Commit graph

411 commits

Author SHA1 Message Date
Randy Heit
637798c1b5 Add handling for +warp at the command line.
- Command-line console commands are executed before a level is entered, so
  trying to use +warp to position yourself at a specific location will not
  work. We now specially handle this command so that it does work.
2013-10-09 22:15:11 -05:00
Randy Heit
242f2ab7b0 Merge branch 'maint' 2013-10-08 21:51:51 -05:00
Randy Heit
3c376aa342 Move C_ExecCmdLineParams() call slightly later in the startup process.
- Fixed: You could not set any CVARINFO-defined cvars from the command line
  because command line console commands were executed before wads were
  even loaded. Off the top of my head, I can't think of anything that would\
  break by having them get executed after wads are loaded.
2013-10-08 20:18:35 -05:00
Randy Heit
da02a44126 Consolidate special path functions into m_specialpaths.cpp
- Also remove CDROM_DIR while I'm at it.
2013-09-14 21:04:00 -05:00
Christoph Oelckers
3e4678765b Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/thingdef/thingdef_codeptr.cpp
2013-08-18 12:18:59 +02:00
Christoph Oelckers
3518b4dd28 - allow menu's back button and the pause sign to be animated. 2013-08-12 22:46:45 +02:00
Christoph Oelckers
ba3e57281a Merge branch 'maint' 2013-08-12 21:12:20 +02:00
Christoph Oelckers
072b66fb9f - fixed: The music that's defined in the Gameinfo section of MAPINFO could not set the order for multitrack music lumps. 2013-08-12 21:11:53 +02:00
Christoph Oelckers
bba092cc0b Merge branch 'master' into scripting
Conflicts:
	src/d_player.h
	src/g_doom/a_archvile.cpp
	src/thingdef/thingdef.h
	src/thingdef/thingdef_properties.cpp
2013-08-09 13:03:28 +02:00
Edoardo Prezioso
4ce0574b3f - Use a more conformant C++ preprocessor macro identifier for Unix systems.
The 'unix' identifier isn't defined when '-std' is passed to the compiler (tested with gcc and clang), so use '__unix__' which is well enough documented.
2013-07-30 11:46:14 +02:00
Randy Heit
459ad5abff - Updated scripting branch to latest version in trunk.
SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Randy Heit
4fa198244c - Renamed CVAR_NOSEND to CVAR_IGNORE to better reflect its intent.
- Separated CVAR_MODARCHIVE into CVAR_MOD|CVAR_ARCHIVE so that mod-defined cvars can still be
  identified when they aren't meant to be archived.

SVN r4281 (trunk)
2013-05-25 17:08:59 +00:00
Randy Heit
787b84ef91 - Added CVARINFO lump support. This is a lump for defining mod-specific cvars and takes entries
of the form:
    <scope> [noarchive] <type> <name> [= <defaultvalue>];
  Where <scope> is one of:
  * server: This cvar is shared by all players, and in network games, only select players can
    change it.
  * user: Each player has their own copy of this cvar, which they can change independently.
  To prevent the cvar from being written to the config file, add noarchive to its definition.
  <Type> is one of:
  * int: An integral value. Defaults to 0.
  * float: A value that can include a fraction. Defaults to 0.0.
  * color: A color value. Default to black ("00 00 00").
  * bool: A boolean value that can hold either true or false. Defaults to false.
  * string: A string value. It's not too useful for mods but is included for completeness. Defaults to "".
  <Name> is the cvar's name and must begin with a letter and may only include alphanumeric
  characters and the underscore character.
  If you wish a non-standard default add an = character after the cvar's name followed by the
  default value you want to use. Example:
    server int mymod_coolness = 10;
- Fixed: FStringCVar::SetGenericRepDefault() did not make a copy of the input string.

SVN r4280 (trunk)
2013-05-25 16:34:23 +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
Randy Heit
e0a137b725 - Removed the netdemo flag, because it's redundant with (netgame && demoplayback).
SVN r4050 (trunk)
2013-01-26 03:28:54 +00:00
Braden Obrzut
e86f27a7a6 - Fixed: Popups weren't shown on the alt hud.
SVN r4030 (trunk)
2013-01-21 21:02:14 +00:00
Randy Heit
67eda6b1ad - Changed P_CheckPlayerSprites() so that it does not alter any actor data. It is now called by
R_ProjectSprite() to modify the appropriate data right before it is needed for rendering.

SVN r4004 (trunk)
2013-01-02 02:10:26 +00:00
Randy Heit
e7efa1d802 - Update to latest version in trunk.
SVN r3890 (scripting)
2012-10-17 04:24:54 +00:00
Randy Heit
59638acb7c - Fixed: MUSINFO must be parsed after MAPINFO, since it needs the entries created by MAPINFO.
SVN r3858 (trunk)
2012-08-30 03:00:37 +00:00
Randy Heit
9d82c7fa0e - Added PrecacheSounds mapinfo option. This takes a list of sounds to preload when the level is
loaded.

SVN r3837 (trunk)
2012-08-22 22:36:06 +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
Randy Heit
136a2cd05a - Since the scripting branch relies heavily on the garbage collector to clean up everything,
move the final GC back to after the type system has been shut down.

SVN r3760 (scripting)
2012-07-14 03:56:56 +00:00
Randy Heit
562cf04db2 - Update scripting branch to trunk.
SVN r3758 (scripting)
2012-07-14 03:04:41 +00:00
Randy Heit
8673743139 - Do not set the mouse pointer if the display is 8 bit, since such displays don't support color cursors.
SVN r3734 (trunk)
2012-07-05 21:46:03 +00:00
Randy Heit
c197d0687c - Fixed: FinalGC() needs to run before the type system is shut down.
- Fixed: Don't access class metadata at all in DObject::PropagateMark if the type system is shutdown.
- Fixed: If FCompressedMemFile::Reopen() fails, then it would try to double-free memory when deleted.

SVN r3688 (trunk)
2012-06-16 03:10:38 +00:00
Randy Heit
b5a731f3a6 - Move player prediction calls into D_Display().
SVN r3636 (trunk)
2012-05-10 03:48:36 +00:00
Christoph Oelckers
af43ef8983 - added Gez's submission to add a compatibility option for Doom's floor motion behavior to fix an issue in phobos.wad.
SVN r3623 (trunk)
2012-05-05 22:53:16 +00:00
Randy Heit
6ea93d28e2 - Fixed: M_CreateMenus() is too soon to call UpdateJoystickMenu(). It needs to happen after
I_InitInput(), which happens during V_Init2().

SVN r3501 (trunk)
2012-04-01 03:03:53 +00:00
Randy Heit
cc34f973e2 - Fixed: Using -playdemo in conjunction with -loadgame did not work.
SVN r3481 (trunk)
2012-03-25 01:54:36 +00:00
Randy Heit
e9f832460b - Added "misc/startupdone" sound to be played when the startup screen is closed and the game
is about to begin.

SVN r3420 (trunk)
2012-03-10 01:54:00 +00:00
Randy Heit
d54f9c3616 - Added startup screen customization, courtesy of Gez.
SVN r3375 (trunk)
2012-02-21 19:52:40 +00:00
Christoph Oelckers
893455ef61 - sync source with latest GZDoom:
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.


SVN r3329 (trunk)
2011-12-06 08:36:28 +00:00
Randy Heit
5284ab9688 - Do nothing in D_DoAdvanceDemo if gameaction is not ga_nothing.
SVN r3326 (trunk)
2011-12-06 01:50:38 +00:00
Randy Heit
e121bd7d92 - Added compat_badangles to simulate Doom's incorrect sine table: Player
spawning and teleporting will be offset by one fineangle so they cannot
  face directly in one of the cardinal directions.



SVN r3308 (trunk)
2011-11-01 02:58:52 +00:00
Christoph Oelckers
080e769c76 - removed all asserts from the interpolation objects' Destroy methods. The condition will not be true after a failed savegame write occured.
- fixed: D_ErrorCleanup must clear 'savegamerestore'.
- fixed: Cleaning up when loading a savegame failed while restoring the thinker list did not work. There were two issues:
  * removed the asserts in GC::SweepList because they get triggered by thinkers that were not fully initialized during loading.
  * AActor::UnlinkFromWorld may not assume that the sector list has been initialized when this function is called. 

SVN r3274 (trunk)
2011-07-15 13:26:36 +00:00
Christoph Oelckers
ba661308d4 - added GZDoom's option not to count monsters in E1M8-style end of level sectors, but controlled by a dmflag.
SVN r3267 (trunk)
2011-07-07 21:55:55 +00:00
Christoph Oelckers
4ef68ded5d - fixed some leftover references to the software renderer.
SVN r3264 (trunk)
2011-07-07 19:53:42 +00:00
Christoph Oelckers
5bfcaab25c - separation of software renderer from the rest of the code complete. All external access to the renderer is routed through the FRenderer interface class now, with two exceptions (2D texture drawing to a canvas and polymost testing code) that are handled by #defines.
SVN r3263 (trunk)
2011-07-07 15:37:47 +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
Randy Heit
29e486495b - Fixed: The sign in Eternall.wad, map25 on line 2236 rendered at the wrong height because Doom
ignored the Y locations of patches drawn on two-sided midtextures and always drew them at the
  top of the texture. Added a compatibility flag.

SVN r3205 (trunk)
2011-05-13 03:29:48 +00:00
Randy Heit
571210fe56 - Apply 3dfix2 and 3dfix3 (by hand, again).
SVN r3191 (trunk)
2011-04-29 03:50:33 +00:00
Randy Heit
dc1f5f0220 - Add more information when trying to load old savegames.
- When loading a game from the menu, do not hide the fullscreen console until we know we can
  load the save. Otherwise, the gamestate goes invalid if the save is no good.

SVN r3187 (trunk)
2011-04-17 17:27:31 +00:00
Christoph Oelckers
4eaa7b1aaf - fixed: The shareware -file check wasn't working anymore.
SVN r3156 (trunk)
2011-02-20 08:27:48 +00:00
Christoph Oelckers
19b8e15af4 - added APROP_Dormant actor property for ACS (read only!)
- fixed_ When performing a restart menus and intermissions need to be closed first.


SVN r3048 (trunk)
2010-12-16 08:05:00 +00:00
Christoph Oelckers
e33d1a989f - set all 'num' variables to 0 in P_FreeLevelData so that any code using them won't try to read the deleted map data.
SVN r3044 (trunk)
2010-12-15 23:10:08 +00:00
Christoph Oelckers
419a998bdf - warning removal
SVN r3043 (trunk)
2010-12-15 18:57:39 +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
f0f17e531c - move static AM color initialization into the AM_StaticInit function.
- move D_LoadWadSettings to keysections.cpp.
- made some more data reloadable.
- data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)


SVN r3036 (trunk)
2010-12-14 00:50:02 +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
572bc4620a - changed automap initialization so that static data only gets initialized once upon startup instead of each time a level starts.
- initialize AUTOPAGE only once when the level starts, not each time the automap is switched on.


SVN r3031 (trunk)
2010-12-12 17:54:10 +00:00
Christoph Oelckers
6309d90be0 - moved texture counting code into FTextureManager.
- moved all code and data for Build tile management into FTextureManager.
- moved texture animation management into FTextureManager.
- changed: Animate textures only once per frame, not per view. Otherwise with animations that have sub-frame accuracy camera textures of the same area can show different animation frames if the frame changes falls between the rendering of the different views.


SVN r3026 (trunk)
2010-12-11 12:00:40 +00:00
Christoph Oelckers
c9adcb0f47 - fixed: The GAMEINFO parser did not correctly handle NOSPRITERENAME
- added STTPRCNT to HUDFONT_DOOM

SVN r2961 (trunk)
2010-10-23 22:33:39 +00:00
Christoph Oelckers
8ebb555343 - fixed: Detection of MAP01 presence was wrong.
SVN r2950 (trunk)
2010-10-16 22:40:27 +00:00
Christoph Oelckers
0bde8591ee - forgot to handle GI_MAPxx flag.
SVN r2944 (trunk)
2010-10-15 15:40:16 +00:00
Christoph Oelckers
eded2ef345 - Each IWAD can now define its own config section. Hacx, Harmony and Action Doom2 now do that.
- moved IWAD identification data into a lump in zdoom.pk3.
- rewrote IWAD checking code 

SVN r2943 (trunk)
2010-10-15 15:13:53 +00:00
Christoph Oelckers
352a926ddf - made all references to the GameNames array an inline function call to allow easier modification later
- changed all parsers that check for the current game to use the same function for the game check.
- fixed: The TEAMINFO parser handled 'game Any' incorrectly.


SVN r2934 (trunk)
2010-10-12 07:14:31 +00:00
Christoph Oelckers
d9970ab9b6 - merged finale branch back into trunk.
SVN r2911 (trunk)
2010-10-06 10:44:03 +00:00
Christoph Oelckers
9abaaa1785 - added a default cursor for Chex Quest.
- set 'cursor' as default for Action Doom 2. Doom's bunny is probably not the best thing here...
- made cursor user-settable in the menu.



SVN r2855 (trunk)
2010-09-26 07:46:34 +00:00
Randy Heit
17f9e687bd - Added cursorpic gameinfo property to set the mouse cursor image.
SVN r2852 (trunk)
2010-09-26 05:31:52 +00:00
Christoph Oelckers
3f420c97bd - allow setting the startup screen's title through GAMEINFO lump.
SVN r2850 (trunk)
2010-09-24 14:27:52 +00:00
Christoph Oelckers
74525ab1d6 - moved some info into the GAMEINFO section:
* the sprite used for 'pause'.
 * the factor with which a monster's health is multiplied to decide if it's supposed to be gibbed,
 * the decision to make monsters run faster in nightmare mode.
- moved the hard coded lock messages for lock types 102 and 103 into the language lump.
- fixed: Raven's fast monsters could become slower in Nightmare if they had very short walking states.


SVN r2834 (trunk)
2010-09-19 10:39:34 +00:00
Christoph Oelckers
54bdf38fef - resurrected some old statistics code I had and made some minor enhancements to be of more use.
SVN r2821 (trunk)
2010-09-18 16:08:10 +00:00
Randy Heit
99670b708c - Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.
SVN r2790 (scripting)
2010-09-16 03:14:32 +00:00
Christoph Oelckers
579502ab74 - merged menu branch back into trunk.
SVN r2768 (trunk)
2010-09-14 17:28:18 +00:00
Christoph Oelckers
387bfc0260 - added 'nospriterename' key to GAMEINFO lump so that PWADs have a means to disable this feature without having to specify a command line switch.
SVN r2623 (trunk)
2010-08-28 17:19:48 +00:00
Christoph Oelckers
9a4abe0915 - merged automap branch into trunk.
SVN r2609 (trunk)
2010-08-27 15:20:05 +00:00
Christoph Oelckers
66f6115c86 - added a compatibility option to render all segs of a polyobject in the center's subsector and automatically set it for Hexen MAP36 and HEXDD MAP47.
SVN r2543 (trunk)
2010-08-15 10:02:10 +00:00
Randy Heit
30ffe1d4b8 - Maybe enable assembly on Intel Macs?
SVN r2527 (trunk)
2010-08-13 03:14:05 +00:00
Christoph Oelckers
6df5e6f9cb - added Gez's anti-crossinclude submission but made some changes. Cross-includes overriding core files will produce fatal errors but cross-includes between PWADs will be tolerated. For DECORATE a command line override switch exists so that for testing the error can be disabled.
SVN r2400 (trunk)
2010-07-01 09:35:39 +00:00
Christoph Oelckers
b8db84b6bc - added a new dmflag to allow killing all monsters spawned by a boss brain's cubes after killing the brain (for those who like clean level statistics.)
SVN r2385 (trunk)
2010-06-20 17:57:32 +00:00
Christoph Oelckers
bdd2ebfe14 - added a new dmflag for allowing switching to weapons without ammo.
SVN r2346 (trunk)
2010-05-30 07:47:08 +00:00
Christoph Oelckers
042e913022 - added Boom's fix for finding the highest neighboring light level per sector (compatibility optioned by COMPATF_LIGHT.)
SVN r2343 (trunk)
2010-05-29 07:07:39 +00:00
Christoph Oelckers
8f881be0fb - added a Boom (strict) compatibility mode.
- Restored some original Doom behavior that received complaints from users:
* reactivated the old sliding against diagonal walls code and compatibility optioned it with COMPATF_WALLRUN.
* re-added the original hitscan checking code using a cross-section of the actor instead of the bounding box, compatibility optioned with COMPATF_HITSCAN.


SVN r2340 (trunk)
2010-05-28 11:15:05 +00:00
Randy Heit
61d2a808d7 - Response file improvements:
* Fixed: Trying to use a response file would result in infinite looping until memory was
    exhausted.
  * Fixed: Response files were read after coalescing file parameters, which would lead to
    non-coalesced parameters if the original command line and response file both had them.
  * You can now use more than one response file.
  * Response files can include other response files.

SVN r2334 (trunk)
2010-05-25 02:30:05 +00:00
Christoph Oelckers
c4efbeb515 - fixed: Both Boom and MBF compatibility mode need COMPATF_MISSILECLIP set.
SVN r2331 (trunk)
2010-05-14 20:27:57 +00:00
Christoph Oelckers
1b0756e170 - added a am_showalllines cheat CVAR as countermeasure for maps that intentionally disable the full automap.
SVN r2307 (trunk)
2010-05-01 17:29:25 +00:00
Randy Heit
ee55e0319f - Standardized use of PClassActor::AllActorClasses for iterating over all classes of actors
instead of PClass::m_Types (now PClass::AllClasses).
- Removed ClassIndex from PClass. It was only needed by FArchive, and maps take care of the
  problem just as well.
- Moved PClass into a larger type system (which is likely to change some/lots once I try and actually use it and have a better feel for what I need from it).

SVN r2281 (scripting)
2010-04-16 02:57:51 +00:00
Randy Heit
42ac75e894 - Sync scriptbranch with trunk.
SVN r2269 (scripting)
2010-04-04 04:09:24 +00:00
Randy Heit
69c777df4c - Allow defaultenvironment to take names as well as numeric IDs.
SVN r2262 (trunk)
2010-03-31 23:33:18 +00:00
Randy Heit
7f96531dc0 - Use I_FPSTime() instead of I_MSTime() to drive R_UpdateAnimations().
SVN r2253 (trunk)
2010-03-28 04:04:44 +00:00
Randy Heit
e83a9a2a00 - Use normal texture animation for the main menu cursors. This required updating animations
all the time and not just when inside a level.

SVN r2248 (trunk)
2010-03-27 03:30:02 +00:00
Randy Heit
f88f601230 - Removed the third parameter from dumpclasses when it was restricted it to Actors, because
I have no idea what that was all about.
- Got rid of FActorInfo and merged it into a new PClassActor.

SVN r2240 (scripting)
2010-03-24 02:49:37 +00:00
Christoph Oelckers
a2cfbec3cf - added a CrushPainSound actor property for Strife.
- fixed memory leaks in SBARINFO and WAD loading code.
- added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this.


SVN r2234 (trunk)
2010-03-21 08:09:45 +00:00
Randy Heit
dfde55d249 - Everything on the command line before the first switch with an unrecognized switch is
now added to -file. This was previously restricted to only .wad, .zip, .pk3, and .txt.
- You can now pass -file/-deh/-bex more than once on the command line, and they will all
  have effect.

SVN r2184 (trunk)
2010-03-03 04:29:40 +00:00
Randy Heit
5da2885d88 - Changed DArgs to use a TArray of FStrings instead of doing its own string vector management
in preparation for doing GatherFiles the "right" way.

SVN r2183 (trunk)
2010-03-02 04:51:16 +00:00
Randy Heit
913555aa4e - Synced the scripting branch with trunk.
SVN r2166 (scripting)
2010-02-17 04:46:11 +00:00
Randy Heit
71b75f0d7a - Consolidated all conversation reply handling into a single function executed on all
machines, so when an NPC need to show the "enough" response, it has enough
  information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().


SVN r2120 (trunk)
2010-01-22 05:17:57 +00:00
Christoph Oelckers
6b5089e53f - reverted r2089 because it didn't do what it was supposed to.
SVN r2091 (trunk)
2010-01-03 00:13:37 +00:00
Christoph Oelckers
1c2cc7bd3a - fixed: The GAMEINFO parser needs to use C mode.
SVN r2089 (trunk)
2010-01-02 23:37:43 +00:00
Christoph Oelckers
54283ee231 - unquoted strings should still work for GAMEINFO...
SVN r2074 (trunk)
2010-01-01 18:02:30 +00:00
Christoph Oelckers
90ea0c3f6f - added initial support for a GAMEINFO lump in PWADs. When the game is started
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)
2010-01-01 15:31:00 +00:00
Christoph Oelckers
370eff9014 - replaced wadlist_t with an array of FStrings and added a list parameter to
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)
2010-01-01 12:40:47 +00:00
Christoph Oelckers
51e158d7dc - added all known maps requiring inverted sprite sorting to compatibility.txt.
- added compatibility option to invert sprite sorting. Apparently Doom.exe
  originally sorted them differently than most source port and on some maps
  which depends on this it doesn't look right (e.g. Strain MAP13)


SVN r2031 (trunk)
2009-12-18 08:19:34 +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
3a198a29dc - fixed: fullscreen images with texture scaling used the unscaled size for
positioning. To avoid future problems with them I added a new DTA_Fullscreen
  option for DrawTexture.


SVN r1983 (trunk)
2009-11-15 14:33:35 +00:00
Randy Heit
f09420fce7 - Modified the event-driven ticks to use the same code for calculating the
time as the polled timer so that the timer does not start running until the
  first time it is used.
- Removed the srand() call from D_DoomMain(), because it started the game
  timer running prematurely, and we never call rand() anywhere. (Not to
  mention, even if we did use rand(), always seeding it with 0 is rather
  pointless.)


SVN r1974 (trunk)
2009-11-12 03:45:51 +00:00
Randy Heit
7b7973c6a7 - Fixed: The framerate was not capped before starting a game.
SVN r1973 (trunk)
2009-11-12 03:14:10 +00:00
Randy Heit
30b21b2eea - Removed the one embedded DeHackEd lump restriction.
SVN r1972 (trunk)
2009-11-12 02:47:28 +00:00
Randy Heit
f1738b0e03 - Added a command line option -warpwipe to perform the screen wipe if you
start with -warp or +map.


SVN r1960 (trunk)
2009-11-04 01:24:00 +00:00
Randy Heit
1a442742f7 - Sync with trunk.
SVN r1872 (scripting)
2009-09-23 00:24:47 +00:00
Christoph Oelckers
d51c0c047d - Changed call to R_DrawRemainingPlayerSprites into a virtual function
of DFrameBuffer because its implementation is specific to the software
  renderer and needs to be overridable.

SVN r1859 (trunk)
2009-09-20 06:23:10 +00:00
Randy Heit
b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
  Using a fixed light level (e.g. PowerTorch) will no longer wipe out
  colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
  doing it while copying the 3D view window to the display now blends
  underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
  closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
  executable and into zdoom.pk3. Shaders are still precompiled so I don't need
  to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
  lighting models. These are accessed with the new DrawTexture tags
  DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
  benefits thereof.


SVN r1858 (trunk)
2009-09-20 03:50:05 +00:00
Randy Heit
1eb7912bd8 - Make the autosegs read-only.
- Derive PClass from dobject.cpp. This has one major ramification: Since the PClass
  is not allocated until runtime, you cannot initialize any static/global data
  structures with pointers to PClasses using RUNTIME_CLASS. Attempting to do so
  will just initialize with a NULL pointer. Instead, you can initialize using
  the address of the pointer returned by RUNTIME_CLASS and dereference that. By
  the time you have an opportunity to dereference it, it will no longer be NULL.
- Sync CmakeLists.txt.
- Random fixes for problems GCC spotted.

SVN r1852 (scripting)
2009-09-17 01:36:14 +00:00
Christoph Oelckers
4a057c1fdc - Added Gez's cleanup patch for MBF support but undid the deletion of the MF6_JUMPDOWN flag which will be implemented later.
SVN r1827 (trunk)
2009-09-14 23:50:21 +00:00
Christoph Oelckers
158fce1123 - Why wasn't this stuff committed before?
SVN r1826 (trunk)
2009-09-14 23:30:53 +00:00
Christoph Oelckers
afab7855c4 - removed the COMPATF_MBFDEHACKED flag because it wouldn't work and is more or less useless anyway.
The range checks this protected against can be safely omitted now that the misc fields are large enough.
- added MBF Dehacked emulation.

SVN r1824 (trunk)
2009-09-14 22:12:31 +00:00
Christoph Oelckers
ea8c94d637 - Fixed: Argument count for UsePuzzleItem was wrong.
- Added more things from Gez's experimental build:
  * MBF grenade and bouncing code.
  * Arch Vile ghosts emulation (only for compatibility.txt.)
  * Several MBF related compatibility options.



SVN r1821 (trunk)
2009-09-14 20:47:53 +00:00
Randy Heit
66920536d9 - Look for files in Mac-like places on Macs.
- Fixed: The non-Windows CreatePath can fail if part of the path already
  exists, because mkdir will return an error code for trying to recreate
  an existing directory.



SVN r1814 (trunk)
2009-09-09 17:12:47 +00:00
Christoph Oelckers
57a2e0ab73 - moved definition of games' default armor icons into gameinfo definition.
SVN r1806 (trunk)
2009-09-07 19:46:54 +00:00
Randy Heit
c24c31cc9f - Added directory detection to the -file parameter. This obsoletes -dir, so
that parameter is now gone.
- Removed automatic ".wad" appending from FWadCollection::InitMultipleFiles()
  since it isn't needed and prevented files without extensions from being
  loaded. D_AddFile() already takes care of adding the extension if the
  name as-given does not exist.
- Fixed: Loading single files did not print a newline in the startup text.


SVN r1784 (trunk)
2009-09-02 03:47:48 +00:00
Christoph Oelckers
a5ec361715 - Fixed: The pause sprite was not centered correctly when it was a scaled
graphic.


SVN r1769 (trunk)
2009-08-11 20:40:09 +00:00
Randy Heit
732a44b338 - Fixed: M_QuitResponse() tried to play a sound even when none was specified
in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them
  entirely with a joystick.
- Fixed: Starting the menu at the title screen with a key other than Escape
  left the top level menu out of the menu stack.
- Changed the save menu so that cancelling input of a new save name only
  deactivates that control and does not completely close the menus.
- Fixed "any key" messages to override input to menus hidden beneath them and
  to work with joysticks.
- Removed the input parameter from M_StartMessage and the corresponding
  messageNeedsInput global, because it was redundant. Any messages that want
  a Y/N response also supply a callback, and messages that don't care which
  key you press don't supply a callback.
- Changed MKEY_Back so that it cancels out of text entry fields before
  backing to the previous menu, which it already did for the keyboard.
- Changed the menu responder so that key downs always produce results,
  regardless of whether or not an equivalent key is already down.


SVN r1753 (trunk)
2009-08-07 03:30:51 +00:00
Christoph Oelckers
356e4a0fcc - Added A_Mushroom compatibility option for Dehacked.
- Added Gez's submission for interhubamount DECORATE property.


SVN r1747 (trunk)
2009-08-02 15:54:34 +00:00
Randy Heit
f74f6a1659 - Split the joystick menu into two parts: A top level with general options
and a list of all attached controllers, and a second level for configuring
  an individual controller.
- Fixed: Pressing Up at the top of a menu with more lines than fit on screen
  would find an incorrect bottom position if the menu had a custom top height.
- Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable
  specific game controller input systems independant of each other.
- Device change broadcasts are now sent to the Doom event queue, so
  device scanning can be handled in one common place.
- Added a fast version of IsXInputDevice that uses the Raw Input device
  list, because querying WMI for this information is painfully slow.
- Added support for compiling with FMOD Ex 4.26+ and running the game
  with an older DLL. This combination will now produce sound.


SVN r1717 (trunk)
2009-07-15 05:53:06 +00:00
Randy Heit
fe19767ac2 - Added A_SetCrosshair.
SVN r1700 (trunk)
2009-07-01 02:00:36 +00:00
Christoph Oelckers
3ab370b6ee - added a compatibility option to restore the original Heretic bug where
a Minotaur couldn't spawn floor flames when standing in water having its
  feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
  come from the same definition unit (i.e both containing file and use type
  are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
  more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
  to use floats to prevent overflows. The prevention of the overflows was the
  only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.


SVN r1668 (trunk)
2009-06-14 13:47:38 +00:00
Christoph Oelckers
a1aba60d8d - Added Hirogen2's unlimited pickup patch.
- Added railgun performance customization CVARs by Spleen.
- Added aspect ratio override submission by SoulPriestess.



SVN r1643 (trunk)
2009-06-06 15:21:57 +00:00
Christoph Oelckers
627838f379 - Added loading directories into the lump directory.
- 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)
2009-05-31 10:49:47 +00:00
Randy Heit
e637fe3ea7 - Recoverable errors that are caught during the demo loop no longer shut off
the menu.


SVN r1609 (trunk)
2009-05-26 01:56:35 +00:00
Christoph Oelckers
0d1d15eba8 - Added more compatibility settings, submitted by Gez.
SVN r1569 (trunk)
2009-05-03 07:19:21 +00:00
Randy Heit
dcedad548b - Changing screen resolution now adjusts the automap scale to be constant
relative to screen resolution.


SVN r1549 (trunk)
2009-04-16 03:02:08 +00:00
Christoph Oelckers
9040710e62 - Updated UDMF spec to 1.1.
- Added -noautoload option.
- Added default Raven automap colors set. Needs to be tested because I can't
  compare against the DOS version myself.
- Extened A_PlaySound and A_StopSound to be able to set all parameters of the
  internal sound code.



SVN r1544 (trunk)
2009-04-14 09:06:03 +00:00
Randy Heit
7371c4a516 - Changed random seed initialization so that it uses the system's
cryptographically secure random number generator, if available, instead
  of the current time.
- Changed the random number generator from Lee Killough's algorithm to the
  SFMT607 variant of the Mersenne Twister.

SVN r1507 (trunk)
2009-03-27 04:49:17 +00:00
Christoph Oelckers
505031fa5a - removed gamemission variable because it wasn't used anywhere.
- 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)
2009-03-22 11:37:56 +00:00
Christoph Oelckers
81f834e3f4 - fixed: The WAD manager's hash chains could not handle more than 65535 lumps.
- Reinitializing the WAD manager will now delete all data.
- Preparation for GAMEINFO: zdoom.pk3 will be opened separately before checking the IWAD
  so that the internal GAMEINFOs can be externalized, too.


SVN r1494 (trunk)
2009-03-21 09:03:08 +00:00
Randy Heit
c2aab5dd46 - Added the -norun parameter to quit the game just before video
initialization. To be used to check for errors in scripts without actually
  running the game.
- Added the -stdout parameter to the Windows version to send all output to
  a console, like the Linux version has done all along.


SVN r1486 (trunk)
2009-03-18 05:02:32 +00:00
Randy Heit
8724b45e15 - Changed Linux default for fullscreen to false.
- Removed CVAR_SERVERINFO flag from compatmode. Since it writes to
  compatflags, that should be enough. Having that flag set for both of
  them leads to problems with e.g. loading a savegame, where compatflags is
  restored, then compatmode is restored and it completely undoes whatever
  compatflags was restored to.
- Fixed: Trying to start a map for some single file that isn't really a map
  caused a crash.


SVN r1478 (trunk)
2009-03-15 01:41:53 +00:00
Christoph Oelckers
e57ff454f2 - Added Hirogen2's patch for unlimited ammo CVAR.
SVN r1464 (trunk)
2009-03-06 22:58:34 +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
Randy Heit
a7e40b56f6 - Fixed: Player names and chat macros that end with incomplete \c escapes now
have those escapes stripped before printing so that they do not merge with
  subsequent text.
- Moved default weapon slot assignments into the player classes.
  Weapon.SlotNumber is now used solely for mods that want to add new weapons
  without completely redoing the player's arsenal. Restored some config-based
  weapon slot customization, though slots are no longer automatically saved
  to the config and section names have changed slightly. However, unlike
  before, config slots are now the definitive word on slot assignments and
  cannot be overridden by any other files loaded.
- Fixed: Several weapons were missing a game filter from their definitions.
- Removed storage of weapon slots in the config so that weapon slots can
  be setup in the weapons themselves. Slots are still configurable, since
  they need to be for KEYCONF to work; any changes simply won't be saved
  when you quit.
- Removed limit on weapon slot sizes.


SVN r1428 (trunk)
2009-02-20 00:53:25 +00:00
Randy Heit
0acc6a4ee3 - Moved the V_InitFontColors() call earlier in the startup sequence so that
colored error messages appear colored in the startup window. Also lightened
  up the "Flat" red to contrast better with the startup background.


SVN r1424 (trunk)
2009-02-11 00:16:05 +00:00
Randy Heit
be165578ea - Added GTK+-based clipboard support for Linux.
- Fixed: Most Linux filesystems do not fill in d_type for scandir(), so we
  cannot rely on it to detect directories.
- Added NicePath() function to perform shell-style ~ substitution on path
  names.
- Changed the default screenshot directory on Unix to ~/.zdoom/screenshots/.
- Added -shotdir command line option to temporarily override the
  screenshot_dir cvar.



SVN r1413 (trunk)
2009-02-08 02:52:43 +00:00
Randy Heit
4e509728a0 - Added a compatibility lump because I think it's a shame that Void doesn't
work properly on new ZDooms after all the collaboration I had with Cyb on
  that map. (Works with other maps, too.)


SVN r1402 (trunk)
2009-02-05 02:55:28 +00:00
Randy Heit
b387752f2f - Applied latest TEAMINFO patch.
SVN r1400 (trunk)
2009-02-04 23:14:28 +00:00
Christoph Oelckers
fb9601b9eb - Added APROP_Dropped actor property.
- Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start.
- Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF

SVN r1376 (trunk)
2009-01-28 08:48:52 +00:00
Randy Heit
a3b11af15a - More GCC warning removal, the most egregious of which was the potential
vulnerability "format not a string literal and no format arguments".
- Changed the CMake script to search for fmod libraries by full name instead
  of assuming a symbolic link has been placed for the latest version. It can
  also find a non-installed copy of FMOD if it is placed local to the ZDoom
  source tree.



SVN r1373 (trunk)
2009-01-28 05:29:41 +00:00
Christoph Oelckers
f269af052c - fixed some issues with P_FindFloorCeiling's coordinate processing.
- added a new compatmode CVAR which allows setting some generic compatibility 
  flag combinations:
  Doom: sets the options needed to make most Doom.exe compatible map play without
  errors.
  Doom (strict): Same as above but sets a few more options. Please note that this
  does not mean full Doom.exe behavior emulation.
  Boom: Sets all options that consider differences between ZDoom and Boom.
  ZDoom 2.0.63: Sets only the COMPATF_SOUNDTARGET option which is needed for
  many older ZDoom maps.
- added new COMPAT_CROSSDROPOFF option to block monsters from being pushed over
  dropoffs by damage kickback.
- fixed: AFastProjectile::Tick must call Effect only 8 times per tic, regardless
  of the amount of steps taken.
- fixed: momentum checks in AFastProjectile did not use absolute values.


SVN r1369 (trunk)
2009-01-25 21:59:38 +00:00
Christoph Oelckers
b4b76ed4e6 - fixed: Identification of Doom1 Freedoom IWAD did not work.
- fixed: UDMF did not initialize a sector's light colors.
- fixed implementation of DF2_NOAUTOAIM flag.


SVN r1356 (trunk)
2009-01-10 09:40:47 +00:00
Christoph Oelckers
35cc39f094 - copied some 3D floor fixes from GZDoom.
- fixed: Crushing polyobject did incomplete checks for blocked moves.


SVN r1355 (trunk)
2009-01-07 18:45:39 +00:00
Christoph Oelckers
8f686a5e02 - Added Karate Chris's new DMFlags submission.
SVN r1333 (trunk)
2008-12-28 09:49:15 +00:00
Randy Heit
ef3b57fb8f - Moved ExpandEnvVars() from d_main.cpp to cmdlib.cpp.
- AutoExec paths now support the same variable expansion as the search paths.
  Additionally, on Windows, the default autoexec path is now relative to
  $PROGDIR, rather than using a fixed path to the executable's current
  directory.
- All usable Autoload and AutoExec sections are now created at the top of
  the config file along with some brief explanatory notes so they are
  readily visible to anyone who wants to edit them.


SVN r1307 (trunk)
2008-12-07 00:50:04 +00:00
Christoph Oelckers
153a2a4c2c - Fixed: G_DoPlayDemo did not free the demobuffer or the CVAR backups when it
failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
  for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
  submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.


SVN r1304 (trunk)
2008-12-06 10:22:37 +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
Randy Heit
30ef6a0c2d - Game time is now frozen during screen wipes. This obsoletes the DEM_WIPEON
and DEM_WIPEOFF commands. Fixes multimap demos desyncing when played back
  or recorded with wipes enabled, and prevents multiplayer games from
  starting until all players' wipes have finished.


SVN r1272 (trunk)
2008-10-21 02:27:21 +00:00
Christoph Oelckers
2221ab5668 - Finally has the right idea how to restore Doom's original clipping of projectiles
against decorations without breaking anything newer:
  Added a new 'projectilepassheight' property that defines an alternative height
  that is only used when checking a projectile's movement against this actor.
  If the value is positive it is used regardless of other settings, if it is
  negative, its absolute will be used if a new compatibility option is enabled
  and if it is 0 the normal height will be used.


SVN r1253 (trunk)
2008-10-05 11:23:41 +00:00
Christoph Oelckers
6227906072 - Fixed: SNDINFO must be loaded before the textures. However, this required
some changes to the MAPINFO parser which tried to access the texture manager
  to check if the level name patches exist. That check had to be moved to
  where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
  of integers.
  Please note that this creates an incompatibility between old and new 
  versions so if you want to create something that works with both 2.2.0
  and current versions better use the string format version for the color
  parameter!
- Rewrote the DECORATE property parser so that the parser is completely
  separated from the property handlers. This should allow reuse of all 
  the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
  defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
  and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
  Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
  this was ever used for - Raven's invulnerability item - has already been
  split up into a Heretic and Hexen version.

SVN r1240 (trunk)
2008-09-21 18:02:38 +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
Randy Heit
00b21e4b96 - Apparently, YASM is not a suitable substitute for NASM when doing Win32 builds.
- Removed extraneous printf parameter for Texman.Init startup message.
- Added newlines to the ends of a few headers that were missing them.
- Fixed more GCC errors/warnings.

SVN r1232 (trunk)
2008-09-17 20:24:08 +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
b07542ddd6 More header cleanup.
SVN r1225 (trunk)
2008-09-15 00:47:31 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers
f625b92704 - CQ3 detection was broken.
SVN r1220 (trunk)
2008-09-13 21:02:29 +00:00
Christoph Oelckers
2c74e287a9 - Prefixed all names of CQ decorations with Chex after seeing some conflicts
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)
2008-09-13 19:19:53 +00:00
Randy Heit
ee6c208917 - Added hexendemo.wad and hexdemo.wad as aliases for the demo Hexen IWAD.
- Added IWAD checks for freedoom1.wad and freedm.wad.


SVN r1198 (trunk)
2008-09-06 03:39:36 +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
Christoph Oelckers
6a3b4a6c4d - Blood default color is set in the gameinfo now so that Chex Quest
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)
2008-08-26 18:32:17 +00:00
Randy Heit
9ad93639c5 - Changed Windows to use the performance counter instead of rdtsc.
SVN r1143 (trunk)
2008-08-10 03:56:53 +00:00
Randy Heit
ad96225213 - Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
  processors. Windows will need to be updated accordingly.



SVN r1142 (trunk)
2008-08-10 03:25:08 +00:00
Christoph Oelckers
ae54e13428 IMPORTANT NOTE: I uncommented some code depending on the missing x86.cpp file to allow this to compile, These changes must be reverted as soon as this file is added (see v_palette.cpp and win32/i_system.cpp.)
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
  integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with 
  DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
  number.


SVN r1137 (trunk)
2008-08-09 11:35:42 +00:00
Randy Heit
67c844df4d - Added Gez's Freedoom detection patch.
SVN r1136 (trunk)
2008-08-09 04:32:56 +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
535f209560 - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.


SVN r1121 (trunk)
2008-08-06 22:59:24 +00:00
Randy Heit
d7d07aad16 - It's good if I make sure my changes are actually compiled in, huh?
SVN r1119 (trunk)
2008-08-06 18:41:55 +00:00
Randy Heit
efb8ffc459 - The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Removed the useless src/Linux directory from the repository. This was a
  holdover from the long-gone 1.22 build system.



SVN r1118 (trunk)
2008-08-06 18:26:25 +00:00
Christoph Oelckers
47d8a41540 - Fixed: Thew sounds of Strife's intro need CHAN_UI.
- Changed all instances of playing the chat sounds to use CHAN_UI.


SVN r1085 (trunk)
2008-07-23 19:39:01 +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
d0031b7fe7 - Added a compatibility option to play sector sounds from the precalculated
center because some maps apparently abuse the behavior to make the sound
  play somewhere where it can't be heard by the player to fake silent movement.
- Fixed: The S_Sound variant taking an actor must check if the actor is not
  NULL.
- Fixed: ACS's ActivatorSound must check if the activator is valid.
- Changed stats drawing so that multi-line strings can be used.


SVN r1070 (trunk)
2008-07-12 08:16:19 +00:00
Randy Heit
78890d57bc - Fixed: Screenwipes now pause sounds, since there can be sounds playing
during it.
- UI sounds are now omitted from savegames.
- Fixed: Menu sounds had been restricted to one at a time again.
- Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that
  it will occur after the players are loaded.
- Added fixes from FreeBSD for 0-length and very large string buffers
  passed to myvsnprintf.


SVN r1063 (trunk)
2008-07-05 03:32:44 +00:00
Randy Heit
601a6ad04c - Adjusted the noise debug table so that fractional volume levels do not
run into the adjacent columns.
- Added a NullSoundRenderer so that most of the checks against a NULL GSnd
  can be removed.
- Fixed: Looping sounds must always successfully allocate a channel, even if
  it's only a pre-evicted channel.


SVN r1058 (trunk)
2008-07-01 01:28:22 +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
2e28b0c9ce - Repositioned the declaration of the file string in D_DoomMain() so that it
won't be left on the stack at exit.
- Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can
  free its Arguments.
- Symbols for native classes are now freed on exit.


SVN r1022 (trunk)
2008-06-06 02:17:28 +00:00
Christoph Oelckers
0869b51928 - Fixed: Parsing sector special bit masks must be done backwards so that later
definitions take precedence.
- Added base translation tables for UDMF compatibility maps which only should
  handle the native line and sector types of each game.
- Turned the inactive SILENT_INSTANT_FLOORS define into a compatibility option
  so that it can be (un)set in a map definition and the menu. 

SVN r966 (trunk)
2008-05-12 17:14:38 +00:00
Christoph Oelckers
4cba91a936 - Added a Gets function to the FileReader class which I planned to use
to enable Timidity to read its config from Zips. 
  I put this on hold though after finding out that the sound quality 
  isn't even near that of Timidity++.
- GCC-Fixes (FString::GetChars() for Printf calls)
- Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag
  can be loaded


SVN r901 (trunk)
2008-04-11 10:16:29 +00:00
Randy Heit
10c0d67b78 - Changed the MIDIStreamer to send the all notes off controller to each
channel when restarting the song, rather than emitting a single note off
  event which only has a 1 in 127 chance of being for a note that's playing
  on that channel. Then I decided it would probably be a good idea to reset
  all the controllers as well.
- Increasing the size of the internal Timidity stream buffer from 1/14 sec
  (copied from the OPL player) improved its sound dramatically, so apparently
  Timidity has issues with short stream buffers. It's now at 1/2 sec in
  length. However, there seems to be something weird going on with
  corazonazul_ff6boss.mid near the beginning where it stops and immediately
  restarts a guitar on the exact same note.
- Added a new sound debugging cvar: snd_drawoutput, which can show various
  oscilloscopes and spectrums.
- Internal TiMidity now plays music.
- Changed the progdir global variable into an FString.

SVN r900 (trunk)
2008-04-11 04:59:23 +00:00
Christoph Oelckers
e105a29e99 - Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData functions and replaced all calls to P_OpenMapData that
  only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
  but keeps all existing information in the default and just adds to it. This
  is needed because Hexen and Strife set some information in their base
  MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
  * Finale texts loaded from a text lump
  * Demos
  * Local SNDINFOs
  * Local SNDSEQs
  * Image names in FONTDEFS
  * intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
  instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
  from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in 
  the map and the actor type they spawned.


SVN r882 (trunk)
2008-04-05 12:14:33 +00:00
Randy Heit
776d89428d - Changed D3DFB to explicitly request double buffering instead of assuming
that the drivers will treat a BackBufferCount of 0 as a request for
  double buffering.
- Fixed: Unsetting a cvar did not remove it from the list of tab
  completions.
- Added "" as a synonym for "nullimage" in SBARINFO.
- Fixed: MAKESAVESIG's stringifier in version.h did not work as expected.
  It stringified the passed macro name, not the value of the macro.
- Moved DCajunMaster off the DObject hierarchy.
- Changed DCajunMaster::getspawned into a TArray of FStrings. It was
  mysteriously being left pointing to uninitialized memory during the
  final GC at exit and crashing.
- Fixed: The code that removed hexdd.wad from the list of IWADs when
  hexen.wad was not present did not work.


SVN r861 (trunk)
2008-03-28 00:38:17 +00:00
Christoph Oelckers
997533e0c8 - Fixed: DCajunMaster::End was missing a write barrier for getspawned. The
same problem in D_DoomMain.
- Made bglobal a pointer because it was causing problems with the garbage 
  collector.


SVN r859 (trunk)
2008-03-27 22:37:13 +00:00
Randy Heit
39940fe20a - Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
  hang while waiting for input from the pipe, since Timidity hadn't been
  started yet. I tried using a select call in the FillStream() method, but it
  always seems to return the pipe as having nothing available. Unfortunately,
  the game still falls all over itself if Timidity isn't available. Instead
  of execvp failing nicely, X errors kill the game. I don't know why it's
  doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
  set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
  and set the snd_midipatchset cvar to point to it. It's faster and also
  sounds a whole lot better than the crappy freepats Ubuntu wants to install
  with Timidity++.
- GCC fixes.



SVN r858 (trunk)
2008-03-27 04:25:52 +00:00
Christoph Oelckers
5b9073add4 - Added copyright/license headers to a few files.
- Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the
  proper object type.
- Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo.
- Removed dobject.err from the repository. It only contained a list of compiler
  errors for some very old version of dobject.cpp.
- Fixed: A_JumpIfCloser was missing a z-check.
- Added Blzut3's SBARINFO update #13:
- Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp
- Rewrote the mug shot system for SBarInfo to allow for scripting and custom
  states for different means of death.
- SBarInfo now loads all SBarInfo lumps instead of just the last one.  Clashing
  status bar definitions will now be cleared before the bar is read.
- Fixed: When using transparency with bars the new drawing method (bg over fg)
  didn't work.  In the case that the border value is set to 0 it will revert to
  the old method (fg over bg).
- Fixed: drawbar lost any high res information it was given.
- Added: ACS command SetMugShotState(str state) which sets the mug shot state
  for the activating player.
- Added: keepoffsets flag to drawbar.  When set the offsets in the fg image will
  also be applied when displaying the bar.


SVN r812 (trunk)
2008-03-19 09:53:23 +00:00
Christoph Oelckers
7c87465d35 - VC++ doesn't seem to like the TArray serializer so I added a workaround
to be able to save the 3dMidtex attachment info.
- Fixed: The TArray serializer needs to be declared as a friend of TArray
  in order to be able to access its fields.
- Since there are no backwards compatibility issues due to savegame version
  bumping I closed all gaps in the level flag set.
- Bumped min. Savegame version and Netgame version for 3dMidtex related
  changes.
- Changed Jump and Crouch DMFlags into 3-way switches:
  0: map default, 1: off, 2: on. Since I needed new bits the rest of
  the DMFlag bit values had to be changed as a result.
- fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding
  actors without MF3_NOBLOCKMONST.
- Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange'
  that can enable or disable switch range checking globally per map.
- Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE.
- Added a ML_CHECKSWITCHRANGE flag which allows checking whether the 
  player can actually reach the switch he wants to use.
- Made DActiveButton::EWhere global so that I can use it outside thr
  DActiveButton class.

March 17, 2008 (Changes by Graf Zahl)
- Changed P_LineOpening to pass its result in a struct instead of global
  variables.
- Added Eternity's 3DMIDTEX feature (no Eternity code used though.)
  It should be feature complete with the exception of the ML_BLOCKMONSTERS
  flag handling. That particular part of Eternity's implementation is
  sub-optimal because it hijacks an existing flag and doesn't seem to make
  much sense to me. Maybe I'll implement it as a separate flag later.


SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
Randy Heit
1e8064306e - Changed the sentinels in the thinker lists into a proper thinker. The old
way wasn't playing well with the write barriers.
- Fixed: DFrameBuffer::WriteSavePic needs to fix the canvas in place while
  using it.
- Fixed: The sound system was updated every frame, which is a complete waste
  of time. Doing it only once each tic is quite sufficient, since nothing
  really moves between tics, even if the display makes it look otherwise.


SVN r799 (trunk)
2008-03-13 00:41:16 +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
e8e7cebe18 - Fixed: Turning off follow mode with automap rotating enabled did not
function in an easy-to-understand manner.
- Fixed: D_AddWildFile() blindly assumed that all matches were files.
- Added back the dead player check to CheckIfExitIsGood(), but now it
  applies only if the next map is part of the same hub. Otherwise, you can
  still exit the map while dead.
- Removed the SpawnedPuff global variable and made it a return value from 
  P_LineAttack().
- Fixed: P_SpawnPuff() played sounds for temporary puffs.


SVN r739 (trunk)
2008-02-12 05:54:03 +00:00
Randy Heit
e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
Randy Heit
25e0f0644a - Plugged more leaks in SBARINFO.
- Spawned actors that have MF2_DORMANT set in their default instance now have
  Deactivate() called on them immediately after spawning.


SVN r707 (trunk)
2008-01-16 04:43:50 +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
e06c645310 - Moved the code that renders the view from D_Display into a virtual function
of the frame buffer so I can get rid of the last remaining renderer check
  outside the display code in GZDoom.
- made V_SetResolution a virtual function in IVideo. It's probably not a perfect
  solution but at least it allows overriding it (which I need in GZDoom.)
  Note: There's a lot of redundancy between hardware.cpp/h in the SDL and Win32
  folders so some cleaning up might be a good idea.


SVN r692 (trunk)
2008-01-11 21:04:22 +00:00
Randy Heit
c694c55afd - Fixed: When starting a teamplay netgame, players who did not specify a team
were not informed about which team they ended up joining.
- Added Skulltag's DF2_SAME_SPAWN_SPOT flags.
- Fixed: DF2_YES_DEGENERATION was pretty much guaranteed to go out of sync
  because it used gametic for timing.
- Added DoubleAmmoFactor as a skill property for the DF2_YES_DOUBLEAMMO flag.
- Renumbered the dmflags2 entries to match Skulltag's again.
- Added Karate Chris's infinite ammo patch.


SVN r683 (trunk)
2008-01-09 02:53:38 +00:00
Randy Heit
5cbb2bd472 - Moved the pixel shaders' color information out of the constant registers
and into the vertex data.
- Added functions for doing line drawing with Direct3D, including a new pair
  of functions to do batched line drawing so that the map can actually be
  drawn faster in hardware than in software (instead of an order of magnitude
  slower).


SVN r663 (trunk)
2008-01-04 05:22:30 +00:00
Randy Heit
5d9d2a9088 - Tried adding bilinear filtering support for paletted textures, but the
shader seems to be producing crappy output, so it's disabled for now.
  Specifically, it produces distorted output at regular intervals for
  textures that aren't power-of-2-sized, and it's still doing visible
  filtering when the texture is rendered at its original size, so
  obviously it's not doing something right.
- Fixed the use of power-of-2-sized native textures for smaller game
  textures again.
- Fixed: D3DFB did not restore all the state it needed to after resetting
  the device.
- Fixed: R_DrawTopBorder() must clip itself around the 3D view, since it's
  now drawn later.
- With full software rendering, palette flashes once again effect the whole
  screen.

Changes I neglected to put in the previous commit log:

- Moved the view border drawing into the 2D mode part. When using Begin2D()
  now, the only part of the software buffer that gets updated to the screen
  is the part with the actual 3D scene and only if you tell it to.
- Fixed a D3D memory leak on every frame in windowed mode and the same thing
  for the screen wipes. Note to self: If it's an interface, be sure to
  Release it, because it will be AddRef'ed before being returned to you.
- Moved the BlendView() call out of FBaseStatusBar::Draw() so that it can be
  applied before copying the 3D scene to the screen underneath the 2D parts.
- Restored the console's darkening level to its old table-based amount.
- Fixed D3DFB::SetColorOverlay()'s incorrect calculations.
- Fixed the D3D screen wipes for letterboxed modes.

SVN r662 (trunk)
2008-01-03 05:39:36 +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
Randy Heit
db54c43175 - Started writing Direct3D-friendly wipe code. It's just a Q&D crossfade for
now. More to come later.
- What is it about updaterevision.vcproj that makes it keep changing?

SVN r658 (trunk)
2007-12-30 04:18:39 +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
Christoph Oelckers
6804e66208 - Replaced 'C:\\ZDOOMDAT' with a #define in version.h.
- Moved screenshot code into DCanvas so that it can be overridden by
  subclasses with a different buffer.


SVN r643 (trunk)
2007-12-26 09:56:09 +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
d12ede252f - also replaced the AM crosshair drawer by a DCanvas::DrawPixel function.
- moved the AM line drawer into DCanvas as a virtual function. While testing
  this code I discovered that the antialias precalculation was never used
  except for the very first frame of AM drawing. However, since I couldn't
  detect even a marginal performance improvement using this code on 2 computers
  I just disabled it completely because it severely complicates a more generic
  implementation. I also disabled am_ovtrans in the process because I couldn't
  see any positive effects of using this cvar. All it does is adding some 
  ugly distortion to the lines it affects without any apparent benefits.
* Added fix by Karate Chris containing:
- Added a 'No team changing' DMFlag2 which prevents players from changing teams 
  unless they are not on a team.
- Added a 'No respawn' DMFlag2 which prevents a player from respawning after 
  they have died.
- Added a 'Keep frags gained' DMFlag2 which allows you to choose whether you 
  want to reset the frags of each player next level or not.
- Added a small visual enhancement to the cooperative scoreboard to show 
  if a player has died.
- Fixed: If the 'teamplay' console variable was set to 'true' in a cooperative 
  game, the scoreboard would show team play related items as opposed to 
  cooperative items.
- Fixed: The 'bot_observer' console variable should not work in network games.
- Fixed: Bots made intermission skip really fast.


SVN r634 (trunk)
2007-12-24 14:24:24 +00:00
Christoph Oelckers
1aa191421a - Added Karate Chris's 'sv_losefrag' submission.
SVN r628 (trunk)
2007-12-23 17:45:53 +00:00