gzdoom-last-svn/src/g_game.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION: none
//
//-----------------------------------------------------------------------------
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <stddef.h>
#include <time.h>
#ifdef __APPLE__
#include <CoreServices/CoreServices.h>
#endif
#include "templates.h"
#include "version.h"
#include "doomdef.h"
#include "doomstat.h"
#include "d_protocol.h"
#include "d_netinf.h"
#include "f_finale.h"
#include "m_argv.h"
#include "m_misc.h"
#include "m_menu.h"
#include "m_random.h"
#include "m_crc32.h"
#include "i_system.h"
Update to ZDoom r1679: - Changed the definition of SBarInfoCoordinate to use bitfields to pack its members into 32 bits so that it can be stored in a plain old int without any transformations. The transformation coord -> int -> coord was destructive if the coordinate value was negative, causing the final coordinate to be centered even if the original was not. - SBARINFO patch: Enable forcescaled with fullscreenoffsets. - Fixed: Since UDMF allows for fractional vertex coordinates, it is no longer safe for P_AlignPlane() to truncate coordinates when searching for the furthest vertex from the line. - The reorganized DirectInput game controller code finally compiles. (Ugh! It took far too long to reach this point.) Manual axis configuration is currently disabled, since I need to rewrite that, too. The eventual point of this is that the code will be modular enough that I can just plop in routines for XInput controllers and driver-less PlayStation 2 adapters without much fuss, since the old joystick code was very much DirectInput- centric. - Changed AWeaponGiver to keep the weapon actor around instead of respawning a new one for each call. - Fixed: AWeaponGiver::TryPickup checked the wrong item for ammo to give. - fixed: FRandom::Random2(int mask) must return the difference between 2 byte values for compatibility. - fixed: The sound name world/volcano/shoot was accidentally destroyed in the source. - Reintroduced damage thrust clamping but with a higher threshold. The clamping is now also done in floating point before any fixed point overflows can occur. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@366 b0f79afe-0144-0410-b225-9a4edf0717df
2009-06-24 22:19:34 +00:00
#include "i_input.h"
#include "p_saveg.h"
#include "p_tick.h"
#include "d_main.h"
#include "wi_stuff.h"
#include "hu_stuff.h"
#include "st_stuff.h"
#include "am_map.h"
#include "c_console.h"
#include "c_cvars.h"
#include "c_bind.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "w_wad.h"
#include "p_local.h"
#include "s_sound.h"
#include "gstrings.h"
#include "r_data.h"
#include "r_sky.h"
#include "r_draw.h"
#include "g_game.h"
#include "g_level.h"
#include "b_bot.h" //Added by MC:
#include "sbar.h"
#include "m_swap.h"
#include "m_png.h"
#include "gi.h"
#include "a_keys.h"
#include "a_artifacts.h"
#include "r_translate.h"
#include "cmdlib.h"
#include "d_net.h"
#include "d_event.h"
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
#include "p_acs.h"
#include "m_joy.h"
#include <zlib.h>
#include "g_hub.h"
static FRandom pr_dmspawn ("DMSpawn");
const int SAVEPICWIDTH = 216;
const int SAVEPICHEIGHT = 162;
bool G_CheckDemoStatus (void);
void G_ReadDemoTiccmd (ticcmd_t *cmd, int player);
void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf);
void G_PlayerReborn (int player);
void G_DoNewGame (void);
void G_DoLoadGame (void);
void G_DoPlayDemo (void);
void G_DoCompleted (void);
void G_DoVictory (void);
void G_DoWorldDone (void);
void G_DoSaveGame (bool okForQuicksave, FString filename, const char *description);
void G_DoAutoSave ();
FIntCVar gameskill ("skill", 2, CVAR_SERVERINFO|CVAR_LATCH);
CVAR (Int, deathmatch, 0, CVAR_SERVERINFO|CVAR_LATCH);
CVAR (Bool, chasedemo, false, 0);
CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, longsavemessages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
CVAR (String, save_dir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
Update to ZDoom r1831: fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by yesterday's additions. Changed it so that the parser first checks for the presence of a '-' sign before deciding whether to use strtol or strtoul to convert the string into a number. - Added PinkSilver's A_LookEx fix. - added resources needed for MBF support. - removed unused score items from DECORATE file. - Fixed: Argument count for UsePuzzleItem was wrong. - Added a few things from Gez's experimental build: * MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway. * MBF's dog (definition only, no sprites yet.) * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS. * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change. * MBF grenade and bouncing code. * several compatibility options. * info CCMD to print extended actor information (not fully implemented yet) * summonmbf CCMD. * Beta BFG code pointer (but not the related missiles yet.) * PowerInvisibility enhancements. * ScoreItem with one significant change: Added a score variable that can be checked through ACS and DECORATE. The engine itself will do nothing with it. * Nailgun option for A_Explode. * A_PrintBold and A_Log. * A_SetSpecial. * Beta Lost Soul (added DoomEdNum 9037 to it) * A_Mushroom extensions * Vavoom compatible MAPINFO keynames. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@452 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 06:19:39 +00:00
EXTERN_CVAR (Float, con_midtime);
//==========================================================================
//
// CVAR displaynametags
//
// Selects whether to display name tags or not when changing weapons
//
//==========================================================================
CUSTOM_CVAR (Bool, displaynametags, 0, CVAR_ARCHIVE)
{
if (self != 0 && self != 1)
{
self = 0;
}
}
gameaction_t gameaction;
gamestate_t gamestate = GS_STARTUP;
int paused;
bool sendpause; // send a pause event next tic
bool sendsave; // send a save event next tic
bool sendturn180; // [RH] send a 180 degree turn next tic
bool usergame; // ok to save / end game
bool insave; // Game is saving - used to block exit commands
bool timingdemo; // if true, exit with report on completion
bool nodrawers; // for comparative timing purposes
bool noblit; // for comparative timing purposes
bool viewactive;
bool netgame; // only true if packets are broadcast
bool multiplayer;
player_t players[MAXPLAYERS];
bool playeringame[MAXPLAYERS];
int consoleplayer; // player taking events
int gametic;
CVAR(Bool, demo_compress, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
char demoname[256];
bool demorecording;
bool demoplayback;
bool netdemo;
bool demonew; // [RH] Only used around G_InitNew for demos
int demover;
BYTE* demobuffer;
BYTE* demo_p;
BYTE* democompspot;
BYTE* demobodyspot;
size_t maxdemosize;
BYTE* zdemformend; // end of FORM ZDEM chunk
BYTE* zdembodyend; // end of ZDEM BODY chunk
bool singledemo; // quit after playing a demo from cmdline
bool precache = true; // if true, load all graphics at start
wbstartstruct_t wminfo; // parms for world map / intermission
short consistancy[MAXPLAYERS][BACKUPTICS];
BYTE* savebuffer;
#define MAXPLMOVE (forwardmove[1])
#define TURBOTHRESHOLD 12800
float normforwardmove[2] = {0x19, 0x32}; // [RH] For setting turbo from console
float normsidemove[2] = {0x18, 0x28}; // [RH] Ditto
fixed_t forwardmove[2], sidemove[2];
fixed_t angleturn[4] = {640, 1280, 320, 320}; // + slow turn
fixed_t flyspeed[2] = {1*256, 3*256};
int lookspeed[2] = {450, 512};
#define SLOWTURNTICS 6
CVAR (Bool, cl_run, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always run?
CVAR (Bool, invertmouse, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Invert mouse look down/up?
CVAR (Bool, freelook, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always mlook?
CVAR (Bool, lookstrafe, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always strafe with mouse?
CVAR (Float, m_pitch, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Mouse speeds
CVAR (Float, m_yaw, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
CVAR (Float, m_forward, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
CVAR (Float, m_side, 2.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
int turnheld; // for accelerative turning
// mouse values are used once
int mousex;
int mousey;
FString savegamefile;
char savedescription[SAVESTRINGSIZE];
// [RH] Name of screenshot file to generate (usually NULL)
FString shotfile;
AActor* bodyque[BODYQUESIZE];
int bodyqueslot;
void R_ExecuteSetViewSize (void);
FString savename;
FString BackupSaveName;
bool SendLand;
const AInventory *SendItemUse, *SendItemDrop;
EXTERN_CVAR (Int, team)
CVAR (Bool, teamplay, false, CVAR_SERVERINFO)
// [RH] Allow turbo setting anytime during game
CUSTOM_CVAR (Float, turbo, 100.f, 0)
{
if (self < 10.f)
{
self = 10.f;
}
else if (self > 256.f)
{
self = 256.f;
}
else
{
Update to ZDoom r1062: - Rewrote myvsnprintf to use the StringFormat routines directly so that no additional memory needs to be allocated from the heap. - Polyobject sounds now play from their lines, similar to the way sector sounds are handled. - Why do polyobjects have a 3D start spot? Flattened it to 2D. - Moved the sector sound origin calculation out of fmodsound.cpp and into s_sound.cpp so that the near sound limiting will use the correct sound location for deciding on neighbors. - Removed the S_Sound() variant that allows for pointing the origin at an arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) - Adjusted the noise debug table so that fractional volume levels do not run into the adjacent columns. - Added a NullSoundRenderer so that most of the checks against a NULL GSnd can be removed. - Fixed: Looping sounds must always successfully allocate a channel, even if it's only a pre-evicted channel. - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@130 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-04 16:54:29 +00:00
double scale = self * 0.01;
forwardmove[0] = (int)(normforwardmove[0]*scale);
forwardmove[1] = (int)(normforwardmove[1]*scale);
sidemove[0] = (int)(normsidemove[0]*scale);
sidemove[1] = (int)(normsidemove[1]*scale);
}
}
CCMD (turnspeeds)
{
if (argv.argc() == 1)
{
Printf ("Current turn speeds: %d %d %d %d\n", angleturn[0],
angleturn[1], angleturn[2], angleturn[3]);
}
else
{
int i;
for (i = 1; i <= 4 && i < argv.argc(); ++i)
{
angleturn[i-1] = atoi (argv[i]);
}
if (i <= 2)
{
angleturn[1] = angleturn[0] * 2;
}
if (i <= 3)
{
angleturn[2] = angleturn[0] / 2;
}
if (i <= 4)
{
angleturn[3] = angleturn[2];
}
}
}
CCMD (slot)
{
if (argv.argc() > 1)
{
int slot = atoi (argv[1]);
if (slot < NUM_WEAPON_SLOTS)
{
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
SendItemUse = players[consoleplayer].weapons.Slots[slot].PickWeapon (&players[consoleplayer]);
}
}
}
CCMD (centerview)
{
Net_WriteByte (DEM_CENTERVIEW);
}
CCMD(crouch)
{
Net_WriteByte(DEM_CROUCH);
}
CCMD (land)
{
SendLand = true;
}
CCMD (pause)
{
sendpause = true;
}
CCMD (turn180)
{
sendturn180 = true;
}
CCMD (weapnext)
{
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
SendItemUse = players[consoleplayer].weapons.PickNextWeapon (&players[consoleplayer]);
}
CCMD (weapprev)
{
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
SendItemUse = players[consoleplayer].weapons.PickPrevWeapon (&players[consoleplayer]);
}
CCMD (invnext)
{
AInventory *next;
if (who == NULL)
return;
if (who->InvSel != NULL)
{
if ((next = who->InvSel->NextInv()) != NULL)
{
who->InvSel = next;
}
else
{
// Select the first item in the inventory
if (!(who->Inventory->ItemFlags & IF_INVBAR))
{
who->InvSel = who->Inventory->NextInv();
}
else
{
who->InvSel = who->Inventory;
}
}
Update to ZDoom r1831: fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by yesterday's additions. Changed it so that the parser first checks for the presence of a '-' sign before deciding whether to use strtol or strtoul to convert the string into a number. - Added PinkSilver's A_LookEx fix. - added resources needed for MBF support. - removed unused score items from DECORATE file. - Fixed: Argument count for UsePuzzleItem was wrong. - Added a few things from Gez's experimental build: * MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway. * MBF's dog (definition only, no sprites yet.) * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS. * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change. * MBF grenade and bouncing code. * several compatibility options. * info CCMD to print extended actor information (not fully implemented yet) * summonmbf CCMD. * Beta BFG code pointer (but not the related missiles yet.) * PowerInvisibility enhancements. * ScoreItem with one significant change: Added a score variable that can be checked through ACS and DECORATE. The engine itself will do nothing with it. * Nailgun option for A_Explode. * A_PrintBold and A_Log. * A_SetSpecial. * Beta Lost Soul (added DoomEdNum 9037 to it) * A_Mushroom extensions * Vavoom compatible MAPINFO keynames. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@452 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 06:19:39 +00:00
if (displaynametags && StatusBar && SmallFont
&& gamestate == GS_LEVEL && level.time > con_midtime && who->InvSel)
StatusBar->AttachMessage (new DHUDMessage (SmallFont, who->InvSel->GetTag(),
2.5f, 0.375f, 0, 0, CR_YELLOW, con_midtime), MAKE_ID('S','I','N','V'));
}
who->player->inventorytics = 5*TICRATE;
}
CCMD (invprev)
{
AInventory *item, *newitem;
if (who == NULL)
return;
if (who->InvSel != NULL)
{
if ((item = who->InvSel->PrevInv()) != NULL)
{
who->InvSel = item;
}
else
{
// Select the last item in the inventory
item = who->InvSel;
while ((newitem = item->NextInv()) != NULL)
{
item = newitem;
}
who->InvSel = item;
}
Update to ZDoom r1831: fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by yesterday's additions. Changed it so that the parser first checks for the presence of a '-' sign before deciding whether to use strtol or strtoul to convert the string into a number. - Added PinkSilver's A_LookEx fix. - added resources needed for MBF support. - removed unused score items from DECORATE file. - Fixed: Argument count for UsePuzzleItem was wrong. - Added a few things from Gez's experimental build: * MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway. * MBF's dog (definition only, no sprites yet.) * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS. * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change. * MBF grenade and bouncing code. * several compatibility options. * info CCMD to print extended actor information (not fully implemented yet) * summonmbf CCMD. * Beta BFG code pointer (but not the related missiles yet.) * PowerInvisibility enhancements. * ScoreItem with one significant change: Added a score variable that can be checked through ACS and DECORATE. The engine itself will do nothing with it. * Nailgun option for A_Explode. * A_PrintBold and A_Log. * A_SetSpecial. * Beta Lost Soul (added DoomEdNum 9037 to it) * A_Mushroom extensions * Vavoom compatible MAPINFO keynames. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@452 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 06:19:39 +00:00
if (displaynametags && StatusBar && SmallFont
&& gamestate == GS_LEVEL && level.time > con_midtime && who->InvSel)
StatusBar->AttachMessage (new DHUDMessage (SmallFont, who->InvSel->GetTag(),
2.5f, 0.375f, 0, 0, CR_YELLOW, con_midtime), MAKE_ID('S','I','N','V'));
}
who->player->inventorytics = 5*TICRATE;
}
CCMD (invuseall)
{
SendItemUse = (const AInventory *)1;
}
CCMD (invuse)
{
if (players[consoleplayer].inventorytics == 0 || gameinfo.gametype == GAME_Strife)
{
if (players[consoleplayer].mo) SendItemUse = players[consoleplayer].mo->InvSel;
}
players[consoleplayer].inventorytics = 0;
}
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - Removed the delay for starting all sounds from one tic at exactly the same DSP position. Without also synchronizing the stopping of sounds, it can cause problems with things like the chainsaw where the sound is stopped and immediately restarted, causing occassional gaps between the stopping of the sound and the starting of the new one. (I added the start synchronization to combat flanging of paired moving polyobjects when moving around, but I think just removing velocity from the player for sound calculations takes care of that well enough.) - Added GCC headers for intptr_t to tarray.h. - Added MF5_PAINLESS flag for projectiles that don't make the target go into the pain state. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
CCMD(invquery)
{
AInventory *inv = players[consoleplayer].mo->InvSel;
if (inv != NULL)
{
Update to ZDoom r1831: fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by yesterday's additions. Changed it so that the parser first checks for the presence of a '-' sign before deciding whether to use strtol or strtoul to convert the string into a number. - Added PinkSilver's A_LookEx fix. - added resources needed for MBF support. - removed unused score items from DECORATE file. - Fixed: Argument count for UsePuzzleItem was wrong. - Added a few things from Gez's experimental build: * MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway. * MBF's dog (definition only, no sprites yet.) * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS. * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change. * MBF grenade and bouncing code. * several compatibility options. * info CCMD to print extended actor information (not fully implemented yet) * summonmbf CCMD. * Beta BFG code pointer (but not the related missiles yet.) * PowerInvisibility enhancements. * ScoreItem with one significant change: Added a score variable that can be checked through ACS and DECORATE. The engine itself will do nothing with it. * Nailgun option for A_Explode. * A_PrintBold and A_Log. * A_SetSpecial. * Beta Lost Soul (added DoomEdNum 9037 to it) * A_Mushroom extensions * Vavoom compatible MAPINFO keynames. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@452 b0f79afe-0144-0410-b225-9a4edf0717df
2009-09-15 06:19:39 +00:00
Printf(PRINT_HIGH, "%s (%dx)\n", inv->GetTag(), inv->Amount);
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - Removed the delay for starting all sounds from one tic at exactly the same DSP position. Without also synchronizing the stopping of sounds, it can cause problems with things like the chainsaw where the sound is stopped and immediately restarted, causing occassional gaps between the stopping of the sound and the starting of the new one. (I added the start synchronization to combat flanging of paired moving polyobjects when moving around, but I think just removing velocity from the player for sound calculations takes care of that well enough.) - Added GCC headers for intptr_t to tarray.h. - Added MF5_PAINLESS flag for projectiles that don't make the target go into the pain state. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
}
}
CCMD (use)
{
if (argv.argc() > 1 && who != NULL)
{
SendItemUse = who->FindInventory (PClass::FindClass (argv[1]));
}
}
CCMD (invdrop)
{
if (players[consoleplayer].mo) SendItemDrop = players[consoleplayer].mo->InvSel;
}
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
CCMD (weapdrop)
{
SendItemDrop = players[consoleplayer].ReadyWeapon;
}
CCMD (drop)
{
if (argv.argc() > 1 && who != NULL)
{
SendItemDrop = who->FindInventory (PClass::FindClass (argv[1]));
}
}
CCMD (useflechette)
{ // Select from one of arti_poisonbag1-3, whichever the player has
static const ENamedName bagnames[3] =
{
NAME_ArtiPoisonBag1,
NAME_ArtiPoisonBag2,
NAME_ArtiPoisonBag3
};
int i, j;
if (who == NULL)
return;
if (who->IsKindOf (PClass::FindClass (NAME_ClericPlayer)))
i = 0;
else if (who->IsKindOf (PClass::FindClass (NAME_MagePlayer)))
i = 1;
else
i = 2;
for (j = 0; j < 3; ++j)
{
AInventory *item;
if ( (item = who->FindInventory (bagnames[(i+j)%3])) )
{
SendItemUse = item;
break;
}
}
}
CCMD (select)
{
if (argv.argc() > 1)
{
AInventory *item = who->FindInventory (PClass::FindClass (argv[1]));
if (item != NULL)
{
who->InvSel = item;
}
}
who->player->inventorytics = 5*TICRATE;
}
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
static inline int joyint(double val)
{
if (val >= 0)
{
return int(ceil(val));
}
else
{
return int(floor(val));
}
}
//
// G_BuildTiccmd
// Builds a ticcmd from all of the available inputs
// or reads it from the demo buffer.
// If recording a demo, write it out
//
void G_BuildTiccmd (ticcmd_t *cmd)
{
int strafe;
int speed;
int forward;
int side;
int fly;
ticcmd_t *base;
base = I_BaseTiccmd (); // empty, or external driver
*cmd = *base;
cmd->consistancy = consistancy[consoleplayer][(maketic/ticdup)%BACKUPTICS];
strafe = Button_Strafe.bDown;
speed = Button_Speed.bDown ^ (int)cl_run;
forward = side = fly = 0;
// [RH] only use two stage accelerative turning on the keyboard
// and not the joystick, since we treat the joystick as
// the analog device it is.
if (Button_Left.bDown || Button_Right.bDown)
turnheld += ticdup;
else
turnheld = 0;
// let movement keys cancel each other out
if (strafe)
{
if (Button_Right.bDown)
side += sidemove[speed];
if (Button_Left.bDown)
side -= sidemove[speed];
}
else
{
int tspeed = speed;
if (turnheld < SLOWTURNTICS)
tspeed *= 2; // slow turn
if (Button_Right.bDown)
{
G_AddViewAngle (angleturn[tspeed]);
LocalKeyboardTurner = true;
}
if (Button_Left.bDown)
{
G_AddViewAngle (-angleturn[tspeed]);
LocalKeyboardTurner = true;
}
}
if (Button_LookUp.bDown)
G_AddViewPitch (lookspeed[speed]);
if (Button_LookDown.bDown)
G_AddViewPitch (-lookspeed[speed]);
if (Button_MoveUp.bDown)
fly += flyspeed[speed];
if (Button_MoveDown.bDown)
fly -= flyspeed[speed];
if (Button_Klook.bDown)
{
if (Button_Forward.bDown)
G_AddViewPitch (lookspeed[speed]);
if (Button_Back.bDown)
G_AddViewPitch (-lookspeed[speed]);
}
else
{
if (Button_Forward.bDown)
forward += forwardmove[speed];
if (Button_Back.bDown)
forward -= forwardmove[speed];
}
if (Button_MoveRight.bDown)
side += sidemove[speed];
if (Button_MoveLeft.bDown)
side -= sidemove[speed];
// buttons
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
if (Button_Attack.bDown) cmd->ucmd.buttons |= BT_ATTACK;
if (Button_AltAttack.bDown) cmd->ucmd.buttons |= BT_ALTATTACK;
if (Button_Use.bDown) cmd->ucmd.buttons |= BT_USE;
if (Button_Jump.bDown) cmd->ucmd.buttons |= BT_JUMP;
if (Button_Crouch.bDown) cmd->ucmd.buttons |= BT_CROUCH;
if (Button_Zoom.bDown) cmd->ucmd.buttons |= BT_ZOOM;
if (Button_Reload.bDown) cmd->ucmd.buttons |= BT_RELOAD;
if (Button_User1.bDown) cmd->ucmd.buttons |= BT_USER1;
if (Button_User2.bDown) cmd->ucmd.buttons |= BT_USER2;
if (Button_User3.bDown) cmd->ucmd.buttons |= BT_USER3;
if (Button_User4.bDown) cmd->ucmd.buttons |= BT_USER4;
if (Button_Speed.bDown) cmd->ucmd.buttons |= BT_SPEED;
if (Button_Strafe.bDown) cmd->ucmd.buttons |= BT_STRAFE;
if (Button_MoveRight.bDown) cmd->ucmd.buttons |= BT_MOVERIGHT;
if (Button_MoveLeft.bDown) cmd->ucmd.buttons |= BT_MOVELEFT;
if (Button_LookDown.bDown) cmd->ucmd.buttons |= BT_LOOKDOWN;
if (Button_LookUp.bDown) cmd->ucmd.buttons |= BT_LOOKUP;
if (Button_Back.bDown) cmd->ucmd.buttons |= BT_BACK;
if (Button_Forward.bDown) cmd->ucmd.buttons |= BT_FORWARD;
if (Button_Right.bDown) cmd->ucmd.buttons |= BT_RIGHT;
if (Button_Left.bDown) cmd->ucmd.buttons |= BT_LEFT;
if (Button_MoveDown.bDown) cmd->ucmd.buttons |= BT_MOVEDOWN;
if (Button_MoveUp.bDown) cmd->ucmd.buttons |= BT_MOVEUP;
if (Button_ShowScores.bDown) cmd->ucmd.buttons |= BT_SHOWSCORES;
Update to ZDoom r1679: - Changed the definition of SBarInfoCoordinate to use bitfields to pack its members into 32 bits so that it can be stored in a plain old int without any transformations. The transformation coord -> int -> coord was destructive if the coordinate value was negative, causing the final coordinate to be centered even if the original was not. - SBARINFO patch: Enable forcescaled with fullscreenoffsets. - Fixed: Since UDMF allows for fractional vertex coordinates, it is no longer safe for P_AlignPlane() to truncate coordinates when searching for the furthest vertex from the line. - The reorganized DirectInput game controller code finally compiles. (Ugh! It took far too long to reach this point.) Manual axis configuration is currently disabled, since I need to rewrite that, too. The eventual point of this is that the code will be modular enough that I can just plop in routines for XInput controllers and driver-less PlayStation 2 adapters without much fuss, since the old joystick code was very much DirectInput- centric. - Changed AWeaponGiver to keep the weapon actor around instead of respawning a new one for each call. - Fixed: AWeaponGiver::TryPickup checked the wrong item for ammo to give. - fixed: FRandom::Random2(int mask) must return the difference between 2 byte values for compatibility. - fixed: The sound name world/volcano/shoot was accidentally destroyed in the source. - Reintroduced damage thrust clamping but with a higher threshold. The clamping is now also done in floating point before any fixed point overflows can occur. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@366 b0f79afe-0144-0410-b225-9a4edf0717df
2009-06-24 22:19:34 +00:00
// Handle joysticks/game controllers.
float joyaxes[NUM_JOYAXIS];
I_GetAxes(joyaxes);
// Remap some axes depending on button state.
if (Button_Strafe.bDown || (Button_Mlook.bDown && lookstrafe))
{
joyaxes[JOYAXIS_Side] = joyaxes[JOYAXIS_Yaw];
Update to ZDoom r1679: - Changed the definition of SBarInfoCoordinate to use bitfields to pack its members into 32 bits so that it can be stored in a plain old int without any transformations. The transformation coord -> int -> coord was destructive if the coordinate value was negative, causing the final coordinate to be centered even if the original was not. - SBARINFO patch: Enable forcescaled with fullscreenoffsets. - Fixed: Since UDMF allows for fractional vertex coordinates, it is no longer safe for P_AlignPlane() to truncate coordinates when searching for the furthest vertex from the line. - The reorganized DirectInput game controller code finally compiles. (Ugh! It took far too long to reach this point.) Manual axis configuration is currently disabled, since I need to rewrite that, too. The eventual point of this is that the code will be modular enough that I can just plop in routines for XInput controllers and driver-less PlayStation 2 adapters without much fuss, since the old joystick code was very much DirectInput- centric. - Changed AWeaponGiver to keep the weapon actor around instead of respawning a new one for each call. - Fixed: AWeaponGiver::TryPickup checked the wrong item for ammo to give. - fixed: FRandom::Random2(int mask) must return the difference between 2 byte values for compatibility. - fixed: The sound name world/volcano/shoot was accidentally destroyed in the source. - Reintroduced damage thrust clamping but with a higher threshold. The clamping is now also done in floating point before any fixed point overflows can occur. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@366 b0f79afe-0144-0410-b225-9a4edf0717df
2009-06-24 22:19:34 +00:00
joyaxes[JOYAXIS_Yaw] = 0;
}
if (Button_Mlook.bDown)
{
joyaxes[JOYAXIS_Pitch] = joyaxes[JOYAXIS_Forward];
joyaxes[JOYAXIS_Forward] = 0;
}
if (joyaxes[JOYAXIS_Pitch] != 0)
{
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
G_AddViewPitch(joyint(joyaxes[JOYAXIS_Pitch] * 2048));
LocalKeyboardTurner = true;
}
Update to ZDoom r1679: - Changed the definition of SBarInfoCoordinate to use bitfields to pack its members into 32 bits so that it can be stored in a plain old int without any transformations. The transformation coord -> int -> coord was destructive if the coordinate value was negative, causing the final coordinate to be centered even if the original was not. - SBARINFO patch: Enable forcescaled with fullscreenoffsets. - Fixed: Since UDMF allows for fractional vertex coordinates, it is no longer safe for P_AlignPlane() to truncate coordinates when searching for the furthest vertex from the line. - The reorganized DirectInput game controller code finally compiles. (Ugh! It took far too long to reach this point.) Manual axis configuration is currently disabled, since I need to rewrite that, too. The eventual point of this is that the code will be modular enough that I can just plop in routines for XInput controllers and driver-less PlayStation 2 adapters without much fuss, since the old joystick code was very much DirectInput- centric. - Changed AWeaponGiver to keep the weapon actor around instead of respawning a new one for each call. - Fixed: AWeaponGiver::TryPickup checked the wrong item for ammo to give. - fixed: FRandom::Random2(int mask) must return the difference between 2 byte values for compatibility. - fixed: The sound name world/volcano/shoot was accidentally destroyed in the source. - Reintroduced damage thrust clamping but with a higher threshold. The clamping is now also done in floating point before any fixed point overflows can occur. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@366 b0f79afe-0144-0410-b225-9a4edf0717df
2009-06-24 22:19:34 +00:00
if (joyaxes[JOYAXIS_Yaw] != 0)
{
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
G_AddViewAngle(joyint(-1280 * joyaxes[JOYAXIS_Yaw]));
LocalKeyboardTurner = true;
}
Update to ZDoom r1735: - Added extra states to dehsupp for the MBF additions. - Removed specific Button_Speed handling from the controllers' AddAxes() methods. Analog axes now respond to Button_Speed and cl_run in exactly the same way as digital buttons do. - Changed rounding slightly for analog axis -> integer in G_BuildTiccmd(). - Fixed: FXInputController::ProcessThumbstick() was slightly off when it converted to the range [-1.0,+1.0]. - Added default bindings for the Xbox 360 controller buttons. - Fixed: Redefining an existing skill would set that skills ACSReturn to be the same as the next new skill defined, if neither definition explicitly set the value for ACSReturn. - Added a DefaultSkill property. Adding it to a skill will cause that skill to be the default one selected in the menu. If none is specified as the default, then the middle skill is the default. - Slider controls in the options menu now display their values numerically next to the slider. - The minimum value for m_yaw, m_pitch, m_forward, and m_side from the menu has been dropped from 0.5 to 0, so those particular mouse motions can be disabled entirely without using the console. - added compat_anybossdeath to MAPINFO. - fixed blue colormap - Added parameters to A_VileAttack. - Removed redundant definition of use_joystick from SDL/i_input.cpp. - Turned net decompression into a non fatal error. It now drops the packet and waits for the sender to send a new, hopefully good, packet. - Reduced potential for overflow in R_ProjectSprite(). - Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so that additive time powerups can be activated before the existing power has entered its blink threshold. - Added a "BlueMap" for powerup colors. - Added a NULL screen check when detaching HUD messages. - Added HotWax's A_SetArg. - Gez's patch for more A_WeaponReady flags: * WRF_NOBOB (1): Weapon won't bob * WRF_NOFIRE (12): Weapon won't fire at all * WRF_NOSWITCH (2): Weapon can't be switched off * WRF_NOPRIMARY (4): Weapon will not fire its main attack * WRF_NOSECONDARY (8): Weapon will not fire its alt attack - Attempt to add support for Microsoft's SideWinder Strategic Commander. - Split the joystick menu into two parts: A top level with general options and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. - added submission for raising master/children/siblings. - added submission for no decals on wall option. - removed some useless code from SpawnMissile function. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
side -= joyint(sidemove[speed] * joyaxes[JOYAXIS_Side]);
forward += joyint(joyaxes[JOYAXIS_Forward] * forwardmove[speed]);
fly += joyint(joyaxes[JOYAXIS_Up] * 2048);
Update to ZDoom r1679: - Changed the definition of SBarInfoCoordinate to use bitfields to pack its members into 32 bits so that it can be stored in a plain old int without any transformations. The transformation coord -> int -> coord was destructive if the coordinate value was negative, causing the final coordinate to be centered even if the original was not. - SBARINFO patch: Enable forcescaled with fullscreenoffsets. - Fixed: Since UDMF allows for fractional vertex coordinates, it is no longer safe for P_AlignPlane() to truncate coordinates when searching for the furthest vertex from the line. - The reorganized DirectInput game controller code finally compiles. (Ugh! It took far too long to reach this point.) Manual axis configuration is currently disabled, since I need to rewrite that, too. The eventual point of this is that the code will be modular enough that I can just plop in routines for XInput controllers and driver-less PlayStation 2 adapters without much fuss, since the old joystick code was very much DirectInput- centric. - Changed AWeaponGiver to keep the weapon actor around instead of respawning a new one for each call. - Fixed: AWeaponGiver::TryPickup checked the wrong item for ammo to give. - fixed: FRandom::Random2(int mask) must return the difference between 2 byte values for compatibility. - fixed: The sound name world/volcano/shoot was accidentally destroyed in the source. - Reintroduced damage thrust clamping but with a higher threshold. The clamping is now also done in floating point before any fixed point overflows can occur. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@366 b0f79afe-0144-0410-b225-9a4edf0717df
2009-06-24 22:19:34 +00:00
// Handle mice.
if (!Button_Mlook.bDown && !freelook)
{
forward += (int)((float)mousey * m_forward);
}
cmd->ucmd.pitch = LocalViewPitch >> 16;
if (SendLand)
{
SendLand = false;
fly = -32768;
}
if (strafe || lookstrafe)
side += (int)((float)mousex * m_side);
mousex = mousey = 0;
Update to ZDoom r1679: - Changed the definition of SBarInfoCoordinate to use bitfields to pack its members into 32 bits so that it can be stored in a plain old int without any transformations. The transformation coord -> int -> coord was destructive if the coordinate value was negative, causing the final coordinate to be centered even if the original was not. - SBARINFO patch: Enable forcescaled with fullscreenoffsets. - Fixed: Since UDMF allows for fractional vertex coordinates, it is no longer safe for P_AlignPlane() to truncate coordinates when searching for the furthest vertex from the line. - The reorganized DirectInput game controller code finally compiles. (Ugh! It took far too long to reach this point.) Manual axis configuration is currently disabled, since I need to rewrite that, too. The eventual point of this is that the code will be modular enough that I can just plop in routines for XInput controllers and driver-less PlayStation 2 adapters without much fuss, since the old joystick code was very much DirectInput- centric. - Changed AWeaponGiver to keep the weapon actor around instead of respawning a new one for each call. - Fixed: AWeaponGiver::TryPickup checked the wrong item for ammo to give. - fixed: FRandom::Random2(int mask) must return the difference between 2 byte values for compatibility. - fixed: The sound name world/volcano/shoot was accidentally destroyed in the source. - Reintroduced damage thrust clamping but with a higher threshold. The clamping is now also done in floating point before any fixed point overflows can occur. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@366 b0f79afe-0144-0410-b225-9a4edf0717df
2009-06-24 22:19:34 +00:00
// Build command.
if (forward > MAXPLMOVE)
forward = MAXPLMOVE;
else if (forward < -MAXPLMOVE)
forward = -MAXPLMOVE;
if (side > MAXPLMOVE)
side = MAXPLMOVE;
else if (side < -MAXPLMOVE)
side = -MAXPLMOVE;
cmd->ucmd.forwardmove += forward;
cmd->ucmd.sidemove += side;
cmd->ucmd.yaw = LocalViewAngle >> 16;
cmd->ucmd.upmove = fly;
LocalViewAngle = 0;
LocalViewPitch = 0;
// special buttons
if (sendturn180)
{
sendturn180 = false;
cmd->ucmd.buttons |= BT_TURN180;
}
if (sendpause)
{
sendpause = false;
Net_WriteByte (DEM_PAUSE);
}
if (sendsave)
{
sendsave = false;
Net_WriteByte (DEM_SAVEGAME);
Net_WriteString (savegamefile);
Net_WriteString (savedescription);
savegamefile = "";
}
if (SendItemUse == (const AInventory *)1)
{
Net_WriteByte (DEM_INVUSEALL);
SendItemUse = NULL;
}
else if (SendItemUse != NULL)
{
Net_WriteByte (DEM_INVUSE);
Net_WriteLong (SendItemUse->InventoryID);
SendItemUse = NULL;
}
if (SendItemDrop != NULL)
{
Net_WriteByte (DEM_INVDROP);
Net_WriteLong (SendItemDrop->InventoryID);
SendItemDrop = NULL;
}
cmd->ucmd.forwardmove <<= 8;
cmd->ucmd.sidemove <<= 8;
}
//[Graf Zahl] This really helps if the mouse update rate can't be increased!
CVAR (Bool, smooth_mouse, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
void G_AddViewPitch (int look)
{
if (gamestate == GS_TITLELEVEL)
{
return;
}
look <<= 16;
Update to ZDoom r1705: - ZDoom now disables the input method editor, since it has no east-Asian support, and having it open a composition window when you're only expecting a single keypress is not so good. - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats at once, instead of revealing them one line at a time. - Fixed: The border definition in MAPINFO's gameinfo block used extra braces. - Added A_SetCrosshair. - Added A_WeaponBob. - Dropped the Hexen player classes' JumpZ down to 9, since the original value now works as it originally did. - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players from being thrusted while taking damage. (Non-players were already unthrusted.) - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING will leave it unaltered. - Added Gez's PowerInvisibility changes. - Fixed: clearflags did not clear flags6. - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity. - Enough with this "momentum" garbage. What Doom calls "momentum" is really velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. - Fixed some improper preprocessor lines in autostart/autozend.cpp. - Added XInput support. For the benefit of people compiling with MinGW, the CMakeLists.txt checks for xinput.h and disables it if it cannot be found. (And much to my surprise, I accidentally discovered that if you have the DirectX SDK installed, those headers actually do work with GCC, though they add a few extra warnings.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
if (players[consoleplayer].playerstate != PST_DEAD && // No adjustment while dead.
players[consoleplayer].ReadyWeapon != NULL && // No adjustment if no weapon.
players[consoleplayer].ReadyWeapon->FOVScale > 0) // No adjustment if it is non-positive.
{
look = int(look * players[consoleplayer].ReadyWeapon->FOVScale);
}
if (!level.IsFreelookAllowed())
{
LocalViewPitch = 0;
}
else if (look > 0)
{
// Avoid overflowing
if (LocalViewPitch + look <= LocalViewPitch)
{
LocalViewPitch = 0x78000000;
}
else
{
LocalViewPitch = MIN(LocalViewPitch + look, 0x78000000);
}
}
else if (look < 0)
{
// Avoid overflowing
if (LocalViewPitch + look >= LocalViewPitch)
{
LocalViewPitch = -0x78000000;
}
else
{
LocalViewPitch = MAX(LocalViewPitch + look, -0x78000000);
}
}
if (look != 0)
{
LocalKeyboardTurner = smooth_mouse;
}
}
void G_AddViewAngle (int yaw)
{
if (gamestate == GS_TITLELEVEL)
{
return;
}
Update to ZDoom r1705: - ZDoom now disables the input method editor, since it has no east-Asian support, and having it open a composition window when you're only expecting a single keypress is not so good. - Fixed: Setting intermissioncounter to false in gameinfo drew all the stats at once, instead of revealing them one line at a time. - Fixed: The border definition in MAPINFO's gameinfo block used extra braces. - Added A_SetCrosshair. - Added A_WeaponBob. - Dropped the Hexen player classes' JumpZ down to 9, since the original value now works as it originally did. - MF2_NODMGTHRUST now works with players, too. (Previously, it was only for missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players from being thrusted while taking damage. (Non-players were already unthrusted.) - A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING will leave it unaltered. - Added Gez's PowerInvisibility changes. - Fixed: clearflags did not clear flags6. - Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity. - Enough with this "momentum" garbage. What Doom calls "momentum" is really velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. - Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. - Fixed some improper preprocessor lines in autostart/autozend.cpp. - Added XInput support. For the benefit of people compiling with MinGW, the CMakeLists.txt checks for xinput.h and disables it if it cannot be found. (And much to my surprise, I accidentally discovered that if you have the DirectX SDK installed, those headers actually do work with GCC, though they add a few extra warnings.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-04 08:28:50 +00:00
yaw <<= 16;
if (players[consoleplayer].playerstate != PST_DEAD && // No adjustment while dead.
players[consoleplayer].ReadyWeapon != NULL && // No adjustment if no weapon.
players[consoleplayer].ReadyWeapon->FOVScale > 0) // No adjustment if it is non-positive.
{
yaw = int(yaw * players[consoleplayer].ReadyWeapon->FOVScale);
}
LocalViewAngle -= yaw;
if (yaw != 0)
{
LocalKeyboardTurner = smooth_mouse;
}
}
CVAR (Bool, bot_allowspy, false, 0)
// [RH] Spy mode has been separated into two console commands.
// One goes forward; the other goes backward.
static void ChangeSpy (bool forward)
{
// If you're not in a level, then you can't spy.
if (gamestate != GS_LEVEL)
{
return;
}
// If not viewing through a player, return your eyes to your own head.
if (players[consoleplayer].camera->player == NULL)
{
players[consoleplayer].camera = players[consoleplayer].mo;
return;
}
// We may not be allowed to spy on anyone.
if (dmflags2 & DF2_DISALLOW_SPYING)
return;
// Otherwise, cycle to the next player.
bool checkTeam = !demoplayback && deathmatch;
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
int pnum = int(players[consoleplayer].camera->player - players);
int step = forward ? 1 : -1;
do
{
pnum += step;
pnum &= MAXPLAYERS-1;
if (playeringame[pnum] &&
(!checkTeam || players[pnum].mo->IsTeammate (players[consoleplayer].mo) ||
(bot_allowspy && players[pnum].isbot)))
{
break;
}
} while (pnum != consoleplayer);
players[consoleplayer].camera = players[pnum].mo;
S_UpdateSounds(players[consoleplayer].camera);
StatusBar->AttachToPlayer (&players[pnum]);
if (demoplayback || multiplayer)
{
StatusBar->ShowPlayerName ();
}
}
CCMD (spynext)
{
// allow spy mode changes even during the demo
ChangeSpy (true);
}
CCMD (spyprev)
{
// allow spy mode changes even during the demo
ChangeSpy (false);
}
//
// G_Responder
// Get info needed to make ticcmd_ts for the players.
//
bool G_Responder (event_t *ev)
{
// any other key pops up menu if in demos
// [RH] But only if the key isn't bound to a "special" command
if (gameaction == ga_nothing &&
(demoplayback || gamestate == GS_DEMOSCREEN || gamestate == GS_TITLELEVEL))
{
const char *cmd = C_GetBinding (ev->data1);
if (ev->type == EV_KeyDown)
{
if (!cmd || (
strnicmp (cmd, "menu_", 5) &&
stricmp (cmd, "toggleconsole") &&
stricmp (cmd, "sizeup") &&
stricmp (cmd, "sizedown") &&
stricmp (cmd, "togglemap") &&
stricmp (cmd, "spynext") &&
stricmp (cmd, "spyprev") &&
stricmp (cmd, "chase") &&
stricmp (cmd, "+showscores") &&
stricmp (cmd, "bumpgamma") &&
stricmp (cmd, "screenshot")))
{
Update to ZDoom r1757: - Added player MugShotMaxHealth property. Negative values use the player's max health as the mug shot max health, zero uses 100 as the mug shot max health, and positive values used directly as the mug shot max health. - Added buddha cheat. - Added TELEFRAG_DAMAGE constant, and changed the two places that still used 1000 as the threshold for god mode damage to use it instead. (Players with MF2_INVULNERABLE set already used 1000000 as their threshold.) - Added MF6_NOTELEFRAG flag. - Fixed: M_QuitResponse() tried to play a sound even when none was specified in the gameinfo. - Added Yes/No selections for Y/N messages so that you can answer them entirely with a joystick. - Fixed: Starting the menu at the title screen with a key other than Escape left the top level menu out of the menu stack. - Changed the save menu so that cancelling input of a new save name only deactivates that control and does not completely close the menus. - Fixed "any key" messages to override input to menus hidden beneath them and to work with joysticks. - Removed the input parameter from M_StartMessage and the corresponding messageNeedsInput global, because it was redundant. Any messages that want a Y/N response also supply a callback, and messages that don't care which key you press don't supply a callback. - Changed MKEY_Back so that it cancels out of text entry fields before backing to the previous menu, which it already did for the keyboard. - Changed the menu responder so that key downs always produce results, regardless of whether or not an equivalent key is already down. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@412 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-07 19:34:42 +00:00
M_StartControlPanel (true, true);
return true;
}
else
{
return C_DoKey (ev);
}
}
if (cmd && cmd[0] == '+')
return C_DoKey (ev);
return false;
}
if (CT_Responder (ev))
return true; // chat ate the event
if (gamestate == GS_LEVEL)
{
if (ST_Responder (ev))
return true; // status window ate it
if (!viewactive && AM_Responder (ev))
return true; // automap ate it
}
else if (gamestate == GS_FINALE)
{
if (F_Responder (ev))
return true; // finale ate the event
}
switch (ev->type)
{
case EV_KeyDown:
if (C_DoKey (ev))
return true;
break;
case EV_KeyUp:
C_DoKey (ev);
break;
// [RH] mouse buttons are sent as key up/down events
case EV_Mouse:
mousex = (int)(ev->x * mouse_sensitivity);
mousey = (int)(ev->y * mouse_sensitivity);
break;
}
// [RH] If the view is active, give the automap a chance at
// the events *last* so that any bound keys get precedence.
if (gamestate == GS_LEVEL && viewactive)
return AM_Responder (ev);
return (ev->type == EV_KeyDown ||
ev->type == EV_Mouse);
}
//
// G_Ticker
// Make ticcmd_ts for the players.
//
extern FTexture *Page;
void G_Ticker ()
{
int i;
gamestate_t oldgamestate;
// do player reborns if needed
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] &&
(players[i].playerstate == PST_REBORN || players[i].playerstate == PST_ENTER))
{
G_DoReborn (i, false);
}
}
if (ToggleFullscreen)
{
static char toggle_fullscreen[] = "toggle fullscreen";
ToggleFullscreen = false;
AddCommandString (toggle_fullscreen);
}
// do things to change the game state
oldgamestate = gamestate;
while (gameaction != ga_nothing)
{
if (gameaction == ga_newgame2)
{
gameaction = ga_newgame;
break;
}
switch (gameaction)
{
case ga_loadlevel:
G_DoLoadLevel (-1, false);
break;
case ga_newgame2: // Silence GCC (see above)
case ga_newgame:
G_DoNewGame ();
break;
case ga_loadgame:
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - Decal changes as per Xaser's suggestions: Smaller decal for PhoenixFX2, CrossbowFX2 and MaceFX4 were missing decals, and HornRodFX2 gets a whole new decal. - Fixed: bfgscrc2.png had some holes in the middle that did not look so good. (From previously being handled through WinTex, maybe?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
case ga_autoloadgame:
G_DoLoadGame ();
break;
case ga_savegame:
G_DoSaveGame (true, savegamefile, savedescription);
gameaction = ga_nothing;
savegamefile = "";
savedescription[0] = '\0';
break;
case ga_autosave:
G_DoAutoSave ();
gameaction = ga_nothing;
break;
case ga_playdemo:
G_DoPlayDemo ();
break;
case ga_completed:
G_DoCompleted ();
break;
case ga_slideshow:
F_StartSlideshow ();
break;
case ga_worlddone:
G_DoWorldDone ();
break;
case ga_screenshot:
M_ScreenShot (shotfile);
shotfile = "";
gameaction = ga_nothing;
break;
case ga_fullconsole:
C_FullConsole ();
gameaction = ga_nothing;
break;
case ga_togglemap:
AM_ToggleMap ();
gameaction = ga_nothing;
break;
case ga_nothing:
break;
}
C_AdjustBottom ();
}
if (oldgamestate != gamestate)
{
if (oldgamestate == GS_DEMOSCREEN && Page != NULL)
{
Page->Unload();
Page = NULL;
}
else if (oldgamestate == GS_FINALE)
{
F_EndFinale ();
}
}
// get commands, check consistancy, and build new consistancy check
int buf = (gametic/ticdup)%BACKUPTICS;
// [RH] Include some random seeds and player stuff in the consistancy
// check, not just the player's x position like BOOM.
DWORD rngsum = FRandom::StaticSumSeeds ();
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
ticcmd_t *cmd = &players[i].cmd;
ticcmd_t *newcmd = &netcmds[i][buf];
if ((gametic % ticdup) == 0)
{
RunNetSpecs (i, buf);
}
if (demorecording)
{
G_WriteDemoTiccmd (newcmd, i, buf);
}
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - Removed the delay for starting all sounds from one tic at exactly the same DSP position. Without also synchronizing the stopping of sounds, it can cause problems with things like the chainsaw where the sound is stopped and immediately restarted, causing occassional gaps between the stopping of the sound and the starting of the new one. (I added the start synchronization to combat flanging of paired moving polyobjects when moving around, but I think just removing velocity from the player for sound calculations takes care of that well enough.) - Added GCC headers for intptr_t to tarray.h. - Added MF5_PAINLESS flag for projectiles that don't make the target go into the pain state. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
players[i].oldbuttons = cmd->ucmd.buttons;
// If the user alt-tabbed away, paused gets set to -1. In this case,
// we do not want to read more demo commands until paused is no
// longer negative.
if (demoplayback && paused >= 0)
{
G_ReadDemoTiccmd (cmd, i);
}
else
{
memcpy (cmd, newcmd, sizeof(ticcmd_t));
}
// check for turbo cheats
if (cmd->ucmd.forwardmove > TURBOTHRESHOLD &&
!(gametic&31) && ((gametic>>5)&(MAXPLAYERS-1)) == i )
{
Printf ("%s is turbo!\n", players[i].userinfo.netname);
}
if (netgame && !players[i].isbot && !netdemo && (gametic%ticdup) == 0)
{
//players[i].inconsistant = 0;
if (gametic > BACKUPTICS*ticdup && consistancy[i][buf] != cmd->consistancy)
{
players[i].inconsistant = gametic - BACKUPTICS*ticdup;
}
if (players[i].mo)
{
DWORD sum = rngsum + players[i].mo->x + players[i].mo->y + players[i].mo->z
+ players[i].mo->angle + players[i].mo->pitch;
sum ^= players[i].health;
consistancy[i][buf] = sum;
}
else
{
consistancy[i][buf] = rngsum;
}
}
}
}
// do main actions
switch (gamestate)
{
case GS_LEVEL:
P_Ticker ();
AM_Ticker ();
break;
case GS_TITLELEVEL:
P_Ticker ();
break;
case GS_INTERMISSION:
WI_Ticker ();
break;
case GS_FINALE:
F_Ticker ();
break;
case GS_DEMOSCREEN:
D_PageTicker ();
break;
case GS_STARTUP:
if (gameaction == ga_nothing)
{
gamestate = GS_FULLCONSOLE;
gameaction = ga_fullconsole;
}
break;
default:
break;
}
}
//
// PLAYER STRUCTURE FUNCTIONS
// also see P_SpawnPlayer in P_Mobj
//
//
// G_PlayerFinishLevel
// Called when a player completes a level.
//
void G_PlayerFinishLevel (int player, EFinishLevelType mode, bool resetinventory)
{
AInventory *item, *next;
player_t *p;
p = &players[player];
// Strip all current powers, unless moving in a hub and the power is okay to keep.
item = p->mo->Inventory;
while (item != NULL)
{
next = item->Inventory;
if (item->IsKindOf (RUNTIME_CLASS(APowerup)))
{
if (deathmatch || ((mode != FINISH_SameHub || !(item->ItemFlags & IF_HUBPOWER))
&& !(item->ItemFlags & IF_PERSISTENTPOWER))) // Keep persistent powers in non-deathmatch games
{
item->Destroy ();
}
}
item = next;
}
if (p->ReadyWeapon != NULL &&
p->ReadyWeapon->WeaponFlags&WIF_POWERED_UP &&
p->PendingWeapon == p->ReadyWeapon->SisterWeapon)
{
// Unselect powered up weapons if the unpowered counterpart is pending
p->ReadyWeapon=p->PendingWeapon;
}
p->mo->flags &= ~MF_SHADOW; // cancel invisibility
p->mo->RenderStyle = STYLE_Normal;
p->mo->alpha = FRACUNIT;
p->extralight = 0; // cancel gun flashes
p->fixedcolormap = NOFIXEDCOLORMAP; // cancel ir goggles
p->fixedlightlevel = -1;
p->damagecount = 0; // no palette changes
p->bonuscount = 0;
p->poisoncount = 0;
p->inventorytics = 0;
if (mode != FINISH_SameHub)
{
// Take away flight and keys (and anything else with IF_INTERHUBSTRIP set)
item = p->mo->Inventory;
while (item != NULL)
{
next = item->Inventory;
Update to ZDoom r1747: - Added A_Mushroom compatibility option for Dehacked. - Added Gez's submission for interhubamount DECORATE property. - Fixed: The big endian version of PalEntry did not add the DWORD d field. - Fixed: TObjPtr did not use a union to map its 2 pointers together. - Added a compatibility mode for A_Mushroom. For DECORATE it is an additional parameter but to force it for Dehacked mods some minor hacks using the Misc1 variable were needed. - Moved the terget->velz assignment to the end of A_VileAttack to remove the influence of vertical thrust from the radius attack, since ZDoom does explosions in three dimensions, but Doom only did it in two. - Fixed: The last three parameters to A_VileAttack had their references off by one. Most notably as a result, the blast radius was used as the thrust, so it sent you flying far faster than it should have. - Restored the reactiontime countdown for A_SpawnFly, since some Dehacked mod could conceivable rely on it. The deadline is now kept in special2 and used in preference as long as it is non-zero. - Removed -fno-strict-aliasing from the GCC flags for ZDoom and fixed the issues that caused its inclusion. Is an optimized GCC build any faster for being able to use strict aliasing rules? I dunno. It's still slower than a VC++ build. I did run into two cases where TAutoSegIterator caused intractable problems with breaking strict aliasing rules, so I removed the templating from it, and the caller is now responsible for casting the probe value from void *. - Removed #include "autosegs.h" from several files that did not need it (in particular, dobject.h when not compiling with VC++). - gdtoa now performs all type aliasing through unions. -Wall has been added to the GCC flags for the library to help verify this. - Changed A_SpawnFly to do nothing if reactiontime is 0. Reactiontime was originally a counter, so if it started at 0, A_SpawnFly would effectively never spawn anything. Fixes Dehacked patches that use A_SpawnSound to play a sound without shooting boss cubes, since it also calls A_SpawnFly. - Joystick devices now send key up events for any buttons that are held down when they are destroyed. - Changed the joystick enable-y menu items to be nonrepeatable so that you can't create several device scans per second. Changing them with a controller is also disabled so that you can't, for example, toggle XInput support using an XInput controller and have things go haywire when the game receives an infinite number of key down events when the controller is reinitialized with the other input system. - Changed menu input to use a consolidated set of buttons, so most menus can be navigated with a controller as well as a keyboard. - Changed the way that X/Y analog axes are converted to digital axes. Previously, this was done by checking if each axis was outside its deadzone. Now they are checked together based on their angle, so straight up/down/ left/right are much easier to achieve. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@406 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-02 17:00:19 +00:00
if (item->InterHubAmount < 1)
{
item->Destroy ();
}
item = next;
}
}
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
if (mode == FINISH_NoHub && !(level.flags2 & LEVEL2_KEEPFULLINVENTORY))
Update to ZDoom r1747: - Added A_Mushroom compatibility option for Dehacked. - Added Gez's submission for interhubamount DECORATE property. - Fixed: The big endian version of PalEntry did not add the DWORD d field. - Fixed: TObjPtr did not use a union to map its 2 pointers together. - Added a compatibility mode for A_Mushroom. For DECORATE it is an additional parameter but to force it for Dehacked mods some minor hacks using the Misc1 variable were needed. - Moved the terget->velz assignment to the end of A_VileAttack to remove the influence of vertical thrust from the radius attack, since ZDoom does explosions in three dimensions, but Doom only did it in two. - Fixed: The last three parameters to A_VileAttack had their references off by one. Most notably as a result, the blast radius was used as the thrust, so it sent you flying far faster than it should have. - Restored the reactiontime countdown for A_SpawnFly, since some Dehacked mod could conceivable rely on it. The deadline is now kept in special2 and used in preference as long as it is non-zero. - Removed -fno-strict-aliasing from the GCC flags for ZDoom and fixed the issues that caused its inclusion. Is an optimized GCC build any faster for being able to use strict aliasing rules? I dunno. It's still slower than a VC++ build. I did run into two cases where TAutoSegIterator caused intractable problems with breaking strict aliasing rules, so I removed the templating from it, and the caller is now responsible for casting the probe value from void *. - Removed #include "autosegs.h" from several files that did not need it (in particular, dobject.h when not compiling with VC++). - gdtoa now performs all type aliasing through unions. -Wall has been added to the GCC flags for the library to help verify this. - Changed A_SpawnFly to do nothing if reactiontime is 0. Reactiontime was originally a counter, so if it started at 0, A_SpawnFly would effectively never spawn anything. Fixes Dehacked patches that use A_SpawnSound to play a sound without shooting boss cubes, since it also calls A_SpawnFly. - Joystick devices now send key up events for any buttons that are held down when they are destroyed. - Changed the joystick enable-y menu items to be nonrepeatable so that you can't create several device scans per second. Changing them with a controller is also disabled so that you can't, for example, toggle XInput support using an XInput controller and have things go haywire when the game receives an infinite number of key down events when the controller is reinitialized with the other input system. - Changed menu input to use a consolidated set of buttons, so most menus can be navigated with a controller as well as a keyboard. - Changed the way that X/Y analog axes are converted to digital axes. Previously, this was done by checking if each axis was outside its deadzone. Now they are checked together based on their angle, so straight up/down/ left/right are much easier to achieve. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@406 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-02 17:00:19 +00:00
{ // Reduce all owned (visible) inventory to defined maximum interhub amount
for (item = p->mo->Inventory; item != NULL; item = item->Inventory)
{
Update to ZDoom r1747: - Added A_Mushroom compatibility option for Dehacked. - Added Gez's submission for interhubamount DECORATE property. - Fixed: The big endian version of PalEntry did not add the DWORD d field. - Fixed: TObjPtr did not use a union to map its 2 pointers together. - Added a compatibility mode for A_Mushroom. For DECORATE it is an additional parameter but to force it for Dehacked mods some minor hacks using the Misc1 variable were needed. - Moved the terget->velz assignment to the end of A_VileAttack to remove the influence of vertical thrust from the radius attack, since ZDoom does explosions in three dimensions, but Doom only did it in two. - Fixed: The last three parameters to A_VileAttack had their references off by one. Most notably as a result, the blast radius was used as the thrust, so it sent you flying far faster than it should have. - Restored the reactiontime countdown for A_SpawnFly, since some Dehacked mod could conceivable rely on it. The deadline is now kept in special2 and used in preference as long as it is non-zero. - Removed -fno-strict-aliasing from the GCC flags for ZDoom and fixed the issues that caused its inclusion. Is an optimized GCC build any faster for being able to use strict aliasing rules? I dunno. It's still slower than a VC++ build. I did run into two cases where TAutoSegIterator caused intractable problems with breaking strict aliasing rules, so I removed the templating from it, and the caller is now responsible for casting the probe value from void *. - Removed #include "autosegs.h" from several files that did not need it (in particular, dobject.h when not compiling with VC++). - gdtoa now performs all type aliasing through unions. -Wall has been added to the GCC flags for the library to help verify this. - Changed A_SpawnFly to do nothing if reactiontime is 0. Reactiontime was originally a counter, so if it started at 0, A_SpawnFly would effectively never spawn anything. Fixes Dehacked patches that use A_SpawnSound to play a sound without shooting boss cubes, since it also calls A_SpawnFly. - Joystick devices now send key up events for any buttons that are held down when they are destroyed. - Changed the joystick enable-y menu items to be nonrepeatable so that you can't create several device scans per second. Changing them with a controller is also disabled so that you can't, for example, toggle XInput support using an XInput controller and have things go haywire when the game receives an infinite number of key down events when the controller is reinitialized with the other input system. - Changed menu input to use a consolidated set of buttons, so most menus can be navigated with a controller as well as a keyboard. - Changed the way that X/Y analog axes are converted to digital axes. Previously, this was done by checking if each axis was outside its deadzone. Now they are checked together based on their angle, so straight up/down/ left/right are much easier to achieve. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@406 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-02 17:00:19 +00:00
// If the player is carrying more samples of an item than allowed, reduce amount accordingly
if (item->ItemFlags & IF_INVBAR && item->Amount > item->InterHubAmount)
{
Update to ZDoom r1747: - Added A_Mushroom compatibility option for Dehacked. - Added Gez's submission for interhubamount DECORATE property. - Fixed: The big endian version of PalEntry did not add the DWORD d field. - Fixed: TObjPtr did not use a union to map its 2 pointers together. - Added a compatibility mode for A_Mushroom. For DECORATE it is an additional parameter but to force it for Dehacked mods some minor hacks using the Misc1 variable were needed. - Moved the terget->velz assignment to the end of A_VileAttack to remove the influence of vertical thrust from the radius attack, since ZDoom does explosions in three dimensions, but Doom only did it in two. - Fixed: The last three parameters to A_VileAttack had their references off by one. Most notably as a result, the blast radius was used as the thrust, so it sent you flying far faster than it should have. - Restored the reactiontime countdown for A_SpawnFly, since some Dehacked mod could conceivable rely on it. The deadline is now kept in special2 and used in preference as long as it is non-zero. - Removed -fno-strict-aliasing from the GCC flags for ZDoom and fixed the issues that caused its inclusion. Is an optimized GCC build any faster for being able to use strict aliasing rules? I dunno. It's still slower than a VC++ build. I did run into two cases where TAutoSegIterator caused intractable problems with breaking strict aliasing rules, so I removed the templating from it, and the caller is now responsible for casting the probe value from void *. - Removed #include "autosegs.h" from several files that did not need it (in particular, dobject.h when not compiling with VC++). - gdtoa now performs all type aliasing through unions. -Wall has been added to the GCC flags for the library to help verify this. - Changed A_SpawnFly to do nothing if reactiontime is 0. Reactiontime was originally a counter, so if it started at 0, A_SpawnFly would effectively never spawn anything. Fixes Dehacked patches that use A_SpawnSound to play a sound without shooting boss cubes, since it also calls A_SpawnFly. - Joystick devices now send key up events for any buttons that are held down when they are destroyed. - Changed the joystick enable-y menu items to be nonrepeatable so that you can't create several device scans per second. Changing them with a controller is also disabled so that you can't, for example, toggle XInput support using an XInput controller and have things go haywire when the game receives an infinite number of key down events when the controller is reinitialized with the other input system. - Changed menu input to use a consolidated set of buttons, so most menus can be navigated with a controller as well as a keyboard. - Changed the way that X/Y analog axes are converted to digital axes. Previously, this was done by checking if each axis was outside its deadzone. Now they are checked together based on their angle, so straight up/down/ left/right are much easier to achieve. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@406 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-02 17:00:19 +00:00
item->Amount = item->InterHubAmount;
}
}
}
if (p->morphTics)
{ // Undo morph
P_UndoPlayerMorph (p, p, 0, true);
}
// Clears the entire inventory and gives back the defaults for starting a game
if (resetinventory)
{
AInventory *inv = p->mo->Inventory;
while (inv != NULL)
{
AInventory *next = inv->Inventory;
if (!(inv->ItemFlags & IF_UNDROPPABLE))
{
inv->Destroy ();
}
else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
{
AHexenArmor *harmor = static_cast<AHexenArmor *> (inv);
harmor->Slots[3] = harmor->Slots[2] = harmor->Slots[1] = harmor->Slots[0] = 0;
}
inv = next;
}
p->ReadyWeapon = NULL;
p->PendingWeapon = WP_NOCHANGE;
p->psprites[ps_weapon].state = NULL;
p->psprites[ps_flash].state = NULL;
p->mo->GiveDefaultInventory();
}
}
//
// G_PlayerReborn
// Called after a player dies
// almost everything is cleared and initialized
//
void G_PlayerReborn (int player)
{
player_t* p;
int frags[MAXPLAYERS];
int fragcount; // [RH] Cumulative frags
int killcount;
int itemcount;
int secretcount;
int chasecam;
BYTE currclass;
userinfo_t userinfo; // [RH] Save userinfo
botskill_t b_skill;//Added by MC:
APlayerPawn *actor;
const PClass *cls;
FString log;
p = &players[player];
memcpy (frags, p->frags, sizeof(frags));
fragcount = p->fragcount;
killcount = p->killcount;
itemcount = p->itemcount;
secretcount = p->secretcount;
currclass = p->CurrentPlayerClass;
b_skill = p->skill; //Added by MC:
memcpy (&userinfo, &p->userinfo, sizeof(userinfo));
actor = p->mo;
cls = p->cls;
log = p->LogText;
chasecam = p->cheats & CF_CHASECAM;
// Reset player structure to its defaults
p->~player_t();
::new(p) player_t;
memcpy (p->frags, frags, sizeof(p->frags));
p->fragcount = fragcount;
p->killcount = killcount;
p->itemcount = itemcount;
p->secretcount = secretcount;
p->CurrentPlayerClass = currclass;
memcpy (&p->userinfo, &userinfo, sizeof(userinfo));
p->mo = actor;
p->cls = cls;
p->LogText = log;
p->cheats |= chasecam;
p->skill = b_skill; //Added by MC:
Update to ZDoom r1222 - Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
p->oldbuttons = ~0, p->attackdown = true; // don't do anything immediately
p->original_oldbuttons = ~0;
p->playerstate = PST_LIVE;
if (gamestate != GS_TITLELEVEL)
{
actor->GiveDefaultInventory ();
p->ReadyWeapon = p->PendingWeapon;
}
//Added by MC: Init bot structure.
if (bglobal.botingame[player])
bglobal.CleanBotstuff (p);
else
p->isbot = false;
}
//
// G_CheckSpot
// Returns false if the player cannot be respawned
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
// at the given mapthing spot
// because something is occupying it
//
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
bool G_CheckSpot (int playernum, FMapThing *mthing)
{
fixed_t x;
fixed_t y;
fixed_t z, oldz;
int i;
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
x = mthing->x;
y = mthing->y;
z = mthing->z;
z += P_PointInSector (x, y)->floorplane.ZatPoint (x, y);
if (!players[playernum].mo)
{ // first spawn of level, before corpses
for (i = 0; i < playernum; i++)
if (players[i].mo && players[i].mo->x == x && players[i].mo->y == y)
return false;
return true;
}
oldz = players[playernum].mo->z; // [RH] Need to save corpse's z-height
players[playernum].mo->z = z; // [RH] Checks are now full 3-D
// killough 4/2/98: fix bug where P_CheckPosition() uses a non-solid
// corpse to detect collisions with other players in DM starts
//
// Old code:
// if (!P_CheckPosition (players[playernum].mo, x, y))
// return false;
players[playernum].mo->flags |= MF_SOLID;
i = P_CheckPosition(players[playernum].mo, x, y);
players[playernum].mo->flags &= ~MF_SOLID;
players[playernum].mo->z = oldz; // [RH] Restore corpse's height
if (!i)
return false;
return true;
}
//
// G_DeathMatchSpawnPlayer
// Spawns a player at one of the random death match spots
// called at level load and each death
//
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
// [RH] Returns the distance of the closest player to the given mapthing
static fixed_t PlayersRangeFromSpot (FMapThing *spot)
{
fixed_t closest = INT_MAX;
fixed_t distance;
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || !players[i].mo || players[i].health <= 0)
continue;
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
distance = P_AproxDistance (players[i].mo->x - spot->x,
players[i].mo->y - spot->y);
if (distance < closest)
closest = distance;
}
return closest;
}
// [RH] Select the deathmatch spawn spot farthest from everyone.
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
static FMapThing *SelectFarthestDeathmatchSpot (size_t selections)
{
fixed_t bestdistance = 0;
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
FMapThing *bestspot = NULL;
unsigned int i;
for (i = 0; i < selections; i++)
{
fixed_t distance = PlayersRangeFromSpot (&deathmatchstarts[i]);
if (distance > bestdistance)
{
bestdistance = distance;
bestspot = &deathmatchstarts[i];
}
}
return bestspot;
}
// [RH] Select a deathmatch spawn spot at random (original mechanism)
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
static FMapThing *SelectRandomDeathmatchSpot (int playernum, unsigned int selections)
{
unsigned int i, j;
for (j = 0; j < 20; j++)
{
i = pr_dmspawn() % selections;
if (G_CheckSpot (playernum, &deathmatchstarts[i]) )
{
return &deathmatchstarts[i];
}
}
// [RH] return a spot anyway, since we allow telefragging when a player spawns
return &deathmatchstarts[i];
}
void G_DeathMatchSpawnPlayer (int playernum)
{
unsigned int selections;
- Fixed: The hitscan tracer had the current sector point to a temporary variable when 3D floors were involved. Update to ZDoom r965: - Fixed: SPAC_AnyCross didn't work. - Fixed: Pushable doors must also check for SPAC_MPush. - Fixed: P_LoadThings2 did not adjust the byte order for the thingid field. - Changed: HIRESTEX 'define' textures now replace existing textures of type MiscPatch with the same name. - Added UDMF line trigger types MonsterUse and MonsterPush. - Separated skill and class filter bits from FMapThing::flags so that UDMF can define up to 16 of each. Also separated easy/baby and hard/nightmare and changed default MAPINFO definitions. - Fixed: FWadCollection::MergeLumps() did not initialize the flags for any marker lumps it inserted. - Fixed: Need write barriers when modifying SequenceListHead. - Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of GUS patch flags, envelopes, and volume levels, while trying to be closer to TiMidity++ than original TiMidity. - Renamed timidity_config and timidity_voices to midi_config and midi_voices respectively. - Changed: Crosshair drawing uses the current player class's default health instead of 100 to calculate the color for the crosshair. - Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated all user settable flags from MoreFlags into their own Flags variable. - Reduced volume, expression, and panning controllers back to 7 bits. - Added very basic Soundfont support to the internal TiMidity. Things missing: filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or may not be compatible with TiMidity++'s soundfont extensions. - Changed all thing coordinates that were stored as shorts into fixed_t. - Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. - Added support for quoted strings to the TiMidity config parser. - Split off the slope creation code from p_Setup.cpp into its own file. - Separated the linedef activation types into a bit mask that allows combination of all types on the same linedef. Also added a 'first side only' flag. This is not usable from Hexen or Doom format maps though but in preparation of the UDMF format discussed here: http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/ - Changed linedef's alpha property from a byte to fixed point after seeing that 255 wasn't handled to be fully opaque. - fixed a GCC warning in fmodsound.cpp - Fixed: Warped textures didn't work anymore because the default speed was 0. - Fixed: I had instrument vibrato setting the tremolo_sweep_increment value in the instrument loader, effectively disabling vibrato. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
FMapThing *spot;
selections = deathmatchstarts.Size ();
// [RH] We can get by with just 1 deathmatch start
if (selections < 1)
I_Error ("No deathmatch starts");
// At level start, none of the players have mobjs attached to them,
// so we always use the random deathmatch spawn. During the game,
// though, we use whatever dmflags specifies.
if ((dmflags & DF_SPAWN_FARTHEST) && players[playernum].mo)
spot = SelectFarthestDeathmatchSpot (selections);
else
spot = SelectRandomDeathmatchSpot (playernum, selections);
if (!spot)
{ // no good spot, so the player will probably get stuck
spot = &playerstarts[playernum];
}
else
{
if (playernum < 4)
spot->type = playernum+1;
else if (gameinfo.gametype != GAME_Hexen)
spot->type = playernum+4001-4; // [RH] > 4 players
else
spot->type = playernum+9100-4;
}
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
AActor *mo = P_SpawnPlayer (spot);
if (mo != NULL) P_PlayerStartStomp(mo);
}
//
// G_QueueBody
//
static void G_QueueBody (AActor *body)
{
// flush an old corpse if needed
int modslot = bodyqueslot%BODYQUESIZE;
if (bodyqueslot >= BODYQUESIZE && bodyque[modslot] != NULL)
{
bodyque[modslot]->Destroy ();
}
bodyque[modslot] = body;
// Copy the player's translation, so that if they change their color later, only
// their current body will change and not all their old corpses.
if (GetTranslationType(body->Translation) == TRANSLATION_Players ||
GetTranslationType(body->Translation) == TRANSLATION_PlayersExtra)
{
*translationtables[TRANSLATION_PlayerCorpses][modslot] = *TranslationToTable(body->Translation);
body->Translation = TRANSLATION(TRANSLATION_PlayerCorpses,modslot);
translationtables[TRANSLATION_PlayerCorpses][modslot]->UpdateNative();
}
bodyqueslot++;
}
//
// G_DoReborn
//
void G_DoReborn (int playernum, bool freshbot)
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN))
{
if (BackupSaveName.Len() > 0 && FileExists (BackupSaveName.GetChars()))
{ // Load game from the last point it was saved
savename = BackupSaveName;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - Decal changes as per Xaser's suggestions: Smaller decal for PhoenixFX2, CrossbowFX2 and MaceFX4 were missing decals, and HornRodFX2 gets a whole new decal. - Fixed: bfgscrc2.png had some holes in the middle that did not look so good. (From previously being handled through WinTex, maybe?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
gameaction = ga_autoloadgame;
}
else
{ // Reload the level from scratch
bool indemo = demoplayback;
BackupSaveName = "";
G_InitNew (level.mapname, false);
demoplayback = indemo;
// gameaction = ga_loadlevel;
}
}
else
{
// respawn at the start
int i;
// first disassociate the corpse
if (players[playernum].mo)
{
G_QueueBody (players[playernum].mo);
players[playernum].mo->player = NULL;
}
// spawn at random spot if in death match
if (deathmatch)
{
G_DeathMatchSpawnPlayer (playernum);
return;
}
if (G_CheckSpot (playernum, &playerstarts[playernum]) )
{
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
AActor *mo = P_SpawnPlayer (&playerstarts[playernum]);
if (mo != NULL) P_PlayerStartStomp(mo);
}
else
{
// try to spawn at one of the other players' spots
for (i = 0; i < MAXPLAYERS; i++)
{
if (G_CheckSpot (playernum, &playerstarts[i]) )
{
int oldtype = playerstarts[i].type;
// fake as other player
// [RH] These numbers should be common across all games. Or better yet, not
// used at all outside P_SpawnMapThing().
if (playernum < 4 || gameinfo.gametype == GAME_Strife)
{
playerstarts[i].type = playernum + 1;
}
else if (gameinfo.gametype == GAME_Hexen)
{
playerstarts[i].type = playernum + 9100 - 4;
}
else
{
playerstarts[i].type = playernum + 4001 - 4;
}
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
AActor *mo = P_SpawnPlayer (&playerstarts[i]);
if (mo != NULL) P_PlayerStartStomp(mo);
playerstarts[i].type = oldtype; // restore
return;
}
// he's going to be inside something. Too bad.
}
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
AActor *mo = P_SpawnPlayer (&playerstarts[playernum]);
if (mo != NULL) P_PlayerStartStomp(mo);
}
}
}
void G_ScreenShot (char *filename)
{
shotfile = filename;
gameaction = ga_screenshot;
}
//
// G_InitFromSavegame
// Can be called by the startup code or the menu task.
//
void G_LoadGame (const char* name)
{
if (name != NULL)
{
savename = name;
gameaction = ga_loadgame;
}
}
static bool CheckSingleWad (char *name, bool &printRequires, bool printwarn)
{
if (name == NULL)
{
return true;
}
if (Wads.CheckIfWadLoaded (name) < 0)
{
if (printwarn)
{
if (!printRequires)
{
Printf ("This savegame needs these wads:\n%s", name);
}
else
{
Printf (", %s", name);
}
}
printRequires = true;
delete[] name;
return false;
}
delete[] name;
return true;
}
// Return false if not all the needed wads have been loaded.
bool G_CheckSaveGameWads (PNGHandle *png, bool printwarn)
{
char *text;
bool printRequires = false;
text = M_GetPNGText (png, "Game WAD");
CheckSingleWad (text, printRequires, printwarn);
text = M_GetPNGText (png, "Map WAD");
CheckSingleWad (text, printRequires, printwarn);
if (printRequires)
{
if (printwarn)
{
Printf ("\n");
}
return false;
}
return true;
}
void G_DoLoadGame ()
{
char sigcheck[20];
char *text = NULL;
char *map;
Update to ZDoom r1327: - OggMod improperly decodes the right channel of stereo samples when sending them to OggEnc, so I have no choice but to convert them to mono by chopping off the right channel and only using the left channel information. - Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so the resultant Vorbis stream is not actually stereo but mono with the right channel after the left. The two need to be interleaved just like uncompressed samples are. - Removed the pattern length limit in the XM reader. - Decal changes as per Xaser's suggestions: Smaller decal for PhoenixFX2, CrossbowFX2 and MaceFX4 were missing decals, and HornRodFX2 gets a whole new decal. - Fixed: bfgscrc2.png had some holes in the middle that did not look so good. (From previously being handled through WinTex, maybe?) - Fixed: Thing_ProjectileIntercept broke slightly when converted to the new vector math routines (almost two years ago!) because the original code multiplied down columns of the rotation matrix, but the new code multiplies across rows of the matrix instead. This is remedied by flipping the matrix across the x=y axis by reversing the sign of the sine value passed to the matrix constructor. - Fixed: Autoloading a game (e.g. respawning after dying in single player) during demo playback prematurely ended demo control of the player. - Fixed: Loading a multiplayer save with only one player crashed. - Changed the co-op intermission screen to draw the stats with the small font. - Added Karate Chris's patch to optionally specify an angle offset for summoning. - Added Karate Chris's fix for Serpent Staff vampirism on teammates. - Locks and teleporters now take precedence over one-sidedness for automap coloring. - Increased maximum number of per-pattern rows for the XM loader from 256 to 1024 to deal with a module that otherwise would not load. - Removed the artificial restriction on not supporting Vorbis-compressed samples in XMs if they are stereo, since it turns out that OggMod does support them. - Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned in such a sector. As a workaround for current map formats a new actor (DoomEdNum 9041) was added that can set the extended sector flags without the use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags. - Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way. - Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
if (gameaction != ga_autoloadgame)
{
demoplayback = false;
}
gameaction = ga_nothing;
FILE *stdfile = fopen (savename.GetChars(), "rb");
if (stdfile == NULL)
{
Printf ("Could not read savegame '%s'\n", savename.GetChars());
return;
}
PNGHandle *png = M_VerifyPNG (stdfile);
if (png == NULL)
{
fclose (stdfile);
Printf ("'%s' is not a valid (PNG) savegame\n", savename.GetChars());
return;
}
SaveVersion = 0;
// Check whether this savegame actually has been created by a compatible engine.
// Since there are ZDoom derivates using the exact same savegame format but
// with mutual incompatibilities this check simplifies things significantly.
char *engine = M_GetPNGText (png, "Engine");
if (engine == NULL || 0 != strcmp (engine, GAMESIG))
{
// Make a special case for the message printed for old savegames that don't
// have this information.
if (engine == NULL)
{
Printf ("Savegame is from an incompatible version\n");
}
else
{
Printf ("Savegame is from another ZDoom-based engine: %s\n", engine);
delete[] engine;
}
delete png;
fclose (stdfile);
return;
}
if (engine != NULL)
{
delete[] engine;
}
if (!M_GetPNGText (png, "ZDoom Save Version", sigcheck, 20) ||
0 != strncmp (sigcheck, SAVESIG, 9) || // ZDOOMSAVE is the first 9 chars
(SaveVersion = atoi (sigcheck+9)) < MINSAVEVER)
{
Printf ("Savegame is from an incompatible version\n");
delete png;
fclose (stdfile);
return;
}
if (!G_CheckSaveGameWads (png, true))
{
fclose (stdfile);
return;
}
map = M_GetPNGText (png, "Current Map");
if (map == NULL)
{
Printf ("Savegame is missing the current map\n");
fclose (stdfile);
return;
}
// Read intermission data for hubs
G_ReadHubInfo(png);
bglobal.RemoveAllBots (true);
text = M_GetPNGText (png, "Important CVARs");
if (text != NULL)
{
BYTE *vars_p = (BYTE *)text;
C_ReadCVars (&vars_p);
delete[] text;
}
// dearchive all the modifications
if (M_FindPNGChunk (png, MAKE_ID('p','t','I','c')) == 8)
{
DWORD time[2];
fread (&time, 8, 1, stdfile);
time[0] = BigLong((unsigned int)time[0]);
time[1] = BigLong((unsigned int)time[1]);
level.time = Scale (time[1], TICRATE, time[0]);
}
else
{ // No ptIc chunk so we don't know how long the user was playing
level.time = 0;
}
G_ReadSnapshots (png);
FRandom::StaticReadRNGState (png);
P_ReadACSDefereds (png);
// load a base level
savegamerestore = true; // Use the player actors in the savegame
bool demoplaybacksave = demoplayback;
G_InitNew (map, false);
demoplayback = demoplaybacksave;
delete[] map;
savegamerestore = false;
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
P_ReadACSVars(png);
NextSkill = -1;
if (M_FindPNGChunk (png, MAKE_ID('s','n','X','t')) == 1)
{
BYTE next;
fread (&next, 1, 1, stdfile);
NextSkill = next;
}
if (level.info->snapshot != NULL)
{
delete level.info->snapshot;
level.info->snapshot = NULL;
}
BackupSaveName = savename;
delete png;
fclose (stdfile);
// At this point, the GC threshold is likely a lot higher than the
// amount of memory in use, so bring it down now by starting a
// collection.
GC::StartCollection();
}
//
// G_SaveGame
// Called by the menu task.
// Description is a 24 byte text string
//
void G_SaveGame (const char *filename, const char *description)
{
if (sendsave || gameaction == ga_savegame)
{
Printf ("A game save is still pending.\n");
return;
}
savegamefile = filename;
strncpy (savedescription, description, sizeof(savedescription)-1);
savedescription[sizeof(savedescription)-1] = '\0';
sendsave = true;
}
FString G_BuildSaveName (const char *prefix, int slot)
{
FString name;
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
FString leader;
const char *slash = "";
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
leader = Args->CheckValue ("-savedir");
if (leader.IsEmpty())
{
#if !defined(unix) && !defined(__APPLE__)
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
if (Args->CheckParm ("-cdrom"))
{
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
leader = CDROM_DIR "/";
}
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
else
#endif
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
{
leader = save_dir;
}
Update to ZDoom r1616: - Removed HaveFocus variable in preference of using GetForegroundWindow(). - Added Raw Input keyboard handling. - Split DirectInput keyboard handling into a separate file and class. I also switched it to buffered input, and the pause key seems to be properly cooked, so I don't need to look for it with WM_KEYDOWN/UP. Tab doesn't need to be special-cased either, because buffered input never passes on the Tab key when you press Alt+Tab. I have no idea why I special-cased Num Lock, but it seems to be working fine. By setting the exclusive mode to background, I can also avoid special code for releasing all keys when the window loses focus, because I'll still receive those events while the window is in the background. - Fixed: The Heretic "take weapons" cheat did not remove all the weapons at once. This is because destroying one weapon has a potential to destroy a sister weapon as well. If the sister weapon is the next one in line (as it typically is), it would process that one, not realizing it was no longer part of the inventory, and stop because its Inventory link was NULL. - Recoverable errors that are caught during the demo loop no longer shut off the menu. - Specifying non-existent directories with -savedir or the save_dir cvar now attempts to create them. - I_CheckNativeMouse() now checks the foreground window to determine if the mouse should be grabbed. This fixes the case where you start the game in the background and it grabs the mouse anyway. - Changed raw mouse grabbing to call ShowCursor() directly instead of through SetCursorState(), since changing the pointer isn't working with it (probably due to the lack of legacy mouse messages), and the others work fine by setting an invisible cursor. - Fixed: Raw mouse input passes wheel movements in an unsigned field, but the value is signed, so it requires a cast to use it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@333 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-27 22:16:34 +00:00
if (leader.IsEmpty())
{
#ifdef unix
- Update to ZDoom r1777: - fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions that were changed some time ago. - fixed: The damage inflictor for a rail attack was the shooter, not the puff. - Fixed: Floor and ceiling huggers may not change their z-velocity when seeking. - Fixed: UDMF set the secret sector flag before parsing the sector's properties, resulting in it always being false. - Renamed sector's oldspecial variable to secretsector to better reflect its only use. - Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget, not itself contrarily to other projectile spawning functions. A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the BossEye when in fact it wasn't. - Added Gez's submission for a DEHACKED hack introduced by Boom. (using code pointers of the form 'Pointer 0 (x statenumber)'. - fixed: Attaching 3DMidtex lines by sector tag did not work because lines were marked by index in the sector's line list but needed to be marked by line index in the global array. - fixed: On Linux ZDoom was creating a directory called "~.zdoom" for save files because of a missing slash. - fixed: UDMF was unable to read floating point values in exponential format because the C Mode scanner was missing a definition for them. - fixed: The recent changes for removing pointer aliasing got the end sequence info from an incorrect variable. To make this more robust the sequence index is now stored as a hexadecimal string to avoid storing binary data in a string. Also moved end sequence lookup from f_finale.cpp to the calling code so that the proper end sequences can be retrieved for secret exits, too. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@427 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-30 19:31:59 +00:00
leader = "~/" GAME_DIR;
#elif defined(__APPLE__)
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
leader << cpath << "/" GAME_DIR "/Savegames/";
}
#else
leader = progdir;
Update to ZDoom r1616: - Removed HaveFocus variable in preference of using GetForegroundWindow(). - Added Raw Input keyboard handling. - Split DirectInput keyboard handling into a separate file and class. I also switched it to buffered input, and the pause key seems to be properly cooked, so I don't need to look for it with WM_KEYDOWN/UP. Tab doesn't need to be special-cased either, because buffered input never passes on the Tab key when you press Alt+Tab. I have no idea why I special-cased Num Lock, but it seems to be working fine. By setting the exclusive mode to background, I can also avoid special code for releasing all keys when the window loses focus, because I'll still receive those events while the window is in the background. - Fixed: The Heretic "take weapons" cheat did not remove all the weapons at once. This is because destroying one weapon has a potential to destroy a sister weapon as well. If the sister weapon is the next one in line (as it typically is), it would process that one, not realizing it was no longer part of the inventory, and stop because its Inventory link was NULL. - Recoverable errors that are caught during the demo loop no longer shut off the menu. - Specifying non-existent directories with -savedir or the save_dir cvar now attempts to create them. - I_CheckNativeMouse() now checks the foreground window to determine if the mouse should be grabbed. This fixes the case where you start the game in the background and it grabs the mouse anyway. - Changed raw mouse grabbing to call ShowCursor() directly instead of through SetCursorState(), since changing the pointer isn't working with it (probably due to the lack of legacy mouse messages), and the others work fine by setting an invisible cursor. - Fixed: Raw mouse input passes wheel movements in an unsigned field, but the value is signed, so it requires a cast to use it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@333 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-27 22:16:34 +00:00
#endif
}
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
}
size_t len = leader.Len();
if (leader[0] != '\0' && leader[len-1] != '\\' && leader[len-1] != '/')
{
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
slash = "/";
}
Update to ZDoom r1616: - Removed HaveFocus variable in preference of using GetForegroundWindow(). - Added Raw Input keyboard handling. - Split DirectInput keyboard handling into a separate file and class. I also switched it to buffered input, and the pause key seems to be properly cooked, so I don't need to look for it with WM_KEYDOWN/UP. Tab doesn't need to be special-cased either, because buffered input never passes on the Tab key when you press Alt+Tab. I have no idea why I special-cased Num Lock, but it seems to be working fine. By setting the exclusive mode to background, I can also avoid special code for releasing all keys when the window loses focus, because I'll still receive those events while the window is in the background. - Fixed: The Heretic "take weapons" cheat did not remove all the weapons at once. This is because destroying one weapon has a potential to destroy a sister weapon as well. If the sister weapon is the next one in line (as it typically is), it would process that one, not realizing it was no longer part of the inventory, and stop because its Inventory link was NULL. - Recoverable errors that are caught during the demo loop no longer shut off the menu. - Specifying non-existent directories with -savedir or the save_dir cvar now attempts to create them. - I_CheckNativeMouse() now checks the foreground window to determine if the mouse should be grabbed. This fixes the case where you start the game in the background and it grabs the mouse anyway. - Changed raw mouse grabbing to call ShowCursor() directly instead of through SetCursorState(), since changing the pointer isn't working with it (probably due to the lack of legacy mouse messages), and the others work fine by setting an invisible cursor. - Fixed: Raw mouse input passes wheel movements in an unsigned field, but the value is signed, so it requires a cast to use it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@333 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-27 22:16:34 +00:00
name << leader << slash;
name = NicePath(name);
CreatePath(name);
name << prefix;
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
if (slot >= 0)
{
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
name.AppendFormat("%d.zds", slot);
}
Update to ZDoom r1616: - Removed HaveFocus variable in preference of using GetForegroundWindow(). - Added Raw Input keyboard handling. - Split DirectInput keyboard handling into a separate file and class. I also switched it to buffered input, and the pause key seems to be properly cooked, so I don't need to look for it with WM_KEYDOWN/UP. Tab doesn't need to be special-cased either, because buffered input never passes on the Tab key when you press Alt+Tab. I have no idea why I special-cased Num Lock, but it seems to be working fine. By setting the exclusive mode to background, I can also avoid special code for releasing all keys when the window loses focus, because I'll still receive those events while the window is in the background. - Fixed: The Heretic "take weapons" cheat did not remove all the weapons at once. This is because destroying one weapon has a potential to destroy a sister weapon as well. If the sister weapon is the next one in line (as it typically is), it would process that one, not realizing it was no longer part of the inventory, and stop because its Inventory link was NULL. - Recoverable errors that are caught during the demo loop no longer shut off the menu. - Specifying non-existent directories with -savedir or the save_dir cvar now attempts to create them. - I_CheckNativeMouse() now checks the foreground window to determine if the mouse should be grabbed. This fixes the case where you start the game in the background and it grabs the mouse anyway. - Changed raw mouse grabbing to call ShowCursor() directly instead of through SetCursorState(), since changing the pointer isn't working with it (probably due to the lack of legacy mouse messages), and the others work fine by setting an invisible cursor. - Fixed: Raw mouse input passes wheel movements in an unsigned field, but the value is signed, so it requires a cast to use it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@333 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-27 22:16:34 +00:00
return name;
}
CVAR (Int, autosavenum, 0, CVAR_NOSET|CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Int, disableautosave, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CUSTOM_CVAR (Int, autosavecount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 0)
self = 0;
if (self > 20)
self = 20;
}
extern void P_CalcHeight (player_t *);
void G_DoAutoSave ()
{
char description[SAVESTRINGSIZE];
FString file;
// Keep up to four autosaves at a time
UCVarValue num;
const char *readableTime;
int count = autosavecount != 0 ? autosavecount : 1;
num.Int = (autosavenum + 1) % count;
autosavenum.ForceSet (num, CVAR_Int);
file = G_BuildSaveName ("auto", num.Int);
readableTime = myasctime ();
strcpy (description, "Autosave ");
strncpy (description+9, readableTime+4, 12);
description[9+12] = 0;
G_DoSaveGame (false, file, description);
}
static void PutSaveWads (FILE *file)
{
const char *name;
// Name of IWAD
name = Wads.GetWadName (FWadCollection::IWAD_FILENUM);
M_AppendPNGText (file, "Game WAD", name);
// Name of wad the map resides in
if (Wads.GetLumpFile (level.lumpnum) > 1)
{
name = Wads.GetWadName (Wads.GetLumpFile (level.lumpnum));
M_AppendPNGText (file, "Map WAD", name);
}
}
static void PutSaveComment (FILE *file)
{
char comment[256];
const char *readableTime;
WORD len;
int levelTime;
// Get the current date and time
readableTime = myasctime ();
strncpy (comment, readableTime, 10);
strncpy (comment+10, readableTime+19, 5);
strncpy (comment+15, readableTime+10, 9);
comment[24] = 0;
M_AppendPNGText (file, "Creation Time", comment);
// Get level name
//strcpy (comment, level.level_name);
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
mysnprintf(comment, countof(comment), "%s - %s", level.mapname, level.LevelName.GetChars());
len = (WORD)strlen (comment);
comment[len] = '\n';
// Append elapsed time
levelTime = level.time / TICRATE;
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 (comment + len + 1, countof(comment) - len - 1, "time: %02d:%02d:%02d",
levelTime/3600, (levelTime%3600)/60, levelTime%60);
comment[len+16] = 0;
// Write out the comment
M_AppendPNGText (file, "Comment", comment);
}
static void PutSavePic (FILE *file, int width, int height)
{
if (width <= 0 || height <= 0 || !storesavepic)
{
M_CreateDummyPNG (file);
}
else
{
P_CheckPlayerSprites();
screen->WriteSavePic(&players[consoleplayer], file, width, height);
}
}
void G_DoSaveGame (bool okForQuicksave, FString filename, const char *description)
{
Update to ZDoom r1069: - Added a check to G_DoSaveGame() to prevent saving when you're not actually in a level. - Fixed: Serialized player data must always be loaded, even if it's simply to be discarded, so that anything serialized after the players will load from the correct position in the file when revisiting a hub map. - Changed: AInventory::Tick now only calls the super method if the item is not owned. Having owned inventory items interact with the world is not supposed to happen. - Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'. - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed. - Added a check for PUFFGETSOWNER to A_BFGSpray. - Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation to players only. - Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits instead of FMapThing::ClassFilter. - Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn. It must do this itself after setting the proper owner. - Fixed: CCMD(give) increased the total item count. - Fixed: A_Stop didn't set the player specific variables to 0. - Fixed: Screenwipes now pause sounds, since there can be sounds playing during them. - UI sounds are now omitted from savegames. - Fixed: Menu sounds had been restricted to one at a time again. - Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that it will occur after the players are loaded. - Added fixes from FreeBSD for 0-length and very large string buffers passed to myvsnprintf. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@131 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-06 17:32:31 +00:00
// Do not even try, if we're not in a level. (Can happen after
// a demo finishes playback.)
if (lines == NULL || sectors == NULL)
{
return;
}
if (demoplayback)
{
filename = G_BuildSaveName ("demosave.zds", -1);
}
insave = true;
G_SnapshotLevel ();
Update to ZDoom r1616: - Removed HaveFocus variable in preference of using GetForegroundWindow(). - Added Raw Input keyboard handling. - Split DirectInput keyboard handling into a separate file and class. I also switched it to buffered input, and the pause key seems to be properly cooked, so I don't need to look for it with WM_KEYDOWN/UP. Tab doesn't need to be special-cased either, because buffered input never passes on the Tab key when you press Alt+Tab. I have no idea why I special-cased Num Lock, but it seems to be working fine. By setting the exclusive mode to background, I can also avoid special code for releasing all keys when the window loses focus, because I'll still receive those events while the window is in the background. - Fixed: The Heretic "take weapons" cheat did not remove all the weapons at once. This is because destroying one weapon has a potential to destroy a sister weapon as well. If the sister weapon is the next one in line (as it typically is), it would process that one, not realizing it was no longer part of the inventory, and stop because its Inventory link was NULL. - Recoverable errors that are caught during the demo loop no longer shut off the menu. - Specifying non-existent directories with -savedir or the save_dir cvar now attempts to create them. - I_CheckNativeMouse() now checks the foreground window to determine if the mouse should be grabbed. This fixes the case where you start the game in the background and it grabs the mouse anyway. - Changed raw mouse grabbing to call ShowCursor() directly instead of through SetCursorState(), since changing the pointer isn't working with it (probably due to the lack of legacy mouse messages), and the others work fine by setting an invisible cursor. - Fixed: Raw mouse input passes wheel movements in an unsigned field, but the value is signed, so it requires a cast to use it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@333 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-27 22:16:34 +00:00
FILE *stdfile = fopen (filename, "wb");
if (stdfile == NULL)
{
Printf ("Could not create savegame '%s'\n", filename.GetChars());
insave = false;
return;
}
SaveVersion = SAVEVER;
PutSavePic (stdfile, SAVEPICWIDTH, SAVEPICHEIGHT);
M_AppendPNGText (stdfile, "Software", "ZDoom " DOTVERSIONSTR);
M_AppendPNGText (stdfile, "Engine", GAMESIG);
M_AppendPNGText (stdfile, "ZDoom Save Version", SAVESIG);
M_AppendPNGText (stdfile, "Title", description);
M_AppendPNGText (stdfile, "Current Map", level.mapname);
PutSaveWads (stdfile);
PutSaveComment (stdfile);
// Intermission stats for hubs
G_WriteHubInfo(stdfile);
{
BYTE vars[4096], *vars_p;
vars_p = vars;
C_WriteCVars (&vars_p, CVAR_SERVERINFO);
*vars_p = 0;
M_AppendPNGText (stdfile, "Important CVARs", (char *)vars);
}
if (level.time != 0 || level.maptime != 0)
{
DWORD time[2] = { BigLong(TICRATE), BigLong(level.time) };
M_AppendPNGChunk (stdfile, MAKE_ID('p','t','I','c'), (BYTE *)&time, 8);
}
G_WriteSnapshots (stdfile);
FRandom::StaticWriteRNGState (stdfile);
P_WriteACSDefereds (stdfile);
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
P_WriteACSVars(stdfile);
if (NextSkill != -1)
{
BYTE next = NextSkill;
M_AppendPNGChunk (stdfile, MAKE_ID('s','n','X','t'), &next, 1);
}
M_NotifyNewSave (filename.GetChars(), description, okForQuicksave);
M_FinishPNG (stdfile);
fclose (stdfile);
// Check whether the file is ok.
bool success = false;
stdfile = fopen (filename.GetChars(), "rb");
if (stdfile != NULL)
{
PNGHandle *pngh = M_VerifyPNG(stdfile);
if (pngh != NULL)
{
success = true;
delete pngh;
}
fclose(stdfile);
}
if (success)
{
if (longsavemessages) Printf ("%s (%s)\n", GStrings("GGSAVED"), filename.GetChars());
else Printf ("%s\n", GStrings("GGSAVED"));
}
else Printf(PRINT_HIGH, "Save failed\n");
BackupSaveName = filename;
// We don't need the snapshot any longer.
if (level.info->snapshot != NULL)
{
delete level.info->snapshot;
level.info->snapshot = NULL;
}
insave = false;
}
//
// DEMO RECORDING
//
void G_ReadDemoTiccmd (ticcmd_t *cmd, int player)
{
int id = DEM_BAD;
while (id != DEM_USERCMD && id != DEM_EMPTYUSERCMD)
{
if (!demorecording && demo_p >= zdembodyend)
{
// nothing left in the BODY chunk, so end playback.
G_CheckDemoStatus ();
break;
}
id = ReadByte (&demo_p);
switch (id)
{
case DEM_STOP:
// end of demo stream
G_CheckDemoStatus ();
break;
case DEM_USERCMD:
UnpackUserCmd (&cmd->ucmd, &cmd->ucmd, &demo_p);
break;
case DEM_EMPTYUSERCMD:
// leave cmd->ucmd unchanged
break;
case DEM_DROPPLAYER:
{
BYTE i = ReadByte (&demo_p);
if (i < MAXPLAYERS)
{
playeringame[i] = false;
}
}
break;
default:
Net_DoCommand (id, &demo_p, player);
break;
}
}
}
bool stoprecording;
CCMD (stop)
{
stoprecording = true;
}
extern BYTE *lenspot;
void G_WriteDemoTiccmd (ticcmd_t *cmd, int player, int buf)
{
BYTE *specdata;
int speclen;
if (stoprecording)
{ // use "stop" console command to end demo recording
G_CheckDemoStatus ();
if (!netgame)
{
gameaction = ga_fullconsole;
}
return;
}
// [RH] Write any special "ticcmds" for this player to the demo
if ((specdata = NetSpecs[player][buf].GetData (&speclen)) && gametic % ticdup == 0)
{
memcpy (demo_p, specdata, speclen);
demo_p += speclen;
NetSpecs[player][buf].SetData (NULL, 0);
}
// [RH] Now write out a "normal" ticcmd.
WriteUserCmdMessage (&cmd->ucmd, &players[player].cmd.ucmd, &demo_p);
// [RH] Bigger safety margin
if (demo_p > demobuffer + maxdemosize - 64)
{
ptrdiff_t pos = demo_p - demobuffer;
ptrdiff_t spot = lenspot - demobuffer;
ptrdiff_t comp = democompspot - demobuffer;
ptrdiff_t body = demobodyspot - demobuffer;
// [RH] Allocate more space for the demo
maxdemosize += 0x20000;
demobuffer = (BYTE *)M_Realloc (demobuffer, maxdemosize);
demo_p = demobuffer + pos;
lenspot = demobuffer + spot;
democompspot = demobuffer + comp;
demobodyspot = demobuffer + body;
}
}
//
// G_RecordDemo
//
void G_RecordDemo (char* name)
{
char *v;
usergame = false;
strcpy (demoname, name);
FixPathSeperator (demoname);
DefaultExtension (demoname, ".lmp");
v = Args->CheckValue ("-maxdemo");
maxdemosize = 0x20000;
demobuffer = (BYTE *)M_Malloc (maxdemosize);
demorecording = true;
}
// [RH] Demos are now saved as IFF FORMs. I've also removed support
// for earlier ZDEMs since I didn't want to bother supporting
// something that probably wasn't used much (if at all).
void G_BeginRecording (const char *startmap)
{
int i;
if (startmap == NULL)
{
startmap = level.mapname;
}
demo_p = demobuffer;
WriteLong (FORM_ID, &demo_p); // Write FORM ID
demo_p += 4; // Leave space for len
WriteLong (ZDEM_ID, &demo_p); // Write ZDEM ID
// Write header chunk
StartChunk (ZDHD_ID, &demo_p);
WriteWord (DEMOGAMEVERSION, &demo_p); // Write ZDoom version
*demo_p++ = 2; // Write minimum version needed to use this demo.
*demo_p++ = 3; // (Useful?)
for (i = 0; i < 8; i++) // Write name of map demo was recorded on.
{
*demo_p++ = startmap[i];
}
WriteLong (rngseed, &demo_p); // Write RNG seed
*demo_p++ = consoleplayer;
FinishChunk (&demo_p);
// Write player info chunks
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
StartChunk (UINF_ID, &demo_p);
WriteByte ((BYTE)i, &demo_p);
D_WriteUserInfoStrings (i, &demo_p);
FinishChunk (&demo_p);
}
}
// It is possible to start a "multiplayer" game with only one player,
// so checking the number of players when playing back the demo is not
// enough.
if (multiplayer)
{
StartChunk (NETD_ID, &demo_p);
FinishChunk (&demo_p);
}
// Write cvars chunk
StartChunk (VARS_ID, &demo_p);
C_WriteCVars (&demo_p, CVAR_SERVERINFO|CVAR_DEMOSAVE);
FinishChunk (&demo_p);
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - Removed the delay for starting all sounds from one tic at exactly the same DSP position. Without also synchronizing the stopping of sounds, it can cause problems with things like the chainsaw where the sound is stopped and immediately restarted, causing occassional gaps between the stopping of the sound and the starting of the new one. (I added the start synchronization to combat flanging of paired moving polyobjects when moving around, but I think just removing velocity from the player for sound calculations takes care of that well enough.) - Added GCC headers for intptr_t to tarray.h. - Added MF5_PAINLESS flag for projectiles that don't make the target go into the pain state. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
// Write weapon ordering chunk
StartChunk (WEAP_ID, &demo_p);
P_WriteDemoWeaponsChunk(&demo_p);
FinishChunk (&demo_p);
// Indicate body is compressed
StartChunk (COMP_ID, &demo_p);
democompspot = demo_p;
WriteLong (0, &demo_p);
FinishChunk (&demo_p);
// Begin BODY chunk
StartChunk (BODY_ID, &demo_p);
demobodyspot = demo_p;
}
//
// G_PlayDemo
//
- 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
FString defdemoname;
void G_DeferedPlayDemo (char *name)
{
- 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
defdemoname = name;
gameaction = ga_playdemo;
}
CCMD (playdemo)
{
if (argv.argc() > 1)
{
G_DeferedPlayDemo (argv[1]);
singledemo = true;
}
}
CCMD (timedemo)
{
if (argv.argc() > 1)
{
G_TimeDemo (argv[1]);
singledemo = true;
}
}
// [RH] Process all the information in a FORM ZDEM
// until a BODY chunk is entered.
bool G_ProcessIFFDemo (char *mapname)
{
bool headerHit = false;
bool bodyHit = false;
int numPlayers = 0;
int id, len, i;
uLong uncompSize = 0;
BYTE *nextchunk;
demoplayback = true;
for (i = 0; i < MAXPLAYERS; i++)
playeringame[i] = 0;
len = ReadLong (&demo_p);
zdemformend = demo_p + len + (len & 1);
// Check to make sure this is a ZDEM chunk file.
// TODO: Support multiple FORM ZDEMs in a CAT. Might be useful.
id = ReadLong (&demo_p);
if (id != ZDEM_ID)
{
Printf ("Not a ZDoom demo file!\n");
return true;
}
// Process all chunks until a BODY chunk is encountered.
while (demo_p < zdemformend && !bodyHit)
{
id = ReadLong (&demo_p);
len = ReadLong (&demo_p);
nextchunk = demo_p + len + (len & 1);
if (nextchunk > zdemformend)
{
Printf ("Demo is mangled!\n");
return true;
}
switch (id)
{
case ZDHD_ID:
headerHit = true;
demover = ReadWord (&demo_p); // ZDoom version demo was created with
if (demover < MINDEMOVERSION)
{
Printf ("Demo requires an older version of ZDoom!\n");
//return true;
}
if (ReadWord (&demo_p) > DEMOGAMEVERSION) // Minimum ZDoom version
{
Printf ("Demo requires a newer version of ZDoom!\n");
return true;
}
memcpy (mapname, demo_p, 8); // Read map name
mapname[8] = 0;
demo_p += 8;
rngseed = ReadLong (&demo_p);
FRandom::StaticClearRandom ();
consoleplayer = *demo_p++;
break;
case VARS_ID:
C_ReadCVars (&demo_p);
break;
case UINF_ID:
i = ReadByte (&demo_p);
if (!playeringame[i])
{
playeringame[i] = 1;
numPlayers++;
}
D_ReadUserInfoStrings (i, &demo_p, false);
break;
case NETD_ID:
multiplayer = true;
break;
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - Removed the delay for starting all sounds from one tic at exactly the same DSP position. Without also synchronizing the stopping of sounds, it can cause problems with things like the chainsaw where the sound is stopped and immediately restarted, causing occassional gaps between the stopping of the sound and the starting of the new one. (I added the start synchronization to combat flanging of paired moving polyobjects when moving around, but I think just removing velocity from the player for sound calculations takes care of that well enough.) - Added GCC headers for intptr_t to tarray.h. - Added MF5_PAINLESS flag for projectiles that don't make the target go into the pain state. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
case WEAP_ID:
P_ReadDemoWeaponsChunk(&demo_p);
break;
case BODY_ID:
bodyHit = true;
zdembodyend = demo_p + len;
break;
case COMP_ID:
uncompSize = ReadLong (&demo_p);
break;
}
if (!bodyHit)
demo_p = nextchunk;
}
if (!numPlayers)
{
Printf ("Demo has no players!\n");
return true;
}
if (!bodyHit)
{
zdembodyend = NULL;
Printf ("Demo has no BODY chunk!\n");
return true;
}
if (numPlayers > 1)
multiplayer = netgame = netdemo = true;
if (uncompSize > 0)
{
BYTE *uncompressed = new BYTE[uncompSize];
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
int r = uncompress (uncompressed, &uncompSize, demo_p, uLong(zdembodyend - demo_p));
if (r != Z_OK)
{
Printf ("Could not decompress demo!\n");
delete[] uncompressed;
return true;
}
M_Free (demobuffer);
zdembodyend = uncompressed + uncompSize;
demobuffer = demo_p = uncompressed;
}
return false;
}
void G_DoPlayDemo (void)
{
char mapname[9];
int demolump;
gameaction = ga_nothing;
// [RH] Allow for demos not loaded as lumps
- 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
demolump = Wads.CheckNumForFullName (defdemoname, true);
if (demolump >= 0)
{
int demolen = Wads.LumpLength (demolump);
demobuffer = (BYTE *)M_Malloc(demolen);
Wads.ReadLump (demolump, demobuffer);
}
else
{
FixPathSeperator (defdemoname);
DefaultExtension (defdemoname, ".lmp");
M_ReadFile (defdemoname, &demobuffer);
}
demo_p = demobuffer;
- 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
Printf ("Playing demo %s\n", defdemoname.GetChars());
C_BackupCVars (); // [RH] Save cvars that might be affected by demo
if (ReadLong (&demo_p) != FORM_ID)
{
const char *eek = "Cannot play non-ZDoom demos.\n(They would go out of sync badly.)\n";
- Fixed: Planes that got their z-position changed by slope things but did not actually get sloped were not rendered at the proper position. Update to ZDoom r1465 - Fixed: P_CompleteWeaponSetup was missing a NULL pointer check for the player. - Adjusted some gravity related thresholds for the fix from Feb 28. Also removed some unnecessary floating point math from this code. - Added Hirogen2's patch for unlimited ammo CVAR. - Fixed: You couldn't easily play with the compatibility options menu during the title screen, because the demo loop reset the server cvars after each attempt to play a demo, even though the demos never actually played. The proper long-term solution would be to make shadow copies of all cvars touched by demos and use those for the demo and the real things for everything else, but this should do for now and is a lot easier. - Fixed: When using BOOM-style sector flags and specials together, the special was ignored unless it was "secret". - Fixed: One byte is too short for DUMB_IT_SIGRENDERER to store song tempo. Changed it to a word. - Went back to using RDTSC for timing on Win32. Ironically, QueryPerformanceCounter() is obviously using the TSC for its timing on my machine, yet the overhead it has to do to keep the timer sane is apparently noticeable on a few maps. I suppose I should at some time check clock_gettime() and see if it has similar issues on Linux. - changed: If a monster with the BOSSDEATH flag is crushed A_BossDeath will be called now. - fixed: D'Sparil's second form was missing the BOSSDEATH flag. - fixed: D'Sparil's first form requires the DONTGIB flag. - fixed: Heretic doesn't crush monsters. To handle this in a more generic fashion this depends on the presence of a gib sprite now. - Changed burn and Acolyte death sequences so that they leave corpses that don't vanish. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@305 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-09 21:19:56 +00:00
C_ForgetCVars();
M_Free(demobuffer);
demo_p = demobuffer = NULL;
if (singledemo)
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
I_Error ("%s", eek);
}
else
{
- Update to ZDoom r1401: - Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
Printf (PRINT_BOLD, "%s", eek);
gameaction = ga_nothing;
}
}
else if (G_ProcessIFFDemo (mapname))
{
C_RestoreCVars();
gameaction = ga_nothing;
demoplayback = false;
}
else
{
// don't spend a lot of time in loadlevel
precache = false;
demonew = true;
G_InitNew (mapname, false);
C_HideConsole ();
demonew = false;
precache = true;
usergame = false;
demoplayback = true;
}
}
//
// G_TimeDemo
//
void G_TimeDemo (char* name)
{
nodrawers = !!Args->CheckParm ("-nodraw");
noblit = !!Args->CheckParm ("-noblit");
timingdemo = true;
singletics = 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
defdemoname = name;
gameaction = ga_playdemo;
}
/*
===================
=
= G_CheckDemoStatus
=
= Called after a death or level completion to allow demos to be cleaned up
= Returns true if a new demo loop action will take place
===================
*/
bool G_CheckDemoStatus (void)
{
if (!demorecording)
{ // [RH] Restore the player's userinfo settings.
D_SetupUserInfo();
}
if (demoplayback)
{
extern int starttime;
int endtime = 0;
if (timingdemo)
endtime = I_GetTime (false) - starttime;
C_RestoreCVars (); // [RH] Restore cvars demo might have changed
M_Free (demobuffer);
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - Removed the delay for starting all sounds from one tic at exactly the same DSP position. Without also synchronizing the stopping of sounds, it can cause problems with things like the chainsaw where the sound is stopped and immediately restarted, causing occassional gaps between the stopping of the sound and the starting of the new one. (I added the start synchronization to combat flanging of paired moving polyobjects when moving around, but I think just removing velocity from the player for sound calculations takes care of that well enough.) - Added GCC headers for intptr_t to tarray.h. - Added MF5_PAINLESS flag for projectiles that don't make the target go into the pain state. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
P_SetupWeapons_ntohton();
demoplayback = false;
netdemo = false;
netgame = false;
multiplayer = false;
singletics = false;
- version bump to 1.2.0. - fixed: Some of the dynamic light definitions for Hexen's switchable items were not correct. - fixed: Weapon sprites were all drawn fullbright if only one of the layers was set to bright. Update to ZDoom r1456 (2.3.0 plus one additional fix): - Fixed: AActor::SetOrigin must call P_FindFloorCeiling to get the true floor and ceiling heights. Otherwise the actor will fall right through 3DMidtex textures (and 3D-floors.) - Fixed: The TeleporterBeacon tried to enter its See state rather than its Drop state. Also changed it to fade out when it's done rather than disappearing abruptly. - Fixed: Strife's quest based line actions also work in Deathmatch. - Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. - Removed an early-out in wallscan_striped() that is invalid when drawing a skybox. - fixed: nextmap and nextsecret CCMDs set skill to 0. - fixed: level.flags2 was not stored in savegames. Also bumped min. savegame version and removed old compatibility handlings. - The SFX Reverb unit is now moved so that it serves as an input to the water effect rather than as an input to the ChannelGroup Target Unit. This means the water effect is now applied after any room reverb, rather than in parallel with it. - Fixed: UI sounds should not have reverb applied to them. - Removed the delay for starting all sounds from one tic at exactly the same DSP position. Without also synchronizing the stopping of sounds, it can cause problems with things like the chainsaw where the sound is stopped and immediately restarted, causing occassional gaps between the stopping of the sound and the starting of the new one. (I added the start synchronization to combat flanging of paired moving polyobjects when moving around, but I think just removing velocity from the player for sound calculations takes care of that well enough.) - Added GCC headers for intptr_t to tarray.h. - Added MF5_PAINLESS flag for projectiles that don't make the target go into the pain state. - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space- efficient. - Fixed: player->oldbuttons was copied from the current button set at the end of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput. - Fixed: The map name display on the automap was incomplete. - Added FakeInventory.Respawns DECORATe property - Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the conversation by pressing Escape. - added ML_BLOCKPROJECTILE flag to lines. - Fixed: With opl_onechip set the second OPL chip was never set to anything valid so it contained an invalid pointer. There were also a few other places that simply assumed that the second chip is set to something valid. - Fixed: NPCs which are engaged in a conversation should not move. - Fixed: Player movement animation was not stopped when starting a conversation. - Added selective compression of network packets. Interestingly, most packets don't actually compress all that well, even the ones that aren't too short to possibly compress. (Maybe make the whole thing one long, never-ending zlib data stream with Z_SYNC_FLUSH used to chunk things at packet boundaries? That would probably help the compression ratio, but it would require changing the way the netcode determines sequence, which would be a much more invasive change.) - Fixed: Heretic's fullscreen HUD crashed when the player had armor without a valid icon. - Fixed: The StrifePlayer was missing a RunHealth setting. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@303 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-01 10:19:26 +00:00
for (int i = 1; i < MAXPLAYERS; i++)
playeringame[i] = 0;
consoleplayer = 0;
players[0].camera = NULL;
StatusBar->AttachToPlayer (&players[0]);
if (singledemo || timingdemo)
{
if (timingdemo)
{
// Trying to get back to a stable state after timing a demo
// seems to cause problems. I don't feel like fixing that
// right now.
I_FatalError ("timed %i gametics in %i realtics (%.1f fps)\n"
"(This is not really an error.)", gametic,
endtime, (float)gametic/(float)endtime*(float)TICRATE);
}
else
{
Printf ("Demo ended.\n");
}
gameaction = ga_fullconsole;
timingdemo = false;
return false;
}
else
{
D_AdvanceDemo ();
}
return true;
}
if (demorecording)
{
BYTE *formlen;
WriteByte (DEM_STOP, &demo_p);
if (demo_compress)
{
// Now that the entire BODY chunk has been created, replace it with
// a compressed version. If the BODY successfully compresses, the
// contents of the COMP chunk will be changed to indicate the
// uncompressed size of the BODY.
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
uLong len = uLong(demo_p - demobodyspot);
uLong outlen = (len + len/100 + 12);
Byte *compressed = new Byte[outlen];
int r = compress2 (compressed, &outlen, demobodyspot, len, 9);
if (r == Z_OK && outlen < len)
{
formlen = democompspot;
WriteLong (len, &democompspot);
memcpy (demobodyspot, compressed, outlen);
demo_p = demobodyspot + outlen;
}
delete[] compressed;
}
FinishChunk (&demo_p);
formlen = demobuffer + 4;
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
WriteLong (int(demo_p - demobuffer - 8), &formlen);
Update to ZDoom r1585: - Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
2009-05-15 18:02:01 +00:00
M_WriteFile (demoname, demobuffer, int(demo_p - demobuffer));
M_Free (demobuffer);
demorecording = false;
stoprecording = false;
Printf ("Demo %s recorded\n", demoname);
}
return false;
}