- some consolidation in p_map.cpp. PIT_CheckLine and PIT_FindFloorCeiling had quite a bit of redundancy which has been merged.
- Ĩontinued work on FMultiBlockLinesIterator. It's still not completely finished.
A big problem with this function was that some flags required setting up some variables before calling it and others did not. It will now set everything up itself so all initializations to AActor::floorz and ceilingz that were made before these calls (which were all identical to begin with) could be removed and the internal initialization logic streamlined.
- removed Plane/Floor/CeilingAtPoint functions because they are overkill for the problem they were meant to solve. Calling ZatPoint with adjusted coordinates created with AActor::PosRelative is just as easy in the few places where this is needed.
- made P_HitWater and P_CheckSplash portal aware.
* the temporary checking arrays are now static
* the array that gets the returned values only starts allocating memory when the third touched sector group is found. The most common cases (no touched portal and one touched portal) can be handled without accessing the heap.
- did some streamlining of AActor::LinkToSector:
* there's only now version of this function that can handle everything
* moved the FIXMAPTHINGPOS stuff into a separate function.
* removed LinkToWorldForMapThing and put all special handling this function did into P_PointInSectorBuggy.
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
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
* 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.
* 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.
'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.
When this function was originally written there was no possibility of fractional vertex coordinates so it threw away the fractional parts of the node's directional vector (which in the original nodes was always 0.)
Now, with UDMF and high precision vertices this no longer works and the loss of significant parts of their value caused this code to produce erroneous results if the linedefs were only a few map units long and using fractional positions.
its tracer so that it will look for a new target the next time it is called.
- Extended P_RoughMonsterSearch() with a flag to indicate that it should only search for seekable
targets.
SVN r3572 (trunk)
respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
must only consider 3D floors and midtexes.
SVN r3545 (trunk)
without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.
SVN r3542 (trunk)
alters the opening. This fixes things such as removing a projectile when it hits a 3D midtex
instead of exploding it because the real floor or ceiling is sky.
SVN r3490 (trunk)
- fixed: D_ErrorCleanup must clear 'savegamerestore'.
- fixed: Cleaning up when loading a savegame failed while restoring the thinker list did not work. There were two issues:
* removed the asserts in GC::SweepList because they get triggered by thinkers that were not fully initialized during loading.
* AActor::UnlinkFromWorld may not assume that the sector list has been initialized when this function is called.
SVN r3274 (trunk)
* the unaltered floating point version is 10% faster than the 64 bit integer version.
* using doubles instead of floats increases performance by another 25%.
* another 15% can be gained by manually optimizing the code.
- P_InterceptVector now uses the optimized floating point version which is almost twice as fast as the 64bit integer version.
SVN r2395 (trunk)
- Restored some original Doom behavior that received complaints from users:
* reactivated the old sliding against diagonal walls code and compatibility optioned it with COMPATF_WALLRUN.
* re-added the original hitscan checking code using a cross-section of the actor instead of the bounding box, compatibility optioned with COMPATF_HITSCAN.
SVN r2340 (trunk)
- Cleaned up A_LookEx code and merged most of it with the base functions.
The major difference was a common piece of code that was repeated 5 times
throughout the code so I moved it into a subfunction.
- Changed P_BlockmapSearch to pass a user parameter to its callback so that
A_LookEx does not need to store its info inside the actor itself.
SVN r1846 (trunk)
- Added kill count awareness to A_ChangeFlag.
- P_NightmareRespawn() now clears the MTF_AMBUSH flag, so respawned monsters
aren't dormant (since there would be no way to activate them, and they
were certainly not dormant when they died).
SVN r1287 (trunk)
arbitrary point. It has been replaced with a variant that takes a polyobject
as a source, since that was the only use that couldn't be rewritten with the
other variants. This also fixes the bug that polyobject sounds were not
successfully saved and caused a crash when reloading the game. Note that
this is a significant change to how equality of sound sources is determined,
so some things may not behave quite the same as before. (Which would be a
bug, but hopefully everything still sounds the same.)
SVN r1059 (trunk)
they were outside the blockmap. This could cause extreme delays if an
iteration started outside the valid boundaries.
- added nextmap and nextsecret CCMDs.
SVN r924 (trunk)