but caused problems when used with the secret exit. Rewrote the code to
set the next map at the beginning and removed all subsequent parts that
tried to resolve it from the original data again.
SVN r544 (trunk)
- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its
ice death sequence set.
- fixed: Ammo upon game start does not get multiplied when on easy skill.
Implementing this as an inventory flag IF_IGNORESKILL also allows to create
ammo/weapon/backpack types that don't multiply the ammo given when on this
skill.
- moved Doom exit sounds into SNDINFO as $random definitions.
- Fixed: Dying Lost Souls could be reset to their see state if they slammed into
something.
SVN r540 (trunk)
- Fixed: DECORATE color translations with explicit colors didn't work because the
code treated byte values as fixed point.
- Fixed: LEVEL_NOALLIES must clear MF_FRIENDLY off any spawned actor except players.
Otherwise it doesn't work properly.
- Fixed: Entering a backslash in the player's name box caused a crash because
the code analyzing the string was missing a NULL pointer check.
- Fixed: Thing_Hate and Teleport_ZombieChanger unconditionally made state jumps,
even for dead monsters.
- Fixed: The palette flash for item pickup was not reset upon a player's death.
- Fixed: P_DamageMobj tried to get damage multiplier information from the
damage inflictor, not the attacker.
- Fixed: PowerTimeFreezer::DoEffect did not call its superclass method.
- fixed: When morphed monsters died they tried to set MF3_STAYMORPHED for the
attacker, not themselves. This caused a crash when they were killed by a crusher.
SVN r539 (trunk)
no longer gets in the way of the main parser.
- Changed A_MissileAttack, A_MeleeAttack and A_ComboAttack so that they use
metadata. Now all the hack code associated with these functions can be removed.
SVN r538 (trunk)
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)
as a counter by the Hexen fighter's fist weapon.
- Fixed: The Wraithwerge's spirits shouldn't attack friends.
- Fixed: The Heresiarch's balls must not adjust their z-position after the
Heresiarch dies.
- Added damage type specific pain chances and an MF5_NOPAIN flag that can be used
to suppress entering the pain state altogether.
- Changed font initialization so that you can define replacements for the default
fonts in FONTDEFS.
- Removed the 'add a bot' menu option since bots are beyond repair and therefore
mostly useless.
- Fixed: Hitscan attacks must always spawn a puff so that it and its properties
can be used as damage inflictor.
SVN r534 (trunk)
powerup.
- Changed: Weapons are no longer checked for the EXTREMEDEATH and NOEXTREMEDEATH flags.
For all damage related actions it will always be the projectile (or puff for hitscan
attacks) that is treated as the damage inflictor.
- Fixed: Hexen's fourth weapons made extreme death depend on the weapon the player
is holding, not the projectile that did the kill. The WIF_EXTREME_DEATH flag
no longer exists as a result.
- Expanded PowerSpeed so that subclasses can be derived that alter the speed factor.
- Added an MF5_USESPECIAL flag that allows using things to execute their specials.
- added MF4_FORCERADIUSDMG flag so that exploding items can be created which
are able to hurt boss monsters.
- moved ML_BLOCK_PLAYERS to the value 0x4000 to bring it in line with Skulltag's
implementation.
SVN r530 (trunk)
- Fixed: Resurrecting a player must restore all flags words, not just the first one.
- Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE.
- added Skulltag's high jump rune as a powerup
- Added Skulltag's Drain and Regeneration runes as powerups and used specific player
sounds for their sound effects instead of using misc/i_pkup.
(If I ever decide to implement runes it will be in a way that can use the regular
powerups instead of having to define specific classes for them.)
- Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable
PowerDamage and PowerProtection. These new powerups allow free customization of
the damage modification per damage type by inheriting from these classes and
setting specific values. Such derived damage/protection powerups will be considered
as separate powers so that for example a QuadDamage and a DoubleDamage item can be
stacked which would result in 8x damage.
- merged player_t::cheats and player_t::Powers into one variable.
SVN r529 (trunk)
Zip entries.
- Fixed: Some of Doom's weapon obituaries didn't have the $-prefix that indicates a
reference to the string table.
- Fixed: The check for a valid weapon's spawn state for weapon dropping was incorrect.
SVN r523 (trunk)
I got rid of the old tx and ty CVARs because they made the texture scaling
much more complicated than it was actually needed (and besides, they were completely
useless except for testing purposes anyway.)
SVN r522 (trunk)
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)
like doors. This flag is on by default for any monster which was the
previous behavior.
- Optimized the DECORATE flag parser so it can more efficiently handle
the deprecated flags. As a side effect of this optimization the deprecated
flags became usable in A_ChangeFlag again.
- Changed LONGMELEERANGE flag into a MeleeThreshold property.
- Changed SHORTMISSILERANGE flag into a MaxTargetRange property.
- Added Thing_Stop action special.
SVN r517 (trunk)
NetDone.
- moved the DIM_MAP define into v_palette.h so that it can be accessed
from outside the status bar code.
- Fixed: The check for non-swimmable water in UpdateWaterLevel checked for
SECF_UNDERWATER instead of SECF_UNDERWATERMASK.
SVN r514 (trunk)
TAutoGrowArray. A map can handle a wide range of key values better than
an array.
- Added a templated associative array class, TMap, that uses Lua's "chained
scatter table with Brent's variation" algorithm. I had considered using
hash_map until I discovered that it's not standard STL, and there are two
major but incompatible implementations of it. So I rolled my own, and Lua
seemed like a good place to go to for an efficient algorithm, since it
makes heavy use of tables.
SVN r513 (trunk)
so that I can create the ACS function Thing_Damage2. It's exactly the same as
Thing_Damage, except the damage type is specified by name. When I did this,
I noticed that it didn't do anything useful for a TID of 0, so I made it
affect the activator in that case.
- Added a new SetActorState ACS function:
int SetActorState (int tid, str statename, optional bool exact);
If tid is 0, it affects the script activator, otherwise it affects all the
matching actors. Statename is the name of the state you want to put the
actor in. The final parameter, exact, specifies whether or not partial
state name matches are accepted. If you don't specify it or set it to
false, if you try to do something like:
SetActorState (0, "Foo.Bar");
And the actor has a Foo state but no Foo.Bar state, it will enter the Foo
state. If you set exact to true:
SetActorState (0, "Foo.Bar", true);
Then the actor must have a Foo.Bar state, or it will not change state at
all, even if it has a Foo state.
The return value for this function is the number of actors that successfully
changed state. Note that you should refrain from using this function to
enter special states such as Death, or unpredictable results could occur.
SVN r505 (trunk)
P_(Aim)LineAttack().
- Added an AttackZOffset to PlayerPawn. This is the offset from the
center of the player at which their attacks are fired and scales
according to their crouched height.
- Changed the version of P_SpawnPlayerMissile() that takes coordinates
to use that location as an offset from the standard attack location
rather than as an explicit attack location.
SVN r498 (trunk)
player's inventory even when they have been used up. If the item also
has an inventory bar icon, it will be drawn darkened when it is
depleted.
SVN r497 (trunk)
- The net start pane is now given focus when it is created, so it can
receive keyboard input.
- Added playback of the "WeaponPickup" sound when a Hexen net game starts.
- Separated the different startup screens into classes for better
modularization (which I should have done in the first place). (Sorry,
have not done it for Linux yet, so that won't compile as-is.)
SVN r496 (trunk)
of scrunching the startup screen up to make room for it.
- Added the red net notches for Hexen's startup screen.
- Added hprintf and status simulation for Heretic's startup screen.
SVN r495 (trunk)
was open, the game was frozen before its initial setup tick until the
console was closed. The most obvious result of this is that your view was
stuck on the floor until the console closed.
- Fixed: Pressing ESC while editing your player name completely cleared the
menus instead of simply canceling the name change.
- Fixed: The status bar still showed the rampage face if you held the fire
button down while frozen.
SVN r493 (trunk)
are left-associative, so you can use them like you would with an ostream
and append to a string in a single expression without any overhead from
allocating temporary strings as would happen if you used the + operator.
In other words, instead of this:
string += "Some string " + "that is assembled" + " in parts";
You can do this and be more efficient while still being just as readable:
string << "Some string " << "that is assembled" << " in parts";
- Changed PCD_PRINTBIND to include the command in its output if it isn't
bound.
- Fixed: ACS_ExecuteWithResultValue could not be used inside a script because
DLevelScript::RunScript() was not reentrant, thanks to having a global stack.
The stack should be local to each instance of RunScript.
- Fixed: rt_draw4cols() could get stuck in rare situations where it thinks it
should be drawing something but doesn't. Since long-term I plan to just
replace all the masked drawing the variants of maskwallscan, I'm not going
to try and find the real cause and fix it there. Instead, it just detects
the situation and bails out when it finds it.
SVN r492 (trunk)
- Added APROP_Friendly actor property for ACS.
- Added a new flag, MF2_DONTREFLECT that prevents missiles from being reflected.
- Fixed: ALoreShot::DoSpecialDamage must check whether the shooter is still
present. If it had been removed before the projectile hits its target
a crash could occur.
- Fixed: GetPlayerInfo was missing breaks and always returned 0 as a result.
- Added Grubber's submission for printing key bindings in ACS.
SVN r491 (trunk)
when a player is going through a screen wipe and act like a pause, so the
game doesn't run several tics afterward to catch up with it.
SVN r485 (trunk)
were running when the teleported, they would still be running afterward
even though they weren't moving anywhere. Normally, P_XYMovement() does
this when they stop due to friction.
- Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules
for target switching on actors with MF5_NODAMAGE set.
- Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing
commands to be the total count of things spawned, rather than a pretty
much useless reference to the actor spawned at the last map spot.
- Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing()
passed it a full-length angle.
- Fixed: When MF_SKULLFLY is removed because an actor slams into something,
it was set to a see or spawn state, resetting its tic count and bypassing
the effectiveness of the MF2_DORMANT flag. While I was at it, I decided
dormant skulls shouldn't do slamming damage, either.
- Fixed: P_Thing_Spawn() returned success only if all thing instances were
successfully spawned. As long as at least one thing was spawned, it should
be considered a success.
- Fixed: Flipped single rotation sprites were only flipped every other 22.5
degree interval.
SVN r484 (trunk)
samples, a problem for the alternate sound renderer if it happened to be
playing any sounds at the time, since it would try to keep on playing them.
SVN r483 (trunk)
position when not playing in fullscreen mode.
- Changed the upper-left window positioning that was always used in debug
builds into a command line option (-0), so debug and release builds behave
the same.
SVN r482 (trunk)
in DEarthQuake::StaticGetQuakeIntensity. The reason for this: Quakes were
never supposed to be additive. Many maps, including Hexen's own have placed
quake spots so that they cover a larger area but the areas covered by the
single spots overlap. On such maps the view will shake like crazy and
render the map nearly unplayable.
SVN r480 (trunk)
from the renderer in case the camera changed position or direction since
the last time it was looked through. Otherwise, the renderer will
interpolate from its previous view for one frame when it is switched to.
- Fixed non-POD parameter passing for GCC introduced in the previous commit.
SVN r476 (trunk)
- Added more player water sounds:
*dive - Played when your head goes below water.
*surface - Played when your head goes back above water.
*gasp - Played when you were drowning and get your air back.
If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
damage-specific player pain sounds. It looks for a sound with a name like
"*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
be assigned. Hence, the $playerreserve command has been eliminated, because
it is no longer needed and it was never accessible from user wads, so I
don't need to worry about breaking anything by removing it.
SVN r474 (trunk)
.rtext files in the assembly object files. Now I can avoid doing this at
runtime, which means that ZDoom is now UPX-compatible if anyone wants to
pack it.
You will need to do a rebuild or manually delete the old assembly .obj files
for the first build from this revision to succeed, since there are no
changes to the assembly files themselves, and the build process will not be
able to automatically detect that they need to be rebuilt.
SVN r473 (trunk)
when a == 0x80000000, because the result of abs will still be negative as
long as we use signed math.
- Fixed: SafeDivScale31 performed DivScale32 instead.
- Fixed: R_DrawSpanP_ASM had a short jump into a different section.
SVN r472 (trunk)
is unable to synthesize one.
- Converted xlatcc to use lemon during its build process. Now you don't need
bison to rebuild everything anymore.
SVN r470 (trunk)
- Removed the constraint that all $playerreserve SNDINFO commands must come
before the other $player commands.
- Fixed: TArray::Reserve did not construct its newly allocated entries.
- Changed the damage type for drowning from 'Water' to 'Drowning'.
SVN r466 (trunk)
contains a NULL point, so the GetMem() method should fake it by
returning NULL when the string is empty. Reverted p_xlat.cpp to its
old revision.
SVN r465 (trunk)
P_TranslateLinedefs.
- Fixed: ShowErrorPane can be called before ST_NetDone is valid so it has to
check whether it is NULL.
- Fixed: The Megasphere had an incorrect pickup sound.
- Fixed: The new video initialization code could set the screen's Font pointer
to NULL, causing a crash with levels that start in a secret sector.
SVN r464 (trunk)
const char * with a string inside its buffer, it released the buffer
before copying the string.
- Added a new FString constructor that creates the string from a lump.
- Fixed: G_DoReborn() calls G_InitNew() with mapname set to level.mapname.
G_InitNew() then copies it onto level.mapname, which is undefined
behavior (although it does work as we want it to).
- Modified FMemLump to store its data using FString. That class provides
a convenient method of storing reference counted data, so now FMemLump
doesn't need to muck about sneakily using const_casts and possibly
tricking its users into thinking that an old one is still valid after
being assigned to a new one.
- Fixed: The IMGZ, PNG, PCX, and JPEG loaders assumed the files were
large enough for their headers without actually checking.
SVN r463 (trunk)
were applied even when the status bar wasn't drawn. (In other words, even
in situations where a real palette blend wouldn't have happened.)
SVN r462 (trunk)
- Fixed: AddLine() could corrupt memory if the length of the text being
added was longer than the console buffer.
- Fixed: FTexture::GetScaled(Left|Top)Offset returned the Width and Height
instead when the scale values were 0.
- Removed the unnecessary "mov ecx,c" from mscinlines.h:Scale().
SVN r461 (trunk)
DCanvas::DrawTexture() to calculate off the actual bottom of the image
instead of the height, improving precision. Now the scaled status bar is
flush with the bottom of the screen at 1280x1024, for instance.
SVN r458 (trunk)
Normally Direct3D sets the FPU to single precision. We don't want that,
since it can mean going out of sync with machines that are using the
standard precision. Additionally, the nodebuilder requires the extra
precision that single precision lacks.
SVN r455 (trunk)
3 new code pointers without general use it was necessary to handle
GiveDefaultInventory consistently for all players without the need to
subclass this function.
- Added a Player.RunHealth property to expose the StrifePlayer's behavior of
not being able to run when its health is below 10.
- Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor
and a BasicArmor item to the inventory. If these items are not the first ones
added to the inventory anything else that might absorb damage is not guaranteed
to work consistently because their function depends on the order in the inventory.
- Changed handling of APowerup's DoEffect so that it is called from the owner's
Tick function, not the item's. This is so that the order of execution is
determined by the order in the inventory. When done in the item's Tick function
order depends on the global thinker table which can cause problems with the
order in which conflicting powerups apply their effect. Now it is guaranteed
that the item that was added to the inventory first applies its effect last.
- Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could
cause a divide by zero.
- Fixed: P_MoveThing must also set the moved actor's previous position to
prevent interpolation of the move.
- Fixed: APowerInvisibility and its subclasses need to constantly update
the owner's translucency information in case of interference between different
subclasses. Also changed Hexen's Cleric's invulnerability mode to disable
the translucency effect if an invisibility powerup is active.
SVN r448 (trunk)
- Fixed: The PlayerSpeedTrail must copy the player's scaling information
(from Skulltag)
- Added r_maxparticles CVAR from Skulltag.
- Changed PCX loader so that it always loads the last 768 bytes of 8 bit graphics as a palette
SVN r447 (trunk)
MAPINFO keyword 'bordertexture' and are settable per map.
- Fixed: When used in DECORATE A_Explode must use A_ExplodeParms.
- Added custom label support to A_Chase. To enable resurrection from the
customizable version I also moved all A_VileChase stuff into p_enemy.cpp.
SVN r437 (trunk)
- Fixed: The screen wipe must be disabled for Heretic's underwater ending. If
not, the wipe will try to mix pictures with different palettes.
SVN r435 (trunk)
both named item.
- Switched ddraw.dll to be delay loaded. With D3D9 now being the default
display code, this avoids wasting time loading DDraw if it isn't needed.
- Fixed: The Win32 I_FatalError() did not set alreadyThrown, so it could get
stuck in an endless fatal error loop.
SVN r433 (trunk)
- Added more resolution options when playing windowed under SDL.
- Changed SDL mouse handling to be basically identical to the (non-DirectInput)
Win32 code. The mouse is polled periodically and constantly warped to the
center of the window. Despite what the SDL docs specify, SDL_WM_GrabInput()
is apparently no longer a reliable means of obtaining continuous relative
mouse motion events.
- Fixed: The non-Windows implementation of I_FindClose() did not check for -1
handles.
SVN r432 (trunk)
wadsrc/Makefile, nor did it use the makefile for cleaning.
- Added ST_NetMessage() for mixing miscellaneous messages with the network
startup meter, since they get mixed in the same space on the Linux terminal
and must be handled properly to avoid looking bad.
SVN r429 (trunk)
- Renamed the new armor properties to use the same names as Skulltag to avoid
confusion. They still don't need a separate base class as in Skulltag though.
- Added Skulltag-type armor bonus that increases the max amount that can be given
by other armor items.
- Separated all armor related code from a_pickups.cpp into a_armor.cpp.
SVN r427 (trunk)
because S_GetSoundPlayingInfo cannot properly resolve player and random sounds.
- Fixed: S_IsActorPlayingSomething has to resolve aliases and player sounds.
- Took S_ParseSndSeq call out of S_Init. This doesn't work when parsing SNDINFO
in D_DoomMain.
- Moved SNDINFO reading back to its old place after MAPINFO. This is necessary
for Hexen's music definitions.
SVN r425 (trunk)
- Fixed: Due to the changes for custom states the internal weapons shouldn't
define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
whether it was set by default or not. Now the MF2_SLIDE check checks both
flags and the BlastRadius code doesn't set MF2_SLIDE anymore.
SVN r422 (trunk)
- Fixed: The host would let more than the desired number of players connect.
- Decreased the frequency of packets in ST_NetLoop() to two per second.
- Fixed: During the i_net handshaking, guests never verified that the messages
they received were from the host.
- Removed the -net command line option. I'm not sure it even worked anymore.
SVN r421 (trunk)
warnings. At first, I was going to try and clean them all up. Then I decided
that was a worthless cause and went about just acting on the ones that
might actually be helpful:
C4189 (local variable is initialized but not referenced)
C4702 (unreachable code)
C4512 (assignment operator could not be generated)
SVN r420 (trunk)