Update to ZDoom r894:

- Eliminated all use of global variables used as output for P_CheckPosition
  and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because 
  the global variables can be easily overwritten with certain DECORATE 
  constructs.
- Removed some unnecessary morphing code.
- Fixed some bugs in the HIRESTEX parser.
- Added floating point support and #include and #define tokens to 
  FParseContext  Not used yet.
- replaced the value scanning code in FParseContext::GetToken with
  calls to strtol.
- Changed XlatParseContext::FindToken to do a binary search over the
  valid token names.
- Fixed: The check arrays for BlockThingsIterators were not properly
  freed and each iterator allocated a new one as a result.
- Split the Xlat parser context class into a generic part that can be 
  used for other Lemon-based parsers in the future and a smaller
  Xlat-specific part.
- Changed: P_TeleportMove now always sets BlockingLine to NULL and
  P_FindFloorCeiling doesn't set it at all. The way it was set in 
  PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how
  easy it is to break P_TryMove et.al. with DECORATE if you just know
  which combinations of code pointers will cause problems. This definitely
  needs to be addressed.)
- Changed P_FindFloorCeiling so that it doesn't need global variables 
  anymore. I also moved the code to set the calling actor's information
  into this function because that's all it is used for. This also fixes
  another bug:
- AInventory::BecomePickup called P_FindFloorCeiling to get
  proper position values for the item but never set the item's information
  to the return value of this call.
- Removed the check for Heretic when playing *evillaugh when using the 
  Chaos Device. This sound is not defined by the other games so it won't
  play by default.
- Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags
  for the morph style so that the special behavior of these two items
  can be switched on and off.
- Added Martin Howe's morph system enhancement.
- Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere.
- Rewrote BlockThingsIterator code not to use callbacks anymore.
- Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but 
  P_FindFloorCeiling never did that.
- Merged Check_Sides and PIT_CrossLine into A_PainShootSkull.
- Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was
  used. This also allowed to remove all the global variable saving in
  P_CreateSecNodeList.
- Added a new FBlockLinesIterator class that doesn't need a callback
  function because debugging the previous bug proved to be a bit annoying
  because it involved a P_BlockLinesIterator loop.
- Fixed: The MBF code to move monsters away from dropoffs did not work as 
  intended due to some random decisions in P_DoNewChaseDir. When in the
  avoiding dropoff mode these are ignored now. This should cure the problem
  that monsters hanging over a dropoff tended to drop down.
- Added a NOTIMEFREEZE flag that excludes actors from being affected by
  the time freezer powerup.
- Changed: Empty pickup messages are no longer printed.
- Changed secret sector drawing in automap so that lines with the ML_SECRET
  flag are only drawn as part of a secret sector if that secret has already
  been found, even if the option is set to always show secret sectors. 

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2008-04-08 22:32:52 +00:00
parent 80afd6a8bb
commit 700adbf82f
46 changed files with 2516 additions and 2306 deletions

View file

@ -112,7 +112,7 @@ bool FCajunMaster::Move (AActor *actor, ticcmd_t *cmd)
(P_TestActivateLine (ld, actor, 0, SPAC_USE) ||
P_TestActivateLine (ld, actor, 0, SPAC_PUSH)))
{
good |= ld == BlockingLine ? 1 : 2;
good |= ld == actor->BlockingLine ? 1 : 2;
}
}
if (good && ((pr_botopendoor() >= 203) ^ (good & 1)))
@ -277,27 +277,29 @@ void FCajunMaster::NewChaseDir (AActor *actor, ticcmd_t *cmd)
//
bool FCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cmd)
{
if (!SafeCheckPosition (thing, x, y))
FCheckPosition tm;
if (!SafeCheckPosition (thing, x, y, tm))
return false; // solid wall or thing
if (!(thing->flags & MF_NOCLIP) )
{
fixed_t maxstep = thing->MaxStepHeight;
if (tmceilingz - tmfloorz < thing->height)
if (tm.ceilingz - tm.floorz < thing->height)
return false; // doesn't fit
if (!(thing->flags&MF_MISSILE))
{
if(tmfloorz > (thing->Sector->floorplane.ZatPoint (x, y)+MAXMOVEHEIGHT)) //Too high wall
if(tm.floorz > (thing->Sector->floorplane.ZatPoint (x, y)+MAXMOVEHEIGHT)) //Too high wall
return false;
//Jumpable
if(tmfloorz>(thing->Sector->floorplane.ZatPoint (x, y)+thing->MaxStepHeight))
if(tm.floorz>(thing->Sector->floorplane.ZatPoint (x, y)+thing->MaxStepHeight))
cmd->ucmd.buttons |= BT_JUMP;
if ( !(thing->flags & MF_TELEPORT) &&
tmceilingz - thing->z < thing->height)
tm.ceilingz - thing->z < thing->height)
return false; // mobj must lower itself to fit
// jump out of water
@ -305,12 +307,12 @@ bool FCajunMaster::CleanAhead (AActor *thing, fixed_t x, fixed_t y, ticcmd_t *cm
// maxstep=37*FRACUNIT;
if ( !(thing->flags & MF_TELEPORT) &&
(tmfloorz - thing->z > maxstep ) )
(tm.floorz - thing->z > maxstep ) )
return false; // too big a step up
if ( !(thing->flags&(MF_DROPOFF|MF_FLOAT))
&& tmfloorz - tmdropoffz > thing->MaxDropOffHeight )
&& tm.floorz - tm.dropoffz > thing->MaxDropOffHeight )
return false; // don't stand over a dropoff
}