Commit graph

1140 commits

Author SHA1 Message Date
alexey.lysiuk
a2d52f4958 - added ability to specify deprecation messages in ZScript
It's an optional extension of deprecated keyword:
    deprecated("2.4", "use ModernFunction instead") int OldFunction();
    deprecated("3.5", "use ModernVariable instead") int OldVariable;

Usage of such members will produce the following report:
    Script warning, ":zscript.txt" line 123:
    Accessing deprecated function OldFunction - deprecated since 2.4.0, use ModernFunction instead
    Script warning, ":zscript.txt" line 456:
    Accessing deprecated member variable OldVariable - deprecated since 3.5.0, use ModernVariable instead

# Conflicts:
#	src/scripting/zscript/zcc_compile.cpp
2019-08-28 21:49:20 +02:00
Petr Kobalicek
275ecb2623 AsmJit update
# Conflicts:
#	.gitignore
2019-08-20 13:08:18 +02:00
alexey.lysiuk
12dee6ca91 - fixed doubling of deprecation warnings for ZScript code
https://forum.zdoom.org/viewtopic.php?t=65617
2019-08-15 21:12:10 +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
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
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
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
drfrag
8c941ba1cf - A few more missing things for compatibility.
# Conflicts:
#	wadsrc/static/language.enu
2019-07-17 23:58:09 +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
alexey.lysiuk
15dbacca01 - added validation for presence of drop item classes
https://forum.zdoom.org/viewtopic.php?t=65307
2019-07-12 22:11:54 +02:00
drfrag
19df6559a8 - Print a warning instead of error out on unsupported ZScript version. 2019-07-11 18:20:57 +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
alexey.lysiuk
0dbf2e3df7 - fixed LevelLocals.isFrozen() return value with JIT disabled
No more 'Number of parameters returned differs from what was expected by the caller' assertion failures
2019-07-08 13:56:35 +02:00
drfrag
3f9643e1ca - Clarify ZScript version error message. 2019-07-01 11:35:54 +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
drfrag
336a9f9015 - More helpful unsupported version error message. 2019-06-16 14:44:28 +02:00
Chronos Ouroboros
65a3322166 Fixed "if (!(lhs ~== rhs))" breaking with vectors. 2019-06-14 13:34:06 +02:00
alexey.lysiuk
d76c7306ca - removed explicit self null tests from dynarray native wrappers
They are useless since d3e6ed3c9b in which generation of implicit self null pointer check was added to JIT
2019-06-10 20:12:03 +02:00
alexey.lysiuk
b3f18e5e47 - report implicitly initialized variable in code generator once
Vectors are no longer reported several times
Previously, warnings were issued per every register
2019-06-08 13:10:58 +02:00
alexey.lysiuk
f0b156c5e1 - added implicit initialization of reused register variables in ZScript 2019-06-07 20:23:31 +02:00
alexey.lysiuk
0103f9976e - added null check for self pointer before calling a native function
With JIT enabled, an implicit test for null self pointer is added to generated code
This has no effect without JIT as VM verifies a pointer before calling a native method

https://forum.zdoom.org/viewtopic.php?t=64961
2019-06-07 20:23:28 +02:00
Chronos Ouroboros
e4f0c366c4 Really fixed arrays of dynarrays this time. 2019-06-05 12:47:01 +02:00
Alexander
3e3097fe71 added native double round(double) function 2019-06-05 12:46:56 +02:00
alexey.lysiuk
a45c2ed9b6 - adjusted condition for ZScript global variable deprecation warning
The message is always printed for any use of deprecated global variable
If such variable is accessed inside a deprecated function from a core script lump, the message is printed only when verbosity level is set to highest

https://forum.zdoom.org/viewtopic.php?t=64830

# Conflicts:
#	src/scripting/backend/codegen.cpp
2019-05-30 11:37:30 +02:00
alexey.lysiuk
6f2102ae1d - fixed: version wasn't set for ZScript global variables
https://forum.zdoom.org/viewtopic.php?t=64830
2019-05-29 22:14:48 +02:00
alexey.lysiuk
6fbb1596e7 - fixed code generation for ternary operator with vector result types
https://forum.zdoom.org/viewtopic.php?t=64831
2019-05-29 22:14:46 +02:00
alexey.lysiuk
f44a9c8453 - fixed crash on message output during decorate parsing
Script position is now initialized at the very beginning of decorate parsing process
Script position no longer contains uninitialized file name

https://forum.zdoom.org/viewtopic.php?t=64836
2019-05-29 22:14:43 +02:00
alexey.lysiuk
dc18200339 - fixed wrong native call for Actor.Vec2Offset()
https://forum.zdoom.org/viewtopic.php?t=64810
2019-05-27 11:58:03 +02:00
drfrag
fcdc296ec7 - Missing casting, even when that function is deprecated. 2019-05-15 19:13:01 +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
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
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
Christoph Oelckers
c7877388a9 - made the console Unicode-capable.
This also necessitated some character remapping in the console font to move the Windows-1252 extra characters to their proper Unicode code points.

# Conflicts:
#	src/CMakeLists.txt
#	src/posix/sdl/i_input.cpp
#	src/scripting/backend/codegen.cpp
#	src/v_font.cpp

# Conflicts:
#	src/c_console.cpp
2019-05-14 17:12:18 +02:00
drfrag
eb0b3f3d53 - Changed ToLong and ToULong prototypes. 2019-05-14 13:02:04 +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
drfrag
819b9f972d - Added "-zsvoverride" command line switch to override mod ZScript version requirement. 2019-05-03 19:09:17 +02:00
alexey.lysiuk
2e0185373f - fixed missing null checks in JIT generated code
https://forum.zdoom.org/viewtopic.php?t=64307
2019-05-02 19:59:13 +02:00
alexey.lysiuk
2b65cbf687 - fixed crash on JIT allocations over 1 MB
https://forum.zdoom.org/viewtopic.php?t=64383
2019-05-02 19:59:10 +02:00
alexey.lysiuk
fac9cb1bbd - fixed crash with push/insert to null dynarray when JIT is on
https://forum.zdoom.org/viewtopic.php?t=64148
2019-05-01 00:43:07 +02:00
Chronos Ouroboros
6617edfe97 Fixed arrays of dynamic arrays causing a compilation error. 2019-04-29 00:05:58 +02:00
Chronos Ouroboros
3a8f602875 Fixed nested dynamic array indexing causing a compilation error. 2019-04-29 00:05:55 +02:00
Christoph Oelckers
389c27c920 - fixed: 'level.frozen' still needs to be writable and have an effect.
# Conflicts:
#	src/gamedata/g_mapinfo.h
#	src/scripting/vmthunks.cpp

# Conflicts:
#	src/g_levellocals.h
2019-04-28 19:12:39 +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