- Merged USDF branch into trunk.
- Added USDF specs.
- Fixed: The check for old incompatible savegames with dialogues was wrong.
* Adjusted the SaveVersion number to its accurate value.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@901 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: UpdateSegBBox only used the first seg of a linedef to calculate the linedef's bounding box.
- Merge scanner changes from the scripting branch, since I'm pretty sure the
token names were out of sync here, too.
- Fixed: Hexen's fighter's skull has a different animation than Heretic's so it needs to be a separate class.
- Added an option to parse lumps named ZMAPINFO in place of MAPINFO. Any MAPINFO lumps in files containing
a ZMAPINFO lump will be completely ignored. This is to allow ZDoom specific definitions which are incompatible
with other engines capable of reading MAPINFO. Any ZMAPINFO lump must be in the new MAPINFO format.
- Changed FileExists() to use stat instead of fopen/fclose, which ought to be lower
overhead for files that are present.
- Whoops. DXT5 decompression got the alpha values wrong. That's "wrong" as in "garbage", since
yalphaslice was never initialized to anything. (I should probably test this to make sure I
actually got it right now...)
- add some tolerance to fake sector height checks to allow for slope related imprecisions.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@747 b0f79afe-0144-0410-b225-9a4edf0717df
- Look for files in Mac-like places on Macs.
- Fixed: The non-Windows CreatePath can fail if part of the path already
exists, because mkdir will return an error code for trying to recreate
an existing directory.
- Because entryway timed it, here is a new version of R_PointToAngle2 that is
closer to the original. The old code was shorter but a little slower. The
new code is a bit faster than the original with VC++ and about the same
with GCC. Interestingly, GCC produces code for Killough's version that
performs about the same as the original, but when compiled with VC++,
Killough's is notably worse.
- moved ENDOOM lump name definition into gameinfo.
- moved default item drop style into gameinfo.
- moved default respawn time into gameinfo.
- moved default inventory max amount into gameinfo.
- turned Heretic's blocking of the sector for LS_Plat_RaiseAndStayTx0 into
a parameter instead of having the game mode decide.
- Applied vertical SBARINFO inventory bar patch.
- moved definition of games' default armor icons into gameinfo definition.
- fixed: The PNG loader for true color textures overwrote the IDAT size with
the IDAT id when reading the image.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@450 b0f79afe-0144-0410-b225-9a4edf0717df
- Added directory detection to the -file parameter. This obsoletes -dir, so
that parameter is now gone.
- Removed automatic ".wad" appending from FWadCollection::InitMultipleFiles()
since it isn't needed and prevented files without extensions from being
loaded. D_AddFile() already takes care of adding the extension if the
name as-given does not exist.
- Fixed: Loading single files did not print a newline in the startup text.
- Fixed: A_JumpIf(InTarget)Inventory jumped if the check amount was greater
than the item's max amount and the item was maxed.
- Fixed: Some dmadds wads used zero-length sprites as placeholders. When you
ran dmadds to combine it with the IWAD's sprites, they would be replaced by
the IWAD's sprites, so when loading such wads, we should ignore those as
valid sprites. (Thanks to entryway for finding this.) See 22ventry's
22sprite.wad for an example.
- Replaced the use of autoconf's WORDS_BIGENDIAN with __BIG_ENDIAN__, since
latter comes predefined by GCC.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@433 b0f79afe-0144-0410-b225-9a4edf0717df
- Removed HaveFocus variable in preference of using GetForegroundWindow().
- Added Raw Input keyboard handling.
- Split DirectInput keyboard handling into a separate file and class. I also
switched it to buffered input, and the pause key seems to be properly
cooked, so I don't need to look for it with WM_KEYDOWN/UP. Tab doesn't
need to be special-cased either, because buffered input never passes on
the Tab key when you press Alt+Tab. I have no idea why I special-cased
Num Lock, but it seems to be working fine. By setting the exclusive mode
to background, I can also avoid special code for releasing all keys when
the window loses focus, because I'll still receive those events while the
window is in the background.
- Fixed: The Heretic "take weapons" cheat did not remove all the weapons at
once. This is because destroying one weapon has a potential to destroy a
sister weapon as well. If the sister weapon is the next one in line (as it
typically is), it would process that one, not realizing it was no longer
part of the inventory, and stop because its Inventory link was NULL.
- Recoverable errors that are caught during the demo loop no longer shut off
the menu.
- Specifying non-existent directories with -savedir or the save_dir cvar now
attempts to create them.
- I_CheckNativeMouse() now checks the foreground window to determine if the
mouse should be grabbed. This fixes the case where you start the game in
the background and it grabs the mouse anyway.
- Changed raw mouse grabbing to call ShowCursor() directly instead of through
SetCursorState(), since changing the pointer isn't working with it
(probably due to the lack of legacy mouse messages), and the others work
fine by setting an invisible cursor.
- Fixed: Raw mouse input passes wheel movements in an unsigned field, but the
value is signed, so it requires a cast to use it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@333 b0f79afe-0144-0410-b225-9a4edf0717df
- Added ACS GetChar function.
- Added Gez's submission for polyobjects being able to crush corpses but made
it an explicit MAPINFO option only.
- Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
- fixed a few Heretic actors:
* The pod generator's attacksound was wrong
* The teleglitter generators need different flags if they are supposed to work
with z-aware spawning of the glitter.
* The knight's axes need the THRUGHOST flag.
- Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.
- Fixed: Some missile spawning functions ignored the FastSpeed setting.
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
- Added Species property for actors and separated Hexen's Demon1 and Demon2
into different species.
- Added handling for UDMF user keys.
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
- fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines.
- Added more compatibility settings, submitted by Gez.
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
- Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.
- Fixed: FWadCollection::CheckNumForName() read the lump each iteration before
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: Untranslated colors in fonts had an alpha value of 0 but need 255.
- Fixed: The Doom status bar's ammo display may not use the INDEXFONT for
the alternative HUD. Instead it has to create a separate one out of the
STYSNUM characters.
- Fixed: skins can not be sorted for binary search because the player class
code depends on the original indices.
- Fixed: P_StartConversation set the global dialog node variable for all
players, not just the consoleplayer.
- Fixed: AWeapon::PickupForAmmo assumed that any weapon having a secondary
ammo type also has a primary one.
- Bumped netgame, demo and min demo version for the weapon slot changes.
- changed weapon slots to be stored per player. Information is now transmitted
across the network so that all machines know each player's current weapon
configuration so that it can be used by cheats or HUD display routines.
- fixed: level_info_t::mapbg was not initialized
- Fixed: Player names and chat macros that end with incomplete \c escapes now
have those escapes stripped before printing so that they do not merge with
subsequent text.
- Fixed: The CHARFORMAT structure that is used to set the color in a Windows
Rich Edit control was not fully initialized resulting in incorrect colors
being set.
- Moved default weapon slot assignments into the player classes.
Weapon.SlotNumber is now used solely for mods that want to add new weapons
without completely redoing the player's arsenal. Restored some config-based
weapon slot customization, though slots are no longer automatically saved
to the config and section names have changed slightly. However, unlike
before, config slots are now the definitive word on slot assignments and
cannot be overridden by any other files loaded.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@302 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
- Fixed: The save percentage for Doom's green armor was slightly too low
which caused roundoff errors that made it less than 1/3 effective.
- Added support for "RRGGBB" strings to V_GetColor.
- Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly.
- Changed GetSpriteIndex to cache the last used sprite name so that the code
using this function doesn't have to do it itself.
- Moved some more code for the state parser into p_states.cpp.
- Fixed: TDeletingArray should not try to delete NULL pointers.
- Added binary (b) and hexadecimal (x) cast types for ACS's various print
statements.
- Added ClassifyActor(tid) ACS builtin function. This takes a TID and returns
a set of bits describing the actor. If TID is 0, it returns information
about the activator. If there is more than one actor with the given TID,
only the first one is considered. Currently defined bits are:
ACTOR_NONE No actors with this TID exist (only when TID is not 0).
ACTOR_WORLD Activator is the world (only when TID is 0).
ACTOR_PLAYER Actor is a player (includes bots and voodoo dolls).
ACTOR_BOT Actor is a bot.
ACTOR_VOODOODOLL Actor is a voodoo doll.
ACTOR_MONSTER Actor is a monster.
ACTOR_ALIVE Actor is alive (players/monsters only).
ACTOR_DEAD Actor is dead (players/monsters only).
ACTOR_MISSILE Actor is a missile.
ACTOR_GENERIC Actor exists, but no further information is available.
- Moved ExpandEnvVars() from d_main.cpp to cmdlib.cpp.
- AutoExec paths now support the same variable expansion as the search paths.
Additionally, on Windows, the default autoexec path is now relative to
$PROGDIR, rather than using a fixed path to the executable's current
directory.
- All usable Autoload and AutoExec sections are now created at the top of
the config file along with some brief explanatory notes so they are
readily visible to anyone who wants to edit them.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@254 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
- 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
- Added Martin Howe's morph system update.
- Added support for defining composite textures in HIRESTEX. It is not fully tested
and right now can't do much more than the old TEXTUREx method.
- Added a few NULL pointer checks to the texture code.
- Made duplicate class names in DECORATE non-fatal. There is really no stability
concern here and the worst that can happen is that the wrong actor is spawned.
This was a constant hassle when testing with WADs that contain duplicate resources.
- Removed some GCC warnings.
- Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp.
- Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW
failed compiling the new MIDI code.
- Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char
pointers, since "" is a constant.
- Fixed: parsecontext.h was missing a newline at the end of the file.
- Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In
particular, this meant that every channel was almost certainly in mono mode,
which can sound pretty bad if the song isn't meant to be played that way.
- Added bank numbers to the MIDI precaching for Timidity, since I guess I do
need to care about banks, if even the Duke MIDIs use various banks.
- Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp
shouldn't unconditionally link against it.
- Fixed: pre_resample() was still disabled, and it left two samples at the end
of the new wave data uninitialized.
- Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get
rid of timidity/tables.cpp, which conflicts in name with the main Doom
tables.cpp. (And interestingly, VC++ automatically renamed the object file,
so I wasn't aware of the problem with GCC.)
- Added a Gets function to the FileReader class which I planned to use
to enable Timidity to read its config and sound patches from Zips.
I put this on hold though after finding out that the sound quality
isn't even near that of Timidity++.
- GCC-Fixes (FString::GetChars() for Printf calls)
- Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag
can be loaded
- Changed the MIDIStreamer to send the all notes off controller to each
channel when restarting the song, rather than emitting a single note off
event which only has 1 in 127 chance of being for a note that's playing
on that channel. Then I decided it would probably be a good idea to reset
all the controllers as well.
- Increasing the size of the internal Timidity stream buffer from 1/14 sec
(copied from the OPL player) improved its sound dramatically, so apparently
Timidity has issues with short stream buffers. It's now at 1/2 sec in
length. However, there seems to be something weird going on with
corazonazul_ff6boss.mid near the beginning where it stops and immediately
restarts a guitar on the exact same note.
- Added a new sound debugging cvar: snd_drawoutput, which can show various
oscilloscopes and spectrums.
- Eliminated some more global variables (onmobj, DoRipping, LastRipped,
MissileActor, bulletpitch and linetarget.)
- Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :(
- Changed the progdir global variable into an FString.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df