Commit graph

103 commits

Author SHA1 Message Date
Christoph Oelckers
df0f06a5ce - fixed: FraggleScript's SetCamera function must call SetOrigin to set the camera's z. This needs updating of floorz and ceilingz, in case the camera is moved past a 3D floor. 2016-08-14 23:33:31 +02:00
Christoph Oelckers
f8ae166281 - fixed return value inversion of FS's ceilingheight and floorheight functions. 2016-06-29 12:46:20 +02:00
Christoph Oelckers
a3450ab824 - removed unused cruft in FS code. 2016-06-29 12:46:19 +02:00
Christoph Oelckers
c6d8125b45 - fixed FraggleScript's resurrect function to call AActor::Revive to ensure that everything gets reset. 2016-06-29 12:46:19 +02:00
Randy Heit
96a0bee651 Quiet two more warnings from GCC 2016-04-23 21:00:35 -05:00
Edoardo Prezioso
6aca7604eb - Clean the code by using AActor::GiveInventory.
This fixes also a bug in FraggleScript GiveInventory, which tried to access the 'SaveAmount' member of 'ABasicArmorBonus' with the wrong cast.
2016-04-21 16:02:43 +02:00
Christoph Oelckers
bc7e159be0 - cleaned up ceiling creation and moved the Create function out of the DCeiling class.
- did the same for floors so that FraggleScript no longer needs access to the thinkers themselves.
2016-04-09 12:07:34 +02:00
Christoph Oelckers
caae61de4c - removed DMoveCeiling and let FS call DCeiling::Create instead. Made a minor change to DCeiling::Create to keep it compatible, because handling for instantly moving ceilings is a bit different. 2016-04-08 20:44:55 +02:00
Christoph Oelckers
39d03f12b1 - fixed float <-> fixed conversion errors in Fragglescript. 2016-04-08 15:14:26 +02:00
Christoph Oelckers
8535a973cf - made MoveAttached, MoveCeiling and MoveFloor members of sector_t instead of DMover.
- call MoveFloor and MoveCeiling directly in FS's floorheight and ceilingheight functions and remove the dummy thinkers it had to use before.
2016-04-08 14:18:46 +02:00
Christoph Oelckers
e505bfd7a3 - took EResult out of DMover and made it an enum class. 2016-04-08 13:59:03 +02:00
Christoph Oelckers
9b5a4b6d43 - removed several unused setter functions for level data structures and fixed some incorrect uses. 2016-04-02 22:05:23 +02:00
Christoph Oelckers
77f2530236 - floatified the sector plane movers and removed some of the ZatPoint conversion cruft. 2016-03-30 09:41:46 +02:00
Christoph Oelckers
25f5e8449a - replaced all direct access to sector plane coefficients with wrapper functions. 2016-03-29 12:40:41 +02:00
Christoph Oelckers
d87f861e87 Merge branch 'master' into floatcvt
# Conflicts:
#	src/p_spec.cpp
#	src/p_spec.h
2016-03-28 22:23:41 +02:00
Christoph Oelckers
263051a77b - removed a few unnecessary #includes. 2016-03-28 22:20:25 +02:00
Christoph Oelckers
dabed04d2a - floatification of p_3dfloors, p_3dmidtex and p_acs.cpp plus some leftovers.
- removed all references to Doom specific headers from xs_Float.h and cmath.h.
2016-03-26 12:36:15 +01:00
Christoph Oelckers
35bb686281 - floatification of sector_t::centerspot. 2016-03-26 09:38:58 +01:00
Christoph Oelckers
eac0bfeaeb - removed fixed_t and associated utility macros from FraggleScript code. 2016-03-24 09:16:35 +01:00
Christoph Oelckers
4a79602325 - floatification of g_shared.
- rewrote FraggleScript's movecamera function because it was utterly incomprehensible.
2016-03-24 01:46:11 +01:00
Christoph Oelckers
f8cf4bcf3d - trimmed down the AActor Spawn interface and removed all non-float variants.
This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00
Christoph Oelckers
6b3c0ecbd3 - floatified viewheight variables and some related code. 2016-03-22 18:06:08 +01:00
Christoph Oelckers
5a4b974187 - float stuff in g_raven.
- fixed some problems in previous commits.
2016-03-22 02:29:43 +01:00
Christoph Oelckers
f3d6ca04fc - some floating point changes in t_func.cpp 2016-03-22 01:19:24 +01:00
Christoph Oelckers
f1602882c8 - added a no-parameter Spawn function for inventory items that never show on the map, because the coordinate and replacement parameters will always be 0 for them.
- started converting g_hexen.

Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
2016-03-21 14:00:05 +01:00
Christoph Oelckers
4e60ea0252 - made AActor::alpha a floating point value
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00
Christoph Oelckers
afa5f22b31 - added two floating point special variables, because the two existing ones are integers and unusable for storing doubles. 2016-03-20 21:51:09 +01:00
Christoph Oelckers
cff8e51811 - converted AActor::height to double. 2016-03-20 20:55:06 +01:00
Christoph Oelckers
0bdb65c477 - made AActor::radius a double.
This means that all files in g_doom are now fully converted.
2016-03-20 15:04:13 +01:00
Christoph Oelckers
a4f5846c7c - replaced all uses of P_ThrustMobj with the already implemented AActor::Thrust method and deleted this function.
- for quakes, making a distinction between circular and elliptic thrust is pointless, so the checks were removed and both paths consolidated. The elliptic code will do exactly the same for circles and there isn't even a performance difference.
2016-03-20 01:25:47 +01:00
Christoph Oelckers
51b05d331d - replaced AActor::vel and player_t::Vel with a floating point version.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.

Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers
f332a098cd - reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles. 2016-03-18 00:43:05 +01:00
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
29a7fe33f3 - fixed some minor issues found during reviewing the code. 2016-03-16 14:10:13 +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
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
58d3b04590 - fixed some places in p_pillar.cpp where sector plane z's were calculated at (0, 0) which could cause overflows if the actual plane is too far away from the origin.
- renamed sector_t::soundorg in centerspot, changed the type to a fixedvec2 and removed the CenterSpot #define.

Since this thing was used in lots of places that have nothing to do with sound the name made no sense. Having it as a fixed_t array also made it clumsy to use and the CenterSpot #define used a potentially dangerous type cast.
2016-02-24 14:49:59 +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
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
6d0ef7a9da - added conversion macros to convert floating point angles to angle_t, using xs_Float.h, and replaced all occurences in the code with them (let's hope I found everything.)
Converting a floating point value that is out of range for a signed integer will result in 0x80000000 with SSE math, which is used exclusively for this purpose on modern Visual C++ compilers, so this cannot be used anywhere.
On ARM there's problems with float to unsigned int conversions.

xs_Float does not depend on these
2016-02-08 12:10:53 +01:00
Christoph Oelckers
0b7a06c714 Merge branch 'NewEESpecials'
# Conflicts:
#	src/fragglescript/t_fs.h
2016-02-05 01:01:39 +01:00
Randy Heit
b3b0886b64 Merge branch 'scripting'
Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_blastradius.cpp
	src/p_enemy.cpp
	src/p_enemy.h
	src/thingdef/thingdef.h
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
2016-02-04 15:17:22 -06:00
Randy Heit
c1b2861362 Merge the boolean args to EV/P_Teleport into a single flags arg
- The flags use TELF_ since DECORATE has an A_Teleport with its
  own set of TF_ flags.
- TELF_KEEPVELOCITY is used instead of TELF_HALTVELOCITY, because
  there was only one call that ever set bHaltVelocity to false.
2016-01-30 21:27:34 -06:00
Christoph Oelckers
7b5a77a8d8 - added various action specials and parameter extensions defined by Eternity Engine.
The reason for defining them is to be able to fill out the Eternity translation table for GZDoom's Extradata parser.
Most of the new specials are mere specializations of ZDoom's Generic_* functions and occupy positions above 255 to avoid filling up the last remaining free slots available for Hexen format maps.
Allowing action specials greater than 255 required a few changes:
 * all access to action specials is now through a small set of access functions.
 * Two new PCodes were added to ACC to handle these new specials from scripts.
 * a minor change to the network protocol, so netgame  and demo version numbers were bumped.
 * FS_Execute is now properly defined in p_lnspec.cpp.
Two of the newly added specials - generalizations of the special 'close Door in 30 seconds' and 'raise door in 5 minutes' sector types, will also be available to Hexen format maps. The rest are limited to use in ACS, UDMF and DECORATE.
This also adds 'change' and 'crush' parameters to most Floor_* and Ceiling_* specials, again to match Eternity's feature set.
2016-01-25 18:49:56 +01:00