Commit graph

5834 commits

Author SHA1 Message Date
Randy Heit
1ffb7ad109 Add min and max to DECORATE 2016-02-23 16:26:00 -06:00
DaMan
78552cc676 Disable UAC virtualization 2016-02-22 17:56:18 -06:00
MajorCooke
c3ffeb1e9d A_RadiusGive Missile check fix
- Don't use isMissile(). Check directly for the flag at the moment of calling and not the default. Otherwise, things changing themselves will still be ineligible for non-missile checks.
2016-02-22 11:30:44 -06:00
Christoph Oelckers
49bfe717ce Merge remote-tracking branch 'remotes/origin/portal' 2016-02-22 15:54:07 +01:00
Christoph Oelckers
62f6a5e4bf - fixed: GetFloorCeilingZ used the actor's actual position, not the tmf.x, tmf.y for which information is supposed to be retrieved. 2016-02-22 15:51:19 +01:00
Christoph Oelckers
4b0af5967e - use proper constructor for FMultiBlockLinesIterator in P_CheckPosition. 2016-02-22 15:51:18 +01:00
Christoph Oelckers
ed2b107bc9 - fixed: P_LineOpening_XFloors set some floor-related info in the ceiling case so that it never reached the point where it is needed.
- fixed: FMultiBlockLinesIterator/FMultiBlockThingsIterator need to treat radius=-1 as 'use default from actor.'
2016-02-22 15:51:18 +01:00
alexey.lysiuk
89ca14a587 Fixed memory leak caused by return statement parsing 2016-02-22 14:24:34 +02:00
Christoph Oelckers
31cf712db3 - replaced R_PointToAngle2 in blood splatter functions. 2016-02-22 12:33:13 +01:00
Christoph Oelckers
730145d1fc - more transition to FMultiBlock* iterators:
* removed all code for dealing with z-displacing portals in the iterator loops. This would cause too many problems so I decided to scrap any provisions for allowing interactive portals with z-displacement. They will remain restricted to pure teleporter portals.
 * changed spechit to carry a position along with the special line. If something is activated through an interactive portal this is needed to calculate movement.
 * pass the abovementioned position to CheckForPushSpecial.
 * collect touched portal lines in a second array analogous to spechit.
 * use FMultiBlockThingsIterator in P_TestMobjZ.
2016-02-22 12:05:38 +01:00
Christoph Oelckers
ca2fc47fa3 - refactoring of PIT_CheckThing. 2016-02-22 12:05:37 +01:00
Christoph Oelckers
98c7fabb89 - untested partial refactoring of P_CheckPosition.
(This is just a safety commit before doing some more extensive behind-the-scenes refactoring.)

Notable changes here:

 * use the same logic for determining whether a 3D floor is 'below' or 'above' the actor as all the other functions.
 * removed the broken code which tried to detect whether an actor was touching a steep slope. Better use P_LineOpening to find the correct planes and store the results.
 * improved detection whether the slopes on both sides of a plane are identical, using the same data as for steep slope detection.
2016-02-22 12:05:37 +01:00
Christoph Oelckers
abcc6049b9 - made the z coordinate part of the CheckResults for the MultiBlock iterators and use these for all height checks in the iterator loops. This will later make it easier to support arbitrary portals with height displacements. 2016-02-22 12:05:36 +01:00
Randy Heit
70c663b253 Revert "Add PARAM_STATE_NOT_NULL for the A_Jump* functions"
- This reverts commit cab39973df.
  I was wrong. DoJump never allowed jumping to NULL states.
2016-02-21 19:21:39 -06:00
Randy Heit
19af8a3a82 Change error message for missing return 2016-02-20 23:14:14 -06:00
Randy Heit
e7b9e7e955 Rename A_Int/A_Bool/A_State to int/bool/state
- This is an effort to emphasize that these are just type casts. Now they
  look like function-style casts with no action function styling.
  They do no magic joojoo at all. The only reason they exist is because
  the DECORATE parser can only parse return statements that call a
  function, so these satisfy that requirement. i.e. *return int(666);* is
  identical to *return 666;* (if the parser could handle the latter).
2016-02-20 22:05:17 -06:00
Randy Heit
cab39973df Add PARAM_STATE_NOT_NULL for the A_Jump* functions
- Now that state jumps are handled by returning a state, we still need a
  way for them to jump to a NULL state. If the parameter processed by this
  macro turns out to be NULL, Actor's 'Null' state will be substituted
  instead, since that's something that can be jumped to.
2016-02-20 21:52:29 -06:00
Randy Heit
5e298173f7 Redo ACTION_RETURN macros so they can be treated like return statements 2016-02-20 21:34:58 -06:00
Randy Heit
81314a6cd6 Revert "- fixed a few occurences where ACTION_RETURN_* eliminated the side effect of its argument when no return value was requested."
This reverts commit 7ede77c1d2.
2016-02-20 21:27:42 -06:00
Christoph Oelckers
26967bd0ee - migrated P_PlayerStartStomp to FMultiThingIterator.
Note: This replaces AActor::intersects with a direct calculation. Although that function could be adjusted it'd mean some redundant distance calculations which are easily avoided.
2016-02-21 00:21:42 +01:00
Christoph Oelckers
f8a8d8eed2 - fixed use of wrong position variable in P_TeleportMove's thing iterator. 2016-02-21 00:21:42 +01:00
Christoph Oelckers
58fcd8d742 - implemented the FMultiBlockThingsIterator and converted P_TeleportMove to use it. 2016-02-21 00:21:41 +01:00
m-x-d
d2630dee8c Fixed: warp and warp2 texture effects now work for NPo2 textures. 2016-02-20 21:45:09 +01:00
MaxED
1ba526d4de Added #region / #endregion handling (should affect all text lumps, let me know if there are text lumps unaffected by this). 2016-02-20 21:45:08 +01:00
nukeykt
4b0aac9816 Backport OPL2 KSL table fix from MAME v0.150. 2016-02-20 20:08:02 +01:00
John Palomo Jr
92697659be Expose SafeCommand confirmation string to language. 2016-02-20 20:04:30 +01:00
alexey.lysiuk
7b49d9d92c Fixed crash when accessing undefined user variable
Presence of DECORATE user variable was not checked before attempting to read or write its value from ACS
2016-02-20 20:02:32 +01:00
Christoph Oelckers
b8f8daf1c1 - fixed:In P_ChangeSector, floorOrCeil==2 means that only 3D midtextures moved. This means that
* no 3D floor movement can take place
 * no portal changes can occur.
2016-02-20 15:52:19 +01:00
Edoardo Prezioso
166687d971 - Added optional 'z' parameter to the 'warp' CCMD.
Now it's possible to warp above 3dfloors.
2016-02-20 13:32:27 +01:00
Christoph Oelckers
7ede77c1d2 - fixed a few occurences where ACTION_RETURN_* eliminated the side effect of its argument when no return value was requested.
This macro should not be used on function calls that actually perform an action aside from calculating the return value!
2016-02-20 13:13:53 +01:00
Edoardo Prezioso
d1502b1086 - Simplify expressions inside some else/endif.
We aren't bound to old cmake anymore.
2016-02-20 11:38:30 +01:00
Edoardo Prezioso
3dcc6d0330 [fmod] Improve the checks for fmod 4.44.
- The FMOD 4.44 linux package contains both 32 and 64-bit versions, with the folder name without the '64' suffix for 64-bit.
- Add minor version '61' so that the latest FMOD package (at the time of this commit) can be detected and compiled successfully.
2016-02-20 11:38:29 +01:00
Randy Heit
c3432a1ddb Fix CustomInventory never succeeding
- A != should have been ==.
2016-02-19 22:09:35 -06:00
Christoph Oelckers
cfbb3bcbb2 - completed work on P_FindFloorCeiling and all functions it calls.
Note: The debug output is left in so that in cases of an error it can still be used.
2016-02-20 02:22:10 +01:00
Christoph Oelckers
d876a95152 - set floor and ceiling sector when it comes from a 3D floor.
There's code in p_mobj.cpp which needs this to pick the correct plane.
2016-02-20 02:22:09 +01:00
Christoph Oelckers
6132f6971a - added support for FFCF_NOPORTALS and FFCF_3DRESTRICT to FindNextLowestFloorAt and FindNextHighestCeilingAt
- use these functions in P_GetFloorCeiling instead of duplicating all this code.
- removed some debug CCMDs.
2016-02-20 02:22:09 +01:00
Christoph Oelckers
dc37f78566 - fixed: Old portal data must be deleted before loading a new level. 2016-02-20 02:22:09 +01:00
Christoph Oelckers
cb0e7c6ca5 - fixed some issues with P_FindFloorCeiling rework. 2016-02-20 02:22:08 +01:00
Randy Heit
4770dc2dfb Fix improper detection of if statements returning 2016-02-19 16:38:30 -06:00
Randy Heit
80d49d6bb9 Fix crash when parsing an empty action list for DECORATE 2016-02-19 16:31:53 -06:00
Christoph Oelckers
28799c4b51 - some logic fixes in FMultiBlockLinesIterator. 2016-02-19 16:13:36 +01:00
Christoph Oelckers
02d7572343 - some header dependency cleanup so that it is no longer needed to include portal.h to get the inline functions. Portal.h has been reduced of most dependencies now so that including it is cheap and can be done in other headers.
- some consolidation in p_map.cpp. PIT_CheckLine and PIT_FindFloorCeiling had quite a bit of redundancy which has been merged.
- čontinued work on FMultiBlockLinesIterator. It's still not completely finished.
2016-02-19 14:08:41 +01:00
Christoph Oelckers
15040c955e Merge branch 'master' into portal 2016-02-19 10:40:07 +01:00
Christoph Oelckers
3841a5f626 - implemented FMultiBlockLinesIterator for checking a position across portals. This is not fully tested yet. 2016-02-19 10:39:40 +01:00
Randy Heit
a31bd78abe Fix definitions of A_State/A_Int/A_Bool
- These aren't action functions, so PARAM_ACTION_PROLOGUE is
  inappropriate.
2016-02-19 00:29:19 -06:00
Randy Heit
cb0fd5967f Oops. Had FxCastStateToBool backwards. 2016-02-18 22:53:18 -06:00
Randy Heit
a399f40e5f Support casting states to booleans
- This is so that you can call an A_Jump-type function from inside an if
  statement and do something other than jump if the jump condition was
  met. e.g.

    {
        if (A_Jump(128, "Foo"))
	{
            A_Log("The function would have jumped");
	}
	else
	{
	    A_Log("The function would not have jumped");
	}
    }
2016-02-18 22:40:04 -06:00
Randy Heit
aa58c5f519 Declare VMFunction::Proto to the garbage collector 2016-02-18 22:26:37 -06:00
Randy Heit
eace79ccad Add some functions for use with DECORATE return
- Since DECORATE's return statement can only return the results of
  function calls (I do not want to spend the time necessary to make it
  return arbitrary expressions), here are three functions to get around
  this limitation:
  * A_State - Returns the state passed to it. You can simulate A_Jump
    functions with this.
  * A_Int - Returns the int passed to it.
  * A_Bool - Returns the bool passed to it.
- e.g. If you want to return the number 3, you use this:

    return A_Int(3);

  If you want to jump to a different state, you use this:

    return A_State("SomeState");
2016-02-18 22:15:03 -06:00
Randy Heit
fbbaae781b Merge remote-tracking branch 'origin/master' 2016-02-18 22:05:40 -06:00
Randy Heit
b1098ede93 Restore "direct" call optimization for DECORATE 2016-02-18 22:05:16 -06:00
Randy Heit
ade780d810 Redo ACustomInventory::CallStateChain to check return types 2016-02-18 22:05:10 -06:00
Randy Heit
b8a16600ac Braces around ACTION_RETURN used in an if are no longer optional 2016-02-18 21:39:13 -06:00
Randy Heit
b2ccd0bd28 Use action function return value to make state jumps happen
- The A_Jump family of action functions now return the state to jump
  to (NULL if no jump is to be taken) instead of jumping directly.
  It is the caller's responsibility to handle the jump. This will
  make it possible to use their results in if statements and
  do something other than jump.
- DECORATE return statements can now return the result of a function
  (but not any random expression--it must be a function call). To
  make a jump happen from inside a multi-action block, you must
  return the value of an A_Jump function. e.g.:
    { return A_Jump(128, "SomeState"); }
- The VMFunction class now contains its prototype instead of storing
  it at a higher level in PFunction. This is so that
  FState::CallAction can easily tell if a function returns a state.
- Removed the FxTailable class because with explicit return
  statements, it's not useful anymore.
2016-02-18 20:39:40 -06:00
Edoardo Prezioso
f338e5f1c4 - Apply the fast math flags for non-MSVC, too.
Move the fast flags string creation in the main cmake file and use it where needed.
2016-02-18 23:13:02 +01:00
Christoph Oelckers
884a265d4a - refactored P_FindFloorCeiling to be portal aware and cleaned up its interface.
A big problem with this function was that some flags required setting up some variables before calling it and others did not. It will now set everything up itself so all initializations to AActor::floorz and ceilingz that were made before these calls (which were all identical to begin with) could be removed and the internal initialization logic streamlined.
2016-02-17 21:57:52 +01:00
Christoph Oelckers
bd09664d85 Merge branch 'master' into portal 2016-02-17 12:37:11 +01:00
Christoph Oelckers
f2125ea420 - this needs a return value... 2016-02-17 12:36:56 +01:00
Christoph Oelckers
022ab95817 Merge branch 'master' into portal 2016-02-17 11:46:24 +01:00
Christoph Oelckers
5a779cc1f4 Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-17 11:43:03 +01:00
Christoph Oelckers
42c6245a50 - restored A_CountdownArg to what it looked like before the scripting branch.
The new version did not work as expected anymore.
2016-02-17 11:42:45 +01:00
Christoph Oelckers
10a3d75556 - reviewed and adjusted ZatPoint calls in p_map.cpp. 2016-02-17 11:39:14 +01:00
Christoph Oelckers
6e4cf9699a Merge branch 'portal' of https://github.com/rheit/zdoom into portal 2016-02-17 02:21:46 +01:00
Christoph Oelckers
0948448988 - some more checking and refactoring of ZatPoint calls.
- removed Plane/Floor/CeilingAtPoint functions because they are overkill for the problem they were meant to solve. Calling ZatPoint with adjusted coordinates created with AActor::PosRelative is just as easy in the few places where this is needed.
- made P_HitWater and P_CheckSplash portal aware.
2016-02-17 02:21:26 +01:00
Christoph Oelckers
5611df1f3e - fixed the portal aware ceiling and floor functions. 2016-02-17 00:31:29 +01:00
Christoph Oelckers
fd7e6ae604 - fixed copy&paste error in LowestFloorAt. 2016-02-16 23:11:20 +01:00
Christoph Oelckers
8d53f6176e - fixed conditions for PortalBlocksView. Created a new function PortalBlocksSight that's relevant for playsim-related sight checks. 2016-02-16 22:57:03 +01:00
Christoph Oelckers
93b3982c62 Merge branch 'zmaster' into portal 2016-02-16 22:05:50 +01:00
Christoph Oelckers
6d8879f302 - missing #includes. 2016-02-16 22:04:32 +01:00
Christoph Oelckers
ae02b2fcaf - added NextHighestCeiling/NextLowestFloorAt functions. Not tested yet! 2016-02-16 21:00:34 +01:00
Christoph Oelckers
5fd6ccb970 - fixed incorrect #include. 2016-02-16 20:53:52 +01:00
Randy Heit
0f70d10521 Add 'float' and 'state' as possible return types for action functions 2016-02-16 12:09:00 -06:00
Christoph Oelckers
1b88052bba - started refactoring ZatPoint calls which need to be portal aware.
To summarize, anything that just works with map geometry doesn't need to bother, as does the renderer. (i.e. nearly all r_* files, p_floor.cpp, p_ceiling.cpp et.al)
But all calls that are somehow related to actor positions need to be made aware of potential portal transitions:

 * added FloorAtPoint, CeilingAtPoint and PlaneAtPoint methods to sector_t, which can be used to calculate a plane's height with relation to a given actor, even if that actor is on the other side of a portal.
 * added HighestCeilingAt and LowestFloorAt methods which traverse all ceiling/floor portals until they find an impassable plane.
2016-02-16 16:40:53 +01:00
Christoph Oelckers
45108e9bb8 - added two missing files to CMakeLists.txt. 2016-02-16 12:52:45 +01:00
Christoph Oelckers
22e8678903 - refactored P_CollectConnectedGroups to avoid frequent heap allocations for the common cases
* the temporary checking arrays are now static
 * the array that gets the returned values only starts allocating memory when the third touched sector group is found. The most common cases (no touched portal and one touched portal) can be handled without accessing the heap.

- did some streamlining of AActor::LinkToSector:

 * there's only now version of this function that can handle everything
 * moved the FIXMAPTHINGPOS stuff into a separate function.
 * removed LinkToWorldForMapThing and put all special handling this function did into P_PointInSectorBuggy.
2016-02-16 12:51:10 +01:00
Christoph Oelckers
b9037ef3ee - added a check to detect self-referencing sectors in the portal setup code because those are problem cases. 2016-02-15 21:49:46 +01:00
Christoph Oelckers
f24bf7e622 - separated FCheckPosition and its FPortalGroupTable substructure into its own header because this was creating too many dependencies on other headers with FCheckPosition in p_local.h and FPortalGroupTable in portals.h. 2016-02-15 13:40:31 +01:00
Christoph Oelckers
5664cee2e5 - fixed: The check for leftover portal sectors was not correct. It only checked the sectors the portal thing was in and those were already processed in the first phase.
- improved: If there's an offset mismatch, do not print group numbers as they are utterly meaningless. Instead look for a sector in each group and report those.
- added a copyright notice and some comments to portals.cpp.
2016-02-15 12:35:40 +01:00
Christoph Oelckers
afc631b537 - this wasn't saved for last night's commit. 2016-02-15 09:25:48 +01:00
Christoph Oelckers
6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
This was to resolve some circular dependencies with the portal code.
The most notable changees:

 * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
 * split off the parts from p_maputl into a separate header.
 * consolidated all blockmap related data into p_blockmap.h
 * split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
405db83393 - added a function which collects all portal group an actor would touch if standing in a given position. 2016-02-15 00:53:59 +01:00
Christoph Oelckers
0dce22ce85 - some portal considerations. 2016-02-14 21:02:18 +01:00
Christoph Oelckers
5af53c0e62 - fixed a few more sector movers which calculated their movement at (0,0) instead of inside the sector. 2016-02-14 18:53:00 +01:00
Christoph Oelckers
126c80d597 - create the portal group table. 2016-02-14 18:16:59 +01:00
Christoph Oelckers
c338b9cde3 - some more portal preparation . 2016-02-14 16:26:27 +01:00
Christoph Oelckers
d5a1004c41 - some preparations for portal stuff:
* set up linked sector portals so that everything that will eventually have to be considered is present, even though the software renderer currently can't handle those adequately.
* tag all skybox things with a type so that they can easily be distinguished at run time.
* fill in the linked portal types in xlat/eternity.txt.
2016-02-14 13:12:03 +01:00
Christoph Oelckers
993a840630 - bring formatting in line with GZDoom's version of this function. 2016-02-14 12:33:47 +01:00
Christoph Oelckers
e42dbb5087 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/sound/oalsound.cpp
2016-02-13 14:56:03 +01:00
Christoph Oelckers
340faef1ec - fixed a few 64-bit warnings. 2016-02-13 13:37:28 +01:00
alexey.lysiuk
ce8b2974a3 Handle inability of OpenAL implementation to return number of available sources
OpenAL specification doesn't require alcGetIntegerv() to return meaningful values for ALC_MONO_SOURCES and ALC_MONO_SOURCES.
At least Apple's OpenAL implementation returns zeroes, although it can generate reasonable number of sources.
2016-02-13 11:11:02 +02:00
Randy Heit
01bed05275 Do not use fast math for the node builder
- The node builder generates data used by the playsim, so should be as
  consistant as we can manage across compilers and architectures.
2016-02-12 16:27:47 -06:00
Christoph Oelckers
f7e27032dc - fixed: The default vertical spread for the BFG tracers was set to 32*FRACUNIT instead of 32*ANGLE_1. 2016-02-12 18:55:18 +01:00
Christoph Oelckers
b818624f58 - enabled fast math for all known non-playsim files in the CMake project. 2016-02-12 12:51:09 +01:00
Christoph Oelckers
e6328c8432 - enable fast floating point math in the subprojects that can benefit from it: dumb, gme and gdtoa. 2016-02-12 02:02:48 +01:00
Christoph Oelckers
d25455736a - store floating point parameters for DECORATE properties as doubles. 2016-02-12 01:21:29 +01:00
Christoph Oelckers
73cbc59dd9 - replaced double2fixed function with FLOAT2FIXED macro. 2016-02-11 22:57:26 +01:00
Christoph Oelckers
bf03ea496e - fixed: instant sector movement actions must actually delete the created interpolation right away and not wait until it deletes itself. 2016-02-11 22:03:09 +01:00
Christoph Oelckers
c5c4ec83c2 - ensure thar PRINTNAME_LEVEL always uses uppercase. 2016-02-11 21:45:34 +01:00
Christoph Oelckers
158caf78a0 - more float to double conversion.
In particular this removes all assignments of FIXED2FLOAT to double variables because they not only lose precision but also generate unnecessary code.
2016-02-11 21:33:30 +01:00
Christoph Oelckers
34255908b0 - fixed: Initialization of spawn IDs from MAPINFO and DECORATE was in the wrong order. (looks like a badly resolved merging conflict) 2016-02-11 20:41:04 +01:00