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7309 commits

Author SHA1 Message Date
Christoph Oelckers
1c3153690a - Fixed: Any kill in multiplayer games that could not be credited to a player
didn't count at all - not even toward the global level statistics.
- ...and removed it again. It was not an accident. The only reason the PowerupGiver
  had its own RespawnTics was to account for the pickup flash delay. 
  But that is better handled by checking the flag and adding the additional 30 
  tics in AInventory::Hide because then it affects all items that have one - 
  and only those. The AT_GAME_SET function didn't work anyway because it was
  called after parsing DECORATE.


SVN r253 (trunk)
2006-07-14 08:04:17 +00:00
Randy Heit
3113037229 - Restored the PowerupGiver AT_GAME_SET function. I assume its removal was an
accident from merging in Grubber's custom player classes.


SVN r252 (trunk)
2006-07-14 00:33:11 +00:00
Christoph Oelckers
bada3bf462 - Removed the game filter check from addplayerclass. If a player class is added
here the game filter is irrelevant and there's nothing that should prevent
  the HereticPlayer being added to a Hexen game, for example.
- Changed: The addplayerclass CCMD was far too paranoid and needlessly aborted
  the game for any error being encountered. Since an empty player class list
  is checked for elsewhere outputting the messages to the console is sufficient.


SVN r251 (trunk)
2006-07-13 10:24:54 +00:00
Christoph Oelckers
31c749058b - Generalized Hexen's class-based spawning to be a property of the player class
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
  with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.


SVN r250 (trunk)
2006-07-13 10:17:56 +00:00
Randy Heit
38a073626f - Changed decorate replacement to be opt-in instead of opt-out. This allows for
greater flexibility in what can be replaced (replaced actors need not be ancestors
  of actors that replace them) at the expense of not having universal actor
  replacement. Instances where replacements work:
   - Line specials that spawn things (Thing_Spawn and related)
   - ACS spawning commands (SpawnSpot and the like)
   - Spawning mapthings at level load time in P_SpawnMapThing()
   - Spawning items off of dead dudes in P_DropItem()
   - The A_SpawnItem decorate function
   - The summon and summonfriend console commands
   - ThingCount will count both original actors and their replacements as the same
     things.
  TBD: Should the ACS inventory functions use replacements too, or not?


SVN r249 (trunk)
2006-07-13 03:34:50 +00:00
Randy Heit
56427d1b1c - Fixed: The game would crash after informing you of a duplicate class registration
because PClass::CreateDerivedClass() did not initialize everything before calling
  InsertIntoHash().
- Fixed: Forcefully removing a weapon from a player's inventory would not reset
  the player's refire counter.
- Fixed: FreeKeySections() was called before M_SaveDefaults() during shutdown,
  so all custom keys would go to a "(null)" section instead of their intended
  section.


SVN r248 (trunk)
2006-07-13 02:08:39 +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
2e02a4fa36 SVN r246 (trunk) 2006-07-11 11:36:34 +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
Randy Heit
0b3730392c - Fixed closed doors between the front sector's floor and ceiling the right way.
I was just missing a non-null texture check.
- Removed references to texturewidthmask. What was that?


SVN r244 (trunk)
2006-07-11 04:48:10 +00:00
Christoph Oelckers
133a035c76 - Fixed: The earthquake code needs to check whether a quake's spot is still valid.
Super Sonic Doom crashed due to this.
- Fixed: G_DoAutosave could divide by 0 if autosavecount was 0.


SVN r243 (trunk)
2006-07-11 00:20:45 +00:00
Christoph Oelckers
a9470f8642 - Fixed: The calls to DCanvas::Dim in c_console.cpp were missing some type casts.
- Fixed: CCMD(dir) passes FStrings directly to Printf.

For R241:

- Fixed: The defaultbind command still treated the bindings as char pointers and
  as a result didn't work.
- Added SpawnSpotFacing ACS function which is the same as SpawnSpot but it uses
  the map spot's angle.
- Added ThingCountName ACS function which is the same as ThingCount but it takes
  an actor's type name instead of a spawn ID.


SVN r242 (trunk)
2006-07-09 21:50:16 +00:00
Christoph Oelckers
dd3c0d82f7 SVN r241 (trunk) 2006-07-09 20:15:38 +00:00
Randy Heit
d027aafb4c - Fixed: If the sector behind a seg was closed, but it was closed between the
ceiling and floor of the front sector, the renderer did not add it to the
  solid clip list.
- Blends created with the ACS fade commands now degrade to transparent overlays
  when the console is visible, just as they do for the menu.


SVN r240 (trunk)
2006-07-09 20:04:05 +00:00
Christoph Oelckers
5541dc69f1 - Fixed: Specifying 'strifefallingdamage' in MAPINFO cleared all other flags.
- Fixed: maxstepheight and maxdropoffheight were stored as ints instead of 
  fixed_t's by the DECORATE parser.


SVN r239 (trunk)
2006-07-08 20:17:52 +00:00
Randy Heit
6695e255ce - Added actor replacement for DECORATE. This works at a higher level than
using duplicate DoomEdNums and will affect all attempts to spawn the
  replaced actor. However, because this happens for all spawns and not just
  at map load, the replacing actor must be compatible with the replaced
  actor, which means that an actor can only serve as a replacement for one
  of its baseclasses. For example, if you want to use a modified imp, you can
  use this DECORATE:
      actor MyImp : DoomImp replaces DoompImp
      {
          // Put changed properties here
      }
- New: The IWAD dialog now remembers the last IWAD you picked and
  automatically highlights it the next time you run the game. This also
  applies if you check "Don't ask me this again": The IWAD selected will be
  the one that gets automatically loaded, not the one located first. (Using
  the -iwad parameter will not change the default IWAD.) In addition, you
  can now bring the dialog up even if you disable it by holding down SHIFT
  during startup.
- Changed ExtractFilePath() and ExtractFileBase() to return FStrings instead
  of writing to a provided output buffer. ExtractFileBase() can also
  optionally keep the file's extension in the result.
- Removed the -heapsize parameter entirely. The informational message should
  no longer be needed.
- Removed -maxdemo parameter. There's no point to having it around since
  the demo buffer grows automatically.


SVN r238 (trunk)
2006-07-08 02:17:35 +00:00
Christoph Oelckers
43c1ec4a74 - Fixed: Changed initialization of Weapon.Kickback so that it is only done
for direct descendants of AWeapon and not for every weapon being defined.
- Changed parsing of actor names back to not use C-mode. This change breaks
  any definition that contain periods in their name and apparently there's
  more than anyone could expect. Also altered the parser to manually check
  for colons inside the parsed string so that placing spaces around them
  is no longer necessary.
- Fixed: Weapons could be picked up for ammo even if they gave none.
- Fixed: A_Beacon was missing a NULL pointer check for the beacon's owner.
- Fixed: The status bar tried to access CPlayer->camera without checking
  its validity. In spy mode there is a possibility that it is NULL.

SVN r237 (trunk)
2006-07-03 09:07:56 +00:00
Christoph Oelckers
9e6d5c8fd9 - Fixed: G_NewInit destroyed the players' userinfo data.
- Changed the special radius damage handling for the barrel and boss brain
  into an actor flag.
- Added A_RadiusThrust code pointer for DECORATE and adjusted the radius 
  attack functions accordingly.


SVN r236 (trunk)
2006-07-02 21:58:10 +00:00
Randy Heit
0398ddcc76 - Changed the earthquake view shaking so that it works for anything and not
just players.


SVN r235 (trunk)
2006-07-01 00:21:36 +00:00
Christoph Oelckers
207c84e3dd - Fixed: In multiplayer games, when trying to change targets, A_Chase forgot
to check whether the new target was the same as the old one and treated 
  this case as a real target change.


SVN r234 (trunk)
2006-07-01 00:15:06 +00:00
Randy Heit
9fdcb553aa - Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the
  same situation that causes the keyboard to return DIERR_NOTACQUIRED in
  KeyRead(): The window is sort of in focus and sort of not. User.dll
  considers it to be focused and it's drawn as such, but another focused
  window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
  handles DIERR_INPUTLOST errors. This can happen if our window had the
  focus stolen away from it before we tried to acquire the keyboard in
  DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
  last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
  taking too long on large dumps.
- And now I know why gathering crash information in the same process that
  crashed can be bad: Stack overflows. You get one spare page to play with
  when the stack overflows. MiniDumpWriteDump() needs more than that and
  causes an access violation when it runs out of leftover stack, silently
  terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
  to increase this, but that isn't available on anything older, including
  32-bit XP. To get around this, a new thread is created to write the mini
  dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
  associated call to SpawnBot(). So if the bot can't spawn, botnum can
  go negative, which will cause problems later in DCajunMaster::Main()
  when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
  drop the recorder out of the game without notifying the other players.
  In fact, there's no reason why it should drop them out of multiplayer at
  all.
- Fixed: Earthquakes were unreliable in multiplayer games because
  P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
  who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
  in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
  and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
  directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
  per-application. So if you play a multiplayer ZDoom game on one computer
  (or even another EAX-using application), ZDoom needs to restore the
  environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
  PacketGet can receive ECONNRESET from nodes that aren't in the game. It
  should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
  the player who left was player 0. This is because if a remaining player
  receives a "recoverable" error, they will become player 0. Once that happens,
  they game will try to update sounds through their camera and crash in
  FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
  G_NewInit() should also clear all the player structures.


SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
Christoph Oelckers
38b0230253 - Added a 'default' setting to all color selection menu items that leaves
the font untranslated.
- Fixed: Heretic's monsters were missing the MF2_MCROSS flag.


SVN r232 (trunk)
2006-06-29 14:21:56 +00:00
Christoph Oelckers
81ee5b4942 - Fixed: Bouncing projectiles should not bounce off horizon lines. Now they
vanish instead.
- Changed masses of ice chunks and glass shards to make small splashes


SVN r231 (trunk)
2006-06-28 11:14:20 +00:00
Christoph Oelckers
7ff576adf4 - Fixed: P_UndoPlayerMorph didn't properly transfer the inventory. It just
copied the pointer instead of using ObtainInventory.


SVN r230 (trunk)
2006-06-27 23:49:45 +00:00
Randy Heit
3b39092412 - Moved the version resource into the "compile-time directives" section of
the resource script so that Developer Studio won't replace the version macros
  in it with their literal values. Now updating version.h is guaranteed to be
  enough to bump the version everywhere it's used.


SVN r225 (trunk)
2006-06-25 01:16:18 +00:00
Randy Heit
96bb74047f Bumped version to 2.1.1.
SVN r224 (trunk)
2006-06-25 01:11:28 +00:00
Christoph Oelckers
7266c1e929 - Fixed: PIT_CheckThing checked AActor::tid instead of TidToHate to determine
whether a monster of the same species can be hurt.
- Added new ice chunk sprites submitted by Enjay.

SVN r223 (trunk)
2006-06-24 23:58:01 +00:00
Christoph Oelckers
0711b62cab Replaced all occurences of 'ZDoom' in i_crash.cpp with a define from version.h
so that this file doesn't need to be changed for altering the texts.


SVN r222 (trunk)
2006-06-24 08:26:21 +00:00
Christoph Oelckers
2c7b4d9350 Forgot to copy the correct strifehelp.acs from my ACC compile directory.
SVN r221 (trunk)
2006-06-24 08:06:25 +00:00
Christoph Oelckers
3c3a9dd8f8 - Deleted the programmer death script from strifehelp.acs because it is no
longer used.
- Fixed: strifehelp.acs and the PUMPUPS cheat need to give 10 UpgradeStaminas
  because that item is using Inventory::Amount now.


SVN r220 (trunk)
2006-06-24 08:03:15 +00:00
Randy Heit
05fc3cb016 The last commit was also incomplete.
SVN r219 (trunk)
2006-06-24 03:49:48 +00:00
Randy Heit
2d05cdbda4 Last commit was incomplete.
SVN r218 (trunk)
2006-06-24 03:48:38 +00:00
Randy Heit
27ff97f16e - Changed the archive format for crash reports from tar.gz to zip.
- Went back to a single process model for crash reporting. It appears there
  are some machines that don't like having another process collect the
  information and report it. I still feel that having another process do
  it _should_ be more reliable, because that process can execute in a known
  good state. Ah well. I haven't yet seen anything that left the main process
  in a totally unrecoverable state, so it's probably okay. Unlike before, this
  single-process version is still GCC-compatible.


SVN r217 (trunk)
2006-06-24 03:47:17 +00:00
Christoph Oelckers
1faa6d57a4 - Fixed: The resurrect cheat didn't reset the player's damage type so
if he died by being frozen the blue blend didn't disappear.

SVN r216 (trunk)
2006-06-23 16:20:41 +00:00
Christoph Oelckers
27c00bcb95 - Fixed: FWarpTexture::MakeTexture must be declared virtual so that
the FWarp2Texture version of it can be called.

SVN r215 (trunk)
2006-06-23 08:20:08 +00:00
Christoph Oelckers
550d687bcf - Fixed: The check to prevent items from being given to dead players
didn't work properly. It has to be done in the cheat code, not in
  APlayerPawn::AddInventory.
- Fixed: The medikit and stimpack used a MaxAmount of 100 so that
  stamina upgrades were ineffective.

SVN r214 (trunk)
2006-06-22 20:52:49 +00:00
Christoph Oelckers
a0c912ef2d - Fixed: Jumping and crouching at the same time created jerky results.
Now jumping takes precedence and you can't crouch while pressing the
  jump key (which causes an uncrouch.)

SVN r213 (trunk)
2006-06-22 09:36:48 +00:00
Randy Heit
e6268bf0a2 - Fixed: DF_NO_COOP_WEAPON_SPAWN was handled backwardly.
SVN r212 (trunk)
2006-06-22 02:19:43 +00:00
Randy Heit
9eb0aa1a02 - Fixed: G_InitLevelLocals() needs to OR in the crouching bits, otherwise it
discards the jumping bits.
- ProcessActor() now sets C mode before retrieving the actor's name.
- Fixed: The new SC_GetString() scanner accepted slashes at the end of tokens
  when not in C mode, even if they were the start of a comment. Now if you
  want a slash at the end, you must quote it.


SVN r211 (trunk)
2006-06-21 23:22:17 +00:00
Christoph Oelckers
729e3b346d - Fixed: Decal actors with an invalid decal texture caused a crash.
SVN r210 (trunk)
2006-06-21 20:45:19 +00:00
Christoph Oelckers
e7f21912a5 Fixed: Player could crouch while dead.
SVN r209 (trunk)
2006-06-21 17:59:34 +00:00
Christoph Oelckers
14765bf64b - Fixed: The sidedef loader could allocate insufficient memory if a map
contained unused sidedefs.
- Fixed: Color control sequences were written to the log file. Since any
  entered console command contains such a sequence it was quite noticable.

SVN r208 (trunk)
2006-06-21 15:40:42 +00:00
Christoph Oelckers
f356e356a0 - Fixed: The obituary code didn't use the attacker's name for kills caused
by other players.

SVN r207 (trunk)
2006-06-21 12:10:36 +00:00
Christoph Oelckers
e2ac4c1168 - Fixed: PIT_StompThing never checked for COMPATF_NO_PASSMOBJ.
- Fixed: COMPATF_TRACE returned true for all two-sided lines, not just for
  those with the same sector on both sides.

SVN r206 (trunk)
2006-06-21 11:47:27 +00:00
Randy Heit
c32afb8b4c - Fixes for GCC on Linux.
SVN r202 (trunk)
2006-06-20 22:26:04 +00:00
Randy Heit
19dad144e1 - Added grubber's thingdef_exp.cpp. I might not use it later, but I can still
use it now.
- Fixed sc_man_scanner.re for negative numbers in C mode.


SVN r201 (trunk)
2006-06-20 21:21:52 +00:00
Randy Heit
c54f2f66fc - Unlimited the monster pain sounds in Hexen after playing as the Cleric a
while and killing centaurs with the flechette.
- Fixed: Moving to an old level in a hub caused the old player's inventory to
  spawn owned by the current player (but still hanging off the old player), so
  the game would hang when trying to delete it.
- Modified re2c so that it doesn't add a date to the file it generates. Thus,
  if it regenerates a file during a full rebuild, SVN won't see it as a change.
  Also updated it to 0.10.5.
- Fixed: SC_GetString() did not properly terminate sc_String when the last
  token in the file had no white space after it. Since I could not actually
  find the problem (it works fine in debug mode and I saw no logic errors),
  I decided to take this opportunity to reimplement it using an re2c-generated
  scanner. Now it's 1.6x faster than before and correctness is easier to
  verify.
- Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels.
- Added back the Manifest to zdoom.rc for non-VC8 Windows compilers.
- Fixed MinGW compilation again. Now it uses the same method as Makefile.linux
  to find all the source files so that it doesn't need to be manually updated
  each time source files are added or removed.
- Added the SVN revision number to the version string. A new tool is used to
  obtain this information from the svnversion command and write it into a
  header file. If you don't have the svn command line tools installed or didn't
  check it out from the repository, you can still build. I added some rules for
  this to Makefile.linux, and I assume they work because they do for
  Makefile.mingw.
- Fixed: MIDISong2 did not delete MusHeader in its destructor.


SVN r200 (trunk)
2006-06-20 20:30:39 +00:00
Christoph Oelckers
cf7d8ab43b - Removed the unused sfx_ variables for the chainsaw sounds.
- Fixed map name checks in idclev, hxvisit, for +map and the titlemap.
- Changed handling of Zips so that the patches/, graphics/, sounds/ and
  music/ subdirectories no longer are placed in the global namespace. Instead
  new namespaces are defined. These namespaces aren't merged, however and 
  searching in them either returns a lump inside it or one from the global
  namespace when it doesn't come from a Zip file. Proper order of files is
  still observed though. As a result proper use of the directories inside Zips 
  is strictly enforced now so that for example anything used as a patch must be 
  in the patches/ directory and won't be found anywhere else.


SVN r199 (trunk)
2006-06-19 15:31:10 +00:00
Christoph Oelckers
a42f98af15 - Added another set of ACS inventory functions which take a tid for the actor
and aren't limited to the script's activator.
- Added GetSectorLightLevel(tag), GetActorCeilingZ(tid) and
  SetActorPosition(tid, x, y, z, fog) ACS functions.
- Fixed: First initialization of camera textures should not mark the rendered
  lines as mapped.

SVN r198 (trunk)
2006-06-18 15:49:00 +00:00
Randy Heit
c87e2252ed - Finally implemented code to keep some or all of your inventory intact when
respawning in coop. Now the new inventory code should finally be complete. :-)
- Fixed: PROP_Inventory_PickupMessage was improperly defined for non-VC++
  compilation.


SVN r197 (trunk)
2006-06-18 04:10:47 +00:00