Commit graph

18 commits

Author SHA1 Message Date
Christoph Oelckers
0535d15df3 - Split off the entire translation code from r_draw.cpp into r_translate.cpp.
- Moved the common code of ACS and DECORATE translation generation into the
  FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535. 
- Fixed: R_CopyTranslation was not altered for the new functionality.
  I removed the function and replaced the one use with a simple assignment.


SVN r644 (trunk)
2007-12-26 16:06:03 +00:00
Randy Heit
1acc3d00c4 - Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
  a list of gotchas like this listed some where? I'd really like to see it.
  
  Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
  slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
  minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
  being drawn. For software, this (currently) only works with black. For
  hardware, it works with any color. The motiviation for this was so I could
  rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
  draw darker icons into something that didn't require making a whole new
  remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
  removed the off-by-one check from D3DFB. I had thought the off-by-one error
  was caused by rounding errors by the shader hardware. Not so. Rather, I
  wasn't sampling what I thought I was sampling. A texture that uses palette
  index 255 passes the value 1.0 to the shader. The shader needs to adjust the
  range of its palette indexes, or it will end up trying to read color 256
  from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
  numbers used by actors to the tables those numbers represent. This function
  performs validation for the input and returns NULL if the input value
  is invalid.
- Major changes to the way translation tables work: No longer are they each a
  256-byte array. Instead, the FRemapTable structure is used to represent each
  one. It includes a remap array for the software renderer, a palette array
  for a hardware renderer, and a native texture pointer for D3DFB. The
  translationtables array itself is now an array of TArrays that point to the
  real tables. The DTA_Translation attribute must also be passed a pointer
  to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
  for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
  covered it up.


SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
Christoph Oelckers
eb2e40cde0 - Changed DTA_Translation parameter for DrawTexture to an integer to avoid
passing renderer specific data to the function. Also added DTA_Font so
  that the renderer can fetch font translations from the proper font.
  DIM_MAP/ConShade had to be made a regular translation table to make it
  work.
- Added Karate Chris's fix for scoreboard displaying team play related data
  in non teamplay games.
- Fixed: The team selection menu didn't work.
- Fixed: UpdateTeam passed an FString to Printf.


SVN r623 (trunk)
2007-12-23 14:13:29 +00:00
Randy Heit
dddc781f18 - Added versions of Dim and Clear to D3DFB for use in 2D mode.
- Added a new color parameter to DCanvas::Clear() that specifies the
  ARGB value of the color. This is used if the old color parameter,
  which specifies a palette entry, is -1.


SVN r617 (trunk)
2007-12-22 04:52:51 +00:00
Christoph Oelckers
f94d971c06 - Fixed: F_StartFinale shouldn't get the information if the game is about
to end from level.nextmap. For example, this check is wrong for a secret
  exit.

SVN r549 (trunk)
2007-09-26 21:50:05 +00:00
Christoph Oelckers
d26824e5d1 - Fixed: In the Doom2 cast finale it was impossible to toggle the console.
- Added APROP_Friendly actor property for ACS.
- Added a new flag, MF2_DONTREFLECT that prevents missiles from being reflected.
- Fixed: ALoreShot::DoSpecialDamage must check whether the shooter is still
  present. If it had been removed before the projectile hits its target
  a crash could occur.
- Fixed: GetPlayerInfo was missing breaks and always returned 0 as a result.
- Added Grubber's submission for printing key bindings in ACS.


SVN r491 (trunk)
2007-02-24 12:09:36 +00:00
Christoph Oelckers
6a89d3594a - Fixed: The ANIMATED parser must read the bytes for the speed as unsigned bytes.
- Fixed: The screen wipe must be disabled for Heretic's underwater ending. If
  not, the wipe will try to mix pictures with different palettes.


SVN r435 (trunk)
2007-01-02 09:51:04 +00:00
Randy Heit
851bf89442 - Fixed all the warnings from GCC 4.2, including a handful that were
present in
  older GCCs.



SVN r430 (trunk)
2006-12-29 03:38:37 +00:00
Randy Heit
e1bd63e876 - Turned on warning level 4 just to see what it would produce: a lot of
warnings. At first, I was going to try and clean them all up. Then I decided
  that was a worthless cause and went about just acting on the ones that
  might actually be helpful:
   C4189 (local variable is initialized but not referenced)
   C4702 (unreachable code)
   C4512 (assignment operator could not be generated)


SVN r420 (trunk)
2006-12-21 04:34:43 +00:00
Christoph Oelckers
693bf96cb3 - Merged FActorInfo::FindStateExact and FActorInfo::FindState into one function
because the differences are only minimal.
- Removed all the varargs FindState functions because they aren't really needed.
  The engine itself never explicitly checks for more than 2 labels and for the 
  rest a function that gets passed a FName array is more suitable anyway.


SVN r414 (trunk)
2006-12-16 14:06:21 +00:00
Christoph Oelckers
c7644ca34e - Converted the Heretic sound sequences and the particle fountains to DECORATE.
- Added DECORATE support for setting an actor's args. If this is done
  it will also disable the actor's special that can be set in a map. This
  is for actors that want to use A_CountdownArg or similar functions
  that use the args for something different than the special's parameters.
- Converted a_sharedmisc.cpp to DECORATE.
- Added a new NActorIterator that can search for classes specified by name.
- Added a new constructor to TThinkerIterator that can search
  for DECORATE defined subclasses that are not represented by a real C++ class.
- Fixed: BuildInfoDefaults must set the parent symbol table so that 
  all actors can get to the global symbols stored in AActor.
- Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition.
- Fixed: A_VileAttack moved the flame without relinking it into the sector 
  lists. It also forgot to set the z-position correctly. (original Doom bug.)
- Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling.


SVN r401 (trunk)
2006-12-02 15:38:50 +00:00
Christoph Oelckers
063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
2006-10-31 14:53:21 +00:00
Randy Heit
c412b42703 - Fixed: cycle_t was still a DWORD and not a QWORD under GCC.
- The stat meters now return an FString instead of sprintfing into a fixed
  output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
  - For consistancy with the other integral types, byte is no longer a
    synonym for BYTE.
  - Most uses of BOOL have been change to the standard C++ bool type. Those
    that weren't were changed to INTBOOL to indicate they may contain values
    other than 0 or 1 but are still used as a boolean.
  - Compiler-provided types with explicit bit sizes are now used. In
    particular, DWORD is no longer a long so it will work with both 64-bit
    Windows and Linux.
  - Since some files need to include Windows headers, uint32 is a synonym
    for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
  was all it contained.


SVN r326 (trunk)
2006-09-14 00:02:31 +00:00
Randy Heit
df799ade24 - Fixed GCC 4 warnings in FNodeBuilder::CreateSubsectorsForReal().
- Changed f_finale.cpp/atkstates[] into a static variable, since its
  anonymous type prevents it from being accessed from other files anyway.
- Fixed: The behavior of the eventtail advancement in d_net.cpp/CheckAbort()
  was compiler-dependant.
- Fixed warnings GCC 4 threw up while compiling re2c and lemon.
- Removed __cdecl from makewad.c again. This is already defined as a builtin
  for MinGW, and redefining it produces a warning. (Why is main explicitly
  declared __cdecl anyway?)
- Fixed building ccdv-win32 with GCC 4. GCC 4 creates a memcpy call, which
  won't work because it doesn't get linked with the standard C library.


SVN r135 (trunk)
2006-05-22 01:34:07 +00:00
Randy Heit
d878c2e7d6 - Backported the classnames-are-names changes from the FP code.
SVN r97 (trunk)
2006-05-10 02:40:43 +00:00
Randy Heit
ea3b76815d - Removed -bpal parameter. Blood's blood.pal is loaded from blood.rff, and
its tiles are loaded from the same directory.
- RFF files now load their entire directories into the lumplist.
- Added char * and const char * type coversions for FString, so FStrings can be
  freely passed to functions expecting C strings. (Except varargs functions,
  which still require manually fetching the C string out of it.)
- Renamed the name class to FName.
- Renamed the string class to FString to emphasize that it is not std::string.


SVN r74 (trunk)
2006-05-03 22:45:01 +00:00
Christoph Oelckers
67bf668ad9 April 20, 2006 (Changes by Graf Zahl)
- Fixed: Strife's ending check included destroying the computer - an event
  that happens before the branch in the story.
- Fixed: The overloaded FRandom::Random2 function with mask parameter didn't
  use its parameter.
- Added Jim's latest makefile.linux


SVN r60 (trunk)
2006-04-21 16:32:49 +00:00
Randy Heit
cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00