gzdoom-last-svn/src/wi_stuff.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Intermission screens.
//
//-----------------------------------------------------------------------------
// Enhancements by Graf Zahl
#include <ctype.h>
#include <stdio.h>
#include "m_random.h"
#include "m_swap.h"
#include "i_system.h"
#include "w_wad.h"
#include "g_game.h"
#include "g_level.h"
#include "s_sound.h"
#include "doomstat.h"
#include "v_video.h"
#include "i_video.h"
#include "wi_stuff.h"
#include "c_console.h"
#include "hu_stuff.h"
#include "v_palette.h"
#include "s_sndseq.h"
#include "sc_man.h"
#include "v_text.h"
#include "gi.h"
#include "d_player.h"
#include "b_bot.h"
#include "textures/textures.h"
#include "r_data/r_translate.h"
#include "templates.h"
#include "gstrings.h"
// States for the intermission
typedef enum
{
NoState = -1,
StatCount,
ShowNextLoc,
LeavingIntermission
} stateenum_t;
CVAR (Bool, wi_percents, true, CVAR_ARCHIVE)
CVAR (Bool, wi_showtotaltime, true, CVAR_ARCHIVE)
CVAR (Bool, wi_noautostartmap, false, CVAR_ARCHIVE)
void WI_loadData ();
void WI_unloadData ();
// GLOBAL LOCATIONS
#define WI_TITLEY 2
#define WI_SPACINGY 33
// SINGPLE-PLAYER STUFF
#define SP_STATSX 50
#define SP_STATSY 50
#define SP_TIMEX 8
#define SP_TIMEY (200-32)
// NET GAME STUFF
#define NG_STATSY 50
#define NG_STATSX (32 + star->GetScaledWidth()/2 + 32*!dofrags)
#define NG_SPACINGX 64
// DEATHMATCH STUFF
#define DM_MATRIXX 42
#define DM_MATRIXY 68
#define DM_SPACINGX 40
#define DM_TOTALSX 269
#define DM_KILLERSX 10
#define DM_KILLERSY 100
#define DM_VICTIMSX 5
#define DM_VICTIMSY 50
// These animation variables, structures, etc. are used for the
// DOOM/Ultimate DOOM intermission screen animations. This is
// totally different from any sprite or texture/flat animations
typedef enum
{
ANIM_ALWAYS, // determined by patch entry
ANIM_PIC, // continuous
// condition bitflags
ANIM_IFVISITED=8,
ANIM_IFNOTVISITED=16,
ANIM_IFENTERING=32,
ANIM_IFNOTENTERING=64,
ANIM_IFLEAVING=128,
ANIM_IFNOTLEAVING=256,
ANIM_IFTRAVELLING=512,
ANIM_IFNOTTRAVELLING=1024,
ANIM_TYPE=7,
ANIM_CONDITION=~7,
} animenum_t;
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
struct yahpt_t
{
int x, y;
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
};
struct lnode_t
{
int x; // x/y coordinate pair structure
int y;
char level[9];
} ;
#define FACEBACKOFS 4
//
// Animation.
// There is another anim_t used in p_spec.
// (which is why I have renamed this one!)
//
#define MAX_ANIMATION_FRAMES 20
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
struct in_anim_t
{
int type; // Made an int so I can use '|'
int period; // period in tics between animations
int nanims; // number of animation frames
yahpt_t loc; // location of animation
int data; // ALWAYS: n/a, RANDOM: period deviation (<256)
FTexture * p[MAX_ANIMATION_FRAMES]; // actual graphics for frames of animations
// following must be initialized to zero before use!
int nexttic; // next value of bcnt (used in conjunction with period)
int ctr; // next frame number to animate
int state; // used by RANDOM and LEVEL when animating
char levelname[9];
char levelname2[9];
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
};
static TArray<lnode_t> lnodes;
static TArray<in_anim_t> anims;
//
// GENERAL DATA
//
//
// Locally used stuff.
//
// States for single-player
#define SP_KILLS 0
#define SP_ITEMS 2
#define SP_SECRET 4
#define SP_FRAGS 6
#define SP_TIME 8
#define SP_PAR ST_TIME
#define SP_PAUSE 1
#define SHOWNEXTLOCDELAY 4 // in seconds
static int acceleratestage; // used to accelerate or skip a stage
static int me; // wbs->pnum
static stateenum_t state; // specifies current state
static wbstartstruct_t *wbs; // contains information passed into intermission
static wbplayerstruct_t*plrs; // wbs->plyr[]
static int cnt; // used for general timing
static int bcnt; // used for timing of background animation
static int cnt_kills[MAXPLAYERS];
static int cnt_items[MAXPLAYERS];
static int cnt_secret[MAXPLAYERS];
static int cnt_time;
static int cnt_total_time;
static int cnt_par;
static int cnt_pause;
static bool noautostartmap;
//
// GRAPHICS
//
struct FPatchInfo
{
FFont *mFont;
FTexture *mPatch;
EColorRange mColor;
void Init(FGIFont &gifont)
{
if (gifont.color == NAME_Null)
{
mPatch = TexMan[gifont.fontname]; // "entering"
mColor = mPatch == NULL? CR_UNTRANSLATED : CR_UNDEFINED;
mFont = NULL;
}
else
{
mFont = V_GetFont(gifont.fontname);
mColor = V_FindFontColor(gifont.color);
mPatch = NULL;
}
if (mFont == NULL)
{
mFont = BigFont;
}
}
};
static FPatchInfo mapname;
static FPatchInfo finished;
static FPatchInfo entering;
static TArray<FTexture *> yah; // You Are Here graphic
static FTexture* splat; // splat
static FTexture* sp_secret; // "secret"
static FTexture* kills; // "Kills", "Scrt", "Items", "Frags"
static FTexture* secret;
static FTexture* items;
static FTexture* frags;
static FTexture* timepic; // Time sucks.
static FTexture* par;
static FTexture* sucks;
static FTexture* killers; // "killers", "victims"
static FTexture* victims;
static FTexture* total; // "Total", your face, your dead face
//static FTexture* star;
//static FTexture* bstar;
static FTexture* p; // Player graphic
static FTexture* lnames[2]; // Name graphics of each level (centered)
// [RH] Info to dynamically generate the level name graphics
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - 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. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
static FString lnametexts[2];
static FTexture *background;
//
// CODE
//
// ====================================================================
//
// Background script commands
//
// ====================================================================
static const char *WI_Cmd[]={
"Background",
"Splat",
"Pointer",
"Spots",
"IfEntering",
"IfNotEntering",
"IfVisited",
"IfNotVisited",
"IfLeaving",
"IfNotLeaving",
"IfTravelling",
"IfNotTravelling",
"Animation",
"Pic",
"NoAutostartMap",
NULL
};
//====================================================================
//
// Loads the background - either from a single texture
// or an intermission lump.
// Unfortunately the texture manager is incapable of recognizing text
// files so if you use a script you have to prefix its name by '$' in
// MAPINFO.
//
//====================================================================
static bool IsExMy(const char * name)
{
// Only check for the first 3 episodes. They are the only ones with default intermission scripts.
// Level names can be upper- and lower case so use tolower to check!
return (tolower(name[0])=='e' && name[1]>='1' && name[1]<='3' && tolower(name[2])=='m');
}
void WI_LoadBackground(bool isenterpic)
{
const char * lumpname = NULL;
char buffer[10];
in_anim_t an;
lnode_t pt;
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - 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. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
FTextureID texture;
bcnt=0;
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - 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. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
texture.SetInvalid();
if (isenterpic)
{
level_info_t * li = FindLevelInfo(wbs->next);
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - 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. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
if (li != NULL) lumpname = li->EnterPic;
}
else
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - 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. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
lumpname = level.info->ExitPic;
}
// Try to get a default if nothing specified
if (lumpname == NULL || lumpname[0]==0)
{
lumpname = NULL;
switch(gameinfo.gametype)
{
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest 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. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
case GAME_Chex:
case GAME_Doom:
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
if (!(gameinfo.flags & GI_MAPxx))
{
Update to ZDoom r1083. Not fully tested yet! - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
const char *level = isenterpic ? wbs->next : wbs->current;
if (IsExMy(level))
{
Update to ZDoom r1083. Not fully tested yet! - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
mysnprintf(buffer, countof(buffer), "$IN_EPI%c", level[1]);
lumpname = buffer;
}
}
if (!lumpname)
{
if (isenterpic)
{
// One special case needs to be handled here!
// If going from E1-E3 to E4 the default should be used, not the exit pic.
// Not if the exit pic is user defined!
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - 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. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
if (level.info->ExitPic.IsNotEmpty()) return;
// E1-E3 need special treatment when playing Doom 1.
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
if (!(gameinfo.flags & GI_MAPxx))
{
// not if the last level is not from the first 3 episodes
if (!IsExMy(wbs->current)) return;
// not if the next level is one of the first 3 episodes
if (IsExMy(wbs->next)) return;
}
}
lumpname = "INTERPIC";
}
break;
case GAME_Heretic:
if (isenterpic)
{
if (IsExMy(wbs->next))
{
Update to ZDoom r1083. Not fully tested yet! - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
mysnprintf(buffer, countof(buffer), "$IN_HTC%c", wbs->next[1]);
lumpname = buffer;
}
}
if (!lumpname)
{
if (isenterpic) return;
lumpname = "FLOOR16";
}
break;
case GAME_Hexen:
if (isenterpic) return;
lumpname = "INTERPIC";
break;
case GAME_Strife:
default:
// Strife doesn't have an intermission pic so choose something neutral.
if (isenterpic) return;
lumpname = gameinfo.borderFlat;
break;
}
}
if (lumpname == NULL)
{
// shouldn't happen!
background = NULL;
return;
}
lnodes.Clear();
anims.Clear();
yah.Clear();
splat = NULL;
// a name with a starting '$' indicates an intermission script
if (*lumpname!='$')
{
texture = TexMan.CheckForTexture(lumpname, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
}
else
{
- Fixed: The players were not added to FS's list of spawned things. - Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name 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. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
int lumpnum=Wads.CheckNumForFullName(lumpname+1, true);
if (lumpnum>=0)
{
- Fixed: The players were not added to FS's list of spawned things. - Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name 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. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
FScanner sc(lumpnum);
while (sc.GetString())
{
memset(&an,0,sizeof(an));
int caseval = sc.MustMatchString(WI_Cmd);
switch(caseval)
{
case 0: // Background
sc.MustGetString();
texture = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny);
break;
case 1: // Splat
sc.MustGetString();
splat = TexMan[sc.String];
break;
case 2: // Pointers
while (sc.GetString() && !sc.Crossed)
{
yah.Push(TexMan[sc.String]);
}
if (sc.Crossed)
sc.UnGet();
break;
case 3: // Spots
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
strncpy(pt.level, sc.String,8);
pt.level[8] = 0;
sc.MustGetNumber();
pt.x = sc.Number;
sc.MustGetNumber();
pt.y = sc.Number;
lnodes.Push(pt);
}
break;
case 4: // IfEntering
an.type = ANIM_IFENTERING;
goto readanimation;
case 5: // IfEntering
an.type = ANIM_IFNOTENTERING;
goto readanimation;
case 6: // IfVisited
an.type = ANIM_IFVISITED;
goto readanimation;
case 7: // IfNotVisited
an.type = ANIM_IFNOTVISITED;
goto readanimation;
case 8: // IfLeaving
an.type = ANIM_IFLEAVING;
goto readanimation;
case 9: // IfNotLeaving
an.type = ANIM_IFNOTLEAVING;
goto readanimation;
case 10: // IfTravelling
an.type = ANIM_IFTRAVELLING;
sc.MustGetString();
strncpy(an.levelname2, sc.String, 8);
an.levelname2[8] = 0;
goto readanimation;
case 11: // IfNotTravelling
an.type = ANIM_IFTRAVELLING;
sc.MustGetString();
strncpy(an.levelname2, sc.String, 8);
an.levelname2[8] = 0;
goto readanimation;
case 14: // NoAutostartMap
noautostartmap = true;
break;
readanimation:
sc.MustGetString();
strncpy(an.levelname, sc.String, 8);
an.levelname[8] = 0;
sc.MustGetString();
caseval=sc.MustMatchString(WI_Cmd);
default:
switch (caseval)
{
case 12: // Animation
an.type |= ANIM_ALWAYS;
sc.MustGetNumber();
an.loc.x = sc.Number;
sc.MustGetNumber();
an.loc.y = sc.Number;
sc.MustGetNumber();
an.period = sc.Number;
an.nexttic = 1 + (M_Random() % an.period);
if (sc.GetString())
{
if (sc.Compare("ONCE"))
{
an.data = 1;
}
else
{
sc.UnGet();
}
}
if (!sc.CheckString("{"))
{
sc.MustGetString();
an.p[an.nanims++] = TexMan[sc.String];
}
else
{
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (an.nanims<MAX_ANIMATION_FRAMES)
an.p[an.nanims++] = TexMan[sc.String];
}
}
an.ctr = -1;
anims.Push(an);
break;
case 13: // Pic
an.type |= ANIM_PIC;
sc.MustGetNumber();
an.loc.x = sc.Number;
sc.MustGetNumber();
an.loc.y = sc.Number;
sc.MustGetString();
an.p[0] = TexMan[sc.String];
anims.Push(an);
break;
default:
sc.ScriptError("Unknown token %s in intermission script", sc.String);
}
}
}
}
else
{
Printf("Intermission script %s not found!\n", lumpname+1);
texture = TexMan.GetTexture("INTERPIC", FTexture::TEX_MiscPatch);
}
}
background=TexMan[texture];
}
//====================================================================
//
// made this more generic and configurable through a script
// Removed all the ugly special case handling for different game modes
//
//====================================================================
void WI_updateAnimatedBack()
{
unsigned int i;
for(i=0;i<anims.Size();i++)
{
in_anim_t * a = &anims[i];
switch (a->type & ANIM_TYPE)
{
case ANIM_ALWAYS:
if (bcnt >= a->nexttic)
{
if (++a->ctr >= a->nanims)
{
if (a->data==0) a->ctr = 0;
else a->ctr--;
}
a->nexttic = bcnt + a->period;
}
break;
case ANIM_PIC:
a->ctr = 0;
break;
}
}
}
//====================================================================
//
// Draws the background including all animations
//
//====================================================================
void WI_drawBackground()
{
unsigned int i;
double animwidth=320; // For a flat fill or clear background scale animations to 320x200
double animheight=200;
if (background)
{
// background
if (background->UseType == FTexture::TEX_MiscPatch)
{
// scale all animations below to fit the size of the base pic
// The base pic is always scaled to fit the screen so this allows
// placing the animations precisely where they belong on the base pic
animwidth = background->GetScaledWidthDouble();
animheight = background->GetScaledHeightDouble();
screen->FillBorder (NULL);
screen->DrawTexture(background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
}
else
{
screen->FlatFill(0, 0, SCREENWIDTH, SCREENHEIGHT, background);
}
}
else
{
screen->Clear(0,0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
}
for(i=0;i<anims.Size();i++)
{
in_anim_t * a = &anims[i];
level_info_t * li;
switch (a->type & ANIM_CONDITION)
{
case ANIM_IFVISITED:
li = FindLevelInfo(a->levelname);
if (li == NULL || !(li->flags & LEVEL_VISITED)) continue;
break;
case ANIM_IFNOTVISITED:
li = FindLevelInfo(a->levelname);
if (li == NULL || (li->flags & LEVEL_VISITED)) continue;
break;
// StatCount means 'leaving' - everything else means 'entering'!
case ANIM_IFENTERING:
if (state == StatCount || strnicmp(a->levelname, wbs->next, 8)) continue;
break;
case ANIM_IFNOTENTERING:
if (state != StatCount && !strnicmp(a->levelname, wbs->next, 8)) continue;
break;
case ANIM_IFLEAVING:
if (state != StatCount || strnicmp(a->levelname, wbs->current, 8)) continue;
break;
case ANIM_IFNOTLEAVING:
if (state == StatCount && !strnicmp(a->levelname, wbs->current, 8)) continue;
break;
case ANIM_IFTRAVELLING:
if (strnicmp(a->levelname2, wbs->current, 8) || strnicmp(a->levelname, wbs->next, 8)) continue;
break;
case ANIM_IFNOTTRAVELLING:
if (!strnicmp(a->levelname2, wbs->current, 8) && !strnicmp(a->levelname, wbs->next, 8)) continue;
break;
}
if (a->ctr >= 0)
screen->DrawTexture(a->p[a->ctr], a->loc.x, a->loc.y,
DTA_VirtualWidthF, animwidth, DTA_VirtualHeightF, animheight, TAG_DONE);
}
}
//====================================================================
//
// Draws a single character with a shadow
//
//====================================================================
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
static int WI_DrawCharPatch (FFont *font, int charcode, int x, int y, EColorRange translation=CR_UNTRANSLATED, bool nomove=false)
{
int width;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
screen->DrawTexture(font->GetChar(charcode, &width), x, y,
nomove ? DTA_CleanNoMove : DTA_Clean, true,
DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : FRACUNIT/2,
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
DTA_Translation, font->GetColorTranslation(translation),
TAG_DONE);
return x - width;
}
//====================================================================
//
// CheckRealHeight
//
// Checks the posts in a texture and returns the lowest row (plus one)
// of the texture that is actually used.
//
//====================================================================
int CheckRealHeight(FTexture *tex)
{
const FTexture::Span *span;
int maxy = 0, miny = tex->GetHeight();
for (int i = 0; i < tex->GetWidth(); ++i)
{
tex->GetColumn(i, &span);
while (span->Length != 0)
{
if (span->TopOffset < miny)
{
miny = span->TopOffset;
}
if (span->TopOffset + span->Length > maxy)
{
maxy = span->TopOffset + span->Length;
}
span++;
}
}
// Scale maxy before returning it
maxy = (maxy << 17) / tex->yScale;
maxy = (maxy >> 1) + (maxy & 1);
return maxy;
}
//====================================================================
//
// Draws a level name with the big font
//
// x is no longer passed as a parameter because the text is now broken into several lines
// if it is too long
//
//====================================================================
int WI_DrawName(int y, FTexture *tex, const char *levelname)
{
// draw <LevelName>
if (tex)
{
screen->DrawTexture(tex, (screen->GetWidth() - tex->GetScaledWidth()*CleanXfac) /2, y, DTA_CleanNoMove, true, TAG_DONE);
int h = tex->GetScaledHeight();
if (h > 50)
{ // Fix for Deus Vult II and similar wads that decide to make these hugely tall
// patches with vast amounts of empty space at the bottom.
h = CheckRealHeight(tex);
}
return y + (h + BigFont->GetHeight()/4) * CleanYfac;
}
else
{
int i;
size_t l;
const char *p;
int h = 0;
int lumph;
lumph = mapname.mFont->GetHeight() * CleanYfac;
p = levelname;
if (!p) return 0;
l = strlen(p);
if (!l) return 0;
FBrokenLines *lines = V_BreakLines(mapname.mFont, screen->GetWidth() / CleanXfac, p);
if (lines)
{
for (i = 0; lines[i].Width >= 0; i++)
{
screen->DrawText(mapname.mFont, mapname.mColor, (SCREENWIDTH - lines[i].Width * CleanXfac) / 2, y + h,
lines[i].Text, DTA_CleanNoMove, true, TAG_DONE);
h += lumph;
}
V_FreeBrokenLines(lines);
}
return y + h + lumph/4;
}
}
//====================================================================
//
// Draws a text, either as patch or as string from the string table
//
//====================================================================
int WI_DrawPatchText(int y, FPatchInfo *pinfo, const char *stringname)
{
const char *string = GStrings(stringname);
int midx = screen->GetWidth() / 2;
if (pinfo->mPatch != NULL)
{
screen->DrawTexture(pinfo->mPatch, midx - pinfo->mPatch->GetScaledWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
return y + (pinfo->mPatch->GetScaledHeight() * CleanYfac);
}
else
{
screen->DrawText(pinfo->mFont, pinfo->mColor, midx - pinfo->mFont->StringWidth(string)*CleanXfac/2,
y, string, DTA_CleanNoMove, true, TAG_DONE);
return y + pinfo->mFont->GetHeight() * CleanYfac;
}
}
//====================================================================
//
// Draws "<Levelname> Finished!"
//
// Either uses the specified patch or the big font
// A level name patch can be specified for all games now, not just Doom.
//
//====================================================================
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
int WI_drawLF ()
{
int y = WI_TITLEY * CleanYfac;
y = WI_DrawName(y, wbs->LName0, lnametexts[0]);
// Adjustment for different font sizes for map name and 'finished'.
y -= ((mapname.mFont->GetHeight() - finished.mFont->GetHeight()) * CleanYfac) / 4;
// draw "Finished!"
if (y < (NG_STATSY - finished.mFont->GetHeight()*3/4) * CleanYfac)
{
// don't draw 'finished' if the level name is too tall
y = WI_DrawPatchText(y, &finished, "WI_FINISHED");
}
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
return y;
}
//====================================================================
//
// Draws "Entering <LevelName>"
//
// Either uses the specified patch or the big font
// A level name patch can be specified for all games now, not just Doom.
//
//====================================================================
void WI_drawEL ()
{
int y = WI_TITLEY * CleanYfac;
y = WI_DrawPatchText(y, &entering, "WI_ENTERING");
y += entering.mFont->GetHeight() * CleanYfac / 4;
WI_DrawName(y, wbs->LName1, lnametexts[1]);
}
//====================================================================
//
// Draws the splats and the 'You are here' arrows
//
//====================================================================
Update to ZDoom r1083. Not fully tested yet! - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
int WI_MapToIndex (const char *map)
{
unsigned int i;
for (i = 0; i < lnodes.Size(); i++)
{
if (!strnicmp (lnodes[i].level, map, 8))
break;
}
return i;
}
//====================================================================
//
// Draws the splats and the 'You are here' arrows
//
//====================================================================
void WI_drawOnLnode( int n, FTexture * c[] ,int numc)
{
int i;
for(i=0;i<numc;i++)
{
int left;
int top;
int right;
int bottom;
right = c[i]->GetScaledWidth();
bottom = c[i]->GetScaledHeight();
left = lnodes[n].x - c[i]->GetScaledLeftOffset();
top = lnodes[n].y - c[i]->GetScaledTopOffset();
right += left;
bottom += top;
if (left >= 0 && right < 320 && top >= 0 && bottom < 200)
{
screen->DrawTexture (c[i], lnodes[n].x, lnodes[n].y, DTA_320x200, true, TAG_DONE);
break;
}
}
}
//====================================================================
//
// Draws a number.
// If digits > 0, then use that many digits minimum,
// otherwise only use as many as necessary.
// x is the right edge of the number.
// Returns new x position, that is, the left edge of the number.
//
//====================================================================
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
int WI_drawNum (FFont *font, int x, int y, int n, int digits, bool leadingzeros=true, EColorRange translation=CR_UNTRANSLATED)
{
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
int fontwidth = font->GetCharWidth('3');
char text[8];
int len;
char *text_p;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
bool nomove = font != IntermissionFont;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
if (nomove)
{
fontwidth *= CleanXfac;
}
if (leadingzeros)
{
len = mysnprintf (text, countof(text), "%0*d", digits, n);
}
else
{
len = mysnprintf (text, countof(text), "%d", n);
}
text_p = text + MIN<int>(len, countof(text)-1);
while (--text_p >= text)
{
// Digits are centered in a box the width of the '3' character.
// Other characters (specifically, '-') are right-aligned in their cell.
if (*text_p >= '0' && *text_p <= '9')
{
x -= fontwidth;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
WI_DrawCharPatch(font, *text_p, x + (fontwidth - font->GetCharWidth(*text_p)) / 2, y, translation, nomove);
}
else
{
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
WI_DrawCharPatch(font, *text_p, x - font->GetCharWidth(*text_p), y, translation, nomove);
x -= fontwidth;
}
}
if (len < digits)
{
x -= fontwidth * (digits - len);
}
return x;
}
//====================================================================
//
//
//
//====================================================================
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
void WI_drawPercent (FFont *font, int x, int y, int p, int b, bool show_total=true, EColorRange color=CR_UNTRANSLATED)
{
if (p < 0)
return;
if (wi_percents)
{
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
if (font != IntermissionFont)
{
x -= font->GetCharWidth('%') * CleanXfac;
}
else
{
x -= font->GetCharWidth('%');
}
screen->DrawText(font, color, x, y, "%", font != IntermissionFont ? DTA_CleanNoMove : DTA_Clean, true, TAG_DONE);
if (font != IntermissionFont)
{
x -= 2*CleanXfac;
}
WI_drawNum(font, x, y, b == 0 ? 100 : p * 100 / b, -1, false, color);
}
else
{
if (show_total)
{
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
x = WI_drawNum(font, x, y, b, 2, false);
x -= font->GetCharWidth('/');
screen->DrawText (IntermissionFont, color, x, y, "/",
DTA_Clean, true, TAG_DONE);
}
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
WI_drawNum (font, x, y, p, -1, false, color);
}
}
//====================================================================
//
// Display level completion time and par, or "sucks" message if overflow.
//
//====================================================================
void WI_drawTime (int x, int y, int t, bool no_sucks=false)
{
bool sucky;
if (t<0)
return;
sucky = !no_sucks && t >= wbs->sucktime * 60 * 60 && wbs->sucktime > 0;
if (sucky)
{ // "sucks"
if (sucks != NULL)
{
screen->DrawTexture (sucks, x - sucks->GetScaledWidth(), y - IntermissionFont->GetHeight() - 2,
DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawText (BigFont, CR_UNTRANSLATED, x - BigFont->StringWidth("SUCKS"), y - IntermissionFont->GetHeight() - 2,
"SUCKS", DTA_Clean, true, TAG_DONE);
}
}
int hours = t / 3600;
t -= hours * 3600;
int minutes = t / 60;
t -= minutes * 60;
int seconds = t;
// Why were these offsets hard coded? Half the WADs with custom patches
// I tested screwed up miserably in this function!
int num_spacing = IntermissionFont->GetCharWidth('3');
int colon_spacing = IntermissionFont->GetCharWidth(':');
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
x = WI_drawNum (IntermissionFont, x, y, seconds, 2) - 1;
WI_DrawCharPatch (IntermissionFont, ':', x -= colon_spacing, y);
x = WI_drawNum (IntermissionFont, x, y, minutes, 2, hours!=0);
if (hours)
{
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
WI_DrawCharPatch (IntermissionFont, ':', x -= colon_spacing, y);
WI_drawNum (IntermissionFont, x, y, hours, 2);
}
}
void WI_End ()
{
state = LeavingIntermission;
WI_unloadData ();
//Added by mc
if (deathmatch)
{
bglobal.RemoveAllBots (consoleplayer != Net_Arbitrator);
}
}
void WI_initNoState ()
{
state = NoState;
acceleratestage = 0;
cnt = 10;
}
void WI_updateNoState ()
{
WI_updateAnimatedBack();
if (!wi_noautostartmap && !noautostartmap) cnt--;
if (acceleratestage) cnt=0;
if (cnt==0)
{
WI_End();
G_WorldDone();
}
}
static bool snl_pointeron = false;
void WI_initShowNextLoc ()
{
if (wbs->next_ep == -1)
{
// Last map in episode - there is no next location!
WI_End();
G_WorldDone();
return;
}
state = ShowNextLoc;
acceleratestage = 0;
cnt = SHOWNEXTLOCDELAY * TICRATE;
WI_LoadBackground(true);
}
void WI_updateShowNextLoc ()
{
WI_updateAnimatedBack();
if (!--cnt || acceleratestage)
WI_initNoState();
else
snl_pointeron = (cnt & 31) < 20;
}
void WI_drawShowNextLoc(void)
{
unsigned int i;
WI_drawBackground();
if (splat)
{
for (i=0 ; i<lnodes.Size() ; i++)
{
level_info_t * li = FindLevelInfo (lnodes[i].level);
if (li && li->flags & LEVEL_VISITED) WI_drawOnLnode(i, &splat,1); // draw a splat on taken cities.
}
}
// draw flashing ptr
if (snl_pointeron && yah.Size())
{
unsigned int v = WI_MapToIndex (wbs->next);
// Draw only if it points to a valid level on the current screen!
if (v<lnodes.Size()) WI_drawOnLnode (v, &yah[0], yah.Size());
}
// draws which level you are entering..
WI_drawEL ();
}
void WI_drawNoState ()
{
snl_pointeron = true;
WI_drawShowNextLoc();
}
int WI_fragSum (int playernum)
{
int i;
int frags = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i]
&& i!=playernum)
{
frags += plrs[playernum].frags[i];
}
}
// JDC hack - negative frags.
frags -= plrs[playernum].frags[playernum];
return frags;
}
static int dm_state;
static int dm_frags[MAXPLAYERS][MAXPLAYERS];
static int dm_totals[MAXPLAYERS];
void WI_initDeathmatchStats (void)
{
int i, j;
state = StatCount;
acceleratestage = 0;
dm_state = 1;
cnt_pause = TICRATE;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
if (playeringame[j])
dm_frags[i][j] = 0;
dm_totals[i] = 0;
}
}
}
void WI_updateDeathmatchStats ()
{
/*
int i, j;
bool stillticking;
*/
WI_updateAnimatedBack();
if (acceleratestage && dm_state != 4)
{
/*
acceleratestage = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
if (playeringame[j])
dm_frags[i][j] = plrs[i].frags[j];
dm_totals[i] = WI_fragSum(i);
}
}
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
*/
dm_state = 4;
}
if (dm_state == 2)
{
/*
if (!(bcnt&3))
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
{
if (playeringame[j]
&& dm_frags[i][j] != plrs[i].frags[j])
{
if (plrs[i].frags[j] < 0)
dm_frags[i][j]--;
else
dm_frags[i][j]++;
if (dm_frags[i][j] > 99)
dm_frags[i][j] = 99;
if (dm_frags[i][j] < -99)
dm_frags[i][j] = -99;
stillticking = true;
}
}
dm_totals[i] = WI_fragSum(i);
if (dm_totals[i] > 99)
dm_totals[i] = 99;
if (dm_totals[i] < -99)
dm_totals[i] = -99;
}
}
if (!stillticking)
{
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
dm_state++;
}
*/
dm_state = 3;
}
else if (dm_state == 4)
{
if (acceleratestage)
{
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/pastdmstats", 1, ATTN_NONE);
WI_initShowNextLoc();
}
}
else if (dm_state & 1)
{
if (!--cnt_pause)
{
dm_state++;
cnt_pause = TICRATE;
}
}
}
void WI_drawDeathmatchStats ()
{
// draw animated background
WI_drawBackground();
WI_drawLF();
// [RH] Draw heads-up scores display
HU_DrawScores (&players[me]);
/*
int i;
int j;
int x;
int y;
int w;
int lh; // line height
lh = WI_SPACINGY;
// draw stat titles (top line)
V_DrawPatchClean(DM_TOTALSX-LittleShort(total->width)/2,
DM_MATRIXY-WI_SPACINGY+10,
&FB,
total);
V_DrawPatchClean(DM_KILLERSX, DM_KILLERSY, &FB, killers);
V_DrawPatchClean(DM_VICTIMSX, DM_VICTIMSY, &FB, victims);
// draw P?
x = DM_MATRIXX + DM_SPACINGX;
y = DM_MATRIXY;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (playeringame[i])
{
V_DrawPatchClean(x-LittleShort(p[i]->width)/2,
DM_MATRIXY - WI_SPACINGY,
&FB,
p[i]);
V_DrawPatchClean(DM_MATRIXX-LittleShort(p[i]->width)/2,
y,
&FB,
p[i]);
if (i == me)
{
V_DrawPatchClean(x-LittleShort(p[i]->width)/2,
DM_MATRIXY - WI_SPACINGY,
&FB,
bstar);
V_DrawPatchClean(DM_MATRIXX-LittleShort(p[i]->width)/2,
y,
&FB,
star);
}
}
x += DM_SPACINGX;
y += WI_SPACINGY;
}
// draw stats
y = DM_MATRIXY+10;
w = LittleShort(num[0]->width);
for (i=0 ; i<MAXPLAYERS ; i++)
{
x = DM_MATRIXX + DM_SPACINGX;
if (playeringame[i])
{
for (j=0 ; j<MAXPLAYERS ; j++)
{
if (playeringame[j])
WI_drawNum(x+w, y, dm_frags[i][j], 2);
x += DM_SPACINGX;
}
WI_drawNum(DM_TOTALSX+w, y, dm_totals[i], 2);
}
y += WI_SPACINGY;
}
*/
}
static int cnt_frags[MAXPLAYERS];
static int dofrags;
static int ng_state;
void WI_initNetgameStats ()
{
int i;
state = StatCount;
acceleratestage = 0;
ng_state = 1;
cnt_pause = TICRATE;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
cnt_kills[i] = cnt_items[i] = cnt_secret[i] = cnt_frags[i] = 0;
dofrags += WI_fragSum (i);
}
dofrags = !!dofrags;
}
void WI_updateNetgameStats ()
{
int i;
int fsum;
bool stillticking;
WI_updateAnimatedBack ();
if (acceleratestage && ng_state != 10)
{
acceleratestage = 0;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_kills[i] = plrs[i].skills;
cnt_items[i] = plrs[i].sitems;
cnt_secret[i] = plrs[i].ssecret;
if (dofrags)
cnt_frags[i] = WI_fragSum (i);
}
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
ng_state = 10;
}
if (ng_state == 2)
{
if (!(bcnt&3))
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_kills[i] += 2;
if (cnt_kills[i] > plrs[i].skills)
cnt_kills[i] = plrs[i].skills;
else
stillticking = true;
}
if (!stillticking)
{
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
ng_state++;
}
}
else if (ng_state == 4)
{
if (!(bcnt&3))
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_items[i] += 2;
if (cnt_items[i] > plrs[i].sitems)
cnt_items[i] = plrs[i].sitems;
else
stillticking = true;
}
if (!stillticking)
{
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
ng_state++;
}
}
else if (ng_state == 6)
{
if (!(bcnt&3))
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_secret[i] += 2;
if (cnt_secret[i] > plrs[i].ssecret)
cnt_secret[i] = plrs[i].ssecret;
else
stillticking = true;
}
if (!stillticking)
{
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
ng_state += 1 + 2*!dofrags;
}
}
else if (ng_state == 8)
{
if (!(bcnt&3))
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
stillticking = false;
for (i=0 ; i<MAXPLAYERS ; i++)
{
if (!playeringame[i])
continue;
cnt_frags[i] += 1;
if (cnt_frags[i] >= (fsum = WI_fragSum(i)))
cnt_frags[i] = fsum;
else
stillticking = true;
}
if (!stillticking)
{
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/cooptotal", 1, ATTN_NONE);
ng_state++;
}
}
else if (ng_state == 10)
{
if (acceleratestage)
{
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/pastcoopstats", 1, ATTN_NONE);
WI_initShowNextLoc();
}
}
else if (ng_state & 1)
{
if (!--cnt_pause)
{
ng_state++;
cnt_pause = TICRATE;
}
}
}
void WI_drawNetgameStats ()
{
int i, x, y, ypadding, height, lineheight;
int maxnamewidth, maxscorewidth, maxiconheight;
int pwidth = IntermissionFont->GetCharWidth('%');
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
int icon_x, name_x, kills_x, bonus_x, secret_x;
int bonus_len, secret_len;
int missed_kills, missed_items, missed_secrets;
EColorRange color;
const char *text_bonus, *text_color, *text_secret, *text_kills;
// draw animated background
WI_drawBackground();
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
y = WI_drawLF();
HU_GetPlayerWidths(maxnamewidth, maxscorewidth, maxiconheight);
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
height = SmallFont->GetHeight() * CleanYfac;
lineheight = MAX(height, maxiconheight * CleanYfac);
ypadding = (lineheight - height + 1) / 2;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
y += 16*CleanYfac;
text_bonus = GStrings((gameinfo.gametype & GAME_Raven) ? "SCORE_BONUS" : "SCORE_ITEMS");
text_color = GStrings("SCORE_COLOR");
text_secret = GStrings("SCORE_SECRET");
text_kills = GStrings("SCORE_KILLS");
icon_x = (SmallFont->StringWidth(text_color) + 8) * CleanXfac;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
name_x = icon_x + maxscorewidth * CleanXfac;
kills_x = name_x + (maxnamewidth + MAX(SmallFont->StringWidth("XXXXX"), SmallFont->StringWidth(text_kills)) + 8) * CleanXfac;
bonus_x = kills_x + ((bonus_len = SmallFont->StringWidth(text_bonus)) + 8) * CleanXfac;
secret_x = bonus_x + ((secret_len = SmallFont->StringWidth(text_secret)) + 8) * CleanXfac;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
x = (SCREENWIDTH - secret_x) >> 1;
icon_x += x;
name_x += x;
kills_x += x;
bonus_x += x;
secret_x += x;
color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
screen->DrawText(SmallFont, color, x, y, text_color, DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_NAME"), DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText(SmallFont, color, kills_x - SmallFont->StringWidth(text_kills)*CleanXfac, y, text_kills, DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText(SmallFont, color, bonus_x - bonus_len*CleanXfac, y, text_bonus, DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText(SmallFont, color, secret_x - secret_len*CleanXfac, y, text_secret, DTA_CleanNoMove, true, TAG_DONE);
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
y += height + 6 * CleanYfac;
missed_kills = wbs->maxkills;
missed_items = wbs->maxitems;
missed_secrets = wbs->maxsecret;
// Draw lines for each player
for (i = 0; i < MAXPLAYERS; ++i)
{
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
player_t *player;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
if (!playeringame[i])
continue;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
player = &players[i];
HU_DrawColorBar(x, y, lineheight, i);
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
color = (EColorRange)HU_GetRowColor(player, i == consoleplayer);
if (player->mo->ScoreIcon.isValid())
{
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
FTexture *pic = TexMan[player->mo->ScoreIcon];
screen->DrawTexture(pic, icon_x, y, DTA_CleanNoMove, true, TAG_DONE);
}
screen->DrawText(SmallFont, color, name_x, y + ypadding, player->userinfo.netname, DTA_CleanNoMove, true, TAG_DONE);
WI_drawPercent(SmallFont, kills_x, y + ypadding, cnt_kills[i], wbs->maxkills, false, color);
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
missed_kills -= cnt_kills[i];
if (ng_state >= 4)
{
WI_drawPercent(SmallFont, bonus_x, y + ypadding, cnt_items[i], wbs->maxitems, false, color);
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
missed_items -= cnt_items[i];
if (ng_state >= 6)
{
WI_drawPercent(SmallFont, secret_x, y + ypadding, cnt_secret[i], wbs->maxsecret, false, color);
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
missed_secrets -= cnt_secret[i];
}
}
y += lineheight + CleanYfac;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
}
// Draw "MISSED" line
y += 5 * CleanYfac;
screen->DrawText(SmallFont, CR_DARKGRAY, name_x, y, GStrings("SCORE_MISSED"), DTA_CleanNoMove, true, TAG_DONE);
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
WI_drawPercent(SmallFont, kills_x, y, missed_kills, wbs->maxkills, false, CR_DARKGRAY);
if (ng_state >= 4)
{
WI_drawPercent(SmallFont, bonus_x, y, missed_items, wbs->maxitems, false, CR_DARKGRAY);
if (ng_state >= 6)
{
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
WI_drawPercent(SmallFont, secret_x, y, missed_secrets, wbs->maxsecret, false, CR_DARKGRAY);
}
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
}
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
// Draw "TOTAL" line
y += height + 5 * CleanYfac;
color = (gameinfo.gametype & GAME_Raven) ? CR_GREEN : CR_UNTRANSLATED;
screen->DrawText(SmallFont, color, name_x, y, GStrings("SCORE_TOTAL"), DTA_CleanNoMove, true, TAG_DONE);
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
WI_drawNum(SmallFont, kills_x, y, wbs->maxkills, 0, false, color);
if (ng_state >= 4)
{
WI_drawNum(SmallFont, bonus_x, y, wbs->maxitems, 0, false, color);
if (ng_state >= 6)
{
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
WI_drawNum(SmallFont, secret_x, y, wbs->maxsecret, 0, false, color);
}
}
}
static int sp_state;
void WI_initStats ()
{
state = StatCount;
acceleratestage = 0;
sp_state = 1;
cnt_kills[0] = cnt_items[0] = cnt_secret[0] = -1;
cnt_time = cnt_par = -1;
cnt_pause = TICRATE;
cnt_total_time = -1;
}
void WI_updateStats ()
{
WI_updateAnimatedBack ();
Update to ZDoom r1705: - ZDoom now disables the input method editor, since it has no east-Asian support, and having it open a composition window when you're only expecting a single keypress is not so good. - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats at once, instead of revealing them one line at a time. - Fixed: The border definition in MAPINFO's gameinfo block used extra braces. - Added A_SetCrosshair. - Added A_WeaponBob. - Dropped the Hexen player classes' JumpZ down to 9, since the original value now works as it originally did. - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players from being thrusted while taking damage. (Non-players were already unthrusted.) - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING will leave it unaltered. - Added Gez's PowerInvisibility changes. - Fixed: clearflags did not clear flags6. - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity. - Enough with this "momentum" garbage. What Doom calls "momentum" is really velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. - 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.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
if (acceleratestage && sp_state != 10)
{
if (acceleratestage)
{
acceleratestage = 0;
sp_state = 10;
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
}
cnt_kills[0] = plrs[me].skills;
cnt_items[0] = plrs[me].sitems;
cnt_secret[0] = plrs[me].ssecret;
cnt_time = plrs[me].stime / TICRATE;
cnt_par = wbs->partime / TICRATE;
cnt_total_time = wbs->totaltime / TICRATE;
}
if (sp_state == 2)
{
if (gameinfo.intermissioncounter)
{
cnt_kills[0] += 2;
if (!(bcnt&3))
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
}
Update to ZDoom r1705: - ZDoom now disables the input method editor, since it has no east-Asian support, and having it open a composition window when you're only expecting a single keypress is not so good. - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats at once, instead of revealing them one line at a time. - Fixed: The border definition in MAPINFO's gameinfo block used extra braces. - Added A_SetCrosshair. - Added A_WeaponBob. - Dropped the Hexen player classes' JumpZ down to 9, since the original value now works as it originally did. - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players from being thrusted while taking damage. (Non-players were already unthrusted.) - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING will leave it unaltered. - Added Gez's PowerInvisibility changes. - Fixed: clearflags did not clear flags6. - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity. - Enough with this "momentum" garbage. What Doom calls "momentum" is really velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. - 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.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
if (!gameinfo.intermissioncounter || cnt_kills[0] >= plrs[me].skills)
{
cnt_kills[0] = plrs[me].skills;
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
sp_state++;
}
}
else if (sp_state == 4)
{
if (gameinfo.intermissioncounter)
{
cnt_items[0] += 2;
if (!(bcnt&3))
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
}
Update to ZDoom r1705: - ZDoom now disables the input method editor, since it has no east-Asian support, and having it open a composition window when you're only expecting a single keypress is not so good. - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats at once, instead of revealing them one line at a time. - Fixed: The border definition in MAPINFO's gameinfo block used extra braces. - Added A_SetCrosshair. - Added A_WeaponBob. - Dropped the Hexen player classes' JumpZ down to 9, since the original value now works as it originally did. - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players from being thrusted while taking damage. (Non-players were already unthrusted.) - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING will leave it unaltered. - Added Gez's PowerInvisibility changes. - Fixed: clearflags did not clear flags6. - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity. - Enough with this "momentum" garbage. What Doom calls "momentum" is really velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. - 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.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
if (!gameinfo.intermissioncounter || cnt_items[0] >= plrs[me].sitems)
{
cnt_items[0] = plrs[me].sitems;
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
sp_state++;
}
}
else if (sp_state == 6)
{
if (gameinfo.intermissioncounter)
{
cnt_secret[0] += 2;
if (!(bcnt&3))
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
}
Update to ZDoom r1705: - ZDoom now disables the input method editor, since it has no east-Asian support, and having it open a composition window when you're only expecting a single keypress is not so good. - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats at once, instead of revealing them one line at a time. - Fixed: The border definition in MAPINFO's gameinfo block used extra braces. - Added A_SetCrosshair. - Added A_WeaponBob. - Dropped the Hexen player classes' JumpZ down to 9, since the original value now works as it originally did. - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players from being thrusted while taking damage. (Non-players were already unthrusted.) - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING will leave it unaltered. - Added Gez's PowerInvisibility changes. - Fixed: clearflags did not clear flags6. - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity. - Enough with this "momentum" garbage. What Doom calls "momentum" is really velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. - 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.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
if (!gameinfo.intermissioncounter || cnt_secret[0] >= plrs[me].ssecret)
{
cnt_secret[0] = plrs[me].ssecret;
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
sp_state++;
}
}
else if (sp_state == 8)
{
if (gameinfo.intermissioncounter)
{
if (!(bcnt&3))
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/tick", 1, ATTN_NONE);
cnt_time += 3;
cnt_par += 3;
cnt_total_time += 3;
}
Update to ZDoom r1705: - ZDoom now disables the input method editor, since it has no east-Asian support, and having it open a composition window when you're only expecting a single keypress is not so good. - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats at once, instead of revealing them one line at a time. - Fixed: The border definition in MAPINFO's gameinfo block used extra braces. - Added A_SetCrosshair. - Added A_WeaponBob. - Dropped the Hexen player classes' JumpZ down to 9, since the original value now works as it originally did. - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players from being thrusted while taking damage. (Non-players were already unthrusted.) - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING will leave it unaltered. - Added Gez's PowerInvisibility changes. - Fixed: clearflags did not clear flags6. - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity. - Enough with this "momentum" garbage. What Doom calls "momentum" is really velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. - 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.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
if (!gameinfo.intermissioncounter || cnt_time >= plrs[me].stime / TICRATE)
cnt_time = plrs[me].stime / TICRATE;
Update to ZDoom r1705: - ZDoom now disables the input method editor, since it has no east-Asian support, and having it open a composition window when you're only expecting a single keypress is not so good. - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats at once, instead of revealing them one line at a time. - Fixed: The border definition in MAPINFO's gameinfo block used extra braces. - Added A_SetCrosshair. - Added A_WeaponBob. - Dropped the Hexen player classes' JumpZ down to 9, since the original value now works as it originally did. - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players from being thrusted while taking damage. (Non-players were already unthrusted.) - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING will leave it unaltered. - Added Gez's PowerInvisibility changes. - Fixed: clearflags did not clear flags6. - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity. - Enough with this "momentum" garbage. What Doom calls "momentum" is really velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. - 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.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
if (!gameinfo.intermissioncounter || cnt_total_time >= wbs->totaltime / TICRATE)
cnt_total_time = wbs->totaltime / TICRATE;
Update to ZDoom r1705: - ZDoom now disables the input method editor, since it has no east-Asian support, and having it open a composition window when you're only expecting a single keypress is not so good. - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats at once, instead of revealing them one line at a time. - Fixed: The border definition in MAPINFO's gameinfo block used extra braces. - Added A_SetCrosshair. - Added A_WeaponBob. - Dropped the Hexen player classes' JumpZ down to 9, since the original value now works as it originally did. - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players from being thrusted while taking damage. (Non-players were already unthrusted.) - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING will leave it unaltered. - Added Gez's PowerInvisibility changes. - Fixed: clearflags did not clear flags6. - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity. - Enough with this "momentum" garbage. What Doom calls "momentum" is really velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. - 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.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
if (!gameinfo.intermissioncounter || cnt_par >= wbs->partime / TICRATE)
{
cnt_par = wbs->partime / TICRATE;
if (cnt_time >= plrs[me].stime / TICRATE)
{
cnt_total_time = wbs->totaltime / TICRATE;
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/nextstage", 1, ATTN_NONE);
sp_state++;
}
}
}
else if (sp_state == 10)
{
if (acceleratestage)
{
Update to ZDoom r1552: - Gave the intermission screen sounds their own SNDINFO entries. - Removed obsolete snd_surround cvar. - Changing screen resolution now adjusts the automap scale to be constant relative to screen resolution. - Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB colorspace, it didn't zero out the temporary buffer. - Fixed memory leak from leftover code for 7z loading and added the LUMPF_ZIPFILE flag to their contents so they have the same semantics as zips. - Added support for 7z archives. - Added -noautoload option. - Added default Raven automap colors set. Needs to be tested because I can't compare against the DOS version myself. - Extened A_PlaySound and A_StopSound to be able to set all parameters of the internal sound code. - Changed gravity doubling so that it only happens when you run off a ledge. - Fixed: World panning was ignored for the X offset of masked midtextures. - Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground of a moving floor, regardless of movement speed. For NOBLOCKMAP items this is necessary because otherwise they can be left in the air and it also adds some options for other things. - Changed A_FreezeDeathChunks() so that instead of directly destroying an actor, it sets it to the "Null" state, which will make it invisible and destroy it one tic later. - Added a NULL pointer check to A_Fire() and copied the target to a local variable inside A_VileAttack() so that if P_DamageMobj() destroys the target, the function will still have a valid pointer to it (since reading it from the actor's instance data invokes the read barrier, which would return NULL). - Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their NOBLOCKMAP flag taken away previously to make them move with a sector. This should fix the performance problem Claustrophobia had with recent ZDoom versions. - Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. - Performance optimization for FBlockThingsIterator::Next(): Actors that exist in only one block don't need to be added to the CheckArray or scanned for in it. Also changed the array used to keep track of visited actors into a hash table. - added some default definitions for constants that may miss in some headers. - replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
2009-04-19 06:46:53 +00:00
S_Sound (CHAN_VOICE | CHAN_UI, "intermission/paststats", 1, ATTN_NONE);
WI_initShowNextLoc();
}
}
else if (sp_state & 1)
{
if (!--cnt_pause)
{
sp_state++;
cnt_pause = TICRATE;
}
}
}
void WI_drawStats (void)
{
// line height
int lh;
lh = IntermissionFont->GetHeight() * 3 / 2;
// draw animated background
WI_drawBackground();
WI_drawLF();
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest 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. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
if (gameinfo.gametype & GAME_DoomChex)
{
screen->DrawTexture (kills, SP_STATSX, SP_STATSY, DTA_Clean, true, TAG_DONE);
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
WI_drawPercent (IntermissionFont, 320 - SP_STATSX, SP_STATSY, cnt_kills[0], wbs->maxkills);
screen->DrawTexture (items, SP_STATSX, SP_STATSY+lh, DTA_Clean, true, TAG_DONE);
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
WI_drawPercent (IntermissionFont, 320 - SP_STATSX, SP_STATSY+lh, cnt_items[0], wbs->maxitems);
screen->DrawTexture (sp_secret, SP_STATSX, SP_STATSY+2*lh, DTA_Clean, true, TAG_DONE);
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - 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?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
WI_drawPercent (IntermissionFont, 320 - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0], wbs->maxsecret);
screen->DrawTexture (timepic, SP_TIMEX, SP_TIMEY, DTA_Clean, true, TAG_DONE);
WI_drawTime (160 - SP_TIMEX, SP_TIMEY, cnt_time);
if (wi_showtotaltime)
{
WI_drawTime (160 - SP_TIMEX, SP_TIMEY + lh, cnt_total_time, true); // no 'sucks' for total time ever!
}
if (wbs->partime)
{
screen->DrawTexture (par, 160 + SP_TIMEX, SP_TIMEY, DTA_Clean, true, TAG_DONE);
WI_drawTime (320 - SP_TIMEX, SP_TIMEY, cnt_par);
}
}
else
{
screen->DrawText (BigFont, CR_UNTRANSLATED, 50, 65, "KILLS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE);
screen->DrawText (BigFont, CR_UNTRANSLATED, 50, 90, "ITEMS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE);
screen->DrawText (BigFont, CR_UNTRANSLATED, 50, 115, "SECRETS", DTA_Clean, true, DTA_Shadow, true, TAG_DONE);
Update to ZDoom r1425: - Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on certain actors and added an option to APowerInvisibility to set this flag when active. - Added map specific automap backgrounds. - Fixed: Voodoo dolls did not play a sound when dying. - Added colorized error messages to DECORATE and made a few more error conditions that do not block further parsing not immediately abort. - Made all errors in CreateNewActor not immediately fatal so that the rest of the DECORATE lump can be parsed normally to look for more errors. - Fixed: Defining classes with the same name as their immediate base class was legal. It should not be allowed that a class has another one with the same name in its ancestry. - Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife was broken. Changed it to use WI_Drawpercent which does it properly and also allows showing percentage in these games now. - Fixed: The MAPINFO parser ignored missing terminating braces of the last block in the file. - Moved the V_InitFontColors() call earlier in the startup sequence so that colored error messages appear colored in the startup window. Also lightened up the "Flat" red to contrast better on the startup background. - Changed I_InitInput() to acquire the IDirectInput8A interface by using DirectInput8Create() instead of CoCreateInstance(). This allows the Steam GameOverlayRenderer.dll to properly hook it. - Stopped sending double the number of wheel events as appropriate to the console under Linux. - Added middle mouse button selection pasting for X systems. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@301 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-20 09:24:51 +00:00
int countpos = gameinfo.gametype==GAME_Strife? 285:270;
if (sp_state >= 2)
{
Update to ZDoom r1425: - Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on certain actors and added an option to APowerInvisibility to set this flag when active. - Added map specific automap backgrounds. - Fixed: Voodoo dolls did not play a sound when dying. - Added colorized error messages to DECORATE and made a few more error conditions that do not block further parsing not immediately abort. - Made all errors in CreateNewActor not immediately fatal so that the rest of the DECORATE lump can be parsed normally to look for more errors. - Fixed: Defining classes with the same name as their immediate base class was legal. It should not be allowed that a class has another one with the same name in its ancestry. - Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife was broken. Changed it to use WI_Drawpercent which does it properly and also allows showing percentage in these games now. - Fixed: The MAPINFO parser ignored missing terminating braces of the last block in the file. - Moved the V_InitFontColors() call earlier in the startup sequence so that colored error messages appear colored in the startup window. Also lightened up the "Flat" red to contrast better on the startup background. - Changed I_InitInput() to acquire the IDirectInput8A interface by using DirectInput8Create() instead of CoCreateInstance(). This allows the Steam GameOverlayRenderer.dll to properly hook it. - Stopped sending double the number of wheel events as appropriate to the console under Linux. - Added middle mouse button selection pasting for X systems. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@301 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-20 09:24:51 +00:00
WI_drawPercent (IntermissionFont, countpos, 65, cnt_kills[0], wbs->maxkills);
}
if (sp_state >= 4)
{
Update to ZDoom r1425: - Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on certain actors and added an option to APowerInvisibility to set this flag when active. - Added map specific automap backgrounds. - Fixed: Voodoo dolls did not play a sound when dying. - Added colorized error messages to DECORATE and made a few more error conditions that do not block further parsing not immediately abort. - Made all errors in CreateNewActor not immediately fatal so that the rest of the DECORATE lump can be parsed normally to look for more errors. - Fixed: Defining classes with the same name as their immediate base class was legal. It should not be allowed that a class has another one with the same name in its ancestry. - Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife was broken. Changed it to use WI_Drawpercent which does it properly and also allows showing percentage in these games now. - Fixed: The MAPINFO parser ignored missing terminating braces of the last block in the file. - Moved the V_InitFontColors() call earlier in the startup sequence so that colored error messages appear colored in the startup window. Also lightened up the "Flat" red to contrast better on the startup background. - Changed I_InitInput() to acquire the IDirectInput8A interface by using DirectInput8Create() instead of CoCreateInstance(). This allows the Steam GameOverlayRenderer.dll to properly hook it. - Stopped sending double the number of wheel events as appropriate to the console under Linux. - Added middle mouse button selection pasting for X systems. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@301 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-20 09:24:51 +00:00
WI_drawPercent (IntermissionFont, countpos, 90, cnt_items[0], wbs->maxitems);
}
if (sp_state >= 6)
{
Update to ZDoom r1425: - Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on certain actors and added an option to APowerInvisibility to set this flag when active. - Added map specific automap backgrounds. - Fixed: Voodoo dolls did not play a sound when dying. - Added colorized error messages to DECORATE and made a few more error conditions that do not block further parsing not immediately abort. - Made all errors in CreateNewActor not immediately fatal so that the rest of the DECORATE lump can be parsed normally to look for more errors. - Fixed: Defining classes with the same name as their immediate base class was legal. It should not be allowed that a class has another one with the same name in its ancestry. - Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife was broken. Changed it to use WI_Drawpercent which does it properly and also allows showing percentage in these games now. - Fixed: The MAPINFO parser ignored missing terminating braces of the last block in the file. - Moved the V_InitFontColors() call earlier in the startup sequence so that colored error messages appear colored in the startup window. Also lightened up the "Flat" red to contrast better on the startup background. - Changed I_InitInput() to acquire the IDirectInput8A interface by using DirectInput8Create() instead of CoCreateInstance(). This allows the Steam GameOverlayRenderer.dll to properly hook it. - Stopped sending double the number of wheel events as appropriate to the console under Linux. - Added middle mouse button selection pasting for X systems. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@301 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-20 09:24:51 +00:00
WI_drawPercent (IntermissionFont, countpos, 115, cnt_secret[0], wbs->maxsecret);
}
if (sp_state >= 8)
{
screen->DrawText (BigFont, CR_UNTRANSLATED, 85, 160, "TIME",
DTA_Clean, true, DTA_Shadow, true, TAG_DONE);
WI_drawTime (249, 160, cnt_time);
if (wi_showtotaltime)
{
WI_drawTime (249, 180, cnt_total_time);
}
}
}
}
// ====================================================================
// WI_checkForAccelerate
// Purpose: See if the player has hit either the attack or use key
// or mouse button. If so we set acceleratestage to 1 and
// all those display routines above jump right to the end.
// Args: none
// Returns: void
//
// ====================================================================
void WI_checkForAccelerate(void)
{
int i;
player_t *player;
// check for button presses to skip delays
for (i = 0, player = players; i < MAXPLAYERS; i++, player++)
{
if (playeringame[i])
{
if ((player->cmd.ucmd.buttons ^ player->oldbuttons) &&
((players[i].cmd.ucmd.buttons & players[i].oldbuttons)
== players[i].oldbuttons) && !player->isbot)
{
acceleratestage = 1;
}
player->oldbuttons = player->cmd.ucmd.buttons;
}
}
}
// ====================================================================
// WI_Ticker
// Purpose: Do various updates every gametic, for stats, animation,
// checking that intermission music is running, etc.
// Args: none
// Returns: void
//
// ====================================================================
void WI_Ticker(void)
{
// counter for general background animation
bcnt++;
if (bcnt == 1)
{
// intermission music - use the defaults if none specified
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - 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. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
if (level.info->InterMusic.IsNotEmpty())
S_ChangeMusic(level.info->InterMusic, level.info->intermusicorder);
else
Update to ZDoom r1514: - Fixed: Altering a link type with Sector_SetLink did not work. - Fixed: player.crouchsprite had no proper means of unsetting the crouch sprite which is needed by the ChexPlayer. - Fixed: A_ChangeFlags must unlink the actor from the world before changing the NOBLOCKMAP and NOSECTOR flags. - Fixed: Dehacked string replacement did not check the clusters' finaleflats. - Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. - Fixed: Reading the RNG states from a savegame calculated the amounts of RNGs in the savegame wrong. - Changed random seed initialization so that it uses the system's cryptographically secure random number generator, if available, instead of the current time. - Changed the random number generator from Lee Killough's algorithm to the SFMT607 variant of the Mersenne Twister. <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html> - Made fmodex.dll delay-loaded so the game should be runnable on Windows 95 again, though without sound. - Changed gameinfo_t and gameborder_t to be named structs instead of typedef'ed anonymous structs. - Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2. - Fixed: SBARINFO did not recognize 5:4 aspect ratio. - Fixed: screenshot_dir was ignored. - Removed some obsolete code from G_InitLevelLocals that was causing problems with maps that have no name. - Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when the counter variable became negative. - Fixed: Implicitly defined clusters were not initialized when being created. - Fixed: Item tossing did not work anymore. - Changed: Making the gameinfo customizable by MAPINFO requires different checks for map specific border flats. - removed gamemission variable because it wasn't used anywhere. - 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. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
S_ChangeMusic (gameinfo.intermissionMusic.GetChars());
}
WI_checkForAccelerate();
switch (state)
{
case StatCount:
if (deathmatch) WI_updateDeathmatchStats();
else if (multiplayer) WI_updateNetgameStats();
else WI_updateStats();
break;
case ShowNextLoc:
WI_updateShowNextLoc();
break;
case NoState:
WI_updateNoState();
break;
case LeavingIntermission:
// Hush, GCC.
break;
}
}
void WI_loadData(void)
{
entering.Init(gameinfo.mStatscreenEnteringFont);
finished.Init(gameinfo.mStatscreenFinishedFont);
mapname.Init(gameinfo.mStatscreenMapNameFont);
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest 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. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
if (gameinfo.gametype & GAME_DoomChex)
{
kills = TexMan["WIOSTK"]; // "kills"
secret = TexMan["WIOSTS"]; // "scrt"
sp_secret = TexMan["WISCRT2"]; // "secret"
items = TexMan["WIOSTI"]; // "items"
frags = TexMan["WIFRGS"]; // "frgs"
timepic = TexMan["WITIME"]; // "time"
sucks = TexMan["WISUCKS"]; // "sucks"
par = TexMan["WIPAR"]; // "par"
killers = TexMan["WIKILRS"]; // "killers" (vertical]
victims = TexMan["WIVCTMS"]; // "victims" (horiz]
total = TexMan["WIMSTT"]; // "total"
// star = TexMan["STFST01"]; // your face
// bstar = TexMan["STFDEAD0"]; // dead face
p = TexMan["STPBANY"];
}
#if 0
else if (gameinfo.gametype & GAME_Raven)
{
if (gameinfo.gametype == GAME_Heretic)
{
star = TexMan["FACEA0"];
bstar = TexMan["FACEB0"];
}
else
{
- Update to ZDoom r2187: - Yet another piece of essentially broken code that has to go back in because some people had to abuse it: Reinstated Doom's original code that made projectiles with the MF_NOCLIP flag set continue to exist even though the movement itself was never properly handled. Fortunately the game mode check formerly associated with this can be removed because none of the other games have any projectiles using MF_NOCLIP so at least it's no longer restricted to Doom... - The console separator bars now get converted to something printable in Unicode for the log. - Fixed: Only the last line of multi-line log output received Unicode treatment. - Add the game log to the crash report. I don't know why I didn't think to do this sooner. Since we're already sending everything to a rich edit control hidden in the background, we can just grab its contents for the report. - Use code page 1252 when previewing text files in the crash dialog. - Everything on the command line before the first switch with an unrecognized switch is now added to -file. This was previously restricted to only .wad, .zip, .pk3, and .txt. - You can now pass -file/-deh/-bex more than once on the command line, and they will all have effect. - Changed DArgs to use a TArray of FStrings instead of doing its own string vector management in preparation for doing GatherFiles the "right" way. - Fixed: DrawHudText() needs to verify that the character glyph is valid before accessing its fields. - V_GetFont() needs to check the font header. - Added BMF (ByteMap Font) support. This was complicated somewhat by the fact that BMF can specify a character advance separately from the glyph width. GetChar and GetCharWidth now return this value in place of the glyph width. (For non-BMF fonts, these should still return the same values as before.) - Added A_CheckSightOrRange, with changes. - Explicitly setting the charset for the EM_SETCHARFORMAT message seems to do what I want. - Use the Unicode RichEdit control instead of the MBCS version, so as to enforce the use of code page 1252 for output text. This is noticeable, for example, with the FMOD copyright notice where the copyright symbol appears as ? (halfwidth katakana small U) with code page 932. - Change the log window to use DejaVu Sans instead of Bitstream Vera Sans, because Silverex's X-Chat comes with the former now. Unfortunately, I can't seem to actually set the font when my system default code page is 932, since it wants to use some Kanji- compatible font instead. I wonder if I can still use the Unicode RichEdit control with Windows 9x. (Does it even matter? Windows 9x users make up less than 0.1% of all visitors to zdoom.org these days.) - Added -nostartup switch to disable the more graphical startup screens of Heretic, Hexen, and Strife. - Pretty sure the minimum FMOD version is 4.22. - added an option to disable player translations in single player games. - added a file 'fmod_version.txt' so that the source always comes with the information which FMod version to use. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@743 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-04 10:16:08 +00:00
star = BigFont->GetChar('*', NULL);
bstar = star;
}
}
else // Strife needs some handling, too!
{
- Update to ZDoom r2187: - Yet another piece of essentially broken code that has to go back in because some people had to abuse it: Reinstated Doom's original code that made projectiles with the MF_NOCLIP flag set continue to exist even though the movement itself was never properly handled. Fortunately the game mode check formerly associated with this can be removed because none of the other games have any projectiles using MF_NOCLIP so at least it's no longer restricted to Doom... - The console separator bars now get converted to something printable in Unicode for the log. - Fixed: Only the last line of multi-line log output received Unicode treatment. - Add the game log to the crash report. I don't know why I didn't think to do this sooner. Since we're already sending everything to a rich edit control hidden in the background, we can just grab its contents for the report. - Use code page 1252 when previewing text files in the crash dialog. - Everything on the command line before the first switch with an unrecognized switch is now added to -file. This was previously restricted to only .wad, .zip, .pk3, and .txt. - You can now pass -file/-deh/-bex more than once on the command line, and they will all have effect. - Changed DArgs to use a TArray of FStrings instead of doing its own string vector management in preparation for doing GatherFiles the "right" way. - Fixed: DrawHudText() needs to verify that the character glyph is valid before accessing its fields. - V_GetFont() needs to check the font header. - Added BMF (ByteMap Font) support. This was complicated somewhat by the fact that BMF can specify a character advance separately from the glyph width. GetChar and GetCharWidth now return this value in place of the glyph width. (For non-BMF fonts, these should still return the same values as before.) - Added A_CheckSightOrRange, with changes. - Explicitly setting the charset for the EM_SETCHARFORMAT message seems to do what I want. - Use the Unicode RichEdit control instead of the MBCS version, so as to enforce the use of code page 1252 for output text. This is noticeable, for example, with the FMOD copyright notice where the copyright symbol appears as ? (halfwidth katakana small U) with code page 932. - Change the log window to use DejaVu Sans instead of Bitstream Vera Sans, because Silverex's X-Chat comes with the former now. Unfortunately, I can't seem to actually set the font when my system default code page is 932, since it wants to use some Kanji- compatible font instead. I wonder if I can still use the Unicode RichEdit control with Windows 9x. (Does it even matter? Windows 9x users make up less than 0.1% of all visitors to zdoom.org these days.) - Added -nostartup switch to disable the more graphical startup screens of Heretic, Hexen, and Strife. - Pretty sure the minimum FMOD version is 4.22. - added an option to disable player translations in single player games. - added a file 'fmod_version.txt' so that the source always comes with the information which FMod version to use. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@743 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-04 10:16:08 +00:00
star = BigFont->GetChar('*', NULL);
bstar = star;
}
#endif
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - 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. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
// Use the local level structure which can be overridden by hubs
lnametexts[0] = level.LevelName;
level_info_t *li = FindLevelInfo(wbs->next);
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - 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. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
if (li) lnametexts[1] = li->LookupLevelName();
else lnametexts[1] = "";
WI_LoadBackground(false);
}
void WI_unloadData ()
{
// [RH] The texture data gets unloaded at pre-map time, so there's nothing to do here
return;
}
void WI_Drawer (void)
{
switch (state)
{
case StatCount:
if (deathmatch)
WI_drawDeathmatchStats();
else if (multiplayer)
WI_drawNetgameStats();
else
WI_drawStats();
break;
case ShowNextLoc:
WI_drawShowNextLoc();
break;
case LeavingIntermission:
break;
default:
WI_drawNoState();
break;
}
}
void WI_initVariables (wbstartstruct_t *wbstartstruct)
{
wbs = wbstartstruct;
acceleratestage = 0;
cnt = bcnt = 0;
me = wbs->pnum;
plrs = wbs->plyr;
}
void WI_Start (wbstartstruct_t *wbstartstruct)
{
noautostartmap = false;
V_SetBlend (0,0,0,0);
WI_initVariables (wbstartstruct);
WI_loadData ();
if (deathmatch)
WI_initDeathmatchStats();
else if (multiplayer)
WI_initNetgameStats();
else
WI_initStats();
S_StopAllChannels ();
SN_StopAllSequences ();
}