Commit graph

703 commits

Author SHA1 Message Date
Christoph Oelckers
1f0fa7c457 - Added SBARINFO update #5 by blzut3:
- Fixed: Playerclass still didn't work due to comparing of improper numbers.
    - Fixed: The arrows on drawinventorybar had a hard coded location instead of
      relative to the specified coordinates.
    - Added noarrows flag to drawinventorybar to remove the blue arrows drawn when
      there are more items to the left or right of the viewable bar.
    - Added forcescaled flag to the statusbar command.  This is ignored on the
      inventory and inventoryfullscreen types.
- Added obituary fix for Strife peasants by Karate Chris.
- Added fix for loading during demo playback by Karate Chris.


SVN r672 (trunk)
2008-01-06 19:10:52 +00:00
Christoph Oelckers
d7add9ce76 - Added scoreboard fix by Karate Chris.
SVN r671 (trunk)
2008-01-06 11:46:01 +00:00
Christoph Oelckers
fdbd18c50e - Added teamgame fix for menu by Karate Chris.
- Added GZDoom's Sector_Outside sector type which forces outside fog
  regardless of ceiling texture.


SVN r670 (trunk)
2008-01-06 10:05:24 +00:00
Randy Heit
59c007d5f4 - Fixed: Since the minimum size for a texture is 2x2, FBarShader can't use
a one-dimensional texture.


SVN r669 (trunk)
2008-01-06 04:20:53 +00:00
Randy Heit
51461aa010 - Added back the code to allow some variation to the players' shades when
players are on teams.
- Set TEAM_None back to 255. Since a player's team has already been accessible
  through ACS, needlessly redefining this is a bad thing to do, since it can
  break existing maps. 255 different teams should still be more than enough.
- Fixed: At certain resolutions, there was a one pixel row between the status
  bar and the rest of the screen, thanks to rounding error.
- Added automatic batching of quads to D3DFB. Screens with a lot of text are
  ever-so-slightly faster now, though still only about half the speed of
  sofware-only text. I suppose the only way to see a marked improvement is
  going to be by stuffing multiple glyphs in a single texture.
- Fixed: Crosshairgrow's animation was not framerate-independent.


SVN r668 (trunk)
2008-01-06 04:03:33 +00:00
Christoph Oelckers
935eeb06f1 - Added: Automap markers are stored in savegames now. Also moved the call
to AM_LevelInit to its proper place in G_DoLoadLevel, right after
  the call to P_SetupLevel to make it work as intended.


SVN r667 (trunk)
2008-01-05 12:15:10 +00:00
Christoph Oelckers
10b71b09c8 - Changed savegame versioning to use the SVN revision number instead of
an arbitrarily defined value. This reduces the amount of relevant values
  that have to be defined in version.h to 1 (the minimum compatible savegame
  version) instead of previously 3.


SVN r666 (trunk)
2008-01-05 09:12:05 +00:00
Randy Heit
3017f7646d - Fixed: FBarShader::PrepareShader() set a member variable to point at a
local variable just before returning. Then I made some more changes so that
  it can be a properly functioning texture. After doing that, I decided to
  rewrite the texture generation to be easier for me to read and hopefully
  faster, since this thing is getting generated every frame. (Please don't
  hurt me if I got it wrong. I'm basing this on the description in the wiki,
  since I couldn't wrap my head around what the code was doing by looking
  at it.) Then I realized that there's really no reason to have more than four
  of these ever, and they can be statically generated, so I simplified it some
  more.
- Added Blzut3's latest SBARINFO patch:
 * Fixed a massive memory leak in SBARINFO. The leak also lead to progressive
   CPU usage.
 * Fixed: Playerclass didn't work in SBARINFO.
 * Fixed: Artiflash was improperly initialized causing it not to display the
   first time.
 * Changed the variable SBarInfoScript to be a pointer to prevent more memory
   leaks.


SVN r665 (trunk)
2008-01-05 04:23:34 +00:00
Christoph Oelckers
aa90336765 - Removed the patches for the Doom/Heretic E1 intermission screens from
R_InitPatches. This isn't needed anymore because all these are loaded through
  an intermission script.
- Fixed: A_SpawnDebris read the third and fourth arguments from the first one's
  address.


SVN r664 (trunk)
2008-01-04 08:51:51 +00:00
Randy Heit
5cbb2bd472 - Moved the pixel shaders' color information out of the constant registers
and into the vertex data.
- Added functions for doing line drawing with Direct3D, including a new pair
  of functions to do batched line drawing so that the map can actually be
  drawn faster in hardware than in software (instead of an order of magnitude
  slower).


SVN r663 (trunk)
2008-01-04 05:22:30 +00:00
Randy Heit
5d9d2a9088 - Tried adding bilinear filtering support for paletted textures, but the
shader seems to be producing crappy output, so it's disabled for now.
  Specifically, it produces distorted output at regular intervals for
  textures that aren't power-of-2-sized, and it's still doing visible
  filtering when the texture is rendered at its original size, so
  obviously it's not doing something right.
- Fixed the use of power-of-2-sized native textures for smaller game
  textures again.
- Fixed: D3DFB did not restore all the state it needed to after resetting
  the device.
- Fixed: R_DrawTopBorder() must clip itself around the 3D view, since it's
  now drawn later.
- With full software rendering, palette flashes once again effect the whole
  screen.

Changes I neglected to put in the previous commit log:

- Moved the view border drawing into the 2D mode part. When using Begin2D()
  now, the only part of the software buffer that gets updated to the screen
  is the part with the actual 3D scene and only if you tell it to.
- Fixed a D3D memory leak on every frame in windowed mode and the same thing
  for the screen wipes. Note to self: If it's an interface, be sure to
  Release it, because it will be AddRef'ed before being returned to you.
- Moved the BlendView() call out of FBaseStatusBar::Draw() so that it can be
  applied before copying the 3D scene to the screen underneath the 2D parts.
- Restored the console's darkening level to its old table-based amount.
- Fixed D3DFB::SetColorOverlay()'s incorrect calculations.
- Fixed the D3D screen wipes for letterboxed modes.

SVN r662 (trunk)
2008-01-03 05:39:36 +00:00
Randy Heit
59c8faa7df - The mouse is no longer grabbed at all unless you're actually in a level,
since I couldn't think of any reason why it should be grabbed at any other
  time. (This only applies to windowed mode, where it makes sense to let the
  OS have control of the pointer.)


SVN r661 (trunk)
2008-01-02 05:21:48 +00:00
Christoph Oelckers
8be8c48585 - Fixed: A_JumpIfTargetInLOS had inconsistent parameter definitions.
SVN r660 (trunk)
2008-01-01 08:47:49 +00:00
Randy Heit
dc98279403 - Removed the screenshot parameter from D_Display(), since it was a relic of
a long-abandoned experiment to write directly to video memory instead of
  to a temporary buffer in system meroy.
- Added Direct3D versions of the melt and burn screenwipes.
- Fixed the strip sizes for the melt screenwipe to match what Doom would have
  produced on a 320x200 screen, rather than producing more, thinner strips
  for wider screens.


SVN r659 (trunk)
2008-01-01 03:07:05 +00:00
Randy Heit
db54c43175 - Started writing Direct3D-friendly wipe code. It's just a Q&D crossfade for
now. More to come later.
- What is it about updaterevision.vcproj that makes it keep changing?

SVN r658 (trunk)
2007-12-30 04:18:39 +00:00
Christoph Oelckers
68e2134f70 SVN r657 (trunk) 2007-12-29 10:25:07 +00:00
Randy Heit
6872bcd3ef - Fixed position of the Doom HUD selectbox as per SnowKate709's guidance.
SVN r656 (trunk)
2007-12-29 03:02:25 +00:00
Christoph Oelckers
5e56a6512a - Changed FImageCollection so that it accepts a matching texture of any type.
This is necessary to load hires sprite replacements for certain icons.


SVN r655 (trunk)
2007-12-28 22:00:41 +00:00
Christoph Oelckers
a329efe9a4 - Added a check to Wads.CheckNumForName to return -1 for names longer than
8 characters which contain path separators.
- Fixed: Hires texture replacement must replace all matching textures, not
  just the first one found. This is particularly important for icons based
  on sprites.
- added a con_alpha CVAR to set the console's translucency.
- Added MartinHowe's submission for A_CustomBulletAttack aimfacing parameter.
- Added MartinHowe's submission for A_PlaySoundEx attenuation parameter.
- Fixed: Bots shouldn't target friendly monsters.
- Fixed a typo in sbarinfo.cpp (noatribox instead of noartibox.)

SVN r654 (trunk)
2007-12-28 11:17:52 +00:00
Randy Heit
37f9c50b4e - Fixed cases where a larger power-of-2-sized native texture had to be
allocated. (I wonder if D3D actually handles this automatically when you use
  D3DPOOL_MANAGED, because I'm pretty sure my laptops's x300 doesn't support
  non-power-of-2 texture sizes, yet it worked just fine before.) 
- Fixed vertical positioning of 2D elements in letterboxed modes.

SVN r653 (trunk)
2007-12-28 03:30:05 +00:00
Randy Heit
522e7fe07f - Removed DCanvas::Blit(), as it's no longer used.
- Added a function to create a texture from a stand-alone PNG file. The save/
  load menus now use this to get their thumbnails.


SVN r652 (trunk)
2007-12-28 01:54:14 +00:00
Christoph Oelckers
e19cd0bec3 - Fixed: DFrameBuffer::CopyPixelData copied data as RGBA instead of BGRA.
- Temporarily changed FPNGTexture and FDDSTexture to always create True Color
  native textures to preserve the original colors.


SVN r650 (trunk)
2007-12-27 11:53:09 +00:00
Christoph Oelckers
f1241099f8 - Darkened the console background a little after finding out that on
very bright title pics it became quite hard to read the console's contents.
- Fixed: PROP_Translation needed to be changed for the new value format.
- Added GZDoom's MAPINFO fog parameters as no op dummies so I can use
  WADs that contain them without constantly having to edit the MAPINFO.
  It also allows using them to optimize hardware fog for WADs that should
  run with ZDoom as well.


SVN r649 (trunk)
2007-12-27 11:25:25 +00:00
Randy Heit
834e4bef32 - Changed the way gamma works for D3DFB: In windowed mode, the display is
drawn to a texture, then that texture is copied to the real back buffer
  using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp
  is used.
- Fixed flashing of vid_fps display when fps > 1000.
- Fixed loading of RGB textures for native 2D mode.
- Changed the first rotozoomer's data because it just became too obvious when
  the backdrop is drawn with a full 256 distinct colors available.
- Set the player backdrop to update no more frequently than 35 FPS, so opening
  the player setup menu before starting a game won't produce a very fast
  moving backdrop.
- Changed the player backdrop into a texture so that it can be drawn like
  anything else.


SVN r648 (trunk)
2007-12-27 04:30:12 +00:00
Randy Heit
d1655ca2b9 SVN r647 (trunk) 2007-12-26 22:33:26 +00:00
Christoph Oelckers
5a0009cbab - Fixed: The FSpecialFont constructor copied the untranslated colors directly
from the source palette instead of the font's identity map.


SVN r646 (trunk)
2007-12-26 21:37:00 +00:00
Christoph Oelckers
0535d15df3 - Split off the entire translation code from r_draw.cpp into r_translate.cpp.
- Moved the common code of ACS and DECORATE translation generation into the
  FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535. 
- Fixed: R_CopyTranslation was not altered for the new functionality.
  I removed the function and replaced the one use with a simple assignment.


SVN r644 (trunk)
2007-12-26 16:06:03 +00:00
Christoph Oelckers
6804e66208 - Replaced 'C:\\ZDOOMDAT' with a #define in version.h.
- Moved screenshot code into DCanvas so that it can be overridden by
  subclasses with a different buffer.


SVN r643 (trunk)
2007-12-26 09:56:09 +00:00
Randy Heit
682e0dbe95 - Fixed: The fullscreen console crashed when opened before starting a game.
SVN r642 (trunk)
2007-12-26 05:20:30 +00:00
Randy Heit
1acc3d00c4 - Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
  a list of gotchas like this listed some where? I'd really like to see it.
  
  Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
  slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
  minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
  being drawn. For software, this (currently) only works with black. For
  hardware, it works with any color. The motiviation for this was so I could
  rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
  draw darker icons into something that didn't require making a whole new
  remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
  removed the off-by-one check from D3DFB. I had thought the off-by-one error
  was caused by rounding errors by the shader hardware. Not so. Rather, I
  wasn't sampling what I thought I was sampling. A texture that uses palette
  index 255 passes the value 1.0 to the shader. The shader needs to adjust the
  range of its palette indexes, or it will end up trying to read color 256
  from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
  numbers used by actors to the tables those numbers represent. This function
  performs validation for the input and returns NULL if the input value
  is invalid.
- Major changes to the way translation tables work: No longer are they each a
  256-byte array. Instead, the FRemapTable structure is used to represent each
  one. It includes a remap array for the software renderer, a palette array
  for a hardware renderer, and a native texture pointer for D3DFB. The
  translationtables array itself is now an array of TArrays that point to the
  real tables. The DTA_Translation attribute must also be passed a pointer
  to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
  for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
  covered it up.


SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
Christoph Oelckers
faa9cc4302 - added a P_PointInSector function and replaced all calls to retrieve an
actor's sector in the game engine code with it. This way there's a clear
  distinction between renderer-specific and game-specific calls.


SVN r638 (trunk)
2007-12-25 10:07:58 +00:00
Christoph Oelckers
671cf5a888 - added UseInventory/UseActorInventory ACS functions.
SVN r636 (trunk)
2007-12-25 08:44:13 +00:00
Christoph Oelckers
3eb741e391 - added some functionality to FDynamicColormap to allow not creating
the colormap data if it isn't needed by the renderer.


SVN r635 (trunk)
2007-12-24 21:56:49 +00:00
Christoph Oelckers
d12ede252f - also replaced the AM crosshair drawer by a DCanvas::DrawPixel function.
- moved the AM line drawer into DCanvas as a virtual function. While testing
  this code I discovered that the antialias precalculation was never used
  except for the very first frame of AM drawing. However, since I couldn't
  detect even a marginal performance improvement using this code on 2 computers
  I just disabled it completely because it severely complicates a more generic
  implementation. I also disabled am_ovtrans in the process because I couldn't
  see any positive effects of using this cvar. All it does is adding some 
  ugly distortion to the lines it affects without any apparent benefits.
* Added fix by Karate Chris containing:
- Added a 'No team changing' DMFlag2 which prevents players from changing teams 
  unless they are not on a team.
- Added a 'No respawn' DMFlag2 which prevents a player from respawning after 
  they have died.
- Added a 'Keep frags gained' DMFlag2 which allows you to choose whether you 
  want to reset the frags of each player next level or not.
- Added a small visual enhancement to the cooperative scoreboard to show 
  if a player has died.
- Fixed: If the 'teamplay' console variable was set to 'true' in a cooperative 
  game, the scoreboard would show team play related items as opposed to 
  cooperative items.
- Fixed: The 'bot_observer' console variable should not work in network games.
- Fixed: Bots made intermission skip really fast.


SVN r634 (trunk)
2007-12-24 14:24:24 +00:00
Christoph Oelckers
8a433d6f12 - Fixed a few font related problems.
- Fixed: ASkyViewpoint::Destroy was missing the super call.
- Added SnowKate709's A_LookEx update.
- Moved M_DrawPlayerBackdrop into DCanvas as a virtual function. Since this
  directly accesses the frame buffer it must be overridable for renderers
  that work differently.


SVN r632 (trunk)
2007-12-23 21:56:46 +00:00
Christoph Oelckers
9c89381400 - Added Blzut3's third SBARINFO update:
* Added drawshader to draw Heretic style transparency gradients.
 * Added artiflash flag to drawselectedinventory.
 * Fixed: Drawgem used the wrong operator when determining the chain size.
 * Fixed: ZDoom would crash if an undefined font was used.
 * I also started cleaning up the source a little.  I have been informed that
 when checking for flags the "== flagname" is redundant.
- Added indexfont anf hudfont from GZDoom to zdoom.pk3 so that they are always 
  available when defining custom status bars.


SVN r629 (trunk)
2007-12-23 20:59:06 +00:00
Christoph Oelckers
1aa191421a - Added Karate Chris's 'sv_losefrag' submission.
SVN r628 (trunk)
2007-12-23 17:45:53 +00:00
Christoph Oelckers
e5ed1c4be3 - Added Karate Chris's 'sv_degeneration' submission.
- Fixed: 'Bot joined the team' message was passing an FString to Printf.


SVN r627 (trunk)
2007-12-23 17:03:52 +00:00
Christoph Oelckers
154e21d9e7 - Backported GZDoom's true color font mappings for use with native textures
when the time comes.


SVN r626 (trunk)
2007-12-23 16:53:39 +00:00
Christoph Oelckers
1791acfb56 - Added Karate Chris's 'sv_doubleammo' submission.
SVN r625 (trunk)
2007-12-23 14:57:12 +00:00
Christoph Oelckers
ac04233590 - Added Karate Chris's 'Take' console command submission.
SVN r624 (trunk)
2007-12-23 14:23:52 +00:00
Christoph Oelckers
eb2e40cde0 - Changed DTA_Translation parameter for DrawTexture to an integer to avoid
passing renderer specific data to the function. Also added DTA_Font so
  that the renderer can fetch font translations from the proper font.
  DIM_MAP/ConShade had to be made a regular translation table to make it
  work.
- Added Karate Chris's fix for scoreboard displaying team play related data
  in non teamplay games.
- Fixed: The team selection menu didn't work.
- Fixed: UpdateTeam passed an FString to Printf.


SVN r623 (trunk)
2007-12-23 14:13:29 +00:00
Randy Heit
e419cc246f - Had a look at sbarinfo.cpp and noticed a few places where it allocated
character arrays and never freed them. Those have been replaced with
  uses of FString. (One of these was even an instance of a member variable
  being set to point at a stack variable.)


SVN r622 (trunk)
2007-12-22 23:19:08 +00:00
Christoph Oelckers
4131ec141d - Added Karate Chris's teamdamage in MAPINFO submission.
- Added Blzut3's second SBARINFO update.


SVN r621 (trunk)
2007-12-22 22:04:20 +00:00
Christoph Oelckers
279aec66bb - Added Blzut3's SBARINFO update.
SVN r618 (trunk)
2007-12-22 10:17:07 +00:00
Randy Heit
dddc781f18 - Added versions of Dim and Clear to D3DFB for use in 2D mode.
- Added a new color parameter to DCanvas::Clear() that specifies the
  ARGB value of the color. This is used if the old color parameter,
  which specifies a palette entry, is -1.


SVN r617 (trunk)
2007-12-22 04:52:51 +00:00
Randy Heit
e84bece8eb - Fixed: TEAMINFO broke bot parsing for bots with invalid team names by
redefining TEAM_None from 255 to -1.


SVN r616 (trunk)
2007-12-22 04:00:25 +00:00
Christoph Oelckers
2b86ebe4e5 - Added Karate Chris's fix for TEAMINFO definitions with just one team.
SVN r615 (trunk)
2007-12-21 13:45:57 +00:00
Christoph Oelckers
5ffda41c7e - Added Blzut3's SBARINFO submission.
SVN r613 (trunk)
2007-12-20 22:35:02 +00:00
Christoph Oelckers
16a2eb3b0c - Added SnowKate709's A_LookEx submission.
SVN r611 (trunk)
2007-12-20 20:37:06 +00:00
Christoph Oelckers
b48cc1792b - Added Karate Chris's TEAMINFO submission.
SVN r610 (trunk)
2007-12-20 20:22:31 +00:00
Christoph Oelckers
b88f46736b - Added true color processing to FDDSTexture. This is untested so far
because I don't have any DDS textures to check it with.


SVN r609 (trunk)
2007-12-20 20:00:05 +00:00
Christoph Oelckers
28db2d9f15 - Fixed: FTexture::~FTexture() must destroy the associated native texture
if present.
- Modified GZDoom's true color texture copy functions and added them
  to generate 32 bit D3D textures. Paletted TGAs and PCXs are also handled
  this way but I don't think these 2 formats are worth some more special
  handling.
  (Question: Is it worth it to implement special handling for paletted PNGs
   so that they are used as 8 bit textures internally?)


SVN r608 (trunk)
2007-12-20 18:53:35 +00:00
Christoph Oelckers
457976d88d - Fixed: DCanvas::Blit unlocked the destination twice instead of unlocking
both dest and src. Also changed this function so that it is owned by the
  destination canvas of the operation which is necessary if it needs to 
  be overridden by subclasses.


SVN r607 (trunk)
2007-12-20 14:05:08 +00:00
Christoph Oelckers
a7bc9262d9 - Fixed: The StrifePlayer defined the wrong color range for its translations.
SVN r606 (trunk)
2007-12-20 08:44:45 +00:00
Randy Heit
111853e623 - Added a framework for drawing the 2D screen elements with Direct3D textures.
They are not actually drawn with it yet, nor is it complete, but it's
  something to start with.
- Split up DCanvas::DrawTexture() into more pieces to make it easier to
  virtualize.
- Removed support for non-32-bit palette textures from D3DFB. What kind of
  card supports pixel shaders but not 32-bit textures?


SVN r605 (trunk)
2007-12-20 04:36:43 +00:00
Randy Heit
990f720409 - Fixed: In the video modes menu, pressing Enter tried to change the screen
mode, even if the cursor wasn't on one of the mode items.


SVN r604 (trunk)
2007-12-18 03:53:02 +00:00
Randy Heit
1b55520a8b - Fixed: Heretic's mace never respawned in deathmatch games.
- Fixed: At resolutions taller than 600 pixels or so, tall sky textures were
  drawn a row too low. This was quite visible on Hexen MAP06.
- Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or
  the actor will be yanked down to the floorsector by P_TryMove().
- Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory
  only affected the first actor with the given TID.
- Fixed: The color boxes for the colorpicker menu items were drawn a little
  too low.

SVN r603 (trunk)
2007-12-18 03:25:19 +00:00
Randy Heit
4c8bf4552a - Fixed: Clean scaling at 720x480 looked borked.
SVN r602 (trunk)
2007-12-18 02:15:32 +00:00
Randy Heit
c087e4d411 - New: When using the D3D9 framebuffer, palette blending is now applied only
to the 3D area of the screen. This means the console and (the primary
  rectangular area of) the status bar are no longer blended.


SVN r601 (trunk)
2007-12-18 01:50:08 +00:00
Christoph Oelckers
4d6fc97a9a - Fixed: When a skybox viewpoint is destroyed it should clear all
sector references to itself.


SVN r600 (trunk)
2007-12-17 22:18:52 +00:00
Randy Heit
dd460fed2a - Fixed: G_QueueBody() should only change the translation to one of its
private slots if the one currently used is a player range.
- Fixed: Changing the fraglimit during the middle of a game would not trigger
  a level change if somebody was already over the new limit.


SVN r599 (trunk)
2007-12-15 03:51:17 +00:00
Randy Heit
8d5402cec2 - Added "\c" support to ParseCommandLine() when it parses quoted strings.
- Fixed: When changing your name from the menu, you got an extra " appended
  to your name if it ended with a backslash.
- Added escape sequences for user info strings, so now they can contain
  embedded backslashes.
- Fixed an array-out-of-bounds access when drawing the player setup menu with
  an invalid team number.


SVN r598 (trunk)
2007-12-15 03:27:40 +00:00
Randy Heit
f618134f15 - Fixed: The MAPINFO flags that control jumping, crouching, and freelook,
rather than overriding the dmflags values, actually overwrote the dmflags
  values, so they would continue to be in effect on later maps that didn't
  explicitly specify them.


SVN r595 (trunk)
2007-12-11 04:03:40 +00:00
Randy Heit
acbe3a191e - Fixed: Redefining a decal did not rebind any old references to the decal, so
they would be left pointing at invalid data.


SVN r594 (trunk)
2007-12-11 03:29:31 +00:00
Randy Heit
e666cde418 - Fixed some more GCC warnings.
- Updated project files for nasm 2.0, which is now named nasm.exe for the
  Windows version, rather than nasmw.exe. Also fixed the annoying new warnings
  it generated.


SVN r593 (trunk)
2007-12-11 02:38:38 +00:00
Christoph Oelckers
7d63937d7d - Fixed: M_VerifyNightmare must use the selected skill level to start the
game, not always 4.


SVN r592 (trunk)
2007-12-10 08:21:25 +00:00
Christoph Oelckers
b8827b1b86 - Fixed: There was no working means to pass 'no state' to A_Chase.
Now 0 or an empty string will do that.
- Copied the empty string fix for SC_CheckNumber to SC_CheckFloat.

SVN r591 (trunk)
2007-12-09 09:54:58 +00:00
Randy Heit
6a00173a12 - Fixed: SECSPAC_EyesSurface and SECSPAC_EyesDive did not trigger due to
crouching motion.
- Fixed: The keypress for nightmare mode verification appeared in the console
  if the fullscreen console was open while using the menu.
- Added support for scaling down large console fonts in the customize
  controls menu.
- Fixed: Joining a negative team was possible.


SVN r590 (trunk)
2007-12-09 03:40:02 +00:00
Randy Heit
1225071f78 - Fixed: Skill level confirmation only worked with Doom. Also fixed parsing
of MustConfirm: It looked for TK_String when it should have used TK_StringConst.
- Fixed: When travelling to a new non-hub map, any items being carried with
  amounts of 0 would be upped to 1.


SVN r589 (trunk)
2007-12-09 02:27:02 +00:00
Randy Heit
a849564d62 - Fixed: When the game starts with the net pane open, the abort button
receives the input focus. When the pane is closed, the focus doesn't
  return to any window, so even though the window is still active, it no
  longer has the focus and does not receive input events.
- Fixed: The network synch timer was still left running after the game
  started. (Windows only)
- Fixed: When a player leaves the game at the exact moment they are being
  damaged, the game could crash because their actor still had a valid player
  pointer, but the player's mo pointer had been NULLed.


SVN r588 (trunk)
2007-12-09 01:14:35 +00:00
Randy Heit
282e9f5f01 - Fixed: MAPINFO is parsed before the text colors are read, so the TextColor
option for skills wouldn't work.


SVN r587 (trunk)
2007-12-08 22:57:55 +00:00
Randy Heit
351ed8dcd1 - Changed the PowerTimeFreezer "blink" effect back to checking against
EffectTics (now + 1), because I wasn't convinced of the correctness of
  using level.time.
- Fixed: SC_CheckNumber() considered the empty string "" as the number 0.


SVN r586 (trunk)
2007-12-08 22:29:59 +00:00
Randy Heit
f76ef6ffc2 - Reverted the 'None' name change from r569.
SVN r585 (trunk)
2007-12-08 22:17:48 +00:00
Randy Heit
cc9dc13f55 - Fixed the PowerTimeFreezer, too. It got easier once I realized that I only
need to be concerned about changing the flag on odd tics, since A_Tracer()
  is called every two tics, not four.


SVN r584 (trunk)
2007-12-07 05:12:30 +00:00
Randy Heit
0adaaeb5d7 - Fixed: Using the freeze command would make the Revenant missiles switch
their seekingness. The only sane way to deal with this seemed to be to
  sync the freeze changes with the timer check in A_Tracer(), so that's what
  I did: Freeze mode only changes every four tics now.


SVN r583 (trunk)
2007-12-06 23:17:38 +00:00
Randy Heit
7f52e6537b - Added IWAD-based [*.Autoload] ini support for games that have more than one
IWAD. They are:
  * [Doom1.Autoload]
  * [Doom2.Autoload]
  * [Plutonia.Autoload]
  * [TNT.Autoload]
  * [HexenDK.Autoload]
  These are loaded after the more general game-specific [Doom.Autoload] and
  [Hexen.Autoload] sections if those are present.
- Changed the banner texts for the Final Doom IWADs to identify them as Final
  Doom rather than as DOOM 2. I know this differs from the original behavior,
  but they're marketed as Final Doom, not Doom 2.


SVN r582 (trunk)
2007-12-06 22:38:45 +00:00
Randy Heit
1dede60c5c - New: On Windows, the game now checks the registry to see if you have Steam
installed. If so, it checks your SteamApps directory for any IWADs you may
  have purchased through Steam and adds any it finds to the list of available
  IWADs you can play. This means that if you bought your id games through
  Steam, you can just extract ZDoom anywhere you like and run it without doing
  any additional setup.


SVN r581 (trunk)
2007-12-06 19:15:07 +00:00
Randy Heit
1eca84d644 - Fixed: The FLAC/makefile.mgw should use md5.o as an OBJ, not md5.c.
- Fixed: The Linux makefile probably shouldn't be using the bundled zlib headers,
  either.


SVN r580 (trunk)
2007-12-06 17:38:05 +00:00
Christoph Oelckers
1af122142b - Added Karate Chris's submission for scoreboard enhancement.
SVN r579 (trunk)
2007-12-06 14:33:28 +00:00
Christoph Oelckers
47dafa3824 - Fixed: A_PainDie and A_DualPainAttack could fail to spawn the correct actor
if the first spawned one died and executed some code in its death state.
- Added Karate Chris's submission for 'allowrespawn' MAPINFO option.
- Added Karate Chris's submission for customizable skill confirmation text.
- Fixed: Doom's statusbar only checked for primary attacks, not secondary ones when
  setting Doomguy's face. (Thanks to Karate Chris for the fix.)
- added Skulltag's FORCEYBILLBOARD and FORCEXYBILLBOARD flags to the DECORATE parser.
  Even though the software renderer has no use for them it is necessary to support them
  so that mods can use these flags without becoming incompatible with ZDoom.


SVN r576 (trunk)
2007-12-06 08:55:17 +00:00
Randy Heit
2e56925c36 - Fixed: The Linux makefile should use the include files for the system FLAC
installation, not the bundled copies which might not match what is installed.
- Upgraded bundled FLAC from version 1.1.2 to version 1.2.1.


SVN r575 (trunk)
2007-12-06 04:10:26 +00:00
Christoph Oelckers
aeee07218c - after looking at the most recent Vavoom update I realized that A_FastChase should not
use the multi-purpose special2 as counter for strafing so I added a new variable
  for this purpose.
- forgot to save p_lnspec.cpp before last commut.


SVN r574 (trunk)
2007-11-28 13:53:55 +00:00
Christoph Oelckers
0c5731223c - added Floor_MoveToValue and Ceiling_MoveToValue action specials.
SVN r572 (trunk)
2007-11-28 09:11:35 +00:00
Christoph Oelckers
e1abe4b380 - Changed first name from 'none' to ''. The internal constant is still NAME_None,
though.
- Fixed: Picking up a backpack incorrectly set the maximum amount for any ammo
  type that didn't have a BackpackMaxAmount to 0.


SVN r569 (trunk)
2007-11-19 20:32:39 +00:00
Christoph Oelckers
ba61c60d52 - Fixed: When the DONTMOVE flag for A_Chase was used, movecount was not decreased
resulting in missile attacks not working.
- Fixed: Hitscan attacks used the puff's position to calculate the trajectory for
  weapon kickback.


SVN r568 (trunk)
2007-11-19 08:13:23 +00:00
Christoph Oelckers
912f8666d7 November 11, 2007 (Changes by Graf Zahl)
- Fixed: The FMOD stream player must specify whether it wants to play the
  sound looped or not when playback is started, not when the stream is created.
- Fixed: A_Saw didn't use the puff's damage type.
- Fixed: The AxeBlood's death state was using the wrong sprite frame.
- Fixed: The Mancubus had an attack sound defined even though it shouldn't.


SVN r565 (trunk)
2007-11-11 09:02:04 +00:00
Christoph Oelckers
c9aaf8460b Forgot to save rh-log.txt before committing (again...)
SVN r564 (trunk)
2007-11-08 09:22:46 +00:00
Christoph Oelckers
621fe2ed98 - Changed PowerFlight so that Hexen's infiniteness is not controlled by being
in a hub but by a level flag instead.
- Fixed: Floor and ceiling huggers must set themselves to floor and ceiling each
  time they move.
- Added a LEVEL_NOMONSTERS flag so that G_ChangeLevel doesn't have to mess with
  the dmflags CVAR to start the level without monsters.


SVN r563 (trunk)
2007-11-08 09:22:06 +00:00
Christoph Oelckers
8f5dd5d028 - Fixed: Backpacks didn't increase the ammo capacity to BackpackMaxAmount if
an ammo type's BackpackAmount was 0.
- Fixed some minor bugs in custom skill code.

SVN r562 (trunk)
2007-11-04 08:39:05 +00:00
Christoph Oelckers
659107cacf - Added text color options to menu code so that the skill definitions can set
the color of the menu's text.
- Externalized skill settings to ZDoom.pk3


SVN r559 (trunk)
2007-11-03 11:41:42 +00:00
Christoph Oelckers
52e5f8b8e1 - Added skill definitions to MAPINFO.
SVN r558 (trunk)
2007-11-02 22:03:03 +00:00
Christoph Oelckers
170b633e91 - added two new things which can set a sector's color without the need of tags
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
  sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
  enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
  for implementing custom skill definitions but right now all it does is
  returning the original values but keeping the related information all in one
  place


SVN r557 (trunk)
2007-10-29 22:15:46 +00:00
Christoph Oelckers
ab9a6623fd Forgot to save rh-log.txt for 555.
SVN r556 (trunk)
2007-10-29 20:29:07 +00:00
Christoph Oelckers
b15767c26f - Fixed: The pointer cleanup code must also check a sector's sky box pointers.
- Fixed: Right after teleporting P_SlideMove could cause player movement.
  Added a check for reactiontime to prevent that.
- Fixed: PainChances and Damagefactors were never freed.
- Added option to A_Chase that prevents the monster from moving.
- Fixed: The stained glass shards were missing the HEXENBOUNCE flag.
- Added some NULL pointer checks to AActor::GiveAmmo.
- Fixed: The FSwordMissile was missing the special damage handling that
  reduces damage when hitting a player.

SVN r555 (trunk)
2007-10-29 20:27:40 +00:00
Christoph Oelckers
3b477d7022 - Fixed: POwered up weapons with a different ready state than their base
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
  state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
  40.
- Fixed: The code which checked for hitscan traces hitting actors from above
  and below must test whether the calculated hit position is actually inside 
  the actor being checked. If it crosses the top/bottom plane outside the
  bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
  This was done to ensure compatibility with parsers that will parse these as
  identifier-aware script code later.


SVN r554 (trunk)
2007-10-19 08:49:02 +00:00
Christoph Oelckers
c81fe8d061 - Fixed: The code that checked hitscans entering an actor from above and below
calculated the hit position wrong.


SVN r553 (trunk)
2007-10-08 09:54:00 +00:00
Christoph Oelckers
90db40c70f - Fixed: Tne Imp's raise state sequence was wrong due to a typo.
- Fixed: The shotgun had spawn ID 21 instead of 27.
- Fixed: All 3 states in the DoomUnusedStates actor need to end with a 'stop'.
- Fixed: The DECORATE TakeInventory functions didn't check the IF_KEEPDEPLETED
  flag.
- Fixed: ClearInventory should leave ammo in the inventory because it might be
  referenced by undroppable weapons.
- Fixed: Several functions in a_artifacts.cpp were missing a check for a valid
  owner.
- Fixed: sc_man counted lines wrong when ungetting strings but getting tokens
  next.



SVN r552 (trunk)
2007-10-05 08:04:38 +00:00
Christoph Oelckers
e016a66dc0 - Fixed: When I changed the scaling of textures to full fixed point precision
I forgot to change the call that draws the automap marker numbers.
- Fixed: The chaingun-flash-checking code always checked the first player,
  not the calling one.
- Fixed: Hitscan traces didn't hit actors when entering from above or below


SVN r551 (trunk)
2007-09-27 14:08:45 +00:00
Christoph Oelckers
333ef105f7 - Fixed: The DECORATE expression evaluator was reading the operator token
from the wrong variable in a few places resulting in incorrect calculations.
- Fixed: MP3/OGG music always looped because the looping flag was always
  set when FMOD was called to play it.
- Removed upper limit of 1 for an actor's gravity factor.
- Fixed: A_VileTarget spawned the fire at coordinate (target->x, target->x)
  instead of (target->x, target->y). (Old vanilla bug.)


SVN r550 (trunk)
2007-09-27 11:30:23 +00:00
Christoph Oelckers
f94d971c06 - Fixed: F_StartFinale shouldn't get the information if the game is about
to end from level.nextmap. For example, this check is wrong for a secret
  exit.

SVN r549 (trunk)
2007-09-26 21:50:05 +00:00
Christoph Oelckers
09f5bbc2d3 - Fixed: AActor::CopyFriendliness must not copy the target if it has the
MF3_NOTARGET flag set.
- Fixed: Picking up weapons in deathmatch gives 2.5 times as much ammo as
  in other modes.


SVN r547 (trunk)
2007-09-25 23:31:27 +00:00
Christoph Oelckers
f62032ac6a - fixed: The #include command in DECORATE always tried to look up the name
as a normal WAD lump name. It only should do that if the name is not longer
  than 8 characters and doesn't contain any '/'-characters.

SVN r546 (trunk)
2007-09-23 08:02:57 +00:00
Christoph Oelckers
e8875041ca - fixed: THe Timidity player didn't close its temporary files and left them
behind because it couldn't delete them.
- added a $MidiDevice option to SNDINFO which can either set the preferred
  MIDI device for a song to Timidity or Windows' standard MIDI device.
  The reason for this: About 80% of my MIDI music collection sounds better
  with Timidity and the other 20% with Windows' standard synth and I'd like
  to be able to use each with the one that sounds better. For MUS files you
  can also force the use of OPL playback.
- added telefrag option to A_SpawnItemEx.


SVN r545 (trunk)
2007-09-12 00:20:11 +00:00
Christoph Oelckers
d0c3ebb5c2 - Fixed: Several options while changing maps only worked for the regular exit
but caused problems when used with the secret exit. Rewrote the code to
  set the next map at the beginning and removed all subsequent parts that
  tried to resolve it from the original data again.

SVN r544 (trunk)
2007-09-06 09:54:57 +00:00
Christoph Oelckers
c06bd09ee7 - Fixed: dumpmap crashed when used outside a map.
- Exported A_DeQueueCorpse to DECORATE. It seems I forgot this when exporting
  A_QueueCorpse.



SVN r542 (trunk)
2007-09-02 09:57:08 +00:00
Christoph Oelckers
6a3a47d77a - Moved setting of gameskill from M_ChooseSkill to G_DoNewGame because it
doesn't work in M_ChooseSkill when the full console is open.


SVN r541 (trunk)
2007-08-09 08:42:15 +00:00
Christoph Oelckers
5e2e389bd1 - fixed: The BFGBall's explosion sequence was missing a state.
- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its
  ice death sequence set.
- fixed: Ammo upon game start does not get multiplied when on easy skill.
  Implementing this as an inventory flag IF_IGNORESKILL also allows to create
  ammo/weapon/backpack types that don't multiply the ammo given when on this
  skill.
- moved Doom exit sounds into SNDINFO as $random definitions.
- Fixed: Dying Lost Souls could be reset to their see state if they slammed into
  something.

SVN r540 (trunk)
2007-07-28 12:38:10 +00:00
Christoph Oelckers
2829361c5c - Added DTA_TopOffset and DTA_LeftOffset values to the automap background drawer.
- Fixed: DECORATE color translations with explicit colors didn't work because the
  code treated byte values as fixed point.
- Fixed: LEVEL_NOALLIES must clear MF_FRIENDLY off any spawned actor except players.
  Otherwise it doesn't work properly.
- Fixed: Entering a backslash in the player's name box caused a crash because 
  the code analyzing the string was missing a NULL pointer check.
- Fixed: Thing_Hate and Teleport_ZombieChanger unconditionally made state jumps,
  even for dead monsters.
- Fixed: The palette flash for item pickup was not reset upon a player's death.
- Fixed: P_DamageMobj tried to get damage multiplier information from the
  damage inflictor, not the attacker.
- Fixed: PowerTimeFreezer::DoEffect did not call its superclass method.
- fixed: When morphed monsters died they tried to set MF3_STAYMORPHED for the
  attacker, not themselves. This caused a crash when they were killed by a crusher.


SVN r539 (trunk)
2007-07-12 15:15:57 +00:00
Christoph Oelckers
8f6fdc1d21 - Split thingdef.cpp into several files so that the state and property code
no longer gets in the way of the main parser.
- Changed A_MissileAttack, A_MeleeAttack and A_ComboAttack so that they use
  metadata. Now all the hack code associated with these functions can be removed.


SVN r538 (trunk)
2007-05-28 22:18:51 +00:00
Christoph Oelckers
50f75b6e8a - Fixed: deadthings.txt contained a superfluous ';' which created parsing errors
with my changed code.
- Cleaned up DECORATE parser a little - moved the old style parsing code into its 
  own file and rearranged a few things.
- Made ProcessStates non-static so that it doesn't need to be passed as an argument
  to all functions in the DECORATE parser.
- Moved DECORATE parser files into their own subdirectory.
- Optimization: SC_GetToken no longer sets sc_name for identifiers. In most cases
  this creates needless overhead by adding a potentially unneeded name to the name
  table and looking up the name. In almost all cases where a name is needed it's as
  easy to assign sc_String to the name variable.
- Added enum definitions to DECORATE.


SVN r537 (trunk)
2007-05-28 14:46:49 +00:00
Christoph Oelckers
91241eb96e - Fixed: Hirestex replacements for sprites didn't work properly due to some
incorrect calculations in R_ProjectSprite.


SVN r536 (trunk)
2007-05-27 15:33:05 +00:00
Christoph Oelckers
2345a1a5f0 - Fixed: The speed definition of PowerSpeed used PROP_SpeedFixed instead of
PROP_SpeedLong.
- Fixed: The Chainsaw's kickback was initialized to the default - not 0.


SVN r535 (trunk)
2007-05-27 12:16:43 +00:00
Christoph Oelckers
87383a32c6 - Fixed: Resurrecting a player must set mo->special1 to 0 because it is used
as a counter by the Hexen fighter's fist weapon.
- Fixed: The Wraithwerge's spirits shouldn't attack friends.
- Fixed: The Heresiarch's balls must not adjust their z-position after the
  Heresiarch dies.
- Added damage type specific pain chances and an MF5_NOPAIN flag that can be used
  to suppress entering the pain state altogether.
- Changed font initialization so that you can define replacements for the default
  fonts in FONTDEFS.
- Removed the 'add a bot' menu option since bots are beyond repair and therefore
  mostly useless.
- Fixed: Hitscan attacks must always spawn a puff so that it and its properties
  can be used as damage inflictor.


SVN r534 (trunk)
2007-05-26 10:50:32 +00:00
Christoph Oelckers
f4dcfad331 - Copied railgun sound fix from Skulltag.
- Made infighting a level flag. The old method still exists but the level flags
  will take precedence if set.



SVN r532 (trunk)
2007-05-20 11:08:36 +00:00
Christoph Oelckers
ea2ea7dbf0 - fixed: meleethreshold only has meaning when the attacking monster actually
has a melee attack.
- copied a colormap fix from Skulltag.


SVN r531 (trunk)
2007-05-13 20:21:26 +00:00
Christoph Oelckers
a6a5821f04 - Added a compatibility option to restore the original behavior of the Invisibility
powerup.
- Changed: Weapons are no longer checked for the EXTREMEDEATH and NOEXTREMEDEATH flags.
  For all damage related actions it will always be the projectile (or puff for hitscan
  attacks) that is treated as the damage inflictor.
- Fixed: Hexen's fourth weapons made extreme death depend on the weapon the player
  is holding, not the projectile that did the kill. The WIF_EXTREME_DEATH flag
  no longer exists as a result.
- Expanded PowerSpeed so that subclasses can be derived that alter the speed factor.
- Added an MF5_USESPECIAL flag that allows using things to execute their specials.
- added MF4_FORCERADIUSDMG flag so that exploding items can be created which
  are able to hurt boss monsters.
- moved ML_BLOCK_PLAYERS to the value 0x4000 to bring it in line with Skulltag's 
  implementation.


SVN r530 (trunk)
2007-05-12 11:14:09 +00:00
Christoph Oelckers
d60a5ee1b9 - added Skulltag's custom F1 help screen MAPINFO option.
- Fixed: Resurrecting a player must restore all flags words, not just the first one.
- Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE.
- added Skulltag's high jump rune as a powerup
- Added Skulltag's Drain and Regeneration runes as powerups and used specific player
  sounds for their sound effects instead of using misc/i_pkup.
  (If I ever decide to implement runes it will be in a way that can use the regular
  powerups instead of having to define specific classes for them.)
- Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable
  PowerDamage and PowerProtection. These new powerups allow free customization of
  the damage modification per damage type by inheriting from these classes and
  setting specific values. Such derived damage/protection powerups will be considered
  as separate powers so that for example a QuadDamage and a DoubleDamage item can be
  stacked which would result in 8x damage.
- merged player_t::cheats and player_t::Powers into one variable.


SVN r529 (trunk)
2007-05-10 22:22:38 +00:00
Christoph Oelckers
12c122a7dd - Fixed: player_t::Powers was not saved in a savegame.
- Removed all unused PW_* player power flags.
- Added Skulltag's TimeFreezer powerup.


SVN r527 (trunk)
2007-05-01 15:09:44 +00:00
Christoph Oelckers
f11525f90f - Moved most of the menu strings (except options and player setup menu) into the
string table.


SVN r525 (trunk)
2007-05-01 07:57:08 +00:00
Christoph Oelckers
6fad457592 - Fixed: GetLumpOffset must call SetLumpAddress when being called for uncompressed
Zip entries.
- Fixed: Some of Doom's weapon obituaries didn't have the $-prefix that indicates a 
  reference to the string table.
- Fixed: The check for a valid weapon's spawn state for weapon dropping was incorrect.


SVN r523 (trunk)
2007-04-30 08:09:51 +00:00
Christoph Oelckers
e08da03a3d - Increased precision of texture scaling factors to full fixed point. In the process
I got rid of the old tx and ty CVARs because they made the texture scaling
  much more complicated than it was actually needed (and besides, they were completely
  useless except for testing purposes anyway.)


SVN r522 (trunk)
2007-04-29 12:07:27 +00:00
Christoph Oelckers
6e5b1f1182 - Added a simple check for abstract weapon classes so that I can properly define
the DoomWeapon base class.
- Fixed: When the Tome of Power runs out it must also set any pending weapon
  back to their regular state.


SVN r521 (trunk)
2007-04-29 08:44:32 +00:00
Christoph Oelckers
ea4f160e35 - Added damage factors that allows to make monsters more or less resistant
to specific damage types.
- Changed Dehacked parser to use the DECORATE symbol tables for code pointers
  instead of creating its own ones.
- Removed the HandleNoSector hack and changed A_Look so that it uses the sector's
  sound target for actors with MF_NOSECTOR regardless of compatibility settings.
- Moved initialization of weapon slots after the actor initialization.
  With default weapons exported to DECORATE it can't be done earlier.
- Converted Doom weapons to DECORATE.
- Changed backpack definition so that Doom's backpack is no longer the base
  class that implements its functionality. Now there is an abstract base class
  all backpack-like items derive from. Also moved the actual definition of Doom's
  backpack to DECORATE.


SVN r519 (trunk)
2007-04-28 09:06:32 +00:00
Christoph Oelckers
9deec29b34 - added a CANUSEWALLS flag which allows a monster to activate 'use' specials
like doors. This flag is on by default for any monster which was the
  previous behavior.
- Optimized the DECORATE flag parser so it can more efficiently handle
  the deprecated flags. As a side effect of this optimization the deprecated
  flags became usable in A_ChangeFlag again.
- Changed LONGMELEERANGE flag into a MeleeThreshold property.
- Changed SHORTMISSILERANGE flag into a MaxTargetRange property.
- Added Thing_Stop action special.


SVN r517 (trunk)
2007-04-22 21:01:35 +00:00
Christoph Oelckers
8c7d4fb393 - Changed ACS's SetActorState so that it isn't limited to only one sublabel.
This change also enables the implicit mapping of the old special death
  state names.


SVN r515 (trunk)
2007-04-22 09:06:29 +00:00
Christoph Oelckers
a370ea70c6 - Fixed: ShowErrorPane deleted the StartScreen instead of just calling
NetDone.
- moved the DIM_MAP define into v_palette.h so that it can be accessed
  from outside the status bar code.
- Fixed: The check for non-swimmable water in UpdateWaterLevel checked for
  SECF_UNDERWATER instead of SECF_UNDERWATERMASK.


SVN r514 (trunk)
2007-04-22 07:45:18 +00:00
Randy Heit
f48ad6c4c3 - Switched ACS world and global arrays to the TMap class instead of
TAutoGrowArray. A map can handle a wide range of key values better than
  an array.
- Added a templated associative array class, TMap, that uses Lua's "chained
  scatter table with Brent's variation" algorithm. I had considered using
  hash_map until I discovered that it's not standard STL, and there are two
  major but incompatible implementations of it. So I rolled my own, and Lua
  seemed like a good place to go to for an efficient algorithm, since it
  makes heavy use of tables.


SVN r513 (trunk)
2007-04-12 23:00:52 +00:00
Randy Heit
f6dd9be993 - Fixed some const char * -> char * conversions flagged by GCC 4.2.0 in the
Win32-specific code.


SVN r508 (trunk)
2007-03-29 01:03:50 +00:00
Randy Heit
97ad5a0d6b - Adding blinky text to the ENDOOM screen.
SVN r507 (trunk)
2007-03-29 00:35:34 +00:00
Randy Heit
1f242fa79e - Changed MakeKey's hash algorithm from a CRC32 to Paul Hsieh's SuperFastHash.
SVN r506 (trunk)
2007-03-24 14:59:28 +00:00
Randy Heit
490742cf46 - Moved the implementation for the Thing_Damage special into another function
so that I can create the ACS function Thing_Damage2. It's exactly the same as
  Thing_Damage, except the damage type is specified by name. When I did this,
  I noticed that it didn't do anything useful for a TID of 0, so I made it
  affect the activator in that case.
- Added a new SetActorState ACS function:
    int SetActorState (int tid, str statename, optional bool exact);
  If tid is 0, it affects the script activator, otherwise it affects all the
  matching actors. Statename is the name of the state you want to put the
  actor in. The final parameter, exact, specifies whether or not partial
  state name matches are accepted. If you don't specify it or set it to
  false, if you try to do something like:
    SetActorState (0, "Foo.Bar");
  And the actor has a Foo state but no Foo.Bar state, it will enter the Foo
  state. If you set exact to true:
    SetActorState (0, "Foo.Bar", true);
  Then the actor must have a Foo.Bar state, or it will not change state at
  all, even if it has a Foo state.
  The return value for this function is the number of actors that successfully
  changed state. Note that you should refrain from using this function to
  enter special states such as Death, or unpredictable results could occur.


SVN r505 (trunk)
2007-03-23 22:26:14 +00:00
Randy Heit
38c821a96e - Fixed: Morphed players did not regain their innate armor when unmorphing.
(Only Hexen has players with innate armor, under normal conditions.)


SVN r504 (trunk)
2007-03-14 01:48:19 +00:00
Randy Heit
b49d4333b0 - Changed the default player.startitem amount from 0 to 1.
SVN r503 (trunk)
2007-03-13 00:59:29 +00:00
Randy Heit
453a6250a5 - Converted the TTY startup screen to a class for Linux.
SVN r502 (trunk)
2007-03-10 01:53:52 +00:00
Randy Heit
802a6f3138 - Increased the limit for the SorcererBallPop to 3 to be inline with the
other Heresiarch ball sounds.


SVN r500 (trunk)
2007-03-08 23:38:45 +00:00
Randy Heit
1a72c5f7b9 - Fixed: In Strife, using the shadow armor a second time while it is still
active should make you completely invisible and your first-person weapon
  inverse grayscale.


SVN r499 (trunk)
2007-03-08 23:34:54 +00:00
Randy Heit
72643bece6 - Changed P_SpawnPlayerMissile() to use the same height calculation as
P_(Aim)LineAttack().
- Added an AttackZOffset to PlayerPawn. This is the offset from the
  center of the player at which their attacks are fired and scales
  according to their crouched height.
- Changed the version of P_SpawnPlayerMissile() that takes coordinates
  to use that location as an offset from the standard attack location
  rather than as an explicit attack location.


SVN r498 (trunk)
2007-03-07 17:31:40 +00:00
Randy Heit
e01ff5707c - Added an IF_KEEPDEPLETED flag for inventory items to keep them in the
player's inventory even when they have been used up. If the item also
  has an inventory bar icon, it will be drawn darkened when it is
  depleted.


SVN r497 (trunk)
2007-03-07 02:24:24 +00:00
Randy Heit
560d4f8140 - Fixed: Thing_ProjectileAimed did not set the missile's speed correctly.
- The net start pane is now given focus when it is created, so it can
  receive keyboard input.
- Added playback of the "WeaponPickup" sound when a Hexen net game starts.
- Separated the different startup screens into classes for better
  modularization (which I should have done in the first place). (Sorry,
  have not done it for Linux yet, so that won't compile as-is.)


SVN r496 (trunk)
2007-03-06 01:33:18 +00:00
Randy Heit
3f1a681451 - Changed the net start pane to open underneath the existing window instead
of scrunching the startup screen up to make room for it.
- Added the red net notches for Hexen's startup screen.
- Added hprintf and status simulation for Heretic's startup screen.


SVN r495 (trunk)
2007-02-28 19:08:02 +00:00
Randy Heit
eef025dd4e - Fixed: When I converted the P_Thing_Projectile() code for target leading
to use the new vector routines, I had made dist calculate the squared
  length of the aim vector instead of the correct length.


SVN r494 (trunk)
2007-02-28 17:38:56 +00:00
Randy Heit
1ca9b88b11 - Fixed: When starting a new game from the menu while the fullscreen console
was open, the game was frozen before its initial setup tick until the
  console was closed. The most obvious result of this is that your view was
  stuck on the floor until the console closed.
- Fixed: Pressing ESC while editing your player name completely cleared the
  menus instead of simply canceling the name change.
- Fixed: The status bar still showed the rampage face if you held the fire
  button down while frozen.


SVN r493 (trunk)
2007-02-28 16:49:19 +00:00
Randy Heit
94ffa6d5ae - Added << operators for FString that function exactly like +=, except they
are left-associative, so you can use them like you would with an ostream
  and append to a string in a single expression without any overhead from
  allocating temporary strings as would happen if you used the + operator.
  In other words, instead of this:
     string += "Some string " + "that is assembled" + " in parts";
  You can do this and be more efficient while still being just as readable:
     string << "Some string " << "that is assembled" << " in parts";
- Changed PCD_PRINTBIND to include the command in its output if it isn't
  bound.
- Fixed: ACS_ExecuteWithResultValue could not be used inside a script because
  DLevelScript::RunScript() was not reentrant, thanks to having a global stack.
  The stack should be local to each instance of RunScript.
- Fixed: rt_draw4cols() could get stuck in rare situations where it thinks it
  should be drawing something but doesn't. Since long-term I plan to just
  replace all the masked drawing the variants of maskwallscan, I'm not going
  to try and find the real cause and fix it there. Instead, it just detects
  the situation and bails out when it finds it.


SVN r492 (trunk)
2007-02-24 17:56:43 +00:00
Christoph Oelckers
d26824e5d1 - Fixed: In the Doom2 cast finale it was impossible to toggle the console.
- Added APROP_Friendly actor property for ACS.
- Added a new flag, MF2_DONTREFLECT that prevents missiles from being reflected.
- Fixed: ALoreShot::DoSpecialDamage must check whether the shooter is still
  present. If it had been removed before the projectile hits its target
  a crash could occur.
- Fixed: GetPlayerInfo was missing breaks and always returned 0 as a result.
- Added Grubber's submission for printing key bindings in ACS.


SVN r491 (trunk)
2007-02-24 12:09:36 +00:00
Randy Heit
8682f37b24 - Fixed: $Ambient SNDINFO commands zeroed the AmbientSound structure, which
is a no-no when using FString.


SVN r490 (trunk)
2007-02-20 00:25:26 +00:00
Randy Heit
4de9e98fd1 - Fixed: DEM_WIPEON/OFF commands should be ignored during demo playback and
not pause the game, or the whole thing will be out of sync.


SVN r489 (trunk)
2007-02-20 00:05:42 +00:00
Randy Heit
99df21c901 - Fixed: Playing a demo in windowed mode no longer grabs the mouse.
SVN r487 (trunk)
2007-02-19 23:48:52 +00:00
Randy Heit
ecc45d5d6e - Added two new net commands: DEM_WIPEON and DEM_WIPEOFF. They keep track of
when a player is going through a screen wipe and act like a pause, so the
  game doesn't run several tics afterward to catch up with it.


SVN r485 (trunk)
2007-02-15 00:01:21 +00:00
Randy Heit
01cd91fd9e - Fixed: EV_Teleport() did not set players to their idle state, so if they
were running when the teleported, they would still be running afterward
  even though they weren't moving anywhere. Normally, P_XYMovement() does
  this when they stop due to friction.
- Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules
  for target switching on actors with MF5_NODAMAGE set.
- Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing
  commands to be the total count of things spawned, rather than a pretty
  much useless reference to the actor spawned at the last map spot.
- Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing()
  passed it a full-length angle.
- Fixed: When MF_SKULLFLY is removed because an actor slams into something,
  it was set to a see or spawn state, resetting its tic count and bypassing
  the effectiveness of the MF2_DORMANT flag. While I was at it, I decided
  dormant skulls shouldn't do slamming damage, either.
- Fixed: P_Thing_Spawn() returned success only if all thing instances were
  successfully spawned. As long as at least one thing was spawned, it should
  be considered a success.
- Fixed: Flipped single rotation sprites were only flipped every other 22.5
  degree interval.


SVN r484 (trunk)
2007-02-14 22:47:01 +00:00
Randy Heit
58d4c4f9ae - Fixed: S_ClearSoundData() did not stop any channels before freeing the
samples, a problem for the alternate sound renderer if it happened to be
  playing any sounds at the time, since it would try to keep on playing them.

SVN r483 (trunk)
2007-02-14 20:18:22 +00:00
Randy Heit
dea5cf9ba4 - Added two new cvars (win_x and win_y) that keep track of the window
position when not playing in fullscreen mode.
- Changed the upper-left window positioning that was always used in debug
  builds into a command line option (-0), so debug and release builds behave
  the same.


SVN r482 (trunk)
2007-02-13 00:10:16 +00:00
Christoph Oelckers
8ca5f3821d - Changed earthquake code to not add all the intensities but use the maximum
in DEarthQuake::StaticGetQuakeIntensity. The reason for this: Quakes were
  never supposed to be additive. Many maps, including Hexen's own have placed
  quake spots so that they cover a larger area but the areas covered by the
  single spots overlap. On such maps the view will shake like crazy and
  render the map nearly unplayable.


SVN r480 (trunk)
2007-02-10 21:22:31 +00:00
Christoph Oelckers
0320057260 - Fixed: The powered up Mace was missing its HoldAtkState.
- Added: Using "*" with ACS's music commands will play the level's default music set in MAPINFO.


SVN r478 (trunk)
2007-02-04 10:20:25 +00:00
Randy Heit
7c2fc08f35 - Added two new MAPINFO flags to control what actor activates impact lines:
* MissileShootersActivateImpactLines - the current behavior.
    * MissilesActivateImpactLines - the original Hexen behavior.


SVN r477 (trunk)
2007-02-04 02:12:54 +00:00
Randy Heit
26b886b960 - Fixed: The changecamera special should remove "past viewer" information
from the renderer in case the camera changed position or direction since
  the last time it was looked through. Otherwise, the renderer will
  interpolate from its previous view for one frame when it is switched to.
- Fixed non-POD parameter passing for GCC introduced in the previous commit.

SVN r476 (trunk)
2007-02-04 01:12:50 +00:00
Randy Heit
4a6fa7f2a3 - Removed the 63-character limit on sound names.
SVN r475 (trunk)
2007-02-04 00:33:17 +00:00
Randy Heit
b361ba05d8 - Reduced the rate at which drowning damage increases.
- Added more player water sounds:
    *dive - Played when your head goes below water.
    *surface - Played when your head goes back above water.
    *gasp - Played when you were drowning and get your air back.
  If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
  damage-specific player pain sounds. It looks for a sound with a name like
  "*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
  be assigned. Hence, the $playerreserve command has been eliminated, because
  it is no longer needed and it was never accessible from user wads, so I
  don't need to worry about breaking anything by removing it.


SVN r474 (trunk)
2007-02-04 00:22:56 +00:00
Randy Heit
ea0c7395de - Added a new fixrtext tool that sets the IMAGE_SCN_MEM_WRITE flag for
.rtext files in the assembly object files. Now I can avoid doing this at
  runtime, which means that ZDoom is now UPX-compatible if anyone wants to
  pack it.
  
  You will need to do a rebuild or manually delete the old assembly .obj files
  for the first build from this revision to succeed, since there are no
  changes to the assembly files themselves, and the build process will not be
  able to automatically detect that they need to be rebuilt.


SVN r473 (trunk)
2007-02-03 02:51:13 +00:00
Randy Heit
bac407c543 - Fixed: The SafeDivScales used a signed shift for their if test. This fails
when a == 0x80000000, because the result of abs will still be negative as
  long as we use signed math.
- Fixed: SafeDivScale31 performed DivScale32 instead.
- Fixed: R_DrawSpanP_ASM had a short jump into a different section.


SVN r472 (trunk)
2007-02-02 23:41:51 +00:00
Randy Heit
0b7b527ac2 - Fixed: When quiting from fullscreen mode, RestoreConView() did not ungrab
the mouse.
- Fixed an old Doom bug: Firing the chaingun with only one bullet still made
  it play its sound twice.


SVN r471 (trunk)
2007-01-31 00:52:33 +00:00
Randy Heit
095b11bc36 - Added an operator += for FString that takes an FName as input, since GCC
is unable to synthesize one.
- Converted xlatcc to use lemon during its build process. Now you don't need
  bison to rebuild everything anymore.


SVN r470 (trunk)
2007-01-31 00:30:42 +00:00
Randy Heit
72c93b479e - Added support for damage-specific player pain sounds.
- Removed the constraint that all $playerreserve SNDINFO commands must come
  before the other $player commands.
- Fixed: TArray::Reserve did not construct its newly allocated entries.
- Changed the damage type for drowning from 'Water' to 'Drowning'.


SVN r466 (trunk)
2007-01-28 04:59:04 +00:00
Randy Heit
ba5e77e021 - Fixed: Since FMemLump is now implemented on top of FString, it never
contains a NULL point, so the GetMem() method should fake it by
  returning NULL when the string is empty. Reverted p_xlat.cpp to its
  old revision.


SVN r465 (trunk)
2007-01-28 03:17:02 +00:00
Christoph Oelckers
37f701a462 - Fixed: The rewrite of FMemLump broke the non-standard use of it in
P_TranslateLinedefs.
- Fixed: ShowErrorPane can be called before ST_NetDone is valid so it has to
  check whether it is NULL.
- Fixed: The Megasphere had an incorrect pickup sound.
- Fixed: The new video initialization code could set the screen's Font pointer
  to NULL, causing a crash with levels that start in a secret sector.


SVN r464 (trunk)
2007-01-26 21:46:47 +00:00
Randy Heit
af13d6d686 - Fixed: If you called the FString assignment operator that accepts a
const char * with a string inside its buffer, it released the buffer
  before copying the string.
- Added a new FString constructor that creates the string from a lump.
- Fixed: G_DoReborn() calls G_InitNew() with mapname set to level.mapname.
  G_InitNew() then copies it onto level.mapname, which is undefined
  behavior (although it does work as we want it to).
- Modified FMemLump to store its data using FString. That class provides
  a convenient method of storing reference counted data, so now FMemLump
  doesn't need to muck about sneakily using const_casts and possibly
  tricking its users into thinking that an old one is still valid after
  being assigned to a new one.
- Fixed: The IMGZ, PNG, PCX, and JPEG loaders assumed the files were
  large enough for their headers without actually checking.



SVN r463 (trunk)
2007-01-25 04:02:06 +00:00
Randy Heit
36839136fb - Fixed: The simulated palette blends when the menu or console are open
were applied even when the status bar wasn't drawn. (In other words, even
  in situations where a real palette blend wouldn't have happened.)


SVN r462 (trunk)
2007-01-23 01:43:47 +00:00
Randy Heit
9b72e34223 - Added a range check for the PNG grAb chunks.
- Fixed: AddLine() could corrupt memory if the length of the text being
  added was longer than the console buffer.
- Fixed: FTexture::GetScaled(Left|Top)Offset returned the Width and Height
  instead when the scale values were 0.
- Removed the unnecessary "mov ecx,c" from mscinlines.h:Scale().


SVN r461 (trunk)
2007-01-23 01:13:17 +00:00
Randy Heit
64ad1d14af - Fixed: The simulated palette blend used when the console is down needs to
force a full screen update the next frame.


SVN r460 (trunk)
2007-01-22 23:55:46 +00:00
Randy Heit
f1c41539de - Fixed: LocalViewPitch could overflow and wrap around when a netgame stalls.
SVN r459 (trunk)
2007-01-22 23:50:09 +00:00
Randy Heit
0b5e4b1f1f - Changed the vertheight and rounding-error-checking code in
DCanvas::DrawTexture() to calculate off the actual bottom of the image
  instead of the height, improving precision. Now the scaled status bar is
  flush with the bottom of the screen at 1280x1024, for instance.


SVN r458 (trunk)
2007-01-22 23:14:00 +00:00
Randy Heit
b4390308df - Added a new WIF_NO_AUTO_SWITCH flag for weapons that should never be
switched to automatically when the player picks them up.


SVN r457 (trunk)
2007-01-22 22:15:50 +00:00
Christoph Oelckers
d0c910fca6 - added Grubber's submission for customizable gravity per actor.
- Fixed: A_Jump didn't work for weapons or CustomInventory items.



SVN r456 (trunk)
2007-01-20 14:27:44 +00:00
Randy Heit
4f845508cc - Added D3DCREATE_FPU_PRESERVE to the IDirect3D9::CreateDevice() call.
Normally Direct3D sets the FPU to single precision. We don't want that,
  since it can mean going out of sync with machines that are using the
  standard precision. Additionally, the nodebuilder requires the extra
  precision that single precision lacks.


SVN r455 (trunk)
2007-01-19 02:45:26 +00:00
Randy Heit
47c401f4ec - Replaced the vector math routines with the ones I developed for the FP code.
SVN r454 (trunk)
2007-01-19 02:00:39 +00:00
Randy Heit
f0f976c4f5 - Added a summonfoe CCMD, which is analagous to summonfriend but forces the
summoned creature to be hostile instead.


SVN r453 (trunk)
2007-01-16 03:04:00 +00:00
Randy Heit
de18276b24 - Changed the default snd_output under Linux to OSS.
- Fixed the behavior of the "Don't ask" checkbox for the GTK+ version of
  the IWAD dialog.



SVN r452 (trunk)
2007-01-16 02:19:25 +00:00
Randy Heit
c196880ee5 - Added a GTK+ version of the IWAD selection dialog box. That brings the
Linux port one step closer to feature parity with the Windows version.



SVN r451 (trunk)
2007-01-16 01:53:43 +00:00
Christoph Oelckers
554573bcb3 - Adjusted AlterWeaponSprite so that it properly handles multiple
invisibility powerups at the same time.


SVN r450 (trunk)
2007-01-14 08:58:07 +00:00
Randy Heit
14ecb21dee - Integrated the fatal error display into the text logger.
SVN r449 (trunk)
2007-01-14 02:25:19 +00:00
Christoph Oelckers
3c976ac02c - Converted the StrifePlayer to DECORATE. Even though it requires exporting
3 new code pointers without general use it was necessary to handle
  GiveDefaultInventory consistently for all players without the need to 
  subclass this function.
- Added a Player.RunHealth property to expose the StrifePlayer's behavior of
  not being able to run when its health is below 10.
- Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor
  and a BasicArmor item to the inventory. If these items are not the first ones
  added to the inventory anything else that might absorb damage is not guaranteed 
  to work consistently because their function depends on the order in the inventory.
- Changed handling of APowerup's DoEffect so that it is called from the owner's
  Tick function, not the item's. This is so that the order of execution is
  determined by the order in the inventory. When done in the item's Tick function
  order depends on the global thinker table which can cause problems with the
  order in which conflicting powerups apply their effect. Now it is guaranteed
  that the item that was added to the inventory first applies its effect last.
- Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could
  cause a divide by zero.
- Fixed: P_MoveThing must also set the moved actor's previous position to
  prevent interpolation of the move.
- Fixed: APowerInvisibility and its subclasses need to constantly update
  the owner's translucency information in case of interference between different
  subclasses. Also changed Hexen's Cleric's invulnerability mode to disable
  the translucency effect if an invisibility powerup is active.


SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Christoph Oelckers
1cd8370327 - Added Skulltag's REDMAP and GREENMAP.
- Fixed: The PlayerSpeedTrail must copy the player's scaling information
  (from Skulltag)
- Added r_maxparticles CVAR from Skulltag.
- Changed PCX loader so that it always loads the last 768 bytes of 8 bit graphics as a palette

SVN r447 (trunk)
2007-01-09 16:32:44 +00:00
Randy Heit
82ba0fb189 SVN r446 (trunk) 2007-01-09 04:40:58 +00:00
Christoph Oelckers
dbb9baf909 - Fixed: Sorting of files in Zips was broken.
SVN r445 (trunk)
2007-01-07 10:18:35 +00:00
Christoph Oelckers
4510ccf849 - Ported GZDoom's deep water splash code so that splashes are handled properly
in Boom maps with non-swimmable water.
- Changed ENDOOM CVAR so that there is an option to show only modified versions.


SVN r444 (trunk)
2007-01-07 09:43:58 +00:00
Randy Heit
6b1bf235fd - Added simulation of Strife's startup screen.
- Switched from a 14-pixel tall VGA font to a 16-pixel tall one for the
  Heretic loading screen (and ENDOOM).


SVN r443 (trunk)
2007-01-07 05:00:07 +00:00
Christoph Oelckers
34c6f64d82 - Added ENDOOM screen. It will only be shown when the game is exited via the
main menu and there is an option to switch it off for those who don't want
  to wait.


SVN r441 (trunk)
2007-01-06 12:30:34 +00:00
Randy Heit
dbe2593500 - Added simulation of Heretic's startup screen.
SVN r438 (trunk)
2007-01-06 04:08:24 +00:00
Christoph Oelckers
ec2e63c6d3 - Added customizable border textures. They will be defined with the
MAPINFO keyword 'bordertexture' and are settable per map.
- Fixed: When used in DECORATE A_Explode must use A_ExplodeParms.
- Added custom label support to A_Chase. To enable resurrection from the
  customizable version I also moved all A_VileChase stuff into p_enemy.cpp.


SVN r437 (trunk)
2007-01-05 22:08:57 +00:00
Randy Heit
34719e8d58 - Added simulation of Hexen's startup screen (currently minus net notches).
SVN r436 (trunk)
2007-01-05 04:21:14 +00:00
Christoph Oelckers
6a89d3594a - Fixed: The ANIMATED parser must read the bytes for the speed as unsigned bytes.
- Fixed: The screen wipe must be disabled for Heretic's underwater ending. If
  not, the wipe will try to mix pictures with different palettes.


SVN r435 (trunk)
2007-01-02 09:51:04 +00:00
Christoph Oelckers
e15988505a - Fixed: Several actors for Doom were missing their spawn ID.
SVN r434 (trunk)
2006-12-31 11:27:39 +00:00
Randy Heit
82cf5d703f - Fixed: APlayerPawn::GiveDefaultInventory() used two different variables
both named item.
- Switched ddraw.dll to be delay loaded. With D3D9 now being the default
  display code, this avoids wasting time loading DDraw if it isn't needed.
- Fixed: The Win32 I_FatalError() did not set alreadyThrown, so it could get
  stuck in an endless fatal error loop.

SVN r433 (trunk)
2006-12-29 20:28:23 +00:00
Randy Heit
b2b28fa2f5 - Fixed: The SDL input code must convert the event.data1 to uppercase.
- Added more resolution options when playing windowed under SDL.
- Changed SDL mouse handling to be basically identical to the (non-DirectInput)
  Win32 code. The mouse is polled periodically and constantly warped to the
  center of the window. Despite what the SDL docs specify, SDL_WM_GrabInput()
  is apparently no longer a reliable means of obtaining continuous relative
  mouse motion events.
- Fixed: The non-Windows implementation of I_FindClose() did not check for -1
  handles.



SVN r432 (trunk)
2006-12-29 05:14:19 +00:00
Randy Heit
851bf89442 - Fixed all the warnings from GCC 4.2, including a handful that were
present in
  older GCCs.



SVN r430 (trunk)
2006-12-29 03:38:37 +00:00
Randy Heit
ff65f75a8c - Fixed: The VC++ project was not set up to redefine RM using del in
wadsrc/Makefile, nor did it use the makefile for cleaning.
- Added ST_NetMessage() for mixing miscellaneous messages with the network
  startup meter, since they get mixed in the same space on the Linux terminal
  and must be handled properly to avoid looking bad.


SVN r429 (trunk)
2006-12-29 02:21:47 +00:00
Randy Heit
4899fa91f1 - Fixed the new network status display for the Linux terminal.
SVN r428 (trunk)
2006-12-29 01:48:47 +00:00
Christoph Oelckers
3eeef7af77 - Converted the Communicator to DECORATE.
- Renamed the new armor properties to use the same names as Skulltag to avoid
  confusion. They still don't need a separate base class as in Skulltag though.
- Added Skulltag-type armor bonus that increases the max amount that can be given
  by other armor items.
- Separated all armor related code from a_pickups.cpp into a_armor.cpp.



SVN r427 (trunk)
2006-12-25 13:43:11 +00:00
Christoph Oelckers
2b6203f950 - Replaced several calls to S_GetSoundPlayingInfo with S_IsActorPlayingSomething
because S_GetSoundPlayingInfo cannot properly resolve player and random sounds.
- Fixed: S_IsActorPlayingSomething has to resolve aliases and player sounds.
- Took S_ParseSndSeq call out of S_Init. This doesn't work when parsing SNDINFO
  in D_DoomMain.
- Moved SNDINFO reading back to its old place after MAPINFO. This is necessary
  for Hexen's music definitions.


SVN r425 (trunk)
2006-12-24 23:08:49 +00:00
Christoph Oelckers
558a18cf5c - Added new flag MF5_NOBLOODDECALS that prevents bleeding actors from spawning
blood decals.


SVN r424 (trunk)
2006-12-24 12:51:24 +00:00
Christoph Oelckers
d718827ec1 - Fixed: The Cacodemon doesn't have a melee attack defined as I mistakenly
assumed when writing its DECORATE code.


SVN r423 (trunk)
2006-12-23 23:09:23 +00:00
Christoph Oelckers
9b0b199bb5 - Fixed: Commander Keen's death sequence had one state duplicated.
- Fixed: Due to the changes for custom states the internal weapons shouldn't
  define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
  of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
  whether it was set by default or not. Now the MF2_SLIDE check checks both
  flags and the BlastRadius code doesn't set MF2_SLIDE anymore.


SVN r422 (trunk)
2006-12-23 12:12:06 +00:00
Randy Heit
1360a1d89e - Guests can now watch as other guests connect during i_net handshaking.
- Fixed: The host would let more than the desired number of players connect.
- Decreased the frequency of packets in ST_NetLoop() to two per second.
- Fixed: During the i_net handshaking, guests never verified that the messages
  they received were from the host.
- Removed the -net command line option. I'm not sure it even worked anymore.


SVN r421 (trunk)
2006-12-23 03:40:12 +00:00
Randy Heit
e1bd63e876 - Turned on warning level 4 just to see what it would produce: a lot of
warnings. At first, I was going to try and clean them all up. Then I decided
  that was a worthless cause and went about just acting on the ones that
  might actually be helpful:
   C4189 (local variable is initialized but not referenced)
   C4702 (unreachable code)
   C4512 (assignment operator could not be generated)


SVN r420 (trunk)
2006-12-21 04:34:43 +00:00
Randy Heit
c8d07f3883 - Fixed: D3DFB::Reset() also needs to restore the texture border color,
otherwise it gets reset to black and unused. 
- Fixed: I_SetWndProc() needs to be called before any of the DirectX
  interfaces are initialized, because DirectX subclasses the window itself,
  and I_SetWndProc() undoes that subclassing.


SVN r419 (trunk)
2006-12-20 02:20:59 +00:00
Christoph Oelckers
43ddce519c - Fixed: Inventory.Icon printed error message for all the missing icons in
Strife's teaser.
- Fixed: st_start.cpp needed a 
  #define _WIN32_WINNT 0x0501.
- Fixed a few uninitialized variables warnings for GCC.


SVN r418 (trunk)
2006-12-19 16:08:48 +00:00
Randy Heit
83373fba88 Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.

- Reorganized the network startup loops so now they are event driven. There is
  a single function that gets called to drive it, and it uses callbacks to
  perform the different stages of the synchronization. This lets me have a nice,
  responsive abort button instead of the previous unannounced hit-escape-to-
  abort behavior, and I think the rearranged code is slightly easier to
  understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
  in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
  releasing a DirectDraw or Direct3D interface, the DWM can still use the
  last image drawn using them when it composites the window. It doesn't always
  do it but it does often enough that it is a real problem. At this point, I
  don't know if it's a problem with the release version of Vista or not.
  After messing around, I discovered the problem was caused by ~Win32Video()
  hiding the window and then having it immediately shown soon after. The DWM
  kept an image of the window to do the transition effect with, and then when
  it didn't get a chance to do the transition, it didn't properly forget about
  its saved image and kept plastering it on top of everything else
  underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
  Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
  sound if initialization failed, so this only applies when snd_output is set
  to "alternate" which now also falls back to no sound. In addition, it wasn't
  working right, and I didn't feel like fixing it for the probably 0% of users
  it affected.
- Fixed: The edit control used for logging output added text in reverse order
  on Win9x.
- Went back to the roots and made graphics initialization one of the last
  things to happen during setup. Now the startup text is visible again. More
  importantly, the main window is no longer created invisible, which seems
  to cause trouble with it not always appearing in the taskbar. The fatal
  error dialog is now also embedded in the main window instead of being a
  separate modal dialog, so you can play with the log window to see any
  problems that might be reported there.
  
  Rather than completely restoring the original startup order, I tried to
  keep things as close to the way they were with early graphics startup. In
  particular, V_Init() now creates a dummy screen so that things that need
  screen dimensions can get them. It gets replaced by the real screen later
  in I_InitGraphics(). Will need to check this under Linux to make sure it
  didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
    - I_StartModeIterator()
    - I_NextMode()
    - I_DisplayType()
  I_FullscreenChanged() was also removed, and a new fullscreen parameter
  was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
  initialized post-1.22.


SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
Christoph Oelckers
e9c68df94e - Fixed: The smartaim logic was incorrect. Also added another mode: Autoaim only
at monsters.


SVN r415 (trunk)
2006-12-16 16:34:39 +00:00
Christoph Oelckers
693bf96cb3 - Merged FActorInfo::FindStateExact and FActorInfo::FindState into one function
because the differences are only minimal.
- Removed all the varargs FindState functions because they aren't really needed.
  The engine itself never explicitly checks for more than 2 labels and for the 
  rest a function that gets passed a FName array is more suitable anyway.


SVN r414 (trunk)
2006-12-16 14:06:21 +00:00
Christoph Oelckers
979dfdf4cf - Changed state label storage so that each actor owns all the state labels itself
and doesn't have to traverse parent lists to find them. This is required for
  Dehacked actors that inherit states (e.g. NonsolidMeat and Spectre) but it also
  makes the data much easier to handle.


SVN r413 (trunk)
2006-12-16 12:50:36 +00:00
Christoph Oelckers
638526946b - Merged the fallingdamage setting into one menu item and added Strife damage to it.
- Moved deathmatch options into their own category in the gameplay options menu.
- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming
  at friendlies or shootable decorations if there are monsters that can be shot.
- Added: SetThingSpecial treats a tid of 0 as the activator.


SVN r412 (trunk)
2006-12-16 11:49:48 +00:00
Christoph Oelckers
08a1ffce23 - Fixed: The particle fountains' names were different than before
- Fixed: FTexture::CheckForTexture should return NULL if the texture it
  finds is of type FTexture::TEX_Null. If this isn't done not all occurences
  of AASHITTY being used to silence an editor's error checker will be handled
  correctly. In particular the transparent door trick will break.


SVN r411 (trunk)
2006-12-14 11:44:49 +00:00
Christoph Oelckers
e55e4f0932 - Fixed: When a DehackedPickup replacement object is created it must copy
the state labels of the parent object.


SVN r410 (trunk)
2006-12-11 11:18:04 +00:00
Christoph Oelckers
88812ed0f5 - Fixed: P_LookForTid should abort its search when it discovers that it has
cycled through the entire list of actors.
- Reverted AActor::FindState to its R407 version because the change in R408 
  doesn't compile properly with VC++.
- Changed FIXMAPTHINGPOS further so that it also affects objects that are 
  not directly on a wall but closer than its radius.
- Changed FIXEDMAPTHINGPOS to move objects completely out of the wall and 
  adjusted the radii of all affected objects to actually represent half 
  the sprite's width.


SVN r409 (trunk)
2006-12-09 12:50:52 +00:00
Christoph Oelckers
6f3a28e355 - Fixed: The Acolyte's obituary wasn't printed.
- Fixed: The fighter player's attack state used the Cleric's sprite.


SVN r407 (trunk)
2006-12-08 08:47:57 +00:00
Christoph Oelckers
b8bb3479c8 Undid bad merge of rh-log.txt
SVN r405 (trunk)
2006-12-06 14:12:26 +00:00
Christoph Oelckers
b599eda17d - Moved A_ThrowGrenade from Inventory to Actor because it can also be used by
monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
  even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.


SVN r404 (trunk)
2006-12-06 10:38:47 +00:00
Randy Heit
24b5a0b110 - Finished the framework for specifying all action functions externally,
including restricting them to particular classes.

SVN r403 (trunk)
2006-12-04 23:25:59 +00:00
Randy Heit
511e11e8b4 SVN r402 (trunk) 2006-12-04 03:23:02 +00:00
Christoph Oelckers
c7644ca34e - Converted the Heretic sound sequences and the particle fountains to DECORATE.
- Added DECORATE support for setting an actor's args. If this is done
  it will also disable the actor's special that can be set in a map. This
  is for actors that want to use A_CountdownArg or similar functions
  that use the args for something different than the special's parameters.
- Converted a_sharedmisc.cpp to DECORATE.
- Added a new NActorIterator that can search for classes specified by name.
- Added a new constructor to TThinkerIterator that can search
  for DECORATE defined subclasses that are not represented by a real C++ class.
- Fixed: BuildInfoDefaults must set the parent symbol table so that 
  all actors can get to the global symbols stored in AActor.
- Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition.
- Fixed: A_VileAttack moved the flame without relinking it into the sector 
  lists. It also forgot to set the z-position correctly. (original Doom bug.)
- Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling.


SVN r401 (trunk)
2006-12-02 15:38:50 +00:00
Randy Heit
ca8765ed79 - Removed all the "fast" and unused code from FColorMatcher. Today's
computers are fast enough that the difference isn't even noticeable
  unless you're doing hundreds of thousands of matches, and I never had
  any plans to improve the algorithm the "fast" code used.
- Fixed: BestColor() should not by default return 1 as a possible match,
  since it's normally the transparent color.


SVN r400 (trunk)
2006-12-01 02:51:56 +00:00
Randy Heit
2dcc70dd31 - The DSimpleCanvas constructor now fills MemBuffer with zeros.
- Fixed: If the FBTexture wasn't exactly the same size as the screen,
  D3DFB::PaintToWindow() would still lock it with D3DLOCK_DISCARD. Alas,
  I saw no speedup for using a dirty region. (Side note: The Radeons are
  apparently slower compared to DirectDraw because they must do
  power-of-2 textures. If they ever add non-power-of-2 support like nvidia,
  I assume they will also see a speed gain.)
- Changed fb_d3d9.cpp so that instead of trying to compensate for Geforce
  off-by-one errors in the pixel shader, it automatically detects where
  the error occurs and modifies the way the palette is uploaded to
  compensate. Palette color 255 is then represented using the texture
  border color instead of actually being part of the palette. This should
  work correctly with all cards, since I had a report of an FX where the
  off-by-one occurred in a different spot from the place where I observed
  it on a 6 and 7 series cards. Since the shader now has one fewer
  instruction, I notice a very marginal speedup. (Interestingly, removing
  the flash blending from the shader had no perceivable performance gain.)


SVN r399 (trunk)
2006-12-01 01:17:45 +00:00
Christoph Oelckers
37e8533773 - Fixed: The DECORATE expression evaluator evaluated operators of same
precedence right to left instead of left to right.


SVN r398 (trunk)
2006-11-29 22:43:05 +00:00
Christoph Oelckers
63bd2125f3 - Added global constants to DECORATE so that I can define meaningful flag
names for some DECORATE functions. Technically these will be constants 
  of the AActor class but that will make them accessible in all other actor 
  classes.


SVN r397 (trunk)
2006-11-29 16:20:22 +00:00
Christoph Oelckers
a537d1a115 SVN r396 (trunk) 2006-11-29 11:14:40 +00:00
Christoph Oelckers
0ba809234e - Fixed: The StrifePlayer couldn't obtain his default inventory because
APlayerPawn::GiveDefaultInventory gave him some HexenArmor even though
  he doesn't need it.
- Added custom blood type properties to DECORATE.
- Converted Blood to DECORATE and made some minor changes to the code
  in preparation for custom blood types.
- Converted the bot helper things to DECORATE.
- Added damage type specific crash states.


SVN r395 (trunk)
2006-11-29 10:03:35 +00:00
Randy Heit
4467cd6563 - Started adding action function declarations to objects.
- Added integer constant declarations to objects.
- Added some new token-based functions to sc_man.cpp that know about keywords
  and record proper type information, so parsers don't need to treat
  everything as strings.
- Added a simple symbol table to PClass.


SVN r394 (trunk)
2006-11-29 04:51:16 +00:00
Christoph Oelckers
30885e6d86 - Changed: When playing a shareware game no external WADs are loaded at all,
not even zvox.wad or the skins directory.
- Minor improvement of Hexen's Demons: They now transfer the translation
  to the chunks they spawn so that they look correct if they are color
  translated. See Resurrection of Chaos for an example.
- Converted Key gizmos to DECORATE.
- Converted Heretic's Beast (Weredragon) to DECORATE.
- Added a randomness parameter to A_SpawnItemEx. This allows
  spawning objects with a random chance without the need to write
  complicated A_Jump constructs.
- Converted Heretic's Mummy to DECORATE.
- Converted Hexen's Demons to DECORATE.



SVN r393 (trunk)
2006-11-27 21:51:36 +00:00
Christoph Oelckers
a90ba9deb6 - Converted Ettin and Centaur to DECORATE.
- Made the Ettin's and Centaur's howling sound an actor property.
- Added A_CustomComboAttack function to finally have something that can
  replace the old A_ComboAttack function.
- Added A_SpawnItemEx function that removes the problems with A_SpawnItem
  and which also should make most of the A_CustomMissile abuse unnecessary.
- Added A_QueueCorpse to the list of DECORATE code pointers.
- Made the size of Hexen's corpse queue configurable by CVAR
  (sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse 
  queuing completely so that even in Hexen all corpses will stay forever.


SVN r392 (trunk)
2006-11-27 00:01:30 +00:00
Christoph Oelckers
d840d9b68a - Added random2 function to DECORATE's expression evaluator. This is to
better emulate some calculation of internal code pointers.
- Added named RNG support to DECORATE's expression evaluator. Just use
  random[name](min, max).


SVN r391 (trunk)
2006-11-26 12:13:12 +00:00
Randy Heit
04b80f8de5 - Reverted updaterevision.vcproj to r385 and added a note as a build event
explaining the need to use mt.exe 6.0 or newer. Here is the note:
  VERY IMPORTANT: You must copy the mt.exe from %VSINSTALLDIR%\Common7\Tools\bin
  on top of the version in %VSINSTALLDIR%\VC\bin or your computer may restart
  while building.
- Changed the ASecretTrigger::Activate() fix: There's no reason open scripts
  shouldn't be able to activate secret triggers; players just won't get
  credit for it in coop.
- Added a NULL actor check to R_SetupFrame().
- Fixed: The player sounds in DEHSUPP were defined incorrectly.


SVN r390 (trunk)
2006-11-26 01:30:34 +00:00
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
Randy Heit
4b7b95663e - Fixed: When P_SpawnPlayer() calls DObject::PointerSubstitution() to
redirect player pointers, it affects the bodyque too. That meant that in
  multiplayer games, once the bodyque filled up, anybody was in danger of
  being rudely destroyed the next time somebody respawned.


SVN r386 (trunk)
2006-11-25 04:26:04 +00:00
Randy Heit
86ed101522 - Added a manifest with a trustinfo section to updaterevision.exe so that
the build process can run uninterrupted under Vista.
- Fixed: DIRECT3DCREATE9FUNC needs WINAPI added to its prototype so that it
  works properly in release build, which defaults to __fastcall.


SVN r385 (trunk)
2006-11-23 02:16:43 +00:00
Randy Heit
48bb782b19 - Fixed: Polyobjects are serialized before players, which means that a call
to PO_MovePolyobj() from P_SerializePolyobjs() for a crushing polyobject
  that touches a player actor will not have a valid actor->player->mo chain
  for P_DamageMobj and crash if it happens to touch the player. Since the
  polyobject was presumably in a good spot when the game was saved, we can
  just skip this step entirely and let it take care of itself the next time
  it moves (by which time, the players will be valid).
- Fixed: When transitioning from fullscreen to windowed mode with D3DFB, the
  window kept the WS_EX_TOPMOST style.
- Slight correctness fix: When in fullscreen, the window should have WS_POPUP
  style.
- Added a NULL target check to P_SpawnMissileXYZ(), A_DemonAttack1(),
  A_DemonAttack2_1(), and A_DemonAttack2_2().


SVN r384 (trunk)
2006-11-21 05:43:34 +00:00
Randy Heit
93b18c3bfa SVN r383 (trunk) 2006-11-19 02:10:25 +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
f6f15ba764 - Added a check to P_CheckMissileSpawn to decrease the monster counter
if it was called for spawning a monster with A_CustomMissile.
- Added a ML_BLOCK_PLAYERS line flag.


SVN r380 (trunk)
2006-11-10 12:13:37 +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
9c529b8aa4 - Removed the deprecation warnings for the state assignment commands
in DECORATE. While it is still recommended not to use them anymore
  they will continue to work with custom state support and existing 
  DECORATE code doesn't have to be changed. However, they will remain
  limited to the existing functionality, nothing more.


SVN r377 (trunk)
2006-11-05 15:49:54 +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
5e8323b426 - Converted Arachnotron, Archvile, Cyberdemon, Spidermastermind and
CommanderKeen to DECORATE.


SVN r374 (trunk)
2006-11-04 16:19:50 +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
c745c635db - Fixed: The Cacodemon had a FastSpeed definition even though it shouldn't.
- Fixed: FastSpeed was used unconditionally when defined.


SVN r372 (trunk)
2006-11-02 07:23:08 +00:00
Christoph Oelckers
a8ba2a99ea - Fixed: SetActorPitch with a 0-tid (i.e. affect the activator) set the angle
instead of the pitch.
- Fixed: The check for special death states in AActor::TakeSpecialDamage didn't
  work.


SVN r371 (trunk)
2006-10-31 21:49:45 +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
3b2c2efcb1 - Version bump to 2.1.7.
- Fixed: Placing a /* */ comment at the very end of a file without a
  terminating newline would not parse reliably.
- Added a NULL WallSpriteTile check to R_RenderDecal().


SVN r365 (trunk)
2006-10-31 00:47:05 +00:00