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.
- Worked aorund modern GCC bug where C++ exceptions in Objective-C++ code would result in an ICE (bug is already on their tracker, but I doubt it will be fixed unless I decide to dig into the issue myself).
- Turn off fused floating point instructions since these can cause slight deviations in floating point code.
- Use -static-libgcc when compiling on the Mac with GCC since we need to use a custom version of GCC to do so now.
- Note: ZDoom will currently still crash on exit on PowerPC since it seems to be deciding that NameManager needs to be destructed before the console commands.
- 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
When a spechit results in teleportation, P_TryMove never accounted for that, so that subsequent spechits either failed or succeeded, depending on where the teleport ends up.
With portal-aware positions stored within the spechit this no longer worked, so some handling is needed to revert to the original behavior in case there's no portals to consider.
The ideal solution would have been to stop checking spechits (or to block further teleports) once this happens but the likelihood of some old maps depending on this is high.
- _FPU_GETCW is defined for more than just x87. Don't use it if the
control word for the target architecture doesn't support _FPU_EXTENDED
or _FPU_DOUBLE defined, e.g. pretty much anything but x87. If I had been
using glibc on PowerPC instead of Apple's libc, I probably would have
noticed this sooner, since _FPU_GETCW is part of glibc.
- First, don't crash when travelling to a map in a hub that doesn't have
any player starts that match the position given to Teleport_NewMap (or
equivalent).
- Seconed, move the player to the location they were at when the left the
level. At least that way, they shouldn't be in random geometry or off
the map entirely.
The patch content was destructed and then accessed when loading DeHackEd file of old/unsupported version
Do not print the whole patch content to console but only a filename
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.
- handle a 'restart' CCMD a bit more controlled. Instead of throwing an exception in the CCMD handler it now just flags D_DoomLoop to return.
If the exception is thrown within the CCMD this can easily happen deep inside the renderer when it calls NetUpdate. But since the software renderer with its use of global variables is not equipped to be yanked out of lile this it could leave broken data behind that caused glitches or even crashes on subsequently played maps.
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.
- This could happen in co-op games that did not have enough player starts
for all the players spawning. Voodoo doll starts were not excluded from
the set of possible starts as they should have been.
- The following Hexen specials all stop 8 units above the floor:
* Ceiling_CrushRaiseAndStay
* Ceiling_CrushAndRaise
* Ceiling_LowerAndCrush
We only and Ceiling_LowerAndCrush correct. Clearly, I should have paid
more attention when the Hexen source was released for the parts that I
had already reverse engineered.
This currently only works for linked portals. For other types some major refactoring may be necessary because it not only requires multiple passes of P_RadiusAttack but also an alteration of how sight checks work.
- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.
Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
- be a bit smarter about what to copy from a subtrace. There's 3 distinct pieces of information here: The hit itself, the CrossedWater setting for Boom-transfers and the CrossedWater setting for 3D floors.
Note: Ideally this should return all water hits it can detect, not just the first one.
- fixed: FMultiBlockLinesIterator initialized continueup twice but forgot continuedown.
- fixed: One of the debug messages in P_AimLineAttack was missing an if (aimdebug).
- Added new state options that DECORATE got to the lemon parser.
- Enable token generation for state options. They were previously not
generated, so the grammar treated them as function calls instead.
- I don't remember why I thought using PPointer as the metatype for
PClassPointer would be preferable, but it means that PPointer's MatchID
can potentially be called for PClassPointer entries.
* any line completely parallel to the portal is rejected
* any line with one end on the same straight line than the portal is solely decided by the other vertex.
* any line with both ends behind the portal cannot be visible inside, so there's no need to check for an intersection with the view range.
* due to the above P_IntersectLines could be removed as it was redundant.
* for any line that does intersect with the portal straight, do a reverse check: If both ends of the portal lie on the other side of the line than the viewpoint, the line is between viewpoint and portal and needs to be rejected.
This fixes nearly all the phantom wall glitches in the demo map.