- 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.
SVN r1294 (trunk)
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 DECORATE sound and color parameters to use expressions.
- 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.
SVN r1276 (trunk)
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 more header dependencies.
SVN r1226 (trunk)
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
SVN r1221 (trunk)
- 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.
SVN r1132 (trunk)
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.
SVN r1129 (trunk)
- 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.
SVN r1126 (trunk)
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.
SVN r1125 (trunk)
- 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.
SVN r1117 (trunk)
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.
- 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.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
formatting can be entirely independant of the CRT.
SVN r1082 (trunk)
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.
SVN r1071 (trunk)
- Added a check for PUFFGETSOWNER to A_BFGSpray.
- Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation
to players only.
- Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits
instead of FMapThing::ClassFilter.
- Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn.
It must do this itself after setting the proper owner.
- Fixed: CCMD(give) increased the total item count.
- Fixed: A_Stop didn't set the player specific variables to 0.
SVN r1066 (trunk)
arbitrary point. It has been replaced with a variant that takes a polyobject
as a source, since that was the only use that couldn't be rewritten with the
other variants. This also fixes the bug that polyobject sounds were not
successfully saved and caused a crash when reloading the game. Note that
this is a significant change to how equality of sound sources is determined,
so some things may not behave quite the same as before. (Which would be a
bug, but hopefully everything still sounds the same.)
SVN r1059 (trunk)
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.
SVN r1036 (trunk)
consideration the size and shape of the sector producing the sound. See
the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
S_Sound() for both names and IDs from now on.
SVN r1034 (trunk)
- Reorganized the HackHack code so that the image creation was moved into
MakeTexture. This was necessary because Unload deleted the pixel data
and broke the whole thing.
- Fixed: FPatchTexture::HackHack and FDoomStatusbarTexture::DrawToBar used the
obsolete and uninitialized variable Near255.
- Removed the span creation code specific to FPatchTexture. It only has an
advantage when the lump has already been loaded in memory but since that
is no longer the case now the generic version in FTexture is actually better.
- Changed: FTexture::CopyToBlock no longer uses the spans but the pixel buffer
directly. Since most patches in multipatch textures are non transparent
the added overhead from creating the spans far outweighs any savings they
might provide. It is also simpler to handle for mirrored or rotated patches now.
- Changed: Textures only create the spans when really needed. Flats and native
textures, for example, do not and it only created needless overhead that they
were always created along with the pixel buffer.
- Made use of player and actor variables consistent in a_hereticweaps.cpp.
- Fixed: A few calls to P_SpawnPlayerMissile passed 0 as angle
SVN r911 (trunk)
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.
SVN r879 (trunk)
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.
SVN r876 (trunk)
xlat_parser.y because both files had the same time stamp after an update,
and Lemon only rewrites the header file if it's changed.
- Added $volume SNDINFO command. This is multiplied with the volume the sound
is played at to arrive at the final volume (before distance attenuation).
- Added the CHAN_AREA flag to disable 3D panning within the min distance of a
sound. Sector sound sequences (except doors) use this flag.
- Added the CHAN_LOOP flag to replace the S_Looped* sound functions.
- Restored the sound limiting.
SVN r849 (trunk)
Since it uses fixed point parameters it can only be used in scripts though.
- Added flags parameters to all wall scroller specials that didn't use
all 5 args.
- Separated scrolling of the 3 different texture parts of a sidedef.
While doing this I did some more restructuring of the sidedef structure
and changed it so that all state changes to sidedefs that affect rendering
have to be made with access functions. This is not of much use to the
software renderer but it allows far easier caching of rendering data
for OpenGL because the only place I need to check is in the access functions.
SVN r832 (trunk)
which crushing mode is used: 0 uses the game's default for compatibility,
1 uses Doom's mode (crushers continue to move while damaging any actors ) and
2 uses Hexen's mode (crushers stay at blocking actor's top until they die).
Since Generic_Crusher already used all 5 args I created a second version for
Hexen crushing mode.
- Added PICKUP flag to DECORATE.
SVN r817 (trunk)
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
will also double as the pistol's icon in the AltHUD.
- Added a generic log display that can show Strife's log messages in all games
regardless of the current game, active status bar and HUD mode.
- Added GZDoom's alt HUD.
SVN r693 (trunk)
- Bumped the maximum resolution up to 2560x1600.
- Fixed: DCanvas::DrawTexture() only expanded virtual screen sizes for widescreen
resolutions but left 5:4 modes alone. This fix neccessitated the addition of
DTA_Bottom320x200 for the status bar to use so that it could be flush with the
bottom of the screen rather than sitting slightly above it.
- Fixed: FConfigFile::ReadConfig()'s definition of whitespace was too broad.
- Fixed: Defining custom translation ranges in descending order and/or with gaps
made for crashes.
SVN r676 (trunk)
- 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)
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)
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
40.
- Fixed: The code which checked for hitscan traces hitting actors from above
and below must test whether the calculated hit position is actually inside
the actor being checked. If it crosses the top/bottom plane outside the
bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
This was done to ensure compatibility with parsers that will parse these as
identifier-aware script code later.
SVN r554 (trunk)
like doors. This flag is on by default for any monster which was the
previous behavior.
- Optimized the DECORATE flag parser so it can more efficiently handle
the deprecated flags. As a side effect of this optimization the deprecated
flags became usable in A_ChangeFlag again.
- Changed LONGMELEERANGE flag into a MeleeThreshold property.
- Changed SHORTMISSILERANGE flag into a MaxTargetRange property.
- Added Thing_Stop action special.
SVN r517 (trunk)
NetDone.
- moved the DIM_MAP define into v_palette.h so that it can be accessed
from outside the status bar code.
- Fixed: The check for non-swimmable water in UpdateWaterLevel checked for
SECF_UNDERWATER instead of SECF_UNDERWATERMASK.
SVN r514 (trunk)
player's inventory even when they have been used up. If the item also
has an inventory bar icon, it will be drawn darkened when it is
depleted.
SVN r497 (trunk)
- 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)
3 new code pointers without general use it was necessary to handle
GiveDefaultInventory consistently for all players without the need to
subclass this function.
- Added a Player.RunHealth property to expose the StrifePlayer's behavior of
not being able to run when its health is below 10.
- Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor
and a BasicArmor item to the inventory. If these items are not the first ones
added to the inventory anything else that might absorb damage is not guaranteed
to work consistently because their function depends on the order in the inventory.
- Changed handling of APowerup's DoEffect so that it is called from the owner's
Tick function, not the item's. This is so that the order of execution is
determined by the order in the inventory. When done in the item's Tick function
order depends on the global thinker table which can cause problems with the
order in which conflicting powerups apply their effect. Now it is guaranteed
that the item that was added to the inventory first applies its effect last.
- Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could
cause a divide by zero.
- Fixed: P_MoveThing must also set the moved actor's previous position to
prevent interpolation of the move.
- Fixed: APowerInvisibility and its subclasses need to constantly update
the owner's translucency information in case of interference between different
subclasses. Also changed Hexen's Cleric's invulnerability mode to disable
the translucency effect if an invisibility powerup is active.
SVN r448 (trunk)