Exemplo n.º 1
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;
}
Exemplo n.º 2
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"));
}
Exemplo n.º 3
0
//
// 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 ();
}
Exemplo n.º 4
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;
}
Exemplo n.º 5
0
void AActor::ClearRenderLineList()
{
	P_DelSeclist(touching_lineportallist, &FLinePortal::lineportal_thinglist);
	touching_lineportallist = nullptr;
}
Exemplo n.º 6
0
void AActor::ClearRenderSectorList()
{
	P_DelSeclist(touching_sectorportallist, &sector_t::sectorportal_thinglist);
	touching_sectorportallist = nullptr;
}