Commit graph

17 commits

Author SHA1 Message Date
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
e8d1416d81 - Added the frandom decorate function, which is exactly like random except
that it works with floating point instead of integers.


SVN r1797 (trunk)
2009-09-06 02:16:55 +00:00
Christoph Oelckers
081658d3d5 - Fixed: The save percentage for Doom's green armor was slightly too low
which caused roundoff errors that made it less than 1/3 effective.
- Added support for "RRGGBB" strings to V_GetColor.
- Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly.
- Changed GetSpriteIndex to cache the last used sprite name so that the code
  using this function doesn't have to do it itself.
- Moved some more code for the state parser into p_states.cpp.
- Fixed: TDeletingArray should not try to delete NULL pointers.

SVN r1312 (trunk)
2008-12-07 12:11:59 +00:00
Christoph Oelckers
d753d41752 - Added NULL checks to all places where class names are passed as DECORATE
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
  for compile time checks of all class names being used in DECORATE so many
  incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
  made me think that delaying this until FMod calls the end of sound callback 
  may simply be too late.


SVN r1276 (trunk)
2008-10-25 17:38:00 +00:00
Christoph Oelckers
b455227342 - Added a proper function parser to the expression evaluator and converted
sin/cos and action specials to use it. The old evaluator is gone now.
- fixed some GCC problems with autosegs.

SVN r1274 (trunk)
2008-10-21 18:10:50 +00:00
Christoph Oelckers
b9afb78523 - Added native variables to expression evaluator and replaced the previous
handling of actor variables in expressions with it.
- Added support for floating point constants to DECORATE expression evaluator.

SVN r1271 (trunk)
2008-10-19 21:43:36 +00:00
Christoph Oelckers
8d5b595adc - GCC fixes for real this time
SVN r1266 (trunk)
2008-10-18 21:45:51 +00:00
Christoph Oelckers
2aac1bf053 - GCC fixes
SVN r1265 (trunk)
2008-10-18 20:41:51 +00:00
Christoph Oelckers
7312e6a621 - Added a global symbol table and changed DECORATE parser to put its global
symbols there instead of into AActor.
- Changed the expression evaluator's floating point precision to double.
- Started rewriting the DECORATE expression evaluator to allow more flexibility.
  All the operators use the new functionality but functions, variables and
  constants are yet to be redone.
  While doing this rewrite I noticed that random2 was always evaluated as const.
  This got fixed automatically.


SVN r1264 (trunk)
2008-10-18 17:17:44 +00:00
Christoph Oelckers
1c034c1150 - Macro-fied access to action function parameters.
- Deactivated debug output code in d_Dehacked.cpp.
- fixed: A_FreezeDeathChunks crashed when a player's head got spawned.


SVN r1168 (trunk)
2008-08-13 22:54:24 +00:00
Christoph Oelckers
65a19e4be7 - Changed the action function declaration parser so that optional parameters
can be given a default value. The 'optional' keyword is no longer needed
  and was removed, as well as 'evalnot'.


SVN r1164 (trunk)
2008-08-12 20:19:47 +00:00
Randy Heit
a3e8a0cefd - Removed the S_Sound() variant that allows for pointing the origin at an
arbitrary point. It has been replaced with a variant that takes a polyobject
  as a source, since that was the only use that couldn't be rewritten with the
  other variants. This also fixes the bug that polyobject sounds were not
  successfully saved and caused a crash when reloading the game. Note that
  this is a significant change to how equality of sound sources is determined,
  so some things may not behave quite the same as before. (Which would be a
  bug, but hopefully everything still sounds the same.)


SVN r1059 (trunk)
2008-07-01 04:06:56 +00:00
Christoph Oelckers
ee69e7bf03 - Removed thingdef_specials.h and thingdef_specials.gperf and replaced
line special definition with something that automatically gets updated
  if new specials are added.


SVN r814 (trunk)
2008-03-19 12:48:02 +00:00
Christoph Oelckers
24100c25a9 - Fixed: The DECORATE expression evaluator's random function could produce
incorrect results for ranges > 255. Changed so that FRandom's default
  implementation is used instead.


SVN r769 (trunk)
2008-02-25 15:43:22 +00:00
Randy Heit
e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
Christoph Oelckers
333ef105f7 - Fixed: The DECORATE expression evaluator was reading the operator token
from the wrong variable in a few places resulting in incorrect calculations.
- Fixed: MP3/OGG music always looped because the looping flag was always
  set when FMOD was called to play it.
- Removed upper limit of 1 for an actor's gravity factor.
- Fixed: A_VileTarget spawned the fire at coordinate (target->x, target->x)
  instead of (target->x, target->y). (Old vanilla bug.)


SVN r550 (trunk)
2007-09-27 11:30:23 +00:00
Christoph Oelckers
50f75b6e8a - Fixed: deadthings.txt contained a superfluous ';' which created parsing errors
with my changed code.
- Cleaned up DECORATE parser a little - moved the old style parsing code into its 
  own file and rearranged a few things.
- Made ProcessStates non-static so that it doesn't need to be passed as an argument
  to all functions in the DECORATE parser.
- Moved DECORATE parser files into their own subdirectory.
- Optimization: SC_GetToken no longer sets sc_name for identifiers. In most cases
  this creates needless overhead by adding a potentially unneeded name to the name
  table and looking up the name. In almost all cases where a name is needed it's as
  easy to assign sc_String to the name variable.
- Added enum definitions to DECORATE.


SVN r537 (trunk)
2007-05-28 14:46:49 +00:00
Renamed from src/thingdef_exp.cpp (Browse further)