Commit graph

642 commits

Author SHA1 Message Date
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
71d1138376 - refactored the global lines array into a more VM friendly form, moved it to FLevelLocals and exported it to ZScript.
- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
2017-01-08 14:39:16 +01:00
Christoph Oelckers
ed25cf61c5 - moved the msecnode code to its own file.
Note that this originates from Boom so it needs to keep the Doom license.
2017-01-06 12:54:01 +01:00
Christoph Oelckers
b11c8fef57 - renamed a few variables for clarity. 2017-01-06 11:56:17 +01:00
Christoph Oelckers
9948189193 - scriptified PowerProtection and PowerDamage.
- made ModifyDamage calls iterative instead of recursive. With going through the VM they'd be too costly otherwise.
- small optimization: Detect empty VM functions right when entering the VM and shortcut them. This is to reduce the overhead of virtual placeholders, which in a few cases (e.g. CanCollideWith and ModifyDamage) can be called quite frequently.
2017-01-01 23:11:48 +01:00
Christoph Oelckers
a105a08bd6 - restored the original implementation of DONTOVERLAP, because Heretic depends on it being somewhat broken.
A side effect of the incorrect implementation is that Gargoyles hitting other Gargoyles won't call P_DamageMobj.
2016-12-30 20:00:24 +01:00
Christoph Oelckers
721b2fb21d - fixed: Instant floor movers should disable z-interpolation for all affected actors. 2016-12-27 21:16:42 +01:00
Christoph Oelckers
4bf19fb665 - don't let monsters block teleports of non-solid inventory items. Doom's code never considered such a possibility and would consider the move blocking, despite the item being non-solid. 2016-12-27 15:34:44 +01:00
Christoph Oelckers
e9574276a5 - added CanCollideWith calls to a few more places where they are needed. 2016-12-26 22:33:07 +01:00
Christoph Oelckers
5327055495 - fixed: Source for nailbomb damage in A_Explode should be the caller's target, if defined and the caller is a missile. 2016-12-26 20:37:04 +01:00
Christoph Oelckers
625e97dfd1 - fixed: UpdateRenderSectorList needs to reset the sector before traversing floor portals. 2016-12-26 16:22:28 +01:00
Christoph Oelckers
7f72de6b71 - use msecnode_t's for the touching_renderlists instead of std::forward_list.
- preparations for checking the proper sector to get a sprite's lighting info.
2016-12-26 11:58:08 +01:00
Christoph Oelckers
04ff4282ef - removed the global 'sector_list' variable.
If the calling code wants to recycle this it will have to pass a container variable to AActor::UnlinkFromWorld and AActor::LinkToWorld.
This was changed because keeping such data in a global variable is dangerous for a set of functions that can be called from a script.
Note that the scripted versions do not yet support saving of the touching_sectorlist.
2016-12-25 22:40:26 +01:00
Christoph Oelckers
5723f10cc3 - use 'for' iterator syntax to check touching_renderlists. 2016-12-25 19:37:07 +01:00
Christoph Oelckers
663b305eec - include proper headers for std::find. 2016-12-25 19:25:19 +01:00
ZZYZX
44c19b5ad9 Changed zero RenderRadius logic - negative values now used for 'no rendering', restored old logic with max(radius, renderradius) 2016-12-25 13:40:21 +02:00
ZZYZX
40a180c15f Changed zero RenderRadius logic - thing should still link to own sector 2016-12-25 13:37:45 +02:00
ZZYZX
fcd8a0ce92 Reverted STYLE_None change to P_LinkRenderSectors, implemented zero RenderRadius that effectively disables rendering of an actor entirely 2016-12-25 13:35:03 +02:00
ZZYZX
98657f6844 STYLE_None actors are no more subject to P_LinkRenderSectors 2016-12-25 13:19:45 +02:00
ZZYZX
87b23d160b Ported RenderRadius and related code from gzdoom branch 2016-12-25 13:09:32 +02:00
Christoph Oelckers
54822c29eb - changed pitch math in P_RailAttack to avoid having to deal with bogus math throughout the entire function. Effectively the only thing this changes is passing the correct pitch to P_DrawRailTrail. 2016-12-24 18:24:44 +01:00
Christoph Oelckers
66d287ea81 - fixed: Stepping through a ceiling portal on a two-sided line did not work.
- fixed: Stepping up an actor checked against the sector's own ceiling, even if it was a crossable portal.
2016-12-08 10:16:22 +01:00
Christoph Oelckers
b2d1b0d7a6 - fixed: FTranslatedLineTarget::angleFromSource returned the attack angle, not the angle between actors when returned from P_LineAttack.
For most attack functions this is wrong, it's only the Hexen fighter attack needing this particular value, so it has been split up into two return values now.
2016-12-06 11:04:54 +01:00
Christoph Oelckers
18b953dd50 - fixed: Blasted objects should also be subject to being checked with CanCollideWith. 2016-12-04 10:34:36 +01:00
Christoph Oelckers
94287518e0 - added a virtual CanCollideWith script method that can be overridden to do class specific collision checks.
This will get called for both actors taking part in a collision, if one of the two calls returns false it will immediately abort PIT_CheckThing with no collision taking place at all.
2016-12-04 10:13:36 +01:00
Christoph Oelckers
f9441cd9d9 - added null pointer validation to any relevant exported function. In most cases null pointers were already being treated as 'do nothing', but there's several places where this can make the code silently fail so in these cases a VM exception will be raised, once the VM's exception handling has been repaired to provide useful diagnostics. (Right now all it does is catch the exception, print a useless message and return to the caller as if nothing has happened.) 2016-12-02 12:06:49 +01:00
Christoph Oelckers
bbf62132d8 - added a larger batch of function exports.
- cleaned up the virtual function interface of APlayerPawn which still had many virtual declarations from old times when class properties were handled through virtual overrides. None of this makes sense these days anymore.
2016-11-30 01:25:51 +01:00
Christoph Oelckers
0c969746d0 - scriptified Hexen's spike, which was the last remaining item in the game directories.
- added a BlockThingsIterator for scripts.
2016-11-29 18:42:48 +01:00
Christoph Oelckers
b0ddba2240 Merge branch 'master' of c:\Programming\Doom-Dev\zdoom_\ into zscript 2016-11-27 16:31:26 +01:00
Christoph Oelckers
2e99681ced - fixed: When trying to calculate the damage for a blasted actor hitting another one, the velocity checks used the signed values, causing totally random damaging effects depending on the direction the objects were moving. This bug had been present in the original Hexen source as well. 2016-11-27 16:26:31 +01:00
Christoph Oelckers
7385cd70c0 - scriptified the Minotaur.
Interesting tidbit: The damage calculation in P_MinotaurSlam had been incorrect for the Heretic version since the friendly Hexen Dark Servant was added, but nobody ever noticed in 14 years...
2016-11-26 01:14:47 +01:00
Christoph Oelckers
66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00
Christoph Oelckers
3e890d182b - scriptified D'Sparil.
- added retrieval of defaults from an actor pointer.
2016-11-24 01:23:35 +01:00
Christoph Oelckers
d1f5d916c2 Merge branch 'master' into zscript 2016-11-23 14:39:14 +01:00
Christoph Oelckers
6ae266c76e - fixed: The check for identical floor planes on an opening should never allow it to be narrowed down.
This can cause problems in rare situations where a sloped plane is checked outside its sector boundaries.
2016-11-23 14:27:08 +01:00
Christoph Oelckers
bb25c5faaa - scriptified the remaining Doom weapon code.
- implemented method calls from struct instances.
- optimized disassembly of VM call instructions to print the function's name at the end where it is more visible and does not need to be truncated. Also use the printable name for script functions here.
2016-11-20 12:27:26 +01:00
Christoph Oelckers
aa32d8970b - scriptified a_hereticmisc.cpp. 2016-11-18 21:34:06 +01:00
Major Cooke
af3bda3f2a Removed _DEF. 2016-11-16 19:47:06 +01:00
Major Cooke
60d93008ba Exported TryMove. 2016-11-16 19:47:06 +01:00
Christoph Oelckers
a45523fb63 - scriptified A_SpawnFly.
- added support for global variables to the code generator - not the compiler, though. For the handful of entries this is needed for it may just as well be done manually. So far FLevelLocals level is the only one being exported.
- fixed: The VM disassembler truncated 64 bit pointers to 15 digits because the output buffer was too small.
- resolve entire FxSequences instead of aborting on the first failed entry. This allows to output all errors at once.
2016-11-03 13:38:40 +01:00
Christoph Oelckers
c7347608a4 - scriptified A_FatAttack*.
- swapped parameters of two-parameter VelToAngle method, so that internal and script version are in line.
- fixed parameter asserts to handle NULL pointers properly.
2016-10-27 17:47:46 +02:00
Christoph Oelckers
823c52aeb2 - scriptified the functions in a_possessed.cpp and added the needed exports and constants.
- fixed: Script functions did not receive the function name when being created.
- relaxed the asserts for PARAM_STATE, because the VM knows nothing about ATAG_STATE. Any state variable's content (e.g. Actor.SeeState) will receive ATAG_GENERIC, rather than ATAG_STATE.
- added a 'NeedResult' flag so that certain operations can create shorter code if the result of the expression is not needed. So far only used for postdecrement/increment statements on local variables (which is the most frequent case where this matters.)
- fixed postincrement and decrement for local variables. Due to the result preservation semantics it created faulty code.
2016-10-26 11:30:30 +02:00
Christoph Oelckers
9f8a5dae21 - scriptified A_BruisAttack.
- removed 'self' as a dedicated token. Internally this gets handled as a normal but implicitly named variable so the token just gets in the way of proper processing.
- removed P_ prefix from SpawnMissile export.
- fixed a crash with misnamed function exports.
2016-10-23 17:15:24 +02:00
Christoph Oelckers
f1ba19073f - split Damage into two variables: DamageVal for the old constant and DamageFunc for the DECORATE function.
The way this was done was a major headache inducer, requiring reconstruction of the function each time the value was changed and in general made actor damage a major hassle.
There was a DECORATE wrapper to mimic the original behavior but this looked quite broken because it completely ignored the different semantics of both damage calculation types.
It also made it impossible to determine if damage was a function or a value.
This accessor has been reverted to what it should be, only returning the constant, which now is -1 for a damage function. I am sorry if this may break the odd mod out but a quick look over some DECORATE-heavy stuff showed that this was never combined in any of them so that accessing 'damage' in DECORATE code depended on an actual damage function.

To get proper damage, a future commit will add a DECORATE function which calls AActor::GetMissileDamage.
2016-09-19 03:36:51 +02:00
Major Cooke
ec14dd94a7 A_Explode now returns the number of actors damaged and can be used in expressions.
- Enemies that do not take damage in any way are not counted.
2016-08-12 09:17:20 +02:00
Christoph Oelckers
b4e712ab01 - made disabling the push window check a real compatibility option.
No idea why this was a hidden one, this one definitely needs to be in the menu.

- set some required compatibility options for Super Sonic Doom.
2016-08-09 20:15:13 +02:00
yqco
b2a6512981 Fix partial initialization in ACS PickActor function 2016-08-09 02:11:13 -06:00
Christoph Oelckers
ab837b608d - compatibility optioned triggering sector actions by indirectly initiated teleports
There's several old maps depending on this not happening.

- Set the option for Hell's Twisted Influence Part 1.
2016-08-07 22:04:16 +02:00
alexey.lysiuk
cbe0a34f0b Fixed usages of abs() function with double arguments
Clang no longer issues "warning: using integer absolute value function 'abs' when argument is of floating point type"
2016-07-30 14:03:57 +02:00
yqco
4d6532d303 Added RGF_NORANDOMPUFFZ flag for A_CustomRailgun and A_RailAttack 2016-07-22 02:46:41 -06:00
MajorCooke
02064437c5 Fixed wrong angle/slopes being used and one too many &s for NOINTERACT. 2016-07-16 17:34:17 +02:00
MajorCooke
10fabc3ab7 Cleaned up code. Puffs no longer need ALWAYSPUFF.
- A_CustomBulletAttack and A_FireBullets will perform a second P_LineAttack to get a puff which only returns to the previous function after a tracer.
2016-07-16 17:34:17 +02:00
Christoph Oelckers
b81876698f - changed P_ChangeSector so that for bridges it only keeps the floorz and ceilingz of the spawn position.
This is necessary to prevent moving sectors from altering the bridge's z-position. The bridge should remain at its current z, even if the sector change would cause floorz or ceilingz to be changed in a way that would make P_ZMovement adjust the bridge.
2016-07-04 22:36:27 +02:00
MajorCooke
2d4eb8dde4 - Added limit parameter to A_RailAttack and A_CustomRailgun. 2016-06-14 18:20:43 -05:00
MajorCooke
33ddbe8ab3 Added SKYEXPLODE support for P_LineAttack on horizons. 2016-05-29 12:38:37 +02:00
Christoph Oelckers
49234b1fc3 - fixed: UpdateRenderSectorList did some bad calculations for checking portal plane order. 2016-05-24 13:53:29 +02:00
Christoph Oelckers
428bd52295 - fixed: It was not possible to step through a ceiling portal into the upper sector. 2016-05-20 13:10:42 +02:00
Christoph Oelckers
6949afc334 - fixed: For allowing an unblocking move, PIT_CheckThing used the wrong actor's position. This was causing monster pile-ups with moving ceilings.
- don't let P_PushUp move any actors with the same z as the pushing actor. This should solve most monster pile-ups, but the entire logic here needs some serious rethinking. The only reason this doesn't cause more problems is some fudging in several other places.
2016-05-14 15:05:06 +02:00
MajorCooke
952219a018 Added RTF_THRUSTZ for A_RadiusThrust.
- Allows thrusting with Z velocity.
2016-05-11 19:41:33 +02:00
Christoph Oelckers
852ed6cd04 - un-revert P_CheckMove fix. 2016-05-11 19:39:08 +02:00
Christoph Oelckers
d4b258f15b - don't place the chasecam right at the hit position of the trace. This will be the intersection with a wall or sector plane and may cause clipping issues. Instead place it very slightly in front of the actual hit position. 2016-05-11 13:57:49 +02:00
Christoph Oelckers
220255e6a4 - fixed P_CheckMove's dropoff check and removed some unneeded code. 2016-05-11 11:56:03 +02:00
Christoph Oelckers
cc88130362 - fixed: P_CheckMove's dropoff check had the heights swapped. This also shouldn't in any way depend on COMPATF_DROPOFF and must be skipped entirely for actors with either MF_FLOAT or MF_DROPOFF set. 2016-05-11 10:09:13 +02:00
Christoph Oelckers
8309d8f634 - fixed coordinate typo. 2016-04-29 23:14:04 +02:00
MajorCooke
660aff562d - Added support for THRU flags on bullets and rails.
- ALLOWTHRUFLAGS must be used on the puffs, added for the sake of compatibility with older mods. This applies to the following:
-- Bullets: THRUACTORS, THRUSPECIES
-- Rails: Same as bullets, but includes THRUGHOST.
2016-04-27 13:38:27 +02:00
Christoph Oelckers
934b1923d0 - fixed: CheckForPushSpecial did not check blocking 3D midtextures. 2016-04-27 12:37:38 +02:00
Christoph Oelckers
044bf4ada6 - fixed: P_CheckPosition must initialized tm.floorterrain. 2016-04-27 12:08:22 +02:00
Christoph Oelckers
fab38d092b - fixed: P_LineOpening could miss a 3D floor if an actor was centered right against its side.
- restored the original 3D floor code to retrieve the current floor in P_CheckPosition. The portal aware version was a bit too strict and could place the actor on the wrong side when moving at high speeds.
2016-04-27 02:13:35 +02:00
MajorCooke
6bba84458c - Rail spawned actor trails now set their targets to the shooter and transfer pitch. 2016-04-23 08:19:59 -05:00
Christoph Oelckers
382a6e8b9f - link actors to touching line portals, for use by the renderer. 2016-04-21 22:59:07 +02:00
Christoph Oelckers
ba7260c176 - fixed overflow issue with large damage values in P_RadiusAttack. 2016-04-21 10:51:41 +02:00
Christoph Oelckers
322b9fc0ae - wrap access to portal properties into sector_t:: member functions. 2016-04-19 11:35:28 +02:00
Christoph Oelckers
2661a94fe9 - call UpdateSectorRenderList from LinkToWorld as well, because this can be called from outside the actor's Tick function. 2016-04-18 01:35:37 +02:00
Christoph Oelckers
89b2cc45a2 - reverted P_CreateSecNodes to the regular FBlockLinesIterator.
This got accidentally committed. Even if this gets extended to reach through portals it needs to be done differently. FMultiBlockLinesIterator can't guarantee to get every sector that's being touched.
2016-04-18 00:02:07 +02:00
Christoph Oelckers
54d78df267 - added a new sector list to AActor that collects all portal-linked sectors the actor's center is in. (Inspired by Eternity's solution to the same problem.)
This is for rendering the sprite properly in all areas the actor touches. The original thinglist is not sufficient for this and Boom's touching thinglist has other purposes and collects too much data.
This new list will only get filled in when the actor is actually crossing a portal plane, for the normal sector thinglist will still be used.
This piggybacks on the msecnode_t code which has been extended to be able to handle more than one list by passing the sector's membert pointers as parameters.
2016-04-17 23:48:04 +02:00
Christoph Oelckers
7ac0cfbbb9 - added support for angle changing portals to P_AimCamera. 2016-04-16 22:54:47 +02:00
Christoph Oelckers
0f6a567055 - added portal-awareness to the railgun trail.
This required some changes to the Trace function because it turned out that the original was incapable of collecting the required information:

* actors are now also linked into blockmap blocks on both sides if they occupy the boundary of a sector portal.
* Trace will no longer set up parallel traces in all parts connected with sector portal, but only use one trace and relocate that on the actual boundary.
2016-04-16 19:41:33 +02:00
Christoph Oelckers
ae6df617ba - fixed: The FPathTraverse call in P_UsePuzzleItem was missing the PT_DELTA flag. 2016-04-11 22:10:46 +02:00
Christoph Oelckers
db86385cf6 - removed STACK_ARGS.
The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
2016-04-11 10:46:30 +02:00
MajorCooke
76f00131ff - Fixed: A_CheckBlock's dropoff check ignored the specifications of NOACTORS and NOLINES due to P_CheckMove blindly failing if P_CheckPosition failed. This lead to false positives such as blocking actors being detected when they shouldn't be. 2016-04-10 20:11:04 +02:00
MajorCooke
c79a1b6a45 thing->floorz --> thing->dropoffz 2016-04-09 22:33:55 +02:00
MajorCooke
8b8c879994 - CBF_DROPOFF Fixes
- Fixed: CBF_DROPOFF didn't actually check the coordinates passed to it for dropoff height values. It only checked to see if it was stuck in lines.
2016-04-09 22:33:54 +02:00
Christoph Oelckers
ca317a87ea - started working on tracking portal transitions for railgun shots. 2016-04-09 12:09:06 +02:00
Christoph Oelckers
47e20aead4 - disallow crossable portals on one-sided linedefs which do not belong to a polyobject.
Sadly the mappers cannot be trusted to use a feature correctly. Despite repeatedly telling that portals on one-sided lines are problematic, everybody seems to do it this way - and then report bugs if it doesn't work. Under such circumstances the only safe option is to block such portals entirely.

See http://forum.zdoom.org/viewtopic.php?f=2&t=51511&p=898522#p898522 for a typical example of the problems this might cause.
2016-04-07 17:13:56 +02:00
Christoph Oelckers
a1c03c9a62 - fixed: P_AimCamera inverted the pitch. 2016-04-07 12:44:46 +02:00
Christoph Oelckers
2dff6a08d1 - fixed: P_RadiusAttack passed the wrong radius value to the BlockThingsIterator. 2016-04-04 16:51:25 +02:00
Christoph Oelckers
7586320038 Merge branch 'master' into floatcvt
# Conflicts:
#	src/p_map.cpp
2016-04-04 14:19:34 +02:00
Christoph Oelckers
c346ac6143 - fixed: P_TeleportMove must clear the spechits array.
This was accidentally deleted during one round of portal refactoring but is essential to prevent multiple teleport activations in one move.
Fixing this also allowed removing the fudging that was added to work around the issue in P_TryMove.
2016-04-04 14:17:34 +02:00
Christoph Oelckers
fd27c8db9e Merge branch 'master' into floatcvt
# Conflicts:
#	src/dobjtype.cpp
#	src/dobjtype.h
#	src/version.h
2016-04-04 01:21:24 +02:00
Christoph Oelckers
1011e26eb9 - fixed: P_RadiusAttack should not call P_DamageMobj for a damage value of 0.
This could happen if the damage calculations resulted in a value between 0 and 1, which for the actual check was multiplied with the damage parameter of P_RadiusAttack which inflated the fractional value to something that looked like actual damage but was later truncated.
2016-04-03 22:45:54 +02:00
Christoph Oelckers
4e5ba49aca - got rid of secplane_t::fA and fB. All uses could be replaced by other functions. 2016-04-03 19:46:00 +02:00
Edoardo Prezioso
28ac65b25b - Fixed GCC and Clang compilation errors. 2016-04-02 23:01:32 +02:00
Christoph Oelckers
b3659305ce - fixed typo in line portal interpolation path calculation. 2016-04-02 20:10:32 +02:00
Christoph Oelckers
6445615b5d - fixed the sound location calculations which got somewhat broken by the constant changes during the conversion. 2016-03-31 21:13:32 +02:00
Christoph Oelckers
9412ce45d6 - floatified portals.cpp and most of p_maputl.cpp. 2016-03-31 16:52:25 +02:00
Christoph Oelckers
8fd76f0c8a - floatified bmaporgx and bmaporgy, allowing to remove the gross overflow prevention hacks present in the blockmap code. 2016-03-31 09:23:14 +02:00
Christoph Oelckers
66929cbaff - floatified p_trace, p_slopes and p_udmf.cpp.
- major cleanup of unused code.
2016-03-30 16:30:22 +02:00
Christoph Oelckers
ced30e7bbb - fixed a few oversights.
- switched p_buildmap to use the floating point variants of the linedef/sector init methods.
2016-03-30 11:25:02 +02:00
Christoph Oelckers
c2e2910399 - fixed copy/paste error in P_GetFriction resulting in incorrect calculation of movefactor. 2016-03-30 10:08:06 +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