Commit graph

55 commits

Author SHA1 Message Date
Christoph Oelckers
26dbec2aae - added FDARI*s damagetype fix
SVN r3533 (trunk)
2012-04-07 15:29:47 +00:00
Christoph Oelckers
81eef71067 - added FDARI's Default/global damagetype properties submission.
SVN r3523 (trunk)
2012-04-07 12:11:17 +00:00
Randy Heit
9fcc6ebc89 - Fixed: Armor did not use damagefactor "Normal" as a fallback factor.
SVN r3469 (trunk)
2012-03-23 01:20:45 +00:00
Christoph Oelckers
7308e05ed0 - separated all voxel related resource maintenance code from r_things.cpp and r_data.cpp into its own file.
SVN r3246 (trunk)
2011-07-04 20:22:55 +00:00
Christoph Oelckers
2e4e5bdb28 - added DavidPH's damage type specific damage color submission.
SVN r3220 (trunk)
2011-06-06 22:23:43 +00:00
Christoph Oelckers
f0f17e531c - move static AM color initialization into the AM_StaticInit function.
- move D_LoadWadSettings to keysections.cpp.
- made some more data reloadable.
- data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)


SVN r3036 (trunk)
2010-12-14 00:50:02 +00:00
Christoph Oelckers
c6525a2271 - changed some data init code to delete the data it wants to initialize first.
- The 'savebuffer' variable still existed?
- Changed AInventory::Destroy to NULL SendItemUse and SendItemDrop if they point to the destroyed object. Although unlikely it can't be ruled out completely that this can happen with delayed CCMDs.
- fixed: Starting a new game did not clear the hub statistics array.


SVN r3034 (trunk)
2010-12-13 10:02:45 +00:00
Christoph Oelckers
ececec1c65 - init bot specific actor properties righr after parsing DECORATE, not when spawning the first bot (which is too late.)
SVN r3032 (trunk)
2010-12-12 21:09:16 +00:00
Christoph Oelckers
1b0756e170 - added a am_showalllines cheat CVAR as countermeasure for maps that intentionally disable the full automap.
SVN r2307 (trunk)
2010-05-01 17:29:25 +00:00
Randy Heit
178587fff2 - Merged SetState and SetStateNF into a single function.
- Added new sprite #### and frame character # to specify the behavior of sprite ---- on a
  per-sprite and per-frame basis respectively.

SVN r2291 (trunk)
2010-04-19 02:46:50 +00:00
Randy Heit
0ca693771b - Keep all damage factors in the table, even those that are 1.0.
- 256 is a valid pain chance, so clamp to that, not 255.

SVN r2237 (trunk)
2010-03-22 21:18:54 +00:00
Christoph Oelckers
0569d948df - added a 'player.clearcolorset' property so that inherited color sets can be removed.
- fixed: Player color sets were not inheritable.


SVN r2202 (trunk)
2010-03-07 09:13:41 +00:00
Christoph Oelckers
6ec30761c6 - Added Boom's stairbuilding fix when one step couldn't be built due to an active thinker in the sector.
This is compatibility optioned with COMPAT_STAIRINDEX. Also added a compatibility setting for 
  Eternal Doom MAP25 which relies on Doom's original broken behavior.
- added a few sanity checks for duplicate actor names in DECORATE. ZDoom will now print more warnings
  and all crash cases should be properly handled but since this is still an error this will not work
  properly in all circumstances. For example, if you have a duplicate name all classes that inherit
  from the original definition will not survive a savegame if they reference a state belonging to that
  class at the point of saving.
- Print 'tried to register class more than once' in red to highlight it.
- fixed: actors may not replace themselves.

SVN r2158 (trunk)
2010-02-13 08:56:08 +00:00
Christoph Oelckers
d01c402755 - Added skillinfo fix by Gez.
SVN r1980 (trunk)
2009-11-14 08:50:23 +00:00
Christoph Oelckers
3d8d176087 - Added Gez's MageWandMissile customization patch but moved the new functionality
into the FastProjectile base class and removed the native MageWandMissile
  class, using the generic functionality instead.
- Fixed: GetReplacement and GetReplacee always checked the skill definitions,
  even if they weren't supposed to be used. It was also missing a range check
  for 'gameskill'.


SVN r1894 (trunk)
2009-10-03 17:07:11 +00:00
Christoph Oelckers
238d4c3fac - More things from Gez's experimental build:
* info CCMD to print extended actor information (not fully implemented yet)
  * summonmbf CCMD.
  * Beta BFG code pointer (but not the related missiles yet.)
  * PowerInvisibility enhancements.
  * ScoreItem with one significant change: Added a score variable that can be
    checked through ACS and DECORATE. The engine itself will do nothing with it.
  * Nailgun option for A_Explode.
  * A_PrintBold and A_Log.
  * A_SetSpecial.


SVN r1819 (trunk)
2009-09-14 19:44:14 +00:00
Christoph Oelckers
00f88610ac - Added kgsws's SummonActor enhancement and bumped netgame and demo versions
because this submission changes an existing command.



SVN r1749 (trunk)
2009-08-03 20:40:45 +00:00
Randy Heit
8a2e03c9cb - Fixed: Redefining an existing skill would set that skills ACSReturn to be
the same as the next new skill defined, if neither definition explicitly set
  the value for ACSReturn.
- Added a DefaultSkill property. Adding it to a skill will cause that skill
  to be the default one selected in the menu. If none is specified as the
  default, then the middle skill is the default.


SVN r1731 (trunk)
2009-07-23 04:33:07 +00:00
Christoph Oelckers
7ccca5733f - Update for skill replacement.
SVN r1682 (trunk)
2009-06-26 21:06:49 +00:00
Christoph Oelckers
5a80938b11 - Added Gez's actor replacement per skill submission.
SVN r1681 (trunk)
2009-06-26 17:17:52 +00:00
Randy Heit
49120f59d4 - Added Karate Chris's patch to optionally specify an angle offset for
summoning.
- Added Karate Chris's fix for Serpent Staff vampirism on teammates.
- Locks and teleporters now take precedence over one-sidedness for automap
  coloring.


SVN r1317 (trunk)
2008-12-16 01:23:44 +00:00
Christoph Oelckers
081658d3d5 - Fixed: The save percentage for Doom's green armor was slightly too low
which caused roundoff errors that made it less than 1/3 effective.
- Added support for "RRGGBB" strings to V_GetColor.
- Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly.
- Changed GetSpriteIndex to cache the last used sprite name so that the code
  using this function doesn't have to do it itself.
- Moved some more code for the state parser into p_states.cpp.
- Fixed: TDeletingArray should not try to delete NULL pointers.

SVN r1312 (trunk)
2008-12-07 12:11:59 +00:00
Christoph Oelckers
d753d41752 - Added NULL checks to all places where class names are passed as DECORATE
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
  for compile time checks of all class names being used in DECORATE so many
  incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
  made me think that delaying this until FMod calls the end of sound callback 
  may simply be too late.


SVN r1276 (trunk)
2008-10-25 17:38:00 +00:00
Christoph Oelckers
0b120116ab - State parser fixes.
SVN r1255 (trunk)
2008-10-05 18:45:05 +00:00
Christoph Oelckers
954955c5a5 - Used the one unused byte in the state structure as a flag to tell what type
the NextState parameter is. The code did some rather unsafe checks with it
  to determine its type.
- moved all state related code into a new file: p_states.cpp.
- merged all FindState functions. All the different variations are now inlined
  and call the same function to do the real work.


SVN r1243 (trunk)
2008-09-22 18:55:29 +00:00
Christoph Oelckers
6227906072 - Fixed: SNDINFO must be loaded before the textures. However, this required
some changes to the MAPINFO parser which tried to access the texture manager
  to check if the level name patches exist. That check had to be moved to
  where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
  of integers.
  Please note that this creates an incompatibility between old and new 
  versions so if you want to create something that works with both 2.2.0
  and current versions better use the string format version for the color
  parameter!
- Rewrote the DECORATE property parser so that the parser is completely
  separated from the property handlers. This should allow reuse of all 
  the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
  defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
  and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
  Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
  this was ever used for - Raven's invulnerability item - has already been
  split up into a Heretic and Hexen version.

SVN r1240 (trunk)
2008-09-21 18:02:38 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers
f84ededfba - fixed last commit.
- added more spawn filters.


SVN r1192 (trunk)
2008-09-01 19:56:32 +00:00
Christoph Oelckers
9df27c7afd - Added an 'allcheats' CVAR. This will enable all cheats from all
supported games in any game being played.
- Changed Chex Quest DoomEdNum initilization so that all empty slots 
  are filled with Doom actors if they exist.
- Added missing spawn filters to Chex Quest items.


SVN r1191 (trunk)
2008-09-01 19:45:17 +00:00
Christoph Oelckers
3638c658d6 - Added and fixed Boss death submission for random spawner.
- Added functions to FActorInfo that can set the damage factors and
  pain chances to reduce the chance of new errors when working with
  these features.
- Fixed: The handling of the deprecated FIRERESIST flag didn't work.
  There were 3 problems:
  * Actor defaults have no class information so HandleDeprecatedFlags
    needs to be passed a pointer to the ActorInfo.
  * The DamageFactors list is only created when needed so the code needs to
    check if it already exists.
  * damage factors are stored as fixed_t but this set a float.
- Added a traditional Strife color set for the automap.


SVN r1183 (trunk)
2008-08-23 08:48:19 +00:00
Christoph Oelckers
f4c07c45ec - Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
  into misc1 with SF_BIGTIC anymore. 
- Changed sprite processing so that sprite names are converted to indices 
  during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the 
  internal property parser which is no longer needed.


SVN r1146 (trunk)
2008-08-10 14:19:47 +00:00
Christoph Oelckers
ae54e13428 IMPORTANT NOTE: I uncommented some code depending on the missing x86.cpp file to allow this to compile, These changes must be reverted as soon as this file is added (see v_palette.cpp and win32/i_system.cpp.)
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
  integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with 
  DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
  number.


SVN r1137 (trunk)
2008-08-09 11:35:42 +00:00
Christoph Oelckers
b2a6bed19f - Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.


SVN r1109 (trunk)
2008-08-04 19:25:13 +00:00
Christoph Oelckers
50f75b6e8a - Fixed: deadthings.txt contained a superfluous ';' which created parsing errors
with my changed code.
- Cleaned up DECORATE parser a little - moved the old style parsing code into its 
  own file and rearranged a few things.
- Made ProcessStates non-static so that it doesn't need to be passed as an argument
  to all functions in the DECORATE parser.
- Moved DECORATE parser files into their own subdirectory.
- Optimization: SC_GetToken no longer sets sc_name for identifiers. In most cases
  this creates needless overhead by adding a potentially unneeded name to the name
  table and looking up the name. In almost all cases where a name is needed it's as
  easy to assign sc_String to the name variable.
- Added enum definitions to DECORATE.


SVN r537 (trunk)
2007-05-28 14:46:49 +00:00
Christoph Oelckers
8c7d4fb393 - Changed ACS's SetActorState so that it isn't limited to only one sublabel.
This change also enables the implicit mapping of the old special death
  state names.


SVN r515 (trunk)
2007-04-22 09:06:29 +00:00
Randy Heit
490742cf46 - Moved the implementation for the Thing_Damage special into another function
so that I can create the ACS function Thing_Damage2. It's exactly the same as
  Thing_Damage, except the damage type is specified by name. When I did this,
  I noticed that it didn't do anything useful for a TID of 0, so I made it
  affect the activator in that case.
- Added a new SetActorState ACS function:
    int SetActorState (int tid, str statename, optional bool exact);
  If tid is 0, it affects the script activator, otherwise it affects all the
  matching actors. Statename is the name of the state you want to put the
  actor in. The final parameter, exact, specifies whether or not partial
  state name matches are accepted. If you don't specify it or set it to
  false, if you try to do something like:
    SetActorState (0, "Foo.Bar");
  And the actor has a Foo state but no Foo.Bar state, it will enter the Foo
  state. If you set exact to true:
    SetActorState (0, "Foo.Bar", true);
  Then the actor must have a Foo.Bar state, or it will not change state at
  all, even if it has a Foo state.
  The return value for this function is the number of actors that successfully
  changed state. Note that you should refrain from using this function to
  enter special states such as Death, or unpredictable results could occur.


SVN r505 (trunk)
2007-03-23 22:26:14 +00:00
Randy Heit
f0f976c4f5 - Added a summonfoe CCMD, which is analagous to summonfriend but forces the
summoned creature to be hostile instead.


SVN r453 (trunk)
2007-01-16 03:04:00 +00:00
Randy Heit
83373fba88 Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.

- Reorganized the network startup loops so now they are event driven. There is
  a single function that gets called to drive it, and it uses callbacks to
  perform the different stages of the synchronization. This lets me have a nice,
  responsive abort button instead of the previous unannounced hit-escape-to-
  abort behavior, and I think the rearranged code is slightly easier to
  understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
  in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
  releasing a DirectDraw or Direct3D interface, the DWM can still use the
  last image drawn using them when it composites the window. It doesn't always
  do it but it does often enough that it is a real problem. At this point, I
  don't know if it's a problem with the release version of Vista or not.
  After messing around, I discovered the problem was caused by ~Win32Video()
  hiding the window and then having it immediately shown soon after. The DWM
  kept an image of the window to do the transition effect with, and then when
  it didn't get a chance to do the transition, it didn't properly forget about
  its saved image and kept plastering it on top of everything else
  underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
  Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
  sound if initialization failed, so this only applies when snd_output is set
  to "alternate" which now also falls back to no sound. In addition, it wasn't
  working right, and I didn't feel like fixing it for the probably 0% of users
  it affected.
- Fixed: The edit control used for logging output added text in reverse order
  on Win9x.
- Went back to the roots and made graphics initialization one of the last
  things to happen during setup. Now the startup text is visible again. More
  importantly, the main window is no longer created invisible, which seems
  to cause trouble with it not always appearing in the taskbar. The fatal
  error dialog is now also embedded in the main window instead of being a
  separate modal dialog, so you can play with the log window to see any
  problems that might be reported there.
  
  Rather than completely restoring the original startup order, I tried to
  keep things as close to the way they were with early graphics startup. In
  particular, V_Init() now creates a dummy screen so that things that need
  screen dimensions can get them. It gets replaced by the real screen later
  in I_InitGraphics(). Will need to check this under Linux to make sure it
  didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
    - I_StartModeIterator()
    - I_NextMode()
    - I_DisplayType()
  I_FullscreenChanged() was also removed, and a new fullscreen parameter
  was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
  initialized post-1.22.


SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
Christoph Oelckers
693bf96cb3 - Merged FActorInfo::FindStateExact and FActorInfo::FindState into one function
because the differences are only minimal.
- Removed all the varargs FindState functions because they aren't really needed.
  The engine itself never explicitly checks for more than 2 labels and for the 
  rest a function that gets passed a FName array is more suitable anyway.


SVN r414 (trunk)
2006-12-16 14:06:21 +00:00
Christoph Oelckers
979dfdf4cf - Changed state label storage so that each actor owns all the state labels itself
and doesn't have to traverse parent lists to find them. This is required for
  Dehacked actors that inherit states (e.g. NonsolidMeat and Spectre) but it also
  makes the data much easier to handle.


SVN r413 (trunk)
2006-12-16 12:50:36 +00:00
Christoph Oelckers
88812ed0f5 - Fixed: P_LookForTid should abort its search when it discovers that it has
cycled through the entire list of actors.
- Reverted AActor::FindState to its R407 version because the change in R408 
  doesn't compile properly with VC++.
- Changed FIXMAPTHINGPOS further so that it also affects objects that are 
  not directly on a wall but closer than its radius.
- Changed FIXEDMAPTHINGPOS to move objects completely out of the wall and 
  adjusted the radii of all affected objects to actually represent half 
  the sprite's width.


SVN r409 (trunk)
2006-12-09 12:50:52 +00:00
Randy Heit
41de448add - Fixed some warnings flagged by GCC 4.1.1, which brings up an interesting
observation. The following code works with VC++ 2005. It aborts with GCC:
    FString str = "This is a string.";
    Printf ("%s\n", str);

SVN r408 (trunk)
2006-12-09 00:16:10 +00:00
Christoph Oelckers
a8ba2a99ea - Fixed: SetActorPitch with a 0-tid (i.e. affect the activator) set the angle
instead of the pitch.
- Fixed: The check for special death states in AActor::TakeSpecialDamage didn't
  work.


SVN r371 (trunk)
2006-10-31 21:49:45 +00:00
Christoph Oelckers
063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
2006-10-31 14:53:21 +00:00
Randy Heit
c412b42703 - Fixed: cycle_t was still a DWORD and not a QWORD under GCC.
- The stat meters now return an FString instead of sprintfing into a fixed
  output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
  - For consistancy with the other integral types, byte is no longer a
    synonym for BYTE.
  - Most uses of BOOL have been change to the standard C++ bool type. Those
    that weren't were changed to INTBOOL to indicate they may contain values
    other than 0 or 1 but are still used as a boolean.
  - Compiler-provided types with explicit bit sizes are now used. In
    particular, DWORD is no longer a long so it will work with both 64-bit
    Windows and Linux.
  - Since some files need to include Windows headers, uint32 is a synonym
    for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
  was all it contained.


SVN r326 (trunk)
2006-09-14 00:02:31 +00:00
Christoph Oelckers
e5a26c75fa - Added replacement handling to A_BossDeath.
SVN r260 (trunk)
2006-07-16 15:00:10 +00:00
Christoph Oelckers
31c749058b - Generalized Hexen's class-based spawning to be a property of the player class
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
  with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.


SVN r250 (trunk)
2006-07-13 10:17:56 +00:00
Randy Heit
6695e255ce - Added actor replacement for DECORATE. This works at a higher level than
using duplicate DoomEdNums and will affect all attempts to spawn the
  replaced actor. However, because this happens for all spawns and not just
  at map load, the replacing actor must be compatible with the replaced
  actor, which means that an actor can only serve as a replacement for one
  of its baseclasses. For example, if you want to use a modified imp, you can
  use this DECORATE:
      actor MyImp : DoomImp replaces DoompImp
      {
          // Put changed properties here
      }
- New: The IWAD dialog now remembers the last IWAD you picked and
  automatically highlights it the next time you run the game. This also
  applies if you check "Don't ask me this again": The IWAD selected will be
  the one that gets automatically loaded, not the one located first. (Using
  the -iwad parameter will not change the default IWAD.) In addition, you
  can now bring the dialog up even if you disable it by holding down SHIFT
  during startup.
- Changed ExtractFilePath() and ExtractFileBase() to return FStrings instead
  of writing to a provided output buffer. ExtractFileBase() can also
  optionally keep the file's extension in the result.
- Removed the -heapsize parameter entirely. The informational message should
  no longer be needed.
- Removed -maxdemo parameter. There's no point to having it around since
  the demo buffer grows automatically.


SVN r238 (trunk)
2006-07-08 02:17:35 +00:00
Randy Heit
e2179d5c2d Guess what. It's not 2005 anymore.
SVN r184 (trunk)
2006-06-11 01:37:00 +00:00
Randy Heit
8fcf93d65a - Merged a lot of these static destructor-only structs into regular
functions added to the exit chain with atterm so that they can be called
  in a deterministic order and not whatever order the linker decides to put
  them in.
- Fixed: DCajunMaster did not free its getspawned.
- Fixed: P_FreeLevelData() did not free ACS scripts.
- Fixed: Level snapshots were not freed at exit.
- Fixed: The save/load menu list was not freed at exit.
- Fixed: FCompressedMemFile needs a destructor to free the m_ImplodedBuffer.
- Fixed: G_DoLoadGame() did not free the engine string.
- Fixed: M_ReadSaveStrings() did not free the engine string.
- Fixed: Processing DEM_SAVEGAME did not free the pathname string.
- Added a check for truncated flats to FFlatTexture::MakeTexture() because
  Heretic's F_SKY1 is only four bytes long.
- Added a dump of the offending state to the "Cannot find state..." diagnostic.
- Fixed: FCompressedFile did not initialize m_Mode in its default constructor.
- Fixed: Heretic and Hexen status bars did not initialize ArtiRefresh.
- Fixed: PNGHandle destructor should use delete[] to free TextChunks.


SVN r111 (trunk)
2006-05-12 03:14:40 +00:00