Commit graph

321 commits

Author SHA1 Message Date
Christoph Oelckers
7b5a77a8d8 - added various action specials and parameter extensions defined by Eternity Engine.
The reason for defining them is to be able to fill out the Eternity translation table for GZDoom's Extradata parser.
Most of the new specials are mere specializations of ZDoom's Generic_* functions and occupy positions above 255 to avoid filling up the last remaining free slots available for Hexen format maps.
Allowing action specials greater than 255 required a few changes:
 * all access to action specials is now through a small set of access functions.
 * Two new PCodes were added to ACC to handle these new specials from scripts.
 * a minor change to the network protocol, so netgame  and demo version numbers were bumped.
 * FS_Execute is now properly defined in p_lnspec.cpp.
Two of the newly added specials - generalizations of the special 'close Door in 30 seconds' and 'raise door in 5 minutes' sector types, will also be available to Hexen format maps. The rest are limited to use in ACS, UDMF and DECORATE.
This also adds 'change' and 'crush' parameters to most Floor_* and Ceiling_* specials, again to match Eternity's feature set.
2016-01-25 18:49:56 +01:00
Christoph Oelckers
cd9e18a72b - fixed: operator<< (FArchive &arc, secspecial_t &p) erroneously read the old special in the compatibility handler as a short, but it must be read as an int.
- bumped savegame version to bring it in line with a GZDoom exclusive change.
2016-01-11 23:44:13 +01:00
Christoph Oelckers
65022b780a - implemented 'copy portal to wall' linedef type. 2016-01-11 22:44:53 +01:00
Christoph Oelckers
f391216ab9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-09 19:48:01 +01:00
Christoph Oelckers
71c7f2b42c - added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
2016-01-09 12:10:36 +01:00
Christoph Oelckers
1b20a06ec4 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-06 17:16:06 +01:00
Christoph Oelckers
6a63effa1f - fixed: A_CheckTerrain did not use the proper damage type for processing an instant death sector.
- moved sector secret information from sector_t::special and secretsector to two flag bits in sector_t::Flags.

This is to get rid of the bit masking madness in the floor/ceiling thinkers which need to preserve this bit when they change a sector's type.
2016-01-06 01:50:45 +01:00
Christoph Oelckers
ea6c498470 Merge branch 'zmaster' 2016-01-05 16:49:00 +01:00
Christoph Oelckers
d432df55e9 - changed Sector_SetDamage so that it can explicitly set the damage interval and the leakiness probability, instead of hardcoding it to fixed damage ranges.
- fixed: FCajunMaster::IsDangerous did not check for Heretic's sludge type.
2016-01-05 15:39:21 +01:00
Christoph Oelckers
3bad7f9b55 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-01 00:46:00 +01:00
Randy Heit
4931c90839 Bump save version for bigger WeaponState property 2015-12-31 16:46:18 -06:00
Christoph Oelckers
b27116cbbd Merge branch 'master' of https://github.com/rheit/zdoom 2015-12-28 22:52:48 +01:00
Christoph Oelckers
1070bd9beb - fixed: APlayerPawn::ViewHeight wasn't stored in savegames. 2015-12-26 16:17:56 +01:00
Christoph Oelckers
5b4323ec6c Merge branch 'master' of https://github.com/rheit/zdoom 2015-12-08 09:35:06 +01:00
Christoph Oelckers
ad0e71942d - added GetAspectRatio function to ACS.
- added a sixth parameter for SetHUDClipRect so that the forced aspect ratio fudging this function performs can be disabled.
2015-12-06 09:59:02 +01:00
MajorCooke
75100d76fb - Added Threshold Manipulation.
- Added 'threshold' and 'defthreshold' to DECORATE expression exposure.
- ChaseThreshold sets the default threshold for how long a monster must chase one target before it can switch targets. Default is 100, must not be negative.
- A_SetChaseThreshold can be used to alter the current or default threshold of an actor <pointer>.
- Changing current threshold has no effect on what the default will be once it hits 0 and something makes it infight with another.
2015-10-12 11:06:55 -05:00
Christoph Oelckers
4e1723eeb7 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	wadsrc/static/compatibility.txt
2015-09-19 12:32:22 +02:00
Christoph Oelckers
b613db4ae5 Revert "Merge pull request #359 from Leonard2/master"
This reverts commit 364ca11b43, reversing
changes made to dae0e217d1.

Conflicts:
	src/r_data/r_interpolate.cpp
2015-09-18 17:41:16 +02:00
Christoph Oelckers
0f425c4c3c Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	wadsrc/static/compatibility.txt
2015-09-15 12:53:28 +02:00
Leonard
86e9504d04 Added weapon interpolation. 2015-08-19 15:59:54 +02:00
Christoph Oelckers
5a7afad0b3 Merge branch 'master' of https://github.com/rheit/zdoom 2015-08-12 10:08:01 +02:00
MajorCooke
9c24e9ac71 - Removed the check for APlayerPawn and just went with player checking alone.
- Updated the savever, demogameversion, and mindemoversion.
2015-08-11 06:53:28 -05:00
Christoph Oelckers
ab1d90038c Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/p_3dfloors.cpp
2015-04-25 19:45:27 +02:00
Christoph Oelckers
b921157f57 - uncouple sector tag storage from the sector data to allow multiple tags per sector.
Tags are now handled by a tag manager class which stores sector/tag pairs. This way multiple entries can be added per sector.
Since UDMF does not have any arrays the additional tags are stored as a space separated string as 'MoreIDs'.
2015-04-19 12:33:27 +02:00
Christoph Oelckers
1d0706cb61 Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-07 08:54:17 +02:00
Christoph Oelckers
3114a26bc8 - allow renaming of config sections and added migration code to rename the old autoload sections to the more flexible naming system that's planned. 2015-04-06 11:21:28 +02:00
Christoph Oelckers
f0886ce1f1 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/version.h
2015-04-03 09:45:04 +02:00
Edoardo Prezioso
a88f515364 - Import GAMENAMELOWERCASE macro from Zandronum.
This will greatly help reducing the code delta between ZDoom and the child ports.
2015-04-02 13:27:52 +02:00
Christoph Oelckers
6eb4e2a224 Merge branch 'master' of https://github.com/rheit/zdoom 2015-03-31 18:25:31 +02:00
Randy Heit
3463b87876 Fixed: MUSINFO was not multiplayer-aware
- Move MUSINFO change request out of FLevelLocals and into player_t. This
  allows the MusicChanger actors to change music for each player
  independantly. This is similar to PrBoom+, which switches depending on
  the displayplayer. The difference being, we don't actually track the
  music other players are listening to. (Which might not be a bad idea to
  implement at some point.)
- Moved a few fields in player_t for better packing.
2015-03-26 23:19:05 -05:00
Christoph Oelckers
97947f9e10 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	dumb/vc6/dumb_static/dumb_static.vcproj
	wadsrc/static/compatibility.txt
2015-03-15 11:42:59 +01:00
Randy Heit
dca5f0e908 Added QF_SINE
- Squashed commit of the following:

commit bc45fe3263d34ef5f746f524687999c19bf7b779
Author: Randy Heit <rheit@users.noreply.github.com>
Date:   Sun Mar 1 18:51:05 2015 -0600

    wave scale -> wave speed

commit ff96388b128c724c1198757bfa52f1935a263356
Author: Randy Heit <rheit@users.noreply.github.com>
Date:   Sun Mar 1 18:45:32 2015 -0600

    More sine quake fixes

commit 2a89749a6fe6d271b9fbdc218779f680afcf4cb6
Merge: 719dfbe 5456074
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 20:37:22 2015 -0600

    Added QF_WAVE to A_QuakeEx.
    - Changes the random quakes into a sine wave (see Shadow Warrior/Rise of the Triad reboots, Hard Reset, etc.)
    - Added 3 properties to control waves per second along each individual axis. Only works with QF_WAVE.
    - Intensity X/Y/Z property becomes the amplitude of the wave.
    - Stacks with regular quakes, allowing shaking along the camera which must be called using A_QuakeEx WITHOUT the flag, or the other quaking functions.
    - Uses the youngest quake's time for positioning.

commit 54560741581e8d15cc7060e8e068cf85e9a4b432
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 20:21:19 2015 -0600

    Recommitted recommended changes by Randi, with some modifications. Now, we should be finished!

commit 6f4473013411686d88fc185bdc1cc58b1035b0f1
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 12:52:57 2015 -0600

    Finish this revert.

commit 467e53f9400f588a2ada9b32e7634cb1f4ad5066
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 12:46:02 2015 -0600

    Reverted back to what was working.

commit da9de56a67efda08036e481fd5fccd5392ce6810
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Thu Feb 26 18:53:20 2015 -0600

    Forgot this bit, for testing.

commit c5093d9bb97caf8478cefc32abc56a036feeea58
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Thu Feb 26 18:52:46 2015 -0600

    Some more progress, but...
    - This did not solve anything. In fact, it did the opposite -- completely broke wave quakes. Now they only happen whenever a random quake is in progress.
    - Left in the commented code on purpose so Randi can test it.

commit 7e526405d2127cbb279f66008c8f8e55a5d497f3
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 17:50:42 2015 -0600

    - Use newest waveform timer, not oldest.

commit 1356443609dbc6c7f46e081d0846816dc0836124
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 17:32:09 2015 -0600

    - Got regular quakes to multiply onto sine quakes, but the vice versa needs fixing too.

commit d95796c94c70cd0229d4a6d30f69e3a7568b9588
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 16:46:21 2015 -0600

    - Last hurdle. Now just need to figure out how to properly scale up and down.

commit 4bc3458e689155ce72c09776604d9eb4fa73d8be
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Tue Feb 24 23:18:03 2015 -0600

    - Fixed the quakes being unstackable.

commit b51012d6d4ea065bf7f6fc9c1a0472966491f7af
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Mon Feb 23 23:48:34 2015 -0600

    QF_WAVE renamed from SINE.
    - Lots of ground covered, but still more to go.
    - Still need to figure out how to make the camera properly shudder.

commit 427e4893193470bbf45415ffec70a0b69b8cccfd
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sun Feb 22 16:52:30 2015 -0600

    - Begin the groundworks for QF_SINE.
    - Need to figure out how to rework and manipulate the sine wave to move faster, and to allow going below 0 without breaking it too much.
2015-03-01 18:53:34 -06:00
Christoph Oelckers
0bd8875e06 Merge branch 'master' of https://github.com/rheit/zdoom 2015-02-21 00:43:30 +01:00
MajorCooke
3bf24204d8 - Ensure save games don't break. 2015-02-20 01:41:59 -06:00
Christoph Oelckers
ac352dc48c Merge branch 'master' of https://github.com/rheit/zdoom 2015-02-19 19:53:01 +01:00
Randy Heit
e377c2c4f8 Change XYZ Quaking from Major Cooke
- Relative quakes are different from other quakes; all quakes affecting
  the camera do not become relative if one of them is relative.
- Use a single function call to get quake visual parameters instead of four.
- Thrust things in a psuedo-ellipse if they're inside a damaging quake whose
  IntensityX != IntensityY.
- Don't break old savegames.
2015-02-18 14:48:52 -06:00
Christoph Oelckers
4d34e0f548 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-31 10:55:55 +01:00
MajorCooke
4ddfd0f46a - Added 3 new properties and 3 functions to control them.
- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
2014-12-30 19:59:31 -06:00
Christoph Oelckers
58a3b86813 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-21 13:49:23 +01:00
MajorCooke
753eae4b68 - Went one up too high on the save count. 2014-12-17 21:51:47 -06:00
MajorCooke
93ca8502dd - Rewrote a bunch of things for stability. 2014-12-17 21:47:00 -06:00
Christoph Oelckers
a7a2d55695 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/sdl/iwadpicker_cocoa.mm
2014-11-25 16:39:56 +01:00
ChillyDoom
ee977f94d7 - Moved bot thinking logic into DBot. 2014-11-14 16:54:56 +00:00
Christoph Oelckers
62d72fb751 Merge branch 'master' of https://github.com/rheit/zdoom 2014-11-09 12:22:49 +01:00
ChillyDoom
a613da43dd - Bot movement is now calculated locally. 2014-11-08 17:38:09 +00:00
Christoph Oelckers
111205a0f5 Merge branch 'master' of https://github.com/rheit/zdoom 2014-10-23 08:51:16 +02:00
ChillyDoom
db323643f8 - Renamed FBot to DBot and made it inherit from DThinker.
- Fixed: Bots added by players other than the net arbitrator did not have their skill set.
2014-10-14 19:57:11 +01:00
Christoph Oelckers
57895d69f9 Merge branch 'master' of https://github.com/rheit/zdoom 2014-10-14 08:54:41 +02:00
ChillyDoom
5de6b535ae - Removed unnecessary 'id' variable from AActor.
- Removed unused 'backpack' variable from player_t.
- Removed duplicate code from b_move.cpp.
- General cleanup.
2014-10-13 08:45:36 +01:00
Christoph Oelckers
ee09f8c72d Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-28 01:06:04 +02:00
Edward Richardson
4041f56cc8 Bumped net version 2014-09-26 15:48:43 +12:00
Christoph Oelckers
07ef7d3d59 Merge branch 'master' into v2.x 2014-09-14 23:07:30 +02:00
Christoph Oelckers
60ff6c5f07 Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-14 23:06:57 +02:00
Christoph Oelckers
ee6e87d94b - use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors. 2014-09-13 12:38:16 +02:00
Christoph Oelckers
5d6ef5cb16 Merge branch 'master' into v2.x 2014-08-11 13:19:42 +02:00
Christoph Oelckers
c30cfb3190 Merge branch 'master' of https://github.com/rheit/zdoom 2014-08-11 13:18:21 +02:00
Christoph Oelckers
f0eccb9d15 - BlueShadow's submission for keeping the max save amount of BasicArmorPickups around when picking up armor bonuses. 2014-08-11 10:08:49 +02:00
Christoph Oelckers
370582d2fa - corrected versioning info for development branch. 2014-08-03 12:25:59 +02:00
Christoph Oelckers
cd5e429d3b - adjust version number. 2014-08-02 23:12:08 +02:00
Christoph Oelckers
8465a5f5d7 Merge branch 'master' of https://github.com/rheit/zdoom 2014-07-26 10:23:41 +02:00
Christoph Oelckers
a21f01bc5f - added jpalomo's submission to make freelook a 3-state setting, like crouch and jump. This required moving around the flags a bit so demo compatibility had to be bumped. It may also require adjustment for launchers that can set the dmflags. 2014-07-26 10:15:07 +02:00
Christoph Oelckers
4297bd9a51 Merge branch 'master' of https://github.com/rheit/zdoom 2014-07-14 00:32:16 +02:00
Edward Richardson
e1130b860e Serialize FriendPlayer 2014-07-13 14:44:22 +12:00
Christoph Oelckers
360e7d17f2 Merge branch 'master' of https://github.com/rheit/zdoom 2014-05-21 15:25:56 +02:00
Christoph Oelckers
8ec95dc58e - fixed a few places in the savegame code where map names were still truncated to 8 characters. 2014-05-20 10:14:44 +02:00
Christoph Oelckers
e84dc99475 Merge branch 'master' of https://github.com/rheit/zdoom 2014-05-18 12:46:28 +02:00
Christoph Oelckers
4acc04ce68 - don't truncate map names stored in demos. 2014-05-18 10:05:35 +02:00
Christoph Oelckers
a05e584b81 Merge branch 'master' of https://github.com/rheit/zdoom 2014-05-13 12:00:37 +02:00
Christoph Oelckers
65e8563cf4 replaced all character arrays for lump/texture names in the level_info_t and FLevelLocals structures with FStrings as first preparation for allowing long texture names. 2014-05-13 11:33:59 +02:00
Christoph Oelckers
dbefac81d8 Merge branch 'master' of https://github.com/rheit/zdoom 2014-04-15 09:26:05 +02:00
Gaerzi
4cac599b88 Less flags, more generic properties 2014-04-11 00:58:59 +02:00
Christoph Oelckers
f96f4cb0a2 Merge branch 'master' of https://github.com/rheit/zdoom 2014-03-15 12:24:16 +01:00
Edward Richardson
79abe2d4e9 Made onground a player property
"onground" was a global, despite being treated as a player property and
crossed with instances from other players or prediction.
2014-03-03 01:00:47 +13:00
Christoph Oelckers
daf5b97ff9 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/version.h
2013-09-28 23:37:41 +02:00
Randy Heit
e748c49dd0 - Fixed: m_specialpaths.cpp did not compile under Linux. 2013-09-18 17:29:42 -05:00
Christoph Oelckers
f591c5df5e - fixed: saving the config to the user's known folders should use the GAME_DIR #define, not 'zdoom' so that child ports can have their own. 2013-09-18 09:40:40 +02:00
Randy Heit
da02a44126 Consolidate special path functions into m_specialpaths.cpp
- Also remove CDROM_DIR while I'm at it.
2013-09-14 21:04:00 -05:00
Christoph Oelckers
16f239536a Merge branch 'master' of https://github.com/rheit/zdoom 2013-08-12 21:16:41 +02:00
Christoph Oelckers
be1a00c537 Merge branch 'maint' 2013-08-12 20:42:21 +02:00
Christoph Oelckers
f2c250d35d - flags7 variable added to AActor. 2013-08-12 20:09:21 +02:00
Christoph Oelckers
ad7c53855e Merge branch 'master' of https://github.com/rheit/zdoom 2013-08-09 13:05:14 +02:00
Christoph Oelckers
21bce3b0c4 Merge branch 'maint' 2013-08-09 12:51:26 +02:00
Christoph Oelckers
34b71baad1 - added Player.Aircapacity property which is used as a multiplier for the level's air supply. 2013-08-09 11:57:14 +02:00
Christoph Oelckers
ef6fca823e Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/version.h
2013-07-30 15:20:38 +02:00
Edoardo Prezioso
4ce0574b3f - Use a more conformant C++ preprocessor macro identifier for Unix systems.
The 'unix' identifier isn't defined when '-std' is passed to the compiler (tested with gcc and clang), so use '__unix__' which is well enough documented.
2013-07-30 11:46:14 +02:00
Christoph Oelckers
ba2faee125 Merge branch 'master' of https://github.com/rheit/zdoom 2013-07-22 23:01:58 +02:00
Christoph Oelckers
83bd8ba1b8 - added NeuralStunner's player.userange submission, but changed it to use the value directly from the PlayerPawn data.
- bumped savegame version for addition of APlayerPawn::userange.
2013-07-22 22:37:50 +02:00
Christoph Oelckers
0980f6645c Merge branch 'master' of https://github.com/rheit/zdoom 2013-06-24 16:54:37 +02:00
Christoph Oelckers
94a3d92f93 Merge branch 'maint' 2013-06-24 16:49:51 +02:00
Christoph Oelckers
9f253ccae3 - fixed: Application of inflictor's death damage type was done too late and missed a few spots where it needed.
- fixed: DamageTypeReceived was not serialized.
- fixed: The check for unhandled damage type was rendered ineffective by the old code handling the DeathType.
2013-06-24 15:40:17 +02:00
Christoph Oelckers
37504a3444 Merge branch 'master' of https://github.com/rheit/zdoom 2013-06-24 01:21:07 +02:00
Randy Heit
7531191ffe Get fixed SAVESIG from maint. 2013-06-23 18:14:39 -05:00
Randy Heit
03d2b79bfd - Fixed: SAVEVERSTRINGIFY macros were wrong. 2013-06-23 18:14:29 -05:00
Christoph Oelckers
b2bb24ea0a - GZDoom project files and GZDoom related changes to main ZDoom code 2013-06-23 10:46:31 +02:00
Randy Heit
54f06739d0 Set master banch up as 2.8pre and maint branch for 2.7.x 2013-06-22 22:44:48 -05:00
Randy Heit
98ac224e53 - Use gitinfo.h instead of svnrevision.h for versioning.
- Use functions in gitinfo.cpp to retrieve the strings from gitinfo.h so
  that changes to gitinfo.h only require recompiling one file instead of
  several.
2013-06-22 21:49:51 -05:00
Randy Heit
9510525fdf - Bump up to 2.7.0.
SVN r4339 (trunk)
2013-06-08 02:20:37 +00:00
Randy Heit
5b65b3ebdf - Bumped NETGAMEVERSION, which should have been done when I changed the order uservars were sent
during netgame initialization.

SVN r4338 (trunk)
2013-06-08 02:18:23 +00:00
Braden Obrzut
67f64081d0 - Changed unix config directory from ~/.zdoom to ~/.config/zdoom to comply with Ubuntu Software Centre guidelines.
SVN r3797 (trunk)
2012-07-30 09:31:04 +00:00
Randy Heit
44496e142a - Let's go ahead and bump the version in trunk.
SVN r3735 (trunk)
2012-07-05 22:05:42 +00:00
Randy Heit
e5dfb6f42b - This hasn't been 2.5.0 for ages...
SVN r3709 (trunk)
2012-06-24 04:06:05 +00:00
Randy Heit
dd21e7d2b8 - Forgot to save this before last commit.
SVN r3467 (trunk)
2012-03-22 22:39:42 +00:00
Randy Heit
77c663a9b8 - In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
for multiplayer: They now always check through the eyes of every player. For players whose
  cameras are not players, they also check through the eyes of those cameras.
- Using spynext/spyprev to switch from a non-player to a player now writes a command to the
  network stream and lets Net_DoCommand() take care of it later. The logic here is that if
  a player is viewing from something that isn't another player, then every player needs to know
  about it for sync purposes. Consequently, when they stop viewing from a non-player and switch
  to a player, everybody needs to know about that too. But if they are viewing from a
  player, it doesn't matter which player it is, so they can spynext/spyprev all they want
  without letting the other players know about it (and without potentially breaking demos--due
  to the above-mentioned two codepointers--while doing it during demo playback).
- Replaced the instances of checking players[consoleplayer].camera for a valid pointer to
  ones that do it for every player.
- Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed.
- Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to
  do substitutions of old objects that are pending deletion.

SVN r3448 (trunk)
2012-03-17 00:52:33 +00:00
Randy Heit
58f7e72d1b - Restored savegame compatibility that was removed in r3427.
SVN r3435 (trunk)
2012-03-13 02:43:24 +00:00
Christoph Oelckers
e4880d162f - added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.


SVN r3427 (trunk)
2012-03-11 09:08:35 +00:00
Randy Heit
8f516a1007 - Added pukename console command. This is mostly the same as puke, except the scripts are
named, and to run a script using ACS_ExecuteAlways, you need to add "always" after the script
  name but before any arguments. e.g.:
    pukename "A Script" 1
  Will run the script "A Script" with a single argument of 1, provided the script is not 
  already running.
    pukename "A Script" always 1
  Will always run the script "A Script" with a single argument of 1.

SVN r3365 (trunk)
2012-02-16 22:13:46 +00:00
Randy Heit
8e8331d44c - Fixed: Pressing a key to advance an intermission screen only worked on
the local computer.



SVN r3328 (trunk)
2011-12-06 02:51:32 +00:00
Randy Heit
43fed9dc89 - Need to bump demo/gameversion due to DEM_SETPITCHLIMIT. MINDEMOVERSION also
needs to be touched, since the default limits are now 0.



SVN r3325 (trunk)
2011-12-06 01:30:48 +00:00
Christoph Oelckers
789c937635 - use FSharedStringArena to handle AActor's tag strings properly. They were names before which are not case sensitive and could cause problems.
- fixed FSharedStringArena::FreeAll did not NULL TopBlock.
- bumped savegame version for above changes.


SVN r3100 (trunk)
2011-01-12 00:17:13 +00:00
Randy Heit
46ad4ec4bd - Added "special" console command for executing action specials.
- Fixed buffer overflow attack for DEM_RUNSCRIPT(2).

SVN r3088 (trunk)
2011-01-02 18:54:57 +00:00
Christoph Oelckers
e90b86acce - added 'player.flechettetype' property so that the appropriate flechette type can be set per player class.
- bumped savegame version for flechette type changes.

SVN r3085 (trunk)
2011-01-01 11:16:46 +00:00
Christoph Oelckers
0715b7dfc6 - cleaned up switch code and fixed several problems:
* savegames stored an index in the switch table and performed no validation when loading a savegame.
  * setting of a random switch animation duration was broken.
  * separated the 2 values stored in the Time variable into 2 separate variables.
  * defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table.
- added function for serializing switch and door animation pointers.
- bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code.


SVN r3030 (trunk)
2010-12-12 15:43:35 +00:00
Christoph Oelckers
1f43f4e961 - Added DavidPH's AProp_ScaleX/Y / A_SetScale submission.
SVN r3000 (trunk)
2010-11-08 00:01:21 +00:00
Christoph Oelckers
332d9b9ad1 - Changed savegame versioning for SVN-less builds to use a SAVEVER value of 999999 so that it is guaranteed that such a build can load its own savegames - even if it is at the cost of losing the ability to handle older savegames. People should build ZDoom with revision info anyway. ;)
SVN r2997 (trunk)
2010-11-07 23:48:55 +00:00
Randy Heit
ed5a8e597c - Version bump to 2.5.0.
SVN r2507 (trunk)
2010-08-11 04:01:26 +00:00
Christoph Oelckers
1df19e6375 - last fix was incomplete.
SVN r2156 (trunk)
2010-02-12 23:18:41 +00:00
Randy Heit
71b75f0d7a - Consolidated all conversation reply handling into a single function executed on all
machines, so when an NPC need to show the "enough" response, it has enough
  information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().


SVN r2120 (trunk)
2010-01-22 05:17:57 +00:00
Randy Heit
038d99aea4 - Version bump to 2.4.0.
SVN r2065 (trunk)
2010-01-01 01:57:48 +00:00
Christoph Oelckers
5822729943 - Fixed: The deprecated flag handler for the old bounce flags needs to clear
BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
  friendly monsters could no longer acquire targets by themselves.
- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.


SVN r1848 (trunk)
2009-09-16 21:03:09 +00:00
Christoph Oelckers
a59de25107 - Next round of things from Gez's experimental build:
* MBF's dog (definition only, no sprites yet.)
  * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
  * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.


SVN r1823 (trunk)
2009-09-14 21:41:44 +00:00
Christoph Oelckers
238d4c3fac - More things from Gez's experimental build:
* info CCMD to print extended actor information (not fully implemented yet)
  * summonmbf CCMD.
  * Beta BFG code pointer (but not the related missiles yet.)
  * PowerInvisibility enhancements.
  * ScoreItem with one significant change: Added a score variable that can be
    checked through ACS and DECORATE. The engine itself will do nothing with it.
  * Nailgun option for A_Explode.
  * A_PrintBold and A_Log.
  * A_SetSpecial.


SVN r1819 (trunk)
2009-09-14 19:44:14 +00:00
Randy Heit
66920536d9 - Look for files in Mac-like places on Macs.
- Fixed: The non-Windows CreatePath can fail if part of the path already
  exists, because mkdir will return an error code for trying to recreate
  an existing directory.



SVN r1814 (trunk)
2009-09-09 17:12:47 +00:00
Christoph Oelckers
44974ff28f - made menu dimming a mapping option but kept the CVARS as user override.
SVN r1790 (trunk)
2009-09-04 22:25:46 +00:00
Christoph Oelckers
00f88610ac - Added kgsws's SummonActor enhancement and bumped netgame and demo versions
because this submission changes an existing command.



SVN r1749 (trunk)
2009-08-03 20:40:45 +00:00
Christoph Oelckers
a1aba60d8d - Added Hirogen2's unlimited pickup patch.
- Added railgun performance customization CVARs by Spleen.
- Added aspect ratio override submission by SoulPriestess.



SVN r1643 (trunk)
2009-06-06 15:21:57 +00:00
Christoph Oelckers
8c3a816428 - Added Gez's GetArmorType submission
SVN r1636 (trunk)
2009-06-05 20:23:47 +00:00
Christoph Oelckers
9c4cbedc26 - Added 'EndTitle' nextmap option which goes to the regular title loop after
the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
  targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
  by setting the level's air supply to 0.

SVN r1619 (trunk)
2009-05-30 08:56:40 +00:00
Christoph Oelckers
e61b4b3c76 - Fixed: A_CountdownArg and A_Die must ensure a certain kill.
- Changed bounce flags into a property and added real bouncing sound properties.
  Compatibility modes to preserve use of the SeeSound are present and the old
  flags map to these.


SVN r1599 (trunk)
2009-05-23 08:30:36 +00:00
Christoph Oelckers
b55ca6ffaa - Fixed: Monsters should not check the inventory for damage absorbtion when
they have the MF5_NODAMAGE flag set.
- Added patch for saving automap zoom.


SVN r1587 (trunk)
2009-05-15 22:06:44 +00:00
Christoph Oelckers
a732687548 - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were 
  still triggered.
  These #pragmas were responsible for >90% of the GCC warnings that were not
  listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
  parameter handling of the sound functions for attenuation was changed.
  Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. 
  Also added the option to specify attenuation with direct values in addition 
  to the predefined names.

SVN r1583 (trunk)
2009-05-15 10:39:40 +00:00
Randy Heit
7371c4a516 - Changed random seed initialization so that it uses the system's
cryptographically secure random number generator, if available, instead
  of the current time.
- Changed the random number generator from Lee Killough's algorithm to the
  SFMT607 variant of the Mersenne Twister.

SVN r1507 (trunk)
2009-03-27 04:49:17 +00:00
Randy Heit
6236074684 - Version bump to 2.3.1.
SVN r1479 (trunk)
2009-03-15 01:42:45 +00:00
Randy Heit
fc4bf2f647 Version bump.
SVN r1454 (trunk)
2009-03-01 03:02:40 +00:00
Christoph Oelckers
42ac64d964 - Fixed: Strife's quest based line actions also work in Deathmatch.
- Fixed: Gravity application was not correct. For actors with no vertical 
  momentum the initial pull is supposed to be twice as strong as when 
  vertical movement already takes place.
- added invquery CCMD like in Strife. Also removed all underscores from the
  tag strings so that they can be printed properly.
- Fixed: Skill baby was missing 'autousehealth' for all games.
- Added a new CVAR: sv_disableautohealth
- Autouse of health items is no longer hardwired to the default item classes. 
  There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small 
  Raven health item, 2 a large Raven health item and 3 a Strife item.



SVN r1452 (trunk)
2009-02-28 21:38:20 +00:00
Christoph Oelckers
2c65d5b8f5 - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame
version and removed old compatibility handlings.

SVN r1448 (trunk)
2009-02-25 22:10:06 +00:00
Randy Heit
c2b4522b8f - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-
efficient.


SVN r1445 (trunk)
2009-02-24 05:58:59 +00:00
Christoph Oelckers
4b723beddd - Bumped netgame, demo and min demo version for the weapon slot changes.
- changed weapon slots to be stored per player. Information is now transmitted
  across the network so that all machines know each player's current weapon
  configuration so that it can be used by cheats or HUD display routines.


SVN r1430 (trunk)
2009-02-20 22:28:48 +00:00
Randy Heit
a7e40b56f6 - Fixed: Player names and chat macros that end with incomplete \c escapes now
have those escapes stripped before printing so that they do not merge with
  subsequent text.
- Moved default weapon slot assignments into the player classes.
  Weapon.SlotNumber is now used solely for mods that want to add new weapons
  without completely redoing the player's arsenal. Restored some config-based
  weapon slot customization, though slots are no longer automatically saved
  to the config and section names have changed slightly. However, unlike
  before, config slots are now the definitive word on slot assignments and
  cannot be overridden by any other files loaded.
- Fixed: Several weapons were missing a game filter from their definitions.
- Removed storage of weapon slots in the config so that weapon slots can
  be setup in the weapons themselves. Slots are still configurable, since
  they need to be for KEYCONF to work; any changes simply won't be saved
  when you quit.
- Removed limit on weapon slot sizes.


SVN r1428 (trunk)
2009-02-20 00:53:25 +00:00
Randy Heit
72343d9f2c - Bumped MINSAVEVER to coincide with the new MAPINFO merge.
SVN r1397 (trunk)
2009-02-04 01:27:45 +00:00
Randy Heit
49120f59d4 - Added Karate Chris's patch to optionally specify an angle offset for
summoning.
- Added Karate Chris's fix for Serpent Staff vampirism on teammates.
- Locks and teleporters now take precedence over one-sidedness for automap
  coloring.


SVN r1317 (trunk)
2008-12-16 01:23:44 +00:00
Christoph Oelckers
153a2a4c2c - Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it
failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
  for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
  submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.


SVN r1304 (trunk)
2008-12-06 10:22:37 +00:00
Christoph Oelckers
b9afb78523 - Added native variables to expression evaluator and replaced the previous
handling of actor variables in expressions with it.
- Added support for floating point constants to DECORATE expression evaluator.

SVN r1271 (trunk)
2008-10-19 21:43:36 +00:00
Christoph Oelckers
2221ab5668 - Finally has the right idea how to restore Doom's original clipping of projectiles
against decorations without breaking anything newer:
  Added a new 'projectilepassheight' property that defines an alternative height
  that is only used when checking a projectile's movement against this actor.
  If the value is positive it is used regardless of other settings, if it is
  negative, its absolute will be used if a new compatibility option is enabled
  and if it is 0 the normal height will be used.


SVN r1253 (trunk)
2008-10-05 11:23:41 +00:00
Randy Heit
5cd4604f81 - Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
  buttons specifically for use with this command. Also defined +zoom
  and +reload for future implementation.

  See http://zdoom.org/files/examples/playerinput.zip for an example.


SVN r1215 (trunk)
2008-09-13 02:55:45 +00:00
Christoph Oelckers
d02097976e - Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.


SVN r1209 (trunk)
2008-09-09 21:23:09 +00:00
Christoph Oelckers
8832b66ce4 - Gave the PlayerPawn base class a default damage fade color instead of
hacking it into the actor when actually used.
- Fixed: The DamageFade color was not saved in savegames.


SVN r1190 (trunk)
2008-09-01 18:16:53 +00:00
Christoph Oelckers
39bb50376a - Fixed: The conversion of the strings in wbstartstruct_t to FStrings
caused crashes when reloading the hub data.


SVN r1181 (trunk)
2008-08-21 19:06:17 +00:00
Christoph Oelckers
76cb09d546 - Replaced WALLF_AUTOCONTRAST with WALLF_NOFAKECONTRAST so that the
default setting for the flags is 0.
- Added: doom2day's smoothlighting
- Added: dontincrement argument to A_CheckForReload.


SVN r1179 (trunk)
2008-08-21 08:04:21 +00:00
Christoph Oelckers
b695330e90 - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.


SVN r1129 (trunk)
2008-08-08 10:24:08 +00:00
Christoph Oelckers
4f0fa50773 - Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.


SVN r1114 (trunk)
2008-08-05 22:51:51 +00:00