Commit graph

239 commits

Author SHA1 Message Date
Christoph Oelckers
c4377b7039 - removed the implicit fixedvec -> TVector conversions because they caused too many problems. Also reviewed all uses of these and made the necessary adjustments. Problems were present in P_SpawnMissileXYZ and P_Thing_Projectile.
- replaced some single precision float math with doubles.
2016-01-23 20:44:33 +01:00
alexey.lysiuk
f10dd68ca6 Fixed actors intersection check 2016-01-21 16:21:09 +02:00
Christoph Oelckers
68c0f929dc - refactoring complete. The source compiles again with the renamed position variable. 2016-01-20 15:12:51 +01:00
Christoph Oelckers
25107ed421 - since I had to shuffle around the first variables in AActor, let's better commit that change. 2016-01-20 13:49:52 +01:00
Christoph Oelckers
7ea3e49332 - refactored p_mobj.cpp and the first half of p_map.cpp. 2016-01-20 01:48:57 +01:00
Christoph Oelckers
7658111566 - refactoriung of thingdef_codeptr.cpp - probably the ugliest file in the entire project... 2016-01-19 20:15:45 +01:00
Christoph Oelckers
9f78bcd1e6 - Strife game code refactored for coordinates. 2016-01-19 11:50:07 +01:00
Christoph Oelckers
2326928ff7 - the last bits of Hexen refactored
This also fixes a problem with some of Hexen's Wraith's effects which did some repositioning without properly linking them into the blockmap.
2016-01-19 01:10:57 +01:00
Christoph Oelckers
c1b44a5694 - let's make some use of AActor::Pos and get rid of some of those X() and Y() calls...
- restore proper actor.h file.
2016-01-18 21:01:52 +01:00
Christoph Oelckers
460751653d - refactored most of Heretic's game code. 2016-01-18 20:13:20 +01:00
Christoph Oelckers
57ab1387f2 - yet more refactoring.
Note about A_SkelMissile: The direct change of the missile's position was changed to use SetOrigin. If this is later supposed to be portal-aware, such direct coordinate changes are a no-go to ensure that everything is properly maintained.
2016-01-18 18:52:24 +01:00
Christoph Oelckers
2b5e5b6bc3 - next round of refactoring.
This contains some advance work for handling line-to-line portals in A_PainShootSkull.
This function is special because it performs a map check itself instead of using one of the common functions from p_map.cpp, like most of the rest of the game code.
2016-01-18 16:49:24 +01:00
Christoph Oelckers
b63eb391f7 - refactored two mire files.
- fixed: FraggleScript's SetObjPosition function did not properly set the moved actor's properties. Better use SetOrigin for changing the position.
2016-01-18 12:37:39 +01:00
Christoph Oelckers
43314f0c0d - started refactoring p_map.cpp
- added AActor::Top function to replace the frequent occurences of actor->z + actor->height.
2016-01-18 00:59:16 +01:00
Christoph Oelckers
b735138332 - forgot the changes to actor.h. 2016-01-17 22:56:16 +01:00
Christoph Oelckers
c611456397 - more refactoring of AActor coordinate access. 2016-01-17 18:36:14 +01:00
Christoph Oelckers
5b610390e1 - some more inline functions. 2016-01-17 16:49:15 +01:00
Christoph Oelckers
bf5ee5e542 - added X(), Y(), Z() access functions to AActor.
This commit is just preparation for upcoming changes to completely encapsulate the coordinate info in AActor because I'm going to have to work with an altered version of actor.h that cannot be committed without breaking the engine.
With this file present in the repo before work is started the changes can be committed piece by piece.
2016-01-17 12:23:49 +01:00
Christoph Oelckers
2c0f64cf9f - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
Christoph Oelckers
1e2ce9a622 - some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance.
The main reason here is to reduce the number of instances where AActor::x and AActor::y are being referenced.
2016-01-10 17:52:41 +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
MajorCooke
380b5c1eb7 - Added ICESHATTER flag.
- Any inflictor with this flag can break ice corpses
2015-10-11 09:10:33 -05:00
MajorCooke
22570e079e * Added LAXTELEFRAGDMG. This flag forces all damage to be factored, regardless being above or below the telefrag threshold.
- This only affects damage calculations being received by the end result. If the original damage was not a million or more, from the start, it will not hurt invulnerable-flagged or kill buddha-flagged monsters.
- Fixed: Damage was inconsistent by the time the function checked for player cheats/invulnerability and (monster and player) buddha, yet monster invulnerability checked the original damage prior to factor processing. This means a damage source that intended to damage another below the threshold could accidentally increase with a powerdamage multiplier or the recipient with a weakness for it, resulting in invulnerability/buddha foiling. Now, checks for telefrag damage using the raw original value on player godmode, player/monster invulnerability and buddha.
2015-06-02 12:10:45 -05:00
Edoardo Prezioso
4546df7dc3 - Fixed SetActorPitch and ChangeActorPitch issue.
The code did not take into account the player's limited pitch.
2015-05-28 00:41:07 +02:00
Christoph Oelckers
84351419a3 Merge branch 'master' of https://github.com/crimsondusk/zdoom
Conflicts:
	src/actor.h
2015-04-30 10:03:50 +02:00
Christoph Oelckers
9880af1b0c - this line got lost during conflict resolution. 2015-04-30 09:18:13 +02:00
Christoph Oelckers
405fc31e81 Merge branch 'master' of https://github.com/DaZombieKiller/zdoom
Conflicts:
	src/actor.h
2015-04-30 09:14:31 +02:00
Edoardo Prezioso
b51fac344d Little TakeInventory refactoring.
Introduce AActor::TakeInventory, which unifies DoTakeInv from ACS and DoTakeInventory from Decorate, and AInventory::DepleteOrDestroy, which is extracted from the DoTakeInv core function, and use both where they're needed.
I don't know if the differences between DoTakeInv and DoTakeInventory were intentional, so I kept both behaviors.
2015-04-28 15:45:11 +02:00
Teemu Piippo
ca012bc9be - adapted AActor to use TFlags 2015-04-04 19:40:43 +03:00
Randy Heit
d37f9cbcae Add flies (doomed #112) from the Hexen retail beta
...because it brought back memories of adding Strife support.
- The search function is radically different, but the flying mechanics are
  the same.
2015-04-02 17:52:54 -05:00
Randy Heit
d84c85d40f Remove warnings warned by Clang 2015-03-08 17:21:15 -05:00
Christoph Oelckers
337682934c - fixed: CF_FLY cannot be part of the player_t structure and be tracked properly. It needs to be part of the actor itself that has MF2_FLY set so it got moved to flags7.
- removed some fudging code that tried to work around the shortcomings of CF_FLY but was ultimately causing more problems than it solved.
2015-02-10 23:40:53 +01:00
Benjamin Moir
6dff8da503 Added +NODECAL and +FORCEDECAL actor flags
Added FHF_NOIMPACTDECAL for LineAttack
2015-01-20 12:05:00 +10:30
nashmuhandes
2b12db153b New functions to manipulate an actor's roll.
- DECORATE functions: A_SetRoll code pointer.
- DECORATE expressions: "roll" variable.
- ACS functions: SetActorRoll, GetActorRoll.
2015-01-05 17:51:32 +08:00
MajorCooke
4ddfd0f46a - Added 3 new properties and 3 functions to control them.
- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
2014-12-30 19:59:31 -06:00
MajorCooke
93ca8502dd - Rewrote a bunch of things for stability. 2014-12-17 21:47:00 -06:00
MajorCooke
30acb72006 - Added per-actor teleport fog modifications.
- 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.
2014-12-17 16:11:07 -06:00
Christoph Oelckers
6afe9cc048 Merge branch 'hitpointer2' of https://github.com/MajorCooke/zdoom
Conflicts:
	src/actor.h
	src/thingdef/thingdef_data.cpp
2014-12-10 11:48:32 +01:00
MajorCooke
533ae95933 - Added three missile impact pointer changing flags.
- HITTARGET, HITMASTER, and HITTRACER.
- A missile that dies hitting an actor will set this impacted actor as the new target/master/tracer, depending on specifications.
2014-12-09 12:30:14 -06:00
MajorCooke
e5340ad637 - Splitting the pull request in half.
- Added THRUREFLECT, MIRRORREFLECT, and AIMREFLECT. All require REFLECTIVE to work.
- THRUREFLECT prevents missiles from changing course if reflected, and takes precedence over all reflective flags.
- MIRRORREFLECT causes missiles to perform a direct 180 turn-around.
- AIMREFLECT turns the missile back to the original shooter, and does not slow the missile down.
2014-12-09 12:09:36 -06:00
Edward Richardson
99b2cfa147 Added APROP_DamageMultiply
- Used with Set/GetActorProperty, adds a generic multiplier for damage a
source deals.
2014-11-20 18:57:40 +13:00
MajorCooke
b54b18c8c5 -Added: CAUSEPAIN. Actors which deal damage (even if 0) while having this flag can cause other actors to trigger pain chances.
-Fixed: ALLOWPAIN should not trigger pain states if the damage is 0, but still allow for infighting to occur.
-Fixed: an unneeded logic call was processing damage modification when it was 0 to begin with.
2014-11-12 14:08:26 -06:00
MajorCooke
2e085b2318 - Added ALLOWPAIN flag.
Monsters with this flag can enter pain states, regardless of
invulnerability or damage absorption.
- Fixed: god2 cheat wasn't being considered for drowning and thrusting.
2014-11-01 00:00:29 -05:00
Christoph Oelckers
6073adbeef - renamed FULLMASS to DONTTHRUST. 2014-10-28 08:40:34 +01:00
MajorCooke
f802d7a44c - Added +FULLMASS.
Actors will be excluded from damage/radius thrusting of all sorts by
explosions or damage of any kind. They will also never deal impact
damage to other enemies, nor will they damage themselves from being too
close to a wall.
2014-10-27 21:35:55 -05:00
Christoph Oelckers
d4c50b1662 - fixed: AActor::IsTeammate must consider monsters friendly to a specific player as members of the same team as the owning player. Such monsters cannot be made members of a designated team, though, because their association needs to change if the player changes teams. 2014-10-25 14:59:30 +02:00
MajorCooke
d1dc6fd59a - Added: BUDDHA and FOILBUDDHA.
- Fixed: mugshot didn't take the god2 cheat into account.
2014-10-25 09:39:00 +02:00
Christoph Oelckers
5ac7e4fc38 - added HARMFRIENDS flag. 2014-10-25 00:30:36 +02:00
ChillyDoom
5de6b535ae - Removed unnecessary 'id' variable from AActor.
- Removed unused 'backpack' variable from player_t.
- Removed duplicate code from b_move.cpp.
- General cleanup.
2014-10-13 08:45:36 +01:00
Christoph Oelckers
ee6e87d94b - use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors. 2014-09-13 12:38:16 +02:00