Commit graph

160 commits

Author SHA1 Message Date
Christoph Oelckers
2258a71c36 - took several methods out of the native PlayerPawn implementation, either by scriptification or moving them to other places. 2019-01-03 13:59:46 +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
cd563cc4db Removed more literal references to AInventory. 2018-12-04 17:00:48 +01:00
Christoph Oelckers
3d28006eda - started removing literal references of AInventory, so far only simple stuff. 2018-12-04 00:41:39 +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
Christoph Oelckers
bfcd714186 - started replacing direct references to class AInventory.
The easiest part was the type checks which could be changed to the name variant with a global search and replace.
2018-12-02 21:35:55 +01:00
Christoph Oelckers
3922f817fb - made CallTryPickup a global function.
This one still gets called in too many places but stands in the way of moving Inventory fully to the script side.
2018-12-01 17:21:40 +01:00
Christoph Oelckers
09129e0113 - scriptified UseInventory and several functions using the already scriptified ones, 2018-12-01 17:17:08 +01:00
Christoph Oelckers
b5c4ab8c47 - removed all direct access to AWeapon's members to prepare moving this class fully to the script side.
Disregarding UI-side and setup-related calls there's unfortunately still 6 places in the native game code which require direct access.
2018-11-25 08:17:37 +01:00
Christoph Oelckers
0d54d335c4 - use a saner data structure to store the BrokenLines.
Calling the old method with a pointer to an array of unspecified length 'dirty' would be an understatement.
Now it uses a TArray to store the single elements
2018-10-31 19:13:54 +01:00
Christoph Oelckers
6d0b172762 - added MF8_DONTFACETALKER flag which prevents NPCs from facing the player in conversations. 2018-07-22 11:32:45 +02:00
alexey.lysiuk
4e2385e912 - load common conversation lumps regardless of map naming scheme
https://forum.zdoom.org/viewtopic.php?t=61313
2018-07-17 12:56:23 +03:00
alexey.lysiuk
f17f8c9359 - added end line to various messages
so they don't screw up further output anymore
2018-05-11 18:03:57 +03:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
alexey.lysiuk
cb3650ed9e Added message for absent explicitly referenced dialog file 2018-04-07 12:52:38 +03:00
alexey.lysiuk
3239a9eaa6 Added loading of ZSDF lumps by full paths
https://forum.zdoom.org/viewtopic.php?t=60139
2018-04-07 12:43:10 +03:00
Christoph Oelckers
da74b9df95 - serialize the temporary music volume that can be set through ACS. 2018-03-24 13:07:18 +01:00
Christoph Oelckers
b939836846 - renamed FileRdr back to FileReader. 2018-03-11 19:29:37 +01:00
Christoph Oelckers
247785bca2 - converted map loader to FileRdr and took the opportunity to clean up its interface. 2018-03-10 21:48:33 +01:00
alexey.lysiuk
df0cddb35d Do not output empty conversation replies to console
https://forum.zdoom.org/viewtopic.php?t=58992
2018-01-05 16:26:31 +02:00
Christoph Oelckers
cd180d29c7 - block direct use of 'new' for DObjects.
This is to ensure that the Class pointer can be set right on creation. ZDoom had always depended on handling this lazily which poses some problems for the VM.
So now there is a variadic Create<classtype> function taking care of that, but to ensure that it gets used, direct access to the new operator has been blocked.

This also neccessitated making DArgs a regular object because they get created before the type system is up. Since the few uses of DArgs are easily controllable this wasn't a big issue.

- did a bit of optimization on the bots' decision making whether to pick up a health item or not.
2017-04-14 13:31:58 +02:00
Christoph Oelckers
6599e2c425 - moved the VM types into their own file and only include it where really needed. 2017-04-13 01:12:04 +02:00
Christoph Oelckers
fc9e304189 - separated class descriptors from VM types.
Combining these two groups of data has been the cause of many hard to detect errors because it allowed liberal casting between types that are used for completely different things.
2017-04-12 22:46:49 +02:00
Christoph Oelckers
9c9b2ccf6d - replaced more dyn_casts and checks for RUNTIME_CLASS(PClassActor)
It is preferable to use IsDescendantOf wherever possible if we ever want to be able to separate PClass from PType.
2017-04-12 10:20:58 +02:00
Christoph Oelckers
921abc404d - fixed GCC warnings and errors
(Is there anyway to tone down GCC's warning level? It outputs too many false positives for potentially uninitialized variables in which the genuine errors get drowned.)
2017-03-11 19:02:35 +01:00
Christoph Oelckers
ad41b23506 - replaced the homegrown integer types in all p* sources and headers. 2017-03-08 18:55:52 +01:00
Christoph Oelckers
c630b07011 - replaced SDWORD with int32_t globally.
This type wasn't used in the software rendering code so it could be removed already. The other homegrown types will have to be dealt with later.
2017-03-03 19:35:08 +01:00
Christoph Oelckers
3f5ef48dac - allow setting a global dialogue lump through gameinfo. 2017-02-26 17:22:02 +01:00
alexey.lysiuk
bdd20d3887 Fixed initialization of Strife dialogs internal structures
Explicit assignment to members, no more memset() on non-PoD types
https://mantis.zdoom.org/view.php?id=317
2017-02-21 22:36:20 +02:00
Christoph Oelckers
e05242e44d - scriptified the remaining parts of the conversationmenu.
- do not resolve the backdrop texture to a texture ID at load time. This will allow custom menu classes to use this info differently.
- added a new ZSDF userstring property to dialog pages to give mods more means for customization.
- allow overriding the conversation menu class both globally through MAPINFO and per conversation in ZSDF.
2017-02-19 14:21:49 +01:00
Christoph Oelckers
d85b9cdd71 - scriptified the input methods of DConversationMenu.
- fixed handling of DimAllowed.
2017-02-19 13:07:49 +01:00
Christoph Oelckers
3c8a5fdbe7 - scriptified the drawer functions of the conversation menu. 2017-02-19 12:28:05 +01:00
Christoph Oelckers
c4a90f39af - split up DConversationMenu::Drawer for future flexibility.
- fixed: The in-conversation gold display did not work because it relied on an unused global variable.
2017-02-19 11:49:59 +01:00
Christoph Oelckers
129787546d - transitioned the Conversation menu from FBrokenLines to DBrokenLines so that the internal representation matches scriptable types. 2017-02-19 10:46:53 +01:00
Christoph Oelckers
8db1646056 - fixed: Strife dialogues remembered the last menu's selection index, but with the possibility of changing sets of replies between calls of the same dialogue it should be the reply's index in the list of replies that gets remembered. 2017-02-19 10:34:47 +01:00
Christoph Oelckers
b1a7941414 - some preparations of the Strife dialogue data to make it usable for ZScript, most importantly this means to replace all const char * with FString. 2017-02-19 01:11:52 +01:00
Christoph Oelckers
06141338f1 - made DMenu's static variables regular global variables because that class is going to go completely scripted soon. 2017-02-18 19:19:14 +01:00
Christoph Oelckers
c77f6636f8 - moved the three remaining variables from PClassInventory to PClassActor so that PClassInventory can be removed. 2017-02-08 18:11:23 +01:00
Christoph Oelckers
a6785afddb - optimized the FName versions of IsDescendantOf and IsKindOf. These can be done without first looking up the class type itself. 2017-02-08 15:47:22 +01:00
Christoph Oelckers
d3ed83942f - did some preparations to ParseDrawTextureTags to allow using the same code for parsing tag lists generated by the VM.
- removed the fixed point alpha tag from DrawTexture and replaced all uses with the floating point version.
2017-02-04 13:11:12 +01:00
Christoph Oelckers
d8acf774a6 - scriptified the remains of AKey.
- replaced Key.KeyNumber with special1. This is only for internal bookkeeping purposes so there's really no need to complicate this with a new variable when this one works just as well.
2017-01-18 15:17:12 +01:00
Christoph Oelckers
7b7623d2c4 - split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
3af9232fca - scriptified a_strifeitems.cpp and a_debris.cpp.
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness.
- made 'out' variables work.
- fixed virtual call handling for HandlePickup.
2016-11-29 12:17:05 +01:00
Christoph Oelckers
9064a5b0ac - scriptified Strife's coins.
- added a String class to allow attaching methods to the builtin string type. This works by checking if the left side of the member accessor is a string and just replacing the tyoe in this one place, all the rest is automatic.
2016-11-28 18:15:18 +01:00
Christoph Oelckers
8551a4f6e1 - scriptified the Sigil. This isn't fully tested yet. 2016-11-28 14:39:25 +01:00
Christoph Oelckers
66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00
Christoph Oelckers
d1f5d916c2 Merge branch 'master' into zscript 2016-11-23 14:39:14 +01:00
Edoardo Prezioso
0489b6e7c5 - Fixed missing newlines to the conversation error message. 2016-11-23 10:19:52 +01:00
Christoph Oelckers
649c96261a - clarified error messages for bogus conversation scripts. 2016-11-23 10:13:50 +01:00