Commit graph

8 commits

Author SHA1 Message Date
Christoph Oelckers
2cba83663a Update to ZDoom r1229:
- Separated low level sound code from all high level dependencies.
- Separated low level sound channel class from high level class which now
  is just a subclass of the low level class.
- Moved some more high level sound logic out of FMODSoundRenderer:
  The rolloff and channel ended callbacks now call functions in s_sound.cpp
  instead of working on the data itself and GSnd->StopSound has been replaced
  with S_StopChannel.
- Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders so 
  that all files are included by a central one instead of compiling each one 
  separately. This speeds up the compilation process by 25% when doing a 
  complete rebuild in Visual C.
- Cleaned up some include dependencies.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@179 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-15 23:47:00 +00:00
Christoph Oelckers
bc28486753 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
Christoph Oelckers
b75a6dcea6 Update to ZDoom r898:
- Replaced P_PathTraverse with an FPathTraverse class, rewrote all code using
  P_PathTraverse and got rid of a lot of global variables in the process.
- Simplified the use of the checkarray in FBlockThingsIterator: Since the entire
  game runs single threaded there is no need for multiple check arrays if 
  recursive use occurs. Using the same array with a higher start index is 
  sufficient if the size is reset after finishing using the iterator.

April 9, 2008 (SBarInfo Update #17)
- Fixed: SBarInfo tried to calculate scaled offsets on unscaled status bars.
- Added: createpopup to SBarInfo.  No we don't have custom popups yet.  It only
  defines the transition effect.  Currently none or slideinbottom.
- Made the first argument of DrawMugShot optional (think of it as an overloaded
  function).  The use of the first argument is deprecated due to the event of
  per player class faces.
- More changes from DrawImage to screen->DrawTexture().  I guess I didn't get
  them all just yet.

- Added the FCriticalSection class in critsec.h to make it easier to
  use critical sections in other places besides the OPL player.
- Reimplemented snd_midiprecache, now for MIDI as well as MUS, and
  defaulting to false. 

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@89 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-10 08:09:21 +00:00
Christoph Oelckers
700adbf82f Update to ZDoom r894:
- Eliminated all use of global variables used as output for P_CheckPosition
  and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because 
  the global variables can be easily overwritten with certain DECORATE 
  constructs.
- Removed some unnecessary morphing code.
- Fixed some bugs in the HIRESTEX parser.
- Added floating point support and #include and #define tokens to 
  FParseContext  Not used yet.
- replaced the value scanning code in FParseContext::GetToken with
  calls to strtol.
- Changed XlatParseContext::FindToken to do a binary search over the
  valid token names.
- Fixed: The check arrays for BlockThingsIterators were not properly
  freed and each iterator allocated a new one as a result.
- Split the Xlat parser context class into a generic part that can be 
  used for other Lemon-based parsers in the future and a smaller
  Xlat-specific part.
- Changed: P_TeleportMove now always sets BlockingLine to NULL and
  P_FindFloorCeiling doesn't set it at all. The way it was set in 
  PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how
  easy it is to break P_TryMove et.al. with DECORATE if you just know
  which combinations of code pointers will cause problems. This definitely
  needs to be addressed.)
- Changed P_FindFloorCeiling so that it doesn't need global variables 
  anymore. I also moved the code to set the calling actor's information
  into this function because that's all it is used for. This also fixes
  another bug:
- AInventory::BecomePickup called P_FindFloorCeiling to get
  proper position values for the item but never set the item's information
  to the return value of this call.
- Removed the check for Heretic when playing *evillaugh when using the 
  Chaos Device. This sound is not defined by the other games so it won't
  play by default.
- Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags
  for the morph style so that the special behavior of these two items
  can be switched on and off.
- Added Martin Howe's morph system enhancement.
- Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere.
- Rewrote BlockThingsIterator code not to use callbacks anymore.
- Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but 
  P_FindFloorCeiling never did that.
- Merged Check_Sides and PIT_CrossLine into A_PainShootSkull.
- Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was
  used. This also allowed to remove all the global variable saving in
  P_CreateSecNodeList.
- Added a new FBlockLinesIterator class that doesn't need a callback
  function because debugging the previous bug proved to be a bit annoying
  because it involved a P_BlockLinesIterator loop.
- Fixed: The MBF code to move monsters away from dropoffs did not work as 
  intended due to some random decisions in P_DoNewChaseDir. When in the
  avoiding dropoff mode these are ignored now. This should cure the problem
  that monsters hanging over a dropoff tended to drop down.
- Added a NOTIMEFREEZE flag that excludes actors from being affected by
  the time freezer powerup.
- Changed: Empty pickup messages are no longer printed.
- Changed secret sector drawing in automap so that lines with the ML_SECRET
  flag are only drawn as part of a secret sector if that secret has already
  been found, even if the option is set to always show secret sectors. 

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-08 22:32:52 +00:00
Christoph Oelckers
44a4bd74ab - Update to ZDoom r862
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@81 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-28 09:56:50 +00:00
Christoph Oelckers
69ffed978f - Update to ZDoom r860
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@80 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 23:36:32 +00:00
Christoph Oelckers
0c2560bb36 - implemented Vavoom's vertex height things (1505, 1506). These are not tested yet!
- added Updaterevision tool to print proper revision information in the console.
- removed support for specialty file formats from ModPlug loader. Having the 4 basic
  module formats (MOD, XM, S3M and IT) plus UMX should be enough.
- added new brightmaps by phi108 (Player and Baron attack)
- fixed a few brightmap definition errors
- fixed: DFraggleThinker::Destroy still treated the SpawnedThings array as DActorPointers 
  although that helper class has been removed.
- merged the GC branch into the trunk
- updated to ZDoom r796

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@54 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-12 15:21:17 +00:00
Christoph Oelckers
72ae7fa01b Initial import - version 1.0.32
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1 b0f79afe-0144-0410-b225-9a4edf0717df
2008-01-27 11:25:03 +00:00