Commit graph

6609 commits

Author SHA1 Message Date
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
90553bb61c - deal with portals in P_AimCamera.
This will most likely need some more testing and refining but at least it should work through line portals now.
2016-03-06 13:10:42 +01:00
Christoph Oelckers
a0b2915b8f - added a heightsec change when aborting the main trace due to having found a target in a subtrace.
- 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.
2016-03-06 02:07:04 +01:00
Christoph Oelckers
74592334e4 - fixed return conditions of Trace() so that it always returns something valid. Due to the portal related changes the default initialization for TRACE_HitNone must be inside TraceTraverse. 2016-03-06 01:41:52 +01:00
Christoph Oelckers
ae4cc9669b - added line portal support to Trace(). 2016-03-06 01:04:19 +01:00
Christoph Oelckers
983e8bc6a5 - explicitly check NAME_Null in P_FindTerrain so that it cannot get rendered inoperable by mods which hijack this name. This name must be reserved so that there is some means to disable a sector's terrain. 2016-03-05 22:39:53 +01:00
Christoph Oelckers
97577dc2d7 - added sector portal support to Trace()
Note that at the moment only the function itself has been changed, the calling parts still need to be redone.
2016-03-05 21:44:31 +01:00
Christoph Oelckers
c455c60480 - fixed: calculating open.range requires signed math.
- fixed: FMultiBlockLinesIterator initialized continueup twice but forgot continuedown.
- fixed: One of the debug messages in P_AimLineAttack was missing an if (aimdebug).
2016-03-05 01:23:27 +01:00
Christoph Oelckers
b9c72e372b - fixed bad loop handling in FWeaponSlots::SetFromGameInfo(). 2016-03-04 16:25:23 +01:00
Christoph Oelckers
d1f17e0b46 - fixed: The checks in P_IsThingSpecial was broken. 2016-03-04 16:23:40 +01:00
Christoph Oelckers
e290bc6fd0 - fixed: In Hexen, ThrustThing can not be triggered from the backside of a line.
This gets only activated when the HEXENHACK flag is set. For ZDoom maps there is a specific line flag to handle this condition explicitly.
2016-03-04 15:24:13 +01:00
Christoph Oelckers
caf2ca0df7 - fixed: CallStateChain must never allow a jumping function to set the chain's overall result to successful. 2016-03-04 15:11:20 +01:00
Christoph Oelckers
b427f27e3b - fixed: line portal rotations were not set for all types. 2016-03-04 14:09:26 +01:00
alexey.lysiuk
9b23b41021 Added detection for broken WAD files
Do not try to allocate nonsensical amount of memory and bail out when broken WAD is detected
See http://forum.drdteam.org/viewtopic.php?t=6844
2016-03-04 11:32:15 +01:00
Christoph Oelckers
93323b64f8 - explicitly force SSE2 for Visual Studio 64 bit projects so that the advanced instruction sets don't get activated by accident. 2016-03-04 10:16:23 +01:00
Randy Heit
e4a74f4bbe Fix memory leak from ZCC_OpInfo operator prototypes 2016-03-03 20:26:41 -06:00
Christoph Oelckers
5c1ec2c0bf - added some more British English text variants. 2016-03-04 01:46:37 +01:00
Randy Heit
964ff46063 Add new state options to parser and actually enable them
- 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.
2016-03-03 18:33:07 -06:00
Randy Heit
078d37e073 Pretty sure this was a typo 2016-03-03 18:33:07 -06:00
Christoph Oelckers
0c37a90e32 - moved the initial 3D floor check from Trace to TraceTraverse, because that's where it will be needed for handling portals. 2016-03-04 01:13:17 +01:00
Christoph Oelckers
9f805daa73 - added missing handling of ALF_PORTALRESTRICT flag. 2016-03-04 01:13:16 +01:00
Christoph Oelckers
81b634a798 - preparation for making Trace portal aware: Added a new flag Trace_PortalRestrict, so that I could disable portals without static offset for P_LinePickActor and A_CheckLOF, because both depend on the target info being retainable which requires a static offset. 2016-03-04 01:13:16 +01:00
Randy Heit
3c2ed52442 Fix 21:9 base width and height values 2016-03-03 18:00:06 -06:00
Randy Heit
16d8af6b77 Add some 21:9 resolutions 2016-03-03 17:59:55 -06:00
Randy Heit
79f0714341 Update ratios[] tables for SDL and Cocoa 2016-03-03 17:32:30 -06:00
Michael Labbe
a28c8091fc UI support for 21:9
- Can specify aspect ratio 21:9 in video menu
 - menu_screenratios cvar can now force 21:9
2016-03-03 17:31:12 -06:00
Michael Labbe
a4705c8404 vid_listmodes crash fix 2016-03-03 17:31:12 -06:00
Michael Labbe
3ac4968218 Slightly improve 21:9 ar 2016-03-03 17:31:12 -06:00
Michael Labbe
afb1d438c2 21:9 fix for black bars overlapping fullscreen images 2016-03-03 17:31:12 -06:00
Michael Labbe
73c7e51391 fix: 21:9 AR stretching in intermission, end level screens 2016-03-03 17:31:12 -06:00
Michael Labbe
97821a3036 21:9 aspect ratio support
- vid_aspect 6 forces 21:9
2016-03-03 17:31:12 -06:00
Randy Heit
e3d35f4fe8 PClassPointer should use its own type as the metatype in the type table
- 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.
2016-03-03 17:31:01 -06:00
Randy Heit
6d68f69674 Use lambdas for more concise code 2016-03-03 13:27:52 -06:00
Christoph Oelckers
2587e82a67 . removed some redundant computation of a trace's hit position. 2016-03-03 16:15:42 +01:00
Christoph Oelckers
b8abafb486 - disabled all the debug messages in P_AimLineAttack but left them in with a CVAR check so that the debug output can be reenabled, should some problem require it in the future. 2016-03-03 13:31:21 +01:00
Christoph Oelckers
ec258c9588 - redid P_ClipLineToPortal with revised visibility rules:
* 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.
2016-03-03 13:07:11 +01:00
Christoph Oelckers
14a0567343 - optimized the portal translation functions by precalculating the rotation angle, sine and cosine. 2016-03-03 11:58:04 +01:00
Christoph Oelckers
ede07f93b2 - fixed: Failure to open bots.cfg would throw an exception that prevented the level from starting. Catch it in FCajunMaster::LoadBots instead and handle it non-disruptively. 2016-03-03 11:11:25 +01:00
Christoph Oelckers
74c326e9b2 - fixed: An option value with an invalid value type would eat all key events when being selected. 2016-03-03 10:52:56 +01:00
Christoph Oelckers
4d2b9fbe1b - don't freeze if the menu item search can't find anything selectable. 2016-03-03 10:47:11 +01:00
Christoph Oelckers
d8c009bb41 - fixed: A_Blast read the blast radius as an int, but used it as fixed_t. Also changed the definition of this parameter to float. 2016-03-03 10:23:04 +01:00
MaxED
81a5273b58 Added "Miscellaneous Options" -> "Save/Load confirmation" option (defaults to true). When disabled, confirmation dialog won't be shown when performing quicksave/quickload. 2016-03-03 09:59:26 +01:00
MajorCooke
59ad6206de Added CBF_NOACTORS to A_CheckBlock.
- Self explanatory, doesn't count actors as blocking them.
2016-03-02 20:35:54 -06:00
MajorCooke
7f672039bf Cleanup. 2016-03-03 02:58:44 +01:00
MajorCooke
fb3769a730 Added offsetforward to A_CheckLOF.
- offsetforward is to A_SpawnItemEx's x offset property, just like offsetwidth is to y offset.
2016-03-03 02:58:43 +01:00
Christoph Oelckers
90cad80422 - fixed some issues with FPathTraverse:
* when starting directly on a blockline the trace was offset by one map unit. Do this only for the internal block trace calculations but not for the variable that's being exposed to the outside because in rare situations that can create incorrect values.
 * using startfrac could lead to an actor whose inside was right at that positon to be missed.
 * when using startfrac the adjusted trace start was not used for all calculations, which could cause the trace to fail.

With these issues fixed, P_AimLineAttack can now successfully navigate line portals.
2016-03-03 02:50:48 +01:00
Christoph Oelckers
6b1485a89f - refactored those unwieldy intercept position calculations into a subfunction. 2016-03-03 02:50:47 +01:00
Christoph Oelckers
4b23a1c0c7 - added handling for line portals to P_AimLineAttack. 2016-03-03 02:50:45 +01:00
Christoph Oelckers
63d838c0a7 - fixed: P_CollectConnectedGroups could crash when being called before P_FinalizePortals.
- fixed: Entering a sector portal did not properly set up the starting sector of the cloned trace.
2016-03-03 02:50:44 +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