Commit graph

76 commits

Author SHA1 Message Date
Christoph Oelckers
f52e767b51 - fixed: a destination-less line portal should be ignored by the sight checking code. 2017-08-12 12:51:45 +02:00
Christoph Oelckers
96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00
Christoph Oelckers
6599e2c425 - moved the VM types into their own file and only include it where really needed. 2017-04-13 01:12:04 +02:00
alexey.lysiuk
4557f751c8 Fixed sight check after blockmap refactoring
https://mantis.zdoom.org/view.php?id=446
2017-03-18 12:44:26 +02:00
Christoph Oelckers
33d36157c8 - moved the blockmap into a substructure of FLevelLocals.
This part can certainly improved a lot but the most important thing, grouping all those global variables into one place, is done.
2017-03-17 14:24:21 +01:00
Christoph Oelckers
f864a09faa - moved more varialbles into FLevelLocals. 2017-03-17 12:49:43 +01:00
Christoph Oelckers
bc63c664f2 Merge branch 'master' into 3.0_work 2017-03-10 10:39:12 +01:00
Christoph Oelckers
5b9fece062 - fixed bad definition of FBlockThingsIterator.Next(). When implementing the BlockLinesIterator apparently some incorrect code got modified.
- fixed an uninitialized variable in P_CheckSight.
2017-03-10 10:38:30 +01:00
Christoph Oelckers
bd7476fb8d - untangled r_defs.h from actor.h
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.
2017-03-10 02:22:42 +01:00
Christoph Oelckers
555f339924 - fixed: Sight checks through portals must disable all early-outs.
These can also be triggered from lines outside the actually valid range because the checks are done before the lines get ordered by distance.
2017-02-24 19:01:19 +01:00
Christoph Oelckers
b9ac44e8f2 - fixed: The sight checker's portalgroup variable was not initialized.
- got rid of glsegextras.

This was probably one of the most ill-conceived means to save some memory in ZDoom, but now, when a pure software rendered engine no longer needs to be considered it's just totally useless to keep this mess in.
2017-01-09 01:28:07 +01:00
Christoph Oelckers
97a90c52e0 - fixed: Particles should disappear if their alpha goes below zero. 2017-01-08 19:44:00 +01:00
Christoph Oelckers
c9964d36d6 - fixed: A single sight check iteration may not succeed if origin and end point are in different portal groups. All those may do is collect more portals. 2017-01-08 19:34:04 +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
91981e25a8 - moved all 'sectorptr - &level.sectors[0]' constructs into a subfunction. 2017-01-07 20:02:25 +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
d741e0eb26 - fixed: P_CheckSight returned incorrect results when having to traverse the collected lines just for adding more portals to the list. 2016-12-08 11:23:08 +01:00
Christoph Oelckers
f9441cd9d9 - added null pointer validation to any relevant exported function. In most cases null pointers were already being treated as 'do nothing', but there's several places where this can make the code silently fail so in these cases a VM exception will be raised, once the VM's exception handling has been repaired to provide useful diagnostics. (Right now all it does is catch the exception, print a useless message and return to the caller as if nothing has happened.) 2016-12-02 12:06:49 +01:00
Christoph Oelckers
286f9510d4 - got rid of all default parameter redundancies.
- scriptified a few more functions.
2016-10-28 00:32:52 +02:00
Christoph Oelckers
823c52aeb2 - scriptified the functions in a_possessed.cpp and added the needed exports and constants.
- fixed: Script functions did not receive the function name when being created.
- relaxed the asserts for PARAM_STATE, because the VM knows nothing about ATAG_STATE. Any state variable's content (e.g. Actor.SeeState) will receive ATAG_GENERIC, rather than ATAG_STATE.
- added a 'NeedResult' flag so that certain operations can create shorter code if the result of the expression is not needed. So far only used for postdecrement/increment statements on local variables (which is the most frequent case where this matters.)
- fixed postincrement and decrement for local variables. Due to the result preservation semantics it created faulty code.
2016-10-26 11:30:30 +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
5e822fd60b - fixed: The starting position of sight checks was inconsistent in different parts of p_sight.cpp. 2016-04-18 16:46:56 +02:00
Christoph Oelckers
790e13e5cb fixed: For sight checks the 'eye' of the seeing thing should be placed at 3/4 height, not half its height. 2016-04-07 12:14:34 +02:00
Christoph Oelckers
3923039a1b - fixed: a sight check that starts right on a linedef should ignore that linedef.
Trying to calculate a slope to the target from this linedef's opening will always result in failure because it'd involve a division by zero.
2016-04-07 01:16:07 +02:00
Christoph Oelckers
8cbdbdaf70 - fixed: The PathTraverse and sight checking code may not assume that ceiling(x) == floor(x)+1.
This will fail when a trace starts directly on a block boundary in which case x is a whole number. It should always use 'floor(x)+1' to ensure that the calculated point is at the right or upper edge of a block.
2016-04-06 13:19:09 +02:00
Christoph Oelckers
3f5e0c682e - fixed: Due to the iteration limit of 100 in the path traverse code, running a trace was effectively limited to somewhere around 12800 map units. Also added the safer exit condition checks from the sight checking code to FPathTraverse. 2016-04-03 21:41:58 +02:00
Christoph Oelckers
931774ab38 - fixed some issues with the PathTraverse and sight checking code:
* typo in calculating end position from a trace vector
 * must use floor to convert from floating point block coordinate to block index to account for running off the negative side of the blockmap. (Int cast always rounds toward zero which is wrong here.)
 * bad calculation of sight checking slopes - they has the actor's z coordinate duplicated.

- fixed scaling of automap markers.
2016-04-02 20:10:48 +02:00
Christoph Oelckers
6445615b5d - fixed the sound location calculations which got somewhat broken by the constant changes during the conversion. 2016-03-31 21:13:32 +02:00
Christoph Oelckers
9412ce45d6 - floatified portals.cpp and most of p_maputl.cpp. 2016-03-31 16:52:25 +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
77f2530236 - floatified the sector plane movers and removed some of the ZatPoint conversion cruft. 2016-03-30 09:41:46 +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
fd46909b1a - made partial floarting point aliases for EV_DoCeiling so that all the calls in p_lnspec.cpp match the master branch for merging. 2016-03-28 17:41:13 +02:00
Christoph Oelckers
a99ebc2356 - floatified p_sight.cpp. 2016-03-28 16:22:21 +02:00
Christoph Oelckers
2fff7005ad - floatified more of p_mobj.cpp 2016-03-28 10:01:24 +02:00
Christoph Oelckers
8b6b5e7b1c - preparation for upcoming work: rename the fixed point versions of PosRelative. 2016-03-25 14:18:50 +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
4e60ea0252 - made AActor::alpha a floating point value
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
2016-03-21 12:18:46 +01:00
Christoph Oelckers
cff8e51811 - converted AActor::height to double. 2016-03-20 20:55:06 +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
f852ead99a - fixed: The initial check for ceiling and floor portals must be done when the trace's start position and its sector has been calculated. SightCheck::init is too early for that. 2016-03-08 10:44:03 +01:00
Christoph Oelckers
2cd74118f6 - fixed sight checking through portals.
Notes:
 * It is actually not enough to disable the early-out condition for the current block if there's a portal. It must be disabled for the entire rest of the trace because otherwise the collected lines never get processed.
 * The block bounds check cannot be done globally with portals in the game. The actual trace can easily end up outside the blockmap bounds if portal offsets are factored into the distance between the two actors.
2016-03-08 01:26:13 +01:00
Christoph Oelckers
bd29f0994f - restored accidentally deleted line. 2016-03-07 23:41:16 +01:00
Christoph Oelckers
3c25b2c066 - some redesign of P_CheckSight to handle portals.
Portal stuff not tested yet.
2016-03-07 21:59:32 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
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
6b75f14c0f - fixed some Linux/GCC warnings. 2016-02-02 01:04:59 +01:00
Christoph Oelckers
13e25faea7 - p_sight.cpp, p_spec.cpp and p_switch.cpp refactored. 2016-01-20 14:20:14 +01:00
Christoph Oelckers
867b7767ef - ignore COMPAT_POINTONSIDE in a few places where the side effects of the old P_PointOn*Side functions are either not needed or problematic:
* 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.
2016-01-15 12:56:27 +01:00