Commit graph

62 commits

Author SHA1 Message Date
Christoph Oelckers
c7644ca34e - Converted the Heretic sound sequences and the particle fountains to DECORATE.
- Added DECORATE support for setting an actor's args. If this is done
  it will also disable the actor's special that can be set in a map. This
  is for actors that want to use A_CountdownArg or similar functions
  that use the args for something different than the special's parameters.
- Converted a_sharedmisc.cpp to DECORATE.
- Added a new NActorIterator that can search for classes specified by name.
- Added a new constructor to TThinkerIterator that can search
  for DECORATE defined subclasses that are not represented by a real C++ class.
- Fixed: BuildInfoDefaults must set the parent symbol table so that 
  all actors can get to the global symbols stored in AActor.
- Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition.
- Fixed: A_VileAttack moved the flame without relinking it into the sector 
  lists. It also forgot to set the z-position correctly. (original Doom bug.)
- Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling.


SVN r401 (trunk)
2006-12-02 15:38:50 +00:00
Christoph Oelckers
0ba809234e - Fixed: The StrifePlayer couldn't obtain his default inventory because
APlayerPawn::GiveDefaultInventory gave him some HexenArmor even though
  he doesn't need it.
- Added custom blood type properties to DECORATE.
- Converted Blood to DECORATE and made some minor changes to the code
  in preparation for custom blood types.
- Converted the bot helper things to DECORATE.
- Added damage type specific crash states.


SVN r395 (trunk)
2006-11-29 10:03:35 +00:00
Christoph Oelckers
49422188f2 - Converted Heretic's Clink (Sabreclaw) to DECORATE.
- Added MissSound parameter to A_CustomMeleeAttack.
- Converted Heretic's Snake (Ophidian) to DECORATE.
- Added an option to A_CustomMissile to jump to the see state if
  the caller's target is dead.
- Fixed: A_ThrowGrenade didn't play the missile's spawn sound.
- Added MF_SPAWNSOUNDSOURCE flag so that Raven's missile spawning code 
  pointers can be recreated with DECORATE.
- Converted a_ravenambient.cpp to DECORATE.



SVN r388 (trunk)
2006-11-25 12:25:05 +00:00
Randy Heit
ef1a5a115f - Added a new MapMarker actor. Instead of appearing in the 3D view, it appears
on the automap instead. If its first argument is zero, the map marker itself
  appears on the automap, otherwise it is drawn on top of any actor with a TID
  matching that argument. If the second argument is one, then the map marker
  will only be appear if the player has previously seen the sector it is one.
  You can use Thing_Activate and Thing_Deactivate on markers to turn them on
  and off. And if you subclass MapMarker with DECORATE, you can easily make
  your own custom markers.
- Fixed: Map markers could not be drawn partially off the map. They were
  drawn either fully or not at all.
- Fixed: Map markers appeared in the wrong place on a rotated overlay map if
  screenblocks < 10.


SVN r356 (trunk)
2006-10-20 04:04:04 +00:00
Randy Heit
603e905c42 SVN r314 (trunk) 2006-08-31 00:16:12 +00:00
Christoph Oelckers
f66b7de8c8 - Took MF2_WINDTHRUST off AMorphedMonster. This is something that should not
be a default setting.
- Moved a_artiegg.cpp to g_shared and renamed it to a_morph.cpp to better reflect
  its meaning.
- Fixed: AMorphProjectile's PlayerClass and MonsterClass members must be serialized
  as FNames. Serializing them as ints is not safe because name indices are not 
  guaranteed to be the same each time the game is started. Same for APlayerPawn's
  MorphWeapon member.
- Converted EggFX, ArtiEgg, PorkFX and ArtiPork to DECORATE. 
- Added a new parameter to A_FireCustomMissile. Previously it always aimed
  straight ahead and altered the projectile's angle according to the resulting
  direction. If the 6th parameter is 1 now it will aim at the specified angle
  directly.
- Changed custom morphing to be based on a new MorphProjectile class, not
  the Heretic specific EggFX. The EggFX properties are now prefixed with
  'MorphProjectile.'. 


SVN r297 (trunk)
2006-08-17 09:54:42 +00:00
Randy Heit
0398ddcc76 - Changed the earthquake view shaking so that it works for anything and not
just players.


SVN r235 (trunk)
2006-07-01 00:21:36 +00:00
Christoph Oelckers
0e69196370 May 3, 2006 (Changes by Graf Zahl)
- Removed doom.x, heretic.x and strife.x from the SVN repository. These
  are generated files.
- Fixed: A_PainDie has to check whether a valid target exists before 
  calling IsFriend.
- Fixed: FDecalLib::FindAnimator needs a signed counter to work properly.

May 1, 2006 (Changes by Graf Zahl)
- Added support for game specific pickup messages, if only to be able
  to define Raven's invulnerability item in DECORATE.
- Removed A_TreeDeath because it is no longer used.
- Fixed: When picking up a PowerupGiver for an active powerup the
  blend color and the duration were transferred to a temorary item
  and never took effect. They have to be trnasferred to the newly created
  powerup item before trying to give it to the player, not afterward.
- Made the colormap of the InvulnerabilitySphere item specific. 
  The base power class still needs to have its color adjusted
  per game though and since Raven's invulnerability item is used in both
  Hexen and Heretic it can't define its own colormap/blend.
- Separated the invulnerability colormaps from the game being played
  and made them item specific. They can also be specified as regular
  blend colors in DECORATE now.
- Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp,
  a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE.
- Changed the Soulsphere to be a real health item with the Dehacked
  modifications made in d_dehacked.cpp as for most other items which
  need to be adjusted.
- Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER
  dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods
  from AInvulnerabilitySphere and ABlurSphere.
- Converted a_splashes.cpp to DECORATE.
- Converted most of a_debris.cpp to DECORATE.


SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
Randy Heit
735e6d72c4 - Added Jim's Makefile.linux;
- Changed: Decal scales now use full precision fixed point numbers.
- Changed: Keeping impact decals in their own statlist is enough to keep track
  of them for when one needs to be destroyed. There's no need to maintain a
  separate list for them.
- Fixed: Decal actors did not spread their decals across neighboring walls.
- Fixed: Decal groups did not initialize their IDs and could not be reliably
  used with the decal actor.
- Fixed: Decals on moving polyobjects were not interpolated. R_RenderDecal()
  now uses the decal's LeftDistance to calculate its visible location, so it
  always stays in sync with the wall's vertices. This also lets me dump some
  code from the polyobjects that maintained the decals' (x, y) coordinates.
  Also, the decals' x and y information is redundant and can be removed.
  Doing this revealed a bug with slider decals and horizontal sliding:
  That is, it didn't work at all. I have opted to simply remove the horizontal
  sliding support so that I don't have to worry about what happens when a
  decal slides across the edge of a wall.
- Fixed: DBaseDecal::LeftDistance was calculated as a 30.2 fixed point number.
  It should be 2.30 fixed point.


SVN r35 (trunk)
2006-04-13 02:01:40 +00:00
Christoph Oelckers
4982558bbf SVN r34 (trunk) 2006-04-12 21:49:03 +00:00
Randy Heit
e815474cbe - Fixed: ACS improperly calculated the address of local variables when
returning from one function to another function when the function that
  was called was used as part of an expression.
- Fixed: Using Thing_Hate with arg0 (hater) set to 0 from an open script
  could crash.
- Fixed: Some items along ledges in Hexen's MAP32 (Orchard of Lamentations)
  appeared at the bottom of the ledge (and consequently inside it) instead
  of on top of it because the items were placed directly on the lines.
  AActor::LinkToWorldForMapThing() needs to use the original R_PointOnLineSide()
  code to handle situations like this. Previously, it just used the original
  code for straight horizontal/vertical lines and used the new code for
  diagonal lines.
- Fixed: FWadCollection::MergeLumps() used in incorrect realloc.
- Fixed: FPlayList::NextLine() did not properly handle blank lines in the
  playlist.
- Changed: Decals now use lightweight thinkers instead of actors. (76 bytes
  versus 396, so you save 320k if you have 1024 decals present.)
- Fixed: Wads added with pullin were loaded immediately after the IWAD.
  Exec files are now processed immediately before -file but after autoloading
  wads in D_DoomMain().
- Fixed: sdl/i_system.h unconditionally defined SHARE_DIR, preventing
  redefinition from the command line.
- Fixed: The standard way to include SDL.h is <SDL.h>, not <SDL/SDL.h>.
- Fixed: Returned FActiveInterpolation::HashKey()'s return type to size_t,
  avoiding a pointer truncation warning.


SVN r30 (trunk)
2006-04-12 01:50:09 +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