Commit graph

338 commits

Author SHA1 Message Date
Christoph Oelckers
6dbdcf5f60 - Changed: For actors not being spawned on the floor P_FindFloorCeiling should
be used to prevent them from dropping through 3DMIDTEX textures.
- Fixed: AMageStaffFX2::IsOkayToAttack overwrote the projectile's angle variable. 

SVN r970 (trunk)
2008-05-14 07:45:40 +00:00
Christoph Oelckers
99f55e8b8f - Added Skulltag's PUFFGETSOWNER flag.
SVN r967 (trunk)
2008-05-12 22:52:13 +00:00
Christoph Oelckers
9a410f864f - Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
  is not usable from Hexen or Doom format maps though but in preparation of
  the UDMF format discussed here:
  http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
  255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp 

SVN r954 (trunk)
2008-05-02 10:55:48 +00:00
Christoph Oelckers
48d8881065 - Fixed: FBlockThingsIterator didn't set the current block coordinates if
they were outside the blockmap. This could cause extreme delays if an
  iteration started outside the valid boundaries.
- added nextmap and nextsecret CCMDs.


SVN r924 (trunk)
2008-04-19 00:55:55 +00:00
Christoph Oelckers
99b2fab410 - Added submission for ACS CheckPlayerCamera ACS function.
- Removed FRadiusThingsIterator after discovering that VC++ misoptimized
  it in P_CheckPosition. Now FBlockThingsIterator is used with the distance
  check being done manually. 

SVN r914 (trunk)
2008-04-15 10:04:41 +00:00
Christoph Oelckers
3f497fe8e5 - Eliminated some more global variables (onmobj, DoRipping, LastRipped,
MissileActor, bulletpitch and linetarget.) 

SVN r899 (trunk)
2008-04-10 14:38:43 +00:00
Christoph Oelckers
a390ea6a61 - Replaced P_PathTraverse with an FPathTraverse class, rewrote all code using
P_PathTraverse and got rid of a lot of global variables in the process. 

SVN r898 (trunk)
2008-04-09 18:35:21 +00:00
Christoph Oelckers
894b663877 - Eliminated all use of global variables used as output for P_CheckPosition
and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because 
  the global variables can be easily overwritten with certain DECORATE 
  constructs.


SVN r894 (trunk)
2008-04-08 20:52:49 +00:00
Christoph Oelckers
17816dcadd - Changed: P_TeleportMove now always sets BlockingLine to NULL and
P_FindFloorCeiling doesn't set it at all. The way it was set in 
  PIT_FindFloorCeiling didn't look correct.
- Changed P_FindFloorCeiling so that it doesn't need global variables 
  anymore. I also moved the code to set the calling actor's information
  into this function because that's all it is used for. This also fixes
  another bug:
- AInventory::BecomePickup called P_FindFloorCeiling to get
  proper position values for the item but never set the item's information
  to the return value of this call.


SVN r891 (trunk)
2008-04-08 10:47:28 +00:00
Christoph Oelckers
0b26377624 - Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere.
- Rewrote BlockThingsIterator code not to use callbacks anymore.


SVN r888 (trunk)
2008-04-07 21:14:28 +00:00
Christoph Oelckers
ebd17de30a - Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but
P_FindFloorCeiling never did that.
- Merged Check_Sides and PIT_CrossLine into A_PainShootSkull.
- Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was
  used. This also allowed to remove all the global variable saving in
  P_CreateSecNodeList.
- Added a new FBlockLinesIterator class that doesn't need a callback
  function because debugging the previous bug proved to be a bit annoying
  because it involved a P_BlockLinesIterator loop.
- Fixed: The MBF code to move monsters away from dropoffs did not work as 
  intended due to some random decisions in P_DoNewChaseDir. When in the
  avoiding dropoff mode these are ignored now. This should cure the problem
  that monsters hanging over a dropoff tended to drop down. 

SVN r887 (trunk)
2008-04-06 17:33:43 +00:00
Christoph Oelckers
cb1bd7739e - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
  (MELEERANGE) and didn't set the puff to its melee state if the range
  was different. Even worse, it checked a global variable for this so
  the behavior was undefined when P_SpawnPuff was called from anywhere
  else but P_LineAttack. To reduce the amount of parameters I combined
  this information with the hitthing and temporary parameters into one
  flags parameter. Also changed P_LineAttack so that it gets passed
  an additional parameter that specifies whether the attack is a melee
  attack or not and set this to true in all calls that are to be considered
  melee attacks. I couldn't use the damage type because A_CustomPunch
  and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET 
  and FX_GRENADE.


SVN r879 (trunk)
2008-04-04 14:31:20 +00:00
Randy Heit
776d89428d - Changed D3DFB to explicitly request double buffering instead of assuming
that the drivers will treat a BackBufferCount of 0 as a request for
  double buffering.
- Fixed: Unsetting a cvar did not remove it from the list of tab
  completions.
- Added "" as a synonym for "nullimage" in SBARINFO.
- Fixed: MAKESAVESIG's stringifier in version.h did not work as expected.
  It stringified the passed macro name, not the value of the macro.
- Moved DCajunMaster off the DObject hierarchy.
- Changed DCajunMaster::getspawned into a TArray of FStrings. It was
  mysteriously being left pointing to uninitialized memory during the
  final GC at exit and crashing.
- Fixed: The code that removed hexdd.wad from the list of IWADs when
  hexen.wad was not present did not work.


SVN r861 (trunk)
2008-03-28 00:38:17 +00:00
Christoph Oelckers
997533e0c8 - Fixed: DCajunMaster::End was missing a write barrier for getspawned. The
same problem in D_DoomMain.
- Made bglobal a pointer because it was causing problems with the garbage 
  collector.


SVN r859 (trunk)
2008-03-27 22:37:13 +00:00
Christoph Oelckers
1e81eb0fee - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag.
SVN r847 (trunk)
2008-03-24 22:06:26 +00:00
Christoph Oelckers
60ad26b231 - Added: Sector movement that causes deep water to change its height now
will trigger associated sector actions and adjust the actor's water level.


SVN r836 (trunk)
2008-03-22 12:17:52 +00:00
Christoph Oelckers
7c87465d35 - VC++ doesn't seem to like the TArray serializer so I added a workaround
to be able to save the 3dMidtex attachment info.
- Fixed: The TArray serializer needs to be declared as a friend of TArray
  in order to be able to access its fields.
- Since there are no backwards compatibility issues due to savegame version
  bumping I closed all gaps in the level flag set.
- Bumped min. Savegame version and Netgame version for 3dMidtex related
  changes.
- Changed Jump and Crouch DMFlags into 3-way switches:
  0: map default, 1: off, 2: on. Since I needed new bits the rest of
  the DMFlag bit values had to be changed as a result.
- fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding
  actors without MF3_NOBLOCKMONST.
- Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange'
  that can enable or disable switch range checking globally per map.
- Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE.
- Added a ML_CHECKSWITCHRANGE flag which allows checking whether the 
  player can actually reach the switch he wants to use.
- Made DActiveButton::EWhere global so that I can use it outside thr
  DActiveButton class.

March 17, 2008 (Changes by Graf Zahl)
- Changed P_LineOpening to pass its result in a struct instead of global
  variables.
- Added Eternity's 3DMIDTEX feature (no Eternity code used though.)
  It should be feature complete with the exception of the ML_BLOCKMONSTERS
  flag handling. That particular part of Eternity's implementation is
  sub-optimal because it hijacks an existing flag and doesn't seem to make
  much sense to me. Maybe I'll implement it as a separate flag later.


SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
Randy Heit
3c6c60c730 - Fixed: The only time bestslideline is ever NULL is before it ever gets set.
That means my P_BounceWall() "fix" from March 6 wasn't really a working fix.


SVN r807 (trunk)
2008-03-16 01:32:54 +00:00
Randy Heit
ce811319a7 - Fixed: If an object is flagged for euthanization while it's in the gray
list, it should just be ignored during the propagation stage.
- After sleeping on it and realizing what was really going in, I generalized
  the inventory fix from the 13th: The actor is flagged by Destroy(), then it
  is later inserted into the thinker list by DThinker::SerializeAll(). So
  rather than unlinking the skipped player from their inventory, just make
  sure any flagged thinkers aren't inserted into a list.
- Fixed: FCanvasTextureInfo::Viewpoint needed a read barrier, and the whole
  list should serve as a root.
- Reimplemented SPC playback as a custom codec for FMOD.
- Removed spc_frequency, because snes_spc only supports the SPC's native
  frequency of 32000 Hz.


SVN r806 (trunk)
2008-03-16 00:54:53 +00:00
Randy Heit
a5004f8827 - Fixed: If P_BounceWall() can't find a wall when it does its trace, but it
was entered because a line blocked the projectile, then it should still use
  that blocking line for the bounce.


SVN r788 (trunk)
2008-03-07 01:29:26 +00:00
Randy Heit
ef99d9c057 - Fixed: PTR_BounceTraverse only checked for projectiles that were too
high to pass through two-sided lines, but not ones that were too low.
- Fixed: SBARINFO couldn't detect the extreme death damage type for the
  player face animation.


SVN r782 (trunk)
2008-03-04 00:56:22 +00:00
Christoph Oelckers
5589f6b7a1 - fixed: A_CountdownArg used 0 based indices although all uses of it assumed
it is 1-based.
- added MF5_DONTRIP flag.
- added CheckActorFloorTexture, CheckActorCeilingTexture and
  GetActorLightLevel ACS functions.
- added IF_ADDITIVETIME flag to create powerups that add their duration
  to the one of the currently active item of the same type.
- fixed: bouncecount wasn't decreased when bouncing on walls.
- Added MF5_ALWAYSRESPAWN and MF5_NEVERRESPAWN flags that selectively
  enable or disable monster respawning regardless of skill setting.
- Prettified deprecated flag handling.


SVN r780 (trunk)
2008-03-01 16:59:17 +00:00
Randy Heit
e8e7cebe18 - Fixed: Turning off follow mode with automap rotating enabled did not
function in an easy-to-understand manner.
- Fixed: D_AddWildFile() blindly assumed that all matches were files.
- Added back the dead player check to CheckIfExitIsGood(), but now it
  applies only if the next map is part of the same hub. Otherwise, you can
  still exit the map while dead.
- Removed the SpawnedPuff global variable and made it a return value from 
  P_LineAttack().
- Fixed: P_SpawnPuff() played sounds for temporary puffs.


SVN r739 (trunk)
2008-02-12 05:54:03 +00:00
Randy Heit
6af5665575 - Fixed: Morphed pig and chicken players made normal human *usefail sounds.
- G_DoSaveGame() now receives the filename and description from its arguments
  rather than global variables, so autosaves and manual saves can be done
  in close proximity to each other without overwriting the parameters for
  one of them.
- Fixed potential buffer overrun in G_SaveGame() and added a check so that
  you can't interfere with saves that are still pending.
- Fixed: P_LineAttack() creates temporary puffs to get damage types, but this
  had the side effect of creating particles for the puff.
- Fixed: The Heretic status bar tried to use the graphic "SELECTBOX" for the
  inventory selector. The correct name is "SELECTBO".
- Fixed: Using allowrespawn for a single-player map would fire off enter
  scripts instead of respawn script because the player wasn't assigned the
  state PST_REBORN.
- Fixed: P_CheckMissileSpawn() now passes the BlockingMobj to
  P_ExplodeMissile() so that it can select the appropriate death state.
- Added the manifest to MinGW-compiled builds of updaterevision so you can
  build under Vista with MinGW without needing administrative privileges.
  (But I still want to know why Vista thinks it needs elevated privileges
  without a manifest telling it otherwise.)
- Using four 0xFF bytes for the final note of an IMF song should signal the
  end of the song.


SVN r733 (trunk)
2008-02-05 23:32:49 +00:00
Christoph Oelckers
78164aab40 - Added support for AttackZOffset to P_RailAttack.
- Fixed: ParseDrawTextureTags read DTA_RenderStyle as ERenderStyle, not FRenderStyle.


SVN r726 (trunk)
2008-01-30 18:45:15 +00:00
Randy Heit
4c9d633a94 - Fixed: P_RailAttack() crashed if you didn't specify a puff for a rail.
- Decided that allowing arbitrary alpha values for color remaps isn't so hot.
  Changed it back the way it was.


SVN r716 (trunk)
2008-01-27 04:53:55 +00:00
Christoph Oelckers
58816f5d09 - Added Karate Chris's patch for teamplay MAPINFO option.
- Added Karate Chris's patch for custom damage color per player class.
- Added Karate Chris's patch for respawnlimit skill property.
- Added Karate Chris's patch for Strife quit messages.
- Fixed: P_RailAttack ignored the puff's damage type.


SVN r714 (trunk)
2008-01-26 16:42:16 +00:00
Christoph Oelckers
a5265c4ec5 - defined a constant for the crosshair menu entry's index to get a direct
reference out of the function code.
- Fixed: The BrainExplosions should not perform any collision detection. To
  achieve this their Damage value must be set to 0 when being spawned.
- Added a safety check to savegame versioning so that an invalid revision
  (reported as 0) will be handled without breaking savegame compatibility.


SVN r689 (trunk)
2008-01-10 11:02:07 +00:00
Randy Heit
2d4b679fcb - Fixed: P_BounceWall() cannot assume that BlockingLine is the line the actor
should bounce off of. Since the order lines in a blockmap cell are checked
  for collision is essentially undefined, there could be another line closer to
  the actor that it should bounce off of instead.

SVN r678 (trunk)
2008-01-08 03:21:01 +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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
29195a913c - Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.
- Added VSpeed DECORATE property so that an actor can be given an initial
  vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
  operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
  the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
  monsters and added it to the list of DECORATE code pointers. Now Quake-style
  zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
  spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
  health compatibility flag if max is 0. To do that it calls P_GiveBody now.


SVN r373 (trunk)
2006-11-04 13:06:42 +00:00
Christoph Oelckers
063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
2006-10-31 14:53:21 +00:00
Christoph Oelckers
0d5e3cf97e - Added MF5_PIERCEARMOR flag that allows damaging objects that aren't
affected by armor.
- Added an unfreeze CCMD so that frozen players can be unfrozen for testing.
- Added special death states for projectiles hitting actors.
- Added ACS SetActorPitch/GetActorPitch functions.
- Added cameraheight property for actors.


SVN r359 (trunk)
2006-10-22 10:32:41 +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
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
Christoph Oelckers
8ecfe6a8ac - Fixed: P_CheckOnMobjZ returned the first thing an actor could stand on,
not the highest possible.


SVN r290 (trunk)
2006-08-12 21:02:46 +00:00
Randy Heit
b25c7722f3 - Added the ACS commands
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
      optional bool not_mid, optional bool not_upper, optional bool not_floor,
      optional bool not_ceiling); and
  SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
      str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
  correction. When this is enabled, the only display ratio available is 4:3
  (and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
  through decorate. Just enclose it within parentheses, and the expression
  will be evaluated exactly as-is without the normal Doom damage calculation.
  So if you want something that does exactly 6 damage, use a "Damage (6)"
  property. To deal normal Doom missile damage, you can use
  "Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
  maintained by ObtainInventory.


SVN r288 (trunk)
2006-08-12 02:30:57 +00:00
Christoph Oelckers
b8312a9bd8 - Gave Strife's PhosphorousFire the MF2_NODMGTHRUST flag so that its
damage is truly thrustless. The 'thrustless' parameter disabled all
  thrust done by PIT_RadiusDamage but not the one done by P_DamageMobj.
  Also gave Hexen's poison cloud the MF3_BLOODLESSIMPACT flag and made
  spawning of blood decals in PIT_RadiusAttack depend on that. Since with
  these changes the 'bombthrustless' argument to P_RadiusAttack is no 
  longer useful I removed it.


SVN r285 (trunk)
2006-08-10 21:03:17 +00:00
Randy Heit
06681ec72d - Version bump to 2.1.4.
- Fixed: Friendlies would not turn to face you when you engaged them in
  conversation, nor would they reliably return to their original facing when
  you stopped talking to them.
- Added deprecation warnings for the DontHurtShooter, ExplosionRadius, and
  ExplosionDamage actor "properties." They were considered deprecated before;
  now this is explicitly stated when they are used. The problem with them is
  that they are not really properties and do not behave like other properties
  and cannot be inherited, because they are really just an alternate way of
  specifying parameters for A_Explode. (Anything that currently prints a
  deprecation warning will be removed completely in 2.2.0, which will be the
  version where custom state labels make their debut.)


SVN r272 (trunk)
2006-07-29 01:26:24 +00:00
Christoph Oelckers
ecce60e8f9 SVN r258 (trunk) 2006-07-16 09:10:45 +00:00
Christoph Oelckers
2e02a4fa36 SVN r246 (trunk) 2006-07-11 11:36:34 +00:00
Christoph Oelckers
9e6d5c8fd9 - Fixed: G_NewInit destroyed the players' userinfo data.
- Changed the special radius damage handling for the barrel and boss brain
  into an actor flag.
- Added A_RadiusThrust code pointer for DECORATE and adjusted the radius 
  attack functions accordingly.


SVN r236 (trunk)
2006-07-02 21:58:10 +00:00
Christoph Oelckers
81ee5b4942 - Fixed: Bouncing projectiles should not bounce off horizon lines. Now they
vanish instead.
- Changed masses of ice chunks and glass shards to make small splashes


SVN r231 (trunk)
2006-06-28 11:14:20 +00:00
Christoph Oelckers
7266c1e929 - Fixed: PIT_CheckThing checked AActor::tid instead of TidToHate to determine
whether a monster of the same species can be hurt.
- Added new ice chunk sprites submitted by Enjay.

SVN r223 (trunk)
2006-06-24 23:58:01 +00:00
Christoph Oelckers
e2ac4c1168 - Fixed: PIT_StompThing never checked for COMPATF_NO_PASSMOBJ.
- Fixed: COMPATF_TRACE returned true for all two-sided lines, not just for
  those with the same sector on both sides.

SVN r206 (trunk)
2006-06-21 11:47:27 +00:00
Christoph Oelckers
15681d0588 - Added a StartConversation special that allows automatic activation of Strife
dialogs.
- Added Thing_Raise special that allows Arch-Vile like resurrections from scripts
  or DECORATE states.
- Added a RadiusDamageFactor property for actors. This replaces the hard coded
  factor of 0.25 for Hexen's players.
- Added new SpawnProjectile function to ACS. It's the same as Thing_Projectile2
  but the projectile is specified by name, not spawn ID.
- Added MAPINFO option to set the compatibility flags. If this is done these
  explicit settings will take precedence over the compatflags CVAR.

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

SVN r151 (trunk)
2006-05-28 14:54:01 +00:00
Christoph Oelckers
7f2ac35dce - Fixed: Thing_ChangeTid must check whether the actor whose tid is about to
be changed is scheduled for destruction.
- Fixed: G_FinishTravel added the player to the hash chain twice.
- Fixed: The animations for Doom's E3 intermission used incorrect patch names.
- Added a check for MF_NOLIFTDROP to PIT_CeilingRaise because the overlapping 
  bridges in 007LTSD got moved by this function.

SVN r136 (trunk)
2006-05-22 09:53:09 +00:00
Randy Heit
a39f5bb8f7 - Fixed: M_NotifyNewSave() needlessly created a copy of the filename.
- Fixed: Any touching_sectorlists for actors unlinked in G_StartTravel() were
  lost forever.
- Fixed: DLightningThinker::Serialize() did not delete the old
  LightningLightLevels array when loading from an archive.
- Fixed: Although I moved the correct polyobject freeing code into
  P_FreeLevelData(), I left the old wrong code there too, which just deleted
  the array without deleting anything hanging off of it.


SVN r127 (trunk)
2006-05-18 04:25:26 +00:00
Christoph Oelckers
caed57baa5 SVN r114 (trunk) 2006-05-14 14:30:13 +00:00
Christoph Oelckers
bb617dfbfd - Changed: The decision whether blood splatter sprites are spawned is no
longer determined by game. Instead there's a new flag, MF5_BLOODSPLATTER
  which is deciding what to do. To keep backwards compatibility this flag
  is unset for projectiles in Doom and Strife and set for them in Heretic 
  and Hexen. The same applies to DECORATE but of course the flag can be
  manipulated here.
- BLODxx sprites are now globally renamed to BLUDxx when not playing Doom. 
  This allows using the same states in every game, including the 
  Raven-specific blood actors.
- Gave the bullet puff and the axe blood masses of 5 so that the make small
  splashes.
- Added A_Light(value) code pointer for DECORATE to generalize the weapon
  light effect.
- Added 'noskillmenu' option to MAPINFO episode definitions. This is for
  WADs that want to implement a skill selection level.
- Added APROP_ChaseGoal and APROP_Frightened actor properties for ACS.
- Added MF5_CHASEGOAL flag that makes monsters to go after their goal even
  if they have a valid target.
- Fixed some issues with the changes to P_NewChaseDir I made to include
  MBF's dropoff logic.
- Added a PowerFrightener powerup class. It seemed like such a waste to
  have this cool feature but no means to use it in a decent fashion.
- Fixed: S_Init and S_ParseSndInfo should call atterm only once but not
  each time they are called.

SVN r112 (trunk)
2006-05-13 12:41:15 +00:00
Randy Heit
a0c88a9b31 - Yay! We now seem to be free of memory leaks! The next step will be to
merge a lot of these static destructor-only structs into regular
  functions added to the exit chain with atterm so that they can be called
  in a deterministic order and not whatever order the linker decides to put
  them in. (Interestingly, the amount of memory used when repeatedly
  executing the same map command at the console varies up and down, but it
  now stays relatively stable rather than increasing unbounded.)
- Fixed: The list of resolutions in the video modes menu was not freed
  at exit.
- Fixed: mus_playing.name was not freed at exit.
- Fixed: SN_StopAllSequences() should be called at the start of
  P_FreeLevelData(), not just before the call to P_SetupLevel() in
  G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can
  call P_FreeLevelData() to free more memory too.
- Fixed: StatusBar was not freed at exit.
- Fixed: spritesorter was not freed at exit.
- Fixed: Bad things happened if FString's data pool was destroyed before
  all C_RemoveTabCommand() calls were made.
- Added an overload for FArchive << FString.
- Fixed: The players' log text was not freed at exit.
- Fixed: Bot information was not freed at exit.
- Fixed: doomcom was not freed at exit. But since it's always created,
  there's no reason why it needs to be allocated from the heap. My guess
  is that in the DOS days, the external packet driver was responsible for
  allocating doomcom and passed its location with the -net parameter.
- Fixed: FBlockNodes were not freed at exit.
- Fixed: Openings were not freed at exit.
- Fixed: Drawsegs were not freed at exit.
- Fixed: Vissprites were not freed at exit.
- Fixed: Console command history was not freed at exit.
- Fixed: Visplanes were not freed at exit.
- Fixed: Call P_FreeLevelData() at exit.
- Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at
  exit.
- Fixed: Sound sequences were not freed at exit.
- Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array
  when loading.


SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
Randy Heit
d878c2e7d6 - Backported the classnames-are-names changes from the FP code.
SVN r97 (trunk)
2006-05-10 02:40:43 +00:00
Randy Heit
981f663319 - Updated Jim's Makefile.linux.
- Added support for wrapping midtextures vertically.
- Since zdoom.wad is now zdoom.pk3, the default mapinfos can use full pathnames.
  So now they do.
- Fixed: The DSimpleCanvas constructor used a pitch too narrow on screens wider
  than 640 pixels when using a non-AMD processor and the processor's L1 cache
  line size could not be determined. I think this should fix the issue of
  weirdly rendered 8 pixel wide borders on the left and right of the screen that
  some people experienced.
- Fixed: The secnodes were never freed.


SVN r93 (trunk)
2006-05-09 21:30:31 +00:00
Christoph Oelckers
605a9a7715 May 6, 2006 (Changes by Graf Zahl)
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE.
- Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the
  string table.
- Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. 
  There is no need to keep two flags around with virtually the same meaning.
- Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency.
  It looks much better now than the cheap code pointer based blinking it used before.
- Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages 
  to the string table.
- Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the
  string table.
- Moved the messages for killing spectres to the string table.
- Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get
  the messages it prints from the string table instead of the quest item's tag
  string.

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


SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
Randy Heit
c8cdb52863 - Removed generational garbage collection from the string pool because it didn't
actually work.
- Turned the list of TabCommands into a TArray because I saw lots of console
  commands in the memory leak report at exit. Then I realized those were actually
  key bindings, so I changed the Bindings and DoubleBindings arrays into FString
  arrays.
- Fixed: FStringCVar was missing a destructor.
- Added TArray::Insert().
- Fixed: TArray::Delete() used memmove().
- Renamed Malloc(), Realloc(), and Calloc() to M_Malloc(), M_Realloc(), and
  M_Calloc() so that the debug versions can be defined as macros.
- Enabled the CRT's memory leak detection in WinMain().
- Moved contents of PO_DeInit() into P_FreeLevelData().
- Removed "PolyBlockMap = NULL;" from P_SetupLevel(), because the P_FreeLevelData()
  call it makes next does the exact same thing, but also freeing it if needed.
- Fixed: Unneeded memcpy in UnpackUserCmd() when ucmd and basis are the same


SVN r75 (trunk)
2006-05-04 03:49:46 +00:00
Christoph Oelckers
eff7c898cf - ZDoom now loads zdoom.pk3 instead of zdoom.wad.
- Fixed: StreamSong::SetVolume should check the m_stream pointer. This can
  happen when a TimiditySong doesn't use FMOD and outputs the sound itself.
- Fixed: 'use' sector actions were using the incorrect sector on several 
  occasions.
- Added a wi_noautostartmap CVAR and a noautostartmap intermission option
  that force the user to manually end the 'entering level' page.


SVN r70 (trunk)
2006-04-29 12:40:09 +00:00
Christoph Oelckers
9b5f9a1d70 SVN r67 (trunk) 2006-04-24 14:26:06 +00:00
Christoph Oelckers
790ff69f52 - Removed ABossEye::Serialize because it didn't do anything.
- Fixed the issues with .96x's railgun code and added it to the current
  version.
- Fixed: Setting of the friendly Minotaur's angle was inconsistent and
  could cause it to move backwards in a féw situation.
- Fixed: The minotaur did checks for type by checking for the MF_FRIENDLY
  flag, not by checking for the actor class. That made it impossible to
  spawn friendly 'normal' minotaurs.
- Moved a few virtual methods which are only applicable to the friendly
  minotaur to AMinotaurFriend.
- Fixed: The friendly minotaur checked the master's health instead of
  the target's when deciding whether to switch targets. Replaced with
  MF4_NOTARGETSWITCH.
- Fixed: maybedrawnow must not draw the console unless the background
  texture has been set up.

SVN r66 (trunk)
2006-04-23 20:12:27 +00:00
Christoph Oelckers
d8500150f3 SVN r52 (trunk) 2006-04-17 16:04:27 +00:00
Christoph Oelckers
36e37becb5 SVN r51 (trunk) 2006-04-17 13:53:34 +00:00
Christoph Oelckers
da51ac7446 SVN r49 (trunk) 2006-04-16 13:29:50 +00:00
Randy Heit
e815474cbe - Fixed: ACS improperly calculated the address of local variables when
returning from one function to another function when the function that
  was called was used as part of an expression.
- Fixed: Using Thing_Hate with arg0 (hater) set to 0 from an open script
  could crash.
- Fixed: Some items along ledges in Hexen's MAP32 (Orchard of Lamentations)
  appeared at the bottom of the ledge (and consequently inside it) instead
  of on top of it because the items were placed directly on the lines.
  AActor::LinkToWorldForMapThing() needs to use the original R_PointOnLineSide()
  code to handle situations like this. Previously, it just used the original
  code for straight horizontal/vertical lines and used the new code for
  diagonal lines.
- Fixed: FWadCollection::MergeLumps() used in incorrect realloc.
- Fixed: FPlayList::NextLine() did not properly handle blank lines in the
  playlist.
- Changed: Decals now use lightweight thinkers instead of actors. (76 bytes
  versus 396, so you save 320k if you have 1024 decals present.)
- Fixed: Wads added with pullin were loaded immediately after the IWAD.
  Exec files are now processed immediately before -file but after autoloading
  wads in D_DoomMain().
- Fixed: sdl/i_system.h unconditionally defined SHARE_DIR, preventing
  redefinition from the command line.
- Fixed: The standard way to include SDL.h is <SDL.h>, not <SDL/SDL.h>.
- Fixed: Returned FActiveInterpolation::HashKey()'s return type to size_t,
  avoiding a pointer truncation warning.


SVN r30 (trunk)
2006-04-12 01:50:09 +00:00
Christoph Oelckers
e06ba32525 SVN r26 (trunk) 2006-04-11 08:36:23 +00:00
Randy Heit
09c28e5bf9 - Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
  instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
  NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
  must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
  not attached to an actor. This can happen, for instance, if the level is
  destroyed while the player is holding a powered-up Phoenix Rod. As part
  of its EndPowerup() function, it sets the psprite to the regular version,
  but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
  could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
  TypeInfo *) reference to operator<< and the generic, templated (object *)
  version, so a few places that can benefit from it now use it. I believe
  VC6 had problems with this, which is why I didn't do it all along. The
  function's implementation was also moved out of dobject.cpp and into
  farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
  last byte in a row if the image width is not an even multiple of the number
  pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
  useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.


SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
Randy Heit
75d072c09a - Rewrote MusicVolumes handling so it's a list and not an array.
- Removed I_SetMusicVolume(). It isn't used.
- Moved P_IsFriend(), P_IsHostile(), and P_GetSpecies() into AActor.

SVN r18 (trunk)
2006-03-03 03:57:01 +00:00
Randy Heit
cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00