- Fixed: The global WeaponSection string was never freed. It has been replaced

with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
This commit is contained in:
Christoph Oelckers 2006-10-31 14:53:21 +00:00
commit 063c85b157
118 changed files with 2103 additions and 1818 deletions

View file

@ -52,10 +52,6 @@ void AWeapon::Serialize (FArchive &arc)
<< ProjectileType << AltProjectileType
<< SelectionOrder
<< MoveCombatDist
<< UpState << DownState << ReadyState
<< AtkState << HoldAtkState
<< AltAtkState << AltHoldAtkState
<< FlashState << AltFlashState
<< Ammo1 << Ammo2 << SisterWeapon
<< bAltFire;
}
@ -70,6 +66,7 @@ void AWeapon::Serialize (FArchive &arc)
bool AWeapon::TryPickup (AActor *toucher)
{
FState * ReadyState = FindState(NAME_Ready);
if (ReadyState != NULL &&
ReadyState->GetFrame() < sprites[ReadyState->sprite.index].numframes)
{
@ -394,7 +391,7 @@ bool AWeapon::CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo)
{
enoughmask = 1 << altFire;
}
if (altFire && AltAtkState == NULL)
if (altFire && FindState(NAME_AltFire) == NULL)
{ // If this weapon has no alternate fire, then there is never enough ammo for it
enough &= 1;
}
@ -472,7 +469,7 @@ void AWeapon::PostMorphWeapon ()
Owner->player->PendingWeapon = WP_NOCHANGE;
Owner->player->ReadyWeapon = this;
Owner->player->psprites[ps_weapon].sy = WEAPONBOTTOM;
P_SetPsprite (Owner->player, ps_weapon, UpState);
P_SetPsprite (Owner->player, ps_weapon, GetUpState());
}
//===========================================================================
@ -487,7 +484,7 @@ void AWeapon::EndPowerup ()
{
if (SisterWeapon != NULL && WeaponFlags&WIF_POWERED_UP)
{
if (ReadyState != SisterWeapon->ReadyState)
if (GetReadyState() != SisterWeapon->GetReadyState())
{
Owner->player->PendingWeapon = SisterWeapon;
}
@ -506,7 +503,7 @@ void AWeapon::EndPowerup ()
FState *AWeapon::GetUpState ()
{
return UpState;
return FindState(NAME_Select);
}
//===========================================================================
@ -517,7 +514,7 @@ FState *AWeapon::GetUpState ()
FState *AWeapon::GetDownState ()
{
return DownState;
return FindState(NAME_Deselect);
}
//===========================================================================
@ -528,7 +525,7 @@ FState *AWeapon::GetDownState ()
FState *AWeapon::GetReadyState ()
{
return ReadyState;
return FindState(NAME_Ready);
}
//===========================================================================
@ -537,20 +534,28 @@ FState *AWeapon::GetReadyState ()
//
//===========================================================================
FState *AWeapon::GetAtkState ()
FState *AWeapon::GetAtkState (bool hold)
{
return AtkState;
FState * state=NULL;
if (hold) state = FindState(NAME_Hold);
if (state == NULL) state = FindState(NAME_Fire);
return state;
}
//===========================================================================
//
// AWeapon :: GetHoldAtkState
// AWeapon :: GetAtkState
//
//===========================================================================
FState *AWeapon::GetHoldAtkState ()
FState *AWeapon::GetAltAtkState (bool hold)
{
return HoldAtkState;
FState * state=NULL;
if (hold) state = FindState(NAME_AltHold);
if (state == NULL) state = FindState(NAME_AltFire);
return state;
}
/* Weapon slots ***********************************************************/
@ -792,7 +797,7 @@ CCMD (setslot)
{
int slot, i;
if (ParsingKeyConf && !WeaponSection)
if (ParsingKeyConf && WeaponSection.IsEmpty())
{
Printf ("You need to use weaponsection before using setslot\n");
return;
@ -861,7 +866,7 @@ CCMD (weaponsection)
{
argv[1][32] = 0;
}
ReplaceString (&WeaponSection, argv[1]);
WeaponSection = argv[1];
// If the ini already has definitions for this section, load them
char fullSection[32*3];
@ -888,7 +893,7 @@ CCMD (weaponsection)
tackOn = fullSection + 4;
}
sprintf (tackOn, ".%s.WeaponSlots", WeaponSection);
sprintf (tackOn, ".%s.WeaponSlots", WeaponSection.GetChars());
if (GameConfig->SetSection (fullSection))
{
LocalWeapons.RestoreSlots (*GameConfig);
@ -907,7 +912,7 @@ CCMD (addslotdefault)
return;
}
if (ParsingKeyConf && !WeaponSection)
if (ParsingKeyConf && WeaponSection.IsEmpty())
{
Printf ("You need to use weaponsection before using addslotdefault\n");
return;