Commit graph

272 commits

Author SHA1 Message Date
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
65a054ba88 - implemented subtitle display for Blackbird's voiceover messages.
# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-07-18 12:33:48 +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
ddf5e009e5 - fixed default alpha for sector colors
It has to be 0, not 255.
2019-04-26 18:18:11 +02:00
Marrub
af27d579ac Make LevelLocals::ExecuteSpecial return int
# Conflicts:
#	wadsrc/static/zscript/base.txt
2019-04-26 17:20:44 +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
cf4f573a25 - more direct native entry points.
- disallow bool as a return value for direct native calls because it only sets the lowest 8 bits of the return register.
- changed return type for several functions from bool to int where the return type was the only thing blocking use as direct native call.
2019-04-17 17:27:39 +02:00
Christoph Oelckers
b8e1218645 Removed all remaining references to AInventory
What remains is the class definition and one single reference that will be scriptified.
2019-04-16 23:57:12 +02:00
Christoph Oelckers
d173ad753f - started removing literal references of AInventory, so far only simple stuff. 2019-04-16 23:57:02 +02:00
Christoph Oelckers
7f4ed65123 - another batch of direct native functions. 2019-04-16 12:40:43 +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
eb1c356d41 P_Thing_Raise fixes & cleanup
- Transfer flags directly into the function and process inside instead of the action functions
- Pass in raiser for all function calls
2018-11-18 21:57:11 +01:00
ZZYZX
b581648d6f Destructible geometry - minor fixes and 3D floor support 2018-11-07 11:00:05 +01:00
ZZYZX
82a2bf3ac5 Single commit - destructible geometry feature
# Conflicts:
#	src/p_setup.cpp
2018-11-01 21:02:25 +01:00
alexey.lysiuk
a2f4579943 - fixed minor issues with new line specials
(cherry picked from commit 91f440378e)
2018-05-26 09:55:37 +02:00
Raccoon
853b277781 Add SetAutomapFlags and SetAutomapStyle line specials
(cherry picked from commit 475d3f0829)
2018-05-25 13:04:10 +02:00
Rachael Alexanderson
c6946cc672 - removed all instances of CF_POWERBUDDHA 2017-05-16 09:52:50 +02:00
Rachael Alexanderson
fe023b5ca4 - changed Buddha powerup from a flag to an inventory check 2017-05-16 09:52:50 +02:00
Major Cooke
795f8f0578 - Added a separate cheat flag to handle buddha powerups. Currently, Buddha powerups could interfere and disable the actual player cheat unintentionally, when the player may not want their actual cheat to be turned off.
- Set some overlooked 1000000 damage points to TELEFRAG_DAMAGE inside the falling damage code.
2017-05-14 17:22:46 +02:00
Christoph Oelckers
046e250f2e - fixed: Ceiling_CrushStop checked the wrong argument for the remove parameter. 2017-04-15 14:54:43 +02:00
Christoph Oelckers
069e4e9b0b - allow tag == 0 for backside activation on a few more actions. 2017-04-15 12:03:21 +02:00
Christoph Oelckers
6599e2c425 - moved the VM types into their own file and only include it where really needed. 2017-04-13 01:12:04 +02:00
Christoph Oelckers
914c829f79 - added Floor/Ceiling_MoveToValueAndCrush action specials. 2017-03-29 01:25:02 +02:00
alexey.lysiuk
e1cd034698 Fixed compilation with GCC/Clang 2017-03-14 18:24:34 +02:00
Christoph Oelckers
44a087554f - moved the OpenGL fog properties to FLevelLocals to simplify their handling.
- added access to the glow properties for ZSCript and ACS.
2017-03-14 13:54:24 +01:00
Christoph Oelckers
ad41b23506 - replaced the homegrown integer types in all p* sources and headers. 2017-03-08 18:55:52 +01:00
Christoph Oelckers
d5d383ee93 - added Floor_Stop and Ceiling_Stop action specials. 2017-02-27 21:31:59 +01:00
Christoph Oelckers
0514a997db - added a new argument to GlassBreak to allow it to spawn other types of debris than GlassJunk by passing a spawn ID. 2017-02-26 23:07:16 +01:00
Christoph Oelckers
c4b546404a - added a 'nocheck' parameter to A_Raise* and Thing_Raise. 2017-02-26 17:50:48 +01:00
Christoph Oelckers
cfeb1724fe - added a Door_AnimatedClose special. 2017-02-16 18:35:58 +01:00
Christoph Oelckers
4df2a221a8 - fixed: The special called by the InterpolationSpecial actor must have no activator.
This required splitting A_CallSpecial into a direct wrapper around P_ExecuteSpecial and implementing itself as a script function calling ExecuteSpecial so that this special case can use a version of the function that can be used without an activator.
2017-02-15 22:49:13 +01:00
Rachael Alexanderson
bd86abede3 - fixed Skulltag rune bugs.
1) When used in a hub, returning to a previous level in the hub deactivated the runes if they were a permanent powerup.
2) When picking up two different runes with the same effect, one rune wearing off removed the effect completely.
3) This entire system was done through an extremely hacky CheatFlags implementation. This was a gross hack, and it was no wonder it didn't always work properly.
2017-02-15 16:37:45 +01:00
Christoph Oelckers
3c30b59bab more inventory scriptification
* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.

- fixed: Passing local variables by reference did not work in the VM.
2017-01-19 23:42:12 +01:00
Christoph Oelckers
2fcffd1fc1 - removed the remaining native parts of ABasicArmor.
- simplified some FindInventory calls using PClass::FindActor to call the variant taking a name directly.
2017-01-18 22:57:47 +01:00
Christoph Oelckers
534b2ebbfb - scriptified the remains of APowerup.
- ensure that actor defaults contain a valid virtual table and class pointer so that they can actually use virtual and class-dependent method functions. This is needed for retrieving script variables from them.
2017-01-18 10:33:03 +01:00
Christoph Oelckers
d2d6e5d486 - scriptified PowerFlight and PowerWeaponLevel2. 2017-01-15 23:21:38 +01:00
Christoph Oelckers
156f9c488e - added script variable access for native code so that many more classes can be fully exported. Tested with the puzzle items. 2017-01-15 18:16:36 +01:00
Christoph Oelckers
385ebf2ed2 - fixed: Stairs_BuildUpDoomCrush wasn't in the special dispatcher list. 2017-01-11 01:13:39 +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
71d1138376 - refactored the global lines array into a more VM friendly form, moved it to FLevelLocals and exported it to ZScript.
- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
2017-01-08 14:39:16 +01:00
Christoph Oelckers
d2a51a57e1 - added new Stairs_BuildUpDoomCrush special from Eternity and used it to fix the bad implementation to make Doom's turbo stairs crush. This also removes the crushing from Generic_Stairs entirely, just like it was in Boom. 2017-01-08 01:15:45 +01:00
Christoph Oelckers
c02281a439 - refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals. 2017-01-07 19:32:24 +01:00
Christoph Oelckers
c927aca2a0 Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
# Conflicts:
#	wadsrc/static/zscript.txt
2016-11-30 18:46:23 +01:00
Christoph Oelckers
3af9232fca - scriptified a_strifeitems.cpp and a_debris.cpp.
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness.
- made 'out' variables work.
- fixed virtual call handling for HandlePickup.
2016-11-29 12:17:05 +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
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
Christoph Oelckers
36a4352867 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-09 20:15:35 +02:00
Christoph Oelckers
7104b01193 - added Hexen compatible handling to specials that stop perpetual sector movement.
This uses the same logic as Eternity.
2016-08-09 17:09:12 +02:00
Christoph Oelckers
09e40840b5 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-05 15:15:11 +02:00
Christoph Oelckers
9229146eeb - fixed: DFloor set the 'gap' for one wrong movement type. 2016-08-05 12:13:47 +02:00