Commit graph

216 commits

Author SHA1 Message Date
Christoph Oelckers
c73b71807b - fixed: During hub travel, static thinkers may not be deserialized.
Since they are static, the version that got carried over from the last level will still be there and the more current version.
2017-04-14 22:06:29 +02:00
Christoph Oelckers
e4d2380775 - moved all remaining fields from PClassActor to FActorInfo.
- added a few access functions for FActorInfo variables.

With PClassActor now empty the class descriptors can finally be converted back to static data outside the class hierarchy, like they were before the scripting merge, and untangle the game data from VM internals.
2017-04-12 00:07:41 +02:00
alexey.lysiuk
cb5ddeff25 Fixed compilation warnings reported by Clang
src/gl/scene/gl_clipper.h:150:23: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/gl/dynlights/gl_aabbtree.cpp:137:24: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:137:34: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:137:44: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:30: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:54: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:142:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:143:3: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:144:3: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:167:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_shadowmap.cpp:163:31: warning: '&&' within '||' [-Wlogical-op-parentheses]
src/p_saveg.cpp:367:16: warning: comparison of integers of different signs: 'unsigned int' and 'int' [-Wsign-compare]
src/p_saveg.cpp:402:60: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/p_setup.cpp:1553:39: warning: format specifies type 'ptrdiff_t' (aka 'long') but the argument has type 'int' [-Wformat]
src/scripting/zscript/zcc_compile.cpp:293:74: warning: field 'AST' will be initialized after field 'mVersion' [-Wreorder]
src/swrenderer/drawers/r_thread.cpp:113:21: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
2017-03-18 15:13:02 +02:00
Christoph Oelckers
b416322032 - converted FInterBackground into a class so that the scripts can use it.
- fixed some issues with default value matching in savegames.
2017-03-18 13:25:22 +01:00
Christoph Oelckers
f864a09faa - moved more varialbles into FLevelLocals. 2017-03-17 12:49:43 +01:00
Christoph Oelckers
ea1d6634f7 - moved the Zones array into FLevelLocals.
- replaced TStaticArray with regular TArrays.

They had incomplete implementations preventing proper cleanup of the level loading code. It makes more sense to add the missing methods to the regular TArray and use that.
This also makes some changes to how the game nodes are used to avoid creating a copy: If the head node's pointer is stored in a separate variable, no code needs to check which of the two arrays gets used.
2017-03-17 12:11:37 +01:00
Christoph Oelckers
f201dab534 - moved the subsectors into FLevelLocals. 2017-03-17 00:22:52 +01:00
Christoph Oelckers
9a24771a7d - refactored FDynamicColormap out of sector_t.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
44a087554f - moved the OpenGL fog properties to FLevelLocals to simplify their handling.
- added access to the glow properties for ZSCript and ACS.
2017-03-14 13:54:24 +01:00
Christoph Oelckers
ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
Christoph Oelckers
ad41b23506 - replaced the homegrown integer types in all p* sources and headers. 2017-03-08 18:55:52 +01:00
Christoph Oelckers
498da825a5 - made the Skins array scripting friendly and exported it. 2017-02-17 21:51:23 +01:00
Christoph Oelckers
d8ebbcfc08 - fixed: When loading a savegame the player class in the userinfo needs to be updated.
- fixed: Class pointers should not be added to the list of garbage collected pointers.
- fixed several warnings in the event code.
2017-02-15 11:55:08 +01:00
ZZYZX
9a54a5affe Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-01-29 01:01:28 +02:00
Christoph Oelckers
dbbd797baa - added the needed properties for Doom64 colors and a little FraggleScript hack to test it with existing maps. 2017-01-28 19:05:39 +01:00
ZZYZX
23c9386add Removed RenderCamera, RenderBeforeThing, RenderAfterThing. Serialization preparations. 2017-01-23 23:05:51 +02:00
Christoph Oelckers
a9ef73528d - removed all skybox class types from code in preparation for exporting these classes.
- moved SectorPortal struct to FLevelLocals and exported it.
2017-01-14 16:05:40 +01:00
alexey.lysiuk
0b62645a35 Fixed compilation warnings reported by GCC/Clang
gl/data/gl_setup.cpp:430:11: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
gl/data/gl_setup.cpp:527:19: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
gl/data/gl_setup.cpp:542:19: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
nodebuild.cpp:1056:63: warning: format specifies type 'ptrdiff_t' (aka 'long') but the argument has type 'int' [-Wformat]
p_glnodes.cpp:379:50: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
p_saveg.cpp:381:18: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
p_scroll.cpp:532:11: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
p_setup.cpp:2304:43: warning: format specifies type 'int' but the argument has type 'unsigned long' [-Wformat]
p_setup.cpp:2302:12: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
scripting/codegeneration/codegen.cpp:8488:20: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
scripting/codegeneration/codegen.cpp:8606:15: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
2017-01-14 15:03:14 +02:00
Christoph Oelckers
4d68f066a0 - fixed: sector.gravity was not serialized. 2017-01-13 23:29:52 +01:00
Christoph Oelckers
12037fdc95 - made the vertexes array VM friendly. 2017-01-09 00:46:16 +01:00
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
5ee52f159e - refactored the level backup data needed by the serializer into p_saveg.h. 2017-01-08 12:11:31 +01:00
Christoph Oelckers
c02281a439 - refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals. 2017-01-07 19:32:24 +01:00
Christoph Oelckers
02c3b3613f - added UDMF properties to set glows per sector.
- for explicitly defined glows, use the one for the current animation frame, if an animated texture is active. For default glows it will still use the base texture's to avoid inconsistencies.
2016-12-28 21:35:42 +01:00
Christoph Oelckers
10203afa41 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-23 18:50:59 +02:00
Marisa Heit
5ba5da0dcc Fixed: Loading a savegame momentarily left players with undefined pitch limits
- This was only visible when using a screen wipe because the initial frame wiped
  to would clamp the pitch to whatever undefined pitch range the player
  had before the proper range was received.
2016-10-22 21:02:10 -05:00
Christoph Oelckers
ce80d8157b Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-20 10:24:37 +02:00
Braden Obrzut
741c9edf42 - Clear out GCC 6.2 warnings (interestingly they now check for misleading indentation which found a good case in fragglescript/t_func.cpp even though I believe it was harmless) 2016-10-17 00:19:08 -04:00
Christoph Oelckers
d65589281f Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-25 10:28:51 +02:00
Christoph Oelckers
92d0043a81 - undid part of the last commit and hopefully corrected it for good now.
We have to be extremely careful with the player data, because there's just too much code littered around that has certain expectations about what needs to be present and what not.
Obviously, when travelling in a hub, the player_t should be retained from the previous level. But we still have to set player_t::mo to the PlayerPawn from the savegame so that G_UnsnapshotLevel doesn't prematurely delete it and all associated voodoo dolls, because it checks player_t::mo to decide whether a player is valid or not.
The actual deletion of this redundant PlayerPawn should only be done in G_FinishTravel, after the actual player has been fully set up
2016-09-25 09:23:44 +02:00
Christoph Oelckers
6a6a0e8017 - removed some more hubtravel related player start fudging.
* do not skip the player_t init when travelling in a hub. The old player may still be needed in some edge cases. This applies only to singleplayer for now. The multiplayer version still needs reviewing. I left it alone because it may shuffle players around which is not wanted when doing hub travelling.
 * do not spawn two temp players in G_FinishTravel. Instead handle the case where no player_t::mo can be found gracefully by adding a few nullptr checks. This temp player served no real purpose except for having a valid pointer. The actual start position was retrieved from somewhere else.
2016-09-25 01:28:27 +02:00
Christoph Oelckers
ee2766d00b - made adjustments for new savegame code. 2016-09-24 01:47:44 +02:00
Christoph Oelckers
b7c822d208 - fixed secplane_t serializer. It passed incorrect defaults to the sub-serializers and calculated negiC wrong. 2016-09-23 23:47:25 +02:00
Christoph Oelckers
69291b9cf9 - completely eliminated the horrible fudging that went on with players during hub travel. This means that DestroyMostThinkers and the player substitution mechanism in the object deserializer are gone now.
I wish I had realized this the last time it came up - it would have saved me a lot of trouble.
But as it turns out, the more recent travelling code makes all of this completely unnecessary, working perfectly fine with deleting the player pawns along with the rest of the thinkers before loading the stored ones from the savegame (and getting rid of those in G_FinishTravel.)
And with a sane savegame format that does not depend on side effects from how the thinker serializing handled linking into the lists the old code was even harmful, leaving voodoo dolls behind.
I had the exact same effect when I tried to reshuffle some things for reliably restoring portals, but did not make the connection to interference between two mutually incompatible player travelling mechanisms that just worked by sheer happenstance with the original order of things.
2016-09-23 23:03:11 +02:00
Christoph Oelckers
36bf099d54 - fixed: object pointers as array members may not be skipped if they are null.
- changed S_GetMusic to return a const pointer to the actual music name instead of a copy. The only thing this is used for is the savegame code and it has no use for a copy, it can work far more efficiently with a const pointer.
2016-09-23 21:24:56 +02:00
Christoph Oelckers
e4924c3d47 - added some missing End... calls in player deserialization code.
- fixed reading of music name.

In its current state the code is now capable of reading an E1M1 savegame and continuing play.
2016-09-23 20:05:12 +02:00
Christoph Oelckers
01d28e3eb2 - added the last missing bits of the savegame code - thinker list deserialization and handling of players during hub travel. Now testing is what remains... 2016-09-23 17:49:33 +02:00
Christoph Oelckers
edb7f7959e - re-enable some commented-out stuff. 2016-09-23 14:06:51 +02:00
Christoph Oelckers
86e9282193 - removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.

- do not I_Error out in the serializer unless caused by a programming error.

It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 14:04:05 +02:00
Christoph Oelckers
5a3f1dcdb6 - made reading of objects from the savegame work.
It turned out this may not be done automatically when opening the savegame - it has to be done later, after the pre-spawned map thinkers and all connected objects have been destroyed.
The object deserializer also has to be rather careful about dealing with parse errors, because if something goes wrong a whole batch of uninitialized or partially initialized objects will be left behind to destroy.
This means that no object class may assume that anything but the default constructor has been run on it and needs to check any variable it may reference.
2016-09-23 09:38:55 +02:00
Christoph Oelckers
e01965b747 - fixed deserialization of level.Scrolls. 2016-09-22 11:22:15 +02:00
Christoph Oelckers
f93e4813d1 - removed farchive.cpp and .h 2016-09-22 00:48:22 +02:00
Christoph Oelckers
ac3c00883d - implemented saving of new format savegames as zips. The code for that was adapted from zipdir.c. 2016-09-21 17:37:56 +02:00
Christoph Oelckers
810ef8f775 - save global savegame data to JSON as well.
This is incomplete and untested, just a safety commit before going on.
2016-09-21 12:19:13 +02:00
Christoph Oelckers
075e98c967 - use FCompressedBuffer to store level snapshots. FCompressedMemFile has been removed. 2016-09-21 01:48:23 +02:00
Christoph Oelckers
da83d9e2bd - converted player serializer and everything it needs.
This means that everything belonging to the level snapshot will be generated in the JSON output.
2016-09-21 01:18:29 +02:00
Christoph Oelckers
3a1191281f - some preparations for converting the player serialization code.
- converted sound and canvas texture serialization.
- refactored file_zip, so that it can be used to load loose zip files and extract their compressed data directly.
- added handling to FSerializer to generate and consume compressed Zip file entries.

If all goes well this will allow saving savegames as Zips when the rework is done, which will make analyzing them a lot easier.
2016-09-20 23:13:12 +02:00
Christoph Oelckers
970c168b13 - re-added serialization of treanslations.
- removed more dead code.
2016-09-20 19:45:32 +02:00
Christoph Oelckers
e41296a64d - added some separators to dobject.cpp
- added restore code for subsector automap info.
2016-09-20 13:30:31 +02:00
Christoph Oelckers
f3e8c7c241 - fixed incomplete hudmessage serialization.
- fixed a few errors in the ACS module serializer.
- reordered a few things to how they were in the old code.
- optimized serialization of the level.Scrolls array to happen within the sector. This is to allow skipping 0-entries which normally constitute the vast majority of them.
2016-09-20 13:21:41 +02:00
Christoph Oelckers
cf1e6d5275 - converted FBehavior::StaticSerializeModuleStates.
- removed some code which is no longer needed.
2016-09-20 11:35:25 +02:00
Christoph Oelckers
af6404f763 - all DObjects converted.
- cleaned out some old cruft that's no longer needed.
2016-09-20 10:27:53 +02:00
Christoph Oelckers
daf43f9d35 - added polyobject serializer.
- added sanity checks to prevent a savegame from being loaded with an incompatible map
- refactored a few things to simplify serialization.
- started work on main level serializer function.
2016-09-20 09:11:13 +02:00
Christoph Oelckers
ab43e0c8cb - all thinker serializers done. 2016-09-20 00:41:22 +02:00
Christoph Oelckers
d24aa5dec9 - reformatting for easier search. 2016-09-19 10:47:59 +02:00
Christoph Oelckers
c665cc53f9 - moved new code to its proper location and started moving the replaced old archive code to a placeholder file for easy removal later. 2016-09-19 10:34:54 +02:00
Christoph Oelckers
9313a99e12 - started implementing a JSON based serializer. Unfortunately it is far too slow to be of any real use. 2016-09-18 13:26:34 +02:00
Edoardo Prezioso
574f2936d4 - Fixed GCC/Clang compiler errors and warnings. 2016-06-17 10:19:03 +02:00
Christoph Oelckers
7ccdbf9b62 Merge branch 'PSprites' 2016-06-16 16:16:16 +02:00
Christoph Oelckers
26a15d0ccc - delete thinkers before starting to restore the savegame data to avoid interference of the old thinkers' Destroy() method with the newly loaded data.
Note that even with this change it is still not possible to unarchive any thinker pointers before the thinker list has been loaded as it would create broken lists.
2016-06-01 11:43:56 +02:00
Christoph Oelckers
36dfa97802 - fixed: Polyobjects did not save their specialdata pointer.
- fixed: DMovePoly did not save its m_Speedv member.

# Conflicts:
#	src/version.h
2016-05-22 01:27:05 +02:00
Christoph Oelckers
f184438032 - fixed: Polyobjects did not save their specialdata pointer.
- fixed: DMovePoly did not save its m_Speedv member.
2016-05-22 01:26:13 +02:00
Leonard2
1966b61b8f Generalized the psprites implementation 2016-05-20 17:04:44 +02:00
Christoph Oelckers
4a72c7d2f1 - fixed: Decals may not be serialized before thinkers.
Since decals may have thinkers attached this will crash when such a savegame gets loaded, because the thinker lists get reset in P_SerializeThinkers, deleting any thinker that already was processed.
I also added an error message that immediately aborts the save process if such an out-of-sequence thinker is attempted to be written out.
This obviously breaks savegame compatibility again...
2016-04-29 11:44:17 +02:00
Christoph Oelckers
0f99d7d73f - floatified the few remaining linedef and sector properties that still were fixed_t. The only fixed point things left in r_defs.h are the nodes and a fixed point setter function for vertex_t, which is still needed by the node builder. 2016-04-24 12:15:09 +02:00
Christoph Oelckers
04e614daec - removed some fixed point functions that are no longer needed.
- fixed: Visplane checks should only compare the plane flags that are relevant for rendering and mask out the rest.
- floatified FTransform and made the visplane checks a bit less verbose by moving the comparison as an operator into FTransform.

Note that this operator needs forceinline on Visual Studio so that it won't get called as a function.
2016-04-23 12:42:07 +02:00
Christoph Oelckers
4d4f31fd83 - floatified sidedef texture info and fixed two bugs involving this data. 2016-04-23 09:41:59 +02:00
Christoph Oelckers
3c7d0c971f - fixed: It seems it is not allowed to serialize any thinker before the actual thinker chain is serialized. This means that sector_t::floordata, ceilingdata and lightdata's handling had to be moved to P_SerializeWorldActors. 2016-04-22 17:48:25 +02:00
Christoph Oelckers
c3eec6db4d -fixed warnings 2016-04-21 10:38:42 +02:00
Christoph Oelckers
e5dc92f998 - some reshuffling of save data so that the actors won't get restored before the sectors.
Note that this required splitting P_SerializeWorld, because sector_t and FSectorPortal contain some actor pointers, for which the same rule applies: Portal linking can only be done after all sectors have been read, meaning it cannot be done along with the rest of the data in these structures.

Obviously such a change breaks savegame compatibility so the min. savegame version had to be increased again.
2016-04-20 19:42:00 +02:00
Christoph Oelckers
082042818b - refactored sector portal data so that it does not rely on actors.
This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +02:00
Christoph Oelckers
3ed7a25d61 - added polyportal offset updates.
- removed the nodebuilder message for splitting polyobject subsectors because it is no longer relevant.
2016-04-17 17:10:11 +02:00
Christoph Oelckers
a199fe1825 - fixed: loading polyobjects from a savegame was incomplete. 2016-04-17 12:04:32 +02:00
Christoph Oelckers
6a27267500 - changed handling of one-time, one-way door polyobjects to be more efficient.
The old code kept the dead thinker, resulting in constant deletion and recreation of the subsector links and PolyBSP because the interpolation kept running.
Changed it so that the thinker is destroyed and the polyobject gets blocked by setting a new flag.
2016-04-17 01:24:07 +02:00
Christoph Oelckers
3ee42f6aa6 - removed all savegame compatibility handling, since the data is just too different from what it was before to try to convert it. 2016-04-03 20:55:23 +02:00
Christoph Oelckers
7a2c8fdc1c - floatified po_man.cpp and the remaining bits in p_lnspec.cpp 2016-03-31 00:41:21 +02:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
02d7572343 - some header dependency cleanup so that it is no longer needed to include portal.h to get the inline functions. Portal.h has been reduced of most dependencies now so that including it is cheap and can be done in other headers.
- some consolidation in p_map.cpp. PIT_CheckLine and PIT_FindFloorCeiling had quite a bit of redundancy which has been merged.
- čontinued work on FMultiBlockLinesIterator. It's still not completely finished.
2016-02-19 14:08:41 +01:00
Christoph Oelckers
6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
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
2016-02-15 02:14:34 +01:00
Christoph Oelckers
405db83393 - added a function which collects all portal group an actor would touch if standing in a given position. 2016-02-15 00:53:59 +01:00
Christoph Oelckers
c940c2ba81 - fixed: The counters for the whirlwind were initialized too late, the first time they are needed is in P_CheckMissileSpawn, which gets called from inside P_SpawnMissile. Also took the opportunity and moved them to properties that are accessible from DECORATE. 2016-02-08 13:34:54 +01:00
Christoph Oelckers
43b4d452db Merge branch 'ChaseThresholdScript' of https://github.com/MajorCooke/zdoom
# Conflicts:
#	src/version.h
2016-02-08 13:06:08 +01:00
Christoph Oelckers
94b7ef72ca - more cleanup on portal implementation:
- store portal data in a separate structure.
- store portal data in savegames because some of this will be changeable later.
- run a cleanup pass after all portals have been created to weed out broken ones.
- add a definition type that's compatible with Eternity Engine's line portal types.
- swapped arg[2] and arg[3] of Line_SetPortal, because the type is more significant than the alignment.
2016-02-05 23:15:56 +01:00
Christoph Oelckers
724e625f16 - fixed: Loading an old savegame from before the sector damage refactoring cleared the extended Boom sector flags before processing them. 2016-01-28 09:20:27 +01:00
Christoph Oelckers
37f18055af - turned sector_t::FloorSkyBox and CeilingSkyBox into an array.
- removed unused SpreadCeilingPortal function.
2016-01-12 21:34:41 +01:00
Christoph Oelckers
23cfd29dbb - let's save the terrain properties as names so that they survive a change in the definition files. 2016-01-09 12:28:42 +01:00
Christoph Oelckers
71c7f2b42c - added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
'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.
2016-01-09 12:10:36 +01:00
Christoph Oelckers
bd8513c063 - made sector_t::damageamount an int so that it can hold TELEFRAG_DAMAGE.
- marked all places where sector_t::special needs to be addressed for the damage overhaul.

NOTE: This commit will not compile!
2016-01-06 12:56:35 +01:00
Christoph Oelckers
1ee441412a - add savegame compatibility handling for damage related changes: When loading an old savegame the sector specials must be reinitialized to set the damage properties. 2016-01-06 12:31:27 +01:00
Christoph Oelckers
d34077a3ba - ... and finally the push flag. 2016-01-06 02:05:39 +01:00
Christoph Oelckers
3ffcec3eb3 - moved friction flag from special to Flags as well. 2016-01-06 02:01:59 +01:00
Christoph Oelckers
6a63effa1f - fixed: A_CheckTerrain did not use the proper damage type for processing an instant death sector.
- moved sector secret information from sector_t::special and secretsector to two flag bits in sector_t::Flags.

This is to get rid of the bit masking madness in the floor/ceiling thinkers which need to preserve this bit when they change a sector's type.
2016-01-06 01:50:45 +01:00
Christoph Oelckers
3e13e772ef - after realizing that changing the sector's MOD variable to an FNameNoInit doesn't do anything bad, I just went ahead and got rid of the last place in the engine that still used this data type for internal storage. 2016-01-05 16:10:04 +01:00
Christoph Oelckers
d432df55e9 - changed Sector_SetDamage so that it can explicitly set the damage interval and the leakiness probability, instead of hardcoding it to fixed damage ranges.
- fixed: FCajunMaster::IsDangerous did not check for Heretic's sludge type.
2016-01-05 15:39:21 +01:00
Christoph Oelckers
b613db4ae5 Revert "Merge pull request #359 from Leonard2/master"
This reverts commit 364ca11b43, reversing
changes made to dae0e217d1.

Conflicts:
	src/r_data/r_interpolate.cpp
2015-09-18 17:41:16 +02:00
Leonard
86e9504d04 Added weapon interpolation. 2015-08-19 15:59:54 +02:00
Christoph Oelckers
db61c1cb57 - allow multiple line IDs as well using the same method as for sector tags. 2015-04-19 17:51:34 +02:00
Christoph Oelckers
b921157f57 - uncouple sector tag storage from the sector data to allow multiple tags per sector.
Tags are now handled by a tag manager class which stores sector/tag pairs. This way multiple entries can be added per sector.
Since UDMF does not have any arrays the additional tags are stored as a space separated string as 'MoreIDs'.
2015-04-19 12:33:27 +02:00
Christoph Oelckers
1a39ac9243 - forgot to save this before committing... 2014-12-25 19:56:38 +01:00