Commit graph

60 commits

Author SHA1 Message Date
Christoph Oelckers
9e5bf38123 - handle all special mapthing items (player starts, polyobj spots) via the new MAPINFO method instead of hard coding them in the spawn function.
(Note: The buildmap loading code should be adjusted to the new functionality as well eventually.)
2015-04-03 21:17:10 +02:00
Edoardo Prezioso
60b735dc60 Remove redundant code in polydoor swing code.
'Perpetual' check does not make sense for poly doors.
2015-02-07 15:03:16 +01:00
Edoardo Prezioso
78b4cbdf6c - Fixed a very old issue with rotating polydoors.
This happened when the polydoor was open. If a mobj blocked the poly door, such that the door could not move from its open position, the poly door could rotate a little bit more than needed, making the door partially closing when the door managed to close later.
2015-01-26 02:20:54 +01:00
Christoph Oelckers
6fd70ff320 - fixed: Trying to rotate a polyobject into its actual position during loading of a savegame still inflicted damage on all touching actors - including incomplete player pawns - and also got blocked by them.
Similar code already existed for the MovePolyobj function but apparently was overlooked here.
2014-12-25 18:46:50 +01:00
Randy Heit
4cf468452c Remove slopetype from line_t.
- Recomputing it in the only two places where it's used is trivial, so
  it's basically a waste of space to precompute it.
2014-07-31 19:15:08 -05:00
Randy Heit
eb3f243fc8 - Make a copy of the polyobject mirror number instead of relying on being able to read it from the initial linedef. 2013-06-22 22:40:17 -05:00
Randy Heit
c6dd658aa8 - Fixed: Polyobjs that rotated faster than their distance would overshoot on their first tic and
continue spinning until the next time around because the check for moving too fast was only
  done after the polyobject had been rotated once.
- Reduced the potential for overflow when setting up the speed of a rotating polyobj.

SVN r4332 (trunk)
2013-06-06 20:08:56 +00:00
Randy Heit
cb41771342 - When moving polyobjects, recalculate the floors and ceilings for the actors in their bounding boxes. (See http://forum.zdoom.org/viewtopic.php?f=2&t=35616)
SVN r4192 (trunk)
2013-03-21 02:07:42 +00:00
Randy Heit
549712e719 - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
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)
2013-01-02 04:39:59 +00:00
Braden Obrzut
60dc67d5c3 - Fixed: Polyobjects must be blocking where an object is below the reference sector floor or above the reference sector ceiling.
- Fixed: 3DMidTexture polyobjects had open.top and open.bottom reversed.

SVN r3633 (trunk)
2012-05-08 19:55:26 +00:00
Randy Heit
c445f684fc - Fixed: In P_LineOpening_3dMidtex(), set the floorpic or ceilingpic to the 3D midtex if it
alters the opening. This fixes things such as removing a projectile when it hits a 3D midtex
  instead of exploding it because the real floor or ceiling is sky.

SVN r3490 (trunk)
2012-03-29 05:09:56 +00:00
Randy Heit
cfd5b84535 - Replace >>MAPBLOCKSHIFT with GetSafeBlockX/GetSafeBlockY from Mocha Doom.
SVN r3486 (trunk)
2012-03-28 03:49:38 +00:00
Randy Heit
676ce338b1 - Fixed: The game would lockup when using the override polyobject specials with cyclical chains
of mirrored polyobjects. Fixing this has also removed lots of duplicated code for mirrored
  polyobjects.

SVN r3400 (trunk)
2012-03-02 02:23:37 +00:00
Randy Heit
f6c1c0e2df - Truncate rotating polyobjects to 7 bits of fractional precision per vertex.
Fixes known cases of freezing.

SVN r3399 (trunk)
2012-02-28 03:05:31 +00:00
Randy Heit
d2c8a86bb4 - Fixed: CheckMobjBlocking() did not consider one-sided lines without the ML_BLOCKING flag to be blocking.
SVN r3353 (trunk)
2012-02-11 01:17:09 +00:00
Braden Obrzut
cffae9c33c - Applied Thomas's patch to fix physics with non-solid polyobjs, but adjusted it to work with 3D mid textures as well (at least as well as I could).
SVN r3320 (trunk)
2011-11-25 21:49:03 +00:00
Randy Heit
7714ee3ffd - Fix more errors found with static code analysis.
SVN r3288 (trunk)
2011-09-01 22:57:49 +00:00
Christoph Oelckers
f08188b0e5 - removed unneeded includes of r_local.h.
SVN r3261 (trunk)
2011-07-06 18:12:16 +00:00
Christoph Oelckers
463c276014 - removed more r_ header dependencies from the rest of the code.
SVN r3260 (trunk)
2011-07-06 15:31:05 +00:00
Christoph Oelckers
163301dcd5 - took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers
fbff5ca932 - moved r_interpolate.cpp and r_translate.cpp to r_data.
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.


SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers
4e1a514455 - fixed: Subsectors which are the origin of polyobjects should not be drawn on the textured automap because the vertices no longer are where they'd be expected to be.
SVN r2622 (trunk)
2010-08-28 16:51:41 +00:00
Christoph Oelckers
5647fed0cf - fixed: armor factor application was done wrong.
- fixed: APROP_Invulnerable could only be set and unset but not checked.
- fixed: Two sided polyobjects applied thrust to sctors in a way that did not work.


SVN r2620 (trunk)
2010-08-28 12:57:23 +00:00
Christoph Oelckers
9a4abe0915 - merged automap branch into trunk.
SVN r2609 (trunk)
2010-08-27 15:20:05 +00:00
Christoph Oelckers
66f6115c86 - added a compatibility option to render all segs of a polyobject in the center's subsector and automatically set it for Hexen MAP36 and HEXDD MAP47.
SVN r2543 (trunk)
2010-08-15 10:02:10 +00:00
Christoph Oelckers
482d7631f4 - sorted zspecials.acs properly so one can find all the specials.
- 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)
2010-08-10 19:06:33 +00:00
Randy Heit
fc6e48dd3f - Fixed: FPolyObj::LinkPolyobj() did not add the polyobject's first side to the polyobject's
bounding box. It should also add both vertices from each side, since non-closed polyobjects
  are possible with PolyObj_ExplicitLine.

SVN r2485 (trunk)
2010-08-01 19:50:41 +00:00
Randy Heit
b9ea9a415e - Added Polyobj_MoveTo, Polyobj_OR_MoveTo, and Polyobj_Stop.
- Cleaned up a couple of warnings.

SVN r2483 (trunk)
2010-08-01 19:14:10 +00:00
Randy Heit
58269a18f0 - Use a flood-fill algorithm to define polyobjects with PolyObj_StartLine instead of a simple
loop-following algorithm. This fixes the polyobjects in http://www.doomworld.com/idgames/index.php?id=6291

SVN r2482 (trunk)
2010-08-01 05:16:09 +00:00
Randy Heit
677d07f837 - Merge BSP-able polyobjects back into the trunk.
SVN r2480 (trunk)
2010-08-01 02:41:56 +00:00
Randy Heit
1bda16cc45 - Use side_t::RightSide in IterFindPolySides() instead of the SideListHead array.
SVN r2461 (trunk)
2010-07-25 21:38:34 +00:00
Christoph Oelckers
4ac64b6df7 - merged polyobject branch into trunk and made some adjustments for savegame compatibility.
SVN r2448 (trunk)
2010-07-23 05:56:25 +00:00
Christoph Oelckers
6c4d070095 - restored original Doom behavior for hitscans to only check actors which have their center in the blockmap cells being checked, compatibility optioned by COMPATF_HITSCAN.
SVN r2341 (trunk)
2010-05-28 21:07:45 +00:00
Christoph Oelckers
635759ee2c - fixed: UpdateSegBBox only used the first seg of a linedef to calculate the linedef's bounding box.
SVN r2210 (trunk)
2010-03-14 15:17:36 +00:00
Christoph Oelckers
92b8ac26c0 - fixed: Polyobjects could contain segs that weren't flagged as such.
SVN r2081 (trunk)
2010-01-02 13:17:47 +00:00
Christoph Oelckers
a4f4994e18 - re-fixed polyobject CheckSwitchRange so that it doesn't have to alter the polyobject's linedefs.
SVN r1954 (trunk)
2009-10-30 07:03:26 +00:00
Randy Heit
321ab2f686 - Make TranslateToStartSpot() set the new sector references for a polyobj's
walls so that P_CheckSwitchRange() will work with them.


SVN r1951 (trunk)
2009-10-30 03:29:15 +00:00
Randy Heit
750659a82e - Added new sound sequence ACS functions:
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)
2009-10-27 02:43:00 +00:00
Randy Heit
e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
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)
2009-06-30 20:57:51 +00:00
Christoph Oelckers
eb52c9a90e - Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
  it an explicit MAPINFO option only.


SVN r1585 (trunk)
2009-05-15 17:21:45 +00:00
Christoph Oelckers
35cc39f094 - copied some 3D floor fixes from GZDoom.
- fixed: Crushing polyobject did incomplete checks for blocked moves.


SVN r1355 (trunk)
2009-01-07 18:45:39 +00:00
Randy Heit
7ed0311221 - Polyobject sounds now play from their lines, similar to the way sector
sounds are handled.
- Why do polyobjects have a 3D start spot? Flattened it to 2D.
- Moved the sector sound origin calculation out of fmodsound.cpp and into
  s_sound.cpp so that the near sound limiting will use the correct sound
  location for deciding on neighbors.


SVN r1061 (trunk)
2008-07-02 03:50:17 +00:00
Randy Heit
a4dc93fb91 - Removed the 8-character limit on endpic names from the parser. (Though it
might still be present in the texture manager; I don't remember.)
- Fixed: EndSequence needs a proper constructor.
- Some more GCC warning removals.



SVN r1021 (trunk)
2008-06-05 04:30:18 +00:00
Christoph Oelckers
acab6d9b30 - While doing the interpolation rewrite I noticed that DScroller and DPolyAction
were doing some things in their destructor that needed to be done in the
  Destroy method.
- Rewrote the interpolation code. Interpolations are no longer some objects
  that are separate from the rest of the engine. Instead, they are owned by
  the thinkers starting them. Also, polyobjects only spawn a single interpolation
  for each polyobject instead of a single one for each vertex.
  Also, different types of interpolation objects are used for different types
  of interpolation so that they can do some additional work if eventually needed.


SVN r1018 (trunk)
2008-06-04 17:53:15 +00:00
Christoph Oelckers
8a3edf9716 - Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some 
  changes that won't work with only a seg list being maintained.


SVN r1016 (trunk)
2008-06-03 14:38:42 +00:00
Christoph Oelckers
47aacc45c8 - Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
  FMultiPatchTexture only calls a virtual function instead of doing any
  type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
  because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.


SVN r1012 (trunk)
2008-06-01 20:43:02 +00:00
Christoph Oelckers
ab6b5e337e - Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
  railing handling and shooting lines with a non-zero but unassigned tag.)
  With UDMF such semantics have to be handled diffently. 
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.


SVN r987 (trunk)
2008-05-22 19:35:38 +00:00
Christoph Oelckers
ebd17de30a - 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. 

SVN r887 (trunk)
2008-04-06 17:33:43 +00:00
Randy Heit
0dccb97819 - Fixed: PO_Busy() did not check for a NULL return from GetPolyobj().
- Fixed two problems with printfs from the net controller stuff: one of them
  is totally valid, and the other is GCC not being as nice as VC++.
- Fixed: The case for defining SAVESIG when SVN_REVISION_NUMBER == 0 did not
  work for GCC (and presumably VC++, though I never ran into that case with
  it) because it tried to stringify something that wasn't a macro argument.


SVN r762 (trunk)
2008-02-22 00:20:11 +00:00
Randy Heit
48bb782b19 - Fixed: Polyobjects are serialized before players, which means that a call
to PO_MovePolyobj() from P_SerializePolyobjs() for a crushing polyobject
  that touches a player actor will not have a valid actor->player->mo chain
  for P_DamageMobj and crash if it happens to touch the player. Since the
  polyobject was presumably in a good spot when the game was saved, we can
  just skip this step entirely and let it take care of itself the next time
  it moves (by which time, the players will be valid).
- Fixed: When transitioning from fullscreen to windowed mode with D3DFB, the
  window kept the WS_EX_TOPMOST style.
- Slight correctness fix: When in fullscreen, the window should have WS_POPUP
  style.
- Added a NULL target check to P_SpawnMissileXYZ(), A_DemonAttack1(),
  A_DemonAttack2_1(), and A_DemonAttack2_2().


SVN r384 (trunk)
2006-11-21 05:43:34 +00:00