Commit graph

464 commits

Author SHA1 Message Date
Ricardo Luís Vaz Silva
7d81417829 Particle Rolling 2022-11-01 22:30:16 +01:00
Ricardo Luís Vaz Silva
b6202ffc4c Add Textured Particles 2022-11-01 21:25:31 +01:00
Shiny Metagross
bea6d2434e Update p_actionfunctions.cpp 2022-10-31 11:34:55 +01:00
Shiny Metagross
f7c3615d3b IQM Refactor Milestone
- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
2022-10-31 11:34:55 +01:00
Shiny Metagross
7092971331 Bone manipulation updates
- Factored in parent bone rotations to check if a bone needs updating
- Implemented multiply Quaternion functions to TVector4
- Converted Euler rotations in A_ManipulateBone to degrees
2022-10-31 11:34:55 +01:00
Shiny Metagross
28444d4cfd Bone manipulation start
- Bone manipulation is largely finished, but I need to figure out how to multiply quaternions
2022-10-31 11:34:55 +01:00
Shiny Metagross
3f3cc5bbc3 IQM Refactor start
- Refactored IQM and calculateBones to process TRS at runtime which resolves some of the faulty animations with large rotations. Will also make bone manipulations much easier to do
2022-10-31 11:34:55 +01:00
Marisa the Magician
c36da35e37 Fix inconsistent distance and hit position on traces that skip everything.
As it currently stood, only traces that never found anything in traversal had their distance and final position corrected.
Meanwhile, traces that skipped everything would return the distance and position of the last thing they crossed instead.
This change makes both cases consistent by "filling out" the remainder of the trace line for the latter.
2022-10-30 15:20:01 +01:00
Christoph Oelckers
4ce0ef41b5 - made DMover and subclasses non-abstract so they can be inherited from.
This is needed for interpolated custom floor/ceiling movers.
2022-10-26 17:45:02 +02:00
Christoph Oelckers
671b8696bb - made CVar declarations type safe again. 2022-10-22 09:29:38 +02:00
Christoph Oelckers
ef887403cf - marked a few Printf calls in critical error paths as PRINT_NONOTIFY. 2022-10-20 23:55:29 +02:00
Christoph Oelckers
4686d10f41 - zero the velocity of crunched sprites.
Since their size is zeroed, they are no longer subject to collision detection and may slide out of the level otherwise.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
b6c5232fea - try to keep the engine stable for as long as possible if a VM exception occurs in OnDestroy while running a cleanup.
This will still crash, but run long enough for the exception message to be visible.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
54e0201204 - added vanilla donut handling to compat_floormove. 2022-10-20 17:12:43 +02:00
Christoph Oelckers
457b9b71d9 - disable the native part of coronas as well. 2022-10-20 07:50:53 +02:00
inkoalawetrust
29421e6975 Added QF_SHAKEONLY
The QF_SHAKEONLY flag changes the behavior of earthquakes with a damage radius, so that they only shake actors around, without also harming them.
2022-10-19 22:50:50 +02:00
inkoalawetrust
457ad97553 Added QF_AFFECTACTORS.
The QF_AFFECTACTORS flag makes the thrusting and harming of damaging earthquakes also affect monsters. Monsters with DONTTHRUST will not be flung around by earthquakes.
2022-10-19 22:50:50 +02:00
inkoalawetrust
05a5a4be51 Added the QF_GROUNDONLY flag.
The QF_GROUNDONLY flag makes earthquakes only shake the player while they are standing on the ground.
2022-10-19 22:50:50 +02:00
Shiny Metagross
5670e6f54c Some of the to-dos
- Implemented Animation parameters for A_ChangeModel
- Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0
- Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything
2022-10-19 22:48:57 +02:00
Christoph Oelckers
8aaab153fa - add a system interface for CheckCheatmode and moved some sound code to the backend. 2022-10-02 16:48:56 +02:00
inkoalawetrust
69b9f107f0 Added support for BLOCKLANDMONSTERS in Line_SetBlocking.
This PR was written by MrRaveYard
2022-09-28 07:56:12 +02:00
inkoalawetrust
502c9fef5c Added APROP_FriendlySeeBlocks to Set/GetActorProperty 2022-09-24 16:44:11 -04:00
Christoph Oelckers
175c91308a - move BobSin to game side. 2022-09-04 09:01:57 +02:00
inkoalawetrust
664ccf8a7c - fix bug with 06ee21c51d - if (!pl) should always return false 2022-09-03 19:06:46 -04:00
Rachael Alexanderson
ca6a2152b9 - add freezetics actor property 2022-09-03 17:58:16 -04:00
Rachael Alexanderson
06ee21c51d
- allow notification of actor goal is reached inside of a SECF_NOATTACK sector 2022-09-03 17:37:48 -04:00
Christoph Oelckers
ed5287ef23 - added Q16 and Build angle converters to TAngle
To have full coverage. Q16 is what ACS uses and Build angles are needed in Raze.
2022-08-26 18:09:39 +02:00
Christoph Oelckers
4032576519 - blocked off direct access to TAngle’s internal storage. 2022-08-26 18:09:29 +02:00
Christoph Oelckers
3d2578820b - block direct comparisons of TAngle with floats 2022-08-26 18:01:52 +02:00
Christoph Oelckers
f0fbdba593 - disable implicit conversions from float to TAngle 2022-08-26 18:01:26 +02:00
Christoph Oelckers
4bdb8edea6 - removed redundant argument. 2022-08-18 00:06:40 +02:00
Christoph Oelckers
a2369b945c - fixed custom obituary lookup. 2022-08-17 21:35:59 +02:00
Christoph Oelckers
e27e3453f9 - fixed obituary string generation 2022-08-12 21:24:09 +02:00
Christoph Oelckers
1b43575580 - new method to define obituaries without modifying actors.
Adding strings to the language file named OBITUARY_{classname}_{damagetype} or OBITUARY_{classname} will now be detected automatically and override all other definitions.
This not only allows damage type aware obituaries but also makes it easier to retroactively add them to mods that have none defined.
2022-08-11 23:46:09 +02:00
nashmuhandes
50d16c75d9 Add corona actor 2022-08-11 20:38:24 +08:00
Shiny Metagross
9ab6557822 A_ChangeModel now has generatorIndex
- To really take advantage of this function, I thought it would be useful to be able to add additional models if the user wants to. Let's say you got a player model at index 0. Your gun model has the same frames, but you don't want to duplicate the modeldef data. With generator index, you don't need to duplicate the data, just tell generator index to clone frame data from index 0.
- Implemented a little something to check if a negative skin or model index were passed, and prevent modders from pulling that off.
2022-07-22 17:11:59 +02:00
Shiny Metagross
fa6dfdf64c Update p_actionfunctions.cpp
Woah, this didn't work with custom inventory chains!
2022-07-22 17:11:59 +02:00
Shiny Metagross
69ee1eb0a2 Surfaceskin modification
- Made it so when rendering a model, it clones an smf to use so that data isn't overwritten
- Reimplemented the skin index property. This changes the behavior of this index if CMDL_USESURFACESKIN is activated
2022-07-22 17:11:59 +02:00
Shiny Metagross
ec3d81a34f More fixes
- Let's fill the holes of serialized data so it can properly be removed instead of leaving undefined behavior behind.
- Added CMDL_HIDEMODEL flag. This makes a model index invisible.
2022-07-22 17:11:59 +02:00
Shiny Metagross
11f342795b I did a no no
- This should fix it
2022-07-22 17:11:59 +02:00
Shiny Metagross
9805851bd8 Update p_actionfunctions.cpp
Uhh, maybe this is why mac builds failed
2022-07-22 17:11:59 +02:00
Shiny Metagross
9f2c7c850d Update p_actionfunctions.cpp
- Let's fix some of the compile warnings
- We don't want to include models that were already parsed by modelDef, or already in savedModelFiles
2022-07-22 17:11:59 +02:00
Shiny Metagross
6d00e4a3f3 Finished serializing
- Implemented an FString TArray which goes into save files that saves a model file and path, and when the game is loaded, spits back out the model to be Loaded when loading a save file
2022-07-22 17:11:59 +02:00
Shiny Metagross
5b8789977a Another fix, most serialization is working
- Changed some logic when giving an actor that doesn't have a modeldef a modeldef to make sure it knows it doesn't have one when cleared
- Fixed the serialization for modelData. Only problem now is that I was right about needing to push the models on load
2022-07-22 17:11:59 +02:00
Shiny Metagross
83a23c6525 Other updates
- Moved modelDef to modelData
- Replaced TArray.Deletes with TArray.Pop
- Made a few other optimizations in other places in the action function
2022-07-22 17:11:59 +02:00
Shiny Metagross
e827e9b086 TArrays to TObjPtr
- Made the 2 TArrays into a class called DActorModelData.
- Removed the skinindex and now just uses one index
- Replaced a bunch of nullptr for modelDef checking with NAME_None
- Added some garbage cleanup to A_ChangeModel itself, as well as removing memory of modelData that is no longer needed
- Attempted serialize code, putting up for review
2022-07-22 17:11:59 +02:00
Shiny Metagross
c304a8f974 Changed static arrays to TArrays
- Made the models and skins arrays TArrays
- The issue I described with models not always reverting to default properly was caused by the fact I was unintentionally overwriting smf data. Now intermediate TArrays store the data before the loop instead of overwriting anything
2022-07-22 17:11:59 +02:00
Shiny Metagross
5abadd3aab A_ChangeModeldef
-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)

This can change the modeldef, model and skins of an actor.

Currently, modelindex and skinindex accept indices from 0-15.

An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.

Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.

One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
2022-07-22 17:11:59 +02:00
Kevin Caccamo
ffd8b5ed5a Address Graf's comment 2022-07-15 07:43:57 +02:00
Kevin Caccamo
a89d32c850 Attempt to fix #1654 2022-07-15 07:43:57 +02:00
Christoph Oelckers
2c7761926e - removed volatile type punning for clipping against line portals.
This now uses a common base for line_t and HWLinePortal.
2022-07-14 10:39:11 +02:00
Christoph Oelckers
fbd604b725 - fixed handling of *dive and *surface sounds.
The old water level needs to be retrieved before handling splashes, because SplashCheck already updates the waterlevel.
This was swapped around by a recent PR.
2022-07-14 08:13:54 +02:00
Christoph Oelckers
aae1d1439a - reverted AActor::scale to a DVector2.
This was causing comparison precision issues with existing script code.
2022-07-11 12:20:34 +02:00
nashmuhandes
593627f049 Add +ONLYVISIBLEINMIRRORS and +INVISIBLEINMIRRORS actor flags. The former makes the actor only visible in reflections, while the latter makes the actor not cast reflections in mirrors. 2022-06-22 09:36:04 +02:00
Christoph Oelckers
d5888dfa0a - validate fountaincolor before using it. 2022-06-21 19:47:08 +02:00
Christoph Oelckers
de4627a477 - added an override for NOTAUTOAIMED flag when using P_AimLineAttack for informative CCMDs.
The flag is explicitly blocked for script use.
2022-06-16 10:07:22 +02:00
Christoph Oelckers
355219d614 - fixed several scale related floating point conversion warnings. 2022-06-15 22:15:36 +02:00
Christoph Oelckers
be2fe0f304 - check point pushers/pullers by inheritance, not absiolute match 2022-06-13 00:08:34 +02:00
RaveYard
f9bf6f9311 Implement FVector ZScript for Actor Scale 2022-06-12 17:57:44 +02:00
Christoph Oelckers
21b6f722be - actually GCC is really dumb. 2022-06-06 20:11:01 +02:00
Christoph Oelckers
90def7e8b0 - GCC is dumb 2022-06-06 19:49:57 +02:00
Christoph Oelckers
d1caf3a471 - made TObjPtr as trivial as possible.
Mainly to avoid problems with Raze, but eliminating this constructor lets us catch erroneous local definitions via 'auto', which can cause major problems if left undetected.
2022-06-06 15:19:31 +02:00
Christoph Oelckers
15a5554f8d - fixed fast crushers going out of sync if something is being crushed by them. 2022-06-02 16:48:07 +02:00
Christoph Oelckers
344c6348fd - sprite lightlevel cleanup and fixes.
* consolidated the getter functions on the game data side
* better handling of per-sprite lighting with fog
* allow negative values for additive per-sprite lighting.
* also fixed return type of UpdateWaterDepth.
2022-06-01 08:37:13 +02:00
Christoph Oelckers
da30b6f6f0 - fixed some GCC warnings 2022-06-01 08:37:00 +02:00
Christoph Oelckers
21c60c931e - warning fixes and cleanup from old startscreen branch. 2022-06-01 08:36:59 +02:00
Major Cooke
3d14cec191 Added ADDLIGHTLEVEL to add the sector light level to an actor's own defined light level, if desired. 2022-05-31 21:00:31 +02:00
Major Cooke
d5e448671d Added LightLevel.
- Setting it to any value > -1 will override the sector's light level.
2022-05-31 21:00:31 +02:00
nashmuhandes
f235dcc38e Squashed commit of the following:
commit 553c4c12abd15e5f8fa02496ccfde81bdfdb53b0
Merge: cb03de5d2 add4ff12a
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Mon Feb 14 18:55:52 2022 +0800

    Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink

commit cb03de5d2fdcba8a32b83be32579be935c8b6600
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Tue Jan 25 12:54:33 2022 +0800

    Re-add WaterDepth to the custom namedef file

commit 8d1ff3c16018dd7c73c8950aa4c51f2bc0207837
Merge: f201e6307 a9eaae074
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Tue Jan 25 12:52:57 2022 +0800

    Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink

    # Conflicts:
    #	src/common/engine/namedef.h

commit f201e630706fc0ea7628b8a32bd5d88afb712208
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Sun Jan 16 20:45:27 2022 +0800

    Fix compile error (MAX() -> max())

commit fe292ebd4312afe34b1e35e4c1eafba0dc168920
Merge: 3f9150c4e 12ed24d06
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Sun Jan 16 20:37:58 2022 +0800

    Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink

    # Conflicts:
    #	src/playsim/p_mobj.cpp

commit 3f9150c4eae1c5c5510e8f9b1c4bfaab46a96b8f
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Sat May 29 05:32:54 2021 +0800

    - Implement virtual Actor.FallAndSink for scriptable falling and water physics
    - Added Actor.WaterDepth to retrieve how submerged and actor is, in map units

    Original work credited to "gzdoomthrowaway"
2022-05-31 18:57:38 +02:00
Sally Cochenour
bb42e541e9
MASTERNOSEE flag (#1601)
Makes it so that if an actor's master is invisible due to camera/mirror/portal shenanigans, then the actor will also be invisible. Name based off of an Unreal Engine flag that does the exact same thing.

Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-05-31 12:34:15 +02:00
Major Cooke
748156c846 Optimized CanCrossLine.
- Remove P_PointOnLineSide check
- Made CanCrossLine opt-in by requiring the CROSSLINECHECK flag.
2022-05-31 10:46:06 +02:00
Major Cooke
5afd14fd4d Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds. 2022-05-31 10:46:06 +02:00
Major Cooke
b5b2dd0903 Added CanCrossLine virtual for actors.
- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-05-31 10:46:06 +02:00
Sally Coolatta
a98c1efc26 Add WorldOffset field
Adjusts the thing's 3D position on render side. This allows for adjusting a thing's visual position without impacting their hitbox.

# Conflicts:
#	src/playsim/p_mobj.cpp
2022-05-31 10:14:32 +02:00
Christoph Oelckers
6b7ef697be - compacted AActor a bit by eliminating alignment gaps 2022-05-31 10:10:53 +02:00
Major Cooke
31fa78d7c9 Added the following GL Light flags:
- `DontLightOthers`: Acts as the inverse of `DontLightSelf`, where it won't light actors that aren't the owner.
- `DontLightMap`: The light doesn't affect the map.
2022-05-31 09:12:59 +02:00
Christoph Oelckers
dce6456994 - fix dynamic light setup.
The level’s global flag is unreliable and cannot be used. The operation this was initially supposed to skip cannot be skipped anyway so the impact should be minor.
2022-05-23 00:01:49 +02:00
Rachael Alexanderson
f87c7b538a - add sv_ammofactor to change the skill adjustment for ammo 2022-05-18 15:09:13 -04:00
inkoalawetrust
dbf707b83b Added MF8_SEEFRIENDLYMONSTERS.
Non-friendly monsters with this flag on will be able to attack friendly monsters on sight.
2022-05-10 08:25:30 -04:00
Christoph Oelckers
2c75e2cac9 - fixed Hexen stair builder
To work as intended the first sector must also have its validcount set.
2022-05-09 00:07:17 +02:00
Major Cooke
9dea7cbaf9 Added QF_3D flag for quakes. When used, the quake thinker will perform a 3D distance check instead of 2D. 2022-05-08 07:52:07 +02:00
Christoph Oelckers
6bce14b86f - added ‚repeat‘ option to SetLineActivation ACS function 2022-04-29 00:58:07 +02:00
Christoph Oelckers
c83344f5c2 - removed all remains of the corpsegibs flag and made vileghosts interactive
Ghosts are still off by default, but they will now be enabled when selecting the vanilla (strict) compatibility mode.
2022-04-29 00:28:34 +02:00
Christoph Oelckers
de0fcc3b6c - restrict RealGibs for players only
All non-players will now always act as if the ‚corpsegibs‘ flag was set, regardless of the current setting.
2022-04-29 00:24:47 +02:00
Christoph Oelckers
390bf58698 - first stage of migrating intermissions to screenjobs. 2022-04-26 20:50:35 +02:00
Christoph Oelckers
11b1a2ef7b - revert. accidental change in polyobject code 2022-04-19 10:21:45 +02:00
Christoph Oelckers
525351c695 - fixed: decal things failed to spawn their decals on 3D floors.
The value wasn't passed on to StaticCreate.
2022-04-16 22:49:13 +02:00
Christoph Oelckers
1ba4dfbfa8 - fixed setup of PolyBSPs when the software renderer is active.
Some needed initialization was still in the hardware renderer and not the data creator.
2022-04-15 23:59:43 +02:00
Christoph Oelckers
a40b1f1934 - fixed: group teleporters must always preserve orientation. 2022-04-15 22:49:23 +02:00
Christoph Oelckers
a25ba16755 - don't move bad polyobjects in the savegame loader. 2022-04-15 22:41:55 +02:00
Christoph Oelckers
e7f78ce911 - handle cases of empty state labels in ZScript.
Sadly this cannot print a full error message because it got no context for it when it is detected.
2022-04-15 22:25:04 +02:00
Christoph Oelckers
9c5b284d72 - fixed bad color range check in ACS HudMessage code. 2022-04-14 14:04:26 +02:00
Christoph Oelckers
29d1739371 - let A_SpawnParticle respect the float bob offset 2022-04-12 00:52:11 +02:00
Christoph Oelckers
bc566fac4e - treat PSP layer ID 0 as invalid
No PSprites with this ID may ever be created, as there is no means to find them again.
2022-04-12 00:17:25 +02:00
inkoalawetrust
3d1ddbc80e
Toggleable player following. (#1583)
* Added MF8_DONTFOLLOWPLAYERS.

Added the MF8_DONTFOLLOWPLAYERS flag, which allows friendly monsters to not follow their FriendPlayer when they have no target or goal left to head to.

* Changed the order that the DONTFOLLOWPLAYERS check runs in.

This is done to not produce unnecessary overhead on hostile monsters.
2022-04-07 23:32:16 -04:00
Christoph Oelckers
27cba4c990 - implement proper GC handling for AActor::ViewPos. 2022-04-02 07:52:50 +02:00
RaveYard
196d2efc86 Add CHF_DONTIDLE for A_Chase 2022-03-23 21:51:35 +01:00
Rachael Alexanderson
36629d2f80 - revert the previous two commits for now - needs further optimization and testing 2022-02-23 06:00:14 -05:00
Major Cooke
992141d8e3 Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds. 2022-02-23 05:20:09 -05:00
Major Cooke
bb862098ea Added CanCrossLine virtual for actors.
- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-02-23 05:20:09 -05:00
Major Cooke
c75a6c1e7d Terrain small splashes and splash bases now set their target to the thing that spawned them, allowing for extra customization. 2022-02-23 10:00:52 +01:00
Major Cooke
421c40e929 Replaced GetTerrainDef with the global Terrains array. 2022-02-22 19:35:50 +01:00
Major Cooke
579c4152d2 Added GetTerrainDef and Sector variant of GetFloorTerrain.
- GetTerrainDef takes the raw number of the Terrains[] index. Can return null.
- GetFloorTerrain (Sector) gets the defs from the position given (either Sector.Floor or Sector.Ceiling).
2022-02-22 19:35:50 +01:00
Christoph Oelckers
c48de5d8d3 - added a 'no MBF21' compatibility flag.
Turns out that there's a few old maps that have the extended line flags set but not the guard bit that forces their clearance.
Astrostein 1's first map is an example for this.
2022-02-14 20:00:06 +01:00
Rachael Alexanderson
add4ff12ac - virtualize player landing on thing sound 2022-02-14 08:07:10 +01:00
Nikolay Ambartsumov
df976e218e Add per-tier sidedef light levels to UDMF maps 2022-01-26 18:25:04 -05:00
Rachael Alexanderson
410c35b942 Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom 2022-01-24 12:30:59 -05:00
Major Cooke
6432e4f6a8 Optimized P_TestMobjZ by not running the iterator if actor also has THRUACTORS. 2022-01-24 12:17:52 -05:00
Major Cooke
046799db68 Removed all attempts to stop the sprite from appearing in portals. This may likely require a fundamental breakdown of the system itself in order to address the problem. 2022-01-24 12:00:33 -05:00
Major Cooke
4e8d59951b Added A_SetViewPos(Vector3 Offset, int Flags = -1)
- Offset: The offset from the actor's view to move the camera about.
 - Flags: (Default is -1, which means don't change flags)
  - VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
  - VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!

Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.

**Issues:**
- Hiding sprite while in portal incomplete.
2022-01-24 12:00:33 -05:00
Xaser Acheron
bfb79e5b32 Merge branch 'master' into feature_weaponscale 2022-01-23 20:01:59 -06:00
Xaser Acheron
e9c86017e4 apply WeaponScaleX/Y to all PSprites on a weapon 2022-01-23 19:59:06 -06:00
Marisa Heit
31549997b4 Fix GC so collection rate is proportional to alloc rate
- Previous comments in dobjgc.cpp suggested that StepMul was used
  to determine how quickly garbage was collected based on how quickly
  memory was being allocated. This was not the case. Now it is.
- Remove calls to CheckGC from the thinkers. With GC running at a
  stable rate (once per frame), there should be no need to inject
  pauses into the collection process to keep it from injecting stutters
  (provided StepMul is sane). The risk of running out of memory because
  we don't run a collection pass absolutely every thinker should be
  practically zero.
- Reduce DEFAULT_GCMUL from 400 to 200, since it does what it says now
  instead of something else.
2022-01-11 13:01:31 +01:00
Christoph Oelckers
597856c1d4 - use an enum for the FX_* flags.
These were still #defines.
2022-01-07 00:40:40 +01:00
Christoph Oelckers
63fa01205f - fixed potential infinite loop in Hexen-style stair builder. 2022-01-07 00:09:59 +01:00
Sean Baggaley
bf1577a984 ACS: fixed an old regression in which printing a map char array did not dereference the given array variable 2021-11-29 07:47:30 +01:00
Xaser Acheron
0b93aef776 add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites 2021-11-14 23:21:07 -06:00
Christoph Oelckers
77d74a11d1 - removed most templates.h includes. 2021-10-30 10:49:12 +02:00
Christoph Oelckers
07a181090b - missed some MAX's. 2021-10-30 10:45:58 +02:00
Christoph Oelckers
1d0aed219e - replaced MIN/MAX in all non-common code. 2021-10-30 10:16:52 +02:00
Christoph Oelckers
047c0c9537 - fixed recreation of state lights
This must also happen if the previous state had a light but the current one does not.
2021-10-19 08:07:06 +02:00
Christoph Oelckers
6bf487dac3 - fixed wrong state being checked for dynamic light updating. 2021-10-03 15:44:42 +02:00
Christoph Oelckers
3ef60a40a5 - fixed particle processing in the main thinker loop
This may not be guarded by the dynamic light flags, only the light ticking may.
2021-09-24 08:33:37 +02:00
drfrag
d84b44cbd1 - Add missing null pointer check. 2021-09-24 08:07:20 +02:00
Christoph Oelckers
23477342c3 - fixed handling of states with the 'light' keyword. 2021-09-24 00:01:19 +02:00
Christoph Oelckers
702b75e96a - fixed one frame activation delay for dynamic lights.
We cannot check HasDynamicLights in ProcessThinkers because it gets set too late.
2021-09-21 20:43:21 +02:00
Christoph Oelckers
6c12a8de12 - properly track whether some action in the current frame may have triggered a dynamic light activation. 2021-09-21 20:31:43 +02:00
Christoph Oelckers
c9d9982b68 - fixed: Decal things did not spawn their lower decals. 2021-09-17 00:48:12 +02:00
Christoph Oelckers
196a4c0b36 - added a modified version of MBF's stay-on-lift feature.
The reason this was never added was the hard dependency on the line trigger types. This implements some modified logic that does not try to find all potential lifts in the map.
Also moving the MBF flags to compatflags so that they are easier to control by the user as these must be part of compatibility presets.
2021-08-24 11:48:07 +02:00
Christoph Oelckers
854e11a9de - made CheckMeleeRange a normal function again.
This way it can be directly used as a native ZScript export.
Like SuggestMissileAttack the change to a method was for virtual overrides that have been turned into flags since then.
2021-08-21 12:44:36 +02:00
Christoph Oelckers
ac48518abc - merged SuggestMissileAttack back into P_CheckMissileRange.
This was once a virtual function to handle the various monster specific modifiers but this had been changed into properties a long time ago.
2021-08-21 12:37:23 +02:00
Christoph Oelckers
d15f450fef - implemented MBF's monsters_avoid_hazards feature.
Both as a map flag for MBF21 support and as an actor flag for better control.
2021-08-21 12:29:24 +02:00
Christoph Oelckers
b1de11dce8 - added a map flag to disable MF6_JUMPDOWN.
Not really useful but since MBF has this we may need it if we support the OPTIONS lump for MBF21 later.
This is intentionally not exposed to MAPINFO.
2021-08-21 11:37:57 +02:00
Christoph Oelckers
ff497996a3 - added a per-level AVOIDMELEE flag.
This already existed as a per-actor flag, but for proper MBF support it needs to be settable on a per-map basis as well.
2021-08-21 10:55:22 +02:00
Christoph Oelckers
109069f718 - removed the unused palette parameter from the V_GetColor family of functions. 2021-08-14 09:57:23 +02:00
Christoph Oelckers
f34258281f - fixed: crushing stairs must use HexenCrush mode.
This was the default for floors even in Doom, so it must also apply to the stairs.
2021-08-11 19:58:57 +02:00
Christoph Oelckers
139f501ec5 - run the dynamic light recreation loop before calling the light ticker.
This was done afterward which performed some needed cleanup too late.
2021-08-11 15:41:42 +02:00
Christoph Oelckers
1097bd6c73 - fixed: instead of checking gl_lights, better check Level->HasDynamicLights.
Especially in the thinker code this is needed for software rendering.
Strictly speaking, the software renderer should do the same, but it checks r_dynlight in so many places deep in the logic where the level is not available.
2021-08-11 14:09:00 +02:00
Christoph Oelckers
3adadfe4d3 - do not run the dynamic light ticker when lights are switched off. 2021-08-11 12:39:17 +02:00
Christoph Oelckers
4cee567b23 - fixed: P_RoughMonsterSearch did not pass the fov parameter to its worker functions. 2021-08-10 18:04:10 +02:00
Christoph Oelckers
61739b4086 - fixed BlockThingsIterator to not reset its list of processed actors when traversing portals. 2021-08-10 18:00:14 +02:00
Christoph Oelckers
c1a8776a15 - updated common code from screenjob branch.
That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
Christoph Oelckers
92a92b1303 - fixed: MBF21' scrollers need to divide the offsets by 8. 2021-07-04 11:33:34 +02:00
Christoph Oelckers
9082ef7d49 - MBF21: more work on flags.
* added handlers for the missing upper flags in the first flag word.
* refactored some code related to MF_BOUNCES to adapt to other flags' changes to avoid constant property updates for too many flags.
* treat anything with RF_ZDOOMTRANS as non-translucent for the purpose of the flag checks.
2021-07-02 19:48:58 +02:00
Christoph Oelckers
7ade3b829b - moved MF_INCHASE to flags7.
Due to how the MBF21 flag checkers work the first flag word may not repurpose any unused flags in it. We still need MF_SLIDE to be usable by them, despite being totally unused.
2021-07-01 08:55:01 +02:00
alexey.lysiuk
29f6dd23b9 - fixed compilation with GCC and Clang
src/playsim/p_maputl.cpp:1691:42: error: too many arguments provided to function-like macro invocation
src/gamedata/d_dehacked.cpp:2385:62: error: cannot pass non-trivial object of type 'FString' to variadic function;
2021-07-01 09:24:33 +03:00
Christoph Oelckers
c700682a36 - MBF21: ported the code pointers to ZScript.
So far it's just the functions and some initial changes to Dehacked's parser. None of this is usable yet.
2021-07-01 00:53:15 +02:00
Christoph Oelckers
b043a5a5de - add melee range support to A_Saw and A_Punch.
This is merely for MBF21 support and not a recommended editing feature! There are better ways to define the range of a player's attack!
2021-06-30 14:48:13 +02:00
alexey.lysiuk
a9ad3d1fc3 - prevent appearance of dangling pointers in corpse queue
A dangling pointer in corpse queue may appear if actor is added to the queue when GC is in propagation state.
Enqueued corpse actor remains white, and if it’s destroyed and garbage collected before dequeue, a dangling pointer will be accessed during its removal from the queue.
In console, do `summon CorpseSpawner` and `gc now` with the following script loaded. Without a write barrier, it will crash in two seconds.

```
class TestCorpse : Actor
{
	States
	{
	Spawn:
		POSS U 1 A_Die;
	Death:
		POSS U 1 A_QueueCorpse;
		Stop;
	}
}

class CorpseSpawner : Actor
{
	override void Tick()
	{
		A_SpawnItem("TestCorpse");
	}
}
```

https://forum.zdoom.org/viewtopic.php?t=69842
2021-06-30 10:19:08 +03:00
Christoph Oelckers
9b3782ea0f - MBF21: remaining actor properties. 2021-06-29 22:32:38 +02:00