Commit graph

69 commits

Author SHA1 Message Date
Christoph Oelckers
0569d948df - added a 'player.clearcolorset' property so that inherited color sets can be removed.
- fixed: Player color sets were not inheritable.


SVN r2202 (trunk)
2010-03-07 09:13:41 +00:00
Randy Heit
e78fd195d8 - Added support for the original games' player translations, including Hexen's table-based ones.
SVN r2193 (trunk)
2010-03-06 02:51:23 +00:00
Christoph Oelckers
85c683e0c7 - Reintroduced Doom.exe's player_t::usedown variable so that respawning a
player does not immediately activate switches. oldbuttons was not usable
  for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
  so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
  so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
  what precisely they hit because MF_CORPSE is only valid for monsters.
  A new flag, MF6_KILLED that gets set for all objects that die, was added
  for this case.
- Added a generic A_Weave function that exposes all possible options of
  A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
  no longer needed from DECORATE and therefore deprecated.


SVN r2045 (trunk)
2009-12-25 11:09:56 +00:00
Christoph Oelckers
cc2b0b0dcf - made max. view pitch a property of the renderer so that it's overridable without
changing game code.
- made SpawningMapThing an argument of AActor::StaticSpawn instead of a global
  variable.
- added a stub to the DECORATE parser for defining dynamic lights directly
  in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE 
  which uses this GZDoom feature in the future.


SVN r1935 (trunk)
2009-10-25 15:26:19 +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
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
Randy Heit
63e26df7b2 - Added player MugShotMaxHealth property. Negative values use the player's
max health as the mug shot max health, zero uses 100 as the mug shot max
  health, and positive values used directly as the mug shot max health.


SVN r1757 (trunk)
2009-08-07 04:20:28 +00:00
Randy Heit
f9088bd2cf - Added buddha cheat.
SVN r1756 (trunk)
2009-08-07 04:08:38 +00:00
Randy Heit
720747baef - Added a "BlueMap" for powerup colors.
- Add the missing CF_WEAPONREADYALT and CF_WEAPONSWITCHOK flags.

SVN r1723 (trunk)
2009-07-17 01:17:06 +00:00
Randy Heit
8554ccf2a3 - Added A_WeaponBob.
SVN r1698 (trunk)
2009-07-01 00:58:26 +00:00
Randy Heit
f2b7417020 - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
  from being thrusted while taking damage. (Non-players were already
  unthrusted.)


SVN r1695 (trunk)
2009-06-30 23:23:12 +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
d04ffd57f8 - added Gez's infinite ammo powerup and random spawner fix patches.
- reduced size of Hexen's flames to fix bug in Deathkings MAP01.
- added checks for sidedef scaling values 


SVN r1648 (trunk)
2009-06-07 16:38:19 +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
7dd75670f4 - Fixed: After loading a savegame or unmorphing, a player's weapon slots
were empty.


SVN r1477 (trunk)
2009-03-13 03:18:06 +00:00
Randy Heit
69c2c4de64 - Moved weapon slot initialization into APlayerPawn::PostBeginPlay() so that
they can be initialized when players respawn in multiplayer.


SVN r1476 (trunk)
2009-03-12 03:54:23 +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
Christoph Oelckers
bbda4622e7 - Added a CopyInfo function to FTexture that contains all code required to
clone a texture. Used for creating warping textures.
- Fixed: P_FindFloorCeiling should not be called before setting the actor's z-
  coordinate. For testing 3D Midtex lines and 3D floors the proper position
  needs to be set first.
- Fixed the autoaim fix from Jan 10.


SVN r1358 (trunk)
2009-01-18 09:31:49 +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
8f686a5e02 - Added Karate Chris's new DMFlags submission.
SVN r1333 (trunk)
2008-12-28 09:49:15 +00:00
Christoph Oelckers
37d056c041 - Fixed: The correct player class was not remembered when the menu had both
a player class selection menu and an episode menu.
- Fixed: AddToConsole could write outside its working buffer.
- Fixed: 0 was no longer recognized as placeholder for 'no state' in A_Chase.
- Fixed: When picking up weapons the code did not check if it should switch away
  from weak weapons.


SVN r1332 (trunk)
2008-12-27 20:18:31 +00:00
Randy Heit
30ef6a0c2d - Game time is now frozen during screen wipes. This obsoletes the DEM_WIPEON
and DEM_WIPEOFF commands. Fixes multimap demos desyncing when played back
  or recorded with wipes enabled, and prevents multiplayer games from
  starting until all players' wipes have finished.


SVN r1272 (trunk)
2008-10-21 02:27:21 +00:00
Christoph Oelckers
b07542ddd6 More header cleanup.
SVN r1225 (trunk)
2008-09-15 00:47:31 +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
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
ae54e13428 IMPORTANT NOTE: I uncommented some code depending on the missing x86.cpp file to allow this to compile, These changes must be reverted as soon as this file is added (see v_palette.cpp and win32/i_system.cpp.)
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
  integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with 
  DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
  number.


SVN r1137 (trunk)
2008-08-09 11:35:42 +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
5dc42121b7 - Fixed: When Heretic's Mace was replaced by a non-child class A_SpawnMace still
treated it as a mace and wrote into some undefined memory.
- Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement.
- Added a speed parameter to A_SkullAttack.
- Fixed: Black as first or only blood color didn't work.
- Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag.
- Fixed: Spawning a player could play the *gasp sound.
- Fixed: SBARINFO's health display didn't scale to the proper maximum.
- Added Skulltag's Teleport_NoStop action special.


SVN r1074 (trunk)
2008-07-19 12:40:10 +00:00
Christoph Oelckers
de53c3cd4c - Fixed: UseType was not properly set for textures defined in TEXTURES.
- Fixed: You couldn't set an offset for sprites defined in TEXTURES.
- Fixed some problems with last revision.

SVN r1040 (trunk)
2008-06-16 07:40:28 +00:00
Christoph Oelckers
d4c8cdf45a - Added read barriers to all actor pointers within player_t except for
mo, ReadyWeapon and PendingWeapon.


SVN r1039 (trunk)
2008-06-16 07:10:08 +00:00
Christoph Oelckers
7a215e538a - Added a read barrier to player_t::PrewmorphWeapon.
- Fixed: After spawning a deathmatch player P_PlayerStartStomp must
  be called.
- Fixed: SpawnThings must check if the players were spawned before
  calling P_PlayerStartStomp.


SVN r1038 (trunk)
2008-06-15 23:09:01 +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
Christoph Oelckers
71b0d4d074 - Renamed player_s to player_t globally to get rid of the duplicate names for this class.
SVN r1011 (trunk)
2008-06-01 07:52:33 +00:00
Christoph Oelckers
a424a2f2a9 - Added Martin Howe's morph system enhancement.
SVN r889 (trunk)
2008-04-08 08:53:42 +00:00
Christoph Oelckers
e105a29e99 - Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData functions and replaced all calls to P_OpenMapData that
  only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
  but keeps all existing information in the default and just adds to it. This
  is needed because Hexen and Strife set some information in their base
  MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
  * Finale texts loaded from a text lump
  * Demos
  * Local SNDINFOs
  * Local SNDSEQs
  * Image names in FONTDEFS
  * intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
  instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
  from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in 
  the map and the actor type they spawned.


SVN r882 (trunk)
2008-04-05 12:14:33 +00:00
Christoph Oelckers
a01aaf35ad - Added Karate Chris's submission for multiplayer Strife conversations.
SVN r855 (trunk)
2008-03-26 08:29:02 +00:00
Randy Heit
9b17dea727 - Fixed: When returning to a hub map, inventory belonging to the temporary
copies of the players stored in the archive would be destroyed and break
  apart the STAT_INVENTORY thinker list. Now they aren't destroyed while
  loading the archive but are unlinked from the inventory list instead, so
  the garbage collector will get them later.
- Changed pointer substitution to return the number of pointers changed.


SVN r803 (trunk)
2008-03-13 23:00:33 +00:00
Randy Heit
f2660dc336 - Merged the GC branch back into the trunk, so now it can receive more
testing from the people who download SVN trunk builds.

SVN r795 (trunk)
2008-03-12 02:56:11 +00:00
Randy Heit
ef99d9c057 - Fixed: PTR_BounceTraverse only checked for projectiles that were too
high to pass through two-sided lines, but not ones that were too low.
- Fixed: SBARINFO couldn't detect the extreme death damage type for the
  player face animation.


SVN r782 (trunk)
2008-03-04 00:56:22 +00:00
Christoph Oelckers
39bff11693 Added patch by Karate Chris:
- The net arbitrator can add or remove players to an access list so they 
    can or cannot control game settings:
 * net_addcontroller <player number> - Adds a player to the control list. Only net arbitrators have access to this command.
 * net_removecontroller <player number> - Removes a player from the control list. Only net arbitrators have access to this command.
 * net_listcontrollers - Lists the players who are able to control the game settings.
- Fixed: The 'Printf'' occurrences in the 'addplayerclass' console command were all missing a '\n' at the end.
- Enhanced the 'playerinfo' console command so more information about each setting is shown.


SVN r750 (trunk)
2008-02-16 15:02:52 +00:00
Christoph Oelckers
58816f5d09 - Added Karate Chris's patch for teamplay MAPINFO option.
- Added Karate Chris's patch for custom damage color per player class.
- Added Karate Chris's patch for respawnlimit skill property.
- Added Karate Chris's patch for Strife quit messages.
- Fixed: P_RailAttack ignored the puff's damage type.


SVN r714 (trunk)
2008-01-26 16:42:16 +00:00
Christoph Oelckers
a6a5821f04 - Added a compatibility option to restore the original behavior of the Invisibility
powerup.
- Changed: Weapons are no longer checked for the EXTREMEDEATH and NOEXTREMEDEATH flags.
  For all damage related actions it will always be the projectile (or puff for hitscan
  attacks) that is treated as the damage inflictor.
- Fixed: Hexen's fourth weapons made extreme death depend on the weapon the player
  is holding, not the projectile that did the kill. The WIF_EXTREME_DEATH flag
  no longer exists as a result.
- Expanded PowerSpeed so that subclasses can be derived that alter the speed factor.
- Added an MF5_USESPECIAL flag that allows using things to execute their specials.
- added MF4_FORCERADIUSDMG flag so that exploding items can be created which
  are able to hurt boss monsters.
- moved ML_BLOCK_PLAYERS to the value 0x4000 to bring it in line with Skulltag's 
  implementation.


SVN r530 (trunk)
2007-05-12 11:14:09 +00:00
Christoph Oelckers
d60a5ee1b9 - added Skulltag's custom F1 help screen MAPINFO option.
- Fixed: Resurrecting a player must restore all flags words, not just the first one.
- Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE.
- added Skulltag's high jump rune as a powerup
- Added Skulltag's Drain and Regeneration runes as powerups and used specific player
  sounds for their sound effects instead of using misc/i_pkup.
  (If I ever decide to implement runes it will be in a way that can use the regular
  powerups instead of having to define specific classes for them.)
- Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable
  PowerDamage and PowerProtection. These new powerups allow free customization of
  the damage modification per damage type by inheriting from these classes and
  setting specific values. Such derived damage/protection powerups will be considered
  as separate powers so that for example a QuadDamage and a DoubleDamage item can be
  stacked which would result in 8x damage.
- merged player_t::cheats and player_t::Powers into one variable.


SVN r529 (trunk)
2007-05-10 22:22:38 +00:00
Christoph Oelckers
12c122a7dd - Fixed: player_t::Powers was not saved in a savegame.
- Removed all unused PW_* player power flags.
- Added Skulltag's TimeFreezer powerup.


SVN r527 (trunk)
2007-05-01 15:09:44 +00:00
Randy Heit
72643bece6 - Changed P_SpawnPlayerMissile() to use the same height calculation as
P_(Aim)LineAttack().
- Added an AttackZOffset to PlayerPawn. This is the offset from the
  center of the player at which their attacks are fired and scales
  according to their crouched height.
- Changed the version of P_SpawnPlayerMissile() that takes coordinates
  to use that location as an offset from the standard attack location
  rather than as an explicit attack location.


SVN r498 (trunk)
2007-03-07 17:31:40 +00:00
Randy Heit
ecc45d5d6e - Added two new net commands: DEM_WIPEON and DEM_WIPEOFF. They keep track of
when a player is going through a screen wipe and act like a pause, so the
  game doesn't run several tics afterward to catch up with it.


SVN r485 (trunk)
2007-02-15 00:01:21 +00:00
Randy Heit
b361ba05d8 - Reduced the rate at which drowning damage increases.
- Added more player water sounds:
    *dive - Played when your head goes below water.
    *surface - Played when your head goes back above water.
    *gasp - Played when you were drowning and get your air back.
  If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
  damage-specific player pain sounds. It looks for a sound with a name like
  "*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
  be assigned. Hence, the $playerreserve command has been eliminated, because
  it is no longer needed and it was never accessible from user wads, so I
  don't need to worry about breaking anything by removing it.


SVN r474 (trunk)
2007-02-04 00:22:56 +00:00
Randy Heit
72c93b479e - Added support for damage-specific player pain sounds.
- Removed the constraint that all $playerreserve SNDINFO commands must come
  before the other $player commands.
- Fixed: TArray::Reserve did not construct its newly allocated entries.
- Changed the damage type for drowning from 'Water' to 'Drowning'.


SVN r466 (trunk)
2007-01-28 04:59:04 +00:00
Christoph Oelckers
3c976ac02c - Converted the StrifePlayer to DECORATE. Even though it requires exporting
3 new code pointers without general use it was necessary to handle
  GiveDefaultInventory consistently for all players without the need to 
  subclass this function.
- Added a Player.RunHealth property to expose the StrifePlayer's behavior of
  not being able to run when its health is below 10.
- Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor
  and a BasicArmor item to the inventory. If these items are not the first ones
  added to the inventory anything else that might absorb damage is not guaranteed 
  to work consistently because their function depends on the order in the inventory.
- Changed handling of APowerup's DoEffect so that it is called from the owner's
  Tick function, not the item's. This is so that the order of execution is
  determined by the order in the inventory. When done in the item's Tick function
  order depends on the global thinker table which can cause problems with the
  order in which conflicting powerups apply their effect. Now it is guaranteed
  that the item that was added to the inventory first applies its effect last.
- Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could
  cause a divide by zero.
- Fixed: P_MoveThing must also set the moved actor's previous position to
  prevent interpolation of the move.
- Fixed: APowerInvisibility and its subclasses need to constantly update
  the owner's translucency information in case of interference between different
  subclasses. Also changed Hexen's Cleric's invulnerability mode to disable
  the translucency effect if an invisibility powerup is active.


SVN r448 (trunk)
2007-01-12 15:24:10 +00:00