Commit graph

1281 commits

Author SHA1 Message Date
drfrag
171517f430 - Exported missing ZScript functions and added workaround for different syntax without the level refactor. 2019-04-28 20:04:35 +02:00
Christoph Oelckers
074ee3238b - sanitized the 'frozen level' code.
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.

# Conflicts:
#	src/actorinlines.h
#	src/decallib.cpp
#	src/g_levellocals.h
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/p_mobj.cpp
#	src/p_saveg.cpp
#	src/p_user.cpp
#	src/polyrenderer/scene/poly_particle.cpp
#	src/scripting/vmthunks.cpp
#	src/swrenderer/things/r_particle.cpp
#	wadsrc/static/zscript/actors/player/player.zs
#	wadsrc/static/zscript/base.zs

# Conflicts:
#	src/g_levellocals.h
#	src/hwrenderer/scene/hw_sprites.cpp
#	wadsrc/static/zscript/base.txt
2019-04-28 19:10:52 +02:00
Christoph Oelckers
5b78d7faaa - fixed run health clamping.
This didn't scale the move factors properly.
2019-04-28 15:09:25 +02:00
Christoph Oelckers
30512f8fe3 - made gameaction read only
The script side cannot do anything useful with this, because most actions require parameters in global variables, so this is a first grade candidate for rogue mods to make the engine misbehave.
2019-04-28 15:09:22 +02:00
alexey.lysiuk
9f0eb35b28 - added compatibility flag for buggy CheckSwitchRange behavior
https://forum.zdoom.org/viewtopic.php?t=63008
https://forum.zdoom.org/viewtopic.php?t=63650
2019-04-28 12:03:52 +02:00
Christoph Oelckers
2cad60d9e9 - removed extraneous parameter in SpawnPlayerMissile call in A_FireProjectile.
The native variant has a MissileActor out parameter in this place, but in ZScript that's a secondary return value.
2019-04-28 11:46:51 +02:00
Christoph Oelckers
736bac7a93 - exported LevelLocals's compatibility flags to scripting and fixed all places where access to combined compatibility flags is needed.
# Conflicts:
#	src/scripting/vmthunks.cpp
#	src/scripting/vmthunks_actors.cpp
#	wadsrc/static/zscript/doom/fatso.txt
#	wadsrc/static/zscript/doom/painelemental.txt
2019-04-28 11:46:26 +02:00
Major Cooke
47dbc95e2b Added inflictor, source and flag parameters to GetModifiedDamage on actors and ModifyDamage on inventory.
- The flags are used by DamageMobj so modders can determine radius damage, for example, by checking for DMG_EXPLOSION.
2019-04-27 23:45:49 +02:00
Christoph Oelckers
0a7027489e - added a compatibility fix for KDiZD Z1M3 and fixed some tagging issues in the compatibility handler.
One sector in an underwater area of KDIZD Z1M3 got tagged with an incorrect Transfer_Heights effect which caused render glitches in that area.
There were also a few AddSectorTag calls without first clearing the sector's tags leading to potentially undefined behavior.
2019-04-27 23:45:47 +02:00
Christoph Oelckers
3b631ca766 - removed bad character from A_CustomPunch definition. 2019-04-27 13:47:37 +02:00
Christoph Oelckers
3291428c25 - fixed: The CheckEnvironmant call in PlayerThink can already invalidate the PlayerPawn so even the calls to CheckUndoMorph and CheckUse need to get the pawn through the PlayerInfo. 2019-04-27 13:45:12 +02:00
Nemrtvi
ebf5319962 Fixed “Finished:” and “Now entering” in Heretic
The text file
gzdoom/wadsrc/static/zscript/statscreen/statscreen.txt
is set to use strings called “$ENTERING” and “$FINISHED”, located in the language files, in intermission screens between levels in Heretic. However, these strings are named incorrectly in the language files, instead being written as “$WI_ENTERING” and “$WI_FINISHED” for some reason I’m unaware of. After renaming the original script, the ingame text shows up through what is written in the language files, as intended.

On a miscellaneous note: in GZDoom, the text between levels in Heretic says “Entering:”. In the DOS version, it says “Now entering:”. This is accurately reflected in the English language file, though, and thus faithful to the original when displayed ingame.
2019-04-27 13:37:47 +02:00
Christoph Oelckers
40ad9a2584 - allow localization of Strife's log text. 2019-04-27 13:37:44 +02:00
Major Cooke
a3d2b159c9 Added Inventory UNCLEARABLE flag.
- Allows prevention of ClearInventory without stopping it from being dropped.
2019-04-27 13:34:30 +02:00
Major Cooke
0adf6a52f5 Added CheckReplacee.
- Allows defining of what actor is replacing another for information.
- If multiple arachnotrons, a modder can attribute them as being a replacer of Arachnotron itself, allowing A_BossDeath and GetReplacee to work with it.
2019-04-27 13:34:25 +02:00
Erick Tenorio
3c913954ec - DOOM.WAD fixes 2019-04-27 13:34:23 +02:00
Christoph Oelckers
17cdc3145f - make the file name of savegame nodes read only. 2019-04-27 13:30:35 +02:00
Christoph Oelckers
309407ed61 - use map time, not hub time for map actions. 2019-04-27 13:18:08 +02:00
Christoph Oelckers
ac68316527 - call level compatibility handlers for all levels and pass the map name as a second parameter.
This is for user-made handlers for which the checksum is rather useless both for deciding whether to call the handler and for identifying the map.

# Conflicts:
#	src/compatibility.cpp
#	wadsrc/static/zscript/level_compatibility.txt
2019-04-27 13:02:58 +02:00
Christoph Oelckers
9402929209 - swapped order of checks for picking up an item.
Failure must take precedence over the morph check because this does not return a proper toucher.
2019-04-27 12:43:18 +02:00
Christoph Oelckers
5f6b6d8b8a - fixed armor bonus giving in A_CustomPunch 2019-04-27 12:37:53 +02:00
Christoph Oelckers
7407a1dca6 - fixed: ScriptUtil.PlayerAmmo must be declared static. 2019-04-27 12:27:59 +02:00
alexey.lysiuk
8639c1412f - fixed 'missing interpolation point' warning 2019-04-27 12:27:26 +02:00
alexey.lysiuk
9596564d15 - workaround code generation issue in PlayerPawn.FindMostRecentWeapon()
Multiple values in returned from a subfunction cannot be used directly as a function result

https://forum.zdoom.org/viewtopic.php?t=63284
2019-04-27 12:10:39 +02:00
Christoph Oelckers
e2c2837aa5 - allow assignment of line IDs through LevelCompatibility. 2019-04-27 11:38:41 +02:00
drfrag
a6d5e58886 - Partial port of "made some changes to how the compatibility code works" to allow exporting to ZScript. 2019-04-27 11:38:37 +02:00
alexey.lysiuk
23a84994f5 - fixed disappearing inventory after morphing pickup
When player is picked up item that does morph, the corresponding toucher actor is changed in process
Previously, morhing item was removed from original actor leaving player's inventory in inconsistent state

https://forum.zdoom.org/viewtopic.php?t=63124
2019-04-26 18:15:00 +02:00
alexey.lysiuk
9e6f97930b - fixed condition to produce blood splatter during line attack
https://forum.zdoom.org/viewtopic.php?t=63186
2019-04-26 18:14:54 +02:00
Christoph Oelckers
21e4f0b817 - made OP_NEW a builtin function instead of an opcode.
The code was present 3 times due to the JIt, and this is not something that benefits from being a real opcode, even in the interpreted case.
2019-04-26 17:23:33 +02:00
Marrub
af27d579ac Make LevelLocals::ExecuteSpecial return int
# Conflicts:
#	wadsrc/static/zscript/base.txt
2019-04-26 17:20:44 +02:00
Christoph Oelckers
d92ac0d802 - fixed last PR.
The result of GetPointer must be null checked as well!
2019-04-26 17:10:53 +02:00
Cacodemon345
745ee03bba Move receiver NULL check above the orresult check (#695)
This is to prevent a VM abort from happening here if orresult is false.
2019-04-26 17:10:50 +02:00
Christoph Oelckers
b00a039af8 - let RunHealth clamping respect the newly added global properties. 2019-04-26 01:31:12 +02:00
Christoph Oelckers
7f7c87a537 - fixed: Trying to remove the first item in an actor's inventory would lose all owned items. 2019-04-26 01:29:06 +02:00
Christoph Oelckers
251b096b48 - removed all remaining native parts of APlayerPawn.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
2019-04-26 01:20:02 +02:00
Christoph Oelckers
f261ec7d53 - rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.

# Conflicts:
#	src/g_shared/a_dynlight.cpp
#	src/g_shared/a_dynlight.h
#	src/hwrenderer/dynlights/hw_dynlightdata.cpp
#	src/hwrenderer/dynlights/hw_dynlightdata.h
#	src/hwrenderer/scene/hw_renderhacks.cpp
#	src/namedef.h
#	src/scripting/thingdef_data.cpp
#	src/swrenderer/line/r_walldraw.cpp

# Conflicts:
#	src/d_main.cpp
#	src/g_levellocals.h
#	src/g_shared/a_dynlight.cpp
#	src/g_shared/a_dynlight.h
#	src/gl/dynlights/gl_dynlight.h
#	src/gl/dynlights/gl_dynlight1.cpp
#	src/gl/scene/gl_spritelight.cpp
#	src/gl/scene/gl_walls.cpp
#	src/hwrenderer/dynlights/hw_shadowmap.cpp
#	src/hwrenderer/dynlights/hw_shadowmap.h
#	src/hwrenderer/scene/hw_flats.cpp
#	src/p_setup.cpp
2019-04-26 00:19:03 +02:00
Christoph Oelckers
bc8af1cab8 Fixed initialization issues with dynamic lights.
Actors get initialized from their defaults so anything done in the constructor or some explicit member initialization will be overwritten.
They must use their properties for setting up configurable fields and do the rest in BeginPlay.
2019-04-25 20:59:06 +02:00
Christoph Oelckers
99dd234d10 - exported all native components of APlayerPawn.
Only the class definition itself remains and needs to be taken care of.

# Conflicts:
#	src/g_statusbar/sbarinfo_commands.cpp
#	src/hu_scores.cpp
#	src/scripting/thingdef_data.cpp

# Conflicts:
#	src/actorinlines.h
#	src/hu_scores.cpp
2019-04-25 17:42:11 +02:00
Christoph Oelckers
94eb0ecdda - scriptified the remaining PlayerPawn methods. 2019-04-25 17:35:44 +02:00
Christoph Oelckers
b28faa6793 - took several methods out of the native PlayerPawn implementation, either by scriptification or moving them to other places. 2019-04-25 17:34:56 +02:00
Christoph Oelckers
6f2a32ecbe - scriptified PlayerPawn.ResetAirSupply. 2019-04-25 17:34:53 +02:00
Christoph Oelckers
1c577e4c97 - scriptified APlayerPawn's DamageFade handling. 2019-04-25 17:34:51 +02:00
Christoph Oelckers
cf890a24c3 - scriptified P_CalcHeight.
This was the only code using the ViewBob member variable.
This also moves the range check for this variable to its application, because a badly behaved mod can just as easily change it at run time instead of just setting an absurdly large value in the class definition.
2019-04-25 17:34:49 +02:00
Christoph Oelckers
8e376754fc - did some more lightening on the PlayerPawn class. 4 more properties and one native member function have been handled. 2019-04-25 17:34:47 +02:00
Christoph Oelckers
cb2e46a4fe - scriptified A_SkullPop and ObtainInventory.
These were the last relevant items to access PlayerPawn.InvFirst.
2019-04-25 17:34:43 +02:00
Christoph Oelckers
08e2a86f64 - made ColorRangeStart and ColorRangeEnd meta properties of APlayerPawn.
These are only used during initialization and they should have been readonly from the start.
2019-04-25 17:34:41 +02:00
Christoph Oelckers
51499e167d - scriptified useflechette CCMD's item finding code. 2019-04-25 17:34:39 +02:00
Christoph Oelckers
4be9217215 - scriptified the declaration of AmbientSound
Most of the code is still native, but this means that PlayerPawn is the last remaining child of AActor.

# Conflicts:
#	src/g_shared/a_dynlight.cpp
2019-04-25 17:34:37 +02:00
Christoph Oelckers
0c1fc45df8 - fixed A_Chase default detection. 2019-04-25 16:31:58 +02:00
Marrub
d623ede89d Fix A_CustomBulletAttack's spawnofs_xy parameter
The current behaviour offsets to the front of the actor rather than the side, due to an oversight in the code, which oddly is not present in the A_FireBullets equivalent.
2019-04-25 13:10:44 +02:00
Player701
3d1e810e72 - Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes. 2019-04-25 13:10:41 +02:00
alexey.lysiuk
b706e8fead - fixed everlasting fast projectile after hitting ceiling
Without the test for ceiling hit fast projectile could enter its Death state every tick infinitely

https://forum.zdoom.org/viewtopic.php?t=63023
2019-04-25 13:04:25 +02:00
Christoph Oelckers
f1b345dc73 - fixed crash in AutoUseStrifeHealth
The loop never checked if the item was still valid and would continue to try to use it, even after it was removed from the inventory and destroyed.
As native code this just failed silently, but with the VM it needs to be explicitly checked.
2019-04-25 13:04:21 +02:00
Major Cooke
5209d43bf3 - Fixed: SXF_CLEARCALLERSPECIAL cleared the spawned actor's special instead of the caller. 2019-04-25 13:03:50 +02:00
Christoph Oelckers
5bb0428fa8 - made PlayerPawn.TweakSpeeds virtual. 2019-04-25 12:55:16 +02:00
alexey.lysiuk
32f0bbfe03 - fixed ammo check for weapon with 'uses both' flags
https://forum.zdoom.org/viewtopic.php?t=63047
2019-04-25 12:52:20 +02:00
alexey.lysiuk
8e230eebaf - fixed missing attack sound in A_CustomPunch
See 7bb3855439/src/p_actionfunctions.cpp (L1729)

https://forum.zdoom.org/viewtopic.php?t=63049
2019-04-25 12:51:49 +02:00
Erick Tenorio
3262af7514 - TNT.WAD fixes 2019-04-25 12:45:25 +02:00
Erick Tenorio
63313d0214 - Have Plutonia MAP16 pit kill player 2019-04-25 12:45:23 +02:00
Major Cooke
662b2ed759 Split off pain chance triggering from ReactToDamage into its own function and gave ZScript access to it.
- TriggerPainChance(Name mod, bool forcedPain)
- One exception: PainThrehold is only checked in ReactToDamage, since this function does not require checking damage amount.
2019-04-18 19:56:38 +02:00
alexey.lysiuk
4044a6e724 - declared Actor's Morph() and UnMorph() functions virtual
They are expected to be virtual on C++ side
2019-04-18 19:55:26 +02:00
Christoph Oelckers
18cec62458 - fixed random number generation in SpawnFizzle.
This should now produce the same value range as Hexen's original code.
2019-04-18 17:46:21 +02:00
Christoph Oelckers
ff12eab7e5 - fixed bad attempt at restoring position in A_CustomBulletAttack. 2019-04-18 17:46:19 +02:00
Christoph Oelckers
cc34946e80 - missed this. 2019-04-18 17:46:17 +02:00
Christoph Oelckers
18dd23c79d - gave the strifehumanoid's burn states dynamic lights.
Unlike everything else from the IWADs this had to use the 'light' keyword in ZScript because this is merely a base class for many others and the light definitions here need to be inheritable.
2019-04-18 17:46:15 +02:00
Christoph Oelckers
0dcbc02cd7 - renamed back arguments of A_FireProjectile. 2019-04-18 17:46:14 +02:00
Christoph Oelckers
e6af596af0 - removed the redundant GetOffsetPosition export and added direct native support to its existing variants 2019-04-18 17:01:17 +02:00
Christoph Oelckers
999894af25 - cleaned up use of the random function in script files.
Many uses of random() & value have been turned into random(0, value).
This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
2019-04-18 17:01:14 +02:00
Christoph Oelckers
bda2a75466 - fixed PlayerInfo.FindMostRecentWeapon
returning multiple values from a subfunction is currently not working so this has to add an indirection.
2019-04-18 17:01:07 +02:00
Christoph Oelckers
3291cecad9 - fixed: For an initial weapon pickup, sv_unlimited_pickup wasn't checked for the included ammo. 2019-04-18 16:23:04 +02:00
Cacodemon345
fdd6e3cec9 Export P_GetOffsetPosition and ADynamicLight::SetOffset to ZScript 2019-04-18 16:23:01 +02:00
Player701
5c248053f3 - Fixed the position of the soul sphere within one of the secret areas (sector 324) of Alien Vendetta MAP28. 2019-04-18 15:01:11 +02:00
Christoph Oelckers
f7fe19ee51 - made Ammo.GetParentAmmo virtual 2019-04-18 14:34:28 +02:00
Chronos Ouroboros
218b7e95ca Added a function for triggering use/push specials for usage in custom monster AI. 2019-04-18 14:22:07 +02:00
Chronos Ouroboros
803cb16d99 Exported P_CheckFor3DFloorHit and P_CheckFor3DCeilingHit to ZScript. 2019-04-18 14:22:05 +02:00
Christoph Oelckers
4d7e945dc1 - fixed: A powered up weapon which shares its ready state with the parent but is currently in a firing sequence may not force-switch the weapon, because that will cause the sequence to run in the wrong weapon's context. 2019-04-18 14:22:02 +02:00
Rachael Alexanderson
f442d4bd54 - split gl_texture_hqresize into two variables - one for mode, one for multiplier.
# Conflicts:
#	src/textures/hires/hqresize.cpp

# Conflicts:
#	src/gl/textures/gl_hqresize.cpp
#	src/r_videoscale.cpp
2019-04-17 21:04:41 +02:00
alexey.lysiuk
77e47087b7 - fixed stuck memory usage warning in options menu
https://forum.zdoom.org/viewtopic.php?t=62186
2019-04-17 20:59:49 +02:00
Rachael Alexanderson
301246236c - added normal5x and normal6x 2019-04-17 20:59:20 +02:00
Rachael Alexanderson
cd126b08ba - use correct multipliers for the memory warnings for normalNx scalers 2019-04-17 20:58:47 +02:00
drfrag
96f996d8aa Revert "Revert "- update xBRZ upscaler to version 1.6""
This reverts commit 285791622d.

# Conflicts:
#	src/gl/textures/gl_hqresize.cpp
#	wadsrc/static/menudef.txt

Goodbye to TDM-GCC.
2019-04-17 20:33:41 +02:00
Christoph Oelckers
f40e5c7edc - re-added PlayerInfo.BringUpWeapon. 2019-04-17 19:44:12 +02:00
Christoph Oelckers
cf4f573a25 - more direct native entry points.
- disallow bool as a return value for direct native calls because it only sets the lowest 8 bits of the return register.
- changed return type for several functions from bool to int where the return type was the only thing blocking use as direct native call.
2019-04-17 17:27:39 +02:00
Christoph Oelckers
082cb5b656 - scriptified P_CheckMeleeRange2. 2019-04-17 16:24:10 +02:00
Christoph Oelckers
15ab1fb09b - deprecated a few functions that depend on AAPTR_* to be useful.
- fixed wrong name for the LineAttack action function.
2019-04-17 16:24:05 +02:00
Christoph Oelckers
792aaa5b88 Added direct native entry points to a larger number of functions.
# Conflicts:
#	src/scripting/vmthunks_actors.cpp
2019-04-17 15:11:22 +02:00
Christoph Oelckers
77e60865a0 - fixed: SlotPriority must be a float.
It was a fixed before but I missed that when refactoring it into an automatic property.
2019-04-17 15:11:12 +02:00
Christoph Oelckers
a5e16e3261 - moved a large part of the VM thunks out of p_mobj.cpp. 2019-04-17 14:55:58 +02:00
Christoph Oelckers
f22aaca74d - scriptified ASpecialSpot.
This only had two simple native methods so the class is not fully scripted.
2019-04-17 14:32:10 +02:00
Christoph Oelckers
c87724ef0a Removed all native components from AInventory. 2019-04-16 23:57:22 +02:00
Christoph Oelckers
d40de21bae - scriptified A_SpawnSingleItem, which was the last piece of native code still referencing AInventory 2019-04-16 23:57:19 +02:00
Christoph Oelckers
d2225040ea - scriptified A_SelectWeapon 2019-04-16 23:57:15 +02:00
Christoph Oelckers
b8e1218645 Removed all remaining references to AInventory
What remains is the class definition and one single reference that will be scriptified.
2019-04-16 23:57:12 +02:00
Christoph Oelckers
36af613dfa - The 'A' prefix has no meaning in class names on the script side - even in comments. 2019-04-16 22:01:06 +02:00
Christoph Oelckers
318a9d7893 - fixed max. ammo display on AltHud. 2019-04-16 22:00:59 +02:00
Christoph Oelckers
e176410ab6 - fixed crash with weapons which remove themselves from the inventory but continue calling action functions.
This is still an error, so now this throws a meaningful exception.
2019-04-16 21:53:00 +02:00
Christoph Oelckers
c0686309fc - removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code. 2019-04-16 21:52:53 +02:00
Marisa Kirisame
739999b5ed Fix RemoveInventory not calling DetachFromOwner when an item is the first in the owner's inventory.
Fix CheckAddToSlots not working because it uses GetReplacement incorrectly.
2019-04-16 21:52:50 +02:00
Christoph Oelckers
7e75aa1d36 - fixed accidentally misnamed parameter in A_Explode. 2019-04-16 21:34:47 +02:00
Christoph Oelckers
9f2b62c99c - scriptified AInventory::Tick.
This was the last bit of code standing in the way of making AInventory a fully scripted class.
All that's left to sort out is some variable accesses - the vast majority of them in SBARINFO.
2019-04-16 21:28:37 +02:00
Christoph Oelckers
bdd6d31a63 - scriptified the AutoUseHealth feature.
This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
2019-04-16 21:28:34 +02:00
Christoph Oelckers
80e3ce735b - scriptified the decision making of the invuseall CCMD.
Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
2019-04-16 21:28:32 +02:00
Christoph Oelckers
9ff5257ce9 - scriptified P_DropItem. 2019-04-16 21:28:30 +02:00
Christoph Oelckers
17862639a1 - scriptified the no-spawn flag check for armor and health items. 2019-04-16 21:28:29 +02:00
Christoph Oelckers
e8a6f82682 - scriptified G_PlayerFinishLevel.
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2019-04-16 21:28:24 +02:00
Christoph Oelckers
8dfcdc1219 - fixed incomplete null checks in A_RadiusThrust. 2019-04-16 21:28:23 +02:00
Christoph Oelckers
9315a217b3 - scriptified AActor::ClearInventory 2019-04-16 21:28:21 +02:00
Christoph Oelckers
0d8975ed31 - scriptified the last components of the alternative HUD.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.

All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.

# Conflicts:
#	src/d_main.cpp

# Conflicts:
#	src/info.cpp
2019-04-16 19:03:43 +02:00
Christoph Oelckers
376266b6a0 - scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source. 2019-04-16 19:02:01 +02:00
Christoph Oelckers
9d8dd5c529 - scriptified the AltHUD'S powerup drawer. 2019-04-16 19:01:55 +02:00
Christoph Oelckers
f509fdfdaa - scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2019-04-16 19:01:53 +02:00
Christoph Oelckers
eb07b8e543 - scriptified the AltHUD's inventory drawer and fixed the InvPrev CCMD. 2019-04-16 19:01:51 +02:00
Christoph Oelckers
e0915877b4 - scriptified the AltHUD's weapon drawer. 2019-04-16 19:01:50 +02:00
Christoph Oelckers
045d6d4355 - added the missing TNT1A0 check for icon-less keys.
Since it tries to get the icon from the spawn state it also has to check if that actually has a valid sprite.
2019-04-16 19:01:48 +02:00
Christoph Oelckers
437c72a089 - AltHUD ammo drawer scriptified. 2019-04-16 19:01:46 +02:00
Christoph Oelckers
1033dc3b10 - Alt HUD scriptification, part 1. 2019-04-16 19:01:43 +02:00
Major Cooke
7ff76366ef Fixed A_JumpIfNoAmmo not working. 2019-04-16 18:46:06 +02:00
Christoph Oelckers
1b55e708bc - fixed the AngleToVector calls in stateprovider.txt.
This looks like a search & replace gone wrong.
2019-04-16 18:46:04 +02:00
Major Cooke
4ae14c402b - Restored A_SpawnItemEx's "chance" to "failchance" to prevent mod breakage from named parameters. 2019-04-16 18:46:00 +02:00
Christoph Oelckers
d18ed18d2e - scriptified invnext and invprev CCMDs. 2019-04-16 18:45:54 +02:00
Christoph Oelckers
081d0bbcca - moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory. 2019-04-16 18:45:52 +02:00
Christoph Oelckers
d021d63d33 - moved AInventory::DoRespawn fully to the script side. 2019-04-16 18:45:49 +02:00
Christoph Oelckers
9981674a27 - re-fixed the massacre fix for Dehacked-modified inventory items.
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER.

# Conflicts:
#	src/g_inventory/a_pickups.cpp
#	src/g_inventory/a_pickups.h
2019-04-16 18:45:43 +02:00
Christoph Oelckers
be8d1c950d - scriptified GiveAmmo and the one remaining piece of native code still using it. 2019-04-16 18:45:41 +02:00
Christoph Oelckers
f1bf1cc44e - scriptified DropInventory. 2019-04-16 18:45:38 +02:00
Christoph Oelckers
a614f2a81e - scriptified UseInventory and several functions using the already scriptified ones,
# Conflicts:
#	src/g_statusbar/sbar.h
2019-04-16 18:45:36 +02:00
Christoph Oelckers
e7c798f58f - scriptified TakeInventory, including the ACS/FS interfaces. 2019-04-16 18:45:03 +02:00
Christoph Oelckers
d2741813ab - scriptified RemoveInventory and Inventory.OnDestroy. 2019-04-16 18:44:59 +02:00
Christoph Oelckers
8609e2ba68 - scriptified GiveInventory and made the interface a bit more configurable by mods.
Now a child type can decide for itself how to treat 'amount'.
The scripting interfaces to this function in ACS and FraggleScript have been consolidated and also scriptified.
2019-04-16 18:44:56 +02:00
Christoph Oelckers
2a192cde92 - scriptified AddInventory. 2019-04-16 18:44:53 +02:00
drfrag
e3ce680ec9 - Removed duplicate definition of DTA_Internal3. 2019-04-16 18:40:25 +02:00
Christoph Oelckers
4049b56d50 - a bit of code reordering for adding direct native entry points.
- offloaded key list generation for alternative HUD to non-UI parts.

This change also revealed a problem with handling empty sprites in the key list so this got fixed, too.

# Conflicts:
#	src/g_shared/shared_hud.cpp
2019-04-16 18:17:05 +02:00
Christoph Oelckers
4080bfd3cf - seems there are two versions of Hacx's MAP05.
# Conflicts:
#	wadsrc/static/zscript/base.txt
#	wadsrc/static/zscript/level_compatibility.txt
2019-04-16 17:47:42 +02:00
Christoph Oelckers
1a8b18d539 - fixed declaration of ChangeStatNum. 2019-04-16 17:10:37 +02:00
Christoph Oelckers
886df37d1a ChangeStatNum must not be virtual
Overriding this would make the engine vulnerable to  badly behaving mods. Intercepting this and altering the behavior can render the entire game inoperable, especially if more internal code gets scriptified later. So even at the risk of breaking some carelsss mods this must be blocked.
2019-04-16 15:26:16 +02:00
Christoph Oelckers
09f4c7e4a9 Made all virtual base functions for the event handler scripted
This was by far the largest block of native virtuals, and they were only native to be able to allow checking if the event was implemented for the current handler. This can easily be done by looking at the byte code, just like VMCall also does but in turn it removes more than half of the existing native virtuals from the interface.
2019-04-16 15:26:14 +02:00
Christoph Oelckers
4ac866aedc - added a few more direct native entry points. 2019-04-16 15:12:41 +02:00
Christoph Oelckers
00fed23e5f - explicitly declare the constructor and destructor methods of FCheckPosition so that they get a working prototype. 2019-04-16 15:12:33 +02:00
Christoph Oelckers
29eee14549 - declare builtins as static. 2019-04-16 14:58:18 +02:00
Christoph Oelckers
c01981d08a - define the built-in functions defined in codegen.cpp through the regular interface instead uf just hacking them into the symbol table with incompletely set up data.
- added direct native variants to these builtins and fixed problems with builtin processing.
2019-04-15 22:30:01 +02:00
Christoph Oelckers
20ec6ddce4 - removed AStateProvider from native code.
The only place still referencing it was CallStateChain, so this has been made a static function now instead of a class method.
2019-04-15 22:29:58 +02:00
Christoph Oelckers
376c47bef6 - fixed handling of dummy flags. 2019-04-15 22:29:55 +02:00
Christoph Oelckers
96e9dbd967 - removed all remaining native components of the weapon class. 2019-04-15 22:29:52 +02:00
Christoph Oelckers
d871072f28 - allow defining flags in the script declaration of a class and do that for Weapon. 2019-04-15 22:29:47 +02:00
Christoph Oelckers
309cc57504 - removed all direct access to AWeapon's members to prepare moving this class fully to the script side.
Disregarding UI-side and setup-related calls there's unfortunately still 6 places in the native game code which require direct access.
2019-04-15 22:29:43 +02:00
Christoph Oelckers
ce5792242c - moved the 'Finalize' methods back into a single function in the parser code.
It has been like this initially but was changed when ZDoom gained an overly complicated polymorphic class descriptor object that required a lot of support code. All these complications have long been removed but these methods remained. Since they prevent a class from being moved to the script side entirely they had to be removed.

This was the last major blocker to make Weapon a purely scripted class, the only remaining native method is Serialize which is of no concern for the coming work.
2019-04-15 22:29:39 +02:00
Christoph Oelckers
7caa6a922d - moved MarkPrecacheSounds completely to the script side and added native support to make this a usable feature.
# Conflicts:
#	src/g_inventory/a_pickups.cpp
2019-04-15 22:29:35 +02:00
Christoph Oelckers
ac754b5e96 - some cleanup on the weapon slot interface.
This really shouldn't make any decisions from directly reading weapon class defaults.
2019-04-15 22:29:32 +02:00
Christoph Oelckers
f9dfdace16 - scriptified cht_Takeweaps. 2019-04-15 22:29:30 +02:00
Christoph Oelckers
94b0338c31 - scriptified ApplyKickback. 2019-04-15 22:29:26 +02:00