Commit graph

32 commits

Author SHA1 Message Date
Christoph Oelckers
30c977090c Update to ZDoom r2198:
- let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to
  default player color handling.
- fixed: The ChexPlayer was missing default colorset definitions.
- Final Doom needs its finale flats changed, too.
- It's "BGCASTCALL", not "BOSSBACK".
- Added BOOM/MBF BEX-style narrative background text substitution. There are two changes because
  of this:
  * A cluster's flat definition can now be preceded by a $ to do a string table lookup.
  * Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution
    for these is no longer handled specially and so will not be automatically disabled merely
    by providing your own MAPINFO.
- Setting a Player.ColorRange now completely disables the translation rather than just
  making it an identity map.
- Added support for the original games' player translations, including Hexen's table-based ones.
- Fixed: CheckActorClass needed a NULL check.
- Fixed: FFont::StringWidth() counted the ']' character of a named color escape sequence in
  its width calculation.
- Fixed: FSinglePicFont should set the character size by the scaled size of the texture.
- Fixed: snd_musicvolume needs to check GSnd for NULL, since somebody might have set an
  atexit for it, which gets executed after the sound system shuts down.
- Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is
  unsigned now.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@744 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-06 11:03:55 +00:00
Christoph Oelckers
809f4167c9 Update to ZDoom r 2127:
- added PROP_BUDDHA option to SetPlayerProperty.
- Made conversation "mini responses" more prominent rather than packing them in with
  the rest of the generic console output at the top of the screen.
- Removed the integer clobbers from pow_x87_inline, since they interfered with PIC code and
  appear unneeded.
- Added an input grid for controller-based string entry in the save game and player setup menus
  (which I had forgotten to do for 2.4.0). If you don't use a controller to activate the string
  entry mode and keep your hands off the controller while typing, it remains invisible.
- Consolidated all conversation reply handling into a single function executed on all
  machines, so when an NPC need to show the "enough" response, it has enough
  information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().
- added a CVAR to disable raw input in case it causes problems (like apparently on Wine.)


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@722 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-24 08:45:42 +00:00
Christoph Oelckers
3d55375a01 - fixed: The sound table could not be reallocated because the low level sound data referenced its contents by pointer.
Update to ZDoom r2113:

    * Added full stops to more Strife messages.
    * Change StrifePlayer's RunHealth to 15.
    * Fixed: DORWS04 should not make a sound when it switches off.
    * Fixed copy-paste fail for DoorCloseSmallWood.
    * I guess I can't completely trust Strife1.exe's switch list. Not everything that plays the glass break sound is actually defined with it.
    * Fixed: The MAPINFO keyword resetinventory only worked when traveling to a redirected map.
    * Fixed: Two Strife pickup messages were off by one character each.
    * Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since they are both created by the first-stage Sigil. AlienSpectre3 should have also been immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to is that he can enter his pain state.)
    * Fixed: Don't color the teleporter beacon's rebels in single player.
    * Fixed: I forgot to reimplement the number keys for Strife's dialogues when I redid the menus to work with controllers.
    * Split conversation initiation out of P_UseTraverse() and into a separate function. It no longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife, using P_AimLineAttack() to find something to talk to and includes some slight left and right "autoaim". I can think of a few consequences of this:
          o Using puzzle items on actors has been restored to its original range of 64.
          o Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can probably set up situations where you can talk to somebody that you couldn't talk to before because some special line was in the way.
          o You don't need to stick a guard flush against the wall to block players from using a switch behind them, because now the autoaim will get the player.
    * Corrected several Strife switches that had the wrong sounds.
    * Fixed: Action Doom 2 and Harmony IWADs were missing the GI_MAPxx flag.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@716 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-16 07:38:12 +00:00
Christoph Oelckers
9f02fbfd2a - Fixed: The player setup menu still drew the cursor at the original Y positions.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@711 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-05 09:00:23 +00:00
Christoph Oelckers
15ce649d74 - Update to ZDoom r2096:
- fixed: The player setup menu used the main menu's line spacing which
  for all non-Doom games was too wide.
- fixed: Strife's dialogues cannot use the new options menu code to draw
  themselves so now they use a stripped down version of the old code.
- Replaced I_MSTime with I_FPSTime in node builder timing because basetime
  will not be initialized yet if a map is started directly from the commandline.
- precision fixes in node builder.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@703 b0f79afe-0144-0410-b225-9a4edf0717df
2010-01-03 12:42:13 +00:00
Christoph Oelckers
7d5c48606b Update to ZDoom r2047:
- Fixed: Decals could spread to walls which had a decal-less texture or
  were flagged not to have decals.
- Fixed: DBaseDecal/DImpactDecal::CloneSelf never checked the return value
  from their StickToWall call and left unplaced decals behind if that happened.
- Reintroduced Doom.exe's player_t::usedown variable so that respawning a
  player does not immediately activate switches. oldbuttons was not usable
  for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
  so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
  so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
  what precisely they hit because MF_CORPSE is only valid for monsters.
  A new flag, MF6_KILLED that gets set for all objects that die, was added
  for this case.
- Added a generic A_Weave function that exposes all possible options of
  A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
  no longer needed from DECORATE and therefore deprecated.
- The options menu no longer scales up so quickly, so it can fit wider text
  onscreen. In addition, it now uses the whole height available to it. Also,
  at lower resolutions, items on the compatibility options menu now cut off
  the beginning of the option label rather than the option setting, making
  this menu useable where previously it was not.
- Added a channel parameter to the sector overload of SN_StopSequence() so
  it can be properly paired with calls to SN_StartSequence().
- Fixed: P_CheckPlayerSprites() ignored the MF4_NOSKIN flag.  It now also sets
  the X scale, so switching skins while morphed does not produce weird
  stretching upon unmorphing.
- Fixed: Calling S_ChangeMusic() with the same song but a different looping
  flag now restarts the song so that the new looping setting can be applied.
  (This was easier than modifying every music handler to support modifying
  loop changes on the fly, which seems like overkill.)
- Fixed: savepatchsize was declared incorrectly in d_dehacked.cpp:DoInclude().
- Changed AFastProjectile::Effect() so that it sets the spawned trail to face
  same direction as the projectile.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@672 b0f79afe-0144-0410-b225-9a4edf0717df
2009-12-25 12:10:12 +00:00
Christoph Oelckers
82a658fbfe - Update to ZDoom r1776:
- Fixed: The first lighting plane added to a light stack had the bOverlaps
  flag set, causing it to be ignored during rendering. Why this didn't cause
  more trouble, I don't know.
- Fixed: The UDMF parser passed the wrong value for "default alpha" for
  TranslucentLine to P_FinishLoadingLineDef().
- Fixed: genStringEnter mode acted on key up events rather than key repeat
  events.
- Fixed: paletted texture composition with part translucent patches
  did not work.
- Fixed: A_SorcOffense2 depended on args being bytes and overflowing.
- Fixed: Even though P_DamageMobj checked an attack's originator
  for MF2_NODMGTHRUST the same check was missing from P_RadiusAttack.
- Fixed: A_MinotaurRoam should not assume without check that it was
  called by a MinotaurFriend.
- Fixed: The Minotaur declared A_MntrFloorFire which it did not use.
- Fixed: All Spawnspot functions did not check for a spot tid of 0 as
  the script's activator.
- Fixed: Friendly monsters ignored team association of their owning
  players.
- Fixed: The pause sprite was not centered correctly when it was a scaled
  graphic.
- Fixed: P_TestMobjZ() needs THRUSPECIES and THRUACTORS checks, too.
- Fixed: The UDMF loader did not initialize the sectors' sectornum property.
- Fixed: The true color texture compositing code did not clip the edges
  of multipatch textures used as patches on other multipatch textures.




git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@425 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-29 18:16:02 +00:00
Christoph Oelckers
1e1d3c556d Update to ZDoom r1757:
- Added player MugShotMaxHealth property. Negative values use the player's
  max health as the mug shot max health, zero uses 100 as the mug shot max
  health, and positive values used directly as the mug shot max health.
- Added buddha cheat.
- Added TELEFRAG_DAMAGE constant, and changed the two places that still used
  1000 as the threshold for god mode damage to use it instead. (Players with
  MF2_INVULNERABLE set already used 1000000 as their threshold.)
- Added MF6_NOTELEFRAG flag.
- Fixed: M_QuitResponse() tried to play a sound even when none was specified
  in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them
  entirely with a joystick.
- Fixed: Starting the menu at the title screen with a key other than Escape
  left the top level menu out of the menu stack.
- Changed the save menu so that cancelling input of a new save name only
  deactivates that control and does not completely close the menus.
- Fixed "any key" messages to override input to menus hidden beneath them and
  to work with joysticks.
- Removed the input parameter from M_StartMessage and the corresponding
  messageNeedsInput global, because it was redundant. Any messages that want
  a Y/N response also supply a callback, and messages that don't care which
  key you press don't supply a callback.
- Changed MKEY_Back so that it cancels out of text entry fields before
  backing to the previous menu, which it already did for the keyboard.
- Changed the menu responder so that key downs always produce results,
  regardless of whether or not an equivalent key is already down.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@412 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-07 19:34:42 +00:00
Christoph Oelckers
16ffba5673 Update to ZDoom r1747:
- Added A_Mushroom compatibility option for Dehacked.
- Added Gez's submission for interhubamount DECORATE property.
- Fixed: The big endian version of PalEntry did not add the DWORD d field.
- Fixed: TObjPtr did not use a union to map its 2 pointers together.
- Added a compatibility mode for A_Mushroom. For DECORATE it is an additional
  parameter but to force it for Dehacked mods some minor hacks using the
  Misc1 variable were needed.
- Moved the terget->velz assignment to the end of A_VileAttack to remove the
  influence of vertical thrust from the radius attack, since ZDoom does
  explosions in three dimensions, but Doom only did it in two.
- Fixed: The last three parameters to A_VileAttack had their references off
  by one. Most notably as a result, the blast radius was used as the thrust,
  so it sent you flying far faster than it should have.
- Restored the reactiontime countdown for A_SpawnFly, since some Dehacked
  mod could conceivable rely on it. The deadline is now kept in special2
  and used in preference as long as it is non-zero.
- Removed -fno-strict-aliasing from the GCC flags for ZDoom and fixed the
  issues that caused its inclusion. Is an optimized GCC build any faster
  for being able to use strict aliasing rules? I dunno. It's still slower
  than a VC++ build.
  
  I did run into two cases where TAutoSegIterator caused intractable problems
  with breaking strict aliasing rules, so I removed the templating from it,
  and the caller is now responsible for casting the probe value from void *.

- Removed #include "autosegs.h" from several files that did not need it
  (in particular, dobject.h when not compiling with VC++).
- gdtoa now performs all type aliasing through unions. -Wall has been added
  to the GCC flags for the library to help verify this.
- Changed A_SpawnFly to do nothing if reactiontime is 0. Reactiontime was
  originally a counter, so if it started at 0, A_SpawnFly would effectively 
  never spawn anything. Fixes Dehacked patches that use A_SpawnSound to
  play a sound without shooting boss cubes, since it also calls A_SpawnFly.
- Joystick devices now send key up events for any buttons that are held
  down when they are destroyed.
- Changed the joystick enable-y menu items to be nonrepeatable so that you
  can't create several device scans per second. Changing them with a
  controller is also disabled so that you can't, for example, toggle XInput
  support using an XInput controller and have things go haywire when the
  game receives an infinite number of key down events when the controller
  is reinitialized with the other input system.
- Changed menu input to use a consolidated set of buttons, so most menus
  can be navigated with a controller as well as a keyboard.
- Changed the way that X/Y analog axes are converted to digital axes.
  Previously, this was done by checking if each axis was outside its deadzone.
  Now they are checked together based on their angle, so straight up/down/
  left/right are much easier to achieve.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@406 b0f79afe-0144-0410-b225-9a4edf0717df
2009-08-02 17:00:19 +00:00
Christoph Oelckers
0e0bc902c2 Update to ZDoom r1735:
- Added extra states to dehsupp for the MBF additions.
- Removed specific Button_Speed handling from the controllers' AddAxes()
  methods. Analog axes now respond to Button_Speed and cl_run in exactly the
  same way as digital buttons do.
- Changed rounding slightly for analog axis -> integer in G_BuildTiccmd().
- Fixed: FXInputController::ProcessThumbstick() was slightly off when it
  converted to the range [-1.0,+1.0].
- Added default bindings for the Xbox 360 controller buttons.
- Fixed: Redefining an existing skill would set that skills ACSReturn to be
  the same as the next new skill defined, if neither definition explicitly set
  the value for ACSReturn.
- Added a DefaultSkill property. Adding it to a skill will cause that skill
  to be the default one selected in the menu. If none is specified as the
  default, then the middle skill is the default.
- Slider controls in the options menu now display their values
  numerically next to the slider.
- The minimum value for m_yaw, m_pitch, m_forward, and m_side from the
  menu has been dropped from 0.5 to 0, so those particular mouse motions can
  be disabled entirely without using the console.
- added compat_anybossdeath to MAPINFO.
- fixed blue colormap
- Added parameters to A_VileAttack.
- Removed redundant definition of use_joystick from SDL/i_input.cpp.
- Turned net decompression into a non fatal error. It now drops the packet
  and waits for the sender to send a new, hopefully good, packet.
- Reduced potential for overflow in R_ProjectSprite().
- Moved the IF_ADDITIVETIME check earlier in APowerup::HandlePickup so
  that additive time powerups can be activated before the existing
  power has entered its blink threshold.
- Added a "BlueMap" for powerup colors.
- Added a NULL screen check when detaching HUD messages.
- Added HotWax's A_SetArg.
- Gez's patch for more A_WeaponReady flags:
  * WRF_NOBOB (1): Weapon won't bob
  * WRF_NOFIRE (12): Weapon won't fire at all
  * WRF_NOSWITCH (2): Weapon can't be switched off
  * WRF_NOPRIMARY (4): Weapon will not fire its main attack
  * WRF_NOSECONDARY (8): Weapon will not fire its alt attack
- Attempt to add support for Microsoft's SideWinder Strategic Commander.
- Split the joystick menu into two parts: A top level with general options
  and a list of all attached controllers, and a second level for configuring
  an individual controller.
- Fixed: Pressing Up at the top of a menu with more lines than fit on screen
  would find an incorrect bottom position if the menu had a custom top height.
- Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable
  specific game controller input systems independant of each other.
- Device change broadcasts are now sent to the Doom event queue, so
  device scanning can be handled in one common place.
- Added a fast version of IsXInputDevice that uses the Raw Input device
  list, because querying WMI for this information is painfully slow.
- Added support for compiling with FMOD Ex 4.26+ and running the game
  with an older DLL. This combination will now produce sound.
- added submission for raising master/children/siblings.
- added submission for no decals on wall option.
- removed some useless code from SpawnMissile function.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@402 b0f79afe-0144-0410-b225-9a4edf0717df
2009-07-24 13:47:25 +00:00
Christoph Oelckers
df7261f8c5 Update to ZDoom r1514:
- Fixed: Altering a link type with Sector_SetLink did not work.
- Fixed: player.crouchsprite had no proper means of unsetting the crouch
  sprite which is needed by the ChexPlayer.
- Fixed: A_ChangeFlags must unlink the actor from the world before changing
  the NOBLOCKMAP and NOSECTOR flags.
- Fixed: Dehacked string replacement did not check the clusters' finaleflats.
- Changed the definition of several typedef'd structs so that they are
  properly named.
- Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer
  be possible to load DEHSUPP lumps from user WADs.
- Brought back the text-based DEHSUPP parser and changed it to be able to 
  reference states by label. Also changed label names of 
  DoomUnusedStates and added proper labels to all states that were
  previously forced to be the first state of an actor so that the old
  (limited) method could access them. This was done to address the following
  bug:
- Fixed: The player's death states calling A_PlayerSkinCheck should not be
  part of the state set that is accessible by Dehacked. These will produce
  error messages when mapped to non-players.
- Fixed: Reading the RNG states from a savegame calculated the amounts of
  RNGs in the savegame wrong.
- Changed random seed initialization so that it uses the system's
  cryptographically secure random number generator, if available, instead
  of the current time.
- Changed the random number generator from Lee Killough's algorithm to the
  SFMT607 variant of the Mersenne Twister.
  <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html>
- Made fmodex.dll delay-loaded so the game should be runnable on Windows 95
  again, though without sound.
- Changed gameinfo_t and gameborder_t to be named structs instead of
  typedef'ed anonymous structs.
- Fixed: P_AutoUseHealth() used autousemodes 0 and 1 instead of 1 and 2.
- Fixed: SBARINFO did not recognize 5:4 aspect ratio.
- Fixed: screenshot_dir was ignored.
- Removed some obsolete code from G_InitLevelLocals that was causing problems
  with maps that have no name.
- Fixed: The inner loop in AWeaponSlot::PickWeapon could endlessly loop when
  the counter variable became negative.
- Fixed: Implicitly defined clusters were not initialized when being created.
- Fixed: Item tossing did not work anymore.
- Changed: Making the gameinfo customizable by MAPINFO requires different
  checks for map specific border flats.
- removed gamemission variable because it wasn't used anywhere.
- removed gamemode variable. All it was used for were some checks that
  really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
  is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
  the data that is needed to decide which WADs to autoload.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@318 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-29 11:21:36 +00:00
Christoph Oelckers
ad59f4da77 - Update to ZDoom r1401:
- Made improvements so that the FOptionalMapinfoData class is easier to use.
- Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This
  lets A_Look() always put the actor into its see state. This problem could
  be heard by an Archvile's resurrectee playing its see sound but failing to
  enter its see state because it was called from A_Chase().
- Fixed: SBARINFO used different rounding modes for the background and
  foreground of the DrawBar command.
- Bumped MINSAVEVER to coincide with the new MAPINFO merge.
- Added a fflush() call after the logfile write in I_FatalError so that the
  error text is visible in the file while the error dialog is displayed.
- moved all code related to global ACS variables to p_acs.cpp where it belongs.
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- rewrote the MAPINFO parser:
  * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later.
  * split off skill code into its own file
  * created a parser class for MAPINFO
  * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction 
    data a TArray so that levelinfos can be handled without error prone maintenance functions.
  * split of parser code from g_level.cpp
  * const-ified parameters to F_StartFinale.
  * Changed how G_MaybeLookupLevelName works and made it return an FString.
  * removed 64 character limit on level names.
- Changed DECORATE replacements so that they aren't overridden by Dehacked.
- Fixed: The damage factor for 'normal' damage is supposed to be applied to
  all damage types that don't have a specific damage factor.
- Changed FMOD init() to allocate some virtual channels.
- Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test.
- Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate
  for lclip and rclip.
- Added weapdrop ccmd.
- Centered the compatibility mode option in the comptibility options menu.
- Added button mappings for 8 mouse buttons on SDL. It works with my system,
  but Linux being Linux, there are no guarantees that it's appropriate for
  other systems.
- Fixed: SDL input code did not generate GUI events for the mousewheel, so it
  could not be used to scroll the console buffer.
- Added Blzut3's statusbar maintenance patch.
- fixed sound origin of the Mage Wand's missile.
- Added APROP_Dropped actor property.
- Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility 
  flags don't get reset each start.
- Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF
- More GCC warning removal, the most egregious of which was the security
  vulnerability "format not a string literal and no format arguments".
- Changed the CMake script to search for fmod libraries by full name instead
  of assuming a symbolic link has been placed for the latest version. It can
  also find a non-installed copy of FMOD if it is placed local to the ZDoom
  source tree.
- Fixed: Some OPL state needs to be restored before calculating rhythm. Also,
  since only the rhythm section uses the RNG, it doesn't need to be advanced
  for the normal voice processing.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
Christoph Oelckers
9446999c4c - Added Skulltag's HQ resite feature
- removed special handling for old ZSBSPs that threw out overlapping linedefs.
  If such nodes are encountered now a rebuild is forced instead of trying to
  work with the broken data.

- Update to ZDoom r1333:

- Added Karate Chris's new DMFlags submission.
- Fixed: The correct player class was not remembered when the menu had both
  a player class selection menu and an episode menu.
- Fixed: AddToConsole could write outside its working buffer.
- Fixed: 0 was no longer recognized as placeholder for 'no state' in A_Chase.
- Fixed: When picking up weapons the code did not check if it should switch away
  from weak weapons.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@279 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-28 13:27:13 +00:00
Christoph Oelckers
f0d12d0449 Update to ZDoom r1297:
- WI_drawLF() now draws the level name at the top of the screen, always.
- Fixed: disabling lowerHealthCap didn't affect interpolateHealth.
- The co-op summary screen now has a totals row at the bottom (if it fits).
- Changed WI_drawPercent() when wi_percents is false so that the total
  display is optional, and it formats it like Heretic's intermission, with
  a slash and a fixed-width right column.
- Font is no longer a property of the screen object. Pass the font to
  DrawText and DrawChar directly instead.
- Doom's intermission characters are now collected together as a font
  so they can be colorized.
- Fixed: compatf_limitpain must check for 21 Lost Souls, not 20.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@245 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-27 23:28:48 +00:00
Christoph Oelckers
f71f47eaab - Fixed: Items which should stay but had an IF_ALWAYSPICKUP flag were removed.
- Fixed: The pickup flash must only play when an item is picked up so the 
  correct place to spawn it is in AInventory::Touch, not in AInventory::GoAway.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@193 b0f79afe-0144-0410-b225-9a4edf0717df
2008-10-26 17:06:41 +00:00
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
8ffbd9f73a 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
Christoph Oelckers
43b83f14c9 - 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
Christoph Oelckers
cac80858f4 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
Christoph Oelckers
d65fc51c06 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
Christoph Oelckers
45d3093f18 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
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
722eccf6c7 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
Christoph Oelckers
2067574412 Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
  not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some 
  changes that won't work with only a seg list being maintained.

(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
  not work
- Added: PowerupTime to drawnumber and drawbar.  You must specify a
  powerupgiver.  Although drawnumber goes in seconds the powerup has left
  drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag.  If an unknown
  game mode is provided for sbarinfo's gamemode command it will ignore it and
  continue.
  
- Added an option to consider intermission screens gameplay for purposes of
  capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
  same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
  object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
  They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
  FMultiPatchTexture only calls a virtual function instead of doing any
  type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
  because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names 
  for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
  potential crashes in the situation that con_scaletext is 2 and somebody
  uses a hud message as if a hud size was specified, but forgot to actually
  set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
  into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
  is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
  playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
  Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
  leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
  target an original SoundBlaster, so they're a waste of space to have around.
  This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
  heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
  It has been slightly modified by me:
  * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
  * Removed excessive mallocs from the replay core.
  * Rerolled the loops in resample.c. Unrolling them made the object file
    ~250k large while providing little benefit. Even at ~100k, I think it's
    still larger than it ought to be, but I'll live with it for now.
  Other than that, it's essentially the same thing you'd hear in foobar2000,
  minus some subsong detection features. Release builds of the library look
  like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
Christoph Oelckers
c266dc832c - Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
  MAPINFO.

Update to ZDoom r994:

- Fixed: The compatibility searches for teleport destinations did not work
  properly when the teleporter had both a tid and a tag. Now, if a teleporter
  has a tag these are skipped because they are only present for Hexen
  compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
  elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
  automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
  of manipulating the sides' light values individually. This allows changing
  the fake contrast at run time and also allows adding individual relative
  lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
  fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
  closer to FMOD 3, which downmixed all stereo sounds to mono before
  playing them in 3D. Also added experimental 3D spread for stereo sounds
  so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
  (actors being forced to the ground by instantly moving sectors, strife
  railing handling and shooting lines with a non-zero but unassigned tag.)
  With UDMF such semantics have to be handled diffently. 
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
  if the view is near the bounds of the fixed point coordinate system. This
  happens because it rotates the view position around (0,0) according to
  the current viewangle, so the resultant coordinate may be outside the
  bounds of fixed point. All important math in this function is now done
  entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
  flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
  their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
  define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
  to REVERBS to remove any possible misunderstanding that this is something
  that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
  but that's 10 characters long.) The eaxedit console command has also been
  renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
  other than 0. I'm not sure if it would be better to fix this in the game
  palette that it copies from or not, but right now, they get set
  unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
  the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
  so that using the same flag multiple times will not have unexpected results.

(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style.  This is the only style that is radically
  different from the others.  First of all it changes the SELECTBO to be
  INVCURS and draws it before the icons.  Each box is changed to have a width
  of 35 pixels instead of 31 pixels.  And the INVCURS graphic is drawn at
  (x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
  the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
  enter the rampage state.
- Fixed: The ouch state was mostly broken.

(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
  ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
  bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
  In addition the state change to and from god mode was not quite as responsive
  as the original code.

- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
  it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an 
  alpha of 0 so that the pixel is not modified or texture composition as 
  intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
  preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
  and did not entirely keep it in sync with the sound system's. This meant
  that when starting a new game from the menu, all sounds were played as
  menu sounds until you did something to pause the game, because s_sound.cpp
  thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
  definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
  DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
  optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
  existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
  renderer for horizontal bars.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
Christoph Oelckers
c04b6de294 - Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: When a suspended FraggleScript script was restarted all its variables were
  destroyed.

Update to ZDoom r952:

- Fixed: FString::StripRight() stripped the final character of the string if
  there were no designated characters to strip at the end of it.
- Added support for Shoutcast/Icecast playlists.
- Added an error message when a playlist could not be opened.
- Added support for PLS format playlists, in addition to M3U.
- Changed FPlayList to use an array of FStrings.
- Fixed: Playlists required every song to be specified by an absolute path.
- Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode.
- Tweaked OPL centering a little.
- Added dynamic recentering for the OPL synth. The chip has four basic
  waveforms, and three of them are non-negative. This can cause a tendency
  for the resulting output waveform to go into very high ranges depending on
  the timbres used, and Heretic's exemplify this problem.
- Reduced the OPL volume level slightly.
- Fixed: The waveform view from snd_drawoutput was upside-down.
- Various fixes for compiling working 64-bit binaries with Visual C++. The
  number of changes was pleasantly small, and a cursory check seems to show
  everything working alright.
- Separated the skin scale values into separate X and Y values so that skins
  automatically generated for different player classes can use both the
  scaling values that can be set for the actor.
- Fixed: Any MIDI ticks that contain only events that are interpreted by
  the MIDI parser and not passed on to the MIDI device would mess up timing
  for future events.
- Changed EMIDI controller 110-113 handling to more accurately match the
  EMIDI specs: Track designations and exclusions should be ignored past
  the initial beat, and EMIDI program change and volume events should be
  ignored unless they were used in the initial beat.
- Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it
  could also be because the user selected PCM-Float output, but the driver
  doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*).


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
Christoph Oelckers
06c40e268d - Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.

Update to ZDoom r940:

  SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
  sbarinfo_display.cpp.  So Strife popups can be handeled better and allow for
  other effects (translucent bars?).  I'm thinking about making a struct for
  these five (also x and y) arguments so that the argument lists don't become a
  mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
  DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups.  It takes two args fade in rate and fade
  out rate.  Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
  and so on).
- Added a translucency arg to statusbars.  1.0 = opaque and 0.0 = invisible.

- Fixed: When an instrument's envelope runs out, it does not immediately ramp
  to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
  track off, any ticks that had only events on the disabled track would cause
  the delay for that track to be thrown away, and the following notes on
  enabled tracks would play too soon. This could be heard quite clearly in
  xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
  of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
  to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
  already playing on the channel, it should stop it with finish_note(), not
  kill_note(). This can be clearly heard in the final cymbal crashes of
  D_DM2TTL where TiMidity cuts them off because the final cymbals are played
  with a velocity of 1 before the preceding cymbals have finished. (I wonder
  if I should be setting the self_nonexclusive flag for GUS patches to
  disable even this behavior, though, since gf1note.c doesn't turn off
  duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
  egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
  bit. This is not what it does; every sample has an envelope. Rather, this
  is a "no sampled release" flag. Also, despite fiddling with the
  PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
  used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
  and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
  NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
  values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
  values. 
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an 
  unlimited sound. This can become extremely loud. Replaced with a new
  sound which is just an alias to weapons/rocklx but has a limit of 4. 

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
Christoph Oelckers
cabaf17cac - 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
Christoph Oelckers
f42970b458 - Removed precompiled header option for GL code because it caused more problems than
the minimal amount of saved time was worth.
Update to ZDoom r833:
- Disabled scrolling of 3DMIDTEX textures. Due to the special needs this 
  cannot work properly.
- Added new Scroll_Wall special to allow more control over wall scrolling.
  Since it uses fixed point parameters it can only be used in scripts though.
- Added flags parameters to all wall scroller specials that didn't use
  all 5 args.
- Separated scrolling of the 3 different texture parts of a sidedef.
  While doing this I did some more restructuring of the sidedef structure
  and changed it so that all state changes to sidedefs that affect rendering 
  have to be made with access functions. This is not of much use to the
  software renderer but it allows far easier caching of rendering data
  for OpenGL because the only place I need to check is in the access functions.
- Added Karate Chris's ThingCountSector submission.
- Made texture indices in FSwitchDef full integers. Since that required
  some data restructuring I also eliminated the MAX_FRAMES limit of 128
  per switch.
- Removed some debug output from SBarInfo::ParseSBarInfo().
- Fixed: Heretic linetype translations included the wrong file.
- Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it
  only worked as intended on stereo speakers anyway.
- Cleaned out ancient crud from i_sound.cpp.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00
Christoph Oelckers
7004ac5705 - added branches folder
- updated to ZDoom r755.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@24 b0f79afe-0144-0410-b225-9a4edf0717df
2008-02-20 16:51:40 +00:00
Christoph Oelckers
179ea921f9 - Update to ZDoom r718
- Added ModPlug as an option to play MOD music because FMOD is not that good for it.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@4 b0f79afe-0144-0410-b225-9a4edf0717df
2008-01-27 15:34:47 +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