Commit graph

686 commits

Author SHA1 Message Date
Christoph Oelckers
58816f5d09 - Added Karate Chris's patch for teamplay MAPINFO option.
- Added Karate Chris's patch for custom damage color per player class.
- Added Karate Chris's patch for respawnlimit skill property.
- Added Karate Chris's patch for Strife quit messages.
- Fixed: P_RailAttack ignored the puff's damage type.


SVN r714 (trunk)
2008-01-26 16:42:16 +00:00
Christoph Oelckers
d134deda95 - Fixed: ACS used incompatible values for APROP_RenderStyle. It needs to use
the exact same values as previous ZDoom versions
- Added a DECORATE 'stencilcolor' property so that the stencil render style
  can be used.
- Added some NULL pointer checks to the font loading code.

SVN r713 (trunk)
2008-01-26 15:50:52 +00:00
Randy Heit
ec17f5a5b9 - Undid some of the changes from lempar.c v1.30->v1.31, because it broke
error handling.
- Fixed: dehsupp/scanner.re defined "}" as the token RPAREN. dehsupp/parse.y
  also defined action_list_def as needing a RBARCE. I'm surprised it worked
  at all before. I guess Lemon really was too accepting.
- Changed the way that xlatcc handles include statements so that I don't need
  to modify the logic of lempar.c. I also discovered that the grammar was
  improperly defined and only accepted the first statement. It worked before
  because Lemon used to accept multiple times before reaching the EOF token.
  I have also verified that it is still generating the proper lumps.
- Removed some unused wadsrc files from the repository.
- Fixed my re2c upgrade.
- Updated lemon.c to v1.53.

SVN r711 (trunk)
2008-01-26 04:33:34 +00:00
Randy Heit
e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
Christoph Oelckers
67afc9d4fc - Fixed: The StatusBar pointer was not NULLed after being deleted.
SVN r709 (trunk)
2008-01-16 14:44:27 +00:00
Christoph Oelckers
f9c78a1b80 - Fixed: Skip_Super didn't clear the current state label list.
SVN r708 (trunk)
2008-01-16 10:14:10 +00:00
Randy Heit
25e0f0644a - Plugged more leaks in SBARINFO.
- Spawned actors that have MF2_DORMANT set in their default instance now have
  Deactivate() called on them immediately after spawning.


SVN r707 (trunk)
2008-01-16 04:43:50 +00:00
Randy Heit
d36d4aa863 - Fixed: ACS translations were loaded into the wrong slot after restoring a
savegame.
- Fixed exploit: Dropping ammo at baby and nightmare skill levels would give
  you back more than you dropped.


SVN r706 (trunk)
2008-01-15 04:57:25 +00:00
Christoph Oelckers
c15a3a8614 - Moved A_Punch from Inventory to Actor. Apparently there are WADs that use it
for monsters. The function works fine for monsters as it is.


SVN r705 (trunk)
2008-01-13 15:47:55 +00:00
Randy Heit
685de5ce30 - Applied Blzut3's SBARINFO update #8:
* Fixed: Drawbar had a few memory leaks.
- Added another temporary cvar called pc to play with the multipiler used by D3DFB::SetPaletteTexture().

SVN r704 (trunk)
2008-01-13 05:10:33 +00:00
Randy Heit
e8d38ad683 - Applied Blzut3's SBARINFO update #7.
- GCC warnings, go away.

SVN r702 (trunk)
2008-01-12 17:35:32 +00:00
Christoph Oelckers
2e613c3557 - Moved renderer dependent part of savegame pic creation into DFrameBuffer
as a virtual function so that it can be overridden.


SVN r700 (trunk)
2008-01-12 12:49:05 +00:00
Christoph Oelckers
f691c973d4 - Fixed: M_SaveBitmap::prior was too small. It must be 3 bytes per pixel, not 1.
SVN r699 (trunk)
2008-01-12 09:59:19 +00:00
Randy Heit
9902d73a24 - Added support for 24-bit screenshots, so now accelerated 2D screenshots
can work.
- Tweaked the box splitting algorithm for packed textures to hopefully
  produce less wasted space.


SVN r696 (trunk)
2008-01-12 06:27:13 +00:00
Randy Heit
88549aebcd - For compatibility with the software renderer, D3DFB::DrawTextureV needs to
truncate the coordinates to integers before sending them to the hardware.
  Otherwise, there can be one pixel gaps compared to the software renderer,
  because the hardware is rounding to nearest but the software renderer is
  simply truncating the fractional part of the coordinate. This is the real
  cause of the gap above the status bar at 1152x864 (and another gap to the
  left of the status bar at 800x500).
- Fixed: When D3DFB::DrawTextureV had to clip a tile, it adjusted the 
  texture coordinates erroneously, still using the old calculations from
  before texture packing was implemented.


SVN r695 (trunk)
2008-01-12 02:12:09 +00:00
Randy Heit
ce388163e1 - Moved thingdef_codeptr.cpp into thingdef/ with the other thingdef files.
- Fixed: After loading a savegame, G_UnSnapshotLevel() destroyed the
  unmorphed versions of players because it thought they were extras.


SVN r694 (trunk)
2008-01-12 01:17:37 +00:00
Christoph Oelckers
0b7357b2fc - Added Skulltag's pickup sprite and related information to the pistol. This
will also double as the pistol's icon in the AltHUD.
- Added a generic log display that can show Strife's log messages in all games
  regardless of the current game, active status bar and HUD mode.
- Added GZDoom's alt HUD.

SVN r693 (trunk)
2008-01-11 22:38:10 +00:00
Christoph Oelckers
e06c645310 - Moved the code that renders the view from D_Display into a virtual function
of the frame buffer so I can get rid of the last remaining renderer check
  outside the display code in GZDoom.
- made V_SetResolution a virtual function in IVideo. It's probably not a perfect
  solution but at least it allows overriding it (which I need in GZDoom.)
  Note: There's a lot of redundancy between hardware.cpp/h in the SDL and Win32
  folders so some cleaning up might be a good idea.


SVN r692 (trunk)
2008-01-11 21:04:22 +00:00
Randy Heit
a9dc8ddce3 - Fixed: Weapon positions were only adjusted in 1280x1024 if the status
bar was hidden.
- Fixed: If you died in co-op and somebody else ended the map before you
  respawned, you would start the next map with only default inventory, no
  matter what dmflags was set to.


SVN r691 (trunk)
2008-01-11 01:43:37 +00:00
Randy Heit
756be2755a - Applied Karate Chris's TEAMINFO logo patch.
SVN r690 (trunk)
2008-01-11 00:22:52 +00:00
Christoph Oelckers
a5265c4ec5 - defined a constant for the crosshair menu entry's index to get a direct
reference out of the function code.
- Fixed: The BrainExplosions should not perform any collision detection. To
  achieve this their Damage value must be set to 0 when being spawned.
- Added a safety check to savegame versioning so that an invalid revision
  (reported as 0) will be handled without breaking savegame compatibility.


SVN r689 (trunk)
2008-01-10 11:02:07 +00:00
Randy Heit
612d1b2fa3 - Added Blzut3's SBARINFO update #6:
* Fixed: A tutti-frutti like effect would occur if transparent images were used
    in bars.
  * Fixed: drawswitchableimage didn't count having 0 of an item as not having
    the said item.
  * Added alwaysshowcounter flag to both drawinventorybar and
    drawselectedinventory.
  * Added armoricon image type to drawimage.
  * Added low-on secondary coloring and high-on coloring to drawnumber.


SVN r688 (trunk)
2008-01-10 04:22:48 +00:00
Randy Heit
ca0b61d066 - Added texture packing to D3DFB so that textures that are temporally related
can share the same hardware texture. This greatly reduces the number of
  DrawPrimitive calls that need to be made when drawing text (or any 2D
  graphics in general), so now hardware text is much faster than software text
  all around. (As an example, one scenario went from 315 fps to over 1635 fps
  for hardware, compared to 540 fps for software.)


SVN r687 (trunk)
2008-01-10 04:11:38 +00:00
Randy Heit
9839cbfc82 - Fixed: The mouse was being grabbed in windowed mode again.
- Modified M_DrawFrame() and R_DrawTopBorder() so that they call FlatFill() to
  draw the edges of the frames. This at least seems a bit faster for hardware
  2D.
- Implemented FlatFill() for D3DFB. It seems to be exactly as fast as the
  default implementation that just calls DrawTexture() to tile the pieces onto
  the screen, so I'm not sure it was worth the bother.


SVN r686 (trunk)
2008-01-09 23:04:49 +00:00
Randy Heit
0b4092e98e - Merged the separate line and quad vertex buffers in D3DFB back into a single
vertex buffer, made line batching automatic, and added an index buffer for
  use when batching quads. The index buffer actually offered more of a
  performance boost than simply batching the quads alone did.


SVN r685 (trunk)
2008-01-09 21:04:21 +00:00
Christoph Oelckers
3bd53dafbe - Fixed: 'Painchance' in DECORATE failed when reading custom damage type names.
- Added Karate Chris's patch for menu opening console commands.


SVN r684 (trunk)
2008-01-09 09:01:30 +00:00
Randy Heit
c694c55afd - Fixed: When starting a teamplay netgame, players who did not specify a team
were not informed about which team they ended up joining.
- Added Skulltag's DF2_SAME_SPAWN_SPOT flags.
- Fixed: DF2_YES_DEGENERATION was pretty much guaranteed to go out of sync
  because it used gametic for timing.
- Added DoubleAmmoFactor as a skill property for the DF2_YES_DOUBLEAMMO flag.
- Renumbered the dmflags2 entries to match Skulltag's again.
- Added Karate Chris's infinite ammo patch.


SVN r683 (trunk)
2008-01-09 02:53:38 +00:00
Randy Heit
761c77d033 - Added support for user-defined crosshairs in the Display Options menu. See
xhairs.txt in zdoom.pk3. It's pretty simple.


SVN r679 (trunk)
2008-01-08 04:00:43 +00:00
Randy Heit
2d4b679fcb - Fixed: P_BounceWall() cannot assume that BlockingLine is the line the actor
should bounce off of. Since the order lines in a blockmap cell are checked
  for collision is essentially undefined, there could be another line closer to
  the actor that it should bounce off of instead.

SVN r678 (trunk)
2008-01-08 03:21:01 +00:00
Randy Heit
016ac67376 - Fixed: Thing_SetTranslation still used a 16-bit word to hold the translation.
- Bumped the maximum resolution up to 2560x1600.
- Fixed: DCanvas::DrawTexture() only expanded virtual screen sizes for widescreen
  resolutions but left 5:4 modes alone. This fix neccessitated the addition of
  DTA_Bottom320x200 for the status bar to use so that it could be flush with the
  bottom of the screen rather than sitting slightly above it.
- Fixed: FConfigFile::ReadConfig()'s definition of whitespace was too broad.
- Fixed: Defining custom translation ranges in descending order and/or with gaps
  made for crashes.


SVN r676 (trunk)
2008-01-08 01:08:27 +00:00
Christoph Oelckers
ed242b32df - Fixed: translationtables cannot use a TAutoGrowArray because it doesn't
initialize newly added fields when growing.


SVN r675 (trunk)
2008-01-07 22:07:25 +00:00
Christoph Oelckers
9cdd0b98ce - Added fix for Heretic IDKFA cheat by Karate Chris.
- Added fix for Strife's AlienSpectre obituary by Karate Chris.


SVN r674 (trunk)
2008-01-07 08:58:18 +00:00
Christoph Oelckers
f918a43286 - Re-converted icebreak.flac because the old version apparently didn't work.
SVN r673 (trunk)
2008-01-06 20:54:18 +00:00
Christoph Oelckers
1f0fa7c457 - Added SBARINFO update #5 by blzut3:
- Fixed: Playerclass still didn't work due to comparing of improper numbers.
    - Fixed: The arrows on drawinventorybar had a hard coded location instead of
      relative to the specified coordinates.
    - Added noarrows flag to drawinventorybar to remove the blue arrows drawn when
      there are more items to the left or right of the viewable bar.
    - Added forcescaled flag to the statusbar command.  This is ignored on the
      inventory and inventoryfullscreen types.
- Added obituary fix for Strife peasants by Karate Chris.
- Added fix for loading during demo playback by Karate Chris.


SVN r672 (trunk)
2008-01-06 19:10:52 +00:00
Christoph Oelckers
d7add9ce76 - Added scoreboard fix by Karate Chris.
SVN r671 (trunk)
2008-01-06 11:46:01 +00:00
Christoph Oelckers
fdbd18c50e - Added teamgame fix for menu by Karate Chris.
- Added GZDoom's Sector_Outside sector type which forces outside fog
  regardless of ceiling texture.


SVN r670 (trunk)
2008-01-06 10:05:24 +00:00
Randy Heit
59c007d5f4 - Fixed: Since the minimum size for a texture is 2x2, FBarShader can't use
a one-dimensional texture.


SVN r669 (trunk)
2008-01-06 04:20:53 +00:00
Randy Heit
51461aa010 - Added back the code to allow some variation to the players' shades when
players are on teams.
- Set TEAM_None back to 255. Since a player's team has already been accessible
  through ACS, needlessly redefining this is a bad thing to do, since it can
  break existing maps. 255 different teams should still be more than enough.
- Fixed: At certain resolutions, there was a one pixel row between the status
  bar and the rest of the screen, thanks to rounding error.
- Added automatic batching of quads to D3DFB. Screens with a lot of text are
  ever-so-slightly faster now, though still only about half the speed of
  sofware-only text. I suppose the only way to see a marked improvement is
  going to be by stuffing multiple glyphs in a single texture.
- Fixed: Crosshairgrow's animation was not framerate-independent.


SVN r668 (trunk)
2008-01-06 04:03:33 +00:00
Christoph Oelckers
935eeb06f1 - Added: Automap markers are stored in savegames now. Also moved the call
to AM_LevelInit to its proper place in G_DoLoadLevel, right after
  the call to P_SetupLevel to make it work as intended.


SVN r667 (trunk)
2008-01-05 12:15:10 +00:00
Christoph Oelckers
10b71b09c8 - Changed savegame versioning to use the SVN revision number instead of
an arbitrarily defined value. This reduces the amount of relevant values
  that have to be defined in version.h to 1 (the minimum compatible savegame
  version) instead of previously 3.


SVN r666 (trunk)
2008-01-05 09:12:05 +00:00
Randy Heit
3017f7646d - Fixed: FBarShader::PrepareShader() set a member variable to point at a
local variable just before returning. Then I made some more changes so that
  it can be a properly functioning texture. After doing that, I decided to
  rewrite the texture generation to be easier for me to read and hopefully
  faster, since this thing is getting generated every frame. (Please don't
  hurt me if I got it wrong. I'm basing this on the description in the wiki,
  since I couldn't wrap my head around what the code was doing by looking
  at it.) Then I realized that there's really no reason to have more than four
  of these ever, and they can be statically generated, so I simplified it some
  more.
- Added Blzut3's latest SBARINFO patch:
 * Fixed a massive memory leak in SBARINFO. The leak also lead to progressive
   CPU usage.
 * Fixed: Playerclass didn't work in SBARINFO.
 * Fixed: Artiflash was improperly initialized causing it not to display the
   first time.
 * Changed the variable SBarInfoScript to be a pointer to prevent more memory
   leaks.


SVN r665 (trunk)
2008-01-05 04:23:34 +00:00
Christoph Oelckers
aa90336765 - Removed the patches for the Doom/Heretic E1 intermission screens from
R_InitPatches. This isn't needed anymore because all these are loaded through
  an intermission script.
- Fixed: A_SpawnDebris read the third and fourth arguments from the first one's
  address.


SVN r664 (trunk)
2008-01-04 08:51:51 +00:00
Randy Heit
5cbb2bd472 - Moved the pixel shaders' color information out of the constant registers
and into the vertex data.
- Added functions for doing line drawing with Direct3D, including a new pair
  of functions to do batched line drawing so that the map can actually be
  drawn faster in hardware than in software (instead of an order of magnitude
  slower).


SVN r663 (trunk)
2008-01-04 05:22:30 +00:00
Randy Heit
5d9d2a9088 - Tried adding bilinear filtering support for paletted textures, but the
shader seems to be producing crappy output, so it's disabled for now.
  Specifically, it produces distorted output at regular intervals for
  textures that aren't power-of-2-sized, and it's still doing visible
  filtering when the texture is rendered at its original size, so
  obviously it's not doing something right.
- Fixed the use of power-of-2-sized native textures for smaller game
  textures again.
- Fixed: D3DFB did not restore all the state it needed to after resetting
  the device.
- Fixed: R_DrawTopBorder() must clip itself around the 3D view, since it's
  now drawn later.
- With full software rendering, palette flashes once again effect the whole
  screen.

Changes I neglected to put in the previous commit log:

- Moved the view border drawing into the 2D mode part. When using Begin2D()
  now, the only part of the software buffer that gets updated to the screen
  is the part with the actual 3D scene and only if you tell it to.
- Fixed a D3D memory leak on every frame in windowed mode and the same thing
  for the screen wipes. Note to self: If it's an interface, be sure to
  Release it, because it will be AddRef'ed before being returned to you.
- Moved the BlendView() call out of FBaseStatusBar::Draw() so that it can be
  applied before copying the 3D scene to the screen underneath the 2D parts.
- Restored the console's darkening level to its old table-based amount.
- Fixed D3DFB::SetColorOverlay()'s incorrect calculations.
- Fixed the D3D screen wipes for letterboxed modes.

SVN r662 (trunk)
2008-01-03 05:39:36 +00:00
Randy Heit
59c8faa7df - The mouse is no longer grabbed at all unless you're actually in a level,
since I couldn't think of any reason why it should be grabbed at any other
  time. (This only applies to windowed mode, where it makes sense to let the
  OS have control of the pointer.)


SVN r661 (trunk)
2008-01-02 05:21:48 +00:00
Christoph Oelckers
8be8c48585 - Fixed: A_JumpIfTargetInLOS had inconsistent parameter definitions.
SVN r660 (trunk)
2008-01-01 08:47:49 +00:00
Randy Heit
dc98279403 - Removed the screenshot parameter from D_Display(), since it was a relic of
a long-abandoned experiment to write directly to video memory instead of
  to a temporary buffer in system meroy.
- Added Direct3D versions of the melt and burn screenwipes.
- Fixed the strip sizes for the melt screenwipe to match what Doom would have
  produced on a 320x200 screen, rather than producing more, thinner strips
  for wider screens.


SVN r659 (trunk)
2008-01-01 03:07:05 +00:00
Randy Heit
db54c43175 - Started writing Direct3D-friendly wipe code. It's just a Q&D crossfade for
now. More to come later.
- What is it about updaterevision.vcproj that makes it keep changing?

SVN r658 (trunk)
2007-12-30 04:18:39 +00:00
Christoph Oelckers
68e2134f70 SVN r657 (trunk) 2007-12-29 10:25:07 +00:00
Randy Heit
6872bcd3ef - Fixed position of the Doom HUD selectbox as per SnowKate709's guidance.
SVN r656 (trunk)
2007-12-29 03:02:25 +00:00
Christoph Oelckers
5e56a6512a - Changed FImageCollection so that it accepts a matching texture of any type.
This is necessary to load hires sprite replacements for certain icons.


SVN r655 (trunk)
2007-12-28 22:00:41 +00:00
Christoph Oelckers
a329efe9a4 - Added a check to Wads.CheckNumForName to return -1 for names longer than
8 characters which contain path separators.
- Fixed: Hires texture replacement must replace all matching textures, not
  just the first one found. This is particularly important for icons based
  on sprites.
- added a con_alpha CVAR to set the console's translucency.
- Added MartinHowe's submission for A_CustomBulletAttack aimfacing parameter.
- Added MartinHowe's submission for A_PlaySoundEx attenuation parameter.
- Fixed: Bots shouldn't target friendly monsters.
- Fixed a typo in sbarinfo.cpp (noatribox instead of noartibox.)

SVN r654 (trunk)
2007-12-28 11:17:52 +00:00
Randy Heit
37f9c50b4e - Fixed cases where a larger power-of-2-sized native texture had to be
allocated. (I wonder if D3D actually handles this automatically when you use
  D3DPOOL_MANAGED, because I'm pretty sure my laptops's x300 doesn't support
  non-power-of-2 texture sizes, yet it worked just fine before.) 
- Fixed vertical positioning of 2D elements in letterboxed modes.

SVN r653 (trunk)
2007-12-28 03:30:05 +00:00
Randy Heit
522e7fe07f - Removed DCanvas::Blit(), as it's no longer used.
- Added a function to create a texture from a stand-alone PNG file. The save/
  load menus now use this to get their thumbnails.


SVN r652 (trunk)
2007-12-28 01:54:14 +00:00
Christoph Oelckers
e19cd0bec3 - Fixed: DFrameBuffer::CopyPixelData copied data as RGBA instead of BGRA.
- Temporarily changed FPNGTexture and FDDSTexture to always create True Color
  native textures to preserve the original colors.


SVN r650 (trunk)
2007-12-27 11:53:09 +00:00
Christoph Oelckers
f1241099f8 - Darkened the console background a little after finding out that on
very bright title pics it became quite hard to read the console's contents.
- Fixed: PROP_Translation needed to be changed for the new value format.
- Added GZDoom's MAPINFO fog parameters as no op dummies so I can use
  WADs that contain them without constantly having to edit the MAPINFO.
  It also allows using them to optimize hardware fog for WADs that should
  run with ZDoom as well.


SVN r649 (trunk)
2007-12-27 11:25:25 +00:00
Randy Heit
834e4bef32 - Changed the way gamma works for D3DFB: In windowed mode, the display is
drawn to a texture, then that texture is copied to the real back buffer
  using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp
  is used.
- Fixed flashing of vid_fps display when fps > 1000.
- Fixed loading of RGB textures for native 2D mode.
- Changed the first rotozoomer's data because it just became too obvious when
  the backdrop is drawn with a full 256 distinct colors available.
- Set the player backdrop to update no more frequently than 35 FPS, so opening
  the player setup menu before starting a game won't produce a very fast
  moving backdrop.
- Changed the player backdrop into a texture so that it can be drawn like
  anything else.


SVN r648 (trunk)
2007-12-27 04:30:12 +00:00
Randy Heit
d1655ca2b9 SVN r647 (trunk) 2007-12-26 22:33:26 +00:00
Christoph Oelckers
5a0009cbab - Fixed: The FSpecialFont constructor copied the untranslated colors directly
from the source palette instead of the font's identity map.


SVN r646 (trunk)
2007-12-26 21:37:00 +00:00
Christoph Oelckers
0535d15df3 - Split off the entire translation code from r_draw.cpp into r_translate.cpp.
- Moved the common code of ACS and DECORATE translation generation into the
  FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535. 
- Fixed: R_CopyTranslation was not altered for the new functionality.
  I removed the function and replaced the one use with a simple assignment.


SVN r644 (trunk)
2007-12-26 16:06:03 +00:00
Christoph Oelckers
6804e66208 - Replaced 'C:\\ZDOOMDAT' with a #define in version.h.
- Moved screenshot code into DCanvas so that it can be overridden by
  subclasses with a different buffer.


SVN r643 (trunk)
2007-12-26 09:56:09 +00:00
Randy Heit
682e0dbe95 - Fixed: The fullscreen console crashed when opened before starting a game.
SVN r642 (trunk)
2007-12-26 05:20:30 +00:00
Randy Heit
1acc3d00c4 - Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
  a list of gotchas like this listed some where? I'd really like to see it.
  
  Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
  slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
  minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
  being drawn. For software, this (currently) only works with black. For
  hardware, it works with any color. The motiviation for this was so I could
  rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
  draw darker icons into something that didn't require making a whole new
  remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
  removed the off-by-one check from D3DFB. I had thought the off-by-one error
  was caused by rounding errors by the shader hardware. Not so. Rather, I
  wasn't sampling what I thought I was sampling. A texture that uses palette
  index 255 passes the value 1.0 to the shader. The shader needs to adjust the
  range of its palette indexes, or it will end up trying to read color 256
  from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
  numbers used by actors to the tables those numbers represent. This function
  performs validation for the input and returns NULL if the input value
  is invalid.
- Major changes to the way translation tables work: No longer are they each a
  256-byte array. Instead, the FRemapTable structure is used to represent each
  one. It includes a remap array for the software renderer, a palette array
  for a hardware renderer, and a native texture pointer for D3DFB. The
  translationtables array itself is now an array of TArrays that point to the
  real tables. The DTA_Translation attribute must also be passed a pointer
  to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
  for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
  covered it up.


SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
Christoph Oelckers
faa9cc4302 - added a P_PointInSector function and replaced all calls to retrieve an
actor's sector in the game engine code with it. This way there's a clear
  distinction between renderer-specific and game-specific calls.


SVN r638 (trunk)
2007-12-25 10:07:58 +00:00
Christoph Oelckers
671cf5a888 - added UseInventory/UseActorInventory ACS functions.
SVN r636 (trunk)
2007-12-25 08:44:13 +00:00
Christoph Oelckers
3eb741e391 - added some functionality to FDynamicColormap to allow not creating
the colormap data if it isn't needed by the renderer.


SVN r635 (trunk)
2007-12-24 21:56:49 +00:00
Christoph Oelckers
d12ede252f - also replaced the AM crosshair drawer by a DCanvas::DrawPixel function.
- moved the AM line drawer into DCanvas as a virtual function. While testing
  this code I discovered that the antialias precalculation was never used
  except for the very first frame of AM drawing. However, since I couldn't
  detect even a marginal performance improvement using this code on 2 computers
  I just disabled it completely because it severely complicates a more generic
  implementation. I also disabled am_ovtrans in the process because I couldn't
  see any positive effects of using this cvar. All it does is adding some 
  ugly distortion to the lines it affects without any apparent benefits.
* Added fix by Karate Chris containing:
- Added a 'No team changing' DMFlag2 which prevents players from changing teams 
  unless they are not on a team.
- Added a 'No respawn' DMFlag2 which prevents a player from respawning after 
  they have died.
- Added a 'Keep frags gained' DMFlag2 which allows you to choose whether you 
  want to reset the frags of each player next level or not.
- Added a small visual enhancement to the cooperative scoreboard to show 
  if a player has died.
- Fixed: If the 'teamplay' console variable was set to 'true' in a cooperative 
  game, the scoreboard would show team play related items as opposed to 
  cooperative items.
- Fixed: The 'bot_observer' console variable should not work in network games.
- Fixed: Bots made intermission skip really fast.


SVN r634 (trunk)
2007-12-24 14:24:24 +00:00
Christoph Oelckers
8a433d6f12 - Fixed a few font related problems.
- Fixed: ASkyViewpoint::Destroy was missing the super call.
- Added SnowKate709's A_LookEx update.
- Moved M_DrawPlayerBackdrop into DCanvas as a virtual function. Since this
  directly accesses the frame buffer it must be overridable for renderers
  that work differently.


SVN r632 (trunk)
2007-12-23 21:56:46 +00:00
Christoph Oelckers
9c89381400 - Added Blzut3's third SBARINFO update:
* Added drawshader to draw Heretic style transparency gradients.
 * Added artiflash flag to drawselectedinventory.
 * Fixed: Drawgem used the wrong operator when determining the chain size.
 * Fixed: ZDoom would crash if an undefined font was used.
 * I also started cleaning up the source a little.  I have been informed that
 when checking for flags the "== flagname" is redundant.
- Added indexfont anf hudfont from GZDoom to zdoom.pk3 so that they are always 
  available when defining custom status bars.


SVN r629 (trunk)
2007-12-23 20:59:06 +00:00
Christoph Oelckers
1aa191421a - Added Karate Chris's 'sv_losefrag' submission.
SVN r628 (trunk)
2007-12-23 17:45:53 +00:00
Christoph Oelckers
e5ed1c4be3 - Added Karate Chris's 'sv_degeneration' submission.
- Fixed: 'Bot joined the team' message was passing an FString to Printf.


SVN r627 (trunk)
2007-12-23 17:03:52 +00:00
Christoph Oelckers
154e21d9e7 - Backported GZDoom's true color font mappings for use with native textures
when the time comes.


SVN r626 (trunk)
2007-12-23 16:53:39 +00:00
Christoph Oelckers
1791acfb56 - Added Karate Chris's 'sv_doubleammo' submission.
SVN r625 (trunk)
2007-12-23 14:57:12 +00:00
Christoph Oelckers
ac04233590 - Added Karate Chris's 'Take' console command submission.
SVN r624 (trunk)
2007-12-23 14:23:52 +00:00
Christoph Oelckers
eb2e40cde0 - Changed DTA_Translation parameter for DrawTexture to an integer to avoid
passing renderer specific data to the function. Also added DTA_Font so
  that the renderer can fetch font translations from the proper font.
  DIM_MAP/ConShade had to be made a regular translation table to make it
  work.
- Added Karate Chris's fix for scoreboard displaying team play related data
  in non teamplay games.
- Fixed: The team selection menu didn't work.
- Fixed: UpdateTeam passed an FString to Printf.


SVN r623 (trunk)
2007-12-23 14:13:29 +00:00
Randy Heit
e419cc246f - Had a look at sbarinfo.cpp and noticed a few places where it allocated
character arrays and never freed them. Those have been replaced with
  uses of FString. (One of these was even an instance of a member variable
  being set to point at a stack variable.)


SVN r622 (trunk)
2007-12-22 23:19:08 +00:00
Christoph Oelckers
4131ec141d - Added Karate Chris's teamdamage in MAPINFO submission.
- Added Blzut3's second SBARINFO update.


SVN r621 (trunk)
2007-12-22 22:04:20 +00:00
Christoph Oelckers
279aec66bb - Added Blzut3's SBARINFO update.
SVN r618 (trunk)
2007-12-22 10:17:07 +00:00
Randy Heit
dddc781f18 - Added versions of Dim and Clear to D3DFB for use in 2D mode.
- Added a new color parameter to DCanvas::Clear() that specifies the
  ARGB value of the color. This is used if the old color parameter,
  which specifies a palette entry, is -1.


SVN r617 (trunk)
2007-12-22 04:52:51 +00:00
Randy Heit
e84bece8eb - Fixed: TEAMINFO broke bot parsing for bots with invalid team names by
redefining TEAM_None from 255 to -1.


SVN r616 (trunk)
2007-12-22 04:00:25 +00:00
Christoph Oelckers
2b86ebe4e5 - Added Karate Chris's fix for TEAMINFO definitions with just one team.
SVN r615 (trunk)
2007-12-21 13:45:57 +00:00
Christoph Oelckers
5ffda41c7e - Added Blzut3's SBARINFO submission.
SVN r613 (trunk)
2007-12-20 22:35:02 +00:00
Christoph Oelckers
16a2eb3b0c - Added SnowKate709's A_LookEx submission.
SVN r611 (trunk)
2007-12-20 20:37:06 +00:00
Christoph Oelckers
b48cc1792b - Added Karate Chris's TEAMINFO submission.
SVN r610 (trunk)
2007-12-20 20:22:31 +00:00
Christoph Oelckers
b88f46736b - Added true color processing to FDDSTexture. This is untested so far
because I don't have any DDS textures to check it with.


SVN r609 (trunk)
2007-12-20 20:00:05 +00:00
Christoph Oelckers
28db2d9f15 - Fixed: FTexture::~FTexture() must destroy the associated native texture
if present.
- Modified GZDoom's true color texture copy functions and added them
  to generate 32 bit D3D textures. Paletted TGAs and PCXs are also handled
  this way but I don't think these 2 formats are worth some more special
  handling.
  (Question: Is it worth it to implement special handling for paletted PNGs
   so that they are used as 8 bit textures internally?)


SVN r608 (trunk)
2007-12-20 18:53:35 +00:00
Christoph Oelckers
457976d88d - Fixed: DCanvas::Blit unlocked the destination twice instead of unlocking
both dest and src. Also changed this function so that it is owned by the
  destination canvas of the operation which is necessary if it needs to 
  be overridden by subclasses.


SVN r607 (trunk)
2007-12-20 14:05:08 +00:00
Christoph Oelckers
a7bc9262d9 - Fixed: The StrifePlayer defined the wrong color range for its translations.
SVN r606 (trunk)
2007-12-20 08:44:45 +00:00
Randy Heit
111853e623 - Added a framework for drawing the 2D screen elements with Direct3D textures.
They are not actually drawn with it yet, nor is it complete, but it's
  something to start with.
- Split up DCanvas::DrawTexture() into more pieces to make it easier to
  virtualize.
- Removed support for non-32-bit palette textures from D3DFB. What kind of
  card supports pixel shaders but not 32-bit textures?


SVN r605 (trunk)
2007-12-20 04:36:43 +00:00
Randy Heit
990f720409 - Fixed: In the video modes menu, pressing Enter tried to change the screen
mode, even if the cursor wasn't on one of the mode items.


SVN r604 (trunk)
2007-12-18 03:53:02 +00:00
Randy Heit
1b55520a8b - Fixed: Heretic's mace never respawned in deathmatch games.
- Fixed: At resolutions taller than 600 pixels or so, tall sky textures were
  drawn a row too low. This was quite visible on Hexen MAP06.
- Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or
  the actor will be yanked down to the floorsector by P_TryMove().
- Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory
  only affected the first actor with the given TID.
- Fixed: The color boxes for the colorpicker menu items were drawn a little
  too low.

SVN r603 (trunk)
2007-12-18 03:25:19 +00:00
Randy Heit
4c8bf4552a - Fixed: Clean scaling at 720x480 looked borked.
SVN r602 (trunk)
2007-12-18 02:15:32 +00:00
Randy Heit
c087e4d411 - New: When using the D3D9 framebuffer, palette blending is now applied only
to the 3D area of the screen. This means the console and (the primary
  rectangular area of) the status bar are no longer blended.


SVN r601 (trunk)
2007-12-18 01:50:08 +00:00
Christoph Oelckers
4d6fc97a9a - Fixed: When a skybox viewpoint is destroyed it should clear all
sector references to itself.


SVN r600 (trunk)
2007-12-17 22:18:52 +00:00
Randy Heit
dd460fed2a - Fixed: G_QueueBody() should only change the translation to one of its
private slots if the one currently used is a player range.
- Fixed: Changing the fraglimit during the middle of a game would not trigger
  a level change if somebody was already over the new limit.


SVN r599 (trunk)
2007-12-15 03:51:17 +00:00
Randy Heit
8d5402cec2 - Added "\c" support to ParseCommandLine() when it parses quoted strings.
- Fixed: When changing your name from the menu, you got an extra " appended
  to your name if it ended with a backslash.
- Added escape sequences for user info strings, so now they can contain
  embedded backslashes.
- Fixed an array-out-of-bounds access when drawing the player setup menu with
  an invalid team number.


SVN r598 (trunk)
2007-12-15 03:27:40 +00:00
Randy Heit
f618134f15 - Fixed: The MAPINFO flags that control jumping, crouching, and freelook,
rather than overriding the dmflags values, actually overwrote the dmflags
  values, so they would continue to be in effect on later maps that didn't
  explicitly specify them.


SVN r595 (trunk)
2007-12-11 04:03:40 +00:00
Randy Heit
acbe3a191e - Fixed: Redefining a decal did not rebind any old references to the decal, so
they would be left pointing at invalid data.


SVN r594 (trunk)
2007-12-11 03:29:31 +00:00
Randy Heit
e666cde418 - Fixed some more GCC warnings.
- Updated project files for nasm 2.0, which is now named nasm.exe for the
  Windows version, rather than nasmw.exe. Also fixed the annoying new warnings
  it generated.


SVN r593 (trunk)
2007-12-11 02:38:38 +00:00
Christoph Oelckers
7d63937d7d - Fixed: M_VerifyNightmare must use the selected skill level to start the
game, not always 4.


SVN r592 (trunk)
2007-12-10 08:21:25 +00:00
Christoph Oelckers
b8827b1b86 - Fixed: There was no working means to pass 'no state' to A_Chase.
Now 0 or an empty string will do that.
- Copied the empty string fix for SC_CheckNumber to SC_CheckFloat.

SVN r591 (trunk)
2007-12-09 09:54:58 +00:00
Randy Heit
6a00173a12 - Fixed: SECSPAC_EyesSurface and SECSPAC_EyesDive did not trigger due to
crouching motion.
- Fixed: The keypress for nightmare mode verification appeared in the console
  if the fullscreen console was open while using the menu.
- Added support for scaling down large console fonts in the customize
  controls menu.
- Fixed: Joining a negative team was possible.


SVN r590 (trunk)
2007-12-09 03:40:02 +00:00
Randy Heit
1225071f78 - Fixed: Skill level confirmation only worked with Doom. Also fixed parsing
of MustConfirm: It looked for TK_String when it should have used TK_StringConst.
- Fixed: When travelling to a new non-hub map, any items being carried with
  amounts of 0 would be upped to 1.


SVN r589 (trunk)
2007-12-09 02:27:02 +00:00
Randy Heit
a849564d62 - Fixed: When the game starts with the net pane open, the abort button
receives the input focus. When the pane is closed, the focus doesn't
  return to any window, so even though the window is still active, it no
  longer has the focus and does not receive input events.
- Fixed: The network synch timer was still left running after the game
  started. (Windows only)
- Fixed: When a player leaves the game at the exact moment they are being
  damaged, the game could crash because their actor still had a valid player
  pointer, but the player's mo pointer had been NULLed.


SVN r588 (trunk)
2007-12-09 01:14:35 +00:00
Randy Heit
282e9f5f01 - Fixed: MAPINFO is parsed before the text colors are read, so the TextColor
option for skills wouldn't work.


SVN r587 (trunk)
2007-12-08 22:57:55 +00:00
Randy Heit
351ed8dcd1 - Changed the PowerTimeFreezer "blink" effect back to checking against
EffectTics (now + 1), because I wasn't convinced of the correctness of
  using level.time.
- Fixed: SC_CheckNumber() considered the empty string "" as the number 0.


SVN r586 (trunk)
2007-12-08 22:29:59 +00:00
Randy Heit
f76ef6ffc2 - Reverted the 'None' name change from r569.
SVN r585 (trunk)
2007-12-08 22:17:48 +00:00
Randy Heit
cc9dc13f55 - Fixed the PowerTimeFreezer, too. It got easier once I realized that I only
need to be concerned about changing the flag on odd tics, since A_Tracer()
  is called every two tics, not four.


SVN r584 (trunk)
2007-12-07 05:12:30 +00:00
Randy Heit
0adaaeb5d7 - Fixed: Using the freeze command would make the Revenant missiles switch
their seekingness. The only sane way to deal with this seemed to be to
  sync the freeze changes with the timer check in A_Tracer(), so that's what
  I did: Freeze mode only changes every four tics now.


SVN r583 (trunk)
2007-12-06 23:17:38 +00:00
Randy Heit
7f52e6537b - Added IWAD-based [*.Autoload] ini support for games that have more than one
IWAD. They are:
  * [Doom1.Autoload]
  * [Doom2.Autoload]
  * [Plutonia.Autoload]
  * [TNT.Autoload]
  * [HexenDK.Autoload]
  These are loaded after the more general game-specific [Doom.Autoload] and
  [Hexen.Autoload] sections if those are present.
- Changed the banner texts for the Final Doom IWADs to identify them as Final
  Doom rather than as DOOM 2. I know this differs from the original behavior,
  but they're marketed as Final Doom, not Doom 2.


SVN r582 (trunk)
2007-12-06 22:38:45 +00:00
Randy Heit
1dede60c5c - New: On Windows, the game now checks the registry to see if you have Steam
installed. If so, it checks your SteamApps directory for any IWADs you may
  have purchased through Steam and adds any it finds to the list of available
  IWADs you can play. This means that if you bought your id games through
  Steam, you can just extract ZDoom anywhere you like and run it without doing
  any additional setup.


SVN r581 (trunk)
2007-12-06 19:15:07 +00:00
Randy Heit
1eca84d644 - Fixed: The FLAC/makefile.mgw should use md5.o as an OBJ, not md5.c.
- Fixed: The Linux makefile probably shouldn't be using the bundled zlib headers,
  either.


SVN r580 (trunk)
2007-12-06 17:38:05 +00:00
Christoph Oelckers
1af122142b - Added Karate Chris's submission for scoreboard enhancement.
SVN r579 (trunk)
2007-12-06 14:33:28 +00:00
Christoph Oelckers
47dafa3824 - Fixed: A_PainDie and A_DualPainAttack could fail to spawn the correct actor
if the first spawned one died and executed some code in its death state.
- Added Karate Chris's submission for 'allowrespawn' MAPINFO option.
- Added Karate Chris's submission for customizable skill confirmation text.
- Fixed: Doom's statusbar only checked for primary attacks, not secondary ones when
  setting Doomguy's face. (Thanks to Karate Chris for the fix.)
- added Skulltag's FORCEYBILLBOARD and FORCEXYBILLBOARD flags to the DECORATE parser.
  Even though the software renderer has no use for them it is necessary to support them
  so that mods can use these flags without becoming incompatible with ZDoom.


SVN r576 (trunk)
2007-12-06 08:55:17 +00:00
Randy Heit
2e56925c36 - Fixed: The Linux makefile should use the include files for the system FLAC
installation, not the bundled copies which might not match what is installed.
- Upgraded bundled FLAC from version 1.1.2 to version 1.2.1.


SVN r575 (trunk)
2007-12-06 04:10:26 +00:00
Christoph Oelckers
aeee07218c - after looking at the most recent Vavoom update I realized that A_FastChase should not
use the multi-purpose special2 as counter for strafing so I added a new variable
  for this purpose.
- forgot to save p_lnspec.cpp before last commut.


SVN r574 (trunk)
2007-11-28 13:53:55 +00:00
Christoph Oelckers
0c5731223c - added Floor_MoveToValue and Ceiling_MoveToValue action specials.
SVN r572 (trunk)
2007-11-28 09:11:35 +00:00
Christoph Oelckers
e1abe4b380 - Changed first name from 'none' to ''. The internal constant is still NAME_None,
though.
- Fixed: Picking up a backpack incorrectly set the maximum amount for any ammo
  type that didn't have a BackpackMaxAmount to 0.


SVN r569 (trunk)
2007-11-19 20:32:39 +00:00
Christoph Oelckers
ba61c60d52 - Fixed: When the DONTMOVE flag for A_Chase was used, movecount was not decreased
resulting in missile attacks not working.
- Fixed: Hitscan attacks used the puff's position to calculate the trajectory for
  weapon kickback.


SVN r568 (trunk)
2007-11-19 08:13:23 +00:00
Christoph Oelckers
912f8666d7 November 11, 2007 (Changes by Graf Zahl)
- Fixed: The FMOD stream player must specify whether it wants to play the
  sound looped or not when playback is started, not when the stream is created.
- Fixed: A_Saw didn't use the puff's damage type.
- Fixed: The AxeBlood's death state was using the wrong sprite frame.
- Fixed: The Mancubus had an attack sound defined even though it shouldn't.


SVN r565 (trunk)
2007-11-11 09:02:04 +00:00
Christoph Oelckers
c9aaf8460b Forgot to save rh-log.txt before committing (again...)
SVN r564 (trunk)
2007-11-08 09:22:46 +00:00
Christoph Oelckers
621fe2ed98 - Changed PowerFlight so that Hexen's infiniteness is not controlled by being
in a hub but by a level flag instead.
- Fixed: Floor and ceiling huggers must set themselves to floor and ceiling each
  time they move.
- Added a LEVEL_NOMONSTERS flag so that G_ChangeLevel doesn't have to mess with
  the dmflags CVAR to start the level without monsters.


SVN r563 (trunk)
2007-11-08 09:22:06 +00:00
Christoph Oelckers
8f5dd5d028 - Fixed: Backpacks didn't increase the ammo capacity to BackpackMaxAmount if
an ammo type's BackpackAmount was 0.
- Fixed some minor bugs in custom skill code.

SVN r562 (trunk)
2007-11-04 08:39:05 +00:00
Christoph Oelckers
659107cacf - Added text color options to menu code so that the skill definitions can set
the color of the menu's text.
- Externalized skill settings to ZDoom.pk3


SVN r559 (trunk)
2007-11-03 11:41:42 +00:00
Christoph Oelckers
52e5f8b8e1 - Added skill definitions to MAPINFO.
SVN r558 (trunk)
2007-11-02 22:03:03 +00:00
Christoph Oelckers
170b633e91 - added two new things which can set a sector's color without the need of tags
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
  sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
  enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
  for implementing custom skill definitions but right now all it does is
  returning the original values but keeping the related information all in one
  place


SVN r557 (trunk)
2007-10-29 22:15:46 +00:00
Christoph Oelckers
ab9a6623fd Forgot to save rh-log.txt for 555.
SVN r556 (trunk)
2007-10-29 20:29:07 +00:00
Christoph Oelckers
b15767c26f - Fixed: The pointer cleanup code must also check a sector's sky box pointers.
- Fixed: Right after teleporting P_SlideMove could cause player movement.
  Added a check for reactiontime to prevent that.
- Fixed: PainChances and Damagefactors were never freed.
- Added option to A_Chase that prevents the monster from moving.
- Fixed: The stained glass shards were missing the HEXENBOUNCE flag.
- Added some NULL pointer checks to AActor::GiveAmmo.
- Fixed: The FSwordMissile was missing the special damage handling that
  reduces damage when hitting a player.

SVN r555 (trunk)
2007-10-29 20:27:40 +00:00
Christoph Oelckers
3b477d7022 - Fixed: POwered up weapons with a different ready state than their base
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
  state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
  40.
- Fixed: The code which checked for hitscan traces hitting actors from above
  and below must test whether the calculated hit position is actually inside 
  the actor being checked. If it crosses the top/bottom plane outside the
  bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
  This was done to ensure compatibility with parsers that will parse these as
  identifier-aware script code later.


SVN r554 (trunk)
2007-10-19 08:49:02 +00:00
Christoph Oelckers
c81fe8d061 - Fixed: The code that checked hitscans entering an actor from above and below
calculated the hit position wrong.


SVN r553 (trunk)
2007-10-08 09:54:00 +00:00
Christoph Oelckers
90db40c70f - Fixed: Tne Imp's raise state sequence was wrong due to a typo.
- Fixed: The shotgun had spawn ID 21 instead of 27.
- Fixed: All 3 states in the DoomUnusedStates actor need to end with a 'stop'.
- Fixed: The DECORATE TakeInventory functions didn't check the IF_KEEPDEPLETED
  flag.
- Fixed: ClearInventory should leave ammo in the inventory because it might be
  referenced by undroppable weapons.
- Fixed: Several functions in a_artifacts.cpp were missing a check for a valid
  owner.
- Fixed: sc_man counted lines wrong when ungetting strings but getting tokens
  next.



SVN r552 (trunk)
2007-10-05 08:04:38 +00:00
Christoph Oelckers
e016a66dc0 - Fixed: When I changed the scaling of textures to full fixed point precision
I forgot to change the call that draws the automap marker numbers.
- Fixed: The chaingun-flash-checking code always checked the first player,
  not the calling one.
- Fixed: Hitscan traces didn't hit actors when entering from above or below


SVN r551 (trunk)
2007-09-27 14:08:45 +00:00
Christoph Oelckers
333ef105f7 - Fixed: The DECORATE expression evaluator was reading the operator token
from the wrong variable in a few places resulting in incorrect calculations.
- Fixed: MP3/OGG music always looped because the looping flag was always
  set when FMOD was called to play it.
- Removed upper limit of 1 for an actor's gravity factor.
- Fixed: A_VileTarget spawned the fire at coordinate (target->x, target->x)
  instead of (target->x, target->y). (Old vanilla bug.)


SVN r550 (trunk)
2007-09-27 11:30:23 +00:00
Christoph Oelckers
f94d971c06 - Fixed: F_StartFinale shouldn't get the information if the game is about
to end from level.nextmap. For example, this check is wrong for a secret
  exit.

SVN r549 (trunk)
2007-09-26 21:50:05 +00:00
Christoph Oelckers
09f5bbc2d3 - Fixed: AActor::CopyFriendliness must not copy the target if it has the
MF3_NOTARGET flag set.
- Fixed: Picking up weapons in deathmatch gives 2.5 times as much ammo as
  in other modes.


SVN r547 (trunk)
2007-09-25 23:31:27 +00:00
Christoph Oelckers
f62032ac6a - fixed: The #include command in DECORATE always tried to look up the name
as a normal WAD lump name. It only should do that if the name is not longer
  than 8 characters and doesn't contain any '/'-characters.

SVN r546 (trunk)
2007-09-23 08:02:57 +00:00
Christoph Oelckers
e8875041ca - fixed: THe Timidity player didn't close its temporary files and left them
behind because it couldn't delete them.
- added a $MidiDevice option to SNDINFO which can either set the preferred
  MIDI device for a song to Timidity or Windows' standard MIDI device.
  The reason for this: About 80% of my MIDI music collection sounds better
  with Timidity and the other 20% with Windows' standard synth and I'd like
  to be able to use each with the one that sounds better. For MUS files you
  can also force the use of OPL playback.
- added telefrag option to A_SpawnItemEx.


SVN r545 (trunk)
2007-09-12 00:20:11 +00:00
Christoph Oelckers
d0c3ebb5c2 - Fixed: Several options while changing maps only worked for the regular exit
but caused problems when used with the secret exit. Rewrote the code to
  set the next map at the beginning and removed all subsequent parts that
  tried to resolve it from the original data again.

SVN r544 (trunk)
2007-09-06 09:54:57 +00:00
Christoph Oelckers
c06bd09ee7 - Fixed: dumpmap crashed when used outside a map.
- Exported A_DeQueueCorpse to DECORATE. It seems I forgot this when exporting
  A_QueueCorpse.



SVN r542 (trunk)
2007-09-02 09:57:08 +00:00
Christoph Oelckers
6a3a47d77a - Moved setting of gameskill from M_ChooseSkill to G_DoNewGame because it
doesn't work in M_ChooseSkill when the full console is open.


SVN r541 (trunk)
2007-08-09 08:42:15 +00:00
Christoph Oelckers
5e2e389bd1 - fixed: The BFGBall's explosion sequence was missing a state.
- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its
  ice death sequence set.
- fixed: Ammo upon game start does not get multiplied when on easy skill.
  Implementing this as an inventory flag IF_IGNORESKILL also allows to create
  ammo/weapon/backpack types that don't multiply the ammo given when on this
  skill.
- moved Doom exit sounds into SNDINFO as $random definitions.
- Fixed: Dying Lost Souls could be reset to their see state if they slammed into
  something.

SVN r540 (trunk)
2007-07-28 12:38:10 +00:00
Christoph Oelckers
2829361c5c - Added DTA_TopOffset and DTA_LeftOffset values to the automap background drawer.
- Fixed: DECORATE color translations with explicit colors didn't work because the
  code treated byte values as fixed point.
- Fixed: LEVEL_NOALLIES must clear MF_FRIENDLY off any spawned actor except players.
  Otherwise it doesn't work properly.
- Fixed: Entering a backslash in the player's name box caused a crash because 
  the code analyzing the string was missing a NULL pointer check.
- Fixed: Thing_Hate and Teleport_ZombieChanger unconditionally made state jumps,
  even for dead monsters.
- Fixed: The palette flash for item pickup was not reset upon a player's death.
- Fixed: P_DamageMobj tried to get damage multiplier information from the
  damage inflictor, not the attacker.
- Fixed: PowerTimeFreezer::DoEffect did not call its superclass method.
- fixed: When morphed monsters died they tried to set MF3_STAYMORPHED for the
  attacker, not themselves. This caused a crash when they were killed by a crusher.


SVN r539 (trunk)
2007-07-12 15:15:57 +00:00
Christoph Oelckers
8f6fdc1d21 - Split thingdef.cpp into several files so that the state and property code
no longer gets in the way of the main parser.
- Changed A_MissileAttack, A_MeleeAttack and A_ComboAttack so that they use
  metadata. Now all the hack code associated with these functions can be removed.


SVN r538 (trunk)
2007-05-28 22:18:51 +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
91241eb96e - Fixed: Hirestex replacements for sprites didn't work properly due to some
incorrect calculations in R_ProjectSprite.


SVN r536 (trunk)
2007-05-27 15:33:05 +00:00
Christoph Oelckers
2345a1a5f0 - Fixed: The speed definition of PowerSpeed used PROP_SpeedFixed instead of
PROP_SpeedLong.
- Fixed: The Chainsaw's kickback was initialized to the default - not 0.


SVN r535 (trunk)
2007-05-27 12:16:43 +00:00
Christoph Oelckers
87383a32c6 - Fixed: Resurrecting a player must set mo->special1 to 0 because it is used
as a counter by the Hexen fighter's fist weapon.
- Fixed: The Wraithwerge's spirits shouldn't attack friends.
- Fixed: The Heresiarch's balls must not adjust their z-position after the
  Heresiarch dies.
- Added damage type specific pain chances and an MF5_NOPAIN flag that can be used
  to suppress entering the pain state altogether.
- Changed font initialization so that you can define replacements for the default
  fonts in FONTDEFS.
- Removed the 'add a bot' menu option since bots are beyond repair and therefore
  mostly useless.
- Fixed: Hitscan attacks must always spawn a puff so that it and its properties
  can be used as damage inflictor.


SVN r534 (trunk)
2007-05-26 10:50:32 +00:00
Christoph Oelckers
f4dcfad331 - Copied railgun sound fix from Skulltag.
- Made infighting a level flag. The old method still exists but the level flags
  will take precedence if set.



SVN r532 (trunk)
2007-05-20 11:08:36 +00:00
Christoph Oelckers
ea2ea7dbf0 - fixed: meleethreshold only has meaning when the attacking monster actually
has a melee attack.
- copied a colormap fix from Skulltag.


SVN r531 (trunk)
2007-05-13 20:21:26 +00:00
Christoph Oelckers
a6a5821f04 - Added a compatibility option to restore the original behavior of the Invisibility
powerup.
- Changed: Weapons are no longer checked for the EXTREMEDEATH and NOEXTREMEDEATH flags.
  For all damage related actions it will always be the projectile (or puff for hitscan
  attacks) that is treated as the damage inflictor.
- Fixed: Hexen's fourth weapons made extreme death depend on the weapon the player
  is holding, not the projectile that did the kill. The WIF_EXTREME_DEATH flag
  no longer exists as a result.
- Expanded PowerSpeed so that subclasses can be derived that alter the speed factor.
- Added an MF5_USESPECIAL flag that allows using things to execute their specials.
- added MF4_FORCERADIUSDMG flag so that exploding items can be created which
  are able to hurt boss monsters.
- moved ML_BLOCK_PLAYERS to the value 0x4000 to bring it in line with Skulltag's 
  implementation.


SVN r530 (trunk)
2007-05-12 11:14:09 +00:00
Christoph Oelckers
d60a5ee1b9 - added Skulltag's custom F1 help screen MAPINFO option.
- Fixed: Resurrecting a player must restore all flags words, not just the first one.
- Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE.
- added Skulltag's high jump rune as a powerup
- Added Skulltag's Drain and Regeneration runes as powerups and used specific player
  sounds for their sound effects instead of using misc/i_pkup.
  (If I ever decide to implement runes it will be in a way that can use the regular
  powerups instead of having to define specific classes for them.)
- Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable
  PowerDamage and PowerProtection. These new powerups allow free customization of
  the damage modification per damage type by inheriting from these classes and
  setting specific values. Such derived damage/protection powerups will be considered
  as separate powers so that for example a QuadDamage and a DoubleDamage item can be
  stacked which would result in 8x damage.
- merged player_t::cheats and player_t::Powers into one variable.


SVN r529 (trunk)
2007-05-10 22:22:38 +00:00
Christoph Oelckers
12c122a7dd - Fixed: player_t::Powers was not saved in a savegame.
- Removed all unused PW_* player power flags.
- Added Skulltag's TimeFreezer powerup.


SVN r527 (trunk)
2007-05-01 15:09:44 +00:00
Christoph Oelckers
f11525f90f - Moved most of the menu strings (except options and player setup menu) into the
string table.


SVN r525 (trunk)
2007-05-01 07:57:08 +00:00
Christoph Oelckers
6fad457592 - Fixed: GetLumpOffset must call SetLumpAddress when being called for uncompressed
Zip entries.
- Fixed: Some of Doom's weapon obituaries didn't have the $-prefix that indicates a 
  reference to the string table.
- Fixed: The check for a valid weapon's spawn state for weapon dropping was incorrect.


SVN r523 (trunk)
2007-04-30 08:09:51 +00:00
Christoph Oelckers
e08da03a3d - Increased precision of texture scaling factors to full fixed point. In the process
I got rid of the old tx and ty CVARs because they made the texture scaling
  much more complicated than it was actually needed (and besides, they were completely
  useless except for testing purposes anyway.)


SVN r522 (trunk)
2007-04-29 12:07:27 +00:00
Christoph Oelckers
6e5b1f1182 - Added a simple check for abstract weapon classes so that I can properly define
the DoomWeapon base class.
- Fixed: When the Tome of Power runs out it must also set any pending weapon
  back to their regular state.


SVN r521 (trunk)
2007-04-29 08:44:32 +00:00
Christoph Oelckers
ea4f160e35 - Added damage factors that allows to make monsters more or less resistant
to specific damage types.
- Changed Dehacked parser to use the DECORATE symbol tables for code pointers
  instead of creating its own ones.
- Removed the HandleNoSector hack and changed A_Look so that it uses the sector's
  sound target for actors with MF_NOSECTOR regardless of compatibility settings.
- Moved initialization of weapon slots after the actor initialization.
  With default weapons exported to DECORATE it can't be done earlier.
- Converted Doom weapons to DECORATE.
- Changed backpack definition so that Doom's backpack is no longer the base
  class that implements its functionality. Now there is an abstract base class
  all backpack-like items derive from. Also moved the actual definition of Doom's
  backpack to DECORATE.


SVN r519 (trunk)
2007-04-28 09:06:32 +00:00
Christoph Oelckers
9deec29b34 - added a CANUSEWALLS flag which allows a monster to activate 'use' specials
like doors. This flag is on by default for any monster which was the
  previous behavior.
- Optimized the DECORATE flag parser so it can more efficiently handle
  the deprecated flags. As a side effect of this optimization the deprecated
  flags became usable in A_ChangeFlag again.
- Changed LONGMELEERANGE flag into a MeleeThreshold property.
- Changed SHORTMISSILERANGE flag into a MaxTargetRange property.
- Added Thing_Stop action special.


SVN r517 (trunk)
2007-04-22 21:01:35 +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
Christoph Oelckers
a370ea70c6 - Fixed: ShowErrorPane deleted the StartScreen instead of just calling
NetDone.
- moved the DIM_MAP define into v_palette.h so that it can be accessed
  from outside the status bar code.
- Fixed: The check for non-swimmable water in UpdateWaterLevel checked for
  SECF_UNDERWATER instead of SECF_UNDERWATERMASK.


SVN r514 (trunk)
2007-04-22 07:45:18 +00:00
Randy Heit
f48ad6c4c3 - Switched ACS world and global arrays to the TMap class instead of
TAutoGrowArray. A map can handle a wide range of key values better than
  an array.
- Added a templated associative array class, TMap, that uses Lua's "chained
  scatter table with Brent's variation" algorithm. I had considered using
  hash_map until I discovered that it's not standard STL, and there are two
  major but incompatible implementations of it. So I rolled my own, and Lua
  seemed like a good place to go to for an efficient algorithm, since it
  makes heavy use of tables.


SVN r513 (trunk)
2007-04-12 23:00:52 +00:00
Randy Heit
f6dd9be993 - Fixed some const char * -> char * conversions flagged by GCC 4.2.0 in the
Win32-specific code.


SVN r508 (trunk)
2007-03-29 01:03:50 +00:00
Randy Heit
97ad5a0d6b - Adding blinky text to the ENDOOM screen.
SVN r507 (trunk)
2007-03-29 00:35:34 +00:00
Randy Heit
1f242fa79e - Changed MakeKey's hash algorithm from a CRC32 to Paul Hsieh's SuperFastHash.
SVN r506 (trunk)
2007-03-24 14:59:28 +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
38c821a96e - Fixed: Morphed players did not regain their innate armor when unmorphing.
(Only Hexen has players with innate armor, under normal conditions.)


SVN r504 (trunk)
2007-03-14 01:48:19 +00:00
Randy Heit
b49d4333b0 - Changed the default player.startitem amount from 0 to 1.
SVN r503 (trunk)
2007-03-13 00:59:29 +00:00
Randy Heit
453a6250a5 - Converted the TTY startup screen to a class for Linux.
SVN r502 (trunk)
2007-03-10 01:53:52 +00:00
Randy Heit
802a6f3138 - Increased the limit for the SorcererBallPop to 3 to be inline with the
other Heresiarch ball sounds.


SVN r500 (trunk)
2007-03-08 23:38:45 +00:00
Randy Heit
1a72c5f7b9 - Fixed: In Strife, using the shadow armor a second time while it is still
active should make you completely invisible and your first-person weapon
  inverse grayscale.


SVN r499 (trunk)
2007-03-08 23:34:54 +00:00
Randy Heit
72643bece6 - Changed P_SpawnPlayerMissile() to use the same height calculation as
P_(Aim)LineAttack().
- Added an AttackZOffset to PlayerPawn. This is the offset from the
  center of the player at which their attacks are fired and scales
  according to their crouched height.
- Changed the version of P_SpawnPlayerMissile() that takes coordinates
  to use that location as an offset from the standard attack location
  rather than as an explicit attack location.


SVN r498 (trunk)
2007-03-07 17:31:40 +00:00
Randy Heit
e01ff5707c - Added an IF_KEEPDEPLETED flag for inventory items to keep them in the
player's inventory even when they have been used up. If the item also
  has an inventory bar icon, it will be drawn darkened when it is
  depleted.


SVN r497 (trunk)
2007-03-07 02:24:24 +00:00
Randy Heit
560d4f8140 - Fixed: Thing_ProjectileAimed did not set the missile's speed correctly.
- The net start pane is now given focus when it is created, so it can
  receive keyboard input.
- Added playback of the "WeaponPickup" sound when a Hexen net game starts.
- Separated the different startup screens into classes for better
  modularization (which I should have done in the first place). (Sorry,
  have not done it for Linux yet, so that won't compile as-is.)


SVN r496 (trunk)
2007-03-06 01:33:18 +00:00
Randy Heit
3f1a681451 - Changed the net start pane to open underneath the existing window instead
of scrunching the startup screen up to make room for it.
- Added the red net notches for Hexen's startup screen.
- Added hprintf and status simulation for Heretic's startup screen.


SVN r495 (trunk)
2007-02-28 19:08:02 +00:00
Randy Heit
eef025dd4e - Fixed: When I converted the P_Thing_Projectile() code for target leading
to use the new vector routines, I had made dist calculate the squared
  length of the aim vector instead of the correct length.


SVN r494 (trunk)
2007-02-28 17:38:56 +00:00
Randy Heit
1ca9b88b11 - Fixed: When starting a new game from the menu while the fullscreen console
was open, the game was frozen before its initial setup tick until the
  console was closed. The most obvious result of this is that your view was
  stuck on the floor until the console closed.
- Fixed: Pressing ESC while editing your player name completely cleared the
  menus instead of simply canceling the name change.
- Fixed: The status bar still showed the rampage face if you held the fire
  button down while frozen.


SVN r493 (trunk)
2007-02-28 16:49:19 +00:00
Randy Heit
94ffa6d5ae - Added << operators for FString that function exactly like +=, except they
are left-associative, so you can use them like you would with an ostream
  and append to a string in a single expression without any overhead from
  allocating temporary strings as would happen if you used the + operator.
  In other words, instead of this:
     string += "Some string " + "that is assembled" + " in parts";
  You can do this and be more efficient while still being just as readable:
     string << "Some string " << "that is assembled" << " in parts";
- Changed PCD_PRINTBIND to include the command in its output if it isn't
  bound.
- Fixed: ACS_ExecuteWithResultValue could not be used inside a script because
  DLevelScript::RunScript() was not reentrant, thanks to having a global stack.
  The stack should be local to each instance of RunScript.
- Fixed: rt_draw4cols() could get stuck in rare situations where it thinks it
  should be drawing something but doesn't. Since long-term I plan to just
  replace all the masked drawing the variants of maskwallscan, I'm not going
  to try and find the real cause and fix it there. Instead, it just detects
  the situation and bails out when it finds it.


SVN r492 (trunk)
2007-02-24 17:56:43 +00:00
Christoph Oelckers
d26824e5d1 - Fixed: In the Doom2 cast finale it was impossible to toggle the console.
- Added APROP_Friendly actor property for ACS.
- Added a new flag, MF2_DONTREFLECT that prevents missiles from being reflected.
- Fixed: ALoreShot::DoSpecialDamage must check whether the shooter is still
  present. If it had been removed before the projectile hits its target
  a crash could occur.
- Fixed: GetPlayerInfo was missing breaks and always returned 0 as a result.
- Added Grubber's submission for printing key bindings in ACS.


SVN r491 (trunk)
2007-02-24 12:09:36 +00:00
Randy Heit
8682f37b24 - Fixed: $Ambient SNDINFO commands zeroed the AmbientSound structure, which
is a no-no when using FString.


SVN r490 (trunk)
2007-02-20 00:25:26 +00:00
Randy Heit
4de9e98fd1 - Fixed: DEM_WIPEON/OFF commands should be ignored during demo playback and
not pause the game, or the whole thing will be out of sync.


SVN r489 (trunk)
2007-02-20 00:05:42 +00:00
Randy Heit
99df21c901 - Fixed: Playing a demo in windowed mode no longer grabs the mouse.
SVN r487 (trunk)
2007-02-19 23:48:52 +00:00
Randy Heit
ecc45d5d6e - Added two new net commands: DEM_WIPEON and DEM_WIPEOFF. They keep track of
when a player is going through a screen wipe and act like a pause, so the
  game doesn't run several tics afterward to catch up with it.


SVN r485 (trunk)
2007-02-15 00:01:21 +00:00
Randy Heit
01cd91fd9e - Fixed: EV_Teleport() did not set players to their idle state, so if they
were running when the teleported, they would still be running afterward
  even though they weren't moving anywhere. Normally, P_XYMovement() does
  this when they stop due to friction.
- Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules
  for target switching on actors with MF5_NODAMAGE set.
- Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing
  commands to be the total count of things spawned, rather than a pretty
  much useless reference to the actor spawned at the last map spot.
- Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing()
  passed it a full-length angle.
- Fixed: When MF_SKULLFLY is removed because an actor slams into something,
  it was set to a see or spawn state, resetting its tic count and bypassing
  the effectiveness of the MF2_DORMANT flag. While I was at it, I decided
  dormant skulls shouldn't do slamming damage, either.
- Fixed: P_Thing_Spawn() returned success only if all thing instances were
  successfully spawned. As long as at least one thing was spawned, it should
  be considered a success.
- Fixed: Flipped single rotation sprites were only flipped every other 22.5
  degree interval.


SVN r484 (trunk)
2007-02-14 22:47:01 +00:00
Randy Heit
58d4c4f9ae - Fixed: S_ClearSoundData() did not stop any channels before freeing the
samples, a problem for the alternate sound renderer if it happened to be
  playing any sounds at the time, since it would try to keep on playing them.

SVN r483 (trunk)
2007-02-14 20:18:22 +00:00
Randy Heit
dea5cf9ba4 - Added two new cvars (win_x and win_y) that keep track of the window
position when not playing in fullscreen mode.
- Changed the upper-left window positioning that was always used in debug
  builds into a command line option (-0), so debug and release builds behave
  the same.


SVN r482 (trunk)
2007-02-13 00:10:16 +00:00
Christoph Oelckers
8ca5f3821d - Changed earthquake code to not add all the intensities but use the maximum
in DEarthQuake::StaticGetQuakeIntensity. The reason for this: Quakes were
  never supposed to be additive. Many maps, including Hexen's own have placed
  quake spots so that they cover a larger area but the areas covered by the
  single spots overlap. On such maps the view will shake like crazy and
  render the map nearly unplayable.


SVN r480 (trunk)
2007-02-10 21:22:31 +00:00
Christoph Oelckers
0320057260 - Fixed: The powered up Mace was missing its HoldAtkState.
- Added: Using "*" with ACS's music commands will play the level's default music set in MAPINFO.


SVN r478 (trunk)
2007-02-04 10:20:25 +00:00
Randy Heit
7c2fc08f35 - Added two new MAPINFO flags to control what actor activates impact lines:
* MissileShootersActivateImpactLines - the current behavior.
    * MissilesActivateImpactLines - the original Hexen behavior.


SVN r477 (trunk)
2007-02-04 02:12:54 +00:00
Randy Heit
26b886b960 - Fixed: The changecamera special should remove "past viewer" information
from the renderer in case the camera changed position or direction since
  the last time it was looked through. Otherwise, the renderer will
  interpolate from its previous view for one frame when it is switched to.
- Fixed non-POD parameter passing for GCC introduced in the previous commit.

SVN r476 (trunk)
2007-02-04 01:12:50 +00:00
Randy Heit
4a6fa7f2a3 - Removed the 63-character limit on sound names.
SVN r475 (trunk)
2007-02-04 00:33:17 +00:00
Randy Heit
b361ba05d8 - Reduced the rate at which drowning damage increases.
- Added more player water sounds:
    *dive - Played when your head goes below water.
    *surface - Played when your head goes back above water.
    *gasp - Played when you were drowning and get your air back.
  If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
  damage-specific player pain sounds. It looks for a sound with a name like
  "*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
  be assigned. Hence, the $playerreserve command has been eliminated, because
  it is no longer needed and it was never accessible from user wads, so I
  don't need to worry about breaking anything by removing it.


SVN r474 (trunk)
2007-02-04 00:22:56 +00:00
Randy Heit
ea0c7395de - Added a new fixrtext tool that sets the IMAGE_SCN_MEM_WRITE flag for
.rtext files in the assembly object files. Now I can avoid doing this at
  runtime, which means that ZDoom is now UPX-compatible if anyone wants to
  pack it.
  
  You will need to do a rebuild or manually delete the old assembly .obj files
  for the first build from this revision to succeed, since there are no
  changes to the assembly files themselves, and the build process will not be
  able to automatically detect that they need to be rebuilt.


SVN r473 (trunk)
2007-02-03 02:51:13 +00:00
Randy Heit
bac407c543 - Fixed: The SafeDivScales used a signed shift for their if test. This fails
when a == 0x80000000, because the result of abs will still be negative as
  long as we use signed math.
- Fixed: SafeDivScale31 performed DivScale32 instead.
- Fixed: R_DrawSpanP_ASM had a short jump into a different section.


SVN r472 (trunk)
2007-02-02 23:41:51 +00:00
Randy Heit
0b7b527ac2 - Fixed: When quiting from fullscreen mode, RestoreConView() did not ungrab
the mouse.
- Fixed an old Doom bug: Firing the chaingun with only one bullet still made
  it play its sound twice.


SVN r471 (trunk)
2007-01-31 00:52:33 +00:00
Randy Heit
095b11bc36 - Added an operator += for FString that takes an FName as input, since GCC
is unable to synthesize one.
- Converted xlatcc to use lemon during its build process. Now you don't need
  bison to rebuild everything anymore.


SVN r470 (trunk)
2007-01-31 00:30:42 +00:00
Randy Heit
72c93b479e - Added support for damage-specific player pain sounds.
- Removed the constraint that all $playerreserve SNDINFO commands must come
  before the other $player commands.
- Fixed: TArray::Reserve did not construct its newly allocated entries.
- Changed the damage type for drowning from 'Water' to 'Drowning'.


SVN r466 (trunk)
2007-01-28 04:59:04 +00:00
Randy Heit
ba5e77e021 - Fixed: Since FMemLump is now implemented on top of FString, it never
contains a NULL point, so the GetMem() method should fake it by
  returning NULL when the string is empty. Reverted p_xlat.cpp to its
  old revision.


SVN r465 (trunk)
2007-01-28 03:17:02 +00:00
Christoph Oelckers
37f701a462 - Fixed: The rewrite of FMemLump broke the non-standard use of it in
P_TranslateLinedefs.
- Fixed: ShowErrorPane can be called before ST_NetDone is valid so it has to
  check whether it is NULL.
- Fixed: The Megasphere had an incorrect pickup sound.
- Fixed: The new video initialization code could set the screen's Font pointer
  to NULL, causing a crash with levels that start in a secret sector.


SVN r464 (trunk)
2007-01-26 21:46:47 +00:00
Randy Heit
af13d6d686 - Fixed: If you called the FString assignment operator that accepts a
const char * with a string inside its buffer, it released the buffer
  before copying the string.
- Added a new FString constructor that creates the string from a lump.
- Fixed: G_DoReborn() calls G_InitNew() with mapname set to level.mapname.
  G_InitNew() then copies it onto level.mapname, which is undefined
  behavior (although it does work as we want it to).
- Modified FMemLump to store its data using FString. That class provides
  a convenient method of storing reference counted data, so now FMemLump
  doesn't need to muck about sneakily using const_casts and possibly
  tricking its users into thinking that an old one is still valid after
  being assigned to a new one.
- Fixed: The IMGZ, PNG, PCX, and JPEG loaders assumed the files were
  large enough for their headers without actually checking.



SVN r463 (trunk)
2007-01-25 04:02:06 +00:00
Randy Heit
36839136fb - Fixed: The simulated palette blends when the menu or console are open
were applied even when the status bar wasn't drawn. (In other words, even
  in situations where a real palette blend wouldn't have happened.)


SVN r462 (trunk)
2007-01-23 01:43:47 +00:00