Commit graph

382 commits

Author SHA1 Message Date
Randy Heit
b4390308df - Added a new WIF_NO_AUTO_SWITCH flag for weapons that should never be
switched to automatically when the player picks them up.


SVN r457 (trunk)
2007-01-22 22:15:50 +00:00
Christoph Oelckers
d0c910fca6 - added Grubber's submission for customizable gravity per actor.
- Fixed: A_Jump didn't work for weapons or CustomInventory items.



SVN r456 (trunk)
2007-01-20 14:27:44 +00:00
Randy Heit
4f845508cc - Added D3DCREATE_FPU_PRESERVE to the IDirect3D9::CreateDevice() call.
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)
2007-01-19 02:45:26 +00:00
Randy Heit
47c401f4ec - Replaced the vector math routines with the ones I developed for the FP code.
SVN r454 (trunk)
2007-01-19 02:00:39 +00:00
Randy Heit
f0f976c4f5 - Added a summonfoe CCMD, which is analagous to summonfriend but forces the
summoned creature to be hostile instead.


SVN r453 (trunk)
2007-01-16 03:04:00 +00:00
Randy Heit
de18276b24 - Changed the default snd_output under Linux to OSS.
- Fixed the behavior of the "Don't ask" checkbox for the GTK+ version of
  the IWAD dialog.



SVN r452 (trunk)
2007-01-16 02:19:25 +00:00
Randy Heit
c196880ee5 - Added a GTK+ version of the IWAD selection dialog box. That brings the
Linux port one step closer to feature parity with the Windows version.



SVN r451 (trunk)
2007-01-16 01:53:43 +00:00
Christoph Oelckers
554573bcb3 - Adjusted AlterWeaponSprite so that it properly handles multiple
invisibility powerups at the same time.


SVN r450 (trunk)
2007-01-14 08:58:07 +00:00
Randy Heit
14ecb21dee - Integrated the fatal error display into the text logger.
SVN r449 (trunk)
2007-01-14 02:25:19 +00:00
Christoph Oelckers
3c976ac02c - Converted the StrifePlayer to DECORATE. Even though it requires exporting
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)
2007-01-12 15:24:10 +00:00
Christoph Oelckers
1cd8370327 - Added Skulltag's REDMAP and GREENMAP.
- 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)
2007-01-09 16:32:44 +00:00
Randy Heit
82ba0fb189 SVN r446 (trunk) 2007-01-09 04:40:58 +00:00
Christoph Oelckers
dbb9baf909 - Fixed: Sorting of files in Zips was broken.
SVN r445 (trunk)
2007-01-07 10:18:35 +00:00
Christoph Oelckers
4510ccf849 - Ported GZDoom's deep water splash code so that splashes are handled properly
in Boom maps with non-swimmable water.
- Changed ENDOOM CVAR so that there is an option to show only modified versions.


SVN r444 (trunk)
2007-01-07 09:43:58 +00:00
Randy Heit
6b1bf235fd - Added simulation of Strife's startup screen.
- Switched from a 14-pixel tall VGA font to a 16-pixel tall one for the
  Heretic loading screen (and ENDOOM).


SVN r443 (trunk)
2007-01-07 05:00:07 +00:00
Christoph Oelckers
34c6f64d82 - Added ENDOOM screen. It will only be shown when the game is exited via the
main menu and there is an option to switch it off for those who don't want
  to wait.


SVN r441 (trunk)
2007-01-06 12:30:34 +00:00
Randy Heit
dbe2593500 - Added simulation of Heretic's startup screen.
SVN r438 (trunk)
2007-01-06 04:08:24 +00:00
Christoph Oelckers
ec2e63c6d3 - Added customizable border textures. They will be defined with the
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)
2007-01-05 22:08:57 +00:00
Randy Heit
34719e8d58 - Added simulation of Hexen's startup screen (currently minus net notches).
SVN r436 (trunk)
2007-01-05 04:21:14 +00:00
Christoph Oelckers
6a89d3594a - Fixed: The ANIMATED parser must read the bytes for the speed as unsigned bytes.
- 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)
2007-01-02 09:51:04 +00:00
Christoph Oelckers
e15988505a - Fixed: Several actors for Doom were missing their spawn ID.
SVN r434 (trunk)
2006-12-31 11:27:39 +00:00
Randy Heit
82cf5d703f - Fixed: APlayerPawn::GiveDefaultInventory() used two different variables
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)
2006-12-29 20:28:23 +00:00
Randy Heit
b2b28fa2f5 - Fixed: The SDL input code must convert the event.data1 to uppercase.
- 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)
2006-12-29 05:14:19 +00:00
Randy Heit
851bf89442 - Fixed all the warnings from GCC 4.2, including a handful that were
present in
  older GCCs.



SVN r430 (trunk)
2006-12-29 03:38:37 +00:00
Randy Heit
ff65f75a8c - Fixed: The VC++ project was not set up to redefine RM using del in
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)
2006-12-29 02:21:47 +00:00
Randy Heit
4899fa91f1 - Fixed the new network status display for the Linux terminal.
SVN r428 (trunk)
2006-12-29 01:48:47 +00:00
Christoph Oelckers
3eeef7af77 - Converted the Communicator to DECORATE.
- 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)
2006-12-25 13:43:11 +00:00
Christoph Oelckers
2b6203f950 - Replaced several calls to S_GetSoundPlayingInfo with S_IsActorPlayingSomething
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)
2006-12-24 23:08:49 +00:00
Christoph Oelckers
558a18cf5c - Added new flag MF5_NOBLOODDECALS that prevents bleeding actors from spawning
blood decals.


SVN r424 (trunk)
2006-12-24 12:51:24 +00:00
Christoph Oelckers
d718827ec1 - Fixed: The Cacodemon doesn't have a melee attack defined as I mistakenly
assumed when writing its DECORATE code.


SVN r423 (trunk)
2006-12-23 23:09:23 +00:00
Christoph Oelckers
9b0b199bb5 - Fixed: Commander Keen's death sequence had one state duplicated.
- 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)
2006-12-23 12:12:06 +00:00
Randy Heit
1360a1d89e - Guests can now watch as other guests connect during i_net handshaking.
- 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)
2006-12-23 03:40:12 +00:00
Randy Heit
e1bd63e876 - Turned on warning level 4 just to see what it would produce: a lot of
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)
2006-12-21 04:34:43 +00:00
Randy Heit
c8d07f3883 - Fixed: D3DFB::Reset() also needs to restore the texture border color,
otherwise it gets reset to black and unused. 
- Fixed: I_SetWndProc() needs to be called before any of the DirectX
  interfaces are initialized, because DirectX subclasses the window itself,
  and I_SetWndProc() undoes that subclassing.


SVN r419 (trunk)
2006-12-20 02:20:59 +00:00
Christoph Oelckers
43ddce519c - Fixed: Inventory.Icon printed error message for all the missing icons in
Strife's teaser.
- Fixed: st_start.cpp needed a 
  #define _WIN32_WINNT 0x0501.
- Fixed a few uninitialized variables warnings for GCC.


SVN r418 (trunk)
2006-12-19 16:08:48 +00:00
Randy Heit
83373fba88 Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.

- Reorganized the network startup loops so now they are event driven. There is
  a single function that gets called to drive it, and it uses callbacks to
  perform the different stages of the synchronization. This lets me have a nice,
  responsive abort button instead of the previous unannounced hit-escape-to-
  abort behavior, and I think the rearranged code is slightly easier to
  understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
  in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
  releasing a DirectDraw or Direct3D interface, the DWM can still use the
  last image drawn using them when it composites the window. It doesn't always
  do it but it does often enough that it is a real problem. At this point, I
  don't know if it's a problem with the release version of Vista or not.
  After messing around, I discovered the problem was caused by ~Win32Video()
  hiding the window and then having it immediately shown soon after. The DWM
  kept an image of the window to do the transition effect with, and then when
  it didn't get a chance to do the transition, it didn't properly forget about
  its saved image and kept plastering it on top of everything else
  underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
  Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
  sound if initialization failed, so this only applies when snd_output is set
  to "alternate" which now also falls back to no sound. In addition, it wasn't
  working right, and I didn't feel like fixing it for the probably 0% of users
  it affected.
- Fixed: The edit control used for logging output added text in reverse order
  on Win9x.
- Went back to the roots and made graphics initialization one of the last
  things to happen during setup. Now the startup text is visible again. More
  importantly, the main window is no longer created invisible, which seems
  to cause trouble with it not always appearing in the taskbar. The fatal
  error dialog is now also embedded in the main window instead of being a
  separate modal dialog, so you can play with the log window to see any
  problems that might be reported there.
  
  Rather than completely restoring the original startup order, I tried to
  keep things as close to the way they were with early graphics startup. In
  particular, V_Init() now creates a dummy screen so that things that need
  screen dimensions can get them. It gets replaced by the real screen later
  in I_InitGraphics(). Will need to check this under Linux to make sure it
  didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
    - I_StartModeIterator()
    - I_NextMode()
    - I_DisplayType()
  I_FullscreenChanged() was also removed, and a new fullscreen parameter
  was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
  initialized post-1.22.


SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
Christoph Oelckers
e9c68df94e - Fixed: The smartaim logic was incorrect. Also added another mode: Autoaim only
at monsters.


SVN r415 (trunk)
2006-12-16 16:34:39 +00:00
Christoph Oelckers
693bf96cb3 - Merged FActorInfo::FindStateExact and FActorInfo::FindState into one function
because the differences are only minimal.
- Removed all the varargs FindState functions because they aren't really needed.
  The engine itself never explicitly checks for more than 2 labels and for the 
  rest a function that gets passed a FName array is more suitable anyway.


SVN r414 (trunk)
2006-12-16 14:06:21 +00:00
Christoph Oelckers
979dfdf4cf - Changed state label storage so that each actor owns all the state labels itself
and doesn't have to traverse parent lists to find them. This is required for
  Dehacked actors that inherit states (e.g. NonsolidMeat and Spectre) but it also
  makes the data much easier to handle.


SVN r413 (trunk)
2006-12-16 12:50:36 +00:00
Christoph Oelckers
638526946b - Merged the fallingdamage setting into one menu item and added Strife damage to it.
- Moved deathmatch options into their own category in the gameplay options menu.
- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming
  at friendlies or shootable decorations if there are monsters that can be shot.
- Added: SetThingSpecial treats a tid of 0 as the activator.


SVN r412 (trunk)
2006-12-16 11:49:48 +00:00
Christoph Oelckers
08a1ffce23 - Fixed: The particle fountains' names were different than before
- Fixed: FTexture::CheckForTexture should return NULL if the texture it
  finds is of type FTexture::TEX_Null. If this isn't done not all occurences
  of AASHITTY being used to silence an editor's error checker will be handled
  correctly. In particular the transparent door trick will break.


SVN r411 (trunk)
2006-12-14 11:44:49 +00:00
Christoph Oelckers
e55e4f0932 - Fixed: When a DehackedPickup replacement object is created it must copy
the state labels of the parent object.


SVN r410 (trunk)
2006-12-11 11:18:04 +00:00
Christoph Oelckers
88812ed0f5 - Fixed: P_LookForTid should abort its search when it discovers that it has
cycled through the entire list of actors.
- Reverted AActor::FindState to its R407 version because the change in R408 
  doesn't compile properly with VC++.
- Changed FIXMAPTHINGPOS further so that it also affects objects that are 
  not directly on a wall but closer than its radius.
- Changed FIXEDMAPTHINGPOS to move objects completely out of the wall and 
  adjusted the radii of all affected objects to actually represent half 
  the sprite's width.


SVN r409 (trunk)
2006-12-09 12:50:52 +00:00
Christoph Oelckers
6f3a28e355 - Fixed: The Acolyte's obituary wasn't printed.
- Fixed: The fighter player's attack state used the Cleric's sprite.


SVN r407 (trunk)
2006-12-08 08:47:57 +00:00
Christoph Oelckers
b8bb3479c8 Undid bad merge of rh-log.txt
SVN r405 (trunk)
2006-12-06 14:12:26 +00:00
Christoph Oelckers
b599eda17d - Moved A_ThrowGrenade from Inventory to Actor because it can also be used by
monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
  even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.


SVN r404 (trunk)
2006-12-06 10:38:47 +00:00
Randy Heit
24b5a0b110 - Finished the framework for specifying all action functions externally,
including restricting them to particular classes.

SVN r403 (trunk)
2006-12-04 23:25:59 +00:00
Randy Heit
511e11e8b4 SVN r402 (trunk) 2006-12-04 03:23:02 +00:00
Christoph Oelckers
c7644ca34e - Converted the Heretic sound sequences and the particle fountains to DECORATE.
- Added DECORATE support for setting an actor's args. If this is done
  it will also disable the actor's special that can be set in a map. This
  is for actors that want to use A_CountdownArg or similar functions
  that use the args for something different than the special's parameters.
- Converted a_sharedmisc.cpp to DECORATE.
- Added a new NActorIterator that can search for classes specified by name.
- Added a new constructor to TThinkerIterator that can search
  for DECORATE defined subclasses that are not represented by a real C++ class.
- Fixed: BuildInfoDefaults must set the parent symbol table so that 
  all actors can get to the global symbols stored in AActor.
- Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition.
- Fixed: A_VileAttack moved the flame without relinking it into the sector 
  lists. It also forgot to set the z-position correctly. (original Doom bug.)
- Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling.


SVN r401 (trunk)
2006-12-02 15:38:50 +00:00
Randy Heit
ca8765ed79 - Removed all the "fast" and unused code from FColorMatcher. Today's
computers are fast enough that the difference isn't even noticeable
  unless you're doing hundreds of thousands of matches, and I never had
  any plans to improve the algorithm the "fast" code used.
- Fixed: BestColor() should not by default return 1 as a possible match,
  since it's normally the transparent color.


SVN r400 (trunk)
2006-12-01 02:51:56 +00:00
Randy Heit
2dcc70dd31 - The DSimpleCanvas constructor now fills MemBuffer with zeros.
- Fixed: If the FBTexture wasn't exactly the same size as the screen,
  D3DFB::PaintToWindow() would still lock it with D3DLOCK_DISCARD. Alas,
  I saw no speedup for using a dirty region. (Side note: The Radeons are
  apparently slower compared to DirectDraw because they must do
  power-of-2 textures. If they ever add non-power-of-2 support like nvidia,
  I assume they will also see a speed gain.)
- Changed fb_d3d9.cpp so that instead of trying to compensate for Geforce
  off-by-one errors in the pixel shader, it automatically detects where
  the error occurs and modifies the way the palette is uploaded to
  compensate. Palette color 255 is then represented using the texture
  border color instead of actually being part of the palette. This should
  work correctly with all cards, since I had a report of an FX where the
  off-by-one occurred in a different spot from the place where I observed
  it on a 6 and 7 series cards. Since the shader now has one fewer
  instruction, I notice a very marginal speedup. (Interestingly, removing
  the flash blending from the shader had no perceivable performance gain.)


SVN r399 (trunk)
2006-12-01 01:17:45 +00:00
Christoph Oelckers
37e8533773 - Fixed: The DECORATE expression evaluator evaluated operators of same
precedence right to left instead of left to right.


SVN r398 (trunk)
2006-11-29 22:43:05 +00:00
Christoph Oelckers
63bd2125f3 - Added global constants to DECORATE so that I can define meaningful flag
names for some DECORATE functions. Technically these will be constants 
  of the AActor class but that will make them accessible in all other actor 
  classes.


SVN r397 (trunk)
2006-11-29 16:20:22 +00:00
Christoph Oelckers
a537d1a115 SVN r396 (trunk) 2006-11-29 11:14:40 +00:00
Christoph Oelckers
0ba809234e - Fixed: The StrifePlayer couldn't obtain his default inventory because
APlayerPawn::GiveDefaultInventory gave him some HexenArmor even though
  he doesn't need it.
- Added custom blood type properties to DECORATE.
- Converted Blood to DECORATE and made some minor changes to the code
  in preparation for custom blood types.
- Converted the bot helper things to DECORATE.
- Added damage type specific crash states.


SVN r395 (trunk)
2006-11-29 10:03:35 +00:00
Randy Heit
4467cd6563 - Started adding action function declarations to objects.
- Added integer constant declarations to objects.
- Added some new token-based functions to sc_man.cpp that know about keywords
  and record proper type information, so parsers don't need to treat
  everything as strings.
- Added a simple symbol table to PClass.


SVN r394 (trunk)
2006-11-29 04:51:16 +00:00
Christoph Oelckers
30885e6d86 - Changed: When playing a shareware game no external WADs are loaded at all,
not even zvox.wad or the skins directory.
- Minor improvement of Hexen's Demons: They now transfer the translation
  to the chunks they spawn so that they look correct if they are color
  translated. See Resurrection of Chaos for an example.
- Converted Key gizmos to DECORATE.
- Converted Heretic's Beast (Weredragon) to DECORATE.
- Added a randomness parameter to A_SpawnItemEx. This allows
  spawning objects with a random chance without the need to write
  complicated A_Jump constructs.
- Converted Heretic's Mummy to DECORATE.
- Converted Hexen's Demons to DECORATE.



SVN r393 (trunk)
2006-11-27 21:51:36 +00:00
Christoph Oelckers
a90ba9deb6 - Converted Ettin and Centaur to DECORATE.
- Made the Ettin's and Centaur's howling sound an actor property.
- Added A_CustomComboAttack function to finally have something that can
  replace the old A_ComboAttack function.
- Added A_SpawnItemEx function that removes the problems with A_SpawnItem
  and which also should make most of the A_CustomMissile abuse unnecessary.
- Added A_QueueCorpse to the list of DECORATE code pointers.
- Made the size of Hexen's corpse queue configurable by CVAR
  (sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse 
  queuing completely so that even in Hexen all corpses will stay forever.


SVN r392 (trunk)
2006-11-27 00:01:30 +00:00
Christoph Oelckers
d840d9b68a - Added random2 function to DECORATE's expression evaluator. This is to
better emulate some calculation of internal code pointers.
- Added named RNG support to DECORATE's expression evaluator. Just use
  random[name](min, max).


SVN r391 (trunk)
2006-11-26 12:13:12 +00:00
Randy Heit
04b80f8de5 - Reverted updaterevision.vcproj to r385 and added a note as a build event
explaining the need to use mt.exe 6.0 or newer. Here is the note:
  VERY IMPORTANT: You must copy the mt.exe from %VSINSTALLDIR%\Common7\Tools\bin
  on top of the version in %VSINSTALLDIR%\VC\bin or your computer may restart
  while building.
- Changed the ASecretTrigger::Activate() fix: There's no reason open scripts
  shouldn't be able to activate secret triggers; players just won't get
  credit for it in coop.
- Added a NULL actor check to R_SetupFrame().
- Fixed: The player sounds in DEHSUPP were defined incorrectly.


SVN r390 (trunk)
2006-11-26 01:30:34 +00:00
Christoph Oelckers
beca482a68 - Fixed: SecretTriggers that were activated in an OPEN script caused a crash.
SVN r389 (trunk)
2006-11-26 00:09:17 +00:00
Christoph Oelckers
49422188f2 - Converted Heretic's Clink (Sabreclaw) to DECORATE.
- Added MissSound parameter to A_CustomMeleeAttack.
- Converted Heretic's Snake (Ophidian) to DECORATE.
- Added an option to A_CustomMissile to jump to the see state if
  the caller's target is dead.
- Fixed: A_ThrowGrenade didn't play the missile's spawn sound.
- Added MF_SPAWNSOUNDSOURCE flag so that Raven's missile spawning code 
  pointers can be recreated with DECORATE.
- Converted a_ravenambient.cpp to DECORATE.



SVN r388 (trunk)
2006-11-25 12:25:05 +00:00
Randy Heit
824fa1a557 - Fixed: The backpack didn't give extra ammo in baby and nightmare modes.
SVN r387 (trunk)
2006-11-25 04:47:42 +00:00
Randy Heit
4b7b95663e - Fixed: When P_SpawnPlayer() calls DObject::PointerSubstitution() to
redirect player pointers, it affects the bodyque too. That meant that in
  multiplayer games, once the bodyque filled up, anybody was in danger of
  being rudely destroyed the next time somebody respawned.


SVN r386 (trunk)
2006-11-25 04:26:04 +00:00
Randy Heit
86ed101522 - Added a manifest with a trustinfo section to updaterevision.exe so that
the build process can run uninterrupted under Vista.
- Fixed: DIRECT3DCREATE9FUNC needs WINAPI added to its prototype so that it
  works properly in release build, which defaults to __fastcall.


SVN r385 (trunk)
2006-11-23 02:16:43 +00:00
Randy Heit
48bb782b19 - Fixed: Polyobjects are serialized before players, which means that a call
to PO_MovePolyobj() from P_SerializePolyobjs() for a crushing polyobject
  that touches a player actor will not have a valid actor->player->mo chain
  for P_DamageMobj and crash if it happens to touch the player. Since the
  polyobject was presumably in a good spot when the game was saved, we can
  just skip this step entirely and let it take care of itself the next time
  it moves (by which time, the players will be valid).
- Fixed: When transitioning from fullscreen to windowed mode with D3DFB, the
  window kept the WS_EX_TOPMOST style.
- Slight correctness fix: When in fullscreen, the window should have WS_POPUP
  style.
- Added a NULL target check to P_SpawnMissileXYZ(), A_DemonAttack1(),
  A_DemonAttack2_1(), and A_DemonAttack2_2().


SVN r384 (trunk)
2006-11-21 05:43:34 +00:00
Randy Heit
93b18c3bfa SVN r383 (trunk) 2006-11-19 02:10:25 +00:00
Christoph Oelckers
1502215009 - Made AActor's xscale and yscale properties full precision fixed point
so now larger scales than 4 can be done.


SVN r381 (trunk)
2006-11-14 16:54:02 +00:00
Christoph Oelckers
f6f15ba764 - Added a check to P_CheckMissileSpawn to decrease the monster counter
if it was called for spawning a monster with A_CustomMissile.
- Added a ML_BLOCK_PLAYERS line flag.


SVN r380 (trunk)
2006-11-10 12:13:37 +00:00
Christoph Oelckers
e5bce37755 - Converted Heretic's and Hexen's players to DECORATE.
- Made Hexenarmor factors configurable by DECORATE.
- Added support for selecting the invulnerability mode per item as well.
- Made Invulnerability and Healing radius behavior selectable by player
  class instead of hard coding the special behavior to the Hexen classes.


SVN r379 (trunk)
2006-11-07 10:20:09 +00:00
Christoph Oelckers
80950553c6 - Converted the DoomPlayer to DECORATE.
- Extended all A_Jump commands to take labels as parameters in addition
  to offsets.


SVN r378 (trunk)
2006-11-05 21:46:28 +00:00
Christoph Oelckers
9c529b8aa4 - Removed the deprecation warnings for the state assignment commands
in DECORATE. While it is still recommended not to use them anymore
  they will continue to work with custom state support and existing 
  DECORATE code doesn't have to be changed. However, they will remain
  limited to the existing functionality, nothing more.


SVN r377 (trunk)
2006-11-05 15:49:54 +00:00
Christoph Oelckers
8c2f651bdb - Replaced the static string buffer in ProcessStates with an FString.
- After doing some tests with state label scopes I had to conclude that
  using '.' both for separating sub-state-labels and scope resolution 
  identifiers does not work reliably unless all actor class names were
  prohibited from being used as state labels.  Since that is undesirable
  the only solution is to change the scope resolution operator. Fortunately 
  no WADs so far have used it so implementing such a breaking change isn't 
  a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.


SVN r375 (trunk)
2006-11-04 22:26:04 +00:00
Christoph Oelckers
5e8323b426 - Converted Arachnotron, Archvile, Cyberdemon, Spidermastermind and
CommanderKeen to DECORATE.


SVN r374 (trunk)
2006-11-04 16:19:50 +00:00
Christoph Oelckers
29195a913c - Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.
- Added VSpeed DECORATE property so that an actor can be given an initial
  vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
  operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
  the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
  monsters and added it to the list of DECORATE code pointers. Now Quake-style
  zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
  spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
  health compatibility flag if max is 0. To do that it calls P_GiveBody now.


SVN r373 (trunk)
2006-11-04 13:06:42 +00:00
Christoph Oelckers
c745c635db - Fixed: The Cacodemon had a FastSpeed definition even though it shouldn't.
- Fixed: FastSpeed was used unconditionally when defined.


SVN r372 (trunk)
2006-11-02 07:23:08 +00:00
Christoph Oelckers
a8ba2a99ea - Fixed: SetActorPitch with a 0-tid (i.e. affect the activator) set the angle
instead of the pitch.
- Fixed: The check for special death states in AActor::TakeSpecialDamage didn't
  work.


SVN r371 (trunk)
2006-10-31 21:49:45 +00:00
Christoph Oelckers
063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
2006-10-31 14:53:21 +00:00
Randy Heit
3b2c2efcb1 - Version bump to 2.1.7.
- Fixed: Placing a /* */ comment at the very end of a file without a
  terminating newline would not parse reliably.
- Added a NULL WallSpriteTile check to R_RenderDecal().


SVN r365 (trunk)
2006-10-31 00:47:05 +00:00
Christoph Oelckers
88ca8e630c - Changed parameter storage for states to use a separate member variable
instead of forcing it into misc1/misc2. Although this increases the EXE's
  size by 30k it has several advantages:
  * State parameters are no longer limited to 65535 for all states combined.
  * State parameters can be used with long durations.
  * Some special handling in the weapon state set functions can be removed.


SVN r364 (trunk)
2006-10-29 11:01:00 +00:00
Christoph Oelckers
b178bb2612 - Fixed: The MinotaurFriend's MF4_NOTARGETSWITCH was put on AMinotaurFX1.
SVN r363 (trunk)
2006-10-27 08:20:54 +00:00
Randy Heit
bcca366e8f - Removed A_JumpSet and merged its functionality with A_Jump by turning
A_Jump into a varargs function.
- Fixed: P_MorphPlayer() should check that the desired type is actually a
  PlayerPawn.
- Added an optional parameter to the morphme ccmd that specifies the player
  class to morph into.
- Changed the SetActorPitch, SetActorAngle, Thing_Spawn*, Thing_Projectile*,
  and Thing_Move functions so that TID 0 affects the activator.


SVN r362 (trunk)
2006-10-27 03:03:34 +00:00
Christoph Oelckers
753f280e04 - Moved the sector type translation for Doom format maps into a simple lump
in zdoom.pk3.
- Changed Line_SetIdentification so that the fifth arg is a high-byte for the line ID.


SVN r361 (trunk)
2006-10-25 16:21:08 +00:00
Randy Heit
2efba66558 - Added the A_JumpSet function for what seems to be a fairly common scenario.
It is like A_Jump, except it accepts up to 20 jump targets. The jump
  probability is still the first parameter and controls whether any jump is
  taken at all; use 256 if you always want to jump. If a jump is taken, then
  one of the jump targets will be chosen at random, with each target having
  an equal chance of being chosen.
- Fixed: The unfreeze ccmd was not multiplayer-safe. And I renamed it to thaw,
  since it has nothing to do with the freeze ccmd.


SVN r360 (trunk)
2006-10-24 02:32:12 +00:00
Christoph Oelckers
0d5e3cf97e - Added MF5_PIERCEARMOR flag that allows damaging objects that aren't
affected by armor.
- Added an unfreeze CCMD so that frozen players can be unfrozen for testing.
- Added special death states for projectiles hitting actors.
- Added ACS SetActorPitch/GetActorPitch functions.
- Added cameraheight property for actors.


SVN r359 (trunk)
2006-10-22 10:32:41 +00:00
Christoph Oelckers
fb5f4a132b - Fixed: The yellow color range contained gaps in its definition which
resulted in incorrect colors.
- Fixed: FFont::BuildTranslations didn't clamp the RGB color values. This
  can happen if some font colors overflow or underflow due to incomplete
  range specifications.


SVN r358 (trunk)
2006-10-21 09:01:45 +00:00
Randy Heit
dd5f01b91e - Fixed: ExpData::EvalConst() did not NULL the children pointers for binary
operators after deleting them, so ~ExpData() would try to delete them again
  later.


SVN r357 (trunk)
2006-10-21 04:38:57 +00:00
Randy Heit
ef1a5a115f - Added a new MapMarker actor. Instead of appearing in the 3D view, it appears
on the automap instead. If its first argument is zero, the map marker itself
  appears on the automap, otherwise it is drawn on top of any actor with a TID
  matching that argument. If the second argument is one, then the map marker
  will only be appear if the player has previously seen the sector it is one.
  You can use Thing_Activate and Thing_Deactivate on markers to turn them on
  and off. And if you subclass MapMarker with DECORATE, you can easily make
  your own custom markers.
- Fixed: Map markers could not be drawn partially off the map. They were
  drawn either fully or not at all.
- Fixed: Map markers appeared in the wrong place on a rotated overlay map if
  screenblocks < 10.


SVN r356 (trunk)
2006-10-20 04:04:04 +00:00
Randy Heit
35ca16ba4f - Added the MF2_PASSMOBJ for P_Thing_Spawn() from January 4, 2003, to
DLevelScript::DoSpawn().
- Changed VectorNormalize() (and VectorNormalize2) to use doubles for storing
  the vector lengths, fixing desyncs between GCC/VC++ games that happened
  because the two compilers produced slightly different results for some
  slopes. GCC kept them in registers, so they were never truncated to floats.
  VC++ stored them to memory and reloaded them in order to truncate them to
  the defined precision. Lesson learned: Floating point numbers in local
  variables should always be doubles to produce the best code with VC++ that
  has the best chance of matching GCC's default behavior.
- Removed netget and netsend function pointers. PacketGet and PacketSend are
  now called directly.
- Fixed: Watching a demo from the point of view of someone other than the
  first player could cause a crash when the demo ended.
- Removed invcount from the expression evaluator at Grubber's suggestion,
  because it doesn't work.
- Fixed: vid_nowidescreen should fire off setsizeneeded so that changes to it
  can happen immediately instead of at the next resolution change.


SVN r355 (trunk)
2006-10-20 01:58:26 +00:00
Randy Heit
7c1fbe7ee5 - Modified the way autosaves are done. Instead of setting gameaction to
ga_autosave, write DEM_CHECKAUTOSAVE to the net stream. When this is
  processed, it will check if it's okay to do an autosave. If it is, it writes
  DEM_DOAUTOSAVE to the net stream, which the sets gameaction to ga_autosave.
  Essentially, about half of the functionality was moved out of G_DoAutoSave()
  and into Net_DoCommand().
- Minor changes to OS detection: The os_WinNT enumeration has been renamed to
  os_WinNT4, since every new OS coming out of Microsoft these days is
  essentially NT. NT 5.2 and 6.0 are now properly identified as "Windows
  Server 2003" and "Windows Vista" respectively, and any unknown NT versions
  Microsoft introduces in the future will now be displayed as "Windows NT"
  instead of "Windows 2000" if the minor version is 0 and "Windows XP" if the
  minor version is non-0. Win32s detection has also been removed. Presumably
  if somebody is foolish enough to try to run this on Windows 3.x with Win32s,
  it won't even load due to missing DLLs.
- Fixed: Demos with NETD chunks should not set netgame to true unless they
  have more than one player. And since netdemo is ignored if netgame is
  false, it doesn't need to set that either.
- Fixed: FTexture::GetScaled* functions did not check for scale values of 0.


SVN r354 (trunk)
2006-10-19 20:20:56 +00:00
Christoph Oelckers
39d2ef0460 - Changed the rocket so that the FX_ROCKET flag is set in the actor
definition and not in BeginPlay.
- Changed the special explosion behavior of the rocket to a flag
  (MF5_DEHEXPLOSION) so that its effects can be used on other actors
  as well without having to inherit from the rocket.


SVN r353 (trunk)
2006-10-15 20:27:16 +00:00
Christoph Oelckers
92c3a89255 - Fixed: PrintAlias passed FString objects directly to Printf.
- Added bitwise not (~) operator to ACS.


SVN r352 (trunk)
2006-10-09 15:55:47 +00:00
Christoph Oelckers
3dabd38359 - Fixed: Hires texture replacements must call AddPatch if the texture
isn't defined yet in order to replace lumps that are not in the
  list of preinitialized graphics.
- Changed font initialization to occur after textures have been completely
  initialized. This is necessary so that the font characters can be
  replaced with hires versions.


SVN r351 (trunk)
2006-10-06 21:07:58 +00:00
Christoph Oelckers
6fe9c98b47 - Fixed: Hires texture replacements and auto-scaled flats require the
bWorldPanning flag. Also added some NULL pointer checks to the
  hires texture loading code.
- Added Sector_SetFloorScale2 and Sector_SetCeilingScale2 line specials.
  They are mostly the same as Sector_Set*Scale but take fixed point parameters.
  This makes them easier to use and more precise than the old ones which
  offered very small fractional precision.
- Changed Thing_Deactivate so that passing a tid of 0 deactivates the calling 
  actor.
- Added MeansOfDeath parameter to DamageThing.


SVN r350 (trunk)
2006-10-05 20:32:16 +00:00
Randy Heit
2c2261884c SVN r349 (trunk) 2006-10-05 03:30:44 +00:00
Christoph Oelckers
28ea15d8f4 - When exiting the level on a damaging floor the player could be in the pain
state and make its pain noise at the start of the next level.
- Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD.


SVN r348 (trunk)
2006-10-04 07:45:44 +00:00
Randy Heit
65bb04b7e8 - Fixed: V_BreakLines() failed to produce output for the final line if it was
only one character long.
- Fixed: When players respawned in multiplayer, scripts that started on their
  old body kept executing on that body instead of being transferred to the new
  one. I'm doing this with general pointer substitution now, so everything
  that pointed to the old body will use the new one; not sure if that's best,
  or if it should applied exclusively to scripts, though.
- Fixed: Hexen's delay ACS command actually waited one extra tic. Now if
  you're playing Hexen and an old-style ACS script delays it will wait one
  extra tic in ZDoom as well.
- Fixed: When G_FinishTravel() created a temporary player, P_SpawnPlayer()
  thought the old player actor was a voodoo doll and stopped its scripts
  and moved its inventory.


SVN r347 (trunk)
2006-10-03 03:14:28 +00:00
Randy Heit
c0bd4e54f4 - Fixed: player_t::GetSpawnClass() always returned the spawn flags for the
local player, so co-op games would spawn only the things relevant for the
  local player and not all the things relevant for all players.


SVN r344 (trunk)
2006-10-01 01:38:37 +00:00
Christoph Oelckers
fa2fc3f4d7 - Fixed: Default flags for APlayerPawn and APlayerChunk were not defined.
SVN r343 (trunk)
2006-09-30 22:28:38 +00:00
Christoph Oelckers
a3f39c3789 - Fixed: Monsters should never target friends, even if the friendliness
state has changed since the target has been acquired.
- Fixed: Multiplayer telefrag obituaries must be handled before weapon
  dependent obituary messages.


SVN r341 (trunk)
2006-09-28 07:37:19 +00:00