Commit graph

418 commits

Author SHA1 Message Date
Christoph Oelckers
fe2e64aa40 - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.


SVN r1113 (trunk)
2008-08-05 17:58:38 +00:00
Christoph Oelckers
d5cc9e01d0 - Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.


SVN r1110 (trunk)
2008-08-04 22:30:45 +00:00
Randy Heit
fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
Christoph Oelckers
a8c283dacd - fixed: Morphing to a class without a face definition crashed.
- Converted all of Heretic's actors except the weapons to DECORATE.
- Added the option to define the ActorInfos for native classes in DECORATE.


SVN r1078 (trunk)
2008-07-21 17:03:30 +00:00
Christoph Oelckers
5dc42121b7 - Fixed: When Heretic's Mace was replaced by a non-child class A_SpawnMace still
treated it as a mace and wrote into some undefined memory.
- Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement.
- Added a speed parameter to A_SkullAttack.
- Fixed: Black as first or only blood color didn't work.
- Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag.
- Fixed: Spawning a player could play the *gasp sound.
- Fixed: SBARINFO's health display didn't scale to the proper maximum.
- Added Skulltag's Teleport_NoStop action special.


SVN r1074 (trunk)
2008-07-19 12:40:10 +00:00
Christoph Oelckers
c4a1ca2ac8 - Fixed: Friendly spectral monsters should be able to hurt unfriendly ones
and vice versa.
- Fixed: In deathmatch specral missiles spawned by players should hurt other
  players.
- Fixed: SpectralLightningBigBall didn't set the proper owner for the lightning
  projectiles it spawned.
- Changed the EntityBoss's attack function to call the equivalent spectre
  functions instead of duplicating their code.
- Gave many of Strife's code pointers that only had a number as name more
  meaningful names. 
- Fixed: All spectral attacks must set 'health' first before P_CheckMissileSpawn
  is called.


SVN r1071 (trunk)
2008-07-12 10:59:36 +00:00
Christoph Oelckers
d2f1515aa6 - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed.
- Added a check for PUFFGETSOWNER to A_BFGSpray.
- Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation
  to players only.
- Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits 
  instead of FMapThing::ClassFilter.
- Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn.
  It must do this itself after setting the proper owner.
- Fixed: CCMD(give) increased the total item count.
- Fixed: A_Stop didn't set the player specific variables to 0.


SVN r1066 (trunk)
2008-07-05 10:17:10 +00:00
Randy Heit
a3e8a0cefd - Removed the S_Sound() variant that allows for pointing the origin at an
arbitrary point. It has been replaced with a variant that takes a polyobject
  as a source, since that was the only use that couldn't be rewritten with the
  other variants. This also fixes the bug that polyobject sounds were not
  successfully saved and caused a crash when reloading the game. Note that
  this is a significant change to how equality of sound sources is determined,
  so some things may not behave quite the same as before. (Which would be a
  bug, but hopefully everything still sounds the same.)


SVN r1059 (trunk)
2008-07-01 04:06:56 +00:00
Christoph Oelckers
0fc5a541b3 - Fixed: Dead players didn't get the MF_CORPSE flag set.
- Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter
  settings.
- Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item.
- fixed: Heretic's mace did not have its spawn ID set.


SVN r1052 (trunk)
2008-06-28 12:24:15 +00:00
Randy Heit
bb689ba3c9 - Fixed all the new warnings tossed out by GCC 4.3.
SVN r1047 (trunk)
2008-06-25 22:16:04 +00:00
Christoph Oelckers
4ff07b68ee - Added support for ST's QUARTERGRAVITY flag.
- Added a generalized version of Skulltag's A_CheckRailReload function.
- Fixed: DrawImage didn't take 0 as a valid image index.
- Added Gez's RandomSpawner submission with significant changes.
- Added optional blocks for MAPINFO map definitions. ZDoom doesn't use
  this feature itself but it allows other ports based on ZDoom
  to implement their own sets of options without making such a MAPINFO 
  unreadable by ZDoom.


SVN r1044 (trunk)
2008-06-22 09:13:19 +00:00
Christoph Oelckers
8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00
Randy Heit
9e42cdaf08 - Replaced the naive area sound implementation with one that takes into
consideration the size and shape of the sector producing the sound. See
  the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
  the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
  S_Sound() for both names and IDs from now on.


SVN r1034 (trunk)
2008-06-15 02:25:09 +00:00
Christoph Oelckers
3397266e0f - Fixed: P_ChangeSector could incorrectly block movement when checking for
mid textures linked to a moving floor.
- Fixed AActor's bouncefactor definitions which I accidentally changed when
  adding wallbouncefactor.
- Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead 
  of subtracting it.


SVN r1031 (trunk)
2008-06-12 10:08:50 +00:00
Christoph Oelckers
4e7a6c54ef - Added scaling to double size for idmypos display.
- Changed: Players don't telefrag when they are spawned now but after all
  actors have been spawned to avoid accidental voodoo doll telefragging.
- Fixed: ACS scripts for non-existent maps were started on the current one.
- Added a 'wallbouncefactor' property to AActor.
- Reverted forceunderwater change from r1026 and fixed the problem for real:
  SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec.
  So the initial check of the current sector in AActor::UpdateWaterLevel
  must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK.

SVN r1027 (trunk)
2008-06-10 09:16:01 +00:00
Christoph Oelckers
29380f70b3 - Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
  same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
  object's position.


SVN r1014 (trunk)
2008-06-02 16:56:53 +00:00
Randy Heit
4649d011c6 - Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.


SVN r990 (trunk)
2008-05-23 02:13:31 +00:00
Christoph Oelckers
ab6b5e337e - Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
  railing handling and shooting lines with a non-zero but unassigned tag.)
  With UDMF such semantics have to be handled diffently. 
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.


SVN r987 (trunk)
2008-05-22 19:35:38 +00:00
Christoph Oelckers
4de3741a05 - I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
  DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.


SVN r974 (trunk)
2008-05-15 17:16:32 +00:00
Christoph Oelckers
99f55e8b8f - Added Skulltag's PUFFGETSOWNER flag.
SVN r967 (trunk)
2008-05-12 22:52:13 +00:00
Christoph Oelckers
6c21616c85 - Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
  UDMF can define up to 16 of each. Also separated easy/baby and
  hard/nightmare and changed default MAPINFO definitions.
- Changed: Crosshair drawing uses the current player class's default health instead
  of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
  all user settable flags from MoreFlags into their own Flags variable.


SVN r964 (trunk)
2008-05-11 21:16:32 +00:00
Christoph Oelckers
d5563fe478 - Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
  that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.


SVN r956 (trunk)
2008-05-08 08:06:26 +00:00
Christoph Oelckers
4667bfe46f - Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
  values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
  values. 
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an 
  unlimited sound. This can become extremely loud. Replaced with a new
  sound which is just an alias to weapons/rocklx but has a limit of 4.


SVN r932 (trunk)
2008-04-22 18:48:30 +00:00
Christoph Oelckers
5d0dc65044 - Added Martin Howe's fixes for morphing and DECORATE function prototypes.
- Minor fixes in texture code.


SVN r922 (trunk)
2008-04-17 20:34:58 +00:00
Christoph Oelckers
6b2a7b8b03 - Added Martin Howe's morph system update.
- Added support for defining composite textures in HIRESTEX. It is not fully tested
  and right now can't do much more than the old TEXTUREx method.
- Added a few NULL pointer checks to the texture code.
- Made duplicate class names in DECORATE non-fatal. There is really no stability
  concern here and the worst that can happen is that the wrong actor is spawned.
  This was a constant hassle when testing with WADs that contain duplicate resources.


SVN r905 (trunk)
2008-04-12 15:31:18 +00:00
Christoph Oelckers
4cba91a936 - Added a Gets function to the FileReader class which I planned to use
to enable Timidity to read its config from Zips. 
  I put this on hold though after finding out that the sound quality 
  isn't even near that of Timidity++.
- GCC-Fixes (FString::GetChars() for Printf calls)
- Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag
  can be loaded


SVN r901 (trunk)
2008-04-11 10:16:29 +00:00
Christoph Oelckers
3f497fe8e5 - Eliminated some more global variables (onmobj, DoRipping, LastRipped,
MissileActor, bulletpitch and linetarget.) 

SVN r899 (trunk)
2008-04-10 14:38:43 +00:00
Christoph Oelckers
4dc1b9579e - Removed the check for Heretic when playing *evillaugh when using the
Chaos Device. This sound is not defined by the other games so it won't
  play by default.
- Added MORPH_UNDOBYTOMEOFPOWER and MORPH_UNDOBYCHAOSDEVICE flags
  for the morph style so that the special behavior of these two items
  can be switched on and off. 

SVN r890 (trunk)
2008-04-08 09:52:50 +00:00
Christoph Oelckers
a424a2f2a9 - Added Martin Howe's morph system enhancement.
SVN r889 (trunk)
2008-04-08 08:53:42 +00:00
Christoph Oelckers
d938121378 - Added a NOTIMEFREEZE flag that excludes actors from being affected by
the time freezer powerup.
- Changed: Empty pickup messages are no longer printed. 

SVN r886 (trunk)
2008-04-06 09:24:41 +00:00
Christoph Oelckers
e105a29e99 - Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData functions and replaced all calls to P_OpenMapData that
  only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
  but keeps all existing information in the default and just adds to it. This
  is needed because Hexen and Strife set some information in their base
  MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
  * Finale texts loaded from a text lump
  * Demos
  * Local SNDINFOs
  * Local SNDSEQs
  * Image names in FONTDEFS
  * intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
  instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
  from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in 
  the map and the actor type they spawned.


SVN r882 (trunk)
2008-04-05 12:14:33 +00:00
Christoph Oelckers
cb1bd7739e - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
  (MELEERANGE) and didn't set the puff to its melee state if the range
  was different. Even worse, it checked a global variable for this so
  the behavior was undefined when P_SpawnPuff was called from anywhere
  else but P_LineAttack. To reduce the amount of parameters I combined
  this information with the hitthing and temporary parameters into one
  flags parameter. Also changed P_LineAttack so that it gets passed
  an additional parameter that specifies whether the attack is a melee
  attack or not and set this to true in all calls that are to be considered
  melee attacks. I couldn't use the damage type because A_CustomPunch
  and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET 
  and FX_GRENADE.


SVN r879 (trunk)
2008-04-04 14:31:20 +00:00
Christoph Oelckers
d780c2e3a4 - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
  a level using this cluster. Now it will only do that if HexenHack is true, 
  i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format 
  MAPINFOs it will now be the same as for the other games which means that 
  'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
  has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
  code for any actor with this flag. Mostly useful for particle effects where
  the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
  am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
  proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.


SVN r876 (trunk)
2008-04-03 10:49:54 +00:00
Randy Heit
d2c275bbb3 - Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
  the same lump name no longer involves any degree of guesswork in
  determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
  sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
  pointer checks, in case an improper sequence was encountered during
  parsing but not early enough to avoid creating a slot for it in the array.


SVN r874 (trunk)
2008-04-03 03:19:21 +00:00
Christoph Oelckers
d5c3693fd9 - Added SnowKate709's A_DamageMaster/A_DamageChildren patch.
- Added a SFX_TRANSFERAMBUSHFLAG for A_SpawnItemEx.
- Added "Shaded" as a valid parameter for DECORATE's RenderStyle.
- Added Karate Chris's patch for a MAPINFO option making Strife conversations
  not halt the game.
- Extended the $limit fix that $alias and $random definitions can have their
  own $limit now.
- Fixed: When resolving a linked sound the limit of the current sound was
  ignored and the one of the referenced sound being used. This was particularly
  noticable when using the chaingun in a group of Zombiemen.
- Added a namespc parameter to FWadCollection::CheckNumForFullName which is
  used when a normal lump name has to be looked up and changed all
  CheckNumForFullName/CheckNumForName combinations in the source to use
  the extended version of CheckNumForFullName only to have consistent
  behavior for lump name lookup. 

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


SVN r849 (trunk)
2008-03-25 04:42:26 +00:00
Christoph Oelckers
3a80dac348 Last commit was incomplete
SVN r848 (trunk)
2008-03-24 22:16:21 +00:00
Randy Heit
10920ffe75 - Removed some debug output from SBarInfo::ParseSBarInfo().
- Fixed: Heretic linetype translations included the wrong file.
- Removed all 2D sound positioning code from s_sound.cpp. Everything uses
  FMOD's 3D engine now.
- Removed all the channel selection code from s_sound.cpp. FMOD has code to
  handle this sort of thing, so let's use it.
- Replaced S_StopSoundID() with S_CheckSingular(). There is no longer a limit
  on the number of copies of a particular sound that can be playing at once,
  aside from Strife's special singular sounds. (Sorry, Heretic and Hexen.)
  Consequently, the SNDINFO $limit command is now ignored.
- Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it
  only worked as intended on stereo speakers anyway.
- Cleaned out ancient crud from i_sound.cpp.


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


SVN r825 (trunk)
2008-03-20 21:12:03 +00:00
Christoph Oelckers
8244d1ea07 - Added a new parameter to all crushing action specials that selects
which crushing mode is used: 0 uses the game's default for compatibility,
  1 uses Doom's mode (crushers continue to move while damaging any actors ) and
  2 uses Hexen's mode (crushers stay at blocking actor's top until they die).
  Since Generic_Crusher already used all 5 args I created a second version for
  Hexen crushing mode.
- Added PICKUP flag to DECORATE.


SVN r817 (trunk)
2008-03-19 22:47:04 +00:00
Christoph Oelckers
8ea316e33b - Integrated xlatcc into ZDoom.exe so that the linedef translation files
don't need to be compiled and can be stored as text in zdoom.pk3.


SVN r815 (trunk)
2008-03-19 21:09:53 +00:00
Christoph Oelckers
ee69e7bf03 - Removed thingdef_specials.h and thingdef_specials.gperf and replaced
line special definition with something that automatically gets updated
  if new specials are added.


SVN r814 (trunk)
2008-03-19 12:48:02 +00:00
Christoph Oelckers
5b9073add4 - Added copyright/license headers to a few files.
- Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the
  proper object type.
- Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo.
- Removed dobject.err from the repository. It only contained a list of compiler
  errors for some very old version of dobject.cpp.
- Fixed: A_JumpIfCloser was missing a z-check.
- Added Blzut3's SBARINFO update #13:
- Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp
- Rewrote the mug shot system for SBarInfo to allow for scripting and custom
  states for different means of death.
- SBarInfo now loads all SBarInfo lumps instead of just the last one.  Clashing
  status bar definitions will now be cleared before the bar is read.
- Fixed: When using transparency with bars the new drawing method (bg over fg)
  didn't work.  In the case that the border value is set to 0 it will revert to
  the old method (fg over bg).
- Fixed: drawbar lost any high res information it was given.
- Added: ACS command SetMugShotState(str state) which sets the mug shot state
  for the activating player.
- Added: keepoffsets flag to drawbar.  When set the offsets in the fg image will
  also be applied when displaying the bar.


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


SVN r780 (trunk)
2008-03-01 16:59:17 +00:00
Christoph Oelckers
03617dc6f0 - Fixed: When starting a level while the music has been paused S_Start has
to stop the old music so the new one always starts at the beginning.
- Fixed:: AActor::master was not serialized.
- Fixed: Sound targets pointing to dead players should be cleared before 
  respawning the player.
- Fixed: When the DONTMOVE flag is set A_Chase must not call P_NewChaseDir.
- Changed PowerupGiver initialization so that the actual powerup class is looked
  up during postprocessing.
- Gave Strife's instant death sector type its own damage type.


SVN r778 (trunk)
2008-03-01 13:12:33 +00:00
Christoph Oelckers
24100c25a9 - Fixed: The DECORATE expression evaluator's random function could produce
incorrect results for ranges > 255. Changed so that FRandom's default
  implementation is used instead.


SVN r769 (trunk)
2008-02-25 15:43:22 +00:00
Randy Heit
133350fb9c - Fixed AInventory::PickupFlash setting with GCC.
- Fixed: The MusicVolumes list was allocated with M_Malloc but freed with
  delete.
- Fixed: demobuffer was inconsistantly handled with new[]/delete[] and
  malloc/free.
- Added used memory tracking to M_Malloc() and M_Realloc(). This
  necessitated the addition of an M_Free() call to track frees.
- Removed M_Calloc since it was only used in one place, and can just as well
  be done with an M_Malloc/memset pair.
- Bumped DEMOGAMEVERSION for the new net controller codes.


SVN r751 (trunk)
2008-02-17 02:40:03 +00:00
Christoph Oelckers
e99b239ae6 - Added customizable pickup flash.
- Added option to show shorter messages for save game and screenshot confirmation.
  Also added this to the 'Messages' menu.


SVN r749 (trunk)
2008-02-16 10:23:12 +00:00
Christoph Oelckers
01e5ec251c - Fixed: The render style table for old decorations was missing STYLE_Stencil so
STYLE_Translucent was mapped incorrectly.


SVN r727 (trunk)
2008-01-31 21:00:34 +00:00
Christoph Oelckers
1b28557341 - Got rid of most TexMan.AddPatch calls because they are no longer needed.
- Got rid of R_InitPatches because the new texture init code needs to preload
  everything to work correctly.
- Rewrote texture manager initialization to order textures primarily by WAD 
  rather than by type. This way later textures will always override earlier 
  ones. The only exception is that TEX_MiscPatch are only used as a fallback
  if nothing else can be found.
- Optimized the tryany case of FTextureManager::CheckForTexture. It is not
  necessary to scan the hash chain twice. The required information can be
  retrieved during the first pass as easily and even offers a little more
  control.
- Made FFont destructor virtual.
- Added 'Ice' translation to DECORATE.

(Caution: Not fully tested yet!)

SVN r715 (trunk)
2008-01-26 23:20:34 +00:00
Christoph Oelckers
58816f5d09 - Added Karate Chris's patch for teamplay MAPINFO option.
- Added Karate Chris's patch for custom damage color per player class.
- Added Karate Chris's patch for respawnlimit skill property.
- Added Karate Chris's patch for Strife quit messages.
- Fixed: P_RailAttack ignored the puff's damage type.


SVN r714 (trunk)
2008-01-26 16:42:16 +00:00
Christoph Oelckers
d134deda95 - Fixed: ACS used incompatible values for APROP_RenderStyle. It needs to use
the exact same values as previous ZDoom versions
- Added a DECORATE 'stencilcolor' property so that the stencil render style
  can be used.
- Added some NULL pointer checks to the font loading code.

SVN r713 (trunk)
2008-01-26 15:50:52 +00:00
Randy Heit
e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
Christoph Oelckers
f9c78a1b80 - Fixed: Skip_Super didn't clear the current state label list.
SVN r708 (trunk)
2008-01-16 10:14:10 +00:00
Randy Heit
ce388163e1 - Moved thingdef_codeptr.cpp into thingdef/ with the other thingdef files.
- Fixed: After loading a savegame, G_UnSnapshotLevel() destroyed the
  unmorphed versions of players because it thought they were extras.


SVN r694 (trunk)
2008-01-12 01:17:37 +00:00
Christoph Oelckers
3bd53dafbe - Fixed: 'Painchance' in DECORATE failed when reading custom damage type names.
- Added Karate Chris's patch for menu opening console commands.


SVN r684 (trunk)
2008-01-09 09:01:30 +00:00
Christoph Oelckers
0535d15df3 - Split off the entire translation code from r_draw.cpp into r_translate.cpp.
- Moved the common code of ACS and DECORATE translation generation into the
  FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535. 
- Fixed: R_CopyTranslation was not altered for the new functionality.
  I removed the function and replaced the one use with a simple assignment.


SVN r644 (trunk)
2007-12-26 16:06:03 +00:00
Randy Heit
e666cde418 - Fixed some more GCC warnings.
- Updated project files for nasm 2.0, which is now named nasm.exe for the
  Windows version, rather than nasmw.exe. Also fixed the annoying new warnings
  it generated.


SVN r593 (trunk)
2007-12-11 02:38:38 +00:00
Christoph Oelckers
b8827b1b86 - Fixed: There was no working means to pass 'no state' to A_Chase.
Now 0 or an empty string will do that.
- Copied the empty string fix for SC_CheckNumber to SC_CheckFloat.

SVN r591 (trunk)
2007-12-09 09:54:58 +00:00
Christoph Oelckers
47dafa3824 - Fixed: A_PainDie and A_DualPainAttack could fail to spawn the correct actor
if the first spawned one died and executed some code in its death state.
- Added Karate Chris's submission for 'allowrespawn' MAPINFO option.
- Added Karate Chris's submission for customizable skill confirmation text.
- Fixed: Doom's statusbar only checked for primary attacks, not secondary ones when
  setting Doomguy's face. (Thanks to Karate Chris for the fix.)
- added Skulltag's FORCEYBILLBOARD and FORCEXYBILLBOARD flags to the DECORATE parser.
  Even though the software renderer has no use for them it is necessary to support them
  so that mods can use these flags without becoming incompatible with ZDoom.


SVN r576 (trunk)
2007-12-06 08:55:17 +00:00
Christoph Oelckers
170b633e91 - added two new things which can set a sector's color without the need of tags
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
  sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
  enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
  for implementing custom skill definitions but right now all it does is
  returning the original values but keeping the related information all in one
  place


SVN r557 (trunk)
2007-10-29 22:15:46 +00:00
Christoph Oelckers
3b477d7022 - Fixed: POwered up weapons with a different ready state than their base
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
  state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
  40.
- Fixed: The code which checked for hitscan traces hitting actors from above
  and below must test whether the calculated hit position is actually inside 
  the actor being checked. If it crosses the top/bottom plane outside the
  bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
  This was done to ensure compatibility with parsers that will parse these as
  identifier-aware script code later.


SVN r554 (trunk)
2007-10-19 08:49:02 +00:00
Christoph Oelckers
333ef105f7 - Fixed: The DECORATE expression evaluator was reading the operator token
from the wrong variable in a few places resulting in incorrect calculations.
- Fixed: MP3/OGG music always looped because the looping flag was always
  set when FMOD was called to play it.
- Removed upper limit of 1 for an actor's gravity factor.
- Fixed: A_VileTarget spawned the fire at coordinate (target->x, target->x)
  instead of (target->x, target->y). (Old vanilla bug.)


SVN r550 (trunk)
2007-09-27 11:30:23 +00:00
Christoph Oelckers
f62032ac6a - fixed: The #include command in DECORATE always tried to look up the name
as a normal WAD lump name. It only should do that if the name is not longer
  than 8 characters and doesn't contain any '/'-characters.

SVN r546 (trunk)
2007-09-23 08:02:57 +00:00
Christoph Oelckers
5e2e389bd1 - fixed: The BFGBall's explosion sequence was missing a state.
- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its
  ice death sequence set.
- fixed: Ammo upon game start does not get multiplied when on easy skill.
  Implementing this as an inventory flag IF_IGNORESKILL also allows to create
  ammo/weapon/backpack types that don't multiply the ammo given when on this
  skill.
- moved Doom exit sounds into SNDINFO as $random definitions.
- Fixed: Dying Lost Souls could be reset to their see state if they slammed into
  something.

SVN r540 (trunk)
2007-07-28 12:38:10 +00:00
Christoph Oelckers
2829361c5c - Added DTA_TopOffset and DTA_LeftOffset values to the automap background drawer.
- Fixed: DECORATE color translations with explicit colors didn't work because the
  code treated byte values as fixed point.
- Fixed: LEVEL_NOALLIES must clear MF_FRIENDLY off any spawned actor except players.
  Otherwise it doesn't work properly.
- Fixed: Entering a backslash in the player's name box caused a crash because 
  the code analyzing the string was missing a NULL pointer check.
- Fixed: Thing_Hate and Teleport_ZombieChanger unconditionally made state jumps,
  even for dead monsters.
- Fixed: The palette flash for item pickup was not reset upon a player's death.
- Fixed: P_DamageMobj tried to get damage multiplier information from the
  damage inflictor, not the attacker.
- Fixed: PowerTimeFreezer::DoEffect did not call its superclass method.
- fixed: When morphed monsters died they tried to set MF3_STAYMORPHED for the
  attacker, not themselves. This caused a crash when they were killed by a crusher.


SVN r539 (trunk)
2007-07-12 15:15:57 +00:00
Christoph Oelckers
8f6fdc1d21 - Split thingdef.cpp into several files so that the state and property code
no longer gets in the way of the main parser.
- Changed A_MissileAttack, A_MeleeAttack and A_ComboAttack so that they use
  metadata. Now all the hack code associated with these functions can be removed.


SVN r538 (trunk)
2007-05-28 22:18:51 +00:00
Christoph Oelckers
50f75b6e8a - Fixed: deadthings.txt contained a superfluous ';' which created parsing errors
with my changed code.
- Cleaned up DECORATE parser a little - moved the old style parsing code into its 
  own file and rearranged a few things.
- Made ProcessStates non-static so that it doesn't need to be passed as an argument
  to all functions in the DECORATE parser.
- Moved DECORATE parser files into their own subdirectory.
- Optimization: SC_GetToken no longer sets sc_name for identifiers. In most cases
  this creates needless overhead by adding a potentially unneeded name to the name
  table and looking up the name. In almost all cases where a name is needed it's as
  easy to assign sc_String to the name variable.
- Added enum definitions to DECORATE.


SVN r537 (trunk)
2007-05-28 14:46:49 +00:00