Commit graph

1355 commits

Author SHA1 Message Date
Christoph Oelckers
4529108b8f - Added MF6_NOTRIGGER flag that disables all line actions for an actor.
SVN r1907 (trunk)
2009-10-10 12:42:57 +00:00
Christoph Oelckers
4a81f55fb0 - Added Gez's seeker missile submission.
SVN r1905 (trunk)
2009-10-09 20:54:28 +00:00
Christoph Oelckers
819158a8fe - Added Gez's thing activation submission.
SVN r1904 (trunk)
2009-10-09 20:35:07 +00:00
Christoph Oelckers
19ef8399a8 - added a NULL pointer check to fog spawning in unmorphing code.
- fixed: frozen corpses need to be treated as solid by z-movement code.
- fixed previous commit.


SVN r1903 (trunk)
2009-10-09 20:18:31 +00:00
Christoph Oelckers
18c1b2685f - fixed: AAmbientSound::Serialize was adjusting its timer value for savegames
even when it was set to a 'don't check' value.


SVN r1902 (trunk)
2009-10-09 06:38:56 +00:00
Randy Heit
09866b2cff - Reinstated the off-by-one check in D3DFB from r399. I thought I could get by
at just fixing it at a specific value, since the supply of SM14 cards isn't
  all that diverse and all from ATI, but apparently Radeon 8500s and 9000s
  have different precision levels in their pixel shaders. See bug report
  <http://forum.zdoom.org/viewtopic.php?p=444523>
- Removed unused variables FBFormat and PalFormat.

SVN r1901 (trunk)
2009-10-08 23:44:50 +00:00
Christoph Oelckers
0c2288a010 - Added a PainThreshold actor property.
SVN r1900 (trunk)
2009-10-08 17:43:50 +00:00
Christoph Oelckers
3900381565 - fixed: Teleport_EndGame did not set the end sequence name properly.
SVN r1899 (trunk)
2009-10-08 07:30:20 +00:00
Randy Heit
da31d9f8a3 - Since I am currently without a primary video card and stuck with this
Mobility Radeon 9000 (on a PCI card, no less!), I have decided to give the
  PS14 support some loving: D3D windowed gamma now works on these cards using
  a texture lookup for the gamma table. Sadly, this halves my framerate, so
  setting gamma to 1 will skip the gamma correction, as it was before, for
  full speed. (On my 8800 GT, the gamma correction was free.)


SVN r1898 (trunk)
2009-10-08 04:03:32 +00:00
Christoph Oelckers
a6c387ecef - Deleted a_magewand.cpp because it only contained unused code.
SVN r1897 (trunk)
2009-10-04 22:48:01 +00:00
Christoph Oelckers
0006013531 - Fixed: The conversation code tried to get the player's tag instead of the
NPC's he is talking to when it had no given name.


SVN r1896 (trunk)
2009-10-04 11:46:51 +00:00
Christoph Oelckers
3d8d176087 - Added Gez's MageWandMissile customization patch but moved the new functionality
into the FastProjectile base class and removed the native MageWandMissile
  class, using the generic functionality instead.
- Fixed: GetReplacement and GetReplacee always checked the skill definitions,
  even if they weren't supposed to be used. It was also missing a range check
  for 'gameskill'.


SVN r1894 (trunk)
2009-10-03 17:07:11 +00:00
Christoph Oelckers
4add2809a3 - fixed: Savegames stored the global fixed light levels when saving a player.
SVN r1893 (trunk)
2009-10-02 09:21:37 +00:00
Christoph Oelckers
59d932b972 - Fixed some GCC warnings.
- fixed: The BossCube could be blocked by floors and ceiling resulting
  in incorrect movement. I changed it so that A_BrainSpit now sets the
  MF5_NOINTERACTION flag for anything it spawns that has the MF_NOCLIP
  flag. For travelling cubes active collision detection makes no sense
  and only causes problems. This should also make the boss brain
  work in the other games which previously were excluded by a game mode
  check in the movement code.
- fixed: ACS's GetUserVariable did not work for the script activator.
- fixed: Moving floors could be blocked by 2 actors without MF2_PASSMOBJ
  overlapping each other (common mapping bug, check Herian 2 MAP30.)

SVN r1891 (trunk)
2009-10-01 14:54:29 +00:00
Christoph Oelckers
7e4504f9d6 - Fixed: Coordinate handling for multipatch texture compositing was not correct
for true color. Instead of using a clipping rectangle on the destination it
  tried to alter the source offsets which produced incorrect results for
  mirrored or rotated patches.


SVN r1889 (trunk)
2009-09-30 10:41:24 +00:00
Randy Heit
ed8f1ec8db - Fixed: Alt+F4 no longer quit the program.
SVN r1888 (trunk)
2009-09-30 04:44:14 +00:00
Christoph Oelckers
9aab795c18 - Added BHS's death special flags submission.
SVN r1887 (trunk)
2009-09-28 15:59:20 +00:00
Christoph Oelckers
6d357b84b4 - Added Gez's A_Blast submission.
SVN r1886 (trunk)
2009-09-28 15:55:57 +00:00
Christoph Oelckers
f2c77c5f08 - Fixed: Floor and ceiling huggers' velocity was wrong when used with
P_SpawnPlayerMissile.
- Fixed: When hitting a voodoo doll the real player needs to be checked for 
  invulnerability.


SVN r1885 (trunk)
2009-09-27 20:54:46 +00:00
Christoph Oelckers
c628ac48cd - Fixed: G_QueueBody was not notifying the translation that it was changed.
SVN r1884 (trunk)
2009-09-27 07:17:51 +00:00
Randy Heit
1eb4241663 - Fixed: R_DrawPSprite() did not initialize the colormap for the targeter
vissprites.


SVN r1883 (trunk)
2009-09-27 02:31:03 +00:00
Randy Heit
c801bb7f49 - Added a check for SPAC_AnyCross to P_TestActivateLine() before the "monster"
activation checks. They are actually non-player checks and interfered with
  SPAC_AnyCross.


SVN r1882 (trunk)
2009-09-27 02:13:28 +00:00
Randy Heit
e846e5e50f - idclev and hxvisit are no longer considered cheats, however, they are still
invalid for net games. hxvisit was erroneously accepted for net games
  before, which it shouldn't have, since it's basically idclev for Hexen.


SVN r1881 (trunk)
2009-09-27 02:01:24 +00:00
Randy Heit
d816747c7e - Fixed: "give health" without an amount would set your health to IDDQD health
instead of the player class's maximum.
- Fixed: A_CStaffCheck() assumed the player's max health was 100 instead
  of getting checking for the true maximum.


SVN r1876 (trunk)
2009-09-25 03:07:20 +00:00
Randy Heit
2ad438d696 - Changed P_XYMovement() to not call P_SlideMove() if the act of being
blocked changed the actor's velocity. I'm not entirely happy with this,
  but it gets push-activated force fields to work.


SVN r1875 (trunk)
2009-09-25 02:54:13 +00:00
Randy Heit
6a5ab0edc0 - Fixed: FMultiPatchTexture::CopyTrueColorPixels() should clear the buffer
first before drawing into it if the copy op passed to it is OP_OVERWRITE.
  FTexture::FillBuffer() sets this to erase whatever texture might have been
  in the space it is going into.


SVN r1874 (trunk)
2009-09-25 02:27:48 +00:00
Randy Heit
11fbc57178 - Added a technique to try and minimize input lag with vsync enabled: Two
surfaces are alternately locked for read-only access each frame, forcing
  the driver to stop buffering more than one frame at a time. The input lag
  on my system doesn't seem to be as bad as it once was (I can no longer
  see it obviously with my naked eye), but turning antilag on "feels"
  slightly more responsive. The cvar d3d_antilag turns this technique on and
  off. See <http://www.xyzw.de/c120.html> for more details.


SVN r1870 (trunk)
2009-09-22 20:17:54 +00:00
Christoph Oelckers
9cc67f565c - Added a check to Dehacked code which tries to set the blend color.
It must set it to 0 if the alpha is 0 to avoid problems with special
  colormap detection.
- Changed SPECIALCOLORMAP_MASK again so that it does not interfere with
  any valid setting. It must use a value with a 0-alpha because these
  are guaranteed not to be produced by the DECORATE code elsewhere.
- Fixed precision issues with AddFixedColormap's search for identical colormaps.
- Added custom colormap support to texture composition code.
- Fixed initialization of FSpecialColormap::GrayscaleToColor. This is not
  a mapping from the palette but from a [0,255] grayscale ramp and used to
  apply colormaps to true color images for texture composition.

SVN r1867 (trunk)
2009-09-22 08:06:52 +00:00
Randy Heit
d502655866 - For hardware 2D, apply fixed colormaps when copying to video memory instead
of doing it directly during the rendering, in order to improve visual
  fidelity for colormaps that aren't grayscale.


SVN r1866 (trunk)
2009-09-22 04:21:27 +00:00
Randy Heit
84a018f05a - Added support for defining the full color range of a special colormap.
SVN r1865 (trunk)
2009-09-22 02:54:19 +00:00
Randy Heit
e9d61a3f46 - Fixed: In letterbox modes, the clipping window needs to be adjusted down.
SVN r1863 (trunk)
2009-09-22 01:28:13 +00:00
Christoph Oelckers
c285f38a02 - Fixed: When drawing with a special colormap the quad's flags weren't cleared
which could cause crashes.
- Added custom special colormaps to DECORATE.
- Cleaned up special colormap code and removed lots of dependencies on the
  knowledge of the tables' contents.



SVN r1860 (trunk)
2009-09-21 13:15:36 +00:00
Christoph Oelckers
d51c0c047d - Changed call to R_DrawRemainingPlayerSprites into a virtual function
of DFrameBuffer because its implementation is specific to the software
  renderer and needs to be overridable.

SVN r1859 (trunk)
2009-09-20 06:23:10 +00:00
Randy Heit
b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
  Using a fixed light level (e.g. PowerTorch) will no longer wipe out
  colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
  doing it while copying the 3D view window to the display now blends
  underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
  closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
  executable and into zdoom.pk3. Shaders are still precompiled so I don't need
  to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
  lighting models. These are accessed with the new DrawTexture tags
  DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
  benefits thereof.


SVN r1858 (trunk)
2009-09-20 03:50:05 +00:00
Christoph Oelckers
5613c3e14f - Fixed: Unmorphing while invulnerable was blocked.
SVN r1855 (trunk)
2009-09-17 20:58:43 +00:00
Christoph Oelckers
f3f209160e - Renamed plane flags from SECF_* to PLANEF_*.
- Changed Heretic's plat raise type to use a flag to block further sector movement
  instead of keeping the dead thinker around.


SVN r1853 (trunk)
2009-09-17 10:40:38 +00:00
Christoph Oelckers
35a4526c1d - Fixed: A_LookEx did not work for monsters having the MF_NOSECTOR flag.
SVN r1849 (trunk)
2009-09-16 22:45:28 +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
a6d9a37ef7 - Gez's misc. bugs patch:
* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
* Renames the dog actor to MBFHelperDog to prevent name conflicts,
* Adds APROP_Score to CheckActorProperty,
* Completes the randomspawner update (the reason I moved the recursion counter out of 
  special1 was that I found some projectiles had this set to them, for example in 
  A_LichAttack, but I forgot to add transfer for them),
* Provides centered sprites for beta plasma balls if this is deemed deserving correction.


SVN r1847 (trunk)
2009-09-16 15:57:08 +00:00
Christoph Oelckers
dc292caaa3 - Added some pieces of MBF's friendly AI.
- Cleaned up A_LookEx code and merged most of it with the base functions.
  The major difference was a common piece of code that was repeated 5 times
  throughout the code so I moved it into a subfunction.
- Changed P_BlockmapSearch to pass a user parameter to its callback so that
  A_LookEx does not need to store its info inside the actor itself.


SVN r1846 (trunk)
2009-09-16 15:54:04 +00:00
Christoph Oelckers
c7a6b796f9 - fixed: The linetarget CCMD duplicated all of the info CCMD.
- fixed: PrintActorInfo crashed due to some incomplete implementation.


SVN r1845 (trunk)
2009-09-16 05:44:24 +00:00
Christoph Oelckers
45842e28bd - added PinkSilver's A_Respawn enhancement patch.
SVN r1837 (trunk)
2009-09-15 21:57:51 +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
Christoph Oelckers
4d18698f43 - fixed: pr_bounce was declared statically in o_mobj.cpp and redeclared externally
in p_map.cpp resulting in a CRC conflict.


SVN r1832 (trunk)
2009-09-15 06:35:46 +00:00
Christoph Oelckers
3a6d66e230 - fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by
yesterday's additions. Changed it so that the parser first checks for 
  the presence of a '-' sign before deciding whether to use strtol or
  strtoul to convert the string into a number.


SVN r1831 (trunk)
2009-09-15 05:59:55 +00:00
Christoph Oelckers
923bf08cdc - Added PinkSilver's A_LookEx fix.
SVN r1828 (trunk)
2009-09-14 23:54:55 +00:00
Christoph Oelckers
4d55f01c3a - added resources needed for MBF support.
- removed unused score items from DECORATE file.
- added 2 MBF code pointers I forgot in the last commit.

SVN r1825 (trunk)
2009-09-14 23:28:24 +00:00
Christoph Oelckers
afab7855c4 - removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway.
The range checks this protected against can be safely omitted now that the misc fields are large enough.
- added MBF Dehacked emulation.

SVN r1824 (trunk)
2009-09-14 22:12:31 +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
ea8c94d637 - Fixed: Argument count for UsePuzzleItem was wrong.
- Added more things from Gez's experimental build:
  * MBF grenade and bouncing code.
  * Arch Vile ghosts emulation (only for compatibility.txt.)
  * Several MBF related compatibility options.



SVN r1821 (trunk)
2009-09-14 20:47:53 +00:00