Commit graph

286 commits

Author SHA1 Message Date
Christoph Oelckers
dbf4677da9 - Added speed factors for texture warp commands.
- Added damage type parameter to A_Die.

SVN r942 (trunk)
2008-04-26 08:46:55 +00:00
Christoph Oelckers
4667bfe46f - Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
  values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
  values. 
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an 
  unlimited sound. This can become extremely loud. Replaced with a new
  sound which is just an alias to weapons/rocklx but has a limit of 4.


SVN r932 (trunk)
2008-04-22 18:48:30 +00:00
Christoph Oelckers
5d0dc65044 - Added Martin Howe's fixes for morphing and DECORATE function prototypes.
- Minor fixes in texture code.


SVN r922 (trunk)
2008-04-17 20:34:58 +00:00
Christoph Oelckers
ce5d4dba02 - Changed true color texture creation to use a newly defined Bitmap class
instead of having the copy functions in the frame buffer class.
- Fixed: The WolfSS didn't have its obituary defined.


SVN r915 (trunk)
2008-04-15 18:05:39 +00:00
Christoph Oelckers
4dc1b9579e - Removed the check for Heretic when playing *evillaugh when using the
Chaos Device. This sound is not defined by the other games so it won't
  play by default.
- Added MORPH_UNDOBYTOMEOFPOWER and MORPH_UNDOBYCHAOSDEVICE flags
  for the morph style so that the special behavior of these two items
  can be switched on and off. 

SVN r890 (trunk)
2008-04-08 09:52:50 +00:00
Christoph Oelckers
e105a29e99 - Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData functions and replaced all calls to P_OpenMapData that
  only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
  but keeps all existing information in the default and just adds to it. This
  is needed because Hexen and Strife set some information in their base
  MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
  * Finale texts loaded from a text lump
  * Demos
  * Local SNDINFOs
  * Local SNDSEQs
  * Image names in FONTDEFS
  * intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
  instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
  from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in 
  the map and the actor type they spawned.


SVN r882 (trunk)
2008-04-05 12:14:33 +00:00
Christoph Oelckers
69002580e6 - Forgot to bump min. savegame version for last revision.
- Increased limit for demon/melee to 4. 

SVN r880 (trunk)
2008-04-04 17:10:15 +00:00
Christoph Oelckers
cb1bd7739e - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
  (MELEERANGE) and didn't set the puff to its melee state if the range
  was different. Even worse, it checked a global variable for this so
  the behavior was undefined when P_SpawnPuff was called from anywhere
  else but P_LineAttack. To reduce the amount of parameters I combined
  this information with the hitthing and temporary parameters into one
  flags parameter. Also changed P_LineAttack so that it gets passed
  an additional parameter that specifies whether the attack is a melee
  attack or not and set this to true in all calls that are to be considered
  melee attacks. I couldn't use the damage type because A_CustomPunch
  and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET 
  and FX_GRENADE.


SVN r879 (trunk)
2008-04-04 14:31:20 +00:00
Christoph Oelckers
d5c3693fd9 - Added SnowKate709's A_DamageMaster/A_DamageChildren patch.
- Added a SFX_TRANSFERAMBUSHFLAG for A_SpawnItemEx.
- Added "Shaded" as a valid parameter for DECORATE's RenderStyle.
- Added Karate Chris's patch for a MAPINFO option making Strife conversations
  not halt the game.
- Extended the $limit fix that $alias and $random definitions can have their
  own $limit now.
- Fixed: When resolving a linked sound the limit of the current sound was
  ignored and the one of the referenced sound being used. This was particularly
  noticable when using the chaingun in a group of Zombiemen.
- Added a namespc parameter to FWadCollection::CheckNumForFullName which is
  used when a normal lump name has to be looked up and changed all
  CheckNumForFullName/CheckNumForName combinations in the source to use
  the extended version of CheckNumForFullName only to have consistent
  behavior for lump name lookup. 

SVN r865 (trunk)
2008-03-29 22:59:41 +00:00
Randy Heit
8d0c48bf81 - The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
  options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
  default device. By default, it uses exactly the same DLS instruments as the
  Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
  you want to use, set the snd_midipatchfile cvar to specify where it should
  load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
  An overloaded version wraps around it to continue to supply file-writing
  support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
  than a time in ms, this is now the length in samples of the DSP buffer.
  Also added the snd_buffercount cvar to offer complete control over the
  call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
  below about 44kHz, you will need to set snd_buffersize to avoid long
  latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
  sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
  snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
  cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
  WASAPI doesn't work with more than two speakers and PCM-Float output at the
  same time.)
- Fixed: Area sounds only played from the front speakers once you got within
  the 2D panning area.


SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
Christoph Oelckers
f9b05c2b0c - Increased the limit for 'imp/active' to 6. This sound definitely benefits
from a higher limit.
- Fixed: $limit should not apply to sounds played from the menu.
- Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating
  the sound sequence data.


SVN r852 (trunk)
2008-03-25 12:21:30 +00:00
Christoph Oelckers
14533f867d - Fixed: ANIMATED allowed animations between different texture types.
- Added a debuganimated CCMD that can be used to output some information
  if a WAD shows broken animations.
- Fixed: The handling for enum values in Xlat was incorrect. The rule with 
  value assignment must set the counter one higher than the current value.
- Fixed: The definition of enums in the Xlat grammar was right-recursive
  which could create stack overflows in the parser. Made it left-recursive as
  recommended in Lemon's docs. 


SVN r850 (trunk)
2008-03-25 09:43:50 +00:00
Randy Heit
aef34f9aa5 - Removed xlat_parser.h from the repository. Lemon was always being run on
xlat_parser.y because both files had the same time stamp after an update,
  and Lemon only rewrites the header file if it's changed.
- Added $volume SNDINFO command. This is multiplied with the volume the sound
  is played at to arrive at the final volume (before distance attenuation).
- Added the CHAN_AREA flag to disable 3D panning within the min distance of a
  sound. Sector sound sequences (except doors) use this flag.
- Added the CHAN_LOOP flag to replace the S_Looped* sound functions.
- Restored the sound limiting.


SVN r849 (trunk)
2008-03-25 04:42:26 +00:00
Christoph Oelckers
a6e9accedb - Fixed: The sector translators must clear unused bits because they might
render a sector's special inoperable.


SVN r844 (trunk)
2008-03-23 20:52:34 +00:00
Randy Heit
3237c6b4e8 - Changed MIDI playback to not bother playing super short songs that don't
contain enough music to fill the initial output buffers.
- Removed the read barrier around ADehackedPickup::RealPickup. If the real
  pickup is picked up, it may very well destroy itself before the dehacked
  wrapper's stubs that use it are called.
- Reverted revision 840. For a file we don't want end users to be touching,
  making DEHSUPP plain text sends out mixed messages: "Don't mess with this.
  Oh, by the way, it's plain text now to make it easier for you to edit."
  Is there some reason other than a desire to do away with binary lumps to
  make the distributed lump text?
- Added a new speakermode for Stereo + HRTF: "Headphones". This is the only
  way to get the HRTF low pass filter effect now.
- Fixed: No more than one sector could make noise at once.
- Trying out sound without varying priorities again. 
- Fixed: Need to use setSpeakerMix to let 2D sounds (aka streamed music) use
  their full volume range.


SVN r842 (trunk)
2008-03-23 05:24:40 +00:00
Christoph Oelckers
a665663c15 - Added sector type translation to xlat_parser and removed the old sectorx
lump.


SVN r841 (trunk)
2008-03-23 00:23:47 +00:00
Christoph Oelckers
9c1fa19dd2 - Changed DEHSUPP loader so that it reads the text file directly. As a result
the DEHSUPP compiler is gone now. Unlike XLATCC I'm using FScanner though.
  A fully featured parser seems like overkill for this simple text file.


SVN r840 (trunk)
2008-03-22 21:07:31 +00:00
Christoph Oelckers
e0bfe5fd42 - Added Line_SetTextureOffset special.
- Added 'allowprotection' keyword to terrain definitions to allow damaging
  flats that don't damage players with a radiation suit.
- Fixed: SNDINFO rolloff setting for Strife was missing.


SVN r839 (trunk)
2008-03-22 17:20:54 +00:00
Randy Heit
84d125cf21 - Fixed: Actor-less sounds that aren't played on CHAN_AUTO should still be
subject to channel overriding.
- Re-added priority selection based on sound usage.
- Reduced the number of virtual channels to match the number of real
  channels.
- Added customizable rolloff, including Doom's standard linear gain rolloff.
  SNDINFO commands are:
    $rolloff <sound> <min distance> <max distance>          -- linear gain (like Doom)
    $rolloff <sound> linear <min distance> <max distance>   -- linear volume
    $rolloff <sound> log <min distance> <rolloff factor>    -- logarithmic
    $rolloff <sound> custom <min distance> <max distance>   -- use SNDCURVE lump
  Anything closer than min distance is full volume and anything further than
  max distance is inaudible. Logarithmic rolloff does not have a maximum
  distance; it has a scalar that controls how quickly the volume drops off
  instead.


SVN r834 (trunk)
2008-03-22 03:33:41 +00:00
Christoph Oelckers
d3e34d1edd - Added NULL check to S_StopSound
- Removed XLATCC references from wadsrc/makefile.mgw.


SVN r827 (trunk)
2008-03-21 11:48:25 +00:00
Randy Heit
10920ffe75 - Removed some debug output from SBarInfo::ParseSBarInfo().
- Fixed: Heretic linetype translations included the wrong file.
- Removed all 2D sound positioning code from s_sound.cpp. Everything uses
  FMOD's 3D engine now.
- Removed all the channel selection code from s_sound.cpp. FMOD has code to
  handle this sort of thing, so let's use it.
- Replaced S_StopSoundID() with S_CheckSingular(). There is no longer a limit
  on the number of copies of a particular sound that can be playing at once,
  aside from Strife's special singular sounds. (Sorry, Heretic and Hexen.)
  Consequently, the SNDINFO $limit command is now ignored.
- Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it
  only worked as intended on stereo speakers anyway.
- Cleaned out ancient crud from i_sound.cpp.


SVN r826 (trunk)
2008-03-21 05:13:59 +00:00
Christoph Oelckers
82f3182e5b - deleted a few remaining references to XLATCC.
- deleted src/xlat/xlat_parser.c from the repository. Its content depend on the directory
  directory structure it is generated in and it gets recreated each time the project is 
  compiled (why?) so it'd be changed with each SVN commit. VC++ doesn't seem to mind if 
  it can't be found so I think it's better this way.


SVN r822 (trunk)
2008-03-20 09:59:53 +00:00
Christoph Oelckers
8ea316e33b - Integrated xlatcc into ZDoom.exe so that the linedef translation files
don't need to be compiled and can be stored as text in zdoom.pk3.


SVN r815 (trunk)
2008-03-19 21:09:53 +00:00
Christoph Oelckers
5b9073add4 - Added copyright/license headers to a few files.
- Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the
  proper object type.
- Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo.
- Removed dobject.err from the repository. It only contained a list of compiler
  errors for some very old version of dobject.cpp.
- Fixed: A_JumpIfCloser was missing a z-check.
- Added Blzut3's SBARINFO update #13:
- Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp
- Rewrote the mug shot system for SBarInfo to allow for scripting and custom
  states for different means of death.
- SBarInfo now loads all SBarInfo lumps instead of just the last one.  Clashing
  status bar definitions will now be cleared before the bar is read.
- Fixed: When using transparency with bars the new drawing method (bg over fg)
  didn't work.  In the case that the border value is set to 0 it will revert to
  the old method (fg over bg).
- Fixed: drawbar lost any high res information it was given.
- Added: ACS command SetMugShotState(str state) which sets the mug shot state
  for the activating player.
- Added: keepoffsets flag to drawbar.  When set the offsets in the fg image will
  also be applied when displaying the bar.


SVN r812 (trunk)
2008-03-19 09:53:23 +00:00
Christoph Oelckers
88068f74c5 - Fixed: Hexen's random player class skill menu was missing the '$' indicating
a string table identifier.


SVN r765 (trunk)
2008-02-22 22:51:10 +00:00
Randy Heit
77040032c5 - Size-optimized invgem PNGs.
SVN r755 (trunk)
2008-02-19 03:07:04 +00:00
Christoph Oelckers
2a77ea0155 - Applied Blzut3's sbarinfo update #12:
* When the drawbar code was optimized border was accidently used as how many
  pixels to reserve from the background instead of the foreground.  I've
  reversed how the code works (bg over fg instead of fg over bg).
* Added armorclass to drawnumber.
* Added an interpolateArmor variable which acts just like interpolateHealth
  except the effect is applied to armor.
* Added armor flag to drawgem since we can interpolate armor now.
* Added a reverse flag to drawgem.
* Fixed drawgem didn't allow for '|' to separate the flags.

- Fixed: Menu texts for skill definitions unconditionally interpreted
  the given text as an index into the string table.


SVN r752 (trunk)
2008-02-18 22:40:39 +00:00
Randy Heit
95180e18e6 - Modified FLAC/share/alloc.h to define SIZE_T_MAX if it isn't defined
already. For some reason, a stock install of MinGW doesn't define it, but
  if you compile your own GCC, it installs headers that do.
- Changed the way that the makefiles detect MSYS to a method that should
  be more foolproof, thanks to changes in MSYS.

SVN r737 (trunk)
2008-02-10 01:21:45 +00:00
Randy Heit
0f3a1cc8b1 - Applied Blzut3's sbarinfo update #11:
* SBarInfo will also accept a '|' between flags for those who are really
    bothered by the indefinite "arguments" in the middle of the statement.
  * Added: completeBorder. When set to true SBarInfo will draw the border where
    the status bar normally goes.
  * Fixed: I forgot to accept TK_None on "base" and "statusbar".
  * Fixed: "base" was apparently broken when the SBarInfo init code was moved to
    d_main.cpp. Also, if "base Strife" was used then it would not use the
    default log message of "find help".


SVN r736 (trunk)
2008-02-09 03:55:41 +00:00
Randy Heit
6af5665575 - Fixed: Morphed pig and chicken players made normal human *usefail sounds.
- G_DoSaveGame() now receives the filename and description from its arguments
  rather than global variables, so autosaves and manual saves can be done
  in close proximity to each other without overwriting the parameters for
  one of them.
- Fixed potential buffer overrun in G_SaveGame() and added a check so that
  you can't interfere with saves that are still pending.
- Fixed: P_LineAttack() creates temporary puffs to get damage types, but this
  had the side effect of creating particles for the puff.
- Fixed: The Heretic status bar tried to use the graphic "SELECTBOX" for the
  inventory selector. The correct name is "SELECTBO".
- Fixed: Using allowrespawn for a single-player map would fire off enter
  scripts instead of respawn script because the player wasn't assigned the
  state PST_REBORN.
- Fixed: P_CheckMissileSpawn() now passes the BlockingMobj to
  P_ExplodeMissile() so that it can select the appropriate death state.
- Added the manifest to MinGW-compiled builds of updaterevision so you can
  build under Vista with MinGW without needing administrative privileges.
  (But I still want to know why Vista thinks it needs elevated privileges
  without a manifest telling it otherwise.)
- Using four 0xFF bytes for the final note of an IMF song should signal the
  end of the song.


SVN r733 (trunk)
2008-02-05 23:32:49 +00:00
Randy Heit
9a785239f2 - Removed support for numeric flags from sbarinfo's drawmugshot command since
it was previously declared unrecommended and deprecated.
- Added Blzut3's sbarinfo update #10:
  * Fixed: drawmugshot now adjust to the player's max health like it should.
  * drawgem can now accept negative paddings.
  * Added: You can now specify a border on drawbar which will reserve x
    amount of pixels on each side of the fg image.
  * Added: weaponammo command which allows for determining what kind of ammo
    the current weapon uses.
  * Added: Drawkeybar to SBarInfo


SVN r730 (trunk)
2008-02-03 05:17:42 +00:00
Christoph Oelckers
5716a08c55 - fixed DEHSUPP values for render styles.
SVN r728 (trunk)
2008-01-31 21:04:21 +00:00
Christoph Oelckers
78164aab40 - Added support for AttackZOffset to P_RailAttack.
- Fixed: ParseDrawTextureTags read DTA_RenderStyle as ERenderStyle, not FRenderStyle.


SVN r726 (trunk)
2008-01-30 18:45:15 +00:00
Christoph Oelckers
5dfc81af36 - Changed license for r_data.cpp because there isn't anything of id's original
code left in that file.
- Cleaned up r_data.cpp.
- Fixed: FTextureManager::FindTexture should not print error messages if it
  doesn't find the texture.
- Added Karate Chris's patch for fixing Strife quit messages.


SVN r718 (trunk)
2008-01-27 09:38:37 +00:00
Christoph Oelckers
58816f5d09 - Added Karate Chris's patch for teamplay MAPINFO option.
- Added Karate Chris's patch for custom damage color per player class.
- Added Karate Chris's patch for respawnlimit skill property.
- Added Karate Chris's patch for Strife quit messages.
- Fixed: P_RailAttack ignored the puff's damage type.


SVN r714 (trunk)
2008-01-26 16:42:16 +00:00
Randy Heit
ec17f5a5b9 - Undid some of the changes from lempar.c v1.30->v1.31, because it broke
error handling.
- Fixed: dehsupp/scanner.re defined "}" as the token RPAREN. dehsupp/parse.y
  also defined action_list_def as needing a RBARCE. I'm surprised it worked
  at all before. I guess Lemon really was too accepting.
- Changed the way that xlatcc handles include statements so that I don't need
  to modify the logic of lempar.c. I also discovered that the grammar was
  improperly defined and only accepted the first statement. It worked before
  because Lemon used to accept multiple times before reaching the EOF token.
  I have also verified that it is still generating the proper lumps.
- Removed some unused wadsrc files from the repository.
- Fixed my re2c upgrade.
- Updated lemon.c to v1.53.

SVN r711 (trunk)
2008-01-26 04:33:34 +00:00
Randy Heit
e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
Christoph Oelckers
c15a3a8614 - Moved A_Punch from Inventory to Actor. Apparently there are WADs that use it
for monsters. The function works fine for monsters as it is.


SVN r705 (trunk)
2008-01-13 15:47:55 +00:00
Christoph Oelckers
1788e0a3cd - deleted old invgem** graphics and replaced them with the PNGs from last commit so that they work properly in all games.
SVN r698 (trunk)
2008-01-12 09:31:37 +00:00
Christoph Oelckers
74ab0d7184 - Added inventory arrow graphics for AltHUD.
SVN r697 (trunk)
2008-01-12 09:24:59 +00:00
Randy Heit
ce388163e1 - Moved thingdef_codeptr.cpp into thingdef/ with the other thingdef files.
- Fixed: After loading a savegame, G_UnSnapshotLevel() destroyed the
  unmorphed versions of players because it thought they were extras.


SVN r694 (trunk)
2008-01-12 01:17:37 +00:00
Christoph Oelckers
0b7357b2fc - Added Skulltag's pickup sprite and related information to the pistol. This
will also double as the pistol's icon in the AltHUD.
- Added a generic log display that can show Strife's log messages in all games
  regardless of the current game, active status bar and HUD mode.
- Added GZDoom's alt HUD.

SVN r693 (trunk)
2008-01-11 22:38:10 +00:00
Randy Heit
c694c55afd - Fixed: When starting a teamplay netgame, players who did not specify a team
were not informed about which team they ended up joining.
- Added Skulltag's DF2_SAME_SPAWN_SPOT flags.
- Fixed: DF2_YES_DEGENERATION was pretty much guaranteed to go out of sync
  because it used gametic for timing.
- Added DoubleAmmoFactor as a skill property for the DF2_YES_DOUBLEAMMO flag.
- Renumbered the dmflags2 entries to match Skulltag's again.
- Added Karate Chris's infinite ammo patch.


SVN r683 (trunk)
2008-01-09 02:53:38 +00:00
Randy Heit
0a822bd2da Forgot to add xhairs.txt to the repository.
SVN r680 (trunk)
2008-01-08 04:52:57 +00:00
Randy Heit
761c77d033 - Added support for user-defined crosshairs in the Display Options menu. See
xhairs.txt in zdoom.pk3. It's pretty simple.


SVN r679 (trunk)
2008-01-08 04:00:43 +00:00
Randy Heit
2d4b679fcb - Fixed: P_BounceWall() cannot assume that BlockingLine is the line the actor
should bounce off of. Since the order lines in a blockmap cell are checked
  for collision is essentially undefined, there could be another line closer to
  the actor that it should bounce off of instead.

SVN r678 (trunk)
2008-01-08 03:21:01 +00:00
Christoph Oelckers
f918a43286 - Re-converted icebreak.flac because the old version apparently didn't work.
SVN r673 (trunk)
2008-01-06 20:54:18 +00:00
Christoph Oelckers
1f0fa7c457 - Added SBARINFO update #5 by blzut3:
- Fixed: Playerclass still didn't work due to comparing of improper numbers.
    - Fixed: The arrows on drawinventorybar had a hard coded location instead of
      relative to the specified coordinates.
    - Added noarrows flag to drawinventorybar to remove the blue arrows drawn when
      there are more items to the left or right of the viewable bar.
    - Added forcescaled flag to the statusbar command.  This is ignored on the
      inventory and inventoryfullscreen types.
- Added obituary fix for Strife peasants by Karate Chris.
- Added fix for loading during demo playback by Karate Chris.


SVN r672 (trunk)
2008-01-06 19:10:52 +00:00
Christoph Oelckers
a329efe9a4 - Added a check to Wads.CheckNumForName to return -1 for names longer than
8 characters which contain path separators.
- Fixed: Hires texture replacement must replace all matching textures, not
  just the first one found. This is particularly important for icons based
  on sprites.
- added a con_alpha CVAR to set the console's translucency.
- Added MartinHowe's submission for A_CustomBulletAttack aimfacing parameter.
- Added MartinHowe's submission for A_PlaySoundEx attenuation parameter.
- Fixed: Bots shouldn't target friendly monsters.
- Fixed a typo in sbarinfo.cpp (noatribox instead of noartibox.)

SVN r654 (trunk)
2007-12-28 11:17:52 +00:00
Christoph Oelckers
8a433d6f12 - Fixed a few font related problems.
- Fixed: ASkyViewpoint::Destroy was missing the super call.
- Added SnowKate709's A_LookEx update.
- Moved M_DrawPlayerBackdrop into DCanvas as a virtual function. Since this
  directly accesses the frame buffer it must be overridable for renderers
  that work differently.


SVN r632 (trunk)
2007-12-23 21:56:46 +00:00
Christoph Oelckers
b3d38c0bcf - forgot to commit indexfont.fon.
SVN r630 (trunk)
2007-12-23 20:59:43 +00:00
Christoph Oelckers
9c89381400 - Added Blzut3's third SBARINFO update:
* Added drawshader to draw Heretic style transparency gradients.
 * Added artiflash flag to drawselectedinventory.
 * Fixed: Drawgem used the wrong operator when determining the chain size.
 * Fixed: ZDoom would crash if an undefined font was used.
 * I also started cleaning up the source a little.  I have been informed that
 when checking for flags the "== flagname" is redundant.
- Added indexfont anf hudfont from GZDoom to zdoom.pk3 so that they are always 
  available when defining custom status bars.


SVN r629 (trunk)
2007-12-23 20:59:06 +00:00
Christoph Oelckers
aacb694200 - Fixed: The second flash state of the chaingun called A_Light1 instead of A_Light2.
SVN r620 (trunk)
2007-12-22 14:29:01 +00:00
Christoph Oelckers
16a2eb3b0c - Added SnowKate709's A_LookEx submission.
SVN r611 (trunk)
2007-12-20 20:37:06 +00:00
Christoph Oelckers
b48cc1792b - Added Karate Chris's TEAMINFO submission.
SVN r610 (trunk)
2007-12-20 20:22:31 +00:00
Christoph Oelckers
a7bc9262d9 - Fixed: The StrifePlayer defined the wrong color range for its translations.
SVN r606 (trunk)
2007-12-20 08:44:45 +00:00
Randy Heit
1225071f78 - Fixed: Skill level confirmation only worked with Doom. Also fixed parsing
of MustConfirm: It looked for TK_String when it should have used TK_StringConst.
- Fixed: When travelling to a new non-hub map, any items being carried with
  amounts of 0 would be upped to 1.


SVN r589 (trunk)
2007-12-09 02:27:02 +00:00
Christoph Oelckers
56771aebe1 - Hotfix to allow parsing of current MAPINFOs: Removed empty strings from
base MAPINFOs.


SVN r577 (trunk)
2007-12-06 10:47:38 +00:00
Christoph Oelckers
47dafa3824 - Fixed: A_PainDie and A_DualPainAttack could fail to spawn the correct actor
if the first spawned one died and executed some code in its death state.
- Added Karate Chris's submission for 'allowrespawn' MAPINFO option.
- Added Karate Chris's submission for customizable skill confirmation text.
- Fixed: Doom's statusbar only checked for primary attacks, not secondary ones when
  setting Doomguy's face. (Thanks to Karate Chris for the fix.)
- added Skulltag's FORCEYBILLBOARD and FORCEXYBILLBOARD flags to the DECORATE parser.
  Even though the software renderer has no use for them it is necessary to support them
  so that mods can use these flags without becoming incompatible with ZDoom.


SVN r576 (trunk)
2007-12-06 08:55:17 +00:00
Christoph Oelckers
98bf6accee - added missing spawn ID to the PLasmaBall
SVN r570 (trunk)
2007-11-20 16:55:22 +00:00
Christoph Oelckers
e09629e2b6 - fixed TableShit9 definition
SVN r567 (trunk)
2007-11-18 08:05:33 +00:00
Christoph Oelckers
1d568f155d Fixed Berserk pickup sound.
SVN r566 (trunk)
2007-11-13 17:56:43 +00:00
Christoph Oelckers
912f8666d7 November 11, 2007 (Changes by Graf Zahl)
- Fixed: The FMOD stream player must specify whether it wants to play the
  sound looped or not when playback is started, not when the stream is created.
- Fixed: A_Saw didn't use the puff's damage type.
- Fixed: The AxeBlood's death state was using the wrong sprite frame.
- Fixed: The Mancubus had an attack sound defined even though it shouldn't.


SVN r565 (trunk)
2007-11-11 09:02:04 +00:00
Christoph Oelckers
621fe2ed98 - Changed PowerFlight so that Hexen's infiniteness is not controlled by being
in a hub but by a level flag instead.
- Fixed: Floor and ceiling huggers must set themselves to floor and ceiling each
  time they move.
- Added a LEVEL_NOMONSTERS flag so that G_ChangeLevel doesn't have to mess with
  the dmflags CVAR to start the level without monsters.


SVN r563 (trunk)
2007-11-08 09:22:06 +00:00
Christoph Oelckers
8f5dd5d028 - Fixed: Backpacks didn't increase the ammo capacity to BackpackMaxAmount if
an ammo type's BackpackAmount was 0.
- Fixed some minor bugs in custom skill code.

SVN r562 (trunk)
2007-11-04 08:39:05 +00:00
Christoph Oelckers
c873ae1709 minor fixes in custom skill code
SVN r561 (trunk)
2007-11-03 15:08:06 +00:00
Christoph Oelckers
6d3e239678 - Changed names of skill properties to be the same as for episodes if possible.
SVN r560 (trunk)
2007-11-03 11:56:30 +00:00
Christoph Oelckers
659107cacf - Added text color options to menu code so that the skill definitions can set
the color of the menu's text.
- Externalized skill settings to ZDoom.pk3


SVN r559 (trunk)
2007-11-03 11:41:42 +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
Christoph Oelckers
3b477d7022 - Fixed: POwered up weapons with a different ready state than their base
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
  state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
  40.
- Fixed: The code which checked for hitscan traces hitting actors from above
  and below must test whether the calculated hit position is actually inside 
  the actor being checked. If it crosses the top/bottom plane outside the
  bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
  This was done to ensure compatibility with parsers that will parse these as
  identifier-aware script code later.


SVN r554 (trunk)
2007-10-19 08:49:02 +00:00
Christoph Oelckers
90db40c70f - Fixed: Tne Imp's raise state sequence was wrong due to a typo.
- Fixed: The shotgun had spawn ID 21 instead of 27.
- Fixed: All 3 states in the DoomUnusedStates actor need to end with a 'stop'.
- Fixed: The DECORATE TakeInventory functions didn't check the IF_KEEPDEPLETED
  flag.
- Fixed: ClearInventory should leave ammo in the inventory because it might be
  referenced by undroppable weapons.
- Fixed: Several functions in a_artifacts.cpp were missing a check for a valid
  owner.
- Fixed: sc_man counted lines wrong when ungetting strings but getting tokens
  next.



SVN r552 (trunk)
2007-10-05 08:04:38 +00:00
Christoph Oelckers
e8875041ca - fixed: THe Timidity player didn't close its temporary files and left them
behind because it couldn't delete them.
- added a $MidiDevice option to SNDINFO which can either set the preferred
  MIDI device for a song to Timidity or Windows' standard MIDI device.
  The reason for this: About 80% of my MIDI music collection sounds better
  with Timidity and the other 20% with Windows' standard synth and I'd like
  to be able to use each with the one that sounds better. For MUS files you
  can also force the use of OPL playback.
- added telefrag option to A_SpawnItemEx.


SVN r545 (trunk)
2007-09-12 00:20:11 +00:00
Christoph Oelckers
c06bd09ee7 - Fixed: dumpmap crashed when used outside a map.
- Exported A_DeQueueCorpse to DECORATE. It seems I forgot this when exporting
  A_QueueCorpse.



SVN r542 (trunk)
2007-09-02 09:57:08 +00:00
Christoph Oelckers
5e2e389bd1 - fixed: The BFGBall's explosion sequence was missing a state.
- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its
  ice death sequence set.
- fixed: Ammo upon game start does not get multiplied when on easy skill.
  Implementing this as an inventory flag IF_IGNORESKILL also allows to create
  ammo/weapon/backpack types that don't multiply the ammo given when on this
  skill.
- moved Doom exit sounds into SNDINFO as $random definitions.
- Fixed: Dying Lost Souls could be reset to their see state if they slammed into
  something.

SVN r540 (trunk)
2007-07-28 12:38:10 +00:00
Christoph Oelckers
8f6fdc1d21 - Split thingdef.cpp into several files so that the state and property code
no longer gets in the way of the main parser.
- Changed A_MissileAttack, A_MeleeAttack and A_ComboAttack so that they use
  metadata. Now all the hack code associated with these functions can be removed.


SVN r538 (trunk)
2007-05-28 22:18:51 +00:00
Christoph Oelckers
50f75b6e8a - Fixed: deadthings.txt contained a superfluous ';' which created parsing errors
with my changed code.
- Cleaned up DECORATE parser a little - moved the old style parsing code into its 
  own file and rearranged a few things.
- Made ProcessStates non-static so that it doesn't need to be passed as an argument
  to all functions in the DECORATE parser.
- Moved DECORATE parser files into their own subdirectory.
- Optimization: SC_GetToken no longer sets sc_name for identifiers. In most cases
  this creates needless overhead by adding a potentially unneeded name to the name
  table and looking up the name. In almost all cases where a name is needed it's as
  easy to assign sc_String to the name variable.
- Added enum definitions to DECORATE.


SVN r537 (trunk)
2007-05-28 14:46:49 +00:00
Christoph Oelckers
2345a1a5f0 - Fixed: The speed definition of PowerSpeed used PROP_SpeedFixed instead of
PROP_SpeedLong.
- Fixed: The Chainsaw's kickback was initialized to the default - not 0.


SVN r535 (trunk)
2007-05-27 12:16:43 +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
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
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
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
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
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
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
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
b361ba05d8 - Reduced the rate at which drowning damage increases.
- Added more player water sounds:
    *dive - Played when your head goes below water.
    *surface - Played when your head goes back above water.
    *gasp - Played when you were drowning and get your air back.
  If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
  damage-specific player pain sounds. It looks for a sound with a name like
  "*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
  be assigned. Hence, the $playerreserve command has been eliminated, because
  it is no longer needed and it was never accessible from user wads, so I
  don't need to worry about breaking anything by removing it.


SVN r474 (trunk)
2007-02-04 00:22:56 +00:00
Randy Heit
095b11bc36 - Added an operator += for FString that takes an FName as input, since GCC
is unable to synthesize one.
- Converted xlatcc to use lemon during its build process. Now you don't need
  bison to rebuild everything anymore.


SVN r470 (trunk)
2007-01-31 00:30:42 +00:00
Christoph Oelckers
37f701a462 - Fixed: The rewrite of FMemLump broke the non-standard use of it in
P_TranslateLinedefs.
- Fixed: ShowErrorPane can be called before ST_NetDone is valid so it has to
  check whether it is NULL.
- Fixed: The Megasphere had an incorrect pickup sound.
- Fixed: The new video initialization code could set the screen's Font pointer
  to NULL, causing a crash with levels that start in a secret sector.


SVN r464 (trunk)
2007-01-26 21:46:47 +00:00
Randy Heit
b4390308df - Added a new WIF_NO_AUTO_SWITCH flag for weapons that should never be
switched to automatically when the player picks them up.


SVN r457 (trunk)
2007-01-22 22:15:50 +00:00
Christoph Oelckers
d0c910fca6 - added Grubber's submission for customizable gravity per actor.
- Fixed: A_Jump didn't work for weapons or CustomInventory items.



SVN r456 (trunk)
2007-01-20 14:27:44 +00:00
Christoph Oelckers
3c976ac02c - Converted the StrifePlayer to DECORATE. Even though it requires exporting
3 new code pointers without general use it was necessary to handle
  GiveDefaultInventory consistently for all players without the need to 
  subclass this function.
- Added a Player.RunHealth property to expose the StrifePlayer's behavior of
  not being able to run when its health is below 10.
- Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor
  and a BasicArmor item to the inventory. If these items are not the first ones
  added to the inventory anything else that might absorb damage is not guaranteed 
  to work consistently because their function depends on the order in the inventory.
- Changed handling of APowerup's DoEffect so that it is called from the owner's
  Tick function, not the item's. This is so that the order of execution is
  determined by the order in the inventory. When done in the item's Tick function
  order depends on the global thinker table which can cause problems with the
  order in which conflicting powerups apply their effect. Now it is guaranteed
  that the item that was added to the inventory first applies its effect last.
- Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could
  cause a divide by zero.
- Fixed: P_MoveThing must also set the moved actor's previous position to
  prevent interpolation of the move.
- Fixed: APowerInvisibility and its subclasses need to constantly update
  the owner's translucency information in case of interference between different
  subclasses. Also changed Hexen's Cleric's invulnerability mode to disable
  the translucency effect if an invisibility powerup is active.


SVN r448 (trunk)
2007-01-12 15:24:10 +00:00
Randy Heit
82ba0fb189 SVN r446 (trunk) 2007-01-09 04:40:58 +00:00
Christoph Oelckers
4510ccf849 - Ported GZDoom's deep water splash code so that splashes are handled properly
in Boom maps with non-swimmable water.
- Changed ENDOOM CVAR so that there is an option to show only modified versions.


SVN r444 (trunk)
2007-01-07 09:43:58 +00:00
Randy Heit
6b1bf235fd - Added simulation of Strife's startup screen.
- Switched from a 14-pixel tall VGA font to a 16-pixel tall one for the
  Heretic loading screen (and ENDOOM).


SVN r443 (trunk)
2007-01-07 05:00:07 +00:00
Randy Heit
dbe2593500 - Added simulation of Heretic's startup screen.
SVN r438 (trunk)
2007-01-06 04:08:24 +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
Christoph Oelckers
e15988505a - Fixed: Several actors for Doom were missing their spawn ID.
SVN r434 (trunk)
2006-12-31 11:27:39 +00:00
Randy Heit
ff65f75a8c - Fixed: The VC++ project was not set up to redefine RM using del in
wadsrc/Makefile, nor did it use the makefile for cleaning.
- Added ST_NetMessage() for mixing miscellaneous messages with the network
  startup meter, since they get mixed in the same space on the Linux terminal
  and must be handled properly to avoid looking bad.


SVN r429 (trunk)
2006-12-29 02:21:47 +00:00
Christoph Oelckers
3eeef7af77 - Converted the Communicator to DECORATE.
- Renamed the new armor properties to use the same names as Skulltag to avoid
  confusion. They still don't need a separate base class as in Skulltag though.
- Added Skulltag-type armor bonus that increases the max amount that can be given
  by other armor items.
- Separated all armor related code from a_pickups.cpp into a_armor.cpp.



SVN r427 (trunk)
2006-12-25 13:43:11 +00:00
Christoph Oelckers
d718827ec1 - Fixed: The Cacodemon doesn't have a melee attack defined as I mistakenly
assumed when writing its DECORATE code.


SVN r423 (trunk)
2006-12-23 23:09:23 +00:00
Christoph Oelckers
9b0b199bb5 - Fixed: Commander Keen's death sequence had one state duplicated.
- Fixed: Due to the changes for custom states the internal weapons shouldn't
  define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
  of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
  whether it was set by default or not. Now the MF2_SLIDE check checks both
  flags and the BlastRadius code doesn't set MF2_SLIDE anymore.


SVN r422 (trunk)
2006-12-23 12:12:06 +00:00
Christoph Oelckers
08a1ffce23 - Fixed: The particle fountains' names were different than before
- Fixed: FTexture::CheckForTexture should return NULL if the texture it
  finds is of type FTexture::TEX_Null. If this isn't done not all occurences
  of AASHITTY being used to silence an editor's error checker will be handled
  correctly. In particular the transparent door trick will break.


SVN r411 (trunk)
2006-12-14 11:44:49 +00:00
Christoph Oelckers
88812ed0f5 - Fixed: P_LookForTid should abort its search when it discovers that it has
cycled through the entire list of actors.
- Reverted AActor::FindState to its R407 version because the change in R408 
  doesn't compile properly with VC++.
- Changed FIXMAPTHINGPOS further so that it also affects objects that are 
  not directly on a wall but closer than its radius.
- Changed FIXEDMAPTHINGPOS to move objects completely out of the wall and 
  adjusted the radii of all affected objects to actually represent half 
  the sprite's width.


SVN r409 (trunk)
2006-12-09 12:50:52 +00:00
Christoph Oelckers
6f3a28e355 - Fixed: The Acolyte's obituary wasn't printed.
- Fixed: The fighter player's attack state used the Cleric's sprite.


SVN r407 (trunk)
2006-12-08 08:47:57 +00:00
Christoph Oelckers
767a21931d SVN r406 (trunk) 2006-12-06 22:03:58 +00:00
Christoph Oelckers
b599eda17d - Moved A_ThrowGrenade from Inventory to Actor because it can also be used by
monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
  even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.


SVN r404 (trunk)
2006-12-06 10:38:47 +00:00
Randy Heit
24b5a0b110 - Finished the framework for specifying all action functions externally,
including restricting them to particular classes.

SVN r403 (trunk)
2006-12-04 23:25:59 +00:00
Christoph Oelckers
c7644ca34e - Converted the Heretic sound sequences and the particle fountains to DECORATE.
- Added DECORATE support for setting an actor's args. If this is done
  it will also disable the actor's special that can be set in a map. This
  is for actors that want to use A_CountdownArg or similar functions
  that use the args for something different than the special's parameters.
- Converted a_sharedmisc.cpp to DECORATE.
- Added a new NActorIterator that can search for classes specified by name.
- Added a new constructor to TThinkerIterator that can search
  for DECORATE defined subclasses that are not represented by a real C++ class.
- Fixed: BuildInfoDefaults must set the parent symbol table so that 
  all actors can get to the global symbols stored in AActor.
- Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition.
- Fixed: A_VileAttack moved the flame without relinking it into the sector 
  lists. It also forgot to set the z-position correctly. (original Doom bug.)
- Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling.


SVN r401 (trunk)
2006-12-02 15:38:50 +00:00
Christoph Oelckers
63bd2125f3 - Added global constants to DECORATE so that I can define meaningful flag
names for some DECORATE functions. Technically these will be constants 
  of the AActor class but that will make them accessible in all other actor 
  classes.


SVN r397 (trunk)
2006-11-29 16:20:22 +00:00
Christoph Oelckers
0ba809234e - Fixed: The StrifePlayer couldn't obtain his default inventory because
APlayerPawn::GiveDefaultInventory gave him some HexenArmor even though
  he doesn't need it.
- Added custom blood type properties to DECORATE.
- Converted Blood to DECORATE and made some minor changes to the code
  in preparation for custom blood types.
- Converted the bot helper things to DECORATE.
- Added damage type specific crash states.


SVN r395 (trunk)
2006-11-29 10:03:35 +00:00
Christoph Oelckers
30885e6d86 - Changed: When playing a shareware game no external WADs are loaded at all,
not even zvox.wad or the skins directory.
- Minor improvement of Hexen's Demons: They now transfer the translation
  to the chunks they spawn so that they look correct if they are color
  translated. See Resurrection of Chaos for an example.
- Converted Key gizmos to DECORATE.
- Converted Heretic's Beast (Weredragon) to DECORATE.
- Added a randomness parameter to A_SpawnItemEx. This allows
  spawning objects with a random chance without the need to write
  complicated A_Jump constructs.
- Converted Heretic's Mummy to DECORATE.
- Converted Hexen's Demons to DECORATE.



SVN r393 (trunk)
2006-11-27 21:51:36 +00:00
Christoph Oelckers
a90ba9deb6 - Converted Ettin and Centaur to DECORATE.
- Made the Ettin's and Centaur's howling sound an actor property.
- Added A_CustomComboAttack function to finally have something that can
  replace the old A_ComboAttack function.
- Added A_SpawnItemEx function that removes the problems with A_SpawnItem
  and which also should make most of the A_CustomMissile abuse unnecessary.
- Added A_QueueCorpse to the list of DECORATE code pointers.
- Made the size of Hexen's corpse queue configurable by CVAR
  (sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse 
  queuing completely so that even in Hexen all corpses will stay forever.


SVN r392 (trunk)
2006-11-27 00:01:30 +00:00
Christoph Oelckers
d840d9b68a - Added random2 function to DECORATE's expression evaluator. This is to
better emulate some calculation of internal code pointers.
- Added named RNG support to DECORATE's expression evaluator. Just use
  random[name](min, max).


SVN r391 (trunk)
2006-11-26 12:13:12 +00:00
Randy Heit
04b80f8de5 - Reverted updaterevision.vcproj to r385 and added a note as a build event
explaining the need to use mt.exe 6.0 or newer. Here is the note:
  VERY IMPORTANT: You must copy the mt.exe from %VSINSTALLDIR%\Common7\Tools\bin
  on top of the version in %VSINSTALLDIR%\VC\bin or your computer may restart
  while building.
- Changed the ASecretTrigger::Activate() fix: There's no reason open scripts
  shouldn't be able to activate secret triggers; players just won't get
  credit for it in coop.
- Added a NULL actor check to R_SetupFrame().
- Fixed: The player sounds in DEHSUPP were defined incorrectly.


SVN r390 (trunk)
2006-11-26 01:30:34 +00:00
Christoph Oelckers
49422188f2 - Converted Heretic's Clink (Sabreclaw) to DECORATE.
- Added MissSound parameter to A_CustomMeleeAttack.
- Converted Heretic's Snake (Ophidian) to DECORATE.
- Added an option to A_CustomMissile to jump to the see state if
  the caller's target is dead.
- Fixed: A_ThrowGrenade didn't play the missile's spawn sound.
- Added MF_SPAWNSOUNDSOURCE flag so that Raven's missile spawning code 
  pointers can be recreated with DECORATE.
- Converted a_ravenambient.cpp to DECORATE.



SVN r388 (trunk)
2006-11-25 12:25:05 +00:00
Christoph Oelckers
1502215009 - Made AActor's xscale and yscale properties full precision fixed point
so now larger scales than 4 can be done.


SVN r381 (trunk)
2006-11-14 16:54:02 +00:00
Christoph Oelckers
f6f15ba764 - Added a check to P_CheckMissileSpawn to decrease the monster counter
if it was called for spawning a monster with A_CustomMissile.
- Added a ML_BLOCK_PLAYERS line flag.


SVN r380 (trunk)
2006-11-10 12:13:37 +00:00
Christoph Oelckers
e5bce37755 - Converted Heretic's and Hexen's players to DECORATE.
- Made Hexenarmor factors configurable by DECORATE.
- Added support for selecting the invulnerability mode per item as well.
- Made Invulnerability and Healing radius behavior selectable by player
  class instead of hard coding the special behavior to the Hexen classes.


SVN r379 (trunk)
2006-11-07 10:20:09 +00:00
Christoph Oelckers
80950553c6 - Converted the DoomPlayer to DECORATE.
- Extended all A_Jump commands to take labels as parameters in addition
  to offsets.


SVN r378 (trunk)
2006-11-05 21:46:28 +00:00
Christoph Oelckers
ae1eb01649 Added one missing file.
SVN r376 (trunk)
2006-11-05 07:34:41 +00:00
Christoph Oelckers
8c2f651bdb - Replaced the static string buffer in ProcessStates with an FString.
- After doing some tests with state label scopes I had to conclude that
  using '.' both for separating sub-state-labels and scope resolution 
  identifiers does not work reliably unless all actor class names were
  prohibited from being used as state labels.  Since that is undesirable
  the only solution is to change the scope resolution operator. Fortunately 
  no WADs so far have used it so implementing such a breaking change isn't 
  a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.


SVN r375 (trunk)
2006-11-04 22:26:04 +00:00
Christoph Oelckers
5e8323b426 - Converted Arachnotron, Archvile, Cyberdemon, Spidermastermind and
CommanderKeen to DECORATE.


SVN r374 (trunk)
2006-11-04 16:19:50 +00:00
Christoph Oelckers
29195a913c - Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE.
- Added VSpeed DECORATE property so that an actor can be given an initial
  vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
  operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
  the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
  monsters and added it to the list of DECORATE code pointers. Now Quake-style
  zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
  spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
  health compatibility flag if max is 0. To do that it calls P_GiveBody now.


SVN r373 (trunk)
2006-11-04 13:06:42 +00:00
Christoph Oelckers
c745c635db - Fixed: The Cacodemon had a FastSpeed definition even though it shouldn't.
- Fixed: FastSpeed was used unconditionally when defined.


SVN r372 (trunk)
2006-11-02 07:23:08 +00:00
Christoph Oelckers
063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
2006-10-31 14:53:21 +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
Christoph Oelckers
fb5f4a132b - Fixed: The yellow color range contained gaps in its definition which
resulted in incorrect colors.
- Fixed: FFont::BuildTranslations didn't clamp the RGB color values. This
  can happen if some font colors overflow or underflow due to incomplete
  range specifications.


SVN r358 (trunk)
2006-10-21 09:01:45 +00:00
Randy Heit
ef1a5a115f - Added a new MapMarker actor. Instead of appearing in the 3D view, it appears
on the automap instead. If its first argument is zero, the map marker itself
  appears on the automap, otherwise it is drawn on top of any actor with a TID
  matching that argument. If the second argument is one, then the map marker
  will only be appear if the player has previously seen the sector it is one.
  You can use Thing_Activate and Thing_Deactivate on markers to turn them on
  and off. And if you subclass MapMarker with DECORATE, you can easily make
  your own custom markers.
- Fixed: Map markers could not be drawn partially off the map. They were
  drawn either fully or not at all.
- Fixed: Map markers appeared in the wrong place on a rotated overlay map if
  screenblocks < 10.


SVN r356 (trunk)
2006-10-20 04:04:04 +00:00
Christoph Oelckers
28ea15d8f4 - When exiting the level on a damaging floor the player could be in the pain
state and make its pain noise at the start of the next level.
- Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD.


SVN r348 (trunk)
2006-10-04 07:45:44 +00:00
Randy Heit
419724dd02 - Assembly code is disabled when building with __APPLE__ defined, for now.
- If you aren't targeting x86, m_fixed.h only includes basicinlines.h now.
- Moved x64inlines.h into basicinlines.h.
- Replaced uses of __int64 with types from doomtype.h.
- The stop console command no longer ends single player games, just the demo
  that was being recorded.
- In C mode, the sc_man parser no longer allows multi-line string constants
  without using the \ character to preface the newline character. This makes
  it much easier to diagnose errors where you forget the closing quote of a
  string.
- Fixed: V_BreakLines() added the terminating '\0' to the last line of the
  input string.
- Added font as a parameter to V_BreakLines and removed its keepspace
  parameter, which was never passed as anything other than the default.


SVN r331 (trunk)
2006-09-19 23:25:51 +00:00
Christoph Oelckers
782b8a3b92 - Fixed: The sky scrolling calculations caused an integer multiplication overflow.
- Fixed: Voodoo dolls should not start ENTER scripts.
- Fixed: ActorDamage must not parse the enclosing parentheses as part of the 
  expression. That will produce an error if a flag set or clear command immediately
  follows.
- Fixed: P_DamageMobj ignored MF2_NODMGTHRUST if the damaging object had no
  owner.
- Added a 'font' parameter to A_Print.
- Changed A_CustomMeleeAttack to take one damage parameter only. Since expressions
  can be used this value is not used as a factor for a random value but as
  a direct damage value instead.
- Fixed: AActor::SetState must check whether a called action function resulted
  in the actor's destruction. A_Jump constructs to a 0-length terminating
  state will hang if this isn't checked.



SVN r329 (trunk)
2006-09-17 10:43:51 +00:00
Randy Heit
2fb55622e7 - Moved the text color definitions out of the executable and into an external
data file.
- Removed the setcolor CCMD. It's been obsolete for years, ever since color-
  aware cvars were added.
- Changed V_GetColorStringByName() to return an FString, because it did a
  copystring() call.
- Extended V_GetColorFromString() so that it accepts HTML-style #RRGGBB and
  #RGB color strings.


SVN r313 (trunk)
2006-08-30 02:38:39 +00:00
Christoph Oelckers
848097cd2e - Fixed incorrect spawn ID for cell pack.
SVN r308 (trunk)
2006-08-23 14:09:15 +00:00
Christoph Oelckers
f66b7de8c8 - Took MF2_WINDTHRUST off AMorphedMonster. This is something that should not
be a default setting.
- Moved a_artiegg.cpp to g_shared and renamed it to a_morph.cpp to better reflect
  its meaning.
- Fixed: AMorphProjectile's PlayerClass and MonsterClass members must be serialized
  as FNames. Serializing them as ints is not safe because name indices are not 
  guaranteed to be the same each time the game is started. Same for APlayerPawn's
  MorphWeapon member.
- Converted EggFX, ArtiEgg, PorkFX and ArtiPork to DECORATE. 
- Added a new parameter to A_FireCustomMissile. Previously it always aimed
  straight ahead and altered the projectile's angle according to the resulting
  direction. If the 6th parameter is 1 now it will aim at the specified angle
  directly.
- Changed custom morphing to be based on a new MorphProjectile class, not
  the Heretic specific EggFX. The EggFX properties are now prefixed with
  'MorphProjectile.'. 


SVN r297 (trunk)
2006-08-17 09:54:42 +00:00
Randy Heit
55e299e4b3 Upgraded ccdv-win32.c and the Makefiles so that they are fully functional under MSYS.
SVN r286 (trunk)
2006-08-11 03:07:32 +00:00
Christoph Oelckers
5ac0789e6e - Added a type check to Spawn(actorname,...) to allow it to print a
meaningful message instead of the nondescript 
  'Tried to spawn a class-less actor'.
- Converted AGlassJunk to DECORATE and made the spawn function a little
  more flexible so that replacing the shard is easier.
- Converted ABloodSplatter to DECORATE.
- Removed A_Jiggle because it never worked properly.
- Changed DECORATE parser to allow commas between arguments for multi-
  argument properties. For all newly added properties this format will
  become mandatory but for backwards compatibility it is optional for
  old ones.
- Added a check for negative indices to TAutoGrowArray::SetVal to prevent
  passing an index of -1 from crashing the game.
- Fixed: Morphing must clear the weapon's flash sprite.
- Fixed: Resurrecting a morphed player caused a crash.
- Fixed: Random sounds that recursively refer to themselves caused a stack
  overflow. Now they print a warning and get ignored.


SVN r277 (trunk)
2006-07-31 10:22:53 +00:00
Randy Heit
3da76cd73c Size optimized the pngs in zdoom.pk3 using pngout and deflopt.
SVN r263 (trunk)
2006-07-17 02:19:09 +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
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
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
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
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
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
1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00
Christoph Oelckers
9338c7360b - Fixed: The secret map check didn't work for maps inside Zips.
SVN r195 (trunk)
2006-06-17 07:46:02 +00:00