Commit graph

132 commits

Author SHA1 Message Date
Christoph Oelckers
7d4a5898ac - removed most inline assembly. Integer multiplication gets handled fine by all current compilers and fixed point division is too infrequently used to justify this mess.
That only leaves the Scale function which is still being used in a few places and which would create considerably worse code without assembly on 32 bit platforms. This is also far too primitive (2 or 3 assembly instructions) to claim any copyright on it, so I think m_fixed.h can now be considered free of Build-related issues. The deficated inline headers have been removed because that sole remaining function could be easily moved into m_fixed.h.
2016-12-10 13:58:18 +01:00
Christoph Oelckers
12a99c3f3c - got rid of clearbuf.
This was used in only 4 places, 3 of which could easily be replaced with a memset, and the fourth, in the Strife status bar, suffering from a pointless performance optimization, rendering the code unreadable - the code spent here per frame is utterly insignificant so clarity should win here.
2016-12-09 12:48:10 +01:00
Christoph Oelckers
f9441cd9d9 - added null pointer validation to any relevant exported function. In most cases null pointers were already being treated as 'do nothing', but there's several places where this can make the code silently fail so in these cases a VM exception will be raised, once the VM's exception handling has been repaired to provide useful diagnostics. (Right now all it does is catch the exception, print a useless message and return to the caller as if nothing has happened.) 2016-12-02 12:06:49 +01:00
Christoph Oelckers
0c969746d0 - scriptified Hexen's spike, which was the last remaining item in the game directories.
- added a BlockThingsIterator for scripts.
2016-11-29 18:42:48 +01:00
Christoph Oelckers
b625156df6 - scriptified Strife's flamethrower and grenade launcher. 2016-11-29 14:12:39 +01:00
Christoph Oelckers
ebd2c27e0a - scriptified Hexen's Bloodscourge and Serpent.
- merged the FrontBlock searcher for the Bloodscourge into RoughMonsterSearch. This also fixes the bug that the searcher was not initialized properly for the MageBoss.
2016-11-28 00:49:10 +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
7209f9edd6 - implemented passing vectors as parameters. So far working for native functions.
- removed the bogus optional value from the first A_Jump argument. A quick test with an older ZDoom revealed that this was never working - and implementing it would make things a lot more complicated, especially error checking in the code generator.
- fixed: The check for insufficient parameters to a function call was missing.
2016-10-29 13:10:27 +02:00
Christoph Oelckers
948ef62fcd - use the function defaults from the script instead of explicitly setting them again in the code. This is a needless cause of potential errors and since the values are readily available now it's better to use them in the functions.
- fixed: ZCCCompiler did not process array access nodes.
- fixed: Function argument names were not placed in the destination list by the compiler.
- scriptified several trivial functions from p_actionfunctions.cpp.
2016-10-27 15:53:53 +02:00
Christoph Oelckers
e04055dbb2 - added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.
- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
2016-08-28 09:55:04 +02:00
Christoph Oelckers
9e847c252b - fixed: When linking an actor into the blockmap multiple portal groups, AActor::LinkToWorld would delete the links to the previous nodes for each new group. This was causing random crashes when the affected actor was deleted by the garbage collector. 2016-05-15 23:24:30 +02:00
Christoph Oelckers
082042818b - refactored sector portal data so that it does not rely on actors.
This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +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
c30d5d42a2 - fixed: UpdateSectorRenderList may not be called when spawning mapthings.
At this time the portals have not been initialized yet and doing this here would trash the cached previous coordinate.
2016-04-18 13:40:08 +02:00
Christoph Oelckers
2661a94fe9 - call UpdateSectorRenderList from LinkToWorld as well, because this can be called from outside the actor's Tick function. 2016-04-18 01:35:37 +02:00
Christoph Oelckers
0f6a567055 - added portal-awareness to the railgun trail.
This required some changes to the Trace function because it turned out that the original was incapable of collecting the required information:

* actors are now also linked into blockmap blocks on both sides if they occupy the boundary of a sector portal.
* Trace will no longer set up parallel traces in all parts connected with sector portal, but only use one trace and relocate that on the actual boundary.
2016-04-16 19:41:33 +02:00
Christoph Oelckers
8cbdbdaf70 - fixed: The PathTraverse and sight checking code may not assume that ceiling(x) == floor(x)+1.
This will fail when a trace starts directly on a block boundary in which case x is a whole number. It should always use 'floor(x)+1' to ensure that the calculated point is at the right or upper edge of a block.
2016-04-06 13:19:09 +02:00
Christoph Oelckers
04b0a13bd3 - some optimization of FPathTraverse:
* we do not really need compatibility PointOnLineSide here. Unlike the movement code it'd only affect some extreme edge cases.
 * removed the special case for very short traces. This was a result of the original and very imprecise PointOnLine functions. Since those no longer get used here and floating point precision is a lot higher there is no need for this kind of treatment.
 * PointOnLine checks for the sides of an actor's bounding box don't need a full PointOnLineSide call, a simple coordinate comparison is fully sufficient, and this can easily be done in the existing switch/case block.
2016-04-05 16:29:07 +02:00
Christoph Oelckers
3f5e0c682e - fixed: Due to the iteration limit of 100 in the path traverse code, running a trace was effectively limited to somewhere around 12800 map units. Also added the safer exit condition checks from the sight checking code to FPathTraverse. 2016-04-03 21:41:58 +02:00
Christoph Oelckers
931774ab38 - fixed some issues with the PathTraverse and sight checking code:
* typo in calculating end position from a trace vector
 * must use floor to convert from floating point block coordinate to block index to account for running off the negative side of the blockmap. (Int cast always rounds toward zero which is wrong here.)
 * bad calculation of sight checking slopes - they has the actor's z coordinate duplicated.

- fixed scaling of automap markers.
2016-04-02 20:10:48 +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
8f5ac9b73f - fixed a float/fixed mixup in R_PointOnSideSlow. 2016-03-31 17:44:05 +02:00
Christoph Oelckers
9412ce45d6 - floatified portals.cpp and most of p_maputl.cpp. 2016-03-31 16:52:25 +02:00
Christoph Oelckers
6b065b8074 - floatified FBoundingBox. 2016-03-31 10:38:54 +02:00
Christoph Oelckers
8fd76f0c8a - floatified bmaporgx and bmaporgy, allowing to remove the gross overflow prevention hacks present in the blockmap code. 2016-03-31 09:23:14 +02:00
Christoph Oelckers
f41afde545 - floatified line_t::bbox. 2016-03-31 01:22:49 +02:00
Christoph Oelckers
66929cbaff - floatified p_trace, p_slopes and p_udmf.cpp.
- major cleanup of unused code.
2016-03-30 16:30:22 +02:00
Christoph Oelckers
ff0b371582 - made the linedef deltas private and only accessible through access functions.
Now everything should be in place to remove the fixed point math from the rest of the play code.
2016-03-29 16:13:16 +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
7b256dda3d - did the last remaining bits in p_map.cpp. 2016-03-27 22:49:59 +02:00
Christoph Oelckers
0baaa3cf63 - floatified P_LineAttack, P_TraceBleed and P_UseLines. 2016-03-27 20:58:01 +02:00
Christoph Oelckers
6e93264016 - started floatification on p_map.cpp. 2016-03-26 23:19:38 +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
e42b0171b3 - floatification of bot code. 2016-03-26 00:34:56 +01:00
Christoph Oelckers
fb8e03d5eb - floatified FLineOpening.
- some smaller fixes.
2016-03-25 18:43:37 +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
8b6b5e7b1c - preparation for upcoming work: rename the fixed point versions of PosRelative. 2016-03-25 14:18:50 +01:00
Christoph Oelckers
4155e84a1c - made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
2016-03-22 00:06:58 +01:00
Christoph Oelckers
c830801da3 - g_hexen almost done except for 3 things that require more extensive changes. 2016-03-21 22:20:10 +01:00
Christoph Oelckers
7ebb96f15c - use one of the new floating point special variables to store the portal plane height of the skybox things. 2016-03-21 00:05:44 +01:00
Christoph Oelckers
0bdb65c477 - made AActor::radius a double.
This means that all files in g_doom are now fully converted.
2016-03-20 15:04:13 +01:00
Christoph Oelckers
51b05d331d - replaced AActor::vel and player_t::Vel with a floating point version.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.

Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers
c64eee5b15 Merge branch 'master' into float
# Conflicts:
#	src/g_heretic/a_hereticweaps.cpp
#	src/p_map.cpp
#	src/p_mobj.cpp
#	src/p_things.cpp
#	src/portal.cpp
2016-03-15 00:16:13 +01:00
Christoph Oelckers
448e66f19b - fixed: P_PointInSectorBuggy must handle the single-subsector special case. 2016-03-13 16:57:02 +01:00
Christoph Oelckers
b73d6e42af - fixed: FMultiBlockLinesIterator must reset the current sector when doing the final up and downwards check from the start position. 2016-03-13 02:31:47 +01:00
Christoph Oelckers
161d03231a - added custom math routines for reliability. 2016-03-11 15:45:47 +01:00
Christoph Oelckers
3d367d585d - did some profiling which revealed that P_PointInSector was called needlessly often. Did some optimization to the MultiBlock iterators to avoid this problem. 2016-03-10 14:22:18 +01:00
Christoph Oelckers
0a1e22aa7a - fixed: FPathTraverse::init kills the intercepts array so PortalRelocate needs to store the line before calling that function. 2016-03-08 18:45:52 +01:00
Christoph Oelckers
899389e6a4 - link actors into blockmap through linked line portals.
Links through sector portals are not done because nearly all the checks can be performed without doing this so if it works without there's no need to add more processing time.
Will have to see if there's cases left where such a link is needed and if so, whether there's better options to do it.

For line portals such links are necessary to have proper collision detection with actors that are currently transitioning the portal.
2016-03-08 14:41:37 +01:00