Commit graph

9664 commits

Author SHA1 Message Date
Christoph Oelckers
161d03231a - added custom math routines for reliability. 2016-03-11 15:45:47 +01:00
Christoph Oelckers
7edd5e2dac renamed 'exp' in xlat_parser.y to 'expr' because this gets in the way of searching for calls of the exp(x) function. 2016-03-11 13:43:17 +01:00
Christoph Oelckers
9843f16cc0 - some rework of vectors.h, mostly to remove all those silenced double->float conversions. 2016-03-10 22:36:28 +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
Randy Heit
2e588c2099 Add missing SEMICOLON to declarator_no_fun 2016-03-10 10:33:19 -06:00
Christoph Oelckers
7de2139e9f Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-10 15:15:59 +01:00
Christoph Oelckers
95d36670cf - that portal check was not correct. 2016-03-10 15:15:37 +01:00
Christoph Oelckers
3d367d585d - did some profiling which revealed that P_PointInSector was called needlessly often. Did some optimization to the MultiBlock iterators to avoid this problem. 2016-03-10 14:22:18 +01:00
alexey.lysiuk
3063312f7f Fixed resurrection distance check
See http://forum.zdoom.org/viewtopic.php?t=51177
2016-03-10 10:25:44 +02:00
Christoph Oelckers
a605913f42 - fixed: When passing through a teleporter or portal that alters the angle, it is not sufficient that P_XYMovement adjusts the position in case a second P_TryMove call is needed, it must also change the precalculated movement vector. 2016-03-09 12:49:49 +01:00
alexey.lysiuk
7134f53638 - fixed: partial transparency wasn't taken into account
Smoothing of edges could mark textures as non-transparent when hqNx upscale filter is used
See http://forum.drdteam.org/viewtopic.php?t=6812
2016-03-09 13:17:42 +02:00
Christoph Oelckers
40ceb0fef6 - fixed: NextHighestCeilingAt and NextLowestFloorAt need to check if a 3D floor is outside the sector's boundaries before reporting it as the best match. 2016-03-09 12:00:07 +01:00
Christoph Oelckers
b3f7a57518 - yet another case of adding a workaround to preserve a side effect in Doom's original movement code that's bound to be inadvertently exploited:
When a spechit results in teleportation, P_TryMove never accounted for that, so that subsequent spechits either failed or succeeded, depending on where the teleport ends up.
With portal-aware positions stored within the spechit this no longer worked, so some handling is needed to revert to the original behavior in case there's no portals to consider.

The ideal solution would have been to stop checking spechits (or to block further teleports) once this happens but the likelihood of some old maps depending on this is high.
2016-03-09 11:44:01 +01:00
Randy Heit
03118d441f Don't use _FPU_GETCW if it won't do what we want
- _FPU_GETCW is defined for more than just x87. Don't use it if the
  control word for the target architecture doesn't support _FPU_EXTENDED
  or _FPU_DOUBLE defined, e.g. pretty much anything but x87. If I had been
  using glibc on PowerPC instead of Apple's libc, I probably would have
  noticed this sooner, since _FPU_GETCW is part of glibc.
2016-03-08 22:00:16 -06:00
Randy Heit
76489e7638 More gracefully handle travelling to a map without matching player starts
- First, don't crash when travelling to a map in a hub that doesn't have
  any player starts that match the position given to Teleport_NewMap (or
  equivalent).
- Seconed, move the player to the location they were at when the left the
  level. At least that way, they shouldn't be in random geometry or off
  the map entirely.
2016-03-08 21:51:12 -06:00
Randy Heit
174e00afe7 Add NULL mthing check to P_SpawnPlayer 2016-03-08 21:42:24 -06:00
Randy Heit
48b6b6e057 Clip portals to viewheight, not screen height
- Aside, but is this even neccessary? The arrays being copied from should
  already be clipped properly.
2016-03-08 19:53:37 -06:00
Christoph Oelckers
03e3410d7f Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-08 21:29:45 +01:00
Christoph Oelckers
015cbb1061 - revert accidentally committed debug code. 2016-03-08 21:29:13 +01:00
Christoph Oelckers
365c192a1d - added portal support for dynamic lights.
This requires fixed offsets so it only works with linked portals.
2016-03-08 21:22:12 +01:00
Christoph Oelckers
0a1e22aa7a - fixed: FPathTraverse::init kills the intercepts array so PortalRelocate needs to store the line before calling that function. 2016-03-08 18:45:52 +01:00
Christoph Oelckers
42521ffd6f - fixed some mixed up variables in a few blockmap iterators. 2016-03-08 18:34:58 +01:00
Christoph Oelckers
7c47e6ddb2 - how about updating the reference first before adding this stuff... Overlooked those two because my Eternity repo was not fully up to date. 2016-03-08 16:05:53 +01:00
Christoph Oelckers
6787dfeafb - updated xlat/eternity.txt 2016-03-08 16:01:26 +01:00
Christoph Oelckers
024efc9e61 Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-08 15:40:47 +01:00
alexey.lysiuk
209b495e10 Fixed potential crash in DeHackEd loading
The patch content was destructed and then accessed when loading DeHackEd file of old/unsupported version
Do not print the whole patch content to console but only a filename
2016-03-08 16:28:11 +02:00
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
9d877f75e3 - second part of last commit. This file was accidentally unselected. 2016-03-08 14:35:36 +01:00
Christoph Oelckers
c2e7123a36 Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-08 13:12:03 +01:00
Christoph Oelckers
1815b076ee - don't show the IWAD picker upon restart. This doesn't work with fullscreen mode. Instead just pick the first IWAD from the list until a better solution can be implemented.
- handle a 'restart' CCMD a bit more controlled. Instead of throwing an exception in the CCMD handler it now just flags D_DoomLoop to return.

If the exception is thrown within the CCMD this can easily happen deep inside the renderer when it calls NetUpdate. But since the software renderer with its use of global variables is not equipped to be yanked out of lile this it could leave broken data behind that caused glitches or even crashes on subsequently played maps.
2016-03-08 13:07:21 +01:00
Christoph Oelckers
e11a0986ce - encountered a strange crash that after changing a map, InSubsector was not NULL and pointing to invalid data. So let's better NULL this variable explicitly each time a render loop is started. 2016-03-08 12:27:01 +01:00
Christoph Oelckers
4ebdcb7b6d - fixed: The result condition of a hitscan subtrace was never checked. 2016-03-08 11:55:40 +01:00
Christoph Oelckers
f852ead99a - fixed: The initial check for ceiling and floor portals must be done when the trace's start position and its sector has been calculated. SightCheck::init is too early for that. 2016-03-08 10:44:03 +01:00
Christoph Oelckers
f35d966799 - don't allow any ceiling portal that has a lower position than a floor portal in the same sector. The will inevitably lead to problematic situations. 2016-03-08 10:09:02 +01:00
Christoph Oelckers
50d2145ba0 - fixed typo in portal init code. 2016-03-08 09:41:54 +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
bd29f0994f - restored accidentally deleted line. 2016-03-07 23:41:16 +01:00
Christoph Oelckers
cc2885c2de - fixed int/fixed_t mixup with P_RadiusAttack's 'bombdistance' parameter. (Why is this thing even an int...?) 2016-03-07 22:05:19 +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
Randy Heit
f82c217047 Fixed: In multiplayer, players could spawn at voodoo doll starts
- This could happen in co-op games that did not have enough player starts
  for all the players spawning. Voodoo doll starts were not excluded from
  the set of possible starts as they should have been.
2016-03-07 10:58:16 -06:00
Randy Heit
e277fbe81d Fixed some incorrectness with some Hexen crushing specials
- The following Hexen specials all stop 8 units above the floor:
  * Ceiling_CrushRaiseAndStay
  * Ceiling_CrushAndRaise
  * Ceiling_LowerAndCrush
  We only and Ceiling_LowerAndCrush correct. Clearly, I should have paid
  more attention when the Hexen source was released for the parts that I
  had already reverse engineered.
2016-03-07 10:24:30 -06:00
Randy Heit
8b9a0da5ef That was hard to read 2016-03-07 09:58:52 -06:00
MajorCooke
af50a79e55 - Fixed: ScaleY was not defaulting to ScaleX when specified as 0, which is how the behavior originally was in 2.8. This behavior can now be toggled with a new boolean, 'usezero'. 2016-03-07 09:02:34 -06:00
Christoph Oelckers
fe4bc31d59 - fixed some bad offset calculations. 2016-03-07 11:36:51 +01:00
Edoardo Prezioso
a65b0d7d4c - Fixed misaligned pointer access error in zipdir.
It happens if zipdir is compiled with GCC/Clang UBSan and is run on an already existing zdoom.pk3.
2016-03-06 23:24:31 -05:00
Randy Heit
72edd7d455 Fixed: GetVarAddrType() bounds check was inverted 2016-03-06 22:17:30 -06:00
Christoph Oelckers
13a7507c4d - should have saved that... 2016-03-07 01:48:13 +01:00
Christoph Oelckers
8f71906fc3 - added portal support to P_RadiusAttack.
This currently only works for linked portals. For other types some major refactoring may be necessary because it not only requires multiple passes of P_RadiusAttack but also an alteration of how sight checks work.
2016-03-07 01:02:48 +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