Commit graph

25 commits

Author SHA1 Message Date
Christoph Oelckers
6ec30761c6 - Added Boom's stairbuilding fix when one step couldn't be built due to an active thinker in the sector.
This is compatibility optioned with COMPAT_STAIRINDEX. Also added a compatibility setting for 
  Eternal Doom MAP25 which relies on Doom's original broken behavior.
- added a few sanity checks for duplicate actor names in DECORATE. ZDoom will now print more warnings
  and all crash cases should be properly handled but since this is still an error this will not work
  properly in all circumstances. For example, if you have a duplicate name all classes that inherit
  from the original definition will not survive a savegame if they reference a state belonging to that
  class at the point of saving.
- Print 'tried to register class more than once' in red to highlight it.
- fixed: actors may not replace themselves.

SVN r2158 (trunk)
2010-02-13 08:56:08 +00:00
Christoph Oelckers
87f3c9c5b7 - fixed: The floor waggle code used FloatBobOffsets as sine table but this
only has 64 entries and is not precise enough. It now uses finesine instead.
- fixed: When compositing a multipatch texture any patch that is a multpatch
  texture itself and contains rotations may not be composited directly into
  the destination buffer. This must be done with an intermediate buffer.
- Fixed: Drawing a slider in the options menu did not scale the x-coordinate.
- Fixed: If the alt HUD had to draw negative numbers the minus sign was misplaced
  due to incorrect texture coordinate calculations.
- changed option menu scaling for widescreen modes so that it doesn't scale down
  so quickly. 
- made some error messages in DECORATE that don't affect the parsing non-fatal
  so that the parser can continue to find more problems.

SVN r2076 (trunk)
2010-01-02 11:38:27 +00:00
Christoph Oelckers
ba106c28c4 - fixed: old-style DECORATE definitions with non-alphanumeric characters in
the name produced an error.


SVN r2025 (trunk)
2009-12-13 22:22:25 +00:00
Randy Heit
19b23f2cf3 - Removed the Actor uservar array and replaced it with user-defined variables.
A_SetUserVar/SetUserVariable/GetUserVariable now take a variable name
  instead of an array index. A_SetUserArray/SetUserArray/GetUserArray
  have been added to access elements in user-defined arrays.


SVN r1933 (trunk)
2009-10-25 02:19:51 +00:00
Christoph Oelckers
8b27bd1434 - added 'defaultterrain' option to terrain parser for mods that want to have
a different default terrain than a generic solid surface.
- added format char processing to A_Print(Bold) and all printable messages
  that can be defined in DECORATE.
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
- added desaturated translations.
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.


SVN r1921 (trunk)
2009-10-16 16:04:19 +00:00
Christoph Oelckers
819158a8fe - Added Gez's thing activation submission.
SVN r1904 (trunk)
2009-10-09 20:35:07 +00:00
Christoph Oelckers
9aab795c18 - Added BHS's death special flags submission.
SVN r1887 (trunk)
2009-09-28 15:59:20 +00:00
Randy Heit
8377927412 - Apply BHS's ThingActivation patch.
SVN r1862 (trunk)
2009-09-22 01:16:54 +00:00
Christoph Oelckers
5910d90a19 - added RandomSpawner update from Gez's experimental build.
- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
  a new ClearSpecial flag to the activation type.
- added MBF's code for dogs jumping down, controlled by the MF6_JUMPDOWN
  flag.


SVN r1835 (trunk)
2009-09-15 14:16:55 +00:00
Randy Heit
93202a5488 - Removed -fno-strict-aliasing from the GCC flags for ZDoom and fixed the
issues that caused its inclusion. Is an optimized GCC build any faster
  for being able to use strict aliasing rules? I dunno. It's still slower
  than a VC++ build.
  
  I did run into two cases where TAutoSegIterator caused intractable problems
  with breaking strict aliasing rules, so I removed the templating from it,
  and the caller is now responsible for casting the probe value from void *.
- Removed #include "autosegs.h" from several files that did not need it
  (in particular, dobject.h when not compiling with VC++).


SVN r1743 (trunk)
2009-08-02 03:38:57 +00:00
Randy Heit
ed0d804792 - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
  may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
  crashed after giving you the warning.


SVN r1688 (trunk)
2009-06-30 19:20:39 +00:00
Christoph Oelckers
523cf6acb2 - Added Gez's Skulltag feature patch, including:
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
    * WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
    * A_FireSTGrenade codepointer, extended to be parameterizable
    * The grenade (as the default actor for A_FireSTGrenade)
    * Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.


SVN r1661 (trunk)
2009-06-09 17:13:03 +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
Christoph Oelckers
5bb3f87746 - GCC compile fix and warning removal.
SVN r1434 (trunk)
2009-02-21 21:44:15 +00:00
Christoph Oelckers
666e40c8bb - Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on
certain actors and added an option to APowerInvisibility to set this
  flag when active.
- Added map specific automap backgrounds.
- Fixed: Voodoo dolls did not play a sound when dying.
- Added colorized error messages to DECORATE and made a few more error
  conditions that do not block further parsing not immediately abort.
- Made all errors in CreateNewActor not immediately fatal so that the
  rest of the DECORATE lump can be parsed normally to look for more errors.
- Fixed: Defining classes with the same name as their immediate base class
  was legal. It should not be allowed that a class has another one with the
  same name in its ancestry.
- Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife
  was broken. Changed it to use WI_Drawpercent which does it properly and
  also allows showing percentage in these games now.
- Fixed: The MAPINFO parser ignored missing terminating braces of the last
  block in the file.

SVN r1425 (trunk)
2009-02-19 14:36:37 +00:00
Christoph Oelckers
34ab6ba862 - Fixed: The DECORATE parser was missing some 'break's.
SVN r1314 (trunk)
2008-12-07 21:35:56 +00:00
Christoph Oelckers
081658d3d5 - Fixed: The save percentage for Doom's green armor was slightly too low
which caused roundoff errors that made it less than 1/3 effective.
- Added support for "RRGGBB" strings to V_GetColor.
- Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly.
- Changed GetSpriteIndex to cache the last used sprite name so that the code
  using this function doesn't have to do it itself.
- Moved some more code for the state parser into p_states.cpp.
- Fixed: TDeletingArray should not try to delete NULL pointers.

SVN r1312 (trunk)
2008-12-07 12:11:59 +00:00
Christoph Oelckers
d753d41752 - Added NULL checks to all places where class names are passed as DECORATE
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
  for compile time checks of all class names being used in DECORATE so many
  incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
  made me think that delaying this until FMod calls the end of sound callback 
  may simply be too late.


SVN r1276 (trunk)
2008-10-25 17:38:00 +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
7312e6a621 - Added a global symbol table and changed DECORATE parser to put its global
symbols there instead of into AActor.
- Changed the expression evaluator's floating point precision to double.
- Started rewriting the DECORATE expression evaluator to allow more flexibility.
  All the operators use the new functionality but functions, variables and
  constants are yet to be redone.
  While doing this rewrite I noticed that random2 was always evaluated as const.
  This got fixed automatically.


SVN r1264 (trunk)
2008-10-18 17:17:44 +00:00
Christoph Oelckers
0b120116ab - State parser fixes.
SVN r1255 (trunk)
2008-10-05 18:45:05 +00:00
Christoph Oelckers
3e291cf528 - Liux compile fixes.
SVN r1245 (trunk)
2008-09-23 07:46:23 +00:00
Christoph Oelckers
954955c5a5 - Used the one unused byte in the state structure as a flag to tell what type
the NextState parameter is. The code did some rather unsafe checks with it
  to determine its type.
- moved all state related code into a new file: p_states.cpp.
- merged all FindState functions. All the different variations are now inlined
  and call the same function to do the real work.


SVN r1243 (trunk)
2008-09-22 18:55:29 +00:00
Christoph Oelckers
8a79985f46 - did some code cleanup and reorganization in thingdef.cpp.
- Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation.


SVN r1241 (trunk)
2008-09-21 22:25:23 +00:00
Christoph Oelckers
6227906072 - Fixed: SNDINFO must be loaded before the textures. However, this required
some changes to the MAPINFO parser which tried to access the texture manager
  to check if the level name patches exist. That check had to be moved to
  where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
  of integers.
  Please note that this creates an incompatibility between old and new 
  versions so if you want to create something that works with both 2.2.0
  and current versions better use the string format version for the color
  parameter!
- Rewrote the DECORATE property parser so that the parser is completely
  separated from the property handlers. This should allow reuse of all 
  the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
  defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
  and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
  Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
  this was ever used for - Raven's invulnerability item - has already been
  split up into a Heretic and Hexen version.

SVN r1240 (trunk)
2008-09-21 18:02:38 +00:00