Commit graph

386 commits

Author SHA1 Message Date
Randy Heit
e83a9a2a00 - Use normal texture animation for the main menu cursors. This required updating animations
all the time and not just when inside a level.

SVN r2248 (trunk)
2010-03-27 03:30:02 +00:00
Christoph Oelckers
7f2ab00abe - fixed: IDBEHOLD altered the item counter.
SVN r2247 (trunk)
2010-03-26 22:26:50 +00:00
Christoph Oelckers
a2cfbec3cf - added a CrushPainSound actor property for Strife.
- fixed memory leaks in SBARINFO and WAD loading code.
- added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this.


SVN r2234 (trunk)
2010-03-21 08:09:45 +00:00
Christoph Oelckers
4d70292964 - fixed: Save percentage of Doom's armor bonus was too low.
SVN r2212 (trunk)
2010-03-17 23:17:39 +00:00
Christoph Oelckers
c191d95110 - Fixed: Hexen's fighter's skull has a different animation than Heretic's so it needs to be a separate class.
- Added an option to parse lumps named ZMAPINFO in place of MAPINFO. Any MAPINFO lumps in files containing
  a ZMAPINFO lump will be completely ignored. This is to allow ZDoom specific definitions which are incompatible 
  with other engines capable of reading MAPINFO. Any ZMAPINFO lump must be in the new MAPINFO format.



SVN r2208 (trunk)
2010-03-13 08:28:13 +00:00
Christoph Oelckers
017fc7bd6a - fixed: The ChexPlayer was missing default colorset definitions.
SVN r2197 (trunk)
2010-03-06 09:10:40 +00:00
Randy Heit
47a835698a - Final Doom needs its finale flats changed, too.
- It's "BGCASTCALL", not "BOSSBACK".

SVN r2196 (trunk)
2010-03-06 04:01:32 +00:00
Randy Heit
d19878efcb - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because
of this:
  * A cluster's flat definition can now be preceded by a $ to do a string table lookup.
  * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution
    for these is no longer handled specially and so will not be automatically disabled merely
    by providing your own MAPINFO.

SVN r2195 (trunk)
2010-03-06 03:28:22 +00:00
Randy Heit
e78fd195d8 - Added support for the original games' player translations, including Hexen's table-based ones.
SVN r2193 (trunk)
2010-03-06 02:51:23 +00:00
Randy Heit
8ecafcc15a - Added A_CheckSightOrRange, with changes.
SVN r2179 (trunk)
2010-02-26 00:08:25 +00:00
Christoph Oelckers
6ec30761c6 - Added Boom's stairbuilding fix when one step couldn't be built due to an active thinker in the sector.
This is compatibility optioned with COMPAT_STAIRINDEX. Also added a compatibility setting for 
  Eternal Doom MAP25 which relies on Doom's original broken behavior.
- added a few sanity checks for duplicate actor names in DECORATE. ZDoom will now print more warnings
  and all crash cases should be properly handled but since this is still an error this will not work
  properly in all circumstances. For example, if you have a duplicate name all classes that inherit
  from the original definition will not survive a savegame if they reference a state belonging to that
  class at the point of saving.
- Print 'tried to register class more than once' in red to highlight it.
- fixed: actors may not replace themselves.

SVN r2158 (trunk)
2010-02-13 08:56:08 +00:00
Christoph Oelckers
4310b239f4 - Added Gez's submission for Eternity-style skybox definitions.
SVN r2151 (trunk)
2010-02-06 15:31:26 +00:00
Christoph Oelckers
d2891682ae - fixed positioning of player mugshot background on Doom status bar.
SVN r2148 (trunk)
2010-01-31 07:26:50 +00:00
Christoph Oelckers
a5e1fe6906 - fixed: Sector_SetWind and Sector_SetCurrent were not usable in scripts called from a line.
- added Gez's A_Mushroom extension.


SVN r2144 (trunk)
2010-01-30 14:35:52 +00:00
Christoph Oelckers
24a12a04b4 - added a minimum threshold for damage thrust to avoid micro-velocities being set for actors.
- fixed: Strife's Oracle is not a living thing and needs the NOBLOOD flag.
- fixed: Chex Quest's finale pic was wrong.


SVN r2143 (trunk)
2010-01-30 13:48:44 +00:00
Randy Heit
02909bd71c - Fixed: AlienSpectre3 had lost its first level Sigil immunity.
SVN r2135 (trunk)
2010-01-25 23:18:52 +00:00
Christoph Oelckers
406b692cc9 - removed the TakeSpecialDamage hacks for Macil and the Oracle and replaced them by
giving the first stage Sigil's projectiles a damage type and using a damage factor
  to disable damaging these actors.


SVN r2129 (trunk)
2010-01-24 13:00:53 +00:00
Randy Heit
5ce77dfbb8 - Added full stops to more Strife messages.
SVN r2113 (trunk)
2010-01-09 04:28:49 +00:00
Randy Heit
25c8d42821 - Change StrifePlayer's RunHealth to 15.
SVN r2112 (trunk)
2010-01-09 04:26:56 +00:00
Randy Heit
f9937f973c - Fixed: DORWS04 should not make a sound when it switches off.
SVN r2111 (trunk)
2010-01-08 04:14:35 +00:00
Randy Heit
99880d392e - Fixed copy-paste fail for DoorCloseSmallWood.
SVN r2110 (trunk)
2010-01-08 04:01:30 +00:00
Randy Heit
fc781ac9ee - I guess I can't completely trust Strife1.exe's switch list. Not everything that plays the
glass break sound is actually defined with it.

SVN r2109 (trunk)
2010-01-08 03:51:33 +00:00
Randy Heit
7df898c88e - Fixed: Two Strife pickup messages were off by one character each.
SVN r2107 (trunk)
2010-01-08 03:27:18 +00:00
Randy Heit
6ba548511b - Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since
they are both created by the first-stage Sigil. AlienSpectre3 should have also been
  immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should
  not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to
  is that he can enter his pain state.)

SVN r2106 (trunk)
2010-01-08 03:24:22 +00:00
Randy Heit
4b65749f92 - Corrected several Strife switches that had the wrong sounds.
SVN r2101 (trunk)
2010-01-06 03:27:37 +00:00
Christoph Oelckers
515862636a - Fixed: Heretic's Weredragon (Beast) should not have a melee state.
SVN r2068 (trunk)
2010-01-01 07:11:39 +00:00
Christoph Oelckers
9b5c2c81f1 - Added full sound definitions for Heretic's ChickenPlayer and Hexen's
PigPlayer (submitted by NeuralStunner.)
- Added unmorph fix by Gez.


SVN r2056 (trunk)
2009-12-28 22:41:14 +00:00
Christoph Oelckers
3d40dbb659 - merged all portals with the same displacement together. While this provides
a mild performance increase it's not what I hoped it would do...
- Moved portal initialization for the portal things to P_SpawnSpecials
  instead of having the things self-initialize in PostBeginPlay. This was
  done to ensure that the portals are fully set up when the game begins.
  Otherwise there is no decent way to let the renderer post-process this
  information during setup.
- Changed: For 800x600 the default scaling handling of the options menu
  makes it become too small so for any resolution with a width between 
  800 and 959 it has been reverted to the regular clean scaling factor.


SVN r2055 (trunk)
2009-12-28 17:13:30 +00:00
Christoph Oelckers
9747aaa967 - forgot to save actor.txt with the A_Weave declaration.
SVN r2047 (trunk)
2009-12-25 12:03:51 +00:00
Randy Heit
d2a4339816 - Split weaveindex into two separate byte-sized properties and moved them into unused space
inside AActor.

SVN r2038 (trunk)
2009-12-25 00:19:28 +00:00
Christoph Oelckers
b0b80f6996 - made the initial weave index for A_BishopMissileWeave and A_CStaffMissileSlither
a configurable actor property.
- added a menu item for snd_channels.



SVN r2036 (trunk)
2009-12-23 11:41:24 +00:00
Christoph Oelckers
51e158d7dc - added all known maps requiring inverted sprite sorting to compatibility.txt.
- added compatibility option to invert sprite sorting. Apparently Doom.exe
  originally sorted them differently than most source port and on some maps
  which depends on this it doesn't look right (e.g. Strain MAP13)


SVN r2031 (trunk)
2009-12-18 08:19:34 +00:00
Randy Heit
b3d2a1f074 - Added a damage type parameter to A_KillChildren, A_KillMaster, and
A_KillSiblings. 


SVN r2023 (trunk)
2009-12-13 04:59:19 +00:00
Christoph Oelckers
c7ae1b585d - Added SnailMan's updated language.ita file.
SVN r2021 (trunk)
2009-12-11 07:45:46 +00:00
Christoph Oelckers
53a6ffee15 - fixed: The charge attack of Heretic's imp is not precisely the same
as A_SkullAttack with a different speed so A_ImpMsAttack has been
  reinstated.


SVN r2003 (trunk)
2009-11-27 13:23:02 +00:00
Christoph Oelckers
5d7670acc4 - Added MF4_ALLOWPARTICLES checks to blood spawning code.
SVN r2001 (trunk)
2009-11-24 22:28:38 +00:00
Christoph Oelckers
a3c28e2a2f - last revision's fix should be set to all 4 linedef types triggering the same action.
SVN r1999 (trunk)
2009-11-24 07:08:20 +00:00
Christoph Oelckers
32d9946f30 - Fixed: Doom line type 44 (lower ceiling to 8 above floor) must halt
movement if blocked which essentially means it acts like a Hexen-style
  crusher.


SVN r1998 (trunk)
2009-11-24 07:02:30 +00:00
Christoph Oelckers
f94c9ce81d - Fixed: Not all places checking for player start spots above 4 did it correctly.
The editor number for player start spot 5 is now stored in the game info
  so that there's only one place where this check needs to be done.
- Fixed: WIF_NOAUTOAIM only worked for projectiles unlike Skulltag's original
  implementation.


SVN r1997 (trunk)
2009-11-24 06:55:38 +00:00
Randy Heit
754fe70a79 - Fixed: ArtiPork did not use all its sprite frames.
SVN r1995 (trunk)
2009-11-24 03:14:21 +00:00
Christoph Oelckers
9357ed82ed - extended Doom map format linedef translator so that it also handles the flags.
SVN r1992 (trunk)
2009-11-21 23:11:12 +00:00
Randy Heit
0e5f48adb4 - Quoth Gez:
* when a logical condition was rewritten and inverted, one of the boolean test wasn't inverted along the rest. So the "monster must not be a player" was accidentally changed into "monster must be a player", which is usually going to be false... There's another minor, but related issue.

SVN r1948 (trunk)
2009-10-30 00:59:34 +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
0c39b5c66a - Fixed: The rail sound used the shooter's position for calculating the sound origin
but should use the camera position instead to get the correct position for
  the closest point along the trail.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not move attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.

SVN r1926 (trunk)
2009-10-17 11:30:44 +00:00
Christoph Oelckers
8b27bd1434 - added 'defaultterrain' option to terrain parser for mods that want to have
a different default terrain than a generic solid surface.
- added format char processing to A_Print(Bold) and all printable messages
  that can be defined in DECORATE.
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
- added desaturated translations.
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.


SVN r1921 (trunk)
2009-10-16 16:04:19 +00:00
Christoph Oelckers
34a4738b74 - forgot damagefactor setting in Actor class.
SVN r1916 (trunk)
2009-10-15 21:12:31 +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
4a81f55fb0 - Added Gez's seeker missile submission.
SVN r1905 (trunk)
2009-10-09 20:54:28 +00:00
Randy Heit
da31d9f8a3 - Since I am currently without a primary video card and stuck with this
Mobility Radeon 9000 (on a PCI card, no less!), I have decided to give the
  PS14 support some loving: D3D windowed gamma now works on these cards using
  a texture lookup for the gamma table. Sadly, this halves my framerate, so
  setting gamma to 1 will skip the gamma correction, as it was before, for
  full speed. (On my 8800 GT, the gamma correction was free.)


SVN r1898 (trunk)
2009-10-08 04:03:32 +00:00
Christoph Oelckers
3d8d176087 - Added Gez's MageWandMissile customization patch but moved the new functionality
into the FastProjectile base class and removed the native MageWandMissile
  class, using the generic functionality instead.
- Fixed: GetReplacement and GetReplacee always checked the skill definitions,
  even if they weren't supposed to be used. It was also missing a range check
  for 'gameskill'.


SVN r1894 (trunk)
2009-10-03 17:07:11 +00:00
Christoph Oelckers
9aab795c18 - Added BHS's death special flags submission.
SVN r1887 (trunk)
2009-09-28 15:59:20 +00:00
Christoph Oelckers
6d357b84b4 - Added Gez's A_Blast submission.
SVN r1886 (trunk)
2009-09-28 15:55:57 +00:00
Randy Heit
c5936c9e9e - Smaller sprites
SVN r1873 (trunk)
2009-09-24 02:51:07 +00:00
Randy Heit
84a018f05a - Added support for defining the full color range of a special colormap.
SVN r1865 (trunk)
2009-09-22 02:54:19 +00:00
Christoph Oelckers
85a058436b - added missing death sound to Strife's barrel.
SVN r1861 (trunk)
2009-09-21 19:58:04 +00:00
Randy Heit
b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
  Using a fixed light level (e.g. PowerTorch) will no longer wipe out
  colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
  doing it while copying the 3D view window to the display now blends
  underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
  closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
  executable and into zdoom.pk3. Shaders are still precompiled so I don't need
  to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
  lighting models. These are accessed with the new DrawTexture tags
  DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
  benefits thereof.


SVN r1858 (trunk)
2009-09-20 03:50:05 +00:00
Randy Heit
f646a89216 - Size optimize PNG sprites.
SVN r1856 (trunk)
2009-09-17 22:59:20 +00:00
Christoph Oelckers
2fbcc13652 - Gez's latest cleanup patch.
SVN r1854 (trunk)
2009-09-17 20:54:07 +00:00
Christoph Oelckers
5822729943 - Fixed: The deprecated flag handler for the old bounce flags needs to clear
BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
  friendly monsters could no longer acquire targets by themselves.
- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.


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


SVN r1847 (trunk)
2009-09-16 15:57:08 +00:00
Christoph Oelckers
45842e28bd - added PinkSilver's A_Respawn enhancement patch.
SVN r1837 (trunk)
2009-09-15 21:57:51 +00:00
Christoph Oelckers
5910d90a19 - added RandomSpawner update from Gez's experimental build.
- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
  a new ClearSpecial flag to the activation type.
- added MBF's code for dogs jumping down, controlled by the MF6_JUMPDOWN
  flag.


SVN r1835 (trunk)
2009-09-15 14:16:55 +00:00
Christoph Oelckers
9d00d4f41e - sgrna1.png was missing.
SVN r1833 (trunk)
2009-09-15 06:38:11 +00:00
Randy Heit
1c57ac3138 - Reprocess all sounds with flac 1.2.1.
SVN r1830 (trunk)
2009-09-15 01:55:36 +00:00
Randy Heit
54158713a0 - Process new sprites with pngout+deflopt.
SVN r1829 (trunk)
2009-09-15 01:28:08 +00:00
Christoph Oelckers
4a057c1fdc - Added Gez's cleanup patch for MBF support but undid the deletion of the MF6_JUMPDOWN flag which will be implemented later.
SVN r1827 (trunk)
2009-09-14 23:50:21 +00:00
Christoph Oelckers
4d55f01c3a - added resources needed for MBF support.
- removed unused score items from DECORATE file.
- added 2 MBF code pointers I forgot in the last commit.

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

SVN r1824 (trunk)
2009-09-14 22:12:31 +00:00
Christoph Oelckers
a59de25107 - Next round of things from Gez's experimental build:
* MBF's dog (definition only, no sprites yet.)
  * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
  * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.


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



SVN r1821 (trunk)
2009-09-14 20:47:53 +00:00
Christoph Oelckers
238d4c3fac - More things from Gez's experimental build:
* info CCMD to print extended actor information (not fully implemented yet)
  * summonmbf CCMD.
  * Beta BFG code pointer (but not the related missiles yet.)
  * PowerInvisibility enhancements.
  * ScoreItem with one significant change: Added a score variable that can be
    checked through ACS and DECORATE. The engine itself will do nothing with it.
  * Nailgun option for A_Explode.
  * A_PrintBold and A_Log.
  * A_SetSpecial.


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


SVN r1818 (trunk)
2009-09-14 09:41:09 +00:00
Christoph Oelckers
93166b86b3 - moved ENDOOM lump name definition into gameinfo.
- moved default item drop style into gameinfo.
- moved default respawn time into gameinfo.
- moved default inventory max amount into gameinfo.
- turned Heretic's blocking of the sector for LS_Plat_RaiseAndStayTx0 into
  a parameter instead of having the game mode decide. 



SVN r1812 (trunk)
2009-09-08 21:01:24 +00:00
Christoph Oelckers
57a2e0ab73 - moved definition of games' default armor icons into gameinfo definition.
SVN r1806 (trunk)
2009-09-07 19:46:54 +00:00
Christoph Oelckers
45dde7aa2f - Hexen and Heretic dim color was wrong.
SVN r1791 (trunk)
2009-09-04 22:27:09 +00:00
Christoph Oelckers
44974ff28f - made menu dimming a mapping option but kept the CVARS as user override.
SVN r1790 (trunk)
2009-09-04 22:25:46 +00:00
Christoph Oelckers
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
63e26df7b2 - Added player MugShotMaxHealth property. Negative values use the player's
max health as the mug shot max health, zero uses 100 as the mug shot max
  health, and positive values used directly as the mug shot max health.


SVN r1757 (trunk)
2009-08-07 04:20:28 +00:00
Randy Heit
f9088bd2cf - Added buddha cheat.
SVN r1756 (trunk)
2009-08-07 04:08:38 +00:00
Randy Heit
732a44b338 - Fixed: M_QuitResponse() tried to play a sound even when none was specified
in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them
  entirely with a joystick.
- Fixed: Starting the menu at the title screen with a key other than Escape
  left the top level menu out of the menu stack.
- Changed the save menu so that cancelling input of a new save name only
  deactivates that control and does not completely close the menus.
- Fixed "any key" messages to override input to menus hidden beneath them and
  to work with joysticks.
- Removed the input parameter from M_StartMessage and the corresponding
  messageNeedsInput global, because it was redundant. Any messages that want
  a Y/N response also supply a callback, and messages that don't care which
  key you press don't supply a callback.
- Changed MKEY_Back so that it cancels out of text entry fields before
  backing to the previous menu, which it already did for the keyboard.
- Changed the menu responder so that key downs always produce results,
  regardless of whether or not an equivalent key is already down.


SVN r1753 (trunk)
2009-08-07 03:30:51 +00:00
Randy Heit
3e388acc15 - Added the MF6_STEPMISSILE flag so that the Whirlwind can "walk" up steps.
- Changed the dword definition of PalEntry to uint32 so that it has one
  consistent definition across all source files.


SVN r1752 (trunk)
2009-08-05 01:13:41 +00:00
Christoph Oelckers
356e4a0fcc - Added A_Mushroom compatibility option for Dehacked.
- Added Gez's submission for interhubamount DECORATE property.


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


SVN r1746 (trunk)
2009-08-02 10:48:58 +00:00
Randy Heit
4134bc3c64 - Added extra states to dehsupp for the MBF additions.
SVN r1734 (trunk)
2009-07-23 06:25:47 +00:00
Randy Heit
8a2e03c9cb - Fixed: Redefining an existing skill would set that skills ACSReturn to be
the same as the next new skill defined, if neither definition explicitly set
  the value for ACSReturn.
- Added a DefaultSkill property. Adding it to a skill will cause that skill
  to be the default one selected in the menu. If none is specified as the
  default, then the middle skill is the default.


SVN r1731 (trunk)
2009-07-23 04:33:07 +00:00
Randy Heit
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
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
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