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.
* removed all code for dealing with z-displacing portals in the iterator loops. This would cause too many problems so I decided to scrap any provisions for allowing interactive portals with z-displacement. They will remain restricted to pure teleporter portals.
* changed spechit to carry a position along with the special line. If something is activated through an interactive portal this is needed to calculate movement.
* pass the abovementioned position to CheckForPushSpecial.
* collect touched portal lines in a second array analogous to spechit.
* use FMultiBlockThingsIterator in P_TestMobjZ.
- some consolidation in p_map.cpp. PIT_CheckLine and PIT_FindFloorCeiling had quite a bit of redundancy which has been merged.
- Ĩontinued work on FMultiBlockLinesIterator. It's still not completely finished.
To summarize, anything that just works with map geometry doesn't need to bother, as does the renderer. (i.e. nearly all r_* files, p_floor.cpp, p_ceiling.cpp et.al)
But all calls that are somehow related to actor positions need to be made aware of potential portal transitions:
* added FloorAtPoint, CeilingAtPoint and PlaneAtPoint methods to sector_t, which can be used to calculate a plane's height with relation to a given actor, even if that actor is on the other side of a portal.
* added HighestCeilingAt and LowestFloorAt methods which traverse all ceiling/floor portals until they find an impassable plane.
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
- Check if a co-op start exists. If not, pick one at random.
- Don't telefrag other players when spawning in co-op games, since
you're allowed to move out of other players now.
* since we can trivially decide whether a line crosses the trace behind the end point from checking the return value of P_InterceptVector, there is no need to add those to the list of intercepts as they get discarded anyway in t
* maxfrac is always FRACUNIT so there's no need to waste some variable for a constant value.
* the sight checking code needs to be as precise as possible and should not depend on some old semi-broken routines. (This is more a precision issue of these routines - P_PointOnDivlineSide removes the lower 8 bits of each value - than having an issue with returning the wrong side in some cases.)
* for slope creations it is flat out wrong to use the old routines at all.
* also ignore this in the modern (box-shaped) case of FPathTraverse::AddLineIntercepts. This functionality is new to ZDoom and therefore not subject to compatibility concerns.
* the line-to-line teleporter. It seems the hideous fudging code was just there to work around the design issues of these functions, so let's better not ever call them here in the first place.
* A_PainShootSkull: Its usage here does not depend on these issues.
* P_ExplodeMissile: New code exclusive to ZDoom.
* FPolyObj::CheckMobjBlocking
All occurences in p_map.cpp have been left alone although most of them probably won't need the compatibility option either.
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
The previous version didn't detect some real mistakes in code which used operator& with the wrong flagset (for now 'converted' to the correcly equivalent counterpart, waiting for the proper fix).
- RadiusOffset is a multiplier of the target actor's radius added onto the offsets x and y.
- Pitch is added to the warping actor's current pitch, provided WARPF_USEPITCH is supplied.
- Fixed WARPF_TOFLOOR not working as intended.
- WARPF_ADDHEIGHT adds the pointed actor's height to heightoffset, and adds to the pointed actor's z position.
- WARPF_MULHEIGHT multiplies the pointed actor's height by heightoffset, and adds to the pointed actor's z position. Overridden by ADDHEIGHT.
Conflicts:
src/dobjtype.cpp
src/p_conversation.cpp
src/p_local.h
src/p_things.cpp
src/thingdef/thingdef_properties.cpp
(This is just the conversationID to MAPINFO stuff to keep the conflicts as small as possible)
Conflicts:
src/d_main.cpp
src/info.cpp
src/p_local.h
(Had to merge this all by itself because it was creating too many merge conflicts when combined with other stuff.
Conflicts:
src/CMakeLists.txt
src/b_think.cpp
src/g_doom/a_doomweaps.cpp
src/g_hexen/a_clericstaff.cpp
src/g_hexen/a_fighterplayer.cpp
src/namedef.h
src/p_enemy.cpp
src/p_local.h
src/p_mobj.cpp
src/p_teleport.cpp
src/sc_man_tokens.h
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_function.cpp
src/thingdef/thingdef_parse.cpp
wadsrc/static/actors/actor.txt
wadsrc/static/actors/constants.txt
wadsrc/static/actors/shared/inventory.txt
- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
were added to thingdef_function.cpp over the past year, as this file no
longer exists in this branch.
whatever spawned the random spawner already took care of this.
- Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely
move the spawned missile outside of its shooter (and potentially beyond a wall the shooter
might happen to be standing next to).
SVN r4194 (trunk)
can perform based on the amount of damage actually taken after all modifications are done to
it. However, if the damage is canceled away, blood will still spawn for the original damage
amount rather than the modified amount.
SVN r4012 (trunk)
be no conflicts with recently-added named arguments for spawnable things on UDMF maps.
- Change the SpawnableThings array into a map, so there is no longer any particular upper limit on an actor's SpawnID. Also fixes a possible exploit, since an actor's SpawnID was never checked to make sure it was within range.
SVN r3959 (trunk)
and RTF_NOTMISSILE so that you can use A_Explode and A_RadiusThrust with non-missiles without
them telling P_RadiusAttack() that the target is the source.
SVN r3860 (trunk)
- fixed: The same rules that are used for deciding if a weapon attack took place should be used when checking the PIERCEARMOR flag in P_LineAttack: It should be ignored if the attack doesn't originate from the weapon.
SVN r3649 (trunk)
its tracer so that it will look for a new target the next time it is called.
- Extended P_RoughMonsterSearch() with a flag to indicate that it should only search for seekable
targets.
SVN r3572 (trunk)
* P_RailAttack's 'sparsity' was being ignored for particle core trails,
and 'maxdiff' was ignored when spawning actors.
* Fixed the persistent core issue.
* Fixed. The default value for the new 'range' parameter was incorrectly
set to zero, causing A_FireRailgun to emit a zero-length "rail."
SVN r3551 (trunk)
respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
must only consider 3D floors and midtexes.
SVN r3545 (trunk)
without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.
SVN r3542 (trunk)
The initial spawn did not, so this can prevent respawns of things that were initially
spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
onlymidtex.)
SVN r3518 (trunk)
* P_GiveBody() now takes a max parameter so that it can also do the bulk of the work
AHealth::TryPickup() previously did.
* Setting an actor's health to 0 or below with SetActorProperty will now kill the actor
properly.
SVN r3438 (trunk)
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.
SVN r3329 (trunk)
A_DeathBallImpact uses these to avoid aiming at friends when the death ball
bounces. (The pointer is needed because the missile itself does the aiming,
not the player that shot it, and missiles are nobody's friends.)
SVN r3315 (trunk)
- added Polyobj_MoveToSpot action specials. They are functionally identical to Polyobj_MoveTo but get the target coordinate from a map spot instead.
SVN r2503 (trunk)
longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife,
using P_AimLineAttack() to find something to talk to and includes some slight left and right
"autoaim". I can think of a few consequences of this:
* Using puzzle items on actors has been restored to its original range of 64.
* Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can
probably set up situations where you can talk to somebody that you couldn't talk to before
because some special line was in the way.
* You don't need to stick a guard flush against the wall to block players from using a switch
behind them, because now the autoaim will get the player.
SVN r2102 (trunk)
each other. PIT_CheckThing will return true under the following contitions
now:
* It was called from P_Move
* The actor that is blocking the move already overlaps with the monster
that is being moved.
* the move will take the 2 actors further apart.
SVN r2018 (trunk)
use a larger aiming range, and ignore non-targets in P_AimLineAttack().
- Added another parameter to P_AimLineAttack(): A target to be aimed at. If
this is non-NULL, then all actors between the shooter and the target will
be ignored.
SVN r1941 (trunk)
SoundSequenceOnActor(int tid, string seqname);
SoundSequenceOnSector(int tag, string seqname, int location);
SoundSequenceOnPolyobj(int polynum, string seqname);
SoundSequenceOnSector takes an extra parameter that specifies where in the
sector the sound comes from (floor, ceiling, interior, or all of it). See
the SECSEQ defines in zdefs.acs.
SVN r1939 (trunk)
but should use the camera position instead to get the correct position for
the closest point along the trail.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not move attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.
SVN r1926 (trunk)
- Cleaned up A_LookEx code and merged most of it with the base functions.
The major difference was a common piece of code that was repeated 5 times
throughout the code so I moved it into a subfunction.
- Changed P_BlockmapSearch to pass a user parameter to its callback so that
A_LookEx does not need to store its info inside the actor itself.
SVN r1846 (trunk)
- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
a new ClearSpecial flag to the activation type.
- added MBF's code for dogs jumping down, controlled by the MF6_JUMPDOWN
flag.
SVN r1835 (trunk)
- Added more things from Gez's experimental build:
* MBF grenade and bouncing code.
* Arch Vile ghosts emulation (only for compatibility.txt.)
* Several MBF related compatibility options.
SVN r1821 (trunk)
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
SVN r1819 (trunk)
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
SVN r1689 (trunk)
a Minotaur couldn't spawn floor flames when standing in water having its
feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
come from the same definition unit (i.e both containing file and use type
are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
to use floats to prevent overflows. The prevention of the overflows was the
only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.
SVN r1668 (trunk)
- Changed bounce flags into a property and added real bouncing sound properties.
Compatibility modes to preserve use of the SeeSound are present and the old
flags map to these.
SVN r1599 (trunk)