Commit graph

61 commits

Author SHA1 Message Date
Christoph Oelckers
463c276014 - removed more r_ header dependencies from the rest of the code.
SVN r3260 (trunk)
2011-07-06 15:31:05 +00:00
Christoph Oelckers
03177090c0 - removed some unnecessary r_ header #includes.
SVN r3257 (trunk)
2011-07-06 10:55:04 +00:00
Christoph Oelckers
99b5fe29f7 - cleaned up D_DoomMain a little. It's still far too large though.
- added explicit initialization of console background texture instead of letting C_InitConsole doing it as needed.
- added 'clearaliases' CCMD.


SVN r3033 (trunk)
2010-12-12 23:52:00 +00:00
Christoph Oelckers
85c683e0c7 - Reintroduced Doom.exe's player_t::usedown variable so that respawning a
player does not immediately activate switches. oldbuttons was not usable
  for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
  so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
  so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
  what precisely they hit because MF_CORPSE is only valid for monsters.
  A new flag, MF6_KILLED that gets set for all objects that die, was added
  for this case.
- Added a generic A_Weave function that exposes all possible options of
  A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
  no longer needed from DECORATE and therefore deprecated.


SVN r2045 (trunk)
2009-12-25 11:09:56 +00:00
Christoph Oelckers
fdec06ff9b - fixed:P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter.
But that's insufficient because it doesn't factor in any subsequent velocity
  change that happens between the damaging and the next call to A_FreezeDeathChunks.
- fixed: The TimeFreezer did not freeze other players' controls in a
  multiplayer game.
- fixed: DECORATE's 'gravity' property incorrectly messed around with the
  NOGRAVITY flag.
- fixed: Hitscan attacks didn't check the puff's replacement for damage types.


SVN r2026 (trunk)
2009-12-16 16:09:48 +00:00
Randy Heit
20e265f8fb - Fixed: You should still be able to pick up ammo that has a max amount set at 0.
- Added a few NULL screen checks.


SVN r2019 (trunk)
2009-12-11 06:20:35 +00:00
Christoph Oelckers
8b27bd1434 - added 'defaultterrain' option to terrain parser for mods that want to have
a different default terrain than a generic solid surface.
- added format char processing to A_Print(Bold) and all printable messages
  that can be defined in DECORATE.
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
- added desaturated translations.
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.


SVN r1921 (trunk)
2009-10-16 16:04:19 +00:00
Randy Heit
bdd3188897 - Added support for horizontal mouse wheels, and set invprev/invnext as
default bindings for it. (Only works with Raw Input on XP. Vista has
  support through Win32 mouse, as well. DirectInput does not support it at
  all, because the DirectInput mouse device does not expose this control.)


SVN r1640 (trunk)
2009-06-06 02:55:58 +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
28e9693b79 - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper
order.


SVN r1565 (trunk)
2009-04-30 03:50:52 +00:00
Randy Heit
035edb32ad - Stopped sending double the number of wheel events as appropriate to the
console under Linux.
- Added middle mouse button selection pasting for X systems.



SVN r1420 (trunk)
2009-02-10 02:16:41 +00:00
Randy Heit
025e36ee41 - Changed I_GetFromClipboard() to return an FString.
SVN r1414 (trunk)
2009-02-08 03:32:27 +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
Christoph Oelckers
37d056c041 - Fixed: The correct player class was not remembered when the menu had both
a player class selection menu and an episode menu.
- Fixed: AddToConsole could write outside its working buffer.
- Fixed: 0 was no longer recognized as placeholder for 'no state' in A_Chase.
- Fixed: When picking up weapons the code did not check if it should switch away
  from weak weapons.


SVN r1332 (trunk)
2008-12-27 20:18:31 +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
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +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
Randy Heit
a3e8a0cefd - Removed the S_Sound() variant that allows for pointing the origin at an
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)
2008-07-01 04:06:56 +00:00
Christoph Oelckers
8ca7c05e9d - Changed FImageCollection to return translated texture indices so
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)
2008-06-15 18:36:26 +00:00
Randy Heit
befdd0b41f - Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.


SVN r985 (trunk)
2008-05-21 01:47:34 +00:00
Christoph Oelckers
2a7ff45829 - Linux and GCC fixes
SVN r931 (trunk)
2008-04-20 19:39:08 +00:00
Christoph Oelckers
670edb2356 - Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.


SVN r856 (trunk)
2008-03-26 08:50:54 +00:00
Randy Heit
f2660dc336 - Merged the GC branch back into the trunk, so now it can receive more
testing from the people who download SVN trunk builds.

SVN r795 (trunk)
2008-03-12 02:56:11 +00:00
Randy Heit
133350fb9c - Fixed AInventory::PickupFlash setting with GCC.
- Fixed: The MusicVolumes list was allocated with M_Malloc but freed with
  delete.
- Fixed: demobuffer was inconsistantly handled with new[]/delete[] and
  malloc/free.
- Added used memory tracking to M_Malloc() and M_Realloc(). This
  necessitated the addition of an M_Free() call to track frees.
- Removed M_Calloc since it was only used in one place, and can just as well
  be done with an M_Malloc/memset pair.
- Bumped DEMOGAMEVERSION for the new net controller codes.


SVN r751 (trunk)
2008-02-17 02:40:03 +00:00
Randy Heit
0acbbb3a8e - Version bump to 2.2.0.
- Disabled console alpha when the console is fullscreen.
- Re-enabled maybedrawnow for the software renderer. This should be replaced
  with a different progress bar implementation at some point that can work
  with hardware graphics.


SVN r747 (trunk)
2008-02-14 22:58:56 +00:00
Randy Heit
59c8faa7df - The mouse is no longer grabbed at all unless you're actually in a level,
since I couldn't think of any reason why it should be grabbed at any other
  time. (This only applies to windowed mode, where it makes sense to let the
  OS have control of the pointer.)


SVN r661 (trunk)
2008-01-02 05:21:48 +00:00
Randy Heit
dc98279403 - Removed the screenshot parameter from D_Display(), since it was a relic of
a long-abandoned experiment to write directly to video memory instead of
  to a temporary buffer in system meroy.
- Added Direct3D versions of the melt and burn screenwipes.
- Fixed the strip sizes for the melt screenwipe to match what Doom would have
  produced on a 320x200 screen, rather than producing more, thinner strips
  for wider screens.


SVN r659 (trunk)
2008-01-01 03:07:05 +00:00
Christoph Oelckers
a329efe9a4 - Added a check to Wads.CheckNumForName to return -1 for names longer than
8 characters which contain path separators.
- Fixed: Hires texture replacement must replace all matching textures, not
  just the first one found. This is particularly important for icons based
  on sprites.
- added a con_alpha CVAR to set the console's translucency.
- Added MartinHowe's submission for A_CustomBulletAttack aimfacing parameter.
- Added MartinHowe's submission for A_PlaySoundEx attenuation parameter.
- Fixed: Bots shouldn't target friendly monsters.
- Fixed a typo in sbarinfo.cpp (noatribox instead of noartibox.)

SVN r654 (trunk)
2007-12-28 11:17:52 +00:00
Christoph Oelckers
f1241099f8 - Darkened the console background a little after finding out that on
very bright title pics it became quite hard to read the console's contents.
- Fixed: PROP_Translation needed to be changed for the new value format.
- Added GZDoom's MAPINFO fog parameters as no op dummies so I can use
  WADs that contain them without constantly having to edit the MAPINFO.
  It also allows using them to optimize hardware fog for WADs that should
  run with ZDoom as well.


SVN r649 (trunk)
2007-12-27 11:25:25 +00:00
Randy Heit
834e4bef32 - Changed the way gamma works for D3DFB: In windowed mode, the display is
drawn to a texture, then that texture is copied to the real back buffer
  using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp
  is used.
- Fixed flashing of vid_fps display when fps > 1000.
- Fixed loading of RGB textures for native 2D mode.
- Changed the first rotozoomer's data because it just became too obvious when
  the backdrop is drawn with a full 256 distinct colors available.
- Set the player backdrop to update no more frequently than 35 FPS, so opening
  the player setup menu before starting a game won't produce a very fast
  moving backdrop.
- Changed the player backdrop into a texture so that it can be drawn like
  anything else.


SVN r648 (trunk)
2007-12-27 04:30:12 +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
Randy Heit
36839136fb - Fixed: The simulated palette blends when the menu or console are open
were applied even when the status bar wasn't drawn. (In other words, even
  in situations where a real palette blend wouldn't have happened.)


SVN r462 (trunk)
2007-01-23 01:43:47 +00:00
Randy Heit
9b72e34223 - Added a range check for the PNG grAb chunks.
- Fixed: AddLine() could corrupt memory if the length of the text being
  added was longer than the console buffer.
- Fixed: FTexture::GetScaled(Left|Top)Offset returned the Width and Height
  instead when the scale values were 0.
- Removed the unnecessary "mov ecx,c" from mscinlines.h:Scale().


SVN r461 (trunk)
2007-01-23 01:13:17 +00:00
Randy Heit
64ad1d14af - Fixed: The simulated palette blend used when the console is down needs to
force a full screen update the next frame.


SVN r460 (trunk)
2007-01-22 23:55:46 +00:00
Randy Heit
82ba0fb189 SVN r446 (trunk) 2007-01-09 04:40:58 +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
83373fba88 Note: I have not tried compiling these recent changes under Linux. I wouldn't
be surprised if it doesn't work.

- Reorganized the network startup loops so now they are event driven. There is
  a single function that gets called to drive it, and it uses callbacks to
  perform the different stages of the synchronization. This lets me have a nice,
  responsive abort button instead of the previous unannounced hit-escape-to-
  abort behavior, and I think the rearranged code is slightly easier to
  understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
  in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
  releasing a DirectDraw or Direct3D interface, the DWM can still use the
  last image drawn using them when it composites the window. It doesn't always
  do it but it does often enough that it is a real problem. At this point, I
  don't know if it's a problem with the release version of Vista or not.
  After messing around, I discovered the problem was caused by ~Win32Video()
  hiding the window and then having it immediately shown soon after. The DWM
  kept an image of the window to do the transition effect with, and then when
  it didn't get a chance to do the transition, it didn't properly forget about
  its saved image and kept plastering it on top of everything else
  underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
  Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
  sound if initialization failed, so this only applies when snd_output is set
  to "alternate" which now also falls back to no sound. In addition, it wasn't
  working right, and I didn't feel like fixing it for the probably 0% of users
  it affected.
- Fixed: The edit control used for logging output added text in reverse order
  on Win9x.
- Went back to the roots and made graphics initialization one of the last
  things to happen during setup. Now the startup text is visible again. More
  importantly, the main window is no longer created invisible, which seems
  to cause trouble with it not always appearing in the taskbar. The fatal
  error dialog is now also embedded in the main window instead of being a
  separate modal dialog, so you can play with the log window to see any
  problems that might be reported there.
  
  Rather than completely restoring the original startup order, I tried to
  keep things as close to the way they were with early graphics startup. In
  particular, V_Init() now creates a dummy screen so that things that need
  screen dimensions can get them. It gets replaced by the real screen later
  in I_InitGraphics(). Will need to check this under Linux to make sure it
  didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
    - I_StartModeIterator()
    - I_NextMode()
    - I_DisplayType()
  I_FullscreenChanged() was also removed, and a new fullscreen parameter
  was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
  initialized post-1.22.


SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
Randy Heit
419724dd02 - Assembly code is disabled when building with __APPLE__ defined, for now.
- If you aren't targeting x86, m_fixed.h only includes basicinlines.h now.
- Moved x64inlines.h into basicinlines.h.
- Replaced uses of __int64 with types from doomtype.h.
- The stop console command no longer ends single player games, just the demo
  that was being recorded.
- In C mode, the sc_man parser no longer allows multi-line string constants
  without using the \ character to preface the newline character. This makes
  it much easier to diagnose errors where you forget the closing quote of a
  string.
- Fixed: V_BreakLines() added the terminating '\0' to the last line of the
  input string.
- Added font as a parameter to V_BreakLines and removed its keepspace
  parameter, which was never passed as anything other than the default.


SVN r331 (trunk)
2006-09-19 23:25:51 +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
a2fbb8c880 GCC fixes for recent code changes.
SVN r316 (trunk)
2006-08-31 01:30:22 +00:00
Randy Heit
603e905c42 SVN r314 (trunk) 2006-08-31 00:16:12 +00:00
Randy Heit
6d389c6b7d - Fixed: C_midPrint() needs a NULL status bar check.
SVN r267 (trunk)
2006-07-19 16:00:44 +00:00
Christoph Oelckers
a9470f8642 - Fixed: The calls to DCanvas::Dim in c_console.cpp were missing some type casts.
- Fixed: CCMD(dir) passes FStrings directly to Printf.

For R241:

- Fixed: The defaultbind command still treated the bindings as char pointers and
  as a result didn't work.
- Added SpawnSpotFacing ACS function which is the same as SpawnSpot but it uses
  the map spot's angle.
- Added ThingCountName ACS function which is the same as ThingCount but it takes
  an actor's type name instead of a spawn ID.


SVN r242 (trunk)
2006-07-09 21:50:16 +00:00
Randy Heit
d027aafb4c - Fixed: If the sector behind a seg was closed, but it was closed between the
ceiling and floor of the front sector, the renderer did not add it to the
  solid clip list.
- Blends created with the ACS fade commands now degrade to transparent overlays
  when the console is visible, just as they do for the menu.


SVN r240 (trunk)
2006-07-09 20:04:05 +00:00
Randy Heit
9fdcb553aa - Added some hackery at the start of MouseRead_Win32() that prevents it from
yanking the mouse around if they keys haven't been read yet to combat the
  same situation that causes the keyboard to return DIERR_NOTACQUIRED in
  KeyRead(): The window is sort of in focus and sort of not. User.dll
  considers it to be focused and it's drawn as such, but another focused
  window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
  handles DIERR_INPUTLOST errors. This can happen if our window had the
  focus stolen away from it before we tried to acquire the keyboard in
  DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
  last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
  taking too long on large dumps.
- And now I know why gathering crash information in the same process that
  crashed can be bad: Stack overflows. You get one spare page to play with
  when the stack overflows. MiniDumpWriteDump() needs more than that and
  causes an access violation when it runs out of leftover stack, silently
  terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
  to increase this, but that isn't available on anything older, including
  32-bit XP. To get around this, a new thread is created to write the mini
  dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
  associated call to SpawnBot(). So if the bot can't spawn, botnum can
  go negative, which will cause problems later in DCajunMaster::Main()
  when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
  drop the recorder out of the game without notifying the other players.
  In fact, there's no reason why it should drop them out of multiplayer at
  all.
- Fixed: Earthquakes were unreliable in multiplayer games because
  P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
  who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
  in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
  and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
  directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
  per-application. So if you play a multiplayer ZDoom game on one computer
  (or even another EAX-using application), ZDoom needs to restore the
  environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
  PacketGet can receive ECONNRESET from nodes that aren't in the game. It
  should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
  the player who left was player 0. This is because if a remaining player
  receives a "recoverable" error, they will become player 0. Once that happens,
  they game will try to update sounds through their camera and crash in
  FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
  G_NewInit() should also clear all the player structures.


SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
Christoph Oelckers
14765bf64b - Fixed: The sidedef loader could allocate insufficient memory if a map
contained unused sidedefs.
- Fixed: Color control sequences were written to the log file. Since any
  entered console command contains such a sequence it was quite noticable.

SVN r208 (trunk)
2006-06-21 15:40:42 +00:00
Randy Heit
e2179d5c2d Guess what. It's not 2005 anymore.
SVN r184 (trunk)
2006-06-11 01:37:00 +00:00