gzdoom-last-svn/src/v_font.cpp

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/*
** v_font.cpp
** Font management
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
/* Special file formats handled here:
FON1 "console" fonts have the following header:
char Magic[4]; -- The characters "FON1"
uword CharWidth; -- Character cell width
uword CharHeight; -- Character cell height
The FON1 header is followed by RLE character data for all 256
8-bit ASCII characters.
FON2 "standard" fonts have the following header:
char Magic[4]; -- The characters "FON2"
uword FontHeight; -- Every character in a font has the same height
ubyte FirstChar; -- First character defined by this font.
ubyte LastChar; -- Last character definde by this font.
ubyte bConstantWidth;
ubyte ShadingType;
ubyte PaletteSize; -- size of palette in entries (not bytes!)
ubyte Flags;
There is presently only one flag for FON2:
FOF_WHOLEFONTKERNING 1 -- The Kerning field is present in the file
The FON2 header is followed by variable length data:
word Kerning;
-- only present if FOF_WHOLEFONTKERNING is set
ubyte Palette[PaletteSize+1][3];
-- The last entry is the delimiter color. The delimiter is not used
-- by the font but is used by imagetool when converting the font
-- back to an image. Color 0 is the transparent color and is also
-- used only for converting the font back to an image. The other
-- entries are all presorted in increasing order of brightness.
ubyte CharacterData[...];
-- RLE character data, in order
*/
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <ctype.h>
#include "templates.h"
#include "doomtype.h"
#include "m_swap.h"
#include "v_font.h"
#include "v_video.h"
#include "w_wad.h"
#include "i_system.h"
#include "gi.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "hu_stuff.h"
#include "farchive.h"
#include "textures/textures.h"
#include "r_data/r_translate.h"
#include "colormatcher.h"
#include "v_palette.h"
// MACROS ------------------------------------------------------------------
#define DEFAULT_LOG_COLOR PalEntry(223,223,223)
// TYPES -------------------------------------------------------------------
void RecordTextureColors (FTexture *pic, BYTE *colorsused);
// This structure is used by BuildTranslations() to hold color information.
struct TranslationParm
{
short RangeStart; // First level for this range
short RangeEnd; // Last level for this range
BYTE Start[3]; // Start color for this range
BYTE End[3]; // End color for this range
};
struct TranslationMap
{
FName Name;
int Number;
};
class FSingleLumpFont : public FFont
{
public:
FSingleLumpFont (const char *fontname, int lump);
protected:
void CheckFON1Chars (double *luminosity);
void BuildTranslations2 ();
void FixupPalette (BYTE *identity, double *luminosity, const BYTE *palette,
bool rescale, PalEntry *out_palette);
void LoadTranslations ();
void LoadFON1 (int lump, const BYTE *data);
void LoadFON2 (int lump, const BYTE *data);
- 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
void LoadBMF (int lump, const BYTE *data);
void CreateFontFromPic (FTextureID picnum);
- 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
static int STACK_ARGS BMFCompare(const void *a, const void *b);
enum
{
FONT1,
FONT2,
BMFFONT
} FontType;
BYTE PaletteData[768];
bool RescalePalette;
};
class FSinglePicFont : public FFont
{
public:
FSinglePicFont(const char *picname);
// FFont interface
FTexture *GetChar (int code, int *const width) const;
int GetCharWidth (int code) const;
protected:
FTextureID PicNum;
};
// Essentially a normal multilump font but with an explicit list of character patches
class FSpecialFont : public FFont
{
public:
FSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate, int lump);
void LoadTranslations();
protected:
bool notranslate[256];
};
// This is a font character that loads a texture and recolors it.
class FFontChar1 : public FTexture
{
public:
FFontChar1 (FTexture *sourcelump);
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void SetSourceRemap(const BYTE *sourceremap);
void Unload ();
~FFontChar1 ();
protected:
void MakeTexture ();
FTexture *BaseTexture;
BYTE *Pixels;
const BYTE *SourceRemap;
};
// This is a font character that reads RLE compressed data.
class FFontChar2 : public FTexture
{
public:
FFontChar2 (int sourcelump, int sourcepos, int width, int height, int leftofs=0, int topofs=0);
~FFontChar2 ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void SetSourceRemap(const BYTE *sourceremap);
void Unload ();
protected:
int SourceLump;
int SourcePos;
BYTE *Pixels;
Span **Spans;
const BYTE *SourceRemap;
void MakeTexture ();
};
struct TempParmInfo
{
unsigned int StartParm[2];
unsigned int ParmLen[2];
int Index;
};
struct TempColorInfo
{
FName Name;
unsigned int ParmInfo;
PalEntry LogColor;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int STACK_ARGS TranslationMapCompare (const void *a, const void *b);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
Update to ZDoom r1433: - Fixed: Untranslated colors in fonts had an alpha value of 0 but need 255. - Fixed: The Doom status bar's ammo display may not use the INDEXFONT for the alternative HUD. Instead it has to create a separate one out of the STYSNUM characters. - Fixed: skins can not be sorted for binary search because the player class code depends on the original indices. - Fixed: P_StartConversation set the global dialog node variable for all players, not just the consoleplayer. - Fixed: AWeapon::PickupForAmmo assumed that any weapon having a secondary ammo type also has a primary one. - Bumped netgame, demo and min demo version for the weapon slot changes. - changed weapon slots to be stored per player. Information is now transmitted across the network so that all machines know each player's current weapon configuration so that it can be used by cheats or HUD display routines. - fixed: level_info_t::mapbg was not initialized - Fixed: Player names and chat macros that end with incomplete \c escapes now have those escapes stripped before printing so that they do not merge with subsequent text. - Fixed: The CHARFORMAT structure that is used to set the color in a Windows Rich Edit control was not fully initialized resulting in incorrect colors being set. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@302 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-21 17:07:32 +00:00
extern int PrintColors[];
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FFont *FFont::FirstFont = NULL;
int NumTextColors;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const BYTE myislower[256] =
{
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0
};
static TArray<TranslationParm> TranslationParms[2];
static TArray<TranslationMap> TranslationLookup;
static TArray<PalEntry> TranslationColors;
// CODE --------------------------------------------------------------------
FFont *V_GetFont(const char *name)
{
FFont *font = FFont::FindFont (name);
if (font == NULL)
{
int lump = -1;
lump = Wads.CheckNumForFullName(name, true);
if (lump != -1)
{
- 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
uint32 head;
{
FWadLump lumpy = Wads.OpenLumpNum (lump);
- 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
lumpy.Read (&head, 4);
}
- 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
if ((head & MAKE_ID(255,255,255,0)) == MAKE_ID('F','O','N',0) ||
head == MAKE_ID(0xE1,0xE6,0xD5,0x1A))
{
font = new FSingleLumpFont (name, lump);
}
}
if (font == NULL)
{
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 picnum = TexMan.CheckForTexture (name, FTexture::TEX_Any);
if (picnum.isValid())
{
font = new FSinglePicFont (name);
}
}
}
return font;
}
//==========================================================================
//
// SerializeFFontPtr
//
//==========================================================================
FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font)
{
if (arc.IsStoring ())
{
arc << font->Name;
}
else
{
char *name = NULL;
arc << name;
font = V_GetFont(name);
if (font == NULL)
{
Printf ("Could not load font %s\n", name);
font = SmallFont;
}
delete[] name;
}
return arc;
}
//==========================================================================
//
// FFont :: FFont
//
// Loads a multi-texture font.
//
//==========================================================================
FFont::FFont (const char *name, const char *nametemplate, int first, int count, int start, int fdlump, int spacewidth)
{
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
int i;
FTextureID lump;
char buffer[12];
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
FTexture **charlumps;
int maxyoffs;
- 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
bool doomtemplate = gameinfo.gametype & GAME_DoomChex ? strncmp (nametemplate, "STCFN", 5) == 0 : false;
- 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
bool stcfn121 = false;
Lump = fdlump;
Chars = new CharData[count];
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
charlumps = new FTexture *[count];
PatchRemap = new BYTE[256];
FirstChar = first;
LastChar = first + count - 1;
FontHeight = 0;
GlobalKerning = false;
Name = copystring (name);
Next = FirstFont;
FirstFont = this;
Cursor = '_';
maxyoffs = 0;
for (i = 0; i < count; i++)
{
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
charlumps[i] = NULL;
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), nametemplate, i + start);
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
lump = TexMan.CheckForTexture(buffer, FTexture::TEX_MiscPatch);
if (doomtemplate && lump.isValid() && i + start == 121)
{ // HACKHACK: Don't load STCFN121 in doom(2), because
- 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
// it's not really a lower-case 'y' but a '|'.
// Because a lot of wads with their own font seem to foolishly
- 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
// copy STCFN121 and make it a '|' themselves, wads must
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
// provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load as a 'y'.
if (!TexMan.CheckForTexture("STCFN120", FTexture::TEX_MiscPatch).isValid() ||
!TexMan.CheckForTexture("STCFN122", FTexture::TEX_MiscPatch).isValid())
{
- 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
// insert the incorrectly named '|' graphic in its correct position.
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
if (count > 124-start) charlumps[124-start] = TexMan[lump];
lump.SetInvalid();
- 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
stcfn121 = true;
}
}
- 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
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
if (lump.isValid())
{
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
FTexture *pic = TexMan[lump];
if (pic != NULL)
{
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
// set the lump here only if it represents a valid texture
if (i != 124-start || !stcfn121)
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
charlumps[i] = pic;
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
int height = pic->GetScaledHeight();
int yoffs = pic->GetScaledTopOffset();
if (yoffs > maxyoffs)
{
maxyoffs = yoffs;
}
height += abs (yoffs);
if (height > FontHeight)
{
FontHeight = height;
}
}
}
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
if (charlumps[i] != NULL)
{
Chars[i].Pic = new FFontChar1 (charlumps[i]);
- 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
Chars[i].XMove = Chars[i].Pic->GetScaledWidth();
}
else
{
Chars[i].Pic = NULL;
- 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
Chars[i].XMove = INT_MIN;
}
}
if (spacewidth != -1)
{
SpaceWidth = spacewidth;
}
else if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].Pic != NULL)
{
- 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
SpaceWidth = (Chars['N' - first].XMove + 1) / 2;
}
else
{
SpaceWidth = 4;
}
- 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
FixXMoves();
LoadTranslations();
delete[] charlumps;
}
//==========================================================================
//
// FFont :: ~FFont
//
//==========================================================================
FFont::~FFont ()
{
if (Chars)
{
int count = LastChar - FirstChar + 1;
for (int i = 0; i < count; ++i)
{
if (Chars[i].Pic != NULL && Chars[i].Pic->Name[0] == 0)
{
delete Chars[i].Pic;
}
}
delete[] Chars;
Chars = NULL;
}
if (PatchRemap)
{
delete[] PatchRemap;
PatchRemap = NULL;
}
if (Name)
{
delete[] Name;
Name = NULL;
}
FFont **prev = &FirstFont;
FFont *font = *prev;
while (font != NULL && font != this)
{
prev = &font->Next;
font = *prev;
}
if (font != NULL)
{
*prev = font->Next;
}
}
//==========================================================================
//
// FFont :: FindFont
//
// Searches for the named font in the list of loaded fonts, returning the
// font if it was found. The disk is not checked if it cannot be found.
//
//==========================================================================
FFont *FFont::FindFont (const char *name)
{
if (name == NULL)
{
return NULL;
}
FFont *font = FirstFont;
while (font != NULL)
{
if (stricmp (font->Name, name) == 0)
break;
font = font->Next;
}
return font;
}
//==========================================================================
//
// RecordTextureColors
//
// Given a 256 entry buffer, sets every entry that corresponds to a color
// used by the texture to 1.
//
//==========================================================================
void RecordTextureColors (FTexture *pic, BYTE *usedcolors)
{
int x;
for (x = pic->GetWidth() - 1; x >= 0; x--)
{
const FTexture::Span *spans;
const BYTE *column = pic->GetColumn (x, &spans);
while (spans->Length != 0)
{
const BYTE *source = column + spans->TopOffset;
int count = spans->Length;
do
{
usedcolors[*source++] = 1;
} while (--count);
spans++;
}
}
}
//==========================================================================
//
// compare
//
// Used for sorting colors by brightness.
//
//==========================================================================
static int STACK_ARGS compare (const void *arg1, const void *arg2)
{
if (RPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 299 +
GPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 587 +
BPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 114 <
RPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 299 +
GPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 587 +
BPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 114)
return -1;
else
return 1;
}
//==========================================================================
//
// FFont :: SimpleTranslation
//
// Colorsused, translation, and reverse must all be 256 entry buffers.
// Colorsused must already be filled out.
// Translation be set to remap the source colors to a new range of
// consecutive colors based at 1 (0 is transparent).
// Reverse will be just the opposite of translation: It maps the new color
// range to the original colors.
// *Luminosity will be an array just large enough to hold the brightness
// levels of all the used colors, in consecutive order. It is sorted from
// darkest to lightest and scaled such that the darkest color is 0.0 and
// the brightest color is 1.0.
// The return value is the number of used colors and thus the number of
// entries in *luminosity.
//
//==========================================================================
int FFont::SimpleTranslation (BYTE *colorsused, BYTE *translation, BYTE *reverse, double **luminosity)
{
double min, max, diver;
int i, j;
memset (translation, 0, 256);
reverse[0] = 0;
for (i = 1, j = 1; i < 256; i++)
{
if (colorsused[i])
{
reverse[j++] = i;
}
}
qsort (reverse+1, j-1, 1, compare);
*luminosity = new double[j];
max = 0.0;
min = 100000000.0;
for (i = 1; i < j; i++)
{
translation[reverse[i]] = i;
(*luminosity)[i] = RPART(GPalette.BaseColors[reverse[i]]) * 0.299 +
GPART(GPalette.BaseColors[reverse[i]]) * 0.587 +
BPART(GPalette.BaseColors[reverse[i]]) * 0.114;
if ((*luminosity)[i] > max)
max = (*luminosity)[i];
if ((*luminosity)[i] < min)
min = (*luminosity)[i];
}
diver = 1.0 / (max - min);
for (i = 1; i < j; i++)
{
(*luminosity)[i] = ((*luminosity)[i] - min) * diver;
}
return j;
}
//==========================================================================
//
// FFont :: BuildTranslations
//
// Build color translations for this font. Luminosity is an array of
// brightness levels. The ActiveColors member must be set to indicate how
// large this array is. Identity is an array that remaps the colors to
// their original values; it is only used for CR_UNTRANSLATED. Ranges
// is an array of TranslationParm structs defining the ranges for every
// possible color, in order. Palette is the colors to use for the
// untranslated version of the font.
//
//==========================================================================
void FFont::BuildTranslations (const double *luminosity, const BYTE *identity,
const void *ranges, int total_colors, const PalEntry *palette)
{
int i, j;
const TranslationParm *parmstart = (const TranslationParm *)ranges;
FRemapTable remap(total_colors);
// Create different translations for different color ranges
Ranges.Clear();
for (i = 0; i < NumTextColors; i++)
{
if (i == CR_UNTRANSLATED)
{
if (identity != NULL)
{
memcpy (remap.Remap, identity, ActiveColors);
if (palette != NULL)
{
memcpy (remap.Palette, palette, ActiveColors*sizeof(PalEntry));
}
else
{
remap.Palette[0] = GPalette.BaseColors[identity[0]] & MAKEARGB(0,255,255,255);
for (j = 1; j < ActiveColors; ++j)
{
remap.Palette[j] = GPalette.BaseColors[identity[j]] | MAKEARGB(255,0,0,0);
}
}
}
else
{
remap = Ranges[0];
}
Ranges.Push(remap);
continue;
}
assert(parmstart->RangeStart >= 0);
remap.Remap[0] = 0;
remap.Palette[0] = 0;
for (j = 1; j < ActiveColors; j++)
{
int v = int(luminosity[j] * 256.0);
// Find the color range that this luminosity value lies within.
const TranslationParm *parms = parmstart - 1;
do
{
parms++;
if (parms->RangeStart <= v && parms->RangeEnd >= v)
break;
}
while (parms[1].RangeStart > parms[0].RangeEnd);
// Linearly interpolate to find out which color this luminosity level gets.
int rangev = ((v - parms->RangeStart) << 8) / (parms->RangeEnd - parms->RangeStart);
int r = ((parms->Start[0] << 8) + rangev * (parms->End[0] - parms->Start[0])) >> 8; // red
int g = ((parms->Start[1] << 8) + rangev * (parms->End[1] - parms->Start[1])) >> 8; // green
int b = ((parms->Start[2] << 8) + rangev * (parms->End[2] - parms->Start[2])) >> 8; // blue
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
remap.Remap[j] = ColorMatcher.Pick(r, g, b);
remap.Palette[j] = PalEntry(255,r,g,b);
}
Ranges.Push(remap);
// Advance to the next color range.
while (parmstart[1].RangeStart > parmstart[0].RangeEnd)
{
parmstart++;
}
parmstart++;
}
}
//==========================================================================
//
// FFont :: GetColorTranslation
//
//==========================================================================
FRemapTable *FFont::GetColorTranslation (EColorRange range) const
{
if (ActiveColors == 0)
return NULL;
else if (range >= NumTextColors)
range = CR_UNTRANSLATED;
return &Ranges[range];
}
//==========================================================================
//
- 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
// FFont :: GetCharCode
//
// If the character code is in the font, returns it. If it is not, but it
// is lowercase and has an uppercase variant present, return that. Otherwise
// return -1.
//
//==========================================================================
- 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
int FFont::GetCharCode(int code, bool needpic) const
{
if (code < 0 && code >= -128)
{
// regular chars turn negative when the 8th bit is set.
code &= 255;
}
- 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
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != NULL))
{
- 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
return code;
}
if (myislower[code])
{
code -= 32;
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != NULL))
{
- 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
return code;
}
}
- 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
return -1;
}
//==========================================================================
//
- 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
// FFont :: GetChar
//
//==========================================================================
- 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
FTexture *FFont::GetChar (int code, int *const width) const
{
- 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
code = GetCharCode(code, false);
int xmove = SpaceWidth;
if (code >= 0)
{
- 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
code -= FirstChar;
xmove = Chars[code].XMove;
if (Chars[code].Pic == NULL)
{
- 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
code = GetCharCode(code + FirstChar, true);
if (code >= 0)
{
- 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
code -= FirstChar;
xmove = Chars[code].XMove;
}
}
}
- 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
if (width != NULL)
{
*width = xmove;
}
return (code < 0) ? NULL : Chars[code].Pic;
}
//==========================================================================
//
// FFont :: GetCharWidth
//
//==========================================================================
- 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
int FFont::GetCharWidth (int code) const
{
code = GetCharCode(code, false);
return (code < 0) ? SpaceWidth : Chars[code - FirstChar].XMove;
}
//==========================================================================
//
// FFont :: LoadTranslations
//
//==========================================================================
void FFont::LoadTranslations()
{
unsigned int count = LastChar - FirstChar + 1;
BYTE usedcolors[256], identity[256];
double *luminosity;
memset (usedcolors, 0, 256);
for (unsigned int i = 0; i < count; i++)
{
FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].Pic);
if(pic)
{
pic->SetSourceRemap(NULL); // Force the FFontChar1 to return the same pixels as the base texture
RecordTextureColors (pic, usedcolors);
}
}
ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);
for (unsigned int i = 0; i < count; i++)
{
if(Chars[i].Pic)
static_cast<FFontChar1 *>(Chars[i].Pic)->SetSourceRemap(PatchRemap);
}
BuildTranslations (luminosity, identity, &TranslationParms[0][0], ActiveColors, NULL);
delete[] luminosity;
}
//==========================================================================
//
// FFont :: Preload
//
// Loads most of the 7-bit ASCII characters. In the case of D3DFB, this
// means all the characters of a font have a better chance of being packed
// into the same hardware texture.
//
//==========================================================================
void FFont::Preload() const
{
// First and last char are the same? Wait until it's actually needed
// since nothing is gained by preloading now.
if (FirstChar == LastChar)
{
return;
}
for (int i = MAX(FirstChar, 0x21); i < MIN(LastChar, 0x7e); ++i)
{
int foo;
FTexture *pic = GetChar(i, &foo);
if (pic != NULL)
{
pic->GetNative(false);
}
}
}
//==========================================================================
//
// FFont :: StaticPreloadFonts
//
// Preloads all the defined fonts.
//
//==========================================================================
void FFont::StaticPreloadFonts()
{
for (FFont *font = FirstFont; font != NULL; font = font->Next)
{
font->Preload();
}
}
//==========================================================================
//
// FFont :: FFont - default constructor
//
//==========================================================================
FFont::FFont (int lump)
{
Lump = lump;
Chars = NULL;
PatchRemap = NULL;
Name = NULL;
Cursor = '_';
}
//==========================================================================
//
// FSingleLumpFont :: FSingleLumpFont
//
// Loads a FON1 or FON2 font resource.
//
//==========================================================================
FSingleLumpFont::FSingleLumpFont (const char *name, int lump) : FFont(lump)
{
assert(lump >= 0);
Name = copystring (name);
FMemLump data1 = Wads.ReadLump (lump);
const BYTE *data = (const BYTE *)data1.GetMem();
- 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
if (data[0] == 0xE1 && data[1] == 0xE6 && data[2] == 0xD5 && data[3] == 0x1A)
{
LoadBMF(lump, data);
}
else if (data[0] != 'F' || data[1] != 'O' || data[2] != 'N' ||
(data[3] != '1' && data[3] != '2'))
{
I_FatalError ("%s is not a recognizable font", name);
}
else
{
switch (data[3])
{
case '1':
LoadFON1 (lump, data);
break;
case '2':
LoadFON2 (lump, data);
break;
}
}
Next = FirstFont;
FirstFont = this;
}
//==========================================================================
//
// FSingleLumpFont :: CreateFontFromPic
//
//==========================================================================
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
void FSingleLumpFont::CreateFontFromPic (FTextureID picnum)
{
FTexture *pic = TexMan[picnum];
FontHeight = pic->GetHeight ();
SpaceWidth = pic->GetWidth ();
GlobalKerning = 0;
FirstChar = LastChar = 'A';
Chars = new CharData[1];
Chars->Pic = pic;
// Only one color range. Don't bother with the others.
ActiveColors = 0;
}
//==========================================================================
//
// FSingleLumpFont :: LoadTranslations
//
//==========================================================================
void FSingleLumpFont::LoadTranslations()
{
double luminosity[256];
BYTE identity[256];
PalEntry local_palette[256];
bool useidentity = true;
bool usepalette = false;
const void* ranges;
unsigned int count = LastChar - FirstChar + 1;
switch(FontType)
{
case FONT1:
useidentity = false;
ranges = &TranslationParms[1][0];
CheckFON1Chars (luminosity);
break;
case BMFFONT:
case FONT2:
usepalette = true;
FixupPalette (identity, luminosity, PaletteData, RescalePalette, local_palette);
ranges = &TranslationParms[0][0];
break;
default:
break;
}
for(unsigned int i = 0;i < count;++i)
{
if(Chars[i].Pic)
static_cast<FFontChar2*>(Chars[i].Pic)->SetSourceRemap(PatchRemap);
}
BuildTranslations (luminosity, useidentity ? identity : NULL, ranges, ActiveColors, usepalette ? local_palette : NULL);
}
//==========================================================================
//
// FSingleLumpFont :: LoadFON1
//
// FON1 is used for the console font.
//
//==========================================================================
void FSingleLumpFont::LoadFON1 (int lump, const BYTE *data)
{
int w, h;
Chars = new CharData[256];
w = data[4] + data[5]*256;
h = data[6] + data[7]*256;
FontType = FONT1;
FontHeight = h;
SpaceWidth = w;
FirstChar = 0;
LastChar = 255;
GlobalKerning = 0;
PatchRemap = new BYTE[256];
for(unsigned int i = 0;i < 256;++i)
Chars[i].Pic = NULL;
LoadTranslations();
}
//==========================================================================
//
// FSingleLumpFont :: LoadFON2
//
// FON2 is used for everything but the console font. The console font should
// probably use FON2 as well, but oh well.
//
//==========================================================================
void FSingleLumpFont::LoadFON2 (int lump, const BYTE *data)
{
int count, i, totalwidth;
int *widths2;
WORD *widths;
const BYTE *palette;
const BYTE *data_p;
FontType = FONT2;
FontHeight = data[4] + data[5]*256;
FirstChar = data[6];
LastChar = data[7];
ActiveColors = data[10]+1;
PatchRemap = NULL;
RescalePalette = data[9] == 0;
count = LastChar - FirstChar + 1;
Chars = new CharData[count];
widths2 = new int[count];
if (data[11] & 1)
{ // Font specifies a kerning value.
GlobalKerning = LittleShort(*(SWORD *)&data[12]);
widths = (WORD *)(data + 14);
}
else
{ // Font does not specify a kerning value.
GlobalKerning = 0;
widths = (WORD *)(data + 12);
}
totalwidth = 0;
if (data[8])
{ // Font is mono-spaced.
totalwidth = LittleShort(widths[0]);
for (i = 0; i < count; ++i)
{
widths2[i] = totalwidth;
}
totalwidth *= count;
palette = (BYTE *)&widths[1];
}
else
{ // Font has varying character widths.
for (i = 0; i < count; ++i)
{
widths2[i] = LittleShort(widths[i]);
totalwidth += widths2[i];
}
palette = (BYTE *)(widths + i);
}
if (FirstChar <= ' ' && LastChar >= ' ')
{
SpaceWidth = widths2[' '-FirstChar];
}
else if (FirstChar <= 'N' && LastChar >= 'N')
{
SpaceWidth = (widths2['N' - FirstChar] + 1) / 2;
}
else
{
SpaceWidth = totalwidth * 2 / (3 * count);
}
memcpy(PaletteData, palette, ActiveColors*3);
data_p = palette + ActiveColors*3;
for (i = 0; i < count; ++i)
{
int destSize = widths2[i] * FontHeight;
- 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
Chars[i].XMove = widths2[i];
if (destSize <= 0)
{
Chars[i].Pic = NULL;
}
else
{
Chars[i].Pic = new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight);
do
{
SBYTE code = *data_p++;
if (code >= 0)
{
data_p += code+1;
destSize -= code+1;
}
else if (code != -128)
{
data_p++;
destSize -= (-code)+1;
}
} while (destSize > 0);
}
if (destSize < 0)
{
i += FirstChar;
I_FatalError ("Overflow decompressing char %d (%c) of %s", i, i, Name);
}
}
LoadTranslations();
delete[] widths2;
}
- 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
//==========================================================================
//
// FSingleLumpFont :: LoadBMF
//
// Loads a BMF font. The file format is described at
// <http://bmf.wz.cz/bmf-format.htm>
//
//==========================================================================
void FSingleLumpFont::LoadBMF(int lump, const BYTE *data)
{
const BYTE *chardata;
int numchars, count, totalwidth, nwidth;
int infolen;
int i, chari;
BYTE raw_palette[256*3];
PalEntry sort_palette[256];
FontType = BMFFONT;
- 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
FontHeight = data[5];
GlobalKerning = (SBYTE)data[8];
ActiveColors = data[16];
SpaceWidth = -1;
nwidth = -1;
RescalePalette = true;
- 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
infolen = data[17 + ActiveColors*3];
chardata = data + 18 + ActiveColors*3 + infolen;
numchars = chardata[0] + 256*chardata[1];
chardata += 2;
// Scan for lowest and highest characters defined and total font width.
FirstChar = 256;
LastChar = 0;
totalwidth = 0;
for (i = chari = 0; i < numchars; ++i, chari += 6 + chardata[chari+1] * chardata[chari+2])
{
if ((chardata[chari+1] == 0 || chardata[chari+2] == 0) && chardata[chari+5] == 0)
{ // Don't count empty characters.
continue;
}
if (chardata[chari] < FirstChar)
{
FirstChar = chardata[chari];
}
if (chardata[chari] > LastChar)
{
LastChar = chardata[chari];
}
totalwidth += chardata[chari+1];
}
if (LastChar < FirstChar)
{
I_FatalError("BMF font defines no characters");
}
count = LastChar - FirstChar + 1;
Chars = new CharData[count];
for (i = 0; i < count; ++i)
{
Chars[i].Pic = NULL;
Chars[i].XMove = INT_MIN;
}
// BMF palettes are only six bits per component. Fix that.
for (i = 0; i < ActiveColors*3; ++i)
{
- Update to ZDoom r3242: Fixed: In gccinlines.h, the alternative for DivScale32 that took idiv's parameter in memory did not mark eax as an early-clobber register, so GCC might decide to pass the memory address in eax, and it would get clobbered by the inline assembly before fetching the value to divide by. But rather than fix it by adding another '&', I have opted to mark it as in/out and do the zeroing outside the inline assembly, so GCC has maximum flexibility for scheduling the code. Fixed: D3DFB::Draw3DPart() treated the screen's pitch as if it always equaled the width. Considering this hasn't been guaranteed since before the D3DFB class was even written, this should have never made it in as-is. Fixed case of damage type variables. Fixed loading of BMF fonts' palettes. Index 0 is always transparent and the stored palette data starts at index 1. Changed R_InstallSpriteLump so that it doesn't abort for every seemingly misnamed lump in the sprites namespace. A warning is fully sufficient here. Added FDARI's A_Warp submission. Added Major Cooke's Death/Paintype submission. Added DavidPH's DOHARMSPECIES submission. Added DavidPH's PoisonDamageType submission. Added DavidPH's submission for allowing a special state on puffs when hitting bleeding actors. Added DavidPH's A_AlertMonsters range submission. Added DavifPH's submission for allowing THRUGHOST on puffs. Added DavifPH's fix for poisoning invulnerable players. cleaned up setPointer interface. ZDoom part of setPointer/setActivator, submitted by FDARI. Added DavidPH's ProjectileKickback submission. ZDoom implementation of strcpy, submitted by FDARI. Revert r3214, which added some completely useless warnings for GCC. I'm sure there are good reasons even GCC doesn't enable them by default when you use -Wall. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1218 b0f79afe-0144-0410-b225-9a4edf0717df
2011-06-19 17:17:46 +00:00
raw_palette[i+3] = (data[17 + i] << 2) | (data[17 + i] >> 4);
- 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
}
- Update to ZDoom r3242: Fixed: In gccinlines.h, the alternative for DivScale32 that took idiv's parameter in memory did not mark eax as an early-clobber register, so GCC might decide to pass the memory address in eax, and it would get clobbered by the inline assembly before fetching the value to divide by. But rather than fix it by adding another '&', I have opted to mark it as in/out and do the zeroing outside the inline assembly, so GCC has maximum flexibility for scheduling the code. Fixed: D3DFB::Draw3DPart() treated the screen's pitch as if it always equaled the width. Considering this hasn't been guaranteed since before the D3DFB class was even written, this should have never made it in as-is. Fixed case of damage type variables. Fixed loading of BMF fonts' palettes. Index 0 is always transparent and the stored palette data starts at index 1. Changed R_InstallSpriteLump so that it doesn't abort for every seemingly misnamed lump in the sprites namespace. A warning is fully sufficient here. Added FDARI's A_Warp submission. Added Major Cooke's Death/Paintype submission. Added DavidPH's DOHARMSPECIES submission. Added DavidPH's PoisonDamageType submission. Added DavidPH's submission for allowing a special state on puffs when hitting bleeding actors. Added DavidPH's A_AlertMonsters range submission. Added DavifPH's submission for allowing THRUGHOST on puffs. Added DavifPH's fix for poisoning invulnerable players. cleaned up setPointer interface. ZDoom part of setPointer/setActivator, submitted by FDARI. Added DavidPH's ProjectileKickback submission. ZDoom implementation of strcpy, submitted by FDARI. Revert r3214, which added some completely useless warnings for GCC. I'm sure there are good reasons even GCC doesn't enable them by default when you use -Wall. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1218 b0f79afe-0144-0410-b225-9a4edf0717df
2011-06-19 17:17:46 +00:00
ActiveColors++;
- 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
// Sort the palette by increasing brightness
for (i = 0; i < ActiveColors; ++i)
{
PalEntry *pal = &sort_palette[i];
pal->a = i; // Use alpha part to point back to original entry
pal->r = raw_palette[i*3 + 0];
pal->g = raw_palette[i*3 + 1];
pal->b = raw_palette[i*3 + 2];
}
qsort(sort_palette + 1, ActiveColors - 1, sizeof(PalEntry), BMFCompare);
// Create the PatchRemap table from the sorted "alpha" values.
PatchRemap = new BYTE[ActiveColors];
PatchRemap[0] = 0;
for (i = 1; i < ActiveColors; ++i)
{
PatchRemap[sort_palette[i].a] = i;
}
memcpy(PaletteData, raw_palette, 768);
- 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
// Now scan through the characters again, creating glyphs for each one.
for (i = chari = 0; i < numchars; ++i, chari += 6 + chardata[chari+1] * chardata[chari+2])
{
assert(chardata[chari] - FirstChar >= 0);
assert(chardata[chari] - FirstChar < count);
if (chardata[chari] == ' ')
{
SpaceWidth = chardata[chari+5];
}
else if (chardata[chari] == 'N')
{
nwidth = chardata[chari+5];
}
Chars[chardata[chari] - FirstChar].XMove = chardata[chari+5];
if (chardata[chari+1] == 0 || chardata[chari+2] == 0)
{ // Empty character: skip it.
continue;
}
Chars[chardata[chari] - FirstChar].Pic = new FFontChar2(lump, int(chardata + chari + 6 - data),
- 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
chardata[chari+1], // width
chardata[chari+2], // height
-(SBYTE)chardata[chari+3], // x offset
-(SBYTE)chardata[chari+4] // y offset
);
}
// If the font did not define a space character, determine a suitable space width now.
if (SpaceWidth < 0)
{
if (nwidth >= 0)
{
SpaceWidth = nwidth;
}
else
{
SpaceWidth = totalwidth * 2 / (3 * count);
}
}
FixXMoves();
LoadTranslations();
- 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
}
//==========================================================================
//
// FSingleLumpFont :: BMFCompare STATIC
//
// Helper to sort BMF palettes.
//
//==========================================================================
int STACK_ARGS FSingleLumpFont::BMFCompare(const void *a, const void *b)
{
const PalEntry *pa = (const PalEntry *)a;
const PalEntry *pb = (const PalEntry *)b;
return (pa->r * 299 + pa->g * 587 + pa->b * 114) -
(pb->r * 299 + pb->g * 587 + pb->b * 114);
}
//==========================================================================
//
// FSingleLumpFont :: CheckFON1Chars
//
// Scans a FON1 resource for all the color values it uses and sets up
// some tables like SimpleTranslation. Data points to the RLE data for
// the characters. Also sets up the character textures.
//
//==========================================================================
void FSingleLumpFont::CheckFON1Chars (double *luminosity)
{
FMemLump memLump = Wads.ReadLump(Lump);
const BYTE* data = (const BYTE*) memLump.GetMem();
BYTE used[256], reverse[256];
const BYTE *data_p;
int i, j;
memset (used, 0, 256);
data_p = data + 8;
for (i = 0; i < 256; ++i)
{
int destSize = SpaceWidth * FontHeight;
if(!Chars[i].Pic)
{
Chars[i].Pic = new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight);
Chars[i].XMove = SpaceWidth;
}
// Advance to next char's data and count the used colors.
do
{
SBYTE code = *data_p++;
if (code >= 0)
{
destSize -= code+1;
while (code-- >= 0)
{
used[*data_p++] = 1;
}
}
else if (code != -128)
{
used[*data_p++] = 1;
destSize -= 1 - code;
}
} while (destSize > 0);
}
memset (PatchRemap, 0, 256);
reverse[0] = 0;
for (i = 1, j = 1; i < 256; ++i)
{
if (used[i])
{
reverse[j++] = i;
}
}
for (i = 1; i < j; ++i)
{
PatchRemap[reverse[i]] = i;
luminosity[i] = (reverse[i] - 1) / 254.0;
}
ActiveColors = j;
}
//==========================================================================
//
// FSingleLumpFont :: FixupPalette
//
// Finds the best matches for the colors used by a FON2 font and sets up
// some tables like SimpleTranslation.
//
//==========================================================================
void FSingleLumpFont::FixupPalette (BYTE *identity, double *luminosity, const BYTE *palette, bool rescale, PalEntry *out_palette)
{
int i;
double maxlum = 0.0;
double minlum = 100000000.0;
double diver;
identity[0] = 0;
palette += 3; // Skip the transparent color
for (i = 1; i < ActiveColors; ++i, palette += 3)
{
int r = palette[0];
int g = palette[1];
int b = palette[2];
double lum = r*0.299 + g*0.587 + b*0.114;
identity[i] = ColorMatcher.Pick (r, g, b);
luminosity[i] = lum;
out_palette[i].r = r;
out_palette[i].g = g;
out_palette[i].b = b;
out_palette[i].a = 255;
if (lum > maxlum)
maxlum = lum;
if (lum < minlum)
minlum = lum;
}
out_palette[0] = 0;
if (rescale)
{
diver = 1.0 / (maxlum - minlum);
}
else
{
diver = 1.0 / 255.0;
}
for (i = 1; i < ActiveColors; ++i)
{
luminosity[i] = (luminosity[i] - minlum) * diver;
}
}
//==========================================================================
//
// FSinglePicFont :: FSinglePicFont
//
// Creates a font to wrap a texture so that you can use hudmessage as if it
// were a hudpic command. It does not support translation, but animation
// is supported, unlike all the real fonts.
//
//==========================================================================
FSinglePicFont::FSinglePicFont(const char *picname) :
FFont(-1) // Since lump is only needed for priority information we don't need to worry about this here.
{
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 picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Any);
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
if (!picnum.isValid())
{
I_FatalError ("%s is not a font or texture", picname);
}
FTexture *pic = TexMan[picnum];
Name = copystring(picname);
Update to ZDoom r2198: - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to default player color handling. - fixed: The ChexPlayer was missing default colorset definitions. - Final Doom needs its finale flats changed, too. - It's "BGCASTCALL", not "BOSSBACK". - Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because of this: * A cluster's flat definition can now be preceded by a $ to do a string table lookup. * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution for these is no longer handled specially and so will not be automatically disabled merely by providing your own MAPINFO. - Setting a Player.ColorRange now completely disables the translation rather than just making it an identity map. - Added support for the original games' player translations, including Hexen's table-based ones. - Fixed: CheckActorClass needed a NULL check. - Fixed: FFont::StringWidth() counted the ']' character of a named color escape sequence in its width calculation. - Fixed: FSinglePicFont should set the character size by the scaled size of the texture. - Fixed: snd_musicvolume needs to check GSnd for NULL, since somebody might have set an atexit for it, which gets executed after the sound system shuts down. - Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is unsigned now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@744 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-06 11:03:55 +00:00
FontHeight = pic->GetScaledHeight();
SpaceWidth = pic->GetScaledWidth();
GlobalKerning = 0;
FirstChar = LastChar = 'A';
ActiveColors = 0;
PicNum = picnum;
Next = FirstFont;
FirstFont = this;
}
//==========================================================================
//
// FSinglePicFont :: GetChar
//
// Returns the texture if code is 'a' or 'A', otherwise NULL.
//
//==========================================================================
FTexture *FSinglePicFont::GetChar (int code, int *const width) const
{
*width = SpaceWidth;
if (code == 'a' || code == 'A')
{
return TexMan(PicNum);
}
else
{
return NULL;
}
}
//==========================================================================
//
// FSinglePicFont :: GetCharWidth
//
// Don't expect the text functions to work properly if I actually allowed
// the character width to vary depending on the animation frame.
//
//==========================================================================
int FSinglePicFont::GetCharWidth (int code) const
{
return SpaceWidth;
}
//==========================================================================
//
// FFontChar1 :: FFontChar1
//
// Used by fonts made from textures.
//
//==========================================================================
FFontChar1::FFontChar1 (FTexture *sourcelump)
: SourceRemap (NULL)
{
UseType = FTexture::TEX_FontChar;
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
BaseTexture = sourcelump;
// now copy all the properties from the base texture
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
assert(BaseTexture != NULL);
CopySize(BaseTexture);
Pixels = NULL;
}
//==========================================================================
//
// FFontChar1 :: GetPixels
//
//==========================================================================
const BYTE *FFontChar1::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
// FFontChar1 :: MakeTexture
//
//==========================================================================
void FFontChar1::MakeTexture ()
{
// Make the texture as normal, then remap it so that all the colors
// are at the low end of the palette
Pixels = new BYTE[Width*Height];
const BYTE *pix = BaseTexture->GetPixels();
if (!SourceRemap)
{
memcpy(Pixels, pix, Width*Height);
}
else
{
for (int x = 0; x < Width*Height; ++x)
{
Pixels[x] = SourceRemap[pix[x]];
}
}
}
//==========================================================================
//
// FFontChar1 :: GetColumn
//
//==========================================================================
const BYTE *FFontChar1::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
BaseTexture->GetColumn(column, spans_out);
return Pixels + column*Height;
}
//==========================================================================
//
// FFontChar1 :: SetSourceRemap
//
//==========================================================================
void FFontChar1::SetSourceRemap(const BYTE *sourceremap)
{
Unload();
SourceRemap = sourceremap;
}
//==========================================================================
//
// FFontChar1 :: Unload
//
//==========================================================================
void FFontChar1::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
//==========================================================================
//
// FFontChar1 :: ~FFontChar1
//
//==========================================================================
FFontChar1::~FFontChar1 ()
{
Unload ();
}
//==========================================================================
//
// FFontChar2 :: FFontChar2
//
// Used by FON1 and FON2 fonts.
//
//==========================================================================
FFontChar2::FFontChar2 (int sourcelump, int sourcepos, int width, int height, int leftofs, int topofs)
: SourceLump (sourcelump), SourcePos (sourcepos), Pixels (0), Spans (0), SourceRemap(NULL)
{
UseType = TEX_FontChar;
Width = width;
Height = height;
- 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
LeftOffset = leftofs;
TopOffset = topofs;
CalcBitSize ();
}
//==========================================================================
//
// FFontChar2 :: ~FFontChar2
//
//==========================================================================
FFontChar2::~FFontChar2 ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
//==========================================================================
//
// FFontChar2 :: Unload
//
//==========================================================================
void FFontChar2::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
//==========================================================================
//
// FFontChar2 :: GetPixels
//
//==========================================================================
const BYTE *FFontChar2::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
// FFontChar2 :: GetColumn
//
//==========================================================================
const BYTE *FFontChar2::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if (column >= Width)
{
column = WidthMask;
}
if (spans_out != NULL)
{
- Added Skulltag's HUD model code. Update to ZDoom r912: - Added rotation 90° angles only) and mirroring to the Multipatch texture composition code. - Fixed: The game crashed when a level was ended while a player was morphed by a powerup. - Fixed: A_VileAttack positioned the fire on the wrong side of the target. - Reorganized the HackHack code so that the image creation was moved into MakeTexture. This was necessary because Unload deleted the pixel data and broke the whole thing. - Fixed: FPatchTexture::HackHack and FDoomStatusbarTexture::DrawToBar used the obsolete and uninitialized variable Near255. - Removed the span creation code specific to FPatchTexture. It only has an advantage when the lump has already been loaded in memory but since that is no longer the case now the generic version in FTexture is actually better. - Changed: FTexture::CopyToBlock no longer uses the spans but the pixel buffer directly. Since most patches in multipatch textures are non transparent the added overhead from creating the spans far outweighs any savings they might provide. It is also simpler to handle for mirrored or rotated patches now. - Changed: Textures only create the spans when really needed. Flats and native textures, for example, do not and it only created needless overhead that they were always created along with the pixel buffer. - Made use of player and actor variables consistent in a_hereticweaps.cpp. - Fixed: A few calls to P_SpawnPlayerMissile passed 0 as angle git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@93 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-14 19:24:40 +00:00
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
//==========================================================================
//
// FFontChar2 :: SetSourceRemap
//
//==========================================================================
void FFontChar2::SetSourceRemap(const BYTE *sourceremap)
{
Unload();
SourceRemap = sourceremap;
}
//==========================================================================
//
// FFontChar2 :: MakeTexture
//
//==========================================================================
void FFontChar2::MakeTexture ()
{
FWadLump lump = Wads.OpenLumpNum (SourceLump);
int destSize = Width * Height;
BYTE max = 255;
- 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
bool rle = true;
// This is to "fix" bad fonts
{
- 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
BYTE buff[16];
lump.Read (buff, 4);
if (buff[3] == '2')
{
lump.Read (buff, 7);
max = buff[6];
lump.Seek (SourcePos - 11, SEEK_CUR);
}
- 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
else if (buff[3] == 0x1A)
{
lump.Read(buff, 13);
max = buff[12] - 1;
lump.Seek (SourcePos - 17, SEEK_CUR);
rle = false;
}
else
{
lump.Seek (SourcePos - 4, SEEK_CUR);
}
}
Pixels = new BYTE[destSize];
int runlen = 0, setlen = 0;
BYTE setval = 0; // Shut up, GCC!
BYTE *dest_p = Pixels;
int dest_adv = Height;
int dest_rew = destSize - 1;
- 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
if (rle)
{
- 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
for (int y = Height; y != 0; --y)
{
- 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
for (int x = Width; x != 0; )
{
- 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
if (runlen != 0)
{
- 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
BYTE color;
- 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
lump >> color;
color = MIN (color, max);
if (SourceRemap != NULL)
{
color = SourceRemap[color];
}
*dest_p = color;
dest_p += dest_adv;
x--;
runlen--;
}
else if (setlen != 0)
{
- 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
*dest_p = setval;
dest_p += dest_adv;
x--;
setlen--;
}
- 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
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
SBYTE code;
- 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
lump >> code;
if (code >= 0)
{
- 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
runlen = code + 1;
}
else if (code != -128)
{
BYTE color;
lump >> color;
setlen = (-code) + 1;
setval = MIN (color, max);
if (SourceRemap != NULL)
{
setval = SourceRemap[setval];
}
}
}
}
- 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
dest_p -= dest_rew;
}
}
else
{
for (int y = Height; y != 0; --y)
{
for (int x = Width; x != 0; --x)
{
BYTE color;
lump >> color;
if (color > max)
{
color = max;
}
if (SourceRemap != NULL)
{
color = SourceRemap[color];
}
*dest_p = color;
dest_p += dest_adv;
}
dest_p -= dest_rew;
}
}
if (destSize < 0)
{
char name[9];
Wads.GetLumpName (name, SourceLump);
name[8] = 0;
I_FatalError ("The font %s is corrupt", name);
}
}
//==========================================================================
//
// FSpecialFont :: FSpecialFont
//
//==========================================================================
FSpecialFont::FSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate, int lump) : FFont(lump)
{
int i;
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
FTexture **charlumps;
int maxyoffs;
FTexture *pic;
memcpy(this->notranslate, notranslate, 256*sizeof(bool));
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
Name = copystring(name);
Chars = new CharData[count];
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
charlumps = new FTexture*[count];
PatchRemap = new BYTE[256];
FirstChar = first;
LastChar = first + count - 1;
FontHeight = 0;
GlobalKerning = false;
Next = FirstFont;
FirstFont = this;
maxyoffs = 0;
for (i = 0; i < count; i++)
{
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
pic = charlumps[i] = lumplist[i];
if (pic != NULL)
{
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
int height = pic->GetScaledHeight();
int yoffs = pic->GetScaledTopOffset();
if (yoffs > maxyoffs)
{
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
maxyoffs = yoffs;
}
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
height += abs (yoffs);
if (height > FontHeight)
{
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
FontHeight = height;
}
}
if (charlumps[i] != NULL)
{
Chars[i].Pic = new FFontChar1 (charlumps[i]);
Chars[i].XMove = Chars[i].Pic->GetScaledWidth();
}
else
{
Chars[i].Pic = NULL;
Chars[i].XMove = INT_MIN;
}
}
// Special fonts normally don't have all characters so be careful here!
if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].Pic != NULL)
{
SpaceWidth = (Chars['N' - first].XMove + 1) / 2;
}
else
{
SpaceWidth = 4;
}
FixXMoves();
LoadTranslations();
delete[] charlumps;
}
//==========================================================================
//
// FSpecialFont :: LoadTranslations
//
//==========================================================================
void FSpecialFont::LoadTranslations()
{
int count = LastChar - FirstChar + 1;
BYTE usedcolors[256], identity[256];
double *luminosity;
int TotalColors;
int i, j;
memset (usedcolors, 0, 256);
for (i = 0; i < count; i++)
{
FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].Pic);
if(pic)
{
pic->SetSourceRemap(NULL); // Force the FFontChar1 to return the same pixels as the base texture
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
RecordTextureColors (pic, usedcolors);
}
}
// exclude the non-translated colors from the translation calculation
if (notranslate != NULL)
{
for (i = 0; i < 256; i++)
if (notranslate[i])
usedcolors[i] = false;
}
TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);
// Map all untranslated colors into the table of used colors
if (notranslate != NULL)
{
for (i = 0; i < 256; i++)
{
if (notranslate[i])
{
PatchRemap[i] = TotalColors;
identity[TotalColors] = i;
TotalColors++;
}
}
}
for (i = 0; i < count; i++)
{
if(Chars[i].Pic)
static_cast<FFontChar1 *>(Chars[i].Pic)->SetSourceRemap(PatchRemap);
}
BuildTranslations (luminosity, identity, &TranslationParms[0][0], TotalColors, NULL);
// add the untranslated colors to the Ranges tables
if (ActiveColors < TotalColors)
{
for (i = 0; i < NumTextColors; i++)
{
FRemapTable *remap = &Ranges[i];
for (j = ActiveColors; j < TotalColors; ++j)
{
remap->Remap[j] = identity[j];
remap->Palette[j] = GPalette.BaseColors[identity[j]];
Update to ZDoom r1433: - Fixed: Untranslated colors in fonts had an alpha value of 0 but need 255. - Fixed: The Doom status bar's ammo display may not use the INDEXFONT for the alternative HUD. Instead it has to create a separate one out of the STYSNUM characters. - Fixed: skins can not be sorted for binary search because the player class code depends on the original indices. - Fixed: P_StartConversation set the global dialog node variable for all players, not just the consoleplayer. - Fixed: AWeapon::PickupForAmmo assumed that any weapon having a secondary ammo type also has a primary one. - Bumped netgame, demo and min demo version for the weapon slot changes. - changed weapon slots to be stored per player. Information is now transmitted across the network so that all machines know each player's current weapon configuration so that it can be used by cheats or HUD display routines. - fixed: level_info_t::mapbg was not initialized - Fixed: Player names and chat macros that end with incomplete \c escapes now have those escapes stripped before printing so that they do not merge with subsequent text. - Fixed: The CHARFORMAT structure that is used to set the color in a Windows Rich Edit control was not fully initialized resulting in incorrect colors being set. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@302 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-21 17:07:32 +00:00
remap->Palette[j].a = 0xff;
}
}
}
ActiveColors = TotalColors;
delete[] luminosity;
}
- 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
//==========================================================================
//
// FFont :: FixXMoves
//
// If a font has gaps in its characters, set the missing characters'
// XMoves to either SpaceWidth or the uppercase variant's XMove. Missing
// XMoves must be initialized with INT_MIN beforehand.
//
//==========================================================================
void FFont::FixXMoves()
{
for (int i = 0; i <= LastChar - FirstChar; ++i)
{
if (Chars[i].XMove == INT_MIN)
{
if (myislower[i + FirstChar])
{
int upper = i - 32;
if (upper >= 0)
{
Chars[i].XMove = Chars[upper].XMove;
continue;
}
}
Chars[i].XMove = SpaceWidth;
}
}
}
//==========================================================================
//
// V_InitCustomFonts
//
// Initialize a list of custom multipatch fonts
//
//==========================================================================
void V_InitCustomFonts()
{
FScanner sc;
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
FTexture *lumplist[256];
bool notranslate[256];
FString namebuffer, templatebuf;
int i;
int llump,lastlump=0;
int format;
int start;
int first;
int count;
int spacewidth;
char cursor = '_';
while ((llump = Wads.FindLump ("FONTDEFS", &lastlump)) != -1)
{
- 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
sc.OpenLumpNum(llump);
while (sc.GetString())
{
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
memset (lumplist, 0, sizeof(lumplist));
memset (notranslate, 0, sizeof(notranslate));
namebuffer = sc.String;
format = 0;
start = 33;
first = 33;
count = 223;
spacewidth = -1;
sc.MustGetStringName ("{");
while (!sc.CheckString ("}"))
{
sc.MustGetString();
if (sc.Compare ("TEMPLATE"))
{
if (format == 2) goto wrong;
sc.MustGetString();
templatebuf = sc.String;
format = 1;
}
else if (sc.Compare ("BASE"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
start = sc.Number;
format = 1;
}
else if (sc.Compare ("FIRST"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
first = sc.Number;
format = 1;
}
else if (sc.Compare ("COUNT"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
count = sc.Number;
format = 1;
}
else if (sc.Compare ("CURSOR"))
{
sc.MustGetString();
cursor = sc.String[0];
}
else if (sc.Compare ("SPACEWIDTH"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
spacewidth = sc.Number;
format = 1;
}
else if (sc.Compare ("NOTRANSLATION"))
{
if (format == 1) goto wrong;
while (sc.CheckNumber() && !sc.Crossed)
{
if (sc.Number >= 0 && sc.Number < 256)
notranslate[sc.Number] = true;
}
format = 2;
}
else
{
if (format == 1) goto wrong;
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
FTexture **p = &lumplist[*(unsigned char*)sc.String];
sc.MustGetString();
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
FTextureID texid = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
if (!texid.Exists())
{
int lumpno = Wads.CheckNumForFullName (sc.String);
if (lumpno >= 0)
{
texid = TexMan.FindTextureByLumpNum(lumpno);
if (!texid.Exists())
{
FTexture *tex = FTexture::CreateTexture("", lumpno, FTexture::TEX_MiscPatch);
texid = TexMan.AddTexture(tex);
}
}
}
if (texid.Exists())
{
*p = TexMan[texid];
}
else if (Wads.GetLumpFile(sc.LumpNum) >= Wads.IWAD_FILENUM)
{
// Print a message only if this isn't in zdoom.pk3
sc.ScriptMessage("%s: Unable to find texture in font definition for %s", sc.String, namebuffer.GetChars());
}
format = 2;
}
}
if (format == 1)
{
FFont *fnt = new FFont (namebuffer, templatebuf, first, count, start, llump, spacewidth);
fnt->SetCursor(cursor);
}
else if (format == 2)
{
for (i = 0; i < 256; i++)
{
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
if (lumplist[i] != NULL)
{
first = i;
break;
}
}
for (i = 255; i >= 0; i--)
{
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
if (lumplist[i] != NULL)
{
count = i - first + 1;
break;
}
}
if (count > 0)
{
FFont *fnt = new FSpecialFont (namebuffer, first, count, &lumplist[first], notranslate, llump);
fnt->SetCursor(cursor);
}
}
else goto wrong;
}
sc.Close();
}
return;
wrong:
Update to ZDoom r1246: - Used the one unused byte in the state structure as a flag to tell what type the NextState parameter is. The code did some rather unsafe checks with it to determine its type. - moved all state related code into a new file: p_states.cpp. - merged all FindState functions. All the different variations are now inlined and call the same function to do the real work. - did some code cleanup and reorganization in thingdef.cpp. - Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation. - To get the game name the screenshot code might as well use the globally available GameNames array instead of creating its own list. - Moved backpack names for cheat into gameinfo. - Fixed: SNDINFO must be loaded before the textures. However, this required some changes to the MAPINFO parser which tried to access the texture manager to check if the level name patches exist. That check had to be moved to where the intermission screen is set up. - Fixed: 'bloodcolor' ignored the first parameter value when given a list of integers. Please note that this creates an incompatibility between old and new versions so if you want to create something that works with both 2.2.0 and current versions better use the string format version for the color parameter! - Rewrote the DECORATE property parser so that the parser is completely separated from the property handlers. This should allow reuse of all the handler code for a new format if Doomscript requires one. - Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's defaults were larger than the parent's. - Moved A_ChangeFlag to thingdef_codeptr.cpp. - Moved translation related code from thingdef_properties.cpp to r_translate.cpp and rewrote the translation parser to use FScanner instead of strtol. - replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency. Since this was never used outside zdoom.pk3 it's not critical. - Removed support for game specific pickup messages because the only thing this was ever used for - Raven's invulnerability item - has already been split up into a Heretic and Hexen version. - Fixed: The Timidity config parser always tried to process the note number, even if it wasn't specified. - Fixed: When UpdateJoystickMenu() modifies the menu items for different controllers, the joystick axis selectors need to NULL the d.graycheck field, since this is shared by the axis sensitivity sliders' step values. - Fixed: The crosshair must be initialized after the texture manager because on the fly texture creation for graphics patches is no longer supported. - Fixed a few Linux compile errors. - Changed: Replaced weapons should not be given by generic cheats, only when explicitly giving them. - Changed 'give weapon' cheat so that in single player it only gives weapons belonging to the current game or are placed in a weapon slot to avoid giving the Chex Quest weapons in Doom and vice versa. - Fixed: The texture manager must be the first thing to be initialized because MAPINFO and DECORATE both can reference textures and letting them create their own textures is not safe. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@181 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-23 21:41:49 +00:00
sc.ScriptError ("Invalid combination of properties in font '%s'", namebuffer.GetChars());
}
//==========================================================================
//
// V_InitFontColors
//
// Reads the list of color translation definitions into memory.
//
//==========================================================================
void V_InitFontColors ()
{
TArray<FName> names;
int lump, lastlump = 0;
TranslationParm tparm = { 0, 0, {0}, {0} }; // Silence GCC (for real with -Wextra )
TArray<TranslationParm> parms;
TArray<TempParmInfo> parminfo;
TArray<TempColorInfo> colorinfo;
int c, parmchoice;
TempParmInfo info;
TempColorInfo cinfo;
PalEntry logcolor;
unsigned int i, j;
int k, index;
info.Index = -1;
TranslationParms[0].Clear();
TranslationParms[1].Clear();
TranslationLookup.Clear();
TranslationColors.Clear();
while ((lump = Wads.FindLump ("TEXTCOLO", &lastlump)) != -1)
{
if (gameinfo.flags & GI_NOTEXTCOLOR)
{
// Chex3 contains a bad TEXTCOLO lump, probably to force all text to be green.
// This renders the Gray, Gold, Red and Yellow color range inoperable, some of
// which are used by the menu. So we have no choice but to skip this lump so that
// all colors work properly.
// The text colors should be the end user's choice anyway.
if (Wads.GetLumpFile(lump) == 1) continue;
}
- 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(lump);
while (sc.GetString())
{
names.Clear();
logcolor = DEFAULT_LOG_COLOR;
// Everything until the '{' is considered a valid name for the
// color range.
names.Push (sc.String);
while (sc.MustGetString(), !sc.Compare ("{"))
{
if (names[0] == NAME_Untranslated)
{
sc.ScriptError ("The \"untranslated\" color may not have any other names");
}
names.Push (sc.String);
}
parmchoice = 0;
info.StartParm[0] = parms.Size();
info.StartParm[1] = 0;
info.ParmLen[1] = info.ParmLen[0] = 0;
tparm.RangeEnd = tparm.RangeStart = -1;
while (sc.MustGetString(), !sc.Compare ("}"))
{
if (sc.Compare ("Console:"))
{
if (parmchoice == 1)
{
sc.ScriptError ("Each color may only have one set of console ranges");
}
parmchoice = 1;
info.StartParm[1] = parms.Size();
info.ParmLen[0] = info.StartParm[1] - info.StartParm[0];
tparm.RangeEnd = tparm.RangeStart = -1;
}
else if (sc.Compare ("Flat:"))
{
sc.MustGetString();
logcolor = V_GetColor (NULL, sc.String);
}
else
{
// Get first color
c = V_GetColor (NULL, sc.String);
tparm.Start[0] = RPART(c);
tparm.Start[1] = GPART(c);
tparm.Start[2] = BPART(c);
// Get second color
sc.MustGetString();
c = V_GetColor (NULL, sc.String);
tparm.End[0] = RPART(c);
tparm.End[1] = GPART(c);
tparm.End[2] = BPART(c);
// Check for range specifier
if (sc.CheckNumber())
{
if (tparm.RangeStart == -1 && sc.Number != 0)
{
sc.ScriptError ("The first color range must start at position 0");
}
if (sc.Number < 0 || sc.Number > 256)
{
sc.ScriptError ("The color range must be within positions [0,256]");
}
if (sc.Number <= tparm.RangeEnd)
{
sc.ScriptError ("The color range must not start before the previous one ends");
}
tparm.RangeStart = sc.Number;
sc.MustGetNumber();
if (sc.Number < 0 || sc.Number > 256)
{
sc.ScriptError ("The color range must be within positions [0,256]");
}
if (sc.Number <= tparm.RangeStart)
{
sc.ScriptError ("The color range end position must be larger than the start position");
}
tparm.RangeEnd = sc.Number;
}
else
{
tparm.RangeStart = tparm.RangeEnd + 1;
tparm.RangeEnd = 256;
if (tparm.RangeStart >= tparm.RangeEnd)
{
sc.ScriptError ("The color has too many ranges");
}
}
parms.Push (tparm);
}
}
info.ParmLen[parmchoice] = parms.Size() - info.StartParm[parmchoice];
if (info.ParmLen[0] == 0)
{
if (names[0] != NAME_Untranslated)
{
sc.ScriptError ("There must be at least one normal range for a color");
}
}
else
{
if (names[0] == NAME_Untranslated)
{
sc.ScriptError ("The \"untranslated\" color must be left undefined");
}
}
if (info.ParmLen[1] == 0 && names[0] != NAME_Untranslated)
{ // If a console translation is unspecified, make it white, since the console
// font has no color information stored with it.
tparm.RangeStart = 0;
tparm.RangeEnd = 256;
tparm.Start[2] = tparm.Start[1] = tparm.Start[0] = 0;
tparm.End[2] = tparm.End[1] = tparm.End[0] = 255;
info.StartParm[1] = parms.Push (tparm);
info.ParmLen[1] = 1;
}
cinfo.ParmInfo = parminfo.Push (info);
// Record this color information for each name it goes by
for (i = 0; i < names.Size(); ++i)
{
// Redefine duplicates in-place
for (j = 0; j < colorinfo.Size(); ++j)
{
if (colorinfo[j].Name == names[i])
{
colorinfo[j].ParmInfo = cinfo.ParmInfo;
colorinfo[j].LogColor = logcolor;
break;
}
}
if (j == colorinfo.Size())
{
cinfo.Name = names[i];
cinfo.LogColor = logcolor;
colorinfo.Push (cinfo);
}
}
}
}
// Make permananent copies of all the color information we found.
for (i = 0, index = 0; i < colorinfo.Size(); ++i)
{
TranslationMap tmap;
TempParmInfo *pinfo;
tmap.Name = colorinfo[i].Name;
pinfo = &parminfo[colorinfo[i].ParmInfo];
if (pinfo->Index < 0)
{
// Write out the set of remappings for this color.
for (k = 0; k < 2; ++k)
{
for (j = 0; j < pinfo->ParmLen[k]; ++j)
{
TranslationParms[k].Push (parms[pinfo->StartParm[k] + j]);
}
}
TranslationColors.Push (colorinfo[i].LogColor);
pinfo->Index = index++;
}
tmap.Number = pinfo->Index;
TranslationLookup.Push (tmap);
}
// Leave a terminating marker at the ends of the lists.
tparm.RangeStart = -1;
TranslationParms[0].Push (tparm);
TranslationParms[1].Push (tparm);
// Sort the translation lookups for fast binary searching.
qsort (&TranslationLookup[0], TranslationLookup.Size(), sizeof(TranslationLookup[0]), TranslationMapCompare);
NumTextColors = index;
assert (NumTextColors >= NUM_TEXT_COLORS);
}
//==========================================================================
//
// TranslationMapCompare
//
//==========================================================================
static int STACK_ARGS TranslationMapCompare (const void *a, const void *b)
{
return int(((const TranslationMap *)a)->Name) - int(((const TranslationMap *)b)->Name);
}
//==========================================================================
//
// V_FindFontColor
//
// Returns the color number for a particular named color range.
//
//==========================================================================
EColorRange V_FindFontColor (FName name)
{
int min = 0, max = TranslationLookup.Size() - 1;
while (min <= max)
{
unsigned int mid = (min + max) / 2;
const TranslationMap *probe = &TranslationLookup[mid];
if (probe->Name == name)
{
return EColorRange(probe->Number);
}
else if (probe->Name < name)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return CR_UNTRANSLATED;
}
//==========================================================================
//
// V_LogColorFromColorRange
//
// Returns the color to use for text in the startup/error log window.
//
//==========================================================================
PalEntry V_LogColorFromColorRange (EColorRange range)
{
if ((unsigned int)range >= TranslationColors.Size())
{ // Return default color
return DEFAULT_LOG_COLOR;
}
return TranslationColors[range];
}
//==========================================================================
//
// V_ParseFontColor
//
// Given a pointer to a color identifier (presumably just after a color
// escape character), return the color it identifies and advances
// color_value to just past it.
//
//==========================================================================
EColorRange V_ParseFontColor (const BYTE *&color_value, int normalcolor, int boldcolor)
{
const BYTE *ch = color_value;
int newcolor = *ch++;
Update to ZDoom r1433: - Fixed: Untranslated colors in fonts had an alpha value of 0 but need 255. - Fixed: The Doom status bar's ammo display may not use the INDEXFONT for the alternative HUD. Instead it has to create a separate one out of the STYSNUM characters. - Fixed: skins can not be sorted for binary search because the player class code depends on the original indices. - Fixed: P_StartConversation set the global dialog node variable for all players, not just the consoleplayer. - Fixed: AWeapon::PickupForAmmo assumed that any weapon having a secondary ammo type also has a primary one. - Bumped netgame, demo and min demo version for the weapon slot changes. - changed weapon slots to be stored per player. Information is now transmitted across the network so that all machines know each player's current weapon configuration so that it can be used by cheats or HUD display routines. - fixed: level_info_t::mapbg was not initialized - Fixed: Player names and chat macros that end with incomplete \c escapes now have those escapes stripped before printing so that they do not merge with subsequent text. - Fixed: The CHARFORMAT structure that is used to set the color in a Windows Rich Edit control was not fully initialized resulting in incorrect colors being set. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@302 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-21 17:07:32 +00:00
if (newcolor == '-') // Normal
{
newcolor = normalcolor;
}
else if (newcolor == '+') // Bold
{
newcolor = boldcolor;
}
Update to ZDoom r1433: - Fixed: Untranslated colors in fonts had an alpha value of 0 but need 255. - Fixed: The Doom status bar's ammo display may not use the INDEXFONT for the alternative HUD. Instead it has to create a separate one out of the STYSNUM characters. - Fixed: skins can not be sorted for binary search because the player class code depends on the original indices. - Fixed: P_StartConversation set the global dialog node variable for all players, not just the consoleplayer. - Fixed: AWeapon::PickupForAmmo assumed that any weapon having a secondary ammo type also has a primary one. - Bumped netgame, demo and min demo version for the weapon slot changes. - changed weapon slots to be stored per player. Information is now transmitted across the network so that all machines know each player's current weapon configuration so that it can be used by cheats or HUD display routines. - fixed: level_info_t::mapbg was not initialized - Fixed: Player names and chat macros that end with incomplete \c escapes now have those escapes stripped before printing so that they do not merge with subsequent text. - Fixed: The CHARFORMAT structure that is used to set the color in a Windows Rich Edit control was not fully initialized resulting in incorrect colors being set. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@302 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-21 17:07:32 +00:00
else if (newcolor == '!') // Team chat
{
newcolor = PrintColors[PRINT_TEAMCHAT];
}
else if (newcolor == '*') // Chat
{
newcolor = PrintColors[PRINT_CHAT];
}
else if (newcolor == '[') // Named
{
const BYTE *namestart = ch;
while (*ch != ']' && *ch != '\0')
{
ch++;
}
FName rangename((const char *)namestart, int(ch - namestart), true);
if (*ch != '\0')
{
ch++;
}
newcolor = V_FindFontColor (rangename);
}
else if (newcolor >= 'A' && newcolor < NUM_TEXT_COLORS + 'A') // Standard, uppercase
{
newcolor -= 'A';
}
else if (newcolor >= 'a' && newcolor < NUM_TEXT_COLORS + 'a') // Standard, lowercase
{
newcolor -= 'a';
}
else // Incomplete!
{
color_value = ch - (*ch == '\0');
return CR_UNDEFINED;
}
color_value = ch;
return EColorRange(newcolor);
}
//==========================================================================
//
// V_InitFonts
//
//==========================================================================
void V_InitFonts()
{
V_InitCustomFonts ();
// load the heads-up font
if (!(SmallFont = FFont::FindFont("SmallFont")))
{
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
int i;
if ((i = Wads.CheckNumForName("SMALLFNT")) >= 0)
{
SmallFont = new FSingleLumpFont("SmallFont", i);
}
else if (Wads.CheckNumForName ("FONTA_S") >= 0)
{
SmallFont = new FFont ("SmallFont", "FONTA%02u", HU_FONTSTART, HU_FONTSIZE, 1, -1);
SmallFont->SetCursor('[');
}
else
{
SmallFont = new FFont ("SmallFont", "STCFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1);
}
}
- Changed: Model skins are now maintained by the texture manager so that 2 models can share the same skin now. Update to ZDoom r1301: - Changed: Textures without a name no longer get added to the texture manager's hash chains. - Fixed: specifying texture patches or font characters by full lump name instead of texture name didn't work. To do this properly the texture manager needs an option to look for a texture by lump number so that such textures can be maintained without interfering with regular operation. - added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects of 'noautosequences' and 'forcenoskystretch' can be cancelled. - Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap' gets reset for each MAPINFO. A global section is needed to define a game's default setting in zdoom.pk3. The gamedefaults should normally not be changed by PWADs but it can be done if some mod intends to change gameplay settings but wants to allow custom add-ons on its own. - Fixed alignment of "finished" line in WI_drawLF() when the level name is a graphic and scaled. - It is now possible to replace the game's SmallFont with a single lump font called SMALLFNT. - Reduced the width of the second column in wi_percents false mode from 3 to 2 characters. - Added a WISLASH graphic for Doom's intermission screen when wi_percents is false. - Added: inventorybarnotvisible to check to see if the inventory bar is up. - Added the following flags to drawselectedinventory center, centerbottom, and drawshadow. - Fixed: The translucent flag for drawinventorybar should only have affected the artibox image. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-30 13:46:04 +00:00
if (!(SmallFont2 = FFont::FindFont("SmallFont2"))) // Only used by Strife
{
if (Wads.CheckNumForName ("STBFN033", ns_graphics) >= 0)
{
SmallFont2 = new FFont ("SmallFont2", "STBFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1);
}
else
{
SmallFont2 = SmallFont;
}
}
if (!(BigFont = FFont::FindFont("BigFont")))
{
- 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)
{
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("DBIGFONT"));
}
else if (gameinfo.gametype == GAME_Strife)
{
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("SBIGFONT"));
}
else
{
BigFont = new FFont ("BigFont", "FONTB%02u", HU_FONTSTART, HU_FONTSIZE, 1, -1);
}
}
if (!(ConFont = FFont::FindFont("ConsoleFont")))
{
ConFont = new FSingleLumpFont ("ConsoleFont", Wads.GetNumForName ("CONFONT"));
}
if (!(IntermissionFont = FFont::FindFont("IntermissionFont")))
{
if (gameinfo.gametype & GAME_DoomChex)
{
IntermissionFont = FFont::FindFont("IntermissionFont_Doom");
}
if (IntermissionFont == NULL)
{
IntermissionFont = BigFont;
}
}
}
void V_ClearFonts()
{
while (FFont::FirstFont != NULL)
{
delete FFont::FirstFont;
}
FFont::FirstFont = NULL;
SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = NULL;
}
void V_RetranslateFonts()
{
FFont *font = FFont::FirstFont;
while(font)
{
font->LoadTranslations();
font = font->Next;
}
}