Commit Graph

511 Commits

Author SHA1 Message Date
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 dba34d0761 - Renamed SXF_CLIENTSPAWN to SXF_CLIENTSIDE for Skulltag compatibility.
SVN r1730 (trunk)
2009-07-23 03:19:31 +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 9a16e4b6ea - Added HotWax's A_SetArg.
SVN r1721 (trunk)
2009-07-16 22:50:58 +00:00
Randy Heit b1b258ec55 - Gez's patch for more A_WeaponReady flags:
* WRF_NOBOB (1): Weapon won't bob
  * WRF_NOFIRE (12): Weapon won't fire at all
  * WRF_NOSWITCH (2): Weapon can't be switched off
  * WRF_NOPRIMARY (4): Weapon will not fire its main attack
  * WRF_NOSECONDARY (8): Weapon will not fire its alt attack


SVN r1720 (trunk)
2009-07-16 22:40:04 +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 23e4c47b5b - Added Gez's A_WeaponReady enhancement submission.
SVN r1711 (trunk)
2009-07-06 15:48:31 +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 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 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
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
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
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 a425214432 - fixed: sv_smartaim 3 treated the player like a shootable decoration.
- Added A_CheckIfInTargetLOS
- Removed redundant A_CheckIfTargetInSight.


SVN r1656 (trunk)
2009-06-08 23:39:08 +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 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 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
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
Christoph Oelckers 9d4c87c18f - added 'deflate only' option to all configurations of wadsrc.vcproj
SVN r1634 (trunk)
2009-06-04 23:06:42 +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 956b7d5ea3 - Added Skulltag's PowerDoubleFiringSpeed.
SVN r1608 (trunk)
2009-05-26 01:16:39 +00:00
Randy Heit e95be7eff7 - SBARINFO fix:
- Fullscreen Doom HUD clamped the display of digits.

SVN r1606 (trunk)
2009-05-26 00:46:55 +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
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
Christoph Oelckers 571d28281b - Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
  are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
  a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
  "misc/podgrow".


SVN r1575 (trunk)
2009-05-11 21:05:40 +00:00
Randy Heit b224765351 - Added customizable mage lightning patch.
SVN r1574 (trunk)
2009-05-11 15:24:44 +00:00
Randy Heit 1c61ef89eb - Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.


SVN r1573 (trunk)
2009-05-11 15:15:06 +00:00
Randy Heit 41a416f068 This commit is 90% contributed content:
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
  specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
  * Added the ability to center things with fullscreenoffsets enabled.  Due
    to some limitations the syntax is [-]<integer> [+ center].
  * Fixed: the translucent flag on drawinventorybar didn't work quite right.
  * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code.  The
    fullscreen inventory bar wasn't scaled correctly.


SVN r1571 (trunk)
2009-05-09 02:31:49 +00:00
Christoph Oelckers 0d1d15eba8 - Added more compatibility settings, submitted by Gez.
SVN r1569 (trunk)
2009-05-03 07:19:21 +00:00
Christoph Oelckers 4d5692bf80 - Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
  the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
  defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.

SVN r1567 (trunk)
2009-05-02 09:14:01 +00:00
Christoph Oelckers 19c4e3caed - Added Gez's A_CheckCeiling submission.
- Fixed: AM_NewResolution crashed when called from outside a level.
- Added support for Quake PAK files.
- Improved warning messages for WAD files with incorrect marker usage.


SVN r1556 (trunk)
2009-04-23 23:20:21 +00:00
Christoph Oelckers cc066bc409 - complete restructuring of resource file handling for more flexibility and future
extensions.
- Removed merging of special namespaces. For the texture manager this has
  become totally useless so there is no need to do this anymore. Not merging
  the namespaces also allows a much more reliable detection of lumps belonging
  to special namespaces so the ScanForFlatHack function is no longer needed.
  Instead, any lump up to F_END with a length of 4096 will be marked for 
  inclusion as a flat texture if no F_START marker is found.
- Made the counting of intermission stats in Doom a GAMEINFO option so that
  it can be activated in all games.


SVN r1555 (trunk)
2009-04-23 22:49:38 +00:00
Randy Heit 1954f9ee84 - Gave the intermission screen sounds their own SNDINFO entries.
SVN r1551 (trunk)
2009-04-18 01:31:08 +00:00
Christoph Oelckers 9040710e62 - Updated UDMF spec to 1.1.
- Added -noautoload option.
- Added default Raven automap colors set. Needs to be tested because I can't
  compare against the DOS version myself.
- Extened A_PlaySound and A_StopSound to be able to set all parameters of the
  internal sound code.



SVN r1544 (trunk)
2009-04-14 09:06:03 +00:00
Christoph Oelckers be9a05e32b - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their
NOBLOCKMAP flag taken away previously to make them move with a sector.
  This should fix the performance problem Claustrophobia had with recent
  ZDoom versions.


SVN r1537 (trunk)
2009-04-09 06:58:28 +00:00
Randy Heit ac2f5aa632 - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP
but still have actors that will move up and down with the floor. IceChunk
  now uses both of these flags.


SVN r1536 (trunk)
2009-04-09 02:25:37 +00:00
Christoph Oelckers 78fb48302c - fixed: Any player class inheriting directly from PlayerPawn was left with
empty weapon slots due to the recent rewrite of the weapon slot assignment
  code. To handle such classes each game now defines a default weapon slot
  setting in its gameinfo. This will be used when a player class without any
  weapon slot settings is used.


SVN r1521 (trunk)
2009-04-04 17:46:33 +00:00
Christoph Oelckers 9d47afb304 - added 'damage' to the actor variables exported to DECORATE's expression
evaluator.
- fixed: solid corpses could block ripper missile that originally killed them.


SVN r1520 (trunk)
2009-04-04 09:28:10 +00:00
Randy Heit 4376c6b415 - Fixed: Doom's status bar was lacking its default face.
- Fixed: Custom skin face graphics were not added to the texture manager.


SVN r1519 (trunk)
2009-04-03 02:37:01 +00:00
Christoph Oelckers bf4e17703d - Fixed: Dehacked string replacement did not check the clusters' finaleflats.
- Changed the definition of several typedef'd structs so that they are
  properly named.
- Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer
  be possible to load DEHSUPP lumps from user WADs.
- Brought back the text-based DEHSUPP parser and changed it to be able to 
  reference states by label. Also changed label names of 
  DoomUnusedStates and added proper labels to all states that were
  previously forced to be the first state of an actor so that the old
  (limited) method could access them. This was done to address the following
  bug:
- Fixed: The player's death states calling A_PlayerSkinCheck should not be
  part of the state set that is accessible by Dehacked. These will produce
  error messages when mapped to non-players.

SVN r1512 (trunk)
2009-03-28 11:49:44 +00:00
Christoph Oelckers e4da63e9f3 - Changed: Making the gameinfo customizable by MAPINFO requires different
checks for map specific border flats.
- fixed intermission music for Doom 1.


SVN r1501 (trunk)
2009-03-23 17:46:59 +00:00
Christoph Oelckers 66fa1b01fe - intermission music for Doom2 was not correct.
SVN r1499 (trunk)
2009-03-22 15:19:30 +00:00
Christoph Oelckers 505031fa5a - removed gamemission variable because it wasn't used anywhere.
- removed gamemode variable. All it was used for were some checks that
  really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
  is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
  the data that is needed to decide which WADs to autoload.


SVN r1497 (trunk)
2009-03-22 11:37:56 +00:00
Randy Heit 273e4a946d - Cleaned up the mapinfos some.
SVN r1493 (trunk)
2009-03-20 02:53:34 +00:00
Randy Heit 7dd75670f4 - Fixed: After loading a savegame or unmorphing, a player's weapon slots
were empty.


SVN r1477 (trunk)
2009-03-13 03:18:06 +00:00
Randy Heit 1e57e07926 - Fixed a double-fclose and memory leaks in zipdir.
- Fixed building of LZMA SDK on Linux with some help from p7zip.



SVN r1469 (trunk)
2009-03-10 23:56:47 +00:00
Randy Heit 75b7db858f - Added support for zip/pk3 files with LZMA and bzip2 compression to ZDoom.
- Added more output to zipdir and a -q option to turn it off.
- Added -u option to zipdir to only recompress those files in a zip that have
  changed. 
- Added -d and -f options to zipdir. -d forces deflate compression, and -f
  forces a write of the zip, even if it's newer than all the files it contains.
- Added support for bzip2 and LZMA compression to zipdir.


SVN r1468 (trunk)
2009-03-10 23:07:37 +00:00
Christoph Oelckers 3b36334704 - changed: If a monster with the BOSSDEATH flag is crushed A_BossDeath will
be called now.
- fixed: D'Sparil's second form was missing the BOSSDEATH flag.
- fixed: D'Sparil's first form requires the DONTGIB flag.
- fixed: Heretic doesn't crush monsters. To handle this in a more generic
  fashion this depends on the presence of a gib sprite now.


SVN r1459 (trunk)
2009-03-03 21:17:00 +00:00
Christoph Oelckers d73d5dcaac - Changed burn and Acolyte death sequences so that they leave corpses that
don't vanish.


SVN r1458 (trunk)
2009-03-01 21:12:05 +00:00
Randy Heit d0763f4820 - Fixed: The TeleporterBeacon tried to enter its See state rather than its
Drop state. Also changed it to fade out when it's done rather than
  disappearing abruptly.


SVN r1453 (trunk)
2009-03-01 02:19:46 +00:00
Christoph Oelckers 42ac64d964 - Fixed: Strife's quest based line actions also work in Deathmatch.
- Fixed: Gravity application was not correct. For actors with no vertical 
  momentum the initial pull is supposed to be twice as strong as when 
  vertical movement already takes place.
- added invquery CCMD like in Strife. Also removed all underscores from the
  tag strings so that they can be printed properly.
- Fixed: Skill baby was missing 'autousehealth' for all games.
- Added a new CVAR: sv_disableautohealth
- Autouse of health items is no longer hardwired to the default item classes. 
  There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small 
  Raven health item, 2 a large Raven health item and 3 a Strife item.



SVN r1452 (trunk)
2009-02-28 21:38:20 +00:00
Christoph Oelckers b246d79c8b Changes StrifePlayer's RunHealth to 16.
SVN r1437 (trunk)
2009-02-22 00:13:20 +00:00
Christoph Oelckers a3f33e735b - fixed: player.runhealth on the StrifePlayer was missing.
SVN r1435 (trunk)
2009-02-21 22:11:36 +00:00
Christoph Oelckers a09e15fa09 - Fixed: The Doom status bar's ammo display may not use the INDEXFONT for
the alternative HUD. Instead it has to create a separate one out of the
  STYSNUM characters.


SVN r1432 (trunk)
2009-02-21 11:08:14 +00:00
Christoph Oelckers 125b0cefaf - fixed: level_info_t::mapbg was not initialized
SVN r1429 (trunk)
2009-02-20 13:47:22 +00:00
Randy Heit a7e40b56f6 - Fixed: Player names and chat macros that end with incomplete \c escapes now
have those escapes stripped before printing so that they do not merge with
  subsequent text.
- Moved default weapon slot assignments into the player classes.
  Weapon.SlotNumber is now used solely for mods that want to add new weapons
  without completely redoing the player's arsenal. Restored some config-based
  weapon slot customization, though slots are no longer automatically saved
  to the config and section names have changed slightly. However, unlike
  before, config slots are now the definitive word on slot assignments and
  cannot be overridden by any other files loaded.
- Fixed: Several weapons were missing a game filter from their definitions.
- Removed storage of weapon slots in the config so that weapon slots can
  be setup in the weapons themselves. Slots are still configurable, since
  they need to be for KEYCONF to work; any changes simply won't be saved
  when you quit.
- Removed limit on weapon slot sizes.


SVN r1428 (trunk)
2009-02-20 00:53:25 +00:00
Randy Heit 0acc6a4ee3 - Moved the V_InitFontColors() call earlier in the startup sequence so that
colored error messages appear colored in the startup window. Also lightened
  up the "Flat" red to contrast better with the startup background.


SVN r1424 (trunk)
2009-02-11 00:16:05 +00:00
Christoph Oelckers 5aecc8abf5 - Fixed parsing for MustConfirm key in skill parser.
- Converted internal MAPINFOs to new syntax.


SVN r1417 (trunk)
2009-02-08 19:04:07 +00:00
Christoph Oelckers 4b064d9b5d - Added a range parameter to SNDINFO's $limit.
- Restored Dehacked music name replacement.


SVN r1416 (trunk)
2009-02-08 11:28:30 +00:00
Christoph Oelckers cccdfd6336 - fixed: The compatibility parser applied the last map's settings to all
maps in the compatibility list.
- Added compatibility settings for a few more levels in some classic WADs.
- Added spechit overflow workaround for Strain MAP07. This is highly map
  specific because the original behavior cannot be restored.
- Added a check for Doom's IWAD levels that forces COMPAT_SHORTTEX for them.
  MD5 cannot be used well here because there's many different IWADs with 
  slightly different levels. This is only done for Doom format levels to
  ensure that custom IWADs for ZDoom are not affected.
- fixed: level.flags2 was not reset at level start.
- Fixed: Morph powerups can change the actor picking up the item so 
  AInventory::CallTryPickup must be able to return the new actor.
- Fixed: ACS's GiveInventory may not assume that a PlayerPawn is still
  attached to the player data after an item has been given.
- Added a missing NULL pointer check to DBaseStatusBar::Blendview.


SVN r1405 (trunk)
2009-02-06 00:16:57 +00:00
Randy Heit 4e509728a0 - Added a compatibility lump because I think it's a shame that Void doesn't
work properly on new ZDooms after all the collaboration I had with Cyb on
  that map. (Works with other maps, too.)


SVN r1402 (trunk)
2009-02-05 02:55:28 +00:00
Christoph Oelckers 176608cbf4 - fixed sound origin of the Mage Wand's missile.
SVN r1377 (trunk)
2009-01-30 08:14:28 +00:00
Christoph Oelckers 51391f889c - Added option to specify the amount of ammo to be given by a WeaponGiver.
SVN r1357 (trunk)
2009-01-18 08:20:29 +00:00
Christoph Oelckers 6a321fd8f5 - Changed pickup sounds of local player to unpaused to resolve problems with
the time freezer and make them behave better.
- Fixed: When sounds are paused not all newly started sounds should actually
  be played.
- Fixed: SBARINFO had no means to check if a weapon uses any ammo at all and
  as a result the inventory icon was misplaced if a no-ammo weapon was selected.

SVN r1343 (trunk)
2009-01-01 15:09:49 +00:00
Christoph Oelckers 9098bc1a46 - Added a constant name for Skulltag's 128 flag for A_SpawnItemEx. For
compatibility ZDoom needs to define this name, too, even though it doesn't 
  use it.
- Fixed: The nodebuilder could hang on badly set up polyobjects. Now it aborts 
  when the loop iterates NumberOfSegs times.

SVN r1338 (trunk)
2008-12-31 12:02:08 +00:00
Randy Heit 835ed26370 - Decal changes as per Xaser's suggestions: Smaller decal for PhoenixFX2,
CrossbowFX2 and MaceFX4 were missing decals, and HornRodFX2 gets a whole
  new decal.
- Fixed: bfgscrc2.png had some holes in the middle that did not look so good.
  (From previously being handled through WinTex, maybe?)


SVN r1325 (trunk)
2008-12-19 03:57:24 +00:00
Christoph Oelckers bd9e318863 - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned
in such a sector. As a workaround for current map formats a new actor
  (DoomEdNum 9041) was added that can set the extended sector flags without the
  use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags.
- Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way.
- Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer.


SVN r1315 (trunk)
2008-12-14 19:12:41 +00:00
Christoph Oelckers 081658d3d5 - Fixed: The save percentage for Doom's green armor was slightly too low
which caused roundoff errors that made it less than 1/3 effective.
- Added support for "RRGGBB" strings to V_GetColor.
- Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly.
- Changed GetSpriteIndex to cache the last used sprite name so that the code
  using this function doesn't have to do it itself.
- Moved some more code for the state parser into p_states.cpp.
- Fixed: TDeletingArray should not try to delete NULL pointers.

SVN r1312 (trunk)
2008-12-07 12:11:59 +00:00
Christoph Oelckers a23fa3dbe3 - forgot to add the new Doom stausbar definition.
SVN r1305 (trunk)
2008-12-06 12:04:51 +00:00
Christoph Oelckers 153a2a4c2c - Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it
failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
  for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
  submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.


SVN r1304 (trunk)
2008-12-06 10:22:37 +00:00
Christoph Oelckers 3f2d5db348 - Changed: Textures without a name no longer get added to the texture manager's
hash chains.
- Fixed: specifying texture patches or font characters by full lump name instead
  of texture name didn't work. To do this properly the texture manager needs
  an option to look for a texture by lump number so that such textures can
  be maintained without interfering with regular operation.
- added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects
  of 'noautosequences' and 'forcenoskystretch' can be cancelled.
- Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap'
  gets reset for each MAPINFO. A global section is needed to define a game's
  default setting in zdoom.pk3. The gamedefaults should normally not be changed 
  by PWADs but it can be done if some mod intends to change gameplay settings 
  but wants to allow custom add-ons on its own.


SVN r1300 (trunk)
2008-11-30 12:49:27 +00:00
Randy Heit 927c9532bf - It is now possible to replace the game's SmallFont with a single lump font
called SMALLFNT.
- Reduced the width of the second column in wi_percents false mode from 3 to
  2 characters.
- Added a WISLASH graphic for Doom's intermission screen when wi_percents is
  false.


SVN r1298 (trunk)
2008-11-30 01:37:11 +00:00
Randy Heit 6e83d231fe - The co-op summary screen now has a totals row at the bottom (if it fits).
- Changed WI_drawPercent() when wi_percents is false so that the total
  display is optional, and it formats it like Heretic's intermission, with
  a slash and a fixed-width right column.
- Font is no longer a property of the screen object. Pass the font to
  DrawText and DrawChar directly instead.
- Doom's intermission characters are now collected together as a font
  so they can be colorized.


SVN r1294 (trunk)
2008-11-27 17:43:36 +00:00
Christoph Oelckers 4d991de92d - moved common code of Raven's fast projectiles into a base class
called FastProjectile. This base class doesn't have any effects attached
  so that it can be used for user defined fast projectiles.


SVN r1290 (trunk)
2008-11-15 09:57:18 +00:00
Christoph Oelckers d753d41752 - Added NULL checks to all places where class names are passed as DECORATE
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
  for compile time checks of all class names being used in DECORATE so many
  incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
  made me think that delaying this until FMod calls the end of sound callback 
  may simply be too late.


SVN r1276 (trunk)
2008-10-25 17:38:00 +00:00
Christoph Oelckers b9afb78523 - Added native variables to expression evaluator and replaced the previous
handling of actor variables in expressions with it.
- Added support for floating point constants to DECORATE expression evaluator.

SVN r1271 (trunk)
2008-10-19 21:43:36 +00:00
Christoph Oelckers 2221ab5668 - Finally has the right idea how to restore Doom's original clipping of projectiles
against decorations without breaking anything newer:
  Added a new 'projectilepassheight' property that defines an alternative height
  that is only used when checking a projectile's movement against this actor.
  If the value is positive it is used regardless of other settings, if it is
  negative, its absolute will be used if a new compatibility option is enabled
  and if it is 0 the normal height will be used.


SVN r1253 (trunk)
2008-10-05 11:23:41 +00:00
Christoph Oelckers d9ab611db2 - Fixed: Powerup.Color's handler contained an unnecessary 'else' which resulted
in opaque powerup blends.

SVN r1252 (trunk)
2008-10-05 08:50:47 +00:00
Christoph Oelckers dd49574325 SVN r1248 (trunk) 2008-09-27 07:11:38 +00:00
Christoph Oelckers 954955c5a5 - Used the one unused byte in the state structure as a flag to tell what type
the NextState parameter is. The code did some rather unsafe checks with it
  to determine its type.
- moved all state related code into a new file: p_states.cpp.
- merged all FindState functions. All the different variations are now inlined
  and call the same function to do the real work.


SVN r1243 (trunk)
2008-09-22 18:55:29 +00:00
Christoph Oelckers 6227906072 - Fixed: SNDINFO must be loaded before the textures. However, this required
some changes to the MAPINFO parser which tried to access the texture manager
  to check if the level name patches exist. That check had to be moved to
  where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
  of integers.
  Please note that this creates an incompatibility between old and new 
  versions so if you want to create something that works with both 2.2.0
  and current versions better use the string format version for the color
  parameter!
- Rewrote the DECORATE property parser so that the parser is completely
  separated from the property handlers. This should allow reuse of all 
  the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
  defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
  and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
  Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
  this was ever used for - Raven's invulnerability item - has already been
  split up into a Heretic and Hexen version.

SVN r1240 (trunk)
2008-09-21 18:02:38 +00:00
Christoph Oelckers d8dad009e1 - Fixed a CQ pickup message.
SVN r1222 (trunk)
2008-09-14 06:44:22 +00:00
Christoph Oelckers 2c74e287a9 - Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
  wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.



SVN r1219 (trunk)
2008-09-13 19:19:53 +00:00
Randy Heit 4ffa924929 - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
  entire level.


SVN r1213 (trunk)
2008-09-12 01:12:40 +00:00
Christoph Oelckers 33c7d5c8d3 - Fixed: Chex Quest's Super Bootspork was missing the pickup message.
SVN r1205 (trunk)
2008-09-07 22:43:40 +00:00
Christoph Oelckers bcbd2162b7 - Changed sound interface so that all references to game data like actors
and sectors are done in s_sound.cpp and not in fmodsound.cpp. Also removed
  several 'sector' parameters because they were never used inside the sound code.


SVN r1200 (trunk)
2008-09-06 11:07:27 +00:00
Randy Heit 535f7d92ba - Added the "extended" keyword for episode definitions to define episodes
that are only available in the extended version of Heretic.


SVN r1199 (trunk)
2008-09-06 04:03:53 +00:00
Christoph Oelckers f84ededfba - fixed last commit.
- added more spawn filters.


SVN r1192 (trunk)
2008-09-01 19:56:32 +00:00
Christoph Oelckers 9df27c7afd - Added an 'allcheats' CVAR. This will enable all cheats from all
supported games in any game being played.
- Changed Chex Quest DoomEdNum initilization so that all empty slots 
  are filled with Doom actors if they exist.
- Added missing spawn filters to Chex Quest items.


SVN r1191 (trunk)
2008-09-01 19:45:17 +00:00
Christoph Oelckers 8832b66ce4 - Gave the PlayerPawn base class a default damage fade color instead of
hacking it into the actor when actually used.
- Fixed: The DamageFade color was not saved in savegames.


SVN r1190 (trunk)
2008-09-01 18:16:53 +00:00
Christoph Oelckers 388f87a737 - deleted chex.deh.
SVN r1189 (trunk)
2008-08-30 21:37:19 +00:00
Christoph Oelckers dbcc246cf3 - Added Blzut3's patch for a real Chex Quest game mode.
SVN r1188 (trunk)
2008-08-30 19:44:19 +00:00
Christoph Oelckers 62a9958a9a - updated French texts.
SVN r1187 (trunk)
2008-08-30 08:03:26 +00:00
Christoph Oelckers 3801b9431a - Fixed: SKIP_SUPER doesn't work for inventory items so it must be
disabled for them
- Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used
  in the gameinfo.
- Fixed: Default blood color is no longer red so P_DrawSplash2 must
  get it from the gameinfo instead.
- Added new French language texts by DoomKn1ght_.


SVN r1186 (trunk)
2008-08-29 08:48:51 +00:00
Christoph Oelckers 6a3b4a6c4d - Blood default color is set in the gameinfo now so that Chex Quest
can default to green instead of red.
- Fixed: The version of CheckNumForFullName that checks for a specific
  WAD did not work.
- Moved MAPINFO names into gameinfo structure.
- Added Chex Quest support. Credits go to fraggle for creating a 
  Dehacked patch that does most of the work. The rest includes a new
  MAPINFO and removal of the drop items from the monsters being used.



SVN r1185 (trunk)
2008-08-26 18:32:17 +00:00
Christoph Oelckers 76cb09d546 - Replaced WALLF_AUTOCONTRAST with WALLF_NOFAKECONTRAST so that the
default setting for the flags is 0.
- Added: doom2day's smoothlighting
- Added: dontincrement argument to A_CheckForReload.


SVN r1179 (trunk)
2008-08-21 08:04:21 +00:00
Christoph Oelckers f64862fe75 - Fixed: The UDMF parser wrote class filter bits into SkillFilter.
- Fixed: (SBARINFO patch) DrawInventoryBar has a missing argument in 
  one of its drawgraphic calls.
- Added Gez's patch for Heretic's GIMME cheat.
- Externalized some cheat strings.


SVN r1178 (trunk)
2008-08-21 07:08:55 +00:00
Christoph Oelckers 30685c3a74 - Added Gez's patch for removing MF4_FIRERESIST.
SVN r1177 (trunk)
2008-08-19 19:38:39 +00:00
Christoph Oelckers fcdef6a0de - Fixed: A_Explode wants the distance parameter as an int, not a fixed_t.
- some minor DECORATE fixes.


SVN r1173 (trunk)
2008-08-16 08:11:39 +00:00
Christoph Oelckers 909656c7c5 - DECORATE fixes.
SVN r1172 (trunk)
2008-08-15 23:11:04 +00:00
Christoph Oelckers f3922ec6a1 - Added a few more macros so that the action function code doesn't have
to reference its arguments directly, except 'self'. This may be helpful if it 
  becomes necessary to restructure this code once DoomScript becomes real.
- Removed the last remaining global variable related to action functions:
  pStateCall. Everything is passed properly as function arguments now.
- fixed: PlayerChunk was missing the NOSKIN flag.


SVN r1169 (trunk)
2008-08-14 08:52:55 +00:00
Christoph Oelckers db5a6e3d24 - fixed: A_CallSpecial must be declared in DECORATE so that a symbol table
entry can be generated for it.


SVN r1167 (trunk)
2008-08-13 14:51:28 +00:00
Christoph Oelckers 4fd717046e - fixed: Dehacked replaced pickups multiple times for changing its states.
- fixed: Dehacked must copy AInventory's state to any item it hacks to be a 
  pickup.
- fixed a few more DECORATE bugs.


SVN r1166 (trunk)
2008-08-13 09:11:19 +00:00
Christoph Oelckers 3cb073a3a0 - Fixed: The chat sound for Strife was misnamed in the gameinfo structure.
- fixed a few DECORATE bugs.


SVN r1165 (trunk)
2008-08-12 23:00:48 +00:00
Christoph Oelckers 65a19e4be7 - Changed the action function declaration parser so that optional parameters
can be given a default value. The 'optional' keyword is no longer needed
  and was removed, as well as 'evalnot'.


SVN r1164 (trunk)
2008-08-12 20:19:47 +00:00
Christoph Oelckers 1957659b1b - Restructured the action function interface to remove the dependence on
the global CallingState variable.


SVN r1163 (trunk)
2008-08-12 14:30:07 +00:00
Christoph Oelckers c02253eef2 - Removed 'eval' modifier from DECORATE. All int, float and bool parameters are
'eval' now by default.


SVN r1155 (trunk)
2008-08-11 22:28:14 +00:00
Christoph Oelckers 8655d027da - DECORATE fixes for Strife.
SVN r1154 (trunk)
2008-08-11 21:05:43 +00:00
Christoph Oelckers 81132c809f - DECORATE related Hexen fixes.
SVN r1153 (trunk)
2008-08-11 19:18:48 +00:00
Christoph Oelckers d533f839dd - fixed statejump bug in Minotaur.
SVN r1152 (trunk)
2008-08-11 10:02:24 +00:00
Christoph Oelckers 7fc5cd27fd - Added missing raise state for ScriptedMarine.
SVN r1151 (trunk)
2008-08-11 09:08:11 +00:00
Christoph Oelckers 1521f2faf3 - Heretic DECORATE fixes.
SVN r1150 (trunk)
2008-08-11 08:58:55 +00:00
Christoph Oelckers f4c07c45ec - Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
  into misc1 with SF_BIGTIC anymore. 
- Changed sprite processing so that sprite names are converted to indices 
  during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the 
  internal property parser which is no longer needed.


SVN r1146 (trunk)
2008-08-10 14:19:47 +00:00
Christoph Oelckers 9b58c5ebbd - Converted the Heresiarch to DECORATE.
SVN r1145 (trunk)
2008-08-10 12:06:18 +00:00
Christoph Oelckers 5ea4b37373 - Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
  GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.


SVN r1144 (trunk)
2008-08-10 11:29:19 +00:00
Christoph Oelckers 023b21a142 - Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Added some DECORATE fixes by Gez.

SVN r1138 (trunk)
2008-08-09 17:43:14 +00:00
Christoph Oelckers ae54e13428 IMPORTANT NOTE: I uncommented some code depending on the missing x86.cpp file to allow this to compile, These changes must be reverted as soon as this file is added (see v_palette.cpp and win32/i_system.cpp.)
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
  integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with 
  DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
  number.


SVN r1137 (trunk)
2008-08-09 11:35:42 +00:00
Christoph Oelckers 14e94b86e2 - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
SVN r1133 (trunk)
2008-08-08 22:52:04 +00:00
Christoph Oelckers ef2c9243c5 - Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.


SVN r1132 (trunk)
2008-08-08 19:47:18 +00:00
Christoph Oelckers bd50321357 - Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
SVN r1131 (trunk)
2008-08-08 16:16:40 +00:00
Christoph Oelckers e010561088 - Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
  types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.


SVN r1130 (trunk)
2008-08-08 15:18:23 +00:00
Christoph Oelckers b695330e90 - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.


SVN r1129 (trunk)
2008-08-08 10:24:08 +00:00
Christoph Oelckers 6ab69165c7 - Added more DECORATE conversions by Karate Chris.
SVN r1128 (trunk)
2008-08-08 07:40:41 +00:00
Christoph Oelckers 6b3325b358 - Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
  I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
  this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.


SVN r1126 (trunk)
2008-08-07 20:16:07 +00:00
Christoph Oelckers 0e009ff18a - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
  the burning hand states to StrifePlayer where they really belong.


SVN r1125 (trunk)
2008-08-07 17:45:35 +00:00
Christoph Oelckers 269a54a258 - Added more DECORATE conversions by Karate Chris.
SVN r1124 (trunk)
2008-08-07 15:46:52 +00:00
Christoph Oelckers 344f1072a6 - Fixed. The Firedemon was missing a game filter.
SBARINfO update:
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
  drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.

SVN r1122 (trunk)
2008-08-07 07:17:29 +00:00
Christoph Oelckers 535f209560 - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.


SVN r1121 (trunk)
2008-08-06 22:59:24 +00:00
Christoph Oelckers bf281a4372 - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
  Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
  so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.


SVN r1120 (trunk)
2008-08-06 19:25:59 +00:00
Christoph Oelckers c8538efda9 - Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
  when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.


SVN r1117 (trunk)
2008-08-06 17:49:22 +00:00
Christoph Oelckers 4f0fa50773 - Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.


SVN r1114 (trunk)
2008-08-05 22:51:51 +00:00
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 43715c5249 - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
  can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
  meta-data strings.


SVN r1112 (trunk)
2008-08-05 16:04:37 +00:00
Christoph Oelckers 4a9e70f1d2 - Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.

SVN r1111 (trunk)
2008-08-05 13:50:57 +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
Christoph Oelckers b2a6bed19f - Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.


SVN r1109 (trunk)
2008-08-04 19:25:13 +00:00
Christoph Oelckers cc99d150a3 - Added more DECORATE conversions by Karate Chris.
SVN r1108 (trunk)
2008-08-03 19:42:24 +00:00
Christoph Oelckers affd0e5034 - Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
  for replacement actors.


SVN r1107 (trunk)
2008-08-03 19:10:48 +00:00
Christoph Oelckers 11fbfc5b1f - Added more DECORATE conversions by Karate Chris.
SVN r1106 (trunk)
2008-08-03 16:13:23 +00:00
Christoph Oelckers bf0ee1342c - Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability 
  reasons.


SVN r1105 (trunk)
2008-08-03 12:00:36 +00:00
Christoph Oelckers fddf69e950 - Added DECORATE conversions for Hexen's Cleric Mace, Firedemon and fog by
Karate Chris.
- Added several type checks to the weapon slot code.
- Changed: Players no longer respawn in instant death sectors with 
  the 'Respawn where died' flag on.


SVN r1101 (trunk)
2008-08-02 08:38:07 +00:00
Randy Heit 21a7564c98 - Fixed: Mace SpawnID was assigned to the MacePowered actor instead.
- Fixed: Sorcerer2FX1's SpawnID was not restricted to Heretic.


SVN r1097 (trunk)
2008-07-31 18:08:30 +00:00
Randy Heit c42bc6af58 - More Heretic DECORATE fixes.
SVN r1094 (trunk)
2008-07-25 02:26:25 +00:00
Randy Heit de5d4715c2 - Added Linux support for the CMakeLists. This meant downgrading them for
CMake 2.4, since the distros don't seem to consider 2.6 stable yet.
  As a bonus, GTK+ is no longer a required dependency; now it's optional.
- Made dehsupp ignore CR characters, so it doesn't spew warnings on Linux.



SVN r1092 (trunk)
2008-07-25 01:37:44 +00:00
Christoph Oelckers a65f5c67a3 - fixed Chicken spawn ID
SVN r1089 (trunk)
2008-07-24 07:27:39 +00:00
Christoph Oelckers c7b4fc6270 - fixed HereticImpLeader's health.
SVN r1087 (trunk)
2008-07-23 23:11:29 +00:00
Randy Heit 48b1514db1 Added missing wadsrc/CMakeLists.txt to repository.
SVN r1084 (trunk)
2008-07-23 19:11:58 +00:00
Christoph Oelckers 61b6c519dd - fixed some incorrect file names in the new WADSRC directory and deleted obsolete makefiles.
SVN r1083 (trunk)
2008-07-23 15:32:18 +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 d167989c51 - Added MF4_BOSSDEATH to the Baron.
SVN r1081 (trunk)
2008-07-21 19:54:30 +00:00
Christoph Oelckers c5e62a577f - Added MF4_BOSSDEATH to the Minotaur.
- Fixed: The boss brain looped to the wrong state.


SVN r1080 (trunk)
2008-07-21 19:52:38 +00:00
Christoph Oelckers ae0ad31842 - Converted Heretic's Staff, GoldWand, Crossbow and Gauntlets to DECORATE.
SVN r1079 (trunk)
2008-07-21 18:01:06 +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 5cc1b4991c - converted the boss brain to DECORATE.
- added an abstract base class for special map spots that are maintained in 
  lists and rewrote the boss brain, the mace and DSparil to use it.
- fixed: RandomSpawners didn't destroy themselves after finishing their work.


SVN r1076 (trunk)
2008-07-20 14:42:54 +00:00
Christoph Oelckers 6d9b897681 - fixed: Textures marked as complex must not redirect to the base patch.
- fixed: Alpha for composite textures was not applied.
- fixed: The CentaurMash didn't inherit from the Centaur.
- added some NULL pointer checks to the sound code.


SVN r1075 (trunk)
2008-07-20 08:34:24 +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 ac32bd72bb - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should
reset this counter but that can't be done due to unwanted side effects with
  existing weapons.
- Changed the 'scale' variable in CVAR(turbo) to double because the calculations
  depended on the current floating point precision setting and only worked properly
  when set to 'precise' in VC++.


SVN r1057 (trunk)
2008-06-30 23:30:06 +00:00
Christoph Oelckers 095b482624 - Added ISMONSTER flag for Commander Keen so he can be killed by 'kill monsters'.
SVN r1054 (trunk)
2008-06-28 23:23:33 +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
Randy Heit 2ca601eed1 - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's
armortype. It does not touch the armor given by the megasphere.
- Changed forcewater handling so that only control sectors created by one-
  sided lines become swimmable, since there's a good chance that a two-sided
  line is creating the control sector out of a normal, accessible portion of
  the map. (See e.g. linedef 29242 of zdoomcmp1.)


SVN r1026 (trunk)
2008-06-10 01:27:24 +00:00
Randy Heit 5b8055bfc7 - Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
  to REVERBS to remove any possible misunderstanding that this is something
  that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
  but that's 10 characters long.) The eaxedit console command has also been
  renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
  other than 0. I'm not sure if it would be better to fix this in the game
  palette that it copies from or not, but right now, they get set
  unconditionally to 255.

SVN r983 (trunk)
2008-05-20 04:02:49 +00:00
Christoph Oelckers 35ea94c014 May 18, 2008 (SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
  ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
  bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
  In addition the state change to and from god mode was not quite as responsive
  as the original code.

SVN r980 (trunk)
2008-05-18 15:48:03 +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 0869b51928 - Fixed: Parsing sector special bit masks must be done backwards so that later
definitions take precedence.
- Added base translation tables for UDMF compatibility maps which only should
  handle the native line and sector types of each game.
- Turned the inactive SILENT_INSTANT_FLOORS define into a compatibility option
  so that it can be (un)set in a map definition and the menu. 

SVN r966 (trunk)
2008-05-12 17:14:38 +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 9a410f864f - Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
  is not usable from Hexen or Doom format maps though but in preparation of
  the UDMF format discussed here:
  http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
  255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp 

SVN r954 (trunk)
2008-05-02 10:55:48 +00:00
Christoph Oelckers dbf4677da9 - Added speed factors for texture warp commands.
- Added damage type parameter to A_Die.

SVN r942 (trunk)
2008-04-26 08:46:55 +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 ce5d4dba02 - Changed true color texture creation to use a newly defined Bitmap class
instead of having the copy functions in the frame buffer class.
- Fixed: The WolfSS didn't have its obituary defined.


SVN r915 (trunk)
2008-04-15 18:05:39 +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 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 69002580e6 - Forgot to bump min. savegame version for last revision.
- Increased limit for demon/melee to 4. 

SVN r880 (trunk)
2008-04-04 17:10:15 +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 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 8d0c48bf81 - The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
  options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
  default device. By default, it uses exactly the same DLS instruments as the
  Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
  you want to use, set the snd_midipatchfile cvar to specify where it should
  load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
  An overloaded version wraps around it to continue to supply file-writing
  support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
  than a time in ms, this is now the length in samples of the DSP buffer.
  Also added the snd_buffercount cvar to offer complete control over the
  call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
  below about 44kHz, you will need to set snd_buffersize to avoid long
  latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
  sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
  snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
  cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
  WASAPI doesn't work with more than two speakers and PCM-Float output at the
  same time.)
- Fixed: Area sounds only played from the front speakers once you got within
  the 2D panning area.


SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
Christoph Oelckers f9b05c2b0c - Increased the limit for 'imp/active' to 6. This sound definitely benefits
from a higher limit.
- Fixed: $limit should not apply to sounds played from the menu.
- Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating
  the sound sequence data.


SVN r852 (trunk)
2008-03-25 12:21:30 +00:00
Christoph Oelckers 14533f867d - Fixed: ANIMATED allowed animations between different texture types.
- Added a debuganimated CCMD that can be used to output some information
  if a WAD shows broken animations.
- Fixed: The handling for enum values in Xlat was incorrect. The rule with 
  value assignment must set the counter one higher than the current value.
- Fixed: The definition of enums in the Xlat grammar was right-recursive
  which could create stack overflows in the parser. Made it left-recursive as
  recommended in Lemon's docs. 


SVN r850 (trunk)
2008-03-25 09:43:50 +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 a6e9accedb - Fixed: The sector translators must clear unused bits because they might
render a sector's special inoperable.


SVN r844 (trunk)
2008-03-23 20:52:34 +00:00
Randy Heit 3237c6b4e8 - Changed MIDI playback to not bother playing super short songs that don't
contain enough music to fill the initial output buffers.
- Removed the read barrier around ADehackedPickup::RealPickup. If the real
  pickup is picked up, it may very well destroy itself before the dehacked
  wrapper's stubs that use it are called.
- Reverted revision 840. For a file we don't want end users to be touching,
  making DEHSUPP plain text sends out mixed messages: "Don't mess with this.
  Oh, by the way, it's plain text now to make it easier for you to edit."
  Is there some reason other than a desire to do away with binary lumps to
  make the distributed lump text?
- Added a new speakermode for Stereo + HRTF: "Headphones". This is the only
  way to get the HRTF low pass filter effect now.
- Fixed: No more than one sector could make noise at once.
- Trying out sound without varying priorities again. 
- Fixed: Need to use setSpeakerMix to let 2D sounds (aka streamed music) use
  their full volume range.


SVN r842 (trunk)
2008-03-23 05:24:40 +00:00
Christoph Oelckers a665663c15 - Added sector type translation to xlat_parser and removed the old sectorx
lump.


SVN r841 (trunk)
2008-03-23 00:23:47 +00:00
Christoph Oelckers 9c1fa19dd2 - Changed DEHSUPP loader so that it reads the text file directly. As a result
the DEHSUPP compiler is gone now. Unlike XLATCC I'm using FScanner though.
  A fully featured parser seems like overkill for this simple text file.


SVN r840 (trunk)
2008-03-22 21:07:31 +00:00
Christoph Oelckers e0bfe5fd42 - Added Line_SetTextureOffset special.
- Added 'allowprotection' keyword to terrain definitions to allow damaging
  flats that don't damage players with a radiation suit.
- Fixed: SNDINFO rolloff setting for Strife was missing.


SVN r839 (trunk)
2008-03-22 17:20:54 +00:00
Randy Heit 84d125cf21 - Fixed: Actor-less sounds that aren't played on CHAN_AUTO should still be
subject to channel overriding.
- Re-added priority selection based on sound usage.
- Reduced the number of virtual channels to match the number of real
  channels.
- Added customizable rolloff, including Doom's standard linear gain rolloff.
  SNDINFO commands are:
    $rolloff <sound> <min distance> <max distance>          -- linear gain (like Doom)
    $rolloff <sound> linear <min distance> <max distance>   -- linear volume
    $rolloff <sound> log <min distance> <rolloff factor>    -- logarithmic
    $rolloff <sound> custom <min distance> <max distance>   -- use SNDCURVE lump
  Anything closer than min distance is full volume and anything further than
  max distance is inaudible. Logarithmic rolloff does not have a maximum
  distance; it has a scalar that controls how quickly the volume drops off
  instead.


SVN r834 (trunk)
2008-03-22 03:33:41 +00:00
Christoph Oelckers d3e34d1edd - Added NULL check to S_StopSound
- Removed XLATCC references from wadsrc/makefile.mgw.


SVN r827 (trunk)
2008-03-21 11:48:25 +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 82f3182e5b - deleted a few remaining references to XLATCC.
- deleted src/xlat/xlat_parser.c from the repository. Its content depend on the directory
  directory structure it is generated in and it gets recreated each time the project is 
  compiled (why?) so it'd be changed with each SVN commit. VC++ doesn't seem to mind if 
  it can't be found so I think it's better this way.


SVN r822 (trunk)
2008-03-20 09:59:53 +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 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 88068f74c5 - Fixed: Hexen's random player class skill menu was missing the '$' indicating
a string table identifier.


SVN r765 (trunk)
2008-02-22 22:51:10 +00:00