Commit graph

321 commits

Author SHA1 Message Date
Christoph Oelckers
cc066bc409 - complete restructuring of resource file handling for more flexibility and future
extensions.
- Removed merging of special namespaces. For the texture manager this has
  become totally useless so there is no need to do this anymore. Not merging
  the namespaces also allows a much more reliable detection of lumps belonging
  to special namespaces so the ScanForFlatHack function is no longer needed.
  Instead, any lump up to F_END with a length of 4096 will be marked for 
  inclusion as a flat texture if no F_START marker is found.
- Made the counting of intermission stats in Doom a GAMEINFO option so that
  it can be activated in all games.


SVN r1555 (trunk)
2009-04-23 22:49:38 +00:00
Randy Heit
1954f9ee84 - Gave the intermission screen sounds their own SNDINFO entries.
SVN r1551 (trunk)
2009-04-18 01:31:08 +00:00
Christoph Oelckers
9040710e62 - Updated UDMF spec to 1.1.
- Added -noautoload option.
- Added default Raven automap colors set. Needs to be tested because I can't
  compare against the DOS version myself.
- Extened A_PlaySound and A_StopSound to be able to set all parameters of the
  internal sound code.



SVN r1544 (trunk)
2009-04-14 09:06:03 +00:00
Christoph Oelckers
be9a05e32b - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their
NOBLOCKMAP flag taken away previously to make them move with a sector.
  This should fix the performance problem Claustrophobia had with recent
  ZDoom versions.


SVN r1537 (trunk)
2009-04-09 06:58:28 +00:00
Randy Heit
ac2f5aa632 - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP
but still have actors that will move up and down with the floor. IceChunk
  now uses both of these flags.


SVN r1536 (trunk)
2009-04-09 02:25:37 +00:00
Christoph Oelckers
78fb48302c - fixed: Any player class inheriting directly from PlayerPawn was left with
empty weapon slots due to the recent rewrite of the weapon slot assignment
  code. To handle such classes each game now defines a default weapon slot
  setting in its gameinfo. This will be used when a player class without any
  weapon slot settings is used.


SVN r1521 (trunk)
2009-04-04 17:46:33 +00:00
Christoph Oelckers
9d47afb304 - added 'damage' to the actor variables exported to DECORATE's expression
evaluator.
- fixed: solid corpses could block ripper missile that originally killed them.


SVN r1520 (trunk)
2009-04-04 09:28:10 +00:00
Randy Heit
4376c6b415 - Fixed: Doom's status bar was lacking its default face.
- Fixed: Custom skin face graphics were not added to the texture manager.


SVN r1519 (trunk)
2009-04-03 02:37:01 +00:00
Christoph Oelckers
bf4e17703d - Fixed: Dehacked string replacement did not check the clusters' finaleflats.
- Changed the definition of several typedef'd structs so that they are
  properly named.
- Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer
  be possible to load DEHSUPP lumps from user WADs.
- Brought back the text-based DEHSUPP parser and changed it to be able to 
  reference states by label. Also changed label names of 
  DoomUnusedStates and added proper labels to all states that were
  previously forced to be the first state of an actor so that the old
  (limited) method could access them. This was done to address the following
  bug:
- Fixed: The player's death states calling A_PlayerSkinCheck should not be
  part of the state set that is accessible by Dehacked. These will produce
  error messages when mapped to non-players.

SVN r1512 (trunk)
2009-03-28 11:49:44 +00:00
Christoph Oelckers
e4da63e9f3 - Changed: Making the gameinfo customizable by MAPINFO requires different
checks for map specific border flats.
- fixed intermission music for Doom 1.


SVN r1501 (trunk)
2009-03-23 17:46:59 +00:00
Christoph Oelckers
66fa1b01fe - intermission music for Doom2 was not correct.
SVN r1499 (trunk)
2009-03-22 15:19:30 +00:00
Christoph Oelckers
505031fa5a - removed gamemission variable because it wasn't used anywhere.
- removed gamemode variable. All it was used for were some checks that
  really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
  is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
  the data that is needed to decide which WADs to autoload.


SVN r1497 (trunk)
2009-03-22 11:37:56 +00:00
Randy Heit
273e4a946d - Cleaned up the mapinfos some.
SVN r1493 (trunk)
2009-03-20 02:53:34 +00:00
Randy Heit
7dd75670f4 - Fixed: After loading a savegame or unmorphing, a player's weapon slots
were empty.


SVN r1477 (trunk)
2009-03-13 03:18:06 +00:00
Randy Heit
1e57e07926 - Fixed a double-fclose and memory leaks in zipdir.
- Fixed building of LZMA SDK on Linux with some help from p7zip.



SVN r1469 (trunk)
2009-03-10 23:56:47 +00:00
Randy Heit
75b7db858f - Added support for zip/pk3 files with LZMA and bzip2 compression to ZDoom.
- Added more output to zipdir and a -q option to turn it off.
- Added -u option to zipdir to only recompress those files in a zip that have
  changed. 
- Added -d and -f options to zipdir. -d forces deflate compression, and -f
  forces a write of the zip, even if it's newer than all the files it contains.
- Added support for bzip2 and LZMA compression to zipdir.


SVN r1468 (trunk)
2009-03-10 23:07:37 +00:00
Christoph Oelckers
3b36334704 - changed: If a monster with the BOSSDEATH flag is crushed A_BossDeath will
be called now.
- fixed: D'Sparil's second form was missing the BOSSDEATH flag.
- fixed: D'Sparil's first form requires the DONTGIB flag.
- fixed: Heretic doesn't crush monsters. To handle this in a more generic
  fashion this depends on the presence of a gib sprite now.


SVN r1459 (trunk)
2009-03-03 21:17:00 +00:00
Christoph Oelckers
d73d5dcaac - Changed burn and Acolyte death sequences so that they leave corpses that
don't vanish.


SVN r1458 (trunk)
2009-03-01 21:12:05 +00:00
Randy Heit
d0763f4820 - Fixed: The TeleporterBeacon tried to enter its See state rather than its
Drop state. Also changed it to fade out when it's done rather than
  disappearing abruptly.


SVN r1453 (trunk)
2009-03-01 02:19:46 +00:00
Christoph Oelckers
42ac64d964 - Fixed: Strife's quest based line actions also work in Deathmatch.
- Fixed: Gravity application was not correct. For actors with no vertical 
  momentum the initial pull is supposed to be twice as strong as when 
  vertical movement already takes place.
- added invquery CCMD like in Strife. Also removed all underscores from the
  tag strings so that they can be printed properly.
- Fixed: Skill baby was missing 'autousehealth' for all games.
- Added a new CVAR: sv_disableautohealth
- Autouse of health items is no longer hardwired to the default item classes. 
  There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small 
  Raven health item, 2 a large Raven health item and 3 a Strife item.



SVN r1452 (trunk)
2009-02-28 21:38:20 +00:00
Christoph Oelckers
b246d79c8b Changes StrifePlayer's RunHealth to 16.
SVN r1437 (trunk)
2009-02-22 00:13:20 +00:00
Christoph Oelckers
a3f33e735b - fixed: player.runhealth on the StrifePlayer was missing.
SVN r1435 (trunk)
2009-02-21 22:11:36 +00:00
Christoph Oelckers
a09e15fa09 - Fixed: The Doom status bar's ammo display may not use the INDEXFONT for
the alternative HUD. Instead it has to create a separate one out of the
  STYSNUM characters.


SVN r1432 (trunk)
2009-02-21 11:08:14 +00:00
Christoph Oelckers
125b0cefaf - fixed: level_info_t::mapbg was not initialized
SVN r1429 (trunk)
2009-02-20 13:47:22 +00:00
Randy Heit
a7e40b56f6 - Fixed: Player names and chat macros that end with incomplete \c escapes now
have those escapes stripped before printing so that they do not merge with
  subsequent text.
- Moved default weapon slot assignments into the player classes.
  Weapon.SlotNumber is now used solely for mods that want to add new weapons
  without completely redoing the player's arsenal. Restored some config-based
  weapon slot customization, though slots are no longer automatically saved
  to the config and section names have changed slightly. However, unlike
  before, config slots are now the definitive word on slot assignments and
  cannot be overridden by any other files loaded.
- Fixed: Several weapons were missing a game filter from their definitions.
- Removed storage of weapon slots in the config so that weapon slots can
  be setup in the weapons themselves. Slots are still configurable, since
  they need to be for KEYCONF to work; any changes simply won't be saved
  when you quit.
- Removed limit on weapon slot sizes.


SVN r1428 (trunk)
2009-02-20 00:53:25 +00:00
Randy Heit
0acc6a4ee3 - Moved the V_InitFontColors() call earlier in the startup sequence so that
colored error messages appear colored in the startup window. Also lightened
  up the "Flat" red to contrast better with the startup background.


SVN r1424 (trunk)
2009-02-11 00:16:05 +00:00
Christoph Oelckers
5aecc8abf5 - Fixed parsing for MustConfirm key in skill parser.
- Converted internal MAPINFOs to new syntax.


SVN r1417 (trunk)
2009-02-08 19:04:07 +00:00
Christoph Oelckers
4b064d9b5d - Added a range parameter to SNDINFO's $limit.
- Restored Dehacked music name replacement.


SVN r1416 (trunk)
2009-02-08 11:28:30 +00:00
Christoph Oelckers
cccdfd6336 - fixed: The compatibility parser applied the last map's settings to all
maps in the compatibility list.
- Added compatibility settings for a few more levels in some classic WADs.
- Added spechit overflow workaround for Strain MAP07. This is highly map
  specific because the original behavior cannot be restored.
- Added a check for Doom's IWAD levels that forces COMPAT_SHORTTEX for them.
  MD5 cannot be used well here because there's many different IWADs with 
  slightly different levels. This is only done for Doom format levels to
  ensure that custom IWADs for ZDoom are not affected.
- fixed: level.flags2 was not reset at level start.
- Fixed: Morph powerups can change the actor picking up the item so 
  AInventory::CallTryPickup must be able to return the new actor.
- Fixed: ACS's GiveInventory may not assume that a PlayerPawn is still
  attached to the player data after an item has been given.
- Added a missing NULL pointer check to DBaseStatusBar::Blendview.


SVN r1405 (trunk)
2009-02-06 00:16:57 +00:00
Randy Heit
4e509728a0 - Added a compatibility lump because I think it's a shame that Void doesn't
work properly on new ZDooms after all the collaboration I had with Cyb on
  that map. (Works with other maps, too.)


SVN r1402 (trunk)
2009-02-05 02:55:28 +00:00
Christoph Oelckers
176608cbf4 - fixed sound origin of the Mage Wand's missile.
SVN r1377 (trunk)
2009-01-30 08:14:28 +00:00
Christoph Oelckers
51391f889c - Added option to specify the amount of ammo to be given by a WeaponGiver.
SVN r1357 (trunk)
2009-01-18 08:20:29 +00:00
Christoph Oelckers
6a321fd8f5 - Changed pickup sounds of local player to unpaused to resolve problems with
the time freezer and make them behave better.
- Fixed: When sounds are paused not all newly started sounds should actually
  be played.
- Fixed: SBARINFO had no means to check if a weapon uses any ammo at all and
  as a result the inventory icon was misplaced if a no-ammo weapon was selected.

SVN r1343 (trunk)
2009-01-01 15:09:49 +00:00
Christoph Oelckers
9098bc1a46 - Added a constant name for Skulltag's 128 flag for A_SpawnItemEx. For
compatibility ZDoom needs to define this name, too, even though it doesn't 
  use it.
- Fixed: The nodebuilder could hang on badly set up polyobjects. Now it aborts 
  when the loop iterates NumberOfSegs times.

SVN r1338 (trunk)
2008-12-31 12:02:08 +00:00
Randy Heit
835ed26370 - Decal changes as per Xaser's suggestions: Smaller decal for PhoenixFX2,
CrossbowFX2 and MaceFX4 were missing decals, and HornRodFX2 gets a whole
  new decal.
- Fixed: bfgscrc2.png had some holes in the middle that did not look so good.
  (From previously being handled through WinTex, maybe?)


SVN r1325 (trunk)
2008-12-19 03:57:24 +00:00
Christoph Oelckers
bd9e318863 - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned
in such a sector. As a workaround for current map formats a new actor
  (DoomEdNum 9041) was added that can set the extended sector flags without the
  use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags.
- Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way.
- Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer.


SVN r1315 (trunk)
2008-12-14 19:12:41 +00:00
Christoph Oelckers
081658d3d5 - Fixed: The save percentage for Doom's green armor was slightly too low
which caused roundoff errors that made it less than 1/3 effective.
- Added support for "RRGGBB" strings to V_GetColor.
- Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly.
- Changed GetSpriteIndex to cache the last used sprite name so that the code
  using this function doesn't have to do it itself.
- Moved some more code for the state parser into p_states.cpp.
- Fixed: TDeletingArray should not try to delete NULL pointers.

SVN r1312 (trunk)
2008-12-07 12:11:59 +00:00
Christoph Oelckers
a23fa3dbe3 - forgot to add the new Doom stausbar definition.
SVN r1305 (trunk)
2008-12-06 12:04:51 +00:00
Christoph Oelckers
153a2a4c2c - Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it
failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
  for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
  submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.


SVN r1304 (trunk)
2008-12-06 10:22:37 +00:00
Christoph Oelckers
3f2d5db348 - Changed: Textures without a name no longer get added to the texture manager's
hash chains.
- Fixed: specifying texture patches or font characters by full lump name instead
  of texture name didn't work. To do this properly the texture manager needs
  an option to look for a texture by lump number so that such textures can
  be maintained without interfering with regular operation.
- added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects
  of 'noautosequences' and 'forcenoskystretch' can be cancelled.
- Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap'
  gets reset for each MAPINFO. A global section is needed to define a game's
  default setting in zdoom.pk3. The gamedefaults should normally not be changed 
  by PWADs but it can be done if some mod intends to change gameplay settings 
  but wants to allow custom add-ons on its own.


SVN r1300 (trunk)
2008-11-30 12:49:27 +00:00
Randy Heit
927c9532bf - It is now possible to replace the game's SmallFont with a single lump font
called SMALLFNT.
- Reduced the width of the second column in wi_percents false mode from 3 to
  2 characters.
- Added a WISLASH graphic for Doom's intermission screen when wi_percents is
  false.


SVN r1298 (trunk)
2008-11-30 01:37:11 +00:00
Randy Heit
6e83d231fe - The co-op summary screen now has a totals row at the bottom (if it fits).
- Changed WI_drawPercent() when wi_percents is false so that the total
  display is optional, and it formats it like Heretic's intermission, with
  a slash and a fixed-width right column.
- Font is no longer a property of the screen object. Pass the font to
  DrawText and DrawChar directly instead.
- Doom's intermission characters are now collected together as a font
  so they can be colorized.


SVN r1294 (trunk)
2008-11-27 17:43:36 +00:00
Christoph Oelckers
4d991de92d - moved common code of Raven's fast projectiles into a base class
called FastProjectile. This base class doesn't have any effects attached
  so that it can be used for user defined fast projectiles.


SVN r1290 (trunk)
2008-11-15 09:57:18 +00:00
Christoph Oelckers
d753d41752 - Added NULL checks to all places where class names are passed as DECORATE
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
  for compile time checks of all class names being used in DECORATE so many
  incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
  made me think that delaying this until FMod calls the end of sound callback 
  may simply be too late.


SVN r1276 (trunk)
2008-10-25 17:38:00 +00:00
Christoph Oelckers
b9afb78523 - Added native variables to expression evaluator and replaced the previous
handling of actor variables in expressions with it.
- Added support for floating point constants to DECORATE expression evaluator.

SVN r1271 (trunk)
2008-10-19 21:43:36 +00:00
Christoph Oelckers
2221ab5668 - Finally has the right idea how to restore Doom's original clipping of projectiles
against decorations without breaking anything newer:
  Added a new 'projectilepassheight' property that defines an alternative height
  that is only used when checking a projectile's movement against this actor.
  If the value is positive it is used regardless of other settings, if it is
  negative, its absolute will be used if a new compatibility option is enabled
  and if it is 0 the normal height will be used.


SVN r1253 (trunk)
2008-10-05 11:23:41 +00:00
Christoph Oelckers
d9ab611db2 - Fixed: Powerup.Color's handler contained an unnecessary 'else' which resulted
in opaque powerup blends.

SVN r1252 (trunk)
2008-10-05 08:50:47 +00:00
Christoph Oelckers
dd49574325 SVN r1248 (trunk) 2008-09-27 07:11:38 +00:00
Christoph Oelckers
954955c5a5 - Used the one unused byte in the state structure as a flag to tell what type
the NextState parameter is. The code did some rather unsafe checks with it
  to determine its type.
- moved all state related code into a new file: p_states.cpp.
- merged all FindState functions. All the different variations are now inlined
  and call the same function to do the real work.


SVN r1243 (trunk)
2008-09-22 18:55:29 +00:00
Christoph Oelckers
6227906072 - Fixed: SNDINFO must be loaded before the textures. However, this required
some changes to the MAPINFO parser which tried to access the texture manager
  to check if the level name patches exist. That check had to be moved to
  where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
  of integers.
  Please note that this creates an incompatibility between old and new 
  versions so if you want to create something that works with both 2.2.0
  and current versions better use the string format version for the color
  parameter!
- Rewrote the DECORATE property parser so that the parser is completely
  separated from the property handlers. This should allow reuse of all 
  the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
  defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
  and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
  Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
  this was ever used for - Raven's invulnerability item - has already been
  split up into a Heretic and Hexen version.

SVN r1240 (trunk)
2008-09-21 18:02:38 +00:00