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
* many calls didn't use TELEFOGHEIGHT, mostly those coming from external code submissions that never were tested on anything but Doom. Addressed by adding this value inside P_SpawnTeleportFog and making the distinction between projectiles and non-projectiles from P_Teleport also part of this function.
* there were still a few places which spawned the teleport fog directly, skipping all the added features of P_SpawnTeleportFog.
ZDoom defaulted to Boom's (buggy) angle adjustment.
Changed it so that
* Mode 0 is like Hexen, performing no adjustment at all. This still should match all known maps using this special.
* Mode 1 remains unchanged.
* Mode 2 replicates Boom's broken angle adjustment and is used in the xlat file.
* Mode 3 implements the correct angle adjustment that Boom originally intended.
(Note: Should some map require something different it should be handled with compatibility.txt instead of reverting this back to the broken way it was before.)
- 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.
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.
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.