Commit graph

489 commits

Author SHA1 Message Date
Christoph Oelckers
aa09cbdada - renamed some functions and fixed a few more conversion errors. 2016-03-17 00:07:37 +01:00
Christoph Oelckers
b140d71c49 - several fixes. 2016-03-16 22:29:35 +01:00
Christoph Oelckers
671291227e - first stage of converting actor angles to float complete
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00
Christoph Oelckers
c64eee5b15 Merge branch 'master' into float
# Conflicts:
#	src/g_heretic/a_hereticweaps.cpp
#	src/p_map.cpp
#	src/p_mobj.cpp
#	src/p_things.cpp
#	src/portal.cpp
2016-03-15 00:16:13 +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
161d03231a - added custom math routines for reliability. 2016-03-11 15:45:47 +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
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
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
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
7f57f68ce1 Added GetSpawnHealth() and GetGibHealth() for DECORATE 2016-02-25 10:08:08 -06:00
Christoph Oelckers
e11da06e69 - some preparations for actor interpolation through wall portals. 2016-02-25 00:41:31 +01:00
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
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
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
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
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
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
Christoph Oelckers
f2125ea420 - this needs a return value... 2016-02-17 12:36:56 +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
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
584147b8bb - removed all occurences of FVector2 and FVector3 from the playsim code. 2016-02-11 20:01:12 +01:00
MajorCooke
dcfdb50307 - Fixed: checkz wasn't used.
- Use 0 instead of false.
2016-02-10 18:04:59 -06:00
MajorCooke
fefdb266cd - Fixed: The coordinates need to be converted to doubles first. Also use length instead of length squared. 2016-02-10 17:48:17 -06:00
MajorCooke
e04fe06226 GetDistance Non-Action (Double version)
- Added GetDistance(bool checkz, ptr = aaptr_target).
- Returns the distance of an actor. Must be target, master or tracer.
2016-02-10 17:13:50 -06:00
Christoph Oelckers
d712686122 - fixed: A_CountdownArg could no longer access the first arg.
The latest bit of refactoring turned a '<0' check into '>0', while it should have been '>=0'.
2016-02-10 21:56:45 +01:00
Christoph Oelckers
b5029e0976 - call the native A_BossDeath directly instead of going through the VM-enabled action function.
- undo some formatting screwup in a_clericstaff.cpp.
2016-02-10 13:57:21 +01:00
Christoph Oelckers
3e5d1feecd - fixed: A_CheckProximity could return unmorphed player pawns of currently morphed players. 2016-02-10 11:58:54 +01:00
Randy Heit
f0b4962052 Fix: CountInv must return a value if the caller's expecting one 2016-02-08 22:21:42 -06:00
coelckers
1ca2293983 Merge pull request #538 from MajorCooke/CountInv
CountInv(itemtype, ptr_select)
2016-02-08 21:06:30 +01:00