Commit graph

12405 commits

Author SHA1 Message Date
Christoph Oelckers
4417afd548 - changed VMValue to handle strings by reference.
This makes VMValue a real POD type with no hacky overloads and eliminates a lot of destructor code in all places that call a VM function. Due to the way this had to be handled, none of these destructors could be skipped because any value could have been a string.
This required some minor changes in functions that passed a temporary FString into the VM to ensure that the temporary object lives long enough to be handled. The code generator had already been changed to deal with this in a previous commit.
This is easily offset by the code savings and reduced maintenance needs elsewhere.
2017-03-22 01:44:56 +01:00
Christoph Oelckers
9bffe4ee50 - scriptified the main statusbar interface and the Strife status bar.
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.

Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00
Rachael Alexanderson
4110f34139 - fixed: non-SSE2 drawers still had SSE2 intrinsics for light calculations, preventing successful compilation on ARM. 2017-03-21 17:51:09 -04:00
Magnus Norddahl
fc3cb01029 - only ray test sprites on lights that are shadowmapped 2017-03-21 14:32:48 +01:00
Magnus Norddahl
25a30f8b7e - remove vectorcall from the 8 bit drawer 2017-03-21 14:28:31 +01:00
Magnus Norddahl
d437b342db - replaced the softpoly drawers with templated versions 2017-03-21 14:12:19 +01:00
alexey.lysiuk
7aa6a6b0b3 Restored explicit assignment operators for VMValue
Unfortunately strings require special handling and so all operators must be available
This partly solves https://mantis.zdoom.org/view.php?id=453 (and https://mantis.zdoom.org/view.php?id=459 too)
2017-03-21 12:14:50 +02:00
Christoph Oelckers
fb48a1b776 - resotred proper time calculations for status screen. 2017-03-20 19:04:17 +01:00
Magnus Norddahl
11e5759913 - detached the poly renderer from the software renderer 2017-03-20 08:28:16 +01:00
Christoph Oelckers
f45371e231 - reverted the counter for the vertex angle cache to a simple incrementing global variable.
Using I_MSTime is not precise enough, because some camera textures can be done quicker. It was pointless anyway trying to make this multithreading-safe, the entire caching idea here makes no sense if two clippers can simultaneously work on the same level data without changing the memory organization and rendering it ineffective.
2017-03-20 01:21:33 +01:00
Christoph Oelckers
1031481167 - added some checks to exclude dynamic lights from being subjected to shadowmapping if they do not touch any one-sided lines from the back side. This condition is a requirement for a 1D shadowmap to even have an effect. 2017-03-20 00:34:19 +01:00
Christoph Oelckers
0721aef218 - fixed: FxAssign used the wrong value type for emitting the store operation.
It used the expression's value type, but needs to use the variable's, which can be different when the assignment is synthesized from a builtin function.
2017-03-19 21:36:18 +01:00
Christoph Oelckers
403c5693a9 - cleaned out a large part of unused methods from VMValue.
- keep string registers which are being used as function parameters allocated until after the function call returns. This is for allowing to pass strings by reference which would avoid some costly constructor/destructor loops in the call instruction.
2017-03-19 21:25:30 +01:00
Christoph Oelckers
0a11e38967 - let SBARINFO always read ST_X and ST_Y from the wrapper because it just too liberally changes these values in unpredictable ways. 2017-03-19 19:49:52 +01:00
Christoph Oelckers
6b95371813 - made a few adjustments to the clean factor calculation so that on large screens the smaller factor gets preferred.
Without such tweaking the menu scale tends to get a bit too large on some screen sizes.
2017-03-19 18:38:16 +01:00
Christoph Oelckers
0cfdd699ad - exported the base thinker class for sector lighting effects to ZScript. 2017-03-19 13:15:38 +01:00
Christoph Oelckers
d74b6a6896 - typo... 2017-03-19 12:41:00 +01:00
Christoph Oelckers
fd9dc9e3f4 - fixed handling for OkayToSwitchTarget. 2017-03-19 12:07:02 +01:00
Christoph Oelckers
ac95cba848 - fixed generic class type properties to handle "" and "none" as 'no class'. 2017-03-19 12:02:17 +01:00
Christoph Oelckers
2c789a2d75 - looks like the last commit missed a few files. 2017-03-19 11:35:24 +01:00
Christoph Oelckers
845c43876c - moved all trivial actor properties into the scripts as 'property' declarations. 2017-03-19 11:30:28 +01:00
Rachael Alexanderson
4784aae098 - backport cl_oldfreelooklimit from Skulltag - due to the advent of capped skies, there really was no reason to keep the upper limit so low. 2017-03-19 00:36:52 -04:00
Rachael Alexanderson
8711add50b - fixed: Fatal error on startup due to incorrect ZScript version. 2017-03-18 21:08:36 -04:00
Christoph Oelckers
144885665f - this feature is past version 2.4. 2017-03-19 00:52:42 +01:00
Robert Cochran
077de36139 Fix method member being a qualified name
This breaks the Linux build with GCC. This is non-standard behavior, but
apparently Visual Studio allows it.
2017-03-18 22:44:21 +01:00
Christoph Oelckers
2c7ceaf96a - fixed the check for one-subsector BSPs. 2017-03-18 22:44:03 +01:00
Christoph Oelckers
3cced6c7cc - fixed the early-outs for empty functions in the VM caller.
OP_RET should not be used as an absolute number here.
2017-03-18 21:31:43 +01:00
Christoph Oelckers
622b4a6457 - switched over to the scripted intermission screens. 2017-03-18 21:19:32 +01:00
Christoph Oelckers
9ef88ea327 - need to be careful with ctype functions - the way they are written they will do bad things with non-ASCII characters if signed chars are fed to them. 2017-03-18 19:37:36 +01:00
Christoph Oelckers
a2f2be17ef - status screen fully scriptified but not active yet. 2017-03-18 19:35:26 +01:00
alexey.lysiuk
9a10a0f136 Added handling of any space characters in BEX par times
Back to Saturn X E1: Get Out Of My Stations (https://www.doomworld.com/idgames/levels/doom2/megawads/btsx_e1) uses tabs instead of spaces and bunch of 'Need data after par' warnings were printed during loading
PrBoom supports arbitrary space characters too
2017-03-18 18:28:19 +02:00
Christoph Oelckers
745b96beec - made the status screen a class and scriptified a few more functions. 2017-03-18 15:45:36 +01:00
Christoph Oelckers
74e9d9db1a - fixed: The evaluation of multi-string ZScript properties did not work correctly. 2017-03-18 15:45:36 +01:00
alexey.lysiuk
cb5ddeff25 Fixed compilation warnings reported by Clang
src/gl/scene/gl_clipper.h:150:23: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/gl/dynlights/gl_aabbtree.cpp:137:24: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:137:34: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:137:44: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:30: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:54: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:142:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:143:3: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:144:3: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:167:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_shadowmap.cpp:163:31: warning: '&&' within '||' [-Wlogical-op-parentheses]
src/p_saveg.cpp:367:16: warning: comparison of integers of different signs: 'unsigned int' and 'int' [-Wsign-compare]
src/p_saveg.cpp:402:60: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/p_setup.cpp:1553:39: warning: format specifies type 'ptrdiff_t' (aka 'long') but the argument has type 'int' [-Wformat]
src/scripting/zscript/zcc_compile.cpp:293:74: warning: field 'AST' will be initialized after field 'mVersion' [-Wreorder]
src/swrenderer/drawers/r_thread.cpp:113:21: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
2017-03-18 15:13:02 +02:00
alexey.lysiuk
0130fc27cc Fixed compilation with GCC/Clang
src/scripting/backend/codegen.cpp:317:35: error: cannot initialize return object of type 'FxExpression *' with an rvalue of type 'bool'
2017-03-18 14:31:15 +02:00
Christoph Oelckers
b416322032 - converted FInterBackground into a class so that the scripts can use it.
- fixed some issues with default value matching in savegames.
2017-03-18 13:25:22 +01:00
Christoph Oelckers
1e9ef2b1df - started scriptifying the level intermission screen. This compiles but is not active yet.
- allow treatment as one-character string constants as character constants. This became necessary because name constants already use single quotes and are much harder to repurpose due to a higher degree of ambiguity.
- fixed: protected methods in structs were not usable.
2017-03-18 12:18:15 +01:00
alexey.lysiuk
ce3c397ec7 Fixed builtin type names for -dumpast command line option 2017-03-18 13:11:13 +02:00
alexey.lysiuk
4557f751c8 Fixed sight check after blockmap refactoring
https://mantis.zdoom.org/view.php?id=446
2017-03-18 12:44:26 +02:00
Christoph Oelckers
f3ae144525 - removed some unused variables in wi_stuff.cpp. 2017-03-17 23:53:51 +01:00
Christoph Oelckers
d423ad0d18 - moved CheckRealHeight from wi_stuff.cpp to texture code. 2017-03-17 23:08:22 +01:00
Christoph Oelckers
c4f6a54753 - fixed reject check in particle code. 2017-03-17 21:54:03 +01:00
Christoph Oelckers
c9296ead57 - moved the skybox texture files to the main textures directory. 2017-03-17 21:12:09 +01:00
Christoph Oelckers
fee18a6971 - fixed the attenuation check in gl_GetLight. 2017-03-17 20:16:49 +01:00
Christoph Oelckers
7d8d69d01b - fixed: The clipper for the main scene may not be initialized before the camera textures have been drawn.
It looks like the memory management at use here is not capable of maintaining multiple instances simultaneously and the camera textures create another scene drawer so the initialization of the main scene drawer has to be delayed until after the camera textures are done.
2017-03-17 19:28:47 +01:00
alexey.lysiuk
3f7160183d Fixed compilation with GCC/Clang
src/p_blockmap.h:76:7: error: extra qualification ‘FBlockmap::’ on member ‘VerifyBlockMap’
2017-03-17 17:42:28 +02:00
Christoph Oelckers
d506b2e6a1 - fixed code generation bug with bad class names in DECORATE.
- print attenuation info with 'listlights' CCMD.
2017-03-17 16:00:04 +01:00
Christoph Oelckers
33d36157c8 - moved the blockmap into a substructure of FLevelLocals.
This part can certainly improved a lot but the most important thing, grouping all those global variables into one place, is done.
2017-03-17 14:24:21 +01:00
Christoph Oelckers
f864a09faa - moved more varialbles into FLevelLocals. 2017-03-17 12:49:43 +01:00
Christoph Oelckers
ea1d6634f7 - moved the Zones array into FLevelLocals.
- replaced TStaticArray with regular TArrays.

They had incomplete implementations preventing proper cleanup of the level loading code. It makes more sense to add the missing methods to the regular TArray and use that.
This also makes some changes to how the game nodes are used to avoid creating a copy: If the head node's pointer is stored in a separate variable, no code needs to check which of the two arrays gets used.
2017-03-17 12:11:37 +01:00