Commit graph

118 commits

Author SHA1 Message Date
Randy Heit
c87e2252ed - Finally implemented code to keep some or all of your inventory intact when
respawning in coop. Now the new inventory code should finally be complete. :-)
- Fixed: PROP_Inventory_PickupMessage was improperly defined for non-VC++
  compilation.


SVN r197 (trunk)
2006-06-18 04:10:47 +00:00
Randy Heit
e2179d5c2d Guess what. It's not 2005 anymore.
SVN r184 (trunk)
2006-06-11 01:37:00 +00:00
Randy Heit
5859aa7194 - Fixed: Information added with addkeysection and addmenukey was never freed.
- Fixed: A classic decorate FakeInventory's PickupText was never freed.
- Fixed: Colored lights were never freed.
- Fixed: When a dehacked patch was applied, the dehacked StateMap was never
  freed.
- Removed termdone checks around atterm(S_ClearSoundData) and
  atterm(S_Shutdown) because atterm() already checks for duplicates.
- Fixed: S_ClearSoundData() should unload all sounds before it clears S_sfx.
- Fixed: AltSoundRenderer::LoadSound() didn't check if the sound had already
  been loaded and lost the old sound data if it had been.
- Fixed: FinishDehPatch() needlessly duplicated the new DehackedPickup's name.
- Fixed: PatchStrings() allocated a private string and never freed it.


SVN r183 (trunk)
2006-06-11 01:06:19 +00:00
Randy Heit
6cd1e2ce6a - Fixed: CopyPlayer() in p_saveg.cpp should use normal assignment, not
memcpy to copy the player structures.
- Fixed compilation with MinGW again and removed most of the new warnings.

And following is the log that I forgot to paste in for the previous commit:

- Changed the memory management for FString. Instead of using a garbage
  collected heap, it now uses normal heap calls and reference counting to
  implement lazy copying. You may now use bitwise operators to move
  (but not copy!) FStrings around in memory. This means that the
  CopyForTArray template function is gone, since TArrays can now freely
  move their contents around without bothering with their specifics.
  
  There is one important caveat, however. It is not acceptable to blindly 0
  an FString's contents. This necessitated the creation of a proper
  constructor for player_s so that it can be reset without using memset. I
  did a quick scan of all memsets in the source and didn't see anything else
  with a similar problem, but it's possible I missed something.
- Fixed: Build tiles were never deallocated.
- Fixed: Using Build's palette.dat only got half the palette right.


SVN r117 (trunk)
2006-05-16 04:19:20 +00:00
Christoph Oelckers
afd6a1258f - Added a show_obituaries option to disable obituaries without disabling
other more important message types which have lower priority for some
  reason.
- Added a menu option for show_messages after accidentally switching it
  off far too often and wondering why no messages appear.
- Added crouching DoomPlayer sprites submitted by Enjay.
- Fixed DF_NO_CROUCH was not checked.
- Fixed: The intermission script parser had some of its cases in the
  keyword parser incorrectly sorted.
- Fixed: atterm was still defined to take a STACK_ARGS function argument.
- Added an AltFlash state for weapons.
- Turned FloatSpeed into an actor property and changed the value to 5
  for all floating Strife actors, as a comment in the source indicated.
(r114 below):
- Added GZDoom's code for Vavoom slope things because I wanted to test
  something with a map from Silent Steel.
- Added nocrouch and allowcrouch MAPINFO commands and a DF_NO_CROUCH
  dmflag.
- Added GZDoom's crouching code after cleaning it up so that adding
  crouching sprites will be easier.

SVN r115 (trunk)
2006-05-15 15:28:46 +00:00
Christoph Oelckers
caed57baa5 SVN r114 (trunk) 2006-05-14 14:30:13 +00:00
Randy Heit
8fcf93d65a - Merged a lot of these static destructor-only structs into regular
functions added to the exit chain with atterm so that they can be called
  in a deterministic order and not whatever order the linker decides to put
  them in.
- Fixed: DCajunMaster did not free its getspawned.
- Fixed: P_FreeLevelData() did not free ACS scripts.
- Fixed: Level snapshots were not freed at exit.
- Fixed: The save/load menu list was not freed at exit.
- Fixed: FCompressedMemFile needs a destructor to free the m_ImplodedBuffer.
- Fixed: G_DoLoadGame() did not free the engine string.
- Fixed: M_ReadSaveStrings() did not free the engine string.
- Fixed: Processing DEM_SAVEGAME did not free the pathname string.
- Added a check for truncated flats to FFlatTexture::MakeTexture() because
  Heretic's F_SKY1 is only four bytes long.
- Added a dump of the offending state to the "Cannot find state..." diagnostic.
- Fixed: FCompressedFile did not initialize m_Mode in its default constructor.
- Fixed: Heretic and Hexen status bars did not initialize ArtiRefresh.
- Fixed: PNGHandle destructor should use delete[] to free TextChunks.


SVN r111 (trunk)
2006-05-12 03:14:40 +00:00
Randy Heit
a0c88a9b31 - Yay! We now seem to be free of memory leaks! The next step will be to
merge a lot of these static destructor-only structs into regular
  functions added to the exit chain with atterm so that they can be called
  in a deterministic order and not whatever order the linker decides to put
  them in. (Interestingly, the amount of memory used when repeatedly
  executing the same map command at the console varies up and down, but it
  now stays relatively stable rather than increasing unbounded.)
- Fixed: The list of resolutions in the video modes menu was not freed
  at exit.
- Fixed: mus_playing.name was not freed at exit.
- Fixed: SN_StopAllSequences() should be called at the start of
  P_FreeLevelData(), not just before the call to P_SetupLevel() in
  G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can
  call P_FreeLevelData() to free more memory too.
- Fixed: StatusBar was not freed at exit.
- Fixed: spritesorter was not freed at exit.
- Fixed: Bad things happened if FString's data pool was destroyed before
  all C_RemoveTabCommand() calls were made.
- Added an overload for FArchive << FString.
- Fixed: The players' log text was not freed at exit.
- Fixed: Bot information was not freed at exit.
- Fixed: doomcom was not freed at exit. But since it's always created,
  there's no reason why it needs to be allocated from the heap. My guess
  is that in the DOS days, the external packet driver was responsible for
  allocating doomcom and passed its location with the -net parameter.
- Fixed: FBlockNodes were not freed at exit.
- Fixed: Openings were not freed at exit.
- Fixed: Drawsegs were not freed at exit.
- Fixed: Vissprites were not freed at exit.
- Fixed: Console command history was not freed at exit.
- Fixed: Visplanes were not freed at exit.
- Fixed: Call P_FreeLevelData() at exit.
- Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at
  exit.
- Fixed: Sound sequences were not freed at exit.
- Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array
  when loading.


SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
Randy Heit
d1ba4a1b76 - Added a new setting for am_rotate: 2 will enable rotation only for the
overlay map while leaving the regular map unrotated.


SVN r100 (trunk)
2006-05-10 03:24:32 +00:00
Randy Heit
0bf87acb00 - Added a new setting for am_overlay: 2 will disable the normal automap and
show only the overlayed version.


SVN r99 (trunk)
2006-05-10 03:17:34 +00:00
Randy Heit
df17a60f5d - Fixed: The names in the Depths array in m_options.cpp were never freed.
- Fixed: FDoomEdMap needed a destructor.
- Fixed: Decal animators were never freed.
- Fixed: Colormaps were never freed.
- Fixed: Memory allocated in R_InitTranslationTables() was never freed.
- Fixed: R_InitParticles() allocated way more memory than it needed to. (And the
  particle memory was never freed, either.)
- Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata.
- Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char *
  before deleting it, because that's the way it was allocated.
- Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt.
  Skip_super resets the dropitem list, so having it after "DropItem None" is
  pointless.
- Fixed: Decorate DropItem information was never freed.
- Fixed: FinishStates() allocated even 0-entry state arrays.
- Fixed: Default actor instances were never freed.
- Fixed: FRandomSoundList never freed its sound list.
- Fixed: Level and cluster strings read from MAPINFO were never freed.
- Fixed: Episode names were never freed.
- Fixed: InverseColormap and GoldColormap were never freed. Since they're always
  allocated, they can just be arrays rather than pointers.
- Fixed: FFont destructor never freed any of the character data or the font's name.
- Fixed: Fonts were not freed at exit.
- Fixed: FStringTable::LoadLanguage() did not call SC_Close().
- Fixed: When using the -iwad parameter, IdentifyVersion() did not release the
  buffer it created to hold the parameter's path.


SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
Christoph Oelckers
650d07b8c1 May 4, 2006 (Changes by Graf Zahl)
- Converted A_Hexendecorations.cpp
- Changed the lower decal spawning code to transfer the main decal's color if
  the lower decal's default color is the same as the main decal's.
- Changed the decal stretcher back to use the specified size parameters as a 
  scaling factor and not a destination size because this is more consistent with 
  the rest of the decal code. Also adjusted the blood smear definition in DECALDEF
  and the description in the Wiki for this.
- Added Jim's most recent fixes.


SVN r77 (trunk)
2006-05-04 12:40:39 +00:00
Christoph Oelckers
9b5f9a1d70 SVN r67 (trunk) 2006-04-24 14:26:06 +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
Christoph Oelckers
66c663e9d8 - Fixed: Hexen's ammo display in the status bar cannot be refreshed
partially because the background patch has to be drawn always to 
  overwrite the old display.
- Fixed: Giving a health item to a non-player caused a crash.
- Added a compatibility option to limit deh.MaxHealth to the health bonus.
  Originally this value wasn't used for health packs. Doing this was a bug
  in Boom but since there's quite a few maps out there which require
  Boom's altered behavior it has to be compatibility optioned.
- Fixed: The health bonus's max health must be defined by deh.MaxHealth, 
  not deh.MaxSoulsphere. To achieve this deh.MaxHealth's handling had to
  be altered because it has to default to 100.
- Fixed: ZDBSP created incorrect side references with compressed sidedefs
  and both sidedefs of a linedef being the same. This only affects the
  external tool because the internal node builder is run after uncompressing
  the sidedefs.
- Added Jim's latest makefile.linux.
- Added a consistency check to the PNAMES loader because one crash log
  indicated that it crashed due to a corrupt PNAMES lump.
- Brought back the sector based sound target handling as a compatibility
  option. This radical change just broke far too many maps that depend
  on the original behavior. Strife's special AI functions are excluded 
  though because they work better with the new method.


SVN r56 (trunk)
2006-04-20 14:21:27 +00:00
Christoph Oelckers
25f90d6221 SVN r27 (trunk) 2006-04-11 16:27:41 +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