Commit graph

158 commits

Author SHA1 Message Date
Christoph Oelckers
b044c134d3 - fixed ammo usage issues with Dehacked modified weapons that switch attack code pointers. Unless Dehacked specifies an 'ammo use' value for a weapon any Dehacked modified weapon determines ammo use by attack function, like Doom did originally, and not by the weapon's AmmoUse property. This also addresses that the Cells/BFG shot value always modified the BFG itself.
- fixed: A_Saw depleted ammo after the attack so it still went through with it, even though it was out of ammo.


SVN r3522 (trunk)
2012-04-07 11:33:35 +00:00
Randy Heit
77a4b9a29b - Give actors modified via Dehacked than CANUSEWALLS flag, whether they look like monsters
at first glance or not.

SVN r3386 (trunk)
2012-02-23 03:24:13 +00:00
Christoph Oelckers
893455ef61 - sync source with latest GZDoom:
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.


SVN r3329 (trunk)
2011-12-06 08:36:28 +00:00
Randy Heit
04387a6924 - Initialize all parameters when converting MBF_PlaySound to A_PlaySound,
because volume was being passed as 0 to A_PlaySound.



SVN r3317 (trunk)
2011-11-24 03:59:02 +00:00
Christoph Oelckers
163301dcd5 - took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers
03177090c0 - removed some unnecessary r_ header #includes.
SVN r3257 (trunk)
2011-07-06 10:55:04 +00:00
Christoph Oelckers
fbff5ca932 - moved r_interpolate.cpp and r_translate.cpp to r_data.
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.


SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Randy Heit
d3b44a4172 - Fix errors/warnings from MinGW 4.5.0 (tdm-1).
- Disable the missing field initializers warnings that -Wextra produces from GCC.

SVN r3173 (trunk)
2011-03-29 05:20:33 +00:00
Christoph Oelckers
1993e969b7 - GCC warning fixes (GCC stupidity for the most part.)
SVN r3154 (trunk)
2011-02-19 08:59:43 +00:00
Christoph Oelckers
770a879f6a - fixed: The TouchedActors array in the Dehacked parser was not freed after parsing was done.
- Initialize the alt HUD explicitly in D_DoomMain.
- don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.

SVN r3039 (trunk)
2010-12-15 00:09:31 +00:00
Christoph Oelckers
df138fe4f9 - added a ClearCounters function to AActor that handles everything necessary to un-count an item that is not supposed to be counted but has some of the COUNT* flags set.
- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.

SVN r2826 (trunk)
2010-09-19 00:06:45 +00:00
Randy Heit
99670b708c - Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.
SVN r2790 (scripting)
2010-09-16 03:14:32 +00:00
Christoph Oelckers
35ba99ed31 - Added Gez's automap enhancements but made the new key icon optional.
SVN r2462 (trunk)
2010-07-25 21:46:51 +00:00
Christoph Oelckers
545a892faa - added Firebrand's patch to rename 'swap' due to naming conflicts in newer MSVC compilers.
SVN r2449 (trunk)
2010-07-23 21:19:59 +00:00
Randy Heit
178587fff2 - Merged SetState and SetStateNF into a single function.
- Added new sprite #### and frame character # to specify the behavior of sprite ---- on a
  per-sprite and per-frame basis respectively.

SVN r2291 (trunk)
2010-04-19 02:46:50 +00:00
Randy Heit
ee55e0319f - Standardized use of PClassActor::AllActorClasses for iterating over all classes of actors
instead of PClass::m_Types (now PClass::AllClasses).
- Removed ClassIndex from PClass. It was only needed by FArchive, and maps take care of the
  problem just as well.
- Moved PClass into a larger type system (which is likely to change some/lots once I try and actually use it and have a better feel for what I need from it).

SVN r2281 (scripting)
2010-04-16 02:57:51 +00:00
Randy Heit
42ac75e894 - Sync scriptbranch with trunk.
SVN r2269 (scripting)
2010-04-04 04:09:24 +00:00
Randy Heit
06995e26d9 - Be stricter about types accepted by spawning functions.
SVN r2265 (scripting)
2010-04-03 04:07:17 +00:00
Randy Heit
549ddf8035 - Use the standard DObject type system for the PSymbol hierarchy.
SVN r2264 (scripting)
2010-04-03 02:06:51 +00:00
Randy Heit
604b5ef673 - Removed the old meta data system. All meta data is now stored in subclasses of PClass. This
should simplify scripting, since it means that meta fields can be treated (mostly) the same as
  normal fields.

SVN r2242 (scripting)
2010-03-25 20:38:00 +00:00
Randy Heit
f88f601230 - Removed the third parameter from dumpclasses when it was restricted it to Actors, because
I have no idea what that was all about.
- Got rid of FActorInfo and merged it into a new PClassActor.

SVN r2240 (scripting)
2010-03-24 02:49:37 +00:00
Christoph Oelckers
593a050778 - fixed: Items spawned internally by ADehackedPickup::TryPickup must not count towards item statistics.
SVN r2204 (trunk)
2010-03-07 11:13:57 +00:00
Randy Heit
d19878efcb - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because
of this:
  * A cluster's flat definition can now be preceded by a $ to do a string table lookup.
  * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution
    for these is no longer handled specially and so will not be automatically disabled merely
    by providing your own MAPINFO.

SVN r2195 (trunk)
2010-03-06 03:28:22 +00:00
Randy Heit
913555aa4e - Synced the scripting branch with trunk.
SVN r2166 (scripting)
2010-02-17 04:46:11 +00:00
Randy Heit
739e684549 - Converted all action functions be directly callable by the VM (though they are not yet
usable).

SVN r2154 (scripting)
2010-02-12 06:04:57 +00:00
Randy Heit
735294884e - Fixed: savepatchsize was declared incorrectly in d_dehacked.cpp:DoInclude().
SVN r2040 (trunk)
2009-12-25 00:34:34 +00:00
Christoph Oelckers
cc3b7967a1 - Fixed: The Dehacked parser could read past the end of the file if the last
element was improperly defined.


SVN r2035 (trunk)
2009-12-20 19:14:10 +00:00
Randy Heit
30b21b2eea - Removed the one embedded DeHackEd lump restriction.
SVN r1972 (trunk)
2009-11-12 02:47:28 +00:00
Randy Heit
85cc335725 - Added dummy code generation for states that pass parameters to action functions.
Currently, they're only good for disassembly and pasting into a proper text editor
  for viewing.
- Fixed some problems with the FxExpression emitters that were revealed by actually
  using them on the standard actors.

SVN r1911 (scripting)
2009-10-15 03:58:23 +00:00
Randy Heit
1a442742f7 - Sync with trunk.
SVN r1872 (scripting)
2009-09-23 00:24:47 +00:00
Christoph Oelckers
9cc67f565c - Added a check to Dehacked code which tries to set the blend color.
It must set it to 0 if the alpha is 0 to avoid problems with special
  colormap detection.
- Changed SPECIALCOLORMAP_MASK again so that it does not interfere with
  any valid setting. It must use a value with a 0-alpha because these
  are guaranteed not to be produced by the DECORATE code elsewhere.
- Fixed precision issues with AddFixedColormap's search for identical colormaps.
- Added custom colormap support to texture composition code.
- Fixed initialization of FSpecialColormap::GrayscaleToColor. This is not
  a mapping from the palette but from a [0,255] grayscale ramp and used to
  apply colormaps to true color images for texture composition.

SVN r1867 (trunk)
2009-09-22 08:06:52 +00:00
Randy Heit
1eb7912bd8 - Make the autosegs read-only.
- Derive PClass from dobject.cpp. This has one major ramification: Since the PClass
  is not allocated until runtime, you cannot initialize any static/global data
  structures with pointers to PClasses using RUNTIME_CLASS. Attempting to do so
  will just initialize with a NULL pointer. Instead, you can initialize using
  the address of the pointer returned by RUNTIME_CLASS and dereference that. By
  the time you have an opportunity to dereference it, it will no longer be NULL.
- Sync CmakeLists.txt.
- Random fixes for problems GCC spotted.

SVN r1852 (scripting)
2009-09-17 01:36:14 +00:00
Randy Heit
fefc306a54 - Make PClass derive from DObject so that it can participate in garbage collection.
- Import VM.

SVN r1841 (scripting)
2009-09-16 01:39:44 +00:00
Randy Heit
7b23effc02 - Now that I think about it, why is MBFParamStates an array of pointers, anyway?
SVN r1840 (trunk)
2009-09-15 23:31:28 +00:00
Randy Heit
f1dc490151 - Fixed: The MBFParamStates array leaked memory.
SVN r1839 (trunk)
2009-09-15 22:44:07 +00:00
Christoph Oelckers
e5357d1b65 - added Gez's latest bugfix patch.
SVN r1836 (trunk)
2009-09-15 17:19:30 +00:00
Christoph Oelckers
3a6d66e230 - fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by
yesterday's additions. Changed it so that the parser first checks for 
  the presence of a '-' sign before deciding whether to use strtol or
  strtoul to convert the string into a number.


SVN r1831 (trunk)
2009-09-15 05:59:55 +00:00
Christoph Oelckers
4a057c1fdc - Added Gez's cleanup patch for MBF support but undid the deletion of the MF6_JUMPDOWN flag which will be implemented later.
SVN r1827 (trunk)
2009-09-14 23:50:21 +00:00
Christoph Oelckers
afab7855c4 - removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway.
The range checks this protected against can be safely omitted now that the misc fields are large enough.
- added MBF Dehacked emulation.

SVN r1824 (trunk)
2009-09-14 22:12:31 +00:00
Randy Heit
c1a578ba08 - Split the bounce types completely into separate flags and consolidated
the various bounce-related flags spread across the different Actor flags
  field into a single BounceFlags field.
- Fixed: P_BounceWall() should calculate the XY velocity using a real
  square root and not P_AproxDistance(), because the latter can cause
  them to speed up or slow down.


SVN r1796 (trunk)
2009-09-06 01:49:17 +00:00
Christoph Oelckers
ba28749df7 - fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
  resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
  only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, 
  not itself contrarily to other projectile spawning functions. 
  A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the 
  BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
  (using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
  were marked by index in the sector's line list but needed to be marked by
  line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for 
  save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
  because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
  info from an incorrect variable. To make this more robust the sequence index
  is now stored as a hexadecimal string to avoid storing binary data in a string.
  Also moved end sequence lookup from f_finale.cpp to the calling code so that
  the proper end sequences can be retrieved for secret exits, too.

SVN r1777 (trunk)
2009-08-30 10:43:51 +00:00
Christoph Oelckers
54c4e26f7d - Changed: DEHACKED parsing is disabled now when a user supplied DEHSUPP lump
is found. This mimics the old behavior which also disabled DEHACKED when
  the DEHSUPP lump was incompatible with the current engine. This behavior is
  needed to ensure that WADs that contain a ZDaemon-exclusive DEHSUPP lump
  continue to work as intended.

SVN r1748 (trunk)
2009-08-02 18:23:05 +00:00
Christoph Oelckers
641f946e32 - Fixed: The big endian version of PalEntry did not add the DWORD d field.
- Fixed: TObjPtr did not use a union to map its 2 pointers together.
- Added a compatibility mode for A_Mushroom. For DECORATE it is an additional
  parameter but to force it for Dehacked mods some minor hacks using the
  Misc1 variable were needed.


SVN r1746 (trunk)
2009-08-02 10:48:58 +00:00
Christoph Oelckers
1c8d442c32 - fixed some GCC warnings.
SVN r1738 (trunk)
2009-07-25 15:00:45 +00:00
Christoph Oelckers
627838f379 - Added loading directories into the lump directory.
- fixed: The Dehacked parser could not parse flag values with the highest bit
  set because it used atoi to convert the string into a number.

SVN r1624 (trunk)
2009-05-31 10:49:47 +00:00
Christoph Oelckers
e61b4b3c76 - Fixed: A_CountdownArg and A_Die must ensure a certain kill.
- Changed bounce flags into a property and added real bouncing sound properties.
  Compatibility modes to preserve use of the SeeSound are present and the old
  flags map to these.


SVN r1599 (trunk)
2009-05-23 08:30:36 +00:00
Christoph Oelckers
a732687548 - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were 
  still triggered.
  These #pragmas were responsible for >90% of the GCC warnings that were not
  listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
  parameter handling of the sound functions for attenuation was changed.
  Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. 
  Also added the option to specify attenuation with direct values in addition 
  to the predefined names.

SVN r1583 (trunk)
2009-05-15 10:39:40 +00:00
Randy Heit
cc9efce818 - Fixed: Removing malloc.h for every system because FreeBSD doesn't like
it is wrong.


SVN r1525 (trunk)
2009-04-08 04:14:37 +00:00
Christoph Oelckers
bf4e17703d - Fixed: Dehacked string replacement did not check the clusters' finaleflats.
- Changed the definition of several typedef'd structs so that they are
  properly named.
- Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer
  be possible to load DEHSUPP lumps from user WADs.
- Brought back the text-based DEHSUPP parser and changed it to be able to 
  reference states by label. Also changed label names of 
  DoomUnusedStates and added proper labels to all states that were
  previously forced to be the first state of an actor so that the old
  (limited) method could access them. This was done to address the following
  bug:
- Fixed: The player's death states calling A_PlayerSkinCheck should not be
  part of the state set that is accessible by Dehacked. These will produce
  error messages when mapped to non-players.

SVN r1512 (trunk)
2009-03-28 11:49:44 +00:00
Christoph Oelckers
4b064d9b5d - Added a range parameter to SNDINFO's $limit.
- Restored Dehacked music name replacement.


SVN r1416 (trunk)
2009-02-08 11:28:30 +00:00
Randy Heit
0b95b47f87 - Changed DECORATE replacements so that they aren't overridden by Dehacked.
SVN r1391 (trunk)
2009-02-03 05:46:55 +00:00
Christoph Oelckers
081658d3d5 - Fixed: The save percentage for Doom's green armor was slightly too low
which caused roundoff errors that made it less than 1/3 effective.
- Added support for "RRGGBB" strings to V_GetColor.
- Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly.
- Changed GetSpriteIndex to cache the last used sprite name so that the code
  using this function doesn't have to do it itself.
- Moved some more code for the state parser into p_states.cpp.
- Fixed: TDeletingArray should not try to delete NULL pointers.

SVN r1312 (trunk)
2008-12-07 12:11:59 +00:00
Christoph Oelckers
2221ab5668 - Finally has the right idea how to restore Doom's original clipping of projectiles
against decorations without breaking anything newer:
  Added a new 'projectilepassheight' property that defines an alternative height
  that is only used when checking a projectile's movement against this actor.
  If the value is positive it is used regardless of other settings, if it is
  negative, its absolute will be used if a new compatibility option is enabled
  and if it is 0 the normal height will be used.


SVN r1253 (trunk)
2008-10-05 11:23:41 +00:00
Christoph Oelckers
b21d837b5a - Fixed: player.colorrange didn't read the parameters correctly.
- Reverted an 'optimization' in d_dehacked.cpp that didn't work.


SVN r1247 (trunk)
2008-09-24 23:22:55 +00:00
Christoph Oelckers
954955c5a5 - Used the one unused byte in the state structure as a flag to tell what type
the NextState parameter is. The code did some rather unsafe checks with it
  to determine its type.
- moved all state related code into a new file: p_states.cpp.
- merged all FindState functions. All the different variations are now inlined
  and call the same function to do the real work.


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

SVN r1240 (trunk)
2008-09-21 18:02:38 +00:00
Christoph Oelckers
b07542ddd6 More header cleanup.
SVN r1225 (trunk)
2008-09-15 00:47:31 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers
2cad1c2c19 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
  another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
  to subclasses calling the super function. Changed TryPickup to pass the
  toucher pointer by reference.


SVN r1221 (trunk)
2008-09-13 22:08:41 +00:00
Christoph Oelckers
6a3b4a6c4d - Blood default color is set in the gameinfo now so that Chex Quest
can default to green instead of red.
- Fixed: The version of CheckNumForFullName that checks for a specific
  WAD did not work.
- Moved MAPINFO names into gameinfo structure.
- Added Chex Quest support. Credits go to fraggle for creating a 
  Dehacked patch that does most of the work. The rest includes a new
  MAPINFO and removal of the drop items from the monsters being used.



SVN r1185 (trunk)
2008-08-26 18:32:17 +00:00
Christoph Oelckers
1c034c1150 - Macro-fied access to action function parameters.
- Deactivated debug output code in d_Dehacked.cpp.
- fixed: A_FreezeDeathChunks crashed when a player's head got spawned.


SVN r1168 (trunk)
2008-08-13 22:54:24 +00:00
Christoph Oelckers
4fd717046e - fixed: Dehacked replaced pickups multiple times for changing its states.
- fixed: Dehacked must copy AInventory's state to any item it hacks to be a 
  pickup.
- fixed a few more DECORATE bugs.


SVN r1166 (trunk)
2008-08-13 09:11:19 +00:00
Christoph Oelckers
1957659b1b - Restructured the action function interface to remove the dependence on
the global CallingState variable.


SVN r1163 (trunk)
2008-08-12 14:30:07 +00:00
Christoph Oelckers
f4c07c45ec - Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
  into misc1 with SF_BIGTIC anymore. 
- Changed sprite processing so that sprite names are converted to indices 
  during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the 
  internal property parser which is no longer needed.


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


SVN r1137 (trunk)
2008-08-09 11:35:42 +00:00
Christoph Oelckers
0ad1bfe87e - Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.


SVN r1123 (trunk)
2008-08-07 08:18:48 +00:00
Randy Heit
fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
Randy Heit
a3e8a0cefd - Removed the S_Sound() variant that allows for pointing the origin at an
arbitrary point. It has been replaced with a variant that takes a polyobject
  as a source, since that was the only use that couldn't be rewritten with the
  other variants. This also fixes the bug that polyobject sounds were not
  successfully saved and caused a crash when reloading the game. Note that
  this is a significant change to how equality of sound sources is determined,
  so some things may not behave quite the same as before. (Which would be a
  bug, but hopefully everything still sounds the same.)


SVN r1059 (trunk)
2008-07-01 04:06:56 +00:00
Randy Heit
9e42cdaf08 - Replaced the naive area sound implementation with one that takes into
consideration the size and shape of the sector producing the sound. See
  the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
  the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
  S_Sound() for both names and IDs from now on.


SVN r1034 (trunk)
2008-06-15 02:25:09 +00:00
Christoph Oelckers
77b9c162e2 - Changed: The texture loader now looks for a TEXTURES lump for text based
texture definitions. HIRESTEX is still supported but deprecated.
- Removed all 16 bit values from texture manager.
- Changed: The texture manager now sorts all textures for a WAD by type
  to avoid priority issues with HIRESTEX defined textures.
- Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is
  always the same for both sides of a linedef. This also makes handling
  this in the UDMF parser easier because the linedef parsing function does
  not need to access the sidedef data.
- Added new ZDoom specific UDMF linedef and sidedef properties to map parser.
- Added new ZDoom specific UDMF sector properties to map parser.
- Added class definitions for new interpolators that are better 
  equipped to interact with the interpolated objects.
- Separated interpolation code into its own file r_interpolate.cpp.
- Added some simple customization options to the end game screens.
- Fixed: Polyobject detection in the internal node builder did not work 
  anymore due to some code rearrangement for UDMF map loading. To keep
  it compatible between all map formats the THINGS lump of binary format
  maps must be loaded before building the nodes. This also means that
  the spawning itself can be done in the same function for all map types
  (except Build) now.
- Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse
  which is more what would be expected from this option.
- Fixed: Weapons and ammo items that were modified by Dehacked gave full
  ammo when being dropped by monsters. To properly handle this the
  handling of spawning Dehacked modified pickups was changed to use
  the DECORATE replacement feature instead of hacking the spawn state
  of the original item and calling a spawn function from there.



SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
Christoph Oelckers
e105a29e99 - Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData functions and replaced all calls to P_OpenMapData that
  only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
  but keeps all existing information in the default and just adds to it. This
  is needed because Hexen and Strife set some information in their base
  MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
  * Finale texts loaded from a text lump
  * Demos
  * Local SNDINFOs
  * Local SNDSEQs
  * Image names in FONTDEFS
  * intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
  instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
  from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in 
  the map and the actor type they spawned.


SVN r882 (trunk)
2008-04-05 12:14:33 +00:00
Randy Heit
3237c6b4e8 - Changed MIDI playback to not bother playing super short songs that don't
contain enough music to fill the initial output buffers.
- Removed the read barrier around ADehackedPickup::RealPickup. If the real
  pickup is picked up, it may very well destroy itself before the dehacked
  wrapper's stubs that use it are called.
- Reverted revision 840. For a file we don't want end users to be touching,
  making DEHSUPP plain text sends out mixed messages: "Don't mess with this.
  Oh, by the way, it's plain text now to make it easier for you to edit."
  Is there some reason other than a desire to do away with binary lumps to
  make the distributed lump text?
- Added a new speakermode for Stereo + HRTF: "Headphones". This is the only
  way to get the HRTF low pass filter effect now.
- Fixed: No more than one sector could make noise at once.
- Trying out sound without varying priorities again. 
- Fixed: Need to use setSpeakerMix to let 2D sounds (aka streamed music) use
  their full volume range.


SVN r842 (trunk)
2008-03-23 05:24:40 +00:00
Christoph Oelckers
9c1fa19dd2 - Changed DEHSUPP loader so that it reads the text file directly. As a result
the DEHSUPP compiler is gone now. Unlike XLATCC I'm using FScanner though.
  A fully featured parser seems like overkill for this simple text file.


SVN r840 (trunk)
2008-03-22 21:07:31 +00:00
Randy Heit
ff387a952c - Fixed: D_dehacked.cpp/PatchThing() allocated an actor on the stack.
SVN r800 (trunk)
2008-03-13 00:45:35 +00:00
Randy Heit
f2660dc336 - Merged the GC branch back into the trunk, so now it can receive more
testing from the people who download SVN trunk builds.

SVN r795 (trunk)
2008-03-12 02:56:11 +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
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
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
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
d0c910fca6 - added Grubber's submission for customizable gravity per actor.
- Fixed: A_Jump didn't work for weapons or CustomInventory items.



SVN r456 (trunk)
2007-01-20 14:27:44 +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
693bf96cb3 - Merged FActorInfo::FindStateExact and FActorInfo::FindState into one function
because the differences are only minimal.
- Removed all the varargs FindState functions because they aren't really needed.
  The engine itself never explicitly checks for more than 2 labels and for the 
  rest a function that gets passed a FName array is more suitable anyway.


SVN r414 (trunk)
2006-12-16 14:06:21 +00:00
Christoph Oelckers
e55e4f0932 - Fixed: When a DehackedPickup replacement object is created it must copy
the state labels of the parent object.


SVN r410 (trunk)
2006-12-11 11:18:04 +00:00
Christoph Oelckers
1502215009 - Made AActor's xscale and yscale properties full precision fixed point
so now larger scales than 4 can be done.


SVN r381 (trunk)
2006-11-14 16:54:02 +00:00
Christoph Oelckers
80950553c6 - Converted the DoomPlayer to DECORATE.
- Extended all A_Jump commands to take labels as parameters in addition
  to offsets.


SVN r378 (trunk)
2006-11-05 21:46:28 +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
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
06630b0fee - Added support for scaled textures to DCanvas::DrawTexture.
- Changed deh.MaxHealth use to be consistent with other source ports.
- Added NULL pointer checks to APlayerPawn's state set functions. If these
  remove the player from the game a crash is the inevitable result.


SVN r325 (trunk)
2006-09-09 08:55:47 +00:00
Randy Heit
b25c7722f3 - Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
      optional bool not_mid, optional bool not_upper, optional bool not_floor,
      optional bool not_ceiling); and
  SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
      str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
  correction. When this is enabled, the only display ratio available is 4:3
  (and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
  through decorate. Just enclose it within parentheses, and the expression
  will be evaluated exactly as-is without the normal Doom damage calculation.
  So if you want something that does exactly 6 damage, use a "Damage (6)"
  property. To deal normal Doom missile damage, you can use
  "Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
  maintained by ObtainInventory.


SVN r288 (trunk)
2006-08-12 02:30:57 +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
Randy Heit
6695e255ce - Added actor replacement for DECORATE. This works at a higher level than
using duplicate DoomEdNums and will affect all attempts to spawn the
  replaced actor. However, because this happens for all spawns and not just
  at map load, the replacing actor must be compatible with the replaced
  actor, which means that an actor can only serve as a replacement for one
  of its baseclasses. For example, if you want to use a modified imp, you can
  use this DECORATE:
      actor MyImp : DoomImp replaces DoompImp
      {
          // Put changed properties here
      }
- New: The IWAD dialog now remembers the last IWAD you picked and
  automatically highlights it the next time you run the game. This also
  applies if you check "Don't ask me this again": The IWAD selected will be
  the one that gets automatically loaded, not the one located first. (Using
  the -iwad parameter will not change the default IWAD.) In addition, you
  can now bring the dialog up even if you disable it by holding down SHIFT
  during startup.
- Changed ExtractFilePath() and ExtractFileBase() to return FStrings instead
  of writing to a provided output buffer. ExtractFileBase() can also
  optionally keep the file's extension in the result.
- Removed the -heapsize parameter entirely. The informational message should
  no longer be needed.
- Removed -maxdemo parameter. There's no point to having it around since
  the demo buffer grows automatically.


SVN r238 (trunk)
2006-07-08 02:17:35 +00:00
Christoph Oelckers
1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00
Randy Heit
2a0216cf6f - Fixed: In the past, ZDoom worked like Doom and used integral values for
monster speeds. Now it uses fixed point so that an actor's speed property
  can always be considered is always fixed point. So DoSetActorProperty()
  should scale very slow speeds, just like dehacked's PatchThing() has done
  for some time now.


SVN r187 (trunk)
2006-06-14 03:57:58 +00:00
Randy Heit
e2179d5c2d Guess what. It's not 2005 anymore.
SVN r184 (trunk)
2006-06-11 01:37:00 +00:00
Randy Heit
5859aa7194 - Fixed: Information added with addkeysection and addmenukey was never freed.
- Fixed: A classic decorate FakeInventory's PickupText was never freed.
- Fixed: Colored lights were never freed.
- Fixed: When a dehacked patch was applied, the dehacked StateMap was never
  freed.
- Removed termdone checks around atterm(S_ClearSoundData) and
  atterm(S_Shutdown) because atterm() already checks for duplicates.
- Fixed: S_ClearSoundData() should unload all sounds before it clears S_sfx.
- Fixed: AltSoundRenderer::LoadSound() didn't check if the sound had already
  been loaded and lost the old sound data if it had been.
- Fixed: FinishDehPatch() needlessly duplicated the new DehackedPickup's name.
- Fixed: PatchStrings() allocated a private string and never freed it.


SVN r183 (trunk)
2006-06-11 01:06:19 +00:00
Randy Heit
6cd1e2ce6a - Fixed: CopyPlayer() in p_saveg.cpp should use normal assignment, not
memcpy to copy the player structures.
- Fixed compilation with MinGW again and removed most of the new warnings.

And following is the log that I forgot to paste in for the previous commit:

- Changed the memory management for FString. Instead of using a garbage
  collected heap, it now uses normal heap calls and reference counting to
  implement lazy copying. You may now use bitwise operators to move
  (but not copy!) FStrings around in memory. This means that the
  CopyForTArray template function is gone, since TArrays can now freely
  move their contents around without bothering with their specifics.
  
  There is one important caveat, however. It is not acceptable to blindly 0
  an FString's contents. This necessitated the creation of a proper
  constructor for player_s so that it can be reset without using memset. I
  did a quick scan of all memsets in the source and didn't see anything else
  with a similar problem, but it's possible I missed something.
- Fixed: Build tiles were never deallocated.
- Fixed: Using Build's palette.dat only got half the palette right.


SVN r117 (trunk)
2006-05-16 04:19:20 +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
Christoph Oelckers
d06793ad7e - Converted A_Puzzleitems.cpp and parts of A_HexenSpecialdecs.cpp to DECORATE and fixed a few broken Hexen items.
SVN r78 (trunk)
2006-05-04 19:36:12 +00:00