Commit graph

729 commits

Author SHA1 Message Date
Christoph Oelckers
8b2a5c75a1 - added an old submission for PowerReflection, although it had to be seriously reworked and improved. 2017-02-26 15:47:37 +01:00
Christoph Oelckers
6210a67f85 - fixed messagebox correctly. 2017-02-26 12:50:11 +01:00
Rachael Alexanderson
404b326812 Merge https://github.com/coelckers/gzdoom 2017-02-25 18:32:06 -05:00
Christoph Oelckers
35552ce0cb - added a Death.Sky state for missiles that gets used when they hit a sky plane.
- fixed: The Alt HUD did not draw the crosshair in HUD off mode.
2017-02-25 20:45:28 +01:00
Christoph Oelckers
5ea8ad54a4 - added tags to all ammo types. 2017-02-25 19:56:22 +01:00
Christoph Oelckers
b2a1e03d7e - fprgot to commit the script-side definition of STAT_STATIC. 2017-02-25 17:14:03 +01:00
Rachael Alexanderson
5c5b6a55d5 Merge https://github.com/coelckers/gzdoom 2017-02-24 13:24:44 -05:00
alexey.lysiuk
202c192e11 Added default value for amount argument of A_DropInventory()
https://mantis.zdoom.org/view.php?id=330
2017-02-24 10:15:46 +02:00
Rachael Alexanderson
e35be9c0a3 Merge https://github.com/coelckers/gzdoom 2017-02-23 22:07:40 -05:00
Christoph Oelckers
58be506a73 - made intermission screen more scripting friendly. 2017-02-24 00:28:33 +01:00
Rachael Alexanderson
80d3fd58ff Merge https://github.com/coelckers/gzdoom 2017-02-23 15:00:09 -05:00
Christoph Oelckers
73cceea994 - also added the 'amount' parameter to DropInventroy and A_DropInventory script functions. 2017-02-23 20:55:12 +01:00
Christoph Oelckers
e2d5a708f8 - added an amount parameter to the 'drop' CCMD. 2017-02-23 20:18:02 +01:00
Christoph Oelckers
fc101049c6 - exported gamestate variable and forced it to 32 bit internally.
- forced gameaction_t to 32 bit to avoid problems with undefined size issues.
2017-02-23 19:29:43 +01:00
Rachael Alexanderson
271c75ab9b Merge https://github.com/coelckers/gzdoom 2017-02-22 22:39:34 -05:00
Christoph Oelckers
47ff6ec33f - converted the intermission stat screen into a class so that its contents can be better exposed to ZScript. 2017-02-22 23:52:25 +01:00
Rachael Alexanderson
7825c7b244 Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/version.h
2017-02-19 17:42:00 -05:00
Rachael Alexanderson
84ca9fd63c Merge remote-tracking branch 'origin/versionstr-change' into versionstr-change 2017-02-19 17:40:44 -05:00
Christoph Oelckers
26144340b8 - fixed: Hexen's poison cloud needs to call P_DamageMobj, even with a damage value of 0. Added a new flag to handle this case because normally this is not desirable. 2017-02-19 23:20:09 +01:00
Christoph Oelckers
165a980065 - fixed: The base MouseEvent method must return true, not false.
- fixed: It is a bad idea to start a save within an MKEY_Input event. At this time the window chain is not stable because the text input screen is in the middle of being taken down, so the save should be deferred until the next Ticker call of the SaveMenu.
2017-02-19 22:08:22 +01:00
Rachael Alexanderson
11d6f46e2d Merge https://github.com/coelckers/gzdoom 2017-02-19 13:05:32 -05:00
Christoph Oelckers
65f2433ac7 - fixed: The text enter screen must be activated if it should be displayed. 2017-02-19 18:27:29 +01:00
Christoph Oelckers
fa0be4d4a9 - fixed keycodes for confirmation menu. 2017-02-19 17:30:02 +01:00
Christoph Oelckers
f3b6343e53 - use floats for menu item coordinates. This only has an effect in the ListMenu because the OptionMenu uses fixed offsets which work differently. 2017-02-19 17:24:30 +01:00
Christoph Oelckers
fb52b034b0 - added a GenericMenu class, so that all menus can be given a virtual Init method.
Doing this to Menu itself would not work because the different menus require different parameters.
This also means that all menus that are routed through menu items must inherit from either ListMenu, OptionMenu or GenericMenu.
All other types can only be used internally.

This should complete the menu scriptification.
2017-02-19 15:35:28 +01:00
Christoph Oelckers
9089beb110 - scriptified most of the remaining parts of DMenu. Only the engine interface remains native now. 2017-02-19 15:23:33 +01:00
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
Rachael Alexanderson
75b81381f6 Merge https://github.com/coelckers/gzdoom 2017-02-19 05:26:51 -05:00
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
Magnus Norddahl
42a7dbe33a Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/v_video.cpp
2017-02-19 03:49:13 +01:00
Christoph Oelckers
2440951811 -scriptified the ReadThis screen. 2017-02-19 00:08:30 +01:00
Christoph Oelckers
e46571c192 - DMessageBoxMenu is fully scriptified. 2017-02-18 23:39:02 +01:00
Christoph Oelckers
62b594a499 - DMessageBoxMenu::Drawer scriptified. 2017-02-18 23:18:55 +01:00
Christoph Oelckers
aabcc1f92e - scriptified the input functions of DMessageBoxMenu. 2017-02-18 23:05:01 +01:00
Christoph Oelckers
de1e7661eb - removed all native remnants of TextEnterMenu. 2017-02-18 21:25:19 +01:00
Christoph Oelckers
f5a0f6b3bf - almost done with TextEnterMenu. 2017-02-18 21:18:23 +01:00
Christoph Oelckers
0c41a9dee7 - scriptified DTextEnterMenu::Drawer. 2017-02-18 20:12:06 +01:00
Christoph Oelckers
1b4c9e13b8 - cleaned out some cruft from the menu code, now that ListMenu is fully scripted. 2017-02-18 19:11:53 +01:00
Christoph Oelckers
b7a5437af6 - scriptified parts of ListMenu. 2017-02-18 18:35:44 +01:00
Christoph Oelckers
6a65f02257 - completed scriptification of LoadSaveMenu. 2017-02-18 18:01:24 +01:00
Christoph Oelckers
e46d378fb2 - sciptified DLoadSaveMenu::Drawer. 2017-02-18 17:51:40 +01:00
Christoph Oelckers
4a6d0f1fa5 - scriptified DLoadSaveMenu::MenuEvent. 2017-02-18 17:35:01 +01:00
Christoph Oelckers
ee6a90deec - scriptified DLoadSaveMenu::Responder.
- scriptified DSaveMenu.
2017-02-18 16:40:32 +01:00
Christoph Oelckers
872969eb14 - scriptified the LoadMenu class and exported the entire interface to handle the LoadSaveMenu. 2017-02-18 14:08:16 +01:00
Christoph Oelckers
128dfdeee6 - made some of the load/save menu's data a bit more scripting friendly, this mostly means removal of static string buffers. 2017-02-18 12:36:31 +01:00
ZZYZX
fb9b8c8870 Re-enabled clearscope for methods; made isBlinking() clearscope 2017-02-18 07:51:41 +02:00
ZZYZX
dbc595f886 Marked DrawPowerup as ui, still compiles and somewhat works :D 2017-02-18 07:30:20 +02:00
Rachael Alexanderson
65122ed19e Merge https://github.com/coelckers/gzdoom 2017-02-18 00:18:45 -05:00
ZZYZX
afc9050a43 Marked Thinker play. Marked OnDestroy and Destroy virtualscope. It compiles :D 2017-02-18 06:56:00 +02:00
ZZYZX
b5ab011bb9 Static virtualscope checking. This is possible, because virtualscope can't produce false positives (data readable for everyone), only false negatives (which are handled at runtime later) 2017-02-18 04:07:12 +02:00
Christoph Oelckers
5f1241a55c - scriptified the rest of the player menu. This compiles and runs but doesn't work yet, it will be fixed in the next commit. 2017-02-18 01:20:07 +01:00
Christoph Oelckers
49a07180c0 - scriptified ClassChanged. 2017-02-17 23:56:22 +01:00
Christoph Oelckers
50d2846e40 - scriptified UpdateColorsets. 2017-02-17 23:16:07 +01:00
Christoph Oelckers
97eed1e6df - scriptified UpdateSkins. 2017-02-17 22:12:56 +01:00
Christoph Oelckers
498da825a5 - made the Skins array scripting friendly and exported it. 2017-02-17 21:51:23 +01:00
Christoph Oelckers
6a2525b737 - scriptified PickPlayerClass. 2017-02-17 20:58:11 +01:00
Christoph Oelckers
b375657509 - scriptified DPlayerMenu::SkinChanged. 2017-02-17 20:49:04 +01:00
Christoph Oelckers
51493cde8c - scriptified DPlayerMenu::MenuEvent. 2017-02-17 20:02:26 +01:00
ZZYZX
338e676e73 Allow calling const methods on readonly structs 2017-02-17 19:25:29 +02:00
Christoph Oelckers
f4e9cd0009 - scriptified DPlayerMenu::MouseEvent. 2017-02-17 18:21:59 +01:00
Christoph Oelckers
416911587e - scriptified PlayerMenu.Drawer 2017-02-17 16:53:36 +01:00
Christoph Oelckers
74c4748593 - fixed the message switch for the controls menu. 2017-02-17 12:10:10 +01:00
Rachael Alexanderson
ef22d10756 Merge https://github.com/coelckers/gzdoom 2017-02-15 20:08:21 -05:00
Christoph Oelckers
4df2a221a8 - fixed: The special called by the InterpolationSpecial actor must have no activator.
This required splitting A_CallSpecial into a direct wrapper around P_ExecuteSpecial and implementing itself as a script function calling ExecuteSpecial so that this special case can use a version of the function that can be used without an activator.
2017-02-15 22:49:13 +01:00
Christoph Oelckers
b3d7980b90 - fixed: PowerProtection clamped its damage minimum to 1, but should do it to 0. 2017-02-15 21:20:11 +01:00
Rachael Alexanderson
5dad292c56 Merge remote-tracking branch 'remotes/gzdoom/master' 2017-02-15 05:43:15 -05:00
Rachael Alexanderson
2b8db72cef Merge commit '2234d36c7ac531fd802803216f747f82b58be8c2'
# Conflicts:
#	src/r_main.cpp
#	src/r_plane.cpp
#	src/r_things.cpp
2017-02-15 05:42:57 -05:00
Rachael Alexanderson
959ac8c65b Merge commit '9caf5c641b374848c065059b5152339806fa7734' 2017-02-15 05:28:38 -05:00
Christoph Oelckers
6fef653aa1 - exported GetUDMF methods to scripting. 2017-02-15 01:03:47 +01:00
Christoph Oelckers
8d7a64bd17 - added a virtual 'used' method that gets called when the player presses use on an actor. This method will only be called if the actor does not have the USESPECIAL flag - that one will be handled as before. 2017-02-15 00:43:30 +01:00
Christoph Oelckers
c5204f34ca - fixed: The code to play the mage lightning's attack sound was converted wrong, because it used the same structure as looping sounds normally so, but doesn't actually loop. 2017-02-14 22:51:53 +01:00
Christoph Oelckers
3170591e32 - restated some weird number manipulation in SBARINFO for powerup time. This appears to be needed to distinguish between non-expiring items and non-present items. 2017-02-14 22:04:52 +01:00
Christoph Oelckers
6e2b0bc961 - renamed the internal InpuEvent to deconflict from the version in the event system. 2017-02-14 19:32:44 +01:00
Christoph Oelckers
2234d36c7a Merge branch 'thereisnospoon' of https://github.com/jewalky/gzdoom
# Conflicts:
#	src/dobject.h
2017-02-14 19:10:02 +01:00
Christoph Oelckers
9caf5c641b - don't let menu number widgets not lock up the menu if their associated CVAR does not exist. 2017-02-14 19:06:45 +01:00
Christoph Oelckers
7b1645d239 - fixed the item check in OptionMenuItemCommand.
This was calling the wrong GetItem function.
2017-02-14 16:50:10 +01:00
Rachael Alexanderson
2a71ec89de Merge https://github.com/coelckers/gzdoom 2017-02-13 17:02:56 -05:00
Christoph Oelckers
ad178e16c5 - working again. 2017-02-13 20:03:29 +01:00
Christoph Oelckers
6525e04118 - added restrictions to CVAR and CCMD access functions for the menus. CVAR changes are only allowed when the menu is open or for mod-CVARs. The CCMD execution function is now private to the control requiring it and heavily guarded against improper access from the outside so that abuse is mostly impossible.
This also means that the remaining scriptification of the menu is on hold. The player menu would require even more access to critical game data, which is a no-go, and the other remaining menus offer little benefit from getting scriptified.
2017-02-13 19:18:45 +01:00
Christoph Oelckers
c403fc5635 - renamed a file. 2017-02-13 18:30:03 +01:00
Christoph Oelckers
7877bcbdcb - exported more parts of the joystick menus and also exported all strings for them to the string table.
- exported the skeleton definition for list menus.
2017-02-13 17:45:03 +01:00
Rachael Alexanderson
8c176575c8 Merge https://github.com/coelckers/gzdoom 2017-02-12 21:39:20 -05:00
Christoph Oelckers
46c0d27fe7 - scriptified the entire OptionMenu class and all still existing native subclasses. 2017-02-13 00:08:20 +01:00
Christoph Oelckers
12db190f41 - scriptified the CVar printers for the gameplay and compatibility menus. 2017-02-12 23:17:05 +01:00
Christoph Oelckers
2b977f70e6 - scriptified the video mode menu (only the part that extends the actual menu class, the entire thing is basically non-modifiable but this code would otherwise stand in the way of properly handling the rest of the menus.) 2017-02-12 23:05:39 +01:00
Christoph Oelckers
9ece757cb3 - OptionMenu.Init must be declared 'virtual' 2017-02-12 21:56:01 +01:00
Christoph Oelckers
b6ad14a614 - made adjustments to text input menu to work with scripts. 2017-02-12 21:45:37 +01:00
Christoph Oelckers
f0e925c5a7 - scripted color picker fully working. 2017-02-12 20:20:47 +01:00
Christoph Oelckers
dbf3530696 - the keybinding control works again, this time fully scripted. 2017-02-12 18:38:23 +01:00
Christoph Oelckers
2e9c1ec3f3 - fixed translation setup for player backdrop.
- fixed return value of GetAction method of menu controls.
2017-02-12 16:48:29 +01:00
Christoph Oelckers
03283de4e8 - fixed issues with option menu items.
- fixed the octal parser in strbin.
- remove 'new' token because it gets in the way.
2017-02-12 16:02:55 +01:00
Christoph Oelckers
4562695854 - fixed stringtable access in menus. 2017-02-12 14:28:38 +01:00
Christoph Oelckers
bb6def820f - everything compiles and mostly works again. 2017-02-12 14:04:48 +01:00
Christoph Oelckers
ee1217c8c7 - everything compiles again, now to make it work again with all menu widgets 100% scripted. 2017-02-12 01:18:49 +01:00
Christoph Oelckers
2a5b26c27c - removed native option menu controls. Note that this commit will not compile! 2017-02-11 21:28:48 +01:00
Christoph Oelckers
947b625c50 - all menu items scriptified, but not yet active. 2017-02-11 16:11:48 +01:00
Rachael Alexanderson
a52f79055d Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/menu/playerdisplay.cpp
2017-02-11 05:05:24 -05:00
Christoph Oelckers
f91d91d6e8 - all optionmenu items scriptified, but not integrated yet. 2017-02-11 00:36:53 +01:00
Christoph Oelckers
8c780ab7ff - exported the drawer function of the colorpicker menu. 2017-02-10 13:21:35 +01:00
Christoph Oelckers
be9b2b38fc - ColorpickerMenu.MouseEvent exported. 2017-02-10 11:44:46 +01:00
Rachael Alexanderson
ad1092c670 Merge https://github.com/coelckers/gzdoom 2017-02-10 00:16:25 -05:00
Christoph Oelckers
07ba75762b - the first menu function has been scriptified. 2017-02-10 00:25:50 +01:00
Christoph Oelckers
7efa9cd70d - made the menu descriptors garbage collectable and started exporting some fields as preparation for script work on the menu. 2017-02-09 20:18:53 +01:00
Rachael Alexanderson
6ed46921c8 Merge https://github.com/coelckers/gzdoom 2017-02-09 11:21:01 -05:00
Christoph Oelckers
4e1300ecbe - added a script export for ACS's ReplaceTextures function. 2017-02-09 12:02:07 +01:00
Rachael Alexanderson
5948c7b0da Merge https://github.com/coelckers/gzdoom 2017-02-08 18:42:24 -05:00
Christoph Oelckers
8277299135 - Turned DropItem into a plain struct again like it was before the scripting branch got merged.
Making this an object had little to no advantage, except being able to remove the deleter code. Now, with some of the class data already being allocated in a memory arena so that freeing it is easier, this can also be used for the drop item lists which makes it unnecessary to subject them to the GC. This also merges the memory arenas for VM functions and flat pointers because both get deleted at the same time so they can share the same one.
2017-02-08 20:37:22 +01:00
Major Cooke
dd102caf13 - Fixed: SetCamera didn't have the 'action' identifier, nor did it use the actual 'cam' actor provided, rendering it nonfunctional. 2017-02-08 18:17:09 +01:00
Christoph Oelckers
eebe09fb59 - moved the scalar class properties of PClassInventory into AInventory.
What's left is the non-scalars, they will need different treatment to get them out of the way.
2017-02-08 16:57:48 +01:00
Christoph Oelckers
2ca0e34785 - turned many of PClassPlayerPawn's strings into names and moved all scalar properties into APlayerPawn.
The goal is to get rid of PClassPlayerPawn and PClassInventory so that the old assumption that all actor class descriptors have the same size can be restored
This is important to remove some code that seriously blocks optimization of the type table because that can only be done if types do not need to be replaced.
2017-02-08 16:42:13 +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
Rachael Alexanderson
c76c65d3f7 Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_draw.cpp
2017-02-07 17:09:13 -05:00
Christoph Oelckers
7ed554158c - got rid of PClassWeapon.
Still 5 subclasses of PClass left...
2017-02-07 19:02:27 +01:00
Rachael Alexanderson
d760b5070a Merge https://github.com/coelckers/gzdoom 2017-02-07 02:23:48 -05:00
Christoph Oelckers
dae6230f76 - fixed: Since the FastProjectile does not perform a velocity underflow check it must use an approximate comparison when deciding whether to call the Effect method. 2017-02-07 00:39:46 +01:00
ZZYZX
77546ad5c2 Added non-playsim console-called event 2017-02-06 15:52:20 +02:00
ZZYZX
b7e64a2bc5 Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-02-06 14:14:23 +02:00
ZZYZX
124d025131 More string methods 2017-02-06 12:35:21 +01:00
Rachael Alexanderson
942f90a759 Merge remote-tracking branch 'gzdoom/master' 2017-02-05 16:07:48 -05:00
ZZYZX
e4970189b6 Tactical merge 2017-02-05 19:14:56 +02:00
Christoph Oelckers
72810c969d - added ChangeCamera script function. 2017-02-05 18:07:12 +01:00
Christoph Oelckers
9e038b75fa - exported DrawChar and DrawText. 2017-02-05 16:47:33 +01:00
Christoph Oelckers
52bec33c0d - exported BrokenLines to scripting as a new class.
- removed the hard limit of 128 lines for V_BreakLines.
2017-02-05 16:18:41 +01:00
Christoph Oelckers
d8a1ce88b0 - a few more exports from FFont. 2017-02-05 13:55:38 +01:00
Christoph Oelckers
b570d0819b - streamlined font handling for scripts a bit.
- moved the two 'you raised the alarm' messages for Strife to the string table
2017-02-05 13:14:22 +01:00
Rachael Alexanderson
59f32d497d Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_things.cpp
#	src/v_draw.cpp
2017-02-05 00:08:01 -05:00
Christoph Oelckers
d662cece15 - fixed calculations in AdjusrPlayerAngle. 2017-02-04 16:44:43 +01:00
Rachael Alexanderson
ebb8da563a Merge https://github.com/coelckers/gzdoom 2017-02-04 02:56:18 -05:00
Christoph Oelckers
abac756289 - exported some stuff for fonts and screen size that will be needed for the menus. 2017-02-04 00:46:22 +01:00
Christoph Oelckers
d5b908186c - some work on the base classes for menus. None of this is being used yet. 2017-02-04 00:19:25 +01:00
ZZYZX
f816537992 Setting Order directly (while the event handler is registered) will result in all sorts of broken behavior. Made readonly. 2017-02-03 20:44:27 +02:00
ZZYZX
03f7c39ea7 Fixed mouse input in event handlers. Added RequireMouse field in event handler to signify that native mouse should be turned on for certain handlers. 2017-02-03 20:34:34 +02:00
ZZYZX
b4565c3800 Exposed Shift/Ctrl/Alt to the scripts 2017-02-03 16:15:53 +02:00
ZZYZX
0d96517f5f Implemented RenderOverlay hook that executes directly after level and statusbar 2017-02-03 13:29:34 +02:00
ZZYZX
6a0103a746 Merged p_setup conflict 2017-02-03 13:02:44 +02:00
ZZYZX
9bb4cf1c03 User input events first take 2017-02-03 12:28:40 +02:00
Christoph Oelckers
075cce98c4 - fixed: PlayerPawn.GetEffectTicsForItem read the duration from the wrong actor. 2017-02-03 10:41:38 +01:00
ZZYZX
7fa50c22e5 Added player events 2017-02-02 20:26:56 +02:00
ZZYZX
bc1194d03b Added ordering for handlers - by int value returned by virtual function GetOrder(); Also, some handlers (WorldUnloaded and WorldThingDestroyed) are now executed in reverse order. 2017-02-02 19:57:00 +02:00
Rachael Alexanderson
4e45ea2300 Merge https://github.com/coelckers/gzdoom 2017-01-31 23:04:56 -05:00
Christoph Oelckers
ccacc23905 - fixed division by 0 in ActorMover code. 2017-02-01 00:21:30 +01:00
ZZYZX
89c475c2d1 Added WorldThingDamaged hook 2017-01-31 04:35:44 +02:00
ZZYZX
9942a59866 Almost forgot (x2): thing revived world event 2017-01-31 04:11:09 +02:00
ZZYZX
066b22af0a Almost forgot: WorldTick hook, since ZScript doesn't have delays 2017-01-31 03:24:46 +02:00
ZZYZX
71f62af6db Implemented WorldThingDied (calls at the same point as SCRIPT_Kill); Added Inflictor parameter for WorldThingDied. 2017-01-31 02:07:00 +02:00
ZZYZX
27c8140c46 Replaced specialized event handlers with Event structure passed to a method; returned the check for virtual implementation to make sure that we don't waste time initializing the event data. 2017-01-31 01:28:47 +02:00
ZZYZX
5751f84350 Moved empty virtual methods to script side 2017-01-30 11:56:03 +02:00
ZZYZX
2382a76be5 Made separate .Find in Static handlers for convenience. 2017-01-30 09:33:06 +02:00
ZZYZX
c7e3ff2356 Static event handlers can create/register/unregister other static event handlers. 2017-01-30 09:28:27 +02:00
ZZYZX
0598c18ad8 Added WorldEventHandler with WorldThingSpawned. WorldThingDestroyed is not implemented because you already can attach an object that would check master's state. 2017-01-30 08:47:15 +02:00
ZZYZX
09ca1f610d Removed World*Unsafe handlers (merged with WorldLoaded/WorldUnloading); Removed the concept of 'map-local static' handlers, static handlers are now only those that run globally. 2017-01-30 07:50:09 +02:00
ZZYZX
8c36a2a3df Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-01-24 11:05:14 +02:00
Rachael Alexanderson
3ea27cd996 Merge https://github.com/coelckers/gzdoom 2017-01-23 22:12:55 -05:00
Christoph Oelckers
17ed23bfcc - don't read the full height of a player from the defaults, because that cannot be changed by A_SetHeight.
Instead a new member, FullHeight is used for this now.
2017-01-24 00:12:06 +01:00
ZZYZX
3e093a20ff First take at serialization 2017-01-24 00:17:12 +02:00
alexey.lysiuk
6586877ac5 Merge branch 'master' of https://github.com/coelckers/gzdoom into master 2017-01-23 22:48:16 +02:00
ZZYZX
35ec14f465 Made the EventHandler class tree a bit more branchy. Now disallowing creation of Static* via EventHandler.Create. 2017-01-23 20:48:57 +02:00
ZZYZX
302af61686 Added per-thing render hooks 2017-01-23 20:48:57 +02:00
ZZYZX
2aadd1e13c Forgot to add events.txt 2017-01-23 20:48:57 +02:00
Christoph Oelckers
b3aa7c61a9 - fixed: Class and struct name lookup was not context aware.
If a later module reused an existing name for a different class or struct type, this new name would completely shadow the old one, even in the base files.
Changed it so that each compilation unit (i.e. each ZScript and DECORATE lump) get their own symbol table and can only see the symbol tables that got defined in lower numbered resource files so that later definitions do not pollute the available list of symbols when running the compiler backend and code generator - which happens after everything has been parsed.

Another effect of this is that a mod that reuses the name of an internal global constant will only see its own constant, again reducing the risk of potential errors in case the internal definitions add some new values.

Global constants are still discouraged from being used because what this does not and can not handle is the case that a mod defines a global constant with the same name as a class variable. In such a case the class variable will always take precedence for code inside that class.

Note that the internal struct String had to be renamed for this because the stricter checks did not let the type String pass on the left side of a '.' anymore.

- made PEnum inherit from PInt and not from PNamedType.

The old inheritance broke nearly every check for integer compatibility in the compiler, so this hopefully leads to a working enum implementation.
2017-01-23 19:10:28 +01:00
alexey.lysiuk
db4c5e090d Fixed incorrect armor given by cheats
See https://mantis.zdoom.org/view.php?id=106
2017-01-23 13:18:30 +02:00
Rachael Alexanderson
03226e5a0a Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_things.cpp
2017-01-23 00:17:25 -05:00
Christoph Oelckers
89d9a43b68 - fixed local variable having the same name as a member in Strife's inquisitor. 2017-01-22 12:28:09 +01:00
Rachael Alexanderson
53acc28f26 Merge https://github.com/coelckers/gzdoom 2017-01-21 17:47:18 -05:00
Christoph Oelckers
06ad2351d3 - fixed error in vertical velocity calculation for A_SkullAttack. 2017-01-21 19:56:54 +01:00
ZZYZX
df1a90fb1b Apparently 'name = something' gets parsed as a Type. Fixed CustomSprite actor again. 2017-01-21 10:32:26 +01:00
ZZYZX
59472d6f63 Fixed CustomSprite actor 2017-01-21 10:32:26 +01:00
ZZYZX
6f5fff00a0 Implemented static methods in String struct. Implemented String.Format and String.AppendFormat. Implemented native vararg methods for the future. 2017-01-21 10:32:26 +01:00
Rachael Alexanderson
410a1aa24c Merge https://github.com/coelckers/gzdoom 2017-01-20 20:56:02 -05:00
Christoph Oelckers
06898bf8fb - copied A_ClearRefire to the proper place for good now. 2017-01-20 20:19:38 +01:00
Christoph Oelckers
314e49f791 - let A_SpawnProjectile, A_FireProjectile, A_SpawnItem(Ex) and A_ThrowGrenade return the spawned actors to the calling code.
- fixed the return type checks in CallStateChain. These made some bogus assumptions about what return prototypes to support and would have skipped any multi-return function whose first argument was actually usable.
2017-01-20 12:39:51 +01:00
Christoph Oelckers
02cfdbc29c - fixed: A_ClearRefire was copied to the wrong script class. 2017-01-20 11:59:12 +01:00
Rachael Alexanderson
e52772745b Merge https://github.com/coelckers/gzdoom 2017-01-19 23:07:14 -05:00
Christoph Oelckers
c880b26d98 - scriptified MorphProjectile and CustomSprite.
This should for now conclude actor class scriptification. The remaining ten classes with the exception of MorphedMonster are all too essential or too closely tied to engine feature so they should remain native.
2017-01-20 01:11:36 +01:00
Magnus Norddahl
545ae678e8 Merge remote-tracking branch 'gzdoom/master' into qzdoom 2017-01-20 00:22:29 +01:00
Christoph Oelckers
3c30b59bab more inventory scriptification
* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.

- fixed: Passing local variables by reference did not work in the VM.
2017-01-19 23:42:12 +01:00
Rachael Alexanderson
7701a61830 Merge https://github.com/coelckers/gzdoom 2017-01-19 15:50:33 -05:00
Christoph Oelckers
1750ded7c4 - more exporting of AInventory. 2017-01-19 20:56:31 +01:00
Christoph Oelckers
7c6542e595 - partial scriptification of AInventory.
- scriptification of CustomInventory.
2017-01-19 19:14:22 +01:00
Rachael Alexanderson
8a198591f4 Merge https://github.com/coelckers/gzdoom 2017-01-19 11:58:53 -05:00
Christoph Oelckers
19b1c10ba8 - scriptified a large part of the weapon code. 2017-01-19 17:40:34 +01:00
Christoph Oelckers
6d3b26f94c - scriptified the WeaponGiver. 2017-01-19 14:00:00 +01:00
Christoph Oelckers
42f3ccc602 - scriptified a few parts of p_pspr.cpp.
- added a speed parameter to A_Lower and A_Raise in the process.
2017-01-19 13:26:46 +01:00
Rachael Alexanderson
9333ce1888 Merge https://github.com/coelckers/gzdoom 2017-01-18 21:15:08 -05:00
Christoph Oelckers
8256f25a84 - no need to keep AArmor native, now that all child classes have been scriptified. 2017-01-18 23:46:19 +01:00
Christoph Oelckers
632a29e365 - scriptified HexenArmor. 2017-01-18 23:42:08 +01:00
Christoph Oelckers
2fcffd1fc1 - removed the remaining native parts of ABasicArmor.
- simplified some FindInventory calls using PClass::FindActor to call the variant taking a name directly.
2017-01-18 22:57:47 +01:00
Christoph Oelckers
3148496f57 - scriptified BasicArmor and fixed a few errors in the conversion. 2017-01-18 22:15:48 +01:00
Christoph Oelckers
2dd6fb9595 - scriptified BasicArmorBonus. 2017-01-18 20:23:13 +01:00
Christoph Oelckers
87b9b6111d - scriptified the BeginPlay methods of the VavoomLight classes.
- moved m_Radius back to arg[3] and arg[4], so that scripts have access to light sizes again.
2017-01-18 19:10:25 +01:00
Christoph Oelckers
1ce7b80158 - scriptified the rest of the weapon pieces. 2017-01-18 18:46:24 +01:00
Christoph Oelckers
30a8541a15 - scriptified the weapon piece functions.
- fixed: ClearInventory did not process depleted items properly.
- changed HexenArmor from UNDROPPABLE to UNTOSSABLE because this allowed to remove some special handling in ClearInventory. The only other place which checks this flag also checks UNTOSSABLE.
2017-01-18 17:26:12 +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
d9fd2d509f - scriptified the remains of AAmmo. 2017-01-18 14:18:17 +01:00
Rachael Alexanderson
590781d4a6 Merge https://github.com/coelckers/gzdoom 2017-01-18 05:19:34 -05:00
Christoph Oelckers
534b2ebbfb - scriptified the remains of APowerup.
- ensure that actor defaults contain a valid virtual table and class pointer so that they can actually use virtual and class-dependent method functions. This is needed for retrieving script variables from them.
2017-01-18 10:33:03 +01:00
Magnus Norddahl
53a79ca215 Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/r_things.cpp
2017-01-18 04:09:16 +01:00
Christoph Oelckers
207f81cc37 - fixed: There was a temporarily commented out piece of code about the Sigil which I forgot to reinstate after making some changes. 2017-01-18 01:45:02 +01:00
Christoph Oelckers
ade9e4c3da - implemented processing of multiple return values in script functions. 2017-01-18 01:27:50 +01:00
Christoph Oelckers
232b64d332 - eliminated the native PowerupGiver class.
- scriptified the respawn invulnerability code into a virtual OnRespawn function for PlayerPawn so that custom effects can be implemented.
2017-01-18 00:11:04 +01:00
Christoph Oelckers
98f9219334 - scriptified the remaining functions in a_artifacts.cpp.
- added some helpers to set scripted member variables through the native property parser.

Unfortunately some classes, e.g. PowerMorph, MorphProjectile and the powerup contain some that cannot be handled through the 'property' definition on the script side so they need to be done from the native side.
2017-01-17 20:30:17 +01:00
Christoph Oelckers
14f2c39e58 - scriptified cht_Give and cht_Take and made them virtual function of PlayerPawn so that this can be better configured for mods that want other options in here.
- improved the class pointer to string cast to print the actual type it describes and not the class pointer's own type.
- fixed: The 'is' operator created non-working code when checking the inheritance of a class pointer, it only worked for objects.
2017-01-17 17:34:39 +01:00
Christoph Oelckers
75d3f42d4f - scriptified APowerup. 2017-01-17 17:34:07 +01:00
Christoph Oelckers
8f6571241d - scriptified AÃœpwerInvulnerable. 2017-01-16 23:45:25 +01:00
Magnus Norddahl
2848ca53dc Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/r_things.cpp
#	src/r_things.h
2017-01-16 23:05:34 +01:00
Christoph Oelckers
6990a46daf - scriptified PowerStrength.
This revealed an interesting bug: When the berserk fadout formula was changed in 2005 the result was essentially broken, resulting in values around 7000 - it only worked by happenstance because the lower 8 bits of the resulting values just happened to work to some degree and never overflowed. But the resulting fade was far too weak and a slightly different handling of the color composition code for the VM made it break down entirely.
This restores the pre-2005 formula but weakened intensity which now comes a lot closer to how it is supposed to look.
2017-01-16 22:27:49 +01:00
Christoph Oelckers
d3ab691afb - scriptified APowerInvisibility.
- changed AlterWeaponSprite so that it doesn't expose renderer internals to the script code.
2017-01-16 20:34:12 +01:00
Christoph Oelckers
616f954153 - scriptified PowerIronFeet and PowerMask. 2017-01-16 19:04:03 +01:00
Christoph Oelckers
cd1d96b83a - fixed compilation. 2017-01-16 10:36:56 +01:00
Magnus Norddahl
1c3440e391 Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/r_plane.cpp
#	src/r_plane.h
2017-01-16 06:03:21 +01:00
Christoph Oelckers
d207b571d9 - scriptified PowerLightAmp and PowerTorch.
- allow calling qualified super methods so skipping some levels is possible.
2017-01-16 00:46:15 +01:00
Christoph Oelckers
d2d6e5d486 - scriptified PowerFlight and PowerWeaponLevel2. 2017-01-15 23:21:38 +01:00
Christoph Oelckers
4837e1e770 - partially scriptified APowerSpeed. 2017-01-15 20:58:52 +01:00
Christoph Oelckers
7503937a84 - scriptified PowerTargeter. 2017-01-15 19:44:43 +01:00
Christoph Oelckers
03c7b10fd6 - fully scriptified HealthPickup. 2017-01-15 18:46:40 +01:00
Christoph Oelckers
156f9c488e - added script variable access for native code so that many more classes can be fully exported. Tested with the puzzle items. 2017-01-15 18:16:36 +01:00
Christoph Oelckers
179b6e1a39 - added property definitions to the ZScript parser. This will allow defining custom properties for the default block in custom base classes. See 'Health' for an example.
- support transient object member variables for information that does not need to be put in a savegame.
- fixed: special initialization of objects needs to pass the proper defaults along, otherwise the parent classes will use their own, inappropriate one.
2017-01-15 16:55:30 +01:00
Christoph Oelckers
267600826f - sxriptified key and puzzleitem base classes. 2017-01-15 10:37:54 +01:00
Christoph Oelckers
d3626948e4 - removed duplicate health definitions. 2017-01-15 09:42:49 +01:00
Christoph Oelckers
9f9cea4b4a - scriptified the health items. 2017-01-15 01:02:38 +01:00
Christoph Oelckers
4759f9a399 - scriptified the backpack.
- added GetParentClass builtin to compiler.
2017-01-14 23:34:47 +01:00
Christoph Oelckers
a597979738 - scriptified ammo.
- moved inventory stuff into its own directory.
2017-01-14 21:27:31 +01:00
Christoph Oelckers
e16713492f - scriptified A_FreezeDeath(Chunks). 2017-01-14 18:26:59 +01:00
Christoph Oelckers
6dc1bb8475 - skriptified the skybox actors.
- fixed code generation for internal pointed arrays, they were missing a pointer dereference.
2017-01-14 18:04:49 +01:00
Christoph Oelckers
a9ef73528d - removed all skybox class types from code in preparation for exporting these classes.
- moved SectorPortal struct to FLevelLocals and exported it.
2017-01-14 16:05:40 +01:00
Christoph Oelckers
96777273c4 - scriptified ASoundSequence.
- exported virtual Actor.MarkPrecacheSounds function.
2017-01-14 14:37:29 +01:00
Christoph Oelckers
f83444f3cc - exported the sound sequence interface to scripting.
- split out the map data definitions from base.txt into their own file.
2017-01-14 13:02:08 +01:00
Christoph Oelckers
386c00f17e - scriptified ASoundEnvironment.
This also exposes the functionality as a member function of Sector for easier script access.
2017-01-14 11:43:08 +01:00
Rachael Alexanderson
d707f1c22e Merge https://github.com/coelckers/gzdoom 2017-01-14 00:38:26 -05:00
Christoph Oelckers
40e7fa5be2 - scriptified the RandomSpawner.
- fixed: String constants were not processed by the compiler backend.
- added an explicit name cast for class types.
2017-01-14 02:05:52 +01:00
Magnus Norddahl
1c4e0c6385 Merge remote-tracking branch 'gzdoom/master' into qzdoom 2017-01-14 01:56:18 +01:00
Christoph Oelckers
f759b6757a - scriptified the teleport fog. 2017-01-13 23:17:04 +01:00
Christoph Oelckers
4be0767d7b - scriptified the moving camera. 2017-01-13 22:13:03 +01:00
Christoph Oelckers
51cc7feb4c - scriptified the particle fountains. 2017-01-13 19:29:54 +01:00
Rachael Alexanderson
2583c94444 Merge https://github.com/coelckers/gzdoom 2017-01-13 09:15:22 -05:00
Christoph Oelckers
d338ca3ec1 - scriptified the sector actions. 2017-01-13 13:51:47 +01:00
Magnus Norddahl
1d941c9839 Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/r_plane.cpp
#	src/win32/zdoom.rc
2017-01-13 13:21:10 +01:00
Christoph Oelckers
d73db8c1e8 - added a 'local' parameter to the A_Log family.
- complete "give quakes their own damage type." (was only partially saved.)
2017-01-13 11:48:05 +01:00
Christoph Oelckers
1400f401e7 - fixed use of multiple sector actions in the same sector.
The entire setup was quite broken with each item using its own activation result and the ones of the subsequent items in the list as the return value.
This rendered the STANDSTILL check in the main function totally unpredictable because the value it depended on could come from any item in the list.
Changed it so that the main dispatcher function is part of sector_t and does the stepping through the list iteratively instead of letting each item recursively call its successor and let this function decide for each item alone whether it should be removed.
The broken setup also had the effect that any MusicChanger would trigger all following SecActEnter specials right on msp start.
2017-01-13 01:34:43 +01:00
Christoph Oelckers
cf39af0642 - consolidated the sector action classes.
This can be done with a lot less overhead by using one of the object's properties to store the activation flag, so that all the nearly redundant trigger methods can be folded into one.
2017-01-13 01:06:37 +01:00
Christoph Oelckers
85a84b5e94 - scriptified FastProjectile. 2017-01-13 00:35:56 +01:00
Christoph Oelckers
cc58f13e4e - scriptified the sector silencer. 2017-01-12 23:35:24 +01:00
Christoph Oelckers
3d73919092 - scriptified CustomBridge.OnDestroy. 2017-01-12 22:56:06 +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
0b94d4e0a3 - scriptified the bridge things, except the Destroy method which still requires work to allow virtually calling this. 2017-01-12 19:55:25 +01:00
Rachael Alexanderson
a3ad22a460 Merge https://github.com/coelckers/gzdoom 2017-01-11 18:54:43 -05:00
Christoph Oelckers
ea163f3898 - exported FCheckPosition to the VM and completed the parameter lists for Actor.CheckPosition and Actor.TryMove. 2017-01-12 00:26:16 +01:00
Christoph Oelckers
5ef9429ae4 - added the ability to attach a constructor or destructor to an internally defined struct.
There are a few which require explicit native construction or destruction that need to be exported to the VM, e.g. FCheckPosition.
The VM cannot handle this directly, it needs two special functions to be attached to handle such elements.
2017-01-11 23:46:03 +01:00