Commit Graph

13 Commits

Author SHA1 Message Date
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
Christoph Oelckers 1c034c1150 - Macro-fied access to action function parameters.
- Deactivated debug output code in d_Dehacked.cpp.
- fixed: A_FreezeDeathChunks crashed when a player's head got spawned.


SVN r1168 (trunk)
2008-08-13 22:54:24 +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 1983b5c586 - Changed action function definition so that they have to be defined with a
DEFINE_ACTION_FUNCTION macro. This should make it easier to improve the
  whole system.


SVN r1148 (trunk)
2008-08-10 20:48:55 +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
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 063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
2006-10-31 14:53:21 +00:00
Christoph Oelckers ecce60e8f9 SVN r258 (trunk) 2006-07-16 09:10:45 +00:00
Randy Heit d878c2e7d6 - Backported the classnames-are-names changes from the FP code.
SVN r97 (trunk)
2006-05-10 02:40:43 +00:00
Christoph Oelckers 605a9a7715 May 6, 2006 (Changes by Graf Zahl)
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE.
- Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the
  string table.
- Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. 
  There is no need to keep two flags around with virtually the same meaning.
- Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency.
  It looks much better now than the cheap code pointer based blinking it used before.
- Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages 
  to the string table.
- Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the
  string table.
- Moved the messages for killing spectres to the string table.
- Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get
  the messages it prints from the string table instead of the quest item's tag
  string.

May 5, 2006 (Changes by Graf Zahl)
- Removed the hopelessly outdated thingdef_doc.txt file from the repository.
- Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE.
- Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for
  valid double bindings.
- Converted a_merchants.cpp to DECORATE.
- Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which
  can be shot but take no damage from getting hurt.
- Converted a_beggars.cpp to DECORATE.
- Added an Inventory.GiveQuest property. This makes it possible to define all of
  Strife's original items that also give a quest item in DECORATE but it is also 
  useful to define items like the ones in Day of the Acolyte without ugly workarounds.
- Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is 
  possible to define many of Strife's items.
- Added a FastSpeed property to DECORATE so that projectiles can finally be
  assigned a higher speed for fast mode.
- Added a ACS_LockedExecuteDoor special. It is basically the same as the existing
  ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This
  cannot be integrated into ACS_LockedExecute because all its arguments are already
  in use.
- Added a fully customizable A_CustomMeleeAttack function for DECORATE.


SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
Randy Heit cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00