Commit graph

3980 commits

Author SHA1 Message Date
Christoph Oelckers
5cc1b4991c - converted the boss brain to DECORATE.
- added an abstract base class for special map spots that are maintained in 
  lists and rewrote the boss brain, the mace and DSparil to use it.
- fixed: RandomSpawners didn't destroy themselves after finishing their work.


SVN r1076 (trunk)
2008-07-20 14:42:54 +00:00
Christoph Oelckers
6d9b897681 - fixed: Textures marked as complex must not redirect to the base patch.
- fixed: Alpha for composite textures was not applied.
- fixed: The CentaurMash didn't inherit from the Centaur.
- added some NULL pointer checks to the sound code.


SVN r1075 (trunk)
2008-07-20 08:34:24 +00:00
Christoph Oelckers
5dc42121b7 - Fixed: When Heretic's Mace was replaced by a non-child class A_SpawnMace still
treated it as a mace and wrote into some undefined memory.
- Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement.
- Added a speed parameter to A_SkullAttack.
- Fixed: Black as first or only blood color didn't work.
- Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag.
- Fixed: Spawning a player could play the *gasp sound.
- Fixed: SBARINFO's health display didn't scale to the proper maximum.
- Added Skulltag's Teleport_NoStop action special.


SVN r1074 (trunk)
2008-07-19 12:40:10 +00:00
Christoph Oelckers
a5c52d8371 SVN r1072 (trunk) 2008-07-15 17:02:16 +00:00
Christoph Oelckers
c4a1ca2ac8 - Fixed: Friendly spectral monsters should be able to hurt unfriendly ones
and vice versa.
- Fixed: In deathmatch specral missiles spawned by players should hurt other
  players.
- Fixed: SpectralLightningBigBall didn't set the proper owner for the lightning
  projectiles it spawned.
- Changed the EntityBoss's attack function to call the equivalent spectre
  functions instead of duplicating their code.
- Gave many of Strife's code pointers that only had a number as name more
  meaningful names. 
- Fixed: All spectral attacks must set 'health' first before P_CheckMissileSpawn
  is called.


SVN r1071 (trunk)
2008-07-12 10:59:36 +00:00
Christoph Oelckers
d0031b7fe7 - Added a compatibility option to play sector sounds from the precalculated
center because some maps apparently abuse the behavior to make the sound
  play somewhere where it can't be heard by the player to fake silent movement.
- Fixed: The S_Sound variant taking an actor must check if the actor is not
  NULL.
- Fixed: ACS's ActivatorSound must check if the activator is valid.
- Changed stats drawing so that multi-line strings can be used.


SVN r1070 (trunk)
2008-07-12 08:16:19 +00:00
Randy Heit
87d7b3601a - Added a check to G_DoSaveGame() to prevent saving when you're not actually
in a level.
- Fixed: Serialized player data must always be loaded, even if it's simply to
  be discarded, so that anything serialized after the players will load from
  the correct position in the file when revisiting a hub map.


SVN r1069 (trunk)
2008-07-06 03:52:53 +00:00
Christoph Oelckers
448b8955c5 - Changed: AInventory::Tick now only calls the super method if the item is not
owned. Having owned inventory items interact with the world is not supposed
  to happen.
- Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'.
- Fixed: When a weapon is destroyed, its sister weapon must also be destroyed.


SVN r1068 (trunk)
2008-07-05 19:06:30 +00:00
Christoph Oelckers
ac4fb23c35 - last commit was incomplete. Forgot to save 2 files.
SVN r1067 (trunk)
2008-07-05 10:31:36 +00:00
Christoph Oelckers
d2f1515aa6 - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed.
- Added a check for PUFFGETSOWNER to A_BFGSpray.
- Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation
  to players only.
- Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits 
  instead of FMapThing::ClassFilter.
- Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn.
  It must do this itself after setting the proper owner.
- Fixed: CCMD(give) increased the total item count.
- Fixed: A_Stop didn't set the player specific variables to 0.


SVN r1066 (trunk)
2008-07-05 10:17:10 +00:00
Randy Heit
860b9254ef - I suppose this minsavever needs to be bumped too, eh?
SVN r1065 (trunk)
2008-07-05 03:36:49 +00:00
Randy Heit
cdba77a406 - Undo inadvertent commit of bad zdoom.sln.
SVN r1064 (trunk)
2008-07-05 03:34:00 +00:00
Randy Heit
78890d57bc - Fixed: Screenwipes now pause sounds, since there can be sounds playing
during it.
- UI sounds are now omitted from savegames.
- Fixed: Menu sounds had been restricted to one at a time again.
- Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that
  it will occur after the players are loaded.
- Added fixes from FreeBSD for 0-length and very large string buffers
  passed to myvsnprintf.


SVN r1063 (trunk)
2008-07-05 03:32:44 +00:00
Randy Heit
0632a35b18 - Rewrote myvsnprintf to use the StringFormat routines directly so that no
additional memory needs to be allocated from the heap.


SVN r1062 (trunk)
2008-07-02 18:08:06 +00:00
Randy Heit
7ed0311221 - Polyobject sounds now play from their lines, similar to the way sector
sounds are handled.
- Why do polyobjects have a 3D start spot? Flattened it to 2D.
- Moved the sector sound origin calculation out of fmodsound.cpp and into
  s_sound.cpp so that the near sound limiting will use the correct sound
  location for deciding on neighbors.


SVN r1061 (trunk)
2008-07-02 03:50:17 +00:00
Christoph Oelckers
2fccefa995 - bumped min. savegame version for changes in sound code.
SVN r1060 (trunk)
2008-07-01 08:34:33 +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
601a6ad04c - Adjusted the noise debug table so that fractional volume levels do not
run into the adjacent columns.
- Added a NullSoundRenderer so that most of the checks against a NULL GSnd
  can be removed.
- Fixed: Looping sounds must always successfully allocate a channel, even if
  it's only a pre-evicted channel.


SVN r1058 (trunk)
2008-07-01 01:28:22 +00:00
Christoph Oelckers
ac32bd72bb - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should
reset this counter but that can't be done due to unwanted side effects with
  existing weapons.
- Changed the 'scale' variable in CVAR(turbo) to double because the calculations
  depended on the current floating point precision setting and only worked properly
  when set to 'precise' in VC++.


SVN r1057 (trunk)
2008-06-30 23:30:06 +00:00
Christoph Oelckers
2afac5c716 - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting
code to process their messages. This was necessary to handle the %zu format
  option used in some memory allocation failure messages.
- Fixed: The flat texture scaling action specials were completely broken.


SVN r1056 (trunk)
2008-06-29 08:42:07 +00:00
Randy Heit
d0b2c41270 - The sound code now handles restarting looping sounds itself. As far as
the rest of the game is concerned, these sounds will never stop once they
  have been started until they are explicitly stopped. If they are evicted
  from their channels, the sound code will restart them as soon as possible.
  This means that instead of this:
	if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
	{
		S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
	}
  The following is now just as effective:
	S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
  There are also a couple of other ramifications presented by this change:
    * The full state of the sound system (sans music) is now stored in save
      games. Any sounds that were playing when you saved will still be
      playing when you load. (Try saving while Korax is making a speech in
      Hexen to hear it.)
    * Using snd_reset will also preserve any playing sounds.
    * Movie playback is disabled, probably forever. I did not want to 
      update the MovieDisable/ResumeSound stuff for the new eviction
      tracking code. A properly updated movie player will use the VMR,
      which doesn't need these functions, since it would pipe the sound
      straight through the sound system like everything else, so I decided
      to dump them now, which leaves the movie player in a totally unworkable
      state.

June 26, 2008
- Changed S_Sound() to take the same floating point attenuation that the
  internal S_StartSound() uses. Now ambient sounds can use the public
  S_Sound() interface.
- Fixed: S_RelinkSound() compared the points of the channels against the
  from actor's point, rather than checking the channels' mover.
- Changed Strife's animated doors so that their sounds originate from the
  interior of the sector making them and not from the entire vertical height
  of the map.


SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
Christoph Oelckers
095b482624 - Added ISMONSTER flag for Commander Keen so he can be killed by 'kill monsters'.
SVN r1054 (trunk)
2008-06-28 23:23:33 +00:00
Christoph Oelckers
82dbebc3f1 - Removed some unused constant definitions from sc_man.cpp.
- Fixed: A_FireBlasterPL2 played the weapon sound with the missile as origin
  instead of the shooting player.


SVN r1053 (trunk)
2008-06-28 21:46:26 +00:00
Christoph Oelckers
0fc5a541b3 - Fixed: Dead players didn't get the MF_CORPSE flag set.
- Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter
  settings.
- Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item.
- fixed: Heretic's mace did not have its spawn ID set.


SVN r1052 (trunk)
2008-06-28 12:24:15 +00:00
Randy Heit
e391fe1aeb - For controls that are not bound, the customize controls menu now displays
a black --- instead of ???.


SVN r1050 (trunk)
2008-06-26 17:55:48 +00:00
Randy Heit
1b835d46c1 - Applied Gez's BossBrainPatch3.
SVN r1049 (trunk)
2008-06-26 17:32:48 +00:00
Randy Heit
0669fb675f - Fixed: P_BulletSlope() did not return the linetarget. This effected
the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS.


SVN r1048 (trunk)
2008-06-26 17:25:55 +00:00
Randy Heit
bb689ba3c9 - Fixed all the new warnings tossed out by GCC 4.3.
SVN r1047 (trunk)
2008-06-25 22:16:04 +00:00
Randy Heit
9c6e40e192 - Fixed: PickNext/PrevWeapon() did not check for NULL player actors.
SVN r1046 (trunk)
2008-06-24 03:32:28 +00:00
Randy Heit
1462e5efa4 - Fixed compilation issues with GCC.
- Removed special case for nobotnodes in MAPINFO.


SVN r1045 (trunk)
2008-06-24 02:56:27 +00:00
Christoph Oelckers
4ff07b68ee - Added support for ST's QUARTERGRAVITY flag.
- Added a generalized version of Skulltag's A_CheckRailReload function.
- Fixed: DrawImage didn't take 0 as a valid image index.
- Added Gez's RandomSpawner submission with significant changes.
- Added optional blocks for MAPINFO map definitions. ZDoom doesn't use
  this feature itself but it allows other ports based on ZDoom
  to implement their own sets of options without making such a MAPINFO 
  unreadable by ZDoom.


SVN r1044 (trunk)
2008-06-22 09:13:19 +00:00
Christoph Oelckers
b899fbeabe - Fixed: Picking up a weapon would sometimes not activate the grin.
SVN r1043 (trunk)
2008-06-16 23:43:31 +00:00
Christoph Oelckers
a86774fcdd - Changed: Line_SetIdentification will ignore extended parameters when
used in maps defined Hexen style in MAPINFO.


SVN r1042 (trunk)
2008-06-16 22:38:23 +00:00
Christoph Oelckers
e3a6507381 - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound.
SVN r1041 (trunk)
2008-06-16 19:36:48 +00:00
Christoph Oelckers
de53c3cd4c - Fixed: UseType was not properly set for textures defined in TEXTURES.
- Fixed: You couldn't set an offset for sprites defined in TEXTURES.
- Fixed some problems with last revision.

SVN r1040 (trunk)
2008-06-16 07:40:28 +00:00
Christoph Oelckers
d4c8cdf45a - Added read barriers to all actor pointers within player_t except for
mo, ReadyWeapon and PendingWeapon.


SVN r1039 (trunk)
2008-06-16 07:10:08 +00:00
Christoph Oelckers
7a215e538a - Added a read barrier to player_t::PrewmorphWeapon.
- Fixed: After spawning a deathmatch player P_PlayerStartStomp must
  be called.
- Fixed: SpawnThings must check if the players were spawned before
  calling P_PlayerStartStomp.


SVN r1038 (trunk)
2008-06-15 23:09:01 +00:00
Christoph Oelckers
2af3663744 - fixed typo in interpolation code.
SVN r1037 (trunk)
2008-06-15 20:15:44 +00:00
Christoph Oelckers
8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00
Randy Heit
7c40cf9ce0 - Increased the duration of respawn invulnerability by one second.
- DF2_YES_RESPAWN_INVUL and DF_FORCE_RESPAWN now apply to all multiplayer 
  games, not just deathmatch, without the need for turning on
  alwaysapplydmflags.
- Fixed: DF2_YES_RESPAWN_INVUL only worked in deathmatch, even with
  alwaysapplydmflags turned on.
- Fixed: DF_COOP_LOSE_ARMOR did not empty the starting armor items.


SVN r1035 (trunk)
2008-06-15 03:46:04 +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
0e6e1da970 - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t.
- Grouped the sector plane texture transformation options into a separate
  structure and replaced all access to them with wrapper functions.


SVN r1033 (trunk)
2008-06-14 15:26:16 +00:00
Randy Heit
4a1cb412f1 - Add environment 255, 255 as a way to get the software underwater effect in
any zone you want.
- Using a too-recent version of FMOD now gives an error, since there may be
  breaking changes to the API from one version to the next (excluding
  revisions in stable branches, which only represent bug fixes).
- Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone
  unnoticed before: The delayhi and delaylo parameters for Channel::setDelay()
  and getDelay() were swapped.


SVN r1032 (trunk)
2008-06-12 23:47:27 +00:00
Christoph Oelckers
3397266e0f - Fixed: P_ChangeSector could incorrectly block movement when checking for
mid textures linked to a moving floor.
- Fixed AActor's bouncefactor definitions which I accidentally changed when
  adding wallbouncefactor.
- Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead 
  of subtracting it.


SVN r1031 (trunk)
2008-06-12 10:08:50 +00:00
Christoph Oelckers
70ff0e8d2e - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array.
SVN r1030 (trunk)
2008-06-11 23:12:27 +00:00
Christoph Oelckers
decba274bf - Fixed: ACS's ChangeSky command didn't clean up the stack.
SVN r1029 (trunk)
2008-06-11 21:03:32 +00:00
Christoph Oelckers
1eb91fddcd - Fixed: Wall scrolling interpolations incremented their reference count twice.
- Fixed: Before a level's thinkers are loaded all previous interpolations must
  be cleared.
- Fixed: deleted interpolations didn't NULL the pointer in the interpolated
  object. Also added all interpolation pointers to DSectorMarker to ensure
  that they are properyl processed by the garbage collector.


SVN r1028 (trunk)
2008-06-11 12:17:45 +00:00
Christoph Oelckers
4e7a6c54ef - Added scaling to double size for idmypos display.
- Changed: Players don't telefrag when they are spawned now but after all
  actors have been spawned to avoid accidental voodoo doll telefragging.
- Fixed: ACS scripts for non-existent maps were started on the current one.
- Added a 'wallbouncefactor' property to AActor.
- Reverted forceunderwater change from r1026 and fixed the problem for real:
  SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec.
  So the initial check of the current sector in AActor::UpdateWaterLevel
  must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK.

SVN r1027 (trunk)
2008-06-10 09:16:01 +00:00
Randy Heit
2ca601eed1 - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's
armortype. It does not touch the armor given by the megasphere.
- Changed forcewater handling so that only control sectors created by one-
  sided lines become swimmable, since there's a good chance that a two-sided
  line is creating the control sector out of a normal, accessible portion of
  the map. (See e.g. linedef 29242 of zdoomcmp1.)


SVN r1026 (trunk)
2008-06-10 01:27:24 +00:00
Randy Heit
e203ccda20 - Added self-modifying code notifications for Valgrind.
Build with make VALGRIND=1 to turn them on.



SVN r1025 (trunk)
2008-06-08 02:31:30 +00:00