Skip to content
Snippets Groups Projects

Compare revisions

Changes are shown as if the source revision was being merged into the target revision. Learn more about comparing revisions.

Source

Select target project
No results found
Select Git revision

Target

Select target project
  • STJr/SRB2
  • Sryder/SRB2
  • wolfy852/SRB2
  • Alpha2244/SRB2
  • Inuyasha/SRB2
  • yoshibot/SRB2
  • TehRealSalt/SRB2
  • PrisimaTF/SRB2
  • Hatninja/SRB2
  • SteelT/SRB2
  • james/SRB2
  • ShaderWraith/SRB2
  • SinnamonLat/SRB2
  • mazmazz_/SRB2
  • filpAM/SRB2
  • chaoloveicemdboy/SRB2
  • Whooa21/SRB2
  • Machturne/SRB2
  • Golden/SRB2
  • Tatsuru/SRB2
  • Snu/SRB2
  • Zwip-Zwap_Zapony/SRB2
  • fickleheart/SRB2
  • alphaRexJames/SRB2
  • JJK/SRB2
  • diskpoppy/SRB2
  • Hannu_Hanhi/SRB2
  • ZipperQR/SRB2
  • kays/SRB2
  • spherallic/SRB2
  • Zippy_Zolton/SRB2
  • namiishere/SRB2
  • Ors/SRB2
  • SMS_Alfredo/SRB2
  • sonic_edge/SRB2
  • lavla/SRB2
  • ashi/SRB2
  • X.organic/SRB2
  • Fafabis/SRB2
  • Meziu/SRB2
  • v-rob/SRB2
  • tertu/SRB2
  • bitten2up/SRB2
  • flarn2006/SRB2
  • Krabs/SRB2
  • clairebun/SRB2
  • Lactozilla/SRB2
  • thehackstack/SRB2
  • Spice/SRB2
  • win8linux/SRB2
  • JohnFrostFox/SRB2
  • talktoneon726/SRB2
  • Wane/SRB2
  • Lamibe/SRB2
  • spectrumuk2/srb-2
  • nerdyminer18/srb-2
  • 256nil/SRB2
  • ARJr/SRB2
  • Alam/SRB2
  • Zenya/srb-2-marathon-demos
  • Acelite/srb-2-archivedmodifications
  • MIDIMan/SRB2
  • Lach/SRB2
  • Frostiikin/bounce-tweaks
  • Hanicef/SRB2Classic
  • Jaden/SRB2
  • Tyron/SRB2
  • Astronight/SRB2
  • Mari0shi06/SRB2
  • aiire/SRB2
  • Galactice/SRB2
  • srb2-ports/srb2-dreamcast
  • sdasdas/SRB2
  • chreas/srb-2-vr
  • StarManiaKG/the-story-of-sinically-rocketing-and-botching-the-2nd
  • LoganAir/SRB2
  • NepDisk/srb-2
  • alufolie91/SRB2
  • Felicia.iso/SRB2
  • twi/SRB2
  • BarrelsOFun/SRB2
  • Speed2411/SRB2
  • Leather_Realms/SRB2
  • Ayemar/SRB2
  • Acelite/SRB2
  • VladDoc/SRB2
  • kaldrum/model-features
  • strawberryfox417/SRB2
  • Lugent/SRB2
  • Jisk/SRB2
  • Rem/SRB2
  • Refrag/SRB2
  • Henry_3230/srb-3230
  • TehPuertoRicanSpartan2/tprs-srb2
  • Leminn/srb-2-marathon-stuff
  • chromaticpipe2/SRB2
  • MiguelGustavo15/SRB2
  • Maru/srb-2-tests
  • SilicDev/SRB2
  • UnmatchedBracket/SRB2
  • HybridDog/SRB2
  • xordspar0/SRB2
  • jsjhbewfhh/SRB2
  • Fancy2209/SRB2
  • Lorsoen/SRB2
  • shindoukin/SRB2
  • GamerOfDays/SRB2
  • Craftyawesome/SRB2
  • tenshi-tensai-tennoji/SRB2
  • Scarfdudebalder/SRB2
  • luigi-budd/srb-2-fix-interplag-lockon
  • mskluesner/SRB2
  • johnpetersa19/SRB2
  • Pheazant/SRB2
  • chromaticpipe2/srb2classic
  • romoney5/SRB2
  • PAS/SRB2Classic
  • BlueStaggo/SRB2
118 results
Select Git revision
Show changes
Commits on Source (40)
......@@ -104,6 +104,7 @@ add_executable(SRB2SDL2 MACOSX_BUNDLE WIN32
lua_hudlib_drawlist.c
lua_colorlib.c
lua_inputlib.c
lua_interceptlib.c
)
# This updates the modification time for comptime.c at the
......
......@@ -98,3 +98,4 @@ lua_hudlib.c
lua_hudlib_drawlist.c
lua_inputlib.c
lua_colorlib.c
lua_interceptlib.c
......@@ -25,6 +25,7 @@
#include "g_game.h" // Joystick axes (for lua)
#include "i_joy.h"
#include "g_input.h" // Game controls (for lua)
#include "p_maputl.h" // P_PathTraverse constants (for lua)
#include "deh_tables.h"
......@@ -5829,6 +5830,11 @@ struct int_const_s const INT_CONST[] = {
{"MB_BUTTON8",MB_BUTTON8},
{"MB_SCROLLUP",MB_SCROLLUP},
{"MB_SCROLLDOWN",MB_SCROLLDOWN},
// P_PathTraverse constants
{"PT_ADDLINES",PT_ADDLINES},
{"PT_ADDTHINGS",PT_ADDTHINGS},
{"PT_EARLYOUT",PT_EARLYOUT},
// screen.h constants
{"BASEVIDWIDTH",BASEVIDWIDTH},
......
......@@ -4589,9 +4589,9 @@ void F_TextPromptDrawer(void)
players[j].powers[pw_nocontrol] = 1;\
if (players[j].mo)\
{\
if (players[j].mo->state == states+S_PLAY_STND && players[j].mo->tics != -1)\
if (P_IsPlayerInState(&players[j], S_PLAY_STND) && players[j].mo->tics != -1)\
players[j].mo->tics++;\
else if (players[j].mo->state == states+S_PLAY_WAIT)\
else if (P_IsPlayerInState(&players[j], S_PLAY_WAIT))\
P_SetMobjState(players[j].mo, S_PLAY_STND);\
}\
}
......
......@@ -4518,7 +4518,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_pop, // deathsound
0, // speed
12*FRACUNIT, // radius
64*FRACUNIT, // height
32*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
......
......@@ -240,6 +240,8 @@ static const struct {
{META_KEYEVENT, "keyevent_t"},
{META_TEXTEVENT, "textevent_t"},
{META_MOUSE, "mouse_t"},
{META_INTERCEPT, "intercept_t"},
{NULL, NULL}
};
......
......@@ -1158,6 +1158,7 @@ enum mobjinfo_e
mobjinfo_activesound,
mobjinfo_flags,
mobjinfo_raisestate,
mobjinfo_name,
};
const char *const mobjinfo_opt[] = {
......@@ -1185,6 +1186,7 @@ const char *const mobjinfo_opt[] = {
"activesound",
"flags",
"raisestate",
"name",
NULL,
};
......@@ -1199,6 +1201,8 @@ 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 +1277,21 @@ 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));
......
// 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;
}
......@@ -98,6 +98,8 @@ extern boolean ignoregameinputs;
#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);
......@@ -118,3 +120,4 @@ 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);
......@@ -62,6 +62,7 @@ static lua_CFunction liblist[] = {
LUA_HudLib, // HUD stuff
LUA_ColorLib, // general color functions
LUA_InputLib, // inputs
LUA_InterceptLib, // intercept_t
NULL
};
......
......@@ -11143,37 +11143,11 @@ static INT32 menuRoomIndex = 0;
static void M_DrawRoomMenu(void)
{
static fixed_t frame = -(12 << FRACBITS);
int dot_frame;
char text[4];
const char *rmotd;
const char *waiting_message;
int dots;
if (m_waiting_mode)
{
dot_frame = (int)(frame >> FRACBITS) / 4;
dots = dot_frame + 3;
strcpy(text, " ");
if (dots > 0)
{
if (dot_frame < 0)
dot_frame = 0;
if (dot_frame != 3)
strncpy(&text[dot_frame], "...", min(dots, 3 - dot_frame));
}
frame += renderdeltatics;
while (frame >= (12 << FRACBITS))
frame -= 12 << FRACBITS;
currentMenu->menuitems[0].text = text;
}
currentMenu->menuitems[0].text = "...";
// use generic drawer for cursor, items and title
M_DrawGenericMenu();
......
......@@ -6109,7 +6109,7 @@ void A_UnidusBall(mobj_t *actor)
else if (locvar1 == 2)
{
boolean skull = (actor->target->flags2 & MF2_SKULLFLY) == MF2_SKULLFLY;
if (actor->target->state == &states[actor->target->info->painstate])
if (P_IsMobjInPainState(actor->target))
{
P_KillMobj(actor, NULL, NULL, 0);
return;
......
......@@ -412,7 +412,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{
if (special->type == MT_STEAM)
{
if (player && player->mo->state == &states[player->mo->info->painstate]) // can't use gas jets when player is in pain!
if (player && P_IsPlayerInState(player, S_PLAY_PAIN)) // can't use gas jets when player is in pain!
return;
fixed_t speed = special->info->mass; // gas jets use this for the vertical thrust
......@@ -1820,7 +1820,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (!player->climbing)
{
if (player->bot && player->bot != BOT_MPAI && toucher->state-states != S_PLAY_GASP)
if (player->bot && player->bot != BOT_MPAI && !P_IsPlayerInState(player, S_PLAY_GASP))
S_StartSound(toucher, special->info->deathsound); // Force it to play a sound for bots
P_SetMobjState(toucher, S_PLAY_GASP);
P_ResetPlayer(player);
......@@ -1839,8 +1839,8 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
special->z = toucher->z+toucher->height-FixedMul(8*FRACUNIT, special->scale);
special->momz = 0;
special->flags |= MF_NOGRAVITY;
P_SetMobjState (special, special->info->deathstate);
S_StartSound (special, special->info->deathsound+(P_RandomKey(special->info->mass)));
P_SetMobjState(special, special->info->deathstate);
S_StartSound(special, special->info->deathsound+(P_RandomKey(special->info->mass)));
}
return;
......
......@@ -130,6 +130,10 @@ boolean P_TryCameraMove(fixed_t x, fixed_t y, camera_t *thiscam);
void P_SlideCameraMove(camera_t *thiscam);
boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled);
pflags_t P_GetJumpFlags(player_t *player);
statenum_t P_GetCanonicalPlayerState(player_t *player, statenum_t state);
boolean P_IsPlayerInState(player_t *player, statenum_t state);
boolean P_IsPlayerInSuperTransformationState(player_t *player);
boolean P_IsPlayerInNightsTransformationState(player_t *player);
boolean P_PlayerInPain(player_t *player);
void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor);
void P_ResetPlayer(player_t *player);
......@@ -553,5 +557,6 @@ void P_DoSuperDetransformation(player_t *player);
void P_ExplodeMissile(mobj_t *mo);
void P_CheckGravity(mobj_t *mo, boolean affect);
void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope);
boolean P_IsMobjInPainState(mobj_t *mobj);
#endif // __P_LOCAL__
......@@ -508,7 +508,7 @@ static void P_DoFan(mobj_t *fan, mobj_t *object)
fixed_t speed = fan->info->mass; // fans use this for the vertical thrust
SINT8 flipval = P_MobjFlip(fan); // virtually everything here centers around the thruster's gravity, not the object's!
if (p && object->state == &states[object->info->painstate]) // can't use fans when player is in pain!
if (p && P_IsPlayerInState(p, S_PLAY_PAIN)) // can't use fans when player is in pain!
return;
// is object's top below thruster's position? if not, calculate distance between their bottoms
......@@ -3033,7 +3033,7 @@ static boolean P_ThingHeightClip(mobj_t *thing)
if (tmfloorz > oldfloorz+thing->height)
return true;
bouncing = thing->player && thing->state-states == S_PLAY_BOUNCE_LANDING && P_IsObjectOnGround(thing);
bouncing = thing->player && P_IsPlayerInState(thing->player, S_PLAY_BOUNCE_LANDING) && P_IsObjectOnGround(thing);
if ((onfloor || bouncing) && !(thing->flags & MF_NOGRAVITY) && floormoved)
{
......
......@@ -1056,7 +1056,7 @@ boolean P_BlockThingsIterator(INT32 x, INT32 y, boolean (*func)(mobj_t *), mobj_
boolean checkthing = false;
if (thing)
checkthing = true;
checkthing = true;
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
return true;
......@@ -1434,7 +1434,7 @@ static boolean P_TraverseIntercepts(traverser_t func, fixed_t maxfrac)
if (dist > maxfrac)
return true; // Checked everything in range.
if (!func(in))
return false; // Don't bother going farther.
......@@ -1462,7 +1462,7 @@ boolean P_PathTraverse(fixed_t px1, fixed_t py1, fixed_t px2, fixed_t py2,
validcount++;
intercept_p = intercepts;
if (((px1 - bmaporgx) & (MAPBLOCKSIZE-1)) == 0)
px1 += FRACUNIT; // Don't side exactly on a line.
......@@ -1475,7 +1475,7 @@ boolean P_PathTraverse(fixed_t px1, fixed_t py1, fixed_t px2, fixed_t py2,
trace.dy = py2 - py1;
xt1 = px1>>MAPBLOCKSHIFT;
yt1 = py2>>MAPBLOCKSHIFT;
yt1 = py1>>MAPBLOCKSHIFT;
px1 = (unsigned)(px1 - bmaporgx);
py1 = (unsigned)(py1 - bmaporgy);
......@@ -1624,6 +1624,7 @@ boolean P_PathTraverse(fixed_t px1, fixed_t py1, fixed_t px2, fixed_t py2,
break;
}
}
// Go through the sorted list
return P_TraverseIntercepts(trav, FRACUNIT);
}
......
......@@ -36,6 +36,7 @@
#include "p_slopes.h"
#include "f_finale.h"
#include "m_cond.h"
#include "simple_hashmap.h"
#include "netcode/net_command.h"
static CV_PossibleValue_t CV_BobSpeed[] = {{0, "MIN"}, {4*FRACUNIT, "MAX"}, {0, NULL}};
......@@ -178,6 +179,61 @@ static void P_CycleMobjState(mobj_t *mobj)
}
}
static panim_t GetPlayerAnimationFromState(player_t *player, statenum_t state)
{
switch(P_GetCanonicalPlayerState(player, state))
{
case S_PLAY_STND:
case S_PLAY_WAIT:
case S_PLAY_NIGHTS_STAND:
return PA_IDLE;
case S_PLAY_EDGE:
return PA_EDGE;
case S_PLAY_WALK:
case S_PLAY_SKID:
case S_PLAY_FLOAT:
return PA_WALK;
case S_PLAY_RUN:
case S_PLAY_FLOAT_RUN:
return PA_RUN;
case S_PLAY_DASH:
return PA_DASH;
case S_PLAY_PAIN:
case S_PLAY_STUN:
return PA_PAIN;
case S_PLAY_ROLL:
//case S_PLAY_SPINDASH: -- everyone can ROLL thanks to zoom tubes...
case S_PLAY_NIGHTS_ATTACK:
return PA_ROLL;
case S_PLAY_JUMP:
return PA_JUMP;
case S_PLAY_SPRING:
return PA_SPRING;
case S_PLAY_FALL:
case S_PLAY_NIGHTS_FLOAT:
return PA_FALL;
case S_PLAY_FLY:
case S_PLAY_FLY_TIRED:
case S_PLAY_SWIM:
case S_PLAY_GLIDE:
case S_PLAY_BOUNCE:
case S_PLAY_BOUNCE_LANDING:
case S_PLAY_TWINSPIN:
return PA_ABILITY;
case S_PLAY_SPINDASH: // ...but the act of SPINDASHING is charability2 specific.
case S_PLAY_FIRE:
case S_PLAY_FIRE_FINISH:
case S_PLAY_MELEE:
case S_PLAY_MELEE_FINISH:
case S_PLAY_MELEE_LANDING:
return PA_ABILITY2;
case S_PLAY_RIDE:
return PA_RIDE;
default:
return PA_ETC;
}
}
//
// P_SetPlayerMobjState
// Returns true if the mobj is still present.
......@@ -201,6 +257,12 @@ static boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
I_Error("P_SetPlayerMobjState used for non-player mobj. Use P_SetMobjState instead!\n(Mobj type: %d, State: %d)", mobj->type, state);
#endif
// If the state has been overriden for this skin, use the replacement instead
statenum_t customskinstate;
SIMPLEHASH_FIND_INT(skins[player->skin]->defaulttocustomstate, hashentry_int32_int32_t, state, S_NULL, customskinstate)
if (customskinstate)
state = customskinstate;
// Catch falling for nojumpspin
if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0))
return P_SetPlayerMobjState(mobj, S_PLAY_FALL);
......@@ -222,88 +284,24 @@ static boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
{
if (state == S_PLAY_JUMP)
{
if (player->mo->state-states == S_PLAY_WALK)
if (P_IsPlayerInState(player, S_PLAY_WALK))
return P_SetPlayerMobjState(mobj, S_PLAY_FLOAT);
return true;
}
else if (player->mo->state-states == S_PLAY_FLOAT && state == S_PLAY_STND)
else if (P_IsPlayerInState(player, S_PLAY_FLOAT) && state == S_PLAY_STND)
return true;
}
// You were in pain state after taking a hit, and you're moving out of pain state now?
else if (mobj->state == &states[mobj->info->painstate] && player->powers[pw_flashing] == flashingtics && state != mobj->info->painstate)
else if (P_IsPlayerInState(player, S_PLAY_PAIN)
&& player->powers[pw_flashing] == flashingtics
&& P_GetCanonicalPlayerState(player, state) != S_PLAY_PAIN)
{
// Start flashing, since you've landed.
player->powers[pw_flashing] = flashingtics-1;
P_DoPityCheck(player);
}
// Set animation state
// The pflags version of this was just as convoluted.
switch(state)
{
case S_PLAY_STND:
case S_PLAY_WAIT:
case S_PLAY_NIGHTS_STAND:
player->panim = PA_IDLE;
break;
case S_PLAY_EDGE:
player->panim = PA_EDGE;
break;
case S_PLAY_WALK:
case S_PLAY_SKID:
case S_PLAY_FLOAT:
player->panim = PA_WALK;
break;
case S_PLAY_RUN:
case S_PLAY_FLOAT_RUN:
player->panim = PA_RUN;
break;
case S_PLAY_DASH:
player->panim = PA_DASH;
break;
case S_PLAY_PAIN:
case S_PLAY_STUN:
player->panim = PA_PAIN;
break;
case S_PLAY_ROLL:
//case S_PLAY_SPINDASH: -- everyone can ROLL thanks to zoom tubes...
case S_PLAY_NIGHTS_ATTACK:
player->panim = PA_ROLL;
break;
case S_PLAY_JUMP:
player->panim = PA_JUMP;
break;
case S_PLAY_SPRING:
player->panim = PA_SPRING;
break;
case S_PLAY_FALL:
case S_PLAY_NIGHTS_FLOAT:
player->panim = PA_FALL;
break;
case S_PLAY_FLY:
case S_PLAY_FLY_TIRED:
case S_PLAY_SWIM:
case S_PLAY_GLIDE:
case S_PLAY_BOUNCE:
case S_PLAY_BOUNCE_LANDING:
case S_PLAY_TWINSPIN:
player->panim = PA_ABILITY;
break;
case S_PLAY_SPINDASH: // ...but the act of SPINDASHING is charability2 specific.
case S_PLAY_FIRE:
case S_PLAY_FIRE_FINISH:
case S_PLAY_MELEE:
case S_PLAY_MELEE_FINISH:
case S_PLAY_MELEE_LANDING:
player->panim = PA_ABILITY2;
break;
case S_PLAY_RIDE:
player->panim = PA_RIDE;
break;
default:
player->panim = PA_ETC;
break;
}
player->panim = GetPlayerAnimationFromState(player, state);
if (recursion++) // if recursion detected,
memset(seenstate = tempstate, 0, sizeof tempstate); // clear state table
......@@ -3717,7 +3715,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
// momentum movement
mobj->eflags &= ~MFE_JUSTSTEPPEDDOWN;
if (mobj->state-states == S_PLAY_BOUNCE_LANDING)
if (P_IsPlayerInState(mobj->player, S_PLAY_BOUNCE_LANDING))
goto animonly; // no need for checkposition - doesn't move at ALL
// Zoom tube
......@@ -14365,3 +14363,11 @@ mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zo
return newmobj;
}
boolean P_IsMobjInPainState(mobj_t *mobj)
{
if (mobj->player)
return P_IsPlayerInState(mobj->player, S_PLAY_PAIN);
else
return (mobj->state == &states[mobj->info->painstate]);
}
......@@ -4677,7 +4677,7 @@ static void P_ProcessZoomTube(player_t *player, mtag_t sectag, boolean end)
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY);
player->climbing = 0;
if (player->mo->state-states != S_PLAY_ROLL)
if (!P_IsPlayerInState(player, S_PLAY_ROLL))
{
P_SetMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_spin);
......@@ -4758,7 +4758,7 @@ static void P_ProcessRopeHang(player_t *player, mtag_t sectag)
if (player->cmd.buttons & BT_SPIN)
return;
if (!(player->pflags & PF_SLIDING) && player->mo->state == &states[player->mo->info->painstate])
if (!(player->pflags & PF_SLIDING) && P_IsPlayerInState(player, S_PLAY_PAIN))
return;
if (player->exiting)
......@@ -8805,7 +8805,7 @@ void T_Pusher(pusher_t *p)
if (thing->player && thing->player->powers[pw_carry] == CR_ROPEHANG)
continue;
if (thing->player && (thing->state == &states[thing->info->painstate]) && (thing->player->powers[pw_flashing] > (flashingtics/4)*3 && thing->player->powers[pw_flashing] <= flashingtics))
if (thing->player && P_IsPlayerInState(thing->player, S_PLAY_PAIN) && (thing->player->powers[pw_flashing] > (flashingtics/4)*3 && thing->player->powers[pw_flashing] <= flashingtics))
continue;
inFOF = touching = moved = false;
......
This diff is collapsed.
......@@ -28,6 +28,7 @@
#include "p_local.h"
#include "dehacked.h" // get_number (for thok)
#include "m_cond.h"
#include "deh_tables.h"
#ifdef HWRENDER
#include "hardware/hw_md2.h"
#endif
......@@ -791,6 +792,88 @@ static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value)
return true;
}
// e.g. "RUN" => S_PLAY_RUN, "RUN1" => S_PLAY_RUN, "RUN8" => S_PLAY_RUN
static statenum_t GetCanonicalPlayerStateNumByName(const char *name)
{
if (startswith(name, "STAND")) return S_PLAY_STND;
else if (startswith(name, "STND")) return S_PLAY_STND;
else if (startswith(name, "WAIT")) return S_PLAY_WAIT;
else if (startswith(name, "WALK")) return S_PLAY_WALK;
else if (startswith(name, "SKID")) return S_PLAY_SKID;
else if (startswith(name, "RUN")) return S_PLAY_RUN;
else if (startswith(name, "DASH")) return S_PLAY_DASH;
else if (startswith(name, "PAIN")) return S_PLAY_PAIN;
else if (startswith(name, "STUN")) return S_PLAY_STUN;
else if (startswith(name, "DEAD")) return S_PLAY_DEAD;
else if (startswith(name, "DRWN")) return S_PLAY_DRWN;
else if (startswith(name, "ROLL")) return S_PLAY_ROLL;
else if (startswith(name, "GASP")) return S_PLAY_GASP;
else if (startswith(name, "JUMP")) return S_PLAY_JUMP;
else if (startswith(name, "SPRING")) return S_PLAY_SPRING;
else if (startswith(name, "FALL")) return S_PLAY_FALL;
else if (startswith(name, "EDGE")) return S_PLAY_EDGE;
else if (startswith(name, "RIDE")) return S_PLAY_RIDE;
else if (startswith(name, "SPINDASH")) return S_PLAY_SPINDASH;
else if (startswith(name, "FLY")) return S_PLAY_FLY;
else if (startswith(name, "SWIM")) return S_PLAY_SWIM;
else if (startswith(name, "FLY_TIRED")) return S_PLAY_FLY_TIRED;
else if (startswith(name, "GLIDE")) return S_PLAY_GLIDE;
else if (startswith(name, "GLIDE_LANDING")) return S_PLAY_GLIDE_LANDING;
else if (startswith(name, "CLING")) return S_PLAY_CLING;
else if (startswith(name, "CLIMB")) return S_PLAY_CLIMB;
else if (startswith(name, "FLOAT")) return S_PLAY_FLOAT;
else if (startswith(name, "FLOAT_RUN")) return S_PLAY_FLOAT_RUN;
else if (startswith(name, "BOUNCE")) return S_PLAY_BOUNCE;
else if (startswith(name, "BOUNCE_LANDING")) return S_PLAY_BOUNCE_LANDING;
else if (startswith(name, "FIRE")) return S_PLAY_FIRE;
else if (startswith(name, "FIRE_FINISH")) return S_PLAY_FIRE_FINISH;
else if (startswith(name, "TWINSPIN")) return S_PLAY_TWINSPIN;
else if (startswith(name, "MELEE")) return S_PLAY_MELEE;
else if (startswith(name, "MELEE_FINISH")) return S_PLAY_MELEE_FINISH;
else if (startswith(name, "MELEE_LANDING")) return S_PLAY_MELEE_LANDING;
else if (startswith(name, "NIGHTS_STAND")) return S_PLAY_NIGHTS_STAND;
else if (startswith(name, "NIGHTS_FLOAT")) return S_PLAY_NIGHTS_FLOAT;
else if (startswith(name, "NIGHTS_FLY")) return S_PLAY_NIGHTS_FLY;
else if (startswith(name, "NIGHTS_DRILL")) return S_PLAY_NIGHTS_DRILL;
else if (startswith(name, "NIGHTS_STUN")) return S_PLAY_NIGHTS_STUN;
else if (startswith(name, "NIGHTS_PULL")) return S_PLAY_NIGHTS_PULL;
else if (startswith(name, "NIGHTS_ATTACK")) return S_PLAY_NIGHTS_ATTACK;
else return S_NULL;
}
static void CacheCustomSkinStates(skin_t *skin)
{
SIMPLEHASH_CLEAR(skin->defaulttocustomstate, hashentry_int32_int32_t)
SIMPLEHASH_CLEAR(skin->customtodefaultstate, hashentry_int32_int32_t)
char *skinstateprefix = va("SKIN_%s_", skin->name);
strupr(skinstateprefix);
size_t skinstateprefixlen = strlen(skinstateprefix);
for (INT32 state = S_FIRSTFREESLOT; state <= S_LASTFREESLOT; state++)
{
const char *statename = FREE_STATES[state - S_FIRSTFREESLOT];
if (!statename)
continue;
if (strncmp(statename, skinstateprefix, skinstateprefixlen))
continue;
statenum_t defaultstate = GetCanonicalPlayerStateNumByName(&statename[skinstateprefixlen]);
if (defaultstate)
{
// If a default state is overriden by multiple custom states, use the first one as reference
// e.g. WALK+WALK2+WALK3+WALK4 instead of just WALK
statenum_t alreadyoverriden;
SIMPLEHASH_FIND_INT(skin->defaulttocustomstate, hashentry_int32_int32_t, defaultstate, S_NULL, alreadyoverriden)
if (!alreadyoverriden)
SIMPLEHASH_REPLACE_INT(skin->defaulttocustomstate, hashentry_int32_int32_t, defaultstate, state)
SIMPLEHASH_REPLACE_INT(skin->customtodefaultstate, hashentry_int32_int32_t, state, defaultstate)
}
}
}
//
// Find skin sprites, sounds & optional status bar face, & add them
//
......@@ -945,6 +1028,8 @@ next_token:
R_FlushTranslationColormapCache();
CacheCustomSkinStates(skin);
if (mainfile == false)
CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name);
......@@ -1082,6 +1167,8 @@ next_token:
R_FlushTranslationColormapCache();
CacheCustomSkinStates(skin);
if (mainfile == false)
CONS_Printf(M_GetText("Patched skin '%s'\n"), skin->name);
}
......