Commit graph

751 commits

Author SHA1 Message Date
MajorCooke
eed6680a67 Added support for weapon states User#.
- Added keybinds for the user state triggering.
- Added WRF_USER# flags which must be specified in order to use.
- # can be 1-4.
2015-12-31 16:46:16 -06:00
Christoph Oelckers
ad0e71942d - added GetAspectRatio function to ACS.
- added a sixth parameter for SetHUDClipRect so that the forced aspect ratio fudging this function performs can be disabled.
2015-12-06 09:59:02 +01:00
Christoph Oelckers
f7cdb28eac - added a HealthFactor skill property. 2015-11-29 12:58:17 +01:00
Christoph Oelckers
6efc2a0ec7 - fixed positioning of map name on Hexen automap. 2015-11-25 13:47:04 +01:00
Christoph Oelckers
355f70986a - fixed: 'give' inventory functions ignored an items MaxAmount setting. 2015-11-25 13:36:42 +01:00
Christoph Oelckers
99fbb55296 Merge branch 'master' of https://github.com/rheit/zdoom 2015-11-25 11:50:03 +01:00
Christoph Oelckers
7b017f472a - fixed: Due to the default skybox being moved to the global level data, there was insufficient information to distinguish between using the default skybox or the regular sky. Fixed by adding two new sector flags which get set by a 0-tid SkyPicker. 2015-11-25 11:49:34 +01:00
alexey.lysiuk
fe61b8064a Fixed MSVC warning in a_randomspawner.cpp
...\src\g_shared\a_randomspawner.cpp(32): warning C4800: 'DWORD' : forcing value to bool 'true' or 'false' (performance warning)
See http://forum.zdoom.org/viewtopic.php?t=49737
2015-10-11 09:28:38 +03:00
alexey.lysiuk
96ff716046 Added error message about missing class to drop from RandomSpawner 2015-09-19 18:29:59 +03:00
alexey.lysiuk
49519db257 Fixed crash in RandomSpawner with -nomonsters
See http://forum.zdoom.org/viewtopic.php?f=2&t=49520
2015-09-19 18:29:07 +03:00
Christoph Oelckers
2d58a28cc3 - fixed: In Heretic an active Tome of Power should not freeze a teleporting player.
This was implemented by adding a new inventory flag INVENTORY.NOTELEPORTFREEZE so that the effect can both be activated for other items and deactivated for the two that currently have it.
2015-08-16 08:50:22 +02:00
Christoph Oelckers
4444d3c0c5 - removed the _3DFLOOR #define because we really do not want to comment this out anymore, right? 2015-06-07 09:41:44 +02:00
Braden Obrzut
c9214c1ce9 - Fixed: Hexen's status bar top graphic was drawn 1 pixel too low.
- Fixed: Artiflash played on initial save loading. I seem to recall this looking like an intentional change, but perhaps I broke it since it's completely pointless to play the animation only on the first load of a save game if nothing has been loaded beforehand.
2015-05-20 13:10:08 -04:00
Braden Obrzut
e46b25f628 - Fixed: god2 didn't trigger invulnerability in SBarInfo. 2015-05-20 12:54:13 -04:00
Christoph Oelckers
84351419a3 Merge branch 'master' of https://github.com/crimsondusk/zdoom
Conflicts:
	src/actor.h
2015-04-30 10:03:50 +02:00
coelckers
691855e19b Merge pull request #304 from MajorCooke/morphundoalways
- Added MORPH_UNDOALWAYS for morph powerups.
2015-04-30 09:05:41 +02:00
coelckers
c2e91293d2 Merge pull request #310 from MajorCooke/telefogfix
- Allow teleport fogs to set the teleporting actors as their targets, so...
2015-04-30 09:02:10 +02:00
Edoardo Prezioso
b51fac344d Little TakeInventory refactoring.
Introduce AActor::TakeInventory, which unifies DoTakeInv from ACS and DoTakeInventory from Decorate, and AInventory::DepleteOrDestroy, which is extracted from the DoTakeInv core function, and use both where they're needed.
I don't know if the differences between DoTakeInv and DoTakeInventory were intentional, so I kept both behaviors.
2015-04-28 15:45:11 +02:00
MajorCooke
43053b89a5 - Set the morphing and unmorphing actor as target for the teleport fog. This will allow for better interactions on what should happen between the morphee without needing to make monster AI needing to search for them in particular or rely upon TIDs. 2015-04-26 10:06:13 -05:00
Randy Heit
d6b8603cb6 Ignore sv_unlimited_pickup on items that stay
- See http://forum.zdoom.org/viewtopic.php?f=2&t=47790
2015-04-22 22:27:56 -05:00
Christoph Oelckers
3cb4eb44a8 - fixed: APowerRegeneration::DoEffect did not call the super method. 2015-04-16 08:29:21 +02:00
Christoph Oelckers
425e5b9ffc - replaced P_FindSectorFromTag with an FSectorTagIterator class.
This is done to encapsulate the gory details of tag search in one place so that the implementation of multiple tags per sector remains contained to a few isolated spots in the code.
This also moves the special 'tag == 0 -> activate backsector' handling into the iterator class.
2015-04-14 22:39:57 +02:00
arezey
e40f3c7350 Merge branch 'master' of https://github.com/crimsondusk/zdoom 2015-04-12 02:16:34 +03:00
Edoardo Prezioso
0c5d55d0a3 - More GAMENAME replacements in strings.
These changes will change only some displayed messages.
2015-04-09 21:16:59 +02:00
Teemu Piippo
ca012bc9be - adapted AActor to use TFlags 2015-04-04 19:40:43 +03:00
MajorCooke
087d564343 - Added MORPH_UNDOALWAYS for morph powerups. 2015-04-03 12:16:27 -05:00
Randy Heit
433744d0fd Fix old warning on VC 2005 2015-03-12 13:41:38 -05:00
Randy Heit
156d1e61fd Use sub-tic accuracy for smooth sine quakes
- Converting the wave speed back to floats, since I'm using sin() instead
  of the finesine table now.
- Pre-shift the quake intensities to avoid extra shifting in GetModIntensity.
- Loading old saves will shift the intensities to fixed point but will not
  convert the fixed wave speeds to floats. The chances of this
  being in a savegame where the speeds are non-zero is pretty much nil,
  and int and floating point 0 are bitwise identical (not counting -0.0).
2015-03-02 19:23:24 -06:00
MajorCooke
6b83dcab89 - Fixed broken regular quakes. 2015-03-01 21:40:03 -06:00
Randy Heit
dca5f0e908 Added QF_SINE
- Squashed commit of the following:

commit bc45fe3263d34ef5f746f524687999c19bf7b779
Author: Randy Heit <rheit@users.noreply.github.com>
Date:   Sun Mar 1 18:51:05 2015 -0600

    wave scale -> wave speed

commit ff96388b128c724c1198757bfa52f1935a263356
Author: Randy Heit <rheit@users.noreply.github.com>
Date:   Sun Mar 1 18:45:32 2015 -0600

    More sine quake fixes

commit 2a89749a6fe6d271b9fbdc218779f680afcf4cb6
Merge: 719dfbe 5456074
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 20:37:22 2015 -0600

    Added QF_WAVE to A_QuakeEx.
    - Changes the random quakes into a sine wave (see Shadow Warrior/Rise of the Triad reboots, Hard Reset, etc.)
    - Added 3 properties to control waves per second along each individual axis. Only works with QF_WAVE.
    - Intensity X/Y/Z property becomes the amplitude of the wave.
    - Stacks with regular quakes, allowing shaking along the camera which must be called using A_QuakeEx WITHOUT the flag, or the other quaking functions.
    - Uses the youngest quake's time for positioning.

commit 54560741581e8d15cc7060e8e068cf85e9a4b432
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 20:21:19 2015 -0600

    Recommitted recommended changes by Randi, with some modifications. Now, we should be finished!

commit 6f4473013411686d88fc185bdc1cc58b1035b0f1
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 12:52:57 2015 -0600

    Finish this revert.

commit 467e53f9400f588a2ada9b32e7634cb1f4ad5066
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 12:46:02 2015 -0600

    Reverted back to what was working.

commit da9de56a67efda08036e481fd5fccd5392ce6810
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Thu Feb 26 18:53:20 2015 -0600

    Forgot this bit, for testing.

commit c5093d9bb97caf8478cefc32abc56a036feeea58
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Thu Feb 26 18:52:46 2015 -0600

    Some more progress, but...
    - This did not solve anything. In fact, it did the opposite -- completely broke wave quakes. Now they only happen whenever a random quake is in progress.
    - Left in the commented code on purpose so Randi can test it.

commit 7e526405d2127cbb279f66008c8f8e55a5d497f3
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 17:50:42 2015 -0600

    - Use newest waveform timer, not oldest.

commit 1356443609dbc6c7f46e081d0846816dc0836124
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 17:32:09 2015 -0600

    - Got regular quakes to multiply onto sine quakes, but the vice versa needs fixing too.

commit d95796c94c70cd0229d4a6d30f69e3a7568b9588
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 16:46:21 2015 -0600

    - Last hurdle. Now just need to figure out how to properly scale up and down.

commit 4bc3458e689155ce72c09776604d9eb4fa73d8be
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Tue Feb 24 23:18:03 2015 -0600

    - Fixed the quakes being unstackable.

commit b51012d6d4ea065bf7f6fc9c1a0472966491f7af
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Mon Feb 23 23:48:34 2015 -0600

    QF_WAVE renamed from SINE.
    - Lots of ground covered, but still more to go.
    - Still need to figure out how to make the camera properly shudder.

commit 427e4893193470bbf45415ffec70a0b69b8cccfd
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sun Feb 22 16:52:30 2015 -0600

    - Begin the groundworks for QF_SINE.
    - Need to figure out how to rework and manipulate the sine wave to move faster, and to allow going below 0 without breaking it too much.
2015-03-01 18:53:34 -06:00
Randy Heit
a41af2de73 Make SBARINFO's HasWeaponPiece recognize removed pieces
- Fixed: HasWeaponPiece assumed that once a piece was given, it would not
  be removed. The easiest way to break this assumption is by loading an
  earlier save where you had fewer pieces. (The catch being that if you
  removed all pieces, it would notice that.)
2015-02-24 20:01:39 -06:00
Randy Heit
2827c13d0c Rewrite new quake stuff for correctness
- Quake scaling should be handled for each quake. The former
  implementation was potentially taking flags from one quake and applying
  them to another, which is broken.
- Remove all the int<->float conversions.
2015-02-20 19:36:13 -06:00
MajorCooke
fb9231a38d - Added QF_FULLINTENSITY.
- When using both scaling flags, by default, the effect only reaches half peak going either way. This forces it to go all the way to the top (or bottom if using QF_MAX) before scaling back to its original height..
2015-02-20 11:06:41 -06:00
MajorCooke
140a650442 - Added QF_SCALEUP and QF_MAX.
- QF_SCALEUP behaves like QF_SCALEDOWN: it gradually scales the tremors, only going upwards.
- QF_SCALEUP and QF_SCALEDOWN can be combined to make an earthquake that gradually smoothes in and out.
- QF_MAX can be used to invert this behavior, where it starts at the peak of the amplitude, fades out half way, and then grows back to maximum.
2015-02-20 10:46:37 -06:00
Christoph Oelckers
3019f2cc23 - fixed savegame code for quakes. 2015-02-20 16:50:03 +01:00
MajorCooke
475bc65eba - Better safe than sorry, even if it apparently had no effect. 2015-02-20 08:35:42 -06:00
MajorCooke
49d9482363 - Cleaned out of the code and converted it to taking a struct instead.
- This will make it much easier on me to add future changes. Big thanks to Graf for the idea.
2015-02-20 08:26:45 -06:00
MajorCooke
3bf24204d8 - Ensure save games don't break. 2015-02-20 01:41:59 -06:00
MajorCooke
2939194ae3 - Forgot this tiny little one. 2015-02-20 01:36:53 -06:00
MajorCooke
9c5d90e4cb - Removed QF_SCALEUP until I can figure out a proper way to implement it. 2015-02-20 01:33:30 -06:00
MajorCooke
0948b95e08 - Changed QuakePower to take doubles on everything but intensity. This lets the camera shake until it truly reaches 0 as the limitations of integers were actually cutting it short. 2015-02-19 23:19:24 -06:00
MajorCooke
045ab9fd5b Initial groundwork for QF_SCALEDOWN. 2015-02-19 21:42:32 -06:00
MajorCooke
284fd3e20f - Fixed: relz was never initialized.
- This could cause problems in places like the GZDoom renderer in the odd circumstance, causing the camera to become stuck in the floor or ceiling until the quake expires.
2015-02-19 16:30:00 -06:00
Randy Heit
e377c2c4f8 Change XYZ Quaking from Major Cooke
- Relative quakes are different from other quakes; all quakes affecting
  the camera do not become relative if one of them is relative.
- Use a single function call to get quake visual parameters instead of four.
- Thrust things in a psuedo-ellipse if they're inside a damaging quake whose
  IntensityX != IntensityY.
- Don't break old savegames.
2015-02-18 14:48:52 -06:00
MajorCooke
7050d03222 Added A_QuakeEx(intensity x, y, z, duration, damrad, tremrad, sound, flags)
- Unlocks the full potential of using quakes, including the Z axis. Each intensity applies to X/Y/Z planes whenever a player is experiencing it.
- Flags:
- QF_RELATIVE - Adjusts the quaking of the camera to go in the direction its aiming (X: forward/backward. Y: Left/right.)
- Plans for including pitch will be implemented in the future for the Z axis with relativity.
2015-02-14 15:58:39 -06:00
Christoph Oelckers
337682934c - fixed: CF_FLY cannot be part of the player_t structure and be tracked properly. It needs to be part of the actor itself that has MF2_FLY set so it got moved to flags7.
- removed some fudging code that tried to work around the shortcomings of CF_FLY but was ultimately causing more problems than it solved.
2015-02-10 23:40:53 +01:00
Randy Heit
fd7ed2bc25 Undo most of ZzZombo's changes
- "If it ain't broke, don't fix it."
- Some of the changes were downright wrong and some were pointless, so undo
  everything that doesn't look like an actual improvement.
2015-02-08 20:44:18 -06:00
Christoph Oelckers
57ae77412d Merge branch 'althud_ammo' of https://github.com/alexey-lysiuk/gzdoom 2015-02-08 11:52:08 +01:00
alexey.lysiuk
003817f415 Added customization of ammo display in alternative HUD
Added hud_showammo CVAR with three states:
* If value is 0, show ammo for current weapon only
* If value is 1, show ammo for available weapons
* If value is greater than 1, show ammo for all weapons
Default value is 2, so initial ammo display behavior isn't changed
2015-02-08 11:08:02 +02:00
ZzZombo
c4b742ebf0 - Part 2 of the sanity crusade. 2015-02-08 17:03:49 +08:00