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54 commits

Author SHA1 Message Date
Rachael Alexanderson
5918167fb3 - added 'kill baddies' cheat - does the same thing as 'kill monsters' only it ignores friendly monsters 2017-07-19 15:03:27 -04:00
Christoph Oelckers
f70d0a6ced - added a setinv cheat CCMD. 2017-03-14 11:44:21 +01:00
Christoph Oelckers
a4710bcdb0 - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
Christoph Oelckers
ba0f5a3f94 - most WORD and SWORD are gone. 2017-03-08 18:55:55 +01:00
Christoph Oelckers
8ab562ef13 - the fourth. 2017-03-08 18:55:54 +01:00
Christoph Oelckers
e511f7f84b - added a damage type parameter to MDK CCMD. 2017-02-27 20:07:21 +01:00
ZZYZX
52d9077477 Added playsim event (netevent CCMD) 2017-02-06 16:02:44 +02:00
Christoph Oelckers
da83d9e2bd - converted player serializer and everything it needs.
This means that everything belonging to the level snapshot will be generated in the JSON output.
2016-09-21 01:18:29 +02:00
Christoph Oelckers
c2e7858e05 - looks like the oldz parameter in UpdateWaterLevel is not needed at all... 2016-03-26 01:13:36 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
0b7a06c714 Merge branch 'NewEESpecials'
# Conflicts:
#	src/fragglescript/t_fs.h
2016-02-05 01:01:39 +01:00
Randy Heit
2d40874cfa Make finishgame CCMD net-aware 2016-01-27 13:19:15 -06:00
Christoph Oelckers
7b5a77a8d8 - added various action specials and parameter extensions defined by Eternity Engine.
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.
2016-01-25 18:49:56 +01:00
MajorCooke
cac600733f - Added Remove <classname> console command. 2015-08-10 20:45:18 -05:00
Christoph Oelckers
85fae623c8 Merge branch 'BotSpawnFix' of https://github.com/ChillyDoom/zdoom 2014-10-25 16:50:17 +02:00
ChillyDoom
1b7c07df65 - Fixed: Bots added by different setting controllers could be assigned the same player number. 2014-10-25 14:58:10 +01:00
MajorCooke
b980069367 - Added GOD2 and BUDDHA2 cheats.
- Ensures that not even telefrag damage can kill the player.
- Fixed: Players with NODAMAGE could still hurt and kill themselves via
voodoo dolls.
2014-10-25 09:38:40 +02:00
ChillyDoom
db323643f8 - Renamed FBot to DBot and made it inherit from DThinker.
- Fixed: Bots added by players other than the net arbitrator did not have their skill set.
2014-10-14 19:57:11 +01:00
Randy Heit
a505352da3 - Added noclip2 cheat. This is similar to noclip, except it also adds nogravity and the ability to fly through 3D floors.
SVN r3832 (trunk)
2012-08-22 21:31:48 +00:00
Randy Heit
096725503c - Fixed: Bots did not process KEYCONF weapons. As far as I know, this is only relevant for the
owned-weapons display on the status bar.

SVN r3466 (trunk)
2012-03-22 22:29:25 +00:00
Randy Heit
77c663a9b8 - In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
for multiplayer: They now always check through the eyes of every player. For players whose
  cameras are not players, they also check through the eyes of those cameras.
- Using spynext/spyprev to switch from a non-player to a player now writes a command to the
  network stream and lets Net_DoCommand() take care of it later. The logic here is that if
  a player is viewing from something that isn't another player, then every player needs to know
  about it for sync purposes. Consequently, when they stop viewing from a non-player and switch
  to a player, everybody needs to know about that too. But if they are viewing from a
  player, it doesn't matter which player it is, so they can spynext/spyprev all they want
  without letting the other players know about it (and without potentially breaking demos--due
  to the above-mentioned two codepointers--while doing it during demo playback).
- Replaced the instances of checking players[consoleplayer].camera for a valid pointer to
  ones that do it for every player.
- Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed.
- Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to
  do substitutions of old objects that are pending deletion.

SVN r3448 (trunk)
2012-03-17 00:52:33 +00:00
Randy Heit
8f516a1007 - Added pukename console command. This is mostly the same as puke, except the scripts are
named, and to run a script using ACS_ExecuteAlways, you need to add "always" after the script
  name but before any arguments. e.g.:
    pukename "A Script" 1
  Will run the script "A Script" with a single argument of 1, provided the script is not 
  already running.
    pukename "A Script" always 1
  Will always run the script "A Script" with a single argument of 1.

SVN r3365 (trunk)
2012-02-16 22:13:46 +00:00
Randy Heit
8e8331d44c - Fixed: Pressing a key to advance an intermission screen only worked on
the local computer.



SVN r3328 (trunk)
2011-12-06 02:51:32 +00:00
Randy Heit
b41dbf8a52 - A_SetPitch now clamps the player's pitch within the valid range. It can
be made to clamp other actors' pitches to within the range (-90,+90)
  degrees with the SPF_FORCECLAMP flag.
- Transmit the local viewpitch limits to the other players.



SVN r3323 (trunk)
2011-12-06 01:25:37 +00:00
Randy Heit
46ad4ec4bd - Added "special" console command for executing action specials.
- Fixed buffer overflow attack for DEM_RUNSCRIPT(2).

SVN r3088 (trunk)
2011-01-02 18:54:57 +00:00
Randy Heit
71b75f0d7a - Consolidated all conversation reply handling into a single function executed on all
machines, so when an NPC need to show the "enough" response, it has enough
  information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().


SVN r2120 (trunk)
2010-01-22 05:17:57 +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
Randy Heit
f9088bd2cf - Added buddha cheat.
SVN r1756 (trunk)
2009-08-07 04:08:38 +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
bf4e17703d - Fixed: Dehacked string replacement did not check the clusters' finaleflats.
- Changed the definition of several typedef'd structs so that they are
  properly named.
- Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer
  be possible to load DEHSUPP lumps from user WADs.
- Brought back the text-based DEHSUPP parser and changed it to be able to 
  reference states by label. Also changed label names of 
  DoomUnusedStates and added proper labels to all states that were
  previously forced to be the first state of an actor so that the old
  (limited) method could access them. This was done to address the following
  bug:
- Fixed: The player's death states calling A_PlayerSkinCheck should not be
  part of the state set that is accessible by Dehacked. These will produce
  error messages when mapped to non-players.

SVN r1512 (trunk)
2009-03-28 11:49:44 +00:00
Randy Heit
c2b4522b8f - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-
efficient.


SVN r1445 (trunk)
2009-02-24 05:58:59 +00:00
Christoph Oelckers
4b723beddd - Bumped netgame, demo and min demo version for the weapon slot changes.
- changed weapon slots to be stored per player. Information is now transmitted
  across the network so that all machines know each player's current weapon
  configuration so that it can be used by cheats or HUD display routines.


SVN r1430 (trunk)
2009-02-20 22:28:48 +00:00
Randy Heit
49120f59d4 - Added Karate Chris's patch to optionally specify an angle offset for
summoning.
- Added Karate Chris's fix for Serpent Staff vampirism on teammates.
- Locks and teleporters now take precedence over one-sidedness for automap
  coloring.


SVN r1317 (trunk)
2008-12-16 01:23:44 +00:00
Randy Heit
30ef6a0c2d - Game time is now frozen during screen wipes. This obsoletes the DEM_WIPEON
and DEM_WIPEOFF commands. Fixes multimap demos desyncing when played back
  or recorded with wipes enabled, and prevents multiplayer games from
  starting until all players' wipes have finished.


SVN r1272 (trunk)
2008-10-21 02:27:21 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Randy Heit
5cd4604f81 - Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
  buttons specifically for use with this command. Also defined +zoom
  and +reload for future implementation.

  See http://zdoom.org/files/examples/playerinput.zip for an example.


SVN r1215 (trunk)
2008-09-13 02:55:45 +00:00
Christoph Oelckers
f64862fe75 - Fixed: The UDMF parser wrote class filter bits into SkillFilter.
- Fixed: (SBARINFO patch) DrawInventoryBar has a missing argument in 
  one of its drawgraphic calls.
- Added Gez's patch for Heretic's GIMME cheat.
- Externalized some cheat strings.


SVN r1178 (trunk)
2008-08-21 07:08:55 +00:00
Christoph Oelckers
a01aaf35ad - Added Karate Chris's submission for multiplayer Strife conversations.
SVN r855 (trunk)
2008-03-26 08:29:02 +00:00
Christoph Oelckers
d412266bfc - Added a modified version of Karate Chris's submission for killing specific
monsters with the 'Kill' ccmd.


SVN r759 (trunk)
2008-02-20 21:28:55 +00:00
Christoph Oelckers
39bff11693 Added patch by Karate Chris:
- The net arbitrator can add or remove players to an access list so they 
    can or cannot control game settings:
 * net_addcontroller <player number> - Adds a player to the control list. Only net arbitrators have access to this command.
 * net_removecontroller <player number> - Removes a player from the control list. Only net arbitrators have access to this command.
 * net_listcontrollers - Lists the players who are able to control the game settings.
- Fixed: The 'Printf'' occurrences in the 'addplayerclass' console command were all missing a '\n' at the end.
- Enhanced the 'playerinfo' console command so more information about each setting is shown.


SVN r750 (trunk)
2008-02-16 15:02:52 +00:00
Christoph Oelckers
ac04233590 - Added Karate Chris's 'Take' console command submission.
SVN r624 (trunk)
2007-12-23 14:23:52 +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
Randy Heit
ecc45d5d6e - Added two new net commands: DEM_WIPEON and DEM_WIPEOFF. They keep track of
when a player is going through a screen wipe and act like a pause, so the
  game doesn't run several tics afterward to catch up with it.


SVN r485 (trunk)
2007-02-15 00:01:21 +00:00
Randy Heit
f0f976c4f5 - Added a summonfoe CCMD, which is analagous to summonfriend but forces the
summoned creature to be hostile instead.


SVN r453 (trunk)
2007-01-16 03:04:00 +00:00
Randy Heit
bcca366e8f - Removed A_JumpSet and merged its functionality with A_Jump by turning
A_Jump into a varargs function.
- Fixed: P_MorphPlayer() should check that the desired type is actually a
  PlayerPawn.
- Added an optional parameter to the morphme ccmd that specifies the player
  class to morph into.
- Changed the SetActorPitch, SetActorAngle, Thing_Spawn*, Thing_Projectile*,
  and Thing_Move functions so that TID 0 affects the activator.


SVN r362 (trunk)
2006-10-27 03:03:34 +00:00
Randy Heit
2efba66558 - Added the A_JumpSet function for what seems to be a fairly common scenario.
It is like A_Jump, except it accepts up to 20 jump targets. The jump
  probability is still the first parameter and controls whether any jump is
  taken at all; use 256 if you always want to jump. If a jump is taken, then
  one of the jump targets will be chosen at random, with each target having
  an equal chance of being chosen.
- Fixed: The unfreeze ccmd was not multiplayer-safe. And I renamed it to thaw,
  since it has nothing to do with the freeze ccmd.


SVN r360 (trunk)
2006-10-24 02:32:12 +00:00
Randy Heit
7c1fbe7ee5 - Modified the way autosaves are done. Instead of setting gameaction to
ga_autosave, write DEM_CHECKAUTOSAVE to the net stream. When this is
  processed, it will check if it's okay to do an autosave. If it is, it writes
  DEM_DOAUTOSAVE to the net stream, which the sets gameaction to ga_autosave.
  Essentially, about half of the functionality was moved out of G_DoAutoSave()
  and into Net_DoCommand().
- Minor changes to OS detection: The os_WinNT enumeration has been renamed to
  os_WinNT4, since every new OS coming out of Microsoft these days is
  essentially NT. NT 5.2 and 6.0 are now properly identified as "Windows
  Server 2003" and "Windows Vista" respectively, and any unknown NT versions
  Microsoft introduces in the future will now be displayed as "Windows NT"
  instead of "Windows 2000" if the minor version is 0 and "Windows XP" if the
  minor version is non-0. Win32s detection has also been removed. Presumably
  if somebody is foolish enough to try to run this on Windows 3.x with Win32s,
  it won't even load due to missing DLLs.
- Fixed: Demos with NETD chunks should not set netgame to true unless they
  have more than one player. And since netdemo is ignored if netgame is
  false, it doesn't need to set that either.
- Fixed: FTexture::GetScaled* functions did not check for scale values of 0.


SVN r354 (trunk)
2006-10-19 20:20:56 +00:00
Randy Heit
b132575533 - Added a dialog that gives the user the chance to fix things if the config
could not be saved for some reason.
- Added the writeini console command to write the config file, optionally
  specifying a specific file name for it.
- Fixed: "Multiplayer" demos that only had one player were not played back
  properly because the demo playback code only checked the number of players
  to determine if it should be played as a netdemo.


SVN r333 (trunk)
2006-09-20 02:00:19 +00:00
Randy Heit
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
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