* Updated to ZDoom r3038 (IWAD selection dialog already fixed in previous commit):

- Added DavidPH's submission for specifying vertex heights directly in UDMF.
- Move static AM color initialization into the AM_StaticInit function.
- Move D_LoadWadSettings to keysections.cpp.
- Made some more data reloadable.
- Data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- Fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- Fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)
- Fixed: GCC compiler warnings.
- Zipdir will no longer store files ending in '~' on Linux.
- Added st_oldouch which restores the old ouch face behavior of only showing when health increases by 20 while taking damage.
- Changed some data init code to delete the data it wants to initialize first. 
- The 'savebuffer' variable still existed?
- Changed AInventory::Destroy to NULL SendItemUse and SendItemDrop if they point to the destroyed object. Although unlikely it can't be ruled out completely that this can happen with delayed CCMDs.
- Fixed: Starting a new game did not clear the hub statistics array.
- Cleaned up D_DoomMain a little. It's still far too large though.
- Added explicit initialization of console background texture instead of letting C_InitConsole doing it as needed.
- Added 'clearaliases' CCMD.
- Init bot specific actor properties right after parsing DECORATE, not when spawning the first bot (which is too late.)
- Changed automap initialization so that static data only gets initialized once upon startup instead of each time a level starts.
- Initialize AUTOPAGE only once when the level starts, not each time the automap is switched on.
- Cleaned up switch code and fixed several problems:
  * savegames stored an index in the switch table and performed no validation when loading a savegame.
  * setting of a random switch animation duration was broken.
  * separated the 2 values stored in the Time variable into 2 separate variables.
  * defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table.
- Added function for serializing switch and door animation pointers.
- Bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1128 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
gez 2010-12-14 22:53:44 +00:00
parent d0338ea7a0
commit e6750550a5
63 changed files with 668 additions and 630 deletions

View file

@ -64,6 +64,12 @@
#include "po_man.h"
#include "a_keys.h"
//=============================================================================
//
// Automap colors
//
//=============================================================================
struct AMColor
{
int Index;
@ -119,6 +125,12 @@ static BYTE RavenPaletteVals[11*3] =
0, 0, 0, 0, 0, 0,
};
//=============================================================================
//
// globals
//
//=============================================================================
#define MAPBITS 12
#define MapDiv SafeDivScale12
#define MapMul MulScale12
@ -287,28 +299,28 @@ struct islope_t
// A line drawing of the player pointing right,
// starting from the middle.
//
TArray<mline_t> MapArrow;
TArray<mline_t> CheatMapArrow;
TArray<mline_t> CheatKey;
static TArray<mline_t> MapArrow;
static TArray<mline_t> CheatMapArrow;
static TArray<mline_t> CheatKey;
#define R (MAPUNIT)
// [RH] Avoid lots of warnings without compiler-specific #pragmas
#define L(a,b,c,d) { {(fixed_t)((a)*R),(fixed_t)((b)*R)}, {(fixed_t)((c)*R),(fixed_t)((d)*R)} }
mline_t triangle_guy[] = {
static mline_t triangle_guy[] = {
L (-.867,-.5, .867,-.5),
L (.867,-.5, 0,1),
L (0,1, -.867,-.5)
};
#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
mline_t thintriangle_guy[] = {
static mline_t thintriangle_guy[] = {
L (-.5,-.7, 1,0),
L (1,0, -.5,.7),
L (-.5,.7, -.5,-.7)
};
#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
mline_t square_guy[] = {
static mline_t square_guy[] = {
L (0,1,1,0),
L (1,0,0,-1),
L (0,-1,-1,0),
@ -332,8 +344,6 @@ CUSTOM_CVAR (Int, am_cheat, 0, 0)
static int grid = 0;
static int leveljuststarted = 1; // kluge until AM_LevelInit() is called
bool automapactive = false;
// location of window on screen
@ -515,16 +525,41 @@ void AM_ParseArrow(TArray<mline_t> &Arrow, const char *lumpname)
}
}
void AM_InitArrows()
void AM_StaticInit()
{
MapArrow.Clear();
CheatMapArrow.Clear();
CheatKey.Clear();
if (gameinfo.mMapArrow.IsNotEmpty()) AM_ParseArrow(MapArrow, gameinfo.mMapArrow);
if (gameinfo.mCheatMapArrow.IsNotEmpty()) AM_ParseArrow(CheatMapArrow, gameinfo.mCheatMapArrow);
AM_ParseArrow(CheatKey, "maparrows/key.txt");
if (MapArrow.Size() == 0) I_FatalError("No automap arrow defined");
char namebuf[9];
for (int i = 0; i < 10; i++)
{
mysnprintf (namebuf, countof(namebuf), "AMMNUM%d", i);
marknums[i] = TexMan.CheckForTexture (namebuf, FTexture::TEX_MiscPatch);
}
markpointnum = 0;
mapback.SetInvalid();
static DWORD *lastpal = NULL;
//static int lastback = -1;
DWORD *palette;
palette = (DWORD *)GPalette.BaseColors;
int i, j;
for (i = j = 0; i < 11; i++, j += 3)
{
DoomColors[i].FromRGB(DoomPaletteVals[j], DoomPaletteVals[j+1], DoomPaletteVals[j+2]);
StrifeColors[i].FromRGB(StrifePaletteVals[j], StrifePaletteVals[j+1], StrifePaletteVals[j+2]);
RavenColors[i].FromRGB(RavenPaletteVals[j], RavenPaletteVals[j+1], RavenPaletteVals[j+2]);
}
}
//=============================================================================
@ -858,24 +893,6 @@ void AM_initVariables ()
static void AM_initColors (bool overlayed)
{
static DWORD *lastpal = NULL;
//static int lastback = -1;
DWORD *palette;
palette = (DWORD *)GPalette.BaseColors;
if (lastpal != palette)
{
int i, j;
for (i = j = 0; i < 11; i++, j += 3)
{
DoomColors[i].FromRGB(DoomPaletteVals[j], DoomPaletteVals[j+1], DoomPaletteVals[j+2]);
StrifeColors[i].FromRGB(StrifePaletteVals[j], StrifePaletteVals[j+1], StrifePaletteVals[j+2]);
RavenColors[i].FromRGB(RavenPaletteVals[j], RavenPaletteVals[j+1], RavenPaletteVals[j+2]);
}
}
if (overlayed)
{
YourColor.FromCVar (am_ovyourcolor);
@ -1000,30 +1017,6 @@ static void AM_initColors (bool overlayed)
break;
}
lastpal = palette;
}
//=============================================================================
//
//
//
//=============================================================================
void AM_loadPics ()
{
int i;
char namebuf[9];
for (i = 0; i < 10; i++)
{
mysnprintf (namebuf, countof(namebuf), "AMMNUM%d", i);
marknums[i] = TexMan.CheckForTexture (namebuf, FTexture::TEX_MiscPatch);
}
const char *autopage = level.info->mapbg[0] == 0? "AUTOPAGE" : (const char*)&level.info->mapbg[0];
mapback = TexMan.CheckForTexture(autopage, FTexture::TEX_MiscPatch);
}
//=============================================================================
@ -1048,9 +1041,8 @@ bool AM_clearMarks ()
void AM_LevelInit ()
{
if (MapArrow.Size() == 0) AM_InitArrows();
leveljuststarted = 0;
const char *autopage = level.info->mapbg[0] == 0? "AUTOPAGE" : (const char*)&level.info->mapbg[0];
mapback = TexMan.CheckForTexture(autopage, FTexture::TEX_MiscPatch);
AM_clearMarks();
@ -1088,7 +1080,6 @@ void AM_Start ()
if (!stopped) AM_Stop();
stopped = false;
AM_initVariables();
AM_loadPics();
}