Commit graph

3648 commits

Author SHA1 Message Date
Randy Heit
d8f88770fd - baseversion.h was not supposed to make its way into zdoom.vcproj, since it was never used. 2013-06-22 22:39:20 -05:00
Randy Heit
98ac224e53 - Use gitinfo.h instead of svnrevision.h for versioning.
- Use functions in gitinfo.cpp to retrieve the strings from gitinfo.h so
  that changes to gitinfo.h only require recompiling one file instead of
  several.
2013-06-22 21:49:51 -05:00
Randy Heit
fece189bdb - Change updaterevision to use git instead of svnversion 2013-06-22 20:49:38 -05:00
Alex Mayfield
742ecd324b Convert svn:ignore to .gitignore. 2013-06-13 21:24:08 -04:00
Randy Heit
5916ce087b - Revert r4244. It seems to be working well enough like this, since there have been no complaints.
SVN r4341 (trunk)
2013-06-08 03:24:41 +00:00
Randy Heit
9510525fdf - Bump up to 2.7.0.
SVN r4339 (trunk)
2013-06-08 02:20:37 +00:00
Randy Heit
5b65b3ebdf - Bumped NETGAMEVERSION, which should have been done when I changed the order uservars were sent
during netgame initialization.

SVN r4338 (trunk)
2013-06-08 02:18:23 +00:00
Randy Heit
902f6647b6 - Added ACS function CheckFont.
SVN r4335 (trunk)
2013-06-06 20:48:57 +00:00
Randy Heit
bac66d5b0e - Moved the status bar Tick call after the players have been ticked by P_Ticker(), because
P_PlayerThink() is where the check for unspawned players happens. If the player attached to the
  status bar is one of them, it will crash while ticking.

SVN r4334 (trunk)
2013-06-06 20:34:39 +00:00
Randy Heit
b9e771576f - Fixed: The time freezer power should do nothing while predicting.
SVN r4333 (trunk)
2013-06-06 20:15:04 +00:00
Randy Heit
c6dd658aa8 - Fixed: Polyobjs that rotated faster than their distance would overshoot on their first tic and
continue spinning until the next time around because the check for moving too fast was only
  done after the polyobject had been rotated once.
- Reduced the potential for overflow when setting up the speed of a rotating polyobj.

SVN r4332 (trunk)
2013-06-06 20:08:56 +00:00
Randy Heit
e32e44209e - Added SpawnDecal ACS function:
int SpawnDecal(int tid, str decalname, int flags, fixed angle, int zoffset, int distance)
  Traces a line from tid's actor until hitting a wall, then creates a decal there. Returns the
  number of decals spawned.
  * tid = Which actor(s) to start the trace at.
  * decalname = Which decal to spawn.
  * flags =
    * SDF_ABSANGLE = Angle parameter is an absolute angle. Otherwise, it's relative to the origin actor's angle.
    * SDF_PERMANENT = Decal ignores cl_maxdecals. Otherwise, it will eventually disappear.
  * angle = Direction in which to search for a wall. Defaults to 0.0.
  * zoffset = Offset from the middle of the origin actor for the Z height of the decal. Defaults to 0.
  * distance = Maximum distance to search for a wall. Defaults to 64.

SVN r4330 (trunk)
2013-06-05 02:15:21 +00:00
Randy Heit
5a00f4b59a - Reduce ACS LineAttack's default range to the standard MISSILERANGE, because making it INT_MAX
seems pretty iffy.

SVN r4329 (trunk)
2013-06-04 02:54:57 +00:00
Randy Heit
e2be8b9e7e - When purging ACS strings, free the strings themselves as well as marking them as free.
- Fixed: ACSStringPool::InsertString()'s overflow check was far too low.
- Fixed: When ACSStringPool::InsertString() triggered a garbage collection, it ignored the
  newly freed space and expanded the array anyway.

SVN r4328 (trunk)
2013-06-04 02:49:07 +00:00
Randy Heit
5e7ee8f33e - Addded support for multi-line values in INI files, so you can't maliciously inject stray
newline characters into the config file using ACS's SetCVarString.

SVN r4326 (trunk)
2013-06-04 02:06:40 +00:00
Christoph Oelckers
c4b7335312 - fixed: UDMF's Doom namespace needs to retain Boom's sector special flags.
- fixed: UDMF's ZDoomTranslated namespace needs to set the DUMMYSWITCHES flag so that it remains compatible with Doom-format ZDoom maps.


SVN r4325 (trunk)
2013-06-03 07:14:42 +00:00
Randy Heit
44a9c75b6b - Added ACS function PlayActorSound. It's functionally equivalent to PlaySound, except instead
of taking an actual sound name as its second parameter, it selects the sound to play based on
  the actor playing the sound and the selector passed as the second parameter.

SVN r4323 (trunk)
2013-06-03 00:09:46 +00:00
Randy Heit
aa40801015 - Fixed: When garbage collecting ACS strings, the active values on the ACS stack also need
to be included in the mark phase.

SVN r4322 (trunk)
2013-06-02 23:58:29 +00:00
Randy Heit
45c1787203 - Fixed: Don't transform map variable string initializers into global string table entries if
they don't really exist in the source string table.

SVN r4321 (trunk)
2013-06-02 23:17:46 +00:00
Randy Heit
1b9c71b252 - Added S_ChangeSoundVolume() to change the volume of an already playing sound, accessible
through the new ACS function SoundVolume.

SVN r4318 (trunk)
2013-06-01 17:46:50 +00:00
Randy Heit
19eb09f9f7 - Added GetActorClass and GetWeapon functions to ACS.
SVN r4316 (trunk)
2013-06-01 17:17:15 +00:00
Randy Heit
e9702fc43d - Clean up excess code around a few calls to SingleActorFromTID(), since that function is already
designed specifically to handle the case where tid is 0.

SVN r4315 (trunk)
2013-06-01 17:13:15 +00:00
Randy Heit
037477a20b - Added more string functions to ACS:
* The standard C functions strcmp and stricmp (aka strcasecmp), which double up as strncmp and strnicmp if you pass a third argument.
  * The BASIC-like functions strleft, strright, and strmid, which extract parts of a string to
    create a new string.

SVN r4313 (trunk)
2013-06-01 17:07:24 +00:00
Christoph Oelckers
d40d7f2e77 - fixed signed-ness issue with FloatBobPhase.
SVN r4310 (trunk)
2013-06-01 12:03:15 +00:00
Randy Heit
26d2d74024 - GetActorProperty now works with the string properties that were formerly restricted to
CheckActorProperty.

SVN r4307 (trunk)
2013-06-01 02:51:14 +00:00
Randy Heit
1a67e6fa5d - Added PlaySound and StopSound functions for ACS. They are mostly analogous to their DECORATE
counterparts except that (1) PlaySound requires you to specify a sound instead of defaulting
  to "weapons/pistol", and (2) StopSound defaults to CHAN_BODY instead of CHAN_VOICE.

SVN r4306 (trunk)
2013-06-01 02:43:36 +00:00
Randy Heit
2d13a45773 - Added read access to an actor's melee range from DECORATE and ACS, via Blue Shadow.
SVN r4305 (trunk)
2013-06-01 02:23:27 +00:00
Randy Heit
2191b4bfa6 - Added ACS function LineAttack via Ryan Cordell.
SVN r4304 (trunk)
2013-06-01 02:19:18 +00:00
Randy Heit
53b284fb5d - Added Gez's OverridePalette VOXELDEF flag.
SVN r4303 (trunk)
2013-06-01 02:09:09 +00:00
Randy Heit
8565484e29 - Heretic and Hexen can now have their big fonts overridden by a font named "HBIGFONT". In
addition, a font named "BIGFONT" will override the big font for every game.

SVN r4302 (trunk)
2013-06-01 02:04:44 +00:00
Christoph Oelckers
890dc71e0d . added AFADoomer's patch to set a text highlight color for the list menu.
SVN r4301 (trunk)
2013-05-31 22:10:12 +00:00
Christoph Oelckers
9e3c6a3cc7 - fixed parameter type for Floatbobphase property.
SVN r4300 (trunk)
2013-05-31 18:10:41 +00:00
Christoph Oelckers
ad12be4877 - fixed inappropriate type for FloatBobPhase property.
SVN r4299 (trunk)
2013-05-30 21:10:54 +00:00
Christoph Oelckers
dbf68e3f2c - fixed the Peasants DECORATE definition.
SVN r4298 (trunk)
2013-05-30 21:07:29 +00:00
Christoph Oelckers
0bca41c202 - replaced unused RNGs with pr_damagemobj for consistency checksum.
SVN r4297 (trunk)
2013-05-30 10:18:46 +00:00
Christoph Oelckers
a7c2346b32 - added a FloatBobPhase property for DECORATE. Now, if FloatBobPhase is anything but -1 it will be used directly as the initial phase, allowing to define actors that bob in sync. The allowed range of phases is 0 - 63. The main reason for this is that each actor spawn called the pr_spawnmobj RNG just to randomize this value which causes problems with non-interactive actors, in particular GZDoom's dynamic lights.
SVN r4296 (trunk)
2013-05-30 08:52:29 +00:00
Randy Heit
0eb72156ed I hope I don't regret doing this so close before I want to do a release, since it's a pretty
major change to ACS's workings. However, I had an epiphany yesterday and just had to do this, since it seems like too big a deal to hold off until a later release:
- Dynamically generated strings returned via strparam and get(user)cvar now last as long as they
  need to. They do not disappear at the end of each tic. You can now safely store them in
  variables and hold on to them indefinitely. In addition, strings from libraries no longer
  require you to load the exact same libraries in the exact same order. You can even store a
  library's string in a world variable and retrieve it on another map that doesn't load the
  library at all, and it will still be the correct string.
- ACS library IDs now only get 12 bits instead of 16 so that each string table can hold up
  to about a million strings instead of just 65536. This shouldn't be a problem, although it
  means that save games that had strings with the larger IDs stored in variables are no
  longer compatible. Since many saves don't involve libraries at all, and even many that do 
  are not actually affected, I'm not bumping the min save version. The worst that can happen
  is that you get no text at all where some was expected.

SVN r4295 (trunk)
2013-05-30 02:22:47 +00:00
Randy Heit
493edd2df0 - Added ACS functions GetCVarString and GetUserCVarString. These act like their non-string
counterparts, except that they return strings. Like strparam, the strings they return are
  only guaranteed to be valid for the tick they are called during. (Note that these work with any
  cvar, not just string ones.)

SVN r4293 (trunk)
2013-05-27 02:41:50 +00:00
Randy Heit
587f1e83ba - Added ACS functions SetCVarString and SetUserCVarString. These work just like their non-string
counterparts except that their value argument is an ACS string. (Note that they work with any
  type of cvar, not just string cvars.)
- Make UCVarValue::String point to a constant string.

SVN r4292 (trunk)
2013-05-27 02:20:32 +00:00
Randy Heit
4a8037d66e - Move bitdepth check outside the loop for grayscale unpacking. Also, don't use a multiply for
1-bit pixels. Use a lookup table for 2-bit pixels, because it's probably faster than a bunch
  of shifts and register juggling.

SVN r4291 (trunk)
2013-05-27 02:04:54 +00:00
Braden Obrzut
f436c02a43 - Fixed more possible NULL derefs from r4264
SVN r4290 (trunk)
2013-05-26 20:56:20 +00:00
Braden Obrzut
b493d8e823 - Just remembered that the true color stuff generates textures differently. Changed the previous commit to expand 1, 2, and 4 bit grayscale images while reading the PNG instead of changing the palette.
SVN r4289 (trunk)
2013-05-26 04:56:52 +00:00
Braden Obrzut
dabd48ab81 - Fixed: 4, 2, and 1 bit grayscale images weren't properly supported.
- Fixed: Valgrind uninitialized memory error and a signed/unsigned warning.

SVN r4288 (trunk)
2013-05-26 04:03:47 +00:00
Randy Heit
17c7c32a58 - Fixed potential uninitialized access in FMapInfoParser::ParseEndGame().
SVN r4287 (trunk)
2013-05-26 02:56:25 +00:00
Randy Heit
ce28c9c991 - Added parentheses for clarity.
SVN r4286 (trunk)
2013-05-26 00:53:48 +00:00
Randy Heit
78437d917c - Added edward850's patch to cope with stalled network games.
SVN r4285 (trunk)
2013-05-25 22:01:26 +00:00
Randy Heit
167ee9e7fb - Added three new ACS functions:
* int GetUserCVar(int playernum, "cvarname")
  * bool SetCVar("cvarname", newvalue)
  * bool SetUserCVar(int playernum, "cvarname", newvalue)
  GetUserCVar is analogous to GetCVar, except it returns the value of a user cvar for a
  specific player. (All user cvars can be examined using the playerinfo console command.)
  SetCVar sets a cvar to a new value. If the cvar is floating point, then newvalue is treated
  as a fixed point number, otherwise it's treated as an integer. SetUserCVar is the same, but
  for a specific player's user cvar.

  SetCVar and SetUserCVar can only change cvars created via CVARINFO. They cannot alter built-in cvars.

  If you use GetCVar or SetCVar with a user cvar, they will act on the copy of the user cvar
  for the player who activated the script. e.g.
    GetCVar("gender")
  is the same as
    GetUserCVar(PlayerNumber(), "gender")

  If you get the value of a floating point cvar, it will be returned as a fixed point number.
  Otherwise, it will be returned as an integer.

SVN r4283 (trunk)
2013-05-25 19:08:05 +00:00
Christoph Oelckers
567fbace22 - re-fixed r4279.
SVN r4282 (trunk)
2013-05-25 18:30:23 +00:00
Randy Heit
4fa198244c - Renamed CVAR_NOSEND to CVAR_IGNORE to better reflect its intent.
- Separated CVAR_MODARCHIVE into CVAR_MOD|CVAR_ARCHIVE so that mod-defined cvars can still be
  identified when they aren't meant to be archived.

SVN r4281 (trunk)
2013-05-25 17:08:59 +00:00
Randy Heit
787b84ef91 - Added CVARINFO lump support. This is a lump for defining mod-specific cvars and takes entries
of the form:
    <scope> [noarchive] <type> <name> [= <defaultvalue>];
  Where <scope> is one of:
  * server: This cvar is shared by all players, and in network games, only select players can
    change it.
  * user: Each player has their own copy of this cvar, which they can change independently.
  To prevent the cvar from being written to the config file, add noarchive to its definition.
  <Type> is one of:
  * int: An integral value. Defaults to 0.
  * float: A value that can include a fraction. Defaults to 0.0.
  * color: A color value. Default to black ("00 00 00").
  * bool: A boolean value that can hold either true or false. Defaults to false.
  * string: A string value. It's not too useful for mods but is included for completeness. Defaults to "".
  <Name> is the cvar's name and must begin with a letter and may only include alphanumeric
  characters and the underscore character.
  If you wish a non-standard default add an = character after the cvar's name followed by the
  default value you want to use. Example:
    server int mymod_coolness = 10;
- Fixed: FStringCVar::SetGenericRepDefault() did not make a copy of the input string.

SVN r4280 (trunk)
2013-05-25 16:34:23 +00:00