Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
- 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.
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
* 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.
This is done to encapsulate the gory details of tag search in one place so that the implementation of multiple tags per sector remains contained to a few isolated spots in the code.
This also moves the special 'tag == 0 -> activate backsector' handling into the iterator class.
- This function just assumed that every xy angle passed to it was within
the range [0,360). This is obviously bad, since anything outside that
range can result in accessing data outside the range of the finecosine
and finesine tables.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
SVN r1583 (trunk)
arbitrary point. It has been replaced with a variant that takes a polyobject
as a source, since that was the only use that couldn't be rewritten with the
other variants. This also fixes the bug that polyobject sounds were not
successfully saved and caused a crash when reloading the game. Note that
this is a significant change to how equality of sound sources is determined,
so some things may not behave quite the same as before. (Which would be a
bug, but hopefully everything still sounds the same.)
SVN r1059 (trunk)
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
SVN r956 (trunk)