alexey.lysiuk
f759e1155a
Damage factor on armor is no longer ignored
...
https://forum.zdoom.org/viewtopic.php?t=56632
2017-05-28 17:41:44 +03:00
Major Cooke
a111c59286
Added PSPF_MIRROR.
...
- Flips the sprite's drawing and position over entirely. Automatically implies PSPF_FLIP.
2017-05-25 19:46:36 -05:00
Christoph Oelckers
42e62d9005
- fixed: Harmony requires special scaling treatment for the fullscreen HUD's icons.
2017-05-21 21:30:46 +02:00
Christoph Oelckers
4388d97db6
- PlayerPawn.PlayerThink needs to consider the possibility of the player getting unmorphed and must call any function after a potential unmorph through 'player.mo' instead of 'self'.
2017-05-20 20:56:43 +02:00
svdijk
8ece6dff6a
Menu: Never treat keys with no "Char" as hotkeys.
2017-05-18 21:29:08 +02:00
svdijk
4b8f4212ef
Menu: Hotkeys should only select selectable items.
2017-05-18 21:29:08 +02:00
Major Cooke
bb1e927c46
Give the parameter a better name to associate by.
2017-05-17 23:03:22 +02:00
Major Cooke
65f13b0927
- Added a Z offsetting parameter to the ZScript LineAttack function.
...
- Added LAF_OVERRIDEZ flag to LineAttack. Disregards all internal offsetting aside the actor's Z position before adding the offset parameter.
2017-05-17 23:03:22 +02:00
svdijk
ebf3a37394
Menu: Fix mouse handling for the autoaim slider.
2017-05-16 23:06:57 +02:00
Rachael Alexanderson
625fc73f28
- Missed a few CF_POWERBUDDHA references.
2017-05-16 04:13:25 -04:00
Major Cooke
795f8f0578
- Added a separate cheat flag to handle buddha powerups. Currently, Buddha powerups could interfere and disable the actual player cheat unintentionally, when the player may not want their actual cheat to be turned off.
...
- Set some overlooked 1000000 damage points to TELEFRAG_DAMAGE inside the falling damage code.
2017-05-14 17:22:46 +02:00
Major Cooke
49e4c8968f
- Fixed: Powerups failed to expire when the EffectTics was set directly to 0 since the variable is always subtracted first before the check.
2017-05-14 17:21:48 +02:00
alexey.lysiuk
60fe34349e
Fixed applying of speed factor to player
...
Part of https://forum.zdoom.org/viewtopic.php?t=56333
2017-05-08 16:54:22 +03:00
Christoph Oelckers
2edae42822
- fixed display of WIPAR lump on Doom intermission screen.
2017-05-07 10:29:58 +02:00
alexey.lysiuk
78b724e280
Par time on stat screen doesn't need tics-to-seconds adjustment
...
Fixes https://forum.zdoom.org/viewtopic.php?t=56307
There was no such adjustment before scriptification of stat screen
2017-05-07 10:10:26 +03:00
Christoph Oelckers
ce0547aacb
- fixed: The player speed factor was only retrieved from the topmost item in the inventory.
2017-05-06 10:58:16 +02:00
Christoph Oelckers
bb12dabe2b
- added a 'protrusion' property to SBARINFO so that the map name display can properly be handled here as well. Until now it was only working for scripted status bars.
2017-05-05 19:32:37 +02:00
Christoph Oelckers
7308979c44
- fixed bad state label in A_SerpentHeadCheck.
2017-05-04 22:53:14 +02:00
Christoph Oelckers
5bbf173b4e
- fixed: SBARINFO based status bars got the wrong color for automap HUD highlights when playing Doom.
2017-05-04 11:37:36 +02:00
Christoph Oelckers
0877539315
- fixed: The Talisman powerup for SVE was given to the wrong actor.
2017-05-03 22:07:33 +02:00
Christoph Oelckers
050acc9271
- added rudimentary support for SVE.wad from the Strife Veteran edition so that the extended single player campaign is usable:
...
* all new things got either an sctor definition or are explicitly deleted through the 'doomednums' section in MAPINFO. CTC related actors are non-functional!
* added a 'noskillflags' option to 'doomednums' so that the lightmap definition things in the maps can be repurposed as dynamic lights.
* added the new dagger powerup.
* added MAPINFO entries for the added maps.
2017-05-01 21:25:54 +02:00
Christoph Oelckers
b84f7bcada
- scriptified the weapon firing logic.
2017-05-01 01:55:35 +02:00
Christoph Oelckers
abee2805cb
- the last scriptified bits of P_PlayerThink.
2017-05-01 00:27:58 +02:00
Christoph Oelckers
6e25c34fda
- more player code exported
2017-04-30 22:17:51 +02:00
Christoph Oelckers
10deb5ce56
- exported P_PlayerThink to ZScript.
2017-04-30 22:17:50 +02:00
Christoph Oelckers
c3f9b4a5ee
- silenced a few float truncation warnings that get printed in developer mode.
2017-04-27 10:23:31 +02:00
alexey.lysiuk
cc786bada6
Fixed crash when mouse is moved right after saving of game has been triggered
...
https://forum.zdoom.org/viewtopic.php?t=56060
https://forum.zdoom.org/viewtopic.php?t=49369&start=105#p992821
https://forum.drdteam.org/viewtopic.php?t=7607
2017-04-25 10:57:55 +03:00
Christoph Oelckers
3ccd4aa0d1
- fixed: The powerup icons did not blink when expiring.
2017-04-21 18:08:30 +02:00
Christoph Oelckers
1852079142
- removed alpha parameter from BaseStatusBar.DrawBar because this cannot be used with this function.
2017-04-21 10:56:34 +02:00
Christoph Oelckers
b5f87aa86f
- typo in last commit.
2017-04-21 10:45:27 +02:00
Christoph Oelckers
5cb5d26bf8
- fixed the item stats positioning on the automap.
2017-04-21 10:44:02 +02:00
ZZYZX
29402ff685
ZScript version of SetCameraToTexture
2017-04-19 11:20:17 +02:00
Major Cooke
316af5a400
- fixed: DrawBar never checked maxval for dividing by 0.
2017-04-19 11:18:58 +02:00
Christoph Oelckers
8180d34765
- added user configurable menus where soundfonts, patch sets or Timidity EXEs can be selected from lists being stored in the config file to reduce the hassle of testing MIDIs with different settings.
2017-04-18 16:43:07 +02:00
Christoph Oelckers
96d328de9b
- removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
...
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00
Christoph Oelckers
1ee9256842
- did a complete workover of the weapon sprite translucency code that got inherited from QZDoom.
...
This was very poorly done without ever addressing the issues a composite render style can bring, it merely dealt with the known legacy render styles.
The same, identical code was also present in two different places.
The oversight that AlterWeaponSprite overrode even forced styles was also fixed.
OpenGL is not implemented yet but with the problems eliminated should be doable now.
2017-04-15 16:41:00 +02:00
Christoph Oelckers
0ebf4958b9
- fixed pitch calculation for camera actors. For compatibility with Hexen format they need to treat the pitch arg as a signed byte.
2017-04-15 00:48:22 +02:00
Christoph Oelckers
edebea4f8d
- allow specifying a custom class for message box display.
2017-04-14 23:28:54 +02:00
Christoph Oelckers
d03c33f393
- added Translation.GetID.
2017-04-14 17:40:05 +02:00
Christoph Oelckers
cde450dd8a
- some enhancements for PowerReflection.
2017-04-14 16:51:11 +02:00
Christoph Oelckers
329c168cc2
- added a distance parameter to A_SprayDecal.
2017-04-14 16:28:54 +02:00
Christoph Oelckers
92acbdc625
- made GetClassName an intrinsic and expanded it to also work on class types.
2017-04-14 16:14:27 +02:00
Christoph Oelckers
b1057cee36
- fixed: do not draw armor on the fullscreen HUD if the amount is 0.
2017-04-13 20:43:17 +02:00
Major Cooke
29394da7ed
Static functions cannot have const.
2017-04-13 19:43:41 +02:00
Major Cooke
523b31a16a
Made several string functions const.
2017-04-13 19:43:41 +02:00
Christoph Oelckers
1c8d698121
- added WeaponState enum for ZScript.
2017-04-13 02:42:31 +02:00
Christoph Oelckers
1712667ce2
Merge branch 'master' of https://github.com/coelckers/gzdoom
2017-04-13 02:18:16 +02:00
Christoph Oelckers
fc9e304189
- separated class descriptors from VM types.
...
Combining these two groups of data has been the cause of many hard to detect errors because it allowed liberal casting between types that are used for completely different things.
2017-04-12 22:46:49 +02:00
alexey.lysiuk
d8d7dc973c
Added check for selected item in save/load menu
...
https://mantis.zdoom.org/view.php?id=570
2017-04-12 17:15:12 +03:00
Christoph Oelckers
6a3ddaa8fa
- moved Restricted/ForbiddenToPlayerClass fully to the script side.
...
This required some fixes for allowing to read from metadata arrays.
2017-04-11 15:11:13 +02:00
alexey.lysiuk
b0a0c62af1
Fixed state selection for weapon secondary fire
...
https://mantis.zdoom.org/view.php?id=552
2017-04-09 13:04:32 +03:00
Christoph Oelckers
5935dc706d
- prevent infinite recursion in PlayerPawn.GetObituary when the inflictor is the same as the origin for the kill.
2017-04-09 00:06:23 +02:00
Christoph Oelckers
74faacd218
- fixed: FxVMFunctionCall::GetDirectFunction did not perform any checks on the function's self pointer and failed to report a mismatch as an error.
...
- also fixed two places in the code where the above caused some incorrect definitions not to be detected.
2017-04-06 20:52:38 +02:00
alexey.lysiuk
ca4888eb3d
Added CVar.GetCVar() function to do player-dependent console variables lookup
2017-04-06 10:51:36 +03:00
alexey.lysiuk
26e4b74261
Restored initial behavior of CVar.FindCVar()
...
https://mantis.zdoom.org/view.php?id=537
2017-04-06 10:50:40 +03:00
Christoph Oelckers
4b127c7fcc
- draw Doom weapon numbers one pixel lower.
2017-04-03 09:37:52 +02:00
Christoph Oelckers
e074c75609
- added a generic TransformRect to the status bar so that the proper transformations can be applied to draw operations that require special parameters not supported by the stock functions.
2017-04-02 12:58:31 +02:00
alexey.lysiuk
1033976158
Fixed typo in status bar function name
...
https://mantis.zdoom.org/view.php?id=519
2017-04-02 11:47:10 +03:00
Christoph Oelckers
553906b186
- fixed: BaseStatusbar::GetAmount returned the default item's amount if the player held none of the given type. This should only be done for MaxAmount.
2017-04-01 13:33:42 +02:00
Christoph Oelckers
7dae43bf7f
- fixed: The health chain in Hexen wasn't drawn on the main status bar. Did some reordering to ensure it won't get skipped.
2017-04-01 13:18:19 +02:00
Christoph Oelckers
699d4882d5
- fixed: The ammo display in Doom should not be drawn if the current weapon does not use ammo.
2017-04-01 13:08:45 +02:00
Christoph Oelckers
51d89740e3
- fixed mouse input for scale slider.
2017-03-30 20:12:39 +02:00
Christoph Oelckers
3a1228bf95
- exported the clipping rectangle to scripting and added a statusbar scaling wrapper for it.
...
- fixed: BaseStatusBar.Fill did not pass its flags parameter to the native function.
2017-03-30 12:13:28 +02:00
Christoph Oelckers
a3ef711d1d
- added a special slider type for the scaling options that prints a descriptive text instead of the slider for the special settings.
...
- fixed the adaptive scale calculation in GetUIScale which had the coordinates mixed up.
2017-03-30 11:30:09 +02:00
Christoph Oelckers
1dcc017daf
- reimplemented the position display, but changed its position a bit upward.
...
- activated the RenderOverlay event, now that it can be called from the correct spot, i.e. right after the top level HUD messages are drawn. The system's status output will still be drawn on top of them.
2017-03-29 23:51:53 +02:00
Christoph Oelckers
7011010ff2
- fixed the drain callback.
...
- changed the effect spawn prevention of the Hexen flame strike weapon and reverted the attempt to fix this in FastProjectile.
This cannot be fixed in the base class, which was doing everything right. It's the flame missile that was doing undefined things by stopping its movement without clearing its missile flag. This cannot work because missiles are given some minimal forced velocity to ensure collision detection and any attempt to address this without clearing the missile flag is doomed to fail.
2017-03-29 22:50:13 +02:00
Christoph Oelckers
b38934b532
- fixed declaration of ACS getters for status bar.
...
- fixed some uninitialized variables in font print code.
2017-03-29 21:54:11 +02:00
Christoph Oelckers
01b095c911
- added colorization for untranslated fonts. This uses the light color of the vertices. The software rendered 2D code will ignore this infomation.
...
- added a virtual OnRetrun method to menus.
2017-03-29 21:22:05 +02:00
Christoph Oelckers
d36f656caf
- added a callback for when damage is drained from a target.
2017-03-29 20:25:54 +02:00
Christoph Oelckers
1d4ab0cc2a
- implemented proper scaling for the status bar itself.
...
This allows using the UI scale or its own value, like all other scaling values.
In addition there is a choice between preserving equal pixel size or aspect ratio because the squashed non-corrected versions tend to look odd, but since proper scaling requires ununiform pixel sizes it is an option.
- changed how status bar sizes are being handled.
This has to recalculate all scaling and positioning factors, which can cause problems if the drawer leaves with some temporary values that do not reflect the status bar as a whole.
Changed it so that the status bar stores the base values and restores them after drawing is complete.
2017-03-29 19:23:40 +02:00
Christoph Oelckers
87479d3c2f
-use the proper functions to calculate the position of the popup screen in Strife.
2017-03-29 14:28:46 +02:00
Christoph Oelckers
7ba6860102
- scriptified the automap HUD and made it obey hud_scale instead of always being fully scaled.
2017-03-29 14:20:22 +02:00
Christoph Oelckers
2f06c09681
- fixed map name display on the automap HUD
...
This would cut off overlong names and the handling for status bars with protruding elements was far too simplistic and worse, making assumptions based on game mode.
It now uses a virtual function to query the status bar itself for returning this information so it can be overridden and uses V_BreakLines to split the text if it is wider than the display.
2017-03-29 10:36:16 +02:00
Christoph Oelckers
fabf8451e7
- use Fill to draw Strife's health bars.
2017-03-29 02:24:04 +02:00
Christoph Oelckers
598523a1de
- moved all coordinate adjustment for the status bar mode into one function and use this function in all places where status bar related coordinate adjustments need to be performed, also in SBARINFO.
...
- fixed unscaled status bar placement.
- fixed inventory count display for Doom status bar.
2017-03-29 01:59:03 +02:00
Christoph Oelckers
19e7d60275
- removed DSBarInfo::Scaled because it tended to disagree with StatusBar->Scaled.
2017-03-29 00:35:35 +02:00
Christoph Oelckers
fa893c082b
- changed the default for hud_scale to 0 (i.e. use uiscale)
...
- allow calling Menu.SetMenu from play code so that in-game menus can be opened.
2017-03-28 22:51:37 +02:00
Christoph Oelckers
d5772ff895
- fixed: SafeCommand did not work anymore because it failed the abuse prevention check for DoCommand.
2017-03-28 22:34:12 +02:00
Christoph Oelckers
224219dd66
- made ListMenuItem.DrawSelector virtual.
2017-03-28 21:39:03 +02:00
Christoph Oelckers
6870efe134
- added a GetCVarString ZScript/DECORATE function.
...
- fixed: loading a savegame triggered PlayerEntered events.
2017-03-28 21:37:43 +02:00
Christoph Oelckers
bdf761e457
- moved th player resurrection code into a player_t method.
2017-03-28 21:29:14 +02:00
Christoph Oelckers
6816902a09
- forgot to save doom_sbar.txt
2017-03-28 13:27:59 +02:00
Christoph Oelckers
e2e17f575c
- added safeguards to all 2D drawing functions to throw an exception if used outside a valid 2D draw context.
...
This is necessary because the hardware accelerated renderers will hide the problem, but with pure software rendering to a locked hardware surface, like DirectDraw can result in a crash.
Note that ANY mod that gets caught in this did something wrong!
2017-03-28 13:25:17 +02:00
Christoph Oelckers
b9485d4edf
- ported the Hexen status bar to zscript.
...
Note that DrawBar with a background texture does not work yet because the clipping rectangle is not done yet.
2017-03-28 11:00:05 +02:00
Christoph Oelckers
bac464f2b7
- added the inventory bar on Heretic's status bar.
2017-03-27 21:30:05 +02:00
Christoph Oelckers
a6bf93c624
- implemented the Heretic status bar.
2017-03-27 21:01:40 +02:00
Christoph Oelckers
0fdd118906
- change statusbar drawers to use the top left of the virtual screen as origin, not the top left of the actual status bar, to bring this in line with SBARINFO.
...
The Strife status bar which was still native code had it differently and that was used as the initial guideline.
2017-03-27 09:52:30 +02:00
Christoph Oelckers
a112b29c43
- implemented the inventory bar. This object is a bit special because it requires a lot of parameters, most of which are easily set to defaults. To make handling easier, most are passed through a container object which does some processing up front.
...
- finished work on the Doom status bar. I also took the opportunity to fix the layout of the inventory bar which is a bit broken in SBARINFO.
- tuned the selection rules for deciding what creates the status bar, so that the most recent definition that can be found is chosen.
2017-03-27 01:02:10 +02:00
Christoph Oelckers
e791c957d9
- implemented the regular Doom status bar.
...
The DOOM status bar and HUD are complete, except the inventory bar.
2017-03-26 22:04:58 +02:00
Christoph Oelckers
08b3c38304
- simplified the parameters of the HUD draw functions by moving all booleans into one flags word and ordering them so that the less likely ones to be used can be made optional.
...
- got rid of the image list in the Doom status bar. The cost of the texture lookup is mostly irrelevant here so clearer and shorter code is preferrable.
- moved the box fitting code from DrawTexture into the native function to have all coordinate calculations in one place which is necessary to implement proper alignment default handling. Without higher level functions altering positioning the default can be set to automatic alignment determination, i.e. the value's sign decides where something is placed. Of course for special cases this can be overridden.
- use ANIMDEFS to animate the inventory arrow,
2017-03-26 18:41:24 +02:00
Christoph Oelckers
1c71d038dd
- Doom keybar is working.
...
I did not implement an equivalent to SBARINFO's DrawKeyBar. This is too limiting because it needs to consider any possibility. It really is easier to let a mod implement this itself and custom adjust it to its needs.
- fixed some stuff, in particular use DrawInventoryIcon to get smarter icon lookup.
2017-03-25 23:43:19 +01:00
Christoph Oelckers
488fface50
- started port of Doom status bar to ZScript.
...
Fullscreen HUD done with the exception of key and inventory bar. I also used the opportunity to make it a bit more resistant against badly designed inventory icons.
2017-03-25 21:40:17 +01:00
Christoph Oelckers
3e67a8bafa
- let hud_scale act like an override to uiscale, just like con_scale does.
...
- better handling of ForceScale for the fullscreen HUD that doesn't mess around with CVARs.
- moved the mug shot into the status bar, because this is global state that needs to be shared between different pieces of code which want to display a mug shot.
- SBARINFO should work off the current status bar settings instead of the ones stored in its script object
2017-03-25 18:32:47 +01:00
Christoph Oelckers
bdb9275f8c
- made the mugshot accessible to ZScript.
...
Note that there is no direct access, all this exposes is a single function to get the current face's texture which then can be drawn using the existing functions.
2017-03-25 01:22:42 +01:00
Christoph Oelckers
2d17594f6f
- converted the Strife status bar to use the new HUD specific draw functions so that it also can benefit from coming changes.
...
Note that the pop screens are special because they are not subject to scaling - they will always be drawn with the current resolutions clean scale. As a result they cannot use the HUD drawers but instead continue to use the low level draw functions directly.
2017-03-25 00:35:19 +01:00
Christoph Oelckers
b17b8d32ad
completely redid the active powerup drawer for the HUD
...
- replaced Inventory.DrawPowerup with a GetPowerupIcon method so that the calling code can handle the drawing and apply its own rules. This was a major design flaw of allowing the inventory items to handle the drawing themselves, because they were unable to adjust to different HUD frontends. Note that any mod that overrides DrawPowerup will not draw any icon that expects to be handled that way!
- the alternative HUD now has its own, separate drawer that obeys the AltHUD's rules, and not the ones of the normal fullscreen HUD.
- the standard drawer has been scriptified as a virtual function.
- Both drawers now handle positioning of the icon inside its assigned box themselves instead of trusting the powerup item to do it correctly.
- DTA_HUDRules and Screen.DrawHUDTexture are to be considered deprecated because both do not integrate into the redesigned HUD code.
2017-03-24 22:58:16 +01:00
Christoph Oelckers
6760e01a0d
- implemented the status bar's DrawString function and ported the fullscreen HUD part of the Strife status bar to use the new functionality.
2017-03-24 20:09:50 +01:00
Christoph Oelckers
b5720ee1e7
- initial work on DrawString method.
2017-03-24 02:38:44 +01:00
Christoph Oelckers
617934e1c2
- added a few exports for game strings which the SBARINFO string drawer can access and which should also be available by ZScript.
...
- merged BaseStatusBar and CustomStatusBar back together.
Since the low level draw functions are better done in native code for both performance and debuggability the split has become pointless.
2017-03-24 02:12:36 +01:00
Christoph Oelckers
a3ee3c287e
- major progress on the status bar code: SBARINFO's DrawGraphic has been ported into a generic function of the base statusbar class and put to use for a few items on the Strife status bar.
...
- decided to ditch the widget system I had started to lay out. As it turns out that would make things far more complicated and slower than they need to be.
2017-03-24 00:47:08 +01:00
Christoph Oelckers
31ea33bfc4
- rewrote the condition nodes from SBARINFO in ZScript. This compiles but hasn't been tested yet.
2017-03-23 00:25:26 +01:00
Christoph Oelckers
3744c2eee7
- this was missing.
2017-03-22 20:33:40 +01:00
Christoph Oelckers
f0e4f54c80
- one more bit of scriptification.
2017-03-22 18:38:09 +01:00
Christoph Oelckers
1423d5f42a
- scriptified the SBARINFO wrapper.
...
This serves no purpose in itself but it removes a native side class from the status bar class hierarchy which allows for better editing options later.
2017-03-22 17:29:13 +01:00
Christoph Oelckers
4c51a4fc59
- reimplemented the health bar for Strife's status bar.
2017-03-22 14:59:12 +01:00
Christoph Oelckers
9bffe4ee50
- scriptified the main statusbar interface and the Strife status bar.
...
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.
Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00
Christoph Oelckers
fb48a1b776
- resotred proper time calculations for status screen.
2017-03-20 19:04:17 +01:00
Christoph Oelckers
0cfdd699ad
- exported the base thinker class for sector lighting effects to ZScript.
2017-03-19 13:15:38 +01:00
Christoph Oelckers
ac95cba848
- fixed generic class type properties to handle "" and "none" as 'no class'.
2017-03-19 12:02:17 +01:00
Christoph Oelckers
2c789a2d75
- looks like the last commit missed a few files.
2017-03-19 11:35:24 +01:00
Christoph Oelckers
845c43876c
- moved all trivial actor properties into the scripts as 'property' declarations.
2017-03-19 11:30:28 +01:00
Christoph Oelckers
144885665f
- this feature is past version 2.4.
2017-03-19 00:52:42 +01:00
Christoph Oelckers
622b4a6457
- switched over to the scripted intermission screens.
2017-03-18 21:19:32 +01:00
Christoph Oelckers
a2f2be17ef
- status screen fully scriptified but not active yet.
2017-03-18 19:35:26 +01:00
Christoph Oelckers
745b96beec
- made the status screen a class and scriptified a few more functions.
2017-03-18 15:45:36 +01:00
Christoph Oelckers
b416322032
- converted FInterBackground into a class so that the scripts can use it.
...
- fixed some issues with default value matching in savegames.
2017-03-18 13:25:22 +01:00
Christoph Oelckers
1e9ef2b1df
- started scriptifying the level intermission screen. This compiles but is not active yet.
...
- allow treatment as one-character string constants as character constants. This became necessary because name constants already use single quotes and are much harder to repurpose due to a higher degree of ambiguity.
- fixed: protected methods in structs were not usable.
2017-03-18 12:18:15 +01:00
Christoph Oelckers
245a9ef80c
- fixed MenuItemBase.OnMenuCreated was not declared virtual.
2017-03-16 21:34:03 +01:00
Christoph Oelckers
005e6871f9
- increased the snd_channels default and minimum.
...
The values were still 8 and 32 respectively which applied to hardware from last decade, but for modern mods these are simply too low. New values are 64 as minimum and 128 as default.
- added script access to a sector's colormap and specialcolors fields. (Writing only through dedicated functions because these fields are render state which may need to trigger some form of refresh if the renderer changes.)
2017-03-16 10:38:56 +01:00
Christoph Oelckers
d0c77d7264
- added a GetRenderStyle function to Actor, so that the internal render style can be retrieved in a format suitable for scripting.
2017-03-15 10:36:41 +01:00
Christoph Oelckers
64bdc8c495
- fixed some incomplete checks for static arrays.
...
- made AActor::OkaytoSwitchTarget scripted virtual.
2017-03-15 01:39:59 +01:00
Christoph Oelckers
44a087554f
- moved the OpenGL fog properties to FLevelLocals to simplify their handling.
...
- added access to the glow properties for ZSCript and ACS.
2017-03-14 13:54:24 +01:00
Christoph Oelckers
f70d0a6ced
- added a setinv cheat CCMD.
2017-03-14 11:44:21 +01:00
Christoph Oelckers
6db355a947
- added a callback to menu items for when a new menu gets created.
...
- added a StartSlideshow ACS and ZScript command and extended the functionality to specify the slideshow's name when starting it.
This is for triggering any kind of intermission definition in the middle of a level - keep in mind that this may not be set up to loop!
2017-03-14 10:41:13 +01:00
Christoph Oelckers
e7a677ef61
- fixed bad menu size calculation, this was particularly visible in Hexen's skill menu.
2017-03-13 23:02:59 +01:00
Christoph Oelckers
cd392e50e9
- added a dummy struct named '_' to define global variables. This can only be used internally.
...
This method was chosen because it avoids adding variable declarations to the global namespace which would have required a lot more work while polluting the grammar.
This way the global variables can be handled by a small bit of special coding in the struct generator.
2017-03-13 14:42:14 +01:00
Christoph Oelckers
5fd86cf98c
- added some syntactic help to the ZScript parser to allow defining the arrays with native structs on the script side instead of having to define them internally.
2017-03-13 12:51:09 +01:00
Christoph Oelckers
2533ff3ffc
- fixed: ListMenuItemStaticText used the wrong default color.
2017-03-13 09:30:33 +01:00
Christoph Oelckers
60fd79ce23
- some menu reorganization:
...
* dynamic lights also work in the true color software renderer and have been moved out of the OpenGL menu.
* created a separate software renderer menu and moved all relevant options there.
* delete non-applicable options when running in legacy mode.
* moved the OpenGL preferences menu one level up to eliminate a two-entry GL top level menu.
2017-03-13 01:17:46 +01:00
Christoph Oelckers
ef3421eee5
- moved dynamic lights out of the GL code into the common game code.
...
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
Christoph Oelckers
cc1241a4b8
Merge branch 'make-qzdoom-gzdoom-again' of https://github.com/raa-eruanna/qzdoom into 3.0_work
...
# Conflicts:
# src/win32/win32gliface.h
# src/win32/win32iface.h
This compiles but no guarantees otherwise.
2017-03-09 19:09:13 +01:00
Christoph Oelckers
f8391ce97e
- there was something missing...
2017-03-09 17:44:00 +01:00
Christoph Oelckers
3113faedcf
- fixed bad syntax.
2017-03-09 17:42:25 +01:00
Christoph Oelckers
20c56f6dda
- added SectorTagIterator and LineIDIterator script classes.
2017-03-09 17:05:51 +01:00
Christoph Oelckers
420f71fc4f
- added a BlockLinesIterator script class.
2017-03-09 16:45:48 +01:00
ZZYZX
01561eb768
Added: UiTick in EventHandlers, a callback that executes at 35fps on every handler in ui scope;
...
Removed: RenderOverlay, RenderFrame (commented out), Create, CreateOnce, Register, Unregister (completely)
2017-03-09 15:38:49 +01:00
Rachael Alexanderson
527a172fcd
Merge https://github.com/coelckers/gzdoom
2017-03-07 22:03:56 -05:00
Christoph Oelckers
2f29b075b2
- made CountInv clearscope and const.
2017-03-07 22:55:15 +01:00
Christoph Oelckers
7ce8009576
- made several read-only actor functions accessible to UI code.
2017-03-07 18:59:48 +01:00
Rachael Alexanderson
bd50b5d05a
Merge https://github.com/coelckers/gzdoom
2017-03-06 19:40:55 -05:00
Christoph Oelckers
9d6b5f7015
- switched the menu code over to the data types of the event system.
...
Note that this will require adjustment of all menu code which overrides the Responder method!
2017-03-06 22:27:51 +01:00
Rachael Alexanderson
134c2f3f38
Merge https://github.com/coelckers/gzdoom
2017-03-06 12:36:34 -05:00
ZZYZX
21ecd714ec
Added a way to tell apart console-executed events from code-executed SendNetworkEvent
2017-03-06 11:23:36 +01:00
ZZYZX
f28bdf12a0
StaticEventHandler.InputProcess should not alter playsim directly
2017-03-06 09:34:53 +01:00
Rachael Alexanderson
7ef8ed5867
Merge https://github.com/coelckers/gzdoom
2017-03-05 18:40:44 -05:00
Christoph Oelckers
2b5fea4ea8
- added version checks for function calls and virtual overrides.
...
- restricted the UI functions in inventory.
2017-03-05 21:44:10 +01:00
Christoph Oelckers
7df698dad8
- implemented the parser basics of a ZScript versioning system.
...
Note that this completely disables the newly added keywords 'play' and 'ui' for unversioned code to allow using them as identifiers as I have found at least one mod that uses a variable named 'play' that would have been rendered broken otherwise.
This also disables many ZScript only keywords for other parsing jobs.
2017-03-05 14:13:00 +01:00
ZZYZX
9d4179ca06
Protected on methods of StaticEventHandler is completely useless
2017-03-05 09:49:31 +01:00
ZZYZX
a43bc279a3
Gave static methods in EventHandler/StaticEventHandler clearscope
2017-03-05 09:49:31 +01:00
Rachael Alexanderson
b8b5360de1
Merge https://github.com/coelckers/gzdoom
2017-03-04 07:28:02 -05:00
Christoph Oelckers
7dbc6939c4
- declared most native getters in Actor as const.
...
- made the self pointer of const functions readonly.
This seems to work fine. Both calling a non-const function and trying to assign a value to a member fail with an error message.
2017-03-04 12:43:07 +01:00
Christoph Oelckers
4c5794b6d5
- made GetObituary non-constant.
...
This gets only called from within the play code and making it const would block potential use cases that involve changing some internal variables like counters.
2017-03-04 12:11:56 +01:00
Christoph Oelckers
b3ba5bfe2c
- allow 'const' on class functions. This is preferable to 'clearscope' so that the UI code can call getter functions without having to declare things as 'clearscope'.
...
Clearscope is a dangerous context and should be limited to the minimum extent possible and preferably be blocked in user code.
This may still need some work on const functions but better have it in now.
2017-03-04 12:07:45 +01:00
Christoph Oelckers
5551f3a8c5
- declared the sectorplanes in Sector as read only and marked all relevant functions in the planes themselves const.
...
This is to block modification of the planes directly. For future-proofness with renderer changes everything that alters these values should go through he function interface.
2017-03-04 11:48:36 +01:00
ZZYZX
3338fb7f33
Added SendNetworkEvent static method to EventHandler; Fixed qualified static method call from own class (previously was 'shadowed' by qualified virtual method call)
2017-03-04 00:57:41 +02:00
ZZYZX
c9a994a885
Fixed: clearscope should also clear the inherited scope (through struct member access chain); Fixed: struct member access chain should ONLY work for structs (forgot that FxClassMember inherits FxStructMember)
2017-03-04 00:04:19 +02:00
ZZYZX
723f9770a4
Merge remote-tracking branch 'gz/master' into gz_master2
2017-03-03 23:33:02 +02:00
ZZYZX
1433b78301
Assigned all map data to play
2017-03-03 23:26:06 +02:00
ZZYZX
a924564bf3
Implemented hard separation between playsim ConsoleEvent and networked ConsoleEvent (ConsoleProcess, NetworkProcess)
2017-03-03 23:21:12 +02:00
ZZYZX
43d3e3e5c3
Assigned barrier sides to Event structures, added clearscope to ConsoleProcess because it handles both sides
2017-03-03 23:17:21 +02:00
ZZYZX
f4a546aee6
Moved menus to ui side, moved AlterWeaponSprite to ui side, moved StaticEventHandler to play side (except ui virtuals)
2017-03-03 23:15:18 +02:00
Rachael Alexanderson
b3a69e1df8
Merge https://github.com/coelckers/gzdoom
2017-03-02 18:13:33 -05:00
Christoph Oelckers
e64f1e645d
- exported constants for SetGlobalFogParameter to ZScript.
2017-03-02 13:14:55 +01:00
Christoph Oelckers
62dd810a4e
- fixed: A_ProgrammerMelee damaged the caller, not the target.
2017-03-02 13:14:54 +01:00
Christoph Oelckers
cfda1a49d4
- forgot to save the last fix for the previous commit.
...
- let the script compiler also output the size of the allocated data for the script functions in addition to the actual code size.
2017-03-02 11:58:30 +01:00
Christoph Oelckers
b194ba205a
- backported Zandronum's MaxHealth base class for the MaxHealthBonus item.
2017-03-02 11:39:52 +01:00
Christoph Oelckers
00dc59ebdc
- separated the blood translation index from the BloodColor variable to allow more than 255 blood translations and as a prerequisite for allowing to change the blood color.
2017-03-02 10:26:23 +01:00
Rachael Alexanderson
d84ba4b953
Merge https://github.com/coelckers/gzdoom
2017-03-02 04:22:32 -05:00
Christoph Oelckers
0de79042d4
- fixed: 'Bloodtype' cannot use the generic property definition because it needs special handling for optional arguments. This reinstates the native handler.
2017-03-01 20:20:46 +01:00
Rachael Alexanderson
d6169ea75e
Merge https://github.com/coelckers/gzdoom
2017-02-28 18:55:17 -05:00
Christoph Oelckers
cb295e0441
- added parameter to PLayerPawn::GetMaxHealth to return the real maximum health, including stamina upgrades.
2017-03-01 00:04:17 +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
314a642527
Merge branch 'meta'
2017-02-28 14:47:00 +01:00
nashmuhandes
bb1709228c
Changed FOV from a CCMD to a CVar, allowing players' FOV settings to persist. Also exported SetFOV to PlayerInfo for ZScript.
2017-02-28 14:46:30 +01:00
Christoph Oelckers
bc0ffc4185
- removed access to the PlayerPawn's DisplayName variable. This one has implicit semantics, so wherever a displayable name is needed GetPrintableDisplayName should be called instead to allow later refactoring of the internal handling.
2017-02-28 14:33:46 +01:00
Christoph Oelckers
fc125f7eaf
- reworked the obituary system to use scripted virtual overrides. Let's hope this solves the problems with the original code, now that any actor needing special treatment can override it.
2017-02-28 14:30:14 +01:00
Christoph Oelckers
851984efe0
- made GetDeathHeight a virtual scripted function.
...
- made GetGibHealth a virtual scripted function.
- removed a few more native meta properties.
2017-02-28 13:40:46 +01:00
Christoph Oelckers
d5250d6b9f
- made WoundHealth modifiable to allow more control over the wound state.
2017-02-28 12:56:35 +01:00
Christoph Oelckers
2a4a5e7a70
- refactored a few more native meta properties.
2017-02-28 12:47:44 +01:00
Christoph Oelckers
1311f08f47
- scriptified Actor.GetBloodType as a virtual function to allow mods more flexibility here.
...
- made CameraHeight a modifiable actor property - it was readonly before.
- allow accessing the type constants from ZScript, this required quite a bit of explicit coding because the type system has no capabilities to search for basic types by name.
2017-02-28 12:11:25 +01:00
Christoph Oelckers
b6a1fe7fc6
- scriptified the basic attack functions, its properties and the explosion properties to test the new metadata system.
2017-02-28 10:51:32 +01:00
Christoph Oelckers
a93a7e1cac
- handle player meta properties.
...
Only two really make sense, the rest is never used from scripts and may just remain where it was.
2017-02-28 01:23:12 +01:00
Christoph Oelckers
78a66e001a
- properly handle all meta properties for inventory items.
2017-02-28 00:45:16 +01:00
Rachael Alexanderson
2a847ca570
Merge https://github.com/coelckers/gzdoom
2017-02-27 01:06:00 -05:00
Christoph Oelckers
51b5b327ef
- fixed constant names.
2017-02-26 21:38:08 +01:00
Christoph Oelckers
f6dd99d3aa
- added A_Morph function.
2017-02-26 21:20:47 +01:00
Christoph Oelckers
24a505ed36
- fixed: The internal and scripted morph flags did not match.
2017-02-26 21:10:53 +01:00
Rachael Alexanderson
7a5df2bc28
Merge commit 'b0eb19b'
2017-02-26 13:41:02 -05:00
Christoph Oelckers
fb3d4bd42a
- added A_SetMugshotState.
2017-02-26 18:46:06 +01:00
Christoph Oelckers
5fe04dfd20
- added A_SprayDecal function.
2017-02-26 18:37:12 +01:00
Christoph Oelckers
c4b546404a
- added a 'nocheck' parameter to A_Raise* and Thing_Raise.
2017-02-26 17:50:48 +01:00
Christoph Oelckers
e6b31dde27
- added some flexibility to some Skulltag powerups.
...
- handle these powerups by actual item checks instead of cheat flags. (The same should also be done for the Frightener and Buddha but those are a bit more complex because they are also real cheats.)
2017-02-26 16:23:22 +01:00
Christoph Oelckers
c7668952d9
- set sensible defaults for PowerReflection.
2017-02-26 15:50:03 +01:00
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