- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
The old code went through a list of predefined file names and looked each of them up in a list of predefined directories until it found a match. This made it nearly impossible to add custom IWAD support because the list of valid file names could not be extended.
This has now been switched around to run a scan for matching files on each given directory. With this approach it can look for *.iwad and *.ipk3 as IWAD extensions as well and read an IWADINFO out of these files that can be added to the internal list of IWADs, making it finally possible to define custom IWADs without having to add them to the internal list.
(This isn't fully tested yet so some errors may still occur.)
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
This has an important implication:
Previously the config was loaded before IWADINFO so in order to allow the config to access the data this had to be switched around.
This means that zdoom.pk3 will not be looked for in the global IWAD search paths anymore, but since it shouldn't be there to begin with it should be an acceptable compromise.
As a result the old 'Group' property could be removed and all other means to get a section name were disabled.
As an example, if the code gets 'doom.doom2.commercial' it will use the following sections in this order:
global.autoload
doom.autoload
doom.doom2.autoload
doom.doom2.commercial.autoload.
all files loaded with '-file' are scanned for this lump. This lump is read
before any WAD initialization takes place, in particular the IWAD is not yet
loaded at this time. This allows PWADs the option to specify an IWAD they
want to run with and optionally autoload external resource WADs.
- Fixed a few places where FixPathSeperator was called with a locked FString buffer.
It's better to use the FString version of this function instead.
SVN r2073 (trunk)
everything that eventually calls D_AddFile. Also create the list of files
loaded on the command line separately to allow further checks on them.
SVN r2072 (trunk)
- fixed: The Dehacked parser could not parse flag values with the highest bit
set because it used atoi to convert the string into a number.
SVN r1624 (trunk)
the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
by setting the level's air supply to 0.
SVN r1619 (trunk)
with RIDEV_NOLEGACY apparently prevents SetCursor() from doing anything.
- Split mouse code off from i_input.cpp into i_mouse.cpp and added raw mouse
handling. (WM_INPUT obsoleted most of DirectInput for XP.)
- Fixed: Similar to the Win32 mouse, using the DirectInput mouse in windowed
mode, if you alt-tabbed away and then clicked on the window's title bar,
mouse input would be frozen until the mouse was ungrabbed again.
SVN r1601 (trunk)
- removed gamemode variable. All it was used for were some checks that
really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
the data that is needed to decide which WADs to autoload.
SVN r1497 (trunk)
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
SVN r1219 (trunk)
can default to green instead of red.
- Fixed: The version of CheckNumForFullName that checks for a specific
WAD did not work.
- Moved MAPINFO names into gameinfo structure.
- Added Chex Quest support. Credits go to fraggle for creating a
Dehacked patch that does most of the work. The rest includes a new
MAPINFO and removal of the drop items from the monsters being used.
SVN r1185 (trunk)
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)
IWAD. They are:
* [Doom1.Autoload]
* [Doom2.Autoload]
* [Plutonia.Autoload]
* [TNT.Autoload]
* [HexenDK.Autoload]
These are loaded after the more general game-specific [Doom.Autoload] and
[Hexen.Autoload] sections if those are present.
- Changed the banner texts for the Final Doom IWADs to identify them as Final
Doom rather than as DOOM 2. I know this differs from the original behavior,
but they're marketed as Final Doom, not Doom 2.
SVN r582 (trunk)
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)
- The CRT no longer detects any memory leaks when I run to the IWAD picker and quit.
- Fixed: The memory used to hold the path to zdoom.wad/.pk3 was not freed if
the IWAD picker was cancelled.
- Fixed: Some implementations of cvar->GetGenericRep (CVAR_String) returned a
statically allocated string and others returned a dynamically allocated string.
To be consistant, they should all be static.
- Fixed: DObject also has three static TArrays that should not be explicitly
initialized: Objects, FreeIndices, and ToDestroy.
- Added a new do-nothing constructor for TArray that can be used for BSS objects
that are manipulated before startup. Specifically, this was added because
C_AddTabCommand() is called before main, but the TabCommands constructor is
called after the array already has over 100 entries in it, orphaning everything
that was already inserted. And since the code is much nicer-looking now, I didn't
want to revert to the old non-TArray version.
This could also have been used to fix FName, but I consider the current
implementation to be better than the old one, so I'm leaving it as-is.
- Fixed: Scanned IWAD paths were not freed if you exited without selecting one.
- Fixed: Dynamically allocated cvars were not freed on exit.
- Fixed: FConfigFile's destructor did not free space used for Values.
SVN r82 (trunk)