Commit graph

6200 commits

Author SHA1 Message Date
Christoph Oelckers
3a598d672e - removed the angle_t type from the VM, now that nothing in the interface requires it anymore. 2016-03-25 14:55:01 +01:00
Christoph Oelckers
8b6b5e7b1c - preparation for upcoming work: rename the fixed point versions of PosRelative. 2016-03-25 14:18:50 +01:00
Christoph Oelckers
a3b687bc4e - renamed PARAM_DANGLE macros to PARAM_ANGLE, now that the old angle_t type is no longer used in the VM interface. 2016-03-25 13:23:07 +01:00
Christoph Oelckers
21340c6eba - floatified the rest of thingdef_codeptr.cpp and got rid of the remaining fixed_t and angle_t parameters in VM-accessed function. The VM should now be free of those types completely. 2016-03-25 12:57:22 +01:00
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
f76524f459 - some cleanup on P_RailAttack plus a bit of parameter floatification in thingdef_codeptr.cpp 2016-03-25 00:59:14 +01:00
Christoph Oelckers
4d22b346f4 - floatified the remaining fixed point variables accessible through DECORATE. PROP_FIXED_PARAM is no longer used anywhere. 2016-03-24 23:50:29 +01:00
Christoph Oelckers
7a26318bf0 - floatified friction. 2016-03-24 22:50:03 +01:00
Christoph Oelckers
6c9e5b03c8 - floatified meleerange, pushfactor and radiusdamagefactor, 2016-03-24 21:31:04 +01:00
Christoph Oelckers
e077510773 - floatified MaxTargetRange and MeleeThreshold. 2016-03-24 20:56:59 +01:00
Christoph Oelckers
c66ff5939d - floatified AActor::bouncefactor and wallbouncefactor. 2016-03-24 20:43:35 +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
4874fe2361 Merge branch 'master' into floatcvt 2016-03-24 18:32:47 +01:00
MajorCooke
c8ba6f0611 Fixed quake falloff not working in floatcvt branch. 2016-03-24 18:30:23 +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
Christoph Oelckers
41387622f2 - changed angle parameter of FillSimplePoly. 2016-03-24 16:36:43 +01:00
Christoph Oelckers
5bf806e478 - renamed some fixed point stuff in the texture composition code. 2016-03-24 16:16:45 +01:00
Christoph Oelckers
86d1b2955a - floatified most of r_data (The interpolations cannot be done yet.) 2016-03-24 14:11:41 +01:00
Christoph Oelckers
09d8b4af80 - changed I_GetTimeFrac to return a double instead of a fixed_t. 2016-03-24 12:00:21 +01:00
Christoph Oelckers
c83ad9df6c - removed special treatment for not using stdint.h with MSVC. Current compiler versions have this file.
- removed use of finesine for creating the player backdrop for the menu display. This mostly uses the code from the old 2.0 floating point version but fixes some of the constants in there which were not correct.
2016-03-24 11:30:11 +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
6557f3b8c8 - floatified quake and weapon code 2016-03-23 20:45:48 +01:00
Christoph Oelckers
2dbd79cc8d - floatified the return data from Trace(). 2016-03-23 18:07:04 +01:00
Christoph Oelckers
70d87f94f2 Merge branch 'master' into floatcvt
# Conflicts:
#	src/p_acs.cpp
#	src/r_utility.cpp
#	src/thingdef/thingdef_codeptr.cpp
#	src/version.h
2016-03-23 14:15:24 +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
Christoph Oelckers
7c87479eea - parameter rework of several spawning functions. 2016-03-23 13:31:12 +01:00
Christoph Oelckers
f60eac8dc0 - floatified FMapThing, dropoffz and GetBobOffset 2016-03-23 12:21:52 +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
2a0d5a621a - floatified some stuff in g_shared.
Note: This commit does not handle z-spawn positions correctly.
2016-03-23 00:53:09 +01:00
Christoph Oelckers
301f5abadc - floatified the decal code. 2016-03-22 22:07:38 +01:00
Christoph Oelckers
6b3c0ecbd3 - floatified viewheight variables and some related code. 2016-03-22 18:06:08 +01:00
Christoph Oelckers
af427b80bd - did some cleanup and consolidation on damage factor code while converting it all to floating point.
- made armor properties floating point.
2016-03-22 16:35:41 +01:00
Christoph Oelckers
1eb106e2c5 - floatification of some alpha parameters. 2016-03-22 13:35:16 +01:00
Christoph Oelckers
a652c061f6 - converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut. 2016-03-22 12:42:27 +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
cf79e1cb6d - fixed some leftover fixed point remnants in g_hexen.
- made the full-coordinate version of P_SpawnPlayerMissile use float coordinates.
2016-03-22 00:30:56 +01:00
Christoph Oelckers
4155e84a1c - made player_t::crouchoffset and FPlayerStart's coordinates doubles and added a float version of divline_t so that I could complete the conversion of Hexen's game code.
- consolidated the actor based damage factor code which was repeated multiple times in various damage inflicting functions.
2016-03-22 00:06:58 +01:00
Christoph Oelckers
c830801da3 - g_hexen almost done except for 3 things that require more extensive changes. 2016-03-21 22:20:10 +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
b29058c1ab - converted the last fixed point remnants in g_heretic. 2016-03-21 10:24:52 +01:00
Christoph Oelckers
11e613f578 Merge branch 'master' into floatcvt
# Conflicts:
#	src/g_doom/a_revenant.cpp
2016-03-21 01:28:50 +01:00
Christoph Oelckers
a66f9cbf5a - fixed: angular spread for Strife's assault gun was wrong, 2016-03-21 01:26:06 +01:00
Christoph Oelckers
2d2eeb49f0 - make weapon sprite offsets floats. 2016-03-21 01:16:34 +01:00
Christoph Oelckers
1ff4bb419c - made AActor::gravity and FMapThing::gravity floats. 2016-03-21 00:51:19 +01:00
Christoph Oelckers
7ebb96f15c - use one of the new floating point special variables to store the portal plane height of the skybox things. 2016-03-21 00:05:44 +01:00
Christoph Oelckers
289cdfbefd - made AActor::floorclip a double. 2016-03-20 23:42:27 +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
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
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
Christoph Oelckers
8362c6a856 - conversion of floorz to double. 2016-03-20 19:52:35 +01:00
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
b81080ce08 - converted most of g_heretic to float. 2016-03-20 16:51:42 +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
ec58e70078 - replaced ceilingz with a floating point variable, also in FCheckPosition. 2016-03-20 13:32:53 +01:00
Christoph Oelckers
6e2421bd37 - use a set of specific conversion functions to convert from and to ACS script variables so that these cases do not get caught when searching for fixed point math in the source. 2016-03-20 12:37:21 +01:00
Christoph Oelckers
ada5097e34 - converted scale variables in AActor, FMapThing and skin to float. 2016-03-20 12:13:00 +01:00
Christoph Oelckers
5875e91f39 - finished conversion of most of g_doom.
Only things left here are accesses to AActor::ceilingz and radius in A_PainShootSkull, plus scaleX and scaleY in the ScriptedMarine sprite setting code.
Most is still using wrapper functions around the fixed point versions.
2016-03-20 10:52:10 +01:00
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
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
a43dccaa86 Merge branch 'master' into floatcvt
# Conflicts:
#	src/g_hexen/a_heresiarch.cpp
#	src/g_shared/a_quake.cpp
2016-03-20 00:56:09 +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
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
51a98d0e5d - cleaned up the mugshot code's angle checks (I hope these are correct because the old code was so confusing...) 2016-03-18 10:08:18 +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
39de225fa7 - restored old FaceMovementDirection. 2016-03-17 00:46:12 +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
ec3be2531a Merge branch 'master' into float
# Conflicts:
#	src/g_hexen/a_fighterplayer.cpp
2016-03-16 22:45:55 +01:00
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
Christoph Oelckers
b140d71c49 - several fixes. 2016-03-16 22:29:35 +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
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
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
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
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
alexey.lysiuk
c7c2beee2c Fixed A_Blast parameter type and default values
Default values for strength and speed parameter are fixed type, not integers
Also strength parameter needs to have floating point type
2016-03-12 13:11:46 +02:00
Christoph Oelckers
161d03231a - added custom math routines for reliability. 2016-03-11 15:45:47 +01:00
Christoph Oelckers
7edd5e2dac renamed 'exp' in xlat_parser.y to 'expr' because this gets in the way of searching for calls of the exp(x) function. 2016-03-11 13:43:17 +01:00
Christoph Oelckers
9843f16cc0 - some rework of vectors.h, mostly to remove all those silenced double->float conversions. 2016-03-10 22:36:28 +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
Randy Heit
2e588c2099 Add missing SEMICOLON to declarator_no_fun 2016-03-10 10:33:19 -06:00
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
alexey.lysiuk
3063312f7f Fixed resurrection distance check
See http://forum.zdoom.org/viewtopic.php?t=51177
2016-03-10 10:25:44 +02:00
Christoph Oelckers
a605913f42 - fixed: When passing through a teleporter or portal that alters the angle, it is not sufficient that P_XYMovement adjusts the position in case a second P_TryMove call is needed, it must also change the precalculated movement vector. 2016-03-09 12:49:49 +01:00
Christoph Oelckers
40ceb0fef6 - fixed: NextHighestCeilingAt and NextLowestFloorAt need to check if a 3D floor is outside the sector's boundaries before reporting it as the best match. 2016-03-09 12:00:07 +01:00
Christoph Oelckers
b3f7a57518 - yet another case of adding a workaround to preserve a side effect in Doom's original movement code that's bound to be inadvertently exploited:
When a spechit results in teleportation, P_TryMove never accounted for that, so that subsequent spechits either failed or succeeded, depending on where the teleport ends up.
With portal-aware positions stored within the spechit this no longer worked, so some handling is needed to revert to the original behavior in case there's no portals to consider.

The ideal solution would have been to stop checking spechits (or to block further teleports) once this happens but the likelihood of some old maps depending on this is high.
2016-03-09 11:44:01 +01:00
Randy Heit
03118d441f Don't use _FPU_GETCW if it won't do what we want
- _FPU_GETCW is defined for more than just x87. Don't use it if the
  control word for the target architecture doesn't support _FPU_EXTENDED
  or _FPU_DOUBLE defined, e.g. pretty much anything but x87. If I had been
  using glibc on PowerPC instead of Apple's libc, I probably would have
  noticed this sooner, since _FPU_GETCW is part of glibc.
2016-03-08 22:00:16 -06:00
Randy Heit
76489e7638 More gracefully handle travelling to a map without matching player starts
- First, don't crash when travelling to a map in a hub that doesn't have
  any player starts that match the position given to Teleport_NewMap (or
  equivalent).
- Seconed, move the player to the location they were at when the left the
  level. At least that way, they shouldn't be in random geometry or off
  the map entirely.
2016-03-08 21:51:12 -06:00
Randy Heit
174e00afe7 Add NULL mthing check to P_SpawnPlayer 2016-03-08 21:42:24 -06:00
Randy Heit
48b6b6e057 Clip portals to viewheight, not screen height
- Aside, but is this even neccessary? The arrays being copied from should
  already be clipped properly.
2016-03-08 19:53:37 -06:00
Christoph Oelckers
015cbb1061 - revert accidentally committed debug code. 2016-03-08 21:29:13 +01:00
Christoph Oelckers
0a1e22aa7a - fixed: FPathTraverse::init kills the intercepts array so PortalRelocate needs to store the line before calling that function. 2016-03-08 18:45:52 +01:00
Christoph Oelckers
42521ffd6f - fixed some mixed up variables in a few blockmap iterators. 2016-03-08 18:34:58 +01:00
alexey.lysiuk
209b495e10 Fixed potential crash in DeHackEd loading
The patch content was destructed and then accessed when loading DeHackEd file of old/unsupported version
Do not print the whole patch content to console but only a filename
2016-03-08 16:28:11 +02:00
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
Christoph Oelckers
9d877f75e3 - second part of last commit. This file was accidentally unselected. 2016-03-08 14:35:36 +01:00
Christoph Oelckers
1815b076ee - don't show the IWAD picker upon restart. This doesn't work with fullscreen mode. Instead just pick the first IWAD from the list until a better solution can be implemented.
- handle a 'restart' CCMD a bit more controlled. Instead of throwing an exception in the CCMD handler it now just flags D_DoomLoop to return.

If the exception is thrown within the CCMD this can easily happen deep inside the renderer when it calls NetUpdate. But since the software renderer with its use of global variables is not equipped to be yanked out of lile this it could leave broken data behind that caused glitches or even crashes on subsequently played maps.
2016-03-08 13:07:21 +01:00
Christoph Oelckers
e11a0986ce - encountered a strange crash that after changing a map, InSubsector was not NULL and pointing to invalid data. So let's better NULL this variable explicitly each time a render loop is started. 2016-03-08 12:27:01 +01:00
Christoph Oelckers
4ebdcb7b6d - fixed: The result condition of a hitscan subtrace was never checked. 2016-03-08 11:55:40 +01:00
Christoph Oelckers
f852ead99a - fixed: The initial check for ceiling and floor portals must be done when the trace's start position and its sector has been calculated. SightCheck::init is too early for that. 2016-03-08 10:44:03 +01:00
Christoph Oelckers
f35d966799 - don't allow any ceiling portal that has a lower position than a floor portal in the same sector. The will inevitably lead to problematic situations. 2016-03-08 10:09:02 +01:00
Christoph Oelckers
50d2145ba0 - fixed typo in portal init code. 2016-03-08 09:41:54 +01:00
Christoph Oelckers
2cd74118f6 - fixed sight checking through portals.
Notes:
 * It is actually not enough to disable the early-out condition for the current block if there's a portal. It must be disabled for the entire rest of the trace because otherwise the collected lines never get processed.
 * The block bounds check cannot be done globally with portals in the game. The actual trace can easily end up outside the blockmap bounds if portal offsets are factored into the distance between the two actors.
2016-03-08 01:26:13 +01:00
Christoph Oelckers
bd29f0994f - restored accidentally deleted line. 2016-03-07 23:41:16 +01:00
Christoph Oelckers
cc2885c2de - fixed int/fixed_t mixup with P_RadiusAttack's 'bombdistance' parameter. (Why is this thing even an int...?) 2016-03-07 22:05:19 +01:00
Christoph Oelckers
3c25b2c066 - some redesign of P_CheckSight to handle portals.
Portal stuff not tested yet.
2016-03-07 21:59:32 +01:00
Randy Heit
f82c217047 Fixed: In multiplayer, players could spawn at voodoo doll starts
- This could happen in co-op games that did not have enough player starts
  for all the players spawning. Voodoo doll starts were not excluded from
  the set of possible starts as they should have been.
2016-03-07 10:58:16 -06:00
Randy Heit
e277fbe81d Fixed some incorrectness with some Hexen crushing specials
- The following Hexen specials all stop 8 units above the floor:
  * Ceiling_CrushRaiseAndStay
  * Ceiling_CrushAndRaise
  * Ceiling_LowerAndCrush
  We only and Ceiling_LowerAndCrush correct. Clearly, I should have paid
  more attention when the Hexen source was released for the parts that I
  had already reverse engineered.
2016-03-07 10:24:30 -06:00
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
fe4bc31d59 - fixed some bad offset calculations. 2016-03-07 11:36:51 +01:00
Randy Heit
72edd7d455 Fixed: GetVarAddrType() bounds check was inverted 2016-03-06 22:17:30 -06:00
Christoph Oelckers
13a7507c4d - should have saved that... 2016-03-07 01:48:13 +01:00
Christoph Oelckers
8f71906fc3 - added portal support to P_RadiusAttack.
This currently only works for linked portals. For other types some major refactoring may be necessary because it not only requires multiple passes of P_RadiusAttack but also an alteration of how sight checks work.
2016-03-07 01:02:48 +01:00
Christoph Oelckers
7d7112f427 - added portal support to A_ThrustImpale, P_PushUp and P_PushDown. 2016-03-07 00:17:52 +01:00
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
90553bb61c - deal with portals in P_AimCamera.
This will most likely need some more testing and refining but at least it should work through line portals now.
2016-03-06 13:10:42 +01:00
Christoph Oelckers
a0b2915b8f - added a heightsec change when aborting the main trace due to having found a target in a subtrace.
- be a bit smarter about what to copy from a subtrace. There's 3 distinct pieces of information here: The hit itself, the CrossedWater setting for Boom-transfers and the CrossedWater setting for 3D floors.

Note: Ideally this should return all water hits it can detect, not just the first one.
2016-03-06 02:07:04 +01:00
Christoph Oelckers
74592334e4 - fixed return conditions of Trace() so that it always returns something valid. Due to the portal related changes the default initialization for TRACE_HitNone must be inside TraceTraverse. 2016-03-06 01:41:52 +01:00
Christoph Oelckers
ae4cc9669b - added line portal support to Trace(). 2016-03-06 01:04:19 +01:00
Christoph Oelckers
983e8bc6a5 - explicitly check NAME_Null in P_FindTerrain so that it cannot get rendered inoperable by mods which hijack this name. This name must be reserved so that there is some means to disable a sector's terrain. 2016-03-05 22:39:53 +01:00
Christoph Oelckers
97577dc2d7 - added sector portal support to Trace()
Note that at the moment only the function itself has been changed, the calling parts still need to be redone.
2016-03-05 21:44:31 +01:00
Christoph Oelckers
c455c60480 - fixed: calculating open.range requires signed math.
- fixed: FMultiBlockLinesIterator initialized continueup twice but forgot continuedown.
- fixed: One of the debug messages in P_AimLineAttack was missing an if (aimdebug).
2016-03-05 01:23:27 +01:00
Christoph Oelckers
b9c72e372b - fixed bad loop handling in FWeaponSlots::SetFromGameInfo(). 2016-03-04 16:25:23 +01:00
Christoph Oelckers
d1f17e0b46 - fixed: The checks in P_IsThingSpecial was broken. 2016-03-04 16:23:40 +01:00
Christoph Oelckers
e290bc6fd0 - fixed: In Hexen, ThrustThing can not be triggered from the backside of a line.
This gets only activated when the HEXENHACK flag is set. For ZDoom maps there is a specific line flag to handle this condition explicitly.
2016-03-04 15:24:13 +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
b427f27e3b - fixed: line portal rotations were not set for all types. 2016-03-04 14:09:26 +01:00
alexey.lysiuk
9b23b41021 Added detection for broken WAD files
Do not try to allocate nonsensical amount of memory and bail out when broken WAD is detected
See http://forum.drdteam.org/viewtopic.php?t=6844
2016-03-04 11:32:15 +01:00
Randy Heit
e4a74f4bbe Fix memory leak from ZCC_OpInfo operator prototypes 2016-03-03 20:26:41 -06:00
Randy Heit
964ff46063 Add new state options to parser and actually enable them
- Added new state options that DECORATE got to the lemon parser.
- Enable token generation for state options. They were previously not
  generated, so the grammar treated them as function calls instead.
2016-03-03 18:33:07 -06:00
Randy Heit
078d37e073 Pretty sure this was a typo 2016-03-03 18:33:07 -06:00
Christoph Oelckers
0c37a90e32 - moved the initial 3D floor check from Trace to TraceTraverse, because that's where it will be needed for handling portals. 2016-03-04 01:13:17 +01:00
Christoph Oelckers
9f805daa73 - added missing handling of ALF_PORTALRESTRICT flag. 2016-03-04 01:13:16 +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
Randy Heit
3c2ed52442 Fix 21:9 base width and height values 2016-03-03 18:00:06 -06:00
Randy Heit
16d8af6b77 Add some 21:9 resolutions 2016-03-03 17:59:55 -06:00
Randy Heit
79f0714341 Update ratios[] tables for SDL and Cocoa 2016-03-03 17:32:30 -06:00
Michael Labbe
a28c8091fc UI support for 21:9
- Can specify aspect ratio 21:9 in video menu
 - menu_screenratios cvar can now force 21:9
2016-03-03 17:31:12 -06:00
Michael Labbe
a4705c8404 vid_listmodes crash fix 2016-03-03 17:31:12 -06:00
Michael Labbe
3ac4968218 Slightly improve 21:9 ar 2016-03-03 17:31:12 -06:00
Michael Labbe
afb1d438c2 21:9 fix for black bars overlapping fullscreen images 2016-03-03 17:31:12 -06:00
Michael Labbe
73c7e51391 fix: 21:9 AR stretching in intermission, end level screens 2016-03-03 17:31:12 -06:00
Michael Labbe
97821a3036 21:9 aspect ratio support
- vid_aspect 6 forces 21:9
2016-03-03 17:31:12 -06:00
Randy Heit
e3d35f4fe8 PClassPointer should use its own type as the metatype in the type table
- I don't remember why I thought using PPointer as the metatype for
  PClassPointer would be preferable, but it means that PPointer's MatchID
  can potentially be called for PClassPointer entries.
2016-03-03 17:31:01 -06:00
Randy Heit
6d68f69674 Use lambdas for more concise code 2016-03-03 13:27:52 -06:00
Christoph Oelckers
2587e82a67 . removed some redundant computation of a trace's hit position. 2016-03-03 16:15:42 +01:00
Christoph Oelckers
b8abafb486 - disabled all the debug messages in P_AimLineAttack but left them in with a CVAR check so that the debug output can be reenabled, should some problem require it in the future. 2016-03-03 13:31:21 +01:00
Christoph Oelckers
ec258c9588 - redid P_ClipLineToPortal with revised visibility rules:
* any line completely parallel to the portal is rejected
 * any line with one end on the same straight line than the portal is solely decided by the other vertex.
 * any line with both ends behind the portal cannot be visible inside, so there's no need to check for an intersection with the view range.
 * due to the above P_IntersectLines could be removed as it was redundant.
 * for any line that does intersect with the portal straight, do a reverse check: If both ends of the portal lie on the other side of the line than the viewpoint, the line is between viewpoint and portal and needs to be rejected.

This fixes nearly all the phantom wall glitches in the demo map.
2016-03-03 13:07:11 +01:00
Christoph Oelckers
14a0567343 - optimized the portal translation functions by precalculating the rotation angle, sine and cosine. 2016-03-03 11:58:04 +01:00
Christoph Oelckers
ede07f93b2 - fixed: Failure to open bots.cfg would throw an exception that prevented the level from starting. Catch it in FCajunMaster::LoadBots instead and handle it non-disruptively. 2016-03-03 11:11:25 +01:00
Christoph Oelckers
74c326e9b2 - fixed: An option value with an invalid value type would eat all key events when being selected. 2016-03-03 10:52:56 +01:00
Christoph Oelckers
4d2b9fbe1b - don't freeze if the menu item search can't find anything selectable. 2016-03-03 10:47:11 +01:00
Christoph Oelckers
d8c009bb41 - fixed: A_Blast read the blast radius as an int, but used it as fixed_t. Also changed the definition of this parameter to float. 2016-03-03 10:23:04 +01:00
MaxED
81a5273b58 Added "Miscellaneous Options" -> "Save/Load confirmation" option (defaults to true). When disabled, confirmation dialog won't be shown when performing quicksave/quickload. 2016-03-03 09:59:26 +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
90cad80422 - fixed some issues with FPathTraverse:
* when starting directly on a blockline the trace was offset by one map unit. Do this only for the internal block trace calculations but not for the variable that's being exposed to the outside because in rare situations that can create incorrect values.
 * using startfrac could lead to an actor whose inside was right at that positon to be missed.
 * when using startfrac the adjusted trace start was not used for all calculations, which could cause the trace to fail.

With these issues fixed, P_AimLineAttack can now successfully navigate line portals.
2016-03-03 02:50:48 +01:00
Christoph Oelckers
6b1485a89f - refactored those unwieldy intercept position calculations into a subfunction. 2016-03-03 02:50:47 +01:00
Christoph Oelckers
4b23a1c0c7 - added handling for line portals to P_AimLineAttack. 2016-03-03 02:50:45 +01:00
Christoph Oelckers
63d838c0a7 - fixed: P_CollectConnectedGroups could crash when being called before P_FinalizePortals.
- fixed: Entering a sector portal did not properly set up the starting sector of the cloned trace.
2016-03-03 02:50:44 +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
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -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
Randy Heit
a16f92c508 Convert "lump" names from directories to lowercase
- Zip and 7z already do this. Directories should too.
2016-03-01 08:49:43 -06:00
Christoph Oelckers
44a6cafd4b - we are using C++11 now, so all those old VC 2005 project files are of no use anymore. 2016-03-01 09:38:49 +01:00
Randy Heit
7c9fd12fc0 Don't generate code to call DECORATE cast functions
- All the cast functions do is return their parameter, so skip the
  function call and use the parameter directly.
2016-02-29 22:26:05 -06:00
Randy Heit
92f74634d6 Remove FxParameter and use a single function instead 2016-02-29 22:08:06 -06:00