Commit graph

5992 commits

Author SHA1 Message Date
Randy Heit
b37ef48e99 Allow ACS's GetUserVariable to access non-user variables
- Since DECORATE already allows reading all declared variables in a class,
  where's the utility in keeping this restriction in ACS?
- Variables must still be numeric types.
- SetUserVariable is still restricted to user variables only.
2016-03-29 22:42:04 -05:00
Randy Heit
35121544b4 Add float support to ACS's Get/SetUserVariable functions
- "Support" means that setting one will convert from fixed point to
  floating point, and reading one will do the reverse.
2016-03-29 22:41:38 -05:00
Randy Heit
b6e3358b1c Add A_SetUserVarFloat and A_SetUserArrayFloat 2016-03-29 22:41:37 -05:00
Randy Heit
299019ea15 Add GetValueFloat() for numeric PTypes 2016-03-29 22:41:37 -05:00
Randy Heit
feb5ab31cc Add double variants of SetValue() for numeric PTypes 2016-03-29 22:05:25 -05:00
Randy Heit
e2711a74e7 Add float user vars for DECORATE
- PClass::Extend now takes alignment into consideration.
2016-03-29 21:48:57 -05:00
Christoph Oelckers
a92de84cf7 - this stuff should not have been saved... 2016-03-28 22:53:10 +02:00
Christoph Oelckers
8c3c18b008 - forgot to add this... 2016-03-28 22:25:12 +02:00
Christoph Oelckers
263051a77b - removed a few unnecessary #includes. 2016-03-28 22:20:25 +02:00
Christoph Oelckers
59920095af - separated pushers into their own file. 2016-03-28 21:57:22 +02:00
Christoph Oelckers
b5f333798e - moved all scroller related code into its own file, including the DScroller class definition. 2016-03-28 17:27:55 +02:00
Christoph Oelckers
b70fee8ed8 - changed the means how to control the slowdown of crushing ceilings encountering an obstacle and corrected a few mistakes in the implementation
* there is a new crushing mode 3, which means that the crusher will always slow down if it hits an obstacle.
* crushing mode 1 (Doom mode) will never slow down.
* crushing mode 0 (compatibility) will only slow down for the specials that did so before, and only if both up and downspeed are 8 and the game is not Hexen. The following specials are affected:
  * Ceiling_LowerAndCrush
  * Ceiling_LowerAndCrushDist
  * Ceiling_CrushAndRaise
  * Ceiling_CrushAndRaiseA
  * Ceiling_CrushAndRaiseDist
  * Ceiling_CrushAndRaiseSilentA
  * Ceiling_CrushAndRaiseSilentDist
* Generic_Crusher was fixed to act like in Boom: Not only a speed value of 8 will cause slowdown, but all speed values up to 24.
* Hexen crushing mode will never cause slowdowns because Hexen never did this. (which also makes no real sense, considering that the crusher waits for the obstacle to die.)
2016-03-25 02:08:22 +01:00
Christoph Oelckers
8add60ed38 - fixed: Getting the nearest ceiling height failed for height-less actors. 2016-03-24 19:24:33 +01:00
MajorCooke
a9ef8cc637 Fixed A_QuakeEx falloff not working properly. 2016-03-24 19:04:51 +01:00
Christoph Oelckers
75bcec411e - fixed: The portal blockmap's AddLineIntercepts methods needs to check the block's range. 2016-03-24 18:26:27 +01:00
Christoph Oelckers
deafa0bce0 - fixed: The 'open door in 5 minutes sector type had the order of parameters wrong, due to a bad function prototype. 2016-03-24 18:01:01 +01:00
MajorCooke
b16e696157 - Added offset and angle parameters to A_CheckBlock.
- Includes 2 flags, affixed by CBF_: AbsolutePos, and AbsoluteAngle.
- AbsolutePos: Absolute position of where to check.
- AbsoluteAngle: Angle parameter is used as is, not added onto the actor's current angle.
2016-03-23 14:05:31 +01:00
Christoph Oelckers
0d1fbcf65f - flattened the following commits by Major Cooke:
* Added falloff parameter to A_QuakeEx.
- Treated just like A_Explode's 'fullradiusdamage' parameter, where the quake will fall off from this distance on out to the edge. Default is 0, which means no falloff.
- Credits to MaxED and Michaelis for helping.

* - Added HighPoint parameter to QuakeEx.
- Allows fine tuning of where the quake's maximum or minimum occurs, in tics. This must be a range between [1, duration).
- For up or down scaling quakes, this sets the quake to reach maximum sooner or start minimizing later.
- For both, this indicates when the strongest will occur. Default is 0, or in the middle.

The original commits were nearly impossible to find in the convoluted commit tree, so I think it's preferable to have one clean commit instead.
2016-03-23 14:03:10 +01:00
Randy Heit
f38dbc5055 Use LHS/RHS matching for some simple SAFE_APPENDs 2016-03-20 15:57:02 -05:00
Randy Heit
071a5718cc Use /*X-overwrites-A*/ wherever X = A; appears in the grammar 2016-03-20 15:57:01 -05:00
Randy Heit
c0dd39ffd4 Use %token_class to define intconst 2016-03-20 15:57:01 -05:00
Randy Heit
260cf6848f Use LHS and RHS label matching in the grammars where possible 2016-03-20 15:57:01 -05:00
Randy Heit
baa6dc0568 Add zcc-parse.c and .h to the ZScript project folder 2016-03-20 15:57:00 -05:00
Randy Heit
2a394d0cb8 Do not copy lemon grammars to the output directory
- Having my edits to the grammar disappear because Visual Studio had
  opened the copy instead of the original was super annoying. Using the -C
  option with Lemon, this problem is avoided because there are no copies
  to worry about.
2016-03-20 14:34:44 -05:00
Randy Heit
1c592c9601 Lemon update 2009-11-03 19:18:32 on branch trunk
- Enhancements to lemon to generate more compact action tables and to avoid making array bounds tests that can never fail on action table calculations. (user: drh)
- Update zcc-parse.lemon: YY_SZ_ACTTAB is now YY_ACTTAB_COUNT
2016-03-20 13:06:43 -05:00
Randy Heit
288f01a0c2 GCC fixes for zcc_compile.(cpp|h) 2016-03-20 11:34:41 -05:00
Christoph Oelckers
f1d2c7755a - fixed z-offset handling of A_SkelMissile.
I can't believe I missed this for more than 10 years, considering that A_CustomMissile explicitly implements this case:
It makes a crucial difference whether P_SpawnMissileZ is used or the actual z-position is temporarily changed.
Reverted this function to the position changing method of the original.
2016-03-20 02:08:05 +01:00
Christoph Oelckers
0ef9ee23b1 - fixed: When the intensity values of DEarthquake were converted to fixed point, its uses in DEarthquake::Tick were not changed along. 2016-03-19 12:01:10 +01:00
Christoph Oelckers
2adf8d524c - fixed: A_SpawnFizzle used the 'speed' property incorrectly.
This is now a fixed point value, even for monsters, so using it as a modulus on a random value cannot possibly work.
2016-03-19 09:36:20 +01:00
Randy Heit
aaae9f2e05 Store known but uncompiled nodes in the symbol table
- Don't bother keeping track of uncompiled nodes in a special table. Use
  the regular symbol table instead. This should in the future make
  compiling nodes referenced deeper than (and before) their definitions
  fairly straightforward.
- Also, break up the compiler's Message() function into Warn() and Error()
  and get rid of zcc_errors.h. I can't really see having a set of error
  numbers being useful.
2016-03-18 19:34:32 -05:00
Christoph Oelckers
9b134a78e3 - fixed: The TEXTURES parser wanted a redundant comma after parsing a color. 2016-03-16 22:42:41 +01:00
Christoph Oelckers
9b1442915f - fixed: AdjustPlayerAngle should not use the angle that gets passed in the attack target struct. This is the actual angle of the attack but this function needs to adjust to the actual direction between player and victim. 2016-03-16 22:38:08 +01:00
alexey.lysiuk
b20956e207 Made FMOD Ex stream buffer size customizable
Use snd_streambuffersize to set size of stream buffer in KB, default is 64
See http://forum.zdoom.org/viewtopic.php?t=51230
2016-03-16 22:15:13 +02:00
alexey.lysiuk
91ad7f5f2e Fixed broken Strife conversations
Check for in-combat flag was inverted
See http://forum.zdoom.org/viewtopic.php?t=51224
2016-03-16 12:37:41 +02:00
Blue-Shadow
a07f264782 Added a NULL check for activator in Warp(). 2016-03-14 20:52:44 +03:00
Christoph Oelckers
d07bf08e56 - fixed: 3D floor ceiling calculation didn't take into account that an actor's top may just be slightly inside a 3D floor and returned the next highest one instead.
For floors this change is deliberately not done because it might cause problems with the movement code.
2016-03-14 16:38:17 +01:00
alexey.lysiuk
801ac9128a Replaced comparisons with assignments in 3D floor tracing
No more 'equality comparison result unused' warnings
2016-03-14 01:25:57 +01:00
alexey.lysiuk
6c94c49d6f Removed extra Printf() conversion specification
No more 'more % conversions than data arguments' warning
2016-03-14 01:25:56 +01:00
Christoph Oelckers
df63dd288a - fixed: Visual-only portals could initiate a teleport. 2016-03-13 21:55:47 +01:00
Christoph Oelckers
448e66f19b - fixed: P_PointInSectorBuggy must handle the single-subsector special case. 2016-03-13 16:57:02 +01:00
Christoph Oelckers
51ab60178a - added portal overlays to automap. 2016-03-13 12:33:58 +01:00
Braden Obrzut
93be5aca05 - Fixed: Modern versions of GCC on PowerPC inserted padding to the end of pragma packed structures.
- Worked aorund modern GCC bug where C++ exceptions in Objective-C++ code would result in an ICE (bug is already on their tracker, but I doubt it will be fixed unless I decide to dig into the issue myself).
- Turn off fused floating point instructions since these can cause slight deviations in floating point code.
- Use -static-libgcc when compiling on the Mac with GCC since we need to use a custom version of GCC to do so now.
- Note: ZDoom will currently still crash on exit on PowerPC since it seems to be deciding that NameManager needs to be destructed before the console commands.
2016-03-13 01:14:08 -05:00
Christoph Oelckers
0040b272ed - fixed portal counting.
This was creating a large number of unused portal groups.
2016-03-13 02:54:55 +01:00
Christoph Oelckers
b73d6e42af - fixed: FMultiBlockLinesIterator must reset the current sector when doing the final up and downwards check from the start position. 2016-03-13 02:31:47 +01:00
Randy Heit
8a03b99b9c Use ScriptMessage to warn about missing patches in a TEXTURES texture 2016-03-12 19:23:49 -06:00
Randy Heit
4a295dfa3d Accept constant definitions in structs.
- We already need to handle them for enums, so there's really nothing to
  be gained by not accepting constant definitions directly.
2016-03-12 19:11:34 -06:00
Christoph Oelckers
8c027aef8b - added NULL pointer check to portal rotation calculation function. 2016-03-12 22:38:46 +01:00
Christoph Oelckers
0a92138edf - fixed: The portal link table was not created when there were no sector portals.
- fixed: P_TryMove could loop endlessly over a list of static portals when there was an error during portal creation.

# Conflicts:
#	src/gl/models/gl_models.cpp
#	src/gl/scene/gl_sprite.cpp
2016-03-12 20:36:38 +01:00
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
4116719a5a - fixed: P_CheckSplash shifted the fixed_t distance another 16 bits to the left. 2016-03-12 12:34:43 +01:00