Commit graph

498 commits

Author SHA1 Message Date
drfrag
0907972c2f Revert "- allow the language table to supersede the title patches, if appropriate"
This reverts commit 2b51e8d5dd.

# Conflicts:
#	src/g_hub.cpp
#	src/g_level.cpp
#	src/p_setup.cpp
#	src/wi_stuff.cpp
#	src/wi_stuff.h
#	wadsrc/static/zscript/ui/statscreen/types.zs

Revert "- fixed: The wbstartstruct that gets passed to the level summary screen needs to be static"

This reverts commit 4a563f449d.

# Conflicts:
#	src/g_level.cpp

Revert "- Fixed compilation."

This reverts commit 149a294a49.

# Conflicts:
#	src/g_level.cpp

Revert "- Fixed game finales not being shown after the intermission."

This reverts commit 55af0b11c6.

All this didn't make sense without localization and caused problems with intermissions and endings, it was incompatible with the old code without the level refactor.
2019-10-25 16:23:42 +02:00
Christoph Oelckers
e2387d0741 - fixed: The dynamic lights must be initialized before the first frame is ticked.
Otherwise they only show up after the first frame.

# Conflicts:
#	src/p_setup.cpp
2019-10-17 11:10:19 +02:00
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
drfrag
55af0b11c6 - Fixed game finales not being shown after the intermission. 2019-09-21 14:27:13 +02:00
Christoph Oelckers
d6e7e68bfa - fixed: The frozen state was not reset when the global level variable was reset.
# Conflicts:
#	src/g_level.cpp
2019-08-09 13:16:27 +02:00
Christoph Oelckers
f6234d08fa - optionally disallow showing the autor's name
# Conflicts:
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-08-07 13:42:05 +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
drfrag
149a294a49 - Fixed compilation. 2019-08-06 17:27:12 +02:00
Christoph Oelckers
4a563f449d - fixed: The wbstartstruct that gets passed to the level summary screen needs to be static
This variable is needed long after the function which sets it up will be exited. So this either needs to be dynamically allocated or static, and in this case using a static variable is simpler.  However, unlike before, it is only being accessed in the one function that needs to initialize it and pass to the summary screen and nowhere else.

# Conflicts:
#	src/g_level.cpp
2019-08-06 17:13:30 +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
Christoph Oelckers
bf767dd560 - give UMAPINFO the ability to disable cluster-based exit texts.
# Conflicts:
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
2019-06-19 21:59:46 +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
alexey.lysiuk
2fb48f30ff - 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

# Conflicts:
#	src/actor.h
#	src/maploader/maploader.cpp
2019-05-10 12:41:29 +02:00
Christoph Oelckers
3dcbee6747 - fixed: IsPointInLevel must explicitly check for minisegs, which can be one-sided on maps with unclosed sectors.
Obviously, in such a case it is impossible to decide whether a point is really inside the map, so if this happens, behavior is undefined.
2019-04-28 23:14:38 +02:00
Christoph Oelckers
ff6881cd7c - fixed display of "Find help" text in Strife. Also moved this piece of code to a place where a real player exists. This was set at a point where the map wasn't loaded yet which caused a few problems.
# Conflicts:
#	src/g_level.cpp
#	src/p_user.cpp
2019-04-27 13:47:42 +02:00
Nemrtvi
e97d5281b4 Localized “FIND HELP” in Strife
The very first quest log that appears in Strife, “FIND HELP”, is located in a source file. This moves it to the language files.
2019-04-27 13:37:40 +02:00
Christoph Oelckers
90b57ed808 - fixed: TVector3::Pitch() got the sign inverted.
This caused bad calculations with CMF_OFFSETPITCH. Note that to compensate for the fix, the SphericalCoords function had to have its own inversion of the value removed so that it calculates the same result as before.
2019-04-27 12:10:41 +02:00
alexey.lysiuk
d8d290cd51 - fixed many compilation errors with GCC and Clang
# Conflicts:
#	src/dobjgc.h
2019-04-26 17:14:12 +02:00
Christoph Oelckers
094aa245e6 - fixed: G_StartTravel must remove all dynamic lights from the actors it is about to carry over to the next level. 2019-04-26 01:20:05 +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
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
cd8791d68c - 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.

# Conflicts:
#	src/hwrenderer/scene/hw_drawlist.cpp
#	src/hwrenderer/scene/hw_sprites.cpp
2019-04-18 18:53:10 +02:00
Christoph Oelckers
e6af596af0 - removed the redundant GetOffsetPosition export and added direct native support to its existing variants 2019-04-18 17:01:17 +02:00
alexey.lysiuk
82d05dce13 - fixed lost settings controller state upon new game
https://forum.zdoom.org/viewtopic.php?t=62959
2019-04-18 16:31:20 +02:00
alexey.lysiuk
25a6ba0e51 - cleaned up player reinitialization upon new game 2019-04-18 16:31:18 +02:00
Christoph Oelckers
a6ff1637df - more direct native stuff, this is a week old but was almost forgotten.
# Conflicts:
#	src/hwrenderer/postprocessing/hw_postprocessshader.cpp
2019-04-17 17:42:24 +02:00
Christoph Oelckers
b762c0f49c Removed more literal references to AInventory.
# Conflicts:
#	src/hwrenderer/scene/hw_drawinfo.cpp
#	src/v_draw.cpp
2019-04-16 23:57:07 +02:00
Christoph Oelckers
e8a6f82682 - scriptified G_PlayerFinishLevel.
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2019-04-16 21:28:24 +02:00
Christoph Oelckers
d123230fb1 - scriptified APlayerPawn::Die and fixed a few things I encountered while doing it. 2019-04-15 21:58:56 +02:00
Christoph Oelckers
95767fb63a - fixed some issues with the bodyque and moved this variable into FLevelLocals
* it was never saved in savegames, leaving the state of dead bodies undefined
* it shouldn't be subjected to pointer substitution because all it contains is old dead bodies, not live ones.

# Conflicts:
#	src/r_data/r_translate.cpp
2019-04-15 16:08:18 +02:00
Christoph Oelckers
9d126954d1 - removed the default parameter handling from all native script functions because it is no longer needed.
# Conflicts:
#	src/p_actionfunctions.cpp

# Conflicts:
#	src/hwrenderer/postprocessing/hw_postprocessshader.cpp
#	src/v_2ddrawer.cpp
2019-04-15 14:59:00 +02:00
Major Cooke
484a44a0be Changed IsPointInMap to use P_PointOnDivlineSide. 2018-11-08 16:18:30 +01:00
Major Cooke
b34bc0947e Added IsPointInMap(Vector3 p).
- Checks if a point is inside the map geometry or not.
2018-11-08 16:18:29 +01:00
Player701
8e8d3719f7 - Introduced an enum named EventHandlerType and changed the bool argument in E_NewGame to this type. 2018-11-01 20:56:51 +01:00
player701
e04613811d - Static NewGame events now fire before loading a map, and normal NewGame events fire after registering per-map handlers and before all other events.
- Static event handlers now unregister after per-map handlers.
- All event handlers now unregister in reverse order.
2018-11-01 20:56:50 +01:00
ZippeyKeys12
b26aad2741 Add NewGame to EventHandler
https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 20:33:13 +02:00
argv-minus-one
66933d6b91 Add ZScript method LevelLocals.SphericalCoords.
It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-22 12:14:19 +02:00
Christoph Oelckers
917d698a87 - call P_PlayerStartStomp only when the map is played directly from the loaded data and only when it has been fully loaded.
The old code did this right in the middle of map initialization where not everything had been set up yet.

(cherry picked from commit 7c527de374)
2018-07-15 12:14:37 +02:00
Jonathan Russell
c8a47653bf - added LevelLocals vec2/3Offset(Z) functions for portal-aware offsetting without needing actors
(cherry picked from commit e9050a38b3)
2018-05-17 11:57:03 +02:00
alexey.lysiuk
a545e7de35 - added end line to various messages
so they don't screw up further output anymore

(cherry picked from commit f17f8c9359)

# Conflicts:
#	src/gl/compatibility/gl_swshader20.cpp
2018-05-12 11:49:10 +02:00
Christoph Oelckers
e5aca6dfa4 - some Transfer_Heights related optimizations.
* only call hw_CheckViewArea if the result is not known yet.
* check the map up front if it even contains heightsecs. This allows to shortcut the above check entirely for maps without sector transfers and will allow further optimizations.

(cherry picked from commit 3c49804c6c)

# Conflicts:
#	src/gl/scene/gl_bsp.cpp
#	src/gl/scene/gl_fakeflat.cpp
#	src/hwrenderer/scene/hw_fakeflat.h
2018-05-10 18:37:20 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
da74b9df95 - serialize the temporary music volume that can be set through ACS. 2018-03-24 13:07:18 +01:00
alexey.lysiuk
af7648a151 Made PlayerRespawn skill definition consistent
Now it works the same as AllowRespawn map definition in MAPINFO
2018-02-03 16:26:49 +02:00
Marisa Kirisame
92547028f3 Exports sky textures to ZScript (readonly, needs setter function due to the setup required) and speeds, along with a ChangeSky function for setting the textures. 2018-01-26 21:00:44 +01:00
Christoph Oelckers
2720e36a2c - marked a few more CCMDs unsafe. 2018-01-20 09:11:28 +01:00
alexey.lysiuk
f25a5ea2bc Marked a few commands as unsafe
This process of finding unsafe commands is not complete!
2018-01-07 15:03:49 +02:00
Major Cooke
c3c1e76e8a Added vector diff functions to ZScript LevelLocals class
Vec2Diff() and Vec3Diff() work like Actor’s Vec2To() and Vec3To() but use arbitrary points
2018-01-02 14:18:59 +02:00
alexey.lysiuk
996bddd602 Exposed pixel stretch to ZScript as member variable instead of function
https://forum.zdoom.org/viewtopic.php?t=58539
2017-12-29 09:42:03 +02:00