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10 commits

Author SHA1 Message Date
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
0b7357b2fc - Added Skulltag's pickup sprite and related information to the pistol. This
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)
2008-01-11 22:38:10 +00:00
Christoph Oelckers
aacb694200 - Fixed: The second flash state of the chaingun called A_Light1 instead of A_Light2.
SVN r620 (trunk)
2007-12-22 14:29:01 +00:00
Christoph Oelckers
98bf6accee - added missing spawn ID to the PLasmaBall
SVN r570 (trunk)
2007-11-20 16:55:22 +00:00
Christoph Oelckers
90db40c70f - Fixed: Tne Imp's raise state sequence was wrong due to a typo.
- Fixed: The shotgun had spawn ID 21 instead of 27.
- Fixed: All 3 states in the DoomUnusedStates actor need to end with a 'stop'.
- Fixed: The DECORATE TakeInventory functions didn't check the IF_KEEPDEPLETED
  flag.
- Fixed: ClearInventory should leave ammo in the inventory because it might be
  referenced by undroppable weapons.
- Fixed: Several functions in a_artifacts.cpp were missing a check for a valid
  owner.
- Fixed: sc_man counted lines wrong when ungetting strings but getting tokens
  next.



SVN r552 (trunk)
2007-10-05 08:04:38 +00:00
Christoph Oelckers
5e2e389bd1 - fixed: The BFGBall's explosion sequence was missing a state.
- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its
  ice death sequence set.
- fixed: Ammo upon game start does not get multiplied when on easy skill.
  Implementing this as an inventory flag IF_IGNORESKILL also allows to create
  ammo/weapon/backpack types that don't multiply the ammo given when on this
  skill.
- moved Doom exit sounds into SNDINFO as $random definitions.
- Fixed: Dying Lost Souls could be reset to their see state if they slammed into
  something.

SVN r540 (trunk)
2007-07-28 12:38:10 +00:00
Christoph Oelckers
2345a1a5f0 - Fixed: The speed definition of PowerSpeed used PROP_SpeedFixed instead of
PROP_SpeedLong.
- Fixed: The Chainsaw's kickback was initialized to the default - not 0.


SVN r535 (trunk)
2007-05-27 12:16:43 +00:00
Christoph Oelckers
6fad457592 - Fixed: GetLumpOffset must call SetLumpAddress when being called for uncompressed
Zip entries.
- Fixed: Some of Doom's weapon obituaries didn't have the $-prefix that indicates a 
  reference to the string table.
- Fixed: The check for a valid weapon's spawn state for weapon dropping was incorrect.


SVN r523 (trunk)
2007-04-30 08:09:51 +00:00
Christoph Oelckers
6e5b1f1182 - Added a simple check for abstract weapon classes so that I can properly define
the DoomWeapon base class.
- Fixed: When the Tome of Power runs out it must also set any pending weapon
  back to their regular state.


SVN r521 (trunk)
2007-04-29 08:44:32 +00:00
Christoph Oelckers
ea4f160e35 - Added damage factors that allows to make monsters more or less resistant
to specific damage types.
- Changed Dehacked parser to use the DECORATE symbol tables for code pointers
  instead of creating its own ones.
- Removed the HandleNoSector hack and changed A_Look so that it uses the sector's
  sound target for actors with MF_NOSECTOR regardless of compatibility settings.
- Moved initialization of weapon slots after the actor initialization.
  With default weapons exported to DECORATE it can't be done earlier.
- Converted Doom weapons to DECORATE.
- Changed backpack definition so that Doom's backpack is no longer the base
  class that implements its functionality. Now there is an abstract base class
  all backpack-like items derive from. Also moved the actual definition of Doom's
  backpack to DECORATE.


SVN r519 (trunk)
2007-04-28 09:06:32 +00:00