Christoph Oelckers
66eb4e5048
- separation of static and map-local event handlers into separate lists.
...
Having everything lumped together made this a maintenance hassle because it affected how the level has to be stored.
This hasn't been tested yet, so it may not work as intended!
2019-02-02 16:43:11 +01:00
Christoph Oelckers
6c006a5fbd
- added the missing Level parameters to AActor::StaticSpawn and P_ExecuteSpecial.
...
I think these were the last two still missing it, all remaining uses of the global level variable are in code that doesn't get run through a level tick and are supposed to access the primary level.
2019-02-01 22:02:16 +01:00
Christoph Oelckers
2903025268
- a few minor fixes.
2019-02-01 12:31:08 +01:00
Christoph Oelckers
f6a91e1722
- moved the I_Error prototypes to doomerrors.h to avoid having to include the low level system header for this.
2019-01-31 19:38:04 +01:00
Christoph Oelckers
8bbdee5c28
- redirect most references to the global players array through FLevelLocals.
...
The Map loader may not access any global state at all - everything it can touch must be exchangable.
Furthermore, if we want to sandbox each level, there may be no direct access to any kind of global state whatsoever from the play code.
2019-01-30 01:15:32 +01:00
Christoph Oelckers
4ad327d7e0
- moved G_ChangeLevel and other exit functions into FLevelLocals.
2019-01-29 23:45:14 +01:00
Christoph Oelckers
6451b7d592
- moved the combined compatibility flags into FLevelLocals.
2019-01-29 19:28:22 +01:00
Christoph Oelckers
de1b89707d
Handle level in block iterators.
...
The scripted interface isn't done yet.
2019-01-29 03:26:22 +01:00
Christoph Oelckers
60873bc5d6
Moved the PointInSector functions into FLevelLocals
2019-01-29 01:30:41 +01:00
Christoph Oelckers
c8cd11422a
- translate UMAPINFO specials at execution time, not load time.
...
At load time the context for translation does not exist.
2019-01-27 16:09:05 +01:00
Christoph Oelckers
2ed2202caa
- removed all remaining references to level and TThinkerIterator from p_enemy.cpp.
2019-01-27 14:49:51 +01:00
Christoph Oelckers
10feb446fa
- made most of the EV_* functions part of FLevelLocals.
2019-01-26 08:28:45 +01:00
Christoph Oelckers
4c250a58ca
- reroute all uses of FActorIterator and NActorIterator through FLevelLocals.
2019-01-24 18:50:22 +01:00
alexey.lysiuk
11958b713e
- fixed many compilation errors with GCC and Clang
2019-01-23 20:45:01 +01:00
Christoph Oelckers
f9ff097457
- fixed A_Chase default detection.
2019-01-03 23:43:15 +01:00
Ijon
d2d684a35a
Add NOFRICTION and NOFRICTIONBOUNCE flags
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NOFRICTION disables all friction effects on the thing it's set on
(including the speed cap from water/crouching), and NOFRICTIONBOUNCE
disables the "bounce off walls on an icy floor" effect on the thing
it's set on.
2018-12-26 11:49:17 +01:00
Christoph Oelckers
494a113920
- more direct native entry points.
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- 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.
2018-12-05 20:10:44 +01:00
Christoph Oelckers
2e7e6cba9d
- scriptified P_CheckMeleeRange2.
2018-12-05 18:58:15 +01:00
Christoph Oelckers
9348baeeb1
Removed all remaining references to AInventory
...
What remains is the class definition and one single reference that will be scriptified.
2018-12-04 17:11:36 +01:00
Christoph Oelckers
93f91d1039
- scriptified P_DropItem.
2018-12-02 18:31:18 +01:00
Christoph Oelckers
2d0b90deb1
- fixed: P_Massacre without a class restriction no longer worked.
2018-12-01 22:44:06 +01:00
Christoph Oelckers
a14b0c58bf
- 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
2018-12-01 17:20:52 +01:00
Christoph Oelckers
b5c4ab8c47
- 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.
2018-11-25 08:17:37 +01:00
Christoph Oelckers
c14b7f58d3
- scriptified some simple sound functions.
2018-11-24 20:33:00 +01:00
Christoph Oelckers
fb91982da2
- scriptified APlayerPawn::Die and fixed a few things I encountered while doing it.
2018-11-24 20:32:12 +01:00
Christoph Oelckers
cf9cd58310
- scriptified ModifyDropAmount as a virtual function hierarchy for Inventory and children.
2018-11-24 19:59:24 +01:00
Christoph Oelckers
652606f70b
- scriptified A_Explode and relatives.
2018-11-24 19:29:52 +01:00
Christoph Oelckers
5c130737c4
- scriptified A_CustomPunch
2018-11-24 14:48:30 +01:00
Christoph Oelckers
533f66396d
Merge branch 'master' into asmjit
2018-11-17 20:16:03 +01:00
Christoph Oelckers
701b793f24
- fixed parameter mixup with P_CanResurrect.
2018-11-17 16:21:08 +01:00
Christoph Oelckers
94ed30e782
- removed the default parameter handling from all native script functions because it is no longer needed.
2018-11-17 10:03:40 +01:00
Christoph Oelckers
33fb76698b
Avoid using argument count for any kind of decision making in native VM functions.
...
This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.
2018-11-16 15:25:37 +01:00
Major Cooke
b553be153d
Added CanResurrect(Actor other, bool passive)
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- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-13 19:01:56 +01:00
ZZYZX
849d110f10
Fixed sector floor/ceiling actions not triggering in P_XYMovement
2018-11-01 00:05:43 +01:00
Marisa Kirisame
c3894ee348
Exports various resurrection-related functions to ZScript.
2018-10-04 08:59:37 -04:00
alexey.lysiuk
2ae8d39441
Removed all superfluous #include's
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Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Rachael Alexanderson
7416f42b47
- add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies.
2018-01-09 12:34:12 -05:00
Rachael Alexanderson
77617a2757
Merge branch 'master' into qzdoom-merge
2017-07-19 17:32:41 -04:00
Rachael Alexanderson
5918167fb3
- added 'kill baddies' cheat - does the same thing as 'kill monsters' only it ignores friendly monsters
2017-07-19 15:03:27 -04:00
Rachael Alexanderson
0f54d7f854
Merge https://github.com/coelckers/gzdoom
2017-05-17 08:53:34 -04:00
Rachael Alexanderson
a96ef5276d
- Added new flags8 actor field. Isn't it frightening how quickly how we got to our 8th flag field?
...
- Speaking of frightening, added +FRIGHTENING flag.
2017-05-15 19:17:46 +02:00
Rachael Alexanderson
5d11c9962b
Merge commit '8db239d'
2017-04-18 11:33:52 -04:00
Christoph Oelckers
57d703236b
- changed Doom source license to GPL in all subdirectories and fixed missing licenses in a few other files.
2017-04-17 12:27:19 +02:00
Rachael Alexanderson
a15031706d
Merge https://github.com/coelckers/gzdoom
2017-04-12 20:33:38 -04:00
Christoph Oelckers
6599e2c425
- moved the VM types into their own file and only include it where really needed.
2017-04-13 01:12:04 +02:00
Rachael Alexanderson
ff3d3f13c8
- Implement hostile coop for -FRIENDLY players.
2017-03-24 14:59:25 -04:00
Rachael Alexanderson
786c4f01c8
- Monsters no longer search for players who are unfriendly.
2017-03-24 14:59:25 -04:00
Christoph Oelckers
33d36157c8
- moved the blockmap into a substructure of FLevelLocals.
...
This part can certainly improved a lot but the most important thing, grouping all those global variables into one place, is done.
2017-03-17 14:24:21 +01:00
Christoph Oelckers
bd7476fb8d
- untangled r_defs.h from actor.h
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Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00
Christoph Oelckers
12915b5f6e
- use an inventory flag to decide what items are slipped by DF_NO_HEALTH and DF_NO_ARMOR. With all the changes over the last 10 years this had become too spotty.
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- use an enum type for ItemFlags, just like it was done for actor flags. Since the flag word is almost full it may soon be necessary to add a second one and then this kind of security check may become necessary.
2017-02-28 21:45:47 +01:00