Commit graph

243 commits

Author SHA1 Message Date
Randy Heit
243197bfd4 - Fixed: Setting an actor's score with ACS also modified its nametag.
SVN r3335 (trunk)
2012-01-21 23:16:35 +00:00
Braden Obrzut
f6ddad95b7 - Set the CMAKE_MODULE_DIR so that we can use find_package instead of include for FluidSynth.
- Fixed: FadeTo() accepted parameters out of range.
- Fixed: "Enable autosaves" menu option didn't handle all possible values of disableautosave.

SVN r3280 (trunk)
2011-08-16 21:59:35 +00:00
Christoph Oelckers
163301dcd5 - took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers
fbff5ca932 - moved r_interpolate.cpp and r_translate.cpp to r_data.
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.


SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers
5d65ab6e6c - cleaned up setPointer interface.
- ZDoom part of setPointer/setActivator, submitted by FDARI.


SVN r3230 (trunk)
2011-06-13 10:22:47 +00:00
Christoph Oelckers
74ad869e62 - ZDoom implementation of strcpy, submitted by FDARI.
SVN r3227 (trunk)
2011-06-13 09:14:02 +00:00
Braden Obrzut
400442ebc1 - Added ACSF_AnnouncerSound from Skulltag to EACSFunctions.
SVN r3209 (trunk)
2011-05-16 23:47:58 +00:00
Christoph Oelckers
4264b05e79 - added FDARI's ACS savestring submission.
SVN r3204 (trunk)
2011-05-11 22:29:49 +00:00
Randy Heit
e36dc34d8f - Fixed: When loading FBehavior::SerializeVarSet() would only zero the variables if there were
non-zero variables to load. This was fine when all variables defaulted to zero, but map variables
  have been able to default to something else for some time now. This meant that if all map
  variables were zero when the game was saved, they would be restored to their default values
  when the game was loaded.

SVN r3190 (trunk)
2011-04-24 17:16:13 +00:00
Randy Heit
d3b44a4172 - Fix errors/warnings from MinGW 4.5.0 (tdm-1).
- Disable the missing field initializers warnings that -Wextra produces from GCC.

SVN r3173 (trunk)
2011-03-29 05:20:33 +00:00
Christoph Oelckers
1993e969b7 - GCC warning fixes (GCC stupidity for the most part.)
SVN r3154 (trunk)
2011-02-19 08:59:43 +00:00
Christoph Oelckers
1ea5cc8bd8 - added a function to execute action specials and changed all calls to use this function. This was done to make it easier to check such calls.
SVN r3152 (trunk)
2011-02-13 10:18:28 +00:00
Christoph Oelckers
b3a7c70c01 - changed ACS Checkweapon to compare names instead of strings.
SVN r3107 (trunk)
2011-01-17 00:33:20 +00:00
Christoph Oelckers
e4b236cbcc - added DavidPH's A_SetMass submission.
SVN r3105 (trunk)
2011-01-14 22:59:20 +00:00
Christoph Oelckers
090922e1c2 - added ACS SpawnForced function.
SVN r3104 (trunk)
2011-01-14 10:40:59 +00:00
Christoph Oelckers
7db7886a0e - fixed: DLevelScript always initialized the first 3 local variables, even if less were allocated.
SVN r3101 (trunk)
2011-01-14 09:07:00 +00:00
Christoph Oelckers
789c937635 - use FSharedStringArena to handle AActor's tag strings properly. They were names before which are not case sensitive and could cause problems.
- fixed FSharedStringArena::FreeAll did not NULL TopBlock.
- bumped savegame version for above changes.


SVN r3100 (trunk)
2011-01-12 00:17:13 +00:00
Christoph Oelckers
fb7a45efe4 - backport ACS CheckActorProperty fix from GZDoom.
SVN r3064 (trunk)
2010-12-20 19:13:12 +00:00
Christoph Oelckers
19b8e15af4 - added APROP_Dormant actor property for ACS (read only!)
- fixed_ When performing a restart menus and intermissions need to be closed first.


SVN r3048 (trunk)
2010-12-16 08:05:00 +00:00
Christoph Oelckers
1f43f4e961 - Added DavidPH's AProp_ScaleX/Y / A_SetScale submission.
SVN r3000 (trunk)
2010-11-08 00:01:21 +00:00
Christoph Oelckers
b771426ea2 - added Demolisher's APROP_Waterlevel patch.
SVN r2986 (trunk)
2010-11-07 07:31:58 +00:00
Randy Heit
b8fa340986 - Fixed: ACS's GetActorX, GetActorY, GetActorZ, GetActorFloorZ, GetActorCeilingZ, GetActorAngle,
and GetActorPitch did not have NULL pointer checks for the TID == 0 case.

SVN r2845 (trunk)
2010-09-23 01:51:00 +00:00
Christoph Oelckers
df138fe4f9 - added a ClearCounters function to AActor that handles everything necessary to un-count an item that is not supposed to be counted but has some of the COUNT* flags set.
- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.

SVN r2826 (trunk)
2010-09-19 00:06:45 +00:00
Christoph Oelckers
deef0e0a88 - oops
SVN r2794 (trunk)
2010-09-16 08:36:14 +00:00
Christoph Oelckers
916d4809a9 - added Demolisher's APROP_Target/TracerTID submission.
SVN r2793 (trunk)
2010-09-16 07:00:27 +00:00
Randy Heit
99670b708c - Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.
SVN r2790 (scripting)
2010-09-16 03:14:32 +00:00
Christoph Oelckers
106cf82f62 - added a fixed version of Demolisher's GetActor** submission for returning the activator's info when the tid is 0.
SVN r2787 (trunk)
2010-09-15 21:41:49 +00:00
Christoph Oelckers
dca03ac76a - changed ACS's print n: cast to use an actor's tag for non-players instead of the class name.
SVN r2784 (trunk)
2010-09-15 14:47:44 +00:00
Christoph Oelckers
5647fed0cf - fixed: armor factor application was done wrong.
- fixed: APROP_Invulnerable could only be set and unset but not checked.
- fixed: Two sided polyobjects applied thrust to sctors in a way that did not work.


SVN r2620 (trunk)
2010-08-28 12:57:23 +00:00
Christoph Oelckers
9a4abe0915 - merged automap branch into trunk.
SVN r2609 (trunk)
2010-08-27 15:20:05 +00:00
Christoph Oelckers
9102200771 - added: Let the kill CCMD also kill replacements of the monster that is specified.
- add a GetReplacement method to PClass to clean up some really ugly code
- Who wrote the 'kill' CCMD? The way it checked if two classes were identical was horrendously overcomplicated.

SVN r2601 (trunk)
2010-08-26 20:59:15 +00:00
Christoph Oelckers
09bd076b17 - added PinkSilver's ACS Checksight submission.
SVN r2532 (trunk)
2010-08-13 06:31:22 +00:00
Randy Heit
30ffe1d4b8 - Maybe enable assembly on Intel Macs?
SVN r2527 (trunk)
2010-08-13 03:14:05 +00:00
Randy Heit
a27304baac - Fixed byte swapping the script count for new-style ACS. My 2poly.wad now works on PPC.
SVN r2525 (trunk)
2010-08-12 22:56:08 +00:00
Randy Heit
3cf25ad8e5 - Fixed more byte swapping lackage in p_acs.cpp. A cursory run through Hexen seems to have scripting
working now.



SVN r2524 (trunk)
2010-08-12 22:39:06 +00:00
Randy Heit
7d40b8a9a4 - Fixed a number of places in p_acs.cpp that did not do byte swapping but should have.
SVN r2523 (trunk)
2010-08-12 22:15:32 +00:00
Christoph Oelckers
25cb3593ce - Added GetPolyobjX and GetPolyobjY ACS functions.
SVN r2502 (trunk)
2010-08-10 18:30:18 +00:00
Christoph Oelckers
5d5f25fdab - fixed: Changing APROP_Friendly in ACS did not adjust the monster count.
- fixed: AActor::CanSeek had the check for the visibility of the target actor's alpha reversed.
- added an Alt HUD icon for Hexen's fighter's fist.


SVN r2501 (trunk)
2010-08-10 16:22:57 +00:00
Christoph Oelckers
9ca1de6435 - added PinkSilver's APROP_MasterTid submission.
SVN r2456 (trunk)
2010-07-24 06:38:57 +00:00
Christoph Oelckers
545a892faa - added Firebrand's patch to rename 'swap' due to naming conflicts in newer MSVC compilers.
SVN r2449 (trunk)
2010-07-23 21:19:59 +00:00
Randy Heit
34d8212d64 - Changed G_ChangeLevel()'s parameter list to match the ACS version's.
- Added resethealth to complement resetinventory.

SVN r2377 (trunk)
2010-06-18 03:35:41 +00:00
Christoph Oelckers
14fc5516a8 - Extended ACS's 'n' print format specifier to allow printing some other info than the player's name.
It will use negative indices for this. Currently supported strings are level name, level lump name and
  skill name.
- Extended skill definitions so that printable name and image lump name are separate fields so that a 
  printable name can be specified for Doom, too.


SVN r2294 (trunk)
2010-04-20 11:03:31 +00:00
Randy Heit
42ac75e894 - Sync scriptbranch with trunk.
SVN r2269 (scripting)
2010-04-04 04:09:24 +00:00
Randy Heit
19f5b1dea1 - Removed the RUNTIME_TYPE macro. I just included it because MFC has one, but it's pretty
pointless here.

SVN r2267 (scripting)
2010-04-04 02:58:58 +00:00
Randy Heit
06995e26d9 - Be stricter about types accepted by spawning functions.
SVN r2265 (scripting)
2010-04-03 04:07:17 +00:00
Randy Heit
549ddf8035 - Use the standard DObject type system for the PSymbol hierarchy.
SVN r2264 (scripting)
2010-04-03 02:06:51 +00:00
Randy Heit
604b5ef673 - Removed the old meta data system. All meta data is now stored in subclasses of PClass. This
should simplify scripting, since it means that meta fields can be treated (mostly) the same as
  normal fields.

SVN r2242 (scripting)
2010-03-25 20:38:00 +00:00
Randy Heit
f88f601230 - Removed the third parameter from dumpclasses when it was restricted it to Actors, because
I have no idea what that was all about.
- Got rid of FActorInfo and merged it into a new PClassActor.

SVN r2240 (scripting)
2010-03-24 02:49:37 +00:00
Randy Heit
039b64899d - Fixed: ClearActorInventory used the wrong stack index to get its parameter.
SVN r2239 (trunk)
2010-03-22 22:15:56 +00:00
Randy Heit
5c4af020d9 - Fixed: CheckActorClass needed a NULL check.
SVN r2191 (trunk)
2010-03-05 03:43:51 +00:00
Randy Heit
784aef8928 - Added checks for open and closed scripts sharing the same number to ensure that
FBehavior::FindScript() will always return the closed version. See Hexen MAP30 and MAP33.

SVN r2157 (trunk)
2010-02-13 05:15:32 +00:00
Christoph Oelckers
ff95948017 SVN r2079 (trunk) 2010-01-02 12:40:07 +00:00
Christoph Oelckers
3f4f0a8ae4 SBARINFO update:
- Reorganized the SBarInfo code.
- Added interpolate(<speed>) flag to drawnumber, drawbar, and drawgem.  The old
  way of interpolating the health and armor is depreciated.
- Added: armortype to drawswitchableimage loosely based on Gez's submission.
- As an extension to the previous you can now use comparison operators on
  inventory items and armortype in drawswitchableimage.


SVN r2069 (trunk)
2010-01-01 09:11:55 +00:00
Randy Heit
750659a82e - Added new sound sequence ACS functions:
SoundSequenceOnActor(int tid, string seqname);
    SoundSequenceOnSector(int tag, string seqname, int location);
    SoundSequenceOnPolyobj(int polynum, string seqname);
  SoundSequenceOnSector takes an extra parameter that specifies where in the
  sector the sound comes from (floor, ceiling, interior, or all of it). See
  the SECSEQ defines in zdefs.acs.


SVN r1939 (trunk)
2009-10-27 02:43:00 +00:00
Randy Heit
19b23f2cf3 - Removed the Actor uservar array and replaced it with user-defined variables.
A_SetUserVar/SetUserVariable/GetUserVariable now take a variable name
  instead of an array index. A_SetUserArray/SetUserArray/GetUserArray
  have been added to access elements in user-defined arrays.


SVN r1933 (trunk)
2009-10-25 02:19:51 +00:00
Christoph Oelckers
ce2e85c7b2 - added ACS CheckActprClass function
- fixed: When a blasted actor collided with another one this other actor's
  DONTBLAST flag was not checked.
- added a global DamageFactor actor property. All damage this actor takes is multiplied
  by this factor in addition to damage type specific damage factors.


SVN r1915 (trunk)
2009-10-15 20:09:22 +00:00
Christoph Oelckers
efd3e7f94e - added better earthquake functions for ACS and DECORATE.
SVN r1912 (trunk)
2009-10-15 08:25:07 +00:00
Christoph Oelckers
4529108b8f - Added MF6_NOTRIGGER flag that disables all line actions for an actor.
SVN r1907 (trunk)
2009-10-10 12:42:57 +00:00
Christoph Oelckers
59d932b972 - Fixed some GCC warnings.
- fixed: The BossCube could be blocked by floors and ceiling resulting
  in incorrect movement. I changed it so that A_BrainSpit now sets the
  MF5_NOINTERACTION flag for anything it spawns that has the MF_NOCLIP
  flag. For travelling cubes active collision detection makes no sense
  and only causes problems. This should also make the boss brain
  work in the other games which previously were excluded by a game mode
  check in the movement code.
- fixed: ACS's GetUserVariable did not work for the script activator.
- fixed: Moving floors could be blocked by 2 actors without MF2_PASSMOBJ
  overlapping each other (common mapping bug, check Herian 2 MAP30.)

SVN r1891 (trunk)
2009-10-01 14:54:29 +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
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
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
Randy Heit
173646971d - Add 'add' parameter to SetActorVelocity.
SVN r1810 (trunk)
2009-09-08 03:19:57 +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
93f6f1d701 - Added PinkSilver's SetActorVelocity code submission (with optimizations.)
SVN r1799 (trunk)
2009-09-06 08:27:18 +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
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
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
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
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
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
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
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
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
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
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
28e9693b79 - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.


SVN r1565 (trunk)
2009-04-30 03:50:52 +00:00
Randy Heit
e16fde611f - Fixed: GetPlayerInput() died if you tried to get the input of the activator
and the activator was the world.


SVN r1522 (trunk)
2009-04-05 03:22:36 +00:00
Randy Heit
5c5137747f - Added the current value of the string buffer to the state saved when
making a function call in ACS. Now you can print inside functions and
  also return values from them for the caller to plug directly into
  another string without having to save it to a temporary variable.


SVN r1492 (trunk)
2009-03-20 02:13:25 +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
Christoph Oelckers
4bcd3faef8 - moved all code related to global ACS variables to p_acs.cpp where it belongs.
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.

SVN r1393 (trunk)
2009-02-03 19:11:43 +00:00
Christoph Oelckers
fb9601b9eb - Added APROP_Dropped actor property.
- Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start.
- Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF

SVN r1376 (trunk)
2009-01-28 08:48:52 +00:00
Christoph Oelckers
b4b76ed4e6 - fixed: Identification of Doom1 Freedoom IWAD did not work.
- fixed: UDMF did not initialize a sector's light colors.
- fixed implementation of DF2_NOAUTOAIM flag.


SVN r1356 (trunk)
2009-01-10 09:40:47 +00:00
Christoph Oelckers
11d1c41873 - Added a strbin1 function that does the same as strbin but creates a copy
instead of overwriting the original string. ACS performing this operation
  in place caused crashes with RTC-3057.
- fixed: FScriptPosition::Message did not print the message if it was not 
  a fatal error.


SVN r1313 (trunk)
2008-12-07 17:50:03 +00:00
Randy Heit
238de9cda1 - Added binary (b) and hexadecimal (x) cast types for ACS's various print
statements.
- Added ClassifyActor(tid) ACS builtin function. This takes a TID and returns
  a set of bits describing the actor. If TID is 0, it returns information
  about the activator. If there is more than one actor with the given TID,
  only the first one is considered. Currently defined bits are:
    ACTOR_NONE         No actors with this TID exist (only when TID is not 0).
    ACTOR_WORLD        Activator is the world (only when TID is 0).
    ACTOR_PLAYER       Actor is a player (includes bots and voodoo dolls).
    ACTOR_BOT          Actor is a bot.
    ACTOR_VOODOODOLL   Actor is a voodoo doll.
    ACTOR_MONSTER      Actor is a monster.
    ACTOR_ALIVE        Actor is alive (players/monsters only).
    ACTOR_DEAD         Actor is dead (players/monsters only).
    ACTOR_MISSILE      Actor is a missile.
    ACTOR_GENERIC      Actor exists, but no further information is available.


SVN r1310 (trunk)
2008-12-07 03:55:49 +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
Randy Heit
6aa72c84d6 - Commented out the MugShot state nulling in DSBarInfo::AttachToPlayer() so
that fiddling with player options does not reset the mug shot.
- Fixed: SetMugShotState ACS command did not pop the stack.


SVN r1269 (trunk)
2008-10-19 00:47:07 +00:00
Randy Heit
cb159b26c2 - Fixed: SDL builds did not shutdown the sound system at exit.
- Fixed: ThingCountSector and ThingCountNameSector did not remove enough
  entries from the stack, and did not put the result in the right slot.
- Fixed: Teleport lines were prioritized over secret lines when deciding what
  color to draw them on the automap.
- Fixed: Death-reverting morphs did not remove the morph item from the
  player's inventory when death caused the morph to revert.
- Updated fmod_wrap.h for FMOD Ex 4.18.


SVN r1259 (trunk)
2008-10-14 01:24:27 +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
760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers
2cad1c2c19 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
  another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
  to subclasses calling the super function. Changed TryPickup to pass the
  toucher pointer by reference.


SVN r1221 (trunk)
2008-09-13 22:08:41 +00:00
Randy Heit
5cd4604f81 - Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
  buttons specifically for use with this command. Also defined +zoom
  and +reload for future implementation.

  See http://zdoom.org/files/examples/playerinput.zip for an example.


SVN r1215 (trunk)
2008-09-13 02:55:45 +00:00
Christoph Oelckers
bc5d0c882b - Put more floor/ceiling properties in sector_t into a substructure and
added wrapper functions.


SVN r1174 (trunk)
2008-08-16 20:19:35 +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