Commit graph

180 commits

Author SHA1 Message Date
Christoph Oelckers
f3922ec6a1 - Added a few more macros so that the action function code doesn't have
to reference its arguments directly, except 'self'. This may be helpful if it 
  becomes necessary to restructure this code once DoomScript becomes real.
- Removed the last remaining global variable related to action functions:
  pStateCall. Everything is passed properly as function arguments now.
- fixed: PlayerChunk was missing the NOSKIN flag.


SVN r1169 (trunk)
2008-08-14 08:52:55 +00:00
Christoph Oelckers
1c034c1150 - Macro-fied access to action function parameters.
- Deactivated debug output code in d_Dehacked.cpp.
- fixed: A_FreezeDeathChunks crashed when a player's head got spawned.


SVN r1168 (trunk)
2008-08-13 22:54:24 +00:00
Christoph Oelckers
65a19e4be7 - Changed the action function declaration parser so that optional parameters
can be given a default value. The 'optional' keyword is no longer needed
  and was removed, as well as 'evalnot'.


SVN r1164 (trunk)
2008-08-12 20:19:47 +00:00
Christoph Oelckers
1957659b1b - Restructured the action function interface to remove the dependence on
the global CallingState variable.


SVN r1163 (trunk)
2008-08-12 14:30:07 +00:00
Christoph Oelckers
c02253eef2 - Removed 'eval' modifier from DECORATE. All int, float and bool parameters are
'eval' now by default.


SVN r1155 (trunk)
2008-08-11 22:28:14 +00:00
Christoph Oelckers
511c9366f7 - Macro-fied all access to action functions.
SVN r1149 (trunk)
2008-08-10 22:48:37 +00:00
Christoph Oelckers
1983b5c586 - Changed action function definition so that they have to be defined with a
DEFINE_ACTION_FUNCTION macro. This should make it easier to improve the
  whole system.


SVN r1148 (trunk)
2008-08-10 20:48:55 +00:00
Christoph Oelckers
6ab69165c7 - Added more DECORATE conversions by Karate Chris.
SVN r1128 (trunk)
2008-08-08 07:40:41 +00:00
Christoph Oelckers
fe2e64aa40 - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.


SVN r1113 (trunk)
2008-08-05 17:58:38 +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
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
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
bb689ba3c9 - Fixed all the new warnings tossed out by GCC 4.3.
SVN r1047 (trunk)
2008-06-25 22:16:04 +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
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
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
29380f70b3 - Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
  same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
  object's position.


SVN r1014 (trunk)
2008-06-02 16:56:53 +00:00
Christoph Oelckers
4de3741a05 - I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
  DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.


SVN r974 (trunk)
2008-05-15 17:16:32 +00:00
Christoph Oelckers
d5563fe478 - Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
  that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.


SVN r956 (trunk)
2008-05-08 08:06:26 +00:00
Christoph Oelckers
5d0dc65044 - Added Martin Howe's fixes for morphing and DECORATE function prototypes.
- Minor fixes in texture code.


SVN r922 (trunk)
2008-04-17 20:34:58 +00:00
Christoph Oelckers
3f497fe8e5 - Eliminated some more global variables (onmobj, DoRipping, LastRipped,
MissileActor, bulletpitch and linetarget.) 

SVN r899 (trunk)
2008-04-10 14:38:43 +00:00
Christoph Oelckers
cb1bd7739e - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
  (MELEERANGE) and didn't set the puff to its melee state if the range
  was different. Even worse, it checked a global variable for this so
  the behavior was undefined when P_SpawnPuff was called from anywhere
  else but P_LineAttack. To reduce the amount of parameters I combined
  this information with the hitthing and temporary parameters into one
  flags parameter. Also changed P_LineAttack so that it gets passed
  an additional parameter that specifies whether the attack is a melee
  attack or not and set this to true in all calls that are to be considered
  melee attacks. I couldn't use the damage type because A_CustomPunch
  and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET 
  and FX_GRENADE.


SVN r879 (trunk)
2008-04-04 14:31:20 +00:00
Christoph Oelckers
d5c3693fd9 - Added SnowKate709's A_DamageMaster/A_DamageChildren patch.
- Added a SFX_TRANSFERAMBUSHFLAG for A_SpawnItemEx.
- Added "Shaded" as a valid parameter for DECORATE's RenderStyle.
- Added Karate Chris's patch for a MAPINFO option making Strife conversations
  not halt the game.
- Extended the $limit fix that $alias and $random definitions can have their
  own $limit now.
- Fixed: When resolving a linked sound the limit of the current sound was
  ignored and the one of the referenced sound being used. This was particularly
  noticable when using the chaingun in a group of Zombiemen.
- Added a namespc parameter to FWadCollection::CheckNumForFullName which is
  used when a normal lump name has to be looked up and changed all
  CheckNumForFullName/CheckNumForName combinations in the source to use
  the extended version of CheckNumForFullName only to have consistent
  behavior for lump name lookup. 

SVN r865 (trunk)
2008-03-29 22:59:41 +00:00
Randy Heit
aef34f9aa5 - Removed xlat_parser.h from the repository. Lemon was always being run on
xlat_parser.y because both files had the same time stamp after an update,
  and Lemon only rewrites the header file if it's changed.
- Added $volume SNDINFO command. This is multiplied with the volume the sound
  is played at to arrive at the final volume (before distance attenuation).
- Added the CHAN_AREA flag to disable 3D panning within the min distance of a
  sound. Sector sound sequences (except doors) use this flag.
- Added the CHAN_LOOP flag to replace the S_Looped* sound functions.
- Restored the sound limiting.


SVN r849 (trunk)
2008-03-25 04:42:26 +00:00
Randy Heit
10920ffe75 - Removed some debug output from SBarInfo::ParseSBarInfo().
- Fixed: Heretic linetype translations included the wrong file.
- Removed all 2D sound positioning code from s_sound.cpp. Everything uses
  FMOD's 3D engine now.
- Removed all the channel selection code from s_sound.cpp. FMOD has code to
  handle this sort of thing, so let's use it.
- Replaced S_StopSoundID() with S_CheckSingular(). There is no longer a limit
  on the number of copies of a particular sound that can be playing at once,
  aside from Strife's special singular sounds. (Sorry, Heretic and Hexen.)
  Consequently, the SNDINFO $limit command is now ignored.
- Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it
  only worked as intended on stereo speakers anyway.
- Cleaned out ancient crud from i_sound.cpp.


SVN r826 (trunk)
2008-03-21 05:13:59 +00:00
Christoph Oelckers
ca43ea7345 - Fixed: A_CustomMissile with aimmode 2 ignored spawnofs_xy.
- Changed savegame versioning so that the written version is never lower
  than the minmum one reported as compatible. 
- Added mirrored movement modes for linked sectors.
- Added Eternity-style initialization for linked sectors as a new subtype
  of Static_Init.
- Added linked sectors. The control sector determines how they move but if
  any one of the linked sectors is blocked, movement for all linked sectors
  will be affected. This will allow lifts consisting out of more than one
  sector without the risk of breaking them if only one of the sectors is
  blocked.
- Fixed: A_Mushroom created an actor on the stack.


SVN r825 (trunk)
2008-03-20 21:12:03 +00:00
Christoph Oelckers
5b9073add4 - Added copyright/license headers to a few files.
- Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the
  proper object type.
- Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo.
- Removed dobject.err from the repository. It only contained a list of compiler
  errors for some very old version of dobject.cpp.
- Fixed: A_JumpIfCloser was missing a z-check.
- Added Blzut3's SBARINFO update #13:
- Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp
- Rewrote the mug shot system for SBarInfo to allow for scripting and custom
  states for different means of death.
- SBarInfo now loads all SBarInfo lumps instead of just the last one.  Clashing
  status bar definitions will now be cleared before the bar is read.
- Fixed: When using transparency with bars the new drawing method (bg over fg)
  didn't work.  In the case that the border value is set to 0 it will revert to
  the old method (fg over bg).
- Fixed: drawbar lost any high res information it was given.
- Added: ACS command SetMugShotState(str state) which sets the mug shot state
  for the activating player.
- Added: keepoffsets flag to drawbar.  When set the offsets in the fg image will
  also be applied when displaying the bar.


SVN r812 (trunk)
2008-03-19 09:53:23 +00:00
Christoph Oelckers
5589f6b7a1 - fixed: A_CountdownArg used 0 based indices although all uses of it assumed
it is 1-based.
- added MF5_DONTRIP flag.
- added CheckActorFloorTexture, CheckActorCeilingTexture and
  GetActorLightLevel ACS functions.
- added IF_ADDITIVETIME flag to create powerups that add their duration
  to the one of the currently active item of the same type.
- fixed: bouncecount wasn't decreased when bouncing on walls.
- Added MF5_ALWAYSRESPAWN and MF5_NEVERRESPAWN flags that selectively
  enable or disable monster respawning regardless of skill setting.
- Prettified deprecated flag handling.


SVN r780 (trunk)
2008-03-01 16:59:17 +00:00
Randy Heit
e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
Randy Heit
ce388163e1 - Moved thingdef_codeptr.cpp into thingdef/ with the other thingdef files.
- Fixed: After loading a savegame, G_UnSnapshotLevel() destroyed the
  unmorphed versions of players because it thought they were extras.


SVN r694 (trunk)
2008-01-12 01:17:37 +00:00
Renamed from src/thingdef_codeptr.cpp (Browse further)