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
- The flags use TELF_ since DECORATE has an A_Teleport with its
own set of TF_ flags.
- TELF_KEEPVELOCITY is used instead of TELF_HALTVELOCITY, because
there was only one call that ever set bHaltVelocity to false.
- Cleared some GCC and Clang warnings. Mostly static analysis false positives, but one of them generated a pretty massive warning in a release build.
- Use -Wno-unused-result since I doubt we're going to address those unless they actually prove to be a problem (and they only appear in release builds).
* 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.
This was implemented by adding a new inventory flag INVENTORY.NOTELEPORTFREEZE so that the effect can both be activated for other items and deactivated for the two that currently have it.
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'.
This is done to encapsulate the gory details of tag search in one place so that the implementation of multiple tags per sector remains contained to a few isolated spots in the code.
This also moves the special 'tag == 0 -> activate backsector' handling into the iterator class.
- "If it ain't broke, don't fix it."
- Some of the changes were downright wrong and some were pointless, so undo
everything that doesn't look like an actual improvement.
Conflicts:
src/CMakeLists.txt
src/b_think.cpp
src/g_doom/a_doomweaps.cpp
src/g_hexen/a_clericstaff.cpp
src/g_hexen/a_fighterplayer.cpp
src/namedef.h
src/p_enemy.cpp
src/p_local.h
src/p_mobj.cpp
src/p_teleport.cpp
src/sc_man_tokens.h
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_function.cpp
src/thingdef/thingdef_parse.cpp
wadsrc/static/actors/actor.txt
wadsrc/static/actors/constants.txt
wadsrc/static/actors/shared/inventory.txt
- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
were added to thingdef_function.cpp over the past year, as this file no
longer exists in this branch.
- TF_KEEPVELOCITY: Keep the velocity after teleporting.
- TF_KEEPANGLE: Don't use the special spot's angle.
- TF_USESPOTZ: Normally, this function
- TF_NOSRCFOG: Don't leave fog at the previous location.
- TF_NODESTFOG: Don't leave fog at the arriving location.
- TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties.
- TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
- Instead of reverting the teleport fog back to defaults, if there wasn't a class or if the class failed to be found, set it to NULL.
- P_SpawnTeleportFog will not spawn anything if it's NULL.
- Added "" so it can be used to mean 'don't change anything' for A_SetTeleFog.
- New properties include TeleFogSourceType and TeleFogDestType.
- TeleFogSourceType is the fog left behind where the actor teleported away from.
- TeleFogDestType is the fog the actor sees when it arrives at its destination.
- Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
be no conflicts with recently-added named arguments for spawnable things on UDMF maps.
- Change the SpawnableThings array into a map, so there is no longer any particular upper limit on an actor's SpawnID. Also fixes a possible exploit, since an actor's SpawnID was never checked to make sure it was within range.
SVN r3959 (trunk)
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.
SVN r3329 (trunk)
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)
some changes to the MAPINFO parser which tried to access the texture manager
to check if the level name patches exist. That check had to be moved to
where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
of integers.
Please note that this creates an incompatibility between old and new
versions so if you want to create something that works with both 2.2.0
and current versions better use the string format version for the color
parameter!
- Rewrote the DECORATE property parser so that the parser is completely
separated from the property handlers. This should allow reuse of all
the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
this was ever used for - Raven's invulnerability item - has already been
split up into a Heretic and Hexen version.
SVN r1240 (trunk)
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
SVN r1144 (trunk)
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
SVN r1132 (trunk)
treated it as a mace and wrote into some undefined memory.
- Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement.
- Added a speed parameter to A_SkullAttack.
- Fixed: Black as first or only blood color didn't work.
- Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag.
- Fixed: Spawning a player could play the *gasp sound.
- Fixed: SBARINFO's health display didn't scale to the proper maximum.
- Added Skulltag's Teleport_NoStop action special.
SVN r1074 (trunk)
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
SVN r994 (trunk)
actor's sector in the game engine code with it. This way there's a clear
distinction between renderer-specific and game-specific calls.
SVN r638 (trunk)