- 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
- 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
- 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
- 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
- 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