The reason for defining them is to be able to fill out the Eternity translation table for GZDoom's Extradata parser.
Most of the new specials are mere specializations of ZDoom's Generic_* functions and occupy positions above 255 to avoid filling up the last remaining free slots available for Hexen format maps.
Allowing action specials greater than 255 required a few changes:
* all access to action specials is now through a small set of access functions.
* Two new PCodes were added to ACC to handle these new specials from scripts.
* a minor change to the network protocol, so netgame and demo version numbers were bumped.
* FS_Execute is now properly defined in p_lnspec.cpp.
Two of the newly added specials - generalizations of the special 'close Door in 30 seconds' and 'raise door in 5 minutes' sector types, will also be available to Hexen format maps. The rest are limited to use in ACS, UDMF and DECORATE.
This also adds 'change' and 'crush' parameters to most Floor_* and Ceiling_* specials, again to match Eternity's feature set.
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.
- 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).
- 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.
- 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.
- New properties include TeleFogSourceType and TeleFogDestType.
- TeleFogSourceType is the fog left behind where the actor teleported away from.
- TeleFogDestType is the fog the actor sees when it arrives at its destination.
- Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.
SVN r3329 (trunk)
- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.
SVN r2826 (trunk)
- moved default item drop style into gameinfo.
- moved default respawn time into gameinfo.
- moved default inventory max amount into gameinfo.
- turned Heretic's blocking of the sector for LS_Plat_RaiseAndStayTx0 into
a parameter instead of having the game mode decide.
SVN r1812 (trunk)
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
SVN r1689 (trunk)
treated it as a mace and wrote into some undefined memory.
- Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement.
- Added a speed parameter to A_SkullAttack.
- Fixed: Black as first or only blood color didn't work.
- Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag.
- Fixed: Spawning a player could play the *gasp sound.
- Fixed: SBARINFO's health display didn't scale to the proper maximum.
- Added Skulltag's Teleport_NoStop action special.
SVN r1074 (trunk)
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
to track down all potentially incorrect uses and remaining WORDs used
for texture IDs so that more than 32767 or 65535 textures can be defined.
SVN r1036 (trunk)
were doing some things in their destructor that needed to be done in the
Destroy method.
- Rewrote the interpolation code. Interpolations are no longer some objects
that are separate from the rest of the engine. Instead, they are owned by
the thinkers starting them. Also, polyobjects only spawn a single interpolation
for each polyobject instead of a single one for each vertex.
Also, different types of interpolation objects are used for different types
of interpolation so that they can do some additional work if eventually needed.
SVN r1018 (trunk)
Since it uses fixed point parameters it can only be used in scripts though.
- Added flags parameters to all wall scroller specials that didn't use
all 5 args.
- Separated scrolling of the 3 different texture parts of a sidedef.
While doing this I did some more restructuring of the sidedef structure
and changed it so that all state changes to sidedefs that affect rendering
have to be made with access functions. This is not of much use to the
software renderer but it allows far easier caching of rendering data
for OpenGL because the only place I need to check is in the access functions.
SVN r832 (trunk)
which crushing mode is used: 0 uses the game's default for compatibility,
1 uses Doom's mode (crushers continue to move while damaging any actors ) and
2 uses Hexen's mode (crushers stay at blocking actor's top until they die).
Since Generic_Crusher already used all 5 args I created a second version for
Hexen crushing mode.
- Added PICKUP flag to DECORATE.
SVN r817 (trunk)
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)