Removed unneeded includes of r_local.h.
Removed more r_ header dependencies from the rest of the code.
took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
Changed AlterWeaponSprite so that it doesn't take a full vissprite as parameter.
FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1223 b0f79afe-0144-0410-b225-9a4edf0717df
- Removed some unnecessary r_ header #includes.
- Separated sprite and skin maintenance code from r_things.cpp into a separate file.
- Moved r_interpolate.cpp and r_translate.cpp to r_data.
- Merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.
- Rename src/resources to src/r_data.
- Fixed: p_sectors.cpp wouldn't compile.
- Moved side_t::GetLightLevel out of software rendering code.
- Moved render style and border drawing code out of r_draw.cpp.
- Moved all code not specific to the software renderer out of r_bsp.cpp.
* Adapted GL files to changes.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1222 b0f79afe-0144-0410-b225-9a4edf0717df
- Add more information when trying to load old savegames.
- When loading a game from the menu, do not hide the fullscreen console until we know we can load the save. Otherwise, the gamestate goes invalid if the save is no good.
- Add NULL pointer to check to FWeaponSlot::PickWeapon() (for when this is called outside of a game).
- Move the call to DrawLetterbox() into D3DFB::Flip() so that it is the last thing that happens before the scene is presented. Now it properly obscures 2D graphics.
- Fix overflows in AM_clipMline().
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1207 b0f79afe-0144-0410-b225-9a4edf0717df
- Add $edfoverride to SNDINFO for the sake of ignorability.
- Fix errors/warnings from MinGW 4.5.0 (tdm-1).
- Disable the missing field initializers warnings that -Wextra produces from GCC.
- Update zlib to version 1.2.5.
- Fixed: FxAbs::Resolve() called isNumeric() on the wrong ValueType (which is not initialized until the end of the function).
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1204 b0f79afe-0144-0410-b225-9a4edf0717df
- Added a 'restart' CCMD that allows restarting the engine with different WADs being loaded without quitting first
- Fixed handling of missing backgrounds for intermission text screens for real this time.
- Added automap patch to mark trigger lines.
- Fixed: The TouchedActors array in the Dehacked parser was not freed after parsing was done.
- Initialize the alt HUD explicitly in D_DoomMain.
- Don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1129 b0f79afe-0144-0410-b225-9a4edf0717df
- Added DavidPH's submission for specifying vertex heights directly in UDMF.
- Move static AM color initialization into the AM_StaticInit function.
- Move D_LoadWadSettings to keysections.cpp.
- Made some more data reloadable.
- Data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- Fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- Fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)
- Fixed: GCC compiler warnings.
- Zipdir will no longer store files ending in '~' on Linux.
- Added st_oldouch which restores the old ouch face behavior of only showing when health increases by 20 while taking damage.
- Changed some data init code to delete the data it wants to initialize first.
- The 'savebuffer' variable still existed?
- Changed AInventory::Destroy to NULL SendItemUse and SendItemDrop if they point to the destroyed object. Although unlikely it can't be ruled out completely that this can happen with delayed CCMDs.
- Fixed: Starting a new game did not clear the hub statistics array.
- Cleaned up D_DoomMain a little. It's still far too large though.
- Added explicit initialization of console background texture instead of letting C_InitConsole doing it as needed.
- Added 'clearaliases' CCMD.
- Init bot specific actor properties right after parsing DECORATE, not when spawning the first bot (which is too late.)
- Changed automap initialization so that static data only gets initialized once upon startup instead of each time a level starts.
- Initialize AUTOPAGE only once when the level starts, not each time the automap is switched on.
- Cleaned up switch code and fixed several problems:
* savegames stored an index in the switch table and performed no validation when loading a savegame.
* setting of a random switch animation duration was broken.
* separated the 2 values stored in the Time variable into 2 separate variables.
* defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table.
- Added function for serializing switch and door animation pointers.
- Bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1128 b0f79afe-0144-0410-b225-9a4edf0717df
- Add alpha property to sector_t::splane. Not used yet.
- Add an alpha parameter to R_FindPlane.
- Fixed: R_FindPlane must do a full visplane comparison for stacked sectors with a non-0 alpha for the sector plane.
- Made the alpha used by stacked sectors part of the visplane. This will be needed to fix the merging of stacks with the same displacement but different alpha values.
- Replaced all calls to sqrtf with sqrt. Also changed P_RadiusAttack to use doubles for all floating point calculations.
- Fixed: When playing non-looping songs GMESong::Read could return without releasing the critical section.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1074 b0f79afe-0144-0410-b225-9a4edf0717df
- Made "follow player" automap option a CVAR and added a menu item for it.
- Added a CVAR to decide when to show the map label (ExMy, MAPxx) on the automap HUD. Available settings are Never, Always and Not for hubs.
- Made all crosshair related CVARs game specific. They were all global to all supportesd games.
- Fixed: When used on non-projectiles A_Explode ignored the HurtSource flag.
- Fixed: The intermission screen was not taking texture scaling into account (it was written before the introduction of scaled texture handling for 2D.)
- Fixed: The GAMEINFO parser did not correctly handle NOSPRITERENAME
- Added STTPRCNT to HUDFONT_DOOM
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1065 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: Detection of MAP01 presence was wrong.
- Externalized the vector graphics for the automap arrows and the key.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1052 b0f79afe-0144-0410-b225-9a4edf0717df
- Cleaned up i_music.cpp.
- FScanner::Float is a double so there's no need to cast values to float before assigning them to this variable.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1014 b0f79afe-0144-0410-b225-9a4edf0717df
- Replaced AM_Rotate with a more precise floating point version posted by Entryway.
- Fixed: when using the border property of drawbar, interpolation didn't work quite right.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@942 b0f79afe-0144-0410-b225-9a4edf0717df
- Added the am_zoom command to zoom the automap by a specific step and set default mouse wheel bindings for it.
- Fixed: The mouse pointer stayed hidden on startup because the CursorState variable was not set until the mouse was grabbed.
- Disable framebuffer debug spew. All those OutputDebugString messages from DCanvas::DrawLine()'s Lock and Unlock calls were slowing things down extremely when looking at a software-drawn automap.
- Fixes to compile with GCC 4.5.0.
- Fix an ICE when compiling with GCC 4.5.0.
- Added drawshadow flag to drawstring.
- Added kgsws-cz's FBF_NOFLASH submission.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@929 b0f79afe-0144-0410-b225-9a4edf0717df
- Added 'nospriterename' key to GAMEINFO lump so that PWADs have a means to disable this feature without having to specify a command line switch.
- Fixed: Subsectors which are the origin of polyobjects should not be drawn on the textured automap because the vertices no longer are where they'd be expected to be.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@919 b0f79afe-0144-0410-b225-9a4edf0717df
* Updated to ZDoom r2462:
- Added automap enhancements but made the new key icon optional.
- Use side_t::RightSide in IterFindPolySides() instead of the SideListHead array.
- Added Pink Silver's DrawString/Number alignment patch (with one minor change).
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@855 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: All melee attack functions only used the target acquired by P_AimLineAttack for all subsequent calculations, not the actual victim of the attack.
- Set +NEVERRESPAWN flag for several Strife monsters that should not respawn in Bloodbath skill.
- Fixed: Setting +NOCLIP for a player class did not work.
- Fixed: A_Print and related functions should not make a use state chain succeed.
- Fixed: APowerIronFeet must continuously reset the player's air supply.
- Fixed: Stopping music did not clear the variable used to restart the last played song.
- Fixed: Classes inherited from PowerScanner didn't work anymore.
- Added some options to A_CustomPunch, including calling Strife's dagger alert function.
- Added support for Risen3D/PrBoom+'s MUSINFO lump.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@816 b0f79afe-0144-0410-b225-9a4edf0717df
- 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
- added a score display to both alt HUD and sbarinfo.
- simplified code for AltHud status values display.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@737 b0f79afe-0144-0410-b225-9a4edf0717df
- Added MF6_NOTRIGGER flag that disables all line actions for an actor.
Also added the missing wadsrc files for last update.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@541 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: WIF_STAFF2_KICKBACK did not work anymore because it depended on conditions
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget,
not itself contrarily to other projectile spawning functions.
A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the
BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
(using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
were marked by index in the sector's line list but needed to be marked by
line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for
save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
info from an incorrect variable. To make this more robust the sequence index
is now stored as a hexadecimal string to avoid storing binary data in a string.
Also moved end sequence lookup from f_finale.cpp to the calling code so that
the proper end sequences can be retrieved for secret exits, too.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@427 b0f79afe-0144-0410-b225-9a4edf0717df
- added a compatibility option to restore the original Heretic bug where
a Minotaur couldn't spawn floor flames when standing in water having its
feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
come from the same definition unit (i.e both containing file and use type
are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
to use floats to prevent overflows. The prevention of the overflows was the
only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.
- Changed wad namespacing so that wads with a missing end marker will be
loaded as if they had one more lump with that end marker. This matches the
behaviour of previously released ZDooms. (The warning is still present, so
there's no excuse to release more wads like this.)
- Moved Raw Input processing into a seperate method of FInputDevice so that
all the devices can share the same setup code.
- Removed F16 mapping for SDL, because I guess it's not present in SDL 1.2.
- Added Gez's Skulltag feature patch, including:
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
* WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will
not affect autoaim settings for a hitscan or railgun, and that's deliberate)
* A_FireSTGrenade codepointer, extended to be parameterizable
* The grenade (as the default actor for A_FireSTGrenade)
* Protective armors à la RedArmor: they work with a DamageFactor; for example to
recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove
the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
- Fixed: I_ShutdownInput must NULL all pointers because it can be called twice
if an ENDOOM screen is displayed.
- Fixed: R_DrawSkyStriped used frontyScale without initializing it first.
- Fixed: P_LineAttack may not check the puff actor for MF6_FORCEPAIN because
it's not necessarily spawned yet.
- Fixed: FWeaponSlots::PickNext/PrevWeapon must be limited to one iteration
through the weapon slots. Otherwise they will hang if there's no weapons
in a player's inventory.
- Added Line_SetTextureScale.
- Fixed: sv_smartaim 3 treated the player like a shootable decoration.
- Added A_CheckIfInTargetLOS
- Removed redundant A_CheckIfTargetInSight.
- Fixed: The initial play of a GME song always started track 0.
- Fixed: The RAWINPUT buffer that GetRawInputData() fills in is 40 bytes on
Win32 but 48 bytes on Win64, so Raw Mouse on x64 builds was getting random
data off the stack because I also interpreted the error return incorrectly.
- added parameter to A_FadeOut so that removing the actor can be made an option.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@344 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: When setting up a deep water sector with Transfer_Heights the floorclip
information of all actors in the sector needs to be updated.
- Fixed: A_CountdownArg and A_Die must ensure a certain kill.
- Fixed: When using Win32 mouse, windowed mode, alt-tabbing away and then
clicking on the window's title bar moved it practically off the screen.
- Beginnings of i_input.cpp rewrite: Win32 and DirectInput mouse handling has
been moved into classes.
- Changed bounce flags into a property and added real bouncing sound properties.
Compatibility modes to preserve use of the SeeSound are present and the old
flags map to these.
- Fixed: The SBARINFO parser compared an FString in the GAMEINFO with a NULL
pointer and tried to load a lump with an empty name as statusbar script
for non-Doom games.
- Fixed: SetSoundPaused() still needs to call S_PauseSound() to pause music
that isn't piped through the digital sound system. (Was removed in r1004.)
- Added input buffering to the Implode and Shrink routines for a marked
speedup.
- Replaced the Shanno-Fano/Huffman reading routines from FZipExploder with
ones of my own devising, based solely on the specs in the APPNOTE.
- Found a copy of PKZIP 1.1 and verified that Implode support works with
files that use a literal table and 8k dictionary, and that the just-added
Shrink support works at all.
- Replaced the bit-at-a-time Shannon-Fano decoder from GunZip.c64 with the
word-at-a-time one from 7-Zip for a slight speedup when working with
Imploded files.
- Fixed: Monsters should not check the inventory for damage absorbtion when
they have the MF5_NODAMAGE flag set.
- Added patch for saving automap zoom.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@328 b0f79afe-0144-0410-b225-9a4edf0717df
- Added ML_BLOCKUSE line flag, accessible through UDMF and Line_SetBlocking.
- Fixed handling of embedded WADs.
- Added Gez's A_CheckCeiling submission.
- Fixed: AM_NewResolution crashed when called from outside a level.
- Added support for Quake PAK files.
- Improved warning messages for WAD files with incorrect marker usage.
- complete restructuring of resource file handling for more flexibility and future
extensions.
- Removed merging of special namespaces. For the texture manager this has
become totally useless so there is no need to do this anymore. Not merging
the namespaces also allows a much more reliable detection of lumps belonging
to special namespaces so the ScanForFlatHack function is no longer needed.
Instead, any lump up to F_END with a length of 4096 will be marked for
inclusion as a flat texture if no F_START marker is found.
- fixed MustConfirm parsing in MAPINFO
- Made the counting of intermission stats in Doom a GAMEINFO option so that
it can be activated in all games.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@324 b0f79afe-0144-0410-b225-9a4edf0717df
- Gave the intermission screen sounds their own SNDINFO entries.
- Removed obsolete snd_surround cvar.
- Changing screen resolution now adjusts the automap scale to be constant
relative to screen resolution.
- Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB
colorspace, it didn't zero out the temporary buffer.
- Fixed memory leak from leftover code for 7z loading and added the
LUMPF_ZIPFILE flag to their contents so they have the same semantics
as zips.
- Added support for 7z archives.
- Added -noautoload option.
- Added default Raven automap colors set. Needs to be tested because I can't
compare against the DOS version myself.
- Extened A_PlaySound and A_StopSound to be able to set all parameters of the
internal sound code.
- Changed gravity doubling so that it only happens when you run off a ledge.
- Fixed: World panning was ignored for the X offset of masked midtextures.
- Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground
of a moving floor, regardless of movement speed. For NOBLOCKMAP items this
is necessary because otherwise they can be left in the air and it also adds
some options for other things.
- Changed A_FreezeDeathChunks() so that instead of directly destroying an
actor, it sets it to the "Null" state, which will make it invisible and
destroy it one tic later.
- Added a NULL pointer check to A_Fire() and copied the target to a local
variable inside A_VileAttack() so that if P_DamageMobj() destroys the
target, the function will still have a valid pointer to it (since reading
it from the actor's instance data invokes the read barrier, which would
return NULL).
- Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their
NOBLOCKMAP flag taken away previously to make them move with a sector.
This should fix the performance problem Claustrophobia had with recent
ZDoom versions.
- Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP
but still have actors that will move up and down with the floor. IceChunk
now uses both of these flags.
- Performance optimization for FBlockThingsIterator::Next(): Actors that
exist in only one block don't need to be added to the CheckArray or
scanned for in it. Also changed the array used to keep track of visited
actors into a hash table.
- added some default definitions for constants that may miss in some headers.
- replaced __va_copy with va_copy per Chris's suggestion.
- replaced #include <malloc.h> with #include <stdlib.h> where possible.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df
- 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
- Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on
certain actors and added an option to APowerInvisibility to set this
flag when active.
- Added map specific automap backgrounds.
- Fixed: Voodoo dolls did not play a sound when dying.
- Added colorized error messages to DECORATE and made a few more error
conditions that do not block further parsing not immediately abort.
- Made all errors in CreateNewActor not immediately fatal so that the
rest of the DECORATE lump can be parsed normally to look for more errors.
- Fixed: Defining classes with the same name as their immediate base class
was legal. It should not be allowed that a class has another one with the
same name in its ancestry.
- Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife
was broken. Changed it to use WI_Drawpercent which does it properly and
also allows showing percentage in these games now.
- Fixed: The MAPINFO parser ignored missing terminating braces of the last
block in the file.
- Moved the V_InitFontColors() call earlier in the startup sequence so that
colored error messages appear colored in the startup window. Also lightened
up the "Flat" red to contrast better on the startup background.
- Changed I_InitInput() to acquire the IDirectInput8A interface by using
DirectInput8Create() instead of CoCreateInstance(). This allows the Steam
GameOverlayRenderer.dll to properly hook it.
- Stopped sending double the number of wheel events as appropriate to the
console under Linux.
- Added middle mouse button selection pasting for X systems.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@301 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed parsing for MustConfirm key in skill parser.
- Converted internal MAPINFOs to new syntax.
- Added a range parameter to SNDINFO's $limit.
- Restored Dehacked music name replacement.
- Added GUICapture mouse events for Win32.
- Changed I_GetFromClipboard() to return an FString.
- Added GTK+-based clipboard support for Linux.
- Fixed: Most Linux filesystems do not fill in d_type for scandir(), so we
cannot rely on it to detect directories.
- Added NicePath() function to perform shell-style ~ substitution on path
names.
- Changed the default screenshot directory on Unix to ~/.zdoom/screenshots/.
- Added -shotdir command line option to temporarily override the
screenshot_dir cvar.
- Fixed: G_SerializeLevel must use the TEXMAN_ReturnFirst flag for getting
the sky textures so that it still works when the first texture in a TEXTURE1
lump is used as sky.
- Restored the old drawseg/sprite distance check from 2.0.63. The code that
replaced it did the check at the center of the area intersected by the
sprite and the drawseg, whereas 2.0.63 only did the check at the location
of the sprite on the map.
- Commented out the CALL_ACTION(A_Look, actor) for targetless friendly
monsters in A_DoChase(). They can still find new targets without this,
and with it, they got stuck on the first frame of their see state.
- Fixed: Keys bound in a custom key section would unbind the key in the
main game section.
- Fixed scrolling of the automap background on a rotated automap.
- Changed singleplayer allowrespawn to act like a co-op game when you
change levels while dead by immediately respawning you before the switch
so that you get to keep all your inventory.
- Fixed: G_InitLevelLocals() did not set flags2.
- fixed: The compatibility parser applied the last map's settings to all
maps in the compatibility list.
- Added compatibility settings for a few more levels in some classic WADs.
- Added spechit overflow workaround for Strain MAP07. This is highly map
specific because the original behavior cannot be restored.
- Added a check for Doom's IWAD levels that forces COMPAT_SHORTTEX for them.
MD5 cannot be used well here because there's many different IWADs with
slightly different levels. This is only done for Doom format levels to
ensure that custom IWADs for ZDoom are not affected.
- fixed: level.flags2 was not reset at level start.
- Fixed: Morph powerups can change the actor picking up the item so
AInventory::CallTryPickup must be able to return the new actor.
- Fixed: ACS's GiveInventory may not assume that a PlayerPawn is still
attached to the player data after an item has been given.
- Added a missing NULL pointer check to DBaseStatusBar::Blendview.
- Added a compatibility lump because I think it's a shame that Void doesn't
work properly on new ZDooms after all the collaboration I had with Cyb on
that map. (Works with other maps, too.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@298 b0f79afe-0144-0410-b225-9a4edf0717df
- 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
- 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
- OggMod improperly decodes the right channel of stereo samples when sending
them to OggEnc, so I have no choice but to convert them to mono by chopping
off the right channel and only using the left channel information.
- Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so
the resultant Vorbis stream is not actually stereo but mono with the right
channel after the left. The two need to be interleaved just like
uncompressed samples are.
- Removed the pattern length limit in the XM reader.
- Decal changes as per Xaser's suggestions: Smaller decal for PhoenixFX2,
CrossbowFX2 and MaceFX4 were missing decals, and HornRodFX2 gets a whole
new decal.
- Fixed: bfgscrc2.png had some holes in the middle that did not look so good.
(From previously being handled through WinTex, maybe?)
- Fixed: Thing_ProjectileIntercept broke slightly when converted to the new
vector math routines (almost two years ago!) because the original code
multiplied down columns of the rotation matrix, but the new code multiplies
across rows of the matrix instead. This is remedied by flipping the matrix
across the x=y axis by reversing the sign of the sine value passed to the
matrix constructor.
- Fixed: Autoloading a game (e.g. respawning after dying in single player)
during demo playback prematurely ended demo control of the player.
- Fixed: Loading a multiplayer save with only one player crashed.
- Changed the co-op intermission screen to draw the stats with the small font.
- Added Karate Chris's patch to optionally specify an angle offset for
summoning.
- Added Karate Chris's fix for Serpent Staff vampirism on teammates.
- Locks and teleporters now take precedence over one-sidedness for automap
coloring.
- Increased maximum number of per-pattern rows for the XM loader from
256 to 1024 to deal with a module that otherwise would not load.
- Removed the artificial restriction on not supporting Vorbis-compressed
samples in XMs if they are stereo, since it turns out that OggMod does
support them.
- Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned
in such a sector. As a workaround for current map formats a new actor
(DoomEdNum 9041) was added that can set the extended sector flags without the
use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags.
- Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way.
- Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
Update to ZDoom r1271:
- Added native variables to expression evaluator and replaced the previous
handling of actor variables in expressions with it.
- Added support for floating point constants to DECORATE expression evaluator.
- Rewrote the SeePastShootableLines check in P_SightCheckLine() to be
more readable.
- Commented out the MugShot state nulling in DSBarInfo::AttachToPlayer() so
that fiddling with player options does not reset the mug shot.
- Fixed: SetMugShotState ACS command did not pop the stack.
- Added a global symbol table and changed DECORATE parser to put its global
symbols there instead of into AActor.
- Changed the expression evaluator's floating point precision to double.
- Started rewriting the DECORATE expression evaluator to allow more flexibility.
All the operators use the new functionality but functions, variables and
constants are yet to be redone.
While doing this rewrite I noticed that random2 was always evaluated as const.
This got fixed automatically.
- This may or may not be a problem, but GCC warned that FStateDefinitions::
AddStateDefines() does not initialize def.FStateDefine::DefineFlags, so
I fixed that.
- Fixed: The three-argument version of AActor::FindState() initialized a
two-entry array for passing to the main FindState() routine, but did
not actually pass it, passing the original primary label instead.
- Fixed: SDL builds did not shutdown the sound system at exit.
- Fixed: ThingCountSector and ThingCountNameSector did not remove enough
entries from the stack, and did not put the result in the right slot.
- Fixed: Teleport lines were prioritized over secret lines when deciding what
color to draw them on the automap.
- Fixed: Death-reverting morphs did not remove the morph item from the
player's inventory when death caused the morph to revert.
- Updated fmod_wrap.h for FMOD Ex 4.18.
- Fixed: The TEXTURES parser could copy beyond the end of a string when parsing
a 'define' definition.
- Fixed: Cheats in demos must not access the weapon slots.
- Fixed: S_ChannelEnded didn't check for a NULL SfxInfo.
- Fixed: R_InitTables did a typecast to angle_t instead of fixed_t.
- Fixed: PowerProtection and PowerDamage applied their defaults incorrectly.
- Fixed: The damage type property didn't properly read its factor.
- Finally has the right idea how to restore Doom's original clipping of projectiles
against decorations without breaking anything newer:
Added a new 'projectilepassheight' property that defines an alternative height
that is only used when checking a projectile's movement against this actor.
If the value is positive it is used regardless of other settings, if it is
negative, its absolute will be used if a new compatibility option is enabled
and if it is 0 the normal height will be used.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@187 b0f79afe-0144-0410-b225-9a4edf0717df
- 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
- 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
Update to ZDoom r1183:
- 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@164 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: The chat sound for Strife was misnamed in the gameinfo structure.
- fixed a few DECORATE bugs.
- Changed the action function declaration parser so that optional parameters
can be given a default value. The 'optional' keyword is no longer needed
and was removed, as well as 'evalnot'.
- Restructured the action function interface to remove the dependence on
the global CallingState variable.
- Changed handling of AUTOPAGE texture so that it is properly inserted into
the texture manager even if it is from Raven's IWADs.
- Removed code related to internal ActorInfo definitions from dobjtype.cpp.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@156 b0f79afe-0144-0410-b225-9a4edf0717df
- 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
- 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
- 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
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df