Commit Graph

110 Commits

Author SHA1 Message Date
Christoph Oelckers 7b7623d2c4 - split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00
Christoph Oelckers 12037fdc95 - made the vertexes array VM friendly. 2017-01-09 00:46:16 +01:00
Christoph Oelckers f78927500e - exported all meaningful parts of side_t to the VM. 2017-01-08 21:42:26 +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 6a4f867c91 Merge branch 'master' into zscript 2016-12-03 15:54:18 +01:00
Christoph Oelckers 28604bad62 - fixed: The polyobject init specials must be cleared after Polyobject initialization is done, because they can block usage of regular lines colinear with the polyobject 2016-12-03 14:06:51 +01:00
Christoph Oelckers 66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00
Leonard2 7dbc4710f1 Add the new argument to all uses of the implement macro 2016-11-09 17:45:55 +01:00
Leonard2 bb2d61de50 Replaced the many implement macros with a single one that takes arguments instead 2016-11-09 17:45:53 +01:00
Leonard2 0b3585c83f Separate the pointer list from the implement macro 2016-11-09 17:45:52 +01:00
alexey.lysiuk d6b3cbe0c9 Fixed serialization of MovePoly class objects
See http://forum.zdoom.org/viewtopic.php?t=53787
Removed "speed" field which is serialized in the parent class
2016-10-14 14:33:13 +03:00
Christoph Oelckers e89d072abc - most thinkers are done. Some stuff about polyobject pointers is temporarily disabled right now because some of the required functions have already been pulled out. 2016-09-19 19:14:30 +02:00
Christoph Oelckers d24aa5dec9 - reformatting for easier search. 2016-09-19 10:47:59 +02:00
Christoph Oelckers 6b27d0c3ba - fixed: FPolyObj::RecalcActorFloorCeil altered the floorz of all actors in the same blockmap block as the polyobject, even when they were nowhere near its bounding box.
This fix is still incomplete, it should really discard everything outside the polyobject, not outside its bounding box, but at least it eliminates the most severe occurences of dislocated items.
2016-08-09 15:11:11 +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
Randy Heit 7d03ed4dc7 Use floating point node bounding boxes 2016-04-30 22:37:02 -05:00
Christoph Oelckers ef98757c7c - replaced finesine for texture warping with a smaller custom table, based on the old 2005 FP code, but fixes the generation of the sine table.
- removed all remnants of finesine and deleted tables.c and tables.h.
2016-04-28 15:59:37 +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 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 0f6a567055 - added portal-awareness to the railgun trail.
This required some changes to the Trace function because it turned out that the original was incapable of collecting the required information:

* actors are now also linked into blockmap blocks on both sides if they occupy the boundary of a sector portal.
* Trace will no longer set up parallel traces in all parts connected with sector portal, but only use one trace and relocate that on the actual boundary.
2016-04-16 19:41:33 +02:00
Christoph Oelckers db86385cf6 - removed STACK_ARGS.
The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
2016-04-11 10:46:30 +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 7a2c8fdc1c - floatified po_man.cpp and the remaining bits in p_lnspec.cpp 2016-03-31 00:41:21 +02:00
Christoph Oelckers 66929cbaff - floatified p_trace, p_slopes and p_udmf.cpp.
- major cleanup of unused code.
2016-03-30 16:30:22 +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 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 a99ebc2356 - floatified p_sight.cpp. 2016-03-28 16:22:21 +02:00
Christoph Oelckers 26ff2f73d7 - floatified P_TryMove and the sliding and bouncing code. 2016-03-27 13:29:58 +02:00
Christoph Oelckers fb8e03d5eb - floatified FLineOpening.
- some smaller fixes.
2016-03-25 18:43:37 +01:00
Christoph Oelckers 8362c6a856 - conversion of floorz to double. 2016-03-20 19:52:35 +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 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 aa09cbdada - renamed some functions and fixed a few more conversion errors. 2016-03-17 00:07:37 +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 651817fad7 - made AActor::velx/y/z and player_t::velx/y fixedvec's.
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00
Christoph Oelckers 161d03231a - added custom math routines for reliability. 2016-03-11 15:45:47 +01:00
Christoph Oelckers f8ebfb541e - use typedefs for TVector<double> etc.
(Better have this out of the way before messing around with this stuff...)
2016-03-10 20:45:45 +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 7ea3e49332 - refactored p_mobj.cpp and the first half of p_map.cpp. 2016-01-20 01:48:57 +01:00
Christoph Oelckers 87689d3ba6 - global search&replace of ZatPoint calls with commonly named actor variables. 2016-01-17 14:08:20 +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
Randy Heit a43f5a8eca Remove now unused variable from SpawnPolyobj 2016-01-08 20:08:06 -06:00
Christoph Oelckers cf564c60c2 - simplified setup of polyobjects defined from explicit lines
The old method had a problem with missing order numbers and aborted the level load and made many assumptions that no longer apply with BSP based polyobject rendering.
2016-01-09 01:23:00 +01:00
Christoph Oelckers 51591d10b0 - handle slope things through new definition tables as well. Since these get processed outside P_SpawnMapThing it required some restructuring so that the actual spawn data is present when slope things get processed.
- removed FMapThing::Serialize because it isn't used anywhere - it was rather broken anyway.
2015-04-04 10:25:01 +02:00