Commit graph

995 commits

Author SHA1 Message Date
Christoph Oelckers
c8538efda9 - Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
  when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.


SVN r1117 (trunk)
2008-08-06 17:49:22 +00:00
Christoph Oelckers
3908c71510 (SBARINfO update)
- Added: fullscreenoffsets flag for status bars.  This changes the coordinate
  system to be relative to the top left corner of the screen.  This is useful
  for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
  to determine the spacing.  Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
  would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
  in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.


SVN r1116 (trunk)
2008-08-06 07:38:21 +00:00
Randy Heit
3700fda0e8 - Added newlines to the ends of two files that lost theirs.
SVN r1115 (trunk)
2008-08-05 23:45:03 +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
Christoph Oelckers
fe2e64aa40 - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.


SVN r1113 (trunk)
2008-08-05 17:58:38 +00:00
Christoph Oelckers
43715c5249 - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
  can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
  meta-data strings.


SVN r1112 (trunk)
2008-08-05 16:04:37 +00:00
Christoph Oelckers
4a9e70f1d2 - Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.

SVN r1111 (trunk)
2008-08-05 13:50:57 +00:00
Christoph Oelckers
d5cc9e01d0 - Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.


SVN r1110 (trunk)
2008-08-04 22:30:45 +00:00
Christoph Oelckers
b2a6bed19f - Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.


SVN r1109 (trunk)
2008-08-04 19:25:13 +00:00
Christoph Oelckers
cc99d150a3 - Added more DECORATE conversions by Karate Chris.
SVN r1108 (trunk)
2008-08-03 19:42:24 +00:00
Christoph Oelckers
affd0e5034 - Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
  for replacement actors.


SVN r1107 (trunk)
2008-08-03 19:10:48 +00:00
Christoph Oelckers
11fbfc5b1f - Added more DECORATE conversions by Karate Chris.
SVN r1106 (trunk)
2008-08-03 16:13:23 +00:00
Christoph Oelckers
bf0ee1342c - Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability 
  reasons.


SVN r1105 (trunk)
2008-08-03 12:00:36 +00:00
Randy Heit
9f21b22cc5 - Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
  instead of requiring a separate SetPosition() call to do it.



SVN r1104 (trunk)
2008-08-03 03:54:48 +00:00
Christoph Oelckers
8d3e67ac88 - Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.


SVN r1103 (trunk)
2008-08-02 16:17:19 +00:00
Christoph Oelckers
76a0086744 - Fixed: The mugshot drawe ignored the accuracy parameter.
- Fixed: The Alt HUD's weapon drawer didn't check properly for invalid icons.


SVN r1102 (trunk)
2008-08-02 10:51:00 +00:00
Christoph Oelckers
fddf69e950 - Added DECORATE conversions for Hexen's Cleric Mace, Firedemon and fog by
Karate Chris.
- Added several type checks to the weapon slot code.
- Changed: Players no longer respawn in instant death sectors with 
  the 'Respawn where died' flag on.


SVN r1101 (trunk)
2008-08-02 08:38:07 +00:00
Randy Heit
bb0759f575 - Fixed: Attempting to load 0-length sounds caused a crash.
SVN r1100 (trunk)
2008-07-31 23:09:58 +00:00
Randy Heit
35b40534fe - Fixed: The ouch face fix was lost when SBARINFO mugshot became the only
mugshot present.


SVN r1098 (trunk)
2008-07-31 18:51:15 +00:00
Randy Heit
21a7564c98 - Fixed: Mace SpawnID was assigned to the MacePowered actor instead.
- Fixed: Sorcerer2FX1's SpawnID was not restricted to Heretic.


SVN r1097 (trunk)
2008-07-31 18:08:30 +00:00
Randy Heit
ff2680baa9 - Removed new warning when using CMake 2.6.
- Fixed compilation of snes_spc on GCC <4.3.
- Fixed compilation of zstring.h on 32-bit MinGW, where SIZE_MAX
  and UINT_MAX are not considered identical by the preprocessor.

SVN r1096 (trunk)
2008-07-31 17:13:21 +00:00
Randy Heit
e15416dc71 - Applied Blzut3's 5:4 SBARINFO patch. (At least I think that's what it's
for.)



SVN r1095 (trunk)
2008-07-25 02:36:25 +00:00
Randy Heit
2ce3e1dd6a - Corrected the revision_check target so that it always checks the revision,
not just when src/svnrevision.h is not present.



SVN r1093 (trunk)
2008-07-25 01:41:31 +00:00
Randy Heit
de5d4715c2 - Added Linux support for the CMakeLists. This meant downgrading them for
CMake 2.4, since the distros don't seem to consider 2.6 stable yet.
  As a bonus, GTK+ is no longer a required dependency; now it's optional.
- Made dehsupp ignore CR characters, so it doesn't spew warnings on Linux.



SVN r1092 (trunk)
2008-07-25 01:37:44 +00:00
Christoph Oelckers
47d8a41540 - Fixed: Thew sounds of Strife's intro need CHAN_UI.
- Changed all instances of playing the chat sounds to use CHAN_UI.


SVN r1085 (trunk)
2008-07-23 19:39:01 +00:00
Randy Heit
fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
Christoph Oelckers
c5e62a577f - Added MF4_BOSSDEATH to the Minotaur.
- Fixed: The boss brain looped to the wrong state.


SVN r1080 (trunk)
2008-07-21 19:52:38 +00:00
Christoph Oelckers
ae0ad31842 - Converted Heretic's Staff, GoldWand, Crossbow and Gauntlets to DECORATE.
SVN r1079 (trunk)
2008-07-21 18:01:06 +00:00
Christoph Oelckers
a8c283dacd - fixed: Morphing to a class without a face definition crashed.
- Converted all of Heretic's actors except the weapons to DECORATE.
- Added the option to define the ActorInfos for native classes in DECORATE.


SVN r1078 (trunk)
2008-07-21 17:03:30 +00:00
Christoph Oelckers
b030682834 - Fixed: When copying visplanes the sky texture was forgotten.
SVN r1077 (trunk)
2008-07-20 17:52:12 +00:00
Christoph Oelckers
5cc1b4991c - converted the boss brain to DECORATE.
- added an abstract base class for special map spots that are maintained in 
  lists and rewrote the boss brain, the mace and DSparil to use it.
- fixed: RandomSpawners didn't destroy themselves after finishing their work.


SVN r1076 (trunk)
2008-07-20 14:42:54 +00:00
Christoph Oelckers
6d9b897681 - fixed: Textures marked as complex must not redirect to the base patch.
- fixed: Alpha for composite textures was not applied.
- fixed: The CentaurMash didn't inherit from the Centaur.
- added some NULL pointer checks to the sound code.


SVN r1075 (trunk)
2008-07-20 08:34:24 +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
a5c52d8371 SVN r1072 (trunk) 2008-07-15 17:02:16 +00:00
Christoph Oelckers
c4a1ca2ac8 - Fixed: Friendly spectral monsters should be able to hurt unfriendly ones
and vice versa.
- Fixed: In deathmatch specral missiles spawned by players should hurt other
  players.
- Fixed: SpectralLightningBigBall didn't set the proper owner for the lightning
  projectiles it spawned.
- Changed the EntityBoss's attack function to call the equivalent spectre
  functions instead of duplicating their code.
- Gave many of Strife's code pointers that only had a number as name more
  meaningful names. 
- Fixed: All spectral attacks must set 'health' first before P_CheckMissileSpawn
  is called.


SVN r1071 (trunk)
2008-07-12 10:59:36 +00:00
Christoph Oelckers
d0031b7fe7 - Added a compatibility option to play sector sounds from the precalculated
center because some maps apparently abuse the behavior to make the sound
  play somewhere where it can't be heard by the player to fake silent movement.
- Fixed: The S_Sound variant taking an actor must check if the actor is not
  NULL.
- Fixed: ACS's ActivatorSound must check if the activator is valid.
- Changed stats drawing so that multi-line strings can be used.


SVN r1070 (trunk)
2008-07-12 08:16:19 +00:00
Randy Heit
87d7b3601a - Added a check to G_DoSaveGame() to prevent saving when you're not actually
in a level.
- Fixed: Serialized player data must always be loaded, even if it's simply to
  be discarded, so that anything serialized after the players will load from
  the correct position in the file when revisiting a hub map.


SVN r1069 (trunk)
2008-07-06 03:52:53 +00:00
Christoph Oelckers
448b8955c5 - Changed: AInventory::Tick now only calls the super method if the item is not
owned. Having owned inventory items interact with the world is not supposed
  to happen.
- Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'.
- Fixed: When a weapon is destroyed, its sister weapon must also be destroyed.


SVN r1068 (trunk)
2008-07-05 19:06:30 +00:00
Christoph Oelckers
ac4fb23c35 - last commit was incomplete. Forgot to save 2 files.
SVN r1067 (trunk)
2008-07-05 10:31:36 +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
860b9254ef - I suppose this minsavever needs to be bumped too, eh?
SVN r1065 (trunk)
2008-07-05 03:36:49 +00:00
Randy Heit
78890d57bc - Fixed: Screenwipes now pause sounds, since there can be sounds playing
during it.
- UI sounds are now omitted from savegames.
- Fixed: Menu sounds had been restricted to one at a time again.
- Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that
  it will occur after the players are loaded.
- Added fixes from FreeBSD for 0-length and very large string buffers
  passed to myvsnprintf.


SVN r1063 (trunk)
2008-07-05 03:32:44 +00:00
Randy Heit
0632a35b18 - Rewrote myvsnprintf to use the StringFormat routines directly so that no
additional memory needs to be allocated from the heap.


SVN r1062 (trunk)
2008-07-02 18:08:06 +00:00
Randy Heit
7ed0311221 - Polyobject sounds now play from their lines, similar to the way sector
sounds are handled.
- Why do polyobjects have a 3D start spot? Flattened it to 2D.
- Moved the sector sound origin calculation out of fmodsound.cpp and into
  s_sound.cpp so that the near sound limiting will use the correct sound
  location for deciding on neighbors.


SVN r1061 (trunk)
2008-07-02 03:50:17 +00:00
Christoph Oelckers
2fccefa995 - bumped min. savegame version for changes in sound code.
SVN r1060 (trunk)
2008-07-01 08:34:33 +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
601a6ad04c - Adjusted the noise debug table so that fractional volume levels do not
run into the adjacent columns.
- Added a NullSoundRenderer so that most of the checks against a NULL GSnd
  can be removed.
- Fixed: Looping sounds must always successfully allocate a channel, even if
  it's only a pre-evicted channel.


SVN r1058 (trunk)
2008-07-01 01:28:22 +00:00
Christoph Oelckers
ac32bd72bb - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should
reset this counter but that can't be done due to unwanted side effects with
  existing weapons.
- Changed the 'scale' variable in CVAR(turbo) to double because the calculations
  depended on the current floating point precision setting and only worked properly
  when set to 'precise' in VC++.


SVN r1057 (trunk)
2008-06-30 23:30:06 +00:00
Christoph Oelckers
2afac5c716 - Changed: I_Error and I_FatalError now use ZDoom's internal string formatting
code to process their messages. This was necessary to handle the %zu format
  option used in some memory allocation failure messages.
- Fixed: The flat texture scaling action specials were completely broken.


SVN r1056 (trunk)
2008-06-29 08:42:07 +00:00
Randy Heit
d0b2c41270 - The sound code now handles restarting looping sounds itself. As far as
the rest of the game is concerned, these sounds will never stop once they
  have been started until they are explicitly stopped. If they are evicted
  from their channels, the sound code will restart them as soon as possible.
  This means that instead of this:
	if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
	{
		S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
	}
  The following is now just as effective:
	S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
  There are also a couple of other ramifications presented by this change:
    * The full state of the sound system (sans music) is now stored in save
      games. Any sounds that were playing when you saved will still be
      playing when you load. (Try saving while Korax is making a speech in
      Hexen to hear it.)
    * Using snd_reset will also preserve any playing sounds.
    * Movie playback is disabled, probably forever. I did not want to 
      update the MovieDisable/ResumeSound stuff for the new eviction
      tracking code. A properly updated movie player will use the VMR,
      which doesn't need these functions, since it would pipe the sound
      straight through the sound system like everything else, so I decided
      to dump them now, which leaves the movie player in a totally unworkable
      state.

June 26, 2008
- Changed S_Sound() to take the same floating point attenuation that the
  internal S_StartSound() uses. Now ambient sounds can use the public
  S_Sound() interface.
- Fixed: S_RelinkSound() compared the points of the channels against the
  from actor's point, rather than checking the channels' mover.
- Changed Strife's animated doors so that their sounds originate from the
  interior of the sector making them and not from the entire vertical height
  of the map.


SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
Christoph Oelckers
82dbebc3f1 - Removed some unused constant definitions from sc_man.cpp.
- Fixed: A_FireBlasterPL2 played the weapon sound with the missile as origin
  instead of the shooting player.


SVN r1053 (trunk)
2008-06-28 21:46:26 +00:00
Christoph Oelckers
0fc5a541b3 - Fixed: Dead players didn't get the MF_CORPSE flag set.
- Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter
  settings.
- Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item.
- fixed: Heretic's mace did not have its spawn ID set.


SVN r1052 (trunk)
2008-06-28 12:24:15 +00:00
Randy Heit
e391fe1aeb - For controls that are not bound, the customize controls menu now displays
a black --- instead of ???.


SVN r1050 (trunk)
2008-06-26 17:55:48 +00:00
Randy Heit
1b835d46c1 - Applied Gez's BossBrainPatch3.
SVN r1049 (trunk)
2008-06-26 17:32:48 +00:00
Randy Heit
0669fb675f - Fixed: P_BulletSlope() did not return the linetarget. This effected
the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS.


SVN r1048 (trunk)
2008-06-26 17:25:55 +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
Randy Heit
9c6e40e192 - Fixed: PickNext/PrevWeapon() did not check for NULL player actors.
SVN r1046 (trunk)
2008-06-24 03:32:28 +00:00
Randy Heit
1462e5efa4 - Fixed compilation issues with GCC.
- Removed special case for nobotnodes in MAPINFO.


SVN r1045 (trunk)
2008-06-24 02:56:27 +00:00
Christoph Oelckers
4ff07b68ee - Added support for ST's QUARTERGRAVITY flag.
- Added a generalized version of Skulltag's A_CheckRailReload function.
- Fixed: DrawImage didn't take 0 as a valid image index.
- Added Gez's RandomSpawner submission with significant changes.
- Added optional blocks for MAPINFO map definitions. ZDoom doesn't use
  this feature itself but it allows other ports based on ZDoom
  to implement their own sets of options without making such a MAPINFO 
  unreadable by ZDoom.


SVN r1044 (trunk)
2008-06-22 09:13:19 +00:00
Christoph Oelckers
b899fbeabe - Fixed: Picking up a weapon would sometimes not activate the grin.
SVN r1043 (trunk)
2008-06-16 23:43:31 +00:00
Christoph Oelckers
a86774fcdd - Changed: Line_SetIdentification will ignore extended parameters when
used in maps defined Hexen style in MAPINFO.


SVN r1042 (trunk)
2008-06-16 22:38:23 +00:00
Christoph Oelckers
e3a6507381 - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound.
SVN r1041 (trunk)
2008-06-16 19:36:48 +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
2af3663744 - fixed typo in interpolation code.
SVN r1037 (trunk)
2008-06-15 20:15:44 +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
7c40cf9ce0 - Increased the duration of respawn invulnerability by one second.
- DF2_YES_RESPAWN_INVUL and DF_FORCE_RESPAWN now apply to all multiplayer 
  games, not just deathmatch, without the need for turning on
  alwaysapplydmflags.
- Fixed: DF2_YES_RESPAWN_INVUL only worked in deathmatch, even with
  alwaysapplydmflags turned on.
- Fixed: DF_COOP_LOSE_ARMOR did not empty the starting armor items.


SVN r1035 (trunk)
2008-06-15 03:46:04 +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
0e6e1da970 - Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t.
- Grouped the sector plane texture transformation options into a separate
  structure and replaced all access to them with wrapper functions.


SVN r1033 (trunk)
2008-06-14 15:26:16 +00:00
Randy Heit
4a1cb412f1 - Add environment 255, 255 as a way to get the software underwater effect in
any zone you want.
- Using a too-recent version of FMOD now gives an error, since there may be
  breaking changes to the API from one version to the next (excluding
  revisions in stable branches, which only represent bug fixes).
- Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone
  unnoticed before: The delayhi and delaylo parameters for Channel::setDelay()
  and getDelay() were swapped.


SVN r1032 (trunk)
2008-06-12 23:47:27 +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
70ff0e8d2e - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array.
SVN r1030 (trunk)
2008-06-11 23:12:27 +00:00
Christoph Oelckers
decba274bf - Fixed: ACS's ChangeSky command didn't clean up the stack.
SVN r1029 (trunk)
2008-06-11 21:03:32 +00:00
Christoph Oelckers
1eb91fddcd - Fixed: Wall scrolling interpolations incremented their reference count twice.
- Fixed: Before a level's thinkers are loaded all previous interpolations must
  be cleared.
- Fixed: deleted interpolations didn't NULL the pointer in the interpolated
  object. Also added all interpolation pointers to DSectorMarker to ensure
  that they are properyl processed by the garbage collector.


SVN r1028 (trunk)
2008-06-11 12:17:45 +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
Randy Heit
2ca601eed1 - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's
armortype. It does not touch the armor given by the megasphere.
- Changed forcewater handling so that only control sectors created by one-
  sided lines become swimmable, since there's a good chance that a two-sided
  line is creating the control sector out of a normal, accessible portion of
  the map. (See e.g. linedef 29242 of zdoomcmp1.)


SVN r1026 (trunk)
2008-06-10 01:27:24 +00:00
Randy Heit
e203ccda20 - Added self-modifying code notifications for Valgrind.
Build with make VALGRIND=1 to turn them on.



SVN r1025 (trunk)
2008-06-08 02:31:30 +00:00
Randy Heit
000f3e0ef1 - Fixed: There was still an inventory bar check in FMugShot::GetFace() after
separating it from DDoomStatusBar.


SVN r1024 (trunk)
2008-06-06 23:41:05 +00:00
Randy Heit
cf9ce3b054 - Fixed: When following links in S_StartSound(), the function used sfx
instead of S_Sfx as the array base for getting the NearLimit.


SVN r1023 (trunk)
2008-06-06 02:34:14 +00:00
Randy Heit
2e28b0c9ce - Repositioned the declaration of the file string in D_DoomMain() so that it
won't be left on the stack at exit.
- Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can
  free its Arguments.
- Symbols for native classes are now freed on exit.


SVN r1022 (trunk)
2008-06-06 02:17:28 +00:00
Randy Heit
a4dc93fb91 - Removed the 8-character limit on endpic names from the parser. (Though it
might still be present in the texture manager; I don't remember.)
- Fixed: EndSequence needs a proper constructor.
- Some more GCC warning removals.



SVN r1021 (trunk)
2008-06-05 04:30:18 +00:00
Christoph Oelckers
728163efb4 - bumped min. savegame version to r1018.
SVN r1020 (trunk)
2008-06-04 20:24:57 +00:00
Christoph Oelckers
a4337e5b24 - Fixed: The EndSequence structure was not fully initialized.
SVN r1019 (trunk)
2008-06-04 20:23:02 +00:00
Christoph Oelckers
acab6d9b30 - While doing the interpolation rewrite I noticed that DScroller and DPolyAction
were doing some things in their destructor that needed to be done in the
  Destroy method.
- Rewrote the interpolation code. Interpolations are no longer some objects
  that are separate from the rest of the engine. Instead, they are owned by
  the thinkers starting them. Also, polyobjects only spawn a single interpolation
  for each polyobject instead of a single one for each vertex.
  Also, different types of interpolation objects are used for different types
  of interpolation so that they can do some additional work if eventually needed.


SVN r1018 (trunk)
2008-06-04 17:53:15 +00:00
Christoph Oelckers
7ab48d2de6 - Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.


SVN r1017 (trunk)
2008-06-03 21:35:30 +00:00
Christoph Oelckers
8a3edf9716 - Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some 
  changes that won't work with only a seg list being maintained.


SVN r1016 (trunk)
2008-06-03 14:38:42 +00:00
Christoph Oelckers
165875c7df - Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar.  You must specify a
  powerupgiver.  Although drawnumber goes in seconds the powerup has left
  drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag.  If an unknown
  game mode is provided for sbarinfo's gamemode command it will ignore it and
  continue.


SVN r1015 (trunk)
2008-06-03 07:21:11 +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
8d5d742287 - Fixed: Ouch state was far to easy to achieve.
SVN r1013 (trunk)
2008-06-01 22:41:46 +00:00
Christoph Oelckers
47aacc45c8 - Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
  FMultiPatchTexture only calls a virtual function instead of doing any
  type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
  because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.


SVN r1012 (trunk)
2008-06-01 20:43:02 +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
Randy Heit
ff43b7e913 - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
  uses a hud message as if a hud size was specified, but forgot to actually
  set the hud size.


SVN r1010 (trunk)
2008-06-01 04:09:49 +00:00
Randy Heit
4850a98c13 - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.


SVN r1009 (trunk)
2008-06-01 03:35:47 +00:00
Christoph Oelckers
ccf123407a - Fixed a compile error introduced in r1007.
SVN r1008 (trunk)
2008-05-31 08:08:35 +00:00
Randy Heit
6a264daa04 - Fixed: DDoomStatusBar::UpdateState() needed the same fix as DSBarInfo::updateState(), since it
received a code infusion from there.

SVN r1007 (trunk)
2008-05-31 03:49:56 +00:00
Randy Heit
ded428230d - If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.


SVN r1006 (trunk)
2008-05-31 03:39:57 +00:00
Randy Heit
d657e31a8c - Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.


SVN r1005 (trunk)
2008-05-31 02:18:09 +00:00
Randy Heit
0395b26d23 - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags.
SVN r1004 (trunk)
2008-05-31 01:44:11 +00:00
Randy Heit
496e28aa7a - Fixed: DSBarInfo::updateState() sprung leaks and didn't allocate enough
space for the fullStateName string.


SVN r1003 (trunk)
2008-05-31 01:30:53 +00:00