Commit graph

83 commits

Author SHA1 Message Date
Christoph Oelckers
24886b6734 - removed the last static character arrays from FLevelLocals. 2014-05-13 23:16:13 +02:00
Christoph Oelckers
a22670626c - expanded names for view border elements. Also fixed the horribly bad implementation of custom borders which modified the DoomBorder elements without ever checking the game being used. 2014-05-13 13:40:02 +02:00
Christoph Oelckers
c253d40fbb - externalize labels for automap statistics display to the string table. 2013-07-28 16:18:57 +02:00
Randy Heit
78437d917c - Added edward850's patch to cope with stalled network games.
SVN r4285 (trunk)
2013-05-25 22:01:26 +00:00
Randy Heit
2668988870 - Switched to a genericly extensible representation for userinfo.
- Fixed: The playerinfo CCMD did not range check the player number.

SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
be0845acf1 - Moved all BorderNeedRefresh and SB_state updating code into separate functions that won't crash if screen is NULL.
SVN r4167 (trunk)
2013-02-27 03:10:25 +00:00
Braden Obrzut
7f81d881f8 - Fixed: DBaseStatusBar::Draw shouldn't run for the AltHud.
SVN r4032 (trunk)
2013-01-23 01:47:06 +00:00
Braden Obrzut
d833a6015d - Fixed some compiler warnings.
SVN r3901 (trunk)
2012-10-22 23:47:09 +00:00
Randy Heit
86ef939f82 - Fixed: The new HUD message layers were not declared for the garbage collector.
SVN r3826 (trunk)
2012-08-14 02:25:59 +00:00
Randy Heit
4056f0191a - Safely handle unknown HUD message layers.
SVN r3823 (trunk)
2012-08-12 22:54:01 +00:00
Randy Heit
73552f0365 - Added HUD message visibility flags, which are ORed into the type field:
* HUDMSG_NOTWITH3DVIEW : This message does not appear when the 3D view is active.
  * HUDMSG_NOTWITHFULLMAP : This message does not appear when the fullscreen automap is active.
  * HUDMSG_NOTWITHOVERLAYMAP : This message does not appear when the overlay automap is active.
  These flags may be combined, so for example: HUDMSG_NOTWITHFULLMAP | HUDMSG_NOTWITHOVERLAYMAP
  would prevent the message from appearing if any form of automap is active.

- Added HUD message layers, which are ORed into the type field:
  * HUDMSG_LAYER_OVERHUD : This is the default and standard behavior. The message appear on
    top of most HUD elements. This definition is just included for completeness' sake; you
    don't need to explicitly use it.
  * HUDMSG_LAYER_UNDERHUD : The message appears underneath other HUD elements, such as the status bar.
  * HUDMSG_LAYER_OVERMAP : The message appears on top of the fullscreen automap. At the moment,
    this layer is functionally equivalent to using the flags HUDMSG_NOTWITH3DVIEW | HUDMSG_NOTWITHOVERLAYMAP.
    However, if Blzut3 decides to implement support for drawing the automap permanently on a
    second screen, messages on this layer will move to that screen with the automap and be permanently
    visible as long as the map is visible on that other screen.
  These are not flags, so for example HUDMSG_LAYER_UNDERHUD | HUDMSG_LAYER_OVERHUD is not valid.

SVN r3821 (trunk)
2012-08-12 22:24:15 +00:00
Braden Obrzut
c53a4f3ae1 - Fixed: 1 pixel border was drawn when there was no status bar.
SVN r3782 (trunk)
2012-07-22 03:06:51 +00:00
Randy Heit
6760a3bfe9 - Fixed: hud_scale is supposed use strictly integral scaling factors.
SVN r3776 (trunk)
2012-07-21 02:32:04 +00:00
Braden Obrzut
340db9160b - Draw 1 pixel of border at the edges of the status bar to prevent imprecision HOMs (only top and bottom for non-widescreen for now).
- The completeborder command is handled at the base statusbar now since it can do so more efficiently.

SVN r3771 (trunk)
2012-07-18 22:30:10 +00:00
Christoph Oelckers
5dbf486806 - added menu entries for HUD flash options.
SVN r3614 (trunk)
2012-05-01 18:20:04 +00:00
Christoph Oelckers
75dc6cb0b2 - changed damage screen blending code so that the same version can be used by any renderer.
- added GZDoom's version of blending for Strife's hazard sectors as an option to the paletteflash CVAR.


SVN r3613 (trunk)
2012-05-01 11:27:54 +00:00
Christoph Oelckers
44519f3972 - added Gez's fixed palette flashes for Hexen.
SVN r3585 (trunk)
2012-04-22 07:58:04 +00:00
Christoph Oelckers
f6817f9544 - moved S_NoiseDebug call from FStatusBar::Draw to FStatusBar::DrawTopStuff so that it also gets drawn with the alternative HUD and stays on top of other HUD content.
SVN r3520 (trunk)
2012-04-06 10:32:27 +00:00
Christoph Oelckers
163301dcd5 - took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers
03177090c0 - removed some unnecessary r_ header #includes.
SVN r3257 (trunk)
2011-07-06 10:55:04 +00:00
Christoph Oelckers
5bf6398d85 - moved render style and border drawing code out of r_draw.cpp.
SVN r3251 (trunk)
2011-07-05 20:41:53 +00:00
Christoph Oelckers
17ed7aaabd - moved the code from r_data.cpp to some better fitting places and deleted this file and r_data.h because the remaining parts of it were just a random collection of unrelated functions.
SVN r3248 (trunk)
2011-07-05 10:02:38 +00:00
Christoph Oelckers
2e4e5bdb28 - added DavidPH's damage type specific damage color submission.
SVN r3220 (trunk)
2011-06-06 22:23:43 +00:00
Christoph Oelckers
b42952b85c - added a 'restart' CCMD that allows restarting the engine with different WADs being loaded without quitting first
SVN r3042 (trunk)
2010-12-15 11:45:39 +00:00
Christoph Oelckers
770a879f6a - fixed: The TouchedActors array in the Dehacked parser was not freed after parsing was done.
- Initialize the alt HUD explicitly in D_DoomMain.
- don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.

SVN r3039 (trunk)
2010-12-15 00:09:31 +00:00
Christoph Oelckers
2a0c4b9f32 - added a CVAR to decide when to show the map label (ExMy, MAPxx) on the automap HUD. Available settings are Never, Always and Only for hubs.
- made all crosshair related CVARs game specific. They were all global to all supportesd games.


SVN r2964 (trunk)
2010-10-24 07:31:39 +00:00
Christoph Oelckers
b288a7a416 - added option to set item pickup color through MAPINFO's GAMEINFO block.
SVN r2539 (trunk)
2010-08-14 06:25:38 +00:00
Randy Heit
5b63fd0675 - Added an optional parameter to DamageScreenColor to scale the amount of damage for pain
flash calculations. This can range from 0.0 to 1.0.

SVN r2435 (trunk)
2010-07-16 03:46:20 +00:00
Braden Obrzut
9611e7310a - Added resolution setting to SBarInfo.
- Fixed: Mug shot was not reset at the start of a new game.

SVN r2332 (trunk)
2010-05-21 19:56:13 +00:00
Randy Heit
87a7ff7b6d - Add blzut3's morphed status bar patch.
SVN r2283 (trunk)
2010-04-17 02:06:26 +00:00
Randy Heit
aaf19b9127 - Added a NULL screen check when detaching HUD messages.
SVN r1722 (trunk)
2009-07-16 23:07:20 +00:00
Randy Heit
fe19767ac2 - Added A_SetCrosshair.
SVN r1700 (trunk)
2009-07-01 02:00:36 +00:00
Christoph Oelckers
a732687548 - 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.

SVN r1583 (trunk)
2009-05-15 10:39:40 +00:00
Randy Heit
c2b4522b8f - Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-
efficient.


SVN r1445 (trunk)
2009-02-24 05:58:59 +00:00
Christoph Oelckers
f188577bb5 - Fixed: The map name display on the automap was incomplete.
- Added FakeInventory.Respawns DECORATe property
- Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the
  conversation by pressing Escape.


SVN r1442 (trunk)
2009-02-23 21:55:36 +00:00
Christoph Oelckers
cccdfd6336 - 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.


SVN r1405 (trunk)
2009-02-06 00:16:57 +00:00
Christoph Oelckers
4bcd3faef8 - 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.
- merged MAPINFO branch back into trunk.

SVN r1393 (trunk)
2009-02-03 19:11:43 +00:00
Randy Heit
6e83d231fe - The co-op summary screen now has a totals row at the bottom (if it fits).
- 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)
2008-11-27 17:43:36 +00:00
Christoph Oelckers
d88e960bb9 - Fixed: The crosshair must be initialized after the texture manager because
on the fly texture creation for graphics patches is no longer supported.


SVN r1237 (trunk)
2008-09-19 22:34:32 +00:00
Christoph Oelckers
3637c878cd - 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.


SVN r1230 (trunk)
2008-09-17 00:14:33 +00:00
Christoph Oelckers
760f70d3f1 - 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 more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers
8832b66ce4 - Gave the PlayerPawn base class a default damage fade color instead of
hacking it into the actor when actually used.
- Fixed: The DamageFade color was not saved in savegames.


SVN r1190 (trunk)
2008-09-01 18:16:53 +00:00
Christoph Oelckers
dbcc246cf3 - Added Blzut3's patch for a real Chex Quest game mode.
SVN r1188 (trunk)
2008-08-30 19:44:19 +00:00
Randy Heit
dda5ddd3c2 - 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.
- 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.
- 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.


SVN r1134 (trunk)
2008-08-09 03:13:43 +00:00
Christoph Oelckers
3908c71510 (SBARINfO update)
- 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.


SVN r1116 (trunk)
2008-08-06 07:38:21 +00:00
Randy Heit
fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
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)
2008-07-23 04:57:26 +00:00
Christoph Oelckers
4e7a6c54ef - Added scaling to double size for idmypos display.
- Changed: Players don't telefrag when they are spawned now but after all
  actors have been spawned to avoid accidental voodoo doll telefragging.
- Fixed: ACS scripts for non-existent maps were started on the current one.
- Added a 'wallbouncefactor' property to AActor.
- Reverted forceunderwater change from r1026 and fixed the problem for real:
  SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec.
  So the initial check of the current sector in AActor::UpdateWaterLevel
  must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK.

SVN r1027 (trunk)
2008-06-10 09:16:01 +00:00
Christoph Oelckers
8d5d742287 - Fixed: Ouch state was far to easy to achieve.
SVN r1013 (trunk)
2008-06-01 22:41:46 +00:00
Christoph Oelckers
71b0d4d074 - Renamed player_s to player_t globally to get rid of the duplicate names for this class.
SVN r1011 (trunk)
2008-06-01 07:52:33 +00:00