Commit Graph

79 Commits

Author SHA1 Message Date
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 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 ac04233590 - Added Karate Chris's 'Take' console command submission.
SVN r624 (trunk)
2007-12-23 14:23:52 +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
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 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 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 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
Randy Heit 851bf89442 - Fixed all the warnings from GCC 4.2, including a handful that were
present in
  older GCCs.



SVN r430 (trunk)
2006-12-29 03:38:37 +00:00
Christoph Oelckers 29195a913c - Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.
- Added VSpeed DECORATE property so that an actor can be given an initial
  vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
  operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
  the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
  monsters and added it to the list of DECORATE code pointers. Now Quake-style
  zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
  spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
  health compatibility flag if max is 0. To do that it calls P_GiveBody now.


SVN r373 (trunk)
2006-11-04 13:06:42 +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 bcca366e8f - Removed A_JumpSet and merged its functionality with A_Jump by turning
A_Jump into a varargs function.
- Fixed: P_MorphPlayer() should check that the desired type is actually a
  PlayerPawn.
- Added an optional parameter to the morphme ccmd that specifies the player
  class to morph into.
- Changed the SetActorPitch, SetActorAngle, Thing_Spawn*, Thing_Projectile*,
  and Thing_Move functions so that TID 0 affects the activator.


SVN r362 (trunk)
2006-10-27 03:03:34 +00:00
Randy Heit 2efba66558 - Added the A_JumpSet function for what seems to be a fairly common scenario.
It is like A_Jump, except it accepts up to 20 jump targets. The jump
  probability is still the first parameter and controls whether any jump is
  taken at all; use 256 if you always want to jump. If a jump is taken, then
  one of the jump targets will be chosen at random, with each target having
  an equal chance of being chosen.
- Fixed: The unfreeze ccmd was not multiplayer-safe. And I renamed it to thaw,
  since it has nothing to do with the freeze ccmd.


SVN r360 (trunk)
2006-10-24 02:32:12 +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 5ac0789e6e - Added a type check to Spawn(actorname,...) to allow it to print a
meaningful message instead of the nondescript 
  'Tried to spawn a class-less actor'.
- Converted AGlassJunk to DECORATE and made the spawn function a little
  more flexible so that replacing the shard is easier.
- Converted ABloodSplatter to DECORATE.
- Removed A_Jiggle because it never worked properly.
- Changed DECORATE parser to allow commas between arguments for multi-
  argument properties. For all newly added properties this format will
  become mandatory but for backwards compatibility it is optional for
  old ones.
- Added a check for negative indices to TAutoGrowArray::SetVal to prevent
  passing an index of -1 from crashing the game.
- Fixed: Morphing must clear the weapon's flash sprite.
- Fixed: Resurrecting a morphed player caused a crash.
- Fixed: Random sounds that recursively refer to themselves caused a stack
  overflow. Now they print a warning and get ignored.


SVN r277 (trunk)
2006-07-31 10:22:53 +00:00
Christoph Oelckers ecce60e8f9 SVN r258 (trunk) 2006-07-16 09:10:45 +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
Christoph Oelckers 3c3a9dd8f8 - Deleted the programmer death script from strifehelp.acs because it is no
longer used.
- Fixed: strifehelp.acs and the PUMPUPS cheat need to give 10 UpgradeStaminas
  because that item is using Inventory::Amount now.


SVN r220 (trunk)
2006-06-24 08:03:15 +00:00
Christoph Oelckers 1faa6d57a4 - Fixed: The resurrect cheat didn't reset the player's damage type so
if he died by being frozen the blue blend didn't disappear.

SVN r216 (trunk)
2006-06-23 16:20:41 +00:00
Christoph Oelckers 550d687bcf - Fixed: The check to prevent items from being given to dead players
didn't work properly. It has to be done in the cheat code, not in
  APlayerPawn::AddInventory.
- Fixed: The medikit and stimpack used a MaxAmount of 100 so that
  stamina upgrades were ineffective.

SVN r214 (trunk)
2006-06-22 20:52:49 +00:00
Randy Heit c87e2252ed - Finally implemented code to keep some or all of your inventory intact when
respawning in coop. Now the new inventory code should finally be complete. :-)
- Fixed: PROP_Inventory_PickupMessage was improperly defined for non-VC++
  compilation.


SVN r197 (trunk)
2006-06-18 04:10:47 +00:00
Randy Heit d878c2e7d6 - Backported the classnames-are-names changes from the FP code.
SVN r97 (trunk)
2006-05-10 02:40:43 +00:00
Randy Heit fe84b6077e - Fixed: Conversion of c_bind.cpp to FString was incomplete.
- Fixed some functions that were declared as taking size_t's but defined as taking
  unsigned ints.
- Added a dummy object to delete sound environments on exit.
- Fixed: FWarpTexture did not delete its Spans when destroyed.
- Changed wadclusterinfos and wadlevelinfos arrays into TArrays.
- Added the TypeInfo::AutoTypeInfoPtr for TypeInfo::m_RuntimeActors so they can
  be automatically deleted.
- Changed TypeInfo::m_Types into a TArray so it will be automatically deleted
  on exit.
- Fixed: TArray::Resize() did not deconstruct entries when shrinking the array.
- Changed TArray::Push() so that it calls Grow() instead of duplicating the growth
  calculations itself.
- Calling TArray::Grow() for a small amount when the array is short should grow it
  a bit more than it was doing.

SVN r76 (trunk)
2006-05-04 06:14:52 +00:00
Christoph Oelckers da51ac7446 SVN r49 (trunk) 2006-04-16 13:29:50 +00:00
Christoph Oelckers 4dd936e438 SVN r43 (trunk) 2006-04-13 22:40:43 +00:00
Christoph Oelckers 25f90d6221 SVN r27 (trunk) 2006-04-11 16:27:41 +00:00
Christoph Oelckers e06ba32525 SVN r26 (trunk) 2006-04-11 08:36:23 +00:00
Randy Heit 09c28e5bf9 - Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
  instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
  NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
  must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
  not attached to an actor. This can happen, for instance, if the level is
  destroyed while the player is holding a powered-up Phoenix Rod. As part
  of its EndPowerup() function, it sets the psprite to the regular version,
  but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
  could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
  TypeInfo *) reference to operator<< and the generic, templated (object *)
  version, so a few places that can benefit from it now use it. I believe
  VC6 had problems with this, which is why I didn't do it all along. The
  function's implementation was also moved out of dobject.cpp and into
  farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
  last byte in a row if the image width is not an even multiple of the number
  pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
  useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.


SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
Randy Heit cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00