Commit graph

1082 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
5df8919b90 Merge branch 'master' into userlights 2019-07-07 08:11:09 +02:00
alexey.lysiuk
1533abcb06 - fixed missing dive and surface player sounds
https://forum.zdoom.org/viewtopic.php?t=65233
2019-07-05 10:13:21 +03:00
Christoph Oelckers
1dcbe43d95 - User definable dynamic lights
This hasn't been tested yet!
2019-06-28 12:35:42 +02:00
Christoph Oelckers
8f00eb54d8 - removed UTF-8 marker. 2019-06-24 05:07:23 +02:00
Rachael Alexanderson
5a77271983 - add missing newline to PrintMiscActorInfo 2019-06-23 21:52:08 -04:00
alexey.lysiuk
ffd464c26c - fixed crash when loading a saved game with unknown class
During serialization, when map shutdown because of unknown class stored inside saved game may occur, level member is not assigned yet to already spawned thinkers
2019-05-30 10:26:06 +03:00
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
f5ad144934 - fixed: air_finished was sometimes checked against level.time, sometimes against level.maptime.
For a per-level effect it needs to always check against level.maptime.
2019-03-30 18:52:32 +01:00
Christoph Oelckers
0febe20a08 - fixed: Unmorphing a monster did not clear its UNMORPHED flag. 2019-03-02 13:15:38 +01:00
Christoph Oelckers
6129f9a9cc - fixed a warning and set NOINITCALL for a few CVARs accessing the current level.
These inits are done at a time when the data isn't even initialized so they will get overwritten anyway.
2019-02-24 10:05:01 +01:00
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
584dae85f4 - fixed: LEVEL_USEPLAYERSTARTZ was checked on the wrong variable. 2019-02-08 19:58:15 +01:00
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
484485f3cf - made the event manager an object so it can be instantiated multiple times. 2019-02-02 10:46:34 +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
202f3d7d80 - changed most places where a player index is calculated by subtracting the player array's base access. 2019-02-01 17:31:11 +01:00
Christoph Oelckers
d358e401ee - removed all access to the consoleplayer variable from the play code
There is one exception in ACS for a net arbitrator check.
Aside from this the bot_observer CVAR was also removed. This was never implemented properly and could stomp upon custom player settings.
2019-02-01 17:02:10 +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
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
e30f116faf - moved bglobal into FLevelLocals
This is still all static data, only the location has changed, but none of the access.
2019-01-30 01:38:18 +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
6451b7d592 - moved the combined compatibility flags into FLevelLocals. 2019-01-29 19:28:22 +01:00
Christoph Oelckers
60873bc5d6 Moved the PointInSector functions into FLevelLocals 2019-01-29 01:30:41 +01:00
Christoph Oelckers
68667e5eaa - moved particle storage into FLevelLocals.
- moved parts of the render setup out of the separate render functions.

Things like particle and polyobject linking were duplicated several times for rendering different things in different renderers.
These things only need to be set up once before the renderer is started so it makes a lot more sense to consolidate them into one place outside the actual rendering code.
2019-01-29 01:09:02 +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
41e576bbb5 - removed the intermediate P_SpawnPlayer inline 2019-01-28 03:02:25 +01:00
Christoph Oelckers
66695ac6a0 - made most of the player spawn spot handliing functions members of FLevelLocals. 2019-01-28 02:44:05 +01:00
Christoph Oelckers
d941dea005 - added a level iterator for operations that need to make changes to all open levels.
Since currently there is only one level, this will obvciously only run once on that level for the time being.

This is mainly used for CCMDs and CVARs which either print some diagnostics or change some user-settable configuration.
2019-01-28 02:41:29 +01:00
Christoph Oelckers
b4acb857ad - the final batch of easy level replacements.
What's left will require a bit more work...
2019-01-27 21:59:19 +01:00
Christoph Oelckers
4d98c10ea3 - let the sound code use the current UI level.
This is what should be audible. To prevent other levels from playing sound, all entry points check whether the sound playing entity belongs to the current UI level.
2019-01-27 19:32:38 +01:00
Christoph Oelckers
ae544fa21f - removed a few direct uses of TThinkerIterator. 2019-01-27 16:15:32 +01:00
Christoph Oelckers
73696e2781 - handled most level references in actorinlines.h and p_mobj.cpp. 2019-01-27 16:08:22 +01:00
Christoph Oelckers
8323524014 - give thinkers a 'level' member and change linking to the chain to happen outside the constructor. 2019-01-27 01:49:20 +01:00
Christoph Oelckers
0a6b6173de - Moved Strife conversation data into FLevelLocals. 2019-01-24 19:53:11 +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
7e9340f3b7 - removed most global references to the tag manager by routing most access to FLevelocals. 2019-01-24 01:40:09 +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
alexey.lysiuk
11958b713e - fixed many compilation errors with GCC and Clang 2019-01-23 20:45:01 +01:00
Christoph Oelckers
3328821a98 - pass 'level' as a parameter to AABBTree. Also renamed a few things to make the code easier to read. 2019-01-06 08:24:04 +01:00
Player701
28531c3f8f - Fixed spawn height of projectiles created by SpawnPlayerMissile. 2019-01-05 18:19:51 +01:00
Christoph Oelckers
7b235ea13e - moved the per-level ACS state into FLevelLocals. 2019-01-05 18:19:35 +01:00
Christoph Oelckers
7b16433e97 - changed FraggleScript setup so that the MapLoader does not use the global level variable anymore.
This involves passing the level explicitly to many functions. What was done here may seem a bit excessive but at least it covers everything.
Most importantly, the global ActiveThinker pointer has been moved into FLevelLocals and is now getting tracked properly by the level without using dangerous assumptions about how the game organizes its data.
2019-01-05 09:40:03 +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
3314a1efe5 - scriptified the remaining PlayerPawn methods. 2019-01-03 14:35:17 +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
23146f1af2 - scriptified PlayerPawn.ResetAirSupply. 2019-01-03 13:04:48 +01:00
Christoph Oelckers
c753d59a72 - scriptified A_SkullPop and ObtainInventory.
These were the last relevant items to access PlayerPawn.InvFirst.
2019-01-03 00:35:56 +01:00