- 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
This commit is contained in:
Christoph Oelckers 2008-09-01 19:08:19 +00:00
parent 62fa25fd63
commit 43b83f14c9
53 changed files with 1801 additions and 214 deletions

View file

@ -64,8 +64,8 @@ CVAR (Bool, wi_noautostartmap, false, CVAR_ARCHIVE)
void WI_loadData ();
void WI_unloadData ();
#define NEXTSTAGE (gameinfo.gametype == GAME_Doom ? "weapons/rocklx" : "doors/dr1_clos")
#define PASTSTATS (gameinfo.gametype == GAME_Doom ? "weapons/shotgr" : "plats/pt1_stop")
#define NEXTSTAGE (gameinfo.gametype & GAME_DoomChex ? "weapons/rocklx" : "doors/dr1_clos")
#define PASTSTATS (gameinfo.gametype & GAME_DoomChex ? "weapons/shotgr" : "plats/pt1_stop")
// GLOBAL LOCATIONS
#define WI_TITLEY 2
@ -314,6 +314,7 @@ void WI_LoadBackground(bool isenterpic)
lumpname = NULL;
switch(gameinfo.gametype)
{
case GAME_Chex:
case GAME_Doom:
if (gamemode != commercial)
{
@ -688,14 +689,14 @@ static void WI_DrawCharPatch (FTexture *patch, int x, int y)
{
screen->DrawTexture (patch, x, y,
DTA_Clean, true,
DTA_ShadowAlpha, (gameinfo.gametype == GAME_Doom) ? 0 : FRACUNIT/2,
DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : FRACUNIT/2,
TAG_DONE);
}
else
{
screen->DrawTexture (patch, x, y,
DTA_Clean, true,
DTA_ShadowAlpha, (gameinfo.gametype == GAME_Doom) ? 0 : FRACUNIT/2,
DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : FRACUNIT/2,
DTA_Translation, BigFont->GetColorTranslation (CR_UNTRANSLATED), // otherwise it doesn't look good in Strife!
TAG_DONE);
}
@ -779,7 +780,7 @@ void WI_drawLF ()
if (y < NG_STATSY - screen->Font->GetHeight()*3/4)
{
// don't draw 'finished' if the level name is too high!
if (gameinfo.gametype == GAME_Doom)
if (gameinfo.gametype & GAME_DoomChex)
{
screen->DrawTexture(finished, 160 - finished->GetWidth()/2, y, DTA_Clean, true, TAG_DONE);
}
@ -809,7 +810,7 @@ void WI_drawEL ()
// draw "entering"
// be careful with the added height so that it works for oversized 'entering' patches!
if (gameinfo.gametype == GAME_Doom)
if (gameinfo.gametype & GAME_DoomChex)
{
screen->DrawTexture(entering, (SCREENWIDTH - entering->GetWidth() * CleanXfac) / 2, y * CleanYfac, DTA_CleanNoMove, true, TAG_DONE);
y += entering->GetHeight() + screen->Font->GetHeight()/4;
@ -1557,7 +1558,7 @@ void WI_drawNetgameStats ()
WI_drawLF();
if (gameinfo.gametype == GAME_Doom)
if (gameinfo.gametype & GAME_DoomChex)
{
// draw stat titles (top line)
screen->DrawTexture (kills, NG_STATSX+NG_SPACINGX-kills->GetWidth(), NG_STATSY, DTA_Clean, true, TAG_DONE);
@ -1675,7 +1676,7 @@ void WI_updateStats ()
{
WI_updateAnimatedBack ();
if ((gameinfo.gametype != GAME_Doom || acceleratestage)
if ((!(gameinfo.gametype & GAME_DoomChex) || acceleratestage)
&& sp_state != 10)
{
if (acceleratestage)
@ -1694,7 +1695,7 @@ void WI_updateStats ()
if (sp_state == 2)
{
if (gameinfo.gametype == GAME_Doom)
if (gameinfo.gametype & GAME_DoomChex)
{
cnt_kills[0] += 2;
@ -1710,7 +1711,7 @@ void WI_updateStats ()
}
else if (sp_state == 4)
{
if (gameinfo.gametype == GAME_Doom)
if (gameinfo.gametype & GAME_DoomChex)
{
cnt_items[0] += 2;
@ -1726,7 +1727,7 @@ void WI_updateStats ()
}
else if (sp_state == 6)
{
if (gameinfo.gametype == GAME_Doom)
if (gameinfo.gametype & GAME_DoomChex)
{
cnt_secret[0] += 2;
@ -1742,7 +1743,7 @@ void WI_updateStats ()
}
else if (sp_state == 8)
{
if (gameinfo.gametype == GAME_Doom)
if (gameinfo.gametype & GAME_DoomChex)
{
if (!(bcnt&3))
S_Sound (CHAN_VOICE | CHAN_UI, "weapons/pistol", 1, ATTN_NONE);
@ -1800,7 +1801,7 @@ void WI_drawStats (void)
WI_drawLF();
if (gameinfo.gametype == GAME_Doom)
if (gameinfo.gametype & GAME_DoomChex)
{
screen->DrawTexture (kills, SP_STATSX, SP_STATSY, DTA_Clean, true, TAG_DONE);
WI_drawPercent (320 - SP_STATSX, SP_STATSY, cnt_kills[0], wbs->maxkills);
@ -1956,7 +1957,7 @@ void WI_loadData(void)
int i;
char name[9];
if (gameinfo.gametype == GAME_Doom)
if (gameinfo.gametype & GAME_DoomChex)
{
wiminus = TexMan["WIMINUS"]; // minus sign
percent = TexMan["WIPCNT"]; // percent sign