Commit graph

939 commits

Author SHA1 Message Date
Christoph Oelckers
651817fad7 - made AActor::velx/y/z and player_t::velx/y fixedvec's.
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00
Christoph Oelckers
f8ebfb541e - use typedefs for TVector<double> etc.
(Better have this out of the way before messing around with this stuff...)
2016-03-10 20:45:45 +01:00
Christoph Oelckers
3d367d585d - did some profiling which revealed that P_PointInSector was called needlessly often. Did some optimization to the MultiBlock iterators to avoid this problem. 2016-03-10 14:22:18 +01:00
Christoph Oelckers
899389e6a4 - link actors into blockmap through linked line portals.
Links through sector portals are not done because nearly all the checks can be performed without doing this so if it works without there's no need to add more processing time.
Will have to see if there's cases left where such a link is needed and if so, whether there's better options to do it.

For line portals such links are necessary to have proper collision detection with actors that are currently transitioning the portal.
2016-03-08 14:41:37 +01:00
Randy Heit
8b9a0da5ef That was hard to read 2016-03-07 09:58:52 -06:00
MajorCooke
af50a79e55 - Fixed: ScaleY was not defaulting to ScaleX when specified as 0, which is how the behavior originally was in 2.8. This behavior can now be toggled with a new boolean, 'usezero'. 2016-03-07 09:02:34 -06:00
Christoph Oelckers
5175d56129 - made adjustments to P_LineAttack and P_RailAttack to deal with altered angles by passing through a non-parallel portal.
- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.

Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
2016-03-06 21:58:36 +01:00
Christoph Oelckers
caf2ca0df7 - fixed: CallStateChain must never allow a jumping function to set the chain's overall result to successful. 2016-03-04 15:11:20 +01:00
Christoph Oelckers
81b634a798 - preparation for making Trace portal aware: Added a new flag Trace_PortalRestrict, so that I could disable portals without static offset for P_LinePickActor and A_CheckLOF, because both depend on the target info being retainable which requires a static offset. 2016-03-04 01:13:16 +01:00
MajorCooke
59ad6206de Added CBF_NOACTORS to A_CheckBlock.
- Self explanatory, doesn't count actors as blocking them.
2016-03-02 20:35:54 -06:00
MajorCooke
7f672039bf Cleanup. 2016-03-03 02:58:44 +01:00
MajorCooke
fb3769a730 Added offsetforward to A_CheckLOF.
- offsetforward is to A_SpawnItemEx's x offset property, just like offsetwidth is to y offset.
2016-03-03 02:58:43 +01:00
Christoph Oelckers
f5fd0df077 - made P_AimLineAttack work through sector portals.
Note: Test output not removed yet!
2016-03-02 20:44:02 +01:00
Randy Heit
c160121f45 Add float casts to DECORATE for the sake of completeness 2016-03-01 11:36:15 -06:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
b4a002a07f - preparations for allowing hitscans through portals.
To allow processing the hit through an arbitrary portal without reference to the portal group table, P_AimLineAttack and P_LineAttack need to pass some more info than just the linetarget.
We need the relative positions of shooter and target within the visual reference of the other to calculate proper angles and we need to know if such a portal was crossed at all, because a few things, e.g. seeker missiles won't work with them.

- fixed setup of target acquisition for the Mage Staff.

The pre-acquired seeker target was never passed to the spawned projectiles.
2016-03-01 16:39:31 +01:00
Randy Heit
7c9fd12fc0 Don't generate code to call DECORATE cast functions
- All the cast functions do is return their parameter, so skip the
  function call and use the parameter directly.
2016-02-29 22:26:05 -06:00
Randy Heit
92f74634d6 Remove FxParameter and use a single function instead 2016-02-29 22:08:06 -06:00
Randy Heit
fb8d8dc775 Remove "state" from "Invalid state parameter" error message
- It's confusing to see this from inside an anonymous function. Actually,
  maybe it should be reworded altogether?
2016-02-29 21:44:12 -06:00
Randy Heit
cb1d9597f2 Allow if {} else if {} with DECORATE
This is as opposed to `if {} else { if {} }`, which is what was required
previously to express the same construct.
2016-02-29 21:40:10 -06:00
Randy Heit
f23c0121c5 Use new type system with DECORATE 2016-02-29 21:11:59 -06:00
Christoph Oelckers
d4f87203bd - added portal awareness to several functions.
* Arch-Vile resurrection
 * Boom point pushers (due to complete lack of z-handling only for line portals.)
 * A_RadiusGive

These also require a more thorough collection of portal groups than simple position checks.
2016-02-28 23:08:32 +01:00
Christoph Oelckers
8be690fbf2 - fixed type truncation warning. 2016-02-28 21:16:16 +01:00
alexey.lysiuk
fcb38a9419 Made index of VM intrinsic functions unsigned
No more 'comparison of integers of different signs: int and unsigned long' warning
2016-02-27 15:14:13 +02:00
Christoph Oelckers
eafd2519b4 - fixed a few incorrect uses of AngleTo function.
- added portal offsetting to all AproxDistance, AngleTo and Vec*To members of AActor.
- optimized displacement retrieval so that the most common case with no offset retrieves a constant null-vector which can be optimized away fully by the compiler.
- early out in P_GetOffsetPosition if there's no portal lines nearby, so that the common case can skip the traverser completely even on maps with line portals.
2016-02-26 11:52:50 +01:00
Randy Heit
fd78686679 Add clamp() to DECORATE 2016-02-25 14:31:37 -06:00
Randy Heit
7f57f68ce1 Added GetSpawnHealth() and GetGibHealth() for DECORATE 2016-02-25 10:08:08 -06:00
Randy Heit
a862f728b6 Add remaining VM-supported floating point operations to DECORATE
- These are:
  * exp
  * log
  * log10
  * ceil
  * floor
  * acos
  * asin
  * atan
  * tan
  * cosh
  * sinh
  * tanh
2016-02-25 09:41:49 -06:00
Randy Heit
8ee820042f Tablified the DECORATE floating point operations (sqrt,cos,sin) 2016-02-25 09:23:46 -06:00
Christoph Oelckers
e11da06e69 - some preparations for actor interpolation through wall portals. 2016-02-25 00:41:31 +01:00
Randy Heit
326907f6ab Cleanup parsing of DECORATE intrinsics
- Split specific parsing for each intrinsic out of ParseExpression0 and
  into their own functions.
- Instead of reserving keywords for intrinsics, identify them by name
  within TK_Identifier's handling.
2016-02-23 19:39:29 -06:00
Randy Heit
1f09341d2b Let min/max pre-solve for 2+ constants, even if there are non-constants 2016-02-23 16:37:52 -06:00
Randy Heit
1ffb7ad109 Add min and max to DECORATE 2016-02-23 16:26:00 -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
alexey.lysiuk
89ca14a587 Fixed memory leak caused by return statement parsing 2016-02-22 14:24:34 +02:00
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
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
Randy Heit
c3432a1ddb Fix CustomInventory never succeeding
- A != should have been ==.
2016-02-19 22:09:35 -06:00
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
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
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