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
Emulate the size limit of Doom's lightscale table by capping the value of vis passed to GETPALOOKUP. The end result is that there is a minimum distance around you where light amplification stops and it gets no brighter. Should this scale with visibility? I can't say. So, yeah, it turns out all these years ago, I made this out to be harder than it really is.
Fixed: Light levels outside the range [0,255] really do matter.
Added FDARI's latest actor pointer submission.
Added kgsws's 3D floor textute rotation fix.
Added DavidPH's damage type specific damage color submission.
Added DavidPH's A_PainAttack extension submission.
Fixed: Telefrag damage should not be affected by skill damage factors.
Added A_GunFlash extension submission.
Added DONTCORPSE submission.
Added SEEINVISIBLE submission.
Added submission for disabling some new and rather pointless GCC warnings.
Fixed: Selecting TiMidity++ as a MIDI device without a working timidity.exe, then switching to a different MIDI device would leave music silent until a new song was started. (The discrepancy between mus_playing.handle and currSong is one which should probably be handled properly at some point.)
Fixed: Typo in FClipRect::Intersect() could case bad clipping.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1216 b0f79afe-0144-0410-b225-9a4edf0717df
- Added a function to execute action specials and changed all calls to use this function. This was done to make it easier to check such calls.
- Fixed: Menu mouse navigation didn't work in fullscreen on Linux.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1198 b0f79afe-0144-0410-b225-9a4edf0717df
- Removed all portal fudging that was necessary to make thing based portals work the same as line based portals. Using an actor flag on the skybox thing the visplane code now checks what kind of portal is used and uses the proper logic accordingly. As a result the "Portals" compatibility flag no longer exists.
- Added Chris's crashcatcher improvements.
- Fixed: CreateCachedNodes did not free its file buffer.
- Fixed: The background on some bars was cliped incorrectly.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1143 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: Portal setup did some incorrect validity checks.
- Fixed: The 'secret' CCMD used FStrings directly as printf parameters.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1125 b0f79afe-0144-0410-b225-9a4edf0717df
* Added code submission for printing secret information.
* Added missing TRXTCOLOR_CYAN #define.
* Changed bridge things to be completely immobile towards sector plane movement. This problem again reared its ugly head in 007LTSD where the oversized bridges got messed up by some opening doors and lowering lifts. Now any plane trying to move such a thing will get blocked. Moving these things by other means still works normally, of course
* Added some fudging to make sectors that are neighboring a portal plane but share the same texture properties actual parts of the portal. This is only done when portals are defined with portal things. This was necessary to preserve an effect that depended on incomplete checks in the renderer that could not be preserved with the implementation of linedef based portals.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1113 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed typo in Firemace obituary
- Added DavidPH's AProp_ScaleX/Y / A_SetScale submission.
- added Edward-san's fix for the turbo CCMD.
- Changed savegame versioning for SVN-less builds to use a SAVEVER value of 999999 so that it is guaranteed that such a build can load its own savegames - even if it is at the cost of losing the ability to handle older savegames. People should build ZDoom with revision info anyway. ;)
- fixed: Sector_SetPortal did not set the portal's alpha value.
- added 'flooralpha' and 'ceilingalpha' sector properties. They only have meaning if a sector stack portal is defined in this sector. If set to anything less than 1.0 these will override the alpha set by a portal. This is mostly for Sector_SetPortal to avoid defining multiple portals that only differ by their plane translucency.
- fixed: Explosions may not spawn splashes in sectors with a Transfer_Heights effect. Due to the way it handles floor textures it cannot spawn them correctly there.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1077 b0f79afe-0144-0410-b225-9a4edf0717df
- Changed skybox code to use the alpha from the sector plane.
- Removed alpha from skybox viewpoints.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1075 b0f79afe-0144-0410-b225-9a4edf0717df
* Fixed: The check for savegames without picture was reversed.
* Fixed: Savegames that were saved without picture did not display the 'No picture' message because the empty PNG container was still recognized as image.
* Added a NULL skins[] check to AActor::SetState().
* Fixed: ACS's GetActorX, GetActorY, GetActorZ, GetActorFloorZ, GetActorCeilingZ, GetActorAngle, and GetActorPitch did not have NULL pointer checks for the TID == 0 case.
* Fixed: GCC warnings.
* Fixed: The aspectratio SBarInfo command never ticked its contents.
* Fixed some texture priorititing problems with Hexen's player displays for the menu. The patches for these should not be placed in the TEX_WallPatch namespace because it's not what modders might expect from them.
* Added automatic centering of Hexen's skill menu so that it can adjust automatically to the different player classes.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@989 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: The DUMB specific options should be grayed out when using FMod for playing back modules.
- Fixed: The newly accelerated mousewheel scrolling code did not check for the end of the list and could scroll one item too far. It also incremented VisBottom by 3 instead of 2.
- changed lock failsound lookup so that for each sound it tries to resolve it as a player sound before deciding if it is valid.
- Fixed: FOptionMenuItemJoyMap::SetSelection() did not convert from menu selection number to joyaxis number.
- Scroll two rows at a time with the mouse wheel in the options menu.
- Remove extra *usefail definition for the pig player.
- Locks can now define more than one LockedSound by separating them with commas. The default setting for this property is now "*keytry", "misc/keytry". The first sound that is defined is the one that will be played for the lock. Thus, for standard locks, if the player class defines *keytry, that will be played. Otherwise, misc/keytry will be played as before.
- Added a ClearCounters function to AActor that handles everything necessary to un-count an item that is not supposed to be counted but has some of the COUNT* flags set.
- Merged all places where secrets are credited into one common function.
- Added the Doom64 COUNTSECRET actor flag.
- Fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- Fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.
- Merged Thing_Destroy extension from Doom64 branch into trunk and extended it by a tid=0, tag!=0 case which will kill all shootable actors in sectors with the specified tag.
- Fixed: Compilation errors on Mac OS X.
- Fixed Linux compilation issue with statistics.cpp
- Resurrected some old statistics code I had and made some minor enhancements to be of more use.
- Fixed: The subsector serializing code accessed the subsector array before validating the index.
- Added episode names to episode definitions of Doom 1 and Chex Quest.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@979 b0f79afe-0144-0410-b225-9a4edf0717df
- BOOM compatibility fix: Allow voodoo dolls to spawn inside narrow pits.
- Added new sector special 195 to set the 'hidden' sector flag in non-UDMF maps.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@924 b0f79afe-0144-0410-b225-9a4edf0717df
- Added patch for A_TakeInventory flag for taking ammo, with TIF_AMMO renamed to TIF_NOTAKEINFINITE.
- Added DavidPH's A_FadeTo patch:
A_FadeTo(float target, float amount = 0.10, bool remove = false)
Alters transparency towards target by amount. If remove is true, the actor is destroyed if it reaches target.
- Fixed: If a randomspawner is given a Z-height in the map editor, and the spawned object has a spawn height flag, it is ignored by the spawned object. This little patch fixes that.
- Fixed: Heretic's sludge damage sector does 4 points damage, not 5 like Doom's.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@785 b0f79afe-0144-0410-b225-9a4edf0717df
- Added a new 'playeruseback' linedef trigger type that allows using lines from the back side.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@784 b0f79afe-0144-0410-b225-9a4edf0717df
- Added a Sector_CopyScroller special to allow setting scrollers to sectors with special tags.
- Extended compatibility text to allow changing line flags and setting line specials on specific linedefs.
- Removed Strain MAP07 hack and replaced it by a clean 'clearlineflags' option.
- Added Doomo format translations for Sector_CopyScroller because this looks like something that might be useful for making
some Boom maps work without having to resort to compatibility.txt.
- Added a compatibility setting for UAC Ultra MAP07 which exploited some undefined scrolling behavior in Boom.
(What lengths are we going to make sloppily created maps work? This entire commit was just to address this particular problem...)
- Added a few NULL pointer checks to protect against problems caused by actors being spawned during engine shutdown.
- Made the recent change to P_SeekerMissile an option because it affected critical gameplay behavior and may not be used for existing actors.
- Changed P_SeekerMissile() to compute a proper 3D trajectory.
- Fixed: maxitems calculation for MKEY_Up in M_OptButtonHandler() used the unscaled text height instead of the scaled text height to calculate the bottom-most usable row.
- Added MUS header scan to mus2midi.
- Fixed buffer overflow when reading a MUS song from a compressed file.
* Plugged a few memory leaks.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@770 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: Explosions directly under a water surface would not hurt any actor directly above this surface.
- cleaned up P_CheckSight flag handling.
- Use normal texture animation for the main menu cursors. This required updating animations
all the time and not just when inside a level.
- fixed: IDBEHOLD altered the item counter.
- fixed: P_SpawnMapThing always reduced the angular precision to 45 degrees.
- removed AngleIncrements because it's not really useful.
- fixed: Level redirection checked the wrong level.
- Fixed: ClearActorInventory used the wrong stack index to get its parameter.
- P_ZMovement() temporarily disables jumping after a landing. Don't do this if the jump
timer is already running or for short falls (e.g. along the edges of slopes, since the
slope floorz calculation is pretty crappy.)
- Keep all damage factors in the table, even those that are 1.0.
- 256 is a valid pain chance, so clamp to that, not 255.
- Fixed: TMap::DelKey failed if the key's main position was nil, because it tried checking
for it at the "next" position, which is an invalid pointer in that case.
- Changed A_SetUserVar and A_SetUserArray so they affect the actor that called it, which
is not necessarily "self". The only visible change from this should be that inventory items
now set their own variables and not their owners'.
- added a CrushPainSound actor property for Strife.
- fixed memory leaks in SBARINFO and WAD loading code.
- added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@756 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: Rocket trail particle positioning only worked when the rocket was moving.
- fixed: Sector_SetWind and Sector_SetCurrent were not usable in scripts called from a line.
- added Gez's A_Mushroom extension.
- added a minimum threshold for damage thrust to avoid micro-velocities being set for actors.
- fixed: Strife's Oracle is not a living thing and needs the NOBLOOD flag.
- fixed: Chex Quest's finale pic was wrong.
- fixed: Being resurrected by an Arch Vile did not restore flags5 and flags6 to the defaults.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@738 b0f79afe-0144-0410-b225-9a4edf0717df
- merged all portals with the same displacement together. While this provides
a mild performance increase it's not what I hoped it would do...
- Moved portal initialization for the portal things to P_SpawnSpecials
instead of having the things self-initialize in PostBeginPlay. This was
done to ensure that the portals are fully set up when the game begins.
Otherwise there is no decent way to let the renderer post-process this
information during setup.
- Changed: For 800x600 the default scaling handling of the options menu
makes it become too small so for any resolution with a width between
800 and 959 it has been reverted to the regular clean scaling factor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@684 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: R_GetOneSkyColumn() and R_GetTwoSkyColumns are mulscaling an
unsigned integer that can use all 32 bits. They must therefore use
the unsigned mul instruction rather than the signed imul instruction.
- Fixed several signed/unsigned comparison and possibly uninitialized
variable warnings flagged by GCC.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@615 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: Sprites and decals that are drawn with addition must fade to black.
- Make TranslateToStartSpot() set the new sector references for a polyobj's
walls so that P_CheckSwitchRange() will work with them.
- Fixed: An unspecified save_dir will now save to the program directory on
Windows. (Other operating systems already use the user's home directory
instead.)
- Fixed: S_EvictAllChannels() must replace the channel's start time with its
position when evicting sounds, because restarting the sound system causes
the DSP clock to restart at 0, so start times that were recorded before
the reset are no longer applicable after the reset.
- Fixed: S_StopChannel() always set the channel's actor to NULL, eliminating
origin information when resetting the sound system.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@586 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: Binding a brightmap texture disabled all translation information.
- Update zo ZDoom r 1883.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@496 b0f79afe-0144-0410-b225-9a4edf0717df
- Renamed plane flags from SECF_* to PLANEF_*.
- Changed Heretic's plat raise type to use a flag to block further sector movement
instead of keeping the dead thinker around to block the sector.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@461 b0f79afe-0144-0410-b225-9a4edf0717df
fixed: The Dehacked flags parser fix from May 31 (r1624) was undone by
yesterday's additions. Changed it so that the parser first checks for
the presence of a '-' sign before deciding whether to use strtol or
strtoul to convert the string into a number.
- Added PinkSilver's A_LookEx fix.
- added resources needed for MBF support.
- removed unused score items from DECORATE file.
- Fixed: Argument count for UsePuzzleItem was wrong.
- Added a few things from Gez's experimental build:
* MBF Dehacked emulation but removed the COMPATF_MBFDEHACKED flag because
it wouldn't work and is more or less useless anyway.
* MBF's dog (definition only, no sprites yet.)
* User variables. There's an array of 10. They can be set and checked in
both DECORATE and ACS.
* Made the tag name changeable but eliminated the redundancy of having
both the meta property and the individual actor's one. Having one is
fully sufficient. TO BE FIXED: Names are case insensitive but this
should better be case sensitive. Unfortunately there's currently nothing
better than FName to store a string inside an actor without severely
complicating matters. Also bumped savegame version to avoid problems
with this change.
* MBF grenade and bouncing code.
* several compatibility options.
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
* Beta Lost Soul (added DoomEdNum 9037 to it)
* A_Mushroom extensions
* Vavoom compatible MAPINFO keynames.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@452 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: If a damaged actor has negative mass, it needs to have its damage
thrust set to maximum instead of 0. See Action Doom's broken glass
"CommanderKeens".
- Changed the SCROLLTYPE define so that any extra bits set cause it to default
to 7. This effects action.wad, MAP02, lines 12054 and 12059, which had them
at 128, so they no longer scrolled in r832+.
- added support for Vavoom skyboxes from Gez's experimental build.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@451 b0f79afe-0144-0410-b225-9a4edf0717df
- 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
- ZDoom now disables the input method editor, since it has no east-Asian
support, and having it open a composition window when you're only expecting
a single keypress is not so good.
- Fixed: Setting intermissioncounter to false in gameinfo drew all the stats
at once, instead of revealing them one line at a time.
- Fixed: The border definition in MAPINFO's gameinfo block used extra braces.
- Added A_SetCrosshair.
- Added A_WeaponBob.
- Dropped the Hexen player classes' JumpZ down to 9, since the original value
now works as it originally did.
- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
- A_ZoomFactor now scales turning with the FOV by default. ZOOM_NOSCALETURNING
will leave it unaltered.
- Added Gez's PowerInvisibility changes.
- Fixed: clearflags did not clear flags6.
- Added A_SetAngle, A_SetPitch, A_ScaleVelocity, and A_ChangeVelocity.
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@376 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
- 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
- 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
- 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
- Fixed: The conversion of the strings in wbstartstruct_t to FStrings
caused crashes when reloading the hub data.
- Replaced WALLF_AUTOCONTRAST with WALLF_NOFAKECONTRAST so that the
default setting for the flags is 0.
- Added: doom2day's smoothlighting
- Added: dontincrement argument to A_CheckForReload.
- Fixed: The UDMF parser wrote class filter bits into SkillFilter.
- Fixed: (SBARINFO patch) DrawInventoryBar has a missing argument in
one of its drawgraphic calls.
- Added Gez's patch for Heretic's GIMME cheat.
- Externalized some cheat strings.
- Added Gez's patch for removing MF4_FIRERESIST.
(SBARINFO patch)
- Fixed: DrawBar would not show.
- Fixed: IsSelected took string constants instead of identifiers.
- Put more floor/ceiling properties in sector_t into a substructure and
added wrapper functions.
- Fixed: A_Explode wants the distance parameter as an int, not a fixed_t.
- some minor DECORATE fixes.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@161 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
- DF2_YES_RESPAWN_INVUL and DF_FORCE_RESPAWN now apply to all multiplayer
games, not just deathmatch, without the need for turning on
alwaysapplydmflags.
- Fixed: DF2_YES_RESPAWN_INVUL only worked in deathmatch, even with
alwaysapplydmflags turned on.
- Fixed: DF_COOP_LOSE_ARMOR did not empty the starting armor items.
- Replaced the naive area sound implementation with one that takes into
consideration the size and shape of the sector producing the sound. See
the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
S_Sound() for both names and IDs from now on.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@123 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t.
- Grouped the sector plane texture transformation values into a separate
structure and replaced all access to them with wrapper functions.
- Add environment 255, 255 as a way to get the software underwater effect in
any zone you want.
- Using a too-recent version of FMOD now gives an error, since there may be
breaking changes to the API from one version to the next (excluding
revisions in stable branches, which only represent bug fixes).
- Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone
unnoticed before: The delayhi and delaylo parameters for Channel::setDelay()
and getDelay() were swapped.
- Fixed: P_ChangeSector could incorrectly block movement when checking for
mid textures linked to a moving floor.
- Fixed AActor's bouncefactor definitions which I accidentally changed when
adding wallbouncefactor.
- Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead
of subtracting it.
- Fixed: SBARINFO's popup code used 1-based indices to address a C++ array.
- Fixed: ACS's ChangeSky command didn't clean up the stack.
- Fixed: Wall scrolling interpolations incremented their reference count twice.
- Fixed: Before a level's thinkers are loaded all previous interpolations must
be cleared.
- Fixed: deleted interpolations didn't NULL the pointer in the interpolated
object. Also added all interpolation pointers to DSectorMarker to ensure
that they are properyl processed by the garbage collector.
- Added scaling to double size for idmypos display.
- Changed: Players don't telefrag when they are spawned now but after all
actors have been spawned to avoid accidental voodoo doll telefragging.
- Fixed: ACS scripts for non-existent maps were started on the current one.
- Added a 'wallbouncefactor' property to AActor.
- Reverted forceunderwater change from r1026 and fixed the problem for real:
SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec.
So the initial check of the current sector in AActor::UpdateWaterLevel
must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK.
- Dehacked fix discovered by entryway: Dehacked only changes the blue armor's
armortype. It does not touch the armor given by the megasphere.
- Changed forcewater handling so that only control sectors created by one-
sided lines become swimmable, since there's a good chance that a two-sided
line is creating the control sector out of a normal, accessible portion of
the map. (See e.g. linedef 29242 of zdoomcmp1.)
- Added self-modifying code notifications for Valgrind.
Build with make VALGRIND=1 to turn them on.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@121 b0f79afe-0144-0410-b225-9a4edf0717df
Update to ZDoom r1024:
- Fixed: There was still an inventory bar check in FMugShot::GetFace() after
separating it from DDoomStatusBar.
- Fixed: When following links in S_StartSound(), the function used sfx
instead of S_Sfx as the array base for getting the NearLimit.
- Repositioned the declaration of the file string in D_DoomMain() so that it
won't be left on the stack at exit.
- Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can
free its Arguments.
- Symbols for native classes are now freed on exit.
- Removed the 8-character limit on endpic names from the parser. (Though it
might still be present in the texture manager; I don't remember.)
- Fixed: EndSequence needs a proper constructor.
- Fixed: The EndSequence structure was not fully initialized.
- While doing the interpolation rewrite I noticed that DScroller and DPolyAction
were doing some things in their destructor that needed to be done in the
Destroy method.
- Rewrote the interpolation code. Interpolations are no longer some objects
that are separate from the rest of the engine. Instead, they are owned by
the thinkers starting them. Also, polyobjects only spawn a single interpolation
for each polyobject instead of a single one for each vertex.
Also, different types of interpolation objects are used for different types
of interpolation so that they can do some additional work if eventually needed.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
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
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
- Eliminated all use of global variables used as output for P_CheckPosition
and P_TryMove. Moved BlockingLine and BlockingMobj into AActor because
the global variables can be easily overwritten with certain DECORATE
constructs.
- Removed some unnecessary morphing code.
- Fixed some bugs in the HIRESTEX parser.
- Added floating point support and #include and #define tokens to
FParseContext Not used yet.
- replaced the value scanning code in FParseContext::GetToken with
calls to strtol.
- Changed XlatParseContext::FindToken to do a binary search over the
valid token names.
- Fixed: The check arrays for BlockThingsIterators were not properly
freed and each iterator allocated a new one as a result.
- Split the Xlat parser context class into a generic part that can be
used for other Lemon-based parsers in the future and a smaller
Xlat-specific part.
- Changed: P_TeleportMove now always sets BlockingLine to NULL and
P_FindFloorCeiling doesn't set it at all. The way it was set in
PIT_FindFloorCeiling didn't look correct. (Note: It's amazing how
easy it is to break P_TryMove et.al. with DECORATE if you just know
which combinations of code pointers will cause problems. This definitely
needs to be addressed.)
- Changed P_FindFloorCeiling so that it doesn't need global variables
anymore. I also moved the code to set the calling actor's information
into this function because that's all it is used for. This also fixes
another bug:
- AInventory::BecomePickup called P_FindFloorCeiling to get
proper position values for the item but never set the item's information
to the return value of this call.
- Removed the check for Heretic when playing *evillaugh when using the
Chaos Device. This sound is not defined by the other games so it won't
play by default.
- Added MORPH_UNDOMORPHBYTOMEOFPOWER and MORPH_UNDOMORPHBYCHAOSDEVICE flags
for the morph style so that the special behavior of these two items
can be switched on and off.
- Added Martin Howe's morph system enhancement.
- Removed PT_EARLYOUT from P_PathTraverse because it wasn't used anywhere.
- Rewrote BlockThingsIterator code not to use callbacks anymore.
- Fixed: PIT_FindFloorCeiling required tmx and tmy to be set but
P_FindFloorCeiling never did that.
- Merged Check_Sides and PIT_CrossLine into A_PainShootSkull.
- Replaced P_BlockLinesIterator with FBlockLinesIterator in all places it was
used. This also allowed to remove all the global variable saving in
P_CreateSecNodeList.
- Added a new FBlockLinesIterator class that doesn't need a callback
function because debugging the previous bug proved to be a bit annoying
because it involved a P_BlockLinesIterator loop.
- Fixed: The MBF code to move monsters away from dropoffs did not work as
intended due to some random decisions in P_DoNewChaseDir. When in the
avoiding dropoff mode these are ignored now. This should cure the problem
that monsters hanging over a dropoff tended to drop down.
- Added a NOTIMEFREEZE flag that excludes actors from being affected by
the time freezer powerup.
- Changed: Empty pickup messages are no longer printed.
- Changed secret sector drawing in automap so that lines with the ML_SECRET
flag are only drawn as part of a secret sector if that secret has already
been found, even if the option is set to always show secret sectors.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@88 b0f79afe-0144-0410-b225-9a4edf0717df
- Changed DEHSUPP loader so that it reads the text file directly. As a result
the DEHSUPP compiler is gone now. Unlike XLATCC I'm using FScanner though.
A fully featured parser seems like overkill for this simple text file.
- Added Line_SetTextureOffset special.
- Added 'allowprotection' keyword to terrain definitions to allow damaging
flats that don't damage players with a radiation suit.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@70 b0f79afe-0144-0410-b225-9a4edf0717df
will behave as before, setting it to 1 will create exactly one lighting
and setting it to 2 will terminate lightning for the current level
completely. And it will also work on maps that don't have lightning set
in MAPINFO now.
- Added: Sector movement that causes deep water to change its height now
will trigger associated sector actions and adjust the actor's water level.
- Fixed: The serializer for side_t::part never read the texture information
from a savegame.
- Fixed: side_t::StopInterpolation called setinterpolation instead of
stopinterpolation. Also moved the clearinterpolation call in
P_SetupLevel after the P_FreeLevelData to make absolutely sure that
nothing in there can leave an interpolator behind by accident.
- Applied Linux fixes by Jim.
SBARINFO update by Blzut3:
- Fixed: the playerclass command needed a null pointer check to prevent
crashing on respawn.
- Fixed: Mug Shot states were not reset on respawn.
- Removed keepoffsets flag since apparently it was keeping the offsets by
default. The means that the only thing not affected by the offsets was using
nullimage as a background. Since I wasn't able to get a result I liked I'm
going to say that if you want a black background with high res positioning
you will have to create your own bar image. Maybe I'll fix it some other
time.
- Added: monospacefonts variable which allows for all of the fonts to be
monospaced by a specified character (from their fontset of corse).
- Made SBarInfo recognize the bar names for the Strife popups but they don't
do anything beyond that. The names are: popuplog, popupkeys, and popupstatus.
- Started converting the drawing routine to be more flexable towards high
resolution status bars. (Only did one call so far.)
NOTE: ZDoom's new sound code is not in yet because it's still too broken for serious use.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@69 b0f79afe-0144-0410-b225-9a4edf0717df
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