Commit graph

1491 commits

Author SHA1 Message Date
Christoph Oelckers
7e4504f9d6 - Fixed: Coordinate handling for multipatch texture compositing was not correct
for true color. Instead of using a clipping rectangle on the destination it
  tried to alter the source offsets which produced incorrect results for
  mirrored or rotated patches.


SVN r1889 (trunk)
2009-09-30 10:41:24 +00:00
Randy Heit
ed8f1ec8db - Fixed: Alt+F4 no longer quit the program.
SVN r1888 (trunk)
2009-09-30 04:44:14 +00:00
Christoph Oelckers
9aab795c18 - Added BHS's death special flags submission.
SVN r1887 (trunk)
2009-09-28 15:59:20 +00:00
Christoph Oelckers
6d357b84b4 - Added Gez's A_Blast submission.
SVN r1886 (trunk)
2009-09-28 15:55:57 +00:00
Christoph Oelckers
f2c77c5f08 - Fixed: Floor and ceiling huggers' velocity was wrong when used with
P_SpawnPlayerMissile.
- Fixed: When hitting a voodoo doll the real player needs to be checked for 
  invulnerability.


SVN r1885 (trunk)
2009-09-27 20:54:46 +00:00
Christoph Oelckers
c628ac48cd - Fixed: G_QueueBody was not notifying the translation that it was changed.
SVN r1884 (trunk)
2009-09-27 07:17:51 +00:00
Randy Heit
1eb4241663 - Fixed: R_DrawPSprite() did not initialize the colormap for the targeter
vissprites.


SVN r1883 (trunk)
2009-09-27 02:31:03 +00:00
Randy Heit
c801bb7f49 - Added a check for SPAC_AnyCross to P_TestActivateLine() before the "monster"
activation checks. They are actually non-player checks and interfered with
  SPAC_AnyCross.


SVN r1882 (trunk)
2009-09-27 02:13:28 +00:00
Randy Heit
e846e5e50f - idclev and hxvisit are no longer considered cheats, however, they are still
invalid for net games. hxvisit was erroneously accepted for net games
  before, which it shouldn't have, since it's basically idclev for Hexen.


SVN r1881 (trunk)
2009-09-27 02:01:24 +00:00
Randy Heit
d816747c7e - Fixed: "give health" without an amount would set your health to IDDQD health
instead of the player class's maximum.
- Fixed: A_CStaffCheck() assumed the player's max health was 100 instead
  of getting checking for the true maximum.


SVN r1876 (trunk)
2009-09-25 03:07:20 +00:00
Randy Heit
2ad438d696 - Changed P_XYMovement() to not call P_SlideMove() if the act of being
blocked changed the actor's velocity. I'm not entirely happy with this,
  but it gets push-activated force fields to work.


SVN r1875 (trunk)
2009-09-25 02:54:13 +00:00
Randy Heit
6a5ab0edc0 - Fixed: FMultiPatchTexture::CopyTrueColorPixels() should clear the buffer
first before drawing into it if the copy op passed to it is OP_OVERWRITE.
  FTexture::FillBuffer() sets this to erase whatever texture might have been
  in the space it is going into.


SVN r1874 (trunk)
2009-09-25 02:27:48 +00:00
Randy Heit
11fbc57178 - Added a technique to try and minimize input lag with vsync enabled: Two
surfaces are alternately locked for read-only access each frame, forcing
  the driver to stop buffering more than one frame at a time. The input lag
  on my system doesn't seem to be as bad as it once was (I can no longer
  see it obviously with my naked eye), but turning antilag on "feels"
  slightly more responsive. The cvar d3d_antilag turns this technique on and
  off. See <http://www.xyzw.de/c120.html> for more details.


SVN r1870 (trunk)
2009-09-22 20:17:54 +00:00
Christoph Oelckers
9cc67f565c - Added a check to Dehacked code which tries to set the blend color.
It must set it to 0 if the alpha is 0 to avoid problems with special
  colormap detection.
- Changed SPECIALCOLORMAP_MASK again so that it does not interfere with
  any valid setting. It must use a value with a 0-alpha because these
  are guaranteed not to be produced by the DECORATE code elsewhere.
- Fixed precision issues with AddFixedColormap's search for identical colormaps.
- Added custom colormap support to texture composition code.
- Fixed initialization of FSpecialColormap::GrayscaleToColor. This is not
  a mapping from the palette but from a [0,255] grayscale ramp and used to
  apply colormaps to true color images for texture composition.

SVN r1867 (trunk)
2009-09-22 08:06:52 +00:00
Randy Heit
d502655866 - For hardware 2D, apply fixed colormaps when copying to video memory instead
of doing it directly during the rendering, in order to improve visual
  fidelity for colormaps that aren't grayscale.


SVN r1866 (trunk)
2009-09-22 04:21:27 +00:00
Randy Heit
84a018f05a - Added support for defining the full color range of a special colormap.
SVN r1865 (trunk)
2009-09-22 02:54:19 +00:00
Randy Heit
e9d61a3f46 - Fixed: In letterbox modes, the clipping window needs to be adjusted down.
SVN r1863 (trunk)
2009-09-22 01:28:13 +00:00
Christoph Oelckers
c285f38a02 - Fixed: When drawing with a special colormap the quad's flags weren't cleared
which could cause crashes.
- Added custom special colormaps to DECORATE.
- Cleaned up special colormap code and removed lots of dependencies on the
  knowledge of the tables' contents.



SVN r1860 (trunk)
2009-09-21 13:15:36 +00:00
Christoph Oelckers
d51c0c047d - Changed call to R_DrawRemainingPlayerSprites into a virtual function
of DFrameBuffer because its implementation is specific to the software
  renderer and needs to be overridable.

SVN r1859 (trunk)
2009-09-20 06:23:10 +00:00
Randy Heit
b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
  Using a fixed light level (e.g. PowerTorch) will no longer wipe out
  colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
  doing it while copying the 3D view window to the display now blends
  underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
  closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
  executable and into zdoom.pk3. Shaders are still precompiled so I don't need
  to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
  lighting models. These are accessed with the new DrawTexture tags
  DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
  benefits thereof.


SVN r1858 (trunk)
2009-09-20 03:50:05 +00:00
Christoph Oelckers
5613c3e14f - Fixed: Unmorphing while invulnerable was blocked.
SVN r1855 (trunk)
2009-09-17 20:58:43 +00:00
Christoph Oelckers
f3f209160e - Renamed plane flags from SECF_* to PLANEF_*.
- Changed Heretic's plat raise type to use a flag to block further sector movement
  instead of keeping the dead thinker around.


SVN r1853 (trunk)
2009-09-17 10:40:38 +00:00
Christoph Oelckers
35a4526c1d - Fixed: A_LookEx did not work for monsters having the MF_NOSECTOR flag.
SVN r1849 (trunk)
2009-09-16 22:45:28 +00:00
Christoph Oelckers
5822729943 - Fixed: The deprecated flag handler for the old bounce flags needs to clear
BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
  friendly monsters could no longer acquire targets by themselves.
- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.


SVN r1848 (trunk)
2009-09-16 21:03:09 +00:00
Christoph Oelckers
a6d9a37ef7 - Gez's misc. bugs patch:
* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
* Renames the dog actor to MBFHelperDog to prevent name conflicts,
* Adds APROP_Score to CheckActorProperty,
* Completes the randomspawner update (the reason I moved the recursion counter out of 
  special1 was that I found some projectiles had this set to them, for example in 
  A_LichAttack, but I forgot to add transfer for them),
* Provides centered sprites for beta plasma balls if this is deemed deserving correction.


SVN r1847 (trunk)
2009-09-16 15:57:08 +00:00
Christoph Oelckers
dc292caaa3 - Added some pieces of MBF's friendly AI.
- Cleaned up A_LookEx code and merged most of it with the base functions.
  The major difference was a common piece of code that was repeated 5 times
  throughout the code so I moved it into a subfunction.
- Changed P_BlockmapSearch to pass a user parameter to its callback so that
  A_LookEx does not need to store its info inside the actor itself.


SVN r1846 (trunk)
2009-09-16 15:54:04 +00:00
Christoph Oelckers
c7a6b796f9 - fixed: The linetarget CCMD duplicated all of the info CCMD.
- fixed: PrintActorInfo crashed due to some incomplete implementation.


SVN r1845 (trunk)
2009-09-16 05:44:24 +00:00
Christoph Oelckers
45842e28bd - added PinkSilver's A_Respawn enhancement patch.
SVN r1837 (trunk)
2009-09-15 21:57:51 +00:00
Christoph Oelckers
5910d90a19 - 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.


SVN r1835 (trunk)
2009-09-15 14:16:55 +00:00
Christoph Oelckers
4d18698f43 - fixed: pr_bounce was declared statically in o_mobj.cpp and redeclared externally
in p_map.cpp resulting in a CRC conflict.


SVN r1832 (trunk)
2009-09-15 06:35:46 +00:00
Christoph Oelckers
3a6d66e230 - 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.


SVN r1831 (trunk)
2009-09-15 05:59:55 +00:00
Christoph Oelckers
923bf08cdc - Added PinkSilver's A_LookEx fix.
SVN r1828 (trunk)
2009-09-14 23:54:55 +00:00
Christoph Oelckers
4d55f01c3a - added resources needed for MBF support.
- removed unused score items from DECORATE file.
- added 2 MBF code pointers I forgot in the last commit.

SVN r1825 (trunk)
2009-09-14 23:28:24 +00:00
Christoph Oelckers
afab7855c4 - removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway.
The range checks this protected against can be safely omitted now that the misc fields are large enough.
- added MBF Dehacked emulation.

SVN r1824 (trunk)
2009-09-14 22:12:31 +00:00
Christoph Oelckers
a59de25107 - Next round of things from Gez's experimental build:
* 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.


SVN r1823 (trunk)
2009-09-14 21:41:44 +00:00
Christoph Oelckers
ea8c94d637 - Fixed: Argument count for UsePuzzleItem was wrong.
- Added more things from Gez's experimental build:
  * MBF grenade and bouncing code.
  * Arch Vile ghosts emulation (only for compatibility.txt.)
  * Several MBF related compatibility options.



SVN r1821 (trunk)
2009-09-14 20:47:53 +00:00
Christoph Oelckers
238d4c3fac - More things from Gez's experimental build:
* 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.


SVN r1819 (trunk)
2009-09-14 19:44:14 +00:00
Christoph Oelckers
914d993aa1 - Added a few things from Gez's experimental build:
* Beta Lost Soul (added DoomEdNum 9037 to it)
  * A_Mushroom extensions
  * Vavoom compatible MAPINFO keynames.
  * Vavoom's Sector_SetContents fixes to inactive 3D floor code.


SVN r1818 (trunk)
2009-09-14 09:41:09 +00:00
Randy Heit
980b68af17 - Added warning messages when loading maps that have non-zero values in
unused line argument fields, because these maps could potentially break
  in the future if the argument is later assigned a meaning. (Hopefully
  all the argument counts in actionspecials.h are accurate. I found a
  few that were wrong.)


SVN r1817 (trunk)
2009-09-12 04:08:31 +00:00
Randy Heit
38780d2d2a - Fixed: If a damaged actor has negative mass, it needs to have its damage
thrust set to maximum instead of 0. See Action Doom's broken glass
  "CommanderKeens".


SVN r1816 (trunk)
2009-09-11 01:00:01 +00:00
Randy Heit
e6174f5259 - Changed the SCROLLTYPE define so that any extra bits set cause it to default
to 7. This effects action.wad, MAP02, lines 12054 and 12059, which had them
  at 128, so they no longer scrolled in r832+.


SVN r1815 (trunk)
2009-09-10 22:19:21 +00:00
Randy Heit
66920536d9 - Look for files in Mac-like places on Macs.
- Fixed: The non-Windows CreatePath can fail if part of the path already
  exists, because mkdir will return an error code for trying to recreate
  an existing directory.



SVN r1814 (trunk)
2009-09-09 17:12:47 +00:00
Randy Heit
12576d2eb5 - Because entryway timed it, here is a new version of R_PointToAngle2 that is
closer to the original. The old code was shorter but a little slower. The
  new code is a bit faster than the original with VC++ and about the same
  with GCC. Interestingly, GCC produces code for Killough's version that
  performs about the same as the original, but when compiled with VC++,
  Killough's is notably worse.


SVN r1813 (trunk)
2009-09-08 23:48:34 +00:00
Christoph Oelckers
93166b86b3 - moved ENDOOM lump name definition into gameinfo.
- moved default item drop style into gameinfo.
- moved default respawn time into gameinfo.
- moved default inventory max amount into gameinfo.
- turned Heretic's blocking of the sector for LS_Plat_RaiseAndStayTx0 into
  a parameter instead of having the game mode decide. 



SVN r1812 (trunk)
2009-09-08 21:01:24 +00:00
Randy Heit
17a43e7753 - Applied vertical SBARINFO inventory bar patch.
SVN r1809 (trunk)
2009-09-08 03:10:50 +00:00
Christoph Oelckers
57a2e0ab73 - moved definition of games' default armor icons into gameinfo definition.
SVN r1806 (trunk)
2009-09-07 19:46:54 +00:00
Christoph Oelckers
8e4ba47c98 - fixed: The PNG loader for true color textures overwrote the IDAT size with
the IDAT id when reading the image.


SVN r1805 (trunk)
2009-09-07 05:48:34 +00:00
Christoph Oelckers
b07445d149 - fixed: Trying to pick up an object of the Ammo base class caused a crash.
SVN r1804 (trunk)
2009-09-06 21:32:57 +00:00
Christoph Oelckers
14a42bbada - changed line_t's sidenum into sidedef pointers.
SVN r1801 (trunk)
2009-09-06 20:45:56 +00:00
Christoph Oelckers
e6aadca409 - changed side_t's linenum into a linedef pointer.
SVN r1800 (trunk)
2009-09-06 18:19:28 +00:00
Christoph Oelckers
93f6f1d701 - Added PinkSilver's SetActorVelocity code submission (with optimizations.)
SVN r1799 (trunk)
2009-09-06 08:27:18 +00:00
Randy Heit
e8d1416d81 - Added the frandom decorate function, which is exactly like random except
that it works with floating point instead of integers.


SVN r1797 (trunk)
2009-09-06 02:16:55 +00:00
Randy Heit
c1a578ba08 - 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.


SVN r1796 (trunk)
2009-09-06 01:49:17 +00:00
Randy Heit
f27b7209e8 - Fixed: R_CreatePlayerTranslation() only initialized the first truecolor
palette entry.


SVN r1795 (trunk)
2009-09-05 03:55:29 +00:00
Randy Heit
7da43069d7 - 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.


SVN r1794 (trunk)
2009-09-05 03:28:58 +00:00
Randy Heit
b528b987da - Add an alternate PIC-compliant __cpuid macro in x86.cpp.
SVN r1793 (trunk)
2009-09-04 23:14:29 +00:00
Randy Heit
6214177f1f - Fixed: S_LoadSound() did not byte-swap the frequency and length it reads
from DMX sounds.



SVN r1792 (trunk)
2009-09-04 22:59:41 +00:00
Christoph Oelckers
44974ff28f - made menu dimming a mapping option but kept the CVARS as user override.
SVN r1790 (trunk)
2009-09-04 22:25:46 +00:00
Christoph Oelckers
f55d1718f2 - fixed: Weapons must first check if they can be switched and afterwards
if they can be fired. These checks were reversed.


SVN r1789 (trunk)
2009-09-03 19:51:55 +00:00
Christoph Oelckers
1d582a7550 - fixed: The newly altered WAD code could not load embedded WADs anymore.
SVN r1785 (trunk)
2009-09-02 20:29:52 +00:00
Randy Heit
c24c31cc9f - Added directory detection to the -file parameter. This obsoletes -dir, so
that parameter is now gone.
- Removed automatic ".wad" appending from FWadCollection::InitMultipleFiles()
  since it isn't needed and prevented files without extensions from being
  loaded. D_AddFile() already takes care of adding the extension if the
  name as-given does not exist.
- Fixed: Loading single files did not print a newline in the startup text.


SVN r1784 (trunk)
2009-09-02 03:47:48 +00:00
Randy Heit
6c6ce41b7e - Fixed: A_JumpIf(InTarget)Inventory jumped if the check amount was greater
than the item's max amount and the item was maxed.


SVN r1783 (trunk)
2009-09-02 02:35:20 +00:00
Randy Heit
78902b2009 - Fixed: Some dmadds wads used zero-length sprites as placeholders. When you
ran dmadds to combine it with the IWAD's sprites, they would be replaced by
  the IWAD's sprites, so when loading such wads, we should ignore those as
  valid sprites. (Thanks to entryway for finding this.) See 22ventry's
  22sprite.wad for an example.


SVN r1782 (trunk)
2009-09-02 02:17:11 +00:00
Randy Heit
33a397c04b - Basic Mac support: Everything compiles but does not yet link.
SVN r1780 (trunk)
2009-09-01 02:08:53 +00:00
Randy Heit
3f003e06db - Replaced the use of autoconf's WORDS_BIGENDIAN with __BIG_ENDIAN__, since
latter comes predefined by GCC.


SVN r1779 (trunk)
2009-08-31 21:47:29 +00:00
Christoph Oelckers
75920f2ed0 - fixed: R_InitColormaps was broken since the resource file code rewrite.
SVN r1778 (trunk)
2009-08-30 20:47:43 +00:00
Christoph Oelckers
ba28749df7 - 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.

SVN r1777 (trunk)
2009-08-30 10:43:51 +00:00
Randy Heit
bdc0950e01 - 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().


SVN r1775 (trunk)
2009-08-29 03:33:36 +00:00
Randy Heit
7a89872b63 - Fixed: genStringEnter mode acted on key up events rather than key repeat
events.


SVN r1773 (trunk)
2009-08-29 02:19:46 +00:00
Christoph Oelckers
fe96cab254 - Fixed: paletted texture composition with part translucent patches
did not work.


SVN r1771 (trunk)
2009-08-12 22:10:53 +00:00
Christoph Oelckers
385350efae - 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.


SVN r1770 (trunk)
2009-08-12 18:57:31 +00:00
Christoph Oelckers
a5ec361715 - Fixed: The pause sprite was not centered correctly when it was a scaled
graphic.


SVN r1769 (trunk)
2009-08-11 20:40:09 +00:00
Randy Heit
2a9351fa61 - Fixed: P_TestMobjZ() needs THRUSPECIES and THRUACTORS checks, too.
SVN r1768 (trunk)
2009-08-11 01:03:58 +00:00
Randy Heit
da33f333a1 - Fixed: The UDMF loader did not initialize the sectors' sectornum property.
SVN r1767 (trunk)
2009-08-11 00:22:43 +00:00
Christoph Oelckers
74bdfe19c5 - Fixed: The true color texture compositing code did not clip the edges
of multipatch textures used as patches on other multipatch textures.


SVN r1766 (trunk)
2009-08-10 18:30:25 +00:00
Christoph Oelckers
914ccd4ea2 - Fixed: A_EntityAttack did not spawn the correct missiles.
SVN r1765 (trunk)
2009-08-09 19:12:16 +00:00
Randy Heit
ae21fa4562 - Changed the return value of SetActivatorToTarget to match the description
in the wiki.


SVN r1764 (trunk)
2009-08-08 22:52:58 +00:00
Randy Heit
d4c8c47796 - If SetActivatorToTarget is used for a player-run script, and the player is
alive, it now sets the activator to the actor the player is aiming at. I
  also noticed that this looked like it was a quick copy'n'paste job from
  SetActivator. It returns false if the activator at the end of the function
  was the world, but it never sets the activator to the world. I'm not sure
  that's the best use of the return value.


SVN r1760 (trunk)
2009-08-08 01:34:20 +00:00
Randy Heit
8e1ce082f4 - Added support for per-SpawnShot spawn lists. (Also fixed a potential
infinite loop, though I'm not sure the parser allowed this condition to
  happen.)


SVN r1759 (trunk)
2009-08-08 01:18:15 +00:00
Randy Heit
4d4e8e89b3 - Changed the DWORDs in dobject.h into uint32s, since they were preventing
edit-and-continue from working for the Windows source files.
- When a WM_KEYDOWN message is received with VK_PROCESSKEY, the scan key is
  now used to retrieve the real virtual key for the message. This fixes the
  previous issue that caused me to completely disable the IME.
- Removed the code that disables the IME, since it also disables the ability
  to switch between keyboard layouts that do not use an IME.
- TranslateMessage() is no longer called if GUI capture mode is off, so no
  dead key processing is performed until it might be useful.


SVN r1758 (trunk)
2009-08-08 00:36:35 +00:00
Randy Heit
63e26df7b2 - 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.


SVN r1757 (trunk)
2009-08-07 04:20:28 +00:00
Randy Heit
f9088bd2cf - Added buddha cheat.
SVN r1756 (trunk)
2009-08-07 04:08:38 +00:00
Randy Heit
16846fe36d - 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.)


SVN r1755 (trunk)
2009-08-07 03:57:03 +00:00
Randy Heit
a1554799d9 - Added MF6_NOTELEPORT flag.
SVN r1754 (trunk)
2009-08-07 03:41:23 +00:00
Randy Heit
732a44b338 - 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.


SVN r1753 (trunk)
2009-08-07 03:30:51 +00:00
Randy Heit
3e388acc15 - 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.


SVN r1752 (trunk)
2009-08-05 01:13:41 +00:00
Randy Heit
9764532d8b - 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.


SVN r1751 (trunk)
2009-08-05 00:36:01 +00:00
Randy Heit
be9830f219 - Fixed: FWeaponSlot::PickWeapon() wrapped around improperly when the starting
value for i was 0.


SVN r1750 (trunk)
2009-08-04 23:19:09 +00:00
Christoph Oelckers
00f88610ac - Added kgsws's SummonActor enhancement and bumped netgame and demo versions
because this submission changes an existing command.



SVN r1749 (trunk)
2009-08-03 20:40:45 +00:00
Christoph Oelckers
54c4e26f7d - Changed: DEHACKED parsing is disabled now when a user supplied DEHSUPP lump
is found. This mimics the old behavior which also disabled DEHACKED when
  the DEHSUPP lump was incompatible with the current engine. This behavior is
  needed to ensure that WADs that contain a ZDaemon-exclusive DEHSUPP lump
  continue to work as intended.

SVN r1748 (trunk)
2009-08-02 18:23:05 +00:00
Christoph Oelckers
356e4a0fcc - Added A_Mushroom compatibility option for Dehacked.
- Added Gez's submission for interhubamount DECORATE property.


SVN r1747 (trunk)
2009-08-02 15:54:34 +00:00
Christoph Oelckers
641f946e32 - Fixed: The big endian version of PalEntry did not add the DWORD d field.
- Fixed: TObjPtr did not use a union to map its 2 pointers together.
- Added a compatibility mode for A_Mushroom. For DECORATE it is an additional
  parameter but to force it for Dehacked mods some minor hacks using the
  Misc1 variable were needed.


SVN r1746 (trunk)
2009-08-02 10:48:58 +00:00
Randy Heit
8330a69212 - Moved the terget->velz assignment to the end of A_VileAttack to remove the
influence of vertical thrust from the radius attack, since ZDoom does
  explosions in three dimensions, but Doom only did it in two.
- Fixed: The last three parameters to A_VileAttack had their references off
  by one. Most notably as a result, the blast radius was used as the thrust,
  so it sent you flying far faster than it should have.


SVN r1745 (trunk)
2009-08-02 04:11:48 +00:00
Randy Heit
1e554a1fcc - Restored the reactiontime countdown for A_SpawnFly, since some Dehacked
mod could conceivable rely on it. The deadline is now kept in special2
  and used in preference as long as it is non-zero.


SVN r1744 (trunk)
2009-08-02 03:56:03 +00:00
Randy Heit
93202a5488 - Removed -fno-strict-aliasing from the GCC flags for ZDoom and fixed the
issues that caused its inclusion. Is an optimized GCC build any faster
  for being able to use strict aliasing rules? I dunno. It's still slower
  than a VC++ build.
  
  I did run into two cases where TAutoSegIterator caused intractable problems
  with breaking strict aliasing rules, so I removed the templating from it,
  and the caller is now responsible for casting the probe value from void *.
- Removed #include "autosegs.h" from several files that did not need it
  (in particular, dobject.h when not compiling with VC++).


SVN r1743 (trunk)
2009-08-02 03:38:57 +00:00
Randy Heit
d3792c2291 - gdtoa now performs all type aliasing through unions. -Wall has been added
to the GCC flags for the library to help verify this.


SVN r1742 (trunk)
2009-08-01 02:45:02 +00:00
Randy Heit
99d99ce5e5 - Changed A_SpawnFly to do nothing if reactiontime is 0. Reactiontime was
originally a counter, so if it started at 0, A_SpawnFly would effectively 
  never spawn anything. Fixes Dehacked patches that use A_SpawnSound to
  play a sound, since it calls A_SpawnFly.


SVN r1741 (trunk)
2009-08-01 01:56:16 +00:00
Randy Heit
a90bde274e The menu code sucks!
- Joystick devices now send key up events for any buttons that are held
  down when they are destroyed.
- Changed the joystick enable-y menu items to be nonrepeatable so that you
  can't create several device scans per second. Changing them with a
  controller is also disabled so that you can't, for example, toggle XInput
  support using an XInput controller and have things go haywire when the
  game receives an infinite number of key down events when the controller
  is reinitialized with the other input system.
- Changed menu input to use a consolidated set of buttons, so most menus
  can be navigated with a controller as well as a keyboard.
- Changed the way that X/Y analog axes are converted to digital axes.
  Previously, this was done by checking if each axis was outside its deadzone.
  Now they are checked together based on their angle, so straight up/down/
  left/right are much easier to achieve.


SVN r1739 (trunk)
2009-07-26 03:25:18 +00:00
Christoph Oelckers
d26aeb8939 - Fixed: The composer for complex multipatch textures did not clear the palette
buffer before filling it.


SVN r1737 (trunk)
2009-07-25 09:11:15 +00:00
Christoph Oelckers
25c0f679cb - Fixed: using custom automap backgrounds crashed.
SVN r1735 (trunk)
2009-07-24 20:25:19 +00:00
Randy Heit
4134bc3c64 - Added extra states to dehsupp for the MBF additions.
SVN r1734 (trunk)
2009-07-23 06:25:47 +00:00
Randy Heit
bc3448e958 - Removed specific Button_Speed handling from the controllers' AddAxes()
methods. Analog axes now respond Button_Speed and cl_run in exactly the
  same way as digital buttons do.
- Changed rounding slightly for analog axis -> integer in G_BuildTiccmd().
- Fixed: FXInputController::ProcessThumbstick() was slightly off when it
  converted to the range [-1.0,+1.0].


SVN r1733 (trunk)
2009-07-23 05:37:03 +00:00
Randy Heit
6906e1b0e3 - Added default bindings for the Xbox 360 controller buttons.
(Still to do: Make the menus work with a controller.)

SVN r1732 (trunk)
2009-07-23 05:06:38 +00:00
Randy Heit
8a2e03c9cb - Fixed: Redefining an existing skill would set that skills ACSReturn to be
the same as the next new skill defined, if neither definition explicitly set
  the value for ACSReturn.
- Added a DefaultSkill property. Adding it to a skill will cause that skill
  to be the default one selected in the menu. If none is specified as the
  default, then the middle skill is the default.


SVN r1731 (trunk)
2009-07-23 04:33:07 +00:00
Randy Heit
371f944262 - Slider controls in the options menu now display their values
numerically next to the slider.
- The minimum value for m_yaw, m_pitch, m_forward, and m_side from the
  menu has been dropped from 0.5 to 0, so those particular mouse motions can
  be disabled entirely without using the console.


SVN r1729 (trunk)
2009-07-23 03:03:15 +00:00
Christoph Oelckers
2c54498d5c - fixed blue colormap
- Added parameters to A_VileAttack.
- Removed redundant definition of use_joystick from SDL/i_input.cpp.


SVN r1727 (trunk)
2009-07-17 08:08:02 +00:00
Randy Heit
72a41f0b66 - Turned net decompression into a non fatal error. It now drops the packet
and waits for the sender to send a new, hopefully good, packet.


SVN r1726 (trunk)
2009-07-17 02:13:27 +00:00
Randy Heit
f39cde0486 - Reduced potential for overflow in R_ProjectSprite().
SVN r1725 (trunk)
2009-07-17 01:49:28 +00:00
Randy Heit
198ffea7ee - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so
that additive time powerups can be activated before the existing
  power has entered its blink threshold.


SVN r1724 (trunk)
2009-07-17 01:32:58 +00:00
Randy Heit
720747baef - Added a "BlueMap" for powerup colors.
- Add the missing CF_WEAPONREADYALT and CF_WEAPONSWITCHOK flags.

SVN r1723 (trunk)
2009-07-17 01:17:06 +00:00
Randy Heit
aaf19b9127 - Added a NULL screen check when detaching HUD messages.
SVN r1722 (trunk)
2009-07-16 23:07:20 +00:00
Randy Heit
9a16e4b6ea - Added HotWax's A_SetArg.
SVN r1721 (trunk)
2009-07-16 22:50:58 +00:00
Randy Heit
800b50ff6f - Attempt to add support for Microsoft's SideWinder Strategic Commander.
SVN r1719 (trunk)
2009-07-16 02:45:51 +00:00
Randy Heit
f74f6a1659 - Split the joystick menu into two parts: A top level with general options
and a list of all attached controllers, and a second level for configuring
  an individual controller.
- Fixed: Pressing Up at the top of a menu with more lines than fit on screen
  would find an incorrect bottom position if the menu had a custom top height.
- Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable
  specific game controller input systems independant of each other.
- Device change broadcasts are now sent to the Doom event queue, so
  device scanning can be handled in one common place.
- Added a fast version of IsXInputDevice that uses the Raw Input device
  list, because querying WMI for this information is painfully slow.
- Added support for compiling with FMOD Ex 4.26+ and running the game
  with an older DLL. This combination will now produce sound.


SVN r1717 (trunk)
2009-07-15 05:53:06 +00:00
Christoph Oelckers
8e5b7373b8 - added submission for raising master/children/siblings.
- added submission for no decals on wall option.
- removed some useless code from SpawnMissile function.


SVN r1716 (trunk)
2009-07-13 22:07:18 +00:00
Christoph Oelckers
19f8b03738 - 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.


SVN r1715 (trunk)
2009-07-12 12:19:11 +00:00
Christoph Oelckers
e7e79e27ff - 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.

SVN r1714 (trunk)
2009-07-12 07:33:24 +00:00
Randy Heit
417779440d - Added joystick config loading and saving support; moved generic joystick
interfaces to m_joy.h.
- Added Raw Input PS2 adapter support.


SVN r1713 (trunk)
2009-07-11 01:40:01 +00:00
Christoph Oelckers
23e4c47b5b - Added Gez's A_WeaponReady enhancement submission.
SVN r1711 (trunk)
2009-07-06 15:48:31 +00:00
Christoph Oelckers
33249ff833 - Added Gez's CheckActorProperty submission.
SVN r1709 (trunk)
2009-07-05 05:56:20 +00:00
Christoph Oelckers
635d71e660 - Added code submissions for non-piercing railguns and new skill options.
SVN r1706 (trunk)
2009-07-04 18:17:44 +00:00
Randy Heit
3786ced96e - 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.


SVN r1705 (trunk)
2009-07-04 01:47:28 +00:00
Randy Heit
201c5c5125 - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.


SVN r1704 (trunk)
2009-07-04 01:26:57 +00:00
Randy Heit
29b1864da0 - Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
SVN r1703 (trunk)
2009-07-04 01:15:38 +00:00
Randy Heit
fe19767ac2 - Added A_SetCrosshair.
SVN r1700 (trunk)
2009-07-01 02:00:36 +00:00
Randy Heit
8554ccf2a3 - Added A_WeaponBob.
SVN r1698 (trunk)
2009-07-01 00:58:26 +00:00
Randy Heit
98e3b2f5fc - Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.


SVN r1697 (trunk)
2009-07-01 00:17:39 +00:00
Randy Heit
f2b7417020 - 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.)


SVN r1695 (trunk)
2009-06-30 23:23:12 +00:00
Randy Heit
37b6e547cd - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.


SVN r1694 (trunk)
2009-06-30 22:37:40 +00:00
Randy Heit
bbebed61f5 - Added Gez's PowerInvisibility changes.
SVN r1693 (trunk)
2009-06-30 22:10:51 +00:00
Randy Heit
12b2905993 - Fixed: clearflags did not clear flags6.
SVN r1692 (trunk)
2009-06-30 21:35:14 +00:00
Randy Heit
bd4496a582 - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
SVN r1691 (trunk)
2009-06-30 21:24:29 +00:00
Randy Heit
e4af82ae96 - 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.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00
Randy Heit
ed0d804792 - 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.


SVN r1688 (trunk)
2009-06-30 19:20:39 +00:00
Randy Heit
49b95be4b2 - 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.)


SVN r1686 (trunk)
2009-06-28 03:09:17 +00:00
Christoph Oelckers
43a71eba31 - Added Gez's submissions for A_M_Saw customization, area damage and
pitch for A_FireCustomMissile.


SVN r1685 (trunk)
2009-06-27 19:37:53 +00:00
Randy Heit
a687a61c76 - Attaching and detaching joysticks once again updates the joystick menu.
SVN r1684 (trunk)
2009-06-27 01:36:10 +00:00
Randy Heit
5dc5a56a17 - Added joystick axis -> button mapping.
SVN r1683 (trunk)
2009-06-27 00:35:41 +00:00
Christoph Oelckers
5a80938b11 - Added Gez's actor replacement per skill submission.
SVN r1681 (trunk)
2009-06-26 17:17:52 +00:00
Randy Heit
590eb5cb76 - 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.
  * I'm sure SDL is broken again. Don't bother reporting it, because I already know.

SVN r1680 (trunk)
2009-06-26 02:45:05 +00:00
Randy Heit
b0dd2409ff - Changed the definition of SBarInfoCoordinate to use bitfields to pack its
members into 32 bits so that it can be stored in a plain old int without
  any transformations. The transformation coord -> int -> coord was
  destructive if the coordinate value was negative, causing the final
  coordinate to be centered even if the original was not.


SVN r1678 (trunk)
2009-06-23 03:23:18 +00:00
Randy Heit
7161de7241 - SBARINFO patch: Enable forcescaled with fullscreenoffsets.
SVN r1677 (trunk)
2009-06-23 02:48:20 +00:00
Randy Heit
861a955cef - Fixed: Since UDMF allows for fractional vertex coordinates, it is no longer
safe for P_AlignPlane() to truncate coordinates when searching for the
  furthest vertex from the line.


SVN r1676 (trunk)
2009-06-23 02:33:18 +00:00
Randy Heit
a5b118cf7c - The reorganized DirectInput game controller code finally compiles. (Ugh! It
took far too long to reach this point.) Manual axis configuration is
  currently disabled, since I need to rewrite that, too. The eventual point of
  this is that the code will be modular enough that I can just plop in
  routines for XInput controllers and driver-less PlayStation 2 adapters
  without much fuss, since the old joystick code was very much DirectInput-
  centric.


SVN r1672 (trunk)
2009-06-20 03:16:08 +00:00
Christoph Oelckers
e11cac7e89 - Changed AWeaponGiver to keep the weapon actor around instead of respawning a new
one for each call.
- Fixed: AWeaponGiver::TryPickup checked the wrong item for ammo to give.
- fixed: FRandom::Random2(int mask) must return the difference between 2 byte values
  for compatibility.
- fixed: The sound name world/volcano/shoot was accidentally destroyed in the source.


SVN r1671 (trunk)
2009-06-19 21:00:18 +00:00
Christoph Oelckers
db0a924fc9 - Reintroduced damage thrust clamping but with a higher threshold. The clamping
is now also done in floating point before any fixed point overflows can occur.


SVN r1670 (trunk)
2009-06-16 22:04:26 +00:00
Christoph Oelckers
3ab370b6ee - 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.


SVN r1668 (trunk)
2009-06-14 13:47:38 +00:00
Randy Heit
e69f90076d - 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.)


SVN r1667 (trunk)
2009-06-11 22:58:06 +00:00
Randy Heit
deff9cfb12 - Moved Raw Input processing into a seperate method of FInputDevice so that
all the devices can share the same setup code.


SVN r1664 (trunk)
2009-06-11 03:41:24 +00:00
Christoph Oelckers
523cf6acb2 - 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.


SVN r1661 (trunk)
2009-06-09 17:13:03 +00:00
Christoph Oelckers
4fcd64d2c1 - Fixed: I_ShutdownInput must NULL all pointers because it can be called twice
if an ENDOOM screen is displayed.



SVN r1660 (trunk)
2009-06-09 07:57:21 +00:00
Christoph Oelckers
f4c9cf9c4e - 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.


SVN r1659 (trunk)
2009-06-09 07:45:04 +00:00
Randy Heit
64b7468bf4 - Fixed: The initial play of a GME song always started track 0.
SVN r1655 (trunk)
2009-06-08 23:37:39 +00:00
Randy Heit
9493b5acdd SVN r1653 (trunk) 2009-06-08 22:55:03 +00:00
Christoph Oelckers
4b9d0c6dff - added parameter to A_FadeOut so that removing the actor can be made an option.
SVN r1652 (trunk)
2009-06-07 22:13:16 +00:00
Christoph Oelckers
6ba839a0e9 - added PERSISTENTPOWER and TRANSFERPOINTERS submissions by Gez.
SVN r1651 (trunk)
2009-06-07 20:10:05 +00:00
Christoph Oelckers
16bf1ef6d0 - fixed FORCEPAIN logic.
SVN r1650 (trunk)
2009-06-07 17:04:40 +00:00
Christoph Oelckers
d04ffd57f8 - added Gez's infinite ammo powerup and random spawner fix patches.
- reduced size of Hexen's flames to fix bug in Deathkings MAP01.
- added checks for sidedef scaling values 


SVN r1648 (trunk)
2009-06-07 16:38:19 +00:00
Christoph Oelckers
93742aca31 - Added Karate Chris's poison cloud fix.
SVN r1647 (trunk)
2009-06-07 09:41:22 +00:00
Randy Heit
c66f237873 - Added per-tier texture scaling with these new UDMF sidedef properties:
* scalex_top
  * scaley_top
  * scalex_mid
  * scaley_mid
  * scalex_bottom
  * scalex_bottom
- Added sidedef versions of the linedef flags wrapmidtex and clipmidtex (via
  UDMF; names are the same). If the flag is set on the line, it applies to
  both sides. Otherwise, each side can control them individually.


SVN r1645 (trunk)
2009-06-07 01:14:14 +00:00
Christoph Oelckers
a1aba60d8d - Added Hirogen2's unlimited pickup patch.
- Added railgun performance customization CVARs by Spleen.
- Added aspect ratio override submission by SoulPriestess.



SVN r1643 (trunk)
2009-06-06 15:21:57 +00:00
Christoph Oelckers
476e0bce2a - 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.

SVN r1642 (trunk)
2009-06-06 12:46:35 +00:00
Randy Heit
3ba96a470b - I was wrong. The horizontal wheel is Vista-only. It does generate data packets on XP,
but there's nothing in them to let you know the wheel moved. Updated rh-log.txt accordingly.

SVN r1641 (trunk)
2009-06-06 04:29:16 +00:00
Randy Heit
bdd3188897 - Added support for horizontal mouse wheels, and set invprev/invnext as
default bindings for it. (Only works with Raw Input on XP. Vista has
  support through Win32 mouse, as well. DirectInput does not support it at
  all, because the DirectInput mouse device does not expose this control.)


SVN r1640 (trunk)
2009-06-06 02:55:58 +00:00
Randy Heit
7df2d40e8f - Added a label for the F16 key and mapped the kp= key on a Mac keyboard to
the PC98 equivalent so it would be recognized as kp=. (Interestingly, F13-
  F16 and kp= only generate events when using Raw Input, not when using
  DirectInput.


SVN r1639 (trunk)
2009-06-06 02:06:38 +00:00
Christoph Oelckers
d30e304a7f - 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.


SVN r1638 (trunk)
2009-06-05 21:44:34 +00:00
Christoph Oelckers
8c3a816428 - Added Gez's GetArmorType submission
SVN r1636 (trunk)
2009-06-05 20:23:47 +00:00
Randy Heit
a8de4fc2da - Fixed compilation of i_keyboard.cpp with MinGW, because w32api still doesn't have
everything that was new for XP.
- Swapped snes_spc out for the full Game Music Emu library.

SVN r1631 (trunk)
2009-06-03 03:05:02 +00:00
Christoph Oelckers
2ab76070c0 - Fixed: The Hexen status bar still uses MAX_MANA for some calculations instead
of MaxAmount.



SVN r1630 (trunk)
2009-06-02 17:42:52 +00:00
Christoph Oelckers
5061e2e8fd - Added Blzut3's submission for displaying underwater stats in SBARINFO.
SVN r1629 (trunk)
2009-06-01 07:10:22 +00:00
Christoph Oelckers
91e0f4d11d - Added Gez's AMMO_CHECKBOTH submission.
SVN r1627 (trunk)
2009-05-31 22:14:23 +00:00
Christoph Oelckers
fb5e392f2f - Added Gez's THRUSPECIES submission.
SVN r1626 (trunk)
2009-05-31 20:14:16 +00:00
Christoph Oelckers
627838f379 - 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.

SVN r1624 (trunk)
2009-05-31 10:49:47 +00:00
Christoph Oelckers
2effc9b803 - 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.


SVN r1621 (trunk)
2009-05-30 09:53:38 +00:00
Christoph Oelckers
9c4cbedc26 - 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.

SVN r1619 (trunk)
2009-05-30 08:56:40 +00:00
Randy Heit
092512c44a - Fixed: The mouse wheel generated no events in GUI mode if you weren't
fullscreen. (e.g. You could no longer scroll the console with the mouse
  buffer.)
- Fixed: Wheeling down was seen as wheeling up with the Win32 mouse.


SVN r1618 (trunk)
2009-05-27 22:57:21 +00:00
Randy Heit
12959a1bd1 - EV_GUI_Key(Down|Up|Repeat) events no longer provide shifted key codes
in data2. This was just unnecessary overhead that wasn't really needed
  anywhere.
- Moved GUI-mode input into a separate function to make the code easier to
  read.


SVN r1617 (trunk)
2009-05-27 22:17:11 +00:00
Randy Heit
a925f7eab6 - Removed HaveFocus variable in preference of using GetForegroundWindow().
SVN r1616 (trunk)
2009-05-27 21:11:06 +00:00
Randy Heit
a11073341c - Added Raw Input keyboard handling.
SVN r1614 (trunk)
2009-05-27 20:44:54 +00:00
Randy Heit
7fea07dff7 - Split DirectInput keyboard handling into a separate file and class. I also
switched it to buffered input, and the pause key seems to be properly
  cooked, so I don't need to look for it with WM_KEYDOWN/UP. Tab doesn't
  need to be special-cased either, because buffered input never passes on
  the Tab key when you press Alt+Tab. I have no idea why I special-cased
  Num Lock, but it seems to be working fine. By setting the exclusive mode
  to background, I can also avoid special code for releasing all keys when
  the window loses focus, because I'll still receive those events while the
  window is in the background.


SVN r1613 (trunk)
2009-05-27 03:16:46 +00:00
Randy Heit
0a310b9832 - Fixed compilation on MinGW.
SVN r1612 (trunk)
2009-05-26 22:33:02 +00:00
Randy Heit
e637fe3ea7 - Recoverable errors that are caught during the demo loop no longer shut off
the menu.


SVN r1609 (trunk)
2009-05-26 01:56:35 +00:00
Randy Heit
956b7d5ea3 - Added Skulltag's PowerDoubleFiringSpeed.
SVN r1608 (trunk)
2009-05-26 01:16:39 +00:00
Randy Heit
2f7498214b - Specifying non-existent directories with -savedir or the save_dir cvar now
attempts to create them.


SVN r1607 (trunk)
2009-05-26 01:05:01 +00:00
Randy Heit
5245e8d4dd - I_CheckNativeMouse() now checks the foreground window to determine if the
mouse should be grabbed. This fixes the case where you start the game in
  the background and it grabs the mouse anyway.
- Changed raw mouse grabbing to call ShowCursor() directly instead of through
  SetCursorState(), since changing the pointer isn't working with it
  (probably due to the lack of legacy mouse messages), and the others work
  fine by setting an invisible cursor.
- Fixed: Raw mouse input passes wheel movements in an unsigned field, but the
  value is signed, so it requires a cast to use it.
- Reverted accidental changes to src/sdl/i_input.cpp.

SVN r1605 (trunk)
2009-05-26 00:30:51 +00:00
Christoph Oelckers
8034b0558e - Fixed: Textures with dimensions <= 0 are invalid and should be treated as NULL
textures. They also must be set to dimensions other than (0,0) to avoid division
  by zero errors.
- Fixed: Random spawners did not handle the MF_DROPPED flag.


SVN r1602 (trunk)
2009-05-24 07:58:57 +00:00
Randy Heit
0c4c90ac89 - SetCursorState() now calls ShowCursor() again, because capturing the mouse
with RIDEV_NOLEGACY apparently prevents SetCursor() from doing anything.
- Split mouse code off from i_input.cpp into i_mouse.cpp and added raw mouse
  handling. (WM_INPUT obsoleted most of DirectInput for XP.)
- Fixed: Similar to the Win32 mouse, using the DirectInput mouse in windowed
  mode, if you alt-tabbed away and then clicked on the window's title bar,
  mouse input would be frozen until the mouse was ungrabbed again.


SVN r1601 (trunk)
2009-05-24 03:15:04 +00:00
Christoph Oelckers
273758344f - Fixed: When setting up a deep water sector with Transfer_Heights the floorclip
information of all actors in the sector needs to be updated.


SVN r1600 (trunk)
2009-05-23 10:21:33 +00:00
Christoph Oelckers
e61b4b3c76 - Fixed: A_CountdownArg and A_Die must ensure a certain kill.
- 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.


SVN r1599 (trunk)
2009-05-23 08:30:36 +00:00
Randy Heit
86023c23ca - 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.


SVN r1597 (trunk)
2009-05-23 02:22:30 +00:00
Christoph Oelckers
7e69852da9 - 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.


SVN r1596 (trunk)
2009-05-20 09:06:49 +00:00
Randy Heit
749de6c156 - Fixed: SetSoundPaused() still needs to call S_PauseSound() to pause music
that isn't piped through the digital sound system. (Was removed in r1004.)


SVN r1595 (trunk)
2009-05-20 02:52:07 +00:00
Randy Heit
2e87ebff22 - 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.


SVN r1590 (trunk)
2009-05-17 03:05:26 +00:00
Randy Heit
cef12aac6d - 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.


SVN r1588 (trunk)
2009-05-16 03:10:37 +00:00
Christoph Oelckers
b55ca6ffaa - Fixed: Monsters should not check the inventory for damage absorbtion when
they have the MF5_NODAMAGE flag set.
- Added patch for saving automap zoom.


SVN r1587 (trunk)
2009-05-15 22:06:44 +00:00
Christoph Oelckers
eb52c9a90e - Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
  it an explicit MAPINFO option only.


SVN r1585 (trunk)
2009-05-15 17:21:45 +00:00
Christoph Oelckers
a732687548 - 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.

SVN r1583 (trunk)
2009-05-15 10:39:40 +00:00
Christoph Oelckers
6fd62b68a8 - 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.


SVN r1582 (trunk)
2009-05-15 07:05:25 +00:00
Randy Heit
b9fa7626bc - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.



SVN r1581 (trunk)
2009-05-15 03:11:44 +00:00
Christoph Oelckers
912abc144e - 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.


SVN r1578 (trunk)
2009-05-11 22:16:41 +00:00