Commit graph

149 commits

Author SHA1 Message Date
Christoph Oelckers
4d18698f43 - fixed: pr_bounce was declared statically in o_mobj.cpp and redeclared externally
in p_map.cpp resulting in a CRC conflict.


SVN r1832 (trunk)
2009-09-15 06:35:46 +00:00
Christoph Oelckers
ea8c94d637 - Fixed: Argument count for UsePuzzleItem was wrong.
- Added more things from Gez's experimental build:
  * MBF grenade and bouncing code.
  * Arch Vile ghosts emulation (only for compatibility.txt.)
  * Several MBF related compatibility options.



SVN r1821 (trunk)
2009-09-14 20:47:53 +00:00
Christoph Oelckers
238d4c3fac - More things from Gez's experimental build:
* info CCMD to print extended actor information (not fully implemented yet)
  * summonmbf CCMD.
  * Beta BFG code pointer (but not the related missiles yet.)
  * PowerInvisibility enhancements.
  * ScoreItem with one significant change: Added a score variable that can be
    checked through ACS and DECORATE. The engine itself will do nothing with it.
  * Nailgun option for A_Explode.
  * A_PrintBold and A_Log.
  * A_SetSpecial.


SVN r1819 (trunk)
2009-09-14 19:44:14 +00:00
Christoph Oelckers
914d993aa1 - Added a few things from Gez's experimental build:
* Beta Lost Soul (added DoomEdNum 9037 to it)
  * A_Mushroom extensions
  * Vavoom compatible MAPINFO keynames.
  * Vavoom's Sector_SetContents fixes to inactive 3D floor code.


SVN r1818 (trunk)
2009-09-14 09:41:09 +00:00
Christoph Oelckers
14a42bbada - changed line_t's sidenum into sidedef pointers.
SVN r1801 (trunk)
2009-09-06 20:45:56 +00:00
Randy Heit
c1a578ba08 - Split the bounce types completely into separate flags and consolidated
the various bounce-related flags spread across the different Actor flags
  field into a single BounceFlags field.
- Fixed: P_BounceWall() should calculate the XY velocity using a real
  square root and not P_AproxDistance(), because the latter can cause
  them to speed up or slow down.


SVN r1796 (trunk)
2009-09-06 01:49:17 +00:00
Christoph Oelckers
ba28749df7 - fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
  resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
  only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, 
  not itself contrarily to other projectile spawning functions. 
  A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the 
  BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
  (using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
  were marked by index in the sector's line list but needed to be marked by
  line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for 
  save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
  because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
  info from an incorrect variable. To make this more robust the sequence index
  is now stored as a hexadecimal string to avoid storing binary data in a string.
  Also moved end sequence lookup from f_finale.cpp to the calling code so that
  the proper end sequences can be retrieved for secret exits, too.

SVN r1777 (trunk)
2009-08-30 10:43:51 +00:00
Christoph Oelckers
385350efae - Fixed: A_SorcOffense2 depended on args being bytes and overflowing.
- Fixed: Even though P_DamageMobj checked an attack's originator
  for MF2_NODMGTHRUST the same check was missing from P_RadiusAttack.
- Fixed: A_MinotaurRoam should not assume without check that it was
  called by a MinotaurFriend.
- Fixed: The Minotaur declared A_MntrFloorFire which it did not use.
- Fixed: All Spawnspot functions did not check for a spot tid of 0 as
  the script's activator.
- Fixed: Friendly monsters ignored team association of their owning
  players.


SVN r1770 (trunk)
2009-08-12 18:57:31 +00:00
Randy Heit
2a9351fa61 - Fixed: P_TestMobjZ() needs THRUSPECIES and THRUACTORS checks, too.
SVN r1768 (trunk)
2009-08-11 01:03:58 +00:00
Randy Heit
16846fe36d - Added TELEFRAG_DAMAGE constant, and changed the two places that still used
1000 as the threshold for god mode damage to use it instead. (Players with
  MF2_INVULNERABLE set already used 1000000 as their threshold.)


SVN r1755 (trunk)
2009-08-07 03:57:03 +00:00
Randy Heit
a1554799d9 - Added MF6_NOTELEPORT flag.
SVN r1754 (trunk)
2009-08-07 03:41:23 +00:00
Randy Heit
3e388acc15 - Added the MF6_STEPMISSILE flag so that the Whirlwind can "walk" up steps.
- Changed the dword definition of PalEntry to uint32 so that it has one
  consistent definition across all source files.


SVN r1752 (trunk)
2009-08-05 01:13:41 +00:00
Christoph Oelckers
19f8b03738 - Backported 2 fixes from Skulltag:
* A_SentinelAttack must check for a NULL target
  * Monsters with CANTLEAVEFLOORPIC could not move because their floor
    texture was not initialized.


SVN r1715 (trunk)
2009-07-12 12:19:11 +00:00
Christoph Oelckers
635d71e660 - Added code submissions for non-piercing railguns and new skill options.
SVN r1706 (trunk)
2009-07-04 18:17:44 +00:00
Randy Heit
e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
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)
2009-06-30 20:57:51 +00:00
Christoph Oelckers
43a71eba31 - Added Gez's submissions for A_M_Saw customization, area damage and
pitch for A_FireCustomMissile.


SVN r1685 (trunk)
2009-06-27 19:37:53 +00:00
Christoph Oelckers
3ab370b6ee - added a compatibility option to restore the original Heretic bug where
a Minotaur couldn't spawn floor flames when standing in water having its
  feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
  come from the same definition unit (i.e both containing file and use type
  are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
  more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
  to use floats to prevent overflows. The prevention of the overflows was the
  only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.


SVN r1668 (trunk)
2009-06-14 13:47:38 +00:00
Christoph Oelckers
870508c64a - added bugfix patch by Gez.
SVN r1663 (trunk)
2009-06-10 20:14:47 +00:00
Christoph Oelckers
523cf6acb2 - Added Gez's Skulltag feature patch, including:
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
    * WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
    * A_FireSTGrenade codepointer, extended to be parameterizable
    * The grenade (as the default actor for A_FireSTGrenade)
    * Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.


SVN r1661 (trunk)
2009-06-09 17:13:03 +00:00
Christoph Oelckers
f4c9cf9c4e - Fixed: R_DrawSkyStriped used frontyScale without initializing it first.
- Fixed: P_LineAttack may not check the puff actor for MF6_FORCEPAIN because
  it's not necessarily spawned yet. 
- Fixed: FWeaponSlots::PickNext/PrevWeapon must be limited to one iteration
  through the weapon slots. Otherwise they will hang if there's no weapons
  in a player's inventory.


SVN r1659 (trunk)
2009-06-09 07:45:04 +00:00
Christoph Oelckers
a425214432 - fixed: sv_smartaim 3 treated the player like a shootable decoration.
- Added A_CheckIfInTargetLOS
- Removed redundant A_CheckIfTargetInSight.


SVN r1656 (trunk)
2009-06-08 23:39:08 +00:00
Christoph Oelckers
16bf1ef6d0 - fixed FORCEPAIN logic.
SVN r1650 (trunk)
2009-06-07 17:04:40 +00:00
Christoph Oelckers
d30e304a7f - Added MF6_FORCEPAIN flag that forces the target to go into the pain state
regardless of pain chance.
- Changed screenblocks CVAR to be settable per game.
- Added SpawnSpotForced and SpawnSpotFacingForced ACS functions.
- Added pushfactor actor property.


SVN r1638 (trunk)
2009-06-05 21:44:34 +00:00
Christoph Oelckers
fb5e392f2f - Added Gez's THRUSPECIES submission.
SVN r1626 (trunk)
2009-05-31 20:14:16 +00:00
Christoph Oelckers
9c4cbedc26 - Added 'EndTitle' nextmap option which goes to the regular title loop after
the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
  targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
  by setting the level's air supply to 0.

SVN r1619 (trunk)
2009-05-30 08:56:40 +00:00
Christoph Oelckers
273758344f - Fixed: When setting up a deep water sector with Transfer_Heights the floorclip
information of all actors in the sector needs to be updated.


SVN r1600 (trunk)
2009-05-23 10:21:33 +00:00
Christoph Oelckers
e61b4b3c76 - Fixed: A_CountdownArg and A_Die must ensure a certain kill.
- Changed bounce flags into a property and added real bouncing sound properties.
  Compatibility modes to preserve use of the SeeSound are present and the old
  flags map to these.


SVN r1599 (trunk)
2009-05-23 08:30:36 +00:00
Christoph Oelckers
eb52c9a90e - Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
  it an explicit MAPINFO option only.


SVN r1585 (trunk)
2009-05-15 17:21:45 +00:00
Christoph Oelckers
571d28281b - Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
  are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
  a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
  "misc/podgrow".


SVN r1575 (trunk)
2009-05-11 21:05:40 +00:00
Christoph Oelckers
3bbef315f6 - Added ML_BLOCKUSE line flag, accessible through UDMF and Line_SetBlocking.
SVN r1561 (trunk)
2009-04-28 20:53:07 +00:00
Christoph Oelckers
d3b6dfb0f1 - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground
of a moving floor, regardless of movement speed. For NOBLOCKMAP items this
  is necessary because otherwise they can be left in the air and it also adds 
  some options for other things.


SVN r1540 (trunk)
2009-04-10 06:50:39 +00:00
Randy Heit
ac2f5aa632 - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP
but still have actors that will move up and down with the floor. IceChunk
  now uses both of these flags.


SVN r1536 (trunk)
2009-04-09 02:25:37 +00:00
Christoph Oelckers
9d47afb304 - added 'damage' to the actor variables exported to DECORATE's expression
evaluator.
- fixed: solid corpses could block ripper missile that originally killed them.


SVN r1520 (trunk)
2009-04-04 09:28:10 +00:00
Christoph Oelckers
505031fa5a - removed gamemission variable because it wasn't used anywhere.
- removed gamemode variable. All it was used for were some checks that
  really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
  is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
  the data that is needed to decide which WADs to autoload.


SVN r1497 (trunk)
2009-03-22 11:37:56 +00:00
Randy Heit
7a06d3a71a - Fixed: P_RailAttack() passed the wrong angle variable to P_TraceBleed().
SVN r1490 (trunk)
2009-03-20 01:40:28 +00:00
Christoph Oelckers
ca454bfeb3 - Fixed: P_FindFloorCeiling may not call P_PointInSector if called from
P_SpawnMapThing. It must use the values the actor has been initialized to
  by LinkToWorldForMapThing.


SVN r1488 (trunk)
2009-03-19 11:24:14 +00:00
Christoph Oelckers
3b36334704 - changed: If a monster with the BOSSDEATH flag is crushed A_BossDeath will
be called now.
- fixed: D'Sparil's second form was missing the BOSSDEATH flag.
- fixed: D'Sparil's first form requires the DONTGIB flag.
- fixed: Heretic doesn't crush monsters. To handle this in a more generic
  fashion this depends on the presence of a gib sprite now.


SVN r1459 (trunk)
2009-03-03 21:17:00 +00:00
Christoph Oelckers
613ae5e022 - added ML_BLOCKPROJECTILE flag to lines.
SVN r1440 (trunk)
2009-02-22 15:39:42 +00:00
Christoph Oelckers
4bcd3faef8 - moved all code related to global ACS variables to p_acs.cpp where it belongs.
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.

SVN r1393 (trunk)
2009-02-03 19:11:43 +00:00
Christoph Oelckers
f269af052c - fixed some issues with P_FindFloorCeiling's coordinate processing.
- added a new compatmode CVAR which allows setting some generic compatibility 
  flag combinations:
  Doom: sets the options needed to make most Doom.exe compatible map play without
  errors.
  Doom (strict): Same as above but sets a few more options. Please note that this
  does not mean full Doom.exe behavior emulation.
  Boom: Sets all options that consider differences between ZDoom and Boom.
  ZDoom 2.0.63: Sets only the COMPATF_SOUNDTARGET option which is needed for
  many older ZDoom maps.
- added new COMPAT_CROSSDROPOFF option to block monsters from being pushed over
  dropoffs by damage kickback.
- fixed: AFastProjectile::Tick must call Effect only 8 times per tic, regardless
  of the amount of steps taken.
- fixed: momentum checks in AFastProjectile did not use absolute values.


SVN r1369 (trunk)
2009-01-25 21:59:38 +00:00
Christoph Oelckers
b4b76ed4e6 - fixed: Identification of Doom1 Freedoom IWAD did not work.
- fixed: UDMF did not initialize a sector's light colors.
- fixed implementation of DF2_NOAUTOAIM flag.


SVN r1356 (trunk)
2009-01-10 09:40:47 +00:00
Christoph Oelckers
35cc39f094 - copied some 3D floor fixes from GZDoom.
- fixed: Crushing polyobject did incomplete checks for blocked moves.


SVN r1355 (trunk)
2009-01-07 18:45:39 +00:00
Christoph Oelckers
78933df10d - added GZDoom's 3D floor physics code. This is not active yet so anything compiled from this code won't have any support for it!
SVN r1351 (trunk)
2009-01-04 15:00:29 +00:00
Christoph Oelckers
f7148b6b40 - Used new functionality to avoid moving the puff around in SpawnDeepSplash.
- Fixed: P_RailAttack used the shooting actor or a default puff for some splash
  related actions. It should use the puff type passed to it as a parameter instead.
- Changed splash handling in P_LineAttack to use the actual hit position to
  spawn the splash and not the puff's spawn position which is offset a little.
- made some precision related changes to P_HitWater. The precise hit coordinate
  can now be passed as parameters.


SVN r1350 (trunk)
2009-01-04 12:25:22 +00:00
Christoph Oelckers
987c878a9a - Fixed: FMOD calls for setting the water reverb must check the return code
for errors.
- Fixed: Hexen's dual attack weapons must check distance to targets in 3D,
  not 2D.


SVN r1336 (trunk)
2008-12-30 23:27:27 +00:00
Christoph Oelckers
bd9e318863 - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned
in such a sector. As a workaround for current map formats a new actor
  (DoomEdNum 9041) was added that can set the extended sector flags without the
  use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags.
- Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way.
- Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer.


SVN r1315 (trunk)
2008-12-14 19:12:41 +00:00
Christoph Oelckers
edeed7673a - Fixed: The railgun attack functions still read their puff parameters as names
even though they are now passed as class pointers.


SVN r1281 (trunk)
2008-10-28 22:33:00 +00:00
Christoph Oelckers
2221ab5668 - Finally has the right idea how to restore Doom's original clipping of projectiles
against decorations without breaking anything newer:
  Added a new 'projectilepassheight' property that defines an alternative height
  that is only used when checking a projectile's movement against this actor.
  If the value is positive it is used regardless of other settings, if it is
  negative, its absolute will be used if a new compatibility option is enabled
  and if it is 0 the normal height will be used.


SVN r1253 (trunk)
2008-10-05 11:23:41 +00:00
Christoph Oelckers
b07542ddd6 More header cleanup.
SVN r1225 (trunk)
2008-09-15 00:47:31 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00