))
{
UINT32 sfx_id = lua_tonumber(gL, -1);
if (lua_isboolean(gL, -1) && lua_toboolean(gL, -1))
hook->status = 0; //sfx_None if returning True
//Make sure number is in range
else if (!lua_isboolean(gL, -1)
&& (sfx_id < NUMSFX))
hook->status = sfx_id;
if (sfx_id >= NUMSFX)
CONS_Alert(CONS_WARNING, "sfx %d out of range (0 - %d)\n", sfx_id, NUMSFX-1);
}
}
int LUA_HookSoundPlay(sfxenum_t sfx_id, void *origin, const int origintype)
{
Hook_State hook;
if (prepare_hook(&hook, sfx_id, HOOK(SoundPlay)))
{
lua_pushinteger(gL, sfx_id);
if (origin != NULL)
{
if (origintype == 0)
LUA_PushUserdata(gL, (mobj_t*)origin, META_MOBJ);
else if (origintype == 1)
LUA_PushUserdata(gL, (sector_t*)origin, META_SECTOR);
lua_pushinteger(gL, origintype);
}
hud_running = true; // local hook
call_hooks(&hook, 1, res_soundplay);
hud_running = false;
}
return hook.status;
}
static void res_playerheight(Hook_State *hook)
{
if (!lua_isnil(gL, -1))
......
......@@ -20,6 +20,10 @@ enum hud {
hud_textspectator,
hud_crosshair,
hud_powerups,
hud_gameover,
hud_pause,
hud_cecho,
hud_chat,
// Singleplayer / Co-op
hud_score,
hud_time,
......@@ -30,6 +34,7 @@ enum hud {
hud_weaponrings,
hud_powerstones,
hud_teamscores,
hud_itemhunt,
// NiGHTS mode
hud_nightslink,
hud_nightsdrill,
......
......@@ -42,6 +42,10 @@ static const char *const hud_disable_options[] = {
"textspectator",
"crosshair",
"powerups",
"gameover",
"pause",
"cecho",
"chat",
"score",
"time",
......@@ -52,6 +56,7 @@ static const char *const hud_disable_options[] = {
"weaponrings",
"powerstones",
"teamscores",
"itemhunt",
"nightslink",
"nightsdrill",
......@@ -461,15 +466,29 @@ static int camera_set(lua_State *L)
static int libd_patchExists(lua_State *L)
{
HUDONLY
lua_pushboolean(L, W_LumpExists(luaL_checkstring(L, 1)));
return 1;
}
static int libd_cachePatch(lua_State *L)
{
HUDONLY
LUA_PushUserdata(L, W_CachePatchLongName(luaL_checkstring(L, 1), PU_PATCH), META_PATCH);
const char *name = luaL_checkstring(L, 1);
patch_t *patch = W_CachePatchLongName(name, PU_PATCH);
#ifdef ROTSPRITE
if (lua_isnumber(L, 2))
{
angle_t rollangle = luaL_checkangle(L, 2);
INT32 rot = R_GetRollAngle(rollangle);
if (rot) {
patch_t *rotpatch = Patch_GetRotated(patch, rot, false);
LUA_PushUserdata(L, rotpatch, META_PATCH);
return 1;
}
}
#endif
LUA_PushUserdata(L, patch, META_PATCH);
return 1;
}
......@@ -481,7 +500,6 @@ static int libd_getSpritePatch(lua_State *L)
UINT8 angle = 0;
spritedef_t *sprdef;
spriteframe_t *sprframe;
HUDONLY
if (lua_isnumber(L, 1)) // sprite number given, e.g. SPR_THOK
{
......@@ -555,7 +573,6 @@ static int libd_getSprite2Patch(lua_State *L)
spritedef_t *sprdef;
spriteframe_t *sprframe;
boolean super = false; // add SPR2F_SUPER to sprite2 if true
HUDONLY
// get skin first!
if (lua_isnumber(L, 1)) // find skin by number
......@@ -875,6 +892,28 @@ static int libd_drawFill(lua_State *L)
return 0;
}
static int libd_drawFixedFill(lua_State *L)
{
huddrawlist_h list;
INT32 x = luaL_optinteger(L, 1, 0);
INT32 y = luaL_optinteger(L, 2, 0);
INT32 w = luaL_optinteger(L, 3, BASEVIDWIDTH << FRACBITS);
INT32 h = luaL_optinteger(L, 4, BASEVIDHEIGHT << FRACBITS);
INT32 c = luaL_optinteger(L, 5, 31);
HUDONLY
lua_getfield(L, LUA_REGISTRYINDEX, "HUD_DRAW_LIST");
list = (huddrawlist_h) lua_touserdata(L, -1);
lua_pop(L, 1);
if (LUA_HUD_IsDrawListValid(list))
LUA_HUD_AddDrawFixedFill(list, x, y, w, h, c);
else
V_DrawFixedFill(x, y, w, h, c);
return 0;
}
static int libd_drawString(lua_State *L)
{
huddrawlist_h list;
......@@ -1130,13 +1169,12 @@ static int libd_levelTitleHeight(lua_State *L)
static int libd_getColormap(lua_State *L)
{
HUDONLY
INT32 skinnum = TC_DEFAULT;
skincolornum_t color = luaL_optinteger(L, 2, 0);
UINT8* colormap = NULL;
int translation_id = -1;
HUDONLY
if (lua_isnoneornil(L, 1))
; // defaults to TC_DEFAULT
else if (lua_type(L, 1) == LUA_TNUMBER) // skin number
......@@ -1176,9 +1214,10 @@ static int libd_getColormap(lua_State *L)
static int libd_getStringColormap(lua_State *L)
{
HUDONLY
INT32 flags = luaL_checkinteger(L, 1);
UINT8* colormap = NULL;
HUDONLY
colormap = V_GetStringColormap(flags & V_CHARCOLORMASK);
if (colormap) {
LUA_PushUserdata(L, colormap, META_COLORMAP); // push as META_COLORMAP userdata, specifically for patches to use!
......@@ -1189,6 +1228,7 @@ static int libd_getStringColormap(lua_State *L)
static int libd_getSectorColormap(lua_State *L)
{
HUDONLY
boolean has_sector = false;
sector_t *sector = NULL;
if (!lua_isnoneornil(L, 1))
......@@ -1264,21 +1304,18 @@ static int libd_fadeScreen(lua_State *L)
static int libd_width(lua_State *L)
{
HUDONLY
lua_pushinteger(L, vid.width); // push screen width
return 1;
}
static int libd_height(lua_State *L)
{
HUDONLY
lua_pushinteger(L, vid.height); // push screen height
return 1;
}
static int libd_dup(lua_State *L)
{
HUDONLY
lua_pushinteger(L, vid.dup); // push integral scale (patch scale)
lua_pushfixed(L, vid.fdup); // push fixed point scale (position scale)
return 2;
......@@ -1286,7 +1323,6 @@ static int libd_dup(lua_State *L)
static int libd_renderer(lua_State *L)
{
HUDONLY
switch (rendermode) {
case render_opengl: lua_pushliteral(L, "opengl"); break; // OpenGL renderer
case render_soft: lua_pushliteral(L, "software"); break; // Software renderer
......@@ -1300,14 +1336,12 @@ static int libd_renderer(lua_State *L)
static int libd_RandomFixed(lua_State *L)
{
HUDONLY
lua_pushfixed(L, M_RandomFixed());
return 1;
}
static int libd_RandomByte(lua_State *L)
{
HUDONLY
lua_pushinteger(L, M_RandomByte());
return 1;
}
......@@ -1316,7 +1350,6 @@ static int libd_RandomKey(lua_State *L)
{
INT32 a = (INT32)luaL_checkinteger(L, 1);
HUDONLY
lua_pushinteger(L, M_RandomKey(a));
return 1;
}
......@@ -1326,7 +1359,6 @@ static int libd_RandomRange(lua_State *L)
INT32 a = (INT32)luaL_checkinteger(L, 1);
INT32 b = (INT32)luaL_checkinteger(L, 2);
HUDONLY
lua_pushinteger(L, M_RandomRange(a, b));
return 1;
}
......@@ -1334,7 +1366,6 @@ static int libd_RandomRange(lua_State *L)
// Macros.
static int libd_SignedRandom(lua_State *L)
{
HUDONLY
lua_pushinteger(L, M_SignedRandom());
return 1;
}
......@@ -1342,7 +1373,6 @@ static int libd_SignedRandom(lua_State *L)
static int libd_RandomChance(lua_State *L)
{
fixed_t p = luaL_checkfixed(L, 1);
HUDONLY
lua_pushboolean(L, M_RandomChance(p));
return 1;
}
......@@ -1351,7 +1381,6 @@ static int libd_RandomChance(lua_State *L)
// Could as well be thrown in global vars for ease of access but I guess it makes sense for it to be a HUD fn
static int libd_getlocaltransflag(lua_State *L)
{
HUDONLY
lua_pushinteger(L, (10-st_translucency)*V_10TRANS);
return 1;
}
......@@ -1359,7 +1388,6 @@ static int libd_getlocaltransflag(lua_State *L)
// Get cv_translucenthud's value for HUD rendering as a normal V_xxTRANS int
static int libd_getusertransflag(lua_State *L)
{
HUDONLY
lua_pushinteger(L, (10-cv_translucenthud.value)*V_10TRANS); // A bit weird that it's called "translucenthud" yet 10 is fully opaque :V
return 1;
}
......@@ -1381,6 +1409,7 @@ static luaL_Reg lib_draw[] = {
{"drawNum", libd_drawNum},
{"drawPaddedNum", libd_drawPaddedNum},
{"drawFill", libd_drawFill},
{"drawFixedFill", libd_drawFixedFill},
{"drawString", libd_drawString},
{"drawNameTag", libd_drawNameTag},
{"drawScaledNameTag", libd_drawScaledNameTag},
......@@ -1452,6 +1481,26 @@ static luaL_Reg lib_hud[] = {
{"disable", lib_huddisable},
{"enabled", lib_hudenabled},
{"add", lib_hudadd},
{"patchExists", libd_patchExists},
{"cachePatch", libd_cachePatch},
{"getSpritePatch", libd_getSpritePatch},
{"getSprite2Patch", libd_getSprite2Patch},
{"width", libd_width},
{"height", libd_height},
{"scale", libd_dup},
{"renderer", libd_renderer},
{NULL, NULL}
};
// globalized client_side random functions.
static luaL_Reg lib_randomclient[] = {
// m_random
{"localFixed",libd_RandomFixed},
{"localByte",libd_RandomByte},
{"localKey",libd_RandomKey},
{"localRange",libd_RandomRange},
{"localSignedRandom",libd_SignedRandom}, // MACRO
{"localChance",libd_RandomChance}, // MACRO
{NULL, NULL}
};
......@@ -1478,6 +1527,7 @@ int LUA_HudLib(lua_State *L)
LUA_RegisterGlobalUserdata(L, "hudinfo", lib_getHudInfo, NULL, lib_hudinfolen);
luaL_register(L, "hud", lib_hud);
luaL_register(L, "random", lib_randomclient);
return 0;
}
......
......@@ -25,6 +25,7 @@ enum drawitem_e {
DI_DrawNum,
DI_DrawPaddedNum,
DI_DrawFill,
DI_DrawFixedFill,
DI_DrawString,
DI_DrawNameTag,
DI_DrawScaledNameTag,
......@@ -346,6 +347,25 @@ void LUA_HUD_AddDrawFill(
item->c = c;
}
void LUA_HUD_AddDrawFixedFill(
huddrawlist_h list,
fixed_t x,
fixed_t y,
fixed_t w,
fixed_t h,
INT32 c
)
{
size_t i = AllocateDrawItem(list);
drawitem_t *item = &list->items[i];
item->type = DI_DrawFixedFill;
item->x = x;
item->y = y;
item->w = w;
item->h = h;
item->c = c;
}
void LUA_HUD_AddDrawString(
huddrawlist_h list,
fixed_t x,
......@@ -482,6 +502,9 @@ void LUA_HUD_DrawList(huddrawlist_h list)
case DI_DrawFill:
V_DrawFill(item->x, item->y, item->w, item->h, item->c);
break;
case DI_DrawFixedFill:
V_DrawFixedFill(item->x, item->y, item->w, item->h, item->c);
break;
case DI_DrawString:
switch(item->align)
{
......
......@@ -98,6 +98,14 @@ void LUA_HUD_AddDrawFill(
INT32 h,
INT32 c
);
void LUA_HUD_AddDrawFixedFill(
huddrawlist_h list,
fixed_t x,
fixed_t y,
fixed_t w,
fixed_t h,
INT32 c
);
void LUA_HUD_AddDrawString(
huddrawlist_h list,
fixed_t x,
......
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by Kart Krew.
// Copyright (C) 2012-2016 by John "JTE" Muniz.
// Copyright (C) 2012-2024 by Sonic Team Junior.
// Copyright (C) 2012-2025 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
......@@ -82,7 +83,7 @@ static int lib_getSprname(lua_State *L)
i = lua_tonumber(L, 1);
if (i > NUMSPRITES)
return 0;
lua_pushlstring(L, sprnames[i], 4);
lua_pushstring(L, sprnames[i]);
return 1;
}
else if (lua_isstring(L, 1))
......@@ -236,6 +237,38 @@ static int lib_spr2namelen(lua_State *L)
// SPRITE INFO //
/////////////////
struct SpriteInfoFrame {
spriteinfo_t *sprinfo;
UINT16 frame;
};
static UINT16 GetSpriteInfoFrameIndex(lua_State *L, int idx)
{
if (lua_type(L, idx) == LUA_TSTRING)
{
const char *field = luaL_checkstring(L, idx);
if (fastcmp("default", field))
{
return SPRINFO_DEFAULT_FRAME;
}
else
{
UINT8 frame = R_Char2Frame(field[0]);
if (frame == 255)
return luaL_error(L, "invalid frame %s", field);
return (UINT16)frame;
}
}
else
{
int frameID = luaL_checknumber(L, idx);
if (frameID < 0 || frameID >= MAXFRAMENUM)
return luaL_error(L, "frame %d out of range (0 - %d)", frameID, MAXFRAMENUM - 1);
return (UINT16)frameID;
}
}
// spriteinfo[]
static int lib_getSpriteInfo(lua_State *L)
{
......@@ -263,9 +296,72 @@ static int lib_getSpriteInfo(lua_State *L)
#define FIELDERROR(f, e) luaL_error(L, "bad value for " LUA_QL(f) " in table passed to spriteinfo[] (%s)", e);
#define TYPEERROR(f, t1, t2) FIELDERROR(f, va("%s expected, got %s", lua_typename(L, t1), lua_typename(L, t2)))
static int PopPivotSubTable(spriteframepivot_t *pivot, lua_State *L, int stk, int idx)
static int PopPivotSubTable(spriteinfoframe_t *frame, lua_State *L, int stk);
static int PopFrameSubTable(spriteinfoframe_t *frame, lua_State *L, int stk)
{
int okcool = 0;
switch (lua_type(L, stk))
{
case LUA_TTABLE:
lua_pushnil(L);
while (lua_next(L, stk))
{
const char *key = luaL_checkstring(L, stk+1);
if (fastcmp(key, "pivot"))
{
if (PopPivotSubTable(frame, L, stk+2))
okcool = 1;
}
else
{
FIELDERROR("sprite info frame key", va("invalid option %s", key));
}
okcool = 1;
lua_pop(L, 1);
}
break;
default:
TYPEERROR("sprite info frame", LUA_TTABLE, lua_type(L, stk))
}
return okcool;
}
static int PopFrameTable(spriteinfo_t *info, lua_State *L, int stk)
{
lua_pushnil(L);
while (lua_next(L, stk))
{
int idx = 0;
switch (lua_type(L, stk+1))
{
case LUA_TSTRING:
case LUA_TNUMBER:
idx = GetSpriteInfoFrameIndex(L, stk+1);
break;
default:
TYPEERROR("sprite info frame", LUA_TNUMBER, lua_type(L, stk+1));
}
// the values in frames[] are also tables
if (PopFrameSubTable(&info->frames[idx], L, stk+2))
set_bit_array(info->available, idx);
lua_pop(L, 1);
}
return 0;
}
static int PopPivotSubTable(spriteinfoframe_t *frame, lua_State *L, int stk)
{
int okcool = 0;
switch (lua_type(L, stk))
{
case LUA_TTABLE:
......@@ -275,6 +371,7 @@ static int PopPivotSubTable(spriteframepivot_t *pivot, lua_State *L, int stk, in
const char *key = NULL;
lua_Integer ikey = -1;
lua_Integer value = 0;
// x or y?
switch (lua_type(L, stk+1))
{
......@@ -287,6 +384,7 @@ static int PopPivotSubTable(spriteframepivot_t *pivot, lua_State *L, int stk, in
default:
FIELDERROR("pivot key", va("string or number expected, got %s", luaL_typename(L, stk+1)))
}
// then get value
switch (lua_type(L, stk+2))
{
......@@ -299,59 +397,60 @@ static int PopPivotSubTable(spriteframepivot_t *pivot, lua_State *L, int stk, in
default:
TYPEERROR("pivot value", LUA_TNUMBER, lua_type(L, stk+2))
}
// finally set omg!!!!!!!!!!!!!!!!!!
// Set it
if (ikey == 1 || (key && fastcmp(key, "x")))
pivot[idx].x = (INT32)value;
frame->pivot.x = (INT32)value;
else if (ikey == 2 || (key && fastcmp(key, "y")))
pivot[idx].y = (INT32)value;
frame->pivot.y = (INT32)value;
// TODO: 2.3: Delete
else if (ikey == 3 || (key && fastcmp(key, "rotaxis")))
LUA_UsageWarning(L, "\"rotaxis\" is deprecated and will be removed.")
else if (ikey == -1 && (key != NULL))
FIELDERROR("pivot key", va("invalid option %s", key));
okcool = 1;
lua_pop(L, 1);
}
break;
default:
TYPEERROR("sprite pivot", LUA_TTABLE, lua_type(L, stk))
}
if (okcool)
frame->pivot.available = true;
return okcool;
}
static int PopPivotTable(spriteinfo_t *info, lua_State *L, int stk)
{
// Just in case?
if (!lua_istable(L, stk))
TYPEERROR("pivot table", LUA_TTABLE, lua_type(L, stk));
lua_pushnil(L);
// stk = 0 has the pivot table
// stk = 1 has the frame key
// stk = 2 has the frame table
// stk = 3 has either a string or a number as key
// stk = 4 has the value for the key mentioned above
while (lua_next(L, stk))
{
int idx = 0;
const char *framestr = NULL;
switch (lua_type(L, stk+1))
{
case LUA_TSTRING:
framestr = lua_tostring(L, stk+1);
idx = R_Char2Frame(framestr[0]);
break;
case LUA_TNUMBER:
idx = lua_tonumber(L, stk+1);
idx = GetSpriteInfoFrameIndex(L, stk+1);
break;
default:
TYPEERROR("pivot frame", LUA_TNUMBER, lua_type(L, stk+1));
}
if ((idx < 0) || (idx >= MAXFRAMENUM))
return luaL_error(L, "pivot frame %d out of range (0 - %d)", idx, MAXFRAMENUM - 1);
// the values in pivot[] are also tables
if (PopPivotSubTable(info->pivot, L, stk+2, idx))
info->available = true;
if (PopPivotSubTable(&info->frames[idx], L, stk+2))
{
set_bit_array(info->available, idx);
// TODO: 2.3: Delete
info->frames[SPRINFO_DEFAULT_FRAME].pivot.available = true;
set_bit_array(info->available, SPRINFO_DEFAULT_FRAME);
}
lua_pop(L, 1);
}
......@@ -397,6 +496,14 @@ static int lib_setSpriteInfo(lua_State *L)
else
FIELDERROR("pivot", va("%s expected, got %s", lua_typename(L, LUA_TTABLE), luaL_typename(L, -1)))
}
else if (str && fastcmp(str, "frames"))
{
// frames[] is a table
if (lua_istable(L, 3))
return PopFrameTable(info, L, 3);
else
FIELDERROR("frames", va("%s expected, got %s", lua_typename(L, LUA_TTABLE), luaL_typename(L, -1)))
}
lua_pop(L, 1);
}
......@@ -422,17 +529,26 @@ static int spriteinfo_get(lua_State *L)
I_Assert(sprinfo != NULL);
// push spriteframepivot_t userdata
// TODO: 2.3: delete
if (fastcmp(field, "pivot"))
{
// bypass LUA_PushUserdata
void **userdata = lua_newuserdata(L, sizeof(void *));
*userdata = &sprinfo->pivot;
*userdata = sprinfo;
luaL_getmetatable(L, META_PIVOTLIST);
lua_setmetatable(L, -2);
// stack is left with the userdata on top, as if getting it had originally succeeded.
return 1;
}
else if (fastcmp(field, "frames"))
{
void **userdata = lua_newuserdata(L, sizeof(void *));
*userdata = sprinfo;
luaL_getmetatable(L, META_SPRITEINFOFRAMELIST);
lua_setmetatable(L, -2);
return 1;
}
else
return luaL_error(L, LUA_QL("spriteinfo_t") " has no field named " LUA_QS, field);
......@@ -465,9 +581,28 @@ static int spriteinfo_set(lua_State *L)
// pivot[] is userdata
else if (lua_isuserdata(L, 1))
{
spriteframepivot_t *pivot = *((spriteframepivot_t **)luaL_checkudata(L, 1, META_PIVOTLIST));
memcpy(&sprinfo->pivot, pivot, sizeof(spriteframepivot_t));
sprinfo->available = true; // Just in case?
spriteinfo_t *copyinfo = *((spriteinfo_t **)luaL_checkudata(L, 1, META_PIVOTLIST));
for (UINT16 i = 0; i <= MAXFRAMENUM; i++)
{
if (in_bit_array(copyinfo->available, i))
memcpy(&sprinfo->frames[i].pivot, &copyinfo->frames[i].pivot, sizeof(spriteframepivot_t));
}
}
}
else if (fastcmp(field, "frames"))
{
// frames[] is a table
if (lua_istable(L, 1))
return PopFrameTable(sprinfo, L, 1);
// frames[] is userdata
else if (lua_isuserdata(L, 1))
{
spriteinfo_t *copyinfo = *((spriteinfo_t **)luaL_checkudata(L, 1, META_SPRITEINFOFRAMELIST));
for (UINT16 i = 0; i <= MAXFRAMENUM; i++)
{
if (in_bit_array(copyinfo->available, i))
memcpy(&sprinfo->frames[i], &copyinfo->frames[i], sizeof(spriteinfoframe_t));
}
}
}
else
......@@ -487,21 +622,138 @@ static int spriteinfo_num(lua_State *L)
return 1;
}
// framepivot_t
static int pivotlist_get(lua_State *L)
// spriteinfoframe_t
static int framelist_get(lua_State *L)
{
struct SpriteInfoFrame *container;
spriteinfo_t *sprinfo = *((spriteinfo_t **)luaL_checkudata(L, 1, META_SPRITEINFOFRAMELIST));
UINT16 frame = GetSpriteInfoFrameIndex(L, 2);
container = lua_newuserdata(L, sizeof *container);
container->sprinfo = sprinfo;
container->frame = frame;
luaL_getmetatable(L, META_SPRITEINFOFRAME);
lua_setmetatable(L, -2);
// stack is left with the userdata on top, as if getting it had originally succeeded.
return 1;
}
static int framelist_set(lua_State *L)
{
spriteinfo_t *sprinfo = *((spriteinfo_t **)luaL_checkudata(L, 1, META_SPRITEINFOFRAMELIST));
UINT16 frame;
int okcool = 0;
if (!lua_lumploading)
return luaL_error(L, "Do not alter spriteinfoframe_t from within a hook or coroutine!");
if (hud_running)
return luaL_error(L, "Do not alter spriteinfoframe_t in HUD rendering code!");
if (hook_cmd_running)
return luaL_error(L, "Do not alter spriteinfoframe_t in CMD building code!");
frame = GetSpriteInfoFrameIndex(L, 2);
// frames[] is a table
if (lua_istable(L, 3))
okcool = PopFrameSubTable(&sprinfo->frames[frame], L, 3);
// frames[] is userdata
else if (lua_isuserdata(L, 3))
{
void **userdata;
spriteframepivot_t *framepivot = *((spriteframepivot_t **)luaL_checkudata(L, 1, META_PIVOTLIST));
struct SpriteInfoFrame *container = luaL_checkudata(L, 3, META_SPRITEINFOFRAME);
memcpy(&sprinfo->frames[frame],
&container->sprinfo->frames[container->frame],
sizeof(spriteinfoframe_t));
okcool = 1;
}
if (okcool)
set_bit_array(sprinfo->available, frame);
return 0;
}
static int framelist_num(lua_State *L)
{
lua_pushinteger(L, MAXFRAMENUM);
return 1;
}
// spriteinfoframe_t
static int sprinfoframe_get(lua_State *L)
{
struct SpriteInfoFrame *container = luaL_checkudata(L, 1, META_SPRITEINFOFRAME);
const char *field = luaL_checkstring(L, 2);
UINT8 frame;
frame = R_Char2Frame(field[0]);
if (frame == 255)
luaL_error(L, "invalid frame %s", field);
if (fastcmp("pivot", field))
{
struct SpriteInfoFrame *other_container = lua_newuserdata(L, sizeof *container);
memcpy(other_container, container, sizeof *container);
luaL_getmetatable(L, META_FRAMEPIVOT);
lua_setmetatable(L, -2);
}
else
return luaL_error(L, "Field %s does not exist in spriteinfoframe_t", field);
return 1;
}
static int sprinfoframe_set(lua_State *L)
{
struct SpriteInfoFrame *container = luaL_checkudata(L, 1, META_SPRITEINFOFRAME);
spriteinfoframe_t *frame = &container->sprinfo->frames[container->frame];
UINT8 *available = container->sprinfo->available;
const char *field = luaL_checkstring(L, 2);
boolean is_available = false;
if (!lua_lumploading)
return luaL_error(L, "Do not alter spriteinfoframe_t from within a hook or coroutine!");
if (hud_running)
return luaL_error(L, "Do not alter spriteinfoframe_t in HUD rendering code!");
if (hook_cmd_running)
return luaL_error(L, "Do not alter spriteinfoframe_t in CMD building code!");
I_Assert(frame != NULL);
if (fastcmp("pivot", field))
{
// pivot[] is a table
if (lua_istable(L, 3))
{
if (PopPivotSubTable(frame, L, 3))
is_available = true;
}
// pivot[] is userdata
else if (lua_isuserdata(L, 3))
{
struct SpriteInfoFrame *other_container = luaL_checkudata(L, 3, META_FRAMEPIVOT);
memcpy(&frame->pivot,
&other_container->sprinfo->frames[other_container->frame].pivot,
sizeof(spriteframepivot_t));
is_available = true;
}
}
else
return luaL_error(L, "Field %s does not exist in spriteframepivot_t", field);
if (is_available)
{
set_bit_array(available, container->frame);
}
return 0;
}
// bypass LUA_PushUserdata
userdata = lua_newuserdata(L, sizeof(void *));
*userdata = &framepivot[frame];
// framepivot_t
static int pivotlist_get(lua_State *L)
{
struct SpriteInfoFrame *container;
spriteinfo_t *sprinfo = *((spriteinfo_t **)luaL_checkudata(L, 1, META_PIVOTLIST));
UINT16 frame = GetSpriteInfoFrameIndex(L, 2);
container = lua_newuserdata(L, sizeof *container);
container->sprinfo = sprinfo;
container->frame = frame;
luaL_getmetatable(L, META_FRAMEPIVOT);
lua_setmetatable(L, -2);
......@@ -511,11 +763,9 @@ static int pivotlist_get(lua_State *L)
static int pivotlist_set(lua_State *L)
{
// Because I already know it's a spriteframepivot_t anyway
spriteframepivot_t *pivotlist = *((spriteframepivot_t **)lua_touserdata(L, 1));
//spriteframepivot_t *framepivot = *((spriteframepivot_t **)luaL_checkudata(L, 1, META_FRAMEPIVOT));
const char *field = luaL_checkstring(L, 2);
UINT8 frame;
spriteinfo_t *sprinfo = *((spriteinfo_t **)luaL_checkudata(L, 1, META_PIVOTLIST));
UINT16 frame;
int okcool = 0;
if (!lua_lumploading)
return luaL_error(L, "Do not alter spriteframepivot_t from within a hook or coroutine!");
......@@ -524,20 +774,24 @@ static int pivotlist_set(lua_State *L)
if (hook_cmd_running)
return luaL_error(L, "Do not alter spriteframepivot_t in CMD building code!");
frame = R_Char2Frame(field[0]);
if (frame == 255)
luaL_error(L, "invalid frame %s", field);
frame = GetSpriteInfoFrameIndex(L, 2);
// pivot[] is a table
if (lua_istable(L, 3))
return PopPivotSubTable(pivotlist, L, 3, frame);
okcool = PopPivotSubTable(&sprinfo->frames[frame], L, 3);
// pivot[] is userdata
else if (lua_isuserdata(L, 3))
{
spriteframepivot_t *copypivot = *((spriteframepivot_t **)luaL_checkudata(L, 3, META_FRAMEPIVOT));
memcpy(&pivotlist[frame], copypivot, sizeof(spriteframepivot_t));
struct SpriteInfoFrame *container = luaL_checkudata(L, 3, META_FRAMEPIVOT);
memcpy(&sprinfo->frames[frame].pivot,
&container->sprinfo->frames[container->frame].pivot,
sizeof(spriteframepivot_t));
okcool = 1;
}
if (okcool)
set_bit_array(sprinfo->available, frame);
return 0;
}
......@@ -549,7 +803,8 @@ static int pivotlist_num(lua_State *L)
static int framepivot_get(lua_State *L)
{
spriteframepivot_t *framepivot = *((spriteframepivot_t **)luaL_checkudata(L, 1, META_FRAMEPIVOT));
struct SpriteInfoFrame *container = luaL_checkudata(L, 1, META_FRAMEPIVOT);
spriteframepivot_t *framepivot = &container->sprinfo->frames[container->frame].pivot;
const char *field = luaL_checkstring(L, 2);
I_Assert(framepivot != NULL);
......@@ -572,7 +827,9 @@ static int framepivot_get(lua_State *L)
static int framepivot_set(lua_State *L)
{
spriteframepivot_t *framepivot = *((spriteframepivot_t **)luaL_checkudata(L, 1, META_FRAMEPIVOT));
struct SpriteInfoFrame *container = luaL_checkudata(L, 1, META_FRAMEPIVOT);
spriteframepivot_t *framepivot = &container->sprinfo->frames[container->frame].pivot;
UINT8 *available = container->sprinfo->available;
const char *field = luaL_checkstring(L, 2);
if (!lua_lumploading)
......@@ -585,9 +842,15 @@ static int framepivot_set(lua_State *L)
I_Assert(framepivot != NULL);
if (fastcmp("x", field))
{
framepivot->x = luaL_checkinteger(L, 3);
set_bit_array(available, container->frame);
}
else if (fastcmp("y", field))
{
framepivot->y = luaL_checkinteger(L, 3);
set_bit_array(available, container->frame);
}
// TODO: 2.3: delete
else if (fastcmp("rotaxis", field))
LUA_UsageWarning(L, "\"rotaxis\" is deprecated and will be removed.")
......@@ -714,21 +977,19 @@ static int lib_setState(lua_State *L)
switch(lua_type(L, 3))
{
case LUA_TNIL: // Null? Set the action to nothing, then.
state->action.acp1 = NULL;
state->action = NULL;
break;
case LUA_TSTRING: // It's a string, expect the name of a built-in action
LUA_SetActionByName(state, lua_tostring(L, 3));
break;
case LUA_TUSERDATA: // It's a userdata, expect META_ACTION of a built-in action
{
actionf_t *action = *((actionf_t **)luaL_checkudata(L, 3, META_ACTION));
actionf_p1 *action = *((actionf_p1 **)luaL_checkudata(L, 3, META_ACTION));
if (!action)
return luaL_error(L, "not a valid action?");
state->action = *action;
state->action.acv = action->acv;
state->action.acp1 = action->acp1;
break;
}
case LUA_TFUNCTION: // It's a function (a Lua function or a C function? either way!)
......@@ -738,7 +999,7 @@ static int lib_setState(lua_State *L)
lua_pushvalue(L, 3); // Bring it to the top of the stack
lua_rawset(L, -3); // Set it in the registry
lua_pop(L, 1); // pop LREG_STATEACTION
state->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata.
state->action = (actionf_p1)A_Lua; // Set the action for the userdata.
break;
default: // ?!
return luaL_typerror(L, 3, "function");
......@@ -796,7 +1057,7 @@ boolean LUA_SetLuaAction(void *stv, const char *action)
lua_pop(gL, 1); // pop LREG_STATEACTION
lua_pop(gL, 2); // pop the function and LREG_ACTIONS
st->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata.
st->action = (actionf_p1)A_Lua; // Set the action for the userdata.
return true; // action successfully set.
}
......@@ -901,9 +1162,9 @@ static int state_get(lua_State *L)
number = st->tics;
else if (fastcmp(field,"action")) {
const char *name;
if (!st->action.acp1) // Action is NULL.
if (!st->action) // Action is NULL.
return 0; // return nil.
if (st->action.acp1 == (actionf_p1)A_Lua) { // This is a Lua function?
if (st->action == (actionf_p1)A_Lua) { // This is a Lua function?
lua_getfield(L, LUA_REGISTRYINDEX, LREG_STATEACTION);
I_Assert(lua_istable(L, -1));
lua_pushlightuserdata(L, st); // Push the state pointer and
......@@ -958,21 +1219,19 @@ static int state_set(lua_State *L)
switch(lua_type(L, 3))
{
case LUA_TNIL: // Null? Set the action to nothing, then.
st->action.acp1 = NULL;
st->action = NULL;
break;
case LUA_TSTRING: // It's a string, expect the name of a built-in action
LUA_SetActionByName(st, lua_tostring(L, 3));
break;
case LUA_TUSERDATA: // It's a userdata, expect META_ACTION of a built-in action
{
actionf_t *action = *((actionf_t **)luaL_checkudata(L, 3, META_ACTION));
actionf_p1 *action = *((actionf_p1 **)luaL_checkudata(L, 3, META_ACTION));
if (!action)
return luaL_error(L, "not a valid action?");
st->action = *action;
st->action.acv = action->acv;
st->action.acp1 = action->acp1;
break;
}
case LUA_TFUNCTION: // It's a function (a Lua function or a C function? either way!)
......@@ -982,7 +1241,7 @@ static int state_set(lua_State *L)
lua_pushvalue(L, 3); // Bring it to the top of the stack
lua_rawset(L, -3); // Set it in the registry
lua_pop(L, 1); // pop LREG_STATEACTION
st->action.acp1 = (actionf_p1)A_Lua; // Set the action for the userdata.
st->action = (actionf_p1)A_Lua; // Set the action for the userdata.
break;
default: // ?!
return luaL_typerror(L, 3, "function");
......@@ -1158,6 +1417,7 @@ enum mobjinfo_e
mobjinfo_activesound,
mobjinfo_flags,
mobjinfo_raisestate,
mobjinfo_name,
};
const char *const mobjinfo_opt[] = {
......@@ -1185,6 +1445,7 @@ const char *const mobjinfo_opt[] = {
"activesound",
"flags",
"raisestate",
"name",
NULL,
};
......@@ -1199,6 +1460,8 @@ static int mobjinfo_get(lua_State *L)
I_Assert(info != NULL);
I_Assert(info >= mobjinfo);
mobjtype_t id = info-mobjinfo;
switch (field)
{
case mobjinfo_doomednum:
......@@ -1273,6 +1536,21 @@ static int mobjinfo_get(lua_State *L)
case mobjinfo_raisestate:
lua_pushinteger(L, info->raisestate);
break;
case mobjinfo_name:
if (id < MT_FIRSTFREESLOT)
{
lua_pushstring(L, MOBJTYPE_LIST[id]+3);
return 1;
}
id -= MT_FIRSTFREESLOT;
if (id < NUMMOBJFREESLOTS && FREE_MOBJS[id])
{
lua_pushstring(L, FREE_MOBJS[id]);
return 1;
}
return 0;
default:
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
I_Assert(lua_istable(L, -1));
......@@ -1909,6 +2187,8 @@ int LUA_InfoLib(lua_State *L)
LUA_RegisterUserdataMetatable(L, META_COLORRAMP, colorramp_get, colorramp_set, colorramp_len);
LUA_RegisterUserdataMetatable(L, META_SFXINFO, sfxinfo_get, sfxinfo_set, sfxinfo_num);
LUA_RegisterUserdataMetatable(L, META_SPRITEINFO, spriteinfo_get, spriteinfo_set, spriteinfo_num);
LUA_RegisterUserdataMetatable(L, META_SPRITEINFOFRAMELIST, framelist_get, framelist_set, framelist_num);
LUA_RegisterUserdataMetatable(L, META_SPRITEINFOFRAME, sprinfoframe_get, sprinfoframe_set, NULL);
LUA_RegisterUserdataMetatable(L, META_PIVOTLIST, pivotlist_get, pivotlist_set, pivotlist_num);
LUA_RegisterUserdataMetatable(L, META_FRAMEPIVOT, framepivot_get, framepivot_set, framepivot_num);
LUA_RegisterUserdataMetatable(L, META_LUABANKS, lib_getluabanks, lib_setluabanks, lib_luabankslen);
......
......@@ -10,16 +10,19 @@
/// \brief input library for Lua scripting
#include "doomdef.h"
#include "doomstat.h"
#include "fastcmp.h"
#include "g_input.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "i_system.h"
#include "console.h"
#include "lua_script.h"
#include "lua_libs.h"
boolean mousegrabbedbylua = true;
boolean textinputmodeenabledbylua = false;
boolean ignoregameinputs = false;
///////////////
......@@ -129,6 +132,20 @@ static int lib_getCursorPosition(lua_State *L)
return 2;
}
static int lib_setTextInputMode(lua_State *L)
{
textinputmodeenabledbylua = luaL_checkboolean(L, 1);
if (!(menuactive || CON_Ready() || chat_on))
I_SetTextInputMode(textinputmodeenabledbylua);
return 0;
}
static int lib_getTextInputMode(lua_State *L)
{
lua_pushinteger(L, textinputmodeenabledbylua);
return 1;
}
static luaL_Reg lib[] = {
{"gameControlDown", lib_gameControlDown},
{"gameControl2Down", lib_gameControl2Down},
......@@ -143,6 +160,8 @@ static luaL_Reg lib[] = {
{"getMouseGrab", lib_getMouseGrab},
{"setMouseGrab", lib_setMouseGrab},
{"getCursorPosition", lib_getCursorPosition},
{"setTextInputMode", lib_setTextInputMode},
{"getTextInputMode", lib_getTextInputMode},
{NULL, NULL}
};
......@@ -220,6 +239,28 @@ static int lib_lenGameKeyDown(lua_State *L)
return 1;
}
////////////////
// TEXT EVENT //
////////////////
static int textevent_get(lua_State *L)
{
event_t *event = *((event_t **)luaL_checkudata(L, 1, META_TEXTEVENT));
const char *field = luaL_checkstring(L, 2);
I_Assert(event != NULL);
if (fastcmp(field,"text"))
{
char s[2] = { event->key, 0 };
lua_pushstring(L, s);
}
else
return luaL_error(L, "textevent_t has no field named %s", field);
return 1;
}
///////////////
// KEY EVENT //
///////////////
......@@ -285,6 +326,7 @@ static int mouse_num(lua_State *L)
int LUA_InputLib(lua_State *L)
{
LUA_RegisterUserdataMetatable(L, META_TEXTEVENT, textevent_get, NULL, NULL);
LUA_RegisterUserdataMetatable(L, META_KEYEVENT, keyevent_get, NULL, NULL);
LUA_RegisterUserdataMetatable(L, META_MOUSE, mouse_get, NULL, mouse_num);
......
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2024-2024 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file lua_interceptlib.c
/// \brief intercept library for Lua scripting
#include "doomdef.h"
#include "fastcmp.h"
#include "p_local.h"
#include "lua_script.h"
#include "lua_libs.h"
#include "lua_hud.h" // hud_running errors
#define NOHUD if (hud_running)\
return luaL_error(L, "HUD rendering code should not call this function!");
enum intercept_e {
intercept_valid = 0,
intercept_frac,
intercept_thing,
intercept_line
};
static const char *const intercept_opt[] = {
"valid",
"frac",
"thing",
"line",
NULL};
static int intercept_fields_ref = LUA_NOREF;
static boolean Lua_PathTraverser(intercept_t *in)
{
boolean traverse = false;
I_Assert(in != NULL);
lua_settop(gL, 6);
lua_pushcfunction(gL, LUA_GetErrorMessage);
I_Assert(lua_isfunction(gL, -2));
lua_pushvalue(gL, -2);
LUA_PushUserdata(gL, in, META_INTERCEPT);
LUA_Call(gL, 1, 1, -3);
traverse = lua_toboolean(gL, -1);
lua_pop(gL, 1);
return !traverse; // Stay consistent with the MobjMoveCollide hook
}
static int intercept_get(lua_State *L)
{
intercept_t *in = *((intercept_t **)luaL_checkudata(L, 1, META_INTERCEPT));
enum intercept_e field = Lua_optoption(L, 2, intercept_valid, intercept_fields_ref);
if (!in)
{
if (field == intercept_valid) {
lua_pushboolean(L, 0);
return 1;
}
return luaL_error(L, "accessed intercept_t doesn't exist anymore.");
}
switch(field)
{
case intercept_valid: // valid
lua_pushboolean(L, 1);
return 1;
case intercept_frac:
lua_pushfixed(L, in->frac);
return 1;
case intercept_thing:
if (in->isaline)
return 0;
LUA_PushUserdata(L, in->d.thing, META_MOBJ);
return 1;
case intercept_line:
if (!in->isaline)
return 0;
LUA_PushUserdata(L, in->d.line, META_LINE);
return 1;
}
return 0;
}
static int lib_pPathTraverse(lua_State *L)
{
fixed_t px1 = luaL_checkfixed(L, 1);
fixed_t py1 = luaL_checkfixed(L, 2);
fixed_t px2 = luaL_checkfixed(L, 3);
fixed_t py2 = luaL_checkfixed(L, 4);
INT32 flags = (INT32)luaL_checkinteger(L, 5);
luaL_checktype(L, 6, LUA_TFUNCTION);
NOHUD
INLEVEL
lua_pushboolean(L, P_PathTraverse(px1, py1, px2, py2, flags, Lua_PathTraverser));
return 1;
}
int LUA_InterceptLib(lua_State *L)
{
LUA_RegisterUserdataMetatable(L, META_INTERCEPT, intercept_get, NULL, NULL);
intercept_fields_ref = Lua_CreateFieldTable(L, intercept_opt);
lua_register(L, "P_PathTraverse", lib_pPathTraverse);
return 0;
}
......@@ -13,6 +13,7 @@
extern lua_State *gL;
extern boolean mousegrabbedbylua;
extern boolean textinputmodeenabledbylua;
extern boolean ignoregameinputs;
#define MUTABLE_TAGS
......@@ -29,6 +30,8 @@ extern boolean ignoregameinputs;
#define META_SKINCOLOR "SKINCOLOR_T*"
#define META_COLORRAMP "SKINCOLOR_T*RAMP"
#define META_SPRITEINFO "SPRITEINFO_T*"
#define META_SPRITEINFOFRAMELIST "SPRITEINFOFRAME_T[]"
#define META_SPRITEINFOFRAME "SPRITEINFOFRAME_T*"
#define META_PIVOTLIST "SPRITEFRAMEPIVOT_T[]"
#define META_FRAMEPIVOT "SPRITEFRAMEPIVOT_T*"
......@@ -46,6 +49,8 @@ extern boolean ignoregameinputs;
#define META_SKINSPRITESLIST "SKIN_T*SKINSPRITES[]"
#define META_SKINSPRITESCOMPAT "SKIN_T*SPRITES" // TODO: 2.3: Delete
#define META_MUSICDEF "MUSICDEF_T*"
#define META_VERTEX "VERTEX_T*"
#define META_LINE "LINE_T*"
#define META_SIDE "SIDE_T*"
......@@ -69,11 +74,15 @@ extern boolean ignoregameinputs;
#ifdef MUTABLE_TAGS
#define META_SECTORTAGLIST "sector_t.taglist"
#endif
#define META_SECTORCUSTOMARGS "SECTOR_T*CUSTOMARGS"
#define META_SIDENUM "LINE_T*SIDENUM"
#define META_LINEARGS "LINE_T*ARGS"
#define META_LINESTRINGARGS "LINE_T*STRINGARGS"
#define META_LINECUSTOMARGS "LINE_T*CUSTOMARGS"
#define META_SIDECUSTOMARGS "SIDE_T*CUSTOMARGS"
#define META_THINGARGS "MAPTHING_T*ARGS"
#define META_THINGSTRINGARGS "MAPTHING_T*STRINGARGS"
#define META_THINGCUSTOMARGS "MAPTHING_T*CUSTOMARGS"
#define META_POLYOBJVERTICES "POLYOBJ_T*VERTICES"
#define META_POLYOBJLINES "POLYOBJ_T*LINES"
#ifdef HAVE_LUA_SEGS
......@@ -93,9 +102,12 @@ extern boolean ignoregameinputs;
#define META_LUABANKS "LUABANKS[]*"
#define META_TEXTEVENT "TEXTEVENT_T*"
#define META_KEYEVENT "KEYEVENT_T*"
#define META_MOUSE "MOUSE_T*"
#define META_INTERCEPT "INTERCEPT_T*"
boolean luaL_checkboolean(lua_State *L, int narg);
int LUA_EnumLib(lua_State *L);
......@@ -116,3 +128,4 @@ int LUA_BlockmapLib(lua_State *L);
int LUA_HudLib(lua_State *L);
int LUA_ColorLib(lua_State *L);
int LUA_InputLib(lua_State *L);
int LUA_InterceptLib(lua_State *L);