Commit graph

15 commits

Author SHA1 Message Date
Christoph Oelckers
cacebde16e Update to ZDoom r1425:
- 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
2009-02-20 09:24:51 +00:00
Christoph Oelckers
5e8c5c3305 Update to ZDoom r1418:
- 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
2009-02-08 23:01:13 +00:00
Christoph Oelckers
ad59f4da77 - Update to ZDoom r1401:
- Made improvements so that the FOptionalMapinfoData class is easier to use.
- Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This
  lets A_Look() always put the actor into its see state. This problem could
  be heard by an Archvile's resurrectee playing its see sound but failing to
  enter its see state because it was called from A_Chase().
- Fixed: SBARINFO used different rounding modes for the background and
  foreground of the DrawBar command.
- Bumped MINSAVEVER to coincide with the new MAPINFO merge.
- Added a fflush() call after the logfile write in I_FatalError so that the
  error text is visible in the file while the error dialog is displayed.
- moved all code related to global ACS variables to p_acs.cpp where it belongs.
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- rewrote the MAPINFO parser:
  * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later.
  * split off skill code into its own file
  * created a parser class for MAPINFO
  * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction 
    data a TArray so that levelinfos can be handled without error prone maintenance functions.
  * split of parser code from g_level.cpp
  * const-ified parameters to F_StartFinale.
  * Changed how G_MaybeLookupLevelName works and made it return an FString.
  * removed 64 character limit on level names.
- Changed DECORATE replacements so that they aren't overridden by Dehacked.
- Fixed: The damage factor for 'normal' damage is supposed to be applied to
  all damage types that don't have a specific damage factor.
- Changed FMOD init() to allocate some virtual channels.
- Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test.
- Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate
  for lclip and rclip.
- Added weapdrop ccmd.
- Centered the compatibility mode option in the comptibility options menu.
- Added button mappings for 8 mouse buttons on SDL. It works with my system,
  but Linux being Linux, there are no guarantees that it's appropriate for
  other systems.
- Fixed: SDL input code did not generate GUI events for the mousewheel, so it
  could not be used to scroll the console buffer.
- Added Blzut3's statusbar maintenance patch.
- fixed sound origin of the Mage Wand's missile.
- Added APROP_Dropped actor property.
- Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility 
  flags don't get reset each start.
- Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF
- More GCC warning removal, the most egregious of which was the security
  vulnerability "format not a string literal and no format arguments".
- Changed the CMake script to search for fmod libraries by full name instead
  of assuming a symbolic link has been placed for the latest version. It can
  also find a non-installed copy of FMOD if it is placed local to the ZDoom
  source tree.
- Fixed: Some OPL state needs to be restored before calculating rhythm. Also,
  since only the rhythm section uses the RNG, it doesn't need to be advanced
  for the normal voice processing.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-05 00:06:30 +00:00
Christoph Oelckers
db550dc0b4 Update to ZDoom r1369:
- fixed some issues with P_FindFloorCeiling's coordinate processing.
- added a new compatmode CVAR which allows setting some generic compatibility 
  flag combinations:
  Doom: sets the options needed to make most Doom.exe compatible map play without
  errors.
  Doom (strict): Same as above but sets a few more options. Please note that this
  does not mean full Doom.exe behavior emulation.
  Boom: Sets all options that consider differences between ZDoom and Boom.
  ZDoom 2.0.63: Sets only the COMPATF_SOUNDTARGET option which is needed for
  many older ZDoom maps.
- added new COMPAT_CROSSDROPOFF option to block monsters from being pushed over
  dropoffs by damage kickback.
- fixed: AFastProjectile::Tick must call Effect only 8 times per tic, regardless
  of the amount of steps taken.
- fixed: momentum checks in AFastProjectile did not use absolute values.
- Restored the rhythm section to fmopl.cpp and made some slight updates from
  version 0.72 of MAME's fmopl.c. Also refactored CalcVoice so that the
  original MAME structure is more visible.
- Removed the SoundChans bitfield from AActor, since it seems there are race
  conditions I don't fully understand where it simply doesn't work.
- Removed BaseTime initialization from sdl/i_system.cpp as per Chris's
  recommendation.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@296 b0f79afe-0144-0410-b225-9a4edf0717df
2009-01-25 22:03:47 +00:00
Christoph Oelckers
9c159c170b - fixed: Decals on 3D floors were not displayed.
Update to ZDoom r1350:
- Used new functionality to avoid moving the puff around in SpawnDeepSplash.
- Fixed: P_RailAttack used the shooting actor or a default puff for some splash
  related actions. It should use the puff type passed to it as a parameter instead.
- Changed splash handling in P_LineAttack to use the actual hit position to
  spawn the splash and not the puff's spawn position which is offset a little.
- made some precision related changes to P_HitWater. The precise hit coordinate
  can now be passed as parameters.
- Made spawning of floor- and ceiling huggers a little more intelligent.
- Fixed: 'None' was no longer recognized as a NULL class name by the 
  DECORATE parser.
- Added 'ininventory item, amount' option to SBARINFO to check for a minimum 
  amount instead of mere presence in the inventory.
- Fixed: Door lock messages were overwritten by remote messages.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@286 b0f79afe-0144-0410-b225-9a4edf0717df
2009-01-04 12:52:41 +00:00
Christoph Oelckers
8b61dada84 Update to ZDoom r1344:
- Fixed: SBARINFO used GetSpecies instead of GetClass to check weapon types.
- Added a few missing NULL pointer checks to SBARINFO code.
- Changed pickup sounds of local player to unpaused to resolve problems with 
  the time freezer and make them behave better.
- Fixed: When sounds are paused not all newly started sounds should actually
  be played.
- Fixed: SBARINFO had no means to check if a weapon uses any ammo at all and
  as a result the inventory icon was misplaced if a no-ammo weapon was selected.
- Fixed: P_CheckMissileSpawn and AFastProjectile didn't adjust their
  calculations for missiles with small radii.
- Added a new aiming mode to A_CustomRailgun to aim directly at the target
  from the actual point the shot originates from.
- Added a constant name for Skulltag's 128 flag for A_SpawnItemEx. For 
  compatibility ZDoom needs to define this name, too, even though it doesn't 
  use it.
- Fixed: The nodebuilder could hang on badly set up polyobjects. Now it aborts 
  when the loop iterates NumberOfSegs times.
- Fixed: FMOD calls for setting the water reverb must check the return code
  for errors.
- Fixed: Hexen's dual attack weapons must check distance to targets in 3D,
  not 2D.
- Made several DECORATE errors which do not involve parsing non-fatal.
- Added a static error counter to FScriptPosition class.
- Changed initialization of actor class type properties: fuglyname is gone as
  is the postprocessing in FinishThingdef. Instead an empty placeholder class
  is now created when a class is first referenced and this placeholder is later
  filled in. 
- Added option to replace backslash with '^' in state frame definitions because
  the backslash is just causing too many problems because it's also an escape
  character.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@282 b0f79afe-0144-0410-b225-9a4edf0717df
2009-01-01 16:47:46 +00:00
Christoph Oelckers
c88d700979 - Fixed: The environment map for mirrors no longer displayed properly when shaders
were used for fog.
- deleted obsolete g_hexen/a_weaponpieces.cpp file


Update to ZDoom r1189:

- Fixed: S_RelinkSounds() did not move the SoundChans bitfield to the new
  actor.
- Fixed: Stolen channels could be kept around by the high-level channels
  indefinitely.
- Fixed: AMageStaffFX2::IsOkayToAttack() / A_MStaffAttack aimed at friendlies.
- Added kill count awareness to A_ChangeFlag.
- P_NightmareRespawn() now clears the MTF_AMBUSH flag, so respawned monsters
  aren't dormant (since there would be no way to activate them, and they
  were certainly not dormant when they died).
- Made sdl/i_system.cpp:I_GetTimePolled() functionally equivalent to the
  Win32 version.
- Updated fmod_wrap.h and fmodsound.cpp for FMOD 4.20.
- GCC warning removal.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@234 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-15 09:16:06 +00:00
Christoph Oelckers
d8459239a2 - applied GuntherDW's Linux patch
- fixed check for transparent doors
- fixed light factor calculations for very low light levels.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@204 b0f79afe-0144-0410-b225-9a4edf0717df
2008-11-01 20:28:39 +00:00
Christoph Oelckers
32ebd96afe Update to ZDoom r1276:
- Added NULL checks to all places where class names are passed as DECORATE
  parameters.
- All DECORATE parameters are passed as expressions now. This change allows
  for compile time checks of all class names being used in DECORATE so many
  incorrect definitions may output warnings now.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
  made me think that delaying this until FMod calls the end of sound callback 
  may simply be too late.
- Changed DECORATE sound and color parameters to use expressions.
- Added a proper function parser to the expression evaluator and converted
  sin/cos and action specials to use it. The old evaluator is gone now.
- fixed some GCC problems with autosegs.
- Game time is now frozen during screen wipes. This obsoletes the DEM_WIPEON
  and DEM_WIPEOFF commands. Fixes multimap demos desyncing when played back
  or recorded with wipes enabled, and prevents multiplayer games from
  starting until all players' wipes have finished.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@189 b0f79afe-0144-0410-b225-9a4edf0717df
2008-10-25 21:48:56 +00:00
Christoph Oelckers
83ece56308 - Fixed: The trace code could pass a temporary sector struct with its result.
Update to ZDoom r1271:
- Added native variables to expression evaluator and replaced the previous
  handling of actor variables in expressions with it.
- Added support for floating point constants to DECORATE expression evaluator.
- Rewrote the SeePastShootableLines check in P_SightCheckLine() to be
  more readable.
- Commented out the MugShot state nulling in DSBarInfo::AttachToPlayer() so
  that fiddling with player options does not reset the mug shot.
- Fixed: SetMugShotState ACS command did not pop the stack.
- Added a global symbol table and changed DECORATE parser to put its global 
  symbols there instead of into AActor.
- Changed the expression evaluator's floating point precision to double.
- Started rewriting the DECORATE expression evaluator to allow more flexibility.
  All the operators use the new functionality but functions, variables and
  constants are yet to be redone.
  While doing this rewrite I noticed that random2 was always evaluated as const.
  This got fixed automatically.
- This may or may not be a problem, but GCC warned that FStateDefinitions::
  AddStateDefines() does not initialize def.FStateDefine::DefineFlags, so
  I fixed that.
- Fixed: The three-argument version of AActor::FindState() initialized a
  two-entry array for passing to the main FindState() routine, but did
  not actually pass it, passing the original primary label instead.
- Fixed: SDL builds did not shutdown the sound system at exit.
- Fixed: ThingCountSector and ThingCountNameSector did not remove enough
  entries from the stack, and did not put the result in the right slot.
- Fixed: Teleport lines were prioritized over secret lines when deciding what
  color to draw them on the automap.
- Fixed: Death-reverting morphs did not remove the morph item from the
  player's inventory when death caused the morph to revert.
- Updated fmod_wrap.h for FMOD Ex 4.18.
- Fixed: The TEXTURES parser could copy beyond the end of a string when parsing
  a 'define' definition.
- Fixed: Cheats in demos must not access the weapon slots.
- Fixed: S_ChannelEnded didn't check for a NULL SfxInfo.
- Fixed: R_InitTables did a typecast to angle_t instead of fixed_t.
- Fixed: PowerProtection and PowerDamage applied their defaults incorrectly.
- Fixed: The damage type property didn't properly read its factor.
- Finally has the right idea how to restore Doom's original clipping of projectiles
  against decorations without breaking anything newer:
  Added a new 'projectilepassheight' property that defines an alternative height
  that is only used when checking a projectile's movement against this actor.
  If the value is positive it is used regardless of other settings, if it is
  negative, its absolute will be used if a new compatibility option is enabled
  and if it is 0 the normal height will be used.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@187 b0f79afe-0144-0410-b225-9a4edf0717df
2008-10-19 22:24:34 +00:00
Christoph Oelckers
9d46cdadbe Update to ZDoom r1246:
- 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
2008-09-23 21:41:49 +00:00
Christoph Oelckers
2cba83663a Update to ZDoom r1229:
- Separated low level sound code from all high level dependencies.
- Separated low level sound channel class from high level class which now
  is just a subclass of the low level class.
- Moved some more high level sound logic out of FMODSoundRenderer:
  The rolloff and channel ended callbacks now call functions in s_sound.cpp
  instead of working on the data itself and GSnd->StopSound has been replaced
  with S_StopChannel.
- Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders so 
  that all files are included by a central one instead of compiling each one 
  separately. This speeds up the compilation process by 25% when doing a 
  complete rebuild in Visual C.
- Cleaned up some include dependencies.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@179 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-15 23:47:00 +00:00
Christoph Oelckers
cac80858f4 Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
  internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
  into misc1 with SF_BIGTIC anymore. 
- Changed sprite processing so that sprite names are converted to indices 
  during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the 
  internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
  GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
  avoids potential erroneous results on multicore and variable speed
  processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
  export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
  integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with 
  DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
  number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
  * Added: The ability to have drawkeybar auto detect spacing.
  * Added: Offset parameter to drawkeybar to allow two key bars with
    different keys.
  * Added: Multi-row/column keybar parameters.  Spacing can also be auto.
    These  defualt to left to right/top to bottom but can be switched.
  * Added: Drawshadow flag to drawnumber.  This will draw a solid color and
    translucent number under the normal number.
  * Added: hexenarmor to drawimage.  This takes a parameter for a hexen
    armor type and will fade the image like the hexen status bar.
  * Added: centerbottom offset to draw(switchable)image.
  * Added: translucent flag to drawinventorybar.
  * Fixed: Accidentally removed flag from DrawTexture that allowed negative
    coordinates to work with fullscreenoffsets.  Hopefully this is the last
    major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
  registers AMD64 provides, this routine still needs to be written as self-
  modifying code for maximum performance. The additional registers do allow
  for further optimization over the x86 version by allowing all four pixels
  to be in flight at the same time. The end result is that AMD64 ASM is about
  2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
  (For further comparison, AMD64 C and x86 C are practically the same for
  this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
  most likely candidate, but it's not used enough at this point to bother.
  Also, this may or may not work with Linux at the moment, since it doesn't
  have the eh_handler metadata. Win64 is easier, since I just need to
  structure the function prologue and epilogue properly and use some
  assembler directives/macros to automatically generate the metadata. And
  that brings up another point: You need YASM to assemble the AMD64 code,
  because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
  types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
  pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
  VC++ still throws around unneccessary register moves. GCC seems to be
  pretty close to optimal, requiring only about 2 cycles/color. They're
  both faster than my hand-written MMX routine, so I don't need to feel
  bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
  instructions, and unrolled it once, shaving off about 80 cycles from the
  time required to blend 256 palette entries. Why? Because I tried writing
  a C version of the routine using compiler intrinsics and was appalled by
  all the extra movq's VC++ added to the code. GCC was better, but still
  generated extra instructions. I only wanted a C version because I can't
  use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
  of a pain. (It's a pain because Linux and Windows have different calling
  conventions, and you need to maintain extra metadata for functions.) So,
  the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
  I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
  this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
  converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
  as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
  the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
  redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
  drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
  were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
  only for AMD processors, so we must not use it on other architectures, or
  we end up overwriting the L1 cache line size with 0 or some other number
  we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
  GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
  occurences in the code that depended on it were changed accordingly.
  Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
  so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
  when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars.  This changes the coordinate
  system to be relative to the top left corner of the screen.  This is useful
  for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
  to determine the spacing.  Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
  would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
  in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
  DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
  DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
  can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
  meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
  the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
  rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
  the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
  for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
  DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability 
  reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
  instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
Christoph Oelckers
4f568a2aaa Update to ZDoom r1102:
- Fixed: The mugshot drawe ignored the accuracy parameter.
- Fixed: The Alt HUD's weapon drawer didn't check properly for invalid icons.
- Added DECORATE conversions for Hexen's Cleric Mace, Firedemon and fog by
  Karate Chris.
- Fixed: Attempting to load 0-length sounds caused a crash.
- Removed filename-lowercasing from zipdir.
- Fixed: The ouch face fix was lost when SBARINFO mugshot became the only
  mugshot present.
- Fixed: Mace SpawnID was assigned to the MacePowered actor instead.
- Fixed: Sorcerer2FX1's SpawnID was not restricted to Heretic.
- Added several type checks to the weapon slot code.
- Changed: Players no longer respawn in instant death sectors with 
  the 'Respawn where died' flag on.
- Applied Blzut3's 5:4 SBARINFO patch. (At least I think that's what it's
  for.)
- Corrected the revision_check target so that it always checks the revision,
  not just when src/svnrevision.h is not present.
- Added Linux support for the CMakeLists. This meant downgrading them for
  CMake 2.4, since the distros don't seem to consider 2.6 stable yet.
  As a bonus, GTK+ is no longer a required dependency; now it's optional.
- Made dehsupp ignore CR characters, so it doesn't spew warnings on Linux.
- Fixed: The sounds of Strife's intro need CHAN_UI.
- Changed all instances of playing the chat sounds to use CHAN_UI.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@145 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-02 10:52:21 +00:00
Christoph Oelckers
72ae7fa01b Initial import - version 1.0.32
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1 b0f79afe-0144-0410-b225-9a4edf0717df
2008-01-27 11:25:03 +00:00