Commit graph

267 commits

Author SHA1 Message Date
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
Christoph Oelckers
c16cff7f47 Added some missing specials to thingdef_specials.gperf.
SVN r295 (trunk)
2006-08-16 21:59:45 +00:00
Randy Heit
7dc4be302f - Added action special support to the thingdef expression evaluator. Now you
can use them like normal functions, which is probably most useful for
  ACS_ExecuteWithResult.


SVN r294 (trunk)
2006-08-16 20:56:06 +00:00
Randy Heit
ed12bdc0f4 - Switched to IJG code for reading JPEG images. I have included a stripped-
down version of the library with the ZDoom source. (It actually uses less
  space than zlib now.) Unix users probably ought to use the system-supplied
  libjpeg instead. I modified Makefile.linux to hopefully do that. I'm sure
  Jim or someone will correct me if it doesn't actually work.


SVN r293 (trunk)
2006-08-16 18:08:39 +00:00
Randy Heit
21869a6c08 - Added JPEG texture support, courtesy of Ken's Picture Library. I will
probably switch to the IJG library once I pare it down. (Ken's code is 18K
  of C source but does not support progressive JPEG. The IJG library is over
  a megabyte of source and supports pretty much everything you would ever
  need ever.)
- Fixed endianness issue in FTextureManager::CreateTexture().
- Added support for interlaced PNGs. Now ZDoom is a mostly complete PNG
  reader. The only thing missing is 48-bit RGB and 16-bit grayscale support,
  which are just wastes of bits here, but also less likely to appear than
  an interlaced PNG. (However, if you are using interlaced PNGs for textures,
  then you are needlessly wasting space, since the image won't display
  progressively.)
- Fixed: Writing named screenshots didn't work.

SVN r292 (trunk)
2006-08-15 04:34:35 +00:00
Randy Heit
89396964f5 - Added support for truecolor PNG textures. They still get resampled to the
global palette, but at least they are visible now.
- Optimized UnfilterRow() in m_png.cpp a little.


SVN r291 (trunk)
2006-08-13 03:38:18 +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
Christoph Oelckers
7f93ab05ee - Added disintegration damage to SectorDamage.
- Bumped savegame version, min. savegame version, netgame version and
  demo version because the inventory and damage changes are incompatible
  with the old code.

SVN r289 (trunk)
2006-08-12 08:38:00 +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
Randy Heit
55e299e4b3 Upgraded ccdv-win32.c and the Makefiles so that they are fully functional under MSYS.
SVN r286 (trunk)
2006-08-11 03:07:32 +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
Christoph Oelckers
8e2c37957e Forgot to remove some debug code before committing
SVN r284 (trunk)
2006-08-10 15:45:26 +00:00
Christoph Oelckers
688476b9aa August 10, 2006 (Changes by Graf Zahl)
- Fixed: CheckActorInventory stored the return value in the wrong address
  on the ACS stack.
- Fixed: Skin sounds weren't properly restored after a SNDINFO reset.
- Added a more flexible ACS ChangeLevel function. It gets passed a level name
  instead of a level number and has several additional options (e.g. changing
  skill, starting the map without monsters and clearing the players' inventories. (UNTESTED!)
- Changed Thing_Activate so that passing a tid of 0 activates the calling actor.
- Changed Thing_Remove so that passing a tid of 0 removes the calling actor.
- Added DECORATE parameters to A_Saw.

SVN r283 (trunk)
2006-08-10 15:28:12 +00:00
Randy Heit
2b0fa809c6 Fix ccdv-win32.c so that it works under Windows 95/98/ME.
SVN r282 (trunk)
2006-08-10 01:17:58 +00:00
Randy Heit
f2333b6f26 - Fixed: The ACS VM made no checks for object files without strings, assuming
that if it didn't have any strings, then it didn't matter what it calculated
  for the location of the string table because it would never be referenced.
  While this is true for a script all by itself, it means a crash if you have
  a map script without strings that imports a library with strings and the
  library tries to use one of its strings.


SVN r281 (trunk)
2006-08-03 03:45:58 +00:00
Randy Heit
3a552d4aa0 - It turns out that the Visual C++ 2005 runtime calls IsDebuggerPresent, which
is not available under Windows 95. Since this is (or at least should be) the
  only thing preventing us from running under Windows 95, I added a stub that
  replaces __imp__IsDebuggerPresent@0 with a pointer to a function that checks
  for the real thing.


SVN r279 (trunk)
2006-08-02 04:57:36 +00:00
Christoph Oelckers
effa46975e - Fixed: The pickup message for Hexen's fighter's axe was assigned to the
AxePuff, not the weapon itself.
- Fixed: P_RunEffects used the consoleplayer's camera without checking its
  validity.
- Fixed: CopyFriendliness needs to copy target to LastHeard as well in order
  to make newly spawned monsters chase their spawner's target.


SVN r278 (trunk)
2006-08-01 22:11:49 +00:00
Christoph Oelckers
5ac0789e6e - Added a type check to Spawn(actorname,...) to allow it to print a
meaningful message instead of the nondescript 
  'Tried to spawn a class-less actor'.
- Converted AGlassJunk to DECORATE and made the spawn function a little
  more flexible so that replacing the shard is easier.
- Converted ABloodSplatter to DECORATE.
- Removed A_Jiggle because it never worked properly.
- Changed DECORATE parser to allow commas between arguments for multi-
  argument properties. For all newly added properties this format will
  become mandatory but for backwards compatibility it is optional for
  old ones.
- Added a check for negative indices to TAutoGrowArray::SetVal to prevent
  passing an index of -1 from crashing the game.
- Fixed: Morphing must clear the weapon's flash sprite.
- Fixed: Resurrecting a morphed player caused a crash.
- Fixed: Random sounds that recursively refer to themselves caused a stack
  overflow. Now they print a warning and get ignored.


SVN r277 (trunk)
2006-07-31 10:22:53 +00:00
Christoph Oelckers
f94cdaf782 - Added Grubber's GetPlayerInfo ACS function.
SVN r276 (trunk)
2006-07-30 22:56:20 +00:00
Christoph Oelckers
d6bc07c3b1 - Fixed: Starting a game without skill menu always started the first episode.
- Changed A_AlertMonsters so that it can be placed directly in a weapon state.
- Fixed: Frozen corpses of stealth monsters were invisible.
- Added: Calling Radius_Quake with a tid of 0 now uses the activator
  as the quake's center.


SVN r275 (trunk)
2006-07-30 08:31:26 +00:00
Christoph Oelckers
3f90f1655c - Used the new explosion handling to clean up the old style projectile
definitions. The SimpleProjectile class is gone and it uses the meta
  data and A_ExplodeParms instead now.
- Removed the deprecation warnings for explosion parameters again because 
  the new system is fully inheritable and therefore useful.
- Changed the explosion properties into meta data and adjusted A_ExplodeParams
  to use these when called without any parameters. Also removed all special
  parsing for A_Explode so now this function can be called with expressions
  like any other function.
- Changed DECORATE parsing so that functions with completely optional 
  parameter lists don't create an empty list when called without parameters.

SVN r274 (trunk)
2006-07-29 10:47:14 +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
f203219d24 - Changed player sprite translation for the menu so that it uses a regular
translation table instead of a local custom buffer.
- Fixed: ResetBaggage must set MeleeDamage to 0.


SVN r271 (trunk)
2006-07-26 09:50:17 +00:00
Randy Heit
35d79553b2 - Made SafeReadMemory() in i_crash.cpp more readable.
SVN r270 (trunk)
2006-07-21 22:36:39 +00:00
Randy Heit
f7a8653196 - Here's something MinGW users will probably like: i_crash.cpp no longer needs
dbghelp.h if you compile with GCC.


SVN r269 (trunk)
2006-07-21 22:28:54 +00:00
Randy Heit
361f855de0 - Added some simple translucency map analysis for BOOM maps to more
intelligently pick the value to use for TranslucentLine's second argument.
- Added a queryiwad_key cvar to control which key can force the IWAD selection
  to appear. It can be either "shift" or "control". Any other value will
  disable its functionality.
- Fixed: A_SkullPop() and A_FreezeDeathChunks() did not transfer the player's
  inventory to the new dismembered head "player".


SVN r268 (trunk)
2006-07-20 05:13:39 +00:00
Randy Heit
6d389c6b7d - Fixed: C_midPrint() needs a NULL status bar check.
SVN r267 (trunk)
2006-07-19 16:00:44 +00:00
Christoph Oelckers
b1989b4d34 - Fixed: PClass::CreateDerivedClass forgot to NULL FActorInfo::Replacee.
SVN r266 (trunk)
2006-07-18 23:09:11 +00:00
Randy Heit
f95e70654c Version bump for 2.1.3.
SVN r264 (trunk)
2006-07-18 00:12:34 +00:00
Randy Heit
3da76cd73c Size optimized the pngs in zdoom.pk3 using pngout and deflopt.
SVN r263 (trunk)
2006-07-17 02:19:09 +00:00