Commit graph

84 commits

Author SHA1 Message Date
Christoph Oelckers
beca482a68 - Fixed: SecretTriggers that were activated in an OPEN script caused a crash.
SVN r389 (trunk)
2006-11-26 00:09:17 +00:00
Christoph Oelckers
49422188f2 - Converted Heretic's Clink (Sabreclaw) to DECORATE.
- Added MissSound parameter to A_CustomMeleeAttack.
- Converted Heretic's Snake (Ophidian) to DECORATE.
- Added an option to A_CustomMissile to jump to the see state if
  the caller's target is dead.
- Fixed: A_ThrowGrenade didn't play the missile's spawn sound.
- Added MF_SPAWNSOUNDSOURCE flag so that Raven's missile spawning code 
  pointers can be recreated with DECORATE.
- Converted a_ravenambient.cpp to DECORATE.



SVN r388 (trunk)
2006-11-25 12:25:05 +00:00
Randy Heit
824fa1a557 - Fixed: The backpack didn't give extra ammo in baby and nightmare modes.
SVN r387 (trunk)
2006-11-25 04:47:42 +00:00
Christoph Oelckers
1502215009 - Made AActor's xscale and yscale properties full precision fixed point
so now larger scales than 4 can be done.


SVN r381 (trunk)
2006-11-14 16:54:02 +00:00
Christoph Oelckers
e5bce37755 - Converted Heretic's and Hexen's players to DECORATE.
- Made Hexenarmor factors configurable by DECORATE.
- Added support for selecting the invulnerability mode per item as well.
- Made Invulnerability and Healing radius behavior selectable by player
  class instead of hard coding the special behavior to the Hexen classes.


SVN r379 (trunk)
2006-11-07 10:20:09 +00:00
Christoph Oelckers
80950553c6 - Converted the DoomPlayer to DECORATE.
- Extended all A_Jump commands to take labels as parameters in addition
  to offsets.


SVN r378 (trunk)
2006-11-05 21:46:28 +00:00
Christoph Oelckers
8c2f651bdb - Replaced the static string buffer in ProcessStates with an FString.
- After doing some tests with state label scopes I had to conclude that
  using '.' both for separating sub-state-labels and scope resolution 
  identifiers does not work reliably unless all actor class names were
  prohibited from being used as state labels.  Since that is undesirable
  the only solution is to change the scope resolution operator. Fortunately 
  no WADs so far have used it so implementing such a breaking change isn't 
  a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.


SVN r375 (trunk)
2006-11-04 22:26:04 +00:00
Christoph Oelckers
29195a913c - Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.
- Added VSpeed DECORATE property so that an actor can be given an initial
  vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
  operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
  the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
  monsters and added it to the list of DECORATE code pointers. Now Quake-style
  zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
  spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
  health compatibility flag if max is 0. To do that it calls P_GiveBody now.


SVN r373 (trunk)
2006-11-04 13:06:42 +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
Randy Heit
bcca366e8f - Removed A_JumpSet and merged its functionality with A_Jump by turning
A_Jump into a varargs function.
- Fixed: P_MorphPlayer() should check that the desired type is actually a
  PlayerPawn.
- Added an optional parameter to the morphme ccmd that specifies the player
  class to morph into.
- Changed the SetActorPitch, SetActorAngle, Thing_Spawn*, Thing_Projectile*,
  and Thing_Move functions so that TID 0 affects the activator.


SVN r362 (trunk)
2006-10-27 03:03:34 +00:00
Randy Heit
ef1a5a115f - Added a new MapMarker actor. Instead of appearing in the 3D view, it appears
on the automap instead. If its first argument is zero, the map marker itself
  appears on the automap, otherwise it is drawn on top of any actor with a TID
  matching that argument. If the second argument is one, then the map marker
  will only be appear if the player has previously seen the sector it is one.
  You can use Thing_Activate and Thing_Deactivate on markers to turn them on
  and off. And if you subclass MapMarker with DECORATE, you can easily make
  your own custom markers.
- Fixed: Map markers could not be drawn partially off the map. They were
  drawn either fully or not at all.
- Fixed: Map markers appeared in the wrong place on a rotated overlay map if
  screenblocks < 10.


SVN r356 (trunk)
2006-10-20 04:04:04 +00:00
Randy Heit
c0bd4e54f4 - Fixed: player_t::GetSpawnClass() always returned the spawn flags for the
local player, so co-op games would spawn only the things relevant for the
  local player and not all the things relevant for all players.


SVN r344 (trunk)
2006-10-01 01:38:37 +00:00
Randy Heit
419724dd02 - Assembly code is disabled when building with __APPLE__ defined, for now.
- If you aren't targeting x86, m_fixed.h only includes basicinlines.h now.
- Moved x64inlines.h into basicinlines.h.
- Replaced uses of __int64 with types from doomtype.h.
- The stop console command no longer ends single player games, just the demo
  that was being recorded.
- In C mode, the sc_man parser no longer allows multi-line string constants
  without using the \ character to preface the newline character. This makes
  it much easier to diagnose errors where you forget the closing quote of a
  string.
- Fixed: V_BreakLines() added the terminating '\0' to the last line of the
  input string.
- Added font as a parameter to V_BreakLines and removed its keepspace
  parameter, which was never passed as anything other than the default.


SVN r331 (trunk)
2006-09-19 23:25:51 +00:00
Randy Heit
c412b42703 - Fixed: cycle_t was still a DWORD and not a QWORD under GCC.
- The stat meters now return an FString instead of sprintfing into a fixed
  output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
  - For consistancy with the other integral types, byte is no longer a
    synonym for BYTE.
  - Most uses of BOOL have been change to the standard C++ bool type. Those
    that weren't were changed to INTBOOL to indicate they may contain values
    other than 0 or 1 but are still used as a boolean.
  - Compiler-provided types with explicit bit sizes are now used. In
    particular, DWORD is no longer a long so it will work with both 64-bit
    Windows and Linux.
  - Since some files need to include Windows headers, uint32 is a synonym
    for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
  was all it contained.


SVN r326 (trunk)
2006-09-14 00:02:31 +00:00
Randy Heit
4999c3b4aa - Fixed: Weapons did not give you double ammo at baby and nightmare skills.
- Fixed: SetTexture() in p_setup.cpp assumed that all color values were
  six characters. Although this was the intended way to specify colors,
  earlier versions did no error checking, so other lengths worked too.
- Fixed: FPatchTexture waited until MakeTexture() to call CalcBitSize(),
  so the width and height bit sizes weren't available when using it as a
  source for a warp texture.
- Fixed: R_InitSkyMap() should only warn about two sky textures not being
  the same height when they are used as part of a double sky.
- Added a NULL state check in AActor::Tick() before advancing the current
  state. Note that this should not happen, so there's an assert there for
  the debug build as well as a regular check for the release build.


SVN r324 (trunk)
2006-09-09 01:14:13 +00:00
Randy Heit
603e905c42 SVN r314 (trunk) 2006-08-31 00:16:12 +00:00
Christoph Oelckers
ab947ce16b - Added custom fail messages to the puzzle items.
SVN r299 (trunk)
2006-08-18 22:22:39 +00:00
Christoph Oelckers
f66b7de8c8 - Took MF2_WINDTHRUST off AMorphedMonster. This is something that should not
be a default setting.
- Moved a_artiegg.cpp to g_shared and renamed it to a_morph.cpp to better reflect
  its meaning.
- Fixed: AMorphProjectile's PlayerClass and MonsterClass members must be serialized
  as FNames. Serializing them as ints is not safe because name indices are not 
  guaranteed to be the same each time the game is started. Same for APlayerPawn's
  MorphWeapon member.
- Converted EggFX, ArtiEgg, PorkFX and ArtiPork to DECORATE. 
- Added a new parameter to A_FireCustomMissile. Previously it always aimed
  straight ahead and altered the projectile's angle according to the resulting
  direction. If the 6th parameter is 1 now it will aim at the specified angle
  directly.
- Changed custom morphing to be based on a new MorphProjectile class, not
  the Heretic specific EggFX. The EggFX properties are now prefixed with
  'MorphProjectile.'. 


SVN r297 (trunk)
2006-08-17 09:54:42 +00:00
Randy Heit
b25c7722f3 - Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
      optional bool not_mid, optional bool not_upper, optional bool not_floor,
      optional bool not_ceiling); and
  SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
      str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
  correction. When this is enabled, the only display ratio available is 4:3
  (and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
  through decorate. Just enclose it within parentheses, and the expression
  will be evaluated exactly as-is without the normal Doom damage calculation.
  So if you want something that does exactly 6 damage, use a "Damage (6)"
  property. To deal normal Doom missile damage, you can use
  "Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
  maintained by ObtainInventory.


SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
Christoph Oelckers
d6bc07c3b1 - Fixed: Starting a game without skill menu always started the first episode.
- Changed A_AlertMonsters so that it can be placed directly in a weapon state.
- Fixed: Frozen corpses of stealth monsters were invisible.
- Added: Calling Radius_Quake with a tid of 0 now uses the activator
  as the quake's center.


SVN r275 (trunk)
2006-07-30 08:31:26 +00:00
Randy Heit
361f855de0 - Added some simple translucency map analysis for BOOM maps to more
intelligently pick the value to use for TranslucentLine's second argument.
- Added a queryiwad_key cvar to control which key can force the IWAD selection
  to appear. It can be either "shift" or "control". Any other value will
  disable its functionality.
- Fixed: A_SkullPop() and A_FreezeDeathChunks() did not transfer the player's
  inventory to the new dismembered head "player".


SVN r268 (trunk)
2006-07-20 05:13:39 +00:00
Christoph Oelckers
ecce60e8f9 SVN r258 (trunk) 2006-07-16 09:10:45 +00:00
Christoph Oelckers
1c3153690a - Fixed: Any kill in multiplayer games that could not be credited to a player
didn't count at all - not even toward the global level statistics.
- ...and removed it again. It was not an accident. The only reason the PowerupGiver
  had its own RespawnTics was to account for the pickup flash delay. 
  But that is better handled by checking the flag and adding the additional 30 
  tics in AInventory::Hide because then it affects all items that have one - 
  and only those. The AT_GAME_SET function didn't work anyway because it was
  called after parsing DECORATE.


SVN r253 (trunk)
2006-07-14 08:04:17 +00:00
Randy Heit
3113037229 - Restored the PowerupGiver AT_GAME_SET function. I assume its removal was an
accident from merging in Grubber's custom player classes.


SVN r252 (trunk)
2006-07-14 00:33:11 +00:00
Christoph Oelckers
31c749058b - Generalized Hexen's class-based spawning to be a property of the player class
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
  with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.


SVN r250 (trunk)
2006-07-13 10:17:56 +00:00
Christoph Oelckers
133a035c76 - Fixed: The earthquake code needs to check whether a quake's spot is still valid.
Super Sonic Doom crashed due to this.
- Fixed: G_DoAutosave could divide by 0 if autosavecount was 0.


SVN r243 (trunk)
2006-07-11 00:20:45 +00:00
Randy Heit
d027aafb4c - Fixed: If the sector behind a seg was closed, but it was closed between the
ceiling and floor of the front sector, the renderer did not add it to the
  solid clip list.
- Blends created with the ACS fade commands now degrade to transparent overlays
  when the console is visible, just as they do for the menu.


SVN r240 (trunk)
2006-07-09 20:04:05 +00:00
Randy Heit
6695e255ce - Added actor replacement for DECORATE. This works at a higher level than
using duplicate DoomEdNums and will affect all attempts to spawn the
  replaced actor. However, because this happens for all spawns and not just
  at map load, the replacing actor must be compatible with the replaced
  actor, which means that an actor can only serve as a replacement for one
  of its baseclasses. For example, if you want to use a modified imp, you can
  use this DECORATE:
      actor MyImp : DoomImp replaces DoompImp
      {
          // Put changed properties here
      }
- New: The IWAD dialog now remembers the last IWAD you picked and
  automatically highlights it the next time you run the game. This also
  applies if you check "Don't ask me this again": The IWAD selected will be
  the one that gets automatically loaded, not the one located first. (Using
  the -iwad parameter will not change the default IWAD.) In addition, you
  can now bring the dialog up even if you disable it by holding down SHIFT
  during startup.
- Changed ExtractFilePath() and ExtractFileBase() to return FStrings instead
  of writing to a provided output buffer. ExtractFileBase() can also
  optionally keep the file's extension in the result.
- Removed the -heapsize parameter entirely. The informational message should
  no longer be needed.
- Removed -maxdemo parameter. There's no point to having it around since
  the demo buffer grows automatically.


SVN r238 (trunk)
2006-07-08 02:17:35 +00:00
Christoph Oelckers
43c1ec4a74 - Fixed: Changed initialization of Weapon.Kickback so that it is only done
for direct descendants of AWeapon and not for every weapon being defined.
- Changed parsing of actor names back to not use C-mode. This change breaks
  any definition that contain periods in their name and apparently there's
  more than anyone could expect. Also altered the parser to manually check
  for colons inside the parsed string so that placing spaces around them
  is no longer necessary.
- Fixed: Weapons could be picked up for ammo even if they gave none.
- Fixed: A_Beacon was missing a NULL pointer check for the beacon's owner.
- Fixed: The status bar tried to access CPlayer->camera without checking
  its validity. In spy mode there is a possibility that it is NULL.

SVN r237 (trunk)
2006-07-03 09:07:56 +00:00
Christoph Oelckers
9e6d5c8fd9 - Fixed: G_NewInit destroyed the players' userinfo data.
- Changed the special radius damage handling for the barrel and boss brain
  into an actor flag.
- Added A_RadiusThrust code pointer for DECORATE and adjusted the radius 
  attack functions accordingly.


SVN r236 (trunk)
2006-07-02 21:58:10 +00:00
Randy Heit
0398ddcc76 - Changed the earthquake view shaking so that it works for anything and not
just players.


SVN r235 (trunk)
2006-07-01 00:21:36 +00:00
Randy Heit
9fdcb553aa - Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the
  same situation that causes the keyboard to return DIERR_NOTACQUIRED in
  KeyRead(): The window is sort of in focus and sort of not. User.dll
  considers it to be focused and it's drawn as such, but another focused
  window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
  handles DIERR_INPUTLOST errors. This can happen if our window had the
  focus stolen away from it before we tried to acquire the keyboard in
  DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
  last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
  taking too long on large dumps.
- And now I know why gathering crash information in the same process that
  crashed can be bad: Stack overflows. You get one spare page to play with
  when the stack overflows. MiniDumpWriteDump() needs more than that and
  causes an access violation when it runs out of leftover stack, silently
  terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
  to increase this, but that isn't available on anything older, including
  32-bit XP. To get around this, a new thread is created to write the mini
  dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
  associated call to SpawnBot(). So if the bot can't spawn, botnum can
  go negative, which will cause problems later in DCajunMaster::Main()
  when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
  drop the recorder out of the game without notifying the other players.
  In fact, there's no reason why it should drop them out of multiplayer at
  all.
- Fixed: Earthquakes were unreliable in multiplayer games because
  P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
  who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
  in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
  and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
  directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
  per-application. So if you play a multiplayer ZDoom game on one computer
  (or even another EAX-using application), ZDoom needs to restore the
  environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
  PacketGet can receive ECONNRESET from nodes that aren't in the game. It
  should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
  the player who left was player 0. This is because if a remaining player
  receives a "recoverable" error, they will become player 0. Once that happens,
  they game will try to update sounds through their camera and crash in
  FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
  G_NewInit() should also clear all the player structures.


SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
Christoph Oelckers
81ee5b4942 - Fixed: Bouncing projectiles should not bounce off horizon lines. Now they
vanish instead.
- Changed masses of ice chunks and glass shards to make small splashes


SVN r231 (trunk)
2006-06-28 11:14:20 +00:00
Christoph Oelckers
729e3b346d - Fixed: Decal actors with an invalid decal texture caused a crash.
SVN r210 (trunk)
2006-06-21 20:45:19 +00:00
Christoph Oelckers
cf7d8ab43b - Removed the unused sfx_ variables for the chainsaw sounds.
- Fixed map name checks in idclev, hxvisit, for +map and the titlemap.
- Changed handling of Zips so that the patches/, graphics/, sounds/ and
  music/ subdirectories no longer are placed in the global namespace. Instead
  new namespaces are defined. These namespaces aren't merged, however and 
  searching in them either returns a lump inside it or one from the global
  namespace when it doesn't come from a Zip file. Proper order of files is
  still observed though. As a result proper use of the directories inside Zips 
  is strictly enforced now so that for example anything used as a patch must be 
  in the patches/ directory and won't be found anywhere else.


SVN r199 (trunk)
2006-06-19 15:31:10 +00:00
Randy Heit
c87e2252ed - Finally implemented code to keep some or all of your inventory intact when
respawning in coop. Now the new inventory code should finally be complete. :-)
- Fixed: PROP_Inventory_PickupMessage was improperly defined for non-VC++
  compilation.


SVN r197 (trunk)
2006-06-18 04:10:47 +00:00
Christoph Oelckers
1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00
Randy Heit
e2179d5c2d Guess what. It's not 2005 anymore.
SVN r184 (trunk)
2006-06-11 01:37:00 +00:00
Christoph Oelckers
15681d0588 - Added a StartConversation special that allows automatic activation of Strife
dialogs.
- Added Thing_Raise special that allows Arch-Vile like resurrections from scripts
  or DECORATE states.
- Added a RadiusDamageFactor property for actors. This replaces the hard coded
  factor of 0.25 for Hexen's players.
- Added new SpawnProjectile function to ACS. It's the same as Thing_Projectile2
  but the projectile is specified by name, not spawn ID.
- Added MAPINFO option to set the compatibility flags. If this is done these
  explicit settings will take precedence over the compatflags CVAR.

SVN r164 (trunk)
2006-06-03 12:30:11 +00:00
Christoph Oelckers
fd1a239c66 SVN r158 (trunk) 2006-06-01 00:05:03 +00:00
Christoph Oelckers
fb31db860d - Fixed: Monsters couldn't hurt other monsters of the same species if they
were supposed to hate them.
- Since I was editing the file anyway I added checks for Heretic's and Strife's
  damaging floor types to DCajunMaster::IsDangerous.
- Added a NULL pointer check to DCajunMaster::TurnToAng because a crash log
  indicated that this can happen.
- Fixed: Strife's energy pod contains 20 units when dropped by monsters.
  To achieve this I added an Ammo.DropAmount property because there are
  no other means to control this from inside a conversation script.

SVN r151 (trunk)
2006-05-28 14:54:01 +00:00
Randy Heit
90b5130db0 - Fixed: The C code in AltSoundRenderer::CopyAndClip() did not shift the sample
data enough (2 bits instead of 8), so it was super loud and aliased.
- Fixes for GCC 4.1: Several type-punned pointer warnings, but more
  importantly, declaring a friend function inside a class body is no longer
  enough to declare that function globally; you must declare it again outside
  the class.
- Upgraded FArchive::SerializePointer so that it can store 32-bit indices.
- ACS printing pcodes now build their string in an FSttring instead of a fixed
  sized buffer on the stack.


SVN r145 (trunk)
2006-05-26 04:38:22 +00:00
Randy Heit
a39f5bb8f7 - Fixed: M_NotifyNewSave() needlessly created a copy of the filename.
- Fixed: Any touching_sectorlists for actors unlinked in G_StartTravel() were
  lost forever.
- Fixed: DLightningThinker::Serialize() did not delete the old
  LightningLightLevels array when loading from an archive.
- Fixed: Although I moved the correct polyobject freeing code into
  P_FreeLevelData(), I left the old wrong code there too, which just deleted
  the array without deleting anything hanging off of it.


SVN r127 (trunk)
2006-05-18 04:25:26 +00:00
Randy Heit
6cd1e2ce6a - Fixed: CopyPlayer() in p_saveg.cpp should use normal assignment, not
memcpy to copy the player structures.
- Fixed compilation with MinGW again and removed most of the new warnings.

And following is the log that I forgot to paste in for the previous commit:

- Changed the memory management for FString. Instead of using a garbage
  collected heap, it now uses normal heap calls and reference counting to
  implement lazy copying. You may now use bitwise operators to move
  (but not copy!) FStrings around in memory. This means that the
  CopyForTArray template function is gone, since TArrays can now freely
  move their contents around without bothering with their specifics.
  
  There is one important caveat, however. It is not acceptable to blindly 0
  an FString's contents. This necessitated the creation of a proper
  constructor for player_s so that it can be reset without using memset. I
  did a quick scan of all memsets in the source and didn't see anything else
  with a similar problem, but it's possible I missed something.
- Fixed: Build tiles were never deallocated.
- Fixed: Using Build's palette.dat only got half the palette right.


SVN r117 (trunk)
2006-05-16 04:19:20 +00:00
Christoph Oelckers
caed57baa5 SVN r114 (trunk) 2006-05-14 14:30:13 +00:00
Christoph Oelckers
bb617dfbfd - Changed: The decision whether blood splatter sprites are spawned is no
longer determined by game. Instead there's a new flag, MF5_BLOODSPLATTER
  which is deciding what to do. To keep backwards compatibility this flag
  is unset for projectiles in Doom and Strife and set for them in Heretic 
  and Hexen. The same applies to DECORATE but of course the flag can be
  manipulated here.
- BLODxx sprites are now globally renamed to BLUDxx when not playing Doom. 
  This allows using the same states in every game, including the 
  Raven-specific blood actors.
- Gave the bullet puff and the axe blood masses of 5 so that the make small
  splashes.
- Added A_Light(value) code pointer for DECORATE to generalize the weapon
  light effect.
- Added 'noskillmenu' option to MAPINFO episode definitions. This is for
  WADs that want to implement a skill selection level.
- Added APROP_ChaseGoal and APROP_Frightened actor properties for ACS.
- Added MF5_CHASEGOAL flag that makes monsters to go after their goal even
  if they have a valid target.
- Fixed some issues with the changes to P_NewChaseDir I made to include
  MBF's dropoff logic.
- Added a PowerFrightener powerup class. It seemed like such a waste to
  have this cool feature but no means to use it in a decent fashion.
- Fixed: S_Init and S_ParseSndInfo should call atterm only once but not
  each time they are called.

SVN r112 (trunk)
2006-05-13 12:41:15 +00:00
Randy Heit
8fcf93d65a - Merged a lot of these static destructor-only structs into regular
functions added to the exit chain with atterm so that they can be called
  in a deterministic order and not whatever order the linker decides to put
  them in.
- Fixed: DCajunMaster did not free its getspawned.
- Fixed: P_FreeLevelData() did not free ACS scripts.
- Fixed: Level snapshots were not freed at exit.
- Fixed: The save/load menu list was not freed at exit.
- Fixed: FCompressedMemFile needs a destructor to free the m_ImplodedBuffer.
- Fixed: G_DoLoadGame() did not free the engine string.
- Fixed: M_ReadSaveStrings() did not free the engine string.
- Fixed: Processing DEM_SAVEGAME did not free the pathname string.
- Added a check for truncated flats to FFlatTexture::MakeTexture() because
  Heretic's F_SKY1 is only four bytes long.
- Added a dump of the offending state to the "Cannot find state..." diagnostic.
- Fixed: FCompressedFile did not initialize m_Mode in its default constructor.
- Fixed: Heretic and Hexen status bars did not initialize ArtiRefresh.
- Fixed: PNGHandle destructor should use delete[] to free TextChunks.


SVN r111 (trunk)
2006-05-12 03:14:40 +00:00
Christoph Oelckers
01441cd4f0 - Converted the stealth monsters to DECORATE.
- Added string replacement option to obituary strings.
- Changed lock and pickup message handling so that it is either a real
  string or a LANGUAGE identifier. The only reason I did the mixed format
  in the first place were Hexen's lock messages but they have been 
  replaced by unique strings in the mean time so the feature isn't needed 
  any more.
- Added a flags parameter to TranslucentLine.
- Extended the second arg of Line_SetIdentification to set not only 
  ML_ZONEBOUNDARY but all 8 bits of the third byte in the flag word.
  This allows a relatively simple means of setting all the new flags
  directly.
- Moved ML_ZONEBOUNDARY to doomdata.h so that it is in the same place as the
  other line flags.
- Fixed: Strife's teleport swirl didn't loop its animation.
- Fixed: Strife's rat is not supposed to be shootable.

SVN r110 (trunk)
2006-05-11 17:56:35 +00:00
Randy Heit
032526340a - Redid ClearLcoks() fix that I accidentally removed.
SVN r102 (trunk)
2006-05-10 04:12:43 +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