Commit graph

339 commits

Author SHA1 Message Date
Boondorl
2c09a443b4 Reworked Morphing
Removed StaticPointerSubstitution in favor of a much safer function that only changes select pointers. As a result the ability to properly modify morphing has been opened back up to ZScript. Many missing virtual callbacks were amended and MorphedDeath has been reworked to only be called back on an actual morphed death. MorphedMonster is no longer required to morph an Actor. CheckUnmorph virtual added that gets called back on morphed Actors. Fixed numerous bugs related to morph behavior.
2024-03-01 08:35:31 -05:00
Ricardo Luís Vaz Silva
d848a57bac Fix readonly for SpecialBounceHit virtual 2024-02-23 07:07:56 +01:00
Rachael Alexanderson
d8ef27e0ed
Squashed commit of the following:
commit ad25b50089b6e01b8e4291e34cfe3a008af9128d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:12:46 2024 -0500

    Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

    This reverts commit d2c2c93cf1.

commit 8537f0d8db804f0076b90daa66b750e44dccf44c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:12:41 2024 -0500

    Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

    This reverts commit dc897eacc0.

commit d45f6ebf11f31d246f2de4f3bbd11f7970783125
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:10:21 2024 -0500

    Revert "Restored r_orthographic behavior."

    This reverts commit 26908f5bc5.

commit be0836feef9b95f12828eeed4319c726ef13780d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:09:15 2024 -0500

    Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

    This reverts commit 08b03e6b19.

commit 688288a9199b912203022cb4db37503f6270e0c3
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:09:06 2024 -0500

    Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

    This reverts commit d3405837ce.

commit 72b7df9fa1841d665c2846dd31a89c6f48123e55
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:08:59 2024 -0500

    Revert "Restored r_orthographic behavior."

    This reverts commit e171f4eb6a.

commit aa954132bf29f2f8a51bf09dae127e5ffe2c5670
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:08:48 2024 -0500

    Revert "Merged with latest master and made small change (zcenter -> center.Z) to hw_sprites.cpp. Now compiles and works."

    This reverts commit c8a7507e8e.

commit 3ce90e87a3a9956b615995b57b90619e89bbcff4
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 12:00:46 2024 -0500

    Revert "Cleaning up implementation of isometric camera with optional orthographic projection."

    This reverts commit 25f1407228.

commit 3aafd363e40c8d1d2ebbe3c61aeb2b80a74e565a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:25 2024 -0500

    Revert "Small change to SpectatorCamera actor."

    This reverts commit 2b555d7556.

commit a41911f8907731c098de71ca3e14261ac432ec8c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:16 2024 -0500

    Revert "SpectatorCamera can now follow the 'tracer' actor. Also added a 'lagdistance' property for lazy follow."

    This reverts commit 7fbb4cd06c.

commit 19398edd065b7b483b8c7be42cb16026695e241a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Feb 9 11:59:05 2024 -0500

    Revert "Minor addition toe SpectatorCamera. Added three chase modes to lazy follow. 0: Catch up until tracer is centered again. 1: Same but don't move if tracer isn't moving (camera moving when character is not is jarring). 2: Stop chasing if tracer is closer than lagdistance. Game modes benefit from a 'center camera' button but that doesn't have to be hard-baked into the engine."

    This reverts commit c3ca564cfc.
2024-02-09 12:15:17 -05:00
Rachael Alexanderson
22f04bb689
Merge branch 'master' into ItemSharing 2024-02-01 08:44:35 -05:00
Boondorl
c90a3290fe Items set to stay or respawn no longer get picked up locally 2024-02-01 08:43:49 -05:00
Boondorl
c1539c2286 Added client-side item pick ups
Includes feature to disable Actor rendering locally (this cannot be checked from the playsim) and options for disabling co-op only things.
2024-02-01 08:43:49 -05:00
Dileep V. Reddy
c3ca564cfc Minor addition toe SpectatorCamera. Added three chase modes to lazy follow. 0: Catch up until tracer is centered again. 1: Same but don't move if tracer isn't moving (camera moving when character is not is jarring). 2: Stop chasing if tracer is closer than lagdistance. Game modes benefit from a 'center camera' button but that doesn't have to be hard-baked into the engine. 2024-02-01 08:43:34 -05:00
Dileep V. Reddy
7fbb4cd06c SpectatorCamera can now follow the 'tracer' actor. Also added a 'lagdistance' property for lazy follow. 2024-02-01 08:43:34 -05:00
Dileep V. Reddy
2b555d7556 Small change to SpectatorCamera actor. 2024-02-01 08:43:34 -05:00
Dileep V. Reddy
25f1407228 Cleaning up implementation of isometric camera with optional orthographic projection.
All CVars, mapinfo variables, and playerinfo/playerpawn variables are gone.
A Camera actor named 'SpectatorCamera' is defined in warsrc/static/zscript/actors/shared/camera.zs

The following new flag bits were defined in the 'DViewPosition' struct for use with actor->ViewPos in src/playsim/actor.h:
	VPSF_ALLOWOUTOFBOUNDS =		1 << 3,			// Allow viewpoint to go out of bounds (hardware renderer only).
	VPSF_ORTHOGRAPHIC =		1 << 4,			// Use orthographic projection.
	VPSF_ISOMETRICSPRITES =		1 << 5,			// Displace sprites towards camera and don't billboard (drawn from isometric perspective).

Basically, spawn a SpectatorCamera actor with the appropriate flags and set it to player.camera.
See example template: https://www.mediafire.com/file/fv8rytayjt9l6g1/isometric_actor_wads.zip/file

Has been tested with multiplayer death and disconnection (and respawns). Not tested with portals.
Still only works with hardware renderer (mostly). But should be compatible with older mods and libraries.
2024-02-01 08:43:34 -05:00
Boondorl
c3f26b5405 Improved key sharing functionality
Localized functionality to an inventory function so that any item can make use of sharing. Added flag to avoid infinite recursions. HandlePickup() will now also share keys (for more complete handling). PuzzleItems are now included in sharing.
2024-01-28 18:04:04 -05:00
inkoalawetrust
56803317f5 Added new AutomapOffsets property.
This Vector2 property allows you visually offset the XY position of an actors' sprites on the automap.
2024-01-28 09:48:41 -05:00
inkoalawetrust
f369cd7f6d Exposed PerformShadowChecks() to ZScript.
Also made CheckForShadows() and P_CheckForShadowBlock() return a pointer to the SHADOWBLOCK actor instead of a bool.
2024-01-26 07:00:57 +01:00
inkoalawetrust
e1f585f6fd Exposed FindStateByString() to ZScript.
This allows for using ZScript code to jump to different versions of states without using If/Else blocks or Switch cases.
2024-01-25 14:17:16 -05:00
Dileep V. Reddy
d3405837ce Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars. 2024-01-21 12:13:42 -05:00
Dileep V. Reddy
08b03e6b19 Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom. 2024-01-21 12:13:42 -05:00
Rachael Alexanderson
af08413e10
- reverting pull request #2361 - apparently pull request #2364 changed some behaviour and these two do not play nice together. One or the other unfortunately has to be rolled back to allow GZDoom to build properly again.
Revert "Restored r_orthographic behavior."

This reverts commit 26908f5bc5.

Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

This reverts commit dc897eacc0.

Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

This reverts commit d2c2c93cf1.
2024-01-21 08:18:16 -05:00
Dileep V. Reddy
dc897eacc0 Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars. 2024-01-21 03:34:00 -05:00
Dileep V. Reddy
d2c2c93cf1 Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom. 2024-01-21 03:34:00 -05:00
Ricardo Luís Vaz Silva
79d9217340 Add action versions of the animation/model methods 2024-01-16 10:27:08 -05:00
Ricardo Luís Vaz Silva
98e6330eaa allow modeldef flags to be overriden 2024-01-16 10:27:08 -05:00
jekyllgrim
19435293af Add Actor.HasReceived 2024-01-04 14:33:06 -05:00
jekyllgrim
d0288264a2
Add Actor.CanReceive (#2295)
Adds CanReceive() to Actor, called by items from CallTryPickup(). This will let actors themselves determine if they can receive the item before any other checks.

Co-authored-by: Rachael Alexanderson <18584402+madame-rachelle@users.noreply.github.com>
2024-01-04 07:24:32 -05:00
Boondorl
fc6191deb9 Added CollidedWith
Guarantees a collision happened unlike CanCollideWith. Called in TryMove so it only calls when an actual movement was attempted and not just a potential positional check.
2024-01-04 07:17:13 -05:00
Christoph Oelckers
3f05f38a60 fix max health for Doom's health bonus with Dehacked modifications present. 2023-12-20 00:11:09 +01:00
jekyllgrim
df5dc5ebd8 Moved the enum to doombase.zs 2023-12-17 13:20:08 +01:00
jekyllgrim
fc809cfab6 Virtualized returns for SpecialMissileHit/SpecialBounceHit 2023-12-17 13:20:08 +01:00
Rachael Alexanderson
4850ee3776 - fix nullptr check for target in HolySpirit.Slam (fixes #2296) 2023-12-13 09:59:14 -05:00
Ricardo Luís Vaz Silva
52c878c0d7 Fix vanilla weapon functions passing ammo count to DepleteAmmo 2023-12-10 07:19:21 +01:00
Ricardo Luís Vaz Silva
5d5e7ca042 Decoupled IQM Model Animations 2023-11-20 22:08:33 -05:00
nashmuhandes
a04f909d06 Add sv_coopsharekeys - in coop, picking up a key will distribute it to all online players 2023-11-11 20:50:31 -05:00
Christoph Oelckers
f0c9b1765e gave translations a dedicated scripted type.
This is needed for implementing reliable serialization of custom translations. As long as they are merely ints they cannot be restored on loading a savegame because the serialization code does not know that these variables are special.
2023-11-09 23:04:10 +01:00
Ricardo Luís Vaz Silva
d699ba248e warn when fewer returns than expected are given for a function 2023-10-15 18:51:05 +02:00
Rachael Alexanderson
29368f0f4e - make zs Actor.GetReplacement and Actor.GetReplacee clearscope 2023-10-05 12:29:20 -04:00
Professor Hastig
40ec46e6ea added missing hit obituaries to Hexen's Chaos Serpents. 2023-09-26 06:21:02 -04:00
Rachael Alexanderson
ce893d2cd4 - remove some double semicolons 2023-09-19 07:29:36 -04:00
jekyllgrim
d354d7332f Allow viewbob speed adjustment through properties
This adds ViewBobSpeed to PlayerPawn that is passed in CalcHeight() instead of the value of 20 and can be adjusted with the Player.ViewBobSpeed variable. This will let modders dynamically adjust how to only how far the camera bobs up and down, but also how *quickly* it does that, which allows to easily convey a feeling of a heavy, slow-moving character whose view might bob a lot but would do it slowly.
2023-09-15 22:40:14 +02:00
Christoph Oelckers
79ef78e2b5 - fix ammo consumption of powered up Phoenix Rod. 2023-09-14 22:32:20 +02:00
Ricardo Luís Vaz Silva
0e70e95fa4 Add Inventory::ModifyBob and Inventory::ModifyBob3D 2023-09-14 16:28:38 +02:00
Christoph Oelckers
0980b53881 - fixed: MBF21's BOSS flag implies NORADIUSDMG. 2023-09-13 20:48:57 +02:00
Christoph Oelckers
f72da434a8 - fixed: For Dehacked, A_CPosAttack needs to use a hard coded attack sound.
This discrepancy is ancient, so the approach used for the shotgunner does not work here and some hacks are needed to remap the function only for Dehacked.
2023-09-13 17:50:47 +02:00
Major Cooke
44623daafe Fixed wrong pointer being used in PlayerFinishLevel, causing wrong inventory items to be destroyed. 2023-08-28 19:33:46 +02:00
Ricardo Luís Vaz Silva
bcbb85b1dd Add Weapon::ModifyBobLayer , Weapon::ModifyBobLayer3D and Weapon::ModifyBobPivotLayer3D 2023-08-02 01:05:24 -04:00
Boondorl
5a74e79b92 Added bounce virtual 2023-08-02 00:42:06 -04:00
Boondorl
fe1acc7f40 Localized fix to its own field 2023-08-02 00:41:39 -04:00
Boondorl
239a288a9a Exported reflection functionality
Localized reflection code to a single function. Fixed an error where NOSHIELDREFLECT was being checked on the wrong Actor. Fixed an oversight where MIRRORREFLECT was checking for valid target despite not needing one.
2023-08-02 00:40:01 -04:00
inkoalawetrust
150e893c67 Added ShadowAimFactor and ShadowPenaltyFactor.
These properties allow to specify how much an actors' aim is degraded when shooting at a shadow actor. And how much the shadow actor itself affects the shooters' aim, respectively.
2023-08-02 00:39:35 -04:00
inkoalawetrust
a7f76fe8b9 Added damage property to earthquakes.
When this property is set to any value above 0. The earthquake does the exact amount of damage specified, instead of a random amount.
2023-08-02 00:38:24 -04:00
inkoalawetrust
a38b151940 Added damage and thrust multipliers to quakes.
These properties allow for scaling the amount of damage an earthquake does and how much it pushes actors around.
2023-08-02 00:38:24 -04:00
inkoalawetrust
194f73a94b Added (XF/RADF)_CIRCULAR.
This flag makes explosions use a spherical radius, instead of a cubic one. Only took almost 30 years.
2023-08-02 00:37:58 -04:00
inkoalawetrust
ca1f3ac580 Added (XF/RADF)_NOALLIES.
This flag allows explosions to not harm any actors that are friendly to its' source.
2023-08-02 00:37:58 -04:00
inkoalawetrust
6489b05db9 Added (XF/RADF)_THRUSTLESS.
This flag allows for explosions that do not thrust any of the actors caught in the blast.
2023-08-02 00:37:58 -04:00
Ricardo Luís Vaz Silva
99850ea216 fix the ammocount parameter in Weapon.CheckAmmo 2023-07-09 10:47:39 +02:00
Ricardo Luís Vaz Silva
1589afb46e Add Voodoo Zombie Compatflag 2023-05-14 08:14:47 +02:00
Blue Shadow
40cb7f14d0 - added MaxEffectTics field to Powerup 2023-04-12 16:25:15 +02:00
Major Cooke
aed72f58f3 Converted A_Quake(Ex) intensity parameters from ints to doubles. 2023-01-14 11:30:00 -05:00
Boondorl
3dce874621 Exported bounce functions 2023-01-12 17:44:28 +01:00
nashmuhandes
2fa2533982 - enable DM support for sv_noplayerclip
- fixed voodoo dolls with sv_noplayerclip
- fixed autoaim working incorrectly with sv_noplayerclip
2023-01-08 22:55:10 +08:00
nashmuhandes
3d6cc47dc1 Add sv_noplayerclip to allow players to walk through and shoot each other (only in coop) 2023-01-08 19:10:49 +08:00
Boondorl
0d23816179 Added FlyBob Multiplier for Player 2023-01-02 08:14:24 +01:00
Boondorl
73159dac3e Added WaterClimbSpeed Property to Players 2023-01-02 08:13:13 +01:00
Marisa the Magician
6f8901ea87 Rename ValidLock to IsLockDefined (more descriptive). 2022-12-23 22:48:01 +01:00
Marisa the Magician
b85add01c7 Additional lock-related ZScript functions.
* Key.ValidLock: returns whether a lock number is valid (can be unlocked) or belongs to a "does not work" door.
* Key.GetMapColorForLock: returns the automap color for a lock number (or -1 if the lock isn't valid).
* Key.GetMapColorForKey: likewise, but for a specific key.
2022-12-23 17:47:31 +01:00
Boondorl
0d4d5587b5 Added FOV Interpolation 2022-12-18 08:23:19 +01:00
Rachael Alexanderson
b08295e7e1 - fix spacing 2022-12-16 20:40:05 -05:00
CandiceJoy
0fdb740ac7
Added toggle control for weapon bob while flying 2022-12-16 17:12:03 -06:00
Ricardo Luís Vaz Silva
de65d1b96f Misc Fixes for BobWeapon3D
- Fix inverted Y axis for offset/old BobWeapon
- finish adding PSPF_MIRROR
- fix missing pivot
2022-12-12 15:23:12 +01:00
Ricardo Luís Vaz Silva
46d36cf5c7 add BobWeapon3D 2022-12-09 21:49:38 +01:00
Boondorl
b1cb044a15 Fixed IsActorPlayingSound's default argument
Now properly passes the invalid sound id.
2022-12-06 12:16:29 +01:00
Boondorl
ef456a4901 Added PitchTo Function 2022-11-18 07:41:04 +01:00
UnizoneDev
a21d0c70e4 Mark the PushSound property as meta 2022-11-13 07:38:07 +01:00
UnizoneDev
9af664d117 Add PushSound property and Slide state
First Commit, hip hip hooray!
2022-11-13 07:38:07 +01:00
Christoph Oelckers
72aa6fe3b8 - did some cleanup on p_mobj.cpp
* deleting some unused code
* turned several class methods into static local functions in cases where they never were used outside this file.
* inlined the dangerous assignment operator in the only place where it was used.
2022-11-05 12:00:43 +01:00
Christoph Oelckers
d4df121053 - added target check to A_MaulerTorpedoWave. 2022-11-05 10:22:19 +01:00
Christoph Oelckers
435e7dddcd - fixed: P_SpawnMapThing may not call playsim code.
There was one special case allowing to let an actor die on spawn, but this could call script code on an incompletely set up map which resulted in crashes.
2022-11-05 09:43:06 +01:00
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
Ed the Bat
9bbf65df36 Add GFF_NOEXTCHANGE to Phasing Zorcher flash
The Plasma Rifle does not light the player's sprite, so we must assume the Phasing Zorcher also should not.
2022-11-01 16:46:19 +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
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
nashmuhandes
80a31b074d Disable coronas for now 2022-10-19 22:52:27 +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
1b762474f0 - added missing obituary for Strife's turret. 2022-09-28 07:56:19 +02:00
nashmuhandes
7ce364bf0f Add sv_noextraammo. When set to true, disables that weird hardcoded behavior from original Doom that gives extra ammo when picking up weapons in deathmatch 2022-09-15 20:41:16 -04:00
Rachael Alexanderson
ca6a2152b9 - add freezetics actor property 2022-09-03 17:58:16 -04:00
Rachael Alexanderson
8468f712e0 - fix arti teleport and arti teleother not respecting useplayerstartz mapflag 2022-08-26 04:11:29 -04:00
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
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
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
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
Christoph Oelckers
ef8dd4d01e - fixed and consolidated artifact check in cheat code. 2022-07-15 07:56:22 +02:00
Christoph Oelckers
a952d0f36a -let A_FireProjectile pass through the second return value of SpawnPlayerMissile. 2022-07-14 07:59:52 +02:00
Christoph Oelckers
e1c458ab2f - fixed PoisonCloud's looping animation count. 2022-07-14 07:54:19 +02:00
Christoph Oelckers
b719ab53f8 - weapons are not artifacts. 2022-07-14 00:12:20 +02:00
Christoph Oelckers
a847dacaaa - fix scale members in actor.zs 2022-07-12 16:56:56 +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
Christoph Oelckers
2397b9c117 - missed a ZScript declaration. 2022-06-16 08:23:09 +02:00
RaveYard
f9bf6f9311 Implement FVector ZScript for Actor Scale 2022-06-12 17:57:44 +02:00
Blue Shadow
d862bf4347 - added FailSound property to PuzzleItem 2022-06-12 17:26:18 +02:00