gzdoom-last-svn/src/g_shared/a_randomspawner.cpp

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/*
** a_randomspawner.cpp
** A thing that randomly spawns one item in a list of many, before disappearing.
** bouncecount is used to keep track of recursions (so as to prevent infinite loops).
** Species is used to store the index of the spawned actor's name.
*/
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "statnums.h"
#include "gstrings.h"
#include "a_action.h"
#include "thingdef/thingdef.h"
#define MAX_RANDOMSPAWNERS_RECURSION 32 // Should be largely more than enough, honestly.
static FRandom pr_randomspawn("RandomSpawn");
class ARandomSpawner : public AActor
{
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
DECLARE_CLASS (ARandomSpawner, AActor)
// To handle "RandomSpawning" missiles, the code has to be split in two parts.
// If the following code is not done in BeginPlay, missiles will use the
// random spawner's velocity (0...) instead of their own.
void BeginPlay()
{
FDropItem *di; // di will be our drop item list iterator
FDropItem *drop; // while drop stays as the reference point.
int n=0;
Super::BeginPlay();
Update to ZDoom r1246: - Used the one unused byte in the state structure as a flag to tell what type the NextState parameter is. The code did some rather unsafe checks with it to determine its type. - moved all state related code into a new file: p_states.cpp. - merged all FindState functions. All the different variations are now inlined and call the same function to do the real work. - did some code cleanup and reorganization in thingdef.cpp. - Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation. - To get the game name the screenshot code might as well use the globally available GameNames array instead of creating its own list. - Moved backpack names for cheat into gameinfo. - Fixed: SNDINFO must be loaded before the textures. However, this required some changes to the MAPINFO parser which tried to access the texture manager to check if the level name patches exist. That check had to be moved to where the intermission screen is set up. - Fixed: 'bloodcolor' ignored the first parameter value when given a list of integers. Please note that this creates an incompatibility between old and new versions so if you want to create something that works with both 2.2.0 and current versions better use the string format version for the color parameter! - Rewrote the DECORATE property parser so that the parser is completely separated from the property handlers. This should allow reuse of all the handler code for a new format if Doomscript requires one. - Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's defaults were larger than the parent's. - Moved A_ChangeFlag to thingdef_codeptr.cpp. - Moved translation related code from thingdef_properties.cpp to r_translate.cpp and rewrote the translation parser to use FScanner instead of strtol. - replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency. Since this was never used outside zdoom.pk3 it's not critical. - Removed support for game specific pickup messages because the only thing this was ever used for - Raven's invulnerability item - has already been split up into a Heretic and Hexen version. - Fixed: The Timidity config parser always tried to process the note number, even if it wasn't specified. - Fixed: When UpdateJoystickMenu() modifies the menu items for different controllers, the joystick axis selectors need to NULL the d.graycheck field, since this is shared by the axis sensitivity sliders' step values. - Fixed: The crosshair must be initialized after the texture manager because on the fly texture creation for graphics patches is no longer supported. - Fixed a few Linux compile errors. - Changed: Replaced weapons should not be given by generic cheats, only when explicitly giving them. - Changed 'give weapon' cheat so that in single player it only gives weapons belonging to the current game or are placed in a weapon slot to avoid giving the Chex Quest weapons in Doom and vice versa. - Fixed: The texture manager must be the first thing to be initialized because MAPINFO and DECORATE both can reference textures and letting them create their own textures is not safe. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@181 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-23 21:41:49 +00:00
drop = di = GetDropItems();
if (di != NULL)
{
while (di != NULL)
{
if (di->Name != NAME_None)
{
if (di->amount < 0) di->amount = 1; // default value is -1, we need a positive value.
n += di->amount; // this is how we can weight the list.
di = di->Next;
}
}
// Then we reset the iterator to the start position...
di = drop;
// Take a random number...
n = pr_randomspawn(n);
// And iterate in the array up to the random number chosen.
while (n > -1)
{
if (di->Name != NAME_None)
{
n -= di->amount;
if ((di->Next != NULL) && (n > -1)) di = di->Next; else n = -1;
}
}
// So now we can spawn the dropped item.
if (bouncecount >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions
{
Spawn("Unknown", x, y, z, NO_REPLACE); // Show that there's a problem.
Destroy(); return;
}
else if (pr_randomspawn() <= di->probability) // prob 255 = always spawn, prob 0 = never spawn.
{
// Handle replacement here so as to get the proper speed and flags for missiles
const PClass * cls; PClass * rep;
cls = PClass::FindClass(di->Name);
if (cls) rep = cls->ActorInfo->GetReplacement()->Class;
if (rep) cls = rep;
if (cls)
{
Species = cls->TypeName;
AActor * defmobj = GetDefaultByType(cls);
this->Speed = defmobj->Speed;
this->flags |= (defmobj->flags & MF_MISSILE);
this->flags2 |= (defmobj->flags2 & MF2_SEEKERMISSILE);
this->flags4 |= (defmobj->flags4 & MF4_SPECTRAL);
}
else Species = NAME_None;
}
}
}
// The second half of random spawning. Now that the spawner is initialized, the
// real actor can be created. If the following code were in BeginPlay instead,
// missiles would not have yet obtained certain information that is absolutely
// necessary to them -- such as their source and destination.
void PostBeginPlay()
{
AActor * newmobj = NULL;
bool boss = false;
if (Species == NAME_None) { Destroy(); return; }
const PClass * cls = PClass::FindClass(Species);
if (this->flags & MF_MISSILE && target && target->target) // Attempting to spawn a missile.
{
if ((tracer == NULL) && (flags2 & MF2_SEEKERMISSILE)) tracer = target->target;
newmobj = P_SpawnMissileXYZ(x, y, z, target, target->target, cls, false);
}
else newmobj = Spawn(cls, x, y, z, NO_REPLACE);
if (newmobj != NULL)
{
// copy everything relevant
newmobj->SpawnAngle = newmobj->angle = angle;
newmobj->special = special;
newmobj->args[0] = args[0];
newmobj->args[1] = args[1];
newmobj->args[2] = args[2];
newmobj->args[3] = args[3];
newmobj->args[4] = args[4];
Update to ZDoom r1848: - Fixed: The deprecated flag handler for the old bounce flags needs to clear BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags. - Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that friendly monsters could no longer acquire targets by themselves. - Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag. - Added MBF's monster_backing feature as an actor flag: AVOIDMELEE. - Gez's misc. bugs patch: * Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this, * Renames the dog actor to MBFHelperDog to prevent name conflicts, * Adds APROP_Score to CheckActorProperty, * Completes the randomspawner update (the reason I moved the recursion counter out of special1 was that I found some projectiles had this set to them, for example in A_LichAttack, but I forgot to add transfer for them), * Provides centered sprites for beta plasma balls if this is deemed deserving correction. - Added some pieces of MBF's friendly AI. - Cleaned up A_LookEx code and merged most of it with the base functions. The major difference was a common piece of code that was repeated 5 times throughout the code so I moved it into a subfunction. - Changed P_BlockmapSearch to pass a user parameter to its callback so that A_LookEx does not need to store its info inside the actor itself. - fixed: The linetarget CCMD duplicated all of the info CCMD. - fixed: PrintActorInfo crashed due to some incomplete implementation. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@458 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-16 21:17:17 +00:00
newmobj->special1 = special1;
newmobj->special2 = special2;
newmobj->SpawnFlags = SpawnFlags;
newmobj->HandleSpawnFlags();
newmobj->tid = tid;
newmobj->AddToHash();
newmobj->velx = velx;
newmobj->vely = vely;
newmobj->velz = velz;
newmobj->master = master; // For things such as DamageMaster/DamageChildren, transfer mastery.
newmobj->target = target;
newmobj->tracer = tracer;
newmobj->CopyFriendliness(this, false);
// This handles things such as projectiles with the MF4_SPECTRAL flag that have
// a health set to -2 after spawning, for internal reasons.
if (health != SpawnHealth()) newmobj->health = health;
if (!(flags & MF_DROPPED)) newmobj->flags &= ~MF_DROPPED;
// Handle special altitude flags
if (newmobj->flags & MF_SPAWNCEILING)
{
newmobj->z = newmobj->ceilingz - newmobj->height;
}
else if (newmobj->flags2 & MF2_SPAWNFLOAT)
{
fixed_t space = newmobj->ceilingz - newmobj->height - newmobj->floorz;
if (space > 48*FRACUNIT)
{
space -= 40*FRACUNIT;
newmobj->z = MulScale8 (space, pr_randomspawn()) + newmobj->floorz + 40*FRACUNIT;
}
}
if (newmobj->flags & MF_MISSILE)
P_CheckMissileSpawn(newmobj);
// Bouncecount is used to count how many recursions we're in.
if (newmobj->IsKindOf(PClass::FindClass("RandomSpawner")))
newmobj->bouncecount = ++bouncecount;
// If the spawned actor has either of those flags, it's a boss.
if ((newmobj->flags4 & MF4_BOSSDEATH) || (newmobj->flags2 & MF2_BOSS))
boss = true;
// If a replaced actor has either of those same flags, it's also a boss.
AActor * rep = GetDefaultByType(GetClass()->ActorInfo->GetReplacee()->Class);
if (rep && (rep->flags4 & MF4_BOSSDEATH) || (rep->flags2 & MF2_BOSS))
boss = true;
}
if (boss) this->tracer = newmobj;
else Destroy(); // "else" because a boss-replacing spawner must wait until it can call A_BossDeath.
}
void Tick() // This function is needed for handling boss replacers
{
Super::Tick();
if (tracer == NULL || tracer->health <= 0)
{
CALL_ACTION(A_BossDeath, this);
Destroy();
}
}
};
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
IMPLEMENT_CLASS (ARandomSpawner)