Commit graph

3434 commits

Author SHA1 Message Date
Major Cooke
45c80916bc Added A_StopSounds(int chanmin, int chanmax).
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 20:27:03 +01:00
Major Cooke
3e77f9a6bd Added A_StopAllSounds. 2020-02-29 20:02:17 +01:00
drfrag
797037fcde Oops, fixed default bindings not being loaded from pwads.
# Conflicts:
#	src/console/c_bind.cpp
2020-02-28 19:14:52 +01:00
drfrag
bf8a5621eb - Missed bindings for other games. 2020-02-28 16:31:06 +01:00
drfrag
fa5902b538 - Add support for several control layouts. 2020-02-28 12:44:13 +01:00
Major Cooke
116a935b71 Added source, inflictor and damage flags to AbsorbDamage. 2020-02-11 00:55:21 +01:00
Zain Aamer
44ea61a280 Clearscope Index()
For Vertex, Side, Line and Sector
2020-02-11 00:55:17 +01:00
alexey.lysiuk
b8395e5b59 - fixed wrong arguments of a few A_StartSound() calls
https://forum.zdoom.org/viewtopic.php?t=67074
2020-01-24 15:20:35 +01:00
Rachael Alexanderson
76fffe288c - add support for xbox 360 versions of Doom/Doom2
# Conflicts:
#	wadsrc_extra/static/iwadinfo.txt
2020-01-24 15:20:21 +01:00
3saster
5a3e04e2e3 Plutonia 2 Compatibility Fixes (#1026)
* Plutonia 2 MAP20 fix

* Plutonia 2 MAP27 fix

* Plutonia 2 MAP05 fix

* Plutonia 2 MAP23 fix

* Plutonia 2 MAP24 fix
2020-01-22 12:27:53 +01:00
alexey.lysiuk
7d7bf3dee9 - fixed resetting of music volume after closing dialogue
https://forum.zdoom.org/viewtopic.php?t=67035
2020-01-21 12:17:56 +01:00
alexey.lysiuk
7d0df9fe3f - exposed Level.MusicVolume to ZScript 2020-01-21 12:17:54 +01:00
Rachael Alexanderson
f058d62b62 - fixed: oops, show NRFTL on the episode selection menu for Doom2:Unity, if nerve.wad is loaded 2020-01-19 01:33:51 +01:00
Christoph Oelckers
8ffadb64b5 - precache a few sounds being referenced in common game code.
- define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
2020-01-18 11:23:24 +01:00
Alexander Kromm
dd40d4f6f6 make enter key toggle Option Search mode too 2020-01-17 13:02:12 +01:00
drfrag
004b48d62f - Blind attempt at adding support for 4 XInput controllers. 2020-01-13 13:19:34 +01:00
Rachael Alexanderson
07bc5d233e - implement player setup background by Enjay 2020-01-12 20:51:41 +01:00
Christoph Oelckers
0c2ee0ffea - added missing render style constants to ZScript. 2020-01-12 12:59:46 +01:00
Rachael Alexanderson
ad4770a803 - add support for new Bethesda.Net Unity Edition wads
- they can be extracted with this utility: https://github.com/kevansevans/Unity-Doom-Ripper

# Conflicts:
#	wadsrc_extra/static/iwadinfo.txt
2020-01-12 00:46:44 +01:00
Christoph Oelckers
37db863bab - fixed: menu sounds no longer got the CHANF_UI flag. 2020-01-07 19:55:55 +01:00
Christoph Oelckers
286cda2bb5 - bumped ZScript version to 4.3 and silenced the remaining deprecation warnings.
# Conflicts:
#	wadsrc/static/zscript.txt
2020-01-07 19:37:00 +01:00
Christoph Oelckers
5229a84047 - deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound
# Conflicts:
#	wadsrc_extra/static/filter/harmony/decorate.txt
2020-01-07 19:36:57 +01:00
Christoph Oelckers
ce1f4427cc - cleaned up the parameters of A_StartSound.
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-07 19:36:52 +01:00
Christoph Oelckers
41d192ed98 - fixed two missing commas in DEHSUPP. 2020-01-06 21:57:06 +01:00
Christoph Oelckers
16bd5e9619 - added the Dehacked extensions from Crispy/Doom Retro.
All empty placeholders for mods to fill in, no new functionality.
2020-01-06 21:57:04 +01:00
Alexander Kromm
032c6a534b export dictionary iterator 2020-01-06 21:57:02 +01:00
Cacodemon345
5ed070964c Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
# Conflicts:
#	src/hwrenderer/scene/hw_weapon.cpp
#	src/r_data/models/models.cpp

# Conflicts:
#	src/gl/scene/gl_weapon.cpp
2020-01-06 21:50:14 +01:00
Chronos Ouroboros
b021befba8 Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that) 2020-01-06 19:49:28 +01:00
Alexander Kromm
4f5218cc8f add Dictionary.Remove(String key) function 2020-01-06 19:49:25 +01:00
Christoph Oelckers
7919c86f3e - elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP. 2020-01-06 19:49:18 +01:00
Alexander Kromm
a7e6552f0f export TMap<FString, FString> to ZScript
# Conflicts:
#	src/CMakeLists.txt
#	src/serializer.h
2020-01-06 19:18:22 +01:00
Rachael Alexanderson
98b00b0c79 - add vid_scalemode 6 to the menu
# Conflicts:
#	wadsrc/static/menudef.txt
2020-01-06 18:23:29 +01:00
alexey.lysiuk
69d39bcd44 - move setting status bar defaults to proper location
BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code

https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339

# Conflicts:
#	wadsrc/static/zscript/ui/statusbar/statusbar.zs
2020-01-06 17:48:35 +01:00
alexey.lysiuk
47fd36d6ed - set meaningful defaults on initialization of BaseStatusBar
https://forum.zdoom.org/viewtopic.php?t=66339

# Conflicts:
#	wadsrc/static/zscript/ui/statusbar/statusbar.zs
2020-01-06 17:48:32 +01:00
Christoph Oelckers
25288d5cea - renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope. 2020-01-06 15:08:26 +01:00
Christoph Oelckers
c3759f389c - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.

The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.

# Conflicts:
#	src/bbannouncer.cpp
#	src/fragglescript/t_func.cpp
#	src/g_shared/a_lightning.cpp
#	src/p_effect.cpp
#	src/p_mobj.cpp
#	src/p_switch.cpp
#	src/playsim/p_spec.cpp
#	src/sound/s_doomsound.cpp
#	src/sound/s_doomsound.h
#	wadsrc/static/zscript/base.zs

# Conflicts:
#	src/intermission/intermission.cpp
#	src/sound/s_doomsound.cpp
2020-01-06 15:00:05 +01:00
Christoph Oelckers
8adf2c34cd - continued refactoring on sound code.
The game independent part of the code has been mostly isolated.

# Conflicts:
#	src/sound/s_doomsound.cpp
#	src/sound/s_sound.cpp
#	src/sound/s_sound.h

# Conflicts:
#	src/sound/s_sound.cpp
2020-01-06 13:45:19 +01:00
alexey.lysiuk
1ca7786650 - added 'damageonland' property to terrain definition
This property helps to replicate vanilla Hexen behavior of damaging player right after touching lava floor

https://forum.zdoom.org/viewtopic.php?t=66512
2019-12-12 20:35:44 +01:00
drfrag
e4c1b1413e - Replaced the useless 160x200 scale preset with widescreen 356x200. 2019-12-12 12:57:35 +01:00
Ed the Bat
bc089ebb2b More compat fixes for Swan Fox maps (#982)
* More compat fixes for Swan Fox maps

Found some more issues on maps that already have compat fixes in place

* Missed a dud line

At least I'd commented it out so it was benign, but still...
2019-12-09 21:06:48 +01:00
Rachael Alexanderson
5c4d75e081 - add line_horizon on HOM line in Sapphire.wad 2019-12-09 21:06:46 +01:00
drfrag
efb3465921 - Add option to reset controls to defaults. 2019-12-07 22:23:02 +01:00
drfrag
996ce44d2a - Missing strings. 2019-12-07 00:42:48 +01:00
drfrag
30ced415ce - Delay monster respawning in nightmare Heretic. 2019-12-01 11:21:02 +01:00
Christoph Oelckers
d4a71e3d20 - added null check to the dialogue lines array so that it doesn't crash if the text is never word wrapped. 2019-12-01 10:59:09 +01:00
alexey.lysiuk
332cd0690b - fixed monster teleportation on Ancient Aliens MAP23
Particular combination of teleport lines and monster radius requires vanilla behavior of P_PointOnLineSide()

https://forum.zdoom.org/viewtopic.php?t=66504
2019-11-29 12:46:23 +01:00
drfrag
4030d22d97 - Swap skill levels, don't replace nightmare anymore. 2019-11-29 12:43:40 +01:00
alexey.lysiuk
ff4924bf8f - made most of AltHud class functions virtual
This allows arbitrary customization of alternative HUD
2019-11-26 16:48:04 +01:00
Christoph Oelckers
10c5b0588b - fixed redundant map name display on alternative HUD's automap HUD.
# Conflicts:
#	wadsrc/static/zscript/ui/statusbar/alt_hud.zs
2019-11-26 16:47:59 +01:00
alexey.lysiuk
1a4f62c54f - added ability to set custom alternative HUD
Use GAMEINFO key 'althudclass' to specify own class derived from AltHud

https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 16:47:54 +01:00
Rachael Alexanderson
ed654150eb - add cvar 'cl_customizeinvulmap' - changes the invulnerability… (#972)
* - add cvar 'cl_disableinvertedcolormap' - changes the invulnerability sphere to instead be a regular desaturated colormap that transitions from deep blue to pale yellow

* - add menu option for cl_disableinvertedcolormap

* - added customization for invulnerability colormap

* - fixed custom colormap being calculated incorrectly

* - disable custom invulnerability map before the main game loop

# Conflicts:
#	src/d_main.cpp
2019-11-26 14:53:19 +01:00
drfrag
75a8091002 - Remove UM skill from the menu now that i've added the real thing with 2xmonsters in RUDE, still works with skill 4.
https://github.com/drfrag666/chocolate-doom/releases
2019-11-25 20:34:23 +01:00
alexey.lysiuk
7160219b63 - exported several Wads.GetLump...() methods to ZScript
* GetLumpName() returns 8-characters lump name
* GetLumpFullName() returns full name with path and extension
* GetLumpNamespace() returns lump's namespace
* GetNumLumps() returns total number of lumps

https://forum.zdoom.org/viewtopic.php?t=66285
2019-11-25 18:16:42 +01:00
Ed the Bat
b47e331c15 More level_compatibility map fixes
These maps have actors not marked for any game mode (single, cooperative, deathmatch). That works in Zandronum, but GZDoom requires this fix.
2019-11-25 12:11:06 +01:00
Rachael Alexanderson
818d9764c5 - fixed a compatibility fix that used 'FlipLine' 2019-11-25 12:11:04 +01:00
Rachael Alexanderson
bbe64ac8c6 - rename 'FlipLine' to 'FlipLineVertexes' to clarify what it does
- add function 'FlipLineCompletely' which calls both 'FlipLineVertexes' and 'FlipLineSideRefs'
2019-11-25 12:11:01 +01:00
Player701
d7542a8cd9 - Implemented scale parameter for BaseStatusBar::DrawString
# Conflicts:
#	src/g_statusbar/shared_sbar.cpp

# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-11-25 12:10:58 +01:00
Ed the Bat
6b70b7d83a Compatibility fixes for Clavicula Nox
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/clavnoxr

This Vavoom mod was unplayable in G/ZDoom without cheating, due to how swimmable water was implemented. This finally fixes it to work.
2019-11-23 01:10:07 +01:00
Ed the Bat
bfcc4b7be6 Update level_compatibility.zs (#973)
* Update level_compatibility.zs

Map fixes for some older mods

* Formatting changes

Spaces around commas and comment markers, to better match the rest of the file
2019-11-21 18:03:59 +01:00
drfrag
4977e6af1f - add native FlipLineSideRefs(line)
- FlipLineSideRefs should only work on single-sided lines
(patch by Rachael)
2019-11-16 14:01:47 +01:00
Rachael Alexanderson
4878da381b - new zscript function 'SetLineVertexes(line, v1, v2)'
- scriptify 'FlipLine' completely using new function, remove native version

# Conflicts:
#	src/maploader/postprocessor.cpp
2019-11-13 19:34:39 +01:00
drfrag
c6105a1e3f - Missing string. 2019-11-13 19:34:36 +01:00
3saster
7b454ef6c2 Added 'nocheats' CVAR (#969)
This CVAR disables all classic cheats (i.e. keyboard cheats). This prevents keypresses from being eaten due to attempting to read cheats
2019-11-13 19:34:34 +01:00
Marisa Kirisame
50a7db6fa3 Localize level/author strings on intermission startup, fixes misalignments.
# Conflicts:
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-11-13 19:34:31 +01:00
drfrag
44aeb56932 - add 'FlipLine' to 'LevelPostProcessor'
(patch by Rachael)
2019-11-13 19:34:28 +01:00
alexey.lysiuk
05f36cafc8 - extended level post-processing with special string arguments
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:26 +01:00
alexey.lysiuk
dca15d56c8 - extended level post-processing with thing IDs
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:23 +01:00
alexey.lysiuk
814483f5b8 - level post-processor cleanup
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:21 +01:00
alexey.lysiuk
7f1166e833 - level post-processor can now add new things
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:18 +01:00
alexey.lysiuk
05f0b76f8e - extended level post-processing with specials and arguments
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:16 +01:00
alexey.lysiuk
09e7fe5fb4 - extended level post-processing with editor numbers and angles
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:13 +01:00
alexey.lysiuk
20098ca90b - added things related getters to level post-processing
New functions cover existing interface only
Unsigned integers are now used instead signed for indices and bitfields

# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:11 +01:00
drfrag
91859bc6fa - added generic level post-processing script class
It was extracted from LevelCompatibility class, and native code was moved accordingly
(original patch by _mental_)

# Conflicts:
#	src/compatibility.cpp
2019-11-13 19:33:49 +01:00
drfrag
033f0ca43e Revert "- add 'flipline' function to levelcompatibility"
This reverts commit 1a85206983.

Revert "- implement the following functions under LevelCompatibility:"

This reverts commit 6537eca669.
2019-11-13 19:31:42 +01:00
alexey.lysiuk
81010b4fbf - fixed missing fullbright for Berserk
https://forum.zdoom.org/viewtopic.php?t=66307
2019-11-06 17:51:03 +01:00
alexey.lysiuk
c41a44176f - fixed broken walkthrough of Restoring Deimos MAP07 2019-11-02 21:22:19 +01:00
drfrag
9ea43c4b14 - Fixed taking screenshots in menus with Space when Sys_Rq is set as screenshot key.
Thanks randi!
2019-10-31 17:05:33 +01:00
alexey.lysiuk
941a5f37a5 - fixed missing frames for axe attack without mana
The target state to jump is S_FAXEATK_5 in the original Hexen, but we were jumping to S_FAXEATK_7
5329fb5d75/src/hexen/info.c (L1298-L1299)

https://forum.zdoom.org/viewtopic.php?t=66216
2019-10-26 12:14:58 +02:00
drfrag
0907972c2f Revert "- allow the language table to supersede the title patches, if appropriate"
This reverts commit 2b51e8d5dd.

# Conflicts:
#	src/g_hub.cpp
#	src/g_level.cpp
#	src/p_setup.cpp
#	src/wi_stuff.cpp
#	src/wi_stuff.h
#	wadsrc/static/zscript/ui/statscreen/types.zs

Revert "- fixed: The wbstartstruct that gets passed to the level summary screen needs to be static"

This reverts commit 4a563f449d.

# Conflicts:
#	src/g_level.cpp

Revert "- Fixed compilation."

This reverts commit 149a294a49.

# Conflicts:
#	src/g_level.cpp

Revert "- Fixed game finales not being shown after the intermission."

This reverts commit 55af0b11c6.

All this didn't make sense without localization and caused problems with intermissions and endings, it was incompatible with the old code without the level refactor.
2019-10-25 16:23:42 +02:00
PaulyB
c9075cc481 Scythe MAP22 Compatibility fix 2019-10-22 10:59:19 +02:00
Christoph Oelckers
f15a52b1e7 - when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor. 2019-10-22 10:59:13 +02:00
alexey.lysiuk
af3fce739d - fixed broken walkthrough of Skulldash MAP04 2019-10-20 11:31:57 +02:00
alexey.lysiuk
f41c0eca12 - fixed broken walkthrough of Restoring Deimos MAP03
# Conflicts:
#	wadsrc/static/zscript/level_compatibility.zs
2019-10-20 11:31:53 +02:00
alexey.lysiuk
0b16eb2cbb - fixed: pickup flash didn't fade out if player was killed by pickup
https://forum.zdoom.org/viewtopic.php?t=66135
2019-10-16 20:56:41 +02:00
Major Cooke
60b6b31542 Added compatibility for Hellbound MAP29
- Some of the ceilings in the monster closets weren't high enough to allow the cyberdemons to pass, making 100% kills impossible. This is caused by the floors not going down far enough and stopping at a certain height above the next closest floor.
2019-10-12 14:35:31 +02:00
drfrag
d25557597b - Added missing string and removed blank line in menu. 2019-09-30 21:49:33 +02:00
Alexander
a44f80c19d add m_quickexit option for quick exit in game menu
Default: off (false)

When this option is enabled (true), then exiting the game from
main menu and by menu_quit command doesn't require confirmation
and doesn't play sound.

# Conflicts:
#	wadsrc/static/menudef.txt
2019-09-30 21:38:51 +02:00
Alexander
b4d10d2f5b fix bug when down arrow gave no result after mouse move in main menu
Steps to reproduce:
1. Load game.
2. Press any key to bring up the main menu.
3. Move the mouse anywhere out of the menu entries.
4. Press Down arrow.

Expected result: the menu cursor sound is played, the first menu element is selected.
Actual result: the menu cursor sound is played, no menu element is selected.

Repeated Down arrow pressing doesn't give any result, either.

If on step 4 Up arrow is pressed, the last element in the menu is selected.
2019-09-30 21:38:48 +02:00
alexey.lysiuk
df05187229 - fixed inventory scroll arrows in alternative HUD
https://forum.zdoom.org/viewtopic.php?t=65976
2019-09-29 18:16:10 +02:00
Rachael Alexanderson
6537eca669 - implement the following functions under LevelCompatibility:
GetNumMapThings, GetMapThingPos, GetMapThingAngle, SetMapThingAngle

# Conflicts:
#	src/maploader/compatibility.cpp
2019-09-28 15:01:23 +02:00
Rachael Alexanderson
1a85206983 - add 'flipline' function to levelcompatibility
# Conflicts:
#	src/maploader/compatibility.cpp
2019-09-28 14:56:12 +02:00
drfrag
7f3616e8d8 Added low detail mode (160x200) to the preset scale modes.
UI looks horizontally stretched tough.
2019-09-25 11:46:55 +02:00
drfrag
a1e19657f9 - Added support for PrtSc and cosmetic changes. 2019-09-22 19:34:56 +02:00
Alexander
6535f837b7 implement taking screen shots in menus
# Conflicts:
#	wadsrc/static/zscript/ui/menu/menu.zs
2019-09-22 12:45:32 +02:00
Marisa Kirisame
aa06b2f62c Squashed commit of the following:
commit 6ecd831eb45a8258995c02664450c3ca8cfe5b48
Merge: a4fb1f61c afbd7f7a2
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 28 22:02:19 2019 +0200

    Merge branch 'master' of github.com:coelckers/gzdoom into f3dfloor_export

commit a4fb1f61c0532d3a6051d4c1fca4ac72ec33e060
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Fri Jul 12 15:43:25 2019 +0200

    Renamed EFFloorType enum in ZScript to the more descriptive EF3DFloorFlags

commit 9ad1c3b5625d53c06229be2a94d44fa0f36f41fd
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 20:25:31 2019 +0200

    Add bounds checks to Get3DFloor/GetAttached

commit dd2a7956a887b92ed24ce5e79f10b1a445664d6c
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 17:13:44 2019 +0200

    Correct handling of 3d floor plane texture getting.

commit 9b748287892c8fdee9ac67019bf1f66bc4b69eab
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 16:14:45 2019 +0200

    Implemented requested changes to F3DFloor exports.
    * Getters for ffloors/attached arrays.
    * Getter for 3D floor top/bottom texture.

commit 6a1482bb0637a70890629e4c13e8759c7a3673f3
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sat Jul 6 13:42:52 2019 +0200

    Renamed exported extsector pointer in Sector struct to something more descriptive.

commit 7c6783d43b898cbd7a01fb2191fd401ed8e8c300
Merge: ff64e04b2 8d36f0a0c
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Mon Apr 29 12:40:44 2019 +0200

    Merge branch 'master' into f3dfloor_export

commit ff64e04b251f23325d2f72bc25c59f34b4cab6fa
Merge: a90947392 5b6bae409
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Apr 21 16:56:18 2019 +0200

    Merge branch 'master' into f3dfloor_export

commit a90947392a27eb1c2dac7005614592ec2f410274
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Mon Feb 4 17:47:25 2019 +0100

    Export F3DFloor structure and related data.
    Small changes to Trace code to better use this struct.
2019-09-11 14:18:28 +02:00
PaulyB
245326b5ac Added Armor to Hexen fullscreen display
Since the armor icon is much larger than the flask icon, both have been moved to the right slightly
2019-09-11 00:27:25 +02:00
PaulyB
52a9b9d600 Wrong offset on Fighter's Fist 2019-09-10 23:04:56 +02:00
alexey.lysiuk
3081dbca13 - removed useless conditions from options menu 2019-09-08 10:11:23 +02:00
alexey.lysiuk
015f57ed52 - fixed VM abort when entering search menu
https://forum.zdoom.org/viewtopic.php?t=65833
2019-09-08 10:11:21 +02:00
Christoph Oelckers
9097f23286 - the Doom status bar has been partially virtualized to allow overriding specific parts of it, most notably the ammo display
# Conflicts:
#	wadsrc/static/zscript/ui/statusbar/doom_sbar.zs
#	wadsrc/static/zscript/ui/statusbar/harm_sbar.zs
2019-09-08 00:08:50 +02:00
Christoph Oelckers
f95f0257b0 - reinstated the old scriptwait implementation as a compatibility option.
Daedalus's MAP19 needs this.
2019-09-07 12:44:43 +02:00
drfrag
fad4a4d829 - Missing strings. 2019-09-07 12:44:40 +02:00
Christoph Oelckers
b894d5d04c - use correct label for "No" text. 2019-09-07 12:44:37 +02:00
drfrag
e94d18ab02 - Change how render cull sliders work: only allow reasonable values. 2019-09-06 20:58:59 +02:00
drfrag
6879817cd8 - Enabled gl_sprite_distance_cull and added slider to menu. 2019-09-04 22:31:56 +02:00
drfrag
d47af90a56 - Enabled gl_line_distance_cull and added slider to menu. 2019-09-04 17:13:11 +02:00
Christoph Oelckers
358718de05 - removed the playernum parameter from CheckLocalView
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.

In particular, this makes no real sense in case of secondary maps where it should always return false.

# Conflicts:
#	src/fragglescript/t_func.cpp
#	src/g_inventory/a_keys.cpp
#	src/p_acs.cpp
#	src/p_mobj.cpp
#	src/p_user.cpp
#	src/r_data/r_interpolate.cpp
#	src/r_data/r_interpolate.h
2019-09-02 21:17:19 +02:00
alexey.lysiuk
79eadafa6b - fixed initial setup for dynamic light actors
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them

https://forum.zdoom.org/viewtopic.php?t=65683
2019-09-02 13:58:49 +02:00
Alexander
9f8241865b add empty line after standard options
Rationale:
When a mod adds a custom option menu, it adds a space before it, like this:
```
AddOptionMenu OptionsMenu
{
  StaticText ""
  Submenu "$MYTITLE", MyOptions
}
```
to prevent custom option menu being in the same block as the last entries in the
standard options list. It's okay.

But when more than one such mod is loaded, each one of them adds a space before
their option menu entry, and Options Menu becomes unnecessary bloated.

This simple edit allows mods to not add a space, still be separated from
standard options.
2019-09-01 00:09:18 +02:00
PaulyB
955c71c773 Level compatibility additions for Scythe 2 and Hell Revealed
# Conflicts:
#	wadsrc/static/zscript/level_compatibility.zs
2019-09-01 00:09:11 +02:00
PaulyB
016d7e5293 Fix typo in Heretic status bar 2019-08-31 10:08:25 +02:00
Rachael Alexanderson
df2eab612d - oops, this didn't get through 2019-08-26 00:51:44 +02:00
PaulyB
8e78f973d0 Let Hexen Cleric and Mage use unique health chains
- (changed slightly by Rachelle)

Hexen's characters incorrectly only used the Fighter's health chain previously.
2019-08-26 00:51:43 +02:00
drfrag
45abf1a5c9 - Added support for up to 4 DirectInput joysticks at the same time for fake splitscreen. But with more than 32 buttons per device they will overlap as before and you'll get wrong labels. 2019-08-21 14:06:29 +02:00
Marisa Kirisame
b08ba350d3 Allow custom status bars to override notifications, centered prints and chat prompt.
# Conflicts:
#	src/c_console.cpp
#	src/ct_chat.cpp
2019-08-20 13:06:52 +02:00
Hugo Locurcio
1c8c8224be Improve crosshair health color to be more informative
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.

The old behavior (`crosshairhealth 1`) is still the default.
2019-08-19 00:25:03 +02:00
drfrag
1fca65f9e4 - Missed some language strings again. 2019-08-14 10:40:33 +02:00
Rachael Alexanderson
7adda0e47a - fix a couple issues with sigil.wad:
- e5m2: floating skulls disappear on lower skill levels
- e5m4: the platform with the baron of hell that led to the invulnerability secret had a missing texture
2019-08-11 14:32:37 +02:00
Christoph Oelckers
d13499d2b7 - fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
2019-08-11 14:28:51 +02:00
alexey.lysiuk
e4ef998dc2 - exposed Append() method to ZScript dynamic array
https://forum.zdoom.org/viewtopic.php?t=65570
2019-08-11 00:09:51 +02:00
Christoph Oelckers
994bdc0b03 - fixed: Do not use BasicArmor's save percentage when no armor present.
This function is only for the Hexen status bar and printed incorrect values.
2019-08-10 12:47:57 +02:00
Christoph Oelckers
1161a17f00 - do not blur the background for portrait-less conversations.
- Fixed the mHasBackdrop flag. (drfrag)

# Conflicts:
#	wadsrc/static/zscript/ui/menu/conversationmenu.zs

# Conflicts:
#	src/menu/menu.cpp
2019-08-10 12:47:41 +02:00
drfrag
61bd1d614a - More fake generic font support. 2019-08-08 00:39:22 +02:00
drfrag
25c890d91c - Fixed bad return value. 2019-08-07 13:42:03 +02:00
Christoph Oelckers
78fa0a6f95 - added option to print a map author's name on the summary screen
For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.

# Conflicts:
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
#	src/gi.cpp
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-08-06 18:46:23 +02:00
Christoph Oelckers
2b51e8d5dd - allow the language table to supersede the title patches, if appropriate
For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.

This also required removing the 'en' label from the default table,  because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.

Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.

# Conflicts:
#	src/g_hub.cpp
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
#	src/gi.h
#	src/p_setup.cpp
#	src/stringtable.cpp
#	src/stringtable.h
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
#	wadsrc_extra/static/iwadinfo.txt

# Conflicts:
#	src/gi.h
#	wadsrc_extra/static/iwadinfo.txt
2019-08-06 17:13:21 +02:00
Blue Shadow
b9a9e3f8b7 - moved GetSaveAmount() from the base armor class 2019-08-05 13:29:02 +02:00
Blue Shadow
80c561a056 - fixed buggy ArmorFactor behavior when set to a value other than 1.0 2019-08-05 13:29:01 +02:00
Christoph Oelckers
070dde2e2b - made adjustments to the text placement on the summary screen.
With extended fonts much of the old code did not work anymore, this needed more precise checks for the sources of the printed texts.

Without the adjustments, just added GetMaxAscender for compatibility. (drfrag)

# Conflicts:
#	src/gamedata/fonts/font.cpp
#	src/scripting/vmthunks.cpp
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-08-05 13:28:43 +02:00
drfrag
31b823a796 - Tweaked 1K Deaths. 2019-08-05 12:56:35 +02:00
drfrag
a62c7fc31c - Missing strings. 2019-07-29 18:54:45 +02:00
Kevin Hutchins
ac238545fd Adds option to use a rotation of quicksaves instead of having one quicksave slot that needs to be manually created. 2019-07-29 18:54:43 +02:00
drfrag
865d1581dd - Extended the fake generic font support for the dialogue system. 2019-07-27 12:56:32 +02:00
alexey.lysiuk
c7516a0fc5 - added ability to specify display duration of subtitles
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box

https://forum.zdoom.org/viewtopic.php?t=65379
2019-07-26 21:59:43 +02:00
Christoph Oelckers
768959af45 - fixed: The numcommands value in A_KoraxCommand needs to be decremented by one because the max parameter of the random function is inclusive. 2019-07-26 14:15:57 +02:00
Major Cooke
7f5a2d3a11 Added A_SoundPitch and an optional pitch parameter to A_PlaySound and S_Sound.
- Note: Because sound channels are not in zscript, there's no way to modify a sound made by S_Sound.

# Conflicts:
#	src/s_sound.cpp
#	wadsrc/static/zscript/base.zs
2019-07-25 00:06:12 +02:00
Christoph Oelckers
136e828de9 - use proper interface calls to give the initial BasicArmor to the player.
The old code didn't check if giving the item was proper and just went ahead adding it to the inventory unconditionally.
2019-07-18 14:30:09 +02:00
alexey.lysiuk
f38c83f96c - added PSprite.bMirror flag to ZScript class definition
https://forum.zdoom.org/viewtopic.php?t=65372
2019-07-18 14:30:05 +02:00
Christoph Oelckers
6999c89cbb - moved several IWAD dependent files into the game_support resource
* sprite offset definitions, which are IWAD dependent
* Freedoom's decal overrides
* conversation ID definitions for the Strife teasers
* the fallback BigFont now can also be loaded by IWADs which declare themselves as GAME_Heretic or GAME_Hexen.

# Conflicts:
#	src/gamedata/fonts/v_font.cpp
2019-07-18 14:28:40 +02:00
Rachael Alexanderson
264f1d875f - add +ZDOOMTRANS to BFGExtra in order to force classic transparency per user setting. 2019-07-18 13:57:59 +02:00
Christoph Oelckers
7757798d22 - moved iwadinfo.txt to zd_extra.pk3.
This was done for two reasons:

1. It forces loading of zd_extra.pk3 for the stock IWADs, eliminating a certain kind of user error.
2. It removes the stock IWAD definitions for custom games that distribute the engine along with their data, so that it doesn't pick up on Steam and GOG installations and shows an inappropriate IWAD picker.
2019-07-18 13:53:20 +02:00
Christoph Oelckers
e51f9a6c13 - allow setting the font used for the status screen's content text.
But only works partially for Raven games (hacked). (drfrag)

# Conflicts:
#	src/gi.cpp
#	wadsrc/static/mapinfo/chex.txt
#	wadsrc/static/mapinfo/doomcommon.txt
#	wadsrc/static/mapinfo/heretic.txt
#	wadsrc/static/mapinfo/hexen.txt
#	wadsrc/static/mapinfo/mindefaults.txt
#	wadsrc/static/mapinfo/strife.txt
#	wadsrc/static/zscript/ui/statscreen/statscreen_sp.zs
#	wadsrc_hacxextra/static/zmapinfo.txt
2019-07-18 13:22:44 +02:00
Christoph Oelckers
65a054ba88 - implemented subtitle display for Blackbird's voiceover messages.
# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-07-18 12:33:48 +02:00
drfrag
a87d8ef7e2 - Missing strings. 2019-07-18 12:32:36 +02:00
Christoph Oelckers
1fb5361a82 - implemented subtitles for intermission slideshows.
# Conflicts:
#	src/d_main.cpp
#	wadsrc/static/language.csv
2019-07-18 12:30:19 +02:00
drfrag
0beb8b85bd - Changed default keybindings for Strife. 2019-07-18 00:47:26 +02:00
drfrag
02ee44772c - fake VGA font support to the MessageBoxMenu class 2019-07-17 23:58:12 +02:00
drfrag
8c941ba1cf - A few more missing things for compatibility.
# Conflicts:
#	wadsrc/static/language.enu
2019-07-17 23:58:09 +02:00
drfrag
b702a5a514 - fake generic font support for the dialogue system. 2019-07-17 23:49:47 +02:00
Christoph Oelckers
26863bfd94 - tested and fixed the attachable lights.
# Conflicts:
#	src/g_shared/a_dynlight.cpp
2019-07-17 17:53:43 +02:00