Commit graph

95 commits

Author SHA1 Message Date
Christoph Oelckers
1a16f664e4 - added a TStaticArray class that allows safe access to resizable static data (like the sectors, linedefs, etc.) for the VM.
- used this to replace the line list in Sector because that gets already used and implemented proper bounds checks for this type of array.
2017-01-02 21:40:52 +01:00
Christoph Oelckers
4da8b1a3b7 - delete r_ headers from portal.cpp. 2016-12-27 13:04:46 +01:00
Christoph Oelckers
19856d6ccb Merge branch 'master' of https://github.com/rheit/zdoom 2016-12-25 22:56:35 +01:00
Christoph Oelckers
04ff4282ef - removed the global 'sector_list' variable.
If the calling code wants to recycle this it will have to pass a container variable to AActor::UnlinkFromWorld and AActor::LinkToWorld.
This was changed because keeping such data in a global variable is dangerous for a set of functions that can be called from a script.
Note that the scripted versions do not yet support saving of the touching_sectorlist.
2016-12-25 22:40:26 +01:00
Christoph Oelckers
12f0b56036 - fixed: Stepping up through a portal did not work when the step line was two-sided. This special case was only implemented for one-sided lines
- fixed: The portal collector set bad flags for collected lower portals.
2016-12-08 00:59:04 +01:00
Christoph Oelckers
dad89b0783 - fixed: Portals with disconnected parts were not grouped correctly. 2016-10-25 01:03:44 +02:00
Christoph Oelckers
f93e4813d1 - removed farchive.cpp and .h 2016-09-22 00:48:22 +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
d62d345a7b - fixed: The cosine of 0° is 1, not 0, as the portal code assumed for linked portals. 2016-08-08 13:06:29 +02:00
Christoph Oelckers
6cf96372ba - fixed: incorrect flag masking for polyobjects disabled all line portals. 2016-06-29 12:46:20 +02:00
Christoph Oelckers
8cf150e68a - set up portal rotations in the finalizing step, not during initialization.
Anything earlier may miss some information required to do this correctly.
2016-06-19 12:40:38 +02:00
Christoph Oelckers
da05dfa72e fixed: Polyobject-based line portals may not cache their angle as it may change at any time. 2016-06-19 12:32:45 +02:00
Christoph Oelckers
b926cf35d5 - fixed: The portal init code should only delete REJECT if there's actually some portals to consider. 2016-05-27 09:45:17 +02:00
Christoph Oelckers
cc685e982b - fixed: interactive line portals were always deactivated, regardless of alignment type. 2016-05-25 11:36:23 +02:00
Christoph Oelckers
cd8213f067 - fixed: The skybox pointer in FSectorPortal must at least be initialized to nullptr when the struct is deserialized, to avoid an access violation if the partially initialized data is used. This can happen when P_SerializeThinkers destroys the original thinkers that were created on map load.
- removed the sector loop for deleting skybox references in ASkyViewpoint::Destroy. Since this only refers to the sectorPortals array it is completely redundant as the following code will clear them just as well.
2016-05-13 10:07:01 +02:00
Christoph Oelckers
2e4b8dd416 - fixed incorrect sign in P_TranslatePortalVXVY 2016-05-09 21:59:13 +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
382a6e8b9f - link actors to touching line portals, for use by the renderer. 2016-04-21 22:59:07 +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
322b9fc0ae - wrap access to portal properties into sector_t:: member functions. 2016-04-19 11:35:28 +02:00
Christoph Oelckers
961a4c8524 - optimized sector portal checks.
All the PortalBlocks* functions were turned into real function calls which for such a frequent check should be avoided. So now any linked portal sets a flag in the attached sectors so that it isn't necessary to check the skybox pointer each time which makes the functions subject to inlining again.
2016-04-18 13:40:09 +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
eb30bf6e14 - fixed: Offsetting a vector by portals did not properly adjust the trace after crossing a portal. 2016-04-16 00:17:12 +02:00
Edoardo Prezioso
f36489098f - Fixed one GCC/Clang warning. 2016-04-02 23:01:51 +02:00
Christoph Oelckers
9412ce45d6 - floatified portals.cpp and most of p_maputl.cpp. 2016-03-31 16:52:25 +02:00
Christoph Oelckers
6b065b8074 - floatified FBoundingBox. 2016-03-31 10:38:54 +02:00
Christoph Oelckers
8fd76f0c8a - floatified bmaporgx and bmaporgy, allowing to remove the gross overflow prevention hacks present in the blockmap code. 2016-03-31 09:23:14 +02:00
Christoph Oelckers
f41afde545 - floatified line_t::bbox. 2016-03-31 01:22:49 +02:00
Christoph Oelckers
77f2530236 - floatified the sector plane movers and removed some of the ZatPoint conversion cruft. 2016-03-30 09:41:46 +02:00
Christoph Oelckers
ff0b371582 - made the linedef deltas private and only accessible through access functions.
Now everything should be in place to remove the fixed point math from the rest of the play code.
2016-03-29 16:13:16 +02:00
Christoph Oelckers
25f5e8449a - replaced all direct access to sector plane coefficients with wrapper functions. 2016-03-29 12:40:41 +02:00
Christoph Oelckers
c7ae4688a3 - replaced all direct access to vertex coordinates with wrapper functions.
So that code replacement can be done piece by piece and not all at once.
2016-03-29 10:07:06 +02:00
Christoph Oelckers
26ff2f73d7 - floatified P_TryMove and the sliding and bouncing code. 2016-03-27 13:29:58 +02:00
Christoph Oelckers
e42b0171b3 - floatification of bot code. 2016-03-26 00:34:56 +01:00
Christoph Oelckers
1125101b37 - floatified AActor::Prev plus the stuff using it.
- rewrote some coordinate functions in AActor to use real float math instead of converting back and forth between float and fixed.
2016-03-25 16:25:25 +01:00
Christoph Oelckers
4874fe2361 Merge branch 'master' into floatcvt 2016-03-24 18:32:47 +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
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
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
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
ada5097e34 - converted scale variables in AActor, FMapThing and skin to float. 2016-03-20 12:13:00 +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
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
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
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
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
161d03231a - added custom math routines for reliability. 2016-03-11 15:45:47 +01:00
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