Commit graph

5186 commits

Author SHA1 Message Date
coelckers
8a9df31db9 Merge pull request #501 from Edward850/MF5_NOINTERACTION-velz-fix
Fixed cmf_aimdirection doubling up the spawn Z
2016-01-22 12:32:08 +01:00
Christoph Oelckers
01aaef1528 - fixed: The P_DamageMobj call for damaging sectors should be skipped completely if godmode is on, so that instant damage sectors don't kill an invulnerable player. 2016-01-22 12:16:17 +01:00
Edward Richardson
2034f4e49f Fixed cmf_aimdirection doubling up the spawn Z 2016-01-22 23:06:09 +13:00
Edward Richardson
2dff9a743c Fixed Z-Velocity movement for MF5_NOINTERACTION 2016-01-22 22:26:21 +13:00
MajorCooke
823edc4a69 - Cleaned up leftovers. 2016-01-21 21:23:43 -06:00
MajorCooke
b51bbf66b0 - Fixed pointer setting not working due to requiring more than the SET* flags.
- Changed search algorithm to be square and utilize fixed_t instead.
2016-01-21 21:15:50 -06:00
MajorCooke
793fc90716 Once more homogenized!
- DECORATE: color, flags, lifetime, size, angle, xyz offset/vel/accel, startalpha, fadestep.
- ACS: Similar, minus the angle parameter.
2016-01-21 19:59:33 -06:00
MajorCooke
28502b9a80 - Reorganized A_SpawnParticle parameters.
- Decorate order is now color, x/y/zoff, velx/y/z, lifetime, angle, flags, size, startalphaf, fadestepf, accelx/y/z.
- ACS order is now color, xyz offset, xyz velocity, lifetime, fullbright, size, startalpha, fadestep, xyz accel
2016-01-21 18:34:39 -06:00
Christoph Oelckers
841c7b275e Merge branch 'ParticleFlags' of https://github.com/MajorCooke/zdoom
Conflicts:
	wadsrc/static/actors/actor.txt
2016-01-22 00:58:42 +01:00
Christoph Oelckers
3b4ed8d7cd - made A_SpawnParticle's fadestep parameter a fixed point value as well. 2016-01-22 00:54:09 +01:00
MajorCooke
13dc6be5a1 - Added flags for A_SpawnParticle and angle parameter.
- SPF_FULLBRIGHT makes the particle full bright.
- SPF_RELATIVE encapsulates the following flags:
- SPF_RELPOS: Position is relative to angle.
- SPF_RELVEL: Velocity is relative to angle.
- SPF_RELACCEL: Acceleration is relative to angle.
- SPF_RELANG: Add caller's angle to angle parameter for relativity.
2016-01-21 16:36:58 -06:00
Christoph Oelckers
39014b1732 - make the startalpha parameter of A_SpawnParticle a float to be consistent with other functions that want an alpha value. 2016-01-21 20:13:55 +01:00
MajorCooke
9638cbb844 Updated A_CheckProximity Expansion Pruned Edition. 2016-01-21 11:39:13 -06:00
Christoph Oelckers
995721836b Merge branch 'SpawnParticle' of https://github.com/Edward850/zdoom
Conflicts:
	src/actor.h
2016-01-21 17:04:52 +01:00
alexey.lysiuk
f10dd68ca6 Fixed actors intersection check 2016-01-21 16:21:09 +02:00
coelckers
65662a9cfa Merge pull request #493 from alexey-lysiuk/dialog_fixes
Fixes for Strife dialog
2016-01-21 14:57:21 +01:00
Christoph Oelckers
68fcbc0c92 - fixed: loading sector damage information from an old savegame could retrieve invalid data due to an uninitialized variable. 2016-01-21 14:54:14 +01:00
alexey.lysiuk
598bccbe93 Added warning when next dialog page is incorrect 2016-01-21 15:53:58 +02:00
alexey.lysiuk
673ac1295c Fixed broken 'closedialog' property in Strife dialogs
See http://forum.zdoom.org/viewtopic.php?t=50524
2016-01-21 15:53:35 +02:00
Christoph Oelckers
5421213711 - typo in interpolation stuff. 2016-01-21 12:37:26 +01:00
Christoph Oelckers
cf2ee1eb3f - fixed: Interpolations were deleted too early.
They were immediately deleted when the associated thinker was destroyed. But this was too early because it missed the final tic of movement, resulting in a visible jump when a moving platform with a player on it came to a halt.
Changed it so that DelRef no longer destroys the interpolation itself. Instead the ::Interpolate method will check if the reference count is 0, and if so and there was no more movement, will then destroy the interpolation.
This ensures that it keeps running until it has interpolated all remaining bits of movement induced by the thinker.

Now moving up a lift is 100% smooth, even with movement interpolation on.
2016-01-21 11:58:44 +01:00
Christoph Oelckers
d347415aee - fixed some garbage collection issues with interpolations:
* FInterpolator depended on external references to prevent its content from getting GC'd.
* none of the pointers in the interpolation objects were declared to the GC.

The result of these issues was that changing anything about the life cycle of interpolation objects caused corrupted memory crashes when a level was changed.
2016-01-21 11:36:37 +01:00
Christoph Oelckers
e4982b1ced Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-21 10:24:03 +01:00
Christoph Oelckers
03d7418f51 - fixed: Since sector movement is done after P_PlayerThink is called, any player position change induced by this is not factored into player_t::viewz and needs to be added explicitly.
This fixes the infamous 'view squats down a bit when riding up an elevator' effect. It is also there in the other cases but far less pronounced.
2016-01-21 10:23:20 +01:00
coelckers
8b4194a3e0 Merge pull request #491 from MajorCooke/TF_SensitiveZ2
A_Teleport TF_SensitiveZ
2016-01-21 09:10:33 +01:00
MajorCooke
09733d8083 - Don't set both self and pointer's z to spotz when teleporting. 2016-01-20 18:50:30 -06:00
Randy Heit
710fa55288 Port recent SMF changes to XMI and HMI:
- Handle SysEx messages instead of ignoring them.
- Don't lose time for unhandled events with delays.
2016-01-20 18:37:05 -06:00
Randy Heit
7f6b421e87 Make sure all unhandled delayed MIDI events generate NOPs
- Looking over the code again, I see that discarded SysEx messages can
  cause the same issue as unhandled meta events, so generalize the
  returning of a NOP for everything.
2016-01-20 18:27:04 -06:00
MajorCooke
93aff2413f Fixed an issue which caused A_Teleport to set the caller and itself to SpotZ's z position. 2016-01-20 18:18:00 -06:00
MajorCooke
116e157447 Nevermind this. 2016-01-20 15:52:56 -06:00
MajorCooke
d20a7516c9 Updated A_FaceVelocity to remove conflicts. 2016-01-20 15:51:11 -06:00
Edward Richardson
e5c67cee83 Merge branch conflicts fix
- CONFLICT (content): Merge conflict in src/p_acs.cpp
- Updated position variables
2016-01-21 10:49:57 +13:00
Randy Heit
1a356dfa51 Fixed: MIDI meta events were completely discarded, including their delays
(unless the event was for setting the tempo) This left the following
events in the track to happen at the wrong time.
2016-01-20 14:53:56 -06:00
Christoph Oelckers
68c0f929dc - refactoring complete. The source compiles again with the renamed position variable. 2016-01-20 15:12:51 +01:00
Christoph Oelckers
13e25faea7 - p_sight.cpp, p_spec.cpp and p_switch.cpp refactored. 2016-01-20 14:20:14 +01:00
Christoph Oelckers
4d8070927d - p_maputl.cpp done. 2016-01-20 14:04:47 +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
35271187a5 - took care of the rest of p_map.cpp. 2016-01-20 13:48:05 +01:00
Christoph Oelckers
83cbf6cae5 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/g_hexen/a_wraith.cpp
2016-01-20 11:41:27 +01:00
Christoph Oelckers
500bc2b852 - fixed two refactoring errors:
* A_BridgeOrbit had its radius as an int, not a fixed_t.
* PIT_CheckThing used the wrong coordinate for checking actor distance.
2016-01-20 11:39:41 +01:00
Christoph Oelckers
e9b23cf833 - keep evaluation order of Random() calls defined. 2016-01-20 09:25:30 +01:00
Edward Richardson
5c8ebf487d Fixed load order for saves
- Make sure the PRNG tables are restored after the base level is loaded,
otherwise the tables will restore in a modified state.
2016-01-20 19:14:43 +13:00
Christoph Oelckers
7ea3e49332 - refactored p_mobj.cpp and the first half of p_map.cpp. 2016-01-20 01:48:57 +01:00
Randy Heit
9b9008ecc7 Restore original offset range for WraithFX5 spawn 2016-01-19 18:00:46 -06:00
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
97620b0645 - fixed some leftover unused variable warnings.
- match the variable names in thingdef_codeptr.cpp to the ones in the scripting branch to reduce the amount of merge conflicts in upcoming changes.
2016-01-19 16:09:44 +01:00
Chris
119c2f36b2 - Fixed an incorrect memset parameter in wi_stuff.cpp.
- Removed some whitespace from wi_stuff.h.
2016-01-19 13:20:32 +00:00
Christoph Oelckers
27aeb6a656 - g_shared refactored 2016-01-19 13:26:05 +01:00
Christoph Oelckers
9f78bcd1e6 - Strife game code refactored for coordinates. 2016-01-19 11:50:07 +01:00
Christoph Oelckers
c02d922014 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-19 01:11:13 +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
coelckers
5c7f72278b Merge pull request #483 from kevans91/ndebug-fixes
*BinPack fixes -- disjointRects only defined #ifdef _DEBUG
2016-01-18 22:39:40 +01:00
Christoph Oelckers
ef7be016c4 - all those 'actor->SetZ(actor->Z() +...) calls weren't pretty so now there's an AddZ method, too. 2016-01-18 22:32:36 +01:00
Christoph Oelckers
c8052ce1b8 - 4 more Hexen files processed. 2016-01-18 22:26:02 +01:00
Christoph Oelckers
61b66904da - more Heretic and Hexen refactoring. 2016-01-18 22:11:18 +01:00
Braden Obrzut
d94aaf1fcf - Fixed: Undefined negative double to unsigned int conversion in FNodeBuilder::PointToAngle. 2016-01-18 16:03:37 -05:00
Kyle Evans
7358817975 *BinPack fixes -- disjointRects only defined #ifdef _DEBUG 2016-01-18 14:45:23 -06:00
Christoph Oelckers
ca5ac72364 - added missing FIXED2DBL call in A_Face. 2016-01-18 21:17:11 +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
e8ee8c5c97 - fixed: secspecial_t was left uninitialized, causing its damage type being an invalid name. 2016-01-18 01:21:20 +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
a65ff39872 - more coordinate refactoring in p_enemy.cpp. 2016-01-17 22:13:17 +01:00
Christoph Oelckers
be91771abc Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-17 18:36:50 +01:00
Christoph Oelckers
c611456397 - more refactoring of AActor coordinate access. 2016-01-17 18:36:14 +01:00
coelckers
2702e68d83 Merge pull request #480 from alexey-lysiuk/fix_legacy_osx
Fixes for legacy versions of OS X
2016-01-17 17:12:59 +01:00
Christoph Oelckers
5b610390e1 - some more inline functions. 2016-01-17 16:49:15 +01:00
Christoph Oelckers
87689d3ba6 - global search&replace of ZatPoint calls with commonly named actor variables. 2016-01-17 14:08:20 +01:00
Christoph Oelckers
4ec1459ac0 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-17 13:51:15 +01:00
Christoph Oelckers
3e446ea04d - replaced access to AActor's coordinate members with access functions
(first 200 compile errors down...)
2016-01-17 13:48:16 +01:00
alexey.lysiuk
552c440afa Fixed another issue with Hexen Mac
Hopefully there will be no more bugs with Hexen Mac IWADs (demo or full) as all extra lumps are now discarded
2016-01-17 13:29:44 +02:00
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
alexey.lysiuk
24501dbc93 Fixed copy to pasteboard on legacy OS X
Copy/paste is now implemented using the method available on all supported versions
This fixes 'unrecognized selector' exception on OS X 10.4 and 10.5
2016-01-17 11:58:44 +02:00
alexey.lysiuk
bfc116b2a4 Fixed exit crash on legacy OS X
There is no need to close (and thus deallocate) console window explicitly
This will be done by autorelease pool in application controller event loop
OS X with GC and/or ARC was not affected by this issue
Older versions like 10.4 or 10.5 crashed because of double deallocation
2016-01-17 11:51:46 +02:00
MajorCooke
421dcacb94 Added NULL check to lines. 2016-01-16 16:36:42 -06:00
MajorCooke
e4a74e91fc - Puffs should not spawn on floors or ceilings with sky flats without the SKYEXPLODE flag.
- Added line horizon check for puffs as well.
2016-01-16 16:33:19 -06:00
Christoph Oelckers
e6b6fd799d Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-16 16:31:20 +01:00
Christoph Oelckers
0e645ad173 - added a 'non-modify' mode to P_TeleportMove and let A_Respawn use that, rather than letting P_TeleportMove muck around with the actor properties and then have A_Respawn only partially and haphazardly restoring them afterward. 2016-01-16 16:30:53 +01:00
alexey.lysiuk
afed5e62eb Fixed intercept check in FPathTraverse
Because frac variable has fixed_t type it must be compared with fixed one
Test case: try to break stained glass windows or open door at the beginning of Hexen's MAP01
2016-01-16 13:22:27 +02:00
Christoph Oelckers
c3491de466 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-16 09:06:10 +01:00
Christoph Oelckers
5a8062abba - fixed copy/paste error in secmovefac. (It returned friction instead of movefactor...) 2016-01-16 09:05:46 +01:00
Braden Obrzut
8f31af3ff9 - Work around issue with tree-loop-vectorize in p_acs.cpp. 2016-01-16 00:51:17 -05:00
Christoph Oelckers
f9ae304596 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-15 18:36:49 +01:00
alexey.lysiuk
a8e5b90667 Fixed stuck Strife dialogs
See http://forum.zdoom.org/viewtopic.php?t=50451 and http://forum.zdoom.org/viewtopic.php?t=48470
2016-01-15 18:32:49 +02:00
Christoph Oelckers
90e2dc5f5a - some minor optimizations to FPathTraverse:
* since we can trivially decide whether a line crosses the trace behind the end point from checking the return value of P_InterceptVector, there is no need to add those to the list of intercepts as they get discarded anyway in t
* maxfrac is always FRACUNIT so there's no need to waste some variable for a constant value.
2016-01-15 16:40:50 +01:00
Christoph Oelckers
ef8dc22f7d - looks I missed one file when I member-fied P_AproxDistance and R_PointToAngle2 calls. 2016-01-15 15:36:21 +01:00
coelckers
b38d5b6fb9 Merge pull request #475 from MajorCooke/AlwaysPuffFix
Rail Puff Support for Floors and Ceilings
2016-01-15 13:36:51 +01:00
Christoph Oelckers
48232f548d Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-15 12:56:56 +01:00
Christoph Oelckers
867b7767ef - ignore COMPAT_POINTONSIDE in a few places where the side effects of the old P_PointOn*Side functions are either not needed or problematic:
* 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.
2016-01-15 12:56:27 +01:00
Randy Heit
16781e47ae Use a 64k stream buffer for all streams, not just net streams
- FLACs need a larger buffer than the default to run without starving on
  later versions of FMOD.
2016-01-14 20:41:09 -06:00
MajorCooke
dd9e7560c4 Added support for puffs to spawn on floors and ceilings if ALWAYSPUFF is used. 2016-01-14 11:21:08 -06:00
coelckers
722ef02719 Merge pull request #473 from MajorCooke/FadeFix
Fade fix
2016-01-14 09:16:39 +01:00
Braden Obrzut
6a87c6cd19 - Fixed usage of uninitialized value in skybox rendering. 2016-01-14 00:49:57 -05:00
MajorCooke
629eaa35a3 - Fixed: A_Fade* could destroy live player bodies because it was calling the Destroy() function directly instead of going through P_RemoveThing. 2016-01-13 20:26:15 -06:00
Randy Heit
f9574a98fd Fix Timidity's DLS instrument loading:
- Envelope data needed to be converted to SF2 values.
- Fine tuning was ignored which made pretty much every instrument off tune.
- Despite this, it still sounds like shit compared to FMOD or Microsoft's
  wavetable synth. There are lots of missing notes and some instruments
  are still off tune. I'm not sure it's worth trying to salvage it. It'd
  probably be better to scrap it, since Timidity is very much oriented
  toward GF1 patches, which it handles perfectly fine.
2016-01-13 17:25:24 -06:00
Christoph Oelckers
d234a6af5d Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-12 21:35:18 +01:00