Commit graph

1390 commits

Author SHA1 Message Date
PaulyB
245326b5ac Added Armor to Hexen fullscreen display
Since the armor icon is much larger than the flask icon, both have been moved to the right slightly
2019-09-11 00:27:25 +02:00
PaulyB
52a9b9d600 Wrong offset on Fighter's Fist 2019-09-10 23:04:56 +02:00
alexey.lysiuk
3081dbca13 - removed useless conditions from options menu 2019-09-08 10:11:23 +02:00
alexey.lysiuk
015f57ed52 - fixed VM abort when entering search menu
https://forum.zdoom.org/viewtopic.php?t=65833
2019-09-08 10:11:21 +02:00
Christoph Oelckers
9097f23286 - the Doom status bar has been partially virtualized to allow overriding specific parts of it, most notably the ammo display
# Conflicts:
#	wadsrc/static/zscript/ui/statusbar/doom_sbar.zs
#	wadsrc/static/zscript/ui/statusbar/harm_sbar.zs
2019-09-08 00:08:50 +02:00
Christoph Oelckers
358718de05 - 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.

# Conflicts:
#	src/fragglescript/t_func.cpp
#	src/g_inventory/a_keys.cpp
#	src/p_acs.cpp
#	src/p_mobj.cpp
#	src/p_user.cpp
#	src/r_data/r_interpolate.cpp
#	src/r_data/r_interpolate.h
2019-09-02 21:17:19 +02:00
alexey.lysiuk
79eadafa6b - fixed initial setup for dynamic light actors
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them

https://forum.zdoom.org/viewtopic.php?t=65683
2019-09-02 13:58:49 +02:00
Alexander
9f8241865b add empty line after standard options
Rationale:
When a mod adds a custom option menu, it adds a space before it, like this:
```
AddOptionMenu OptionsMenu
{
  StaticText ""
  Submenu "$MYTITLE", MyOptions
}
```
to prevent custom option menu being in the same block as the last entries in the
standard options list. It's okay.

But when more than one such mod is loaded, each one of them adds a space before
their option menu entry, and Options Menu becomes unnecessary bloated.

This simple edit allows mods to not add a space, still be separated from
standard options.
2019-09-01 00:09:18 +02:00
PaulyB
955c71c773 Level compatibility additions for Scythe 2 and Hell Revealed
# Conflicts:
#	wadsrc/static/zscript/level_compatibility.zs
2019-09-01 00:09:11 +02:00
PaulyB
016d7e5293 Fix typo in Heretic status bar 2019-08-31 10:08:25 +02:00
Rachael Alexanderson
df2eab612d - oops, this didn't get through 2019-08-26 00:51:44 +02:00
PaulyB
8e78f973d0 Let Hexen Cleric and Mage use unique health chains
- (changed slightly by Rachelle)

Hexen's characters incorrectly only used the Fighter's health chain previously.
2019-08-26 00:51:43 +02:00
drfrag
45abf1a5c9 - Added support for up to 4 DirectInput joysticks at the same time for fake splitscreen. But with more than 32 buttons per device they will overlap as before and you'll get wrong labels. 2019-08-21 14:06:29 +02:00
Marisa Kirisame
b08ba350d3 Allow custom status bars to override notifications, centered prints and chat prompt.
# Conflicts:
#	src/c_console.cpp
#	src/ct_chat.cpp
2019-08-20 13:06:52 +02:00
Rachael Alexanderson
7adda0e47a - fix a couple issues with sigil.wad:
- e5m2: floating skulls disappear on lower skill levels
- e5m4: the platform with the baron of hell that led to the invulnerability secret had a missing texture
2019-08-11 14:32:37 +02:00
Christoph Oelckers
d13499d2b7 - fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
2019-08-11 14:28:51 +02:00
alexey.lysiuk
e4ef998dc2 - exposed Append() method to ZScript dynamic array
https://forum.zdoom.org/viewtopic.php?t=65570
2019-08-11 00:09:51 +02:00
Christoph Oelckers
994bdc0b03 - fixed: Do not use BasicArmor's save percentage when no armor present.
This function is only for the Hexen status bar and printed incorrect values.
2019-08-10 12:47:57 +02:00
Christoph Oelckers
1161a17f00 - do not blur the background for portrait-less conversations.
- Fixed the mHasBackdrop flag. (drfrag)

# Conflicts:
#	wadsrc/static/zscript/ui/menu/conversationmenu.zs

# Conflicts:
#	src/menu/menu.cpp
2019-08-10 12:47:41 +02:00
drfrag
61bd1d614a - More fake generic font support. 2019-08-08 00:39:22 +02:00
drfrag
25c890d91c - Fixed bad return value. 2019-08-07 13:42:03 +02:00
Christoph Oelckers
78fa0a6f95 - added option to print a map author's name on the summary screen
For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.

# Conflicts:
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
#	src/gi.cpp
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-08-06 18:46:23 +02:00
Christoph Oelckers
2b51e8d5dd - allow the language table to supersede the title patches, if appropriate
For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.

This also required removing the 'en' label from the default table,  because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.

Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.

# Conflicts:
#	src/g_hub.cpp
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
#	src/gi.h
#	src/p_setup.cpp
#	src/stringtable.cpp
#	src/stringtable.h
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
#	wadsrc_extra/static/iwadinfo.txt

# Conflicts:
#	src/gi.h
#	wadsrc_extra/static/iwadinfo.txt
2019-08-06 17:13:21 +02:00
Blue Shadow
b9a9e3f8b7 - moved GetSaveAmount() from the base armor class 2019-08-05 13:29:02 +02:00
Blue Shadow
80c561a056 - fixed buggy ArmorFactor behavior when set to a value other than 1.0 2019-08-05 13:29:01 +02:00
Christoph Oelckers
070dde2e2b - made adjustments to the text placement on the summary screen.
With extended fonts much of the old code did not work anymore, this needed more precise checks for the sources of the printed texts.

Without the adjustments, just added GetMaxAscender for compatibility. (drfrag)

# Conflicts:
#	src/gamedata/fonts/font.cpp
#	src/scripting/vmthunks.cpp
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-08-05 13:28:43 +02:00
drfrag
865d1581dd - Extended the fake generic font support for the dialogue system. 2019-07-27 12:56:32 +02:00
alexey.lysiuk
c7516a0fc5 - added ability to specify display duration of subtitles
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box

https://forum.zdoom.org/viewtopic.php?t=65379
2019-07-26 21:59:43 +02:00
Christoph Oelckers
768959af45 - fixed: The numcommands value in A_KoraxCommand needs to be decremented by one because the max parameter of the random function is inclusive. 2019-07-26 14:15:57 +02:00
Major Cooke
7f5a2d3a11 Added A_SoundPitch and an optional pitch parameter to A_PlaySound and S_Sound.
- Note: Because sound channels are not in zscript, there's no way to modify a sound made by S_Sound.

# Conflicts:
#	src/s_sound.cpp
#	wadsrc/static/zscript/base.zs
2019-07-25 00:06:12 +02:00
Christoph Oelckers
136e828de9 - use proper interface calls to give the initial BasicArmor to the player.
The old code didn't check if giving the item was proper and just went ahead adding it to the inventory unconditionally.
2019-07-18 14:30:09 +02:00
alexey.lysiuk
f38c83f96c - added PSprite.bMirror flag to ZScript class definition
https://forum.zdoom.org/viewtopic.php?t=65372
2019-07-18 14:30:05 +02:00
Rachael Alexanderson
264f1d875f - add +ZDOOMTRANS to BFGExtra in order to force classic transparency per user setting. 2019-07-18 13:57:59 +02:00
Christoph Oelckers
e51f9a6c13 - allow setting the font used for the status screen's content text.
But only works partially for Raven games (hacked). (drfrag)

# Conflicts:
#	src/gi.cpp
#	wadsrc/static/mapinfo/chex.txt
#	wadsrc/static/mapinfo/doomcommon.txt
#	wadsrc/static/mapinfo/heretic.txt
#	wadsrc/static/mapinfo/hexen.txt
#	wadsrc/static/mapinfo/mindefaults.txt
#	wadsrc/static/mapinfo/strife.txt
#	wadsrc/static/zscript/ui/statscreen/statscreen_sp.zs
#	wadsrc_hacxextra/static/zmapinfo.txt
2019-07-18 13:22:44 +02:00
Christoph Oelckers
65a054ba88 - implemented subtitle display for Blackbird's voiceover messages.
# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-07-18 12:33:48 +02:00
drfrag
02ee44772c - fake VGA font support to the MessageBoxMenu class 2019-07-17 23:58:12 +02:00
drfrag
8c941ba1cf - A few more missing things for compatibility.
# Conflicts:
#	wadsrc/static/language.enu
2019-07-17 23:58:09 +02:00
drfrag
b702a5a514 - fake generic font support for the dialogue system. 2019-07-17 23:49:47 +02:00
Christoph Oelckers
26863bfd94 - tested and fixed the attachable lights.
# Conflicts:
#	src/g_shared/a_dynlight.cpp
2019-07-17 17:53:43 +02:00
Christoph Oelckers
0c4fc385cc - User definable dynamic lights
This hasn't been tested yet!

# Conflicts:
#	src/g_shared/a_dynlight.h

# Conflicts:
#	src/g_shared/a_dynlightdata.cpp
2019-07-17 17:51:28 +02:00
drfrag
3000e15aec - Adjustments to the new player setup menu. 2019-07-16 01:53:29 +02:00
drfrag
a66bb6ad16 - Cosmetic changes. 2019-07-15 20:38:44 +02:00
Christoph Oelckers
f77336b25c - fixed: The color sliders in the player setup menu may not be selected when inactive. 2019-07-15 20:38:29 +02:00
Christoph Oelckers
ce7920727c - removed debug output. 2019-07-15 20:38:28 +02:00
Christoph Oelckers
2577c0843e - adjustments to the player menu so that the display isn't cut off on the smallest screen sizes. 2019-07-15 20:38:26 +02:00
Christoph Oelckers
bba2854796 - reimplemented new player setup menu as an OptionsMenu.
This is both for consistency and better localizability. The old code is retained to ensure that mods inheriting from the old menu continue to work.

# Conflicts:
#	src/menu/menudef.cpp
#	src/namedef.h
#	wadsrc/static/zscript/ui/menu/optionmenu.zs
2019-07-15 20:37:36 +02:00
Christoph Oelckers
3700b0c7b8 - replaced the procedural backdrop texture with some warped noise texture.
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.

# Conflicts:
#	src/CMakeLists.txt
#	src/textures/backdroptexture.cpp
#	src/v_2ddrawer.cpp
2019-07-15 19:55:51 +02:00
drfrag
1d77f880a4 - Fixed hack: CanPrint must return 0 or it'd signal to the mods that NO FONT can print the text (what Graf said). 2019-07-11 14:07:47 +02:00
drfrag
e5f7bf068c - Some ugly hackery to try to make it more compatible. 2019-07-11 14:07:20 +02:00
Christoph Oelckers
d14a48f8f4 - use BigUpper font for option menu captions.
# Conflicts:
#	src/gamedata/fonts/v_font.cpp

There's actually no BigUpper font here. (drfrag)
2019-07-11 13:24:40 +02:00
drfrag
08cd080597 - Added DrawOptionText function for the options menu. 2019-07-10 23:04:40 +02:00
drfrag
a6429a1ae1 - Added some dummy functions for the option menu. 2019-07-10 22:59:53 +02:00
Major Cooke
7bf370dd63 'Fixed' spacing. 2019-07-03 21:48:06 +02:00
Major Cooke
dfe8f19dd5 Added RenderUnderlay.
- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.

# Conflicts:
#	src/events.cpp
#	src/events.h
2019-07-03 21:48:01 +02:00
Erick Tenorio
ce0b4b1ead - DOOM2.WAD fixes 2019-07-02 14:50:15 +02:00
Kevin Caccamo
3923a92f11 Expand UDMF and ZScript API for side's own additive colors
Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF 
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is 
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
2019-06-23 14:11:08 +02:00
Kevin Caccamo
2c08a77f2c Minor fixes for additive colour ZScript API
Sector.SetAdditiveColor actually called Sector.SetSpecialColor
Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.
2019-06-23 14:11:06 +02:00
Kevin Caccamo
6ae47bad88 Rework implementation as per the new specification
The new specification is more flexible, and allows assigning additive
colors to individual parts of a sector (walls, sprites, flats) and even
individual parts of a side (top, middle, bottom)

Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript

# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/hwrenderer/scene/hw_walls.cpp
#	src/hwrenderer/scene/hw_weapon.cpp

# Conflicts:
#	src/gl/scene/gl_walls_draw.cpp
#	src/gl/scene/gl_weapon.cpp
#	src/hwrenderer/scene/hw_flats.cpp
#	src/r_defs.h
2019-06-23 14:10:41 +02:00
Kevin Caccamo
575b660b20 Rename ColorAdd to AddColor, and use it ingame
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel

# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/hwrenderer/scene/hw_flats.cpp
#	src/hwrenderer/scene/hw_renderstate.h
#	src/hwrenderer/utility/hw_draw2d.cpp

# Conflicts:
#	src/gl/scene/gl_flats.cpp
#	src/hwrenderer/scene/hw_flats.cpp
2019-06-23 11:45:03 +02:00
alexey.lysiuk
b0ac9e66a7 - switched to unconditional level exit in scriptified actors
Action special may not work properly in a very specific setup
E.g., exit to the next level within a hub via boss brain death was broken
2019-06-17 22:03:32 +02:00
alexey.lysiuk
8735dd18ad - exported unconditional level exit to ZScript
Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map
A few scriptified actors require a bypass of these conditions in order to work properly
2019-06-17 22:03:28 +02:00
Alexander
b19284cea9 localize custom menu titles in option search results 2019-06-13 15:54:19 +02:00
drfrag
4e3f294453 - Extended fake Shape2D. 2019-06-10 20:07:47 +02:00
Blue Shadow
6b3a7ace0b - fixed PlaySpawnSound call in A_ThrowGrenade 2019-06-05 12:47:03 +02:00
Christoph Oelckers
38fd06656d - made the colorset names and the texts in the color picker localizable.
# Conflicts:
#	wadsrc/static/language.csv
2019-05-19 20:40:22 +02:00
drfrag
59633d8c72 - Changed deprecations. 2019-05-14 20:10:58 +02:00
alexey.lysiuk
1577da4186 - fixed deprecation warnings in core scripts
Actually no warnings here (drfrag)

# Conflicts:
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-05-14 20:07:55 +02:00
Player701
f55ad14663 Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString (#810)
* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString

* - added underlying type declaration for EMonospacing

* - replaced "#include v_video.h" with a declaration of EMonospacing
2019-05-14 19:50:43 +02:00
Christoph Oelckers
a6491c71b5 - added monospacing support to Screen.DrawText and its native counterparts.
# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
#	src/v_draw.cpp
#	src/v_video.h

Without the HUD modifications. (drfrag)

# Conflicts:
#	src/v_draw.cpp
#	wadsrc/static/zscript/base.zs
2019-05-14 19:50:25 +02:00
Player701
405ece578a - Added "const" qualifiers to the new UTF-8-aware string methods 2019-05-14 19:39:09 +02:00
Christoph Oelckers
0c36ab0651 - added CharUpper and CharLower functions to ZScript.
These, like MakeUpper and MakeLower, use the internal Unicode case conversion tables.

# Conflicts:
#	src/scripting/vmthunks.cpp
2019-05-14 19:37:49 +02:00
Christoph Oelckers
1e0228c13a - added Unicode aware MakeUpper/MakeLower functions to FString and ZScript's String and deprecated ToUpper/ToLower because their semantics did not allow fixing them. 2019-05-14 19:37:47 +02:00
Christoph Oelckers
6caf1f60c6 - added some UTF-8 utilities to FString.
This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
2019-05-14 19:35:21 +02:00
Alexander
73a0275cf6 option search improvements
1. Top-level menu names are now properly handled.
2. Changing "Any or All terms" option now immediately updates the results.
3. Reformatted menu.zs to have tabs instead of spaces.
2019-05-14 19:01:25 +02:00
Alexander
dc666203b7 added option search menu
# Conflicts:
#	src/g_cvars.cpp
#	wadsrc/static/menudef.txt

# Conflicts:
#	src/menu/menu.cpp
2019-05-14 18:59:10 +02:00
Christoph Oelckers
cf818fbe10 - changed zstrformat to allow %c to emit non-ASCII characters as UTF-8. 2019-05-14 17:38:45 +02:00
Christoph Oelckers
0153a42240 - fixed issues with text entering
* entering a savegame description did not work anymore
* the length check was too restrictive and always underestimated the available space
* use the console font for entering a savegame description. This has more characters and better contrast for this content.
* the interface to the text enterer used bad measurements.

# Conflicts:
#	wadsrc/static/zscript/ui/menu/optionmenuitems.zs
2019-05-14 17:38:21 +02:00
Christoph Oelckers
1e9a65e673 - fixed the player name display.
This was broken by several small unicode-incompatible code fragments.
This commit also removes the input limit for the player name and the savegame description. With multibyte encoding, limiting them to a fixed length did not work right.
Currently these will just overflow the fields if the text becomes too long, this needs some additional work.
2019-05-14 17:19:34 +02:00
Christoph Oelckers
f790d48041 - made the menu's text input handler Unicode capable.
Also make sure that the savegame description remains readable. Unlike in-game text this can be done without double-encoding existing UTF-8.
2019-05-14 17:19:19 +02:00
player701
cb57c712cb - Fixed random generation of friendly obituaries 2019-05-05 23:44:01 +02:00
Christoph Oelckers
aafb781d76 - removed the leftovers of the removed savedamount variable. 2019-05-02 19:56:24 +02:00
Christoph Oelckers
d599e2738d - removed the MaxAmount fudging from MaxHealth. 2019-05-02 19:55:35 +02:00
Christoph Oelckers
c258e60340 - use Obituary for both Demon and Spectre. 2019-05-02 19:54:19 +02:00
Alexander
c147990452 added MakeScreenShot and MakeAutoSave functions to FLevelLocals
# Conflicts:
#	src/g_game.h
#	wadsrc/static/zscript/base.zs
2019-05-02 19:53:42 +02:00
Player701
d30c749d02 - Fixed conditions tested for when checking whether "Force respawn" or "Respawn protection" dmflags are enabled 2019-05-02 17:10:16 +02:00
Christoph Oelckers
6ec2ddb702 - use a more reliable menu check for the player menu items.
This needs to ensure that it only allows modification from within a menu's event handlers and nowhere else.
2019-05-01 00:42:31 +02:00
Christoph Oelckers
85efd1fa0f - use the proper virtual methods for setting and retrieving the string in OptionMenuItemTextField.
Without this the class cannot be properly subclassed.

# Conflicts:
#	wadsrc/static/zscript/ui/menu/optionmenuitems.zs

# Conflicts:
#	wadsrc/static/zscript/ui/menu/optionmenuitems.zs
2019-05-01 00:29:19 +02:00
Christoph Oelckers
9ea041897c - fixed: OptionMenuItemSafeCommand did not allow unsafe commands. 2019-04-29 20:05:08 +02:00
player701
95f4d626c7 - Fixed misplaced vertex on Community Chest MAP16 2019-04-29 19:51:53 +02:00
alexey.lysiuk
4711ced89b - fixed level progression of titan-426 map on easy skill
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/titan426
2019-04-29 19:51:51 +02:00
Rachael Alexanderson
08e5ca62b7 - fix a missing texture in strife map21 2019-04-29 19:51:48 +02:00
Christoph Oelckers
82fac693d8 - made the gross railing hack for Strife a compatibility option and restricted it to MAP04
The side effects here broke other maps and this is really too glitchy to be turned on unless really necesasary.

# Conflicts:
#	src/gamedata/g_mapinfo.h
#	src/gamedata/stringtable.cpp
#	src/maploader/maploader.cpp
#	src/p_map.cpp
#	src/p_udmf.cpp
2019-04-29 19:51:43 +02:00
Rachael Alexanderson
55e43293c5 - fix missing texture in Strife MAP15 2019-04-29 19:51:39 +02:00
Christoph Oelckers
a488791add - added A_Explode compatibility options.
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.

# Conflicts:
#	wadsrc/static/language.csv
2019-04-29 19:30:06 +02:00
Christoph Oelckers
aeef28f544 - fix some holes the player can fall in for darken2 MAP12.
This map went a bit too far with lighting hacks depending on holes in the floor.
2019-04-29 19:26:43 +02:00
Christoph Oelckers
8a155b7452 - added a compatibility handler for a badly constructed crossbeam bridge in Unholy Realms MAP17. 2019-04-29 19:26:41 +02:00
Christoph Oelckers
b5fb443258 - fixed spacing of Strife's merchant's texts. 2019-04-29 19:06:21 +02:00
Christoph Oelckers
d96473c74a - give Hexen's PoisonCloud the OLDRADIUSDMG flag.
This actor has such oddball semantics that it's better not subjected to the revised radius damage code.
2019-04-29 19:04:07 +02:00
Christoph Oelckers
963d1b682c - fixed layout issues with Strife's dialogues.
They were using some settings from the option menu which they never should have used to begin with.
2019-04-29 19:03:23 +02:00
Christoph Oelckers
f57ebacae6 - localized some user-facing texts that were still string literals. 2019-04-29 18:53:22 +02:00
Christoph Oelckers
7a9b881299 - properly construct the reply texts for Strife's merchants. 2019-04-28 23:12:02 +02:00
Sterling Parker
c2bdeb7da1 Add LookScale property
As requested by @coelckers.
2019-04-28 23:02:01 +02:00
Sterling Parker
8ce7da0a5e Add LookScale variable on weapon
This variable allows a weapon to set a custom look sensitivity multiplier without fiddling with FOVScale / DesiredFOV hacks.
2019-04-28 23:01:57 +02:00
Major Cooke
fc510a7d89 Added CanTouchItem virtual.
- Allows an actor with +PICKUP flag to determine if it can pick up specific items or not.
2019-04-28 22:57:40 +02:00
Christoph Oelckers
536c0b7647 - fixed: Unmorphing a monster did not clear its UNMORPHED flag. 2019-04-28 22:47:02 +02:00
Major Cooke
d34108f0e9 Renamed to musplaying.
# Conflicts:
#	wadsrc/static/zscript/base.zs
2019-04-28 22:38:25 +02:00
Major Cooke
43eaa03654 Exported MusPlayingInfo to ZScript.
- Allows grabbing the currently playing song, base order, and loop properties.

# Conflicts:
#	wadsrc/static/zscript/base.zs

# Conflicts:
#	wadsrc/static/zscript/base.zs
2019-04-28 22:37:08 +02:00
Christoph Oelckers
961a6fe211 - reorganized the ZScript content in gzdoom.pk3 and changed the files' extensions to something unique for easier syntax highlighting.
# Conflicts:
#	wadsrc/static/zscript.txt
2019-04-28 22:14:34 +02:00
Christoph Oelckers
ff0774c2f2 - changed all places which used a localized string as a format template for printf, String.Format et.al.
Passing something non-constant at compile time here is extremely dangerous, especially when users can replace those strings if they like.
It now uses FString::Substitute in all cases where something needs to be inserted into a template string.
2019-04-28 21:25:28 +02:00
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