Commit graph

36 commits

Author SHA1 Message Date
Christoph Oelckers
b375657509 - scriptified DPlayerMenu::SkinChanged. 2017-02-17 20:49:04 +01:00
Christoph Oelckers
f4e9cd0009 - scriptified DPlayerMenu::MouseEvent. 2017-02-17 18:21:59 +01:00
Christoph Oelckers
3170591e32 - restated some weird number manipulation in SBARINFO for powerup time. This appears to be needed to distinguish between non-expiring items and non-present items. 2017-02-14 22:04:52 +01:00
Christoph Oelckers
947b625c50 - all menu items scriptified, but not yet active. 2017-02-11 16:11:48 +01:00
Christoph Oelckers
2ca0e34785 - turned many of PClassPlayerPawn's strings into names and moved all scalar properties into APlayerPawn.
The goal is to get rid of PClassPlayerPawn and PClassInventory so that the old assumption that all actor class descriptors have the same size can be restored
This is important to remove some code that seriously blocks optimization of the type table because that can only be done if types do not need to be replaced.
2017-02-08 16:42:13 +01:00
Christoph Oelckers
075cce98c4 - fixed: PlayerPawn.GetEffectTicsForItem read the duration from the wrong actor. 2017-02-03 10:41:38 +01:00
Christoph Oelckers
17ed23bfcc - don't read the full height of a player from the defaults, because that cannot be changed by A_SetHeight.
Instead a new member, FullHeight is used for this now.
2017-01-24 00:12:06 +01:00
Christoph Oelckers
19b1c10ba8 - scriptified a large part of the weapon code. 2017-01-19 17:40:34 +01:00
Christoph Oelckers
6d3b26f94c - scriptified the WeaponGiver. 2017-01-19 14:00:00 +01:00
Christoph Oelckers
42f3ccc602 - scriptified a few parts of p_pspr.cpp.
- added a speed parameter to A_Lower and A_Raise in the process.
2017-01-19 13:26:46 +01:00
Christoph Oelckers
2dd6fb9595 - scriptified BasicArmorBonus. 2017-01-18 20:23:13 +01:00
Christoph Oelckers
ade9e4c3da - implemented processing of multiple return values in script functions. 2017-01-18 01:27:50 +01:00
Christoph Oelckers
232b64d332 - eliminated the native PowerupGiver class.
- scriptified the respawn invulnerability code into a virtual OnRespawn function for PlayerPawn so that custom effects can be implemented.
2017-01-18 00:11:04 +01:00
Christoph Oelckers
14f2c39e58 - scriptified cht_Give and cht_Take and made them virtual function of PlayerPawn so that this can be better configured for mods that want other options in here.
- improved the class pointer to string cast to print the actual type it describes and not the class pointer's own type.
- fixed: The 'is' operator created non-working code when checking the inheritance of a class pointer, it only worked for objects.
2017-01-17 17:34:39 +01:00
Christoph Oelckers
d207b571d9 - scriptified PowerLightAmp and PowerTorch.
- allow calling qualified super methods so skipping some levels is possible.
2017-01-16 00:46:15 +01:00
Christoph Oelckers
d2d6e5d486 - scriptified PowerFlight and PowerWeaponLevel2. 2017-01-15 23:21:38 +01:00
Christoph Oelckers
7503937a84 - scriptified PowerTargeter. 2017-01-15 19:44:43 +01:00
Christoph Oelckers
a597979738 - scriptified ammo.
- moved inventory stuff into its own directory.
2017-01-14 21:27:31 +01:00
Christoph Oelckers
e16713492f - scriptified A_FreezeDeath(Chunks). 2017-01-14 18:26:59 +01:00
Christoph Oelckers
66cc68606f - scriptified the methods of APowerMorph.
- made some changes to PowerMorph to better deal with recursive calls from UndoPlayerMorph. The flag hackery was only needed because the 'alternative' pointers were cleared far too late.
2017-01-01 19:23:43 +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
edd8e51a69 - scriptified most of a_strifestuff.cpp. 2016-11-28 23:30:14 +01:00
Christoph Oelckers
8551a4f6e1 - scriptified the Sigil. This isn't fully tested yet. 2016-11-28 14:39:25 +01:00
Christoph Oelckers
7ea9f60464 - scriptified the Acolyte. 2016-11-28 10:41:36 +01:00
Christoph Oelckers
36f559ecb7 - fixed bad definition of struct grammar which tried to resolve from right to left, creating large amounts of recursion and strange problems with PlayerInfo.
- added a command line option to generate a parser trace file.
- fixed a syntax error in player.txt.
2016-11-27 16:24:32 +01:00
Christoph Oelckers
b10ffb5133 - exported a few more functions.
- refactored the ModifyDamage interface to be more scripting friendly.

In general it should be avoided having to call directly into chained inventory functions because they are very problematic and prone to errors. So this got wrapped into a single handler (on AActor, not AInventory!) which will later make it easier to refactor the parameters of ModifyDamage to work better for scripting and avoid the chaining.
2016-11-27 16:24:32 +01:00
Christoph Oelckers
69d4d36429 - scriptified ArtiHealingRadius.
- allow switch/case with names.
- fixed break jump target handling for switch/case. This only worked when the break was in the outermost compound statement, those in inner ones were missed.
2016-11-27 00:18:07 +01:00
Christoph Oelckers
997e4a2ac4 - scriptified the remaining Cleric weapons. 2016-11-26 19:23:22 +01:00
Christoph Oelckers
0d6f37835f - completed Heretic scriptification with the two remaining artifacts. 2016-11-25 18:41:00 +01:00
Christoph Oelckers
099b9970ef - added proper definitions for all exported native fields.
- synthesize native fields for all declared flags, not just for AActor.
2016-11-22 23:43:32 +01:00
Christoph Oelckers
980c986305 - allow defining native fields through scripts. Internally this only requires exporting the address, but not the entire field.
- added new VARF_Transient flag so that the decision whether to serialize a field does not depend solely on its native status. It may actually make a lot of sense to use the auto-serializer for native fields, too, as this would eliminate a lot of maintenance code.
- defined (u)int8/16 as aliases to the byte and short types (Can't we not just get rid of this naming convention already...?)
- exporting the fields of Actor revealed a few name clashes between them and some global types, so Actor.Sector was renamed to CurSector and Actor.Inventory was renamed to Actor.Inv.
2016-11-22 19:20:31 +01:00
Christoph Oelckers
bbb0778fd4 - scriptified Chicken and Pig - not tested yet, because other things have priority. 2016-11-22 12:21:55 +01:00
Christoph Oelckers
0b70df88d8 - scriptified A_FireShotgun and A_FireChaingun. 2016-11-19 16:39:45 +01:00
Christoph Oelckers
d50da34664 - scriptified the pistol to test if struct member functions work.
- made APlayerPawn::PlayAttacking(2) virtual script functions so that mods have better control over player animations. Note that these have no native base so they skip the templated interface for managing virtual functions.
2016-11-19 13:56:29 +01:00
Christoph Oelckers
3b0b0baf05 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	wadsrc/static/actors/shared/player.txt
2016-10-21 19:31:08 +02:00
Christoph Oelckers
433bf46010 - removed token 'mode' because it isn't used anywhere and clashed with some actor properties.
- fixed uninitialized counter variable in DECORATE parser.
- allow dottable_id of xxx.color so that the property parser can parse 'powerup.color'.
- fixed crash with actor replacement in script compiler.
- add the lump number to tree nodes because parts of the property parser need that to make decisions.
- removed test stuff.
- converted inventory.txt, player.txt and specialspot.txt to ZSCRIPT. These were the minimal files required to allow actor.txt to parse successfully.
- removed the converted files from the DECORATE include list so that these are entirely handled by ZSCRIPT now.
2016-10-13 20:45:52 +02:00