Commit graph

354 commits

Author SHA1 Message Date
Christoph Oelckers
2d0b90deb1 - fixed: P_Massacre without a class restriction no longer worked. 2018-12-01 22:44:06 +01:00
Christoph Oelckers
a14b0c58bf - re-fixed the massacre fix for Dehacked-modified inventory items.
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER.

# Conflicts:
#	src/g_inventory/a_pickups.cpp
#	src/g_inventory/a_pickups.h
2018-12-01 17:20:52 +01:00
Christoph Oelckers
b5c4ab8c47 - removed all direct access to AWeapon's members to prepare moving this class fully to the script side.
Disregarding UI-side and setup-related calls there's unfortunately still 6 places in the native game code which require direct access.
2018-11-25 08:17:37 +01:00
Christoph Oelckers
c14b7f58d3 - scriptified some simple sound functions. 2018-11-24 20:33:00 +01:00
Christoph Oelckers
fb91982da2 - scriptified APlayerPawn::Die and fixed a few things I encountered while doing it. 2018-11-24 20:32:12 +01:00
Christoph Oelckers
cf9cd58310 - scriptified ModifyDropAmount as a virtual function hierarchy for Inventory and children. 2018-11-24 19:59:24 +01:00
Christoph Oelckers
652606f70b - scriptified A_Explode and relatives. 2018-11-24 19:29:52 +01:00
Christoph Oelckers
5c130737c4 - scriptified A_CustomPunch 2018-11-24 14:48:30 +01:00
Christoph Oelckers
533f66396d Merge branch 'master' into asmjit 2018-11-17 20:16:03 +01:00
Christoph Oelckers
701b793f24 - fixed parameter mixup with P_CanResurrect. 2018-11-17 16:21:08 +01:00
Christoph Oelckers
94ed30e782 - removed the default parameter handling from all native script functions because it is no longer needed. 2018-11-17 10:03:40 +01:00
Christoph Oelckers
33fb76698b Avoid using argument count for any kind of decision making in native VM functions.
This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.
2018-11-16 15:25:37 +01:00
Major Cooke
b553be153d Added CanResurrect(Actor other, bool passive)
- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-13 19:01:56 +01:00
ZZYZX
849d110f10 Fixed sector floor/ceiling actions not triggering in P_XYMovement 2018-11-01 00:05:43 +01:00
Marisa Kirisame
c3894ee348 Exports various resurrection-related functions to ZScript. 2018-10-04 08:59:37 -04:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Rachael Alexanderson
7416f42b47 - add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies. 2018-01-09 12:34:12 -05:00
Rachael Alexanderson
77617a2757 Merge branch 'master' into qzdoom-merge 2017-07-19 17:32:41 -04:00
Rachael Alexanderson
5918167fb3 - added 'kill baddies' cheat - does the same thing as 'kill monsters' only it ignores friendly monsters 2017-07-19 15:03:27 -04:00
Rachael Alexanderson
0f54d7f854 Merge https://github.com/coelckers/gzdoom 2017-05-17 08:53:34 -04:00
Rachael Alexanderson
a96ef5276d - Added new flags8 actor field. Isn't it frightening how quickly how we got to our 8th flag field?
- Speaking of frightening, added +FRIGHTENING flag.
2017-05-15 19:17:46 +02:00
Rachael Alexanderson
5d11c9962b Merge commit '8db239d' 2017-04-18 11:33:52 -04:00
Christoph Oelckers
57d703236b - changed Doom source license to GPL in all subdirectories and fixed missing licenses in a few other files. 2017-04-17 12:27:19 +02:00
Rachael Alexanderson
a15031706d Merge https://github.com/coelckers/gzdoom 2017-04-12 20:33:38 -04:00
Christoph Oelckers
6599e2c425 - moved the VM types into their own file and only include it where really needed. 2017-04-13 01:12:04 +02:00
Rachael Alexanderson
ff3d3f13c8 - Implement hostile coop for -FRIENDLY players. 2017-03-24 14:59:25 -04:00
Rachael Alexanderson
786c4f01c8 - Monsters no longer search for players who are unfriendly. 2017-03-24 14:59:25 -04:00
Christoph Oelckers
33d36157c8 - moved the blockmap into a substructure of FLevelLocals.
This part can certainly improved a lot but the most important thing, grouping all those global variables into one place, is done.
2017-03-17 14:24:21 +01:00
Christoph Oelckers
bd7476fb8d - untangled r_defs.h from actor.h
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00
Christoph Oelckers
12915b5f6e - use an inventory flag to decide what items are slipped by DF_NO_HEALTH and DF_NO_ARMOR. With all the changes over the last 10 years this had become too spotty.
- use an enum type for ItemFlags, just like it was done for actor flags. Since the flag word is almost full it may soon be necessary to add a second one and then this kind of security check may become necessary.
2017-02-28 21:45:47 +01:00
Christoph Oelckers
8cac2d8c84 - added a NOATTACK sector flag which prevents monsters from going to their attack states if present. 2017-02-26 20:27:02 +01:00
Christoph Oelckers
a6785afddb - optimized the FName versions of IsDescendantOf and IsKindOf. These can be done without first looking up the class type itself. 2017-02-08 15:47:22 +01:00
Christoph Oelckers
ec15c7f4c3 - removed the fatal errors for invalid actor->movedir.
These can be silently mapped to DI_NODIR to let the engine get the actor back on track.
2017-02-04 16:29:01 +01:00
Christoph Oelckers
90ee22b760 - don't let monsters without a See state disappear if they try to enter it. 2017-02-01 01:13:26 +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
Christoph Oelckers
1750ded7c4 - more exporting of AInventory. 2017-01-19 20:56:31 +01:00
Christoph Oelckers
6d3b26f94c - scriptified the WeaponGiver. 2017-01-19 14:00:00 +01:00
Christoph Oelckers
d9fd2d509f - scriptified the remains of AAmmo. 2017-01-18 14:18:17 +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
23482735a0 - removed PClassAmmo.
No need to maintain these clunky meta class for one single property. The overhead the mere existence of this class creates is far more than 100 spawned ammo items would cost.
There is no need to serialize AAmmo::DropAmount, this value has no meaning on an already spawned item.
2017-01-12 11:44:33 +01:00
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
1a16f664e4 - added a TStaticArray class that allows safe access to resizable static data (like the sectors, linedefs, etc.) for the VM.
- used this to replace the line list in Sector because that gets already used and implemented proper bounds checks for this type of array.
2017-01-02 21:40:52 +01:00
Christoph Oelckers
aa758159c9 - renamed Actor.NoiseAlert to Actor.SoundAlert to deconflict with the same-named action special. 2016-12-11 12:10:05 +01:00
Christoph Oelckers
d46ceafd35 - fixed: A_Face* had the sign for the pitch inverted (In Doom, negative pitch is upward, this had positive pitch upward.) 2016-12-08 19:07:50 +01:00
Christoph Oelckers
1fc90b1ba9 - fixed: A_Face* should not require the target to be non-null. 2016-12-03 15:59:02 +01:00
Christoph Oelckers
f9441cd9d9 - added null pointer validation to any relevant exported function. In most cases null pointers were already being treated as 'do nothing', but there's several places where this can make the code silently fail so in these cases a VM exception will be raised, once the VM's exception handling has been repaired to provide useful diagnostics. (Right now all it does is catch the exception, print a useless message and return to the caller as if nothing has happened.) 2016-12-02 12:06:49 +01:00
Christoph Oelckers
86544086df - allow the VM to run on one global stack per thread.
It is utterly pointless to require every function that wants to make a VM call to allocate a new stack first. The allocation overhead doubles the time to set up the call.
With one stack, previously allocated memory can be reused. The only important thing is, if this ever gets used in a multithreaded environment to have the stack being declared as thread_local, although for ZDoom this is of no consequence.

- eliminated all cases where native code was calling other native code through the VM interface. After scriptifying the game code, only 5 places were left which were quickly eliminated. This was mostly to ensure that the native VM function parameters do not need to be propagated further than absolutely necessary.
2016-11-30 17:15:01 +01:00
Christoph Oelckers
229c55ce61 - moved ammo to its own file, including the backpack.
- moved weapon declarations to their own header.
2016-11-30 12:24:50 +01:00
Christoph Oelckers
bbf62132d8 - added a larger batch of function exports.
- cleaned up the virtual function interface of APlayerPawn which still had many virtual declarations from old times when class properties were handled through virtual overrides. None of this makes sense these days anymore.
2016-11-30 01:25:51 +01:00
Christoph Oelckers
a13e23dbe6 - scriptified some trivial stuff from g_shared. 2016-11-29 19:50:34 +01:00