Commit graph

22 commits

Author SHA1 Message Date
Braden Obrzut
b4bdb8fa7d - Fixed: Assertion failure if a save was loaded without starting a new game (due to uninitialized RNG). 2016-10-17 00:22:06 -04:00
Christoph Oelckers
c22e8c50af - fixed some errors with parsing globals.json. It looks like this file is being processed correctly now. 2016-09-22 19:36:23 +02:00
Christoph Oelckers
f93e4813d1 - removed farchive.cpp and .h 2016-09-22 00:48:22 +02:00
Christoph Oelckers
1c9dbc3c36 - converted the basic savegame loader so that all remnant of FArchive have been removed now. 2016-09-22 00:18:31 +02:00
Christoph Oelckers
810ef8f775 - save global savegame data to JSON as well.
This is incomplete and untested, just a safety commit before going on.
2016-09-21 12:19:13 +02:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Edward Richardson
d6af8dc352 Added static RNGseed control 2014-05-03 03:01:40 +12:00
Christoph Oelckers
0bca41c202 - replaced unused RNGs with pr_damagemobj for consistency checksum.
SVN r4297 (trunk)
2013-05-30 10:18:46 +00:00
Christoph Oelckers
e59ee12f2a - removed debug code.
SVN r1509 (trunk)
2009-03-27 23:23:10 +00:00
Christoph Oelckers
26420a9c60 - Fixed: Reading the RNG states from a savegame calculated the amounts of
RNGs in the savegame wrong.


SVN r1508 (trunk)
2009-03-27 22:07:16 +00:00
Randy Heit
7371c4a516 - Changed random seed initialization so that it uses the system's
cryptographically secure random number generator, if available, instead
  of the current time.
- Changed the random number generator from Lee Killough's algorithm to the
  SFMT607 variant of the Mersenne Twister.

SVN r1507 (trunk)
2009-03-27 04:49:17 +00:00
Randy Heit
d1e27e533f - Applied a modified version of Karate Chris's screenshot naming patch.
- Sbarinfo optimization: Creating and destroying bar textures every frame is
  a relatively expensive operation. We can skip the custom texture entirely
  and just draw the bars directly to the screen, using the clipping parameters
  for DrawTexture(). This also means bars are no longer limited to the game
  palette, and the bar itself has the same resolution as the screen.


SVN r731 (trunk)
2008-02-05 05:29:31 +00:00
Randy Heit
4899fa91f1 - Fixed the new network status display for the Linux terminal.
SVN r428 (trunk)
2006-12-29 01:48:47 +00:00
Christoph Oelckers
d840d9b68a - Added random2 function to DECORATE's expression evaluator. This is to
better emulate some calculation of internal code pointers.
- Added named RNG support to DECORATE's expression evaluator. Just use
  random[name](min, max).


SVN r391 (trunk)
2006-11-26 12:13:12 +00:00
Randy Heit
90b5130db0 - Fixed: The C code in AltSoundRenderer::CopyAndClip() did not shift the sample
data enough (2 bits instead of 8), so it was super loud and aliased.
- Fixes for GCC 4.1: Several type-punned pointer warnings, but more
  importantly, declaring a friend function inside a class body is no longer
  enough to declare that function globally; you must declare it again outside
  the class.
- Upgraded FArchive::SerializePointer so that it can store 32-bit indices.
- ACS printing pcodes now build their string in an FSttring instead of a fixed
  sized buffer on the stack.


SVN r145 (trunk)
2006-05-26 04:38:22 +00:00
Randy Heit
62b7dd3efc - Fixed default.cbd and Makefile.mingw for current code state.
- New: Pausing the game (through any means, not just the pause key) now pauses
  sound effects as well as music. "PauseMusicInMenus" has been added as a
  MAPINFO flag to also pause the music when a menu or the console are open.


SVN r134 (trunk)
2006-05-21 02:10:16 +00:00
Randy Heit
93c5753270 - Added a NULL sector check to P_CheckFakeFloorTrigger() because there was
a crash report indicating that an actor being pushed up by a moving floor
  had a NULL sector. Since this field should be valid for every actor, the
  debug build gets an assert here, and the release build just returns without
  doing anything.
- Fixed: Camera textures were not rendered properly when the underlying
  canvas's pitch and width were different (which, really, only happens if
  you use ridiculously large camera textures).
- Fixed: FCanvasTextureInfo's were never freed.
- Fixed: MAPINFO special action structures were not freed.
- Fixed: FSingleLumpFont::LoadFON2() never freed its widths2 array.


SVN r129 (trunk)
2006-05-19 05:14:37 +00:00
Christoph Oelckers
b97c417101 - Fixed: P_StartScript was missing a NULL pointer check for the error
message. When trying to puke a script outside a map it crashed.
- Fixed: The random number generator for large numbers must mask out the
  sign bit before performing a modulo.
- Now that the conversation states are pointers there is no need to make
  AActor::ConversationAnimation virtual. No class overrides this method 
  anymore.
- Replaced AMacil1::TakeSpecialDamage with MF5_NODAMAGE.
- Fixed: AMacil2::TakeSpecialDamage and AOracle::TakeSpecialDamage didn't
  check whether inflictor was NULL and crashed when used with 'kill monsters'.
- Fixed: Some Strife decorations didn't loop their animation


SVN r113 (trunk)
2006-05-13 21:22:08 +00:00
Christoph Oelckers
790ff69f52 - Removed ABossEye::Serialize because it didn't do anything.
- Fixed the issues with .96x's railgun code and added it to the current
  version.
- Fixed: Setting of the friendly Minotaur's angle was inconsistent and
  could cause it to move backwards in a féw situation.
- Fixed: The minotaur did checks for type by checking for the MF_FRIENDLY
  flag, not by checking for the actor class. That made it impossible to
  spawn friendly 'normal' minotaurs.
- Moved a few virtual methods which are only applicable to the friendly
  minotaur to AMinotaurFriend.
- Fixed: The friendly minotaur checked the master's health instead of
  the target's when deciding whether to switch targets. Replaced with
  MF4_NOTARGETSWITCH.
- Fixed: maybedrawnow must not draw the console unless the background
  texture has been set up.

SVN r66 (trunk)
2006-04-23 20:12:27 +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
7e7ab6b4ec - Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
  deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
  compatible: Custom door sounds can now use different opening and closing
  sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
  it's implemented the way it is.
    <http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
  which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
  be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
  select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
  their names rather than on their connection order. Using connection
  order was sensible when -net was the only way to start a network game,
  but with -host/-join, it's not so nice. Also, if there aren't enough
  players in the save, then the extra players will be spawned normally,
  so you can continue a saved game with more players than you started it
  with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
  ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
  delayonce, and restart. With these, it is basically possible to obsolete
  all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
  ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
  act like a redundant playrepeat. I have removed all the logic that
  caused playloop to play repeating sounds, and now it acts like an
  infinite sequence of play/delay commands until the sequence is
  stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
  the delay commands were timed incorrectly and varied depending on your
  framerate. Since this is useful for restarting looping sounds that got
  cut off, I have not changed this. Instead, the delay commands now
  record the tic when execution should resume, not the number of tics
  left to delay.


SVN r57 (trunk)
2006-04-21 01:22:55 +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