Commit graph

2646 commits

Author SHA1 Message Date
Christoph Oelckers
39d2ef0460 - Changed the rocket so that the FX_ROCKET flag is set in the actor
definition and not in BeginPlay.
- Changed the special explosion behavior of the rocket to a flag
  (MF5_DEHEXPLOSION) so that its effects can be used on other actors
  as well without having to inherit from the rocket.


SVN r353 (trunk)
2006-10-15 20:27:16 +00:00
Christoph Oelckers
92c3a89255 - Fixed: PrintAlias passed FString objects directly to Printf.
- Added bitwise not (~) operator to ACS.


SVN r352 (trunk)
2006-10-09 15:55:47 +00:00
Christoph Oelckers
3dabd38359 - Fixed: Hires texture replacements must call AddPatch if the texture
isn't defined yet in order to replace lumps that are not in the
  list of preinitialized graphics.
- Changed font initialization to occur after textures have been completely
  initialized. This is necessary so that the font characters can be
  replaced with hires versions.


SVN r351 (trunk)
2006-10-06 21:07:58 +00:00
Christoph Oelckers
6fe9c98b47 - Fixed: Hires texture replacements and auto-scaled flats require the
bWorldPanning flag. Also added some NULL pointer checks to the
  hires texture loading code.
- Added Sector_SetFloorScale2 and Sector_SetCeilingScale2 line specials.
  They are mostly the same as Sector_Set*Scale but take fixed point parameters.
  This makes them easier to use and more precise than the old ones which
  offered very small fractional precision.
- Changed Thing_Deactivate so that passing a tid of 0 deactivates the calling 
  actor.
- Added MeansOfDeath parameter to DamageThing.


SVN r350 (trunk)
2006-10-05 20:32:16 +00:00
Randy Heit
2c2261884c SVN r349 (trunk) 2006-10-05 03:30:44 +00:00
Christoph Oelckers
28ea15d8f4 - When exiting the level on a damaging floor the player could be in the pain
state and make its pain noise at the start of the next level.
- Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD.


SVN r348 (trunk)
2006-10-04 07:45:44 +00:00
Randy Heit
65bb04b7e8 - Fixed: V_BreakLines() failed to produce output for the final line if it was
only one character long.
- Fixed: When players respawned in multiplayer, scripts that started on their
  old body kept executing on that body instead of being transferred to the new
  one. I'm doing this with general pointer substitution now, so everything
  that pointed to the old body will use the new one; not sure if that's best,
  or if it should applied exclusively to scripts, though.
- Fixed: Hexen's delay ACS command actually waited one extra tic. Now if
  you're playing Hexen and an old-style ACS script delays it will wait one
  extra tic in ZDoom as well.
- Fixed: When G_FinishTravel() created a temporary player, P_SpawnPlayer()
  thought the old player actor was a voodoo doll and stopped its scripts
  and moved its inventory.


SVN r347 (trunk)
2006-10-03 03:14:28 +00:00
Randy Heit
b85806901d Version bumped to 2.1.6.
SVN r345 (trunk)
2006-10-01 21:50:02 +00:00
Randy Heit
c0bd4e54f4 - Fixed: player_t::GetSpawnClass() always returned the spawn flags for the
local player, so co-op games would spawn only the things relevant for the
  local player and not all the things relevant for all players.


SVN r344 (trunk)
2006-10-01 01:38:37 +00:00
Christoph Oelckers
fa2fc3f4d7 - Fixed: Default flags for APlayerPawn and APlayerChunk were not defined.
SVN r343 (trunk)
2006-09-30 22:28:38 +00:00
Christoph Oelckers
299380f990 Fixed missing break in PCD_GETPLAYERINFO
SVN r342 (trunk)
2006-09-30 08:35:09 +00:00
Christoph Oelckers
a3f39c3789 - Fixed: Monsters should never target friends, even if the friendliness
state has changed since the target has been acquired.
- Fixed: Multiplayer telefrag obituaries must be handled before weapon
  dependent obituary messages.


SVN r341 (trunk)
2006-09-28 07:37:19 +00:00
Randy Heit
6c3b569e66 - Fixed GCC compilation again.
- PClass::StaticInit() now sorts the class metadata so that operations that
  iterate over it (such as the "give all" cheat) are compiler-independant.


SVN r340 (trunk)
2006-09-27 04:56:18 +00:00
Christoph Oelckers
a4a23d1b25 - Fixed: ACustomInventory::CallStateChain couldn't be called recursively
so any item that was giving another CustomInventory item didn't work
  as intended.
- Fixed: CustomInventory items didn't process A_Jump... commands properly
  for non-players.


SVN r339 (trunk)
2006-09-25 07:48:52 +00:00
Christoph Oelckers
adf6579b37 - Fixed: Starting a new game didn't remove the deferred scripts.
SVN r337 (trunk)
2006-09-23 20:14:06 +00:00
Randy Heit
3deb4e631e - Fixed: FNodeBuilder::ShoveSegBehind needs to check that the result from
Heuristic is positive, not just non-zero.


SVN r336 (trunk)
2006-09-23 02:48:39 +00:00
Christoph Oelckers
bbfc149bd7 - Fixed: Summoned friendly monsters added to the total kill count.
SVN r334 (trunk)
2006-09-20 08:09:00 +00:00
Randy Heit
b132575533 - Added a dialog that gives the user the chance to fix things if the config
could not be saved for some reason.
- Added the writeini console command to write the config file, optionally
  specifying a specific file name for it.
- Fixed: "Multiplayer" demos that only had one player were not played back
  properly because the demo playback code only checked the number of players
  to determine if it should be played as a netdemo.


SVN r333 (trunk)
2006-09-20 02:00:19 +00:00
Randy Heit
8854f95152 - Removed m_fixed.cpp
- Fixed the GCC _DECLARE_TI macro to use the section name macro.

SVN r332 (trunk)
2006-09-20 00:08:22 +00:00
Randy Heit
419724dd02 - Assembly code is disabled when building with __APPLE__ defined, for now.
- If you aren't targeting x86, m_fixed.h only includes basicinlines.h now.
- Moved x64inlines.h into basicinlines.h.
- Replaced uses of __int64 with types from doomtype.h.
- The stop console command no longer ends single player games, just the demo
  that was being recorded.
- In C mode, the sc_man parser no longer allows multi-line string constants
  without using the \ character to preface the newline character. This makes
  it much easier to diagnose errors where you forget the closing quote of a
  string.
- Fixed: V_BreakLines() added the terminating '\0' to the last line of the
  input string.
- Added font as a parameter to V_BreakLines and removed its keepspace
  parameter, which was never passed as anything other than the default.


SVN r331 (trunk)
2006-09-19 23:25:51 +00:00
Christoph Oelckers
73032c2f3d - Fixed: Texture scale calculations for HIRESTEX were incorrect.
SVN r330 (trunk)
2006-09-17 15:45:27 +00:00
Christoph Oelckers
782b8a3b92 - Fixed: The sky scrolling calculations caused an integer multiplication overflow.
- Fixed: Voodoo dolls should not start ENTER scripts.
- Fixed: ActorDamage must not parse the enclosing parentheses as part of the 
  expression. That will produce an error if a flag set or clear command immediately
  follows.
- Fixed: P_DamageMobj ignored MF2_NODMGTHRUST if the damaging object had no
  owner.
- Added a 'font' parameter to A_Print.
- Changed A_CustomMeleeAttack to take one damage parameter only. Since expressions
  can be used this value is not used as a factor for a random value but as
  a direct damage value instead.
- Fixed: AActor::SetState must check whether a called action function resulted
  in the actor's destruction. A_Jump constructs to a 0-length terminating
  state will hang if this isn't checked.



SVN r329 (trunk)
2006-09-17 10:43:51 +00:00
Randy Heit
b951721c1b - Moved the vid_fps display to the upper-right of the screen.
- The stat display can now show multiple stats at once.


SVN r328 (trunk)
2006-09-14 03:06:09 +00:00
Randy Heit
76e94bde6b Added some Linux fixes that were needed after the last commit.
SVN r327 (trunk)
2006-09-14 00:17:10 +00:00
Randy Heit
c412b42703 - Fixed: cycle_t was still a DWORD and not a QWORD under GCC.
- The stat meters now return an FString instead of sprintfing into a fixed
  output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
  - For consistancy with the other integral types, byte is no longer a
    synonym for BYTE.
  - Most uses of BOOL have been change to the standard C++ bool type. Those
    that weren't were changed to INTBOOL to indicate they may contain values
    other than 0 or 1 but are still used as a boolean.
  - Compiler-provided types with explicit bit sizes are now used. In
    particular, DWORD is no longer a long so it will work with both 64-bit
    Windows and Linux.
  - Since some files need to include Windows headers, uint32 is a synonym
    for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
  was all it contained.


SVN r326 (trunk)
2006-09-14 00:02:31 +00:00
Christoph Oelckers
06630b0fee - Added support for scaled textures to DCanvas::DrawTexture.
- Changed deh.MaxHealth use to be consistent with other source ports.
- Added NULL pointer checks to APlayerPawn's state set functions. If these
  remove the player from the game a crash is the inevitable result.


SVN r325 (trunk)
2006-09-09 08:55:47 +00:00
Randy Heit
4999c3b4aa - Fixed: Weapons did not give you double ammo at baby and nightmare skills.
- Fixed: SetTexture() in p_setup.cpp assumed that all color values were
  six characters. Although this was the intended way to specify colors,
  earlier versions did no error checking, so other lengths worked too.
- Fixed: FPatchTexture waited until MakeTexture() to call CalcBitSize(),
  so the width and height bit sizes weren't available when using it as a
  source for a warp texture.
- Fixed: R_InitSkyMap() should only warn about two sky textures not being
  the same height when they are used as part of a double sky.
- Added a NULL state check in AActor::Tick() before advancing the current
  state. Note that this should not happen, so there's an assert there for
  the debug build as well as a regular check for the release build.


SVN r324 (trunk)
2006-09-09 01:14:13 +00:00
Randy Heit
05265c3213 - Version bump to 2.1.5.
- Fixed: P_LoadSegs() checked for invalid vertices too late.


SVN r320 (trunk)
2006-09-01 22:09:03 +00:00
Randy Heit
da32156d41 - Changed: Starting a new game or reloading an old one reset the chasecam.
SVN r319 (trunk)
2006-09-01 01:52:50 +00:00
Randy Heit
c87be34b08 - Removed the r: ACS print cast. You can do it yourself with s: and an array.
- Changed all the bool arguments to the ACS ReplaceTextures and SectorDamage
  commands with a single flags argument. SectorDamage also gained extended
  functionality: you can now make it hurt only players, only non-players, or
  both. Previously, hurting only non-players was not possible.
- Added the HUDMSG_COLORSTRING flag for ACS hudmessages. If you OR it in with
  the message type, the color will be treated as a string naming the color
  you want to use, so now you can use custom colors with hudmessages.


SVN r318 (trunk)
2006-09-01 01:08:27 +00:00
Randy Heit
a2fbb8c880 GCC fixes for recent code changes.
SVN r316 (trunk)
2006-08-31 01:30:22 +00:00
Randy Heit
b1e564d907 - Added the FNameNoInit class that is exactly like FName except it does not
initialize its index, so it can be used from inside Actors without
  overwriting the runtime default value.
- V_BreakLines() now returns an array of FStrings instead of char *'s.
- Added support for custom text colors in messages like this:
    print (s:"\c[Chartreuce]This text is in the color 'Bleargh'");
  This also obsoletes some of the functionality of the r: print specifier
  before it even saw a release version, because you can do this with the
  standard colors too:
    print (s:"\c[Green]Some text");
- Added two new decorate functionns: A_PlaySoundEx("sound_name", "channel"
  [, bLooping]) and A_StopSoundEx("channel"), where "channel" is "Auto",
  "Weapon", "Voice", "Item", "Body", "SoundSlot5", "SoundSlot6", or
  "SoundSlot7".
- Added a third parameter to S_IsActorPlayingSomething() to allow it to check
  if the actor is playing a specific sound.


SVN r315 (trunk)
2006-08-31 00:19:51 +00:00
Randy Heit
603e905c42 SVN r314 (trunk) 2006-08-31 00:16:12 +00:00
Randy Heit
2fb55622e7 - Moved the text color definitions out of the executable and into an external
data file.
- Removed the setcolor CCMD. It's been obsolete for years, ever since color-
  aware cvars were added.
- Changed V_GetColorStringByName() to return an FString, because it did a
  copystring() call.
- Extended V_GetColorFromString() so that it accepts HTML-style #RRGGBB and
  #RGB color strings.


SVN r313 (trunk)
2006-08-30 02:38:39 +00:00
Christoph Oelckers
38f650f7c5 SVN r312 (trunk) 2006-08-27 08:51:01 +00:00
Randy Heit
1b879c61c2 - Fixed: Multiple-choice sound sequences could not be assigned IDs for use
with polyobjects and the sound sequence selector things.


SVN r311 (trunk)
2006-08-26 02:50:06 +00:00
Randy Heit
cf3b1bfd6e - Removed the 64 seg limit for polyobjects defined with Polyobj_ExplicitLine.
- Polyobj_StartLine and Polyobj_ExplicitLine can now set a line's ID. This is
  the fourth parameter for Polyobj_StartLine and the fifth parameter for
  Polyobj_ExplicitLine.


SVN r310 (trunk)
2006-08-24 19:19:15 +00:00
Randy Heit
a69d7f529e - Added support for DDS textures compressed with DXT1, DXT3, or DXT5.
SVN r309 (trunk)
2006-08-24 18:30:34 +00:00
Christoph Oelckers
848097cd2e - Fixed incorrect spawn ID for cell pack.
SVN r308 (trunk)
2006-08-23 14:09:15 +00:00
Randy Heit
d62e6c5332 - Added Martin Howe's code for replacing environment variables in partial IWAD
search paths.


SVN r307 (trunk)
2006-08-22 22:34:35 +00:00
Randy Heit
1a7253e53c - Added support for casting color names in ACS print-type statements. What that
means is that instead of writing this:
    print (s:"\cDSome text");
  You can write this:
    print (r:CR_GREEN, s:"Some text");
- Added some new colors, based on the ones jimmy91 posted in the forum: cream,
  light blue, black, olive, dark green, dark red, dark brown, purple, and dark
  gray.
- Simplified FFont::BuildTranslations() and BuildTranslations2() to make adding
  new colors easier.


SVN r306 (trunk)
2006-08-22 21:58:24 +00:00
Christoph Oelckers
66295cf9e9 - Removed a few redundant calls to FTexture::GetWidth because all textures
are now fully initialized when being created.
- Added GZDoom's HI_START/HI_END namespace and HIRESTEX support.
- Added sprite scaling to the weapon drawing code


SVN r304 (trunk)
2006-08-22 21:45:12 +00:00
Christoph Oelckers
5c7eeed018 - Added support for PCX textures (1, 4, 8 and 24 bit variants.)
SVN r303 (trunk)
2006-08-21 13:09:55 +00:00
Christoph Oelckers
e3c5dd4644 The last commit contained a broken version of tgatexture.cpp.
SVN r302 (trunk)
2006-08-20 23:25:40 +00:00
Christoph Oelckers
93beb4d42e Fixed a few problems with the new texture code.
SVN r301 (trunk)
2006-08-20 17:07:22 +00:00
Christoph Oelckers
2536eca01d - Changed: Patch and IMGZ textures now initialize their dimensions upon creation.
The lump is open anyway at that time so deferring this action until the information
  is needed doesn't give any speed improvements. Now GetDimensions and all its
  associated overhead is gone.
- Added support for TGA textures. It can handle all of the common variations
  of this format.
- Changed: GI_PAGESARERAW is no longer checked. It wasn't really necessary before
  because the chance of texture misidentification is absolutely minimal.
  But raw pages are now restricted to textures of type TEX_MiscPatch only.
- Changed the automap parchment to use a regular texture. The previous 
  FAutomapTexture is only used as a last resort fallback now. If the code
  finds a recognizable graphic it will create a proper texture for it now.
- Fixed: Flats were only auto-scaled when in Doom flat format.
- Fixed: FMultiPatchTexture::CheckForHacks blindly assumed that all patches
  were FPstchTextures. Since the texture code does not have any type information
  I added a new flag bIsPatch for this purpose.
- Moved all texture classes into their own source files and created a new
  subdirectory 'textures' for that.
- Cleaned up the texture management code and added some stricter checks for
  the validity of Doom patches. The old code liked to crash when being passed
  some non-graphic data.

SVN r300 (trunk)
2006-08-20 12:55:46 +00:00
Christoph Oelckers
ab947ce16b - Added custom fail messages to the puzzle items.
SVN r299 (trunk)
2006-08-18 22:22:39 +00:00
Christoph Oelckers
aef5df6628 - Did some minor reorganization of code in r_data.cpp (mostly to make
handling of textures easier in GZDoom.)
- Did some preparations to allow loading folders on the HD into the lump
  directory.


SVN r298 (trunk)
2006-08-17 22:10:50 +00:00
Christoph Oelckers
f66b7de8c8 - Took MF2_WINDTHRUST off AMorphedMonster. This is something that should not
be a default setting.
- Moved a_artiegg.cpp to g_shared and renamed it to a_morph.cpp to better reflect
  its meaning.
- Fixed: AMorphProjectile's PlayerClass and MonsterClass members must be serialized
  as FNames. Serializing them as ints is not safe because name indices are not 
  guaranteed to be the same each time the game is started. Same for APlayerPawn's
  MorphWeapon member.
- Converted EggFX, ArtiEgg, PorkFX and ArtiPork to DECORATE. 
- Added a new parameter to A_FireCustomMissile. Previously it always aimed
  straight ahead and altered the projectile's angle according to the resulting
  direction. If the 6th parameter is 1 now it will aim at the specified angle
  directly.
- Changed custom morphing to be based on a new MorphProjectile class, not
  the Heretic specific EggFX. The EggFX properties are now prefixed with
  'MorphProjectile.'. 


SVN r297 (trunk)
2006-08-17 09:54:42 +00:00
Randy Heit
a6d656b108 - Updated thingdef_specials.h for the new thingdef_specials.gperf file.
- Created a new MorphedMonster class that Chicken and Pig now derive from.
  This class automatically takes care of unmorphing the monster when its
  time is up.
- Made PlayerClass and MonsterClass properties of EggFX. You can override
  these in a subclass to create new kinds of morpher projectiles. Along with
  that, MorphWeapon is a new property of PlayerPawn that controls what type
  of weapon you have available while morphed ("None" means you have no
  weapons).
- Changed morphed monsters to record the time when they want to unmorph, not
  the time left until they unmorph. This simplifies calling
  P_UpdateMorhpedMonster() because you don't need to pass it a tic count.
- Added an optional second parameter to A_SpawnDebris and an optional
  fifth parameter to A_SpawnItem that both do the same thing: If you set it
  to 1, then the spawned actor will be assigned the same translation table
  as the actor that called the function.
- Moved the blood colorization in P_SpawnBlood() ahead of the SetDamage()
  call so that the blood color will available to the states of the blood
  actor.
- Extended the puke command so that giving it a negative script number will
  act like ACS_ExecuteAlways and always execute the script. (Ugh. Why did I
  use's Raven's cheat code to name this command?)


SVN r296 (trunk)
2006-08-17 00:19:26 +00:00