Commit graph

493 commits

Author SHA1 Message Date
nashmuhandes
5446a1a355 Add sprite shadows for the software renderer 2021-04-24 22:40:54 -04:00
James Le Cuirot
90381c4ad6 Allow ACS SpawnDecal zoffset and distance args to be fixed point
The wiki currently says they should be fixed point but the code
currently treats them as integers. Given that they are placed with
double precision horizontally, it is odd that the same precision
cannot be applied vertically. Changing this would break existing maps
so add two flags to support both types.
2021-04-24 14:37:20 -04:00
Nikolay Ambartsumov
cf30982ddf Add Polyobj_StopSound special 2021-04-24 15:31:04 -03:00
alexey.lysiuk
de0361842f - removed useless initializations in binds printing ACS code
variables are initialized by FKeyBindings::GetKeysForCommand() anyway
2021-04-19 18:05:52 +03:00
sgrunt
0c776e3acd Move the modified behaviour to a new "resetvel" parameter 2021-03-19 20:12:20 +01:00
sgrunt
3873ad6151 Fix behaviour of VelIntercept's oldvel parameter
Previously Vel would be reset only if the target was moving. This change
ensures that Vel is always reset, as seems to be the intent of the
oldvel parameter.
2021-03-19 20:12:20 +01:00
drfrag
cdbae4b5d9 - Fixed crash with voodoo dolls in MP after players quit the game. 2021-03-19 20:10:39 +01:00
nashmuhandes
b28e5cb917 Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag(). 2021-03-15 21:31:16 +01:00
drfrag
12aa7a8ff6 - Fix crash with wind effect on special water sectors. 2021-03-10 13:37:57 +01:00
nashmuhandes
b7bbfd4efd Add SetSubtitleNumber(int num, str sound) ACS function. Works exactly like its ZScript counterpart. The activator of the script must be a player. 2021-03-09 09:37:10 +01:00
Timothy Quinn
fa2228d523 - Line_QuickPortal must check the partner line's special. 2021-03-05 16:40:12 +01:00
Timothy Quinn
7e74d1c4a1 - ported Eternity's Line_QuickPortal 2021-03-04 22:54:36 +01:00
Cacodemon345
b5f80bb69c Hitscan attacks can now hit SPECTRAL actors if the hitscan puff has SPECTRAL flag set 2021-02-02 03:33:23 -05:00
Kevin Caccamo
26eac560dd Fix ScriptCall missing default arguments
There was one VMCall in DLevelScript::ScriptCall that didn't use default arguments. This was causing assertion failures in the GZDoom debug build when trying to run Wolfenstein: Blade of Agony on any map that wasn't TITLEMAP, because ACSTools.FindInventoryClass returns a boolean, and it has a default argument.
2021-01-16 17:11:39 +01:00
Marisa Kirisame
44b4359ba5 Add alternate "Full" mode for PowerIronFeet that prevents leaky damage. 2021-01-16 17:09:57 +01:00
drfrag
24cf27e9e2 - Fix ALWAYSFAST actor flag. 2021-01-13 20:13:52 +01:00
Rachael Alexanderson
476e59fbab - add sv_instantreaction dmflag 2021-01-13 07:04:18 -05:00
drfrag
4ff72e937f - Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare. 2021-01-13 06:30:13 -05:00
Rachael Alexanderson
e6c71c2f0c - reimplement fix #1267 from @drfrag666 differently - fix damagecount overflow 2021-01-05 11:09:19 -05:00
Christoph Oelckers
e19b1b2ee7 - fixed: IceGuyFX2 set its owner too late. 2020-11-25 07:37:17 +01:00
Christoph Oelckers
58d8ce1a4f - cleanup of m_fixed.h.
With fixed point math barely being used anywhere with the vast majority of calls in the software voxel drawer it makes sense to reduce the function interface to the minimum possible and move the shift value into the function call as an argument.
2020-11-22 10:25:04 +01:00
Player701
7ff79546e4 - Fixed: If AbsorbDamage resulted in an item having been destroyed, the following items in the inventory chain were not processed. 2020-11-17 12:54:05 +01:00
Chronos Ouroboros
75c791ecff Fixed the previous commit not accounting for mods that already fixed this internally. 2020-11-14 14:53:43 -03:00
Chronos Ouroboros
0aefc61f86 Fixed weapon bob jittering. 2020-11-14 14:34:09 -03:00
alexey.lysiuk
381d2bcd73 - do not keep impact decal that fails to stick to a wall
Such invisible decals were not taken into account when calculating their total number
Changing cl_maxdecals CVAR may not work as expected because of limit counter's inconsistent value

https://forum.zdoom.org/viewtopic.php?t=70457
2020-11-01 11:36:32 +01:00
alexey.lysiuk
b8b93e0dd8 - fixed most of implicit fallthrough compilation warnings
src/common/console/c_console.cpp:1032:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/console/c_console.cpp:958:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/backend/codegen.cpp:2969:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/frontend/zcc_compile.cpp:2656:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/frontend/zcc_compile.cpp:521:5: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/jit/jit_math.cpp:966:19: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:1538:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:1549:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:3820:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gameconfigfile.cpp:544:25: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:193:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:200:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:210:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/g_game.cpp:1145:20: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/maploader/maploader.cpp:2142:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/menu/doommenu.cpp:159:28: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/m_cheat.cpp:109:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_ceiling.cpp:254:24: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:322:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:330:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:344:10: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_plats.cpp:129:47: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_plats.cpp:284:8: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_acs.cpp:6302:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_acs.cpp:8111:16: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_spec.cpp:344:6: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/scripting/decorate/thingdef_parse.cpp:1343:9: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/scripting/zscript/zcc_compile_doom.cpp:298:12: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/wi_stuff.cpp:463:14: warning: this statement may fall through [-Wimplicit-fallthrough=]
2020-10-31 13:37:51 +02:00
alexey.lysiuk
112640e6c0 - fixed compilation warnings reported by GCC and Clang
src/common/menu/menudef.cpp:785:19: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/playsim/p_pspr.cpp:178:3: warning: field 'processPending' will be initialized after field 'HAlign' [-Wreorder]
2020-10-31 13:37:51 +02:00
Marisa Kirisame
c933d02034
Linetrace properly reports 3D line hits as "middle" part (#1228)
* Linetrace properly reports 3D line hits as "middle" part, as was intended.

* Typo fix
2020-10-26 04:24:04 -04:00
Rachael Alexanderson
5b03e86a2b - add 'sv_alwaysspawnmulti' dmflags2 2020-10-26 03:33:02 -04:00
nashmuhandes
6e692e5571 Allow retrieval of the custom Crush state in WorldThingGround 2020-10-25 20:10:52 +01:00
nashmuhandes
7285c5aca8 Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed. 2020-10-25 20:10:52 +01:00
Christoph Oelckers
3bd365f934 - Added the usable parts of Rachael's 'Spawnmulti' spawn flag PR.
This needed a small fix in SpawnMapThing to apply the correct flags for Hexen format maps.
2020-10-25 15:57:43 +01:00
Major Cooke
18e7b56bdc Restored A_OverlayOffset's ability to cancel out interpolation without the interpolate/add flags. 2020-10-25 15:42:12 +01:00
Major Cooke
7477dfa922 Converted scale and pivot to vectors, and rotation to an angle. 2020-10-25 15:42:12 +01:00
Major Cooke
a6bbddf167 Finished implementing PSprite interpolation for vertices.
- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating.
- Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
2020-10-25 15:42:11 +01:00
Major Cooke
7c4c0163a3 Added A_OverlayPivotAlign and A_OverlayVertexOffset.
A_OverlayPivotAlign(int layer, int halign, int valign)
- Aligns the pivot point origin to a corner of the PSprite before applying offsets.
- - halign: Horizontal. Applicable constants are PSPA_<LEFT/CENTER/RIGHT>.
- - valign: Vertical. Applicable constants are PSPA_<TOP/CENTER/BOTTOM>.
- - Default is top left.

A_OverlayVertexOffset(int layer, int index, double x, double y, int flags)
- Allows offsetting the corners of the psprite, granting modders the ability to skew weapon sprites as they see fit.
- - index: The index of the vertice. Valid ranges are between [0,3].
- - x/y: Offsets of vertices.
- - flags: Takes WOF_ flags.

Other changes:
- Removed pivot point interpolation since it's pointless.
- Removed PSPF_PIVOTSCREEN due to complications with it having relativity. This will be revisited either later or in another submission.
- Added ResetPSprite() to be called with BringUpWeapon(), A_Lower(), and morph weapon raising to reset all the new properties to 0.

Nearly ready now. Just some final testing needed.
2020-10-25 15:42:11 +01:00
Major Cooke
42902959a8 - Removed relativity from GetWeaponRect.
- Fixed PSPF_PIVOTPERCENT not being applied at start by default.
- Pivots now start in the upper left corner. Alignment flags are planned next for pivot point starting.

Significant progress made, but more testing still required.
2020-10-25 15:42:10 +01:00
Major Cooke
06b3e384a8 Apply WOF_Relative to A_Overlay/WeaponOffset as well if specified. 2020-10-25 15:42:10 +01:00
Major Cooke
f9f6e896f3 - Added functionality to WOF_Relative. Untested until the relative code from GetWeaponRect is taken out.
- Fixed A_OverlayPivot carrying over copying of X to Y if Y is zero. This is meant to be exclusive to A_OverlayScale only.
- Added WOF_ZeroY to prevent copying X to Y for A_OverlayScale when desired, mirroring A_SetScale's behavior.
2020-10-25 15:42:09 +01:00
Major Cooke
4a3a5c3877 Replaced PSPF_PIVOTOFFSETREL with WOF_RELATIVE.
The idea behind this is to outright remove the relative position adding from the engine side and let it happen with A_OverlayOffset instead. Still more work to do.
2020-10-25 15:42:09 +01:00
Major Cooke
8f74cebd44 Added code for rotating the PSprite, courtesy of IvanDobrovski.
- However, the XY offsets are relative as a result.This must be made toggleable.
2020-10-25 15:42:09 +01:00
Major Cooke
e5ca3caa6c Setting everything up. 2020-10-25 15:42:08 +01:00
Major Cooke
e3d21d09c9 Renamed flag to ALLOWTHRUBITS and rearranged the checks so the flag comes after.
- Since most will have 0 for the property, this will not check for the flag unless the mask fits.
2020-10-25 15:37:15 +01:00
Major Cooke
85a121ad28 ThruBits is now opt-in for convenience with the +THRUBITS flag. 2020-10-25 15:37:15 +01:00
Christoph Oelckers
194824f810 - some fixes for the console.
* it is now possible to switch back to the main intro loop from the fullscreen console.
* do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay.
* do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen.
* cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
2020-10-25 09:17:31 +01:00
Christoph Oelckers
eab3289043 - only return at the end of the MAP07SPECIAL block. 2020-10-24 21:19:52 +02:00
Christoph Oelckers
30e71c7c16 - fixed: Crushing generic floors must use crush mode 2.
This is how Doom always worked. Mode 1 is not useful for one-time crushing effects.
2020-10-24 13:14:00 +02:00
Christoph Oelckers
148e7cd361 - fixed edge case where both Mancubus and Arachnotron have the same replacement and trigger a boss action. 2020-10-24 12:57:41 +02:00
Player701
761dea8640 - Implemented ZScript abstract functions 2020-10-19 08:24:43 +02:00
Nikolay Ambartsumov
628d23a688 Fix crossing multiple lineportals on same tic 2020-10-19 08:21:08 +02:00
Nikolay Ambartsumov
5ece08d12e Make bMaskRotation angles portal-aware 2020-10-18 07:35:10 +02:00
Christoph Oelckers
d6e962c91e - upgraded code base to C++17.
Mainly to allow using 'if constexpr'.
Older CI compiler setups like GCC 5 for Linux were removed as a consequence.
Windows 32 bit was also removed because there are no plans to do any more 32 bit releases of GZDoom.
2020-10-17 11:39:59 +02:00
Christoph Oelckers
4ac7588488 - did a bit of AActor reshuffling so that the new thruBits can be placed into a previously existing alignment gap. 2020-10-17 09:54:31 +02:00
Major Cooke
60f0d35477 Added ThruBits. 2020-10-17 09:51:24 +02:00
Nash Muhandes
cfbf115c4b
Change A_OverlayTranslation to accept a named translation instead. (#1215)
For more advanced use cases, the Translation member of PSprite can be written to directly.
2020-10-12 11:43:37 -04:00
Nash Muhandes
7bea14e6b2
- Add A_OverlayTranslation to set PSprite translations (#1202)
- Added PSPF_PLAYERTRANSLATED support to the software renderer
2020-10-11 17:14:06 -04:00
Christoph Oelckers
91406aa48b - fixed compilation.
Forgot to save these before the last commit. :(
2020-10-03 08:54:21 +02:00
Christoph Oelckers
c1e04b29d1 - AActor size reduction
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 08:23:36 +02:00
Nikolay Ambartsumov
a72fdd7e3e Add MaxSlopeSteepness actor property 2020-10-03 07:53:55 +02:00
Christoph Oelckers
043de8c780 Revert "- avoid double linking to and unlinking from the world for actors."
This reverts commit 8fc9f1e5ef.

As I already feared, this does not work right. The entire linking/unlinking code is simply too fragile. So no protection here against inept tinkering.
2020-09-27 19:56:50 +02:00
Major Cooke
200104777b Call SpecialMissileHit directly with zero damaging missiles last to ensure the function is actually triggered. 2020-09-27 14:03:02 +02:00
makise-homura
5720a54da4 Add species parameter to A_RadiusThrust
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.

If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 13:58:22 +02:00
Christoph Oelckers
5c392a220d - fixed: Actors moved to STAT_TRAVELLING need to preserve their JUSTSPAWNED flag.
Otherwise freshly spawned inventory items won't call PostBeginPlay.
2020-09-26 19:37:30 +02:00
Christoph Oelckers
8fc9f1e5ef - avoid double linking to and unlinking from the world for actors.
Some people apparently have to toy around with the engine's innards without fully understanding them. :(
When properly used the saveguards should never be triggered.
2020-09-26 19:09:00 +02:00
Christoph Oelckers
2ffb447f9e - let non-solid teleporting actors not actually telefrag.
Since they are non-solid they may just be allowed to teleport, even when a monster or player is in the way.
2020-09-26 18:46:39 +02:00
Player701
c60e026334
Fixed decals not appearing when firing at walls point-blank (#1186) 2020-09-22 07:03:37 -04:00
Cacodemon345
e74b9f1955
Add FALLDAMAGE flag and add property to properly apply falling damage… (#1153)
* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters

* Change name of propermonsterdamage property to propermonsterfallingdamage
2020-09-15 15:38:51 +02:00
Marisa Kirisame
e0aa8db616 Add Pre/PostTeleport virtuals, for special handling of actor teleportation. 2020-09-02 12:02:09 +02:00
dondiego
560bbf0a9c
- Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop. (#1165) 2020-08-29 15:08:08 -04:00
MajorCooke
eaba63e13b
View Angles (Part 1 - Redux) (#1002)
* Added ViewAngle/Pitch/Roll properties to actors.

- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.

* Converted functions to be direct-native.
2020-08-27 13:03:06 -04:00
MajorCooke
85759e3bd0
Added A_SpriteOffset. (#895)
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
MajorCooke
4cbcb84dc9
Optimized P_CheckPosition. (#1161)
- If the actor passed into the function has THRUACTORS, PIT_CheckThing won't be called anymore.
- Moved THRUACTORS check to just under the self clipping check in PIT_CheckThing.
2020-08-27 12:37:39 -04:00
alexey.lysiuk
f9708e225c - added initialization for line and sector portals
Resizing of portal arrays during serialization could lead to processing of junk data

https://forum.zdoom.org/viewtopic.php?t=67494
2020-08-25 21:54:36 +03:00
Sterling Parker
d2a9de0012
Add PlayerSpawned() event (#1118)
* Add PlayerSpawned() event

* add playerspawned to DStaticEventHandler

* Define PlyerSpawned() correctly
2020-08-25 11:54:20 -04:00
RockstarRaccoonAlt
b8bf812433 Fix obscure error in Animated Doors where the Actor can be NULL
This is a quick fix for an error in which Animated Doors crash the game by trying to check "actor->player" when "actor" itself is NULL.  Deleting the check entirely also worked, but I worried it might be there for some higher-level scripting reason.  This just puts in a check to make sure actor isn't NULL before checking actor->player, and keeps the behavior in that case the same.

I think this was happening because I had doors being opened by projectiles (like in Metroid) which were being despawned into NULL pointers when they hit the doors, as this was an issue when initially programming said doors..
2020-08-15 09:06:58 +02:00
MajorCooke
7e4a996cd4
P_BounceActor now calls SpecialMissileHit before any other bouncing effects are processed. Return values are as such: (#1156)
- 1: The missile will continue moving through the actor, and it's down to the modder to handle bouncing.
- 0: The missile will explode.
- Any other value will process a bouncing actor as normally done in the engine.
2020-08-14 02:01:32 -04:00
Rachael Alexanderson
383f3e5fd6 - change recent /0 fix to conform to UDMF specs 2020-06-25 09:30:52 -04:00
Rachael Alexanderson
f47055bca6 - amend previous commit: do the same for healing sectors, as well 2020-06-23 13:37:56 -04:00
Rachael Alexanderson
90895d154b - when a damaging sector's damage interval is 0, instantly kill the player instead of dividing by 0 2020-06-23 13:12:25 -04:00
Christoph Oelckers
cfd8d07bf8 - added missing target check to A_RadiusDamageSelf. 2020-06-16 00:16:22 +02:00
Christoph Oelckers
e47f016b23 - fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions. 2020-06-12 23:11:45 +02:00
Marisa Kirisame
e81641dd01 Hotfix: LineTrace now reports the correct number of portal crossings. 2020-06-07 15:04:44 +02:00
alexey.lysiuk
8a1091c6fe - fixed (un)morphing of more than one actor from ACS
https://forum.zdoom.org/viewtopic.php?t=68847
2020-06-07 12:16:46 +03:00
Alexander Kromm
928c738e19 make various getter and pure-math methods clearscope, and where applicable, const
Original PR: https://github.com/coelckers/gzdoom/pull/532

Status of the original PR

1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen

2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen

3. C++ methods, to match ZScript:

- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
2020-06-07 09:39:30 +02:00
Christoph Oelckers
932b2d820d - fixed floorclipping checks for 3D floors.
Neither the setup nor the in-game checks were correct, because this code comes from a time where ceilings could not have a terrain, meaning that 3D floors couldn't have one.
2020-06-02 23:04:05 +02:00
Christoph Oelckers
c537e5a0b7 - fixed bad ACS translation indexing. 2020-06-02 22:31:04 +02:00
Christoph Oelckers
1881cb45d2 - reject all 0-special lines for activation.
This is to ensure consistency between all callers of this function.
2020-06-02 21:38:55 +02:00
Christoph Oelckers
c48fa818ff - use modulo, not bitwise and-ing to check the damage delay for terrain based damage.
This was apparently overlooked when refactoring the damage system 4 years ago.
2020-06-02 21:24:34 +02:00
Hugo Locurcio
80c5b4d37b Add a cvar to control weapon bobbing while firing
This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.

The default value of 0 preserves the old behavior.
2020-05-31 23:12:11 +02:00
Christoph Oelckers
730f64e447 Merge branch 'master' of https://github.com/coelckers/gzdoom 2020-05-25 21:23:25 +02:00
Christoph Oelckers
2828dbe095 - fixed: TRF_ALLACTORS did not consider actors without any flag being set. 2020-05-25 19:33:14 +02:00
Christoph Oelckers
991661e11e - fixed missing sound for Polyobj_MoveTo. 2020-05-25 16:24:36 +02:00
Marisa Kirisame
7d5df1dd7e Add mapinfo option to disable merging of identical pickup messages on same tic 2020-05-24 08:19:14 +02:00
Rachael Alexanderson
0f0768652a - force player respawn to call up the player's default class settings before determining where to respawn the player 2020-05-07 04:33:28 -04:00
Rachael Alexanderson
192882f63a Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework 2020-05-07 04:32:46 -04:00
Mekboss
4807f4240b Fix MSVS compile bug and add offset parameter for SprayDecal 2020-05-07 09:35:48 +02:00
Mekboss
0e9ca3c850 Replace function variables to DVector3 2020-05-07 09:35:48 +02:00
Mekboss
ba43244764 Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart 2020-05-07 09:35:48 +02:00
Cacodemon345
4b4ff8dd0e
Fix bouncing missiles not dealing damage when hitting top/bottom (#1068)
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 08:55:09 +02:00
Christoph Oelckers
e3fdf2194e - moved a few leftover utility classes to 'common'. 2020-04-29 17:51:04 +02:00
Christoph Oelckers
6cf91d3941 - moved the remaining core parts of the GL renderer to 'common'. 2020-04-29 17:19:17 +02:00
Christoph Oelckers
9be63a5093 Merge branch 'master' into texture_rework 2020-04-29 08:04:15 +02:00
Christoph Oelckers
2196b4fb04 - moved the frame rate drawer out of DFrameBuffer.
Too much of this is not shareable and all it consists of are drawing operations on the 2D drawer.
2020-04-27 23:53:26 +02:00
PaulyB
573b2958c6 Added MTF_NOCOUNT to spawn flags 2020-04-27 20:30:37 +02:00
Christoph Oelckers
67a50d084a - started cleanup of model code.
* refactored FBoundingBox so that the game dependent members are global functions now.
* changed some methods of the model renderer to take a render style parameter instead of a full actor.
2020-04-27 00:03:23 +02:00
Christoph Oelckers
bd3f4e7347 - relax pointer substitution restriction for morphed monsters. 2020-04-19 21:08:23 +02:00
Christoph Oelckers
88d5bf6877 - relax pointer substitution restriction for morphed monsters. 2020-04-19 19:03:25 +02:00
Christoph Oelckers
0eb68177ca Merge branch 'master' into texture_rework 2020-04-19 18:07:16 +02:00
Christoph Oelckers
052172b9ee - let TeleportSpecial universally map to Teleport when checking action special names. 2020-04-19 18:00:27 +02:00
Christoph Oelckers
e63871d6f5 - made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special. 2020-04-19 13:40:21 +02:00
Christoph Oelckers
9099bc8420 - reworking some lower level texture code. 2020-04-19 10:57:46 +02:00
Christoph Oelckers
b9b6a354c7 - changed all texture access in the play code to use FGameTexture and redid Hexen's front sky layer by adding a new texture instead of hacking the existing one. 2020-04-19 10:57:46 +02:00
Christoph Oelckers
6722b64ac0 - fixed: Setting 'noallies' on the level cleared the player's friendly flag.
The check was for mobj->player, which at this point wasn't set yet so the check failed.
2020-04-13 10:54:40 +02:00
Major Cooke
a56177f178 Begin TICRATE conversion.
- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
2020-04-12 22:43:33 +02:00
alexey.lysiuk
72c8df530f - fixed compilation of optimized GCC and Clang targets 2020-04-12 11:03:25 +03:00
alexey.lysiuk
f0ca7fb213 - fixed compilation of Linux targets 2020-04-12 11:03:01 +03:00
Christoph Oelckers
7b292cca57 - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
Christoph Oelckers
f74efcf721 - split the TObjPtr serializers into a separate file to avoid polluting everything that needs to use the serializer.
To use these it is necessary to include dobject.h and all its dependencies, so this should not be done unless necessary.
2020-04-11 20:20:53 +02:00
Christoph Oelckers
cf51508ce6 - moved around some pieces of code to make sharing with Raze easier. 2020-04-11 20:20:52 +02:00
Christoph Oelckers
580e463498 - moved texture code to 'common'. 2020-04-11 20:20:38 +02:00
Christoph Oelckers
3e285d2261 - moved renderstyle and colortables code to 'common'. 2020-04-11 20:20:37 +02:00
Christoph Oelckers
f8e9cb8fbc - major dependency reduction of the texture system. 2020-04-11 20:20:37 +02:00
Christoph Oelckers
be24023722 - split animation management out of the texture manager into a separate class. 2020-04-11 20:20:36 +02:00
Christoph Oelckers
56f2b2ac56 - reduce backend's dependency on game state by using callbacks. 2020-04-11 20:19:53 +02:00
Christoph Oelckers
ac610d87e5 - merged FPalette and PaletteContainer. 2020-04-11 20:19:53 +02:00
Christoph Oelckers
1479e3a1c3 - CVAR cleanup, in particular decoupling from game internals, which now get handled via callbacks. 2020-04-11 14:00:22 +02:00
Christoph Oelckers
05d8856fe0 - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
Christoph Oelckers
80c6d5b276 - renamed more stuff and also moved the Strife teaser voice handling out of the file system. 2020-04-11 14:00:19 +02:00
Christoph Oelckers
c1bb7de23a - more file system refactoring.
* moved the sprite renaming out of the file system entirely into a caller-provided callback.
* renamed several functions to closer match the terms of a file system.
* moved the VM interface out of the implementation.
2020-04-11 14:00:19 +02:00
Christoph Oelckers
6bccde3b51 - renamed the file system related classes to actually use the term "FileSystem". 2020-04-11 14:00:18 +02:00
Christoph Oelckers
ace3e29473 - removed the implicit conversion operators from FName.
These were creating dangerous interdependencies. It is better to do explicit conversions when needed.
As an added plus, this means that zstring.h no longer depends on name.h which was very annoying.
2020-04-11 14:00:13 +02:00
Christoph Oelckers
6996d54a23 - moved more code to 'common'.
This is all low level utilities with no dependencies on game logic. Having this in a separate directory makes sharing with Raze a lot easier.
2020-04-11 14:00:12 +02:00
Christoph Oelckers
cf757ba834 - made the translation container a class.
This also splits off some Doom-specific implementation details into higher level headers.
2020-04-11 14:00:11 +02:00
Christoph Oelckers
520a96033b - minimalized the interface to the translation tables to a small set of functions.
Now the internals can be refactored without affecting all using code.
2020-04-11 14:00:10 +02:00
Christoph Oelckers
0a7344e432 - abstract the external translation interface.
The translation table array now only gets accessed from within r_translate.cpp.
2020-04-11 14:00:10 +02:00
Christoph Oelckers
b0ecb02d6b - move SuperFastHash to its own set of files, instead of having this tied to the console.
- replace swapvalues with std::swap globally.
- added some additions to utility code from Raze, mainly to reduce file content differences.
- reduced some unused utilities
2020-04-11 14:00:10 +02:00
Christoph Oelckers
1fe667c6a0 - cleaned up the includes in m_png.h, this file had far too many and far too broad dependencies. 2020-04-11 14:00:09 +02:00
Christoph Oelckers
c623b04170 - copied some fixes for overlong config entries from Raze.
- renamed basictypes.h to basics.h to keep the file name in line with Raze and make comparisons easier.
2020-04-11 14:00:08 +02:00
Christoph Oelckers
58afc3d5b2 - added some utilities to cmdlib.cpp and changed its license to BSD, because no original Quake code is left here. 2020-04-11 14:00:08 +02:00
Christoph Oelckers
3db56651f4 - avoid using plain char pointers to store script data for FraggleScript. 2020-04-11 14:00:07 +02:00
Christoph Oelckers
5865c4dcca - use FString to manage strings in bot code. 2020-04-11 14:00:07 +02:00
Major Cooke
09a5771ad4 - Fixed: SPECTRAL flag didn't check for DMG_FORCED before aborting DamageMobj. 2020-03-30 12:16:16 +02:00
nashmuhandes
dd0769de80 Opaque blood decals must be defined with 'OpaqueBlood' keyword in DECALDEF 2020-03-23 12:50:17 +01:00
nashmuhandes
8facd5f3f3 Colorize opaque decals using the bleeding actor's blood color, if the 'Shaded' keyword is omitted from the DECALDEF. 2020-03-23 12:50:17 +01:00
Christoph Oelckers
a638cfbd6e - fixed: player_t::GetPSprite cannot guarantee success
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 00:56:29 +01:00
Major Cooke
39a9a48ad6 Added source, inflictor and damage flags to AbsorbDamage. 2020-02-09 19:07:52 +01:00
alexey.lysiuk
c58e98cc7f - fixed usage of floor sound with Plat_DownWaitUpStayLip special
https://forum.zdoom.org/viewtopic.php?t=67126
2020-01-31 13:21:14 +02:00
Christoph Oelckers
b7e1a35e6f - cleaned up the parameters of A_StartSound.
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-04 14:25:55 +01:00
Cacodemon345
7fd27bc925 Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color) 2019-12-30 13:05:38 +01:00
Major Cooke
5425aa979d - Fixed: Invulnerability checking for rails was done before the various THRU actor flags instead of after, meaning actors could block shots regardless of those flags. This was never intended. 2019-12-30 08:37:08 +01:00
Major Cooke
0b0984b88e Added STOPRAILS actor flag.
- An actor with this flag will prevent railgun shots from penetrating further.
2019-12-30 08:37:08 +01:00
Christoph Oelckers
695ab81bca - let a sight check that gets lost return failure.
This way these cannnot unwantedly wake up monsters.
2019-12-28 16:33:20 +01:00
Christoph Oelckers
03537e90ff - linked new properties with the renderer.
Support for the softpoly renderer still missing.
2019-12-20 18:56:03 +01:00
Christoph Oelckers
e82565373f - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.

The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
2019-12-16 23:52:39 +01:00
alexey.lysiuk
1a19dbb52f - added 'damageonland' property to terrain definition
This property helps to replicate vanilla Hexen behavior of damaging player right after touching lava floor

https://forum.zdoom.org/viewtopic.php?t=66512
2019-12-12 15:14:30 +01:00
Christoph Oelckers
b9582cc98e - continued refactoring on sound code.
The game independent part of the code has been mostly isolated.
2019-12-08 21:22:53 +01:00
Christoph Oelckers
fd181f469d - reduced the dependency of the sound system on game state.
Many of the simple wrappers have been moved to a separate file and the sound source handling has been abstracted.
This is only the first phase, the work is not complete yet.
Also changed the license of the sound code to BSD after verifying that this code bears no similarity to id's original sound code anymore, save for a few function names (which are due to be refactored out anyway.)
2019-12-08 13:28:52 +01:00
Christoph Oelckers
d420b0ab05 - fixed: AActor::Revive did not restore flags8. 2019-11-30 22:03:19 +01:00
Christoph Oelckers
5cc75af295 - changed secret message handling so that the debug output of the sector number is only printed to the console but not the centered message. 2019-11-12 23:39:05 +01:00
alexey.lysiuk
4c7c1138aa - adjusted collision detection for item pickups
Use vanilla condition for a thing with MF_SPECIAL flag to fix inability to grab it when item's top is at the same height as sector's floor from it can be picked up

https://forum.zdoom.org/viewtopic.php?t=60181&start=88#p1122935
2019-10-31 12:07:50 +01:00
alexey.lysiuk
ae2f7dd892 - fixed radius attack that may inflict damage twice
https://forum.zdoom.org/viewtopic.php?t=66191
2019-10-27 09:34:13 +01:00
alexey.lysiuk
994960627b - added explicit clearing of global VM stask
When exception is thrown from JITed code, VM stask isn't cleared during unwinding
It needs to be clear explicitly to avoid memory leaks and references to destructed objects on shutdown

https://forum.zdoom.org/viewtopic.php?t=66172
2019-10-21 15:54:13 +03:00
Christoph Oelckers
777798ede4 - fixed GetLineX/GetLineY ACS implementation 2019-10-20 14:32:11 +02:00
Christoph Oelckers
8b10d231cd - when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor. 2019-10-20 14:02:28 +02:00
Major Cooke
d0a256b51c Fixed CheckBossDeath not checking for actor replacements.
- A_BossDeath relies upon this function in particular.
- This completes CheckReplacee's purpose, allowing for varied actors to count as one particular actor, such as a Fatso for map07 and avoid lowering the walls until they are all dead.
2019-10-15 20:44:21 +02:00
alexey.lysiuk
30f2ac1e89 - fixed crash with DMSS_INFLICTORDMGTYPE flag and no inflictor
https://forum.zdoom.org/viewtopic.php?t=66110
2019-10-14 13:01:13 +03:00
alexey.lysiuk
d3c50eadaa
- removed test code
https://forum.zdoom.org/viewtopic.php?t=66065
2019-10-08 22:23:43 +03:00
Christoph Oelckers
523fd0bf3a Revert "AsmJit update"
This reverts commit 747b3dfcfe.

# Conflicts:
#	libraries/asmjit/asmjit/core/compiler.h

This had to be reverted because it breaks exception handling which is a critical problem.
With the updated code any exception thrown inside code that had a JITed call stack would crash.
2019-10-07 20:34:55 +02:00
Christoph Oelckers
c42deda6e6 - cleanup of the remaining music code in the main project 2019-09-30 02:31:12 +02:00
Christoph Oelckers
b709a0b6b2 - fixed: sector lights could access the sector before it was set. 2019-09-16 17:34:41 +02:00
Marisa Kirisame
2628dabc31 Fix for LineTrace not setting its starting sector based on its offset. 2019-09-15 21:58:25 +02:00
Marisa Kirisame
bcef440511 Squashed commit of the following:
commit 6ecd831eb45a8258995c02664450c3ca8cfe5b48
Merge: a4fb1f61c afbd7f7a2
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 28 22:02:19 2019 +0200

    Merge branch 'master' of github.com:coelckers/gzdoom into f3dfloor_export

commit a4fb1f61c0532d3a6051d4c1fca4ac72ec33e060
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Fri Jul 12 15:43:25 2019 +0200

    Renamed EFFloorType enum in ZScript to the more descriptive EF3DFloorFlags

commit 9ad1c3b5625d53c06229be2a94d44fa0f36f41fd
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 20:25:31 2019 +0200

    Add bounds checks to Get3DFloor/GetAttached

commit dd2a7956a887b92ed24ce5e79f10b1a445664d6c
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 17:13:44 2019 +0200

    Correct handling of 3d floor plane texture getting.

commit 9b748287892c8fdee9ac67019bf1f66bc4b69eab
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 16:14:45 2019 +0200

    Implemented requested changes to F3DFloor exports.
    * Getters for ffloors/attached arrays.
    * Getter for 3D floor top/bottom texture.

commit 6a1482bb0637a70890629e4c13e8759c7a3673f3
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sat Jul 6 13:42:52 2019 +0200

    Renamed exported extsector pointer in Sector struct to something more descriptive.

commit 7c6783d43b898cbd7a01fb2191fd401ed8e8c300
Merge: ff64e04b2 8d36f0a0c
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Mon Apr 29 12:40:44 2019 +0200

    Merge branch 'master' into f3dfloor_export

commit ff64e04b251f23325d2f72bc25c59f34b4cab6fa
Merge: a90947392 5b6bae409
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Apr 21 16:56:18 2019 +0200

    Merge branch 'master' into f3dfloor_export

commit a90947392a27eb1c2dac7005614592ec2f410274
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Mon Feb 4 17:47:25 2019 +0100

    Export F3DFloor structure and related data.
    Small changes to Trace code to better use this struct.
2019-09-11 08:19:19 +03:00
Christoph Oelckers
62b0fc5f4e - give P_ExplodeMissile a damage type when being called from P_DamageMobj 2019-09-09 15:41:09 +02:00
Christoph Oelckers
76ee658be4 Made several classes trivially copyable,
Many had leftover non-default constructors/ assignment operators, and some were initialized, even though the initialized data was never used.

In case of FCycler this even caused a default setting to be overwritten when used inside FDynamicLight.
2019-09-09 09:52:33 +02:00
Christoph Oelckers
cbd4479628 - reinstated the old scriptwait implementation as a compatibility option.
Daedalus's MAP19 needs this.
2019-09-07 09:34:50 +02:00
alexey.lysiuk
37fa2e1b67 - fixed initial setup for dynamic light actors
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them

https://forum.zdoom.org/viewtopic.php?t=65683
2019-09-02 12:20:13 +02:00
alexey.lysiuk
f5d2063613 - do thinker profiling of internal dynlights only when they are present
There is no point to output zero calls and/or handle such case in profiling stats calculation
2019-08-31 13:20:10 +03:00
Christoph Oelckers
66db894866 - split off all music code from s_sound.cpp 2019-08-23 17:15:19 +02:00
Christoph Oelckers
b3deb30fa5 - changed license of portal.cpp to GPLv3
- list Eternity Engine as a source of some code in the main README.
2019-08-21 21:31:12 +02:00
Christoph Oelckers
1dde2ef597 - added obituary fallbacks for actors that do not have any defined.
This is mainly for Dehacked mods which redefine decorations as monsters.
The fallback names are DEFOB_{classname} or DEFITOB_{classname}.
2019-08-18 18:28:09 +02:00
Christoph Oelckers
ca805016c8 - fixed bad default alpha for 3D floors.
This is a byte value, therefore the default must be 255, not 65536.
2019-08-18 15:04:34 +02:00
Christoph Oelckers
ae57bc71d4 - fixed attached dynamic light setup.
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.
2019-08-18 13:48:52 +02:00
Christoph Oelckers
cf74118d53 - fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
2019-08-11 09:00:29 +02:00
Christoph Oelckers
5ca1bb3979 - fixed an inconsistency with missiles bouncing off actors.
They exploded when hitting a side but not when hitting top or bottom. Changed so that they always explode now.
2019-08-09 09:36:50 +02:00
Christoph Oelckers
495f2d9c82 - changed subtitle duration to last at least 7 seconds, even for shorter sounds so that there is sufficient time to read them. 2019-07-26 20:18:01 +02:00
alexey.lysiuk
222dfd17b7 - added ability to specify display duration of subtitles
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box

https://forum.zdoom.org/viewtopic.php?t=65379
2019-07-26 20:11:42 +02:00
alexey.lysiuk
435f0bb0b0 - fixed crash on player unmorph after falling death
Rearranged conditions to avoid accessing player from obsolete morphed pawn
Unmorphing upon death resets player in morphed actor, so player alive state should be tested first
Removed duplicate health check as well

https://forum.zdoom.org/viewtopic.php?t=65429
2019-07-23 12:10:16 +03:00
Christoph Oelckers
b37acef0c9 - added the two missing subtitle texts for Strife.
These are identical to the actual logs but it turned out that these texts need to be separate to avoid misbehavior.
This also disables the subtitles for the teaser because its log numbers collide with the full game.
2019-07-17 20:02:43 +02:00
Christoph Oelckers
8177583e2f - treat configurations which load a secondary WAD on top of a primary IWAD like SVE to consider the secondary WAD an actual IWAD as well.
This fixes localization of the SVE menu.
2019-07-15 20:48:00 +02:00
Christoph Oelckers
7346288bf5 - moved some more files. 2019-07-14 21:09:49 +02:00
Christoph Oelckers
ec52e90e54 - moved more files out of the root src directory. 2019-07-14 14:39:21 +02:00
Christoph Oelckers
2a16fb9d28 - moved most remaining playsim code into its proper folder. 2019-07-14 13:59:16 +02:00
Christoph Oelckers
9045615a7a - renamed g_shared folder to playsim. 2019-07-14 13:24:18 +02:00