Commit graph

480 commits

Author SHA1 Message Date
Magnus Norddahl
545ae678e8 Merge remote-tracking branch 'gzdoom/master' into qzdoom 2017-01-20 00:22:29 +01:00
Christoph Oelckers
3c30b59bab more inventory scriptification
* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.

- fixed: Passing local variables by reference did not work in the VM.
2017-01-19 23:42:12 +01:00
Magnus Norddahl
1c3440e391 Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/r_plane.cpp
#	src/r_plane.h
2017-01-16 06:03:21 +01:00
Christoph Oelckers
d2d6e5d486 - scriptified PowerFlight and PowerWeaponLevel2. 2017-01-15 23:21:38 +01:00
Christoph Oelckers
7503937a84 - scriptified PowerTargeter. 2017-01-15 19:44:43 +01:00
Rachael Alexanderson
05662e5c4d Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_bsp.cpp
#	src/r_plane.cpp
#	src/r_things.cpp
2017-01-09 09:51:06 -05:00
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Rachael Alexanderson
6e06adb795 Merge https://github.com/coelckers/gzdoom 2017-01-07 16:04:46 -05:00
Christoph Oelckers
c02281a439 - refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals. 2017-01-07 19:32:24 +01:00
Rachael Alexanderson
13972eed2b Merge https://github.com/coelckers/gzdoom 2017-01-03 21:31:55 -05:00
Christoph Oelckers
15f30886cd - scriptified the TimeFreezer powerup. 2017-01-03 20:06:20 +01:00
Rachael Alexanderson
972bdc2001 Merge https://github.com/coelckers/gzdoom 2016-12-28 12:41:18 -05:00
ZZYZX
ed2b73833b Enabled simple intermission for hubs 2016-12-28 14:06:28 +01:00
Rachael Alexanderson
92e4eef553 Merge https://github.com/coelckers/gzdoom 2016-12-27 19:37:53 -05:00
Christoph Oelckers
80f1661931 - fixed: The player checking code after loading a savegame was not changed when tracer was replaced with alternative for holding the player's unmorphed version. 2016-12-27 22:44:22 +01:00
Rachael Alexanderson
7ea4c9508f Merge https://github.com/rheit/zdoom 2016-12-26 15:46:17 -05:00
Christoph Oelckers
04ff4282ef - removed the global 'sector_list' variable.
If the calling code wants to recycle this it will have to pass a container variable to AActor::UnlinkFromWorld and AActor::LinkToWorld.
This was changed because keeping such data in a global variable is dangerous for a set of functions that can be called from a script.
Note that the scripted versions do not yet support saving of the touching_sectorlist.
2016-12-25 22:40:26 +01:00
Rachael Alexanderson
a78b713f4b Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/v_video.cpp
2016-12-06 18:19:08 -05:00
Christoph Oelckers
3af9232fca - scriptified a_strifeitems.cpp and a_debris.cpp.
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness.
- made 'out' variables work.
- fixed virtual call handling for HandlePickup.
2016-11-29 12:17:05 +01:00
Christoph Oelckers
7ea9f60464 - scriptified the Acolyte. 2016-11-28 10:41:36 +01:00
Christoph Oelckers
5ce5466e18 - scriptified hexenspecialdecs.
- made '->' a single token. Although ZScript does not use it, the parser tends to get confused and fatally chokes on leftover arrows so this ensures more robust error handling.
2016-11-27 20:14:43 +01:00
Christoph Oelckers
66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00
Christoph Oelckers
46757ff8bf - exported the native fields of FState and FLevelLocals as well. 2016-11-23 00:35:06 +01:00
Christoph Oelckers
6cc00e79a6 - made all internal struct types NativeStructs so that all variables of their types are made references. 2016-11-21 19:20:27 +01:00
Leonard2
7dbc4710f1 Add the new argument to all uses of the implement macro 2016-11-09 17:45:55 +01:00
Leonard2
bb2d61de50 Replaced the many implement macros with a single one that takes arguments instead 2016-11-09 17:45:53 +01:00
Christoph Oelckers
9563045305 - moved declaration of native fields into the respective class definitions.
This bypasses a declaration in the script in favor of a simpler implementation. In order to work it is always necessary to have an offset table to map the variables to, but doing it fully on the native side only requires adding the type to the declaration.
2016-11-04 00:19:36 +01:00
Christoph Oelckers
a45523fb63 - scriptified A_SpawnFly.
- added support for global variables to the code generator - not the compiler, though. For the handful of entries this is needed for it may just as well be done manually. So far FLevelLocals level is the only one being exported.
- fixed: The VM disassembler truncated 64 bit pointers to 15 digits because the output buffer was too small.
- resolve entire FxSequences instead of aborting on the first failed entry. This allows to output all errors at once.
2016-11-03 13:38:40 +01:00
Rachael Alexanderson
6755373f46 - fixed: map commands will now take capslock DM/COOP as arguments 2016-11-01 15:09:09 +01:00
Rachael Alexanderson
f72ebe6768 - Extended map, recordmap, and open commands to accept "dm/coop" as an extra parameter - to open maps in multiplayer mode with the requested ruleset. 2016-11-01 15:09:08 +01:00
Rachael Alexanderson
33637dda23 - fixed: map commands will now take capslock DM/COOP as arguments 2016-11-01 09:47:01 -04:00
Rachael Alexanderson
3102668dfa - Removed mp### commands, extended map, recordmap, and open commands to accept "dm/coop" as an extra parameter - to open maps in multiplayer mode with the respective ruleset. 2016-11-01 03:28:30 -04:00
Rachael Alexanderson
7333bdb57e - Changed helpful syntax error messages for mpmap, mprecordmap, and mpopen 2016-10-31 00:50:43 -04:00
Rachael Alexanderson
bc319dce1d - Corrected syntax error messages for mpmap, mpopen, mprecordmap
- Added initial state for "multiplayernext" to prevent possible initialization errors.

- Implemented "mpmap", "mpopen", and "mprecordmap". All 3 commands do exactly as their non-"mp" counterparts do, except they turn on multiplayer (botmode) emulation before doing so.
2016-10-31 00:49:19 -04:00
Rachael Alexanderson
4c5723c10a - Implemented "mpmap", "mpopen", and "mprecordmap". All 3 commands do exactly as their non-"mp" counterparts do, except they turn on multiplayer (botmode) emulation before doing so. 2016-10-31 00:29:15 -04:00
Rachael Alexanderson
043e761eec - Implemented sv_singleplayerrespawn 2016-10-25 09:25:56 +02:00
Rachael Alexanderson
edf2556ea3 - Implemented sv_singleplayerrespawn 2016-10-23 06:06:59 -04:00
raa-eruanna
e592473f57 Merge http://github.com/rheit/zdoom 2016-10-05 21:36:23 -04:00
Christoph Oelckers
59d5b42abf - fixed: G_UnsnapshotLevel should abort with an error if it cannot read the savegame.
- fixed: The exception handler in G_DoLoadGame needs to rethrow the exception it receives.
2016-10-05 19:02:53 +02:00
raa-eruanna
bbec9b86a3 - fixed: un-commented the line with said hack. oops. 2016-09-29 20:00:56 -04:00
raa-eruanna
1560ed07af Added a hack that allows maps using fogmap to display properly in the true-color renderer. Unfortunately, this could be implemented better but at least for now it's here. 2016-09-29 20:00:00 -04:00
raa-eruanna
1c25ad7ce4 Merge http://github.com/rheit/zdoom 2016-09-24 23:36:51 -04:00
Christoph Oelckers
6a6a0e8017 - removed some more hubtravel related player start fudging.
* do not skip the player_t init when travelling in a hub. The old player may still be needed in some edge cases. This applies only to singleplayer for now. The multiplayer version still needs reviewing. I left it alone because it may shuffle players around which is not wanted when doing hub travelling.
 * do not spawn two temp players in G_FinishTravel. Instead handle the case where no player_t::mo can be found gracefully by adding a few nullptr checks. This temp player served no real purpose except for having a valid pointer. The actual start position was retrieved from somewhere else.
2016-09-25 01:28:27 +02:00
Magnus Norddahl
5ef46d1730 Merge remote-tracking branch 'gzdoom/master' into qzdoom 2016-09-24 09:37:18 +02:00
Christoph Oelckers
86e9282193 - removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.

- do not I_Error out in the serializer unless caused by a programming error.

It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 14:04:05 +02:00
Christoph Oelckers
c17da32dbd - added object deserialization. It seems to work, at least the stuff I sampled looked like it was properly reatored and it triggers no error condition.
- always make the top level object randomaccess when opening a JSON file for reading. Some things won't work right if this is opened for sequential access.
2016-09-23 00:45:41 +02:00
Christoph Oelckers
f52e2a8cc4 - removed bogus BeginObject call in deferred script serializer. 2016-09-22 12:36:29 +02:00
Christoph Oelckers
68dc75bf9e - fixed: array clamping may only be done when reading a savegame.
- fixed generation of savegame names for level snapshots.
2016-09-22 11:51:29 +02:00
raa-eruanna
2a9e97688d Merge http://github.com/coelckers/gzdoom 2016-09-22 05:23:02 -04:00
Christoph Oelckers
f0e8e860f1 Merge branch 'master' into json 2016-09-22 09:09:48 +02:00
Christoph Oelckers
1e6b99cebd Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-22 09:06:34 +02:00
nashmuhandes
a49e15c541 Added REOPEN script type. These scripts behave just like OPEN scripts, except they will re-execute themselves every time the level is re-entered (ie as part of a hub). 2016-09-22 08:57:22 +02:00
Christoph Oelckers
5dfc396bb9 - read snapshots from zip. 2016-09-22 01:28:05 +02:00
Christoph Oelckers
f93e4813d1 - removed farchive.cpp and .h 2016-09-22 00:48:22 +02:00
Christoph Oelckers
1c9dbc3c36 - converted the basic savegame loader so that all remnant of FArchive have been removed now. 2016-09-22 00:18:31 +02:00
Christoph Oelckers
88c27e2cc0 - allow the compact and pretty writers for JSON to coexist by wrapping the whole stuff into another class that calls the proper one as needed. Due to the implementation it is not possible to decide at run time how this should behave so there have to be two different objects for either mode.
- savegame code handles new format.
2016-09-21 21:57:24 +02:00
Christoph Oelckers
ac3c00883d - implemented saving of new format savegames as zips. The code for that was adapted from zipdir.c. 2016-09-21 17:37:56 +02:00
Christoph Oelckers
810ef8f775 - save global savegame data to JSON as well.
This is incomplete and untested, just a safety commit before going on.
2016-09-21 12:19:13 +02:00
Christoph Oelckers
075e98c967 - use FCompressedBuffer to store level snapshots. FCompressedMemFile has been removed. 2016-09-21 01:48:23 +02:00
Christoph Oelckers
daf43f9d35 - added polyobject serializer.
- added sanity checks to prevent a savegame from being loaded with an incompatible map
- refactored a few things to simplify serialization.
- started work on main level serializer function.
2016-09-20 09:11:13 +02:00
Christoph Oelckers
c665cc53f9 - moved new code to its proper location and started moving the replaced old archive code to a placeholder file for easy removal later. 2016-09-19 10:34:54 +02:00
Christoph Oelckers
9313a99e12 - started implementing a JSON based serializer. Unfortunately it is far too slow to be of any real use. 2016-09-18 13:26:34 +02:00
raa-eruanna
dede94b7e2 Merge branch 'master' of https://github.com/coelckers/gzdoom
# Conflicts:
#	src/posix/cocoa/i_video.mm
#	src/win32/hardware.cpp
#	wadsrc/static/menudef.txt
2016-09-08 03:26:11 -04:00
raa-eruanna
32f758de41 Merge branch 'truecolor' of https://github.com/dpjudas/zdoom
# Conflicts:
#	src/v_video.cpp
2016-09-08 03:19:08 -04:00
Christoph Oelckers
58bc64ee8f Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-26 02:20:53 +02:00
Christoph Oelckers
465792df0a - make sure that after travelling has finished, no travelling thinkers are left in the list.
Since this list is excluded from regular thinker cleaning, anything that may survive through the end of G_FinishTravel will endlessly multiply and severely break the following savegames or just simply crash on broken pointers.
2016-08-26 02:16:06 +02:00
Christoph Oelckers
4a822a8f50 Merge branch 'master' of c:\programming\doom-dev\zdoom into Branch_97ff4cc02574e3773ff231b1d74c0fdb25e9440d 2016-08-25 22:02:23 +02:00
Christoph Oelckers
9ca6764556 Revert "- removed STAT_INVENTORY."
This reverts commit 5ff0abe568.

- use STAT_INVENTORY only for held items.

Seems this was causing some strange issues with hubs, but for items placed in the world it still cannot be allowed to have them in a different statnum.
2016-08-25 21:41:17 +02:00
Christoph Oelckers
5c267a2169 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/language.eng
2016-08-21 08:42:06 +02:00
Christoph Oelckers
5ff0abe568 - removed STAT_INVENTORY.
This was causing issues with sprite sorting. For this to work as intended, all actors in the world that display sprites need to remain in spawn order, including inventory items.
The only thing this statnum was used for were some bot related search actions which are simply not worth breaking actual maps for some very minor performance gain.
2016-08-20 19:10:14 +02:00
Magnus Norddahl
b322043724 Merge remote-tracking branch 'upstream/master' into truecolor 2016-06-19 23:13:16 +02:00
Christoph Oelckers
b7d13c0711 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-17 16:18:24 +02:00
Christoph Oelckers
05fabbe294 - fixed: G_InitNew may only clear the hub statistics when it is not called during loading of a savegame. 2016-06-17 16:14:58 +02:00
Magnus Norddahl
9420826094 Merge remote-tracking branch 'upstream/master' 2016-06-10 16:59:20 +02:00
Magnus Norddahl
0c8c9e0aea Added FDynamicColormap support to true color mode 2016-06-05 14:08:03 +02:00
Christoph Oelckers
18ebe92cfc Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/g_level.cpp
2016-06-01 11:45:57 +02:00
Christoph Oelckers
26a15d0ccc - delete thinkers before starting to restore the savegame data to avoid interference of the old thinkers' Destroy() method with the newly loaded data.
Note that even with this change it is still not possible to unarchive any thinker pointers before the thinker list has been loaded as it would create broken lists.
2016-06-01 11:43:56 +02:00
Christoph Oelckers
9c6e7753d8 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/p_spec.cpp
#	src/r_bsp.cpp
#	src/r_defs.h
2016-04-20 19:56:07 +02:00
Christoph Oelckers
e5dc92f998 - some reshuffling of save data so that the actors won't get restored before the sectors.
Note that this required splitting P_SerializeWorld, because sector_t and FSectorPortal contain some actor pointers, for which the same rule applies: Portal linking can only be done after all sectors have been read, meaning it cannot be done along with the rest of the data in these structures.

Obviously such a change breaks savegame compatibility so the min. savegame version had to be increased again.
2016-04-20 19:42:00 +02:00
Christoph Oelckers
082042818b - refactored sector portal data so that it does not rely on actors.
This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +02:00
Christoph Oelckers
990f5a79b4 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-18 15:29:45 +02:00
Christoph Oelckers
2327107f32 - fixed: Actors cannot be linked into the world until after all actors and sectors have been deserialized.
Two issues:

Portal linking requires all skyboxes in the sectors to be present, without them some info is not there when needed.
UpdateWaterLevel was called in AActor::Serialize, which operated on the freshly loaded level where lots of things haven't been set up yet and plane heights may be wrong.
2016-04-18 15:27:19 +02:00
Christoph Oelckers
447ce0abe7 Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts:
#	src/p_saveg.cpp
#	src/r_defs.h
2016-04-03 22:16:06 +02:00
Christoph Oelckers
3ee42f6aa6 - removed all savegame compatibility handling, since the data is just too different from what it was before to try to convert it. 2016-04-03 20:55:23 +02:00
Christoph Oelckers
ae14268989 Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts:
#	src/r_utility.cpp
2016-03-29 10:09:03 +02:00
Christoph Oelckers
0a238e7e18 Merge branch 'master' into floatcvt 2016-03-28 22:53:26 +02:00
Christoph Oelckers
a92de84cf7 - this stuff should not have been saved... 2016-03-28 22:53:10 +02:00
Christoph Oelckers
d87f861e87 Merge branch 'master' into floatcvt
# Conflicts:
#	src/p_spec.cpp
#	src/p_spec.h
2016-03-28 22:23:41 +02:00
Christoph Oelckers
263051a77b - removed a few unnecessary #includes. 2016-03-28 22:20:25 +02:00
Christoph Oelckers
a46a4c81b1 Merge branch 'master' into floatcvt
# Conflicts:
#	src/p_lnspec.cpp
#	src/p_spec.cpp
#	src/p_spec.h
2016-03-28 17:46:19 +02:00
Christoph Oelckers
b5f333798e - moved all scroller related code into its own file, including the DScroller class definition. 2016-03-28 17:27:55 +02:00
Christoph Oelckers
30b57fd7b0 - floatification of G_CheckSpot and a few other things. 2016-03-26 09:28:00 +01:00
Christoph Oelckers
48afdd7dcb Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts:
#	src/CMakeLists.txt
#	src/actor.h
2016-03-21 01:34:39 +01:00
Christoph Oelckers
289cdfbefd - made AActor::floorclip a double. 2016-03-20 23:42:27 +01:00
Christoph Oelckers
8362c6a856 - conversion of floorz to double. 2016-03-20 19:52:35 +01:00
Christoph Oelckers
51b05d331d - replaced AActor::vel and player_t::Vel with a floating point version.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.

Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers
671291227e - first stage of converting actor angles to float complete
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00
Christoph Oelckers
f0192a2349 Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-12 16:55:59 +01:00
Christoph Oelckers
651817fad7 - made AActor::velx/y/z and player_t::velx/y fixedvec's.
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00
Christoph Oelckers
7de2139e9f Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-10 15:15:59 +01:00
Randy Heit
76489e7638 More gracefully handle travelling to a map without matching player starts
- First, don't crash when travelling to a map in a hub that doesn't have
  any player starts that match the position given to Teleport_NewMap (or
  equivalent).
- Seconed, move the player to the location they were at when the left the
  level. At least that way, they shouldn't be in random geometry or off
  the map entirely.
2016-03-08 21:51:12 -06:00
Christoph Oelckers
a96d6ab072 Merge remote-tracking branch 'remotes/zdoom/master'
# Conflicts:
#	src/g_level.cpp
#	src/p_3dfloors.cpp
#	src/p_lnspec.cpp
#	src/p_saveg.cpp
#	src/p_spec.cpp
#	src/r_bsp.cpp
#	src/r_data/r_interpolate.cpp
#	src/r_data/r_translate.cpp
#	src/r_data/sprites.cpp
#	src/r_defs.h
#	src/r_sky.h
#	src/stats.h
#	src/textures/texturemanager.cpp
#	src/textures/textures.h
#	src/version.h
#	src/win32/fb_d3d9.cpp
#	src/win32/hardware.cpp
#	src/win32/i_system.cpp
#	wadsrc/static/actors/doom/doomarmor.txt
#	wadsrc/static/compatibility.txt
#	wadsrc/static/language.enu
#	wadsrc/static/mapinfo/common.txt
#	wadsrc/static/menudef.txt
#	wadsrc/static/xlat/eternity.txt
2016-03-01 18:50:45 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
954f03e531 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/actor.h
2016-02-25 01:40:36 +01:00
Christoph Oelckers
e11da06e69 - some preparations for actor interpolation through wall portals. 2016-02-25 00:41:31 +01:00
Christoph Oelckers
8362a4516f Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-24 11:26:35 +01:00
Christoph Oelckers
51da78ba29 - added a compatibility option to allow multiple exits to be triggered.
This is required by Daedalus's travel tubes which contain a faulty script with some leftover debug code.
2016-02-24 10:35:29 +01:00
Christoph Oelckers
56202c49f1 Merge branch 'master' of c:\programming\doom-dev\zdoom
# Conflicts:
#	.gitignore
2016-02-16 21:02:13 +01:00
Christoph Oelckers
6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
This was to resolve some circular dependencies with the portal code.
The most notable changees:

 * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
 * split off the parts from p_maputl into a separate header.
 * consolidated all blockmap related data into p_blockmap.h
 * split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
8bc7a0a24e Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-30 23:01:36 +01:00
Christoph Oelckers
0a0a2c4a41 - removed a warning. 2016-01-30 12:59:15 +01:00
Edward Richardson
40d90ba325 Game still needs to abort if no starts exist at all 2016-01-30 22:26:47 +13:00
Edward Richardson
c1e362ee83 Added level transition spawning for missing starts
- Additional player bodies are spawned for any absent starts in co-op.
- Removed now-redundant bot start limitation
2016-01-30 22:02:27 +13:00
Christoph Oelckers
6ae09334a3 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/r_defs.h
2016-01-19 10:51:42 +01:00
Christoph Oelckers
57ab1387f2 - yet more refactoring.
Note about A_SkelMissile: The direct change of the missile's position was changed to use SetOrigin. If this is later supposed to be portal-aware, such direct coordinate changes are a no-go to ensure that everything is properly maintained.
2016-01-18 18:52:24 +01:00
Christoph Oelckers
f391216ab9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-09 19:48:01 +01:00
Christoph Oelckers
71c7f2b42c - added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
2016-01-09 12:10:36 +01:00
Christoph Oelckers
4ed78d78cc Merge branch 'master' of https://github.com/rheit/zdoom 2015-11-25 11:51:11 +01:00
alexey.lysiuk
20bf4d6c8e Fixed crash on finishgame CCMD in non-game modes
http://forum.zdoom.org/viewtopic.php?t=49943
2015-11-21 17:43:49 +02:00
Christoph Oelckers
61e09da1be Merge branch 'master' of https://github.com/rheit/zdoom 2015-09-06 08:41:27 +02:00
Edward Richardson
9aabc85281 Fixed loading default map saves
- Just like normal maps, default map stores an FString as a map name.
2015-09-05 17:13:54 +12:00
Christoph Oelckers
02c3828e8d Merge branch 'master' of https://github.com/rheit/zdoom 2015-07-15 13:03:12 +02:00
Christoph Oelckers
19d15d7fc8 - fixed: Levels could be exited multiple times, triggering special exit actions for each one. 2015-07-15 09:25:04 +02:00
Christoph Oelckers
ab1d90038c Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/p_3dfloors.cpp
2015-04-25 19:45:27 +02:00
Randy Heit
8d501fdb9f Fix some issues with changing player viewheight at runtime
- Viewheight change was delayed: Viewheight must be copied to player
  structure as well as the PlayerPawn. Not sure if should actually use
  deltaviewheight to spread the change out over a few tics instead of
  being instant.
- Viewheight not preserved when travelling: player->viewheight must be
  restored from pawn->ViewHeight, because the temporary player set it back
  to the default viewheight.
2015-04-22 23:22:27 -05:00
Christoph Oelckers
6eb4e2a224 Merge branch 'master' of https://github.com/rheit/zdoom 2015-03-31 18:25:31 +02:00
Randy Heit
3463b87876 Fixed: MUSINFO was not multiplayer-aware
- Move MUSINFO change request out of FLevelLocals and into player_t. This
  allows the MusicChanger actors to change music for each player
  independantly. This is similar to PrBoom+, which switches depending on
  the displayplayer. The difference being, we don't actually track the
  music other players are listening to. (Which might not be a bad idea to
  implement at some point.)
- Moved a few fields in player_t for better packing.
2015-03-26 23:19:05 -05:00
Christoph Oelckers
97947f9e10 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	dumb/vc6/dumb_static/dumb_static.vcproj
	wadsrc/static/compatibility.txt
2015-03-15 11:42:59 +01:00
Randy Heit
c7842a8de8 Fix not-Windows 2015-02-24 20:13:03 -06:00
Randy Heit
e4a041cb4c When changing maps, print map name in console in lower case 2015-02-24 20:12:08 -06:00
Christoph Oelckers
714a9aa2c9 Merge branch 'master' of https://github.com/rheit/zdoom 2015-02-11 09:56:58 +01:00
Christoph Oelckers
337682934c - fixed: CF_FLY cannot be part of the player_t structure and be tracked properly. It needs to be part of the actor itself that has MF2_FLY set so it got moved to flags7.
- removed some fudging code that tried to work around the shortcomings of CF_FLY but was ultimately causing more problems than it solved.
2015-02-10 23:40:53 +01:00
Christoph Oelckers
20036a907a Merge remote-tracking branch 'remotes/zdoom/master' 2015-02-08 10:58:59 +01:00
ZzZombo
322742d4b1 - Fixed various instances of unused variables, accessing arrays out of bounds, initialization of non-primitive members in constructor's body, dead code, passing parameters by value instead of reference, usage of uninitialized variables, as reported by cppcheck. 2015-02-07 23:35:23 +08:00
Christoph Oelckers
aac1ce4eb7 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-27 11:52:32 +01:00
Christoph Oelckers
4f383e5aa7 - Nash's force fake contrast submission. 2014-12-26 13:43:49 +01:00
Christoph Oelckers
a7a2d55695 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/sdl/iwadpicker_cocoa.mm
2014-11-25 16:39:56 +01:00
Christoph Oelckers
a7f4185981 - now that we don't have to care anymore about SVN-related merging problems, let's save the 3 global variables of the GL renderer unconditionally, even if the software renderer is running. 2014-11-16 09:08:47 +01:00
ChillyDoom
ee977f94d7 - Moved bot thinking logic into DBot. 2014-11-14 16:54:56 +00:00
Edward Richardson
eceb37aa64 Added recordmap for recording demos from console
recordmap <filename> <map name>
Starts a new game from the specified map recording to the specified
filename
2014-11-01 17:47:29 +13:00
Edward Richardson
82ac6c999e Destroy old player mobjs when starting new games 2014-10-26 04:14:52 +13:00
Christoph Oelckers
aa338a4dc6 - fixed: G_FinishTravel must synchronize the CF_FLY flag with MF2_FLY. 2014-10-25 01:00:40 +02:00
Christoph Oelckers
2ada3fe00e - remove debug stuff. 2014-09-13 11:40:06 +02:00
Christoph Oelckers
50a8297201 - fixed: G_ChangeLevel must resolve warptrans map links before getting the next level's levelinfo. 2014-09-13 11:00:25 +02:00
Christoph Oelckers
1e82d72349 - fixed: G_FinishTravel must clear the MF2_BLASTED flag off the player pawn because this flag will result in damage from contact with other objects in the map. 2014-09-13 09:56:21 +02:00
Christoph Oelckers
a21f01bc5f - added jpalomo's submission to make freelook a 3-state setting, like crouch and jump. This required moving around the flags a bit so demo compatibility had to be bumped. It may also require adjustment for launchers that can set the dmflags. 2014-07-26 10:15:07 +02:00
Christoph Oelckers
8ec95dc58e - fixed a few places in the savegame code where map names were still truncated to 8 characters. 2014-05-20 10:14:44 +02:00
Christoph Oelckers
ff7913ace8 - fixed: When a level gets loaded the renderer's sky variables need to be set. 2014-05-17 09:46:58 +02:00
Christoph Oelckers
a375454474 - removed 8 character limit for map names. 2014-05-14 00:52:16 +02:00
Christoph Oelckers
24886b6734 - removed the last static character arrays from FLevelLocals. 2014-05-13 23:16:13 +02:00