Commit graph

575 commits

Author SHA1 Message Date
Christoph Oelckers
87859b2950 - add Level parameter to G_LeavingHub 2019-01-29 02:08:53 +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
68667e5eaa - moved particle storage into FLevelLocals.
- moved parts of the render setup out of the separate render functions.

Things like particle and polyobject linking were duplicated several times for rendering different things in different renderers.
These things only need to be set up once before the renderer is started so it makes a lot more sense to consolidate them into one place outside the actual rendering code.
2019-01-29 01:09:02 +01:00
Christoph Oelckers
50d59e99cb - moved sound sequence head of list into FLevelLocals. 2019-01-28 23:53:40 +01:00
Christoph Oelckers
3364988680 - moved the interpolator into FLevelLocals and refactored its use to happen outside the renderers.
There is no need to do this deep inside the renderer where it required code duplication and made it problematic to execute on multiple levels.
This is now being done before and after the top level call into the renderer in d_main.cpp.
This also serializes the interpolator itself to avoid problems with the Serialize functions adding the interpolations into the list which can only work with a single global instance.
2019-01-28 18:26:14 +01:00
Christoph Oelckers
44f622c644 - more XCode warnings fixed. 2019-01-28 15:41:52 +01:00
Christoph Oelckers
1dc11c5032 - changed infighting check so that the static skill checker does not access the level
Instead the level needs to be queried now.
2019-01-28 14:31:23 +01:00
Christoph Oelckers
41e576bbb5 - removed the intermediate P_SpawnPlayer inline 2019-01-28 03:02:25 +01:00
Christoph Oelckers
66695ac6a0 - made most of the player spawn spot handliing functions members of FLevelLocals. 2019-01-28 02:44:05 +01:00
Christoph Oelckers
d941dea005 - added a level iterator for operations that need to make changes to all open levels.
Since currently there is only one level, this will obvciously only run once on that level for the time being.

This is mainly used for CCMDs and CVARs which either print some diagnostics or change some user-settable configuration.
2019-01-28 02:41:29 +01:00
Christoph Oelckers
648e472744 - handled approx. half of all cases where the address of level is taken. 2019-01-28 00:55:21 +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
e7aa10b5c8 - changed thinker initialization to occur in a Construct function instead of the constructor itself.
This was done to ensure that this code only runs when the thinker itself is fully set up.
With a constructor there is no control about such things, if some common initialization needs to be done it has to be in the base constructor, but that makes the entire approach chosen here to ensure proper linking into the thinker chains impossible.
ZDoom originally did it that way, which resulted in a very inflexible system and required some awful hacks to let the serializer work with it - the corresponding bSerialOverride flag is now gone.

The only thinker class still having a constructor is DFraggleThinker, because it contains non-serializable data that needs to be initialized in a piece of code that always runs, regardless of whether the object is created explicitly or from a savegame.
2019-01-27 13:08:54 +01:00
Christoph Oelckers
8323524014 - give thinkers a 'level' member and change linking to the chain to happen outside the constructor. 2019-01-27 01:49:20 +01:00
Christoph Oelckers
df4c7d8f56 - initialize the impact decal counter for each level. 2019-01-26 23:36:22 +01:00
Christoph Oelckers
9b1b6db85d - added a pseudo-serializer for FLevelLocals pointers.
This doesn't really write out any info for the pointer, if the level does not match it just errors out.
This is both for quick detection of badly used level data and for automatic restoring of the pointer from the serializer's working level.

This also removed the temporary workarounds in DAutomap and DLevelScript to restore these pointers when a savegame is loaded.
2019-01-26 21:23:19 +01:00
Christoph Oelckers
e5139cc325 - moved all EV_Light* functions and G_SerializeLevel into FLevelLocals 2019-01-26 17:55:15 +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
28761b4c33 - made G_InitLevelLocals a member function of FLevelLocals.
This was another cheap one with a good number of removed references.
2019-01-25 19:46:03 +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
0a6b6173de - Moved Strife conversation data into FLevelLocals. 2019-01-24 19:53:11 +01:00
Christoph Oelckers
9f8dd66189 - changed Polyobject thinkers to operate on the actual polyobjects instead of indices
This also changes the action special interface to pass a Level parameter to the separate functions and makes a few other minor adjustments to the polyobject code.
2019-01-24 01:05:07 +01:00
Christoph Oelckers
f61150a75e - fixed: TVector3::Pitch() got the sign inverted.
This caused bad calculations with CMF_OFFSETPITCH. Note that to compensate for the fix, the SphericalCoords function had to have its own inversion of the value removed so that it calculates the same result as before.
2019-01-23 21:42:09 +01:00
alexey.lysiuk
11958b713e - fixed many compilation errors with GCC and Clang 2019-01-23 20:45:01 +01:00
Christoph Oelckers
8ead5a3a6b - pass level num to string locking functions as a parameter. 2019-01-06 09:37:11 +01:00
Christoph Oelckers
dca4a42dd6 - changed light mode handling of the hardware renderer so that it only operates on local copies but doesn't alter the level's setting.
There are several places where a temporary change of light mode is needed, all these made this change in the global level struct. Now the change is only local to the active draw info.
2019-01-06 09:00:52 +01:00
Christoph Oelckers
c05968146e - starting to reduce references to global level variable. 2019-01-05 22:46:45 +01:00
Christoph Oelckers
6f6dc60e2b - moved the global ACS ActiveThinker variable into FLevelLocals. 2019-01-05 21:59:34 +01:00
Christoph Oelckers
7b235ea13e - moved the per-level ACS state into FLevelLocals. 2019-01-05 18:19:35 +01:00
Christoph Oelckers
a0ad4ea193 - made the corpse queue a simple array in FLevelLocals.
I have to wonder why it had to use such a complicated implementation that provided no advantages whatsoever.
The new code is just 1/5th of the old one's size and much closer to Hexen's original implementation which also was a simple array but with no means to resize the queue.
2019-01-05 10:53:06 +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
7b16433e97 - changed FraggleScript setup so that the MapLoader does not use the global level variable anymore.
This involves passing the level explicitly to many functions. What was done here may seem a bit excessive but at least it covers everything.
Most importantly, the global ActiveThinker pointer has been moved into FLevelLocals and is now getting tracked properly by the level without using dangerous assumptions about how the game organizes its data.
2019-01-05 09:40:03 +01:00
Christoph Oelckers
6d87716381 - fixed: G_StartTravel must remove all dynamic lights from the actors it is about to carry over to the next level. 2019-01-03 23:23:08 +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
Christoph Oelckers
c18e895272 - exported all native components of APlayerPawn.
Only the class definition itself remains and needs to be taken care of.
2019-01-03 18:01:58 +01:00
Christoph Oelckers
8da1b5c1b0 - properly handle passing of the light flags.
Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed.
Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.
2019-01-03 09:24:22 +01:00
Christoph Oelckers
c58f5095d9 - fixed sprite sorting in the hardware renderer.
This did no longer sort sprites in the same position reliably since the feature to render sprites which only partially are inside a sector was added.
With this, sprites in the same position are no longer guaranteed to be added to the render list in sequence.
Fixed by adding an 'order' field to AActor which gets incremented with each spawned actor and reset when a new level is started.

The software renderer will also need a variation of this fix but its data no longer has access to the defining actor when being sorted, so a bit more work is needed here.
2018-12-24 10:18:58 +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
alexey.lysiuk
b3d6dfb55f - fixed lost settings controller state upon new game
https://forum.zdoom.org/viewtopic.php?t=62959
2018-12-21 13:14:21 +02:00
alexey.lysiuk
73d9751bb4 - cleaned up player reinitialization upon new game 2018-12-21 13:14:21 +02:00
Christoph Oelckers
3d0fb6cf90 Merge branch 'master' into Texture_Cleanup 2018-12-15 09:45:26 +01:00
Christoph Oelckers
1187906a61 - use symbolic constants for the light modes. 2018-12-15 09:40:39 +01:00
Magnus Norddahl
3af6ae4b37 - add vanilla lightmode that behaves exactly as Doom's original light did 2018-12-15 07:11:28 +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
9fedecbe60 Renamed FTextureManager::GetTexture to GetTextureID
It doesn't return a texture after all and I want to repurpose the name for something else.
2018-12-07 02:31:30 +01:00
Christoph Oelckers
aef882c137 - more direct native stuff, this is a week old but was almost forgotten. 2018-12-06 00:28:05 +01:00
Christoph Oelckers
cd563cc4db Removed more literal references to AInventory. 2018-12-04 17:00:48 +01:00
Christoph Oelckers
ee08412e49 - scriptified G_PlayerFinishLevel.
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2018-12-02 16:26:02 +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
ad04001135 - fixed some issues with the bodyque and moved this variable into FLevelLocals
* it was never saved in savegames, leaving the state of dead bodies undefined
* it shouldn't be subjected to pointer substitution because all it contains is old dead bodies, not live ones.
2018-11-19 18:13:23 +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
Major Cooke
cdd60b1431 Changed IsPointInMap to use P_PointOnDivlineSide. 2018-11-08 14:50:04 +01:00
Major Cooke
9ff7f338fd Added IsPointInMap(Vector3 p).
- Checks if a point is inside the map geometry or not.
2018-11-07 15:16:45 -05:00
Player701
3e609f2b87 - Introduced an enum named EventHandlerType and changed the bool argument in E_NewGame to this type. 2018-10-31 17:19:21 +01:00
player701
04ae32f6f9 - Static NewGame events now fire before loading a map, and normal NewGame events fire after registering per-map handlers and before all other events.
- Static event handlers now unregister after per-map handlers.
- All event handlers now unregister in reverse order.
2018-10-31 17:19:21 +01:00
ZippeyKeys12
7885a22cad Add NewGame to EventHandler
https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 13:20:41 +02:00
argv-minus-one
1d930b45cf Add ZScript method LevelLocals.SphericalCoords.
It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-21 08:22:16 +02:00
Christoph Oelckers
7c527de374 - call P_PlayerStartStomp only when the map is played directly from the loaded data and only when it has been fully loaded.
The old code did this right in the middle of map initialization where not everything had been set up yet.
2018-07-15 10:57:10 +02:00
alexey.lysiuk
55ae431c02 - fixed crash on setting particular CVARs
Game crashed when any of gl_brightfog, gl_lightadditivesurfaces, gl_notexturefill CVARs is set with no level loaded
There was impossible to reset settings to defaults because of this
2018-07-07 12:04:41 +03:00
Jonathan Russell
e9050a38b3 - added LevelLocals vec2/3Offset(Z) functions for portal-aware offsetting without needing actors 2018-05-16 20:47:43 +02:00
alexey.lysiuk
f17f8c9359 - added end line to various messages
so they don't screw up further output anymore
2018-05-11 18:03:57 +03:00
Christoph Oelckers
3c49804c6c - some Transfer_Heights related optimizations.
* only call hw_CheckViewArea if the result is not known yet.
* check the map up front if it even contains heightsecs. This allows to shortcut the above check entirely for maps without sector transfers and will allow further optimizations.
2018-05-01 09:02:24 +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
Christoph Oelckers
94e8d59dde - implemented shader support for rendering the SW renderer canvas with legacy OpenGL. 2018-04-08 13:05:20 +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
8be788a9b3 - moved portal data into FLevelLocals. 2018-04-01 20:17:39 +02:00
Christoph Oelckers
65e7b6dfaa - moved the code in gl_data.cpp to better fitting places
* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
2018-04-01 18:45:27 +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
Christoph Oelckers
da74b9df95 - serialize the temporary music volume that can be set through ACS. 2018-03-24 13:07:18 +01:00
alexey.lysiuk
af7648a151 Made PlayerRespawn skill definition consistent
Now it works the same as AllowRespawn map definition in MAPINFO
2018-02-03 16:26:49 +02:00
Marisa Kirisame
92547028f3 Exports sky textures to ZScript (readonly, needs setter function due to the setup required) and speeds, along with a ChangeSky function for setting the textures. 2018-01-26 21:00:44 +01:00
Christoph Oelckers
2720e36a2c - marked a few more CCMDs unsafe. 2018-01-20 09:11:28 +01:00
alexey.lysiuk
f25a5ea2bc Marked a few commands as unsafe
This process of finding unsafe commands is not complete!
2018-01-07 15:03:49 +02:00
Major Cooke
c3c1e76e8a Added vector diff functions to ZScript LevelLocals class
Vec2Diff() and Vec3Diff() work like Actor’s Vec2To() and Vec3To() but use arbitrary points
2018-01-02 14:18:59 +02:00
alexey.lysiuk
996bddd602 Exposed pixel stretch to ZScript as member variable instead of function
https://forum.zdoom.org/viewtopic.php?t=58539
2017-12-29 09:42:03 +02:00
Major Cooke
1e7df5505e Added GetPixelStretch to LevelLocals struct. 2017-12-27 17:50:39 -05:00
Rachael Alexanderson
e867d75712 Merge remote-tracking branch 'origin/master' into newtimercode4 2017-11-15 22:33:27 -05:00
alexey.lysiuk
285834ae5b Fixed return state of player entered event
https://forum.zdoom.org/viewtopic.php?t=58433
2017-11-12 11:03:08 +02:00
Christoph Oelckers
6bd76d6b5a - fixed compilation in debug mode.
- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
2017-11-12 09:06:40 +01:00
Magnus Norddahl
307d8931d8 - Switch to C++11 steady clock
- Move the C++11 implementation to d_main
- Remove the platform specific timer implementations
2017-11-12 03:12:22 +01:00
Christoph Oelckers
49b77f3a17 - added per-level exit texts independent of the current cluster.
This is mainly to support UMAPINFO which does not have clusters but has been extended to define separate exit texts for each target map that can be reached from a given map.
Special names 'normal' and 'secret' can be used to define texts specific to the default exits.

New MAPINFO properties:

* exittext = mapname, "text"...
* textmusic = mapname, "musicname", order
* textflat = mapname, flatname
* textpic = mapname, picname

textflat and textpic are like 'flat' and 'pic' for clusters, one defines a tiled background, the other a fullscreen image.
Setting an empty exittext will disable a cluster-based text screen that may apply to the given map.
2017-07-30 22:50:27 +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
alexey.lysiuk
9a7aa7a7b4 Fixed map name in demos recorded with * argument
https://mantis.zdoom.org/view.php?id=642
2017-04-30 16:35:28 +03:00
Christoph Oelckers
ec1aeaf384 - allow changing to the current map by using "*" as argument. Implemented for 'map', 'changemap' and 'recordmap'. 2017-04-28 11:39:47 +02:00
Christoph Oelckers
f866e0f02f - saved the wrong version. 2017-04-25 21:05:36 +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
6870efe134 - added a GetCVarString ZScript/DECORATE function.
- fixed: loading a savegame triggered PlayerEntered events.
2017-03-28 21:37:43 +02:00
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
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
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
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
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
921bc763fb - separated the software-renderer-specific parts of colormap processing from the common parts.
- moved testcolor and test fades into SWRenderer files.

These CCMDs work by hacking the default colormap and were never implemented for hardware rendering because they require many checks throughout the code.
2017-03-15 22:04:59 +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
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