Commit graph

3140 commits

Author SHA1 Message Date
Christoph Oelckers
c753d59a72 - scriptified A_SkullPop and ObtainInventory.
These were the last relevant items to access PlayerPawn.InvFirst.
2019-01-03 00:35:56 +01:00
Christoph Oelckers
6eb8ded471 - made ColorRangeStart and ColorRangeEnd meta properties of APlayerPawn.
These are only used during initialization and they should have been readonly from the start.
2019-01-02 22:13:57 +01:00
Christoph Oelckers
bc47fdfa78 - scriptified useflechette CCMD's item finding code. 2019-01-02 11:58:26 +01:00
Marrub
3e3d21cd35 Fix A_CustomBulletAttack's spawnofs_xy parameter
The current behaviour offsets to the front of the actor rather than the side, due to an oversight in the code, which oddly is not present in the A_FireBullets equivalent.
2019-01-02 08:13:53 +01:00
Christoph Oelckers
dc612703d5 - scriptified the declaration of AmbientSound
Most of the code is still native, but this means that PlayerPawn is the last remaining child of AActor.
2019-01-02 01:05:20 +01:00
Player701
68091db598 - Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes. 2019-01-01 22:00:35 +01:00
Christoph Oelckers
d654e02dea - 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.
2019-01-01 19:35:55 +01:00
alexey.lysiuk
99479d84b1 - fixed everlasting fast projectile after hitting ceiling
Without the test for ceiling hit fast projectile could enter its Death state every tick infinitely

https://forum.zdoom.org/viewtopic.php?t=63023
2019-01-01 08:14:28 +01:00
Christoph Oelckers
0b2a919bbe - fixed crash in AutoUseStrifeHealth
The loop never checked if the item was still valid and would continue to try to use it, even after it was removed from the inventory and destroyed.
As native code this just failed silently, but with the VM it needs to be explicitly checked.
2018-12-31 19:03:02 +01:00
Major Cooke
8d9d71f55f - Fixed: SXF_CLEARCALLERSPECIAL cleared the spawned actor's special instead of the caller. 2018-12-30 19:01:31 +01:00
alexey.lysiuk
36896a1224 - fixed ammo check for weapon with 'uses both' flags
https://forum.zdoom.org/viewtopic.php?t=63047
2018-12-29 13:36:10 +02:00
alexey.lysiuk
8e684f9687 - fixed missing attack sound in A_CustomPunch
See 7bb3855439/src/p_actionfunctions.cpp (L1729)

https://forum.zdoom.org/viewtopic.php?t=63049
2018-12-29 12:34:38 +02:00
Christoph Oelckers
dd3dba2ef1 - made PlayerPawn.TweakSpeeds virtual. 2018-12-29 08:43:36 +01:00
Christoph Oelckers
3559f7dffb Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-12-28 23:14:22 +01:00
Christoph Oelckers
5f303859e9 - made some changes to how the compatibility code works to allow removing the last remaining global variables of the map loading code.
Everything temporary is now part of the MapLoader class.
2018-12-28 23:14:11 +01:00
Erick Tenorio
0a6ec054d2 - TNT.WAD fixes 2018-12-27 20:52:08 +01:00
Erick Tenorio
9ee0271320 - Have Plutonia MAP16 pit kill player 2018-12-27 18:59:29 +01:00
Kevin Caccamo
e04fc026ff 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
2018-12-26 16:58:27 +01:00
Kevin Caccamo
286886e161 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.
2018-12-26 16:58:27 +01:00
Kevin Caccamo
9622ca7517 Add additive color before applying object colors
Based on what I saw in this video (https://youtu.be/Yx1tflavea8), the 
additive colors are applied before the object colors
2018-12-26 16:58:27 +01:00
Kevin Caccamo
0773e6a98e 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
2018-12-26 16:58:27 +01:00
Kevin Caccamo
33723e8904 Implement additive colour on walls and sprites
Also, don't modify the alpha channel when adding the additive colour.
2018-12-26 16:58:27 +01:00
Kevin Caccamo
758cd77e55 Rename ColorAdd to AddColor, and use it ingame
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel
2018-12-26 16:58:27 +01:00
Major Cooke
6372cdaa41 Split off pain chance triggering from ReactToDamage into its own function and gave ZScript access to it.
- TriggerPainChance(Name mod, bool forcedPain)
- One exception: PainThrehold is only checked in ReactToDamage, since this function does not require checking damage amount.
2018-12-26 11:55:42 +01:00
alexey.lysiuk
0584ecf65e - declared Actor's Morph() and UnMorph() functions virtual
They are expected to be virtual on C++ side
2018-12-25 16:27:33 +02:00
Magnus Norddahl
0c4602507e - remove shadow acne when dynlights perfectly align with planes 2018-12-23 15:13:38 +01:00
Christoph Oelckers
fcfccfe739 - fixed random number generation in SpawnFizzle.
This should now produce the same value range as Hexen's original code.
2018-12-23 12:40:26 +01:00
Christoph Oelckers
c1a86e9a4d - fixed bad attempt at restoring position in A_CustomBulletAttack. 2018-12-23 12:13:53 +01:00
Christoph Oelckers
9208fb9b77 - missed this. 2018-12-22 19:12:34 +01:00
Christoph Oelckers
36058df025 - gave the strifehumanoid's burn states dynamic lights.
Unlike everything else from the IWADs this had to use the 'light' keyword in ZScript because this is merely a base class for many others and the light definitions here need to be inheritable.
2018-12-22 16:11:18 +01:00
Christoph Oelckers
5e086ec384 - renamed back arguments of A_FireProjectile. 2018-12-22 16:11:18 +01:00
Christoph Oelckers
f6d9110c70 - removed the redundant GetOffsetPosition export and added direct native support to its existing variants 2018-12-21 13:52:30 +01:00
Christoph Oelckers
0770c0022c - cleaned up use of the random function in script files.
Many uses of random() & value have been turned into random(0, value).
This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
2018-12-21 12:40:05 +01:00
Christoph Oelckers
1deedd5671 - fixed PlayerInfo.FindMostRecentWeapon
returning multiple values from a subfunction is currently not working so this has to add an indirection.
2018-12-21 12:40:05 +01:00
Christoph Oelckers
9fab5f3b2c - fixed: For an initial weapon pickup, sv_unlimited_pickup wasn't checked for the included ammo. 2018-12-21 08:59:37 +01:00
Cacodemon345
789941f24d Export P_GetOffsetPosition and ADynamicLight::SetOffset to ZScript 2018-12-20 22:54:45 +01:00
Player701
d049b3b3eb - Fixed the position of the soul sphere within one of the secret areas (sector 324) of Alien Vendetta MAP28. 2018-12-20 19:03:15 +01:00
Christoph Oelckers
3291d8e9ac - made Ammo.GetParentAmmo virtual 2018-12-19 18:18:15 +01:00
Magnus Norddahl
bc648015c7 - vWorldNormal is not normalized but R_DoomColormap requires this 2018-12-19 11:07:39 +01:00
Chronos Ouroboros
bb8fcd63c4 Added a function for triggering use/push specials for usage in custom monster AI. 2018-12-18 21:09:13 +01:00
Chronos Ouroboros
e7118804ba Exported P_CheckFor3DFloorHit and P_CheckFor3DCeilingHit to ZScript. 2018-12-18 21:09:13 +01:00
Christoph Oelckers
462fe891bd - fixed: A powered up weapon which shares its ready state with the parent but is currently in a firing sequence may not force-switch the weapon, because that will cause the sequence to run in the wrong weapon's context. 2018-12-18 20:38:25 +01:00
Christoph Oelckers
1422a95aa8 Merge branch 'Texture_Cleanup'
# Conflicts:
#	src/textures/formats/multipatchtexture.cpp
2018-12-16 10:19:58 +01:00
Magnus Norddahl
f1fe9a0286 - fix vanilla light mode angle calculation 2018-12-15 10:02:57 +01:00
Christoph Oelckers
3d0fb6cf90 Merge branch 'master' into Texture_Cleanup 2018-12-15 09:45:26 +01:00
Magnus Norddahl
3af6ae4b37 - add vanilla lightmode that behaves exactly as Doom's original light did 2018-12-15 07:11:28 +01:00
Christoph Oelckers
656dbc9647 Merge branch 'master' into Texture_Cleanup
# Conflicts:
#	src/textures/texture.cpp
2018-12-14 22:36:26 +01:00
Player701
74ec789d0e - Force node rebuild for Plutonia 2 MAP29 to fix BSP glitches 2018-12-13 14:54:33 -05:00
Rachael Alexanderson
172b4bb846 - added a number of darken2.wad maps to rebuild nodes in compatibility.txt 2018-12-12 11:22:53 -05:00
Christoph Oelckers
ab624c8c5a Merge branch 'master' into Texture_Cleanup
# Conflicts:
#	src/textures/hires/hqresize.cpp
2018-12-11 20:27:24 +01:00
Player701
eb8614fc71 - Force node rebuild for Plutonia 2 MAP25 to fix BSP glitches 2018-12-11 09:15:05 -05:00
Christoph Oelckers
f6aa16947a - re-added PlayerInfo.BringUpWeapon. 2018-12-11 00:35:53 +01:00
Rachael Alexanderson
28516c2def - split gl_texture_hqresize into two variables - one for mode, one for multiplier. 2018-12-10 14:25:29 -05:00
Christoph Oelckers
91a8f5cd04 Merge remote-tracking branch 'remotes/origin/master' into Texture_Cleanup
# Conflicts:
#	src/polyrenderer/poly_renderthread.cpp
#	src/swrenderer/r_renderthread.cpp
2018-12-10 18:47:21 +01:00
Player701
888af3d684 - Added Plutonia 2 MAP10 and MAP11 to the "rebuildnodes" compatibility list. 2018-12-08 12:26:22 +01:00
Christoph Oelckers
79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
32e245f2b9 - moved the software rendering specific parts of the sky setup to r_skyplane.cpp. 2018-12-06 20:52:03 +01:00
Christoph Oelckers
d500dc99ea - handle the Harmony status bar icon scaling a bit more robustly.
Considering that the physical texture size should be abstracted away from modding this needs to be done differently.
Doing any calculations with physical texture sizes on the mod side is only going to cause errors so this had been changed to always return scaled size.
2018-12-06 20:21:33 +01:00
Rachael Alexanderson
a7c4fc9dc2 - add plutonia map32 to node regen compatibility - https://forum.zdoom.org/viewtopic.php?f=2&t=62777 2018-12-06 13:57:15 -05:00
Christoph Oelckers
494a113920 - 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.
2018-12-05 20:10:44 +01:00
Christoph Oelckers
2e7e6cba9d - scriptified P_CheckMeleeRange2. 2018-12-05 18:58:15 +01:00
Christoph Oelckers
de5ab0b4b6 - deprecated a few functions that depend on AAPTR_* to be useful. 2018-12-05 18:33:59 +01:00
Christoph Oelckers
6c9d0b166a Added direct native entry points to a larger number of functions. 2018-12-05 17:34:11 +01:00
Christoph Oelckers
fd801ca91b - fixed: SlotPriority must be a float.
It was a fixed before but I missed that when refactoring it into an automatic property.
2018-12-05 08:13:52 +01:00
Christoph Oelckers
33db5792b4 - moved a large part of the VM thunks out of p_mobj.cpp. 2018-12-05 00:21:16 +01:00
Christoph Oelckers
45d7e5a038 - scriptified ASpecialSpot.
This only had two simple native methods so the class is not fully scripted.
2018-12-04 18:21:48 +01:00
Christoph Oelckers
5e4b366724 Removed all native components from AInventory. 2018-12-04 18:06:09 +01:00
Christoph Oelckers
d66516ec82 - scriptified A_SpawnSingleItem, which was the last piece of native code still referencing AInventory 2018-12-04 17:55:45 +01:00
Christoph Oelckers
44e43c48b5 - scriptified A_SelectWeapon 2018-12-04 17:31:25 +01:00
Christoph Oelckers
9348baeeb1 Removed all remaining references to AInventory
What remains is the class definition and one single reference that will be scriptified.
2018-12-04 17:11:36 +01:00
Christoph Oelckers
99a87f62b6 - The 'A' prefix has no meaning in class names on the script side - even in comments. 2018-12-04 00:23:52 +01:00
Christoph Oelckers
9e70701e50 - fixed max. ammo display on AltHud. 2018-12-03 23:34:23 +01:00
Christoph Oelckers
b6d0492478 - fixed crash with weapons which remove themselves from the inventory but continue calling action functions.
This is still an error, so now this throws a meaningful exception.
2018-12-03 18:51:24 +01:00
Christoph Oelckers
0e095b0c05 - removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code. 2018-12-03 17:41:05 +01:00
Marisa Kirisame
d6d3dd038e Fix RemoveInventory not calling DetachFromOwner when an item is the first in the owner's inventory.
Fix CheckAddToSlots not working because it uses GetReplacement incorrectly.
2018-12-03 17:29:08 +01:00
Christoph Oelckers
d96d505520 - fixed accidentally misnamed parameter in A_Explode. 2018-12-02 21:39:28 +01:00
Christoph Oelckers
807df33e1a - scriptified AInventory::Tick.
This was the last bit of code standing in the way of making AInventory a fully scripted class.
All that's left to sort out is some variable accesses - the vast majority of them in SBARINFO.
2018-12-02 20:58:15 +01:00
Christoph Oelckers
2e383073e8 - scriptified the AutoUseHealth feature.
This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
2018-12-02 19:45:45 +01:00
Christoph Oelckers
3182569fb8 - scriptified the decision making of the invuseall CCMD.
Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
2018-12-02 18:43:38 +01:00
Christoph Oelckers
93f91d1039 - scriptified P_DropItem. 2018-12-02 18:31:18 +01:00
Christoph Oelckers
a5fc26b37c - scriptified the no-spawn flag check for armor and health items. 2018-12-02 18:04:44 +01:00
Christoph Oelckers
ee08412e49 - scriptified G_PlayerFinishLevel.
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2018-12-02 16:26:02 +01:00
Christoph Oelckers
1f33ba2c4d - fixed incomplete null checks in A_RadiusThrust. 2018-12-02 16:06:04 +01:00
Christoph Oelckers
719598aae4 - scriptified AActor::ClearInventory 2018-12-02 15:24:44 +01:00
Christoph Oelckers
d11b33e8fd - 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.
2018-12-02 14:34:10 +01:00
Christoph Oelckers
ba905321b0 - scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source. 2018-12-02 14:34:09 +01:00
Christoph Oelckers
fe39236ee1 - scriptified the AltHUD'S powerup drawer. 2018-12-02 14:34:09 +01:00
Christoph Oelckers
ddaab4d2ab - 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.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
4431ec06fd - scriptified the AltHUD's inventory drawer and fixed the InvPrev CCMD. 2018-12-02 14:34:09 +01:00
Christoph Oelckers
714ca9b2ce - scriptified the AltHUD's weapon drawer. 2018-12-02 14:34:08 +01:00
Christoph Oelckers
1406c11f8e - 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.
2018-12-02 14:34:08 +01:00
Christoph Oelckers
fbc441673a - AltHUD ammo drawer scriptified. 2018-12-02 14:34:08 +01:00
Christoph Oelckers
4a1f011dc1 - Alt HUD scriptification, part 1. 2018-12-02 14:34:08 +01:00
Major Cooke
49f2a38799 Fixed A_JumpIfNoAmmo not working. 2018-12-02 07:28:20 +01:00
Christoph Oelckers
a291ed21fe - fixed the AngleToVector calls in stateprovider.txt.
This looks like a search & replace gone wrong.
2018-12-02 00:41:23 +01:00
Major Cooke
e9df56198c - Restored A_SpawnItemEx's "chance" to "failchance" to prevent mod breakage from named parameters. 2018-12-01 23:39:54 +01:00
Christoph Oelckers
577af8860c - scriptified invnext and invprev CCMDs. 2018-12-01 22:37:12 +01:00
Christoph Oelckers
5c647de70c - moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory. 2018-12-01 17:46:20 +01:00
Christoph Oelckers
bc1990b6d7 - moved AInventory::DoRespawn fully to the script side. 2018-12-01 17:29:37 +01:00
Christoph Oelckers
a14b0c58bf - re-fixed the massacre fix for Dehacked-modified inventory items.
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER.

# Conflicts:
#	src/g_inventory/a_pickups.cpp
#	src/g_inventory/a_pickups.h
2018-12-01 17:20:52 +01:00