Commit graph

198 commits

Author SHA1 Message Date
Christoph Oelckers
3e9ffc9ac9 - copied some declarations that are needed by GZDoom's GL renderer from r_main.h to r_utility.h.
SVN r3262 (trunk)
2011-07-06 19:11:36 +00:00
Christoph Oelckers
463c276014 - removed more r_ header dependencies from the rest of the code.
SVN r3260 (trunk)
2011-07-06 15:31:05 +00:00
Christoph Oelckers
f8ba5af858 - separated sprite and skin maintenance code from r_things.cpp into a separate file.
SVN r3256 (trunk)
2011-07-06 10:24:40 +00:00
Christoph Oelckers
fbff5ca932 - moved r_interpolate.cpp and r_translate.cpp to r_data.
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.


SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers
5c6fd66ed5 - rename src/resources to src/r_data.
SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Christoph Oelckers
5bf6398d85 - moved render style and border drawing code out of r_draw.cpp.
SVN r3251 (trunk)
2011-07-05 20:41:53 +00:00
Christoph Oelckers
b57a39dd86 - moved R_AlignFlat out of renderer into main game code (r_ to p_.)
SVN r3249 (trunk)
2011-07-05 13:33:02 +00:00
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
Christoph Oelckers
7308e05ed0 - separated all voxel related resource maintenance code from r_things.cpp and r_data.cpp into its own file.
SVN r3246 (trunk)
2011-07-04 20:22:55 +00:00
Christoph Oelckers
4626492f50 - separated all colormap related code from v_palette.cpp and r_data.cpp into its own file.
SVN r3245 (trunk)
2011-07-03 10:47:35 +00:00
Christoph Oelckers
5d65ab6e6c - cleaned up setPointer interface.
- ZDoom part of setPointer/setActivator, submitted by FDARI.


SVN r3230 (trunk)
2011-06-13 10:22:47 +00:00
Christoph Oelckers
f69181f851 - added FDARI's latest actor pointer submission.
SVN r3222 (trunk)
2011-06-07 23:05:24 +00:00
Christoph Oelckers
fae8ed444c - merged 3dfloors2 branch into trunk.
SVN r3124 (trunk)
2011-01-29 11:09:38 +00:00
Randy Heit
2add3fb381 - Merge voxels back into trunk. Even if it needs further tweaking, it should at least be stable now.
SVN r3086 (trunk)
2011-01-02 18:02:27 +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
d9970ab9b6 - merged finale branch back into trunk.
SVN r2911 (trunk)
2010-10-06 10:44:03 +00:00
Christoph Oelckers
6d78ff3469 - Backported GZDoom revisions 1018-1019: Fixed spelling of "pseudo" because it bugged me too much. ;)
SVN r2880 (trunk)
2010-10-02 13:49:33 +00:00
Randy Heit
b6941be55f - Reimplemented FMOD MIDI playback as a psuedo-MIDI device so that it can take advantage of XMI subsongs.
SVN r2872 (trunk)
2010-10-02 02:19:50 +00:00
Randy Heit
5a3b3631c3 - Added XMIDI support (including subsongs).
- Moved unaligned accessors into m_swap.h.

SVN r2859 (trunk)
2010-09-28 03:58:41 +00:00
Christoph Oelckers
54bdf38fef - resurrected some old statistics code I had and made some minor enhancements to be of more use.
SVN r2821 (trunk)
2010-09-18 16:08:10 +00:00
Christoph Oelckers
579502ab74 - merged menu branch back into trunk.
SVN r2768 (trunk)
2010-09-14 17:28:18 +00:00
Randy Heit
070ec75785 - Cleaned up the ugly MIDI song creating code a little.
- Added a generic Standard MIDI File creator that works with any of the sequencers. mus2midi.cpp
  is no longer used but is kept around as a reference.

SVN r2677 (trunk)
2010-09-03 05:08:05 +00:00
Randy Heit
81e21b0688 - Renamed music_midi_midiout.cpp to music_smf_midiout.cpp.
- Moved MIDI precaching logic into MIDIStreamer so that SMF and HMI files can both use the
  same implementation.
- Added a player for HMI midi files.

SVN r2675 (trunk)
2010-09-02 23:17:58 +00:00
Christoph Oelckers
9a4abe0915 - merged automap branch into trunk.
SVN r2609 (trunk)
2010-08-27 15:20:05 +00:00
Christoph Oelckers
b452bec0ee - merge USDF branch into trunk.
- add USDF spexs.


SVN r2561 (trunk)
2010-08-20 12:20:51 +00:00
Randy Heit
6f82db47b8 - Merge the shared code for the softsynths into a common base class.
SVN r2560 (trunk)
2010-08-20 04:21:53 +00:00
Randy Heit
f389cd8b0f - Add on-demand loading for fluidsynth.dll. This also lets you build with FluidSynth support
without actually having the FluidSynth development files installed.

SVN r2557 (trunk)
2010-08-19 16:49:43 +00:00
Randy Heit
677d07f837 - Merge BSP-able polyobjects back into the trunk.
SVN r2480 (trunk)
2010-08-01 02:41:56 +00:00
Christoph Oelckers
4ac64b6df7 - merged polyobject branch into trunk and made some adjustments for savegame compatibility.
SVN r2448 (trunk)
2010-07-23 05:56:25 +00:00
Randy Heit
3a48da2c56 - Fixed: The x64 project configuration had not been kept synced with the Win32 configuration
and did not exclude sbarinfo_commands.cpp from the build.

SVN r2442 (trunk)
2010-07-19 03:39:32 +00:00
Randy Heit
185e5ad844 - Need to remove heretic_sbar.cpp and hexen_sbar.cpp from the VC project to complete r2353.
SVN r2357 (trunk)
2010-06-06 05:07:54 +00:00
Randy Heit
114412d5a2 - Search for the MUS header within the first 32 bytes of the song so that the music in
diescum.wad works.

SVN r2273 (trunk)
2010-04-06 03:12:32 +00:00
Randy Heit
f24c0cf292 - Merge scanner changes from the scripting branch, since I'm pretty sure the
token names were out of sync here, too.



SVN r2209 (trunk)
2010-03-14 04:03:07 +00:00
Randy Heit
71b75f0d7a - Consolidated all conversation reply handling into a single function executed on all
machines, so when an NPC need to show the "enough" response, it has enough
  information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().


SVN r2120 (trunk)
2010-01-22 05:17:57 +00:00
Christoph Oelckers
3f4f0a8ae4 SBARINFO update:
- Reorganized the SBarInfo code.
- Added interpolate(<speed>) flag to drawnumber, drawbar, and drawgem.  The old
  way of interpolating the health and armor is depreciated.
- Added: armortype to drawswitchableimage loosely based on Gez's submission.
- As an extension to the previous you can now use comparison operators on
  inventory items and armortype in drawswitchableimage.


SVN r2069 (trunk)
2010-01-01 09:11:55 +00:00
Randy Heit
344dda4a1a - Replaced toint/quickertoint with the portable routines from xs_Float.h. The
former used fistp, which is not portable across platforms, so cannot be
  used in the play simulation. They were only suitable for the renderer.
  xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED
  uses that now.
  (And I also learned that the FPU's round to nearest is not the rounding I
  learned in grade school but actually Banker's Rounding. I had no idea.)
  (Also, also, the only thing that could have made quickertoint faster than
  toint was that it stored a 32-bit int. I never timed them, and I doubt in
  practice there was any real difference between the two.)
- Changed atan2f to atan2. Using floats is not a win, because the result is
  returned as a double on the x87 stack, which the caller then needs to cast
  down to a float using fst/fld.

SVN r1990 (trunk)
2009-11-20 05:34:20 +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
a6c387ecef - Deleted a_magewand.cpp because it only contained unused code.
SVN r1897 (trunk)
2009-10-04 22:48:01 +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
dc292caaa3 - Added some pieces of MBF's friendly AI.
- Cleaned up A_LookEx code and merged most of it with the base functions.
  The major difference was a common piece of code that was repeated 5 times
  throughout the code so I moved it into a subfunction.
- Changed P_BlockmapSearch to pass a user parameter to its callback so that
  A_LookEx does not need to store its info inside the actor itself.


SVN r1846 (trunk)
2009-09-16 15:54:04 +00:00
Randy Heit
980b68af17 - Added warning messages when loading maps that have non-zero values in
unused line argument fields, because these maps could potentially break
  in the future if the argument is later assigned a meaning. (Hopefully
  all the argument counts in actionspecials.h are accurate. I found a
  few that were wrong.)


SVN r1817 (trunk)
2009-09-12 04:08:31 +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
Randy Heit
417779440d - Added joystick config loading and saving support; moved generic joystick
interfaces to m_joy.h.
- Added Raw Input PS2 adapter support.


SVN r1713 (trunk)
2009-07-11 01:40:01 +00:00
Randy Heit
49b95be4b2 - Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
  the CMakeLists.txt checks for xinput.h and disables it if it cannot
  be found. (And much to my surprise, I accidentally discovered that if you
  have the DirectX SDK installed, those headers actually do work with GCC,
  though they add a few extra warnings.)


SVN r1686 (trunk)
2009-06-28 03:09:17 +00:00
Randy Heit
0506606efc - Added I_GetAxes() stub for the SDL side.
- Added oleaut32.lib as an explicit library in the VC Proj, since the 2005 Express Edition
  doesn't include it implicitly the way the other versions do.

SVN r1673 (trunk)
2009-06-21 02:08:50 +00:00
Randy Heit
a5b118cf7c - The reorganized DirectInput game controller code finally compiles. (Ugh! It
took far too long to reach this point.) Manual axis configuration is
  currently disabled, since I need to rewrite that, too. The eventual point of
  this is that the code will be modular enough that I can just plop in
  routines for XInput controllers and driver-less PlayStation 2 adapters
  without much fuss, since the old joystick code was very much DirectInput-
  centric.


SVN r1672 (trunk)
2009-06-20 03:16:08 +00:00
Randy Heit
a8de4fc2da - Fixed compilation of i_keyboard.cpp with MinGW, because w32api still doesn't have
everything that was new for XP.
- Swapped snes_spc out for the full Game Music Emu library.

SVN r1631 (trunk)
2009-06-03 03:05:02 +00:00
Christoph Oelckers
627838f379 - Added loading directories into the lump directory.
- fixed: The Dehacked parser could not parse flag values with the highest bit
  set because it used atoi to convert the string into a number.

SVN r1624 (trunk)
2009-05-31 10:49:47 +00:00
Randy Heit
7fea07dff7 - Split DirectInput keyboard handling into a separate file and class. I also
switched it to buffered input, and the pause key seems to be properly
  cooked, so I don't need to look for it with WM_KEYDOWN/UP. Tab doesn't
  need to be special-cased either, because buffered input never passes on
  the Tab key when you press Alt+Tab. I have no idea why I special-cased
  Num Lock, but it seems to be working fine. By setting the exclusive mode
  to background, I can also avoid special code for releasing all keys when
  the window loses focus, because I'll still receive those events while the
  window is in the background.


SVN r1613 (trunk)
2009-05-27 03:16:46 +00:00