- 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)
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
SVN r1566 (trunk)
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
SVN r1564 (trunk)
- Fixed: AM_NewResolution crashed when called from outside a level.
- Added support for Quake PAK files.
- Improved warning messages for WAD files with incorrect marker usage.
SVN r1556 (trunk)
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)
- removed gamemode variable. All it was used for were some checks that
really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
the data that is needed to decide which WADs to autoload.
SVN r1497 (trunk)
- Reinitializing the WAD manager will now delete all data.
- Preparation for GAMEINFO: zdoom.pk3 will be opened separately before checking the IWAD
so that the internal GAMEINFOs can be externalized, too.
SVN r1494 (trunk)
- Added more output to zipdir and a -q option to turn it off.
- Added -u option to zipdir to only recompress those files in a zip that have
changed.
- Added -d and -f options to zipdir. -d forces deflate compression, and -f
forces a write of the zip, even if it's newer than all the files it contains.
- Added support for bzip2 and LZMA compression to zipdir.
SVN r1468 (trunk)
can default to green instead of red.
- Fixed: The version of CheckNumForFullName that checks for a specific
WAD did not work.
- Moved MAPINFO names into gameinfo structure.
- Added Chex Quest support. Credits go to fraggle for creating a
Dehacked patch that does most of the work. The rest includes a new
MAPINFO and removal of the drop items from the monsters being used.
SVN r1185 (trunk)
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
SVN r1120 (trunk)
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)
to enable Timidity to read its config from Zips.
I put this on hold though after finding out that the sound quality
isn't even near that of Timidity++.
- GCC-Fixes (FString::GetChars() for Printf calls)
- Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag
can be loaded
SVN r901 (trunk)
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
SVN r874 (trunk)
- Added a SFX_TRANSFERAMBUSHFLAG for A_SpawnItemEx.
- Added "Shaded" as a valid parameter for DECORATE's RenderStyle.
- Added Karate Chris's patch for a MAPINFO option making Strife conversations
not halt the game.
- Extended the $limit fix that $alias and $random definitions can have their
own $limit now.
- Fixed: When resolving a linked sound the limit of the current sound was
ignored and the one of the referenced sound being used. This was particularly
noticable when using the chaingun in a group of Zombiemen.
- Added a namespc parameter to FWadCollection::CheckNumForFullName which is
used when a normal lump name has to be looked up and changed all
CheckNumForFullName/CheckNumForName combinations in the source to use
the extended version of CheckNumForFullName only to have consistent
behavior for lump name lookup.
SVN r865 (trunk)
- Fixed: The MusicVolumes list was allocated with M_Malloc but freed with
delete.
- Fixed: demobuffer was inconsistantly handled with new[]/delete[] and
malloc/free.
- Added used memory tracking to M_Malloc() and M_Realloc(). This
necessitated the addition of an M_Free() call to track frees.
- Removed M_Calloc since it was only used in one place, and can just as well
be done with an M_Malloc/memset pair.
- Bumped DEMOGAMEVERSION for the new net controller codes.
SVN r751 (trunk)
- Got rid of R_InitPatches because the new texture init code needs to preload
everything to work correctly.
- Rewrote texture manager initialization to order textures primarily by WAD
rather than by type. This way later textures will always override earlier
ones. The only exception is that TEX_MiscPatch are only used as a fallback
if nothing else can be found.
- Optimized the tryany case of FTextureManager::CheckForTexture. It is not
necessary to scan the hash chain twice. The required information can be
retrieved during the first pass as easily and even offers a little more
control.
- Made FFont destructor virtual.
- Added 'Ice' translation to DECORATE.
(Caution: Not fully tested yet!)
SVN r715 (trunk)
8 characters which contain path separators.
- Fixed: Hires texture replacement must replace all matching textures, not
just the first one found. This is particularly important for icons based
on sprites.
- added a con_alpha CVAR to set the console's translucency.
- Added MartinHowe's submission for A_CustomBulletAttack aimfacing parameter.
- Added MartinHowe's submission for A_PlaySoundEx attenuation parameter.
- Fixed: Bots shouldn't target friendly monsters.
- Fixed a typo in sbarinfo.cpp (noatribox instead of noartibox.)
SVN r654 (trunk)
I forgot to change the call that draws the automap marker numbers.
- Fixed: The chaingun-flash-checking code always checked the first player,
not the calling one.
- Fixed: Hitscan traces didn't hit actors when entering from above or below
SVN r551 (trunk)
Zip entries.
- Fixed: Some of Doom's weapon obituaries didn't have the $-prefix that indicates a
reference to the string table.
- Fixed: The check for a valid weapon's spawn state for weapon dropping was incorrect.
SVN r523 (trunk)
const char * with a string inside its buffer, it released the buffer
before copying the string.
- Added a new FString constructor that creates the string from a lump.
- Fixed: G_DoReborn() calls G_InitNew() with mapname set to level.mapname.
G_InitNew() then copies it onto level.mapname, which is undefined
behavior (although it does work as we want it to).
- Modified FMemLump to store its data using FString. That class provides
a convenient method of storing reference counted data, so now FMemLump
doesn't need to muck about sneakily using const_casts and possibly
tricking its users into thinking that an old one is still valid after
being assigned to a new one.
- Fixed: The IMGZ, PNG, PCX, and JPEG loaders assumed the files were
large enough for their headers without actually checking.
SVN r463 (trunk)
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
- If you aren't targeting x86, m_fixed.h only includes basicinlines.h now.
- Moved x64inlines.h into basicinlines.h.
- Replaced uses of __int64 with types from doomtype.h.
- The stop console command no longer ends single player games, just the demo
that was being recorded.
- In C mode, the sc_man parser no longer allows multi-line string constants
without using the \ character to preface the newline character. This makes
it much easier to diagnose errors where you forget the closing quote of a
string.
- Fixed: V_BreakLines() added the terminating '\0' to the last line of the
input string.
- Added font as a parameter to V_BreakLines and removed its keepspace
parameter, which was never passed as anything other than the default.
SVN r331 (trunk)
- The stat meters now return an FString instead of sprintfing into a fixed
output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
- For consistancy with the other integral types, byte is no longer a
synonym for BYTE.
- Most uses of BOOL have been change to the standard C++ bool type. Those
that weren't were changed to INTBOOL to indicate they may contain values
other than 0 or 1 but are still used as a boolean.
- Compiler-provided types with explicit bit sizes are now used. In
particular, DWORD is no longer a long so it will work with both 64-bit
Windows and Linux.
- Since some files need to include Windows headers, uint32 is a synonym
for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
was all it contained.
SVN r326 (trunk)
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.
SVN r250 (trunk)
savegames at this point in time.
- Fixed: R_ClearPlanes() did not clear skybox planes for a full clear.
- Streamlined zip file loading by delaying the processing of the local file
header until it is actually needed.
SVN r247 (trunk)
using duplicate DoomEdNums and will affect all attempts to spawn the
replaced actor. However, because this happens for all spawns and not just
at map load, the replacing actor must be compatible with the replaced
actor, which means that an actor can only serve as a replacement for one
of its baseclasses. For example, if you want to use a modified imp, you can
use this DECORATE:
actor MyImp : DoomImp replaces DoompImp
{
// Put changed properties here
}
- New: The IWAD dialog now remembers the last IWAD you picked and
automatically highlights it the next time you run the game. This also
applies if you check "Don't ask me this again": The IWAD selected will be
the one that gets automatically loaded, not the one located first. (Using
the -iwad parameter will not change the default IWAD.) In addition, you
can now bring the dialog up even if you disable it by holding down SHIFT
during startup.
- Changed ExtractFilePath() and ExtractFileBase() to return FStrings instead
of writing to a provided output buffer. ExtractFileBase() can also
optionally keep the file's extension in the result.
- Removed the -heapsize parameter entirely. The informational message should
no longer be needed.
- Removed -maxdemo parameter. There's no point to having it around since
the demo buffer grows automatically.
SVN r238 (trunk)
- Fixed map name checks in idclev, hxvisit, for +map and the titlemap.
- Changed handling of Zips so that the patches/, graphics/, sounds/ and
music/ subdirectories no longer are placed in the global namespace. Instead
new namespaces are defined. These namespaces aren't merged, however and
searching in them either returns a lump inside it or one from the global
namespace when it doesn't come from a Zip file. Proper order of files is
still observed though. As a result proper use of the directories inside Zips
is strictly enforced now so that for example anything used as a patch must be
in the patches/ directory and won't be found anywhere else.
SVN r199 (trunk)
- Fixed: The Zip loader loaded all WADs inside a Zip into the lump directory.
This is only supposed to be done for WADs in the root directory.
- Complete restructuring of the map loading code. Previously the only way
to put maps into Zips was to load them as embedded WADs which caused
some problems, most importantly that the map's file name was irrelevant
and the internal map label was used instead. With the new code there
is now a properly defined way to add maps to Zips:
* Maps are placed in a subdirectory called 'maps'.
* Maps are stored as WADs that contain all map related lumps.
* The first lump in the map's WAD directory must be the map label.
* All lumps not belonging to the first map are ignored.
* The map's file name determines the name the map is identified with.
For maps stored this way the internal map label is ignored so with this
method renaming maps is as easy as renaming a file and it is no longer
necessary to manipulate the map label.
With the new code it is also possible to load external maps without
adding them to the WAD list. Type 'open mapfile.wad' in the console
to start such a map.
The new code also performs stricter lump name checks to prevent accidental
loading of non-map data.
SVN r188 (trunk)
- Changed f_finale.cpp/atkstates[] into a static variable, since its
anonymous type prevents it from being accessed from other files anyway.
- Fixed: The behavior of the eventtail advancement in d_net.cpp/CheckAbort()
was compiler-dependant.
- Fixed warnings GCC 4 threw up while compiling re2c and lemon.
- Removed __cdecl from makewad.c again. This is already defined as a builtin
for MinGW, and redefining it produces a warning. (Why is main explicitly
declared __cdecl anyway?)
- Fixed building ccdv-win32 with GCC 4. GCC 4 creates a memcpy call, which
won't work because it doesn't get linked with the standard C library.
SVN r135 (trunk)
longer determined by game. Instead there's a new flag, MF5_BLOODSPLATTER
which is deciding what to do. To keep backwards compatibility this flag
is unset for projectiles in Doom and Strife and set for them in Heretic
and Hexen. The same applies to DECORATE but of course the flag can be
manipulated here.
- BLODxx sprites are now globally renamed to BLUDxx when not playing Doom.
This allows using the same states in every game, including the
Raven-specific blood actors.
- Gave the bullet puff and the axe blood masses of 5 so that the make small
splashes.
- Added A_Light(value) code pointer for DECORATE to generalize the weapon
light effect.
- Added 'noskillmenu' option to MAPINFO episode definitions. This is for
WADs that want to implement a skill selection level.
- Added APROP_ChaseGoal and APROP_Frightened actor properties for ACS.
- Added MF5_CHASEGOAL flag that makes monsters to go after their goal even
if they have a valid target.
- Fixed some issues with the changes to P_NewChaseDir I made to include
MBF's dropoff logic.
- Added a PowerFrightener powerup class. It seemed like such a waste to
have this cool feature but no means to use it in a decent fashion.
- Fixed: S_Init and S_ParseSndInfo should call atterm only once but not
each time they are called.
SVN r112 (trunk)
Valgrind seems to say so.
- Fixed: The FWadCollection destructor needs to use free to free the LumpInfo
and Wads arrays.
- Fixed: The ColorMapKiller needs to use the delete[] form of delete.
- Fixed: FConfigFile::ClearCurrentSection() should be calling the delete[] form
of delete to free the entry.
- Fixed: FPatchTexture::MakeTexture() does not need to blindly recreate the
Spans if they already exist.
- Fixed: The FMultiPatchTexture destructor did not call its Unload() method.
- Restored the original padding calculation to FMultiPatchTexture::MakeTexture().
I believe the Valgrind errors were caused by accessing off the end of the
screen buffer, not from accessing off the end of a texture.
SVN r98 (trunk)
- Fixed: The animated door parser was still leaking memory when it encountered
an invalid animation due to missing textures.
- Fixed: The music volume list wasn't freed.
- Fixed: The image for WADs that were loaded from inside Zips was never freed.
SVN r92 (trunk)
- Fixed: Although TypeInfos are now deleted at exit, their FlatPointers or ActorInfo
data was not freed. I chose not to use a destructor to handle this, because then it
would no longer be a POD type that can be statically initialized.
- Fixed: Aliases were not deleted at exit.
- Fixed: FWadCollection did not free its hash tables, lump info, full names, or the
list of open files when destroyed.
SVN r85 (trunk)