- 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.)
- 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.
- 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.
- 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.
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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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].
-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.
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.
- 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.
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.
- 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
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).
- 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.
- 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.
- 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.
- 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.
- 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)
- 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.
- 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.
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.
- 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.
- 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.)
- 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.
- Removed EvalExpression() implementations from some subclasses of
FxExpression that don't make any sense in the context of evaluating a
constant value.
- 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.
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)
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)
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)
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)
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)
- 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)
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)
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)
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)
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)
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)
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)
* 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)
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)
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)
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)
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)
- 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)
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)
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)
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)
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)
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)
- 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)
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)
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)
- allow setting 'Shadow' as default fuzz effect
- changed CVAR conversion that strings 'false' and 'true' get evaluated as integers 0 and 1 respectively so that changing boolean CVARs to int does not destroy their values.
SVN r3076 (trunk)
- Initialize the alt HUD explicitly in D_DoomMain.
- don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.
SVN r3039 (trunk)
- move D_LoadWadSettings to keysections.cpp.
- made some more data reloadable.
- data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)
SVN r3036 (trunk)
- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.
SVN r2826 (trunk)
A_FadeTo(float target, float amount = 0.10, bool remove = false)
Alters transparency towards target by amount. If remove is true, the actor is destroyed if it reaches target.
SVN r2305 (trunk)
- Added new sprite #### and frame character # to specify the behavior of sprite ---- on a
per-sprite and per-frame basis respectively.
SVN r2291 (trunk)
instead of PClass::m_Types (now PClass::AllClasses).
- Removed ClassIndex from PClass. It was only needed by FArchive, and maps take care of the
problem just as well.
- Moved PClass into a larger type system (which is likely to change some/lots once I try and actually use it and have a better feel for what I need from it).
SVN r2281 (scripting)
is not necessarily "self". The only visible change from this should be that inventory items
now set their own variables and not their owners'.
SVN r2235 (trunk)
- fixed memory leaks in SBARINFO and WAD loading code.
- added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this.
SVN r2234 (trunk)
running with the checked VM can be quite slow, since it has asserts everywhere. Some other
fixes were needed before the code actually worked:
- A_CallSpecial needs to have its arguments cast to ints.
- Some functions that set pnum/paramnum directly did not decrement it by 1. This also applies
to A_Jump, though it just uses the value of paramnum instead of changing it.
- Renamed pnum in the PARAM macros to paramnum, since pnum is already used in a few other
places for something different, so this makes searching for it easier.
This has not been tested especially thoroughly, but a first glance seems to indicate success.
SVN r2163 (scripting)
This is compatibility optioned with COMPAT_STAIRINDEX. Also added a compatibility setting for
Eternal Doom MAP25 which relies on Doom's original broken behavior.
- added a few sanity checks for duplicate actor names in DECORATE. ZDoom will now print more warnings
and all crash cases should be properly handled but since this is still an error this will not work
properly in all circumstances. For example, if you have a duplicate name all classes that inherit
from the original definition will not survive a savegame if they reference a state belonging to that
class at the point of saving.
- Print 'tried to register class more than once' in red to highlight it.
- fixed: actors may not replace themselves.
SVN r2158 (trunk)
only has 64 entries and is not precise enough. It now uses finesine instead.
- fixed: When compositing a multipatch texture any patch that is a multpatch
texture itself and contains rotations may not be composited directly into
the destination buffer. This must be done with an intermediate buffer.
- Fixed: Drawing a slider in the options menu did not scale the x-coordinate.
- Fixed: If the alt HUD had to draw negative numbers the minus sign was misplaced
due to incorrect texture coordinate calculations.
- changed option menu scaling for widescreen modes so that it doesn't scale down
so quickly.
- made some error messages in DECORATE that don't affect the parsing non-fatal
so that the parser can continue to find more problems.
SVN r2076 (trunk)
player does not immediately activate switches. oldbuttons was not usable
for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
what precisely they hit because MF_CORPSE is only valid for monsters.
A new flag, MF6_KILLED that gets set for all objects that die, was added
for this case.
- Added a generic A_Weave function that exposes all possible options of
A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
no longer needed from DECORATE and therefore deprecated.
SVN r2045 (trunk)
But that's insufficient because it doesn't factor in any subsequent velocity
change that happens between the damaging and the next call to A_FreezeDeathChunks.
- fixed: The TimeFreezer did not freeze other players' controls in a
multiplayer game.
- fixed: DECORATE's 'gravity' property incorrectly messed around with the
NOGRAVITY flag.
- fixed: Hitscan attacks didn't check the puff's replacement for damage types.
SVN r2026 (trunk)
former used fistp, which is not portable across platforms, so cannot be
used in the play simulation. They were only suitable for the renderer.
xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED
uses that now.
(And I also learned that the FPU's round to nearest is not the rounding I
learned in grade school but actually Banker's Rounding. I had no idea.)
(Also, also, the only thing that could have made quickertoint faster than
toint was that it stored a 32-bit int. I never timed them, and I doubt in
practice there was any real difference between the two.)
- Changed atan2f to atan2. Using floats is not a win, because the result is
returned as a double on the x87 stack, which the caller then needs to cast
down to a float using fst/fld.
SVN r1990 (trunk)
unsigned integer that can use all 32 bits. They must therefore use
the unsigned mul instruction rather than the signed imul instruction.
- Fixed several signed/unsigned comparison and possibly uninitialized
variable warnings flagged by GCC.
SVN r1965 (trunk)