- Comment out star and bstar stuff in wi_stuff.cpp.
- Redo r4164 fix: Don't clear fake planes when clearing skybox planes.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1535 b0f79afe-0144-0410-b225-9a4edf0717df
- Added actors' BounceSound, WallBounceSound, and CrushPainSound to preloading.
- Moved marking of actor sounds for precaching into a virtual Actor function.
- Added PrecacheSounds mapinfo option. This takes a list of sounds to preload when the level is loaded.
- Added PLAYERINFO_FOV and PLAYERINFO_DESIREDFOV for use with GetPlayerInfo.
- Exported the scoreboard text to LANGUAGE.
- Ignore the Skulltag-based SERVERSIDEONLY flag in actor definitions.
- Added noclip2 cheat. This is similar to noclip, except it also adds nogravity and the ability to fly through 3D floors.
- Fixed: screenshot_dir overrided -shotdir.
- Fixed: Crash when trying to swap fragglescript special when specials 272 and 270 aren't in the translation array.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1445 b0f79afe-0144-0410-b225-9a4edf0717df
- The Channel Group Target Unit is now only deactivated when the gamestate is GS_LEVEL. Otherwise, it just gets muted.
- Changed vid_tft's default to true. How many people still run 1280x1024 on a CRT these days?
- Fixed: M_InitVideoModesMenu() needs to call vid_tft's callback.
- Player icons that are taller than the small font will now expand the vertical size of the player bars on the scoreboard.
- Fixed: Having +showscores down during the intermission would draw both the regular intermission scoreboard plus the HUD scoreboard.
- Fixed: hu_scores used the player icon's unscaled width when calculating sizes.
- Fixed: P_TouchSpecialThing() considered all pickup items to be 32 units tall for the sake of touching, even if they were taller.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1441 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: Trying to init FMOD with profiling enabled when the network socket was in use would fail. We now fallback to no profiling when this happens.
- Fixed: Bots did not process KEYCONF weapons. As far as I know, this is only relevant for the owned-weapons display on the status bar.
- Fixed: Deus Vult II uses fullscreen level name patches (which are mostly blank) for the intermission. This caused the net scoreboard to be drawn off the bottom of the screen.
- Added A_ClearLastHeard action function.
- Similar fix to the previous: The child TiMidity++ process quitting would not necessarily be detected, so S_ChangeMusic() would not restart one-shot songs that had finished if it was the MIDI device.
- Fixed: S_ChangeMusic() would not necessarily restart non-looping songs that had finished playing.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1321 b0f79afe-0144-0410-b225-9a4edf0717df
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
- Added some initial configurability to statistics intermission screen:
* Font and color for map name can be set if it's not a titlepatch
* 'Finished' and 'Entering' can be either patches or a printed text in all gamees now.
* Font and color for 'finished' and 'entering' text can be set.
* Moved 'finished' and 'Now entering:' texts into string table.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1071 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
- Yet another piece of essentially broken code that has to go back in because some people had to abuse it:
Reinstated Doom's original code that made projectiles with the MF_NOCLIP flag set continue to exist even
though the movement itself was never properly handled.
Fortunately the game mode check formerly associated with this can be removed because none of the other games have
any projectiles using MF_NOCLIP so at least it's no longer restricted to Doom...
- The console separator bars now get converted to something printable in Unicode for the log.
- Fixed: Only the last line of multi-line log output received Unicode treatment.
- Add the game log to the crash report. I don't know why I didn't think to do this sooner.
Since we're already sending everything to a rich edit control hidden in the background,
we can just grab its contents for the report.
- Use code page 1252 when previewing text files in the crash dialog.
- Everything on the command line before the first switch with an unrecognized switch is
now added to -file. This was previously restricted to only .wad, .zip, .pk3, and .txt.
- You can now pass -file/-deh/-bex more than once on the command line, and they will all
have effect.
- Changed DArgs to use a TArray of FStrings instead of doing its own string vector management
in preparation for doing GatherFiles the "right" way.
- Fixed: DrawHudText() needs to verify that the character glyph is valid before accessing
its fields.
- V_GetFont() needs to check the font header.
- Added BMF (ByteMap Font) support. This was complicated somewhat by the fact that BMF can
specify a character advance separately from the glyph width. GetChar and GetCharWidth now
return this value in place of the glyph width. (For non-BMF fonts, these should still
return the same values as before.)
- Added A_CheckSightOrRange, with changes.
- Explicitly setting the charset for the EM_SETCHARFORMAT message seems to do what I want.
- Use the Unicode RichEdit control instead of the MBCS version, so as to enforce the use
of code page 1252 for output text. This is noticeable, for example, with the FMOD copyright
notice where the copyright symbol appears as ? (halfwidth katakana small U) with code page 932.
- Change the log window to use DejaVu Sans instead of Bitstream Vera Sans, because
Silverex's X-Chat comes with the former now. Unfortunately, I can't seem to actually
set the font when my system default code page is 932, since it wants to use some Kanji-
compatible font instead. I wonder if I can still use the Unicode RichEdit control with
Windows 9x. (Does it even matter? Windows 9x users make up less than 0.1% of all visitors
to zdoom.org these days.)
- Added -nostartup switch to disable the more graphical startup screens of Heretic, Hexen,
and Strife.
- Pretty sure the minimum FMOD version is 4.22.
- added an option to disable player translations in single player games.
- added a file 'fmod_version.txt' so that the source always comes with the information which FMod version to use.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@743 b0f79afe-0144-0410-b225-9a4edf0717df
positioning. To avoid future problems with them I added a new DTA_Fullscreen
option for DrawTexture.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@625 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
- 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
- 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
major slowdowns when used improperly.
Update to ZDoom r1306:
- Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it
failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.
- Restored the multiplayer scoreboard's former centering so that it doesn't
look awful on widescreen intermissions.
- Fixed horizontal positioning of 'finished' on the Raven games when scaled.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@253 b0f79afe-0144-0410-b225-9a4edf0717df
2 models can share the same skin now.
Update to ZDoom r1301:
- Changed: Textures without a name no longer get added to the texture manager's
hash chains.
- Fixed: specifying texture patches or font characters by full lump name instead
of texture name didn't work. To do this properly the texture manager needs
an option to look for a texture by lump number so that such textures can
be maintained without interfering with regular operation.
- added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects
of 'noautosequences' and 'forcenoskystretch' can be cancelled.
- Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap'
gets reset for each MAPINFO. A global section is needed to define a game's
default setting in zdoom.pk3. The gamedefaults should normally not be changed
by PWADs but it can be done if some mod intends to change gameplay settings
but wants to allow custom add-ons on its own.
- Fixed alignment of "finished" line in WI_drawLF() when the level name is a
graphic and scaled.
- It is now possible to replace the game's SmallFont with a single lump font
called SMALLFNT.
- Reduced the width of the second column in wi_percents false mode from 3 to
2 characters.
- Added a WISLASH graphic for Doom's intermission screen when wi_percents is
false.
- Added: inventorybarnotvisible to check to see if the inventory bar is up.
- Added the following flags to drawselectedinventory center, centerbottom, and
drawshadow.
- Fixed: The translucent flag for drawinventorybar should only have affected
the artibox image.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@247 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
- Used the one unused byte in the state structure as a flag to tell what type
the NextState parameter is. The code did some rather unsafe checks with it
to determine its type.
- moved all state related code into a new file: p_states.cpp.
- merged all FindState functions. All the different variations are now inlined
and call the same function to do the real work.
- did some code cleanup and reorganization in thingdef.cpp.
- Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation.
- To get the game name the screenshot code might as well use the globally
available GameNames array instead of creating its own list.
- Moved backpack names for cheat into gameinfo.
- Fixed: SNDINFO must be loaded before the textures. However, this required
some changes to the MAPINFO parser which tried to access the texture manager
to check if the level name patches exist. That check had to be moved to
where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
of integers.
Please note that this creates an incompatibility between old and new
versions so if you want to create something that works with both 2.2.0
and current versions better use the string format version for the color
parameter!
- Rewrote the DECORATE property parser so that the parser is completely
separated from the property handlers. This should allow reuse of all
the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
this was ever used for - Raven's invulnerability item - has already been
split up into a Heretic and Hexen version.
- Fixed: The Timidity config parser always tried to process the note number,
even if it wasn't specified.
- Fixed: When UpdateJoystickMenu() modifies the menu items for different
controllers, the joystick axis selectors need to NULL the d.graycheck
field, since this is shared by the axis sensitivity sliders' step values.
- Fixed: The crosshair must be initialized after the texture manager because
on the fly texture creation for graphics patches is no longer supported.
- Fixed a few Linux compile errors.
- Changed: Replaced weapons should not be given by generic cheats, only
when explicitly giving them.
- Changed 'give weapon' cheat so that in single player it only gives weapons
belonging to the current game or are placed in a weapon slot to avoid
giving the Chex Quest weapons in Doom and vice versa.
- Fixed: The texture manager must be the first thing to be initialized
because MAPINFO and DECORATE both can reference textures and letting them
create their own textures is not safe.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@181 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
Update to ZDoom r1190:
- Gave the PlayerPawn base class a default damage fade color instead of
hacking it into the actor when actually used.
- Fixed: The DamageFade color was not saved in savegames.
- Added Blzut3's patch for a real Chex Quest game mode.
- Fixed: SKIP_SUPER doesn't work for inventory items so it must be
disabled for them
- Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used
in the gameinfo.
- Fixed: Default blood color is no longer red so P_DrawSplash2 must
get it from the gameinfo instead.
- Added new French language texts by DoomKn1ght_.
- Blood default color is set in the gameinfo now so that Chex Quest
can default to green instead of red.
- Fixed: The version of CheckNumForFullName that checks for a specific
WAD did not work.
- Moved MAPINFO names into gameinfo structure.
- Added Chex Quest support. Credits go to fraggle for creating a
Dehacked patch that does most of the work. The rest includes a new
MAPINFO and removal of the drop items from the monsters being used.
- Added Win64 support to the crash report generator. (Pity that Win32
cannot be as informative.)
- Added and fixed Boss death submission for random spawner.
- Added functions to FActorInfo that can set the damage factors and
pain chances to reduce the chance of new errors when working with
these features.
- Fixed: The handling of the deprecated FIRERESIST flag didn't work.
There were 3 problems:
* Actor defaults have no class information so HandleDeprecatedFlags
needs to be passed a pointer to the ActorInfo.
* The DamageFactors list is only created when needed so the code needs to
check if it already exists.
* damage factors are stored as fixed_t but this set a float.
- Fixed: Timidity::Renderer::reset_voices() must completely zero the
voices. Because this wasn't done, note_on() could try to access
the sample for a voice that had never been played yet and access
random memory. There may be other places where it's a problem, but
this is where I noticed it, by chance.
- Added a traditional Strife color set for the automap.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@166 b0f79afe-0144-0410-b225-9a4edf0717df
- 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: When Heretic's Mace was replaced by a non-child class A_SpawnMace still
treated it as a mace and wrote into some undefined memory.
- Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement.
- Added a speed parameter to A_SkullAttack.
- Fixed: Black as first or only blood color didn't work.
- Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag.
- Fixed: Spawning a player could play the *gasp sound.
- Fixed: SBARINFO's health display didn't scale to the proper maximum.
- Added const char &operator[] (unsigned int index) to FString class.
- Added Skulltag's Teleport_NoStop action special.
- Fixed: Strife's EntityBoss didn't copy friendliness information to the
sub-entities.
- Fixed: Friendly spectral monsters should be able to hurt unfriendly ones
and vice versa.
- Fixed: In deathmatch specral missiles spawned by players should hurt other
players.
- Fixed: SpectralLightningBigBall didn't set the proper owner for the lightning
projectiles it spawned.
- Changed the EntityBoss's attack function to call the equivalent spectre
functions instead of duplicating their code.
- Gave many of Strife's code pointers that only had a number as name more
meaningful names.
- Fixed: All spectral attacks must set 'health' first before P_CheckMissileSpawn
is called.
- Added a compatibility option to play sector sounds from the precalculated
center because some maps apparently abuse the behavior to make the sound
play somewhere where it can't be heard by the player to fake silent movement.
- Fixed: The S_Sound variant taking an actor must check if the actor is not
NULL.
- Fixed: ACS's ActivatorSound must check if the activator is valid.
- Changed stats drawing so that multi-line strings can be used.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@132 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
- 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
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df