- Fixed: cycle_t was still a DWORD and not a QWORD under GCC.

- The stat meters now return an FString instead of sprintfing into a fixed
  output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
  - For consistancy with the other integral types, byte is no longer a
    synonym for BYTE.
  - Most uses of BOOL have been change to the standard C++ bool type. Those
    that weren't were changed to INTBOOL to indicate they may contain values
    other than 0 or 1 but are still used as a boolean.
  - Compiler-provided types with explicit bit sizes are now used. In
    particular, DWORD is no longer a long so it will work with both 64-bit
    Windows and Linux.
  - Since some files need to include Windows headers, uint32 is a synonym
    for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
  was all it contained.


SVN r326 (trunk)
This commit is contained in:
Randy Heit 2006-09-14 00:02:31 +00:00
commit c412b42703
175 changed files with 1489 additions and 1341 deletions

View file

@ -86,7 +86,7 @@ static FRandom pr_crunch ("DoCrunch");
// If "floatok" true, move would be ok
// if within "tmfloorz - tmceilingz".
BOOL floatok;
bool floatok;
fixed_t tmfloorz;
fixed_t tmceilingz;
@ -137,7 +137,7 @@ AActor *LastRipped;
//
//==========================================================================
static BOOL PIT_FindFloorCeiling (line_t *ld)
static bool PIT_FindFloorCeiling (line_t *ld)
{
if (tmfbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
|| tmfbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
@ -256,9 +256,9 @@ void P_FindFloorCeiling (AActor *actor)
//
// PIT_StompThing
//
static BOOL StompAlwaysFrags;
static bool StompAlwaysFrags;
BOOL PIT_StompThing (AActor *thing)
bool PIT_StompThing (AActor *thing)
{
fixed_t blockdist;
@ -310,7 +310,7 @@ BOOL PIT_StompThing (AActor *thing)
// move was made, so the height checking I added for 1.13 could
// potentially erroneously indicate the move was okay if the thing
// was being teleported between two non-overlapping height ranges.
BOOL P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, BOOL telefrag)
bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag)
{
static TArray<AActor *> telebt;
@ -424,7 +424,7 @@ BOOL P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, BOOL telefr
// Like P_TeleportMove, but it doesn't move anything, and only monsters and other
// players get telefragged.
//
BOOL PIT_StompThing2 (AActor *thing)
bool PIT_StompThing2 (AActor *thing)
{
fixed_t blockdist;
@ -616,7 +616,7 @@ int P_GetMoveFactor (const AActor *mo, int *frictionp)
//
static // killough 3/26/98: make static
BOOL PIT_CrossLine (line_t* ld)
bool PIT_CrossLine (line_t* ld)
{
if (!(ld->flags & ML_TWOSIDED) ||
(ld->flags & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_BLOCKEVERYTHING)))
@ -635,7 +635,7 @@ BOOL PIT_CrossLine (line_t* ld)
//
static // killough 3/26/98: make static
BOOL PIT_CheckLine (line_t *ld)
bool PIT_CheckLine (line_t *ld)
{
bool rail = false;
@ -812,11 +812,11 @@ BOOL PIT_CheckLine (line_t *ld)
static AActor *stepthing;
BOOL PIT_CheckThing (AActor *thing)
bool PIT_CheckThing (AActor *thing)
{
fixed_t topz;
fixed_t blockdist;
BOOL solid;
bool solid;
int damage;
// don't clip against self
@ -1106,7 +1106,7 @@ BOOL PIT_CheckThing (AActor *thing)
// sides of the blocking line. If so, return true, otherwise
// false.
BOOL Check_Sides(AActor* actor, int x, int y)
bool Check_Sides(AActor* actor, int x, int y)
{
int bx,by,xl,xh,yl,yh;
@ -1145,7 +1145,7 @@ BOOL Check_Sides(AActor* actor, int x, int y)
//
//---------------------------------------------------------------------------
BOOL PIT_CheckOnmobjZ (AActor *thing)
bool PIT_CheckOnmobjZ (AActor *thing)
{
if (!(thing->flags & MF_SOLID))
{ // Can't hit thing
@ -1201,7 +1201,7 @@ BOOL PIT_CheckOnmobjZ (AActor *thing)
//
//----------------------------------------------------------------------------
BOOL P_TestMobjLocation (AActor *mobj)
bool P_TestMobjLocation (AActor *mobj)
{
int flags;
@ -1248,7 +1248,7 @@ BOOL P_TestMobjLocation (AActor *mobj)
// numspeciallines
// AActor *BlockingMobj = pointer to thing that blocked position (NULL if not
// blocked, or blocked by a line).
BOOL P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
bool P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
{
static TArray<AActor *> checkpbt;
@ -1549,8 +1549,8 @@ static void CheckForPushSpecial (line_t *line, int side, AActor *mobj)
// Attempt to move to a new position,
// crossing special lines unless MF_TELEPORT is set.
//
BOOL P_TryMove (AActor *thing, fixed_t x, fixed_t y,
BOOL dropoff, // killough 3/15/98: allow dropoff as option
bool P_TryMove (AActor *thing, fixed_t x, fixed_t y,
bool dropoff, // killough 3/15/98: allow dropoff as option
bool onfloor) // [RH] Let P_TryMove keep the thing on the floor
{
fixed_t oldx;
@ -1897,7 +1897,7 @@ AActor* slidemo;
fixed_t tmxmove;
fixed_t tmymove;
extern BOOL onground;
extern bool onground;
//
@ -1915,7 +1915,7 @@ void P_HitSlideLine (line_t* ld)
angle_t deltaangle;
fixed_t movelen;
BOOL icyfloor; // is floor icy? // phares
bool icyfloor; // is floor icy? // phares
// |
// Under icy conditions, if the angle of approach to the wall // V
// is more than 45 degrees, then you'll bounce and lose half
@ -2042,7 +2042,7 @@ void P_HitSlideLine (line_t* ld)
//
// PTR_SlideTraverse
//
BOOL PTR_SlideTraverse (intercept_t* in)
bool PTR_SlideTraverse (intercept_t* in)
{
line_t* li;
@ -2329,7 +2329,7 @@ bool P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
//
//============================================================================
BOOL PTR_BounceTraverse (intercept_t *in)
bool PTR_BounceTraverse (intercept_t *in)
{
line_t *li;
@ -2509,7 +2509,7 @@ static fixed_t bottompitch;
// PTR_AimTraverse
// Sets linetaget and aimpitch when a target is aimed at.
//
BOOL PTR_AimTraverse (intercept_t* in)
bool PTR_AimTraverse (intercept_t* in)
{
line_t* li;
AActor* th;
@ -3135,7 +3135,7 @@ void P_AimCamera (AActor *t1)
AActor *usething;
bool foundline;
BOOL PTR_UseTraverse (intercept_t *in)
bool PTR_UseTraverse (intercept_t *in)
{
// [RH] Check for things to talk with or use a puzzle item on
if (!in->isaline)
@ -3259,7 +3259,7 @@ blocked:
// by Lee Killough
//
BOOL PTR_NoWayTraverse (intercept_t *in)
bool PTR_NoWayTraverse (intercept_t *in)
{
line_t *ld = in->d.line;
@ -3327,7 +3327,7 @@ static AActor *PuzzleItemUser;
static int PuzzleItemType;
static bool PuzzleActivated;
BOOL PTR_PuzzleItemTraverse (intercept_t *in)
bool PTR_PuzzleItemTraverse (intercept_t *in)
{
AActor *mobj;
@ -3434,7 +3434,7 @@ CUSTOM_CVAR (Float, splashfactor, 1.f, CVAR_SERVERINFO)
selfthrustscale = 1.f / self;
}
BOOL PIT_RadiusAttack (AActor *thing)
bool PIT_RadiusAttack (AActor *thing)
{
if (!(thing->flags & MF_SHOOTABLE) )
return true;
@ -3657,9 +3657,9 @@ EXTERN_CVAR (Int, cl_bloodtype)
//
//=============================================================================
BOOL P_AdjustFloorCeil (AActor *thing)
bool P_AdjustFloorCeil (AActor *thing)
{
BOOL isgood = P_CheckPosition (thing, thing->x, thing->y);
bool isgood = P_CheckPosition (thing, thing->x, thing->y);
thing->floorz = tmfloorz;
thing->ceilingz = tmceilingz;
thing->dropoffz = tmdropoffz; // killough 11/98: remember dropoffs
@ -3676,7 +3676,7 @@ BOOL P_AdjustFloorCeil (AActor *thing)
//
//=============================================================================
BOOL PIT_FindAboveIntersectors (AActor *thing)
bool PIT_FindAboveIntersectors (AActor *thing)
{
if (!(thing->flags & MF_SOLID))
{ // Can't hit thing
@ -3709,7 +3709,7 @@ BOOL PIT_FindAboveIntersectors (AActor *thing)
//
//=============================================================================
BOOL PIT_FindBelowIntersectors (AActor *thing)
bool PIT_FindBelowIntersectors (AActor *thing)
{
if (!(thing->flags & MF_SOLID))
{ // Can't hit thing
@ -4153,7 +4153,7 @@ void PIT_CeilingLower (AActor *thing)
void PIT_CeilingRaise (AActor *thing)
{
BOOL isgood = P_AdjustFloorCeil (thing);
bool isgood = P_AdjustFloorCeil (thing);
// For DOOM compatibility, only move things that are inside the floor.
// (or something else?) Things marked as hanging from the ceiling will
@ -4438,7 +4438,7 @@ void P_DelSeclist (msecnode_t *node)
// blocking lines.
//=============================================================================
BOOL PIT_GetSectors (line_t *ld)
bool PIT_GetSectors (line_t *ld)
{
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT] ||
tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT] ||