Ejemplo n.º 1
0
// You never thought you needed this, did you? >=D
// Yes, this has the specific purpose of completely screwing you up
// to see if the consistency restoration code can fix you.
// Don't enable this for normal builds...
void Command_CauseCfail_f(void)
{
	if (consoleplayer == serverplayer)
	{
		CONS_Printf("Your reality is everyone's reality. Therefore, you should not use this command.\n");
		return;
	}

	P_UnsetThingPosition(players[consoleplayer].mo);
	P_Random();
	P_Random();
	P_Random();
	players[consoleplayer].mo->x = 0;
	players[consoleplayer].mo->y = 123311; //cfail cansuled kthxbye
	players[consoleplayer].mo->z = 123311;
	players[consoleplayer].score = 1337;
	players[consoleplayer].health = 1337;
	players[consoleplayer].mo->destscale = 25;
	P_SetThingPosition(players[consoleplayer].mo);

	// CTF consistency test
	if (gametype == GT_CTF)
	{
		if (blueflag)
			P_SetMobjState(blueflag, S_DISS);
		if (redflag)
		{
			redflag->x = 423423;
			redflag->y = 666;
			redflag->z = 123311;
		}
	}
}
Ejemplo n.º 2
0
boolean P_TeleportMove(mobj_t * thing, fixed_t x, fixed_t y)
{
    int xl, xh, yl, yh, bx, by;
    subsector_t *newsubsec;

//
// kill anything occupying the position
//

    tmthing = thing;
    tmflags = thing->flags;

    tmx = x;
    tmy = y;

    tmbbox[BOXTOP] = y + tmthing->radius;
    tmbbox[BOXBOTTOM] = y - tmthing->radius;
    tmbbox[BOXRIGHT] = x + tmthing->radius;
    tmbbox[BOXLEFT] = x - tmthing->radius;

    newsubsec = R_PointInSubsector(x, y);
    ceilingline = NULL;

//
// the base floor / ceiling is from the subsector that contains the
// point.  Any contacted lines the step closer together will adjust them
//
    tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
    tmceilingz = newsubsec->sector->ceilingheight;

    validcount++;
    numspechit = 0;

//
// stomp on any things contacted
//
    xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
    xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
    yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
    yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;

    for (bx = xl; bx <= xh; bx++)
        for (by = yl; by <= yh; by++)
            if (!P_BlockThingsIterator(bx, by, PIT_StompThing))
                return false;

//
// the move is ok, so link the thing into its new position
//      
    P_UnsetThingPosition(thing);

    thing->floorz = tmfloorz;
    thing->ceilingz = tmceilingz;
    thing->x = x;
    thing->y = y;

    P_SetThingPosition(thing);

    return true;
}
Ejemplo n.º 3
0
void P_RemoveMobj (mobj_t *mobj)
{
#ifndef MARS
    int		spot;

    /* add to the respawnque for altdeath mode */

    if ((mobj->flags & MF_SPECIAL) &&
            !(mobj->flags & MF_DROPPED) &&
            (mobj->type != MT_INV) &&
            (mobj->type != MT_INS))
    {
        spot = iquehead&(ITEMQUESIZE-1);

        itemrespawnque[spot].x = mobj->spawnx;
        itemrespawnque[spot].y = mobj->spawny;
        itemrespawnque[spot].type = mobj->spawntype;
        itemrespawnque[spot].angle = mobj->spawnangle;
        itemrespawntime[spot] = ticon;
        iquehead++;
    }

#endif

    /* unlink from sector and block lists */
    P_UnsetThingPosition (mobj);

    /* unlink from mobj list */
    mobj->next->prev = mobj->prev;
    mobj->prev->next = mobj->next;
    Z_Free (mobj);
}
Ejemplo n.º 4
0
// restore the players position -- sector must be the same shape
void P_RestorePlayerPosition(void)
{
   sector_t *sec;
   int secnum;
   
   // we always save and restore the psprites
   
   memcpy(save_player->psprites, save_psprites, sizeof(save_player->psprites));
   
   // restore player position from x,y offset
   
   if(save_sectag == -1) return;      // no sector relativeness
   
   if((secnum = P_FindSectorFromTag(save_sectag, -1)) < 0)
   {
      // invalid: sector not found
      return;
   }
   
   sec = &sectors[secnum];
   
   // restore position
   
   P_UnsetThingPosition(save_player->mo);
   
   save_player->mo->x = sec->soundorg.x + save_xoffset;
   save_player->mo->y = sec->soundorg.y + save_yoffset;
   
   // restore various other things
   save_player->mo->angle = save_mobj.angle;
   save_player->mo->momx = save_mobj.momx;    // keep momentum
   save_player->mo->momy = save_mobj.momy;
   
   P_SetThingPosition(save_player->mo);
}
Ejemplo n.º 5
0
/**	\brief	The P_MixUp function

	\param	thing	mobj_t to mix up
	\param	x	new x pos
	\param	y	new y pos
	\param	z	new y pos
	\param	angle	new angle to look at

	\return	void


*/
void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle)
{
	// the move is ok,
	// so link the thing into its new position
	P_UnsetThingPosition(thing);

	// Remove touching_sectorlist from mobj.
	if (sector_list)
	{
		P_DelSeclist(sector_list);
		sector_list = NULL;
	}

	thing->x = x;
	thing->y = y;
	thing->z = z;

	if (thing->player)
	{
		if (thing->eflags & MFE_VERTICALFLIP)
			thing->player->viewz = thing->z + thing->height - thing->player->viewheight;
		else
			thing->player->viewz = thing->z + thing->player->viewheight;

		if (!thing->tracer)
			thing->reactiontime = TICRATE/2; // don't move for about half a second

		// absolute angle position
		if (thing == players[consoleplayer].mo)
			localangle = angle;
		if (splitscreen && thing == players[secondarydisplayplayer].mo)
			localangle2 = angle;

		// move chasecam at new player location
		if (splitscreen && cv_chasecam2.value
			&& thing->player == &players[secondarydisplayplayer])
		{
			P_ResetCamera(thing->player, &camera2);
		}
		else if (cv_chasecam.value && thing->player == &players[displayplayer])
			P_ResetCamera(thing->player, &camera);

		// don't run in place after a teleport
		thing->player->cmomx = thing->player->cmomy = 0;
		thing->player->rmomx = thing->player->rmomy = 0;
		if (!thing->tracer)
			thing->player->speed = 0;

		P_ResetPlayer(thing->player);
		P_SetPlayerMobjState(thing, S_PLAY_STND);

		thing->player->bonuscount = 10; // flash the palette
	}

	thing->angle = angle;

	thing->momx = thing->momy = thing->momz = 0;
}
Ejemplo n.º 6
0
void P_RepositionMace(mobj_t *mo)
{
	int     spot;
	subsector_t *ss;

	P_UnsetThingPosition(mo);
	spot = P_Random() % MaceSpotCount;
	mo->x = MaceSpots[spot].x;
	mo->y = MaceSpots[spot].y;
	ss = R_PointInSubsector(mo->x, mo->y);
	mo->z = mo->floorz = ss->sector->floorheight;
	mo->ceilingz = ss->sector->ceilingheight;
	P_SetThingPosition(mo);
}
Ejemplo n.º 7
0
//
// Attempt to move to a new position, crossing special lines unless MF_TELEPORT
// is set.
//
void P_TryMove2(void)
{
   trymove2 = false;
   floatok  = false;

   oldx = tmthing->x;
   oldy = tmthing->y;

   PM_CheckPosition();

   if(checkposonly)
   {
      checkposonly = false;
      return;
   }

   if(!trymove2)
      return;

   if(!(tmthing->flags & MF_NOCLIP))
   {
      trymove2 = false;

      if(tmceilingz - tmfloorz < tmthing->height)
         return; // doesn't fit
      floatok = true;
      if(!(tmthing->flags & MF_TELEPORT) && tmceilingz - tmthing->z < tmthing->height)
         return; // mobj must lower itself to fit
      if(!(tmthing->flags & MF_TELEPORT) && tmfloorz - tmthing->z > 24*FRACUNIT)
         return; // too big a step up
      if(!(tmthing->flags & (MF_DROPOFF|MF_FLOAT)) && tmfloorz - tmdropoffz > 24*FRACUNIT)
         return; // don't stand over a dropoff
   }

   // the move is ok, so link the thing into its new position.
   P_UnsetThingPosition(tmthing);
   tmthing->floorz   = tmfloorz;
   tmthing->ceilingz = tmceilingz;
   tmthing->x        = tmx;
   tmthing->y        = tmy;
   P_SetThingPosition(tmthing);

   trymove2 = true;
}
Ejemplo n.º 8
0
static int mobj_set(lua_State *L)
{
	mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
	enum mobj_e field = Lua_optoption(L, 2, mobj_opt[0], mobj_opt);
	lua_settop(L, 3);

	if (!mo)
		return LUA_ErrInvalid(L, "mobj_t");

	if (hud_running)
		return luaL_error(L, "Do not alter mobj_t in HUD rendering code!");

	switch(field)
	{
	case mobj_valid:
		return NOSET;
	case mobj_x:
		return NOSETPOS;
	case mobj_y:
		return NOSETPOS;
	case mobj_z:
	{
		// z doesn't cross sector bounds so it's okay.
		mobj_t *ptmthing = tmthing;
		mo->z = (fixed_t)luaL_checkinteger(L, 3);
		P_CheckPosition(mo, mo->x, mo->y);
		mo->floorz = tmfloorz;
		mo->ceilingz = tmceilingz;
		P_SetTarget(&tmthing, ptmthing);
		break;
	}
	case mobj_snext:
		return NOSETPOS;
	case mobj_sprev:
		return UNIMPLEMENTED;
	case mobj_angle:
		mo->angle = (angle_t)luaL_checkinteger(L, 3);
		if (mo->player == &players[displayplayer])
			localangle = mo->angle;
		else if (mo->player == &players[secondarydisplayplayer])
			localangle2 = mo->angle;
		break;
	case mobj_sprite:
		mo->sprite = luaL_checkinteger(L, 3);
		break;
	case mobj_frame:
		mo->frame = (UINT32)luaL_checkinteger(L, 3);
		break;
	case mobj_touching_sectorlist:
		return UNIMPLEMENTED;
	case mobj_subsector:
		return NOSETPOS;
	case mobj_floorz:
		return NOSETPOS;
	case mobj_ceilingz:
		return NOSETPOS;
	case mobj_radius:
	{
		mobj_t *ptmthing = tmthing;
		mo->radius = (fixed_t)luaL_checkinteger(L, 3);
		if (mo->radius < 0)
			mo->radius = 0;
		P_CheckPosition(mo, mo->x, mo->y);
		mo->floorz = tmfloorz;
		mo->ceilingz = tmceilingz;
		P_SetTarget(&tmthing, ptmthing);
		break;
	}
	case mobj_height:
	{
		mobj_t *ptmthing = tmthing;
		mo->height = (fixed_t)luaL_checkinteger(L, 3);
		if (mo->height < 0)
			mo->height = 0;
		P_CheckPosition(mo, mo->x, mo->y);
		mo->floorz = tmfloorz;
		mo->ceilingz = tmceilingz;
		P_SetTarget(&tmthing, ptmthing);
		break;
	}
	case mobj_momx:
		mo->momx = (fixed_t)luaL_checkinteger(L, 3);
		break;
	case mobj_momy:
		mo->momy = (fixed_t)luaL_checkinteger(L, 3);
		break;
	case mobj_momz:
		mo->momz = (fixed_t)luaL_checkinteger(L, 3);
		break;
	case mobj_pmomz:
		mo->pmomz = (fixed_t)luaL_checkinteger(L, 3);
		break;
	case mobj_tics:
		mo->tics = luaL_checkinteger(L, 3);
		break;
	case mobj_state: // set state by enum
		if (mo->player)
			P_SetPlayerMobjState(mo, luaL_checkinteger(L, 3));
		else
			P_SetMobjState(mo, luaL_checkinteger(L, 3));
		break;
	case mobj_flags: // special handling for MF_NOBLOCKMAP and MF_NOSECTOR
	{
		UINT32 flags = luaL_checkinteger(L, 3);
		if ((flags & (MF_NOBLOCKMAP|MF_NOSECTOR)) != (mo->flags & (MF_NOBLOCKMAP|MF_NOSECTOR)))
		{
			P_UnsetThingPosition(mo);
			mo->flags = flags;
			if (flags & MF_NOSECTOR && sector_list)
			{
				P_DelSeclist(sector_list);
				sector_list = NULL;
			}
			mo->snext = NULL, mo->sprev = NULL;
			mo->bnext = NULL, mo->bprev = NULL;
			P_SetThingPosition(mo);
		}
		else
			mo->flags = flags;
		break;
	}
	case mobj_flags2:
		mo->flags2 = (UINT32)luaL_checkinteger(L, 3);
		break;
	case mobj_eflags:
		mo->eflags = (UINT32)luaL_checkinteger(L, 3);
		break;
	case mobj_skin: // set skin by name
	{
		INT32 i;
		char skin[SKINNAMESIZE+1]; // all skin names are limited to this length
		strlcpy(skin, luaL_checkstring(L, 3), sizeof skin);
		strlwr(skin); // all skin names are lowercase
		for (i = 0; i < numskins; i++)
			if (fastcmp(skins[i].name, skin))
			{
				mo->skin = &skins[i];
				return 0;
			}
		return luaL_error(L, "mobj.skin '%s' not found!", skin);
	}
	case mobj_color:
		mo->color = ((UINT8)luaL_checkinteger(L, 3)) % MAXSKINCOLORS;
		break;
	case mobj_bnext:
		return NOSETPOS;
	case mobj_bprev:
		return UNIMPLEMENTED;
	case mobj_hnext:
		mo->hnext = luaL_checkudata(L, 3, META_MOBJ);
		break;
	case mobj_hprev:
		mo->hprev = luaL_checkudata(L, 3, META_MOBJ);
		break;
	case mobj_type: // yeah sure, we'll let you change the mobj's type.
	{
		mobjtype_t newtype = luaL_checkinteger(L, 3);
		if (newtype > MT_LASTFREESLOT)
			return luaL_error(L, "mobj.type %u is out of bounds.", newtype);
		mo->type = newtype;
		mo->info = &mobjinfo[newtype];
		P_SetScale(mo, mo->scale);
		break;
	}
	case mobj_info:
		return NOSET;
	case mobj_health:
		mo->health = luaL_checkinteger(L, 3);
		break;
	case mobj_movedir:
		mo->movedir = (angle_t)luaL_checkinteger(L, 3);
		break;
	case mobj_movecount:
		mo->movecount = luaL_checkinteger(L, 3);
		break;
	case mobj_target:
		if (lua_isnil(L, 3))
			P_SetTarget(&mo->target, NULL);
		else
		{
			mobj_t *target = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
			P_SetTarget(&mo->target, target);
		}
		break;
	case mobj_reactiontime:
		mo->reactiontime = luaL_checkinteger(L, 3);
		break;
	case mobj_threshold:
		mo->threshold = luaL_checkinteger(L, 3);
		break;
	case mobj_player:
		return NOSET;
	case mobj_lastlook:
		mo->lastlook = luaL_checkinteger(L, 3);
		break;
	case mobj_spawnpoint:
		if (lua_isnil(L, 3))
			mo->spawnpoint = NULL;
		else
		{
			mapthing_t *spawnpoint = *((mapthing_t **)luaL_checkudata(L, 3, META_MAPTHING));
			mo->spawnpoint = spawnpoint;
		}
		break;
	case mobj_tracer:
		if (lua_isnil(L, 3))
			P_SetTarget(&mo->tracer, NULL);
		else
		{
			mobj_t *tracer = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
			P_SetTarget(&mo->tracer, tracer);
		}
		break;
	case mobj_friction:
		mo->friction = (fixed_t)luaL_checkinteger(L, 3);
		break;
	case mobj_movefactor:
		mo->movefactor = (fixed_t)luaL_checkinteger(L, 3);
		break;
	case mobj_fuse:
		mo->fuse = luaL_checkinteger(L, 3);
		break;
	case mobj_watertop:
		mo->watertop = (fixed_t)luaL_checkinteger(L, 3);
		break;
	case mobj_waterbottom:
		mo->waterbottom = (fixed_t)luaL_checkinteger(L, 3);
		break;
	case mobj_mobjnum:
		return UNIMPLEMENTED;
	case mobj_scale:
	{
		fixed_t scale = (fixed_t)luaL_checkinteger(L, 3);
		if (scale < FRACUNIT/100)
			scale = FRACUNIT/100;
		mo->destscale = scale;
		P_SetScale(mo, scale);
		break;
	}
	case mobj_destscale:
	{
		fixed_t scale = (fixed_t)luaL_checkinteger(L, 3);
		if (scale < FRACUNIT/100)
			scale = FRACUNIT/100;
		mo->destscale = scale;
		break;
	}
	case mobj_scalespeed:
		mo->scalespeed = (fixed_t)luaL_checkinteger(L, 3);
		break;
	case mobj_extravalue1:
		mo->extravalue1 = luaL_checkinteger(L, 3);
		break;
	case mobj_extravalue2:
		mo->extravalue2 = luaL_checkinteger(L, 3);
		break;
	case mobj_cusval:
		mo->cusval = luaL_checkinteger(L, 3);
		break;
	case mobj_cvmem:
		mo->cvmem = luaL_checkinteger(L, 3);
		break;
	default:
		lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
		I_Assert(lua_istable(L, -1));
		lua_pushlightuserdata(L, mo);
		lua_rawget(L, -2);
		if (lua_isnil(L, -1)) {
			// This index doesn't have a table for extra values yet, let's make one.
			lua_pop(L, 1);
			CONS_Debug(DBG_LUA, M_GetText("'%s' has no field named '%s'; adding it as Lua data.\n"), "mobj_t", lua_tostring(L, 2));
			lua_newtable(L);
			lua_pushlightuserdata(L, mo);
			lua_pushvalue(L, -2); // ext value table
			lua_rawset(L, -4); // LREG_EXTVARS table
		}
		lua_pushvalue(L, 2); // key
		lua_pushvalue(L, 3); // value to store
		lua_settable(L, -3);
		lua_pop(L, 2);
		break;
	}
	return 0;
}
Ejemplo n.º 9
0
//
// P_TeleportMove
//
boolean P_TeleportMove (mobj_t* thing, fixed_t x, fixed_t y, fixed_t z, boolean boss)
{
    int		xl;
    int		xh;
    int		yl;
    int		yh;
    int		bx;
    int		by;
    subsector_t*	newsubsec;

    // monsters don't stomp things except on boss level (30)
    if ((boss)
     || (thing->player)
     || (G_Access_MapInfoTab (gameepisode, gamemap) -> allow_monster_telefrags))
      telefrag = true;
    else
      telefrag = false;

    // kill anything occupying the position
    tmthing = thing;
    tmflags = thing->flags;

    tmx = x;
    tmy = y;
    tmz = z;

    tmbbox[BOXTOP] = y + tmthing->radius;
    tmbbox[BOXBOTTOM] = y - tmthing->radius;
    tmbbox[BOXRIGHT] = x + tmthing->radius;
    tmbbox[BOXLEFT] = x - tmthing->radius;

    newsubsec = R_PointInSubsector (x,y);
    ceilingline = NULL;

    // The base floor/ceiling is from the subsector
    // that contains the point.
    // Any contacted lines the step closer together
    // will adjust them.
    tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
    tmceilingz = newsubsec->sector->ceilingheight;

    validcount++;
    numspechit = 0;

    // stomp on any things contacted
    xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
    xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
    yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
    yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;

    for (bx=xl ; bx<=xh ; bx++)
	for (by=yl ; by<=yh ; by++)
	    if (!P_BlockThingsIterator(bx,by,PIT_StompThing))
		return false;

    // the move is ok,
    // so link the thing into its new position
    P_UnsetThingPosition (thing);

    thing->floorz = tmfloorz;
    thing->ceilingz = tmceilingz;
    thing->x = x;
    thing->y = y;

    P_SetThingPosition (thing);

    return true;
}
Ejemplo n.º 10
0
//
// ACS_funcSetThingPosition
//
static void ACS_funcSetThingPosition(ACS_FUNCARG)
{
   int32_t tid = args[0];
   fixed_t x   = args[1];
   fixed_t y   = args[2];
   fixed_t z   = args[3];
   bool    fog = args[4] ? true : false;
   Mobj   *mo, *fogmo;

   if((mo = P_FindMobjFromTID(tid, NULL, thread->trigger)))
   {
      fixed_t oldx = mo->x;
      fixed_t oldy = mo->y;
      fixed_t oldz = mo->z;

      mo->z = z;

      if(P_CheckPositionExt(mo, x, y))
      {
         subsector_t *newsubsec;

         newsubsec = R_PointInSubsector(x, y);

         // Set new position.
         P_UnsetThingPosition(mo);

         mo->floorz = mo->dropoffz = newsubsec->sector->floorheight;
         mo->ceilingz = newsubsec->sector->ceilingheight;
         mo->passfloorz = mo->secfloorz = mo->floorz;
         mo->passceilz = mo->secceilz = mo->ceilingz;

         mo->x = x;
         mo->y = y;
         
         mo->backupPosition();
         P_SetThingPosition(mo);


         // Handle fog.
         if(fog)
         {
            // Teleport fog at source...
            fogmo = P_SpawnMobj(oldx, oldy, oldz + GameModeInfo->teleFogHeight,
                                E_SafeThingName(GameModeInfo->teleFogType));
            S_StartSound(fogmo, GameModeInfo->teleSound);

            // ... and destination.
            fogmo = P_SpawnMobj(x, y, z + GameModeInfo->teleFogHeight,
                                E_SafeThingName(GameModeInfo->teleFogType));
            S_StartSound(fogmo, GameModeInfo->teleSound);
         }

         *retn++ = 1;
      }
      else
      {
         mo->z = oldz;

         *retn++ = 0;
      }
   }
   else
      *retn++ = 0;
}