- 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)
message. When trying to puke a script outside a map it crashed.
- Fixed: The random number generator for large numbers must mask out the
sign bit before performing a modulo.
- Now that the conversation states are pointers there is no need to make
AActor::ConversationAnimation virtual. No class overrides this method
anymore.
- Replaced AMacil1::TakeSpecialDamage with MF5_NODAMAGE.
- Fixed: AMacil2::TakeSpecialDamage and AOracle::TakeSpecialDamage didn't
check whether inflictor was NULL and crashed when used with 'kill monsters'.
- Fixed: Some Strife decorations didn't loop their animation
SVN r113 (trunk)
- Added string replacement option to obituary strings.
- Changed lock and pickup message handling so that it is either a real
string or a LANGUAGE identifier. The only reason I did the mixed format
in the first place were Hexen's lock messages but they have been
replaced by unique strings in the mean time so the feature isn't needed
any more.
- Added a flags parameter to TranslucentLine.
- Extended the second arg of Line_SetIdentification to set not only
ML_ZONEBOUNDARY but all 8 bits of the third byte in the flag word.
This allows a relatively simple means of setting all the new flags
directly.
- Moved ML_ZONEBOUNDARY to doomdata.h so that it is in the same place as the
other line flags.
- Fixed: Strife's teleport swirl didn't loop its animation.
- Fixed: Strife's rat is not supposed to be shootable.
SVN r110 (trunk)
- Fixed: FDoomEdMap needed a destructor.
- Fixed: Decal animators were never freed.
- Fixed: Colormaps were never freed.
- Fixed: Memory allocated in R_InitTranslationTables() was never freed.
- Fixed: R_InitParticles() allocated way more memory than it needed to. (And the
particle memory was never freed, either.)
- Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata.
- Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char *
before deleting it, because that's the way it was allocated.
- Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt.
Skip_super resets the dropitem list, so having it after "DropItem None" is
pointless.
- Fixed: Decorate DropItem information was never freed.
- Fixed: FinishStates() allocated even 0-entry state arrays.
- Fixed: Default actor instances were never freed.
- Fixed: FRandomSoundList never freed its sound list.
- Fixed: Level and cluster strings read from MAPINFO were never freed.
- Fixed: Episode names were never freed.
- Fixed: InverseColormap and GoldColormap were never freed. Since they're always
allocated, they can just be arrays rather than pointers.
- Fixed: FFont destructor never freed any of the character data or the font's name.
- Fixed: Fonts were not freed at exit.
- Fixed: FStringTable::LoadLanguage() did not call SC_Close().
- Fixed: When using the -iwad parameter, IdentifyVersion() did not release the
buffer it created to hold the parameter's path.
SVN r88 (trunk)
- 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)