Commit Graph

35 Commits

Author SHA1 Message Date
Christoph Oelckers 170b633e91 - added two new things which can set a sector's color without the need of tags
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
  sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
  enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
  for implementing custom skill definitions but right now all it does is
  returning the original values but keeping the related information all in one
  place


SVN r557 (trunk)
2007-10-29 22:15:46 +00:00
Christoph Oelckers d0c3ebb5c2 - Fixed: Several options while changing maps only worked for the regular exit
but caused problems when used with the secret exit. Rewrote the code to
  set the next map at the beginning and removed all subsequent parts that
  tried to resolve it from the original data again.

SVN r544 (trunk)
2007-09-06 09:54:57 +00:00
Christoph Oelckers 6a3a47d77a - Moved setting of gameskill from M_ChooseSkill to G_DoNewGame because it
doesn't work in M_ChooseSkill when the full console is open.


SVN r541 (trunk)
2007-08-09 08:42:15 +00:00
Christoph Oelckers f4dcfad331 - Copied railgun sound fix from Skulltag.
- Made infighting a level flag. The old method still exists but the level flags
  will take precedence if set.



SVN r532 (trunk)
2007-05-20 11:08:36 +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 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
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
Randy Heit 7c2fc08f35 - Added two new MAPINFO flags to control what actor activates impact lines:
* MissileShootersActivateImpactLines - the current behavior.
    * MissilesActivateImpactLines - the original Hexen behavior.


SVN r477 (trunk)
2007-02-04 02:12:54 +00:00
Christoph Oelckers ec2e63c6d3 - Added customizable border textures. They will be defined with the
MAPINFO keyword 'bordertexture' and are settable per map.
- Fixed: When used in DECORATE A_Explode must use A_ExplodeParms.
- Added custom label support to A_Chase. To enable resurrection from the
  customizable version I also moved all A_VileChase stuff into p_enemy.cpp.


SVN r437 (trunk)
2007-01-05 22:08:57 +00:00
Randy Heit 851bf89442 - Fixed all the warnings from GCC 4.2, including a handful that were
present in
  older GCCs.



SVN r430 (trunk)
2006-12-29 03:38:37 +00:00
Randy Heit e1bd63e876 - Turned on warning level 4 just to see what it would produce: a lot of
warnings. At first, I was going to try and clean them all up. Then I decided
  that was a worthless cause and went about just acting on the ones that
  might actually be helpful:
   C4189 (local variable is initialized but not referenced)
   C4702 (unreachable code)
   C4512 (assignment operator could not be generated)


SVN r420 (trunk)
2006-12-21 04:34:43 +00:00
Christoph Oelckers 753f280e04 - Moved the sector type translation for Doom format maps into a simple lump
in zdoom.pk3.
- Changed Line_SetIdentification so that the fifth arg is a high-byte for the line ID.


SVN r361 (trunk)
2006-10-25 16:21:08 +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
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 18af8a57cf - Restored the previous level flag values to avoid needlessly breaking some
savegames at this point in time.
- Fixed: R_ClearPlanes() did not clear skybox planes for a full clear.
- Streamlined zip file loading by delaying the processing of the local file
  header until it is actually needed.


SVN r247 (trunk)
2006-07-12 03:35:55 +00:00
Christoph Oelckers 5d1563b0e4 - Changed the additive scrollers option into a compatibility flag so that it can
be changed from the menu.


SVN r245 (trunk)
2006-07-11 08:27:05 +00:00
Christoph Oelckers fd79fac52c - Fixed: Saving on maps that don't contain a MAPINFO definition didn't work.
- Fixed: The Zip loader loaded all WADs inside a Zip into the lump directory.
  This is only supposed to be done for WADs in the root directory.
- Complete restructuring of the map loading code. Previously the only way
  to put maps into Zips was to load them as embedded WADs which caused
  some problems, most importantly that the map's file name was irrelevant
  and the internal map label was used instead. With the new code there
  is now a properly defined way to add maps to Zips:
  * Maps are placed in a subdirectory called 'maps'.
  * Maps are stored as WADs that contain all map related lumps.
  * The first lump in the map's WAD directory must be the map label.
  * All lumps not belonging to the first map are ignored.
  * The map's file name determines the name the map is identified with. 
    For maps stored this way the internal map label is ignored so with this 
    method renaming maps is as easy as renaming a file and it is no longer 
    necessary to manipulate the map label.
  With the new code it is also possible to load external maps without
  adding them to the WAD list. Type 'open mapfile.wad' in the console
  to start such a map.
  The new code also performs stricter lump name checks to prevent accidental
  loading of non-map data.


SVN r188 (trunk)
2006-06-14 15:56:56 +00:00
Randy Heit e2179d5c2d Guess what. It's not 2005 anymore.
SVN r184 (trunk)
2006-06-11 01:37:00 +00:00
Christoph Oelckers 9655ee9843 - Changed music name handling in MAPINFO so that music can be specified by
full path of a file in a Zip.
- Fixed: intermusic in MAPINFO was limited to WAD lumps and couldn't handle 
  external data.

ACS:

- Fixed: Global and World array symbols didn't initialize their array information.


SVN r182 (trunk)
2006-06-09 08:19:46 +00:00
Christoph Oelckers 15681d0588 - Added a StartConversation special that allows automatic activation of Strife
dialogs.
- Added Thing_Raise special that allows Arch-Vile like resurrections from scripts
  or DECORATE states.
- Added a RadiusDamageFactor property for actors. This replaces the hard coded
  factor of 0.25 for Hexen's players.
- Added new SpawnProjectile function to ACS. It's the same as Thing_Projectile2
  but the projectile is specified by name, not spawn ID.
- Added MAPINFO option to set the compatibility flags. If this is done these
  explicit settings will take precedence over the compatflags CVAR.

SVN r164 (trunk)
2006-06-03 12:30:11 +00:00
Randy Heit 62b7dd3efc - Fixed default.cbd and Makefile.mingw for current code state.
- New: Pausing the game (through any means, not just the pause key) now pauses
  sound effects as well as music. "PauseMusicInMenus" has been added as a
  MAPINFO flag to also pause the music when a menu or the console are open.


SVN r134 (trunk)
2006-05-21 02:10:16 +00:00
Randy Heit a39f5bb8f7 - Fixed: M_NotifyNewSave() needlessly created a copy of the filename.
- Fixed: Any touching_sectorlists for actors unlinked in G_StartTravel() were
  lost forever.
- Fixed: DLightningThinker::Serialize() did not delete the old
  LightningLightLevels array when loading from an archive.
- Fixed: Although I moved the correct polyobject freeing code into
  P_FreeLevelData(), I left the old wrong code there too, which just deleted
  the array without deleting anything hanging off of it.


SVN r127 (trunk)
2006-05-18 04:25:26 +00:00
Randy Heit 6863938e67 - Texture animation improvements:
* Animations are now millisecond-accurate, so delays in ANIMDEFS can have
    fractional parts.
  * Cleaned up the animation code and moved it into r_anim.cpp.
  * Blood's oscillating texture animations are now available for use by actual
    supported games by adding the word "oscillate" after a "range" definition
    in ANIMDEFS.
  * Not exactly texture animation, but it's handled in the same function as
    texture animations: Scrolling skies also have millisecond precision.


SVN r125 (trunk)
2006-05-18 01:42:50 +00:00
Randy Heit c770d4a99a - Added support for automatically loading ACS objects (even for Doom-format
maps). To use it, compile the ACS files as ordinary libraries placed
  between A_START/A_END markers. Then outside the markers, create a lump
  called LOADACS. This is just a plain text lump that lists all the libraries
  you want to autoload with every map. You can do this with as many libraries
  as you want, and LOADACS lumps are also cummulative.

SVN r123 (trunk)
2006-05-17 01:38:07 +00:00
Christoph Oelckers caed57baa5 SVN r114 (trunk) 2006-05-14 14:30:13 +00:00
Randy Heit 8fcf93d65a - Merged a lot of these static destructor-only structs into regular
functions added to the exit chain with atterm so that they can be called
  in a deterministic order and not whatever order the linker decides to put
  them in.
- Fixed: DCajunMaster did not free its getspawned.
- Fixed: P_FreeLevelData() did not free ACS scripts.
- Fixed: Level snapshots were not freed at exit.
- Fixed: The save/load menu list was not freed at exit.
- Fixed: FCompressedMemFile needs a destructor to free the m_ImplodedBuffer.
- Fixed: G_DoLoadGame() did not free the engine string.
- Fixed: M_ReadSaveStrings() did not free the engine string.
- Fixed: Processing DEM_SAVEGAME did not free the pathname string.
- Added a check for truncated flats to FFlatTexture::MakeTexture() because
  Heretic's F_SKY1 is only four bytes long.
- Added a dump of the offending state to the "Cannot find state..." diagnostic.
- Fixed: FCompressedFile did not initialize m_Mode in its default constructor.
- Fixed: Heretic and Hexen status bars did not initialize ArtiRefresh.
- Fixed: PNGHandle destructor should use delete[] to free TextChunks.


SVN r111 (trunk)
2006-05-12 03:14:40 +00:00
Christoph Oelckers 159c548c5a - Changed A_ChangeFlag so that it doesn't need to alter the flag
string. With strings being passed as names this is unsafe.
- Removed unused parameter types from the function parameter parser for
  DECORATE.
- Changed: All actor name parameters in DECORATE are now passed as 
  FNames, not as strings. 
- Fixed: The MAPINFO parser stored the RedirectType as a type pointer.
  But at this point DECORATE hasn't been read yet so this was limited to
  the internal classes.
- Fixed: TXT_NEED_IDCARD wasn't terminated with a ';'.
- Fixed: Strife's DeadRebel was missing its DoomEdNum.
- With names as type identifiers it is no longer necessary to remap
  the monster types to internal constants in A_BossDeath.
- Fixed: A_BossDeath got the string from a name - just to get a name from
  the string. Using the name directly is sufficient.


SVN r103 (trunk)
2006-05-10 15:07:14 +00:00
Randy Heit d878c2e7d6 - Backported the classnames-are-names changes from the FP code.
SVN r97 (trunk)
2006-05-10 02:40:43 +00:00
Randy Heit 981f663319 - Updated Jim's Makefile.linux.
- Added support for wrapping midtextures vertically.
- Since zdoom.wad is now zdoom.pk3, the default mapinfos can use full pathnames.
  So now they do.
- Fixed: The DSimpleCanvas constructor used a pitch too narrow on screens wider
  than 640 pixels when using a non-AMD processor and the processor's L1 cache
  line size could not be determined. I think this should fix the issue of
  weirdly rendered 8 pixel wide borders on the left and right of the screen that
  some people experienced.
- Fixed: The secnodes were never freed.


SVN r93 (trunk)
2006-05-09 21:30:31 +00:00
Randy Heit fe84b6077e - Fixed: Conversion of c_bind.cpp to FString was incomplete.
- Fixed some functions that were declared as taking size_t's but defined as taking
  unsigned ints.
- Added a dummy object to delete sound environments on exit.
- Fixed: FWarpTexture did not delete its Spans when destroyed.
- Changed wadclusterinfos and wadlevelinfos arrays into TArrays.
- Added the TypeInfo::AutoTypeInfoPtr for TypeInfo::m_RuntimeActors so they can
  be automatically deleted.
- Changed TypeInfo::m_Types into a TArray so it will be automatically deleted
  on exit.
- Fixed: TArray::Resize() did not deconstruct entries when shrinking the array.
- Changed TArray::Push() so that it calls Grow() instead of duplicating the growth
  calculations itself.
- Calling TArray::Grow() for a small amount when the array is short should grow it
  a bit more than it was doing.

SVN r76 (trunk)
2006-05-04 06:14:52 +00:00
Randy Heit ea3b76815d - Removed -bpal parameter. Blood's blood.pal is loaded from blood.rff, and
its tiles are loaded from the same directory.
- RFF files now load their entire directories into the lumplist.
- Added char * and const char * type coversions for FString, so FStrings can be
  freely passed to functions expecting C strings. (Except varargs functions,
  which still require manually fetching the C string out of it.)
- Renamed the name class to FName.
- Renamed the string class to FString to emphasize that it is not std::string.


SVN r74 (trunk)
2006-05-03 22:45:01 +00:00
Christoph Oelckers 19a7cf743e SVN r68 (trunk) 2006-04-27 15:12:17 +00:00
Christoph Oelckers 4dd936e438 SVN r43 (trunk) 2006-04-13 22:40:43 +00:00
Christoph Oelckers 25f90d6221 SVN r27 (trunk) 2006-04-11 16:27:41 +00:00
Randy Heit cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00