Commit graph

28 commits

Author SHA1 Message Date
Christoph Oelckers
17ed7aaabd - moved the code from r_data.cpp to some better fitting places and deleted this file and r_data.h because the remaining parts of it were just a random collection of unrelated functions.
SVN r3248 (trunk)
2011-07-05 10:02:38 +00:00
Randy Heit
29e486495b - Fixed: The sign in Eternall.wad, map25 on line 2236 rendered at the wrong height because Doom
ignored the Y locations of patches drawn on two-sided midtextures and always drew them at the
  top of the texture. Added a compatibility flag.

SVN r3205 (trunk)
2011-05-13 03:29:48 +00:00
Randy Heit
3344fa9f30 - Fixed: COLORMAP tricks to produce bright lights do not work with the hardware renderer, so do
not hardware accelerate weapon sprites that use them. (see Harmony)

SVN r3170 (trunk)
2011-03-19 04:45:59 +00:00
Christoph Oelckers
0715b7dfc6 - cleaned up switch code and fixed several problems:
* savegames stored an index in the switch table and performed no validation when loading a savegame.
  * setting of a random switch animation duration was broken.
  * separated the 2 values stored in the Time variable into 2 separate variables.
  * defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table.
- added function for serializing switch and door animation pointers.
- bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code.


SVN r3030 (trunk)
2010-12-12 15:43:35 +00:00
Christoph Oelckers
e257c4cb64 - moved animated door definitions into texture manager and split all associated code off p_doors.cpp
SVN r3029 (trunk)
2010-12-12 08:30:12 +00:00
Christoph Oelckers
24ab37613a - moved switch definitions into texture manager and split all associated code off p_switches.cpp into its own file.
SVN r3027 (trunk)
2010-12-11 23:02:46 +00:00
Christoph Oelckers
6309d90be0 - moved texture counting code into FTextureManager.
- moved all code and data for Build tile management into FTextureManager.
- moved texture animation management into FTextureManager.
- changed: Animate textures only once per frame, not per view. Otherwise with animations that have sub-frame accuracy camera textures of the same area can show different animation frames if the frame changes falls between the rendering of the different views.


SVN r3026 (trunk)
2010-12-11 12:00:40 +00:00
Christoph Oelckers
650da24364 - fixed: The alternative HUD's number printing function did not take texture scaling into account when calculating the printing position.
SVN r2947 (trunk)
2010-10-16 16:21:19 +00:00
Randy Heit
226a513e6e - Fixed: Blood's sprite rotations were broken.
SVN r2228 (trunk)
2010-03-18 21:03:58 +00:00
Christoph Oelckers
87f3c9c5b7 - fixed: The floor waggle code used FloatBobOffsets as sine table but this
only has 64 entries and is not precise enough. It now uses finesine instead.
- fixed: When compositing a multipatch texture any patch that is a multpatch
  texture itself and contains rotations may not be composited directly into
  the destination buffer. This must be done with an intermediate buffer.
- Fixed: Drawing a slider in the options menu did not scale the x-coordinate.
- Fixed: If the alt HUD had to draw negative numbers the minus sign was misplaced
  due to incorrect texture coordinate calculations.
- changed option menu scaling for widescreen modes so that it doesn't scale down
  so quickly. 
- made some error messages in DECORATE that don't affect the parsing non-fatal
  so that the parser can continue to find more problems.

SVN r2076 (trunk)
2010-01-02 11:38:27 +00:00
Christoph Oelckers
e0734b3c2d - ported GZDoom's new 'skyoffset' ANIMDEFS option for compatibility purposes.
SVN r1977 (trunk)
2009-11-13 21:28:39 +00:00
Randy Heit
4ebfdac887 - Changed all coordinates for DrawTexture() to floating point so that the
player sprites will retain the same precision they had when they were
  rendered as part of the 3D view. (needed for propery alignment of flashes
  on top of weapon sprites) It worked just fine for D3D, but software
  rendering was another matter. I consequently did battle with imprecisions
  in the whole masked texture drawing routines that had previously been
  partially masked by only drawing on whole pixel boundaries. Particularly,
  the tops of posts are calculated by multiplying by spryscale, and the
  texture mapping coordinates are calculated by multiplying by dc_iscale
  (where dc_iscale = 1 / spryscale). Since these are both 16.16 fixed point
  values, there is a significant variance. For best results, the drawing
  routines should only use one of these values, but that would mean
  introducing division into the inner loop. If the division removed the
  necessity for the fudge code in R_DrawMaskedColumn(), would it be worth it?
  Or would the divide be slower than the fudging? Or would I be better off
  doing it like Build and using transparent pixel checks instead, not
  bothering with skipping transparent areas? For now, I chop off the
  fractional part of the top coordinate for software drawing, since it was
  the easiest thing to do (even if it wasn't the most correct thing to do).


SVN r1955 (trunk)
2009-11-01 01:27:33 +00:00
Christoph Oelckers
8390184839 - fixed: FMultiPatchTexture::MakeTexture was missing a range check for the
special colormap index.


SVN r1928 (trunk)
2009-10-18 14:08:32 +00:00
Christoph Oelckers
7e4504f9d6 - Fixed: Coordinate handling for multipatch texture compositing was not correct
for true color. Instead of using a clipping rectangle on the destination it
  tried to alter the source offsets which produced incorrect results for
  mirrored or rotated patches.


SVN r1889 (trunk)
2009-09-30 10:41:24 +00:00
Christoph Oelckers
74bdfe19c5 - Fixed: The true color texture compositing code did not clip the edges
of multipatch textures used as patches on other multipatch textures.


SVN r1766 (trunk)
2009-08-10 18:30:25 +00:00
Randy Heit
93202a5488 - Removed -fno-strict-aliasing from the GCC flags for ZDoom and fixed the
issues that caused its inclusion. Is an optimized GCC build any faster
  for being able to use strict aliasing rules? I dunno. It's still slower
  than a VC++ build.
  
  I did run into two cases where TAutoSegIterator caused intractable problems
  with breaking strict aliasing rules, so I removed the templating from it,
  and the caller is now responsible for casting the probe value from void *.
- Removed #include "autosegs.h" from several files that did not need it
  (in particular, dobject.h when not compiling with VC++).


SVN r1743 (trunk)
2009-08-02 03:38:57 +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
4d5692bf80 - Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
  the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
  defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.

SVN r1567 (trunk)
2009-05-02 09:14:01 +00:00
Christoph Oelckers
cc066bc409 - complete restructuring of resource file handling for more flexibility and future
extensions.
- Removed merging of special namespaces. For the texture manager this has
  become totally useless so there is no need to do this anymore. Not merging
  the namespaces also allows a much more reliable detection of lumps belonging
  to special namespaces so the ScanForFlatHack function is no longer needed.
  Instead, any lump up to F_END with a length of 4096 will be marked for 
  inclusion as a flat texture if no F_START marker is found.
- Made the counting of intermission stats in Doom a GAMEINFO option so that
  it can be activated in all games.


SVN r1555 (trunk)
2009-04-23 22:49:38 +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
bbdb2b10a8 - Made spawning of floor- and ceiling huggers a little more intelligent.
SVN r1348 (trunk)
2009-01-03 18:09:33 +00:00
Christoph Oelckers
c3906850f7 - fixed: bucket in FTextureManager::AddTexture should be a signed int.
SVN r1301 (trunk)
2008-11-30 13:42:30 +00:00
Christoph Oelckers
3f2d5db348 - Changed: Textures without a name no longer get added to the texture manager's
hash chains.
- Fixed: specifying texture patches or font characters by full lump name instead
  of texture name didn't work. To do this properly the texture manager needs
  an option to look for a texture by lump number so that such textures can
  be maintained without interfering with regular operation.
- added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects
  of 'noautosequences' and 'forcenoskystretch' can be cancelled.
- Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap'
  gets reset for each MAPINFO. A global section is needed to define a game's
  default setting in zdoom.pk3. The gamedefaults should normally not be changed 
  by PWADs but it can be done if some mod intends to change gameplay settings 
  but wants to allow custom add-ons on its own.


SVN r1300 (trunk)
2008-11-30 12:49:27 +00:00
Christoph Oelckers
3637c878cd - Changed: Replaced weapons should not be given by generic cheats, only
when explicitly giving them.
- Changed 'give weapon' cheat so that in single player it only gives weapons
  belonging to the current game or are placed in a weapon slot to avoid
  giving the Chex Quest weapons in Doom and vice versa.
- Fixed: The texture manager must be the first thing to be initialized
  because MAPINFO and DECORATE both can reference textures and letting them
  create their own textures is not safe.


SVN r1230 (trunk)
2008-09-17 00:14:33 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers
61cbb1d2e1 - Fixed: A_Jump used a wrong index into the jump address table.
- Fixed: The recent changes in the DECORATE parser require the special parameter
  to A_CallSpecial to be an expression, not a constant.
- Removed game filters from old style decorations. No WAD in existence ever 
  used them and removing them allows to make the parser more robust.


SVN r1170 (trunk)
2008-08-14 19:08:38 +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
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