Commit graph

14455 commits

Author SHA1 Message Date
Christoph Oelckers
48d87e3dcf - use TArrays for most buffers being used in the font class. 2018-12-15 11:55:21 +01:00
Christoph Oelckers
cd25b4be4f - use a TArray to store the particles and remove all 16 bit global variables.
This means one less exit function to deal with - and these days 16 bit variables are a pointless attempt at saving space.
2018-12-15 10:04:49 +01:00
Christoph Oelckers
3d0fb6cf90 Merge branch 'master' into Texture_Cleanup 2018-12-15 09:45:26 +01:00
Christoph Oelckers
1187906a61 - use symbolic constants for the light modes. 2018-12-15 09:40:39 +01:00
Christoph Oelckers
15949102da Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-12-15 08:27:32 +01:00
Magnus Norddahl
3af6ae4b37 - add vanilla lightmode that behaves exactly as Doom's original light did 2018-12-15 07:11:28 +01:00
Christoph Oelckers
4d8e8e7741 - enable the texture scalers in software mode.
Currently only implemented for 8 bit in the classic renderer.
2018-12-15 00:38:27 +01:00
Christoph Oelckers
656dbc9647 Merge branch 'master' into Texture_Cleanup
# Conflicts:
#	src/textures/texture.cpp
2018-12-14 22:36:26 +01:00
Christoph Oelckers
013d3e2368 - code simplification. 2018-12-14 22:34:28 +01:00
Christoph Oelckers
f373752b4f - fixed incorrect alignment of scaled world panned textures combined with per-sidedef scaling in the hardware renderer
This particular case incorrectly factored in the sidedef's scaling factor for how to calculate the offset.
Fortunately this is a very rare case - a quick check yielded no maps depending on it.
Should any map surface that depends on this bug a compatibility option may be needed but it doesn't seem likely that this may be the case.
2018-12-14 20:00:44 +01:00
Christoph Oelckers
a19f297ae0 - fixed incorrect alignment of scaled world panned textures combined with per-sidedef scaling in the hardware renderer
This particular case incorrectly factored in the sidedef's scaling factor for how to calculate the offset.
Fortunately this is a very rare case - a quick check yielded no maps depending on it.
Should any map surface that depends on this bug a compatibility option may be needed but it doesn't seem likely that this may be the case.
2018-12-14 19:59:19 +01:00
alexey.lysiuk
4a83f4d251 - disable music playback if WinMM stream cannot be opened
https://forum.zdoom.org/viewtopic.php?t=62888
2018-12-14 15:58:08 +02:00
Christoph Oelckers
e157e36b43 - the texture still needs to be added to the texture manager. 2018-12-14 01:48:53 +01:00
Christoph Oelckers
bd6ba47d63 - fixed: The multipatch texture builder may not store the texture IDs on assignment.
Between creation and resolving the texture manager will resort the textures and after that the old ids are no longer valid. The textures themselves have the correct one, so that should be used.
2018-12-14 01:47:39 +01:00
Christoph Oelckers
1e844336b9 - fixed memory leak with texture creation. 2018-12-14 01:46:26 +01:00
Christoph Oelckers
fc5dd17d77 - fixed 3D floor texture setup.
This code really makes zero sense, it looks like the cases for upper and lower texture should never be entered ever.
2018-12-14 01:31:40 +01:00
Christoph Oelckers
7ffc2f1275 - fixed invalid texture accesses in the software renderer. 2018-12-13 23:25:55 +01:00
Christoph Oelckers
134460bae6 - one final fix. 2018-12-12 20:16:02 +01:00
Christoph Oelckers
01e05c9b70 - now it's correct. 2018-12-12 20:11:09 +01:00
Christoph Oelckers
7ea1e8acee - fixed layer creation. 2018-12-12 20:08:12 +01:00
Christoph Oelckers
173b8beb33 - cleaned out the FHardwareTexture class, now that the translations are finally handled on a higher level. 2018-12-12 18:55:55 +01:00
Christoph Oelckers
c5447f0cdd - continued work on texture management. 2018-12-12 18:39:38 +01:00
alexey.lysiuk
14094ebeb9 - fixed crash on invoking vid_setsize CCMD with one argument 2018-12-12 10:15:53 +02:00
Christoph Oelckers
fb6ee5046c - add the hardware texture container to FTexture.
Currently it does not use the translated entries yet.

# Conflicts:
#	src/hwrenderer/textures/hw_material.cpp
2018-12-12 02:55:11 +01:00
Christoph Oelckers
e6b4c63b99 - More adjustments 2018-12-12 02:52:27 +01:00
Christoph Oelckers
245a8243b0 - separated the savepic texture handler from the regular PNG texture
This was leaking memory with being handled like a regular image texture and also would prevent further changes to the in-game texture handling because the savegame picture was imposing some limitations on FPNGTexture's implementation
2018-12-12 02:03:54 +01:00
Christoph Oelckers
2cf6d213e2 - fixed compile bugs 2018-12-12 01:27:04 +01:00
Christoph Oelckers
8fcc170e8f - add font characters to the texture manager for easier management
These were the only non-transient textures not being handled by the texture manager which complicarted operations that require itrer
2018-12-12 01:25:25 +01:00
Christoph Oelckers
368c788789 - added a 'check only' option to CreateTexBuffer.
This is meant to calculate the content ID without constructing the texture buffer.
2018-12-12 00:46:58 +01:00
Christoph Oelckers
200188b3a4 - FHardwareTextureContainer.
This is essentially a stripped down version of FHardwareTexture, which can exist on the API independent size, and which stores pointers to hardware textures instead of OpenGL texture handles.
2018-12-12 00:34:37 +01:00
Christoph Oelckers
07f87e2542 - changed CreateTexBuffer to return its info in a structure and not as a naked pointer. 2018-12-11 21:06:34 +01:00
Christoph Oelckers
ab624c8c5a Merge branch 'master' into Texture_Cleanup
# Conflicts:
#	src/textures/hires/hqresize.cpp
2018-12-11 20:27:24 +01:00
Christoph Oelckers
f01d1ec072 - must merge before continuing... 2018-12-11 20:26:33 +01:00
Christoph Oelckers
86d851bc5c - minor cleanup and allow FHardwareTexture to restore the old bindings after creating a texture. 2018-12-11 19:56:23 +01:00
alexey.lysiuk
8b46be7686 - print VM stack trace on startup abort exception
https://forum.zdoom.org/viewtopic.php?t=62650
2018-12-11 10:46:56 +02:00
Christoph Oelckers
abd6729d39 - fixed deprecation warnings for member functions not checking the version. 2018-12-11 00:35:22 +01:00
Christoph Oelckers
ad8f484836 - fixed: The JIT compiler crashed on missing ArgFlags.
For ad-hoc Dehacked state functions no ArgFlags are created, in this case they can just be assumed to not be relevant here, because none of these function produces reference arguments.
2018-12-11 00:22:54 +01:00
Christoph Oelckers
5666e4c805 - made camera textures operational again.
Now with proper separation of software rendering logic from the main part of the class.
2018-12-11 00:01:45 +01:00
Rachael Alexanderson
28516c2def - split gl_texture_hqresize into two variables - one for mode, one for multiplier. 2018-12-10 14:25:29 -05:00
Christoph Oelckers
91a8f5cd04 Merge remote-tracking branch 'remotes/origin/master' into Texture_Cleanup
# Conflicts:
#	src/polyrenderer/poly_renderthread.cpp
#	src/swrenderer/r_renderthread.cpp
2018-12-10 18:47:21 +01:00
drfrag666
cbb5f8a0dc - Fixed: the vid_rendermode CVAR could get wrong values. 2018-12-10 07:08:48 -05:00
alexey.lysiuk
6362415054 - fixed return value of native call to dynamic array's Reserve()
https://forum.zdoom.org/viewtopic.php?t=62841
2018-12-10 11:26:46 +02:00
alexey.lysiuk
8a4b8cc2ca - server CVARs can be changed only by settings controller
Initially, settings controller flag was false by default
It was not touched during construction and destruction of player_t instances though
Now, with all members initialized in class definition, this flag must be saved and restored manually

https://forum.zdoom.org/viewtopic.php?t=62830
2018-12-10 10:36:40 +02:00
Christoph Oelckers
91bb7c0641 Let FSkyboxTexture map to the last defined regular texture of the same name instead of its first face
This is normally a better fallback for the software renderer.
2018-12-10 02:56:49 +01:00
Christoph Oelckers
0d07fb2550 Use FImageTexture for thre null texture
FDummyTexture had a big problem: Whenever it was accessed by accident it crashed the app because it wasn't fully implemented.

What it should do is return empty pixels of the given size, and an unextended FImageTexture is doing just that.
2018-12-10 02:50:22 +01:00
Christoph Oelckers
b32aa60760 Made SWPaletteTexture an ImageSource and let it be managed by the texture manager.
This is a lot easier to manage because the palette is just static data that can easily mimic an image.
2018-12-10 02:43:37 +01:00
Christoph Oelckers
4cd60fbe99 - added caching for true color images as well 2018-12-10 02:35:10 +01:00
Christoph Oelckers
2e7bcf9e41 - implemented a proper texture composition cache.
This will mostly ensure that each patch used for composition is only loaded once and automatically unloaded once no longer needed.
So far only for paletted rendering, but the same logic can be used for true color as well.
2018-12-10 01:17:39 +01:00
Christoph Oelckers
796c0fe931 - fixed precaching to consider animations and switches 2018-12-10 01:13:44 +01:00
Magnus Norddahl
f0ce453d47 - workaround pointer truncation bug in asmjit 2018-12-09 17:36:43 +01:00
Christoph Oelckers
5448874c6e - moved image format detection logic from FTexture to FImageSource. 2018-12-09 17:10:51 +01:00
Christoph Oelckers
34884e2756 - base FFontChar1 and FFontChar2 on FImageSource as well.
Now the only textures not being backed by an image source that are actually getting used during normal rendering are the canvas textures.
2018-12-09 16:00:27 +01:00
Christoph Oelckers
9e25025315 - missed this new file. 2018-12-09 15:41:02 +01:00
Christoph Oelckers
4cedbf6cc2 - split between textures and images is complete now.
* split up FMultiPatchTexture into a builder class and the actual image source.
* since images can now be referenced by multiple textures the old redirection mechanism has been removed. It can be done better and less intrusive now. Simple single patch textures already directly reference the underlying patch image now.
* allocate all image source related data from a memory arena. Since this is all static this makes it a lot easier to free this in bulk.
2018-12-09 15:25:56 +01:00
alexey.lysiuk
40f77e5dac - removed erroneous assertion
https://forum.zdoom.org/viewtopic.php?t=62815
2018-12-09 13:00:36 +02:00
alexey.lysiuk
f6bb33787b - fixed Actor.A_StopSound() native call
Wrong function overload was selected by compiler

https://forum.zdoom.org/viewtopic.php?t=62820
2018-12-09 10:13:43 +02:00
Christoph Oelckers
91f7121452 - made some changes to the FImageSource interface that allows forwarding the bRemap0 flag, but do it so that it doesn't permanently alter how the image looks.
In ZDoom this would affect everything using a patch that got used in a front sky layer, even if the texture was totally unrelated. It is only owed to the low usability of such patches for other purposes that this hasn't caused problems.
2018-12-09 08:15:05 +01:00
Christoph Oelckers
583a740441 - separated the image converters from the texture offsets.
Mostly done, except for FMultiPatchTexture and FFontChar1 + 2.
Note that this commit leaks those image objects!
2018-12-09 07:39:05 +01:00
Magnus Norddahl
670d975a33 - moved argsCache out of JitCompiler::CreateFuncSignature 2018-12-08 23:31:55 +01:00
Christoph Oelckers
5eab944157 - started separating the texture class from the image format handlers. 2018-12-08 23:28:35 +01:00
Christoph Oelckers
e35d88e039 - moved some utility code out of FTexture. 2018-12-08 20:44:28 +01:00
Christoph Oelckers
03626107eb - changed multipatch texture composition to always composite off full source images and not do it recursively.
Previously it tried to copy all patches of composite sub-images directly onto the main image.
This caused massive complications throughout the entire true color texture code and made any attempt of caching the source data for composition next to impossible because the entire composition process operated on the raw data read from the texture and not some cacheable image. While this may cause more pixel data to be processed, this will be easily offset by being able to reuse patches for multiple textures, once a caching system is in place, which even for the IWADs happens quite frequently.

Removing the now unneeded arguments from the implementation also makes things a lot easier to handle.
2018-12-08 17:23:15 +01:00
Christoph Oelckers
1e070d27bd - replaced FTexture::FillBuffer 2018-12-08 14:06:16 +01:00
Christoph Oelckers
82bd742ea3 - reworked how the software renderer manages its textures.
* it's no longer the main texture objects managing the pixel buffer but FSoftwareTexture.
* create proper spans for true color textures. The paletted spans only match if the image does not have any translucent pixels.
* create proper warp textures instead of working off the paletted variants.

As a side effect, caching of pixel buffers for texture composition is temporarily disabled, as it management of texture redirections. These things will be reimplemented once things progress further. The existing methods here had their share of serious issues that should be fixed.
2018-12-08 12:42:35 +01:00
Christoph Oelckers
92b722e0ee - don't put mutexes into static local variables.
Their initialization semantics are not safe for synchronization objects.
2018-12-08 11:56:31 +01:00
Christoph Oelckers
e70138a266 - fixed crash with FraggleScript in Nimrod MAP02. 2018-12-07 20:15:02 +01:00
alexey.lysiuk
0dfb0d8427 - fixed broken Z coordinate in Actor.Vec3Angle() native call 2018-12-07 10:20:18 +02:00
Christoph Oelckers
69cc1f831c Renamed FTexture::GetPixels
This was needed to allow refactoring without letting all the other GetPixels get in the way.
2018-12-07 03:35:10 +01:00
Christoph Oelckers
9409843931 - replaced the last access operator, too
Now everything uses a function.
This really wasn't what operators are supposef to be used for.
2018-12-07 03:01:40 +01:00
Christoph Oelckers
42b18e6dfb - Disable PALVERS substitution when true color rendering is active. 2018-12-07 02:53:50 +01:00
Christoph Oelckers
79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
3dc9eab743 Renamed the operator() and [] methods in FTextureManager which take a name
The operators cannot be easily searched for so this makes it hard to do any evaluations on the use of this method.
2018-12-07 02:43:27 +01:00
Christoph Oelckers
9fedecbe60 Renamed FTextureManager::GetTexture to GetTextureID
It doesn't return a texture after all and I want to repurpose the name for something else.
2018-12-07 02:31:30 +01:00
Christoph Oelckers
3491182ac3 - fixed compilation 2018-12-07 02:21:39 +01:00
Christoph Oelckers
bde3558dc2 - moved the bit size variables to FSoftwareTexture
They are only needed by the software rasterizer.
2018-12-07 02:13:11 +01:00
Christoph Oelckers
18c1a3abe5 - make the FWarpTexture class local to the software renderer.
This class has only meaning for software-based warping so it doesn't have to be a part of the FTexture hierarchy.
Making it a subclass of FSoftwareTexture is fully sufficient.
2018-12-07 00:58:37 +01:00
Christoph Oelckers
4c67785c40 - moved the span and swtruecolor creation code into FSoftwareTexture. 2018-12-07 00:04:39 +01:00
Christoph Oelckers
32e245f2b9 - moved the software rendering specific parts of the sky setup to r_skyplane.cpp. 2018-12-06 20:52:03 +01:00
Christoph Oelckers
a4d61e6fb1 - everything compiles again.
As a bonus this already fixes several bugs caused by the botched texture scaling implementation the original texture manager came with.
System cursors are currently disabled because they rely on functionality that needs to be moved to different classes.
2018-12-06 20:12:15 +01:00
alexey.lysiuk
f6561ca23b - fixed native calls to LevelLocals.GetUDMF*() functions
https://forum.zdoom.org/viewtopic.php?t=62774
2018-12-06 17:04:41 +02:00
Rachael Alexanderson
9c023c78a4 - changing vid_scalefactor now always shows current scaling data unless it gets set to "1"
- vid_scaletoheight/width now works in all scaling modes, and can now also scale on custom resolutions directly
2018-12-06 09:20:01 -05:00
Magnus Norddahl
e83af15907 - remove some redundant variables 2018-12-06 04:34:19 +01:00
Magnus Norddahl
2aefeb6401 - Use static ifs (C++11 version of them, anyhow) for the triangle draw function 2018-12-06 03:10:14 +01:00
Christoph Oelckers
6eab4a882c - narrowing down the public interface of the texture class
Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Christoph Oelckers
e22e249287 - this "genuine hack" was totally redundant... 2018-12-06 00:34:17 +01:00
Christoph Oelckers
aef882c137 - more direct native stuff, this is a week old but was almost forgotten. 2018-12-06 00:28:05 +01:00
Christoph Oelckers
e01306d403 - missed one definition for adding a direct native call. 2018-12-06 00:17:07 +01:00
Christoph Oelckers
494a113920 - 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.
2018-12-05 20:10:44 +01:00
Christoph Oelckers
2e7e6cba9d - scriptified P_CheckMeleeRange2. 2018-12-05 18:58:15 +01:00
Christoph Oelckers
e4e86dd4f8 - fixed: Direct native functions for the JIT compiler may not return bool.
A bool will only set the al register on x64, but the entire eax needs to be set for the JIT code to deal with it.
2018-12-05 18:41:19 +01:00
Christoph Oelckers
de5ab0b4b6 - deprecated a few functions that depend on AAPTR_* to be useful. 2018-12-05 18:33:59 +01:00
alexey.lysiuk
b8c4a506a7 - fixed linking of optimized targets
CMakeFiles/zdoom.dir/r_utility.cpp.o: In function `R_SetupFrame(FRenderViewpoint&, FViewWindow&, AActor*)':
/home/travis/build/coelckers/gzdoom/src/r_utility.cpp:832: undefined reference to `AActor::GetCameraHeight() const'
CMakeFiles/zdoom.dir/g_shared/a_action.cpp.o: In function `A_Unblock(AActor*, bool)':
/home/travis/build/coelckers/gzdoom/src/g_shared/a_action.cpp:64: undefined reference to `AActor::GetDropItems() const'
2018-12-05 18:10:22 +02:00
Christoph Oelckers
148d75251f - fix it 2018-12-05 17:41:25 +01:00
Christoph Oelckers
eb282c0d11 Merge branch 'master' of https://github.com/coelckers/gzdoom
# Conflicts:
#	src/scripting/vmthunks_actors.cpp
2018-12-05 17:34:53 +01:00
Christoph Oelckers
6c9d0b166a Added direct native entry points to a larger number of functions. 2018-12-05 17:34:11 +01:00
alexey.lysiuk
101ebe1731
- fixed linking of optimized POSIX targets
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance2DSquared(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x6ab): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance3DSquared(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x75f): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Vec3To(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x850): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Vec2To(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x930): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_DistanceBySpeed(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0xa00): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o:vmthunks_actors.cpp:(.text+0xad3): more undefined references to `AActor::PosRelative(AActor const*) const' follow
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_PosRelative(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x1200): undefined reference to `AActor::PosRelative(sector_t*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_ClearInterpolation(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x127d): undefined reference to `AActor::ClearInterpolation()'
vmthunks_actors.cpp:(.text+0x1298): undefined reference to `AActor::ClearInterpolation()'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_GetBobOffset(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x135a): undefined reference to `AActor::GetBobOffset(double) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance2D(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x222b): undefined reference to `AActor::PosRelative(AActor const*) const'
2018-12-05 10:25:07 +02:00
Christoph Oelckers
a846ed391e - fixed: ST_FormatMapName did not clear the string it wrote to before appending text. 2018-12-05 08:29:39 +01:00
Christoph Oelckers
5e1fc45816 fixed missing include. 2018-12-05 08:22:24 +01:00
Christoph Oelckers
2f2ce8126b - fixed definition of GetUDMFString export. 2018-12-05 08:18:07 +01:00
Rachael Alexanderson
0d891b6289 - Enforce CheckCheatmode() for cheat-enforced CVARs, allowing them to be changed in normal single player games 2018-12-05 00:21:39 +01:00
Christoph Oelckers
33db5792b4 - moved a large part of the VM thunks out of p_mobj.cpp. 2018-12-05 00:21:16 +01:00
Christoph Oelckers
a3265c2963 - more direct native entry points. 2018-12-04 23:12:16 +01:00
Christoph Oelckers
3b5ce4ecca - fixed: SBar_SetClipRect had a superfluous argument resulting in incorrect behavior 2018-12-04 19:14:14 +01:00
Christoph Oelckers
e928b94ab2 - missed the header... 2018-12-04 18:53:12 +01:00
Christoph Oelckers
d0f037d14f - the native APlayerPawn::PlayAttacking2 function is not needed anymore. 2018-12-04 18:51:03 +01:00
Christoph Oelckers
8025f02935 - fix bad return type. 2018-12-04 18:47:03 +01:00
Christoph Oelckers
d7da2d838f - handle JIT errors in a more user-friendly fashion than aborting.
* use I_Error instead of I_FatalError to abort. I_FatalError is only for things that are not recoverable and should not be handled outside of error cleanup and rethrowing.
* only catch CRecoverableError in JitCompile. Everything else should fall through to the outermost catch block.
* Do not I_FatalError out after handling the exception locally. Just print an error and return null, indicating failure.
2018-12-04 18:45:07 +01:00
Christoph Oelckers
45d7e5a038 - scriptified ASpecialSpot.
This only had two simple native methods so the class is not fully scripted.
2018-12-04 18:21:48 +01:00
Christoph Oelckers
de9805d5c7 - treat REGT_STRING | REGT_ADDROF just like REGT_STRING for direct native functions.
Both pass a reference so there's no need to treat them differently.
2018-12-04 18:21:00 +01:00
Christoph Oelckers
062528e0e2 - more direct native function calls. 2018-12-04 18:16:01 +01:00
Christoph Oelckers
5e4b366724 Removed all native components from AInventory. 2018-12-04 18:06:09 +01:00
Christoph Oelckers
d66516ec82 - scriptified A_SpawnSingleItem, which was the last piece of native code still referencing AInventory 2018-12-04 17:55:45 +01:00
Christoph Oelckers
2459b27895 - scriptified A_SelectWeapon and inlined the last remaining use of APlayerPawn::SelectWeapon. 2018-12-04 17:41:55 +01:00
Christoph Oelckers
44e43c48b5 - scriptified A_SelectWeapon 2018-12-04 17:31:25 +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
cd563cc4db Removed more literal references to AInventory. 2018-12-04 17:00:48 +01:00
Christoph Oelckers
3d28006eda - started removing literal references of AInventory, so far only simple stuff. 2018-12-04 00:41:39 +01:00
Christoph Oelckers
a573c63f60 - removed all direct access to AInventory's members.
We are getting closer to make class Inventory fully scripted.
2018-12-04 00:22:26 +01:00
Magnus Norddahl
14919f49ec - gcc/clang didn't like having this in a class 2018-12-03 23:39:03 +01:00
Magnus Norddahl
ae44b936eb - add bool and unsigned int to the allowed types
- fix one case where floats were used (the JIT always calls with doubles)
2018-12-03 23:09:23 +01:00
Magnus Norddahl
ba0c7652eb - perform compile time validation of direct native function signatures 2018-12-03 22:59:56 +01:00
Magnus Norddahl
5d9784f215 - fix VM native calls containing strings and enable them again 2018-12-03 21:58:01 +01:00
Magnus Norddahl
4f078dfcb3 - fix compile error 2018-12-03 21:57:07 +01:00
Magnus Norddahl
3ac2e74f1c - GetInventoryIcon must return an integer for it to work for VM native calls 2018-12-03 21:56:06 +01:00
Christoph Oelckers
7df8245102 - added missing min/max unsigned instructions for the VM. 2018-12-03 21:12:39 +01:00
Rachael Alexanderson
493ff5f089 - always apply vid_scalefactor now, even when vid_scalemode is not 0 or 1. 2018-12-03 13:38:18 -05:00
Christoph Oelckers
b6d0492478 - 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.
2018-12-03 18:51:24 +01:00
Christoph Oelckers
6faeadaceb - hardened the seg integrity checks against extremely broken mods.
Temple of the Lizardmen 3 has segs lumps in every level that seem to use a different data format and are completely unusable, up to triggering undefined behavior.
2018-12-03 18:10:36 +01:00
Christoph Oelckers
1b07bded47 - fixed: The static variant of PClass::FindFunction may only be used for actual static variables. 2018-12-03 17:41:05 +01:00
Christoph Oelckers
0e095b0c05 - removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code. 2018-12-03 17:41:05 +01:00
Christoph Oelckers
53291b0abf Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-12-03 15:54:09 +01:00
Christoph Oelckers
40a67b8c9a - fixed issues with Dehacked's ad-hoc script code generation
* The functions had no prototype and caused crashes.
* even after creating a prototype it didn't work because CreateAnonymousFunction was set up incorrectly for the case where a known return type was given.
2018-12-03 12:24:55 +01:00
Magnus Norddahl
1e30bc72fe - compare against the thing renderstyle since the local copy has been modified 2018-12-03 11:10:40 +01:00
Magnus Norddahl
4604c9379c - disable alpha test on models if the renderstyle isn't STYLE_Normal 2018-12-03 10:46:28 +01:00
Christoph Oelckers
39d90d022b - made the BUddha checks readable again. 2018-12-03 09:48:05 +01:00
Christoph Oelckers
d7bb1726ab - fixed compile warning 2018-12-03 09:14:11 +01:00
Christoph Oelckers
099b278f18 - removed assert that got triggered in an edge case that must pass here. 2018-12-02 23:35:18 +01:00
Christoph Oelckers
d222e82bbc - implemented missing 'exact' parameter for ThinkerIterator.Next. 2018-12-02 23:15:34 +01:00
Christoph Oelckers
bfcd714186 - started replacing direct references to class AInventory.
The easiest part was the type checks which could be changed to the name variant with a global search and replace.
2018-12-02 21:35:55 +01:00
Major Cooke
6fd3bea38c - fixed: P_PoisonPlayer and P_PoisonDamage did not check for NODAMAGE.
- fixed: P_PoisonDamage's check for Buddha2 and the Buddha powerup were inverted.
- fixed: P_PoisonDamage checked the modified damage instead of the raw, allowing amplifiers to boost the damage beyond telefrag and circumventing regular buddha.
2018-12-02 21:14:22 +01:00
Christoph Oelckers
807df33e1a - 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.
2018-12-02 20:58:15 +01:00
Magnus Norddahl
d88d173b38 - ptest is a SSE 4.1 instruction 2018-12-02 20:44:36 +01:00
Christoph Oelckers
2e383073e8 - 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.
2018-12-02 19:45:45 +01:00
Christoph Oelckers
3182569fb8 - 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.
2018-12-02 18:43:38 +01:00
Christoph Oelckers
93f91d1039 - scriptified P_DropItem. 2018-12-02 18:31:18 +01:00
Christoph Oelckers
a5fc26b37c - scriptified the no-spawn flag check for armor and health items. 2018-12-02 18:04:44 +01:00
Christoph Oelckers
319f8743db - consolidated the check for "is actor an owned inventory item" into a subfunction.
This check occured 9 times in the source, better have it only once.
2018-12-02 16:53:12 +01:00
Christoph Oelckers
ee08412e49 - scriptified G_PlayerFinishLevel.
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2018-12-02 16:26:02 +01:00
Christoph Oelckers
719598aae4 - scriptified AActor::ClearInventory 2018-12-02 15:24:44 +01:00
Christoph Oelckers
2cb0b2db87 - took the last methods aside from Tick and Serialize out of AInventory. 2018-12-02 14:56:10 +01:00