Commit graph

327 commits

Author SHA1 Message Date
Christoph Oelckers
8cdfbeea01 - made AActor::__pos a genuine float vatiable. 2016-03-25 15:43:20 +01:00
Christoph Oelckers
3a598d672e - removed the angle_t type from the VM, now that nothing in the interface requires it anymore. 2016-03-25 14:55:01 +01:00
Christoph Oelckers
8b6b5e7b1c - preparation for upcoming work: rename the fixed point versions of PosRelative. 2016-03-25 14:18:50 +01:00
Christoph Oelckers
7a26318bf0 - floatified friction. 2016-03-24 22:50:03 +01:00
Christoph Oelckers
6c9e5b03c8 - floatified meleerange, pushfactor and radiusdamagefactor, 2016-03-24 21:31:04 +01:00
Christoph Oelckers
e077510773 - floatified MaxTargetRange and MeleeThreshold. 2016-03-24 20:56:59 +01:00
Christoph Oelckers
c66ff5939d - floatified AActor::bouncefactor and wallbouncefactor. 2016-03-24 20:43:35 +01:00
Christoph Oelckers
f60eac8dc0 - floatified FMapThing, dropoffz and GetBobOffset 2016-03-23 12:21:52 +01:00
Christoph Oelckers
f8cf4bcf3d - trimmed down the AActor Spawn interface and removed all non-float variants.
This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00
Christoph Oelckers
2a0d5a621a - floatified some stuff in g_shared.
Note: This commit does not handle z-spawn positions correctly.
2016-03-23 00:53:09 +01:00
Christoph Oelckers
a652c061f6 - converted g_strife to full floating point use, except the floor height changing stuff in A_LightGoesOut. 2016-03-22 12:42:27 +01:00
Christoph Oelckers
f3d6ca04fc - some floating point changes in t_func.cpp 2016-03-22 01:19:24 +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
f1602882c8 - added a no-parameter Spawn function for inventory items that never show on the map, because the coordinate and replacement parameters will always be 0 for them.
- started converting g_hexen.

Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
2016-03-21 14:00:05 +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
1ff4bb419c - made AActor::gravity and FMapThing::gravity floats. 2016-03-21 00:51:19 +01:00
Christoph Oelckers
289cdfbefd - made AActor::floorclip a double. 2016-03-20 23:42:27 +01:00
Christoph Oelckers
afa5f22b31 - added two floating point special variables, because the two existing ones are integers and unusable for storing doubles. 2016-03-20 21:51:09 +01:00
Christoph Oelckers
cff8e51811 - converted AActor::height to double. 2016-03-20 20:55:06 +01:00
Christoph Oelckers
8362c6a856 - conversion of floorz to double. 2016-03-20 19:52:35 +01:00
Christoph Oelckers
b81080ce08 - converted most of g_heretic to float. 2016-03-20 16:51:42 +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
ec58e70078 - replaced ceilingz with a floating point variable, also in FCheckPosition. 2016-03-20 13:32:53 +01:00
Christoph Oelckers
ada5097e34 - converted scale variables in AActor, FMapThing and skin to float. 2016-03-20 12:13:00 +01:00
Christoph Oelckers
5875e91f39 - finished conversion of most of g_doom.
Only things left here are accesses to AActor::ceilingz and radius in A_PainShootSkull, plus scaleX and scaleY in the ScriptedMarine sprite setting code.
Most is still using wrapper functions around the fixed point versions.
2016-03-20 10:52:10 +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
f332a098cd - reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles. 2016-03-18 00:43:05 +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
b140d71c49 - several fixes. 2016-03-16 22:29:35 +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
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
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
Christoph Oelckers
899389e6a4 - link actors into blockmap through linked line portals.
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.
2016-03-08 14:41:37 +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
3c25b2c066 - some redesign of P_CheckSight to handle portals.
Portal stuff not tested yet.
2016-03-07 21:59:32 +01:00
Christoph Oelckers
7d7112f427 - added portal support to A_ThrustImpale, P_PushUp and P_PushDown. 2016-03-07 00:17:52 +01:00
Christoph Oelckers
5175d56129 - made adjustments to P_LineAttack and P_RailAttack to deal with altered angles by passing through a non-parallel portal.
- 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.
2016-03-06 21:58:36 +01:00
Christoph Oelckers
f5fd0df077 - made P_AimLineAttack work through sector portals.
Note: Test output not removed yet!
2016-03-02 20:44:02 +01:00
Christoph Oelckers
b4a002a07f - preparations for allowing hitscans through portals.
To allow processing the hit through an arbitrary portal without reference to the portal group table, P_AimLineAttack and P_LineAttack need to pass some more info than just the linetarget.
We need the relative positions of shooter and target within the visual reference of the other to calculate proper angles and we need to know if such a portal was crossed at all, because a few things, e.g. seeker missiles won't work with them.

- fixed setup of target acquisition for the Mage Staff.

The pre-acquired seeker target was never passed to the spawned projectiles.
2016-03-01 16:39:31 +01:00
Christoph Oelckers
2584108200 - removed the one-sided line portals on polyobjects only limitation. Using Eternity's polyportal testmap shows that it expects one-sided crossable portals on non-polyobject walls.
- converted the P_TranslatePortal* functions to use floating point trigonometry. The combination of R_PointToAngle and finesine even created discrepancies with perfectly parallel portals which is just not acceptable.
- added a function to FPathTraverse to relocate the trace and restart from the new position.
- made P_UseLines portal aware. Traversal through line portals is complete (all types, even teleporters), whether sector portals need better treatment remains to be seen - at the moment it only checks the range at the player's vertical center.
2016-03-01 01:36:36 +01:00
Christoph Oelckers
07771bd56e - changed parameter of P_GetOffsetPosition to a simple coordinate so that it can be used for other things than actors. 2016-02-29 16:29:51 +01:00
Christoph Oelckers
60c2a55ec4 - added P_GetOffsetPosition calls to all needed functions. 2016-02-26 11:52:53 +01:00
Christoph Oelckers
eafd2519b4 - fixed a few incorrect uses of AngleTo function.
- added portal offsetting to all AproxDistance, AngleTo and Vec*To members of AActor.
- optimized displacement retrieval so that the most common case with no offset retrieves a constant null-vector which can be optimized away fully by the compiler.
- early out in P_GetOffsetPosition if there's no portal lines nearby, so that the common case can skip the traverser completely even on maps with line portals.
2016-02-26 11:52:50 +01:00
Christoph Oelckers
e11da06e69 - some preparations for actor interpolation through wall portals. 2016-02-25 00:41:31 +01:00
Christoph Oelckers
b01e0fa06e - removed debug output from portal transition code.
- handle the case where a portal transition crosses more than a single boundary in one move.
2016-02-24 10:08:23 +01:00
Christoph Oelckers
01bdd8a7da - actor transition through a sector portal is working. 2016-02-24 01:16:07 +01:00
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
3841a5f626 - implemented FMultiBlockLinesIterator for checking a position across portals. This is not fully tested yet. 2016-02-19 10:39:40 +01:00
Christoph Oelckers
22e8678903 - refactored P_CollectConnectedGroups to avoid frequent heap allocations for the common cases
* the temporary checking arrays are now static
 * the array that gets the returned values only starts allocating memory when the third touched sector group is found. The most common cases (no touched portal and one touched portal) can be handled without accessing the heap.

- did some streamlining of AActor::LinkToSector:

 * there's only now version of this function that can handle everything
 * moved the FIXMAPTHINGPOS stuff into a separate function.
 * removed LinkToWorldForMapThing and put all special handling this function did into P_PointInSectorBuggy.
2016-02-16 12:51:10 +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