Commit Graph

988 Commits

Author SHA1 Message Date
Christoph Oelckers 4d59190446 - redit commit 5f56fb5a16 without altering the line endings throughout thingdef_codeptr.cpp.
* Changed the behavior of SetActorTeleFog.
- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
2015-03-31 09:24:16 +02:00
Braden Obrzut 5f56fb5a16 Changed the behavior of SetActorTeleFog.
- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
2015-03-30 21:54:58 -04:00
Christoph Oelckers 164d523eca - fixed incorrect flags word access. 2015-03-27 16:58:21 +01:00
Christoph Oelckers 19cea0f626 - fixed: DoCheckSpecies got an actor's species by directly reading the 'species' variable, bypassing initialization in GetSpecies.
- cleaned up DoCheckSpecies and DoCheckFilter which both contained several redundant checks and renamed DoCheckFilter to DoCheckClass.
2015-03-27 09:57:33 +01:00
Christoph Oelckers 602f541e31 - use '|', not '+' to combine flags.
There's probably going to be more of these coming...
2015-03-27 09:40:47 +01:00
Christoph Oelckers 16ad440adb - fixed: The distance check in A_RadiusGive could overflow for large distances. 2015-03-15 09:51:57 +01:00
Randy Heit 8cb269388e Eliminate .mreg section
- Member variables are now declared all in one place: InitThingdef(). They
  are not partially defined in thingdef_expression.cpp and further refined
  in actor.txt.
- This left ParseNativeVariable() parsing only functions, so it has been
  renamed to ParseNativeFunction().
- Note that their declarations in InitThingdef() are expected to be
  temporary.
2015-03-14 22:16:05 -05:00
Kyle Evans bc206f21af A_FireCustomMissile's useammo parameter should NOT use ammo if not called from a weapon 2015-03-11 14:24:31 -05:00
Randy Heit 156d1e61fd Use sub-tic accuracy for smooth sine quakes
- Converting the wave speed back to floats, since I'm using sin() instead
  of the finesine table now.
- Pre-shift the quake intensities to avoid extra shifting in GetModIntensity.
- Loading old saves will shift the intensities to fixed point but will not
  convert the fixed wave speeds to floats. The chances of this
  being in a savegame where the speeds are non-zero is pretty much nil,
  and int and floating point 0 are bitwise identical (not counting -0.0).
2015-03-02 19:23:24 -06:00
Randy Heit dca5f0e908 Added QF_SINE
- Squashed commit of the following:

commit bc45fe3263d34ef5f746f524687999c19bf7b779
Author: Randy Heit <rheit@users.noreply.github.com>
Date:   Sun Mar 1 18:51:05 2015 -0600

    wave scale -> wave speed

commit ff96388b128c724c1198757bfa52f1935a263356
Author: Randy Heit <rheit@users.noreply.github.com>
Date:   Sun Mar 1 18:45:32 2015 -0600

    More sine quake fixes

commit 2a89749a6fe6d271b9fbdc218779f680afcf4cb6
Merge: 719dfbe 5456074
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 20:37:22 2015 -0600

    Added QF_WAVE to A_QuakeEx.
    - Changes the random quakes into a sine wave (see Shadow Warrior/Rise of the Triad reboots, Hard Reset, etc.)
    - Added 3 properties to control waves per second along each individual axis. Only works with QF_WAVE.
    - Intensity X/Y/Z property becomes the amplitude of the wave.
    - Stacks with regular quakes, allowing shaking along the camera which must be called using A_QuakeEx WITHOUT the flag, or the other quaking functions.
    - Uses the youngest quake's time for positioning.

commit 54560741581e8d15cc7060e8e068cf85e9a4b432
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 20:21:19 2015 -0600

    Recommitted recommended changes by Randi, with some modifications. Now, we should be finished!

commit 6f4473013411686d88fc185bdc1cc58b1035b0f1
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 12:52:57 2015 -0600

    Finish this revert.

commit 467e53f9400f588a2ada9b32e7634cb1f4ad5066
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 12:46:02 2015 -0600

    Reverted back to what was working.

commit da9de56a67efda08036e481fd5fccd5392ce6810
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Thu Feb 26 18:53:20 2015 -0600

    Forgot this bit, for testing.

commit c5093d9bb97caf8478cefc32abc56a036feeea58
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Thu Feb 26 18:52:46 2015 -0600

    Some more progress, but...
    - This did not solve anything. In fact, it did the opposite -- completely broke wave quakes. Now they only happen whenever a random quake is in progress.
    - Left in the commented code on purpose so Randi can test it.

commit 7e526405d2127cbb279f66008c8f8e55a5d497f3
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 17:50:42 2015 -0600

    - Use newest waveform timer, not oldest.

commit 1356443609dbc6c7f46e081d0846816dc0836124
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 17:32:09 2015 -0600

    - Got regular quakes to multiply onto sine quakes, but the vice versa needs fixing too.

commit d95796c94c70cd0229d4a6d30f69e3a7568b9588
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 16:46:21 2015 -0600

    - Last hurdle. Now just need to figure out how to properly scale up and down.

commit 4bc3458e689155ce72c09776604d9eb4fa73d8be
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Tue Feb 24 23:18:03 2015 -0600

    - Fixed the quakes being unstackable.

commit b51012d6d4ea065bf7f6fc9c1a0472966491f7af
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Mon Feb 23 23:48:34 2015 -0600

    QF_WAVE renamed from SINE.
    - Lots of ground covered, but still more to go.
    - Still need to figure out how to make the camera properly shudder.

commit 427e4893193470bbf45415ffec70a0b69b8cccfd
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sun Feb 22 16:52:30 2015 -0600

    - Begin the groundworks for QF_SINE.
    - Need to figure out how to rework and manipulate the sine wave to move faster, and to allow going below 0 without breaking it too much.
2015-03-01 18:53:34 -06:00
Christoph Oelckers 8fd08c2acc - removed debug code 2015-02-26 15:46:01 +01:00
Randy Heit 5aba252b87 Simplify NoDelay implementation
- All NoDelay needs to do is call the current state's function. Calling
  SetState() is excessive.
2015-02-24 20:37:58 -06:00
Randy Heit a64ebc720b Fix assert 2015-02-20 20:35:32 -06:00
Randy Heit 8e0151b4c1 Add FRandomPick
- This is RandomPick but for floats. Considering what RandomPick
  translates into in the scripting branch, I hope I don't regret not using
  type inference on RandomPick instead of creating a new keyword.
2015-02-20 17:52:52 -06:00
Randy Heit 173dbd6bce Add FxFloatCast
- The master branch really didn't have this already?
2015-02-20 17:48:48 -06:00
Randy Heit 2d4f02c560 Merge branch 'MajorCooke-quakeex' 2015-02-18 15:01:45 -06:00
MajorCooke 0f4bca8607 - Added SXF_TRANSFERROLL. 2015-02-14 16:51:05 -06:00
MajorCooke 7050d03222 Added A_QuakeEx(intensity x, y, z, duration, damrad, tremrad, sound, flags)
- Unlocks the full potential of using quakes, including the Z axis. Each intensity applies to X/Y/Z planes whenever a player is experiencing it.
- Flags:
- QF_RELATIVE - Adjusts the quaking of the camera to go in the direction its aiming (X: forward/backward. Y: Left/right.)
- Plans for including pitch will be implemented in the future for the Z axis with relativity.
2015-02-14 15:58:39 -06:00
Randy Heit 79791629ec Add missing break to FxGlobalVariable::Resolve()
- Not like it matters much when there are no global variables of types
  float, fixed, or angle.
2015-02-08 21:01:49 -06:00
Randy Heit a063b48d7a Add a needed break in FxAbs::Resolve()
- Fixed: FxAbs could not resolve floating point constants because it fell
  through to the error case.
2015-02-08 20:56:30 -06:00
Randy Heit fd7ed2bc25 Undo most of ZzZombo's changes
- "If it ain't broke, don't fix it."
- Some of the changes were downright wrong and some were pointless, so undo
  everything that doesn't look like an actual improvement.
2015-02-08 20:44:18 -06:00
Christoph Oelckers 7c567979d9 Merge branch 'transferspriteframe' of https://github.com/MajorCooke/zdoom 2015-02-07 17:13:21 +01:00
MajorCooke b37a98689a - Added SXF_TRANSFERSPRITEFRAME. Now it's possible to make starting frames that start with "####" "#" 0 in Spawn.
- Fixed a compile warning with FAF_NODISTFACTOR.
2015-02-07 10:04:33 -06:00
Christoph Oelckers 4e2763e5fa Merge branch 'master' of https://github.com/ZzZombo/zdoom-modified 2015-02-07 16:45:44 +01:00
ZzZombo 322742d4b1 - Fixed various instances of unused variables, accessing arrays out of bounds, initialization of non-primitive members in constructor's body, dead code, passing parameters by value instead of reference, usage of uninitialized variables, as reported by cppcheck. 2015-02-07 23:35:23 +08:00
Edward Richardson de4097cc7b Added INVENTORY.TRANSFER
- INVENTORY.TRANSFER allows transferring all owned inventory to a new
owner on pickup.
2015-02-05 14:52:52 +13:00
Randy Heit 775e33ede7 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_doom/a_archvile.cpp
	src/g_shared/a_morph.cpp
	src/p_enemy.h
	src/p_local.h
	src/p_mobj.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_exp.h
	src/thingdef/thingdef_expression.cpp
	src/thingdef/thingdef_states.cpp
	wadsrc/static/actors/actor.txt
2015-01-29 20:53:08 -06:00
Randy Heit b69edbbec1 Redo commit a4c07a9
- Line endings are inconsistant in this file, but at least the commit
  doesn't touch the whole file.
2015-01-29 19:50:52 -06:00
Randy Heit d828173ce3 Revert "- fixed: Since A_Give/TaketoChildren/siblings use the same code as A_Give/TakeInventory but do not use the third parameter this must be ignored by the code. This is merely a band-aid fix, because this problem doesn't exist in the same form in the scripting branch."
This reverts commit a4c07a9ee3.

- This commit touched every line of thingdef_codeptr.cpp, which would make
  merging it into the scripting branch a pain in the ass.
2015-01-29 19:30:26 -06:00
Christoph Oelckers a4c07a9ee3 - fixed: Since A_Give/TaketoChildren/siblings use the same code as A_Give/TakeInventory but do not use the third parameter this must be ignored by the code. This is merely a band-aid fix, because this problem doesn't exist in the same form in the scripting branch. 2015-01-25 20:15:58 +01:00
Christoph Oelckers d1cca79c31 - Use SpawnHealth() when calling A_ResetHealth. 2015-01-23 20:29:38 +01:00
MajorCooke 301c061ec3 - Added pointer for A_SetRoll. 2015-01-23 10:24:23 -06:00
MajorCooke 19b43d4752 - Added A_ResetHealth(ptr). Defaults to AAPTR_DEFAULT (the action caller).
- Added pointers to the following functions, all of them set to AAPTR_DEFAULT:
- A_SetAngle
- A_SetPitch
- A_SetScale
- A_SetSpeed
- A_ScaleVelocity
2015-01-23 09:26:34 -06:00
Christoph Oelckers ae282eea53 Merge branch 'sethealthredux' of https://github.com/MajorCooke/zdoom 2015-01-22 13:59:59 +01:00
MajorCooke 4fd87a1ce9 - Redid A_SetHealth.
- This function will not take the actor's health below 1, and any attempts to do so will simply set it to 1 in its place.
2015-01-20 22:54:30 -06:00
Benjamin Moir 6dff8da503 Added +NODECAL and +FORCEDECAL actor flags
Added FHF_NOIMPACTDECAL for LineAttack
2015-01-20 12:05:00 +10:30
MajorCooke 105a62cc20 - Added pointer field to A_ChangeVelocity.
- Defaults to AAPTR_DEFAULT, otherwise known as the calling actor.
2015-01-19 14:54:20 -06:00
Randy Heit bd3e49c0e8 Make actor damages readable from DECORATE (again) 2015-01-10 23:02:00 -06:00
Randy Heit 649875b17e Add if/else blocks for action sequences
- So now you can do something like this for an action:
    {
      if (health > 1000)
      {
        A_Scream;
      }
      else
      {
        A_XScream;
      }
    }
  Yes, the braces are required. Because I see too many instances where
  somebody writes an if statement in ACS and doesn't understand why it
  doesn't work right because they forgot braces.
- Fixed: Not actually putting an action between { and } would crash.
2015-01-08 21:36:42 -06:00
Randy Heit 7d0faa5bd5 Allow multiple actions per frame
- You can now call several actions from one frame by grouping them between
  curly braces. i.e. :
   POSS G 3 { A_Pain; A_Log("Ow! That hurt!"); }
  I will probably add an `if (something) { blah; blah; } else { wah; wah; }`
  construct later, but that's the extent of the munging I plan for DECORATE. The
  real work goes to the scripting language, not here. But if this branch is
  getting merged to master sooner than later, here's an immediate benefit
  from it right now.
2015-01-07 22:42:03 -06:00
Randy Heit 9044ac9503 Don't free non-registers.
- Fixed: ExpEmit::Free() would try to free REGT_NIL registers, which
  don't really exist
2015-01-07 22:31:48 -06:00
Randy Heit 00274c5e4c Split action parsing out of ParseStates() and into ParseAction() 2015-01-06 20:02:22 -06:00
Randy Heit 910451a351 Return a FxVMFunctionCall from DoActionSpecials()
- DoActionSpecials no longer sets the function call in FStateTempCall.
  Instead, it returns the function so the caller can do it.
2015-01-06 19:50:01 -06:00
Randy Heit 320fb9aec5 Allow empty parameter lists for action functions without parameters
- Using A_Scream() in a state instead of A_Scream is now valid.
2015-01-06 19:44:20 -06:00
Randy Heit b2abf224b5 Save function name for error message in ParseStates()
- The error "You cannot pass parameters to..." used the most recent token,
  which was always ( and not the function name. (Note that this was
  already fixed in the scripting branch, so this is probably going to be a
  conflict. Meh.)
2015-01-06 19:31:00 -06:00
MajorCooke 643d37ab7c - Added A_SetFloatBobPhase(int). Takes a number between 0 and 63. If it's outside that range, it does nothing.
- Added A_Warp flags:
- WARPF_BOB: Gets the bob offset of actor pointer with the FLOATBOB flag.
- WARPF_MOVEPTR: The function is inversed to move the pointed actor with applied flags, but only the original caller will make the success/jump.
2015-01-06 11:55:41 -06:00
nashmuhandes 2b12db153b New functions to manipulate an actor's roll.
- DECORATE functions: A_SetRoll code pointer.
- DECORATE expressions: "roll" variable.
- ACS functions: SetActorRoll, GetActorRoll.
2015-01-05 17:51:32 +08:00
Randy Heit 8c105ff3a0 Use FxVMFunctionCall in FStateTempCall
- Leveraging FxVMFunctionCall simplifies FinishThingdef() slightly.
2015-01-03 22:45:11 -06:00
Blue-Shadow ba3988290c Added an option to A_Check[SightOr]Range to be able to perform a 2D-based distance check. 2015-01-01 22:16:51 +03:00
Christoph Oelckers c57cc91d7c - cleaned up the RipLevel logic a bit to be less confusing. 2014-12-31 10:13:15 +01:00
Randy Heit 85a2042394 Reimplement CheckClass and IsPointerEqual functions
- The definition of FxGlobalFunctionCall_CheckClass was big and scary. I
  would say this is a big improvement, since now it gets to leverage the
  same framework that action functions use.
- The definition of FxGlobalFunctionCall_IsPointerEqual was not so big and
  scary, so this can't be called so much of an improvement as
  CheckClass was. (Which is not to say that it isn't better anyway.)
2014-12-30 23:36:56 -06:00
Randy Heit c6c2b21901 Add FxVMFunctionCall class
- This replaces the general extensibility that had existed formerly
  in thingdef_function.cpp. Parameter parsing for function calls is
  shared with state parameter parsing. Functions are defined exactly in
  the same way as action functions, but without the 'action' keyword.
2014-12-30 23:31:07 -06:00
Randy Heit 9e3ed70021 Add non-action function parsing to the DECORATE parser 2014-12-30 21:15:48 -06:00
MajorCooke 4ddfd0f46a - Added 3 new properties and 3 functions to control them.
- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
2014-12-30 19:59:31 -06:00
MajorCooke f2551dceda - Corrected the species checking. 2014-12-24 17:49:58 -06:00
Randy Heit 3fb9e754f1 Rename 'Pick' to 'RandomPick'
... because 'pick' is way too generic a name to spend a keyword on.
2014-12-23 21:46:27 -06:00
rheit bfb94f13d2 Merge pull request #198 from MajorCooke/filters
- Added name filtering to all A_Damage/Kill/Remove functions.
2014-12-23 21:42:31 -06:00
Randy Heit d7d022144e Call A_Face() directly from A_CustomBullletAttack 2014-12-23 21:30:24 -06:00
Randy Heit c13f1551e6 Merge branch 'custommissileptr' of git://github.com/MajorCooke/zdoom into MajorCooke-custommissileptr 2014-12-23 21:27:05 -06:00
Randy Heit 10a2c0f58a Fixed: FxIntCast::Emit() should free the source register 2014-12-21 22:03:16 -06:00
Randy Heit b14f768b68 Fix FxPick code emission
- Fixed: Integer constants passed to pick() need to manually generate load
  instructions, since FxConstant::Emit() will just return a constant
  register with its value.
- Fixed: VMFunctionBuilder::RegAvailability::Reuse() didn't actually
  calculate a proper mask. Also added another assert to this function.
2014-12-21 21:57:30 -06:00
Randy Heit 1ea03ffbec Merge branch 'master' into scripting 2014-12-21 21:24:05 -06:00
Randy Heit 2b323d01ed Reorder pick parsing to require one parameter.
- This function is pointless without any parameters, so don't allow that.
2014-12-21 21:22:14 -06:00
Randy Heit b5e4153c78 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/b_think.cpp
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_fighterplayer.cpp
	src/namedef.h
	src/p_enemy.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/p_teleport.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_function.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt

- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
  were added to thingdef_function.cpp over the past year, as this file no
  longer exists in this branch.
2014-12-21 21:15:11 -06:00
MajorCooke 91bfe4cceb - Added pointers for A_CustomMissile and A_CustomBulletAttack. 2014-12-21 12:29:19 -06:00
MajorCooke 2c7a3f2eba - Optimized DoDamage and DoKill.
- Do a filter and species check first to save time.
- Added DMSS/KILS/RMVF_EITHER, which means if the actor is of type or species, it counts.
- A_DamageTarget(20,"Normal",DMSS_EITHER,"DoomImp","CyberdemonSpecies")
- This affects actor DoomImp, and anything that's of species CyberdemonSpecies.
- Added a little more documentation via comments.
2014-12-21 10:38:51 -06:00
MajorCooke 5a472e815b - Added species checking.
- Added two more flags for each of the functions, EXFILTER and EXSPECIES.
- Stands for "exclude filter/species" and makes the function not take them into account.
- Cleaned up the code and placed all the checking in their own subfunctions.
2014-12-21 09:31:24 -06:00
MajorCooke c168761eda - Couple additional fixes:
- The wiki said the minimum distance to teleport defaults to 0, actor.txt on the other hand said otherwise. I was wondering why it was still broken somewhat...
- Prevent stickiness from happening, a.k.a. getting stuck in ceiling or floor and letting the engine unstick the actor. This caused velocity loss.
2014-12-20 22:51:43 -06:00
Randy Heit 2d87eb0ba2 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/actor.h
	src/g_heretic/a_hereticmisc.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_ironlich.cpp
	src/info.h
	src/namedef.h
	src/p_buildmap.cpp
	src/p_enemy.cpp
	src/p_map.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	zdoom.vcproj
2014-12-20 19:13:14 -06:00
MajorCooke e5a41a1358 - Added name filtering to all A_Damage/Kill/Remove functions.
- A_DamageChildren(20,"Normal",0,"DoomImp") for example will only target actors of DoomImp specifically.
2014-12-20 16:57:00 -06:00
Christoph Oelckers 2a53ebb6b9 - fixed state checking in A_Teleport. 2014-12-20 14:48:22 +01:00
Christoph Oelckers a19f0219c5 Merge branch 'master' of https://github.com/Blue-Shadow/zdoom 2014-12-20 11:36:10 +01:00
MajorCooke 86b0065c0b - Added a multitude of flags for A_Teleport.
- TF_KEEPVELOCITY: Keep the velocity after teleporting.
- TF_KEEPANGLE: Don't use the special spot's angle.
- TF_USESPOTZ: Normally, this function
- TF_NOSRCFOG: Don't leave fog at the previous location.
- TF_NODESTFOG: Don't leave fog at the arriving location.
- TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties.
- TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
2014-12-19 12:37:02 -06:00
Blue-Shadow a150e0686c Added 'lifestealmax' parameter and STEALARMOR flag to A_Saw and A_CustomPunch. 2014-12-18 23:05:59 +03:00
MajorCooke dcab57b236 - Allow NULL.
- Instead of reverting the teleport fog back to defaults, if there wasn't a class or if the class failed to be found, set it to NULL.
- P_SpawnTeleportFog will not spawn anything if it's NULL.
- Added "" so it can be used to mean 'don't change anything' for A_SetTeleFog.
2014-12-18 09:19:39 -06:00
MajorCooke 93ca8502dd - Rewrote a bunch of things for stability. 2014-12-17 21:47:00 -06:00
MajorCooke 160ded99a9 - A few more checks to be safe. 2014-12-17 17:42:16 -06:00
MajorCooke b255e5d67d - Thought I was forgetting something. 2014-12-17 17:12:33 -06:00
MajorCooke 30acb72006 - Added per-actor teleport fog modifications.
- New properties include TeleFogSourceType and TeleFogDestType.
- TeleFogSourceType is the fog left behind where the actor teleported away from.
- TeleFogDestType is the fog the actor sees when it arrives at its destination.
- Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
2014-12-17 16:11:07 -06:00
MajorCooke 465d9ab89a - Added flags for A_CheckLOF:
- CLOFF_SETTARGET | CLOFF_SETMASTER | CLOFF_SETTRACER
- An actor that causes A_CheckLOF (and only an actor) to succeed will set the intercepting actor as its target, master, and/or tracer, respectively.
2014-12-15 14:50:35 -06:00
Christoph Oelckers 6410428715 - fixed: FxPick leaked the array's content. Also did some cleanup on FxPick code. 2014-12-14 12:03:55 +01:00
MajorCooke 3f3aab42f1 - Pick can now hold unlimited numbers to choose from.
- I.e. pick(1,4,12,16)
2014-12-14 04:45:39 -06:00
MajorCooke 785f72d6eb - Renamed RClamp to Pick. 2014-12-13 15:59:27 -06:00
MajorCooke 8c5a8c54f0 - Added rclamp(<int>,<int>).
- Usable for DECORATE expressions. Chooses one of the two numbers placed in the field.
2014-12-13 15:08:18 -06:00
Christoph Oelckers 6afe9cc048 Merge branch 'hitpointer2' of https://github.com/MajorCooke/zdoom
Conflicts:
	src/actor.h
	src/thingdef/thingdef_data.cpp
2014-12-10 11:48:32 +01:00
MajorCooke 533ae95933 - Added three missile impact pointer changing flags.
- HITTARGET, HITMASTER, and HITTRACER.
- A missile that dies hitting an actor will set this impacted actor as the new target/master/tracer, depending on specifications.
2014-12-09 12:30:14 -06:00
MajorCooke e5340ad637 - Splitting the pull request in half.
- Added THRUREFLECT, MIRRORREFLECT, and AIMREFLECT. All require REFLECTIVE to work.
- THRUREFLECT prevents missiles from changing course if reflected, and takes precedence over all reflective flags.
- MIRRORREFLECT causes missiles to perform a direct 180 turn-around.
- AIMREFLECT turns the missile back to the original shooter, and does not slow the missile down.
2014-12-09 12:09:36 -06:00
Christoph Oelckers b2452b806e - missed a return. 2014-12-08 12:01:20 +01:00
Christoph Oelckers e6de24a7de - turned out that the recent change to allow cancelling a powerup blend through a powerup giver did not work well so now there's an explicit 'Powerup.Color none' to do it that works a bit differently. 2014-12-06 22:08:39 +01:00
Christoph Oelckers fbe14d59bb - fixed: All powerup blend colors with an alpha of 0 were treated as 'has no color' for PowerupGivers. 2014-12-03 13:05:50 +01:00
MajorCooke 94f08aa593 - Added: Boolean to specify if A_Raise functions should perform CopyFriendliness based upon who raised it. By default, this is false. 2014-11-27 15:12:33 -06:00
MajorCooke 08570ec48e - Added flags for A_Fade functions:
- FTF_REMOVE: Removes the actor when the alpha hits a certain level.
- - A_FadeIn - 1.0
- - A_FadeOut - 0.0
- - A_FadeTo - Alpha target level reached
- FTF_CLAMP: Automatically fixes the alpha so it won't leave the range [0.0, 1.0].
2014-11-25 13:24:35 -06:00
alexey.lysiuk 06764c6aae Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-11-15 13:35:29 +02:00
Christoph Oelckers 23bb12b0b8 Merge branch 'cpf_noturn' of https://github.com/edward-san/zdoom 2014-11-15 08:58:36 +01:00
Edoardo Prezioso fd354dbe9a - Added CPF_NOTURN flag for A_CustomPunch. 2014-11-14 12:18:46 +01:00
MajorCooke b54b18c8c5 -Added: CAUSEPAIN. Actors which deal damage (even if 0) while having this flag can cause other actors to trigger pain chances.
-Fixed: ALLOWPAIN should not trigger pain states if the damage is 0, but still allow for infighting to occur.
-Fixed: an unneeded logic call was processing damage modification when it was 0 to begin with.
2014-11-12 14:08:26 -06:00
alexey.lysiuk fc8f260375 Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-11-09 15:22:11 +02:00
Christoph Oelckers 22b5d0af8a Merge branch 'hotfix' of https://github.com/MajorCooke/zdoom 2014-11-09 12:13:13 +01:00
MajorCooke 87207bdb6d - Fixed: The mask didn't incorporate RGF_MISSILES, causing it to fail. 2014-11-09 00:16:10 -06:00
Edoardo Prezioso 8b85e6d00b - Port an empty version of 'A_FaceConsolePlayer'.
Hissies will be happy now.
2014-11-08 18:49:16 +01:00
Christoph Oelckers c28c0b8f0b Revert "Backport 'A_FaceConsolePlayer' from zandronum."
This reverts commit eab971500b.

As Edward850 pointed out, this feature is broken by design and therefore completely useless.
2014-11-08 08:53:32 +01:00
Edoardo Prezioso eab971500b Backport 'A_FaceConsolePlayer' from zandronum.
By Dusk, who authorized me to do this.
2014-11-08 00:31:16 +01:00
alexey.lysiuk 1074a031a2 Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-11-02 16:00:53 +02:00
Christoph Oelckers 4c470ba5c1 Merge branch 'allowpain' of https://github.com/MajorCooke/zdoom 2014-11-01 17:43:39 +01:00
MajorCooke 2e085b2318 - Added ALLOWPAIN flag.
Monsters with this flag can enter pain states, regardless of
invulnerability or damage absorption.
- Fixed: god2 cheat wasn't being considered for drowning and thrusting.
2014-11-01 00:00:29 -05:00
MajorCooke 938b54ccb5 - Added TF_FORCED for A_Teleport. Forces the actor to move to the spot. 2014-10-31 15:51:15 -05:00
Christoph Oelckers 31611c17d5 - fixed RGF_NOSIGHT checking for A_RadiusGive. 2014-10-29 22:00:15 +01:00
MajorCooke 165d2887fd - Added: A_GiveToChildren
- Added: A_TakeFromChildren
- Added: A_GiveToSiblings
- Added: A_TakeFromSiblings
- Added the following flags for A_RadiusGive:
- RGF_NOSIGHT: Exclude sight check from distance.
- RGF_MISSILES: Missiles can take inventory items.
2014-10-29 14:01:31 -05:00
Christoph Oelckers 6073adbeef - renamed FULLMASS to DONTTHRUST. 2014-10-28 08:40:34 +01:00
MajorCooke c01d1a8003 - Added DMSS_NOPROTECT.
Bypasses PowerProtection inventory items.
2014-10-27 22:29:10 -05:00
MajorCooke f802d7a44c - Added +FULLMASS.
Actors will be excluded from damage/radius thrusting of all sorts by
explosions or damage of any kind. They will also never deal impact
damage to other enemies, nor will they damage themselves from being too
close to a wall.
2014-10-27 21:35:55 -05:00
alexey.lysiuk d1c4215fb5 Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-10-25 16:57:58 +03:00
MajorCooke a19620968d - Follow-up of the previous commit.
- Cleaned up the DoDamage and DoKill functionality.
- Added DMSS_FOILBUDDHA and KILS_FOILBUDDHA.
2014-10-25 09:39:10 +02:00
MajorCooke d1dc6fd59a - Added: BUDDHA and FOILBUDDHA.
- Fixed: mugshot didn't take the god2 cheat into account.
2014-10-25 09:39:00 +02:00
Christoph Oelckers 1c500cead6 - fixed: A_Respawn did not restore the flags6 and flags7 fields. 2014-10-25 01:27:34 +02:00
Christoph Oelckers 5ac7e4fc38 - added HARMFRIENDS flag. 2014-10-25 00:30:36 +02:00
Christoph Oelckers b6f4862024 - fixed: A_Warp didn't initialize oldx/y/z in all situations. 2014-10-25 00:05:52 +02:00
John Palomo Jr 4496885366 Added Inventory.AlwaysRespawn flag. 2014-10-24 04:46:43 -04:00
alexey.lysiuk 25b808cd82 Merge https://github.com/rheit/zdoom into z_osx_clean 2014-10-12 15:19:11 +03:00
Christoph Oelckers 0f19356e24 Merge branch 'master' of https://github.com/MajorCooke/zdoom
Conflicts:
	wadsrc/static/actors/constants.txt
2014-10-12 08:43:46 +02:00
MajorCooke f766a1ab38 - Added SXF_ORIGINATOR.
- Only useful for missiles.

By default, missiles cannot set themselves as the master when spawning
actors.
2014-10-11 16:15:42 -05:00
MajorCooke 47029a3efc DoKill bug
-Fixed: DoKill did not target 'killtarget' for missiles, causing crashes and making the function not work properly.
2014-10-07 11:33:08 -05:00
MajorCooke f54a59fdf8 - Added JLOSF_CHECKTRACER for A_JumpIfTargetInLOS.
- CHECKTRACER doesn't need to be a missile or have the SEEKERMISSILE
flag.
2014-10-02 17:00:17 -05:00
MajorCooke 5030832df0 - Added DMSS_NOFACTOR for all A_Damage functions. 2014-10-02 11:48:07 -05:00
Christoph Oelckers cfb623d517 Merge branch 'master' of https://github.com/MajorCooke/zdoom 2014-09-29 00:42:59 +02:00
MajorCooke 96c6e7d9bf Minor fix; didn't mean to include that flag check. 2014-09-28 08:20:27 -05:00
MajorCooke 43b86288c7 - Added A_Remove(int pointer, int flags).
- RMVF_MISSILES removes missiles.
- RMVF_NOMONSTERS ignores monsters.
- RMVF_MISC includes non-monsters and missiles.
- RMVF_EVERYTHING disregards all checks and remove it.

These flags now apply to the following in addition to the new function:

-A_RemoveTarget
-A_RemoveMaster
-A_RemoveTracer
-A_RemoveChildren
-A_RemoveSiblings
2014-09-28 08:15:00 -05:00
fdari a2f7b86a0f IsPointerEqual (ACS and Decorate)
Decorate: IsPointerEqual(int aaptr_selector1, int aaptr_selector2)
ACS: IsPointerEqual(int aaptr_selector1, int aaptr_selector2, int tid1 = 0, int tid2 = 0)

Compare the pointers values returned by two pointer select operations. Returns true if they both resolve to the same value. Null values can be explicitly tested using IsPointerEqual(AAPTR_NULL, ...)

ACS: IsPointerEqual(int aaptr1, int aaptr2, int tid1 = 0, int tid2 = 0)

This function lets you compare pointers from other actors than the activator, using tids. Tid1 determines the actor used to resolve aaptr1, Tid2 does the same for aaptr2. If tid1 and tid2 are equal, the same actor will be used for resolving both pointers (that could always happen randomly; this way you know it will happen).
2014-09-28 11:52:37 +02:00
MajorCooke 97d5d614c4 - Fixed: SXF_NOPOINTERS didn't clear LastHeard, causing monsters to spawn with targets. 2014-09-27 16:50:24 -05:00
MajorCooke 68a5db3c8c - Added SXF_NOPOINTERS for A_SpawnItemEx.
- Added WARPF_ABSOLUTEPOSITION for A_Warp.
2014-09-27 13:22:14 -05:00
Christoph Oelckers e025f40902 - more redundancy removal: Consolidated the common part of the A_Kill* functions into a subfunction. 2014-09-27 08:54:18 +02:00
Christoph Oelckers afaa88a460 - consolidated the common portion of the 6 different A_Damage* functions into a subfunction. 2014-09-27 08:48:36 +02:00
MajorCooke 0735cb9550 - Updated many functions.
- Added A_KillTarget(damagetype, int flags).
- Added A_KillTracer(damagetype, int flags).
- Added A_RemoveTarget.
- Added A_RemoveTracer.

A_Kill (Master/Target/Tracer/Children/Siblings):
- KILS_FOILINVUL: foils invulnerability.
- KILS_KILLMISSILES: destroys projectiles. Does not work on invulnerable
projectiles without KILS_FOILINVUL, and doesn't work at all on missiles
with NODAMAGE flag.
- KILS_NOMONSTERS: actors that are monsters will not be killed.

A_Damage (Self/Target/Master/Tracer/Children/Siblings):
- DMSS_FOILINVUL: foils invulnerability.
- DMSS_AFFECTARMOR: damages the actor's armor instead of bypassing it
entirely.
- DMSS_KILL: damages the actor by its remaining health (useful for
modular DECORATE programming).

- Added A_SpawnItemEx flags:
- SXF_SETTARGET: sets the calling actor as the target.
- SXF_SETTRACER: sets the calling actor as the tracer.
Both of these functions take priority similar to SXF_SETMASTER over
SXF_TRANSFERPOINTERS.
2014-09-27 00:10:31 -05:00
MajorCooke 5b71ce6dcb - Added FDARI's A_JumpIfHealthLower patch.
Now with pointer accessibility.
2014-09-26 11:48:20 -05:00
Christoph Oelckers 80060cf1ac Merge branch 'checkclass' of https://github.com/MajorCooke/zdoom 2014-09-26 08:30:33 +02:00
MajorCooke 6586fa29fd - Added FDARI's A_JumpIf CheckClass submission.
- bool CheckClass(string classname, int ptr_select = aaptr_default, bool
match_superclass = false)
2014-09-25 23:56:10 -05:00
MajorCooke 422e83a1b9 - Added more A_Damage functions:
- A_DamageTarget
- A_DamageTracer
-Both take a number for how much damage to deal and the damagetype to
inflict. Negative numbers means healing.
2014-09-25 23:12:25 -05:00
MajorCooke b1f87295b8 - Added A_DamageSelf.
- A_DamageSelf(int amount, name damagetype)
2014-09-25 16:47:41 -05:00
Christoph Oelckers cbf72fe992 - fixed: Since the serializing code cannot distinguish between user variables of the same name coming from different actors in an inheritance chain, this kind of name duplication must be prohibited. 2014-09-21 08:32:39 +02:00
MajorCooke 44683657f2 - Added jpalomo's A_SetSpeed patch. 2014-09-20 17:34:57 -05:00
alexey.lysiuk 0f602fb1ce Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-09-20 11:54:21 +03:00
MajorCooke 5c4ad9be68 Added Blue Shadow's A_SpawnItemEx changes: (1/2)
SXF_TRANSFERALPHA and SXF_TRANSFERRENDERSTYLE
2014-09-19 14:15:31 -05:00
MajorCooke 7a62459c00 Allow SXF_SETMASTER to work on non-monsters. 2014-09-18 17:58:06 -05:00
alexey.lysiuk c7fc44062e Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-09-13 16:12:14 +03:00
Christoph Oelckers 2be3b776d8 - fixed: A_CustomMissile should not jump to the See state for dead monsters when using CMF_CHECKTARGETDEAD. 2014-09-13 10:15:09 +02:00
alexey.lysiuk 0a5dd94072 Fixed whole program (link-time) optimization build with Clang 2014-08-03 12:20:30 +03:00
Randy Heit ea7ba9dba3 Add per-actor friction
- This is multiplied by the sector's friction.
- This is intentionally not serialized yet, while awaiting feedback.
2014-07-28 23:15:50 -05:00
Christoph Oelckers 6d4eb7f62d - changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned. 2014-07-27 10:07:37 +02:00
Christoph Oelckers 7d7f146ce1 - fixed: transferring a translation to a missile needs to check if the missile was spawned successfully. 2014-06-28 15:21:19 +02:00
alexey.lysiuk 65203760a8 Fix incorrect actor flag handling on big endian platforms 2014-06-28 11:00:08 +03:00
Christoph Oelckers e56e525d0f - A_FireCustomMissile transfer tranlsation flag, code submission by jpalomo 2014-06-22 08:55:21 +02:00
Christoph Oelckers 30f57c0b8e - added new renderstyles AddStencil and AddShaded. 2014-05-13 21:16:06 +02:00
Christoph Oelckers 63a0e01c6a Merge branch 'interpview_optin' 2014-05-08 09:17:00 +02:00
Christoph Oelckers 67ebbe3ed4 made some changes to turn the CF_INTERPVIEW flag when changing angles into an op-in feature instead of making it automatic. 2014-05-08 09:15:56 +02:00
Christoph Oelckers 3f8c7239af Merge branch 'master' of https://github.com/Gaerzi/zdoom 2014-04-24 09:41:54 +02:00
Gaerzi 7c3660087e Restore shadow renderstyle.
It was accidentally lost in r3085.
2014-04-22 13:32:33 +02:00
Gaerzi 83182b703d Added slow monsters, the inverse of fast monsters
This is a skill setting only, no "always slow" or "never slow" actor
flags, and no DM flags.
2014-04-15 21:01:49 +02:00
Edward Richardson 4270838613 CANRAISE state definition
CANRAISE state for allowing a monster to be resurrected without an
infinite frame
2014-04-12 22:02:19 +12:00
Gaerzi 18f2644162 A_Log formatted text
Make DECORATE version of Log consistent with ACS version.
2014-02-22 04:09:52 +13:00
Christoph Oelckers c959b3f250 - added 'subtract' render style to DECORATE parser. This is actually 'reverse subtract' 2013-12-05 15:28:09 +01:00
Randy Heit 6c7788d2ad Make global symbols survive GC runs
- The global symbol table was never marked by the GC, so anything pointed
  only by it was fair game to disappear.
- Don't clear the global symbol table during DECORATE parsing. Junk in
  there should be considered constant after initialization.
2013-10-29 22:05:43 -05:00
Randy Heit b227a2f508 Add the basic types to the global symbol table 2013-10-29 22:05:16 -05:00
Randy Heit 1f723c10ae Add CF_INTERPVIEW for players.
- Added CF_INTERPVIEW flag for players. A_SetPitch/A_SetAngle and the
  similar ACS APROPs set this when changing an angle. This forces the
  renderer to interpolate the view angles instead of updating with the
  latest mouse positions. The effect lasts one tick.
2013-10-09 21:50:24 -05:00
Randy Heit fc843c28ba Merge branch 'maint' 2013-09-18 22:06:31 -05:00
Randy Heit a7a7d5d6b3 Add missing prantheses for A_CustomPunch's puffFlags calculation
- Fixed: Need parentheses for precedence when setting puffFlags in
  A_CustomPunch. Otherwise, it's completely broken.
2013-09-18 21:25:00 -05:00
Randy Heit 2ab3974752 Add a PSymbolConstString class
- Constants can be strings, but the existing PSymbolConst couldn't handle
  them. The old PSymbolConst is now PSymbolConstNumeric, and the new
  PSymbolConst is a now a baseclass for it and PSymbolConstString.
2013-09-10 22:01:00 -05:00
Randy Heit 6584819d01 Use PType for typing things in PSymbolConst. 2013-09-07 20:35:46 -05:00
Christoph Oelckers 251cdacf26 Merge branch 'master' into scripting
Conflicts:
	src/g_shared/a_randomspawner.cpp
	src/g_strife/a_strifeweapons.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/constants.txt
2013-09-03 09:01:28 +02:00
Randy Heit 33ee8f9fef Merge branch 'maint' 2013-08-29 22:27:49 -05:00
Randy Heit 7143ae49e1 Fixed: CheckPlayerCamera not sync safe
-  If a player is spying through another player, CheckPlayerCamera will
   return the TID of the player you are "spying", but as coopspy isn't a
   net command, this wont be reflected by all nodes. So to fix this,
   CheckPlayerCamera now returns -1 if a player's camera is that of any
   player at all. (thanks edward850)
2013-08-29 21:45:37 -05:00
Randy Heit aac0de3e48 Fixed: Make A_SetTics work with weapons.
- When A_SetTics is called from a weapon, we need to set the tics for the
  psprite instead of the actor itself.
2013-08-29 21:40:01 -05:00
Braden Obrzut 0fb37ca5f1 Merge branch 'maint' 2013-08-27 20:41:10 -04:00
Braden Obrzut 5079d6c505 - Fixed: clang 32-bit compile (I hear it still doesn't run though).
- Applied edward's patch to remove boolean increment.
2013-08-27 20:28:38 -04:00
Randy Heit 956d754804 DECORATE cleanup
- Remove some ExpVal stuff that wasn't used.
2013-08-23 22:17:08 -05:00
Randy Heit 2f7183b937 Use PField instead of PSymbolVariable for DECORATE expressions
- The type systems used by PField and FxExpression are completely
  incompatible, but I think I got the differences taken care of as far
  as ParseNativeVariable(), ParseUserVariable(), and FxClassMember are
  concerned.
- Support for declaring native bool variables has been removed for the time
  being. It wasn't used anyway.
- Removed PSymbolVariable.
2013-08-23 22:02:51 -05:00
Randy Heit a69089ffd7 Change disassembly dumps to be controlled from one spot
- Instead of changing three places to turn disassembly dumps on and off,
  do it with just one place. As a side effect, this now handles the case
  where the dump file can't be opened.
2013-08-23 21:43:56 -05:00
Randy Heit 3f6c3fa927 Remove unused GetVariableValue() 2013-08-21 23:19:46 -05:00
Randy Heit d798c7896c Remove FxGlobalVariable class 2013-08-21 23:01:41 -05:00
Randy Heit 01822c002f Use PField instead of PSymbolVariable for A_SetUserVar/Array 2013-08-21 22:58:12 -05:00
Randy Heit 6198c000af Fix A_DropItem from merge 2013-08-21 22:31:40 -05:00
Christoph Oelckers 3e4678765b Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/thingdef/thingdef_codeptr.cpp
2013-08-18 12:18:59 +02:00
Randy Heit 5fe5fe7c51 Merge branch 'scripting' of github.com:rheit/zdoom into scripting 2013-08-14 22:15:28 -05:00
Randy Heit cf87d0f1e9 Use PFunction instead of PSymbolActionFunction in DECORATE parser 2013-08-14 22:00:16 -05:00
Christoph Oelckers 7a87e08107 - added MF7_ALWAYSTELEFRAG flag that causes an actor to be telefragged by everything that teleports into the same place. 2013-08-13 21:01:14 +02:00
Christoph Oelckers 61c94648dc - added ACS CheckFlag function. 2013-08-12 22:38:52 +02:00
Christoph Oelckers aa03609b69 - added IF_TOSSED inventory flag. 2013-08-12 21:00:23 +02:00
Christoph Oelckers be1a00c537 Merge branch 'maint' 2013-08-12 20:42:21 +02:00
Christoph Oelckers e14590d8ce - moved NOTELESTOMP to flags7. When committing I was accidentally on maint instead of master and in master flags6 was already full. 2013-08-12 20:41:33 +02:00
Christoph Oelckers 44a1b94ad9 - added MF6_NOTELESTOMP flag that prevents an actor from telefragging under all possible circumstances. 2013-08-12 20:23:54 +02:00
Christoph Oelckers f2c250d35d - flags7 variable added to AActor. 2013-08-12 20:09:21 +02:00
Christoph Oelckers 2bcc5cd7cc Merge branch 'maint' 2013-08-12 09:14:18 +02:00
Christoph Oelckers ecfe67dd78 - removed weirdness from Powerup.Strength property that was specifically tailored to its use on PowerInvisibility and made its use problematic elsewhere. 2013-08-12 09:13:55 +02:00
Christoph Oelckers fabf8272e6 Merge branch 'maint' 2013-08-11 21:04:17 +02:00
Christoph Oelckers c0174ea7cd - Added A_DropItem for DECORATE. 2013-08-11 20:48:08 +02:00
Christoph Oelckers c8f0df44f2 Merge branch 'maint'
Conflicts:
	src/am_map.cpp
2013-08-10 09:41:50 +02:00
Christoph Oelckers 25ec3fb8fe - added MF6_RELATIVETOFLOOR flag. 2013-08-10 09:32:55 +02:00
Christoph Oelckers 211d293002 - added MF6_NOTONAUTOMAP flag to exclude things from being shown with the scanner powerup. The IDDT cheat will not be affected by this. 2013-08-10 08:53:37 +02:00
Christoph Oelckers 9c12c03684 Merge branch 'maint' 2013-08-09 20:36:08 +02:00
Christoph Oelckers a78ad3188b - added MF5_NOFORWARDFALL flag to prevent attacks from making its victim fall forward randomly. 2013-08-09 20:20:23 +02:00
Christoph Oelckers bba092cc0b Merge branch 'master' into scripting
Conflicts:
	src/d_player.h
	src/g_doom/a_archvile.cpp
	src/thingdef/thingdef.h
	src/thingdef/thingdef_properties.cpp
2013-08-09 13:03:28 +02:00
Christoph Oelckers 21bce3b0c4 Merge branch 'maint' 2013-08-09 12:51:26 +02:00
Christoph Oelckers 34b71baad1 - added Player.Aircapacity property which is used as a multiplier for the level's air supply. 2013-08-09 11:57:14 +02:00
Randy Heit 5cc8a9c2a7 Remove redundant Resolves
- ParseExpression() calls Resolve() on the FxExpression before returing
  it, so there's no need to immediately Resolve() what it returns.
2013-08-02 21:19:05 -05:00
Randy Heit 4f528e3832 Remove lax from FCompileContext
- It's always set to true these days, so let's get rid of it.
2013-08-02 21:13:40 -05:00
Randy Heit 09c902ce55 Remove isconst from FCompileContext.
- It's not used anymore, so keeping it around is pointless.
2013-08-02 21:09:49 -05:00
Edoardo Prezioso 0dc70f847c - Be more compatible with C++11 narrowing conversions system. 2013-07-31 12:27:54 +02:00
Edoardo Prezioso 8cab8f180b - Be clear about the safe 'memset/memcpy' operations on virtual classes.
Since I remember that 'memset/memcpy' is safe in this code, it should be okay to cast to the generic pointer all the 'virtual class' arguments before calling the above functions. Shuts up Clang warnings.
2013-07-31 12:23:31 +02:00
Randy Heit 58f088c1ab Remove FxExpression::EvalExpression() entirely
- For the purposes of getting constant values from expressions, the only
  class where Resolve doesn't duplicate the functionality of
  EvalExpression was FxConstant. So, every other class has had its
  EvalExpression taken away, and FxConstant has had it renamed to GetValue.
2013-07-30 22:52:27 -05:00
Randy Heit c810b4d724 Use new degree FLOPs for DECORATE expressions.
- Now that the VM supports degrees, use those instructions when emitting
  code for cos and sin DECORATE expressions. (This looks like it also
  fixed a bug where sqrt also did the degree to radian conversion.)
2013-07-28 20:31:23 -05:00
Randy Heit 0468b1f9ce Delete default expressions for action definitions
- After StateParams was removed in commit 4a1fbdb, the expressions for
  default paramaters that ParseActionDef() created went nowhere and were
  lost. Properly throw them away by deleting them as soon as they've been
  parsed.
2013-07-28 20:05:07 -05:00
Randy Heit 241622300e Removed some EvalExpression implementations
- Removed EvalExpression() implementations from some subclasses of
  FxExpression that don't make any sense in the context of evaluating a
  constant value.
2013-07-28 19:40:48 -05:00
Randy Heit 2c24e7f9c6 Remove self pointer from FxExpression::EvalExpression()
- Every place that calls this now (which are all in thingdef_parse.cpp)
  passed NULL for the self pointer, so it was superfluous to have around.
2013-07-28 19:28:14 -05:00
Christoph Oelckers 909ec2e35a Merge branch 'maint' into scripting 2013-07-28 10:47:17 +02:00
Randy Heit 4a1fbdb32a Remove all state expression/param stuff
- This all became vestigial code after the relevant information was all
  moved into FStateTempCall. Now that the MBF code pointer code has been
  converted, I can be sure it wasn't still used anywhere.
2013-07-27 22:34:44 -05:00
Randy Heit 6cf0916f72 Use VMFunctionBuilder::EmitParamInt in thingdef_expression.cpp 2013-07-27 22:06:14 -05:00
Randy Heit 070c0a9e30 Stop leaking function damage expressions.
- Function damage expressions parsed from DECORATE are now stored in a
  single array and deleted at the end of FinishThingdef().
2013-07-25 21:42:30 -05:00
Christoph Oelckers cbc0b70e7c - TransferStencilColor A_SpawnItemEx patch / by Ryan Cordell. 2013-07-24 20:15:17 +02:00
Randy Heit 9c86f1c220 Merge branch 'master' into scripting for plugged userinfo memory leak
Conflicts:
	src/d_player.h
	src/p_interaction.cpp
	src/thingdef/thingdef_codeptr.cpp
2013-07-23 21:01:13 -05:00
Christoph Oelckers f3d8790995 Merge branch 'maint' of https://github.com/rheit/zdoom into maint 2013-07-22 22:54:45 +02:00
Christoph Oelckers 83bd8ba1b8 - added NeuralStunner's player.userange submission, but changed it to use the value directly from the PlayerPawn data.
- bumped savegame version for addition of APlayerPawn::userange.
2013-07-22 22:37:50 +02:00
Christoph Oelckers a90b49dc72 - added string table replacement for A_Print, A_PrintBold and A_Log. 2013-07-14 14:33:45 +02:00
Randy Heit 4deeb8d8ae Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/p_local.h
	src/p_map.cpp
	src/sdl/i_main.cpp
	src/thingdef/thingdef_codeptr.cpp
2013-06-25 19:28:25 -05:00
Christoph Oelckers 94a3d92f93 Merge branch 'maint' 2013-06-24 16:49:51 +02:00
Christoph Oelckers 394f21f71e - fixed: Draining health from a victim must check for damage reduction before awarding the health to the player. This affected Heretic's gauntlets, A_Saw and A_CustomPunch.
- added a DONTDRAIN flag that prevents the above attacks from draining any health at all.
2013-06-24 16:42:43 +02:00
Christoph Oelckers 7d56311152 - added Ryan Cordell's A_CheckRange submission. 2013-06-23 18:45:17 +02:00
Randy Heit 459ad5abff - Updated scripting branch to latest version in trunk.
SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Randy Heit 2d13a45773 - Added read access to an actor's melee range from DECORATE and ACS, via Blue Shadow.
SVN r4305 (trunk)
2013-06-01 02:23:27 +00:00
Christoph Oelckers 9e3c6a3cc7 - fixed parameter type for Floatbobphase property.
SVN r4300 (trunk)
2013-05-31 18:10:41 +00:00
Christoph Oelckers ad12be4877 - fixed inappropriate type for FloatBobPhase property.
SVN r4299 (trunk)
2013-05-30 21:10:54 +00:00
Christoph Oelckers a7c2346b32 - added a FloatBobPhase property for DECORATE. Now, if FloatBobPhase is anything but -1 it will be used directly as the initial phase, allowing to define actors that bob in sync. The allowed range of phases is 0 - 63. The main reason for this is that each actor spawn called the pr_spawnmobj RNG just to randomize this value which causes problems with non-interactive actors, in particular GZDoom's dynamic lights.
SVN r4296 (trunk)
2013-05-30 08:52:29 +00:00
Randy Heit 504496278b - Fixed: FxBinaryInts that needed to cast the right-side parameter to an int resolved the left
side instead.

SVN r4265 (trunk)
2013-05-13 02:55:48 +00:00
Randy Heit 894c4198b0 - Fixed possible NULL pointer deref in A_FireBullets
SVN r4263 (trunk)
2013-05-13 02:27:39 +00:00
Randy Heit c63273348a - Fixed possible NULL pointer deref in A_CustomPunch
SVN r4255 (trunk)
2013-05-12 18:31:36 +00:00
Randy Heit 2668988870 - Switched to a genericly extensible representation for userinfo.
- Fixed: The playerinfo CCMD did not range check the player number.

SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit 9072c25e65 - Added a big-endian fix for actor flag fields that aren't four bytes wide.
SVN r4251 (trunk)
2013-05-05 00:01:51 +00:00
Randy Heit 40f7abb8e9 - Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via
DECORATE). Then you can use:
  * Bounce
  * Bounce.Floor
  * Bounce.Ceiling
  * Bounce.Wall
  * Bounce.Actor
  * Bounce.Actor.Creature
  Partial matches work just like Pain states, so if an actor bounces off a floor and you don't
  have a Bounce.Floor state, but you do have a Bounce state, it will use the Bounce state.
  Conversely, if you only have a Bounce.Floor state but no Bounce state, then the actor will
  only enter the Bounce.Floor state when it bounces on a floor; bouncing off anything else will
  not cause it to change state.

SVN r4250 (trunk)
2013-05-04 22:52:37 +00:00
Christoph Oelckers bed47c6eff - A_KIllSiblings and A_DamageSiblings didn't check for a valid master.
SVN r4242 (trunk)
2013-04-30 06:48:53 +00:00
Randy Heit 0e19a0e330 - Added a NODELAY state flag. This is only valid for a state immediately following a Spawn label.
When set, the actor will run this state during its first tick. This means Spawn
  states may now run an action function if you set this flag. Note that this action function
  is executed during the actor's first tick, which is not the same as when it is spawned.

SVN r4240 (trunk)
2013-04-30 04:20:09 +00:00
Randy Heit 5dc034c2ed - Fixed: A_RemoveSiblings and A_KillSiblings did not check that the caller had a master to deduce siblings from.
SVN r4237 (trunk)
2013-04-30 02:46:47 +00:00
Randy Heit f7aa019f85 - Stylistic changes.
SVN r4236 (trunk)
2013-04-30 02:45:15 +00:00
Randy Heit e92560b4da - Be consistent with whitespace tabs.
SVN r4235 (trunk)
2013-04-30 02:41:59 +00:00
Christoph Oelckers 9f71c7cb4e - added Xaser's reactiontime for ACS and DECORATE expression patch.
SVN r4222 (trunk)
2013-04-20 21:32:03 +00:00
Randy Heit cb64014494 - Added CROUCHABLEMORPH flag for the PlayerPawn class. Use this to indicate that a morphed
player class can crouch. (Regular players can always crouch, hence the name CROUCHABLEMORPH
  and not CANMORPH or ALLOWMORPH.)

SVN r4221 (trunk)
2013-04-19 02:24:20 +00:00
Randy Heit ec6d522a29 - Remove the requirement that only action function default parameters can accept a constant
expression that evaluates to the class 'None'. (I don't know why that was there to begin with.)

SVN r4210 (trunk)
2013-04-09 22:15:41 +00:00
Randy Heit 147da94e2f - Added FDARI's CLOFF_JUMP_ON_MISS and CLOFF_AIM_VERT_NOOFFSET flags.
SVN r4207 (trunk)
2013-03-28 01:29:23 +00:00
Randy Heit 324b13c89b - Added Weapon.MinSelectionAmmo1 and Weapon.MinSelectionAmmo2 to exclude weapons from autoselection
even if they have enough ammo to be used.

SVN r4203 (trunk)
2013-03-24 02:25:12 +00:00
Randy Heit f9915d7cf2 - Added FDARI's A_CheckLOF, modified to use a Trace callback function.
SVN r4201 (trunk)
2013-03-23 02:55:59 +00:00
Randy Heit c54ea7f6b7 - Added SXF_TRANSFERSPECIAL and SXF_CLEARCALLERSPECIAL flags for A_SpawnItemEx.
SVN r4199 (trunk)
2013-03-23 01:22:37 +00:00
Randy Heit 2874d927b1 - Random spawners no longer move the missile forward when spawning them, because presumably
whatever spawned the random spawner already took care of this.
- Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely 
  move the spawned missile outside of its shooter (and potentially beyond a wall the shooter
  might happen to be standing next to).

SVN r4194 (trunk)
2013-03-21 03:06:04 +00:00
Randy Heit 53e73783e0 - Added spawnofs_z parameter to A_RailAttack and A_CustomRailgun.
SVN r4191 (trunk)
2013-03-20 03:36:45 +00:00
Randy Heit 277d59b2bb - Added flags SXF_CLEARCALLERTID, SXF_MULTIPLYSPEED, and SXF_TRANSFERSCALE for A_SpawnItemEx.
SVN r4188 (trunk)
2013-03-20 03:07:45 +00:00
Randy Heit de20936b13 - Allow negative force for A_RadiusThrust.
SVN r4187 (trunk)
2013-03-20 02:41:59 +00:00
Christoph Oelckers b0203c9f1d - added Xaser's SXF_USEBLOODCOLOR for A_SpawnItemEx submission
SVN r4181 (trunk)
2013-03-13 11:27:30 +00:00
Randy Heit 8410ac760a - Added A_SetDamageType.
SVN r4180 (trunk)
2013-03-13 04:04:48 +00:00
Christoph Oelckers c7aa7e2a4b - missing NORANDOMPUFFZ code.
SVN r4177 (trunk)
2013-03-09 07:09:40 +00:00
Randy Heit bd601a1bc8 - Added NOTRAIL flag for PowerSpeed.
SVN r4146 (trunk)
2013-02-19 02:44:49 +00:00
Randy Heit ae6b0c6215 - Added IF_NOSCREENFLASH>
SVN r4145 (trunk)
2013-02-19 02:27:41 +00:00
Braden Obrzut dcb1a3c8bd - GCC warning cleanup
SVN r4031 (trunk)
2013-01-21 22:30:30 +00:00
Braden Obrzut de65ae809f - Fixed: BobStyle was assigned as if they were flags.
SVN r4027 (trunk)
2013-01-17 19:25:22 +00:00
Randy Heit 549712e719 - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
can perform based on the amount of damage actually taken after all modifications are done to
  it. However, if the damage is canceled away, blood will still spawn for the original damage
  amount rather than the modified amount.

SVN r4012 (trunk)
2013-01-02 04:39:59 +00:00
Randy Heit dfe470e5f2 - Added JLOSF_NOAUTOAIM flag for when you want to use A_JumpIfTargetInLOS in conjunction with
something that never autoaims, such as a railgun.
- Fixed: A_JumpIfTargetInLOS should use P_AimLineAttack() instead of P_BulletSlope(), because the
  latter intentionally checks to the sides of the aimed line.

SVN r4007 (trunk)
2013-01-02 03:17:52 +00:00
Randy Heit a71736b598 - Fixed: If there are not enough states for a spawned debris chunk, A_SpawnDebris should still
fling it somewhere.

SVN r3963 (trunk)
2012-11-10 03:38:52 +00:00
Randy Heit 2ce1debe8d - Added FDARI's get actor height and radius patch.
SVN r3955 (trunk)
2012-11-09 23:06:40 +00:00
Randy Heit c2e700f116 - Move the RET and RETI final flag into the high bit of the destination selector.
SVN r3922 (scripting)
2012-10-29 01:11:24 +00:00
Christoph Oelckers b630410372 - fixed: CreateDamageFunction needs to return NULL for a damage value of 0 to preserve the collision detection handling of non-damaging actors.
SVN r3920 (scripting)
2012-10-28 06:56:56 +00:00
Randy Heit 6e88529324 - Added a RETI instruction for returning 15-bit signed immediate values.
- Changed Actor's Damage property into an actual function. All access to the damage property
  must now be done through GetMissileDamage. actor->GetMissileDamage(0, 1) is equivalent
  to the former actor->Damage, for the case where actor->Damage was not an expression. (I
  suppose I will probably need to make a thunk for DECORATE expressions that want to read it.)
- Cleaned up some decorate expression evaluation functions that are no longer used.

SVN r3919 (scripting)
2012-10-28 04:36:52 +00:00
Randy Heit e6b150bab9 - Fixed: A_Explode should always perform the distance <= 0 check, not just when damage < 0.
SVN r3914 (scripting)
2012-10-27 02:13:53 +00:00
Randy Heit ac251cfe80 - Fixed: FxCompareEq::Emit()'s output must be in an integer register.
SVN r3910 (scripting)
2012-10-26 20:27:49 +00:00
Randy Heit 83480fd7f3 - Fixed: A_CustomMissile's pitch argument is an angle, not an int.
SVN r3909 (scripting)
2012-10-26 20:12:55 +00:00
Randy Heit aade32a749 - Add PClass::AllClasses to the list of root items for the GC. Failure to do so will cause any
actors with names that conflicted with preceding actors from being freed, even though they
  can still be accessed via PClassActor::AllActorClasses, which gets iterated over in a number
  of places. (e.g. Zen Dynamics defines a Grenade actor, although there is one in zdoom.pk3 now.
  The Zen Dynamics' version would not go in the TypeTable, so it would be collected on map load,
  leading to a crash when attempts to access it through AllActorClasses are made.)

SVN r3908 (scripting)
2012-10-26 19:52:24 +00:00
Randy Heit 1a02d16356 - Added DecoFindSingleNameState for the extremely common case of finding a state with only
one name in its label. This avoids the alloca and security cookie calls.
- Consolidated lots of copy-pasted code in thingdef_expression.cpp to install helper functions
  into FindDecorateBuiltinFunction().

SVN r3907 (scripting)
2012-10-26 04:04:06 +00:00
Randy Heit 5c6bf0aeb4 - Fixed: FxCompareEq::Emit() needs to allocate the output register before freeing the inputs.
SVN r3906 (scripting)
2012-10-25 03:56:09 +00:00
Randy Heit 0dae6527ad - Fixed: FxCompareRel::Emit() needs to allocate the output register before freeing either of
the operands.

SVN r3903 (scripting)
2012-10-23 03:19:26 +00:00
Randy Heit d0c91083bc - Re-jigged DoJump() to not be recursive so that 0-tic A_Jump* loops are no longer
able to potentially blow up the stack.

SVN r3902 (scripting)
2012-10-23 03:19:17 +00:00
Randy Heit 2c92941f6b - Fixed: FxCompareRel::Emit() generated broken code for floating point operands.
SVN r3895 (scripting)
2012-10-18 04:04:33 +00:00
Randy Heit 38d7b7d203 - Fixed errors and warnings when compiling with GCC. (Unfortunately, the VC++ debug builds
become ungodly slow when using mods with complex DECORATE. The GCC debug builds run just
  fine, however. Hopefully this is something that can be fixed later with an assembly-optimized
  version of the main VM loop, because I don't relish the thought of being stuck with GDB
  for debugging.)
- Fixed: The ACS_Named* action specials were erroneously defined as taking strings instead of
  names.
- Fixed: Copy-paste error caused FxMultiNameState::Emit to generate code that called
  DecoNameToClass instead of DecoFindMultiNameState.
- Updated FxActionSpecialCall::Emit for named script specials.
- Fixed inverted asserts for FxMinusSign::Emit and FxUnaryNotBitwise::Emit.


SVN r3893 (scripting)
2012-10-18 03:19:27 +00:00
Randy Heit e7efa1d802 - Update to latest version in trunk.
SVN r3890 (scripting)
2012-10-17 04:24:54 +00:00
Randy Heit 81ce8b28f2 - Added the Inventory flag IF_NEVERRESPAWN.
SVN r3885 (trunk)
2012-10-11 04:12:35 +00:00
Randy Heit a77705e04e - Added A_JumpIfTargetOutsideMeleeRange and A_JumpIfTargetInsideMeleeRange because I thought
I could be clever and have the beggar chase after you some after you attack him, with a
  random chance to cease pursuit. However, that didn't look much different from his normal
  wandering animation, and he usually gave up before getting anywhere near you, so it was
  kind of pointless. I kept the action functions around anyway, since they're simple things that
  somebody else might find useful.
- Added a melee range check to A_SentinelRefire for actors without missile states. This fixes
  Strife's Beggar trying to attack you when you're nowhere near him.

SVN r3863 (trunk)
2012-09-06 03:36:25 +00:00
Randy Heit 6a91335841 - Turned A_Explode's affectsource parameter into a flags parameter and added XF_NOTMISSILE
and RTF_NOTMISSILE so that you can use A_Explode and A_RadiusThrust with non-missiles without
  them telling P_RadiusAttack() that the target is the source.

SVN r3860 (trunk)
2012-08-30 04:01:50 +00:00
Randy Heit a94cf9d548 - Added A_SetTics.
SVN r3851 (trunk)
2012-08-24 21:02:49 +00:00
Randy Heit 1c71c1dce1 - Added support for random state durations. Instead of defining a frame like this:
POSS A 10 A_Look
  You can define it as:
    POSS A random(10,20) A_Look
  and the state will last a random duration between 10 and 20 tics, inclusive.

SVN r3847 (trunk)
2012-08-23 01:00:30 +00:00
Randy Heit d5d4584008 - Ignore the Skulltag-based SERVERSIDEONLY flag in actor definitions.
SVN r3833 (trunk)
2012-08-22 21:35:47 +00:00
Randy Heit 100391507e - Added two new PlayerPawn properties:
* GruntSpeed: The minimum speed a player must be falling at the time of landing to play *grunt.
  * FallingScreamSpeed: When a player is falling within this range of speeds, they will play *falling.

SVN r3829 (trunk)
2012-08-14 03:24:59 +00:00
Randy Heit 27f6d431ca - Trying to replace an actor that does not exist is now a warning rather than an error.
SVN r3820 (trunk)
2012-08-12 03:36:49 +00:00
Randy Heit 9c0b0dc774 - Add the bob offset to the missiles spawned by P_SpawnMissile(), P_SpawnMissileAngle(), P_SpawnMissileAngleSpeed(), A_MissileAttack, A_ComboAttack, A_BasicAttack, A_CustomMissile, A_CustomComboAttack, A_ThrowGrenade, A_SpawnDebris, and A_Burst.
- Add the bob offset to the value returned by GetActorZ.

SVN r3795 (trunk)
2012-07-30 00:05:24 +00:00
Randy Heit 97372c9c05 - Changed A_SpawnItem and A_SpawnItemEx to take the caller's floatbob into account when calculating the spawned actor's z.
SVN r3790 (trunk)
2012-07-27 02:01:36 +00:00
Randy Heit fcceeb814a - Changed state calls to use the VM's standard return value mechanism. StateCallData has been
removed as a result, so now action functions take a minimum of three parameters rather than four.

SVN r3770 (scripting)
2012-07-17 05:31:41 +00:00
Randy Heit e1a2f3b546 - Added the TAIL instruction to perform a CALL and a RET in the same instruction. The called
function will pass its results directly to this function's caller. Eventually, this should
  be changed to do a proper tail call for scripted functions.

SVN r3769 (scripting)
2012-07-17 04:06:28 +00:00
Randy Heit 644f0c0e05 - Add a name to VMFunction so that the disassembly can be more informative.
SVN r3768 (scripting)
2012-07-17 03:35:03 +00:00
Randy Heit d85604da19 - Update scripting branch to latest version of trunk.
SVN r3767 (scripting)
2012-07-17 02:53:53 +00:00
Randy Heit fdc6a03125 - Remove Item from StateCallData, since it isn't read anywhere.
SVN r3766 (trunk)
2012-07-15 23:00:16 +00:00
Randy Heit a26cd841ae - Fixed: Getting remorphed into a chicken should give you a Tome of Power so that you become a
super chicken. Rawr! The PlayerPawn flag CANSUPERMORPH now enables this.

SVN r3763 (trunk)
2012-07-15 03:10:00 +00:00
Randy Heit 6f93b88245 - Fixed type in A_Respawn.
SVN r3762 (trunk)
2012-07-15 01:59:49 +00:00
Randy Heit 615f49572b - Fix assertion failure when using FRandom.
SVN r3759 (scripting)
2012-07-14 03:10:47 +00:00
Randy Heit 562cf04db2 - Update scripting branch to trunk.
SVN r3758 (scripting)
2012-07-14 03:04:41 +00:00
Randy Heit ba00e3a185 - Remove FloatBobOffsets[], since it's just a mini-finesine[] table multiplied by 8.
SVN r3753 (trunk)
2012-07-11 02:50:13 +00:00
Randy Heit 8a925757f5 - Added the item flag IF_RESTRICTABSOLUTELY. When this is set, players of the wrong class cannot
pickup an item at all. (For instance, normally players in Hexen can still pick up other players'
  weapons for ammo. With this flag set, they cannot do that either.)

SVN r3751 (trunk)
2012-07-08 02:45:46 +00:00
Randy Heit fd784b05c2 - Fix some GCC 4.7.1 warnings.
SVN r3747 (trunk)
2012-07-07 03:43:11 +00:00
Randy Heit 5a245af2ad - Fixed: The action function version of ACS_NamedExecuteWithResult only accepted three script parameters.
SVN r3741 (trunk)
2012-07-06 03:09:17 +00:00
Randy Heit 4bbc9266e2 - Fixed: FRandom told the expression evaluator that it returned an int instead of a float, so
using it in in any expression would automatically downcast it to an int unless â‘  its sibling in the expression tree was a float, or â‘¡ it was the only thing in the expression.

SVN r3721 (trunk)
2012-07-01 03:16:37 +00:00
Randy Heit ce8ca26bc9 - Fixed: Don't warn when an Inventory item's Icon is set to "".
SVN r3720 (trunk)
2012-07-01 02:57:00 +00:00
Randy Heit 70c11f7568 - Added RGF_CENTERZ to spawn a rail from the actor's center instead of offsetting it upward.
- Merged all the multiple bool parameters to the railgun functions into a single flags parameter.

SVN r3706 (trunk)
2012-06-22 03:56:08 +00:00
Christoph Oelckers a8ac550827 - fixed: a few DECORATE commands had incorrect parameter lists.
SVN r3700 (trunk)
2012-06-21 07:55:59 +00:00
Randy Heit b982482f74 - Fixed: P_LineAttack() calls that use damage type 'None' should use 'Hitscan' instead.
SVN r3694 (trunk)
2012-06-17 03:18:26 +00:00
Christoph Oelckers 37d9519673 - added Xaser's submission for no impact damage from blasting.
SVN r3693 (trunk)
2012-06-16 09:01:05 +00:00
Christoph Oelckers ff25785781 - removed the MF5_FASTER and MF5_FASTMELEE flags and replaced them with a 'Fast' state flag.
SVN r3692 (trunk)
2012-06-16 08:35:51 +00:00
Christoph Oelckers 3d7c6811c1 - The bouncing check from r3643 cannot be applied retroactively to the existing DOOMBOUNCE flag because mods depend on the old behavior. Instead of modifying BOUNCE_OnOff's behavior the correct way of doing this has to be implemented as a separate flag in order to avoid problems.
SVN r3685 (trunk)
2012-06-10 10:17:49 +00:00
Randy Heit 086d0a797e - Added AActor::SetFriendPlayer() to make setting FriendPlayer cleaner to read when doing it with
a player_t pointer.

SVN r3681 (trunk)
2012-06-09 04:15:56 +00:00
Randy Heit 9473e229f1 - Fix tiny error in A_WolfAttack, courtesy of Gez.
SVN r3666 (trunk)
2012-05-26 01:03:39 +00:00
Christoph Oelckers 7356350d5c - fixed: having a state immediately followed label with a goto immediately following that label did not link the state to its proper next state.
SVN r3661 (trunk)
2012-05-17 11:16:20 +00:00
Randy Heit 0fae305224 - Fixed: A_LookEx did not default to a 180 degree cone.
SVN r3655 (trunk)
2012-05-15 22:05:14 +00:00
Christoph Oelckers 0f8e2441a1 - changed spectral missiles to use FriendPlayer instead of health to distinguish between player spawned and monster spawned versions. Also moved most of this into the basic missile spawning functions instead of littering all spectral missile spawning functions with these initializations.
SVN r3651 (trunk)
2012-05-13 11:17:27 +00:00
Randy Heit 44932a6c56 - Added OB_MPDEFAULT string for being killed by a player for an unknown reason. This can be
overridden in custom player classes by changing their Obituary property to something else.
- ClientObituary() now only looks up the obituary message from the killing player's weapon if the
  damage type was 'Melee' or 'Hitscan'.
- Gave P_GunShot() and A_FireBullets the new damage type 'Hitscan'.
- Switched A_Saw and A_CustomPunch to the 'Melee' damage type.

SVN r3646 (trunk)
2012-05-13 01:06:28 +00:00
Braden Obrzut 206ffd936f - Fixed: r3630 had a missing end parentheses.
- Removed A_KSpiritWeave since it was basically identical to the function CHolyWeave (besides the random number generator object) and was never exported as a native action anywhere.

SVN r3631 (trunk)
2012-05-07 06:14:48 +00:00
Randy Heit 93bdd58725 - Fixed: ACS_NamedExecuteWithResult, the action function, parsed its
parameters incorrectly.



SVN r3630 (trunk)
2012-05-07 01:23:45 +00:00
Christoph Oelckers cbcc7443c6 - added Xaser's bobbing style options submission.
SVN r3615 (trunk)
2012-05-02 20:58:29 +00:00
Randy Heit 70902d9da8 - Implicitly set MF2_PASSMOBJ when BounceType is used in an actor definition so that actors under
or above the bouncer can be checked for bouncing.

SVN r3597 (trunk)
2012-04-26 03:36:01 +00:00
Christoph Oelckers 4df1ea63b5 - added DavidPH's sqrt for DECORATE submission.
SVN r3586 (trunk)
2012-04-22 08:17:27 +00:00
Randy Heit 5b86ce9f7d - If A_SeekerMissile is used with the SMF_LOOK flag and its targets is unseekable, it now clears
its tracer so that it will look for a new target the next time it is called.
- Extended P_RoughMonsterSearch() with a flag to indicate that it should only search for seekable
  targets.

SVN r3572 (trunk)
2012-04-19 03:22:06 +00:00
Randy Heit 5bf3b7113e - Fixed: When using CMF_ABSOLUTEPITCH or CMF_OFFSETPITCH, A_CustomMissile could calculate a
negative missile speed.

SVN r3565 (trunk)
2012-04-15 02:43:37 +00:00
Christoph Oelckers 37f4ee53b9 - applied Xaser's A_RailAttack duration fix.
SVN r3557 (trunk)
2012-04-13 08:15:57 +00:00
Randy Heit d0bba7c3c3 - Added another flag to P_FindFloorCeiling() to get it to do its standard processing but
without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
  A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.

SVN r3542 (trunk)
2012-04-08 05:39:46 +00:00
Christoph Oelckers 40c906f10d - fixed new A_Facetarget pitch code which made some incorrect assumptions about variables' signedness.
- fixed a few compiler warnings.


SVN r3535 (trunk)
2012-04-07 20:44:28 +00:00
Christoph Oelckers 26dbec2aae - added FDARI*s damagetype fix
SVN r3533 (trunk)
2012-04-07 15:29:47 +00:00
Christoph Oelckers 4637ed53fa - added Thomas's patch to add a Pufftype parameter to A_Explode.
SVN r3532 (trunk)
2012-04-07 13:17:38 +00:00
Christoph Oelckers 34820aacd2 - added Xaser's modified version of kgsws's railgun enhancements patch.
SVN r3529 (trunk)
2012-04-07 12:57:44 +00:00
Christoph Oelckers 83620fca1f - added Gez's NOTAUTOAIMED patch but did not set it for Heretic's pod.
SVN r3527 (trunk)
2012-04-07 12:40:50 +00:00
Christoph Oelckers c3638eb338 - added FDARI's submission for A_CustomMissile options.
SVN r3526 (trunk)
2012-04-07 12:36:39 +00:00
Christoph Oelckers 81eef71067 - added FDARI's Default/global damagetype properties submission.
SVN r3523 (trunk)
2012-04-07 12:11:17 +00:00
Christoph Oelckers b044c134d3 - fixed ammo usage issues with Dehacked modified weapons that switch attack code pointers. Unless Dehacked specifies an 'ammo use' value for a weapon any Dehacked modified weapon determines ammo use by attack function, like Doom did originally, and not by the weapon's AmmoUse property. This also addresses that the Cells/BFG shot value always modified the BFG itself.
- fixed: A_Saw depleted ammo after the attack so it still went through with it, even though it was out of ammo.


SVN r3522 (trunk)
2012-04-07 11:33:35 +00:00
Randy Heit 5358fd594b - Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.
The initial spawn did not, so this can prevent respawns of things that were initially
  spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
  also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
  onlymidtex.)

SVN r3518 (trunk)
2012-04-06 04:46:45 +00:00
Randy Heit 64f0e0e984 - Fixed: A_Respawn also needs to use P_SpawnMapThing-like sector finding. Since it is exactly the
same situation A_RestoreSpecialPosition, it now just calls that to do the moving. This also
  means it is no longer limited to respawning things on the floor.

SVN r3514 (trunk)
2012-04-03 04:31:27 +00:00
Christoph Oelckers 3e7473e51a - added handling for MF5_NOINTERACTION to A_Weave.
SVN r3507 (trunk)
2012-04-01 11:15:16 +00:00
Randy Heit 23cda7c685 - Do the P_SightCheck() last in A_JumpIfInTargetLOS, since it's the most expensive check.
- Fixed: A_JumpIfInTargetLOS did the FOV cone check from self -> target rather than from
  target -> self.

SVN r3503 (trunk)
2012-04-01 03:41:08 +00:00
Randy Heit cfb9329c7f - Add Gez's A_RadiusGive.
SVN r3493 (trunk)
2012-03-30 04:28:10 +00:00
Randy Heit 7045bfd19f - Fix another signed/unsigned warning from GCC.
SVN r3458 (trunk)
2012-03-20 02:22:17 +00:00
Randy Heit 77c663a9b8 - In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
for multiplayer: They now always check through the eyes of every player. For players whose
  cameras are not players, they also check through the eyes of those cameras.
- Using spynext/spyprev to switch from a non-player to a player now writes a command to the
  network stream and lets Net_DoCommand() take care of it later. The logic here is that if
  a player is viewing from something that isn't another player, then every player needs to know
  about it for sync purposes. Consequently, when they stop viewing from a non-player and switch
  to a player, everybody needs to know about that too. But if they are viewing from a
  player, it doesn't matter which player it is, so they can spynext/spyprev all they want
  without letting the other players know about it (and without potentially breaking demos--due
  to the above-mentioned two codepointers--while doing it during demo playback).
- Replaced the instances of checking players[consoleplayer].camera for a valid pointer to
  ones that do it for every player.
- Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed.
- Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to
  do substitutions of old objects that are pending deletion.

SVN r3448 (trunk)
2012-03-17 00:52:33 +00:00
Randy Heit 73a78caa5c - Added support for a few extra color ranges to Player.Colorset so that the Strife player's
predefined colors can properly define the standard Strife translation ranges.

SVN r3446 (trunk)
2012-03-16 02:23:31 +00:00
Randy Heit 5a076c1f32 - Fixed: The distance parameter for A_RadiusThrust was defined as fixed, when the parameter
passed to P_RadiusAttack is just a regular int.

SVN r3443 (trunk)
2012-03-16 00:41:11 +00:00
Christoph Oelckers e4880d162f - added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.


SVN r3427 (trunk)
2012-03-11 09:08:35 +00:00
Randy Heit 64e992f648 - Remove seeker missile restriction from A_JumpIfTracerCloser.
SVN r3398 (trunk)
2012-02-28 02:19:57 +00:00
Randy Heit 7b5612c45a - Added ACS_NamedExecuteWithResult for DECORATE expressions. Since this is a pretty long name,
you can also use CallACS, if you wish. The two are synonyms.

SVN r3373 (trunk)
2012-02-21 19:24:02 +00:00
Randy Heit 7561beb212 - Added action functions that work with script names instead of script numbers. They are
named the same as their ACS function equivalents. e.g. From DECORATE, you can now use
  ACS_NamedExecuteAlways to run a script with a name.

SVN r3364 (trunk)
2012-02-16 21:49:09 +00:00
Randy Heit b41dbf8a52 - A_SetPitch now clamps the player's pitch within the valid range. It can
be made to clamp other actors' pitches to within the range (-90,+90)
  degrees with the SPF_FORCECLAMP flag.
- Transmit the local viewpitch limits to the other players.



SVN r3323 (trunk)
2011-12-06 01:25:37 +00:00
Randy Heit 7d502e7789 - Added SMF_CURSPEED flag for A_SeekerMissile to cause it to use the missile's current speed rather than its Speed property.
SVN r3318 (trunk)
2011-11-24 04:27:47 +00:00
Christoph Oelckers 3c47a30249 - added Gez's submission for inventory restrictions but changed the added checks to be in the main CallTryPickup function.
SVN r3296 (trunk)
2011-09-23 08:23:51 +00:00
Randy Heit de8bf651f2 - Fix warnings reported by gcc version 4.5.2 (Ubuntu/Linaro 4.5.2-8ubuntu4)
SVN r3293 (trunk)
2011-09-14 23:24:32 +00:00
Braden Obrzut d6b6a73fee - Fixed MSVC warning.
SVN r3292 (trunk)
2011-09-13 20:13:26 +00:00
Braden Obrzut faa122ede3 - Adjust VisibleToPlayerClass to accept multiple classes as well as work with inheritance.
SVN r3291 (trunk)
2011-09-10 04:24:40 +00:00