gzdoom-last-svn/src/d_main.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:
// DOOM main program (D_DoomMain) and game loop (D_DoomLoop),
// plus functions to determine game mode (shareware, registered),
// parse command line parameters, configure game parameters (turbo),
// and call the startup functions.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#ifdef _WIN32
#include <direct.h>
#define mkdir(a,b) _mkdir (a)
#else
#include <sys/stat.h>
#endif
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
#ifdef HAVE_FPU_CONTROL
#include <fpu_control.h>
#endif
#include <float.h>
#ifdef unix
#include <unistd.h>
#endif
#include <time.h>
#include <math.h>
#include <assert.h>
#include "doomerrors.h"
#include "d_gui.h"
#include "m_random.h"
#include "doomdef.h"
#include "doomstat.h"
#include "gstrings.h"
#include "w_wad.h"
#include "s_sound.h"
#include "v_video.h"
#include "f_finale.h"
#include "f_wipe.h"
#include "m_argv.h"
#include "m_misc.h"
#include "m_menu.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "i_system.h"
#include "i_sound.h"
#include "i_video.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "wi_stuff.h"
#include "st_stuff.h"
#include "am_map.h"
#include "p_setup.h"
#include "r_local.h"
#include "r_sky.h"
#include "d_main.h"
#include "d_dehacked.h"
#include "cmdlib.h"
#include "s_sound.h"
#include "m_swap.h"
#include "v_text.h"
#include "gi.h"
#include "b_bot.h" //Added by MC:
#include "stats.h"
#include "gameconfigfile.h"
#include "sbar.h"
#include "decallib.h"
#include "r_polymost.h"
#include "version.h"
#include "v_text.h"
#include "st_start.h"
#include "templates.h"
#include "teaminfo.h"
#include "hardware.h"
#include "sbarinfo.h"
#include "d_net.h"
#include "g_level.h"
#include "d_event.h"
#include "d_netinf.h"
#include "v_palette.h"
EXTERN_CVAR(Bool, hud_althud)
void DrawHUD();
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern void M_RestoreMode ();
extern void M_SetDefaultMode ();
extern void R_ExecuteSetViewSize ();
extern void G_NewInit ();
extern void SetupPlayerClasses ();
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
void D_CheckNetGame ();
void D_ProcessEvents ();
void G_BuildTiccmd (ticcmd_t* cmd);
void D_DoAdvanceDemo ();
void D_AddFile (const char *file);
void D_AddWildFile (const char *pattern);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
void D_DoomLoop ();
static const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir=false);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR (Float, turbo)
EXTERN_CVAR (Int, crosshair)
EXTERN_CVAR (Bool, freelook)
EXTERN_CVAR (Float, m_pitch)
EXTERN_CVAR (Float, m_yaw)
EXTERN_CVAR (Bool, invertmouse)
EXTERN_CVAR (Bool, lookstrafe)
EXTERN_CVAR (Int, screenblocks)
extern gameinfo_t SharewareGameInfo;
extern gameinfo_t RegisteredGameInfo;
extern gameinfo_t RetailGameInfo;
extern gameinfo_t CommercialGameInfo;
extern gameinfo_t HereticGameInfo;
extern gameinfo_t HereticSWGameInfo;
extern gameinfo_t HexenGameInfo;
extern gameinfo_t HexenDKGameInfo;
extern gameinfo_t StrifeGameInfo;
extern gameinfo_t StrifeTeaserGameInfo;
extern gameinfo_t StrifeTeaser2GameInfo;
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
extern gameinfo_t ChexGameInfo;
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
extern gameinfo_t Chex3GameInfo;
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
extern gameinfo_t PlutoniaGameInfo;
extern gameinfo_t TNTGameInfo;
extern int testingmode;
extern bool setmodeneeded;
extern bool netdemo;
extern int NewWidth, NewHeight, NewBits, DisplayBits;
EXTERN_CVAR (Bool, st_scale)
extern bool gameisdead;
extern bool demorecording;
extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop
extern bool insave;
extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO)
{
// Check for the fraglimit being hit because the fraglimit is being
// lowered below somebody's current frag count.
if (deathmatch && self > 0)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && self <= D_GetFragCount(&players[i]))
{
Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
G_ExitLevel (0, false);
break;
}
}
}
}
CVAR (Float, timelimit, 0.f, CVAR_SERVERINFO);
CVAR (Bool, queryiwad, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR (String, defaultiwad, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR (Int, wipetype, 1, CVAR_ARCHIVE);
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
CVAR (Int, snd_drawoutput, 0, 0);
bool DrawFSHUD; // [RH] Draw fullscreen HUD?
wadlist_t *wadfiles; // [RH] remove limit on # of loaded wads
bool devparm; // started game with -devparm
const char *D_DrawIcon; // [RH] Patch name of icon to draw on next refresh
int NoWipe; // [RH] Allow wipe? (Needs to be set each time)
bool singletics = false; // debug flag to cancel adaptiveness
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
FString startmap;
bool autostart;
bool advancedemo;
FILE *debugfile;
event_t events[MAXEVENTS];
int eventhead;
int eventtail;
gamestate_t wipegamestate = GS_DEMOSCREEN; // can be -1 to force a wipe
bool PageBlank;
FTexture *Page;
FTexture *Advisory;
cycle_t FrameCycles;
// If autoname is NULL, that's either because that game doesn't allow
// loading of external wads or because it's already caught by the
// general game-specific wads section.
const IWADInfo IWADInfos[NUM_IWAD_TYPES] =
{
// banner text, autoname, fg color, bg color
{ "Final Doom: TNT - Evilution", "TNT", MAKERGB(168,0,0), MAKERGB(168,168,168) },
{ "Final Doom: Plutonia Experiment", "Plutonia", MAKERGB(168,0,0), MAKERGB(168,168,168) },
{ "Hexen: Beyond Heretic", NULL, MAKERGB(240,240,240), MAKERGB(107,44,24) },
{ "Hexen: Deathkings of the Dark Citadel", "HexenDK", MAKERGB(240,240,240), MAKERGB(139,68,9) },
{ "Hexen: Demo Version", "HexenDemo",MAKERGB(240,240,240), MAKERGB(107,44,24) },
{ "DOOM 2: Hell on Earth", "Doom2", MAKERGB(168,0,0), MAKERGB(168,168,168) },
{ "Heretic Shareware", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) },
{ "Heretic: Shadow of the Serpent Riders", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) },
{ "Heretic", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) },
{ "DOOM Shareware", NULL, MAKERGB(168,0,0), MAKERGB(168,168,168) },
{ "The Ultimate DOOM", "Doom1", MAKERGB(84,84,84), MAKERGB(168,168,168) },
{ "DOOM Registered", "Doom1", MAKERGB(84,84,84), MAKERGB(168,168,168) },
{ "Strife: Quest for the Sigil", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) },
{ "Strife: Teaser (Old Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) },
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
{ "Strife: Teaser (New Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) },
{ "Freedoom", "Freedoom", MAKERGB(50,84,67), MAKERGB(198,220,209) },
{ "Freedoom \"Demo\"", "Freedoom1",MAKERGB(50,84,67), MAKERGB(198,220,209) },
{ "FreeDM", "FreeDM", MAKERGB(50,84,67), MAKERGB(198,220,209) },
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
{ "Chex(R) Quest", "Chex", MAKERGB(255,255,0), MAKERGB(0,192,0) },
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
{ "Chex(R) Quest 3", "Chex3", MAKERGB(255,255,0), MAKERGB(0,192,0) },
};
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static wadlist_t **wadtail = &wadfiles;
static int demosequence;
static int pagetic;
static const char *IWADNames[] =
{
NULL,
"doom2f.wad",
"doom2.wad",
"plutonia.wad",
"tnt.wad",
"doomu.wad", // Hack from original Linux version. Not necessary, but I threw it in anyway.
"doom.wad",
"doom1.wad",
"heretic.wad",
"heretic1.wad",
"hexen.wad",
"hexdd.wad",
"hexendemo.wad",
"hexdemo.wad",
"strife1.wad",
"strife0.wad",
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
"freedoom.wad", // Freedoom.wad is distributed as Doom2.wad, but this allows to have both in the same directory.
"freedoom1.wad",
"freedm.wad",
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
"chex.wad",
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
"chex3.wad",
#ifdef unix
"DOOM2.WAD", // Also look for all-uppercase names
"PLUTONIA.WAD",
"TNT.WAD",
"DOOM.WAD",
"DOOM1.WAD",
"HERETIC.WAD",
"HERETIC1.WAD",
"HEXEN.WAD",
"HEXDD.WAD",
"HEXENDEMO.WAD",
"HEXDEMO.WAD",
"STRIFE1.WAD",
"STRIFE0.WAD",
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
"FREEDOOM.WAD",
"FREEDOOM1.WAD",
"FREEDM.WAD",
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
"CHEX.WAD",
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
"CHEX3.WAD",
- Update to ZDoom r858: - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it from doing prebuffering of the song. This was causing the Linux version to hang while waiting for input from the pipe, since Timidity hadn't been started yet. I tried using a select call in the FillStream() method, but it always seems to return the pipe as having nothing available. Unfortunately, the game still falls all over itself if Timidity isn't available. Instead of execvp failing nicely, X errors kill the game. I don't know why it's doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far) and set the snd_midipatchset cvar to point to it. It's faster and also sounds a whole lot better than the crappy freepats Ubuntu wants to install with Timidity++ (thank goodness I have the official patches from a real GUS so I don't need to use them). - GCC fixes. - Fixed: After starting new music the music volume has to be reset so that the song's relative volume takes effect. - Removed the arbitrary 1024 bytes limit when the file being played is a MIDI file. I had a D_DM2TTL that's only 990 bytes. - Restructured I_RegisterSong so that $mididevice works again and also supports selecting FMOD. - Added Jim' Linux fix. - Added MartinHowe's fix for mugshot display in status bars. - The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchset cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
#endif
NULL
};
// CODE --------------------------------------------------------------------
//==========================================================================
//
// D_ProcessEvents
//
// Send all the events of the given timestamp down the responder chain.
// Events are asynchronous inputs generally generated by the game user.
// Events can be discarded if no responder claims them
//
//==========================================================================
void D_ProcessEvents (void)
{
event_t *ev;
// [RH] If testing mode, do not accept input until test is over
if (testingmode)
{
if (testingmode == 1)
{
M_SetDefaultMode ();
}
else if (testingmode <= I_GetTime(false))
{
M_RestoreMode ();
}
return;
}
for (; eventtail != eventhead ; eventtail = (eventtail+1)&(MAXEVENTS-1))
{
ev = &events[eventtail];
if (C_Responder (ev))
continue; // console ate the event
if (M_Responder (ev))
continue; // menu ate the event
if (testpolymost)
Polymost_Responder (ev);
G_Responder (ev);
}
}
//==========================================================================
//
// D_PostEvent
//
// Called by the I/O functions when input is detected.
//
//==========================================================================
void D_PostEvent (const event_t *ev)
{
events[eventhead] = *ev;
if (ev->type == EV_Mouse && !testpolymost && !paused && menuactive == MENU_Off &&
ConsoleState != c_down && ConsoleState != c_falling)
{
if (Button_Mlook.bDown || freelook)
{
int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0);
if (invertmouse)
look = -look;
G_AddViewPitch (look);
events[eventhead].y = 0;
}
if (!Button_Strafe.bDown && !lookstrafe)
{
G_AddViewAngle (int(ev->x * m_yaw * mouse_sensitivity * 8.0));
events[eventhead].x = 0;
}
if ((events[eventhead].x | events[eventhead].y) == 0)
{
return;
}
}
eventhead = (eventhead+1)&(MAXEVENTS-1);
}
//==========================================================================
//
// CVAR dmflags
//
//==========================================================================
CUSTOM_CVAR (Int, dmflags, 0, CVAR_SERVERINFO)
{
// In case DF_NO_FREELOOK was changed, reinitialize the sky
// map. (If no freelook, then no need to stretch the sky.)
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
if (sky1texture.isValid())
R_InitSkyMap ();
if (self & DF_NO_FREELOOK)
{
Net_WriteByte (DEM_CENTERVIEW);
}
// If nofov is set, force everybody to the arbitrator's FOV.
if ((self & DF_NO_FOV) && consoleplayer == Net_Arbitrator)
{
BYTE fov;
Net_WriteByte (DEM_FOV);
// If the game is started with DF_NO_FOV set, the arbitrator's
// DesiredFOV will not be set when this callback is run, so
// be sure not to transmit a 0 FOV.
fov = (BYTE)players[consoleplayer].DesiredFOV;
if (fov == 0)
{
fov = 90;
}
Net_WriteByte (fov);
}
}
CVAR (Flag, sv_nohealth, dmflags, DF_NO_HEALTH);
CVAR (Flag, sv_noitems, dmflags, DF_NO_ITEMS);
CVAR (Flag, sv_weaponstay, dmflags, DF_WEAPONS_STAY);
CVAR (Flag, sv_falldamage, dmflags, DF_FORCE_FALLINGHX);
CVAR (Flag, sv_oldfalldamage, dmflags, DF_FORCE_FALLINGZD);
CVAR (Flag, sv_samelevel, dmflags, DF_SAME_LEVEL);
CVAR (Flag, sv_spawnfarthest, dmflags, DF_SPAWN_FARTHEST);
CVAR (Flag, sv_forcerespawn, dmflags, DF_FORCE_RESPAWN);
CVAR (Flag, sv_noarmor, dmflags, DF_NO_ARMOR);
CVAR (Flag, sv_noexit, dmflags, DF_NO_EXIT);
CVAR (Flag, sv_infiniteammo, dmflags, DF_INFINITE_AMMO);
CVAR (Flag, sv_nomonsters, dmflags, DF_NO_MONSTERS);
CVAR (Flag, sv_monsterrespawn, dmflags, DF_MONSTERS_RESPAWN);
CVAR (Flag, sv_itemrespawn, dmflags, DF_ITEMS_RESPAWN);
CVAR (Flag, sv_fastmonsters, dmflags, DF_FAST_MONSTERS);
CVAR (Flag, sv_nojump, dmflags, DF_NO_JUMP);
Update to ZDoom r813, including: - Added copyright/license headers to a few files. - Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the proper object type. - Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo. - Removed dobject.err from the repository. It only contained a list of compiler errors for some very old version of dobject.cpp. - Fixed: A_JumpIfCloser was missing a z-check. - Added Blzut3's SBARINFO update #13: - Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp - Rewrote the mug shot system for SBarInfo to allow for scripting and custom states for different means of death. - SBarInfo now loads all SBarInfo lumps instead of just the last one. Clashing status bar definitions will now be cleared before the bar is read. - Fixed: When using transparency with bars the new drawing method (bg over fg) didn't work. In the case that the border value is set to 0 it will revert to the old method (fg over bg). - Fixed: drawbar lost any high res information it was given. - Added: ACS command SetMugShotState(str state) which sets the mug shot state for the activating player. - Added: keepoffsets flag to drawbar. When set the offsets in the fg image will also be applied when displaying the bar. - Fixed the TArray serializer declaration. (Thank you for your warnings, GCC! ;-) - Changed root sector marking so that it can happen incrementally. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@62 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-19 11:19:03 +00:00
CVAR (Flag, sv_allowjump, dmflags, DF_YES_JUMP);
CVAR (Flag, sv_nofreelook, dmflags, DF_NO_FREELOOK);
CVAR (Flag, sv_respawnsuper, dmflags, DF_RESPAWN_SUPER);
CVAR (Flag, sv_nofov, dmflags, DF_NO_FOV);
CVAR (Flag, sv_noweaponspawn, dmflags, DF_NO_COOP_WEAPON_SPAWN);
CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
Update to ZDoom r813, including: - Added copyright/license headers to a few files. - Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the proper object type. - Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo. - Removed dobject.err from the repository. It only contained a list of compiler errors for some very old version of dobject.cpp. - Fixed: A_JumpIfCloser was missing a z-check. - Added Blzut3's SBARINFO update #13: - Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp - Rewrote the mug shot system for SBarInfo to allow for scripting and custom states for different means of death. - SBarInfo now loads all SBarInfo lumps instead of just the last one. Clashing status bar definitions will now be cleared before the bar is read. - Fixed: When using transparency with bars the new drawing method (bg over fg) didn't work. In the case that the border value is set to 0 it will revert to the old method (fg over bg). - Fixed: drawbar lost any high res information it was given. - Added: ACS command SetMugShotState(str state) which sets the mug shot state for the activating player. - Added: keepoffsets flag to drawbar. When set the offsets in the fg image will also be applied when displaying the bar. - Fixed the TArray serializer declaration. (Thank you for your warnings, GCC! ;-) - Changed root sector marking so that it can happen incrementally. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@62 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-19 11:19:03 +00:00
CVAR (Flag, sv_allowcrouch, dmflags, DF_YES_CROUCH);
//==========================================================================
//
// CVAR dmflags2
//
// [RH] From Skull Tag. Some of these were already done as separate cvars
// (such as bfgaiming), but I collected them here like Skull Tag does.
//
//==========================================================================
CVAR (Int, dmflags2, 0, CVAR_SERVERINFO);
CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP);
CVAR (Flag, sv_noteamswitch, dmflags2, DF2_NO_TEAM_SWITCH);
CVAR (Flag, sv_doubleammo, dmflags2, DF2_YES_DOUBLEAMMO);
CVAR (Flag, sv_degeneration, dmflags2, DF2_YES_DEGENERATION);
CVAR (Flag, sv_nobfgaim, dmflags2, DF2_NO_FREEAIMBFG);
CVAR (Flag, sv_barrelrespawn, dmflags2, DF2_BARRELS_RESPAWN);
CVAR (Flag, sv_keepfrags, dmflags2, DF2_YES_KEEPFRAGS);
CVAR (Flag, sv_norespawn, dmflags2, DF2_NO_RESPAWN);
CVAR (Flag, sv_losefrag, dmflags2, DF2_YES_LOSEFRAG);
CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_RESPAWN_INVUL);
CVAR (Flag, sv_samespawnspot, dmflags2, DF2_SAME_SPAWN_SPOT);
CVAR (Flag, sv_infiniteinventory, dmflags2, DF2_INFINITE_INVENTORY)
//==========================================================================
//
// CVAR compatflags
//
//==========================================================================
int i_compatflags; // internal compatflags composed from the compatflags CVAR and MAPINFO settings
CUSTOM_CVAR (Int, compatflags, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
{
if (level.info == NULL) i_compatflags = self;
else i_compatflags = (self & ~level.info->compatmask) | (level.info->compatflags & level.info->compatmask);
}
CVAR (Flag, compat_shortTex, compatflags, COMPATF_SHORTTEX);
CVAR (Flag, compat_stairs, compatflags, COMPATF_STAIRINDEX);
CVAR (Flag, compat_limitpain, compatflags, COMPATF_LIMITPAIN);
CVAR (Flag, compat_silentpickup,compatflags, COMPATF_SILENTPICKUP);
CVAR (Flag, compat_nopassover, compatflags, COMPATF_NO_PASSMOBJ);
CVAR (Flag, compat_soundslots, compatflags, COMPATF_MAGICSILENCE);
CVAR (Flag, compat_wallrun, compatflags, COMPATF_WALLRUN);
CVAR (Flag, compat_notossdrops, compatflags, COMPATF_NOTOSSDROPS);
Update to ZDoom r1073: - Fixed: When Heretic's Mace was replaced by a non-child class A_SpawnMace still treated it as a mace and wrote into some undefined memory. - Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement. - Added a speed parameter to A_SkullAttack. - Fixed: Black as first or only blood color didn't work. - Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag. - Fixed: Spawning a player could play the *gasp sound. - Fixed: SBARINFO's health display didn't scale to the proper maximum. - Added const char &operator[] (unsigned int index) to FString class. - Added Skulltag's Teleport_NoStop action special. - Fixed: Strife's EntityBoss didn't copy friendliness information to the sub-entities. - Fixed: Friendly spectral monsters should be able to hurt unfriendly ones and vice versa. - Fixed: In deathmatch specral missiles spawned by players should hurt other players. - Fixed: SpectralLightningBigBall didn't set the proper owner for the lightning projectiles it spawned. - Changed the EntityBoss's attack function to call the equivalent spectre functions instead of duplicating their code. - Gave many of Strife's code pointers that only had a number as name more meaningful names. - Fixed: All spectral attacks must set 'health' first before P_CheckMissileSpawn is called. - Added a compatibility option to play sector sounds from the precalculated center because some maps apparently abuse the behavior to make the sound play somewhere where it can't be heard by the player to fake silent movement. - Fixed: The S_Sound variant taking an actor must check if the actor is not NULL. - Fixed: ACS's ActivatorSound must check if the activator is valid. - Changed stats drawing so that multi-line strings can be used. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@132 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-19 23:52:06 +00:00
CVAR (Flag, compat_useblocking, compatflags, COMPATF_USEBLOCKING);
CVAR (Flag, compat_nodoorlight, compatflags, COMPATF_NODOORLIGHT);
CVAR (Flag, compat_ravenscroll, compatflags, COMPATF_RAVENSCROLL);
CVAR (Flag, compat_soundtarget, compatflags, COMPATF_SOUNDTARGET);
CVAR (Flag, compat_dehhealth, compatflags, COMPATF_DEHHEALTH);
CVAR (Flag, compat_trace, compatflags, COMPATF_TRACE);
CVAR (Flag, compat_dropoff, compatflags, COMPATF_DROPOFF);
CVAR (Flag, compat_boomscroll, compatflags, COMPATF_BOOMSCROLL);
CVAR (Flag, compat_invisibility,compatflags, COMPATF_INVISIBILITY);
CVAR (Flag, compat_silentinstantfloors,compatflags, COMPATF_SILENT_INSTANT_FLOORS);
Update to ZDoom r1073: - Fixed: When Heretic's Mace was replaced by a non-child class A_SpawnMace still treated it as a mace and wrote into some undefined memory. - Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement. - Added a speed parameter to A_SkullAttack. - Fixed: Black as first or only blood color didn't work. - Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag. - Fixed: Spawning a player could play the *gasp sound. - Fixed: SBARINFO's health display didn't scale to the proper maximum. - Added const char &operator[] (unsigned int index) to FString class. - Added Skulltag's Teleport_NoStop action special. - Fixed: Strife's EntityBoss didn't copy friendliness information to the sub-entities. - Fixed: Friendly spectral monsters should be able to hurt unfriendly ones and vice versa. - Fixed: In deathmatch specral missiles spawned by players should hurt other players. - Fixed: SpectralLightningBigBall didn't set the proper owner for the lightning projectiles it spawned. - Changed the EntityBoss's attack function to call the equivalent spectre functions instead of duplicating their code. - Gave many of Strife's code pointers that only had a number as name more meaningful names. - Fixed: All spectral attacks must set 'health' first before P_CheckMissileSpawn is called. - Added a compatibility option to play sector sounds from the precalculated center because some maps apparently abuse the behavior to make the sound play somewhere where it can't be heard by the player to fake silent movement. - Fixed: The S_Sound variant taking an actor must check if the actor is not NULL. - Fixed: ACS's ActivatorSound must check if the activator is valid. - Changed stats drawing so that multi-line strings can be used. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@132 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-19 23:52:06 +00:00
CVAR (Flag, compat_sectorsounds,compatflags, COMPATF_SECTORSOUNDS);
- Fixed: The trace code could pass a temporary sector struct with its result. Update to ZDoom r1271: - Added native variables to expression evaluator and replaced the previous handling of actor variables in expressions with it. - Added support for floating point constants to DECORATE expression evaluator. - Rewrote the SeePastShootableLines check in P_SightCheckLine() to be more readable. - Commented out the MugShot state nulling in DSBarInfo::AttachToPlayer() so that fiddling with player options does not reset the mug shot. - Fixed: SetMugShotState ACS command did not pop the stack. - Added a global symbol table and changed DECORATE parser to put its global symbols there instead of into AActor. - Changed the expression evaluator's floating point precision to double. - Started rewriting the DECORATE expression evaluator to allow more flexibility. All the operators use the new functionality but functions, variables and constants are yet to be redone. While doing this rewrite I noticed that random2 was always evaluated as const. This got fixed automatically. - This may or may not be a problem, but GCC warned that FStateDefinitions:: AddStateDefines() does not initialize def.FStateDefine::DefineFlags, so I fixed that. - Fixed: The three-argument version of AActor::FindState() initialized a two-entry array for passing to the main FindState() routine, but did not actually pass it, passing the original primary label instead. - Fixed: SDL builds did not shutdown the sound system at exit. - Fixed: ThingCountSector and ThingCountNameSector did not remove enough entries from the stack, and did not put the result in the right slot. - Fixed: Teleport lines were prioritized over secret lines when deciding what color to draw them on the automap. - Fixed: Death-reverting morphs did not remove the morph item from the player's inventory when death caused the morph to revert. - Updated fmod_wrap.h for FMOD Ex 4.18. - Fixed: The TEXTURES parser could copy beyond the end of a string when parsing a 'define' definition. - Fixed: Cheats in demos must not access the weapon slots. - Fixed: S_ChannelEnded didn't check for a NULL SfxInfo. - Fixed: R_InitTables did a typecast to angle_t instead of fixed_t. - Fixed: PowerProtection and PowerDamage applied their defaults incorrectly. - Fixed: The damage type property didn't properly read its factor. - Finally has the right idea how to restore Doom's original clipping of projectiles against decorations without breaking anything newer: Added a new 'projectilepassheight' property that defines an alternative height that is only used when checking a projectile's movement against this actor. If the value is positive it is used regardless of other settings, if it is negative, its absolute will be used if a new compatibility option is enabled and if it is 0 the normal height will be used. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@187 b0f79afe-0144-0410-b225-9a4edf0717df
2008-10-19 22:24:34 +00:00
CVAR (Flag, compat_missileclip, compatflags, COMPATF_MISSILECLIP);
//==========================================================================
//
// D_Display
//
// Draw current display, possibly wiping it from the previous
//
//==========================================================================
void D_Display ()
{
bool wipe;
bool hw2d;
if (nodrawers)
return; // for comparative timing / profiling
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
cycle_t cycles;
cycles.Reset();
cycles.Clock();
if (players[consoleplayer].camera == NULL)
{
players[consoleplayer].camera = players[consoleplayer].mo;
}
if (viewactive)
{
R_SetFOV (players[consoleplayer].camera && players[consoleplayer].camera->player ?
players[consoleplayer].camera->player->FOV : 90.f);
}
// [RH] change the screen mode if needed
if (setmodeneeded)
{
// Change screen mode.
if (Video->SetResolution (NewWidth, NewHeight, NewBits))
{
// Recalculate various view parameters.
setsizeneeded = true;
// Let the status bar know the screen size changed
if (StatusBar != NULL)
{
StatusBar->ScreenSizeChanged ();
}
// Refresh the console.
C_NewModeAdjust ();
// Reload crosshair if transitioned to a different size
crosshair.Callback ();
}
}
RenderTarget = screen;
// change the view size if needed
if (setsizeneeded && StatusBar != NULL)
{
R_ExecuteSetViewSize ();
}
setmodeneeded = false;
if (screen->Lock (false))
{
SB_state = screen->GetPageCount ();
BorderNeedRefresh = screen->GetPageCount ();
}
// [RH] Allow temporarily disabling wipes
if (NoWipe)
{
BorderNeedRefresh = screen->GetPageCount ();
NoWipe--;
wipe = false;
wipegamestate = gamestate;
}
else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL)
{ // save the current screen if about to wipe
BorderNeedRefresh = screen->GetPageCount ();
if (wipegamestate != GS_FORCEWIPEFADE)
{
wipe = screen->WipeStartScreen (wipetype);
}
else
{
wipe = screen->WipeStartScreen (wipe_Fade);
}
wipegamestate = gamestate;
}
else
{
wipe = false;
}
hw2d = false;
if (testpolymost)
{
drawpolymosttest();
C_DrawConsole(hw2d);
M_Drawer();
}
else
{
switch (gamestate)
{
case GS_FULLCONSOLE:
screen->SetBlendingRect(0,0,0,0);
hw2d = screen->Begin2D(false);
C_DrawConsole (false);
M_Drawer ();
screen->Update ();
return;
case GS_LEVEL:
case GS_TITLELEVEL:
if (!gametic)
break;
if (StatusBar != NULL)
{
float blend[4] = { 0, 0, 0, 0 };
StatusBar->BlendView (blend);
}
screen->SetBlendingRect(viewwindowx, viewwindowy,
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
viewwindowx + viewwidth, viewwindowy + viewheight);
P_CheckPlayerSprites();
screen->RenderView(&players[consoleplayer]);
if ((hw2d = screen->Begin2D(viewactive)))
{
// Redraw everything every frame when using 2D accel
SB_state = screen->GetPageCount();
BorderNeedRefresh = screen->GetPageCount();
}
if (automapactive)
{
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
int saved_ST_Y = ST_Y;
if (hud_althud && viewheight == SCREENHEIGHT)
{
ST_Y = viewheight;
}
AM_Drawer ();
ST_Y = saved_ST_Y;
}
if (!automapactive || viewactive)
{
R_RefreshViewBorder ();
}
if (hud_althud && viewheight == SCREENHEIGHT && screenblocks > 10)
{
if (DrawFSHUD || automapactive) DrawHUD();
StatusBar->DrawTopStuff (HUD_None);
}
else
if (viewheight == SCREENHEIGHT && viewactive && screenblocks > 10)
{
StatusBar->Draw (DrawFSHUD ? HUD_Fullscreen : HUD_None);
StatusBar->DrawTopStuff (DrawFSHUD ? HUD_Fullscreen : HUD_None);
}
else
{
StatusBar->Draw (HUD_StatusBar);
StatusBar->DrawTopStuff (HUD_StatusBar);
}
CT_Drawer ();
break;
case GS_INTERMISSION:
screen->SetBlendingRect(0,0,0,0);
hw2d = screen->Begin2D(false);
WI_Drawer ();
CT_Drawer ();
break;
case GS_FINALE:
screen->SetBlendingRect(0,0,0,0);
hw2d = screen->Begin2D(false);
F_Drawer ();
CT_Drawer ();
break;
case GS_DEMOSCREEN:
screen->SetBlendingRect(0,0,0,0);
hw2d = screen->Begin2D(false);
D_PageDrawer ();
CT_Drawer ();
break;
default:
break;
}
}
// draw pause pic
if (paused && menuactive == MENU_Off)
{
FTexture *tex;
int x;
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
tex = TexMan[gameinfo.gametype & (GAME_DoomStrifeChex) ? "M_PAUSE" : "PAUSED"];
x = (SCREENWIDTH - tex->GetWidth()*CleanXfac)/2 +
tex->LeftOffset*CleanXfac;
screen->DrawTexture (tex, x, 4, DTA_CleanNoMove, true, TAG_DONE);
}
// [RH] Draw icon, if any
if (D_DrawIcon)
{
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
FTextureID picnum = TexMan.CheckForTexture (D_DrawIcon, FTexture::TEX_MiscPatch);
D_DrawIcon = NULL;
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
if (picnum.isValid())
{
FTexture *tex = TexMan[picnum];
screen->DrawTexture (tex, 160-tex->GetWidth()/2, 100-tex->GetHeight()/2,
DTA_320x200, true, TAG_DONE);
}
NoWipe = 10;
}
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
if (snd_drawoutput)
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
{
GSnd->DrawWaveDebug(snd_drawoutput);
}
if (!wipe || NoWipe < 0)
{
NetUpdate (); // send out any new accumulation
// normal update
C_DrawConsole (hw2d); // draw console
M_Drawer (); // menu is drawn even on top of everything
FStat::PrintStat ();
screen->Update (); // page flip or blit buffer
}
else
{
// wipe update
unsigned int wipestart, nowtime, diff;
bool done;
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
GSnd->SetSfxPaused(true, 1);
I_FreezeTime(true);
screen->WipeEndScreen ();
wipestart = I_MSTime();
NetUpdate(); // send out any new accumulation
do
{
do
{
I_WaitVBL(2);
nowtime = I_MSTime();
diff = (nowtime - wipestart) * 40 / 1000; // Using 35 here feels too slow.
} while (diff < 1);
wipestart = nowtime;
done = screen->WipeDo (1);
C_DrawConsole (hw2d); // console and
M_Drawer (); // menu are drawn even on top of wipes
screen->Update (); // page flip or blit buffer
NetUpdate (); // [RH] not sure this is needed anymore
} while (!done);
screen->WipeCleanup();
I_FreezeTime(false);
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
GSnd->SetSfxPaused(false, 1);
}
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
cycles.Unclock();
FrameCycles = cycles;
}
//==========================================================================
//
// D_ErrorCleanup ()
//
// Cleanup after a recoverable error.
//==========================================================================
void D_ErrorCleanup ()
{
screen->Unlock ();
bglobal.RemoveAllBots (true);
D_QuitNetGame ();
if (demorecording || demoplayback)
G_CheckDemoStatus ();
Net_ClearBuffers ();
G_NewInit ();
singletics = false;
playeringame[0] = 1;
players[0].playerstate = PST_LIVE;
gameaction = ga_fullconsole;
menuactive = MENU_Off;
insave = false;
}
//==========================================================================
//
// D_DoomLoop
//
// Manages timing and IO, calls all ?_Responder, ?_Ticker, and ?_Drawer,
// calls I_GetTime, I_StartFrame, and I_StartTic
//
//==========================================================================
void D_DoomLoop ()
{
int lasttic = 0;
for (;;)
{
try
{
// frame syncronous IO operations
if (gametic > lasttic)
{
lasttic = gametic;
I_StartFrame ();
}
// process one or more tics
if (singletics)
{
I_StartTic ();
D_ProcessEvents ();
G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
//Added by MC: For some of that bot stuff. The main bot function.
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].isbot && players[i].mo)
{
players[i].savedyaw = players[i].mo->angle;
players[i].savedpitch = players[i].mo->pitch;
}
}
bglobal.Main (maketic%BACKUPTICS);
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].isbot && players[i].mo)
{
players[i].mo->angle = players[i].savedyaw;
players[i].mo->pitch = players[i].savedpitch;
}
}
if (advancedemo)
D_DoAdvanceDemo ();
C_Ticker ();
M_Ticker ();
G_Ticker ();
// [RH] Use the consoleplayer's camera to update sounds
S_UpdateSounds (players[consoleplayer].camera); // move positional sounds
gametic++;
maketic++;
GC::CheckGC ();
Net_NewMakeTic ();
}
else
{
TryRunTics (); // will run at least one tic
}
// Update display, next frame, with current state.
I_StartTic ();
D_Display ();
}
catch (CRecoverableError &error)
{
if (error.GetMessage ())
{
Printf (PRINT_BOLD, "\n%s\n", error.GetMessage());
}
D_ErrorCleanup ();
}
}
}
//==========================================================================
//
// D_PageTicker
//
//==========================================================================
void D_PageTicker (void)
{
if (--pagetic < 0)
D_AdvanceDemo ();
}
//==========================================================================
//
// D_PageDrawer
//
//==========================================================================
void D_PageDrawer (void)
{
if (Page != NULL)
{
screen->DrawTexture (Page, 0, 0,
DTA_VirtualWidth, Page->GetWidth(),
DTA_VirtualHeight, Page->GetHeight(),
DTA_Masked, false,
DTA_BilinearFilter, true,
TAG_DONE);
screen->FillBorder (NULL);
}
else
{
screen->Clear (0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
if (!PageBlank)
{
screen->DrawText (SmallFont, CR_WHITE, 0, 0, "Page graphic goes here", TAG_DONE);
}
}
if (Advisory != NULL)
{
screen->DrawTexture (Advisory, 4, 160, DTA_320x200, true, TAG_DONE);
}
}
//==========================================================================
//
// D_AdvanceDemo
//
// Called after each demo or intro demosequence finishes
//
//==========================================================================
void D_AdvanceDemo (void)
{
advancedemo = true;
}
//==========================================================================
//
// D_DoStrifeAdvanceDemo
//
//==========================================================================
void D_DoStrifeAdvanceDemo ()
{
static const char *const fullVoices[6] =
{
"svox/pro1", "svox/pro2", "svox/pro3", "svox/pro4", "svox/pro5", "svox/pro6"
};
static const char *const teaserVoices[6] =
{
"svox/voc91", "svox/voc92", "svox/voc93", "svox/voc94", "svox/voc95", "svox/voc96"
};
const char *const *voices = gameinfo.flags & GI_SHAREWARE ? teaserVoices : fullVoices;
const char *pagename = NULL;
gamestate = GS_DEMOSCREEN;
PageBlank = false;
switch (demosequence)
{
default:
case 0:
pagetic = 6 * TICRATE;
pagename = "TITLEPIC";
if (Wads.CheckNumForName ("d_logo", ns_music) < 0)
{ // strife0.wad does not have d_logo
S_StartMusic ("");
}
else
{
S_StartMusic ("d_logo");
}
C_HideConsole ();
break;
case 1:
// [RH] Strife fades to black and then to the Rogue logo, but
// I think it looks better if it doesn't fade.
pagetic = 10 * TICRATE/35;
pagename = ""; // PANEL0, but strife0.wad doesn't have it, so don't use it.
PageBlank = true;
S_Sound (CHAN_VOICE | CHAN_UI, "bishop/active", 1, ATTN_NORM);
break;
case 2:
pagetic = 4 * TICRATE;
pagename = "RGELOGO";
break;
case 3:
pagetic = 7 * TICRATE;
pagename = "PANEL1";
S_Sound (CHAN_VOICE | CHAN_UI, voices[0], 1, ATTN_NORM);
S_StartMusic ("d_intro");
break;
case 4:
pagetic = 9 * TICRATE;
pagename = "PANEL2";
S_Sound (CHAN_VOICE | CHAN_UI, voices[1], 1, ATTN_NORM);
break;
case 5:
pagetic = 12 * TICRATE;
pagename = "PANEL3";
S_Sound (CHAN_VOICE | CHAN_UI, voices[2], 1, ATTN_NORM);
break;
case 6:
pagetic = 11 * TICRATE;
pagename = "PANEL4";
S_Sound (CHAN_VOICE | CHAN_UI, voices[3], 1, ATTN_NORM);
break;
case 7:
pagetic = 10 * TICRATE;
pagename = "PANEL5";
S_Sound (CHAN_VOICE | CHAN_UI, voices[4], 1, ATTN_NORM);
break;
case 8:
pagetic = 16 * TICRATE;
pagename = "PANEL6";
S_Sound (CHAN_VOICE | CHAN_UI, voices[5], 1, ATTN_NORM);
break;
case 9:
pagetic = 6 * TICRATE;
pagename = "vellogo";
wipegamestate = GS_FORCEWIPEFADE;
break;
case 10:
pagetic = 12 * TICRATE;
pagename = "CREDIT";
wipegamestate = GS_FORCEWIPEFADE;
break;
}
if (demosequence++ > 10)
demosequence = 0;
if (demosequence == 9 && !(gameinfo.flags & GI_SHAREWARE))
demosequence = 10;
if (pagename)
{
if (Page != NULL)
{
Page->Unload ();
Page = NULL;
}
if (pagename[0])
{
Page = TexMan[pagename];
}
}
}
//==========================================================================
//
// D_DoAdvanceDemo
//
//==========================================================================
void D_DoAdvanceDemo (void)
{
static char demoname[8] = "DEMO1";
static int democount = 0;
static int pagecount;
const char *pagename = NULL;
V_SetBlend (0,0,0,0);
players[consoleplayer].playerstate = PST_LIVE; // not reborn
advancedemo = false;
usergame = false; // no save / end game here
paused = 0;
gameaction = ga_nothing;
// [RH] If you want something more dynamic for your title, create a map
// and name it TITLEMAP. That map will be loaded and used as the title.
- 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
if (P_CheckMapData("TITLEMAP"))
{
G_InitNew ("TITLEMAP", true);
return;
}
if (gameinfo.gametype == GAME_Strife)
{
D_DoStrifeAdvanceDemo ();
return;
}
switch (demosequence)
{
case 3:
if (gameinfo.advisoryTime)
{
Advisory = TexMan["ADVISOR"];
demosequence = 1;
pagetic = (int)(gameinfo.advisoryTime * TICRATE);
break;
}
// fall through to case 1 if no advisory notice
case 1:
Advisory = NULL;
if (!M_DemoNoPlay)
{
BorderNeedRefresh = screen->GetPageCount ();
democount++;
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 (demoname + 4, countof(demoname) - 4, "%d", democount);
if (Wads.CheckNumForName (demoname) < 0)
{
demosequence = 0;
democount = 0;
// falls through to case 0 below
}
else
{
G_DeferedPlayDemo (demoname);
demosequence = 2;
break;
}
}
default:
case 0:
gamestate = GS_DEMOSCREEN;
pagename = gameinfo.titlePage;
pagetic = (int)(gameinfo.titleTime * TICRATE);
S_StartMusic (gameinfo.titleMusic);
demosequence = 3;
pagecount = 0;
C_HideConsole ();
break;
case 2:
pagetic = (int)(gameinfo.pageTime * TICRATE);
gamestate = GS_DEMOSCREEN;
if (pagecount == 0)
pagename = gameinfo.creditPage1;
else
pagename = gameinfo.creditPage2;
pagecount ^= 1;
demosequence = 1;
break;
}
if (pagename)
{
if (Page != NULL)
{
Page->Unload ();
}
Page = TexMan[pagename];
}
}
//==========================================================================
//
// D_StartTitle
//
//==========================================================================
void D_StartTitle (void)
{
gameaction = ga_nothing;
demosequence = -1;
D_AdvanceDemo ();
}
//==========================================================================
//
// Cmd_Endgame
//
// [RH] Quit the current game and go to fullscreen console
//
//==========================================================================
CCMD (endgame)
{
if (!netgame)
{
gameaction = ga_fullconsole;
demosequence = -1;
}
}
//==========================================================================
//
// D_AddFile
//
//==========================================================================
void D_AddFile (const char *file)
{
if (file == NULL)
{
return;
}
if (!FileExists (file))
{
const char *f = BaseFileSearch (file, ".wad");
if (f == NULL)
{
Printf ("Can't find '%s'\n", file);
return;
}
file = f;
}
wadlist_t *wad = (wadlist_t *)M_Malloc (sizeof(*wad) + strlen(file));
*wadtail = wad;
wad->next = NULL;
strcpy (wad->name, file);
wadtail = &wad->next;
}
//==========================================================================
//
// D_AddWildFile
//
//==========================================================================
void D_AddWildFile (const char *value)
{
const char *wadfile = BaseFileSearch (value, ".wad");
if (wadfile != NULL)
{
D_AddFile (wadfile);
}
else
{ // Try pattern matching
findstate_t findstate;
char path[PATH_MAX];
char *sep;
void *handle = I_FindFirst (value, &findstate);
strcpy (path, value);
sep = strrchr (path, '/');
if (sep == NULL)
{
sep = strrchr (path, '\\');
#ifdef _WIN32
if (sep == NULL && path[1] == ':')
{
sep = path + 1;
}
#endif
}
if (handle != ((void *)-1))
{
do
{
if (!(I_FindAttr(&findstate) & FA_DIREC))
{
if (sep == NULL)
{
D_AddFile (I_FindName (&findstate));
}
else
{
strcpy (sep+1, I_FindName (&findstate));
D_AddFile (path);
}
}
} while (I_FindNext (handle, &findstate) == 0);
}
I_FindClose (handle);
}
}
//==========================================================================
//
// D_AddConfigWads
//
// Adds all files in the specified config file section.
//
//==========================================================================
void D_AddConfigWads (const char *section)
{
if (GameConfig->SetSection (section))
{
const char *key;
const char *value;
FConfigFile::Position pos;
while (GameConfig->NextInSection (key, value))
{
if (stricmp (key, "Path") == 0)
{
// D_AddWildFile resets GameConfig's position, so remember it
GameConfig->GetPosition (pos);
D_AddWildFile (value);
// Reset GameConfig's position to get next wad
GameConfig->SetPosition (pos);
}
}
}
}
//==========================================================================
//
// D_AddDirectory
//
// Add all .wad files in a directory. Does not descend into subdirectories.
//
//==========================================================================
static void D_AddDirectory (const char *dir)
{
char curdir[PATH_MAX];
if (getcwd (curdir, PATH_MAX))
{
char skindir[PATH_MAX];
findstate_t findstate;
void *handle;
size_t stuffstart;
stuffstart = strlen (dir);
memcpy (skindir, dir, stuffstart*sizeof(*dir));
skindir[stuffstart] = 0;
if (skindir[stuffstart-1] == '/')
{
skindir[--stuffstart] = 0;
}
if (!chdir (skindir))
{
skindir[stuffstart++] = '/';
if ((handle = I_FindFirst ("*.wad", &findstate)) != (void *)-1)
{
do
{
if (!(I_FindAttr (&findstate) & FA_DIREC))
{
strcpy (skindir + stuffstart, I_FindName (&findstate));
D_AddFile (skindir);
}
} while (I_FindNext (handle, &findstate) == 0);
I_FindClose (handle);
}
}
chdir (curdir);
}
}
//==========================================================================
//
// SetIWAD
//
// Sets parameters for the game using the specified IWAD.
//==========================================================================
static void SetIWAD (const char *iwadpath, EIWADType type)
{
static const struct
{
GameMode_t Mode;
const gameinfo_t *Info;
GameMission_t Mission;
} Datas[NUM_IWAD_TYPES] = {
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
{ commercial, &TNTGameInfo, pack_tnt }, // Doom2TNT
{ commercial, &PlutoniaGameInfo, pack_plut }, // Doom2Plutonia
{ commercial, &HexenGameInfo, doom2 }, // Hexen
{ commercial, &HexenDKGameInfo, doom2 }, // HexenDK
{ commercial, &HexenGameInfo, doom2 }, // Hexen Demo
{ commercial, &CommercialGameInfo, doom2 }, // Doom2
{ shareware, &HereticSWGameInfo, doom }, // HereticShareware
{ retail, &HereticGameInfo, doom }, // HereticExtended
{ retail, &HereticGameInfo, doom }, // Heretic
{ shareware, &SharewareGameInfo, doom }, // DoomShareware
{ retail, &RetailGameInfo, doom }, // UltimateDoom
{ registered, &RegisteredGameInfo, doom }, // DoomRegistered
{ commercial, &StrifeGameInfo, doom2 }, // Strife
{ commercial, &StrifeTeaserGameInfo, doom2 }, // StrifeTeaser
{ commercial, &StrifeTeaser2GameInfo, doom2 }, // StrifeTeaser2
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
{ commercial, &CommercialGameInfo, doom2 }, // FreeDoom
{ shareware, &SharewareGameInfo, doom }, // FreeDoom1
{ commercial, &CommercialGameInfo, doom2 }, // FreeDM
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
{ registered, &ChexGameInfo, doom }, // Chex Quest
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
{ registered, &Chex3GameInfo, doom }, // Chex Quest 3
};
D_AddFile (iwadpath);
if ((unsigned)type < NUM_IWAD_TYPES)
{
gamemode = Datas[type].Mode;
gameinfo = *Datas[type].Info;
gamemission = Datas[type].Mission;
if (type == IWAD_HereticExtended)
{
gameinfo.flags |= GI_MENUHACK_EXTENDED;
}
}
else
{
gamemode = undetermined;
}
}
//==========================================================================
//
// ScanIWAD
//
// Scan the contents of an IWAD to determine which one it is
//==========================================================================
static EIWADType ScanIWAD (const char *iwad)
{
static const char checklumps[][8] =
{
"E1M1",
"E4M2",
"MAP01",
"MAP40",
"MAP60",
"TITLE",
"REDTNT2",
"CAMO1",
{ 'E','X','T','E','N','D','E','D'},
"ENDSTRF",
"MAP33",
"INVCURS",
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
{ 'F','R','E','E','D','O','O','M' },
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
"W94_1",
{ 'P','O','S','S','H','0','M','0' },
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
"CYCLA1",
"FLMBA1",
"MAPINFO",
"E2M1","E2M2","E2M3","E2M4","E2M5","E2M6","E2M7","E2M8","E2M9",
"E3M1","E3M2","E3M3","E3M4","E3M5","E3M6","E3M7","E3M8","E3M9",
"DPHOOF","BFGGA0","HEADA1","CYBRA1",
{ 'S','P','I','D','A','1','D','1' },
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
};
#define NUM_CHECKLUMPS (sizeof(checklumps)/8)
enum
{
Check_e1m1,
Check_e4m1,
Check_map01,
Check_map40,
Check_map60,
Check_title,
Check_redtnt2,
Check_cam01,
Check_Extended,
Check_endstrf,
Check_map33,
Check_invcurs,
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
Check_FreeDoom,
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
Check_W94_1,
Check_POSSH0M0,
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
Check_Cycla1,
Check_Flmba1,
Check_Mapinfo,
Check_e2m1
};
int lumpsfound[NUM_CHECKLUMPS];
size_t i;
wadinfo_t header;
FILE *f;
memset (lumpsfound, 0, sizeof(lumpsfound));
if ( (f = fopen (iwad, "rb")) )
{
fread (&header, sizeof(header), 1, f);
if (header.Magic == IWAD_ID || header.Magic == PWAD_ID)
{
header.NumLumps = LittleLong(header.NumLumps);
if (0 == fseek (f, LittleLong(header.InfoTableOfs), SEEK_SET))
{
for (i = 0; i < (size_t)header.NumLumps; i++)
{
wadlump_t lump;
size_t j;
if (0 == fread (&lump, sizeof(lump), 1, f))
break;
for (j = 0; j < NUM_CHECKLUMPS; j++)
if (strnicmp (lump.Name, checklumps[j], 8) == 0)
lumpsfound[j]++;
}
}
}
fclose (f);
}
if (lumpsfound[Check_title] && lumpsfound[Check_map60])
{
return IWAD_HexenDK;
}
else if (lumpsfound[Check_map33] && lumpsfound[Check_endstrf])
{
if (lumpsfound[Check_map01])
{
return IWAD_Strife;
}
else if (lumpsfound[Check_invcurs])
{
return IWAD_StrifeTeaser2;
}
else
{
return IWAD_StrifeTeaser;
}
}
else if (lumpsfound[Check_map01])
{
if (lumpsfound[Check_redtnt2])
{
return IWAD_Doom2TNT;
}
else if (lumpsfound[Check_cam01])
{
return IWAD_Doom2Plutonia;
}
else
{
if (lumpsfound[Check_title])
{
if (lumpsfound[Check_map40])
{
return IWAD_Hexen;
}
else
{
return IWAD_HexenDemo;
}
}
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
else if (lumpsfound[Check_FreeDoom])
{
// Is there a 100% reliable way to tell FreeDoom and FreeDM
// apart based solely on the lump names?
if (strstr(iwad, "freedm.wad") || strstr(iwad, "FREEDM.WAD"))
{
return IWAD_FreeDM;
}
else
{
return IWAD_FreeDoom;
}
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
}
else
{
return IWAD_Doom2;
}
}
}
else if (lumpsfound[Check_e1m1])
{
if (lumpsfound[Check_title])
{
if (!lumpsfound[Check_e2m1])
{
return IWAD_HereticShareware;
}
else
{
if (lumpsfound[Check_Extended])
{
return IWAD_HereticExtended;
}
else
{
return IWAD_Heretic;
}
}
}
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
else if (lumpsfound[Check_Cycla1] && lumpsfound[Check_Flmba1])
{
if (!lumpsfound[Check_Mapinfo])
{
// The original release won't work without its hacked custom EXE.
//I_FatalError("Found an incompatible version of Chex Quest 3");
return NUM_IWAD_TYPES; // Can't use it.
}
return IWAD_ChexQuest3;
}
else
{
for (i = Check_e2m1; i < NUM_CHECKLUMPS; i++)
{
if (!lumpsfound[i])
{
if (lumpsfound[Check_FreeDoom])
{
return IWAD_FreeDoom1;
}
else
{
return IWAD_DoomShareware;
}
}
}
if (i == NUM_CHECKLUMPS)
{
if (lumpsfound[Check_e4m1])
{
- Fixed: player.damagescreencolor was not implemented for the GL renderer. Update to ZDoom r1190: - Gave the PlayerPawn base class a default damage fade color instead of hacking it into the actor when actually used. - Fixed: The DamageFade color was not saved in savegames. - Added Blzut3's patch for a real Chex Quest game mode. - Fixed: SKIP_SUPER doesn't work for inventory items so it must be disabled for them - Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used in the gameinfo. - Fixed: Default blood color is no longer red so P_DrawSplash2 must get it from the gameinfo instead. - Added new French language texts by DoomKn1ght_. - Blood default color is set in the gameinfo now so that Chex Quest can default to green instead of red. - Fixed: The version of CheckNumForFullName that checks for a specific WAD did not work. - Moved MAPINFO names into gameinfo structure. - Added Chex Quest support. Credits go to fraggle for creating a Dehacked patch that does most of the work. The rest includes a new MAPINFO and removal of the drop items from the monsters being used. - Added Win64 support to the crash report generator. (Pity that Win32 cannot be as informative.) - Added and fixed Boss death submission for random spawner. - Added functions to FActorInfo that can set the damage factors and pain chances to reduce the chance of new errors when working with these features. - Fixed: The handling of the deprecated FIRERESIST flag didn't work. There were 3 problems: * Actor defaults have no class information so HandleDeprecatedFlags needs to be passed a pointer to the ActorInfo. * The DamageFactors list is only created when needed so the code needs to check if it already exists. * damage factors are stored as fixed_t but this set a float. - Fixed: Timidity::Renderer::reset_voices() must completely zero the voices. Because this wasn't done, note_on() could try to access the sample for a voice that had never been played yet and access random memory. There may be other places where it's a problem, but this is where I noticed it, by chance. - Added a traditional Strife color set for the automap. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-01 19:08:19 +00:00
if (lumpsfound[Check_W94_1] && lumpsfound[Check_POSSH0M0])
{
return IWAD_ChexQuest;
}
else
{
return IWAD_UltimateDoom;
}
}
else
{
return IWAD_DoomRegistered;
}
}
}
}
return NUM_IWAD_TYPES; // Don't know
}
//==========================================================================
//
// CheckIWAD
//
// Tries to find an IWAD from a set of known IWAD names, and checks the
// contents of each one found to determine which game it belongs to.
// Returns the number of new wads found in this pass (does not count wads
// found from a previous call).
//
//==========================================================================
static int CheckIWAD (const char *doomwaddir, WadStuff *wads)
{
const char *slash;
int i;
int numfound;
numfound = 0;
slash = (doomwaddir[0] && doomwaddir[strlen (doomwaddir)-1] != '/') ? "/" : "";
// Search for a pre-defined IWAD
for (i = IWADNames[0] ? 0 : 1; IWADNames[i]; i++)
{
if (wads[i].Path.IsEmpty())
{
FString iwad;
iwad.Format ("%s%s%s", doomwaddir, slash, IWADNames[i]);
FixPathSeperator (iwad.LockBuffer());
iwad.UnlockBuffer();
if (FileExists (iwad))
{
wads[i].Type = ScanIWAD (iwad);
if (wads[i].Type != NUM_IWAD_TYPES)
{
wads[i].Path = iwad;
numfound++;
}
}
}
}
return numfound;
}
//==========================================================================
//
// ExpandEnvVars
//
// Expands environment variable references in a string. Intended primarily
// for use with IWAD search paths in config files.
//
//==========================================================================
static FString ExpandEnvVars(const char *searchpathstring)
{
static const char envvarnamechars[] =
"01234567890"
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"_"
"abcdefghijklmnopqrstuvwxyz";
if (searchpathstring == NULL)
return FString ("");
const char *dollar = strchr (searchpathstring,'$');
if (dollar == NULL)
{
return FString (searchpathstring);
}
const char *nextchars = searchpathstring;
FString out = FString (searchpathstring, dollar - searchpathstring);
while ( (dollar != NULL) && (*nextchars != 0) )
{
size_t length = strspn(dollar + 1, envvarnamechars);
if (length != 0)
{
FString varname = FString (dollar + 1, length);
if (stricmp (varname, "progdir") == 0)
{
out += progdir;
}
else
{
char *varvalue = getenv (varname);
if ( (varvalue != NULL) && (strlen(varvalue) != 0) )
{
out += varvalue;
}
}
}
else
{
out += '$';
}
nextchars = dollar + length + 1;
dollar = strchr (nextchars, '$');
if (dollar != NULL)
{
out += FString (nextchars, dollar - nextchars);
}
}
if (*nextchars != 0)
{
out += nextchars;
}
return out;
}
//==========================================================================
//
// CheckIWADinEnvDir
//
// Checks for an IWAD in a path that contains one or more environment
// variables.
//
//==========================================================================
static int CheckIWADinEnvDir (const char *str, WadStuff *wads)
{
FString expanded = ExpandEnvVars (str);
if (!expanded.IsEmpty())
{
char *dir = expanded.LockBuffer ();
FixPathSeperator (dir);
expanded.UnlockBuffer ();
if (expanded[expanded.Len() - 1] != '/')
{
expanded += '/';
}
return CheckIWAD (expanded, wads);
}
return false;
}
//==========================================================================
//
// IdentifyVersion
//
// Tries to find an IWAD in one of four directories under DOS or Win32:
// 1. Current directory
// 2. Executable directory
// 3. $DOOMWADDIR
// 4. $HOME
//
// Under UNIX OSes, the search path is:
// 1. Current directory
// 2. $DOOMWADDIR
// 3. $HOME/.zdoom
// 4. The share directory defined at compile time (/usr/local/share/zdoom)
//
// The search path can be altered by editing the IWADSearch.Directories
// section of the config file.
//
//==========================================================================
static EIWADType IdentifyVersion (const char *zdoom_wad)
{
WadStuff wads[countof(IWADNames)];
size_t foundwads[NUM_IWAD_TYPES] = { 0 };
const char *iwadparm = Args->CheckValue ("-iwad");
size_t numwads;
int pickwad;
size_t i;
bool iwadparmfound = false;
FString custwad;
if (iwadparm)
{
custwad = iwadparm;
FixPathSeperator (custwad.LockBuffer());
if (CheckIWAD (custwad, wads))
{ // -iwad parameter was a directory
iwadparm = NULL;
}
else
{
DefaultExtension (custwad, ".wad");
iwadparm = custwad;
IWADNames[0] = iwadparm;
CheckIWAD ("", wads);
}
}
if (iwadparm == NULL || wads[0].Path.IsEmpty())
{
if (GameConfig->SetSection ("IWADSearch.Directories"))
{
const char *key;
const char *value;
while (GameConfig->NextInSection (key, value))
{
if (stricmp (key, "Path") == 0)
{
if (strchr (value, '$') != NULL)
{
CheckIWADinEnvDir (value, wads);
}
#ifdef unix
else if (*value == '~' && (*(value + 1) == 0 || *(value + 1) == '/'))
{
FString homepath = GetUserFile (*(value + 1) ? value + 2 : value + 1, true);
CheckIWAD (homepath, wads);
}
#endif
else
{
CheckIWAD (value, wads);
}
}
}
}
#ifdef _WIN32
FString steam_path = I_GetSteamPath();
if (steam_path.IsNotEmpty())
{
static const char *const steam_dirs[] =
{
"doom 2/base",
"final doom/base",
"heretic shadow of the serpent riders/base",
"hexen/base",
"hexen deathkings of the dark citadel/base",
"ultimate doom/base"
};
steam_path += "/SteamApps/common/";
for (i = 0; i < countof(steam_dirs); ++i)
{
CheckIWAD (steam_path + steam_dirs[i], wads);
}
}
#endif
}
if (iwadparm != NULL && !wads[0].Path.IsEmpty())
{
iwadparmfound = true;
}
for (i = numwads = 0; i < countof(IWADNames); i++)
{
if (!wads[i].Path.IsEmpty())
{
if (i != numwads)
{
wads[numwads] = wads[i];
}
foundwads[wads[numwads].Type] = numwads + 1;
numwads++;
}
}
if (foundwads[IWAD_HexenDK] && !foundwads[IWAD_Hexen])
{ // Cannot play Hexen DK without Hexen
size_t kill = foundwads[IWAD_HexenDK];
for (i = kill; i < numwads; ++i)
{
wads[i - 1] = wads[i];
}
numwads--;
foundwads[IWAD_HexenDK] = 0;
for (i = 0; i < NUM_IWAD_TYPES; ++i)
{
if (foundwads[i] > kill)
{
foundwads[i]--;
}
}
}
if (numwads == 0)
{
I_FatalError ("Cannot find a game IWAD (doom.wad, doom2.wad, heretic.wad, etc.).\n"
"Did you install ZDoom properly? You can do either of the following:\n"
"\n"
"1. Place one or more of these wads in the same directory as ZDoom.\n"
"2. Edit your zdoom-username.ini and add the directories of your iwads\n"
"to the list beneath [IWADSearch.Directories]");
}
pickwad = 0;
if (!iwadparmfound && numwads > 1)
{
int defiwad = 0;
// Locate the user's prefered IWAD, if it was found.
if (defaultiwad[0] != '\0')
{
for (i = 0; i < numwads; ++i)
{
FString basename = ExtractFileBase (wads[i].Path);
if (stricmp (basename, defaultiwad) == 0)
{
defiwad = (int)i;
break;
}
}
}
pickwad = I_PickIWad (wads, (int)numwads, queryiwad, defiwad);
if (pickwad >= 0)
{
// The newly selected IWAD becomes the new default
FString basename = ExtractFileBase (wads[pickwad].Path);
defaultiwad = basename;
}
}
if (pickwad < 0)
exit (0);
// zdoom.pk3 must always be the first file loaded and the IWAD second.
D_AddFile (zdoom_wad);
if (wads[pickwad].Type == IWAD_HexenDK)
{ // load hexen.wad before loading hexdd.wad
D_AddFile (wads[foundwads[IWAD_Hexen]-1].Path);
}
SetIWAD (wads[pickwad].Path, wads[pickwad].Type);
if (wads[pickwad].Type == IWAD_Strife)
{ // Try to load voices.wad along with strife1.wad
long lastslash = wads[pickwad].Path.LastIndexOf ('/');
FString path;
if (lastslash == -1)
{
path = "";// wads[pickwad].Path;
}
else
{
path = FString (wads[pickwad].Path.GetChars(), lastslash + 1);
}
path += "voices.wad";
D_AddFile (path);
}
return wads[pickwad].Type;
}
//==========================================================================
//
// BaseFileSearch
//
// If a file does not exist at <file>, looks for it in the directories
// specified in the config file. Returns the path to the file, if found,
// or NULL if it could not be found.
//
//==========================================================================
static const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir)
{
static char wad[PATH_MAX];
if (lookfirstinprogdir)
{
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 (wad, countof(wad), "%s%s%s", progdir.GetChars(), progdir[progdir.Len() - 1] != '/' ? "/" : "", file);
if (FileExists (wad))
{
return wad;
}
}
if (FileExists (file))
{
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 (wad, countof(wad), "%s", file);
return wad;
}
if (GameConfig->SetSection ("FileSearch.Directories"))
{
const char *key;
const char *value;
while (GameConfig->NextInSection (key, value))
{
if (stricmp (key, "Path") == 0)
{
const char *dir;
FString homepath;
if (*value == '$')
{
if (stricmp (value + 1, "progdir") == 0)
{
dir = progdir;
}
else
{
dir = getenv (value + 1);
}
}
#ifdef unix
else if (*value == '~' && (*(value + 1) == 0 || *(value + 1) == '/'))
{
homepath = GetUserFile (*(value + 1) ? value + 2 : value + 1, true);
dir = homepath;
}
#endif
else
{
dir = value;
}
if (dir != NULL)
{
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
mysnprintf (wad, countof(wad), "%s%s%s", dir, dir[strlen (dir) - 1] != '/' ? "/" : "", file);
if (FileExists (wad))
{
return wad;
}
}
}
}
}
// Retry, this time with a default extension
if (ext != NULL)
{
FString tmp = file;
DefaultExtension (tmp, ext);
return BaseFileSearch (tmp, NULL);
}
return NULL;
}
//==========================================================================
//
// ConsiderPatches
//
// Tries to add any deh/bex patches from the command line.
//
//==========================================================================
bool ConsiderPatches (const char *arg, const char *ext)
{
bool noDef = false;
DArgs *files = Args->GatherFiles (arg, ext, false);
if (files->NumArgs() > 0)
{
int i;
const char *f;
for (i = 0; i < files->NumArgs(); ++i)
{
if ( (f = BaseFileSearch (files->GetArg (i), ".deh")) )
DoDehPatch (f, false);
else if ( (f = BaseFileSearch (files->GetArg (i), ".bex")) )
DoDehPatch (f, false);
}
noDef = true;
}
files->Destroy();
return noDef;
}
//==========================================================================
//
// D_LoadWadSettings
//
// Parses any loaded KEYCONF lumps. These are restricted console scripts
// that can only execute the alias, defaultbind, addkeysection,
// addmenukey, weaponsection, and addslotdefault commands.
//
//==========================================================================
void D_LoadWadSettings ()
{
char cmd[4096];
int lump, lastlump = 0;
ParsingKeyConf = true;
while ((lump = Wads.FindLump ("KEYCONF", &lastlump)) != -1)
{
FMemLump data = Wads.ReadLump (lump);
const char *eof = (char *)data.GetMem() + Wads.LumpLength (lump);
const char *conf = (char *)data.GetMem();
while (conf < eof)
{
size_t i;
// Fetch a line to execute
for (i = 0; conf + i < eof && conf[i] != '\n'; ++i)
{
cmd[i] = conf[i];
}
cmd[i] = 0;
conf += i;
if (*conf == '\n')
{
conf++;
}
// Comments begin with //
char *stop = cmd + i - 1;
char *comment = cmd;
int inQuote = 0;
if (*stop == '\r')
*stop-- = 0;
while (comment < stop)
{
if (*comment == '\"')
{
inQuote ^= 1;
}
else if (!inQuote && *comment == '/' && *(comment + 1) == '/')
{
break;
}
comment++;
}
if (comment == cmd)
{ // Comment at line beginning
continue;
}
else if (comment < stop)
{ // Comment in middle of line
*comment = 0;
}
AddCommandString (cmd);
}
}
ParsingKeyConf = false;
}
//==========================================================================
//
// D_MultiExec
//
//==========================================================================
void D_MultiExec (DArgs *list, bool usePullin)
{
for (int i = 0; i < list->NumArgs(); ++i)
{
C_ExecFile (list->GetArg (i), usePullin);
}
}
//==========================================================================
//
// D_DoomMain
//
//==========================================================================
void D_DoomMain (void)
{
int p, flags;
char *v;
const char *wad;
DArgs *execFiles;
const IWADInfo *iwad_info;
srand(I_MSTime());
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
// Set the FPU precision to 53 significant bits. This is the default
// for Visual C++, but not for GCC, so some slight math variances
// might crop up if we leave it alone.
#if defined(_FPU_GETCW)
{
int cw;
_FPU_GETCW(cw);
cw = (cw & ~_FPU_EXTENDED) | _FPU_DOUBLE;
_FPU_SETCW(cw);
}
#elif defined(_PC_53)
// On the x64 architecture, changing the floating point precision is not supported.
#ifndef _WIN64
int cfp = _control87(_PC_53, _MCW_PC);
#endif
#endif
PClass::StaticInit ();
atterm (C_DeinitConsole);
gamestate = GS_STARTUP;
SetLanguageIDs ();
rngseed = (DWORD)time (NULL);
FRandom::StaticClearRandom ();
M_FindResponseFile ();
Printf ("M_LoadDefaults: Load system defaults.\n");
M_LoadDefaults (); // load before initing other systems
// [RH] Make sure zdoom.pk3 is always loaded,
// as it contains magic stuff we need.
wad = BaseFileSearch (BASEWAD, NULL, true);
if (wad == NULL)
{
I_FatalError ("Cannot find " BASEWAD);
}
iwad_info = &IWADInfos[IdentifyVersion(wad)];
I_SetIWADInfo(iwad_info);
GameConfig->DoGameSetup (GameNames[gameinfo.gametype]);
if (!(gameinfo.flags & GI_SHAREWARE))
{
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
FString file;
// [RH] zvox.wad - A wad I had intended to be automatically generated
// from Q2's pak0.pak so the female and cyborg player could have
// voices. I never got around to writing the utility to do it, though.
// And I probably never will now. But I know at least one person uses
// it for something else, so this gets to stay here.
wad = BaseFileSearch ("zvox.wad", NULL);
if (wad)
D_AddFile (wad);
// [RH] Add any .wad files in the skins directory
#ifdef unix
file = SHARE_DIR;
#else
file = progdir;
#endif
file += "skins";
D_AddDirectory (file);
const char *home = getenv ("HOME");
if (home)
{
file = home;
if (home[strlen(home) - 1] != '/')
{
file += '/';
}
file += ".zdoom/skins";
D_AddDirectory (file);
}
// Add common (global) wads
D_AddConfigWads ("Global.Autoload");
// Add game-specific wads
file = GameNames[gameinfo.gametype];
file += ".Autoload";
D_AddConfigWads (file);
// Add IWAD-specific wads
if (iwad_info->Autoname != NULL)
{
file = iwad_info->Autoname;
file += ".Autoload";
D_AddConfigWads(file);
}
}
// Run automatically executed files
execFiles = new DArgs;
GameConfig->AddAutoexec (execFiles, GameNames[gameinfo.gametype]);
D_MultiExec (execFiles, true);
execFiles->Destroy();
// Run .cfg files at the start of the command line.
execFiles = Args->GatherFiles (NULL, ".cfg", false);
D_MultiExec (execFiles, true);
execFiles->Destroy();
C_ExecCmdLineParams (); // [RH] do all +set commands on the command line
DArgs *files = Args->GatherFiles ("-file", ".wad", true);
DArgs *files1 = Args->GatherFiles (NULL, ".zip", false);
DArgs *files2 = Args->GatherFiles (NULL, ".pk3", false);
DArgs *files3 = Args->GatherFiles (NULL, ".txt", false);
if (files->NumArgs() > 0 || files1->NumArgs() > 0 || files2->NumArgs() > 0 || files3->NumArgs() > 0)
{
// Check for -file in shareware
if (gameinfo.flags & GI_SHAREWARE)
{
I_FatalError ("You cannot -file with the shareware version. Register!");
}
// the files gathered are wadfile/lump names
for (int i = 0; i < files->NumArgs(); i++)
{
D_AddWildFile (files->GetArg (i));
}
for (int i = 0; i < files1->NumArgs(); i++)
{
D_AddWildFile (files1->GetArg (i));
}
for (int i = 0; i < files2->NumArgs(); i++)
{
D_AddWildFile (files2->GetArg (i));
}
for (int i = 0; i < files3->NumArgs(); i++)
{
D_AddWildFile (files3->GetArg (i));
}
}
files->Destroy();
files1->Destroy();
files2->Destroy();
files3->Destroy();
Printf ("W_Init: Init WADfiles.\n");
Wads.InitMultipleFiles (&wadfiles);
// [RH] Initialize localizable strings.
GStrings.LoadStrings (false);
// [RH] Moved these up here so that we can do most of our
// startup output in a fullscreen console.
CT_Init ();
Printf ("I_Init: Setting up machine state.\n");
I_Init ();
Printf ("V_Init: allocate screen.\n");
V_Init ();
// Base systems have been inited; enable cvar callbacks
FBaseCVar::EnableCallbacks ();
Printf ("S_Init: Setting up sound.\n");
S_Init ();
Printf ("ST_Init: Init startup screen.\n");
StartScreen = FStartupScreen::CreateInstance (R_GuesstimateNumTextures() + 5);
Printf ("P_Init: Checking cmd-line parameters...\n");
flags = dmflags;
if (Args->CheckParm ("-nomonsters")) flags |= DF_NO_MONSTERS;
if (Args->CheckParm ("-respawn")) flags |= DF_MONSTERS_RESPAWN;
if (Args->CheckParm ("-fast")) flags |= DF_FAST_MONSTERS;
devparm = !!Args->CheckParm ("-devparm");
if (Args->CheckParm ("-altdeath"))
{
deathmatch = 1;
flags |= DF_ITEMS_RESPAWN;
}
else if (Args->CheckParm ("-deathmatch"))
{
deathmatch = 1;
flags |= DF_WEAPONS_STAY | DF_ITEMS_RESPAWN;
}
dmflags = flags;
// get skill / episode / map from parms
if (gameinfo.gametype != GAME_Hexen)
{
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
startmap = (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1";
}
else
{
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
startmap = "&wt@01";
}
autostart = false;
const char *val = Args->CheckValue ("-skill");
if (val)
{
gameskill = val[0] - '1';
autostart = true;
}
p = Args->CheckParm ("-warp");
if (p && p < Args->NumArgs() - 1)
{
int ep, map;
if (gameinfo.flags & GI_MAPxx)
{
ep = 1;
map = atoi (Args->GetArg(p+1));
}
else
{
ep = atoi (Args->GetArg(p+1));
map = p < Args->NumArgs() - 2 ? atoi (Args->GetArg(p+2)) : 10;
if (map < 1 || map > 9)
{
map = ep;
ep = 1;
}
}
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
startmap = CalcMapName (ep, map);
autostart = true;
}
// [RH] Hack to handle +map
p = Args->CheckParm ("+map");
if (p && p < Args->NumArgs()-1)
{
- Fixed: The players were not added to FS's list of spawned things. - Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
if (!P_CheckMapData(Args->GetArg (p+1)))
{
Printf ("Can't find map %s\n", Args->GetArg (p+1));
}
else
{
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
startmap = Args->GetArg (p + 1);
Args->GetArg (p)[0] = '-';
autostart = true;
}
}
if (devparm)
{
Printf (GStrings("D_DEVSTR"));
}
#ifndef unix
// We do not need to support -cdrom under Unix, because all the files
// that would go to c:\\zdoomdat are already stored in .zdoom inside
// the user's home directory.
if (Args->CheckParm("-cdrom"))
{
Printf (GStrings("D_CDROM"));
mkdir (CDROM_DIR, 0);
}
#endif
// turbo option // [RH] (now a cvar)
{
UCVarValue value;
static char one_hundred[] = "100";
value.String = Args->CheckValue ("-turbo");
if (value.String == NULL)
value.String = one_hundred;
else
Printf ("turbo scale: %s%%\n", value.String);
turbo.SetGenericRepDefault (value, CVAR_String);
}
v = Args->CheckValue ("-timer");
if (v)
{
double time = strtod (v, NULL);
Printf ("Levels will end after %g minute%s.\n", time, time > 1 ? "s" : "");
timelimit = (float)time;
}
v = Args->CheckValue ("-avg");
if (v)
{
Printf ("Austin Virtual Gaming: Levels will end after 20 minutes\n");
timelimit = 20.f;
}
//
// Build status bar line!
//
if (deathmatch)
StartScreen->AppendStatusLine("DeathMatch...");
if (dmflags & DF_NO_MONSTERS)
StartScreen->AppendStatusLine("No Monsters...");
if (dmflags & DF_MONSTERS_RESPAWN)
StartScreen->AppendStatusLine("Respawning...");
if (autostart)
{
FString temp;
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
temp.Format ("Warp to map %s, Skill %d ", startmap.GetChars(), gameskill + 1);
StartScreen->AppendStatusLine(temp);
}
// [RH] Parse through all loaded mapinfo lumps
Printf ("G_ParseMapInfo: Load map definitions.\n");
G_ParseMapInfo ();
// [RH] Parse any SNDINFO lumps
Printf ("S_InitData: Load sound definitions.\n");
S_InitData ();
Update to ZDoom r1246: - Used the one unused byte in the state structure as a flag to tell what type the NextState parameter is. The code did some rather unsafe checks with it to determine its type. - moved all state related code into a new file: p_states.cpp. - merged all FindState functions. All the different variations are now inlined and call the same function to do the real work. - did some code cleanup and reorganization in thingdef.cpp. - Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation. - To get the game name the screenshot code might as well use the globally available GameNames array instead of creating its own list. - Moved backpack names for cheat into gameinfo. - Fixed: SNDINFO must be loaded before the textures. However, this required some changes to the MAPINFO parser which tried to access the texture manager to check if the level name patches exist. That check had to be moved to where the intermission screen is set up. - Fixed: 'bloodcolor' ignored the first parameter value when given a list of integers. Please note that this creates an incompatibility between old and new versions so if you want to create something that works with both 2.2.0 and current versions better use the string format version for the color parameter! - Rewrote the DECORATE property parser so that the parser is completely separated from the property handlers. This should allow reuse of all the handler code for a new format if Doomscript requires one. - Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's defaults were larger than the parent's. - Moved A_ChangeFlag to thingdef_codeptr.cpp. - Moved translation related code from thingdef_properties.cpp to r_translate.cpp and rewrote the translation parser to use FScanner instead of strtol. - replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency. Since this was never used outside zdoom.pk3 it's not critical. - Removed support for game specific pickup messages because the only thing this was ever used for - Raven's invulnerability item - has already been split up into a Heretic and Hexen version. - Fixed: The Timidity config parser always tried to process the note number, even if it wasn't specified. - Fixed: When UpdateJoystickMenu() modifies the menu items for different controllers, the joystick axis selectors need to NULL the d.graycheck field, since this is shared by the axis sensitivity sliders' step values. - Fixed: The crosshair must be initialized after the texture manager because on the fly texture creation for graphics patches is no longer supported. - Fixed a few Linux compile errors. - Changed: Replaced weapons should not be given by generic cheats, only when explicitly giving them. - Changed 'give weapon' cheat so that in single player it only gives weapons belonging to the current game or are placed in a weapon slot to avoid giving the Chex Quest weapons in Doom and vice versa. - Fixed: The texture manager must be the first thing to be initialized because MAPINFO and DECORATE both can reference textures and letting them create their own textures is not safe. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@181 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-23 21:41:49 +00:00
Printf ("Texman.Init: Init texture manager.\n");
TexMan.Init();
// Now that all textues have been loaded the crosshair can be initialized.
crosshair.Callback ();
// [CW] Parse any TEAMINFO lumps
Printf ("TEAMINFO_Init: Load team definitions.\n");
TEAMINFO_Init ();
FActorInfo::StaticInit ();
// Now that all actors have been defined we can finally set up the weapon slots
GameConfig->DoWeaponSetup (GameNames[gameinfo.gametype]);
// [GRB] Initialize player class list
SetupPlayerClasses ();
// [RH] Load custom key and weapon settings from WADs
D_LoadWadSettings ();
// [GRB] Check if someone used clearplayerclasses but not addplayerclass
if (PlayerClasses.Size () == 0)
{
I_FatalError ("No player classes defined");
}
StartScreen->Progress ();
Printf ("R_Init: Init %s refresh subsystem.\n", GameNames[gameinfo.gametype]);
StartScreen->LoadingStatus ("Loading graphics", 0x3f);
R_Init ();
Printf ("DecalLibrary: Load decals.\n");
DecalLibrary.Clear ();
DecalLibrary.ReadAllDecals ();
// [RH] Try adding .deh and .bex files on the command line.
// If there are none, try adding any in the config file.
//if (gameinfo.gametype == GAME_Doom)
{
if (!ConsiderPatches ("-deh", ".deh") &&
!ConsiderPatches ("-bex", ".bex") &&
(gameinfo.gametype == GAME_Doom) &&
GameConfig->SetSection ("Doom.DefaultDehacked"))
{
const char *key;
const char *value;
while (GameConfig->NextInSection (key, value))
{
if (stricmp (key, "Path") == 0 && FileExists (value))
{
Printf ("Applying patch %s\n", value);
DoDehPatch (value, true);
}
}
}
DoDehPatch (NULL, true); // See if there's a patch in a PWAD
FinishDehPatch (); // Create replacements for dehacked pickups
}
FActorInfo::StaticSetActorNums ();
// [RH] User-configurable startup strings. Because BOOM does.
static const char *startupString[5] = {
"STARTUP1", "STARTUP2", "STARTUP3", "STARTUP4", "STARTUP5"
};
for (p = 0; p < 5; ++p)
{
const char *str = GStrings[startupString[p]];
if (str != NULL && str[0] != '\0')
{
Printf ("%s\n", str);
}
}
//Added by MC:
DArgs *bots = Args->GatherFiles("-bots", "", false);
for (p = 0; p < bots->NumArgs(); ++p)
{
bglobal.getspawned.Push(bots->GetArg(p));
}
bglobal.spawn_tries = 0;
bglobal.wanted_botnum = bglobal.getspawned.Size();
Printf ("M_Init: Init miscellaneous info.\n");
M_Init ();
Printf ("P_Init: Init Playloop state.\n");
StartScreen->LoadingStatus ("Init game engine", 0x3f);
P_Init ();
Update to ZDoom r813, including: - Added copyright/license headers to a few files. - Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the proper object type. - Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo. - Removed dobject.err from the repository. It only contained a list of compiler errors for some very old version of dobject.cpp. - Fixed: A_JumpIfCloser was missing a z-check. - Added Blzut3's SBARINFO update #13: - Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp - Rewrote the mug shot system for SBarInfo to allow for scripting and custom states for different means of death. - SBarInfo now loads all SBarInfo lumps instead of just the last one. Clashing status bar definitions will now be cleared before the bar is read. - Fixed: When using transparency with bars the new drawing method (bg over fg) didn't work. In the case that the border value is set to 0 it will revert to the old method (fg over bg). - Fixed: drawbar lost any high res information it was given. - Added: ACS command SetMugShotState(str state) which sets the mug shot state for the activating player. - Added: keepoffsets flag to drawbar. When set the offsets in the fg image will also be applied when displaying the bar. - Fixed the TArray serializer declaration. (Thank you for your warnings, GCC! ;-) - Changed root sector marking so that it can happen incrementally. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@62 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-19 11:19:03 +00:00
//SBarInfo support.
Update to ZDoom r813, including: - Added copyright/license headers to a few files. - Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the proper object type. - Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo. - Removed dobject.err from the repository. It only contained a list of compiler errors for some very old version of dobject.cpp. - Fixed: A_JumpIfCloser was missing a z-check. - Added Blzut3's SBARINFO update #13: - Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp - Rewrote the mug shot system for SBarInfo to allow for scripting and custom states for different means of death. - SBarInfo now loads all SBarInfo lumps instead of just the last one. Clashing status bar definitions will now be cleared before the bar is read. - Fixed: When using transparency with bars the new drawing method (bg over fg) didn't work. In the case that the border value is set to 0 it will revert to the old method (fg over bg). - Fixed: drawbar lost any high res information it was given. - Added: ACS command SetMugShotState(str state) which sets the mug shot state for the activating player. - Added: keepoffsets flag to drawbar. When set the offsets in the fg image will also be applied when displaying the bar. - Fixed the TArray serializer declaration. (Thank you for your warnings, GCC! ;-) - Changed root sector marking so that it can happen incrementally. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@62 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-19 11:19:03 +00:00
SBarInfo::Load();
Printf ("D_CheckNetGame: Checking network game status.\n");
StartScreen->LoadingStatus ("Checking network game status.", 0x3f);
D_CheckNetGame ();
// [RH] Lock any cvars that should be locked now that we're
// about to begin the game.
FBaseCVar::EnableNoSet ();
// [RH] Run any saved commands from the command line or autoexec.cfg now.
gamestate = GS_FULLCONSOLE;
Net_NewMakeTic ();
DThinker::RunThinkers ();
gamestate = GS_STARTUP;
// start the apropriate game based on parms
v = Args->CheckValue ("-record");
if (v)
{
G_RecordDemo (v);
autostart = true;
}
delete StartScreen;
StartScreen = NULL;
V_Init2();
files = Args->GatherFiles ("-playdemo", ".lmp", false);
if (files->NumArgs() > 0)
{
singledemo = true; // quit after one demo
G_DeferedPlayDemo (files->GetArg (0));
D_DoomLoop (); // never returns
}
files->Destroy();
v = Args->CheckValue ("-timedemo");
if (v)
{
G_TimeDemo (v);
D_DoomLoop (); // never returns
}
v = Args->CheckValue ("-loadgame");
if (v)
{
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
FString file(v);
FixPathSeperator (file);
DefaultExtension (file, ".zds");
G_LoadGame (file);
}
if (gameaction != ga_loadgame)
{
if (autostart || netgame)
{
// Do not do any screenwipes when autostarting a game.
NoWipe = 35;
CheckWarpTransMap (startmap, true);
if (demorecording)
G_BeginRecording (startmap);
G_InitNew (startmap, false);
}
else
{
D_StartTitle (); // start up intro loop
}
}
else if (demorecording)
{
G_BeginRecording (NULL);
}
atterm (D_QuitNetGame); // killough
D_DoomLoop (); // never returns
}
//==========================================================================
//
// FStartupScreen Constructor
//
//==========================================================================
FStartupScreen::FStartupScreen(int max_progress)
{
MaxPos = max_progress;
CurPos = 0;
NotchPos = 0;
}
//==========================================================================
//
// FStartupScreen Destructor
//
//==========================================================================
FStartupScreen::~FStartupScreen()
{
}
//==========================================================================
//
// FStartupScreen :: LoadingStatus
//
// Used by Heretic for the Loading Status "window."
//
//==========================================================================
void FStartupScreen::LoadingStatus(const char *message, int colors)
{
}
//==========================================================================
//
// FStartupScreen :: AppendStatusLine
//
// Used by Heretic for the "status line" at the bottom of the screen.
//
//==========================================================================
void FStartupScreen::AppendStatusLine(const char *status)
{
}
//==========================================================================
//
// STAT fps
//
// Displays statistics about rendering times
//
//==========================================================================
ADD_STAT (fps)
{
FString out;
out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms",
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
FrameCycles.TimeMS(), WallCycles.TimeMS(), PlaneCycles.TimeMS(), MaskedCycles.TimeMS());
return out;
}
//==========================================================================
//
// STAT wallcycles
//
// Displays the minimum number of cycles spent drawing walls
//
//==========================================================================
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
static double bestwallcycles = HUGE_VAL;
ADD_STAT (wallcycles)
{
FString out;
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
double cycles = WallCycles.Time();
if (cycles && cycles < bestwallcycles)
bestwallcycles = cycles;
out.Format ("%g", bestwallcycles);
return out;
}
//==========================================================================
//
// CCMD clearwallcycles
//
// Resets the count of minimum wall drawing cycles
//
//==========================================================================
CCMD (clearwallcycles)
{
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
bestwallcycles = HUGE_VAL;
}
#if 1
// To use these, also uncomment the clock/unclock in wallscan
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
static double bestscancycles = HUGE_VAL;
ADD_STAT (scancycles)
{
FString out;
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
double scancycles = WallScanCycles.Time();
if (scancycles && scancycles < bestscancycles)
bestscancycles = scancycles;
out.Format ("%g", bestscancycles);
return out;
}
CCMD (clearscancycles)
{
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
bestscancycles = HUGE_VAL;
}
#endif