Commit Graph

234 Commits

Author SHA1 Message Date
Christoph Oelckers f430881a54 - Added DavidPH's Poison damage extension but changed it so that the metadata can be removed.
SVN r2450 (trunk)
2010-07-23 21:36:17 +00:00
Randy Heit 551f0d3148 - Remove fakedblocker, since it was unused.
SVN r2391 (trunk)
2010-06-27 20:49:02 +00:00
Christoph Oelckers e535b40a9e - fixed: All melee attack functions only used the target acquired by P_AimLineAttack for all subsequent calculations, not the actual victim of the attack.
SVN r2373 (trunk)
2010-06-13 11:14:01 +00:00
Christoph Oelckers eadc539bc6 - fixed: Poison clouds spawned by the PoisonShroom should not be pushable by the Disc of Repulsion.
SVN r2350 (trunk)
2010-05-30 20:12:32 +00:00
Christoph Oelckers 6c4d070095 - restored original Doom behavior for hitscans to only check actors which have their center in the blockmap cells being checked, compatibility optioned by COMPATF_HITSCAN.
SVN r2341 (trunk)
2010-05-28 21:07:45 +00:00
Christoph Oelckers 8f881be0fb - added a Boom (strict) compatibility mode.
- Restored some original Doom behavior that received complaints from users:
* reactivated the old sliding against diagonal walls code and compatibility optioned it with COMPATF_WALLRUN.
* re-added the original hitscan checking code using a cross-section of the actor instead of the bounding box, compatibility optioned with COMPATF_HITSCAN.


SVN r2340 (trunk)
2010-05-28 11:15:05 +00:00
Randy Heit 709414e606 - Fixed: Animated doors should only leave ML_BLOCKING set if the door was created with it set.
Otherwise, monsters will be unable to open it after it has been used once if it isn't set
  for push activation.

SVN r2336 (trunk)
2010-05-25 03:40:37 +00:00
Christoph Oelckers bdc5d941c2 - added a new 'playeruseback' linedef trigger type that allows using lines from the bxck side.
SVN r2302 (trunk)
2010-04-25 07:21:35 +00:00
Christoph Oelckers 1436f0a4fa - Fixed: It was no longer possible to talk to non-shootable NPCs. Also took
the opportunity to merge the various boolean parameters to P_AimLineAttack into one flag parameter.



SVN r2254 (trunk)
2010-03-28 10:51:35 +00:00
Christoph Oelckers a357a70f82 - fixed: Explosions directly under a water surface would not hurt any actor directly above this surface.
- cleaned up P_CheckSight flag handling.


SVN r2249 (trunk)
2010-03-27 07:42:31 +00:00
Christoph Oelckers a2cfbec3cf - added a CrushPainSound actor property for Strife.
- fixed memory leaks in SBARINFO and WAD loading code.
- added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this.


SVN r2234 (trunk)
2010-03-21 08:09:45 +00:00
Christoph Oelckers 113a438b01 - Fixed: Voodoo dolls must not check reactiontime in P_SlideMove.
SVN r2153 (trunk)
2010-02-11 17:10:01 +00:00
Christoph Oelckers fc2f95da0e - revert accidental commit.
SVN r2146 (trunk)
2010-01-30 19:28:41 +00:00
Christoph Oelckers 24a12a04b4 - added a minimum threshold for damage thrust to avoid micro-velocities being set for actors.
- fixed: Strife's Oracle is not a living thing and needs the NOBLOOD flag.
- fixed: Chex Quest's finale pic was wrong.


SVN r2143 (trunk)
2010-01-30 13:48:44 +00:00
Randy Heit 870628dda5 - Split conversation initiation out of P_UseTraverse() and into a separate function. It no
longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife,
  using P_AimLineAttack() to find something to talk to and includes some slight left and right
  "autoaim". I can think of a few consequences of this:
  * Using puzzle items on actors has been restored to its original range of 64.
  * Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can
    probably set up situations where you can talk to somebody that you couldn't talk to before
    because some special line was in the way.
  * You don't need to stick a guard flush against the wall to block players from using a switch
    behind them, because now the autoaim will get the player.

SVN r2102 (trunk)
2010-01-06 04:36:38 +00:00
Christoph Oelckers fa452ffd41 - My ActorMover fix from earlier today was causing problems with moving sectors
because it exposed a design flaw in the thinker system:
  Having every single actor default to the highest available statnum means that 
  nothing can be placed in a slot where it is guaranteed to be run after all actors 
  have ticked. But this is required for any thinker that moves an actor 
  (i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed 
  because they were added at the end of the list so almost nothing they moved was
  behind them in a thinker list. However, when an actor was spawned on a moving 
  floor it did not move smoothly. The default statnum is now 100 so that there's 
  sufficient slots above where such thinkers can be placed.


SVN r2060 (trunk)
2009-12-30 18:53:14 +00:00
Christoph Oelckers 26c33afafb - fixed: Movement performed by actor movers was not interpolated because
it happened outside the moved actor's Tick function. This got particularly
  obvious with moving skybox viewpoints (See Daedalus's MAP21 intro for a good
  example.)


SVN r2059 (trunk)
2009-12-30 12:20:47 +00:00
Christoph Oelckers fdec06ff9b - fixed:P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter.
But that's insufficient because it doesn't factor in any subsequent velocity
  change that happens between the damaging and the next call to A_FreezeDeathChunks.
- fixed: The TimeFreezer did not freeze other players' controls in a
  multiplayer game.
- fixed: DECORATE's 'gravity' property incorrectly messed around with the
  NOGRAVITY flag.
- fixed: Hitscan attacks didn't check the puff's replacement for damage types.


SVN r2026 (trunk)
2009-12-16 16:09:48 +00:00
Christoph Oelckers ee4b9ed09b - added some code that prevents overlapping monsters from getting stuck in
each other. PIT_CheckThing will return true under the following contitions 
  now:
  * It was called from P_Move
  * The actor that is blocking the move already overlaps with the monster
    that is being moved.
  * the move will take the 2 actors further apart.  


SVN r2018 (trunk)
2009-12-06 22:10:25 +00:00
Christoph Oelckers f94c9ce81d - Fixed: Not all places checking for player start spots above 4 did it correctly.
The editor number for player start spot 5 is now stored in the game info
  so that there's only one place where this check needs to be done.
- Fixed: WIF_NOAUTOAIM only worked for projectiles unlike Skulltag's original
  implementation.


SVN r1997 (trunk)
2009-11-24 06:55:38 +00:00
Christoph Oelckers 424c6e8963 - fixed: P_NowayTraverse was called with a trace distance of 128 instead of
the 64 that should have been used.


SVN r1986 (trunk)
2009-11-17 23:09:21 +00:00
Christoph Oelckers 53a717673f - reverted the change that makes 0-damage projectiles call P_DamageMobj.
Both Hexen and Heretic depend on such projectiles not doing it as do many
  mods that create snow/rain effects plus any terrain splash mod.


SVN r1984 (trunk)
2009-11-17 07:18:19 +00:00
Randy Heit de8ec46c06 - Fixed: R_GetOneSkyColumn() and R_GetTwoSkyColumns are mulscaling an
unsigned integer that can use all 32 bits. They must therefore use
  the unsigned mul instruction rather than the signed imul instruction.
- Fixed several signed/unsigned comparison and possibly uninitialized
  variable warnings flagged by GCC.


SVN r1965 (trunk)
2009-11-08 02:51:22 +00:00
Randy Heit 059be338b4 - Guess we don't need this FORCEPAIN check in PIT_CheckThing() anymore.
SVN r1945 (trunk)
2009-10-28 23:28:09 +00:00
Randy Heit e5d6256c2d - Fixed: 0 damage projectiles did not call P_DamageMobj.
SVN r1944 (trunk)
2009-10-28 23:25:27 +00:00
Randy Heit efaa26959e - Changes to both A_MonsterRail() and A_CustomRailgun(): Save actor's pitch,
use a larger aiming range, and ignore non-targets in P_AimLineAttack().
- Added another parameter to P_AimLineAttack(): A target to be aimed at. If
  this is non-NULL, then all actors between the shooter and the target will
  be ignored.


SVN r1941 (trunk)
2009-10-27 03:59:29 +00:00
Christoph Oelckers 5ab4159e76 - fixed damage calculation for OLDRADIUSDMG case of P_RadiusAttack.
SVN r1937 (trunk)
2009-10-25 23:12:00 +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 ce2e85c7b2 - added ACS CheckActprClass function
- fixed: When a blasted actor collided with another one this other actor's
  DONTBLAST flag was not checked.
- added a global DamageFactor actor property. All damage this actor takes is multiplied
  by this factor in addition to damage type specific damage factors.


SVN r1915 (trunk)
2009-10-15 20:09:22 +00:00
Christoph Oelckers 9dfef79702 - fixed: puff checks for MF6_NOTRIGGER need to resolve actor replacements.
SVN r1909 (trunk)
2009-10-11 17:44:50 +00:00
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 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 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 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 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
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
Christoph Oelckers 914d993aa1 - Added a few things from Gez's experimental build:
* Beta Lost Soul (added DoomEdNum 9037 to it)
  * A_Mushroom extensions
  * Vavoom compatible MAPINFO keynames.
  * Vavoom's Sector_SetContents fixes to inactive 3D floor code.


SVN r1818 (trunk)
2009-09-14 09:41:09 +00:00
Christoph Oelckers 14a42bbada - changed line_t's sidenum into sidedef pointers.
SVN r1801 (trunk)
2009-09-06 20:45:56 +00:00
Randy Heit c1a578ba08 - Split the bounce types completely into separate flags and consolidated
the various bounce-related flags spread across the different Actor flags
  field into a single BounceFlags field.
- Fixed: P_BounceWall() should calculate the XY velocity using a real
  square root and not P_AproxDistance(), because the latter can cause
  them to speed up or slow down.


SVN r1796 (trunk)
2009-09-06 01:49:17 +00:00
Christoph Oelckers ba28749df7 - fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
  resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
  only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, 
  not itself contrarily to other projectile spawning functions. 
  A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the 
  BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
  (using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
  were marked by index in the sector's line list but needed to be marked by
  line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for 
  save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
  because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
  info from an incorrect variable. To make this more robust the sequence index
  is now stored as a hexadecimal string to avoid storing binary data in a string.
  Also moved end sequence lookup from f_finale.cpp to the calling code so that
  the proper end sequences can be retrieved for secret exits, too.

SVN r1777 (trunk)
2009-08-30 10:43:51 +00:00
Christoph Oelckers 385350efae - Fixed: A_SorcOffense2 depended on args being bytes and overflowing.
- Fixed: Even though P_DamageMobj checked an attack's originator
  for MF2_NODMGTHRUST the same check was missing from P_RadiusAttack.
- Fixed: A_MinotaurRoam should not assume without check that it was
  called by a MinotaurFriend.
- Fixed: The Minotaur declared A_MntrFloorFire which it did not use.
- Fixed: All Spawnspot functions did not check for a spot tid of 0 as
  the script's activator.
- Fixed: Friendly monsters ignored team association of their owning
  players.


SVN r1770 (trunk)
2009-08-12 18:57:31 +00:00
Randy Heit 2a9351fa61 - Fixed: P_TestMobjZ() needs THRUSPECIES and THRUACTORS checks, too.
SVN r1768 (trunk)
2009-08-11 01:03:58 +00:00
Randy Heit 16846fe36d - Added TELEFRAG_DAMAGE constant, and changed the two places that still used
1000 as the threshold for god mode damage to use it instead. (Players with
  MF2_INVULNERABLE set already used 1000000 as their threshold.)


SVN r1755 (trunk)
2009-08-07 03:57:03 +00:00
Randy Heit a1554799d9 - Added MF6_NOTELEPORT flag.
SVN r1754 (trunk)
2009-08-07 03:41:23 +00:00
Randy Heit 3e388acc15 - Added the MF6_STEPMISSILE flag so that the Whirlwind can "walk" up steps.
- Changed the dword definition of PalEntry to uint32 so that it has one
  consistent definition across all source files.


SVN r1752 (trunk)
2009-08-05 01:13:41 +00:00
Christoph Oelckers 19f8b03738 - Backported 2 fixes from Skulltag:
* A_SentinelAttack must check for a NULL target
  * Monsters with CANTLEAVEFLOORPIC could not move because their floor
    texture was not initialized.


SVN r1715 (trunk)
2009-07-12 12:19:11 +00:00
Christoph Oelckers 635d71e660 - Added code submissions for non-piercing railguns and new skill options.
SVN r1706 (trunk)
2009-07-04 18:17:44 +00:00
Randy Heit e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00
Christoph Oelckers 43a71eba31 - Added Gez's submissions for A_M_Saw customization, area damage and
pitch for A_FireCustomMissile.


SVN r1685 (trunk)
2009-06-27 19:37:53 +00:00
Christoph Oelckers 3ab370b6ee - added a compatibility option to restore the original Heretic bug where
a Minotaur couldn't spawn floor flames when standing in water having its
  feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
  come from the same definition unit (i.e both containing file and use type
  are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
  more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
  to use floats to prevent overflows. The prevention of the overflows was the
  only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.


SVN r1668 (trunk)
2009-06-14 13:47:38 +00:00
Christoph Oelckers 870508c64a - added bugfix patch by Gez.
SVN r1663 (trunk)
2009-06-10 20:14:47 +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 f4c9cf9c4e - Fixed: R_DrawSkyStriped used frontyScale without initializing it first.
- Fixed: P_LineAttack may not check the puff actor for MF6_FORCEPAIN because
  it's not necessarily spawned yet. 
- Fixed: FWeaponSlots::PickNext/PrevWeapon must be limited to one iteration
  through the weapon slots. Otherwise they will hang if there's no weapons
  in a player's inventory.


SVN r1659 (trunk)
2009-06-09 07:45:04 +00:00
Christoph Oelckers a425214432 - fixed: sv_smartaim 3 treated the player like a shootable decoration.
- Added A_CheckIfInTargetLOS
- Removed redundant A_CheckIfTargetInSight.


SVN r1656 (trunk)
2009-06-08 23:39:08 +00:00
Christoph Oelckers 16bf1ef6d0 - fixed FORCEPAIN logic.
SVN r1650 (trunk)
2009-06-07 17:04:40 +00:00
Christoph Oelckers d30e304a7f - Added MF6_FORCEPAIN flag that forces the target to go into the pain state
regardless of pain chance.
- Changed screenblocks CVAR to be settable per game.
- Added SpawnSpotForced and SpawnSpotFacingForced ACS functions.
- Added pushfactor actor property.


SVN r1638 (trunk)
2009-06-05 21:44:34 +00:00
Christoph Oelckers fb5e392f2f - Added Gez's THRUSPECIES submission.
SVN r1626 (trunk)
2009-05-31 20:14:16 +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 273758344f - Fixed: When setting up a deep water sector with Transfer_Heights the floorclip
information of all actors in the sector needs to be updated.


SVN r1600 (trunk)
2009-05-23 10:21:33 +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 eb52c9a90e - Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
  it an explicit MAPINFO option only.


SVN r1585 (trunk)
2009-05-15 17:21:45 +00:00
Christoph Oelckers 571d28281b - Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
  are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
  a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
  "misc/podgrow".


SVN r1575 (trunk)
2009-05-11 21:05:40 +00:00
Christoph Oelckers 3bbef315f6 - Added ML_BLOCKUSE line flag, accessible through UDMF and Line_SetBlocking.
SVN r1561 (trunk)
2009-04-28 20:53:07 +00:00
Christoph Oelckers d3b6dfb0f1 - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground
of a moving floor, regardless of movement speed. For NOBLOCKMAP items this
  is necessary because otherwise they can be left in the air and it also adds 
  some options for other things.


SVN r1540 (trunk)
2009-04-10 06:50:39 +00:00
Randy Heit ac2f5aa632 - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP
but still have actors that will move up and down with the floor. IceChunk
  now uses both of these flags.


SVN r1536 (trunk)
2009-04-09 02:25:37 +00:00
Christoph Oelckers 9d47afb304 - added 'damage' to the actor variables exported to DECORATE's expression
evaluator.
- fixed: solid corpses could block ripper missile that originally killed them.


SVN r1520 (trunk)
2009-04-04 09:28:10 +00:00
Christoph Oelckers 505031fa5a - removed gamemission variable because it wasn't used anywhere.
- removed gamemode variable. All it was used for were some checks that
  really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
  is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
  the data that is needed to decide which WADs to autoload.


SVN r1497 (trunk)
2009-03-22 11:37:56 +00:00
Randy Heit 7a06d3a71a - Fixed: P_RailAttack() passed the wrong angle variable to P_TraceBleed().
SVN r1490 (trunk)
2009-03-20 01:40:28 +00:00
Christoph Oelckers ca454bfeb3 - Fixed: P_FindFloorCeiling may not call P_PointInSector if called from
P_SpawnMapThing. It must use the values the actor has been initialized to
  by LinkToWorldForMapThing.


SVN r1488 (trunk)
2009-03-19 11:24:14 +00:00
Christoph Oelckers 3b36334704 - changed: If a monster with the BOSSDEATH flag is crushed A_BossDeath will
be called now.
- fixed: D'Sparil's second form was missing the BOSSDEATH flag.
- fixed: D'Sparil's first form requires the DONTGIB flag.
- fixed: Heretic doesn't crush monsters. To handle this in a more generic
  fashion this depends on the presence of a gib sprite now.


SVN r1459 (trunk)
2009-03-03 21:17:00 +00:00
Christoph Oelckers 613ae5e022 - added ML_BLOCKPROJECTILE flag to lines.
SVN r1440 (trunk)
2009-02-22 15:39:42 +00:00
Christoph Oelckers 4bcd3faef8 - moved all code related to global ACS variables to p_acs.cpp where it belongs.
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.

SVN r1393 (trunk)
2009-02-03 19:11:43 +00:00
Christoph Oelckers f269af052c - fixed some issues with P_FindFloorCeiling's coordinate processing.
- added a new compatmode CVAR which allows setting some generic compatibility 
  flag combinations:
  Doom: sets the options needed to make most Doom.exe compatible map play without
  errors.
  Doom (strict): Same as above but sets a few more options. Please note that this
  does not mean full Doom.exe behavior emulation.
  Boom: Sets all options that consider differences between ZDoom and Boom.
  ZDoom 2.0.63: Sets only the COMPATF_SOUNDTARGET option which is needed for
  many older ZDoom maps.
- added new COMPAT_CROSSDROPOFF option to block monsters from being pushed over
  dropoffs by damage kickback.
- fixed: AFastProjectile::Tick must call Effect only 8 times per tic, regardless
  of the amount of steps taken.
- fixed: momentum checks in AFastProjectile did not use absolute values.


SVN r1369 (trunk)
2009-01-25 21:59:38 +00:00
Christoph Oelckers b4b76ed4e6 - fixed: Identification of Doom1 Freedoom IWAD did not work.
- fixed: UDMF did not initialize a sector's light colors.
- fixed implementation of DF2_NOAUTOAIM flag.


SVN r1356 (trunk)
2009-01-10 09:40:47 +00:00
Christoph Oelckers 35cc39f094 - copied some 3D floor fixes from GZDoom.
- fixed: Crushing polyobject did incomplete checks for blocked moves.


SVN r1355 (trunk)
2009-01-07 18:45:39 +00:00
Christoph Oelckers 78933df10d - added GZDoom's 3D floor physics code. This is not active yet so anything compiled from this code won't have any support for it!
SVN r1351 (trunk)
2009-01-04 15:00:29 +00:00
Christoph Oelckers f7148b6b40 - Used new functionality to avoid moving the puff around in SpawnDeepSplash.
- Fixed: P_RailAttack used the shooting actor or a default puff for some splash
  related actions. It should use the puff type passed to it as a parameter instead.
- Changed splash handling in P_LineAttack to use the actual hit position to
  spawn the splash and not the puff's spawn position which is offset a little.
- made some precision related changes to P_HitWater. The precise hit coordinate
  can now be passed as parameters.


SVN r1350 (trunk)
2009-01-04 12:25:22 +00:00
Christoph Oelckers 987c878a9a - Fixed: FMOD calls for setting the water reverb must check the return code
for errors.
- Fixed: Hexen's dual attack weapons must check distance to targets in 3D,
  not 2D.


SVN r1336 (trunk)
2008-12-30 23:27:27 +00:00
Christoph Oelckers bd9e318863 - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned
in such a sector. As a workaround for current map formats a new actor
  (DoomEdNum 9041) was added that can set the extended sector flags without the
  use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags.
- Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way.
- Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer.


SVN r1315 (trunk)
2008-12-14 19:12:41 +00:00
Christoph Oelckers edeed7673a - Fixed: The railgun attack functions still read their puff parameters as names
even though they are now passed as class pointers.


SVN r1281 (trunk)
2008-10-28 22:33:00 +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
Christoph Oelckers b07542ddd6 More header cleanup.
SVN r1225 (trunk)
2008-09-15 00:47:31 +00:00
Christoph Oelckers db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers bc5d0c882b - Put more floor/ceiling properties in sector_t into a substructure and
added wrapper functions.


SVN r1174 (trunk)
2008-08-16 20:19:35 +00:00
Christoph Oelckers d2f1515aa6 - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed.
- Added a check for PUFFGETSOWNER to A_BFGSpray.
- Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation
  to players only.
- Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits 
  instead of FMapThing::ClassFilter.
- Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn.
  It must do this itself after setting the proper owner.
- Fixed: CCMD(give) increased the total item count.
- Fixed: A_Stop didn't set the player specific variables to 0.


SVN r1066 (trunk)
2008-07-05 10:17:10 +00:00
Randy Heit a3e8a0cefd - Removed the S_Sound() variant that allows for pointing the origin at an
arbitrary point. It has been replaced with a variant that takes a polyobject
  as a source, since that was the only use that couldn't be rewritten with the
  other variants. This also fixes the bug that polyobject sounds were not
  successfully saved and caused a crash when reloading the game. Note that
  this is a significant change to how equality of sound sources is determined,
  so some things may not behave quite the same as before. (Which would be a
  bug, but hopefully everything still sounds the same.)


SVN r1059 (trunk)
2008-07-01 04:06:56 +00:00
Randy Heit bb689ba3c9 - Fixed all the new warnings tossed out by GCC 4.3.
SVN r1047 (trunk)
2008-06-25 22:16:04 +00:00
Christoph Oelckers 8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00
Randy Heit 9e42cdaf08 - Replaced the naive area sound implementation with one that takes into
consideration the size and shape of the sector producing the sound. See
  the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
  the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
  S_Sound() for both names and IDs from now on.


SVN r1034 (trunk)
2008-06-15 02:25:09 +00:00
Christoph Oelckers 3397266e0f - Fixed: P_ChangeSector could incorrectly block movement when checking for
mid textures linked to a moving floor.
- Fixed AActor's bouncefactor definitions which I accidentally changed when
  adding wallbouncefactor.
- Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead 
  of subtracting it.


SVN r1031 (trunk)
2008-06-12 10:08:50 +00:00
Christoph Oelckers 4e7a6c54ef - Added scaling to double size for idmypos display.
- Changed: Players don't telefrag when they are spawned now but after all
  actors have been spawned to avoid accidental voodoo doll telefragging.
- Fixed: ACS scripts for non-existent maps were started on the current one.
- Added a 'wallbouncefactor' property to AActor.
- Reverted forceunderwater change from r1026 and fixed the problem for real:
  SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec.
  So the initial check of the current sector in AActor::UpdateWaterLevel
  must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK.

SVN r1027 (trunk)
2008-06-10 09:16:01 +00:00
Christoph Oelckers 29380f70b3 - Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
  same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
  object's position.


SVN r1014 (trunk)
2008-06-02 16:56:53 +00:00
Christoph Oelckers ab6b5e337e - Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
  railing handling and shooting lines with a non-zero but unassigned tag.)
  With UDMF such semantics have to be handled diffently. 
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.


SVN r987 (trunk)
2008-05-22 19:35:38 +00:00
Christoph Oelckers 7949f6d35f - Fixed coordinate checks for objects on 3DMidtex lines.
SVN r978 (trunk)
2008-05-17 17:57:50 +00:00
Christoph Oelckers 6dbdcf5f60 - Changed: For actors not being spawned on the floor P_FindFloorCeiling should
be used to prevent them from dropping through 3DMIDTEX textures.
- Fixed: AMageStaffFX2::IsOkayToAttack overwrote the projectile's angle variable. 

SVN r970 (trunk)
2008-05-14 07:45:40 +00:00
Christoph Oelckers 99f55e8b8f - Added Skulltag's PUFFGETSOWNER flag.
SVN r967 (trunk)
2008-05-12 22:52:13 +00:00
Christoph Oelckers 9a410f864f - Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
  is not usable from Hexen or Doom format maps though but in preparation of
  the UDMF format discussed here:
  http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
  255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp 

SVN r954 (trunk)
2008-05-02 10:55:48 +00:00
Christoph Oelckers 48d8881065 - Fixed: FBlockThingsIterator didn't set the current block coordinates if
they were outside the blockmap. This could cause extreme delays if an
  iteration started outside the valid boundaries.
- added nextmap and nextsecret CCMDs.


SVN r924 (trunk)
2008-04-19 00:55:55 +00:00