Commit graph

98 commits

Author SHA1 Message Date
Christoph Oelckers
3c7d0c971f - fixed: It seems it is not allowed to serialize any thinker before the actual thinker chain is serialized. This means that sector_t::floordata, ceilingdata and lightdata's handling had to be moved to P_SerializeWorldActors. 2016-04-22 17:48:25 +02:00
Christoph Oelckers
c3eec6db4d -fixed warnings 2016-04-21 10:38:42 +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
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
a199fe1825 - fixed: loading polyobjects from a savegame was incomplete. 2016-04-17 12:04:32 +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
3ee42f6aa6 - removed all savegame compatibility handling, since the data is just too different from what it was before to try to convert it. 2016-04-03 20:55:23 +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
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
02d7572343 - some header dependency cleanup so that it is no longer needed to include portal.h to get the inline functions. Portal.h has been reduced of most dependencies now so that including it is cheap and can be done in other headers.
- some consolidation in p_map.cpp. PIT_CheckLine and PIT_FindFloorCeiling had quite a bit of redundancy which has been merged.
- Ĩontinued work on FMultiBlockLinesIterator. It's still not completely finished.
2016-02-19 14:08:41 +01:00
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
405db83393 - added a function which collects all portal group an actor would touch if standing in a given position. 2016-02-15 00:53:59 +01:00
Christoph Oelckers
c940c2ba81 - fixed: The counters for the whirlwind were initialized too late, the first time they are needed is in P_CheckMissileSpawn, which gets called from inside P_SpawnMissile. Also took the opportunity and moved them to properties that are accessible from DECORATE. 2016-02-08 13:34:54 +01:00
Christoph Oelckers
43b4d452db Merge branch 'ChaseThresholdScript' of https://github.com/MajorCooke/zdoom
# Conflicts:
#	src/version.h
2016-02-08 13:06:08 +01:00
Christoph Oelckers
94b7ef72ca - more cleanup on portal implementation:
- store portal data in a separate structure.
- store portal data in savegames because some of this will be changeable later.
- run a cleanup pass after all portals have been created to weed out broken ones.
- add a definition type that's compatible with Eternity Engine's line portal types.
- swapped arg[2] and arg[3] of Line_SetPortal, because the type is more significant than the alignment.
2016-02-05 23:15:56 +01:00
Christoph Oelckers
724e625f16 - fixed: Loading an old savegame from before the sector damage refactoring cleared the extended Boom sector flags before processing them. 2016-01-28 09:20:27 +01:00
Christoph Oelckers
37f18055af - turned sector_t::FloorSkyBox and CeilingSkyBox into an array.
- removed unused SpreadCeilingPortal function.
2016-01-12 21:34:41 +01:00
Christoph Oelckers
23cfd29dbb - let's save the terrain properties as names so that they survive a change in the definition files. 2016-01-09 12:28:42 +01:00
Christoph Oelckers
71c7f2b42c - added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
2016-01-09 12:10:36 +01:00
Christoph Oelckers
bd8513c063 - made sector_t::damageamount an int so that it can hold TELEFRAG_DAMAGE.
- marked all places where sector_t::special needs to be addressed for the damage overhaul.

NOTE: This commit will not compile!
2016-01-06 12:56:35 +01:00
Christoph Oelckers
1ee441412a - add savegame compatibility handling for damage related changes: When loading an old savegame the sector specials must be reinitialized to set the damage properties. 2016-01-06 12:31:27 +01:00
Christoph Oelckers
d34077a3ba - ... and finally the push flag. 2016-01-06 02:05:39 +01:00
Christoph Oelckers
3ffcec3eb3 - moved friction flag from special to Flags as well. 2016-01-06 02:01:59 +01:00
Christoph Oelckers
6a63effa1f - fixed: A_CheckTerrain did not use the proper damage type for processing an instant death sector.
- moved sector secret information from sector_t::special and secretsector to two flag bits in sector_t::Flags.

This is to get rid of the bit masking madness in the floor/ceiling thinkers which need to preserve this bit when they change a sector's type.
2016-01-06 01:50:45 +01:00
Christoph Oelckers
3e13e772ef - after realizing that changing the sector's MOD variable to an FNameNoInit doesn't do anything bad, I just went ahead and got rid of the last place in the engine that still used this data type for internal storage. 2016-01-05 16:10:04 +01:00
Christoph Oelckers
d432df55e9 - changed Sector_SetDamage so that it can explicitly set the damage interval and the leakiness probability, instead of hardcoding it to fixed damage ranges.
- fixed: FCajunMaster::IsDangerous did not check for Heretic's sludge type.
2016-01-05 15:39:21 +01:00
Christoph Oelckers
b613db4ae5 Revert "Merge pull request #359 from Leonard2/master"
This reverts commit 364ca11b43, reversing
changes made to dae0e217d1.

Conflicts:
	src/r_data/r_interpolate.cpp
2015-09-18 17:41:16 +02:00
Leonard
86e9504d04 Added weapon interpolation. 2015-08-19 15:59:54 +02:00
Christoph Oelckers
db61c1cb57 - allow multiple line IDs as well using the same method as for sector tags. 2015-04-19 17:51:34 +02:00
Christoph Oelckers
b921157f57 - uncouple sector tag storage from the sector data to allow multiple tags per sector.
Tags are now handled by a tag manager class which stores sector/tag pairs. This way multiple entries can be added per sector.
Since UDMF does not have any arrays the additional tags are stored as a space separated string as 'MoreIDs'.
2015-04-19 12:33:27 +02:00
Christoph Oelckers
1a39ac9243 - forgot to save this before committing... 2014-12-25 19:56:38 +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
ChillyDoom
1b7c07df65 - Fixed: Bots added by different setting controllers could be assigned the same player number. 2014-10-25 14:58:10 +01:00
ChillyDoom
db323643f8 - Renamed FBot to DBot and made it inherit from DThinker.
- Fixed: Bots added by players other than the net arbitrator did not have their skill set.
2014-10-14 19:57:11 +01:00
ChillyDoom
83d84eaae9 - Moved bot related variables from player_t into a new FBot class. 2014-10-13 18:40:25 +01:00
Christoph Oelckers
181181a865 - removed player_t destructor call in CopyPlayer. 2013-07-23 12:31:44 +02:00
Christoph Oelckers
0c86650db0 - fixed: The savegame code for player restoration did some undefined things with the userinfo that only worked due to previous memory leaks. It must ensure that the userinfos get properly transferred and not implicitly rely on the copy assignment being used to copy the actual player data. 2013-07-14 14:22:49 +02:00
Randy Heit
2668988870 - Switched to a genericly extensible representation for userinfo.
- Fixed: The playerinfo CCMD did not range check the player number.

SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
787c338871 - Added MAPINFO flag "SpawnWithWeaponRaised".
SVN r4013 (trunk)
2013-01-03 02:08:08 +00:00
Randy Heit
390fd5dd6c - Pass playernum as a parameter to P_SpawnPlayer(). Now P_SpawnMapThing() is the only thing
that uses the MapThing's type to determine the which player is spawning.

SVN r3748 (trunk)
2012-07-07 22:52:37 +00:00
Randy Heit
3e4ac58f7c - Fixed: CopyPlayer must recheck the skin, since the value stored in the savegame is only used
for bots. Mainly, what this means is that if the player is using the "Base" skin, they will
  get their class-appropriate skin instead of skin 0 if this save is loaded before any other
  game has started.

SVN r3474 (trunk)
2012-03-23 03:49:54 +00:00
Randy Heit
58f7e72d1b - Restored savegame compatibility that was removed in r3427.
SVN r3435 (trunk)
2012-03-13 02:43:24 +00:00
Christoph Oelckers
e4880d162f - added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.


SVN r3427 (trunk)
2012-03-11 09:08:35 +00:00
Randy Heit
d9b8b344ff - Added support for using named scripts with UDMF maps. On lines with ACS specials
(i.e. ACS_Execute, etc.), set the arg0str property to the name of the script to execute. The
  standard numeric arg0 property will be ignored in this case.

SVN r3372 (trunk)
2012-02-18 02:39:01 +00:00
Randy Heit
cbf7162e16 - Allow for using ACS_NamedExecute and friends with SetLineSpecial.
SVN r3371 (trunk)
2012-02-18 02:17:33 +00:00
Randy Heit
7279e2ad62 - Fixed: Player pitch limits were reset to 0 when changing levels and loading
saved games.



SVN r3332 (trunk)
2011-12-14 00:16:19 +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
5c6fd66ed5 - rename src/resources to src/r_data.
SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00