Commit graph

601 commits

Author SHA1 Message Date
Christoph Oelckers
2a16fb9d28 - moved most remaining playsim code into its proper folder. 2019-07-14 13:59:16 +02:00
Christoph Oelckers
1dcbe43d95 - User definable dynamic lights
This hasn't been tested yet!
2019-06-28 12:35:42 +02:00
alexey.lysiuk
f5d80d0d8b - made setting actor TID more explicit
Now it's no longer possible to manipulate TID hash from arbitrary location
For example, this prevents linking of destroyed object into the hash
TID member is still public but writing to it is limited to a few very specific cases like serialization and player traveling between levels

https://forum.zdoom.org/viewtopic.php?t=64476
2019-05-10 11:49:57 +02:00
Christoph Oelckers
ac9133eda0 - fixed radius use in dynamic light traversal for models. 2019-04-19 08:23:08 +02:00
Major Cooke
acc510dfb3 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.
2019-02-08 20:07:49 +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
de24fc2c88 - do not call renderer code directly to reset the view interpolation
The playsim really has no idea what the renderer is supposed to do here and the current system has some serious issues that eventually need addressing. So it is better to just set a flag that an actor needs to have its view interpolation reset if being used as a camera and let the render code deal with it.

This will keep the playsim clean of future changes to this feature.
2019-02-01 12:03:36 +01:00
Christoph Oelckers
e3eaa5964d - removed v_video.h include from portals.h
This has no business in a play related file which also made no use of it.
2019-02-01 00:30:21 +01:00
Christoph Oelckers
ddab2c3e78 - removed the playernum parameter from CheckLocalView
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.

In particular, this makes no real sense in case of secondary maps where it should always return false.
2019-01-31 03:29:25 +01:00
Christoph Oelckers
78b7b64237 - replaced all TThinkerIterators except one that probably won't be relevant anymore as things progress. 2019-01-30 00:27:05 +01:00
Christoph Oelckers
60873bc5d6 Moved the PointInSector functions into FLevelLocals 2019-01-29 01:30:41 +01:00
Christoph Oelckers
259ae41774 - 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.
2019-01-28 20:15:48 +01:00
Christoph Oelckers
ba114f6f23 - give the hardware renderer's drawinfo its own level pointer 2019-01-25 01:26:16 +01:00
Christoph Oelckers
3cef56249d - moved most functions of portals.cpp into FLevelLocals.
Much of this is used during level init and needs to be independent of the current level.
2019-01-25 00:30:55 +01:00
Christoph Oelckers
0e5986769e - moved the tid hash into FLevelLocals and adjusted the interface to the iterators. 2019-01-24 19:28:40 +01:00
Christoph Oelckers
65750bd7bf Wrap all iterator calls in the map loader into FLevelLocals methods.
This should later be done for everything else as well, but the map loader should really be free of global dependencies ASAP.

Also replace TThinkerIterator<AActor> with FThinkerIterator globally because this only adds pointless type checks - with all actor subclasses being scripted this class has become redundant.
2019-01-24 00:43:43 +01:00
Christoph Oelckers
ac7a9183aa - re-applied the changes for p_spec.cpp
This is mostly map loader code which really should not operate on the global level.
2019-01-24 00:02:51 +01:00
Christoph Oelckers
9521b6cd1f - 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.
2019-01-03 22:05:49 +01:00
Christoph Oelckers
c18e895272 - exported all native components of APlayerPawn.
Only the class definition itself remains and needs to be taken care of.
2019-01-03 18:01:58 +01:00
Christoph Oelckers
2258a71c36 - took several methods out of the native PlayerPawn implementation, either by scriptification or moving them to other places. 2019-01-03 13:59:46 +01:00
Christoph Oelckers
d654e02dea - 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.
2019-01-01 19:35:55 +01:00
Ijon
d2d684a35a Add NOFRICTION and NOFRICTIONBOUNCE flags
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
c58f5095d9 - fixed sprite sorting in the hardware renderer.
This did no longer sort sprites in the same position reliably since the feature to render sprites which only partially are inside a sector was added.
With this, sprites in the same position are no longer guaranteed to be added to the render list in sequence.
Fixed by adding an 'order' field to AActor which gets incremented with each spawned actor and reset when a new level is started.

The software renderer will also need a variation of this fix but its data no longer has access to the defining actor when being sorted, so a bit more work is needed here.
2018-12-24 10:18:58 +01:00
Christoph Oelckers
462fe891bd - 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. 2018-12-18 20:38:25 +01:00
Christoph Oelckers
6c9d0b166a Added direct native entry points to a larger number of functions. 2018-12-05 17:34:11 +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
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
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
5c647de70c - moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory. 2018-12-01 17:46:20 +01:00
Christoph Oelckers
7b63e088e1 - moved the GetBlend script call to the one single place where it is needed to get rid of one native AInventory method. 2018-12-01 17:21:20 +01:00
Christoph Oelckers
7301bbc58e - scriptified GiveAmmo and the one remaining piece of native code still using it. 2018-12-01 17:20:23 +01:00
Christoph Oelckers
09129e0113 - scriptified UseInventory and several functions using the already scriptified ones, 2018-12-01 17:17:08 +01:00
Christoph Oelckers
023efc7685 - scriptified RemoveInventory and Inventory.OnDestroy. 2018-12-01 17:09:23 +01:00
Christoph Oelckers
eb47fb9adc - 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.
2018-12-01 17:07:09 +01:00
Christoph Oelckers
a426655d61 - scriptified AddInventory. 2018-12-01 17:03:58 +01:00
Christoph Oelckers
b26b16e4b7 Merge remote-tracking branch 'remotes/origin/master' into asmjit 2018-11-30 21:29:12 +01:00
Christoph Oelckers
a0c0e8bdfe Merge remote-tracking branch 'remotes/origin/weapon_scriptification' into asmjit
# Conflicts:
#	src/g_inventory/a_pickups.cpp
2018-11-30 21:28:44 +01:00
Player701
b79e3f8904 - Added a flag to make bouncing objects disappear when hitting sky surfaces 2018-11-30 18:53:57 +01:00
Player701
927d333063 - Exported AActor::Grind to ZScript. 2018-11-29 23:46:47 +01:00
Christoph Oelckers
00a48b09e5 - 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.
2018-11-25 08:16:18 +01:00
Christoph Oelckers
7012179904 - moved MarkPrecacheSounds completely to the script side and added native support to make this a usable feature. 2018-11-25 07:43:05 +01:00
Christoph Oelckers
47138b748a Make BounceFlags 32 bit wide. 2018-11-15 16:53:19 +01:00
Cacodemon345
07838f4c2a BOUNCEONUNRIPPABLES flag; makes actors bounce on actors with DONTRIP flag 2018-11-15 12:47:57 +01:00
ZZYZX
d85e5afdfb Destructible geometry - minor fixes and 3D floor support 2018-11-07 00:12:37 +01:00
Christoph Oelckers
c28f001cb2 Merge branch 'sections' 2018-11-06 23:50:16 +01:00
Christoph Oelckers
d7db00d92e - sector rendering refactoring for sections - work in progress. 2018-11-05 01:01:48 +01:00
Christoph Oelckers
0deb388a75 - automatically create sections and store them with the level data.
- added subsector indexing to sections.

This is needed for finding a section from a point.
2018-11-04 22:19:11 +01:00
Player701
56f76a141e - Added a function to get the actor's age in ticks. 2018-11-04 19:58:57 +01:00
Player701
a6dbfcf9c2 - Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-04 19:58:57 +01:00
ZZYZX
849d110f10 Fixed sector floor/ceiling actions not triggering in P_XYMovement 2018-11-01 00:05:43 +01:00