Commit graph

701 commits

Author SHA1 Message Date
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
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
23cfd29dbb - let's save the terrain properties as names so that they survive a change in the definition files. 2016-01-09 12:28:42 +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
Christoph Oelckers
eafa394af4 - re-added and fixed terrain splashes for damaging sectors.
Turned out that P_HitWater wasn't even able to spawn the splashes, even after the call was re-added.
2016-01-06 16:42:21 +01:00
Christoph Oelckers
eb6c855a95 - handle intermediate special values in thinkers. They also need to take care of the related damage variables and flags. 2016-01-06 13:30:28 +01:00
Christoph Oelckers
bd8513c063 - made sector_t::damageamount an int so that it can hold TELEFRAG_DAMAGE.
- marked all places where sector_t::special needs to be addressed for the damage overhaul.

NOTE: This commit will not compile!
2016-01-06 12:56:35 +01:00
Christoph Oelckers
bd95c5eadf - fixed: the ambient sound things need both the args from the DoomEdNum mapping and the actual map. 2016-01-04 11:52:07 +01:00
Christoph Oelckers
9bfd676783 - allow setting the FloatbobPhase through UDMF. 2015-11-29 11:28:26 +01:00
Edoardo Prezioso
6678c3550e - Improve the TFlags code and fix the new errors.
The previous version didn't detect some real mistakes in code which used operator& with the wrong flagset (for now 'converted' to the correcly equivalent counterpart, waiting for the proper fix).
2015-10-13 00:30:06 +02:00
MajorCooke
75100d76fb - Added Threshold Manipulation.
- Added 'threshold' and 'defthreshold' to DECORATE expression exposure.
- ChaseThreshold sets the default threshold for how long a monster must chase one target before it can switch targets. Default is 100, must not be negative.
- A_SetChaseThreshold can be used to alter the current or default threshold of an actor <pointer>.
- Changing current threshold has no effect on what the default will be once it hits 0 and something makes it infight with another.
2015-10-12 11:06:55 -05:00
Xaser Acheron
8948f5dc2b Added FPF_NOAUTOAIM to A_FireCustomMissile 2015-09-08 10:40:21 -05:00
Christoph Oelckers
7ba577e1b0 Merge branch 'master' into scripting
Conflicts:
	src/g_heretic/a_hereticweaps.cpp
	src/thingdef/thingdef_codeptr.cpp
2015-06-07 09:43:54 +02:00
Christoph Oelckers
4444d3c0c5 - removed the _3DFLOOR #define because we really do not want to comment this out anymore, right? 2015-06-07 09:41:44 +02:00
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
1b29c3b6cf Merge branch 'master' into scripting
Conflicts:
	src/p_interaction.cpp
	tools/lemon/lemon.c
2015-04-30 16:13:32 +02:00
Edoardo Prezioso
cda4fece1b - Fixed compiler errors and warnings from TFlags. 2015-04-30 12:35:29 +02:00
Christoph Oelckers
5f1c4d157c Merge branch 'master' into scripting
Conflicts:
	src/g_shared/a_sharedglobal.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_data.cpp
2015-04-30 12:30:36 +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
coelckers
c2e91293d2 Merge pull request #310 from MajorCooke/telefogfix
- Allow teleport fogs to set the teleporting actors as their targets, so...
2015-04-30 09:02:10 +02:00
Christoph Oelckers
646c135eff Merge branch 'master' into scripting
Conflicts:
	src/m_cheat.cpp
	src/p_acs.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_properties.cpp
2015-04-28 23:04:10 +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
Christoph Oelckers
2e0f999fea Merge branch 'master' into scripting
Conflicts:
	src/p_effect.cpp
	src/p_effect.h
	src/p_local.h
	src/p_map.cpp
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/shared/inventory.txt
	zdoom.vcproj
2015-04-28 14:45:13 +02:00
Christoph Oelckers
8447990889 Merge commit '2719ce86dc' into scripting
Conflicts:
	src/info.h
	src/thingdef/thingdef_codeptr.cpp

(until right before the main work for multiple tags.)
2015-04-28 13:32:50 +02:00
Christoph Oelckers
ddced06be2 Merge commit '6e45c565a0' into scripting
Conflicts:
	src/p_mobj.cpp

(This stops right before moving the conversation IDs into MAPINFO because that feature is quite conflict-heavy and will have to merged by itself.)
2015-04-28 12:59:20 +02:00
Christoph Oelckers
065c0a79cd Merge commit '4f7ec3ad89' into scripting
Conflicts:
	src/d_main.cpp
	src/info.cpp
	src/info.h
	src/p_acs.cpp
	src/p_interaction.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_properties.cpp

(scripting branch update part 5)
2015-04-28 12:48:33 +02:00
Christoph Oelckers
792cad89b3 Merge commit '3849cb8623' into scripting
Conflicts:
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_hexenspecialdecs.cpp
	src/p_acs.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_expression.cpp

(Scripting branch update part 4)
2015-04-28 11:59:33 +02:00
Christoph Oelckers
d6e3fc0567 Merge commit 'fb9231a38d' into scripting
Conflicts:
	src/info.cpp
	src/thingdef/thingdef_expression.cpp
	wadsrc/static/actors/constants.txt

(Scripting branch update part 2)
2015-04-28 09:57:01 +02:00
Christoph Oelckers
56989d3422 Merge commit 'ec58178695' into scripting
Conflicts:
	src/p_enemy.cpp
	src/p_enemy.h
	wadsrc/static/actors/constants.txt

(Scripting branch update part 1)
2015-04-28 09:34:51 +02:00
Christoph Oelckers
46e975418d - fixeed: Sound sequence overrides took the parameter from the wrong data structure. 2015-04-26 08:48:49 +02:00
Christoph Oelckers
b921157f57 - uncouple sector tag storage from the sector data to allow multiple tags per sector.
Tags are now handled by a tag manager class which stores sector/tag pairs. This way multiple entries can be added per sector.
Since UDMF does not have any arrays the additional tags are stored as a space separated string as 'MoreIDs'.
2015-04-19 12:33:27 +02:00
Christoph Oelckers
2faf836aa1 - some minor rework of tag access interface after I realized that some stuff (e.g. Strife's scrolling sector special) need the primary tag to treated specially. 2015-04-14 18:48:19 +02:00
Christoph Oelckers
238046655c - wrapped all accesses to the sector tag into accessor functions, as preparation for allowing multiple tags per sector. 2015-04-14 18:32:14 +02:00
arezey
e40f3c7350 Merge branch 'master' of https://github.com/crimsondusk/zdoom 2015-04-12 02:16:34 +03:00
MajorCooke
1799ae91c9 - Allow teleport fogs to set the teleporting actors as their targets, so modders can create interactions between the two.
- Fixed: P_MoveThing had source and destination fog spawning backwards.
- Fixed a case where the NOTELEPORT flag would be ignored on A_Teleport.
- Added pointer selection to A_Teleport. Defaults to AAPTR_DEFAULT (calling actor). State jumps will only be done by the calling actor.
2015-04-07 11:14:02 -05:00
Christoph Oelckers
c5a4221b58 - fixed handling of args for non-actor mapthings again. As it turns out there was insufficient information in the data to properly decide this case so a new flag was added to make it all more reliable. 2015-04-07 16:27:57 +02:00
Christoph Oelckers
6f5dbdefb0 - fixed: args of non-actor mapthings were ignored. 2015-04-07 08:51:21 +02:00
Teemu Piippo
ca012bc9be - adapted AActor to use TFlags 2015-04-04 19:40:43 +03:00
Christoph Oelckers
51591d10b0 - handle slope things through new definition tables as well. Since these get processed outside P_SpawnMapThing it required some restructuring so that the actual spawn data is present when slope things get processed.
- removed FMapThing::Serialize because it isn't used anywhere - it was rather broken anyway.
2015-04-04 10:25:01 +02:00
Christoph Oelckers
9e5bf38123 - handle all special mapthing items (player starts, polyobj spots) via the new MAPINFO method instead of hard coding them in the spawn function.
(Note: The buildmap loading code should be adjusted to the new functionality as well eventually.)
2015-04-03 21:17:10 +02:00
Christoph Oelckers
15dbbc9137 - set editor numbers through MAPINFO. The DECORATE way still works ans will override any definition made in MAPINFO.
- use a standard TMap for finding editor numbers
2015-04-03 16:51:45 +02:00
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
Christoph Oelckers
d940c6a2ee - fixed: With the recent changes to the damage code, the check for MF5_NODAMAGE was too early. Putting it into AActor::TakeSpecialDamage is also not the best idea because that limits that function's potential. 2015-03-31 23:15:43 +02:00
alexey.lysiuk
267054071f Added missing render styles to info console command 2015-03-28 12:13:47 +02:00
Randy Heit
3463b87876 Fixed: MUSINFO was not multiplayer-aware
- Move MUSINFO change request out of FLevelLocals and into player_t. This
  allows the MusicChanger actors to change music for each player
  independantly. This is similar to PrBoom+, which switches depending on
  the displayplayer. The difference being, we don't actually track the
  music other players are listening to. (Which might not be a bad idea to
  implement at some point.)
- Moved a few fields in player_t for better packing.
2015-03-26 23:19:05 -05:00
Randy Heit
d84c85d40f Remove warnings warned by Clang 2015-03-08 17:21:15 -05:00
Christoph Oelckers
13e98c301a - added NULL pointer checks to AActor::RemoveInventory to prevent items that destroy their owner in their use state from crashing the engine. 2015-02-26 12:13:17 +01:00
Randy Heit
5aba252b87 Simplify NoDelay implementation
- All NoDelay needs to do is call the current state's function. Calling
  SetState() is excessive.
2015-02-24 20:37:58 -06:00
Christoph Oelckers
93c12cf259 - addressed the problem that prompted setting NOGRAVITY for all floatbobbing items for real:
Hexen uses the spawn height value from the mapthing_t structure to offset the item when floatbobbing. With proper gravity handling enabled this method doesn't really work so as a workaround ZDoom will now enable a hidden compatibility option when playing any map with a Hexen format MAPINFO so that any positive value in this field will make P_ZMovement revert to the original method of setting the items height (excluding the floatbob offset, of course.)

This also removes some code from P_NightmareRespawn that originate from the original Hexen method for floatbobbing which aren't needed anymore
2015-02-12 18:57:06 +01:00