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4468 commits

Author SHA1 Message Date
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
Christoph Oelckers
d60a5ee1b9 - added Skulltag's custom F1 help screen MAPINFO option.
- Fixed: Resurrecting a player must restore all flags words, not just the first one.
- Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE.
- added Skulltag's high jump rune as a powerup
- Added Skulltag's Drain and Regeneration runes as powerups and used specific player
  sounds for their sound effects instead of using misc/i_pkup.
  (If I ever decide to implement runes it will be in a way that can use the regular
  powerups instead of having to define specific classes for them.)
- Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable
  PowerDamage and PowerProtection. These new powerups allow free customization of
  the damage modification per damage type by inheriting from these classes and
  setting specific values. Such derived damage/protection powerups will be considered
  as separate powers so that for example a QuadDamage and a DoubleDamage item can be
  stacked which would result in 8x damage.
- merged player_t::cheats and player_t::Powers into one variable.


SVN r529 (trunk)
2007-05-10 22:22:38 +00:00
Christoph Oelckers
15e473f729 - forgot to save p_user.cpp before committing.
SVN r528 (trunk)
2007-05-01 15:13:03 +00:00
Christoph Oelckers
12c122a7dd - Fixed: player_t::Powers was not saved in a savegame.
- Removed all unused PW_* player power flags.
- Added Skulltag's TimeFreezer powerup.


SVN r527 (trunk)
2007-05-01 15:09:44 +00:00
Christoph Oelckers
bbb99f1ce6 - fixed confirmation string for deleting savegames.
SVN r526 (trunk)
2007-05-01 10:09:04 +00:00
Christoph Oelckers
f11525f90f - Moved most of the menu strings (except options and player setup menu) into the
string table.


SVN r525 (trunk)
2007-05-01 07:57:08 +00:00
Christoph Oelckers
5cd1922d26 SVN r524 (trunk) 2007-04-30 09:04:43 +00:00
Christoph Oelckers
6fad457592 - Fixed: GetLumpOffset must call SetLumpAddress when being called for uncompressed
Zip entries.
- Fixed: Some of Doom's weapon obituaries didn't have the $-prefix that indicates a 
  reference to the string table.
- Fixed: The check for a valid weapon's spawn state for weapon dropping was incorrect.


SVN r523 (trunk)
2007-04-30 08:09:51 +00:00
Christoph Oelckers
e08da03a3d - Increased precision of texture scaling factors to full fixed point. In the process
I got rid of the old tx and ty CVARs because they made the texture scaling
  much more complicated than it was actually needed (and besides, they were completely
  useless except for testing purposes anyway.)


SVN r522 (trunk)
2007-04-29 12:07:27 +00:00
Christoph Oelckers
6e5b1f1182 - Added a simple check for abstract weapon classes so that I can properly define
the DoomWeapon base class.
- Fixed: When the Tome of Power runs out it must also set any pending weapon
  back to their regular state.


SVN r521 (trunk)
2007-04-29 08:44:32 +00:00
Christoph Oelckers
725c6d195e - DamageFactor fixed
SVN r520 (trunk)
2007-04-28 22:03:18 +00:00
Christoph Oelckers
ea4f160e35 - Added damage factors that allows to make monsters more or less resistant
to specific damage types.
- Changed Dehacked parser to use the DECORATE symbol tables for code pointers
  instead of creating its own ones.
- Removed the HandleNoSector hack and changed A_Look so that it uses the sector's
  sound target for actors with MF_NOSECTOR regardless of compatibility settings.
- Moved initialization of weapon slots after the actor initialization.
  With default weapons exported to DECORATE it can't be done earlier.
- Converted Doom weapons to DECORATE.
- Changed backpack definition so that Doom's backpack is no longer the base
  class that implements its functionality. Now there is an abstract base class
  all backpack-like items derive from. Also moved the actual definition of Doom's
  backpack to DECORATE.


SVN r519 (trunk)
2007-04-28 09:06:32 +00:00
Christoph Oelckers
8e229fa2b6 SVN r518 (trunk) 2007-04-25 14:20:35 +00:00
Christoph Oelckers
9deec29b34 - added a CANUSEWALLS flag which allows a monster to activate 'use' specials
like doors. This flag is on by default for any monster which was the
  previous behavior.
- Optimized the DECORATE flag parser so it can more efficiently handle
  the deprecated flags. As a side effect of this optimization the deprecated
  flags became usable in A_ChangeFlag again.
- Changed LONGMELEERANGE flag into a MeleeThreshold property.
- Changed SHORTMISSILERANGE flag into a MaxTargetRange property.
- Added Thing_Stop action special.


SVN r517 (trunk)
2007-04-22 21:01:35 +00:00
Christoph Oelckers
8c7d4fb393 - Changed ACS's SetActorState so that it isn't limited to only one sublabel.
This change also enables the implicit mapping of the old special death
  state names.


SVN r515 (trunk)
2007-04-22 09:06:29 +00:00
Christoph Oelckers
a370ea70c6 - Fixed: ShowErrorPane deleted the StartScreen instead of just calling
NetDone.
- moved the DIM_MAP define into v_palette.h so that it can be accessed
  from outside the status bar code.
- Fixed: The check for non-swimmable water in UpdateWaterLevel checked for
  SECF_UNDERWATER instead of SECF_UNDERWATERMASK.


SVN r514 (trunk)
2007-04-22 07:45:18 +00:00
Randy Heit
f48ad6c4c3 - Switched ACS world and global arrays to the TMap class instead of
TAutoGrowArray. A map can handle a wide range of key values better than
  an array.
- Added a templated associative array class, TMap, that uses Lua's "chained
  scatter table with Brent's variation" algorithm. I had considered using
  hash_map until I discovered that it's not standard STL, and there are two
  major but incompatible implementations of it. So I rolled my own, and Lua
  seemed like a good place to go to for an efficient algorithm, since it
  makes heavy use of tables.


SVN r513 (trunk)
2007-04-12 23:00:52 +00:00
Christoph Oelckers
a00bc159a1 SVN r512 (trunk) 2007-04-10 19:55:37 +00:00
Christoph Oelckers
3a2e9edcc8 SVN r511 (trunk) 2007-04-10 19:53:14 +00:00
Christoph Oelckers
d4ce5844ae Fixed some obituary texts.
SVN r510 (trunk)
2007-04-10 19:51:50 +00:00
Christoph Oelckers
7420b6615d Fixed brightness of Pain Elemental's death sequence.
SVN r509 (trunk)
2007-04-07 07:49:15 +00:00
Randy Heit
f6dd9be993 - Fixed some const char * -> char * conversions flagged by GCC 4.2.0 in the
Win32-specific code.


SVN r508 (trunk)
2007-03-29 01:03:50 +00:00
Randy Heit
97ad5a0d6b - Adding blinky text to the ENDOOM screen.
SVN r507 (trunk)
2007-03-29 00:35:34 +00:00
Randy Heit
1f242fa79e - Changed MakeKey's hash algorithm from a CRC32 to Paul Hsieh's SuperFastHash.
SVN r506 (trunk)
2007-03-24 14:59:28 +00:00
Randy Heit
490742cf46 - Moved the implementation for the Thing_Damage special into another function
so that I can create the ACS function Thing_Damage2. It's exactly the same as
  Thing_Damage, except the damage type is specified by name. When I did this,
  I noticed that it didn't do anything useful for a TID of 0, so I made it
  affect the activator in that case.
- Added a new SetActorState ACS function:
    int SetActorState (int tid, str statename, optional bool exact);
  If tid is 0, it affects the script activator, otherwise it affects all the
  matching actors. Statename is the name of the state you want to put the
  actor in. The final parameter, exact, specifies whether or not partial
  state name matches are accepted. If you don't specify it or set it to
  false, if you try to do something like:
    SetActorState (0, "Foo.Bar");
  And the actor has a Foo state but no Foo.Bar state, it will enter the Foo
  state. If you set exact to true:
    SetActorState (0, "Foo.Bar", true);
  Then the actor must have a Foo.Bar state, or it will not change state at
  all, even if it has a Foo state.
  The return value for this function is the number of actors that successfully
  changed state. Note that you should refrain from using this function to
  enter special states such as Death, or unpredictable results could occur.


SVN r505 (trunk)
2007-03-23 22:26:14 +00:00
Randy Heit
38c821a96e - Fixed: Morphed players did not regain their innate armor when unmorphing.
(Only Hexen has players with innate armor, under normal conditions.)


SVN r504 (trunk)
2007-03-14 01:48:19 +00:00
Randy Heit
b49d4333b0 - Changed the default player.startitem amount from 0 to 1.
SVN r503 (trunk)
2007-03-13 00:59:29 +00:00
Randy Heit
453a6250a5 - Converted the TTY startup screen to a class for Linux.
SVN r502 (trunk)
2007-03-10 01:53:52 +00:00
Randy Heit
802a6f3138 - Increased the limit for the SorcererBallPop to 3 to be inline with the
other Heresiarch ball sounds.


SVN r500 (trunk)
2007-03-08 23:38:45 +00:00
Randy Heit
1a72c5f7b9 - Fixed: In Strife, using the shadow armor a second time while it is still
active should make you completely invisible and your first-person weapon
  inverse grayscale.


SVN r499 (trunk)
2007-03-08 23:34:54 +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
e01ff5707c - Added an IF_KEEPDEPLETED flag for inventory items to keep them in the
player's inventory even when they have been used up. If the item also
  has an inventory bar icon, it will be drawn darkened when it is
  depleted.


SVN r497 (trunk)
2007-03-07 02:24:24 +00:00
Randy Heit
560d4f8140 - Fixed: Thing_ProjectileAimed did not set the missile's speed correctly.
- The net start pane is now given focus when it is created, so it can
  receive keyboard input.
- Added playback of the "WeaponPickup" sound when a Hexen net game starts.
- Separated the different startup screens into classes for better
  modularization (which I should have done in the first place). (Sorry,
  have not done it for Linux yet, so that won't compile as-is.)


SVN r496 (trunk)
2007-03-06 01:33:18 +00:00
Randy Heit
3f1a681451 - Changed the net start pane to open underneath the existing window instead
of scrunching the startup screen up to make room for it.
- Added the red net notches for Hexen's startup screen.
- Added hprintf and status simulation for Heretic's startup screen.


SVN r495 (trunk)
2007-02-28 19:08:02 +00:00
Randy Heit
eef025dd4e - Fixed: When I converted the P_Thing_Projectile() code for target leading
to use the new vector routines, I had made dist calculate the squared
  length of the aim vector instead of the correct length.


SVN r494 (trunk)
2007-02-28 17:38:56 +00:00
Randy Heit
1ca9b88b11 - Fixed: When starting a new game from the menu while the fullscreen console
was open, the game was frozen before its initial setup tick until the
  console was closed. The most obvious result of this is that your view was
  stuck on the floor until the console closed.
- Fixed: Pressing ESC while editing your player name completely cleared the
  menus instead of simply canceling the name change.
- Fixed: The status bar still showed the rampage face if you held the fire
  button down while frozen.


SVN r493 (trunk)
2007-02-28 16:49:19 +00:00
Randy Heit
94ffa6d5ae - Added << operators for FString that function exactly like +=, except they
are left-associative, so you can use them like you would with an ostream
  and append to a string in a single expression without any overhead from
  allocating temporary strings as would happen if you used the + operator.
  In other words, instead of this:
     string += "Some string " + "that is assembled" + " in parts";
  You can do this and be more efficient while still being just as readable:
     string << "Some string " << "that is assembled" << " in parts";
- Changed PCD_PRINTBIND to include the command in its output if it isn't
  bound.
- Fixed: ACS_ExecuteWithResultValue could not be used inside a script because
  DLevelScript::RunScript() was not reentrant, thanks to having a global stack.
  The stack should be local to each instance of RunScript.
- Fixed: rt_draw4cols() could get stuck in rare situations where it thinks it
  should be drawing something but doesn't. Since long-term I plan to just
  replace all the masked drawing the variants of maskwallscan, I'm not going
  to try and find the real cause and fix it there. Instead, it just detects
  the situation and bails out when it finds it.


SVN r492 (trunk)
2007-02-24 17:56:43 +00:00
Christoph Oelckers
d26824e5d1 - Fixed: In the Doom2 cast finale it was impossible to toggle the console.
- Added APROP_Friendly actor property for ACS.
- Added a new flag, MF2_DONTREFLECT that prevents missiles from being reflected.
- Fixed: ALoreShot::DoSpecialDamage must check whether the shooter is still
  present. If it had been removed before the projectile hits its target
  a crash could occur.
- Fixed: GetPlayerInfo was missing breaks and always returned 0 as a result.
- Added Grubber's submission for printing key bindings in ACS.


SVN r491 (trunk)
2007-02-24 12:09:36 +00:00
Randy Heit
8682f37b24 - Fixed: $Ambient SNDINFO commands zeroed the AmbientSound structure, which
is a no-no when using FString.


SVN r490 (trunk)
2007-02-20 00:25:26 +00:00
Randy Heit
4de9e98fd1 - Fixed: DEM_WIPEON/OFF commands should be ignored during demo playback and
not pause the game, or the whole thing will be out of sync.


SVN r489 (trunk)
2007-02-20 00:05:42 +00:00
Randy Heit
6040bc1f84 - Oops, you don't want the zdoom.sln from the previous revision.
SVN r488 (trunk)
2007-02-19 23:58:16 +00:00
Randy Heit
99df21c901 - Fixed: Playing a demo in windowed mode no longer grabs the mouse.
SVN r487 (trunk)
2007-02-19 23:48:52 +00:00
Randy Heit
981afe2831 - Added a voodoo doll check around the PlayIdle() call in EV_Teleport().
SVN r486 (trunk)
2007-02-15 00:04:03 +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
01cd91fd9e - Fixed: EV_Teleport() did not set players to their idle state, so if they
were running when the teleported, they would still be running afterward
  even though they weren't moving anywhere. Normally, P_XYMovement() does
  this when they stop due to friction.
- Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules
  for target switching on actors with MF5_NODAMAGE set.
- Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing
  commands to be the total count of things spawned, rather than a pretty
  much useless reference to the actor spawned at the last map spot.
- Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing()
  passed it a full-length angle.
- Fixed: When MF_SKULLFLY is removed because an actor slams into something,
  it was set to a see or spawn state, resetting its tic count and bypassing
  the effectiveness of the MF2_DORMANT flag. While I was at it, I decided
  dormant skulls shouldn't do slamming damage, either.
- Fixed: P_Thing_Spawn() returned success only if all thing instances were
  successfully spawned. As long as at least one thing was spawned, it should
  be considered a success.
- Fixed: Flipped single rotation sprites were only flipped every other 22.5
  degree interval.


SVN r484 (trunk)
2007-02-14 22:47:01 +00:00
Randy Heit
58d4c4f9ae - Fixed: S_ClearSoundData() did not stop any channels before freeing the
samples, a problem for the alternate sound renderer if it happened to be
  playing any sounds at the time, since it would try to keep on playing them.

SVN r483 (trunk)
2007-02-14 20:18:22 +00:00
Randy Heit
dea5cf9ba4 - Added two new cvars (win_x and win_y) that keep track of the window
position when not playing in fullscreen mode.
- Changed the upper-left window positioning that was always used in debug
  builds into a command line option (-0), so debug and release builds behave
  the same.


SVN r482 (trunk)
2007-02-13 00:10:16 +00:00
Christoph Oelckers
8ca5f3821d - Changed earthquake code to not add all the intensities but use the maximum
in DEarthQuake::StaticGetQuakeIntensity. The reason for this: Quakes were
  never supposed to be additive. Many maps, including Hexen's own have placed
  quake spots so that they cover a larger area but the areas covered by the
  single spots overlap. On such maps the view will shake like crazy and
  render the map nearly unplayable.


SVN r480 (trunk)
2007-02-10 21:22:31 +00:00
Christoph Oelckers
8c16853cb3 There was a semicolon missing in s_sound.cpp
SVN r479 (trunk)
2007-02-04 11:57:19 +00:00
Christoph Oelckers
0320057260 - Fixed: The powered up Mace was missing its HoldAtkState.
- Added: Using "*" with ACS's music commands will play the level's default music set in MAPINFO.


SVN r478 (trunk)
2007-02-04 10:20:25 +00:00