Commit graph

1214 commits

Author SHA1 Message Date
drfrag
a228edf64f - Disable the original Doom PRNG flag for a bunch of named generators. 2020-08-24 17:22:53 +02:00
Major Cooke
b9e2063a65 Begin TICRATE conversion.
- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.

# Conflicts:
#	src/p_effect.h
#	wadsrc/static/zscript/base.zs
2020-07-15 19:03:44 +02:00
Mekboss
b658d4c225 Fix MSVS compile bug and add offset parameter for SprayDecal
# Conflicts:
#	src/g_shared/a_sharedglobal.h
2020-05-08 14:52:56 +02:00
Mekboss
6e30ac5f3c Replace function variables to DVector3
# Conflicts:
#	src/g_shared/a_sharedglobal.h
2020-05-08 14:52:53 +02:00
Mekboss
bfe367fb20 Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart
# Conflicts:
#	src/g_shared/a_sharedglobal.h
2020-05-08 14:52:51 +02:00
nashmuhandes
1f0f9e1d9b Opaque blood decals must be defined with 'OpaqueBlood' keyword in DECALDEF 2020-03-24 01:36:55 +01:00
nashmuhandes
152ae71a4f Colorize opaque decals using the bleeding actor's blood color, if the 'Shaded' keyword is omitted from the DECALDEF.
# Conflicts:
#	src/g_shared/a_decals.cpp
#	src/g_shared/a_sharedglobal.h
#	src/p_map.cpp
2020-03-24 01:36:53 +01:00
Christoph Oelckers
c3759f389c - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.

The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.

# Conflicts:
#	src/bbannouncer.cpp
#	src/fragglescript/t_func.cpp
#	src/g_shared/a_lightning.cpp
#	src/p_effect.cpp
#	src/p_mobj.cpp
#	src/p_switch.cpp
#	src/playsim/p_spec.cpp
#	src/sound/s_doomsound.cpp
#	src/sound/s_doomsound.h
#	wadsrc/static/zscript/base.zs

# Conflicts:
#	src/intermission/intermission.cpp
#	src/sound/s_doomsound.cpp
2020-01-06 15:00:05 +01:00
Christoph Oelckers
c05e3ebf31 Made several classes trivially copyable,
Many had leftover non-default constructors/ assignment operators, and some were initialized, even though the initialized data was never used.

In case of FCycler this even caused a default setting to be overwritten when used inside FDynamicLight.

# Conflicts:
#	src/g_shared/a_dynlight.cpp
#	src/sound/s_sndseq.cpp
2020-01-04 21:32:10 +01:00
alexey.lysiuk
e67e6b21c0 - added ability to force internal alternative HUD
Set hud_althud_forceinternal CVAR to disable unwanted HUD customizations
2019-11-26 16:48:08 +01:00
Christoph Oelckers
bd3e8c0a99 - split off all music code from s_sound.cpp
# Conflicts:
#	src/CMakeLists.txt
#	src/fragglescript/t_func.cpp
#	src/fragglescript/t_load.cpp
#	src/g_level.cpp
#	src/g_levellocals.h
#	src/g_shared/a_dynlight.cpp
#	src/intermission/intermission.cpp
#	src/p_saveg.cpp
#	src/posix/cocoa/i_main.mm
#	src/s_sound.cpp
#	src/win32/st_start.cpp

# Conflicts:
#	src/win32/st_start.cpp
2019-09-28 14:20:21 +02:00
Christoph Oelckers
f25dadbaf2 - fixed: sector lights could access the sector before it was set. 2019-09-16 18:42:07 +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
Christoph Oelckers
ac484634b3 - fixed attached dynamic light setup.
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.

# Conflicts:
#	src/p_effect.cpp
#	src/p_effect.h
#	src/p_tick.cpp

# Conflicts:
#	src/p_mobj.cpp
2019-08-18 21:33:42 +02:00
alexey.lysiuk
bb946348da - fixed compilation with GCC 5 and newer
src/r_data/a_dynlightdata.cpp:72:44: error: no matching function for call to ‘FSerializer::Array(const char [5], int [5], int, std::nullptr_t)’
2019-07-17 17:54:08 +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
Christoph Oelckers
e27efa5a2e - fixed DHudMessageTypeOnFadeOut's character counter to be UTF-8 compatible.
This was reading the string by byte and not by character and could end up printing incomplete UTF-8 data.
2019-05-14 13:31:23 +02:00
alexey.lysiuk
60748c16e4 - improved handling of HUDMSG_TYPEON
This includes the following changes
* Validation of serialized values
* Proper fix for message cut off after an empty line, part of https://forum.zdoom.org/viewtopic.php?t=63935, which appeared to be broken again with dbf06fc
* No crash with an empty HUD message, https://forum.zdoom.org/viewtopic.php?t=63761 and https://forum.zdoom.org/viewtopic.php?t=64569

# Conflicts:
#	src/g_shared/hudmessages.cpp
2019-05-05 23:42:51 +02:00
Christoph Oelckers
1e21b44db2 - fixed DHUDMessageTypeOnFadeOut with empty messages. 2019-04-28 21:37:58 +02:00
Christoph Oelckers
d513cbf789 - only activate lights if the light actor isn't dormant, and only create a new one if it doesn't already have one.
-
2019-04-27 13:30:21 +02:00
Christoph Oelckers
4daa256e2f - fixed: RecreateAllAttachedLights must activate the lights it creates.
This also removes the gl_attachedlights CVAR because with the new management this doesn't really work anymore.

# Conflicts:
#	src/gl/system/gl_cvars.h
#	wadsrc/static/menudef.txt
2019-04-27 13:20:44 +02:00
Christoph Oelckers
1ab0be9d0c - fixed flicker light selection of light radius. 2019-04-27 12:43:20 +02:00
Christoph Oelckers
edfb814957 - fixed delete calls on FDynamicLight.
This isn't allocated from the system heap so it cannot be freed by it.
2019-04-26 01:29:03 +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
8fecfb8f85 - properly handle passing of the light flags.
Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed.
Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.

# Conflicts:
#	src/hwrenderer/dynlights/hw_dynlightdata.cpp
#	src/swrenderer/line/r_walldraw.cpp

# Conflicts:
#	src/g_level.cpp
#	src/gl/compatibility/gl_20.cpp
2019-04-26 00:42:05 +02:00
Christoph Oelckers
17b13f1a60 - fixed: DeactivateLight called Activate instead of Deactivate. 2019-04-26 00:28:08 +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
08c75efb10 - fixed: ADynamicLight's shadowmap index must be reset when loading a savegame. 2019-04-25 21:20:56 +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
b3a8dcdbd4 store shadow map index in the light actor instead of a separate TMap
This frees another file of a direct renderer dependency and generally also should be faster
2019-04-25 20:14:00 +02:00
drfrag
e335a48009 - Fixed bad merge of "- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned.". 2019-04-25 19:11:40 +02:00
Christoph Oelckers
96d40ac403 - fixed the direct native variant of DynamicLight.SetOffset. 2019-04-25 16:26:40 +02:00
Cacodemon345
fdd6e3cec9 Export P_GetOffsetPosition and ADynamicLight::SetOffset to ZScript 2019-04-18 16:23:01 +02:00
Christoph Oelckers
c0e9530fd0 - fixed: The light defaults were not fully deleted on an engine restart. 2019-04-18 13:12:55 +02:00
Christoph Oelckers
013040eacd - missed one definition for adding a direct native call. 2019-04-17 17:27:42 +02:00
alexey.lysiuk
3252390642 - 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'
2019-04-17 15:11:26 +02:00
Christoph Oelckers
f22aaca74d - scriptified ASpecialSpot.
This only had two simple native methods so the class is not fully scripted.
2019-04-17 14:32:10 +02:00
Christoph Oelckers
044b635a26 - more direct native function calls. 2019-04-17 14:32:06 +02:00
Christoph Oelckers
d40de21bae - scriptified A_SpawnSingleItem, which was the last piece of native code still referencing AInventory 2019-04-16 23:57:19 +02:00
Christoph Oelckers
5043106e97 - 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.

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

# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp
2019-04-16 21:34:23 +02:00
Christoph Oelckers
a1615457ac - properly hook up the alt HUD with the status bar.
# Conflicts:
#	src/d_main.cpp
2019-04-16 19:09:14 +02:00
Christoph Oelckers
0d8975ed31 - scriptified the last components of the alternative HUD.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.

All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.

# Conflicts:
#	src/d_main.cpp

# Conflicts:
#	src/info.cpp
2019-04-16 19:03:43 +02:00
Christoph Oelckers
376266b6a0 - scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source. 2019-04-16 19:02:01 +02:00
Christoph Oelckers
9d8dd5c529 - scriptified the AltHUD'S powerup drawer. 2019-04-16 19:01:55 +02:00
Christoph Oelckers
f509fdfdaa - scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2019-04-16 19:01:53 +02:00
Christoph Oelckers
eb07b8e543 - scriptified the AltHUD's inventory drawer and fixed the InvPrev CCMD. 2019-04-16 19:01:51 +02:00
Christoph Oelckers
e0915877b4 - scriptified the AltHUD's weapon drawer. 2019-04-16 19:01:50 +02:00
Christoph Oelckers
045d6d4355 - added the missing TNT1A0 check for icon-less keys.
Since it tries to get the icon from the spawn state it also has to check if that actually has a valid sprite.
2019-04-16 19:01:48 +02:00
Christoph Oelckers
437c72a089 - AltHUD ammo drawer scriptified. 2019-04-16 19:01:46 +02:00