/** \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; }
void AInventory::BecomeItem () { if (!(flags & (MF_NOBLOCKMAP|MF_NOSECTOR))) { UnlinkFromWorld (); if (sector_list) { P_DelSeclist (sector_list); sector_list = NULL; } flags |= MF_NOBLOCKMAP|MF_NOSECTOR; LinkToWorld (); } RemoveFromHash (); flags &= ~MF_SPECIAL; SetState (FindState("Held")); }
// // P_RemoveMobj // void AActor::Destroy () { SV_SendDestroyActor(this); // Add special to item respawn queue if it is destined to be respawned if ((flags & MF_SPECIAL) && !(flags & MF_DROPPED)) { if (type != MT_INV && type != MT_INS && (type < MT_BSOK || type > MT_RDWN)) { itemrespawnque[iquehead] = spawnpoint; itemrespawntime[iquehead] = level.time; iquehead = (iquehead+1)&(ITEMQUESIZE-1); // lose one off the end? if (iquehead == iquetail) iquetail = (iquetail+1)&(ITEMQUESIZE-1); } } // [RH] Unlink from tid chain RemoveFromHash (); // unlink from sector and block lists UnlinkFromWorld (); // Delete all nodes on the current sector_list phares 3/16/98 if (sector_list) { P_DelSeclist (sector_list); sector_list = NULL; } // stop any playing sound if (clientside) S_RelinkSound (this, NULL); Super::Destroy (); }
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; }
void AActor::ClearRenderLineList() { P_DelSeclist(touching_lineportallist, &FLinePortal::lineportal_thinglist); touching_lineportallist = nullptr; }
void AActor::ClearRenderSectorList() { P_DelSeclist(touching_sectorportallist, §or_t::sectorportal_thinglist); touching_sectorportallist = nullptr; }