Commit graph

263 commits

Author SHA1 Message Date
Christoph Oelckers
2a6fafa15e - don't let P_DamageMobj return negative values.
This serves no purpose, there's not a single place in the code which checks for it, but if that negative values goes unchecked to functions that expect an actually meaningful value for damage inflicted, some bad results can happen. If no damage is inflicted, a proper 0 needs to be returned so that the value can actually be worked with. The return value was a ZDoom invention, it is completely unclear why -1 was chosen if some kind of protection rendered the damage ineffective.
2017-01-21 13:12:34 +01:00
Christoph Oelckers
98f9219334 - scriptified the remaining functions in a_artifacts.cpp.
- added some helpers to set scripted member variables through the native property parser.

Unfortunately some classes, e.g. PowerMorph, MorphProjectile and the powerup contain some that cannot be handled through the 'property' definition on the script side so they need to be done from the native side.
2017-01-17 20:30:17 +01:00
Christoph Oelckers
cd1d96b83a - fixed compilation. 2017-01-16 10:36:56 +01:00
Christoph Oelckers
cd0d17dbd5 - made AbsorbDamage work iteratively to avoid large stack use in the VM. 2017-01-16 10:36:56 +01:00
Christoph Oelckers
d2d6e5d486 - scriptified PowerFlight and PowerWeaponLevel2. 2017-01-15 23:21:38 +01:00
Christoph Oelckers
03c7b10fd6 - fully scriptified HealthPickup. 2017-01-15 18:46:40 +01:00
Christoph Oelckers
3e4f799bbc - made Actor.DamageMobj virtual. 2017-01-10 21:31:52 +01:00
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
a105a08bd6 - restored the original implementation of DONTOVERLAP, because Heretic depends on it being somewhat broken.
A side effect of the incorrect implementation is that Gargoyles hitting other Gargoyles won't call P_DamageMobj.
2016-12-30 20:00:24 +01:00
Christoph Oelckers
2ce55e5416 - fixed: non-damaging attacks should not cause infighting, unless some relevant pain flags are being set. 2016-12-25 19:19:49 +01:00
Christoph Oelckers
f9441cd9d9 - added null pointer validation to any relevant exported function. In most cases null pointers were already being treated as 'do nothing', but there's several places where this can make the code silently fail so in these cases a VM exception will be raised, once the VM's exception handling has been repaired to provide useful diagnostics. (Right now all it does is catch the exception, print a useless message and return to the caller as if nothing has happened.) 2016-12-02 12:06:49 +01:00
Christoph Oelckers
86544086df - allow the VM to run on one global stack per thread.
It is utterly pointless to require every function that wants to make a VM call to allocate a new stack first. The allocation overhead doubles the time to set up the call.
With one stack, previously allocated memory can be reused. The only important thing is, if this ever gets used in a multithreaded environment to have the stack being declared as thread_local, although for ZDoom this is of no consequence.

- eliminated all cases where native code was calling other native code through the VM interface. After scriptifying the game code, only 5 places were left which were quickly eliminated. This was mostly to ensure that the native VM function parameters do not need to be propagated further than absolutely necessary.
2016-11-30 17:15:01 +01:00
Christoph Oelckers
b0f3121bec - split up zscript/shared/inventory.txt.
- moved health items to their own file.
- scriptified ScoreItem and MapRevealer whose entire functionality was a small TryPickup method.
- fixed: bit fields in global variables were not correctly written.

This should conclude the inventory cleanup. It is now possible again to find things in there.
2016-11-30 13:36:13 +01:00
Christoph Oelckers
bbf62132d8 - added a larger batch of function exports.
- cleaned up the virtual function interface of APlayerPawn which still had many virtual declarations from old times when class properties were handled through virtual overrides. None of this makes sense these days anymore.
2016-11-30 01:25:51 +01:00
Christoph Oelckers
55b549c0c6 - converted the rest of a_strifestuff.cpp.
- changed some very old A_Explode calls which passed all values as integer literals.
2016-11-29 00:16:30 +01:00
Christoph Oelckers
dc9ee0727a - scriptified a_spectral.cpp.
- consolidated A_Tracer and A_Tracer2.

Note that this commit temporarily disables a few features in order to make it compile.
2016-11-28 12:55:33 +01:00
Christoph Oelckers
b171d6e21f - scriptified a_alienspectres.cpp. 2016-11-28 11:52:03 +01:00
Christoph Oelckers
b10ffb5133 - exported a few more functions.
- refactored the ModifyDamage interface to be more scripting friendly.

In general it should be avoided having to call directly into chained inventory functions because they are very problematic and prone to errors. So this got wrapped into a single handler (on AActor, not AInventory!) which will later make it easier to refactor the parameters of ModifyDamage to work better for scripting and avoid the chaining.
2016-11-27 16:24:32 +01:00
Christoph Oelckers
997e4a2ac4 - scriptified the remaining Cleric weapons. 2016-11-26 19:23:22 +01:00
Christoph Oelckers
7385cd70c0 - scriptified the Minotaur.
Interesting tidbit: The damage calculation in P_MinotaurSlam had been incorrect for the Heretic version since the friendly Hexen Dark Servant was added, but nobody ever noticed in 14 years...
2016-11-26 01:14:47 +01:00
Christoph Oelckers
66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00
Major Cooke
2583da9680 Do not allow DMG_FORCED to bypass ultimate degreeslessness/buddha for players. 2016-11-06 07:44:30 -06:00
Christoph Oelckers
10ef430bae Revert "Do not allow DMG_FORCED to penetrate player ultimate degreelessness/buddha."
This reverts commit 0130bde077.

This wasn't supposed to get merged, so get rid of it again. The change in semantics here is not acceptable.
2016-11-06 14:18:13 +01:00
Major Cooke
0130bde077 Do not allow DMG_FORCED to penetrate player ultimate degreelessness/buddha. 2016-11-05 20:15:41 -05:00
Christoph Oelckers
c7347608a4 - scriptified A_FatAttack*.
- swapped parameters of two-parameter VelToAngle method, so that internal and script version are in line.
- fixed parameter asserts to handle NULL pointers properly.
2016-10-27 17:47:46 +02:00
Christoph Oelckers
9f8a5dae21 - scriptified A_BruisAttack.
- removed 'self' as a dedicated token. Internally this gets handled as a normal but implicitly named variable so the token just gets in the way of proper processing.
- removed P_ prefix from SpawnMissile export.
- fixed a crash with misnamed function exports.
2016-10-23 17:15:24 +02:00
Major Cooke
ec14dd94a7 A_Explode now returns the number of actors damaged and can be used in expressions.
- Enemies that do not take damage in any way are not counted.
2016-08-12 09:17:20 +02:00
Jordon Moss
c0eb8f3b96 Added KILL Script type and associated flags and GameInfo keyword.
This is different from the original "Death Scripts" idea. This tackles
some issues I've found with the original idea (now you can have as many
scripts as you want, not just global and actor-defined). Also takes care
of other complaints about the original idea and push request. Flags and
their use are in code comments.
2016-07-28 08:34:23 +02:00
MajorCooke
9ab620814d - Fixed: Armor absorption did not take ALLOW/CAUSEPAIN flags into account. 2016-05-11 13:33:39 +02:00
Christoph Oelckers
d87f861e87 Merge branch 'master' into floatcvt
# Conflicts:
#	src/p_spec.cpp
#	src/p_spec.h
2016-03-28 22:23:41 +02:00
Christoph Oelckers
263051a77b - removed a few unnecessary #includes. 2016-03-28 22:20:25 +02:00
Christoph Oelckers
00ea8662b8 - floatification of p_enemy and p_interaction.cpp. 2016-03-26 20:59:35 +01:00
Christoph Oelckers
2cf3b20ea8 - floatified the last remaining AActor member variable 'damagemultiply'. 2016-03-25 16:30:31 +01:00
Christoph Oelckers
4155e84a1c - made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
2016-03-22 00:06:58 +01:00
Christoph Oelckers
c830801da3 - g_hexen almost done except for 3 things that require more extensive changes. 2016-03-21 22:20:10 +01:00
Christoph Oelckers
4e60ea0252 - made AActor::alpha a floating point value
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00
Christoph Oelckers
cff8e51811 - converted AActor::height to double. 2016-03-20 20:55:06 +01:00
Christoph Oelckers
51b05d331d - replaced AActor::vel and player_t::Vel with a floating point version.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.

Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers
aa09cbdada - renamed some functions and fixed a few more conversion errors. 2016-03-17 00:07:37 +01:00
Christoph Oelckers
651817fad7 - made AActor::velx/y/z and player_t::velx/y fixedvec's.
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00
Christoph Oelckers
b4a002a07f - preparations for allowing hitscans through portals.
To allow processing the hit through an arbitrary portal without reference to the portal group table, P_AimLineAttack and P_LineAttack need to pass some more info than just the linetarget.
We need the relative positions of shooter and target within the visual reference of the other to calculate proper angles and we need to know if such a portal was crossed at all, because a few things, e.g. seeker missiles won't work with them.

- fixed setup of target acquisition for the Mage Staff.

The pre-acquired seeker target was never passed to the spawned projectiles.
2016-03-01 16:39:31 +01:00
Christoph Oelckers
6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
This was to resolve some circular dependencies with the portal code.
The most notable changees:

 * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
 * split off the parts from p_maputl into a separate header.
 * consolidated all blockmap related data into p_blockmap.h
 * split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
85a3cd984d - fixed: ParseParameter should not make any assumptions about the necessity of a type cast between int and float.
With late resolving it cannot be guaranteed at this point and caused some incorrectly compiled code. Since the cast gets optimized away anyway when not needed there's no point being this selective with applying it.
2016-02-10 17:06:33 +01:00
MajorCooke
35b7a5ccc1 Updated for scripting branch merge. 2016-02-04 22:41:02 -06:00
MajorCooke
a1c1de9edb Fixed merge conflicts. 2016-02-02 18:26:20 -06:00
Christoph Oelckers
bf747075e8 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_hexen/a_clericstaff.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:57:55 +01:00
Christoph Oelckers
fbaab5044d Merge commit '38df0665e3a2018cf1d0028a36357df6c7e908e9' into scripting
Conflicts:
	src/d_dehacked.cpp
	src/decallib.cpp
	src/g_hexen/a_clericstaff.cpp
	src/p_interaction.cpp
	src/p_local.h
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:50:34 +01:00
Christoph Oelckers
5207aa6cc0 Merge commit '125afcf3defb901e23bd44d32fa86681ef1748f6' into scripting
Conflicts:
	src/p_local.h
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:09:05 +01:00
Christoph Oelckers
3e446ea04d - replaced access to AActor's coordinate members with access functions
(first 200 compile errors down...)
2016-01-17 13:48:16 +01:00
MajorCooke
7843ece01a Fixed: Friendly fire damage didn't take LAXTELEFRAGDMG into account. 2016-01-11 15:08:38 -06:00