Commit graph

91 commits

Author SHA1 Message Date
Christoph Oelckers
e96944df13 Update to ZDoom r 2145:
- fixed: Rocket trail particle positioning only worked when the rocket was moving.
- fixed: Sector_SetWind and Sector_SetCurrent were not usable in scripts called from a line.
- added Gez's A_Mushroom extension.
- added a minimum threshold for damage thrust to avoid micro-velocities being set for actors.
- fixed: Strife's Oracle is not a living thing and needs the NOBLOOD flag.
- fixed: Chex Quest's finale pic was wrong.
- fixed: Being resurrected by an Arch Vile did not restore flags5 and flags6 to the defaults.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@738 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-30 14:54:56 +00:00
Christoph Oelckers
3d55375a01 - fixed: The sound table could not be reallocated because the low level sound data referenced its contents by pointer.
Update to ZDoom r2113:

    * Added full stops to more Strife messages.
    * Change StrifePlayer's RunHealth to 15.
    * Fixed: DORWS04 should not make a sound when it switches off.
    * Fixed copy-paste fail for DoorCloseSmallWood.
    * I guess I can't completely trust Strife1.exe's switch list. Not everything that plays the glass break sound is actually defined with it.
    * Fixed: The MAPINFO keyword resetinventory only worked when traveling to a redirected map.
    * Fixed: Two Strife pickup messages were off by one character each.
    * Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since they are both created by the first-stage Sigil. AlienSpectre3 should have also been immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to is that he can enter his pain state.)
    * Fixed: Don't color the teleporter beacon's rebels in single player.
    * Fixed: I forgot to reimplement the number keys for Strife's dialogues when I redid the menus to work with controllers.
    * Split conversation initiation out of P_UseTraverse() and into a separate function. It no longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife, using P_AimLineAttack() to find something to talk to and includes some slight left and right "autoaim". I can think of a few consequences of this:
          o Using puzzle items on actors has been restored to its original range of 64.
          o Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can probably set up situations where you can talk to somebody that you couldn't talk to before because some special line was in the way.
          o You don't need to stick a guard flush against the wall to block players from using a switch behind them, because now the autoaim will get the player.
    * Corrected several Strife switches that had the wrong sounds.
    * Fixed: Action Doom 2 and Harmony IWADs were missing the GI_MAPxx flag.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@716 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-16 07:38:12 +00:00
Christoph Oelckers
4df6f92af2 - Fixed a design flaw in the thinker system:
Having every single actor default to the highest available statnum means that 
  nothing can be placed in a slot where it is guaranteed to be run after all actors 
  have ticked. But this is required for any thinker that moves an actor 
  (i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed 
  because they were added at the end of the list so almost nothing they moved was
  behind them in a thinker list. However, when an actor was spawned on a moving 
  floor it did not move smoothly. The default statnum is now 100 so that there's 
  sufficient slots above where such thinkers can be placed.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@691 b0f79afe-0144-0410-b225-9a4edf0717df
2009-12-30 19:02:20 +00:00
Christoph Oelckers
7c30ee567f Update to ZDoom r2059:
- fixed: Movement performed by actor movers was not interpolated because
  it happened outside the moved actor's Tick function. This got particularly
  obvious with moving skybox viewpoints (See Daedalus's MAP21 intro for a good
  example.)


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@689 b0f79afe-0144-0410-b225-9a4edf0717df
2009-12-30 12:24:00 +00:00
Christoph Oelckers
f531ae17a9 Update to ZDoom r2027:
- Fixed: Morphed players tried endlessly to switch to a weapon they picked up.
- fixed: P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter.
  But that's insufficient because it doesn't factor in any subsequent velocity
  change that happens between the damaging and the next call to A_FreezeDeathChunks.
- fixed: The TimeFreezer did not freeze other players' controls in a
  multiplayer game.
- fixed: DECORATE's 'gravity' property incorrectly messed around with the
  NOGRAVITY flag.
- fixed: Hitscan attacks didn't check the puff's replacement for damage types.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@661 b0f79afe-0144-0410-b225-9a4edf0717df
2009-12-17 14:16:00 +00:00
Christoph Oelckers
0b978c341b - added some code that prevents overlapping monsters from getting stuck in
each other. PIT_CheckThing will return true under the following contitions 
  now:
  * It was called from P_Move
  * The actor that is blocking the move already overlaps with the monster
    that is being moved.
  * the move will take the 2 actors further apart.  


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@651 b0f79afe-0144-0410-b225-9a4edf0717df
2009-12-06 22:12:34 +00:00
Christoph Oelckers
964d7d4c8a - Update to ZDoom r2002:
- Make the palette indexes used by FRemapTable subject to the global remap
  table, just as the images they translate are.
- Added MF4_ALLOWPARTICLES checks to blood spawning code.
- Fixed: EV_DoDonut, EV_DoElevator and EV_StartWaggle did not to any 0-tag
  checks.
- Fixed: Doom line type 44 (lower ceiling to 8 above floor) must halt
  movement if blocked which essentially means it acts like a Hexen-style
  crusher.
- Fixed: Not all places checking for player start spots did it correctly.
  The editor number for player start spot 5 is now stored in the game info
  so that there's only one place where this check needs to be done.
- Fixed: WIF_NOAUTOAIM only worked for projectiles.
- Added Windows 7 (aka Windows NT 6.1) and Server 2008 identification to
  I_DetectOS().
- Fixed: ArtiPork did not use all its sprite frames.
- Fixed: FWadCollection::AddFile() did not call FixPathSeperator(), so
  savegames would hold the full file path for wads that had been specified
  with backslash characters, because GetWadName() would not trim off the
  path.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@636 b0f79afe-0144-0410-b225-9a4edf0717df
2009-11-26 23:03:27 +00:00
Christoph Oelckers
9b4f7c5ea7 Update to ZDoom r1986:
- fixed: P_NowayTraverse was called with a trace distance of 128 instead of
  the 64 that should have been used.
- reverted the change that makes 0-damage projectiles call P_DamageMobj.
  Both Hexen and Heretic depend on such projectiles not doing it as do many
  mods that create snow/rain effects plus any terrain splash mod.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@627 b0f79afe-0144-0410-b225-9a4edf0717df
2009-11-17 23:24:59 +00:00
Christoph Oelckers
8543602063 - Update to ZDoom r1966:
- Fixed: R_GetOneSkyColumn() and R_GetTwoSkyColumns are mulscaling an
  unsigned integer that can use all 32 bits. They must therefore use
  the unsigned mul instruction rather than the signed imul instruction.
- Fixed several signed/unsigned comparison and possibly uninitialized
  variable warnings flagged by GCC.



git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@615 b0f79afe-0144-0410-b225-9a4edf0717df
2009-11-08 06:53:15 +00:00
Christoph Oelckers
9e2ef91806 Update to ZDoom r1947:
- Added Gez's patch for IWAD detection of Blasphemer and Action Doom 2.
- Fixed: 0 damage projectiles did not call P_DamageMobj.
- Fixed: Do not exit P_DamageMobj early if damage is 0, so we can still get
  the side effects from it. PainThreshold also needs to be inclusive, as
  the docs already state.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@583 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-29 06:43:20 +00:00
Christoph Oelckers
83bc5817e1 - fixed: Calculating sector heights with transparent door hacks was wrong.
- fixed: Sector height was wrong for sectors that have a slope transfer for
  a horizontal plane.
- better error reporting for shader compile errors.


Update to ZDoom r1942:

- Changes to both A_MonsterRail() and A_CustomRailgun(): Save actor's pitch,
  use a larger aiming range, ignore non-targets in P_AimLineAttack(), and
  aim at the target anyway even if P_AimLineAttack() decides it has no
  chance of hitting.
- Added another parameter to P_AimLineAttack(): A target to be aimed at. If
  this is non-NULL, then all actors between the shooter and the target will
  be ignored.
- Added new sound sequence ACS functions:
    SoundSequenceOnActor(int tid, string seqname);
    SoundSequenceOnSector(int tag, string seqname, int location);
    SoundSequenceOnPolyobj(int polynum, string seqname);
  SoundSequenceOnSector takes an extra parameter that specifies where in the
  sector the sound comes from (floor, ceiling, interior, or all of it). See
  the SECSEQ defines in zdefs.acs.
- Fixed: R_RenderDecal() must save various Wall globals, because the originals
  may still be needed. In particular, when drawing a seg with a midtexture is
  split by foreground geometry, the first drawseg generated from it will have
  the correct WallSZ1,2 values, but subsequent ones will have whatever
  R_RenderDecal() left behind. These values are used to calculate the upper
  and lower bounds of the midtexture. (Ironically, my work to Build-ify things
  had done away with these globals, but that's gone now.)


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@581 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-28 20:14:24 +00:00
Christoph Oelckers
4799da28a3 - fixed damage calculation for OLDRADIUSDMG case of P_RadiusAttack.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@580 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-25 23:12:49 +00:00
Christoph Oelckers
daf0e06890 Update to ZDoom r1921:
- added 'defaultterrain' option to terrain parser for mods that want to have
  a different default terrain than a generic solid surface.
- added format char processing to A_Print(Bold) and all printable messages
  that can be defined in DECORATE.
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
- added desaturated translations.
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.
- added ACS CheckActorClass function
- fixed: When a blasted actor collided with another one this other actor's
  DONTBLAST flag was not checked.
- added a global DamageFactor actor property. All damage this actor takes is multiplied
  by this factor in addition to damage type specific damage factors.
- added better earthquake functions for ACS and DECORATE.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@549 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-16 16:17:24 +00:00
Christoph Oelckers
8268f773b1 Update to ZDoom r1909:
- Added MF6_NOTRIGGER flag that disables all line actions for an actor.

Also added the missing wadsrc files for last update.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@541 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-11 20:05:18 +00:00
Christoph Oelckers
979e4bd083 - Added MF6_NOTRIGGER flag that disables all line actions for an actor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@540 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-10 13:11:13 +00:00
Christoph Oelckers
33a4058533 Update to ZDoom r1905:
- Added Gez's seeker missile submission.
- Added Gez's thing activation submission.
- added a NULL pointer check to fog spawning in unmorphing code.
- fixed: frozen corpses need to be treated as solid by z-movement code.
- fixed: AAmbientSound::Serialize was adjusting its timer value for savegames
  even when it was set to a 'don't check' value.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@539 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-10 11:37:36 +00:00
Christoph Oelckers
947148c6d7 - Update to ZDoom r1991:
- Fixed some GCC warnings.
- fixed: The BossCube could be blocked by floors and ceiling resulting
  in incorrect movement. I changed it so that A_BrainSpit now sets the
  MF5_NOINTERACTION flag for anything it spawns that has the MF_NOCLIP
  flag. For travelling cubes active collision detection makes no sense
  and only causes problems. This should also make the boss brain
  work in the other games which previously were excluded by a game mode
  check in the movement code.
- fixed: ACS's GetUserVariable did not work for the script activator.
- fixed: Moving floors could be blocked by 2 actors without MF2_PASSMOBJ
  overlapping each other (common mapping bug, check Herian 2 MAP30.)



git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@507 b0f79afe-0144-0410-b225-9a4edf0717df
2009-10-01 21:04:23 +00:00
Christoph Oelckers
57ec0763dd - Update to ZDoom r1837:
- added PinkSilver's A_Respawn enhancement patch.
- added RandomSpawner update from Gez's experimental build.
- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
  a new ClearSpecial flag to the activation type.
- added MBF's code for dogs jumping down, controlled by the MF6_JUMPDOWN
  flag.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@457 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 22:09:18 +00:00
Christoph Oelckers
22ec6e8f71 - ZDoom r1833.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@453 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 06:39:32 +00:00
Christoph Oelckers
2352d102e9 Update to ZDoom r1831:
fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by
  yesterday's additions. Changed it so that the parser first checks for 
  the presence of a '-' sign before deciding whether to use strtol or
  strtoul to convert the string into a number.
- Added PinkSilver's A_LookEx fix.
- added resources needed for MBF support.
- removed unused score items from DECORATE file.
- Fixed: Argument count for UsePuzzleItem was wrong.
- Added a few things from Gez's experimental build:
  * MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because
    it wouldn't work and is more or less useless anyway.
  * MBF's dog (definition only, no sprites yet.)
  * User variables. There's an array of 10. They can be set and checked in
    both DECORATE and ACS.
  * Made the tag name changeable but eliminated the redundancy of having
    both the meta property and the individual actor's one. Having one is
	fully sufficient. TO BE FIXED: Names are case insensitive but this
	should better be case sensitive. Unfortunately there's currently nothing
	better than FName to store a string inside an actor without severely
	complicating matters. Also bumped savegame version to avoid problems
	with this change.
  * MBF grenade and bouncing code.
  * several compatibility options.
  * info CCMD to print extended actor information (not fully implemented yet)
  * summonmbf CCMD.
  * Beta BFG code pointer (but not the related missiles yet.)
  * PowerInvisibility enhancements.
  * ScoreItem with one significant change: Added a score variable that can be
    checked through ACS and DECORATE. The engine itself will do nothing with it.
  * Nailgun option for A_Explode.
  * A_PrintBold and A_Log.
  * A_SetSpecial.
  * Beta Lost Soul (added DoomEdNum 9037 to it)
  * A_Mushroom extensions
  * Vavoom compatible MAPINFO keynames.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@452 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 06:19:39 +00:00
Christoph Oelckers
44fcd47cdf - changed line_t's sidenum into sidedef pointers.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@445 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-06 21:11:24 +00:00
Christoph Oelckers
e213c8a39f Update to ZDoom r1799:
- Added PinkSilver's SetActorVelocity code submission (with optimizations.)
- Added the frandom decorate function, which is exactly like random except
  that it works with floating point instead of integers.
- Split the bounce types completely into separate flags and consolidated
  the various bounce-related flags spread across the different Actor flags
  field into a single BounceFlags field.
- Fixed: P_BounceWall() should calculate the XY velocity using a real
  square root and not P_AproxDistance(), because the latter can cause
  them to speed up or slow down.
- made menu dimming a mapping option but kept the CVARS as user override.
- Fixed: R_CreatePlayerTranslation() only initialized the first truecolor
  palette entry.
- Fixed: D3DPal::Update() used BorderColor == 0 as the condition for skipping
  an entry. It should be SM14 as in UploadPalette().
- Fixed: The aliasing of CPUInfo was still wrong. (Yarr! The things I do
  for you, GCC!) The AMD feature flags weren't stored anywhere, either; not
  that it really matters.
- Add an alternate PIC-compliant __cpuid macro in x86.cpp.
- Fixed: S_LoadSound() did not byte-swap the frequency and length it reads
  from DMX sounds.
- Fixed: PNGTexture must not use the FArchive >> operator as a short hand
  for reading 4-byte integers, because that operator works with little
  endian numbers--a no-op on Intel processors, but bad joojoo on PowerPCs.
- fixed: Weapons must first check if they can be switched and afterwards
  if they can be fired. These checks were reversed.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@443 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-06 16:58:38 +00:00
Christoph Oelckers
ef8fbb6413 - Update to ZDoom r1777:
- fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions
  that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
  resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
  only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, 
  not itself contrarily to other projectile spawning functions. 
  A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the 
  BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
  (using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
  were marked by index in the sector's line list but needed to be marked by
  line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for 
  save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
  because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
  info from an incorrect variable. To make this more robust the sequence index
  is now stored as a hexadecimal string to avoid storing binary data in a string.
  Also moved end sequence lookup from f_finale.cpp to the calling code so that
  the proper end sequences can be retrieved for secret exits, too.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@427 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-30 19:31:59 +00:00
Christoph Oelckers
82a658fbfe - Update to ZDoom r1776:
- Fixed: The first lighting plane added to a light stack had the bOverlaps
  flag set, causing it to be ignored during rendering. Why this didn't cause
  more trouble, I don't know.
- Fixed: The UDMF parser passed the wrong value for "default alpha" for
  TranslucentLine to P_FinishLoadingLineDef().
- Fixed: genStringEnter mode acted on key up events rather than key repeat
  events.
- Fixed: paletted texture composition with part translucent patches
  did not work.
- Fixed: A_SorcOffense2 depended on args being bytes and overflowing.
- Fixed: Even though P_DamageMobj checked an attack's originator
  for MF2_NODMGTHRUST the same check was missing from P_RadiusAttack.
- Fixed: A_MinotaurRoam should not assume without check that it was
  called by a MinotaurFriend.
- Fixed: The Minotaur declared A_MntrFloorFire which it did not use.
- Fixed: All Spawnspot functions did not check for a spot tid of 0 as
  the script's activator.
- Fixed: Friendly monsters ignored team association of their owning
  players.
- Fixed: The pause sprite was not centered correctly when it was a scaled
  graphic.
- Fixed: P_TestMobjZ() needs THRUSPECIES and THRUACTORS checks, too.
- Fixed: The UDMF loader did not initialize the sectors' sectornum property.
- Fixed: The true color texture compositing code did not clip the edges
  of multipatch textures used as patches on other multipatch textures.




git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@425 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-29 18:16:02 +00:00
Christoph Oelckers
1e1d3c556d Update to ZDoom r1757:
- Added player MugShotMaxHealth property. Negative values use the player's
  max health as the mug shot max health, zero uses 100 as the mug shot max
  health, and positive values used directly as the mug shot max health.
- Added buddha cheat.
- Added TELEFRAG_DAMAGE constant, and changed the two places that still used
  1000 as the threshold for god mode damage to use it instead. (Players with
  MF2_INVULNERABLE set already used 1000000 as their threshold.)
- Added MF6_NOTELEFRAG flag.
- Fixed: M_QuitResponse() tried to play a sound even when none was specified
  in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them
  entirely with a joystick.
- Fixed: Starting the menu at the title screen with a key other than Escape
  left the top level menu out of the menu stack.
- Changed the save menu so that cancelling input of a new save name only
  deactivates that control and does not completely close the menus.
- Fixed "any key" messages to override input to menus hidden beneath them and
  to work with joysticks.
- Removed the input parameter from M_StartMessage and the corresponding
  messageNeedsInput global, because it was redundant. Any messages that want
  a Y/N response also supply a callback, and messages that don't care which
  key you press don't supply a callback.
- Changed MKEY_Back so that it cancels out of text entry fields before
  backing to the previous menu, which it already did for the keyboard.
- Changed the menu responder so that key downs always produce results,
  regardless of whether or not an equivalent key is already down.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@412 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-07 19:34:42 +00:00
Christoph Oelckers
09f0220a3b - Update to ZDoom r1762:
- Added the MF6_STEPMISSILE flag so that the Whirlwind can "walk" up steps.
- Changed the dword definition of PalEntry to uint32 so that it has one
  consistent definition across all source files.
- Swapped the order of floor and ceiling moves in DElevator::Tick() so that
  if an elevator contains an actor exactly the same height as it, it will not
  be blocked.
- Fixed: FWeaponSlot::PickWeapon() wrapped around improperly when the starting
  value for i was 0.
- Added kgsws's SummonActor enhancement and bumped netgame and demo versions
  because this submission changes an existing command.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@410 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-06 19:41:11 +00:00
Christoph Oelckers
2978f8247d Update to ZDoom r1715:
- Backported 2 fixes from Skulltag:
  * A_SentinelAttack must check for a NULL target
  * Monsters with CANTLEAVEFLOORPIC could not move because their floor
    texture was not initialized.
- Fixed: The 'idclev' cheat set the player's health to 0 which caused the
  level to end when in a sector of type 'end level when health below 10'.
- Fixed: The 'kill' cheat set the player to nonshootable even if it did not
  succeed.
- Added joystick config loading and saving support; moved generic joystick
  interfaces to m_joy.h.
- Added Raw Input PS2 adapter support.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@393 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-13 20:46:53 +00:00
Christoph Oelckers
fda31121ae Update to ZDoom r1711:
- Added Gez's A_WeaponReady enhancement submission.
- Added Gez's CheckActorProperty submission.
- Added code submissions for non-piercing railguns and new skill options.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@377 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-06 17:28:49 +00:00
Christoph Oelckers
75008caf22 Update to ZDoom r1705:
- ZDoom now disables the input method editor, since it has no east-Asian
  support, and having it open a composition window when you're only expecting
  a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
  at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
  now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
  missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
  from being thrusted while taking damage. (Non-players were already
  unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
  will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
  velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
  maintains its own FOV scale independent from any other weapons the player
  may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
  crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
  the CMakeLists.txt checks for xinput.h and disables it if it cannot
  be found. (And much to my surprise, I accidentally discovered that if you
  have the DirectX SDK installed, those headers actually do work with GCC,
  though they add a few extra warnings.)

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
Christoph Oelckers
f62aff3100 Update to ZDoom r1685:
- Added Gez's submissions for A_M_Saw customization, area damage and 
  pitch for A_FireCustomMissile.
- Attaching and detaching joysticks once again updates the joystick menu.
- Added joystick axis -> button mapping.
- Added Gez's actor replacement per skill submission.
- Joystick axes can be configured in the menu again. TODO: Config saving
  and loading, XInput, allow axes to be used as buttons (for the Xbox
  controller's trigger buttons), allow the joystick to move through the
  menus, and my PS2 adapter which has no Vista x64 drivers.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@375 b0f79afe-0144-0410-b225-9a4edf0717df
2009-06-27 21:02:41 +00:00
Christoph Oelckers
169965ea9f Update to ZDoom r1669:
- added a compatibility option to restore the original Heretic bug where
  a Minotaur couldn't spawn floor flames when standing in water having its
  feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
  come from the same definition unit (i.e both containing file and use type
  are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
  more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
  to use floats to prevent overflows. The prevention of the overflows was the
  only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.
- Changed wad namespacing so that wads with a missing end marker will be
  loaded as if they had one more lump with that end marker. This matches the
  behaviour of previously released ZDooms. (The warning is still present, so
  there's no excuse to release more wads like this.)
- Moved Raw Input processing into a seperate method of FInputDevice so that
  all the devices can share the same setup code.
- Removed F16 mapping for SDL, because I guess it's not present in SDL 1.2.
- Added Gez's Skulltag feature patch, including:
    * BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
    * WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will 
	  not affect autoaim settings for a hitscan or railgun, and that's deliberate)
    * A_FireSTGrenade codepointer, extended to be parameterizable
    * The grenade (as the default actor for A_FireSTGrenade)
    * Protective armors à la RedArmor: they work with a DamageFactor; for example to 
	  recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove 
	  the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
- Fixed: I_ShutdownInput must NULL all pointers because it can be called twice
  if an ENDOOM screen is displayed.
- Fixed: R_DrawSkyStriped used frontyScale without initializing it first.
- Fixed: P_LineAttack may not check the puff actor for MF6_FORCEPAIN because
  it's not necessarily spawned yet. 
- Fixed: FWeaponSlots::PickNext/PrevWeapon must be limited to one iteration
  through the weapon slots. Otherwise they will hang if there's no weapons
  in a player's inventory.
- Added Line_SetTextureScale.
- Fixed: sv_smartaim 3 treated the player like a shootable decoration.
- Added A_CheckIfInTargetLOS
- Removed redundant A_CheckIfTargetInSight.
- Fixed: The initial play of a GME song always started track 0.
- Fixed: The RAWINPUT buffer that GetRawInputData() fills in is 40 bytes on
  Win32 but 48 bytes on Win64, so Raw Mouse on x64 builds was getting random
  data off the stack because I also interpreted the error return incorrectly.
- added parameter to A_FadeOut so that removing the actor can be made an option.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@344 b0f79afe-0144-0410-b225-9a4edf0717df
2009-06-14 18:05:00 +00:00
Christoph Oelckers
0f42c39184 - fixed FORCEPAIN logic.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@342 b0f79afe-0144-0410-b225-9a4edf0717df
2009-06-07 17:06:30 +00:00
Christoph Oelckers
c2d1121663 Update to ZDoom r1643
- Added Hirogen2's unlimited pickup patch.
- Added railgun performance customization CVARs by Spleen.
- Added aspect ratio override submission by SoulPriestess.
- Added a 'resetinventory' MAPINFO option.
- Added MF6_NOFEAR flag.
- Added A_MonsterRefire(probability, jumptarget).
- Added A_JumpIfTargetInSight(state) action function.
- Changed: Puffs set their angle to face the originator of the attack.
- Strife's burning hands originally make the level view fullbright.
  changed in ZDoom to do partial brightening.
- Added support for horizontal mouse wheels, and set invprev/invnext as
  default bindings for it. This is Vista only. DirectInput mouse (in_mouse 2)
  does not support it, because the DirectInput mouse device does not expose
  this control.
- Added a label for the F16 key and mapped the kp= key on a Mac keyboard to
  the PC98 equivalent so it will be identified as kp=. (Interestingly, F13-
  F16 and kp= only generate events when using Raw Input, not when using
  DirectInput.
- Added MF6_FORCEPAIN flag that forces the target to go into the pain state
  regardless of pain chance.
- Changed screenblocks CVAR to be settable per game.
- Added SpawnSpotForced and SpawnSpotFacingForced ACS functions.
- Added pushfactor actor property.
- Added Gez's GetArmorType submission

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@339 b0f79afe-0144-0410-b225-9a4edf0717df
2009-06-06 15:24:18 +00:00
Christoph Oelckers
0225657584 - Update to ZDoom r1532:
- Swapped snes_spc out for the full Game Music Emu library.
- Fixed: The Hexen status bar still uses MAX_MANA for some calculations instead
  of MaxAmount.
- Added Blzut3's submission for displaying underwater stats in SBARINFO.
- Added Gez's AMMO_CHECKBOTH submission.
- Added Gez's THRUSPECIES submission.
- Added loading directories into the lump directory.
- fixed: The Dehacked parser could not parse flag values with the highest bit
  set because it used atoi to convert the string into a number.
- fixed: bouncing sounds were limited to inventory items.
- Rewrote IWAD detection code to use the ResourceFile classes instead of
  reading the WAD directory directly. As a side effect it should now be
  possible to use Zip and 7z for IWADs, too.
- Added 'EndTitle' nextmap option which goes to the regular title loop after
  the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
  targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
  by setting the level's air supply to 0.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@338 b0f79afe-0144-0410-b225-9a4edf0717df
2009-06-04 13:59:08 +00:00
Christoph Oelckers
103df0ede3 Update to ZDoom r1600:
- Fixed: When setting up a deep water sector with Transfer_Heights the floorclip
  information of all actors in the sector needs to be updated.
- Fixed: A_CountdownArg and A_Die must ensure a certain kill.
- Fixed: When using Win32 mouse, windowed mode, alt-tabbing away and then
  clicking on the window's title bar moved it practically off the screen.
- Beginnings of i_input.cpp rewrite: Win32 and DirectInput mouse handling has
  been moved into classes.
- Changed bounce flags into a property and added real bouncing sound properties.
  Compatibility modes to preserve use of the SeeSound are present and the old
  flags map to these.
- Fixed: The SBARINFO parser compared an FString in the GAMEINFO with a NULL
  pointer and tried to load a lump with an empty name as statusbar script
  for non-Doom games.
- Fixed: SetSoundPaused() still needs to call S_PauseSound() to pause music
  that isn't piped through the digital sound system. (Was removed in r1004.)
- Added input buffering to the Implode and Shrink routines for a marked
  speedup.
- Replaced the Shanno-Fano/Huffman reading routines from FZipExploder with
  ones of my own devising, based solely on the specs in the APPNOTE.
- Found a copy of PKZIP 1.1 and verified that Implode support works with
  files that use a literal table and 8k dictionary, and that the just-added
  Shrink support works at all.
- Replaced the bit-at-a-time Shannon-Fano decoder from GunZip.c64 with the
  word-at-a-time one from 7-Zip for a slight speedup when working with
  Imploded files.
- Fixed: Monsters should not check the inventory for damage absorbtion when
  they have the MF5_NODAMAGE flag set.
- Added patch for saving automap zoom.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@328 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-23 10:24:33 +00:00
Christoph Oelckers
0ce82b2979 Update to ZDoom r1585:
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
  it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were 
  still triggered.
  These #pragmas were responsible for >90% of the GCC warnings that were not
  listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
  parameter handling of the sound functions for attenuation was changed.
  Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. 
  Also added the option to specify attenuation with direct values in addition 
  to the predefined names.
- fixed a few Heretic actors:
  * The pod generator's attacksound was wrong
  * The teleglitter generators need different flags if they are supposed to work 
    with z-aware spawning of the glitter.
  * The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
  about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
  checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
  SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
  into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
  are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
  a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
  "misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
  specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
  * Added the ability to center things with fullscreenoffsets enabled.  Due
    to some limitations the syntax is [-]<integer> [+ center].
  * Fixed: the translucent flag on drawinventorybar didn't work quite right.
  * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code.  The
    fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
  the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
  defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
  texture manager. They now get assigned a new FEmptyTexture object
  that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
  order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
  checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
  systems, it is a very large integer that is highly unlikely to be in mapped
  memory.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
Christoph Oelckers
7aa21e7efc Update to ZDoom r1662:
- Added ML_BLOCKUSE line flag, accessible through UDMF and Line_SetBlocking.
- Fixed handling of embedded WADs.
- Added Gez's A_CheckCeiling submission.
- Fixed: AM_NewResolution crashed when called from outside a level.
- Added support for Quake PAK files.
- Improved warning messages for WAD files with incorrect marker usage.
- complete restructuring of resource file handling for more flexibility and future
  extensions.
- Removed merging of special namespaces. For the texture manager this has
  become totally useless so there is no need to do this anymore. Not merging
  the namespaces also allows a much more reliable detection of lumps belonging
  to special namespaces so the ScanForFlatHack function is no longer needed.
  Instead, any lump up to F_END with a length of 4096 will be marked for 
  inclusion as a flat texture if no F_START marker is found.
- fixed MustConfirm parsing in MAPINFO
- Made the counting of intermission stats in Doom a GAMEINFO option so that
  it can be activated in all games.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@324 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-28 21:31:02 +00:00
Christoph Oelckers
83639c7877 Update to ZDoom r1552:
- Gave the intermission screen sounds their own SNDINFO entries.
- Removed obsolete snd_surround cvar.
- Changing screen resolution now adjusts the automap scale to be constant
  relative to screen resolution.
- Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB
  colorspace, it didn't zero out the temporary buffer.
- Fixed memory leak from leftover code for 7z loading and added the
  LUMPF_ZIPFILE flag to their contents so they have the same semantics
  as zips.
- Added support for 7z archives.
- Added -noautoload option.
- Added default Raven automap colors set. Needs to be tested because I can't
  compare against the DOS version myself.
- Extened A_PlaySound and A_StopSound to be able to set all parameters of the
  internal sound code.
- Changed gravity doubling so that it only happens when you run off a ledge.
- Fixed: World panning was ignored for the X offset of masked midtextures.
- Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground
  of a moving floor, regardless of movement speed. For NOBLOCKMAP items this
  is necessary because otherwise they can be left in the air and it also adds 
  some options for other things.
- Changed A_FreezeDeathChunks() so that instead of directly destroying an
  actor, it sets it to the "Null" state, which will make it invisible and
  destroy it one tic later.
- Added a NULL pointer check to A_Fire() and copied the target to a local
  variable inside A_VileAttack() so that if P_DamageMobj() destroys the
  target, the function will still have a valid pointer to it (since reading
  it from the actor's instance data invokes the read barrier, which would
  return NULL).
- Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their
  NOBLOCKMAP flag taken away previously to make them move with a sector.
  This should fix the performance problem Claustrophobia had with recent
  ZDoom versions.
- Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP
  but still have actors that will move up and down with the floor. IceChunk
  now uses both of these flags.
- Performance optimization for FBlockThingsIterator::Next(): Actors that
  exist in only one block don't need to be added to the CheckArray or
  scanned for in it. Also changed the array used to keep track of visited
  actors into a hash table.
- added some default definitions for constants that may miss in some headers.
- replaced __va_copy with va_copy per Chris's suggestion.
- replaced #include <malloc.h> with #include <stdlib.h> where possible.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
Christoph Oelckers
4c1cbcedfa - fixed: Map wads with less than 4 lumps caused an endless loop in the gl nodes checking code.
This condition is true for all UDMF maps with only a TEXTMAP lump.

Update to ZDoom r1523:

- Fixed: The UDMF textmap readbuffer was never freed.
- Fixed: GetPlayerInput() died if you tried to get the input of the activator
  and the activator was the world.
- fixed: Any player class inheriting directly from PlayerPawn was left with
  empty weapon slots due to the recent rewrite of the weapon slot assignment
  code. To handle such classes each game now defines a default weapon slot
  setting in its gameinfo. This will be used when a player class without any
  weapon slot settings is used.
- added 'damage' to the actor variables exported to DECORATE's expression
  evaluator.
- fixed: solid corpses could block ripper missile that originally killed them.
- Fixed: Doom's status bar was lacking its default face.
- Fixed: Custom skin face graphics were not added to the texture manager.
- Fixed: UseHealthItems() gave you health equal to the number of items in
  the stack of health items, rather than the item's proper amount.
- Fixed: SBARINFO's "usessecondaryammo" considered a weapon to not use
  secondaryammo if ammo2's type was the same as ammo1's, but only if you
  didn't use the "not" keyword with it.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@321 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-06 17:27:59 +00:00
Christoph Oelckers
1d70ba4161 - fixed spawning on 3D floors.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@316 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-21 21:16:03 +00:00
Christoph Oelckers
2ea9d7fc44 Update to ZDoom r1493:
- Added the current value of the string buffer to the state saved when
  making a function call in ACS. Now you can print inside functions and
  also return values from them for the caller to plug directly into
  another string without having to save it to a temporary variable.
- Added an OutputVolume() call after the MusicVolumeChanged() call in
  MIDIStreamer::Play(). Since the state isn't playing yet when
  MusicVolumeChanged() is called, it doesn't do this itself.
- Fixed: P_RailAttack() passed the wrong angle variable to P_TraceBleed().
- Fixed: S_StopSound may not assume that after stopping a sound channel
  its link to the next item in the list is still valid.
- Fixed typo in src/CMakeLists.txt.
- Fixed: Armor only worked for players.
- Fixed: P_FindFloorCeiling may not call P_PointInSector if called from
  P_SpawnMapThing. It must use the values the actor has been initialized to
  by LinkToWorldForMapThing.
- Added the -norun parameter to quit the game just before video
  initialization. To be used to check for errors in scripts without actually
  running the game.
- Added the -stdout parameter to the Windows version to send all output to
  a console, like the Linux version has done all along.
- Added support for loading ZGL2 nodes. (Only useful with UDMF and maps with
  more than 65534 lines.)

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@315 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-21 08:08:18 +00:00
Christoph Oelckers
8d22dbb5af - fixed slope fix.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@306 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-10 00:28:44 +00:00
Christoph Oelckers
3ac3616101 - Fixed: Planes that got their z-position changed by slope things but did not
actually get sloped were not rendered at the proper position.


Update to ZDoom r1465
- Fixed: P_CompleteWeaponSetup was missing a NULL pointer check for the player.
- Adjusted some gravity related thresholds for the fix from Feb 28. Also removed
  some unnecessary floating point math from this code.
- Added Hirogen2's patch for unlimited ammo CVAR.
- Fixed: You couldn't easily play with the compatibility options menu during
  the title screen, because the demo loop reset the server cvars after each
  attempt to play a demo, even though the demos never actually played. The
  proper long-term solution would be to make shadow copies of all cvars
  touched by demos and use those for the demo and the real things for
  everything else, but this should do for now and is a lot easier.
- Fixed: When using BOOM-style sector flags and specials together, the
  special was ignored unless it was "secret".
- Fixed: One byte is too short for DUMB_IT_SIGRENDERER to store song tempo.
  Changed it to a word.
- Went back to using RDTSC for timing on Win32. Ironically,
  QueryPerformanceCounter() is obviously using the TSC for its timing on my
  machine, yet the overhead it has to do to keep the timer sane is apparently
  noticeable on a few maps. I suppose I should at some time check
  clock_gettime() and see if it has similar issues on Linux.
- changed: If a monster with the BOSSDEATH flag is crushed A_BossDeath will
  be called now.
- fixed: D'Sparil's second form was missing the BOSSDEATH flag.
- fixed: D'Sparil's first form requires the DONTGIB flag.
- fixed: Heretic doesn't crush monsters. To handle this in a more generic
  fashion this depends on the presence of a gib sprite now.
- Changed burn and Acolyte death sequences so that they leave corpses that
  don't vanish.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@305 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-09 21:19:56 +00:00
Christoph Oelckers
cfc3853718 - version bump to 1.2.0.
- fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct.
- fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright.


Update to ZDoom r1456 (2.3.0 plus one additional fix):

- Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true
  floor and ceiling heights. Otherwise the actor will fall right through
  3DMidtex textures (and 3D-floors.)

- Fixed: The TeleporterBeacon tried to enter its See state rather than its
  Drop state. Also changed it to fade out when it's done rather than
  disappearing abruptly.
- Fixed: Strife's quest based line actions also work in Deathmatch.
- Fixed: Gravity application was not correct. For actors with no vertical 
  momentum the initial pull is supposed to be twice as strong as when 
  vertical movement already takes place.
- added invquery CCMD like in Strife. Also removed all underscores from the
  tag strings so that they can be printed properly.
- Fixed: Skill baby was missing 'autousehealth' for all games.
- Added a new CVAR: sv_disableautohealth
- Autouse of health items is no longer hardwired to the default item classes. 
  There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small 
  Raven health item, 2 a large Raven health item and 3 a Strife item.
- Removed an early-out in wallscan_striped() that is invalid when drawing a
  skybox.
- fixed: nextmap and nextsecret CCMDs set skill to 0.
- fixed: level.flags2 was not stored in savegames. Also bumped min. savegame
  version and removed old compatibility handlings.
- The SFX Reverb unit is now moved so that it serves as an input to the water
  effect rather than as an input to the ChannelGroup Target Unit. This means
  the water effect is now applied after any room reverb, rather than in
  parallel with it.
- Fixed: UI sounds should not have reverb applied to them.
- Removed the delay for starting all sounds from one tic at exactly the same
  DSP position. Without also synchronizing the stopping of sounds, it can
  cause problems with things like the chainsaw where the sound is stopped and
  immediately restarted, causing occassional gaps between the stopping of the
  sound and the starting of the new one. (I added the start synchronization to
  combat flanging of paired moving polyobjects when moving around, but I think
  just removing velocity from the player for sound calculations takes care of
  that well enough.)
- Added GCC headers for intptr_t to tarray.h.
- Added MF5_PAINLESS flag for projectiles that don't make the target go into
  the pain state.
- Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-
  efficient.
- Fixed: player->oldbuttons was copied from the current button set at the end
  of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput.
- Fixed: The map name display on the automap was incomplete.
- Added FakeInventory.Respawns DECORATe property
- Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the
  conversation by pressing Escape.
- added ML_BLOCKPROJECTILE flag to lines.
- Fixed: With opl_onechip set the second OPL chip was never set to anything valid
  so it contained an invalid pointer. There were also a few other places that
  simply assumed that the second chip is set to something valid.
- Fixed: NPCs which are engaged in a conversation should not move.
- Fixed: Player movement animation was not stopped when starting a conversation.
- Added selective compression of network packets. Interestingly, most packets
  don't actually compress all that well, even the ones that aren't too short
  to possibly compress. (Maybe make the whole thing one long, never-ending
  zlib data stream with Z_SYNC_FLUSH used to chunk things at packet
  boundaries? That would probably help the compression ratio, but it would
  require changing the way the netcode determines sequence, which would be
  a much more invasive change.)
- Fixed: Heretic's fullscreen HUD crashed when the player had armor without
  a valid icon.
- Fixed: The StrifePlayer was missing a RunHealth setting.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
Christoph Oelckers
ad59f4da77 - Update to ZDoom r1401:
- Made improvements so that the FOptionalMapinfoData class is easier to use.
- Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This
  lets A_Look() always put the actor into its see state. This problem could
  be heard by an Archvile's resurrectee playing its see sound but failing to
  enter its see state because it was called from A_Chase().
- Fixed: SBARINFO used different rounding modes for the background and
  foreground of the DrawBar command.
- Bumped MINSAVEVER to coincide with the new MAPINFO merge.
- Added a fflush() call after the logfile write in I_FatalError so that the
  error text is visible in the file while the error dialog is displayed.
- moved all code related to global ACS variables to p_acs.cpp where it belongs.
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- rewrote the MAPINFO parser:
  * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later.
  * split off skill code into its own file
  * created a parser class for MAPINFO
  * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction 
    data a TArray so that levelinfos can be handled without error prone maintenance functions.
  * split of parser code from g_level.cpp
  * const-ified parameters to F_StartFinale.
  * Changed how G_MaybeLookupLevelName works and made it return an FString.
  * removed 64 character limit on level names.
- Changed DECORATE replacements so that they aren't overridden by Dehacked.
- Fixed: The damage factor for 'normal' damage is supposed to be applied to
  all damage types that don't have a specific damage factor.
- Changed FMOD init() to allocate some virtual channels.
- Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test.
- Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate
  for lclip and rclip.
- Added weapdrop ccmd.
- Centered the compatibility mode option in the comptibility options menu.
- Added button mappings for 8 mouse buttons on SDL. It works with my system,
  but Linux being Linux, there are no guarantees that it's appropriate for
  other systems.
- Fixed: SDL input code did not generate GUI events for the mousewheel, so it
  could not be used to scroll the console buffer.
- Added Blzut3's statusbar maintenance patch.
- fixed sound origin of the Mage Wand's missile.
- Added APROP_Dropped actor property.
- Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility 
  flags don't get reset each start.
- Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF
- More GCC warning removal, the most egregious of which was the security
  vulnerability "format not a string literal and no format arguments".
- Changed the CMake script to search for fmod libraries by full name instead
  of assuming a symbolic link has been placed for the latest version. It can
  also find a non-installed copy of FMOD if it is placed local to the ZDoom
  source tree.
- Fixed: Some OPL state needs to be restored before calculating rhythm. Also,
  since only the rhythm section uses the RNG, it doesn't need to be advanced
  for the normal voice processing.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
Christoph Oelckers
db550dc0b4 Update to ZDoom r1369:
- fixed some issues with P_FindFloorCeiling's coordinate processing.
- added a new compatmode CVAR which allows setting some generic compatibility 
  flag combinations:
  Doom: sets the options needed to make most Doom.exe compatible map play without
  errors.
  Doom (strict): Same as above but sets a few more options. Please note that this
  does not mean full Doom.exe behavior emulation.
  Boom: Sets all options that consider differences between ZDoom and Boom.
  ZDoom 2.0.63: Sets only the COMPATF_SOUNDTARGET option which is needed for
  many older ZDoom maps.
- added new COMPAT_CROSSDROPOFF option to block monsters from being pushed over
  dropoffs by damage kickback.
- fixed: AFastProjectile::Tick must call Effect only 8 times per tic, regardless
  of the amount of steps taken.
- fixed: momentum checks in AFastProjectile did not use absolute values.
- Restored the rhythm section to fmopl.cpp and made some slight updates from
  version 0.72 of MAME's fmopl.c. Also refactored CalcVoice so that the
  original MAME structure is more visible.
- Removed the SoundChans bitfield from AActor, since it seems there are race
  conditions I don't fully understand where it simply doesn't work.
- Removed BaseTime initialization from sdl/i_system.cpp as per Chris's
  recommendation.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@296 b0f79afe-0144-0410-b225-9a4edf0717df
2009-01-25 22:03:47 +00:00
Christoph Oelckers
b2ae48bb67 Update to ZDoom r1358:
- Added a CopyInfo function to FTexture that contains all code required to 
  clone a texture. Used for creating warping textures.
- Fixed: P_FindFloorCeiling should not be called before setting the actor's z-
  coordinate. For testing 3D Midtex lines and 3D floors the proper position
  needs to be set first.
- Added option to specify the amount of ammo to be given by a WeaponGiver.
- fixed: Identification of Doom1 Freedoom IWAD did not work.
- fixed: UDMF did not initialize a sector's light colors.
- fixed implementation of DF2_NOAUTOAIM flag.
- fixed: Parsing of color strings with 6 characters and spaces did not work.
- fixed: State labels must be evaluated for the state's owner, not the calling actor.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@294 b0f79afe-0144-0410-b225-9a4edf0717df
2009-01-18 09:42:37 +00:00
Christoph Oelckers
bcc44164a3 - fixed: forcenoskystretch had no effect
- fixed: P_LineOpening did not check a monster's step height when crossing lines bordering on 3D floors.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@291 b0f79afe-0144-0410-b225-9a4edf0717df
2009-01-13 19:55:48 +00:00
Christoph Oelckers
55f9cb70d4 - fixed: interpolated sector movement did not update the 3d floor light lists for each step.
- fixed: Crushing polyobject did incomplete checks for blocked moves.
- renamed dummy window class used to retrieve OpenGL extensions because the name OpenGL was too generic.
- reordered IWAD checks.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@290 b0f79afe-0144-0410-b225-9a4edf0717df
2009-01-07 18:47:46 +00:00
Christoph Oelckers
ac103d5584 - changed floor coordinate check for 3D floors. Now the actor's origin is checked, not its center.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@289 b0f79afe-0144-0410-b225-9a4edf0717df
2009-01-04 19:33:06 +00:00