Commit graph

60 commits

Author SHA1 Message Date
Christoph Oelckers
9e096c62fd - allow the automap HUD to use the VGA font. 2019-04-10 20:39:15 +02:00
Christoph Oelckers
ef3e5ef01e - moved a few parts from g_level.cpp to better fitting places. 2019-02-23 15:21:54 +01:00
Christoph Oelckers
88e227f1f3 Merge branch 'new_level_refactor' into localization 2019-02-09 12:22:15 +01:00
Christoph Oelckers
3d3f260137 - exported LevelLocals's compatibility flags to scripting and fixed all places where access to combined compatibility flags is needed. 2019-02-09 09:17:57 +01:00
Christoph Oelckers
449610496f - fixed: 'level.frozen' still needs to be writable and have an effect. 2019-02-08 20:04:45 +01:00
Christoph Oelckers
4d2bb11317 - reworked font loader to make adding multi-lump fonts easier.
A multi-lump font can be created by putting all characters into a subdirectory of fonts/ with the intended name. Each character needs to be named by its character index as hex number.
So far this is only active for the predefined small fonts
2019-02-07 13:12:39 +01:00
Christoph Oelckers
9f7fe203fc - had to fix a few things. 2019-02-02 17:29:13 +01:00
Christoph Oelckers
45dc9a7b47 - renamed the level variables.
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.

The static 'level' has been mostly removed from the code except some places that still need work.
2019-02-02 00:25:51 +01:00
Christoph Oelckers
e3eaa5964d - removed v_video.h include from portals.h
This has no business in a play related file which also made no use of it.
2019-02-01 00:30:21 +01:00
Christoph Oelckers
f6a91e1722 - moved the I_Error prototypes to doomerrors.h to avoid having to include the low level system header for this. 2019-01-31 19:38:04 +01:00
Christoph Oelckers
b12de04258 - fixed the remaining deprecation warnings in the base script.
All these required access to the sector's Level reference.
The remaining references to the global 'level' variable are all in deprecated functions which is ok.
2019-01-30 00:58:44 +01:00
Christoph Oelckers
ebdb2643c4 - moved UDMF custom properties into FLevelLocals. 2019-01-30 00:47:20 +01:00
Christoph Oelckers
f823e57446 Handle level check in texture coordinate calculation 2019-01-29 02:51:06 +01:00
Christoph Oelckers
f9239f6e0f - added a compiler-side workaround for the formerly static methods of FLevelLocals.
LevelLocals on the left side of.a function call will now always be remapped to 'Level', which will either remap to the same-named instance variable or the global deprecated one.

In a few degenerate cases where there is a conflicting local variable named 'level' it may error out but that is unavoidable here but this is very unlikely.
2019-01-29 02:04:31 +01:00
Christoph Oelckers
60873bc5d6 Moved the PointInSector functions into FLevelLocals 2019-01-29 01:30:41 +01:00
Christoph Oelckers
259ae41774 - sanitized the 'frozen level' code.
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
2019-01-28 20:15:48 +01:00
Christoph Oelckers
b4acb857ad - the final batch of easy level replacements.
What's left will require a bit more work...
2019-01-27 21:59:19 +01:00
Christoph Oelckers
b4a95ccaa9 - roughly 50 more, mostly search and replace. 2019-01-27 19:16:14 +01:00
Christoph Oelckers
05830455e7 - made the automap an object.
This simplifies handling a lot because it allows to make the level the owner of its map.
2019-01-26 15:21:20 +01:00
Christoph Oelckers
4e052f2857 - use a separate variable pointing to the current level for the UI code.
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
2019-01-25 18:31:40 +01:00
Christoph Oelckers
3cef56249d - moved most functions of portals.cpp into FLevelLocals.
Much of this is used during level init and needs to be independent of the current level.
2019-01-25 00:30:55 +01:00
Christoph Oelckers
8b18ed4759 - store the index of each map item in the struct itself and return that for the Index function.
If we ever want to refactor the global level data these must not reference the 'level' variable.
The main parts of the map loader cannot use this information, because it can only be created after running the node builder, so it got its own set of index functions instead.
2019-01-06 00:41:46 +01:00
Christoph Oelckers
7b235ea13e - moved the per-level ACS state into FLevelLocals. 2019-01-05 18:19:35 +01:00
Christoph Oelckers
dab68184f5 - moved the global spot state into FLevelLocals.
This way it doesn't even have to be a thinker.
2019-01-05 10:04:27 +01:00
Christoph Oelckers
9521b6cd1f - removed all remaining native parts of APlayerPawn.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
2019-01-03 22:05:49 +01:00
Kevin Caccamo
e04fc026ff Expand UDMF and ZScript API for side's own additive colors
Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF 
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is 
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
2018-12-26 16:58:27 +01:00
Kevin Caccamo
286886e161 Minor fixes for additive colour ZScript API
Sector.SetAdditiveColor actually called Sector.SetSpecialColor
Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.
2018-12-26 16:58:27 +01:00
Kevin Caccamo
0773e6a98e Rework implementation as per the new specification
The new specification is more flexible, and allows assigning additive 
colors to individual parts of a sector (walls, sprites, flats) and even 
individual parts of a side (top, middle, bottom)

Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color 
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript
2018-12-26 16:58:27 +01:00
Christoph Oelckers
f6d9110c70 - removed the redundant GetOffsetPosition export and added direct native support to its existing variants 2018-12-21 13:52:30 +01:00
Christoph Oelckers
0faa9111b9 - moved P_OpenMapData and related content out of p_setup.cpp. 2018-12-19 18:41:53 +01:00
Christoph Oelckers
5666e4c805 - made camera textures operational again.
Now with proper separation of software rendering logic from the main part of the class.
2018-12-11 00:01:45 +01:00
Christoph Oelckers
91a8f5cd04 Merge remote-tracking branch 'remotes/origin/master' into Texture_Cleanup
# Conflicts:
#	src/polyrenderer/poly_renderthread.cpp
#	src/swrenderer/r_renderthread.cpp
2018-12-10 18:47:21 +01:00
alexey.lysiuk
f6561ca23b - fixed native calls to LevelLocals.GetUDMF*() functions
https://forum.zdoom.org/viewtopic.php?t=62774
2018-12-06 17:04:41 +02:00
Christoph Oelckers
6eab4a882c - narrowing down the public interface of the texture class
Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Christoph Oelckers
2f2ce8126b - fixed definition of GetUDMFString export. 2018-12-05 08:18:07 +01:00
Christoph Oelckers
33db5792b4 - moved a large part of the VM thunks out of p_mobj.cpp. 2018-12-05 00:21:16 +01:00
Christoph Oelckers
a3265c2963 - more direct native entry points. 2018-12-04 23:12:16 +01:00
Christoph Oelckers
3b5ce4ecca - fixed: SBar_SetClipRect had a superfluous argument resulting in incorrect behavior 2018-12-04 19:14:14 +01:00
Christoph Oelckers
8025f02935 - fix bad return type. 2018-12-04 18:47:03 +01:00
Christoph Oelckers
45d7e5a038 - scriptified ASpecialSpot.
This only had two simple native methods so the class is not fully scripted.
2018-12-04 18:21:48 +01:00
Christoph Oelckers
062528e0e2 - more direct native function calls. 2018-12-04 18:16:01 +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
Magnus Norddahl
4f078dfcb3 - fix compile error 2018-12-03 21:57:07 +01:00
Christoph Oelckers
ddaab4d2ab - scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
691652042c - added direct native variants to nearly all status bar function.
I skipped ValidateInvFirst because that one will have to be scriptified soon.
2018-12-01 16:54:31 +01:00
Christoph Oelckers
067e9de00a - fixed: V_FindFontColor is not suitable for direct calls from JIT code, thanks to its FName parameter. 2018-12-01 14:26:53 +01:00
Christoph Oelckers
aa32acae25 - a bit of code reordering for adding direct native entry points.
- offloaded key list generation for alternative HUD to non-UI parts.

This change also revealed a problem with handling empty sprites in the key list so this got fixed, too.
2018-12-01 14:18:28 +01:00
Christoph Oelckers
a7e472b4b3 - moved all exports from class Font to vmthunks.cpp and gave them direct native entrypoints.
- changed PARAM_STRING to use the passed string by reference instead of by value. The 3 instances where passing by value was needed now use PARAM_STRING_VAL.
2018-12-01 10:30:50 +01:00
Christoph Oelckers
53d59559cd Added direct native functions to the remaining content of vmthunks.cpp 2018-11-29 17:55:56 +01:00
Christoph Oelckers
62efe11a85 - more direct native functions for sector utilities. 2018-11-29 17:38:58 +01:00