Commit graph

875 commits

Author SHA1 Message Date
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
177aa6ec42 - converted half of ClericHoly. (Making a commit before starting on the more complex stuff.)
- added a 'constructor' for color values.
2016-11-26 13:18:48 +01:00
Christoph Oelckers
4e802652c7 - scriptified ArtiBlastRadius. 2016-11-26 09:51:14 +01:00
Christoph Oelckers
7385cd70c0 - scriptified the Minotaur.
Interesting tidbit: The damage calculation in P_MinotaurSlam had been incorrect for the Heretic version since the friendly Hexen Dark Servant was added, but nobody ever noticed in 14 years...
2016-11-26 01:14:47 +01:00
Christoph Oelckers
0d6f37835f - completed Heretic scriptification with the two remaining artifacts. 2016-11-25 18:41:00 +01:00
Christoph Oelckers
8dba322775 - scriptified Heretic's Skull Rod.
- Took the opportunity and fixed the logic for the Skull Rod's rain spawner. The old code which was part of the 3D floor submission was unable to work with portals at all. The new approach no longer tries to hide the dead projectile in the ceiling, it leaves it where it is and changes a few flags, so that its z-position can be used as reference to get the actual ceiling. This works for line portals, but for sector portals still requires some changes to sector_t::NextHighestCeilingAt to work, but at least this can be made to work unlike the old code.
- added names for the player-related translations to A_SetTranslation.
- fixed: Failure to resolve a function argument was checked for, too late.
- made the parameter for A_SetTranslation a name instead of a string, because it is more efficient. We do not need full strings here.
2016-11-25 16:05:03 +01:00
Christoph Oelckers
66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00
Christoph Oelckers
9ae272d753 - scriptified Heretic's blaster.
- scriptified all Effect functions of Fastprojectile's children
- implemented access to class meta data.
- added a VM instruction to retrieve the class metadata, to eliminate the overhead of the function call that would otherwise be needed.
- made GetClass() a builtin so that it can use the new instruction

Important note about this commit: Scriptifying CFlameMissile::Effect revealed a problem with the virtual function interface: In order to work, this needs to be explicitly enabled for each single native class that may be used as a base for a scripted class. Needless to say, this will end up way too much work, as there are over 100 native classes, excluding those which will be scriptified. But in order to fix the problem this partially broken state needs to be committed first.
2016-11-24 20:02:44 +01:00
Christoph Oelckers
3f5bf88d69 - scriptified Heretic's mace.
- fixed: FxAssignSelf did not the correct number of registers for vector operations.
- fixed a few asserts in vector2 instructions.
- turned the virtual AActor::HitFloor method into a flag MF7_SMASHABLE. The only use of this function was to kill Hexen's pottery when they hit the floor, and this looks like something that can be exposed to modders less clumsily.
2016-11-24 13:45:43 +01:00
Christoph Oelckers
3e890d182b - scriptified D'Sparil.
- added retrieval of defaults from an actor pointer.
2016-11-24 01:23:35 +01:00
Christoph Oelckers
5e67cf79d3 - scriptified the Ironlich. 2016-11-23 21:26:59 +01:00
Christoph Oelckers
1a20a5b999 - scriptified A_PainShootSkull which was the last remaining bit in g_doom, so this directory is gone now. 2016-11-23 19:47:09 +01:00
Christoph Oelckers
d1f5d916c2 Merge branch 'master' into zscript 2016-11-23 14:39:14 +01:00
Christoph Oelckers
5b059971f0 - fixed: P_SpawnMapThing forced gravity instead of disabling it when being given Gravity = 0 from UDMF. 2016-11-23 14:32:18 +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
135cfcf016 - implemented State as an actual native struct, so that its fields can be accessed from scripts.
- refactored state bitfield members into a flag word because the address of a bitfield cannot be taken, making such variables inaccessible to scripts.
- actually use PNativeStruct for representing native structs defined in a script.
2016-11-21 21:34:34 +01:00
Christoph Oelckers
6cc00e79a6 - made all internal struct types NativeStructs so that all variables of their types are made references. 2016-11-21 19:20:27 +01:00
Christoph Oelckers
360436c201 - scriptified the scripted marines.
- fixed symbol name generation for native functions.
- moved PrintableName to VMFunction so that native functions also have this information.
2016-11-21 19:09:58 +01:00
Christoph Oelckers
97763b5a2b - added scriptable virtual overrides for PostBeginPlay, Tick, BeginPlay, Activate and Deactivate. 2016-11-21 14:59:17 +01:00
Christoph Oelckers
7d99552903 - added two new integral types SpriteID and TextureID, both are needed to allow proper serialization as they require something different to be written out than a regular integer. 2016-11-21 13:45:33 +01:00
Christoph Oelckers
fdab994fcb - scriptified the Rocket launcher. 2016-11-20 01:11:01 +01:00
Christoph Oelckers
af34d82888 - scriptified A_Saw.
- implemented multiple-return-value assignment. Due to some grammar conflicts the originally intended Lua-inspired syntax of 'a, b = Function()' could not be done, so it's '[a, b] = Function()'
2016-11-20 00:25:38 +01:00
Christoph Oelckers
3ce699bf9b - implemented pass-by-reference arguments - so far only for memory based variables.
- changed Dehacked weapon function lookup to check the symbol table instead of directly referencing the VM functions. Once scriptified these pointers will no longer be available.
- removed all special ATAGs from the VM. While well intentioned any pointer tagged with them is basically unusable because it'd trigger asserts all over the place.
- scriptified A_Punch for testing pass-by-reference parameters and stack variables.
2016-11-19 01:23:56 +01:00
Christoph Oelckers
aa32d8970b - scriptified a_hereticmisc.cpp. 2016-11-18 21:34:06 +01:00
Christoph Oelckers
8650d6806e - script export of player_t.
- replaced __alignof with the standard alignof equivalent.
2016-11-18 00:42:04 +01:00
Christoph Oelckers
2cc48ec378 - implemented code generation for stack variables.
- fixed code generation for using local variables as array index. This must use a different register for the array element offset because the original register may not be overwritten.
2016-11-17 16:44:41 +01:00
Christoph Oelckers
d86f03e2e0 - reverted most of the last commit after realizing that trying to manage constructing/destructing per variable is not going to work because it'd require some extensive exception management in the compiled VM code.
- instead add a list of SpecialInits to VMScriptFunction so this can be done transparently when setting up and popping the stack frame. The only drawback is that this requires permanent allocation of stack objects for the entire lifetime of a function but this is a relatively small tradeoff for significantly reduced maintenance work throughout.
- removed most #include "vm.h", because nearly all files already pull this in through dobject.h.
2016-11-17 13:10:19 +01:00
Christoph Oelckers
21a1d5ffc8 - scriptified Hexen's Wraith and parts of the Spike. 2016-11-17 00:44:43 +01:00
Christoph Oelckers
df43ee96ce - fixed a lost '='.
- scriptified A_TimeBomb.
2016-11-16 21:12:16 +01:00
Christoph Oelckers
063e94971d - removed incorrect _DEF. 2016-11-16 19:47:07 +01:00
Christoph Oelckers
633da6e5d8 - scriptified two of the Acolyte's functions.
- added a DActorIterator class.
- fixed: It was not possible to have functions of the same name in two different classes because the name they were searched for was not qualified by the class. Changed so that the class name is included now, but to avoid renaming several hundreds of functions all at once, if the search fails, it will repeat with 'Actor' as class name.

This commit contains preparations for scriptifying Hexen's Dragon, but that doesn't work yet so it's not included.
2016-11-16 01:36:21 +01:00
Major Cooke
f2ec266eec Fixed: Actors with NOINTERACTION shouldn't waste time continuously applying NOBLOCKMAP if it has it already and not moving. 2016-11-15 11:38:03 -06:00
Christoph Oelckers
96d093d01f - added compile time checks for bad state links and state label references.
- preserve a state's source line information for the postprocessing phase so that the checker can output more useful information.
- added missing check for weapon psprites to DPSprite::SetState.
2016-11-15 11:21:08 +01:00
Christoph Oelckers
647e1399f1 - added runtime checks for the state usage flags. 2016-11-15 00:18:57 +01:00
Christoph Oelckers
ac86a535e7 - fixed: State labels were resolved in the calling function's context instead of the called function one's.
This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx.
This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem.
Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table.
The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions.

- refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility.

- let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests.
- the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 14:12:27 +01:00
Christoph Oelckers
49ef541513 - scriptified Hexen's Firedemon. 2016-11-12 19:16:47 +01:00
Christoph Oelckers
8f8017836f - scriptified Hexen's Bishop. 2016-11-12 16:32:26 +01:00
Christoph Oelckers
34fc6323a4 - scriptified Hexen's bats.
- removed AMinotaurFriend::IsOkayToAttack. The condition it checks (i.e. friendliness with player) is already covered by the base version of this function so this is quite redundant.
- removed a few 'virtual' qualifiers from functions that never get overridden.
2016-11-12 09:33:43 +01:00
Christoph Oelckers
696af7d7e5 - Moved all virtual function related template code to its own file because it depends on includes that cannot be done in dobject.h. 2016-11-12 00:33:40 +01:00
Christoph Oelckers
14a9c13113 - scriptified Heretic's wizard. 2016-11-11 23:32:13 +01:00
Christoph Oelckers
a5f9eb5be1 - Scriptified Heretic's knight. 2016-11-11 22:14:29 +01:00
Christoph Oelckers
15ddf70f58 - typo 2016-11-11 09:27:52 +01:00
Leonard2
fb2a843c03 Test on a few methods/classes 2016-11-09 17:45:56 +01:00
Leonard2
7dbc4710f1 Add the new argument to all uses of the implement macro 2016-11-09 17:45:55 +01:00
Leonard2
bb2d61de50 Replaced the many implement macros with a single one that takes arguments instead 2016-11-09 17:45:53 +01:00
Leonard2
0b3585c83f Separate the pointer list from the implement macro 2016-11-09 17:45:52 +01:00
Christoph Oelckers
cf9cdeb480 - scriptified the Revenant's code. 2016-11-07 23:16:25 +01:00
Christoph Oelckers
062574b726 - fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value.
- made some tests about calling script code from native functions.

 * scriptified A_SkullAttack to have something to test
 * changed the A_SkullAttack call in A_PainShootSkull.
 * use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.)
 * Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
2016-11-06 11:36:12 +01:00
Christoph Oelckers
dbde0971ef - removed the second 'calculated' return value from the damage function call in GetMissileDamage as it is no longer needed or even code being generated for. 2016-11-06 10:28:01 +01:00
Christoph Oelckers
d433fb76c9 - completed the list of AActor exported member variables, with the exception of a few things that cannot be done yet.
Note that AActor::Inventory needed to be renamed because defining this symbol within AActor would hide the global type of the same name!
2016-11-04 08:57:10 +01:00
Christoph Oelckers
9563045305 - moved declaration of native fields into the respective class definitions.
This bypasses a declaration in the script in favor of a simpler implementation. In order to work it is always necessary to have an offset table to map the variables to, but doing it fully on the native side only requires adding the type to the declaration.
2016-11-04 00:19:36 +01:00
Christoph Oelckers
a45523fb63 - scriptified A_SpawnFly.
- added support for global variables to the code generator - not the compiler, though. For the handful of entries this is needed for it may just as well be done manually. So far FLevelLocals level is the only one being exported.
- fixed: The VM disassembler truncated 64 bit pointers to 15 digits because the output buffer was too small.
- resolve entire FxSequences instead of aborting on the first failed entry. This allows to output all errors at once.
2016-11-03 13:38:40 +01:00
Christoph Oelckers
88fd47247d - scriptified several trivial functions from a_action.cpp. 2016-11-01 16:32:47 +01:00
Christoph Oelckers
e620c9bd7d - scriptified parts of a_bossbrain.cpp. Some things cannot be done yet, the script code is there but commented out.
- exported thinker iterator and drop item chain to scripting. Unlike its native counterpart the script-side iterator is wrapped into a DObject to allow proper handling for memory management.
- fixed: The VMFunctionBuilder only distinguished between member and action functions but failed on static ones.
- fixed: FxAssign did not add all needed type casts. Except for purely numeric types it will now wrap the expression in an FxTypeCast. Numeric handling remains unchanged for both performance reasons and not altering semantics for DECORATE.
- exported all internal flags as variables to scripting. They still cannot be used in an actor definition.
- make ATAG_STATE the same as ATAG_GENERIC. Since state pointers exist as actual variables they can take both values which on occasion can trigger some asserts.
- gave PClass a bExported flag, so that scripts cannot see purely internal classes. Especially the types like PInt can cause problems.

Todo: we need readonly references to safely expose the actor defaults. Right now some badly behaving code could overwrite them.
2016-10-31 17:03:26 +01:00
Christoph Oelckers
2857fac338 - scriptified a_archvile.cpp.
- fixed the type checks for the conditional operator.
2016-10-30 18:41:39 +01:00
Christoph Oelckers
f8ccda2dc8 - scriptified A_Mushroom to test something a bit more complex.
- fixed: FxMinusSign trashed local variables that were used with negation.
- fixed: FxConditional only handled ints and floats, but not pointers and strings.
- fixed: A 'no states in non-actors' error was triggered, even for classes without any states.
2016-10-30 14:00:11 +01:00
Christoph Oelckers
286f9510d4 - got rid of all default parameter redundancies.
- scriptified a few more functions.
2016-10-28 00:32:52 +02:00
Christoph Oelckers
c7347608a4 - scriptified A_FatAttack*.
- swapped parameters of two-parameter VelToAngle method, so that internal and script version are in line.
- fixed parameter asserts to handle NULL pointers properly.
2016-10-27 17:47:46 +02:00
Christoph Oelckers
823c52aeb2 - scriptified the functions in a_possessed.cpp and added the needed exports and constants.
- fixed: Script functions did not receive the function name when being created.
- relaxed the asserts for PARAM_STATE, because the VM knows nothing about ATAG_STATE. Any state variable's content (e.g. Actor.SeeState) will receive ATAG_GENERIC, rather than ATAG_STATE.
- added a 'NeedResult' flag so that certain operations can create shorter code if the result of the expression is not needed. So far only used for postdecrement/increment statements on local variables (which is the most frequent case where this matters.)
- fixed postincrement and decrement for local variables. Due to the result preservation semantics it created faulty code.
2016-10-26 11:30:30 +02:00
Christoph Oelckers
34a07d4bd6 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-25 09:29:12 +02:00
Rachael Alexanderson
043e761eec - Implemented sv_singleplayerrespawn 2016-10-25 09:25:56 +02:00
Christoph Oelckers
9f8a5dae21 - scriptified A_BruisAttack.
- removed 'self' as a dedicated token. Internally this gets handled as a normal but implicitly named variable so the token just gets in the way of proper processing.
- removed P_ prefix from SpawnMissile export.
- fixed a crash with misnamed function exports.
2016-10-23 17:15:24 +02:00
Christoph Oelckers
a2116fc7bf - created an export for P_SpawnMissile so that I can do some tests with functions.
- allow class extensions.

These are separate blocks in different files that get concatenated to one class body for processing. The reason is to allow spreading the many functions in Actor over multiple files, so that they remain manageable. For example, all the Doom action functions should be in their respective files, but their symbols need to be in Actor. To extend a class, both files need to be in the same translation unit, so it won't allow user-side extension of internal classes.
2016-10-23 12:57:21 +02:00
Christoph Oelckers
c623539d2d Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-17 00:33:28 +02:00
Marisa Heit
ae14993ba4 Fixed: Possible invalid processing for Crash states that immediately destroy the actor
- Setting an actor's Crash state has the potential to destroy the actor if
  the Crash state has one or more 0-tic states that end with Stop. This
  was not taken into account when the object's Z velocity was 0, but it
  was under the floor anyway.
2016-10-15 21:14:34 -05:00
Christoph Oelckers
b1a83bfd26 - started with cleanup and separation of DECORATE code.
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
 * a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
2016-10-12 19:22:33 +02:00
Major Cooke
5dc94a10c3 Added A_SetInventory.
- Sets the absolute amount of an inventory actor.
- Limits itself to the range [0, MaxAmount]. Setting beyondMax to true disregards the MaxAmount. Default is false.
2016-10-11 14:44:31 -05:00
Christoph Oelckers
c56d2eecb0 - rewrote AActor::DestroyAllInventory so that it clears the item's link to its owner and the owner's inventory list before destroying them.
There have been reports about crashes in here with Linux that point to some of the code that gets called here doing unwanted things on the owner, so with these links cleared that should no longer be possible.
2016-10-06 08:50:46 +02:00
Christoph Oelckers
0bce6e3925 - added ACS and DECORATE setter functions for named translations. 2016-10-02 14:09:45 +02:00
Christoph Oelckers
51ffd6d9c6 - fixed some warnings.
- A_SetRenderStyle should not default to STYLE_None.
2016-10-02 01:00:07 +02:00
Christoph Oelckers
7720359f4c - fixed: AActor::Masacre must restore the flag if it cannot kill the monster. 2016-10-01 12:08:07 +02:00
Major Cooke
74b8e9f286 - Don't use Normalized180() on angles. This could result in ranges being wrongly inverted.
- Fixed properties not having the proper indices.
- Use ViewPos-to-actor instead of measuring actor-to-actor.
- Use the actual camera instead of the actor so camera textures can work.
2016-09-24 17:54:09 +02:00
Christoph Oelckers
3f17d64f90 - fixed pitch comparison in visibility checking. 2016-09-24 09:42:35 +02:00
Major Cooke
dfa4f38c8f Updated to new save game code. 2016-09-24 09:17:18 +02:00
Christoph Oelckers
e4924c3d47 - added some missing End... calls in player deserialization code.
- fixed reading of music name.

In its current state the code is now capable of reading an E1M1 savegame and continuing play.
2016-09-23 20:05:12 +02:00
Christoph Oelckers
f93e4813d1 - removed farchive.cpp and .h 2016-09-22 00:48:22 +02:00
Christoph Oelckers
daf43f9d35 - added polyobject serializer.
- added sanity checks to prevent a savegame from being loaded with an incompatible map
- refactored a few things to simplify serialization.
- started work on main level serializer function.
2016-09-20 09:11:13 +02:00
Christoph Oelckers
c665cc53f9 - moved new code to its proper location and started moving the replaced old archive code to a placeholder file for easy removal later. 2016-09-19 10:34:54 +02:00
Christoph Oelckers
65c6388d44 Merge branch 'master' into json 2016-09-19 03:54:36 +02:00
Christoph Oelckers
f1ba19073f - split Damage into two variables: DamageVal for the old constant and DamageFunc for the DECORATE function.
The way this was done was a major headache inducer, requiring reconstruction of the function each time the value was changed and in general made actor damage a major hassle.
There was a DECORATE wrapper to mimic the original behavior but this looked quite broken because it completely ignored the different semantics of both damage calculation types.
It also made it impossible to determine if damage was a function or a value.
This accessor has been reverted to what it should be, only returning the constant, which now is -1 for a damage function. I am sorry if this may break the odd mod out but a quick look over some DECORATE-heavy stuff showed that this was never combined in any of them so that accessing 'damage' in DECORATE code depended on an actual damage function.

To get proper damage, a future commit will add a DECORATE function which calls AActor::GetMissileDamage.
2016-09-19 03:36:51 +02:00
Christoph Oelckers
718614a820 - cleanup 2016-09-19 01:07:51 +02:00
Christoph Oelckers
3db7d9ad84 - fixed: AActor::alternative was not declared as a pointer. 2016-09-18 12:22:56 +02:00
Major Cooke
c4357bd352 Tracer pointer is no longer a safe candidate for storing player morph pointers. Instead, actors must have a new, non-manipulatable pointer. This fixes the following circumstances:
- Crashes occurred if a particular actor was a tracer to the player and the actor was not gone by the time the player unmorphs.
- Failed unmorphs occur if tracer was manipulated through means like A_RearrangePointers, etc.
2016-09-01 13:49:58 -05:00
Christoph Oelckers
4993018520 - fixed: Actor velocity requires an upper limit to prevent uncontrolled accumulation, as can happen when multiple exploding and pushable objects overlap. The value 5000 was chosen because it is high enough to not occur under regular circumstances and small enough to prevent severe slowdowns. In the old fixed point code the lack of such a check just caused random overflows. 2016-08-31 09:18:59 +02:00
Christoph Oelckers
1d434add50 - fixed: monsters which were made friendly by the MBF map flag lost their friendliness when being revived with Thing_Raise. 2016-08-04 17:14:31 +02:00
Major Cooke
dfed6ac1fb Added SpriteAngle and SpriteRotation properties.
- Includes four functions, A_SetSprite(Angle/Rotation) and GetSprite(Angle/Rotation).
- SpriteRotation offsets the angle of the sprite, allowing for actors to move backwards or sideways for example.
- SpriteAngle requires +SPRITEANGLE and sets the actor's sprite to the absolute rotation found at that angle. Overrides SpriteRotation once the flag is on.
2016-07-30 00:26:40 +02:00
Christoph Oelckers
cfaa3e3fa9 - changed action function interface so that callers can be identified directly, instead of guessing it from looking at the parameters.
With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
2016-06-16 16:16:27 +02:00
Christoph Oelckers
7ccdbf9b62 Merge branch 'PSprites' 2016-06-16 16:16:16 +02:00
Christoph Oelckers
1703842a94 - fixed some issues with teleport fog:
* many calls didn't use TELEFOGHEIGHT, mostly those coming from external code submissions that never were tested on anything but Doom. Addressed by adding this value inside P_SpawnTeleportFog and making the distinction between projectiles and non-projectiles from P_Teleport also part of this function.
* there were still a few places which spawned the teleport fog directly, skipping all the added features of P_SpawnTeleportFog.
2016-06-06 10:48:40 +02:00
Leonard2
8244d2c844 Make sure never to call GetPSprite when the ReadyWeapon is null 2016-06-03 00:37:55 +02:00
Leonard2
8668719bbc Revert "- re-added P_SetPSrite."
This reverts commit e6d89b9f71.
2016-06-02 20:02:03 +02:00
Leonard2
360ad7a844 Replaced every remaining instances of the old layer names 2016-05-28 01:19:42 +02:00
Christoph Oelckers
e6d89b9f71 - re-added P_SetPSprite.
For debugging purposes it's better to have this as a function.
2016-05-24 13:05:43 +02:00
Christoph Oelckers
d058820c65 - fixed scroll speed calculation for Heretic. 2016-05-24 10:01:57 +02:00
Leonard2
1966b61b8f Generalized the psprites implementation 2016-05-20 17:04:44 +02:00
Christoph Oelckers
428bd52295 - fixed: It was not possible to step through a ceiling portal into the upper sector. 2016-05-20 13:10:42 +02:00
Christoph Oelckers
77e30bb7d7 - fixed: The line portal links were not deleted when an actor was destroyed. 2016-05-11 09:58:03 +02:00
Edoardo Prezioso
3aee8a3eee - Fixed a mistake in GiveInventory refactoring.
'give item' stopped working because commit 7b35f32f3d and 6aca7604eb didn't take account that give cheat with zero amount should not touch the item amount.
2016-05-01 17:07:39 +02:00
MajorCooke
be9b25e760 Use ViewRoll instead of CamRoll, and removed CamRoll entirely. Begin work on interpolation. 2016-04-27 13:42:15 +02:00
MajorCooke
c972caa9f3 - Added rollIntensity and rollWave to A_QuakeEx.
- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
2016-04-27 13:42:15 +02:00
Edoardo Prezioso
7b35f32f3d - Added the 'GiveInventory' method to the actor.
This will help cleaning up the item giving code. Returns a bool, in case the pickup failure might turn to be interesting in the future.
2016-04-21 15:59:23 +02:00
Christoph Oelckers
e5dc92f998 - some reshuffling of save data so that the actors won't get restored before the sectors.
Note that this required splitting P_SerializeWorld, because sector_t and FSectorPortal contain some actor pointers, for which the same rule applies: Portal linking can only be done after all sectors have been read, meaning it cannot be done along with the rest of the data in these structures.

Obviously such a change breaks savegame compatibility so the min. savegame version had to be increased again.
2016-04-20 19:42:00 +02:00
Christoph Oelckers
3532dd9ea1 - fixed coordinate correctness issues with P_CheckFor3DFloor/CeilingHit. 2016-04-20 13:28:19 +02:00
Christoph Oelckers
322b9fc0ae - wrap access to portal properties into sector_t:: member functions. 2016-04-19 11:35:28 +02:00
Christoph Oelckers
2327107f32 - fixed: Actors cannot be linked into the world until after all actors and sectors have been deserialized.
Two issues:

Portal linking requires all skyboxes in the sectors to be present, without them some info is not there when needed.
UpdateWaterLevel was called in AActor::Serialize, which operated on the freshly loaded level where lots of things haven't been set up yet and plane heights may be wrong.
2016-04-18 15:27:19 +02:00
Christoph Oelckers
54d78df267 - added a new sector list to AActor that collects all portal-linked sectors the actor's center is in. (Inspired by Eternity's solution to the same problem.)
This is for rendering the sprite properly in all areas the actor touches. The original thinglist is not sufficient for this and Boom's touching thinglist has other purposes and collects too much data.
This new list will only get filled in when the actor is actually crossing a portal plane, for the normal sector thinglist will still be used.
This piggybacks on the msecnode_t code which has been extended to be able to handle more than one list by passing the sector's membert pointers as parameters.
2016-04-17 23:48:04 +02:00
Christoph Oelckers
d48c0ce25c - fixed some particle positioning errors. 2016-04-10 10:57:48 +02:00
Christoph Oelckers
919f99db61 - fixed typo in actor scale assignment when spawning. 2016-04-08 16:52:42 +02:00
Christoph Oelckers
32bbec7cad - fixed: the random offset that gets used when spawning blood applies to both sprites and particles, not just sprites. 2016-04-07 14:14:44 +02:00
Christoph Oelckers
ddb2f6b6cb - fixed: P_SpawnPlayerMissile still used the angle_t values for offsetting the autoaim traces. 2016-04-07 13:11:23 +02:00
Christoph Oelckers
55cbeb0253 - fixed pitch calculation in P_SeekerMissile with SMF_PRECISE. 2016-04-04 23:07:21 +02:00
Christoph Oelckers
3ee42f6aa6 - removed all savegame compatibility handling, since the data is just too different from what it was before to try to convert it. 2016-04-03 20:55:23 +02:00
Christoph Oelckers
6445615b5d - fixed the sound location calculations which got somewhat broken by the constant changes during the conversion. 2016-03-31 21:13:32 +02:00
Christoph Oelckers
77f2530236 - floatified the sector plane movers and removed some of the ZatPoint conversion cruft. 2016-03-30 09:41:46 +02:00
Christoph Oelckers
25f5e8449a - replaced all direct access to sector plane coefficients with wrapper functions. 2016-03-29 12:40:41 +02:00
Christoph Oelckers
c7ae4688a3 - replaced all direct access to vertex coordinates with wrapper functions.
So that code replacement can be done piece by piece and not all at once.
2016-03-29 10:07:06 +02:00
Christoph Oelckers
05504b65d2 - floatified p_scroll.cpp
While testing this it became clear that with the higher precision of doubles it has to be avoided at all costs to compare an actor's z position with a value retrieved from ZatPoint to check if it is standing on a floor. There can be some minor variations, depending on what was done with this value. Added isAbove, isBelow and isAtZ checking methods to AActor which properly deal with the problem.
2016-03-28 21:04:46 +02:00
Christoph Oelckers
a99ebc2356 - floatified p_sight.cpp. 2016-03-28 16:22:21 +02:00
Christoph Oelckers
5e1c79c050 - floatified the rest of p_mobj_cpp and removed a large part of the conversion cruft from the headers that was needed to keep the code compileable. 2016-03-28 12:03:07 +02:00
Christoph Oelckers
2fff7005ad - floatified more of p_mobj.cpp 2016-03-28 10:01:24 +02:00
Christoph Oelckers
217414cb1c -floatified P_ExplodeMissile and P_XYMovement 2016-03-28 00:55:57 +02:00
Christoph Oelckers
8b4a33794a - floatified P_ChangeSector. 2016-03-27 22:35:58 +02:00
Christoph Oelckers
26ff2f73d7 - floatified P_TryMove and the sliding and bouncing code. 2016-03-27 13:29:58 +02:00
Christoph Oelckers
1877eca2ab - more floatification of p_map, plus some stuff used in those functions. 2016-03-27 01:06:54 +01:00
Christoph Oelckers
00ea8662b8 - floatification of p_enemy and p_interaction.cpp. 2016-03-26 20:59:35 +01:00
Christoph Oelckers
dabed04d2a - floatification of p_3dfloors, p_3dmidtex and p_acs.cpp plus some leftovers.
- removed all references to Doom specific headers from xs_Float.h and cmath.h.
2016-03-26 12:36:15 +01:00
Christoph Oelckers
30b57fd7b0 - floatification of G_CheckSpot and a few other things. 2016-03-26 09:28:00 +01:00
Christoph Oelckers
696fde69b8 - moved the bot support code from AActor::Tick to a subfunction in the bot sources. No need to pollute a main game file with this stuff. 2016-03-26 01:30:28 +01:00
Christoph Oelckers
c2e7858e05 - looks like the oldz parameter in UpdateWaterLevel is not needed at all... 2016-03-26 01:13:36 +01:00
Christoph Oelckers
e42b0171b3 - floatification of bot code. 2016-03-26 00:34:56 +01:00
Christoph Oelckers
8e13d13916 - floatified the automap. 2016-03-25 21:54:59 +01:00
Christoph Oelckers
2cf3b20ea8 - floatified the last remaining AActor member variable 'damagemultiply'. 2016-03-25 16:30:31 +01:00
Christoph Oelckers
1125101b37 - floatified AActor::Prev plus the stuff using it.
- rewrote some coordinate functions in AActor to use real float math instead of converting back and forth between float and fixed.
2016-03-25 16:25:25 +01:00
Christoph Oelckers
8cdfbeea01 - made AActor::__pos a genuine float vatiable. 2016-03-25 15:43:20 +01:00
Christoph Oelckers
8b6b5e7b1c - preparation for upcoming work: rename the fixed point versions of PosRelative. 2016-03-25 14:18:50 +01:00
Christoph Oelckers
4d22b346f4 - floatified the remaining fixed point variables accessible through DECORATE. PROP_FIXED_PARAM is no longer used anywhere. 2016-03-24 23:50:29 +01:00
Christoph Oelckers
7a26318bf0 - floatified friction. 2016-03-24 22:50:03 +01:00
Christoph Oelckers
e077510773 - floatified MaxTargetRange and MeleeThreshold. 2016-03-24 20:56:59 +01:00
Christoph Oelckers
c66ff5939d - floatified AActor::bouncefactor and wallbouncefactor. 2016-03-24 20:43:35 +01:00
Christoph Oelckers
4a79602325 - floatification of g_shared.
- rewrote FraggleScript's movecamera function because it was utterly incomprehensible.
2016-03-24 01:46:11 +01:00
Christoph Oelckers
2dbd79cc8d - floatified the return data from Trace(). 2016-03-23 18:07:04 +01:00
Christoph Oelckers
7c87479eea - parameter rework of several spawning functions. 2016-03-23 13:31:12 +01:00
Christoph Oelckers
f60eac8dc0 - floatified FMapThing, dropoffz and GetBobOffset 2016-03-23 12:21:52 +01:00
Christoph Oelckers
f8cf4bcf3d - trimmed down the AActor Spawn interface and removed all non-float variants.
This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00
Christoph Oelckers
2a0d5a621a - floatified some stuff in g_shared.
Note: This commit does not handle z-spawn positions correctly.
2016-03-23 00:53:09 +01:00
Christoph Oelckers
301f5abadc - floatified the decal code. 2016-03-22 22:07:38 +01:00
Christoph Oelckers
6b3c0ecbd3 - floatified viewheight variables and some related code. 2016-03-22 18:06:08 +01:00
Christoph Oelckers
a652c061f6 - converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut. 2016-03-22 12:42:27 +01:00
Christoph Oelckers
cf79e1cb6d - fixed some leftover fixed point remnants in g_hexen.
- made the full-coordinate version of P_SpawnPlayerMissile use float coordinates.
2016-03-22 00:30:56 +01:00