Commit graph

96 commits

Author SHA1 Message Date
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
Randy Heit
e865d95070 - Removed obsolete snd_surround cvar.
SVN r1550 (trunk)
2009-04-16 23:58:41 +00:00
Christoph Oelckers
18b4577bbd - Fixed: S_StopSound may not assume that after stopping a sound channel
its link to the next item in the list is still valid.
- Fixed typo in src/CMakeLists.txt.
- Fixed: Armor only worked for players.


SVN r1489 (trunk)
2009-03-19 22:48:55 +00:00
Randy Heit
4535382031 - The SFX Reverb unit is now moved so that it serves as an input to the water
effect rather than as an input to the ChannelGroup Target Unit. This means
  the water effect is now applied after any room reverb, rather than in
  parallel with it.
- Fixed: UI sounds should not have reverb applied to them.


SVN r1450 (trunk)
2009-02-26 06:23:05 +00:00
Christoph Oelckers
1f5cf23418 - fixed: nextmap and nextsecret CCMDs set skill to 0.
SVN r1449 (trunk)
2009-02-25 23:25:47 +00:00
Christoph Oelckers
2c65d5b8f5 - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame
version and removed old compatibility handlings.

SVN r1448 (trunk)
2009-02-25 22:10:06 +00:00
Christoph Oelckers
4b064d9b5d - Added a range parameter to SNDINFO's $limit.
- Restored Dehacked music name replacement.


SVN r1416 (trunk)
2009-02-08 11:28:30 +00:00
Christoph Oelckers
4bcd3faef8 - moved all code related to global ACS variables to p_acs.cpp where it belongs.
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.

SVN r1393 (trunk)
2009-02-03 19:11:43 +00:00
Randy Heit
07a2da40f1 - Changed FMOD init() to allocate some virtual channels.
SVN r1387 (trunk)
2009-02-01 04:10:36 +00:00
Randy Heit
6ebbc920fb - Removed the SoundChans bitfield from AActor, since it seems there are race
conditions I don't fully understand where it simply doesn't work.


SVN r1367 (trunk)
2009-01-25 01:52:38 +00:00
Christoph Oelckers
6a321fd8f5 - Changed pickup sounds of local player to unpaused to resolve problems with
the time freezer and make them behave better.
- Fixed: When sounds are paused not all newly started sounds should actually
  be played.
- Fixed: SBARINFO had no means to check if a weapon uses any ammo at all and
  as a result the inventory icon was misplaced if a no-ammo weapon was selected.

SVN r1343 (trunk)
2009-01-01 15:09:49 +00:00
Randy Heit
835ed26370 - Decal changes as per Xaser's suggestions: Smaller decal for PhoenixFX2,
CrossbowFX2 and MaceFX4 were missing decals, and HornRodFX2 gets a whole
  new decal.
- Fixed: bfgscrc2.png had some holes in the middle that did not look so good.
  (From previously being handled through WinTex, maybe?)


SVN r1325 (trunk)
2008-12-19 03:57:24 +00:00
Christoph Oelckers
6b9129105a - Added: inventorybarnotvisible to check to see if the inventory bar is up.
- Added the following flags to drawselectedinventory center, centerbottom, and
  drawshadow.
- Fixed: The translucent flag for drawinventorybar should only have affected
  the artibox image.

- Fixed: compatf_limitpain must check for 21 Lost Souls, not 20.


SVN r1297 (trunk)
2008-11-29 16:37:54 +00:00
Randy Heit
cbe0c57911 - Removed S_MarkSoundChannels(), as it caused all non-actor sounds to
have their origins zeroed during collections.
- WI_drawLF() now draws the level name at the top of the screen, always.


SVN r1296 (trunk)
2008-11-27 18:46:09 +00:00
Randy Heit
6e83d231fe - The co-op summary screen now has a totals row at the bottom (if it fits).
- Changed WI_drawPercent() when wi_percents is false so that the total
  display is optional, and it formats it like Heretic's intermission, with
  a slash and a fixed-width right column.
- Font is no longer a property of the screen object. Pass the font to
  DrawText and DrawChar directly instead.
- Doom's intermission characters are now collected together as a font
  so they can be colorized.


SVN r1294 (trunk)
2008-11-27 17:43:36 +00:00
Randy Heit
3b4479df44 - Removed GC barriers from the sound channels. If we must, we can always
do it the old way and scan every channel to see if it matches an actor/
  entchannel pair.
- Fixed: S_RelinkSounds() did not move the SoundChans bitfield to the new
  actor.
- Fixed: Stolen channels could be kept around by the high-level channels
  indefinitely.


SVN r1289 (trunk)
2008-11-15 01:01:04 +00:00
Christoph Oelckers
a8a3aca601 - Added read and write barriers to the actor pointer in the sound channel
structure.
- Fixed: Items which should stay but had an IF_ALWAYSPICKUP flag were removed.
- Fixed: The pickup flash must only play when an item is picked up so the 
  correct place to spawn it is in AInventory::Touch, not in AInventory::GoAway.


SVN r1278 (trunk)
2008-10-26 17:06:47 +00:00
Christoph Oelckers
d753d41752 - Added NULL checks to all places where class names are passed as DECORATE
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
  for compile time checks of all class names being used in DECORATE so many
  incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
  made me think that delaying this until FMod calls the end of sound callback 
  may simply be too late.


SVN r1276 (trunk)
2008-10-25 17:38:00 +00:00
Christoph Oelckers
4c6b7f6752 - Fixed: The high level sound code must not rely on FMod immediately returning
the sound channel data when a sound is being stopped. This caused
  an endless loop when changing levels with Strife's Flamethrower active.

SVN r1275 (trunk)
2008-10-24 14:49:17 +00:00
Christoph Oelckers
402d0e5fa1 - Fixed: Cheats in demos must not access the weapon slots.
- Fixed: S_ChannelEnded didn't check for a NULL SfxInfo.
- Fixed: R_InitTables did a typecast to angle_t instead of fixed_t.
- Fixed: PowerProtection and PowerDamage applied their defaults incorrectly.
- Fixed: The damage type property didn't properly read its factor.


SVN r1257 (trunk)
2008-10-07 18:21:03 +00:00
Christoph Oelckers
3e291cf528 - Liux compile fixes.
SVN r1245 (trunk)
2008-09-23 07:46:23 +00:00
Christoph Oelckers
b2b81fc8ad Linux compile fixes.
SVN r1236 (trunk)
2008-09-19 07:10:14 +00:00
Christoph Oelckers
71dd0d0269 - another #include fix for Linux.
- Added a 'logarithmic' parameter to S_GetRolloff.


SVN r1235 (trunk)
2008-09-18 21:00:12 +00:00
Christoph Oelckers
0e98244df2 . fixed an uninitialized variable in sound code.
SVN r1229 (trunk)
2008-09-15 23:40:13 +00:00
Christoph Oelckers
d1f8518a79 - Separated low level sound code from all high level dependencies.
SVN r1228 (trunk)
2008-09-15 18:18:04 +00:00
Christoph Oelckers
5d9483b632 - Moved some more high level sound logic out of FMODSoundRenderer:
The rolloff and channel ended callbacks now call functions in s_sound.cpp
  instead of working on the data itself and GSnd->StopSound has been replaced
  with S_StopChannel.


SVN r1227 (trunk)
2008-09-15 16:02:05 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers
d02097976e - Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.


SVN r1209 (trunk)
2008-09-09 21:23:09 +00:00
Christoph Oelckers
e033cbf9f8 - Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to 
  load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
  code that checks for raw and Doom sounds. This means that sfxinfo_t is no
  longer needed in the SoundRenderer class so I took out all references to it.


SVN r1208 (trunk)
2008-09-09 20:49:53 +00:00
Christoph Oelckers
5ad25e5d07 - Changed rules for picking rolloff info to be the same as for the NearLimit.
SVN r1207 (trunk)
2008-09-09 09:31:41 +00:00
Christoph Oelckers
3b35ad2db2 - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
  actual sound data, not the one that was used for starting the sound.



SVN r1206 (trunk)
2008-09-09 09:22:47 +00:00
Christoph Oelckers
2df65c70cb - Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.


SVN r1203 (trunk)
2008-09-07 14:45:50 +00:00
Christoph Oelckers
87f0ba0bd2 - Changed listener structure to directly contain the sound environment instead
of getting it from the zone in the low level code.


SVN r1201 (trunk)
2008-09-06 13:00:23 +00:00
Christoph Oelckers
bcbd2162b7 - Changed sound interface so that all references to game data like actors
and sectors are done in s_sound.cpp and not in fmodsound.cpp. Also removed
  several 'sector' parameters because they were never used inside the sound code.


SVN r1200 (trunk)
2008-09-06 11:07:27 +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
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
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
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
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
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
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
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
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
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
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
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
5b8055bfc7 - Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
  to REVERBS to remove any possible misunderstanding that this is something
  that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
  but that's 10 characters long.) The eaxedit console command has also been
  renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
  other than 0. I'm not sure if it would be better to fix this in the game
  palette that it copies from or not, but right now, they get set
  unconditionally to 255.

SVN r983 (trunk)
2008-05-20 04:02:49 +00:00
Randy Heit
a4da6f1ac1 - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
  that when starting a new game from the menu, all sounds were played as
  menu sounds until you did something to pause the game, because s_sound.cpp
  thought sounds were unpaused, while the FMOD system thought they were.


SVN r975 (trunk)
2008-05-16 22:31:26 +00:00