Commit graph

126 commits

Author SHA1 Message Date
Magnus Norddahl
3ac2e74f1c - GetInventoryIcon must return an integer for it to work for VM native calls 2018-12-03 21:56:06 +01:00
Christoph Oelckers
1b07bded47 - fixed: The static variant of PClass::FindFunction may only be used for actual static variables. 2018-12-03 17:41:05 +01:00
Christoph Oelckers
0e095b0c05 - removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code. 2018-12-03 17:41:05 +01:00
Christoph Oelckers
2cb0b2db87 - took the last methods aside from Tick and Serialize out of AInventory. 2018-12-02 14:56:10 +01:00
Christoph Oelckers
db814dc333 - properly hook up the alt HUD with the status bar. 2018-12-02 14:34:10 +01:00
Christoph Oelckers
d11b33e8fd - scriptified the last components of the alternative HUD.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.

All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
2018-12-02 14:34:10 +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
5c647de70c - moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory. 2018-12-01 17:46:20 +01:00
Christoph Oelckers
09129e0113 - scriptified UseInventory and several functions using the already scriptified ones, 2018-12-01 17:17:08 +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
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
a0c0e8bdfe Merge remote-tracking branch 'remotes/origin/weapon_scriptification' into asmjit
# Conflicts:
#	src/g_inventory/a_pickups.cpp
2018-11-30 21:28:44 +01:00
Christoph Oelckers
762a100d60 Direct native functions for SBarInfo
Mostly pointless because they all get used only once and aren't even virtual overrides, but I only realized this after everything was complete…
2018-11-29 12:20:24 +01:00
Christoph Oelckers
d6b781312c - removed all remaining native components of the weapon class. 2018-11-25 10:00:55 +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
b75ee1027a - a little bit of cleanup on some code that repeatedly accessed some fields in AWeapon and produced far too many search results when looking for this. 2018-11-24 23:51:09 +01:00
Christoph Oelckers
51ee623b3b - took the weapon selection logic out of the WeaponSlots data and blocked all direct access to the weapon slots internals
This seriously needs to be independent from the data store and better abstracted. More work to come to move this to its proper place.
2018-11-24 22:03:56 +01:00
Christoph Oelckers
3d892d3970 - scriptified FilterCoopRespawnInventory. 2018-11-24 20:58:33 +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
alexey.lysiuk
d99aeb0895 - fixed potential crash when drawing status bar log
src/g_statusbar/shared_sbar.cpp:1133:34: warning: comparison of integers of different signs: 'unsigned int' and 'int'
[-Wsign-compare]
2018-11-01 13:37:11 +02:00
Christoph Oelckers
0d54d335c4 - use a saner data structure to store the BrokenLines.
Calling the old method with a pointer to an array of unspecified length 'dirty' would be an understatement.
Now it uses a TArray to store the single elements
2018-10-31 19:13:54 +01:00
Rachael Alexanderson
e2f6fa95d4 - fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar. 2018-10-20 13:22:11 -04:00
Christoph Oelckers
fad406c4c9 - got rid of FNameNoInit and made the default constructor of FName non-initializing.
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
2018-08-19 08:19:19 +02:00
alexey.lysiuk
907ce777a3 - added extra validation for status bar classes
Print a message when status bar class defined in GAMEINFO is missing or when it's not derived from BaseStatusBar
Validate internal status bar classes for basic consistency in Debug configuration
2018-06-29 13:47:06 +03:00
Christoph Oelckers
8787905fed Fixed: DBaseStatusBar::Draw did not use its ticFrac parameter when being called from scripts
Instead it directly went to the global viewpoint again which would be inconsistent.
2018-06-19 09:00:50 +02:00
alexey.lysiuk
832de42c24 - prevented crashes caused by inconsistent status bar
Incorrectly initialized or deliberately broken status bar could lead to integer division by zero and null pointer dereference

class BuggyStatusBar : DoomStatusBar
{
    override void Init()
    {
        // No super.Init()
    }
}
2018-06-17 14:39:42 +03:00
Christoph Oelckers
de15b589c0 - moved the screen blending code out of the renderer.
This is better be made part of the 2D interface.
That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer.
Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.
2018-05-05 11:20:37 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
alexey.lysiuk
7a11be8615 Fixed dangling links to garbage collected HUD message objects
https://forum.zdoom.org/viewtopic.php?t=60262
2018-04-16 14:45:31 +03:00
Christoph Oelckers
17c18f3367 - fixed typo in texture search function. This caused the crosshairs not to be found. 2018-04-08 19:16:46 +02:00
Christoph Oelckers
b34d7f9e08 - added a software scene drawer to the GL renderer.
It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Christoph Oelckers
853903bb7e - removed the border refresh counter.
This was just a relic of DirectDraw as main backend and is no longer needed.
2018-04-03 00:50:40 +02:00
Christoph Oelckers
6d6196388e - made SPROFS a more usable feature.
This was originally invented to fix the sprite offsets for the hardware renderer.
Changed it so that it doesn't override the original offsets but acts as a second set.
A new CVAR has been added to allow controlling the behavior per renderer.
2018-03-31 10:37:46 +02:00
Christoph Oelckers
62f073ef60 - removed Accel2D variable and a little bit of locking cruft. 2018-03-27 17:13:10 +02:00
Christoph Oelckers
d650e37497 - stripped out the entire software 2D renderer and moved all 2D drawing functions to DFrameBuffer so that they cannot be used with software DSimpleCanvas anymore. 2018-03-26 23:16:27 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Marisa Kirisame
634a10db52 Adds "DI_MIRROR" flag to statusbar image drawing. Useful for rearview mirror camera textures, for example. 2018-03-24 00:29:50 +01:00
alexey.lysiuk
e51a1867df Added default values for BaseStatusBar.AttachMessage() arguments 2018-03-07 16:00:08 +02:00
Christoph Oelckers
bb16e34bf4 - exposed the HUD message interface to ZScript.
Note that this is just the bare abstract interface. It is up to content makers to define usable HUD message classes and optionally contribute them to the engine.
2018-03-01 11:45:19 +01:00
Christoph Oelckers
dd893b6a0c - split off the interface part of DHUDMessage into an abstract base class.
The purpose is to allow creating custom message types in ZScript.
2018-03-01 10:33:03 +01:00
Jameson Ernst
e8a7f00b9b Adjust FNF enum to fix FILLZEROS 2018-01-07 23:44:03 +01:00
alexey.lysiuk
2e33165edf Moved freeing of data stored in HUD message objects to OnDestroy() function
https://forum.zdoom.org/viewtopic.php?t=57163
2017-07-10 10:41:50 +03:00
Christoph Oelckers
1df7dc81e6 - fixed: The statusbar's MustDrawLog method was called with an incorrect number of parameters. 2017-06-03 19:44:22 +02:00
Christoph Oelckers
be2cfddb17 - handle the case where SBARINFO only contains a mugshot definition and fall back to the current statusbarclass if creating an SBARINFO-based statusbar fails. 2017-05-21 12:06:22 +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
cd180d29c7 - block direct use of 'new' for DObjects.
This is to ensure that the Class pointer can be set right on creation. ZDoom had always depended on handling this lazily which poses some problems for the VM.
So now there is a variadic Create<classtype> function taking care of that, but to ensure that it gets used, direct access to the new operator has been blocked.

This also neccessitated making DArgs a regular object because they get created before the type system is up. Since the few uses of DArgs are easily controllable this wasn't a big issue.

- did a bit of optimization on the bots' decision making whether to pick up a health item or not.
2017-04-14 13:31:58 +02:00
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
Christoph Oelckers
e4d2380775 - moved all remaining fields from PClassActor to FActorInfo.
- added a few access functions for FActorInfo variables.

With PClassActor now empty the class descriptors can finally be converted back to static data outside the class hierarchy, like they were before the scripting merge, and untangle the game data from VM internals.
2017-04-12 00:07:41 +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
5187acd44f Fixed undefined behavior in drawing of status bar graphics
Debug configuration built with Apple's Clang had bogus render styles applied to graphics in status bar
2017-04-02 11:38:59 +03:00