Age | Commit message (Collapse) | Author |
|
Having multiple binaries can cause some confusion - some users try to
run chocolate-doom with hexen.wad, thinking it is supported. Add a
startup check that makes sure the user is not trying to start the game
using the wrong IWAD file for the binary being run.
This fixes #382.
|
|
When using a joystick or gamepad it's nice to be able to bring up the
menu without having to reach for the keyboard. This makes modern
gamepads more useful/usable.
|
|
Modern gamepads typically have 2-3 D-pads and joysticks. This means
that it's desirable to be able to use one joystick for turning and
another for strafing. Add another axis in addition to the current X
and y axes that performs strafe movement.
|
|
The Windows API has an _snprintf function that is not the same as
Unix's snprintf(): if the string is truncated then no trailing NUL
character is appended. This makes the function unsafe. Define a
replacement/wrapper called M_snprintf that works the same but always
appends a trailing NUL, for safety on Windows and other OSes that
behave like this.
Do the same thing for vsnprintf(), and update HACKING to list
snprintf/vsnprintf as forbidden functions. This fixes #375;
thanks to Quasar for pointing out the different behavior of these
functions.
|
|
Use snprintf() in place of sprintf(). This is part of fixing #371.
|
|
Vanilla Hexen makes you specify the demo name to play by giving
the plain lump name, eg. heretic -playdemo mydemo to load mydemo.lmp.
It doesn't work if you specify the extension or the full file path.
As a convenience and to match the behavior of Chocolate Doom, allow
paths and extensions.
Also rework the code for other games so that they're slightly more
consistent. This fixes #301.
|
|
Where a pointer is to a buffer that does not need to be mutable for
the operation of the function, use const char * instead. This avoids
some type errors where constant string are passed.
|
|
Eliminate use of strcpy, strcat, strncpy, and use the new safe
alternatives.
|
|
Vanilla Hexen allows the game startup to be aborted by pressing the
escape key. This can also be used to abort netgame startup. Add back
this functionality by polling the SDL event loop; this feature only
works if the graphical startup is enabled, but that's good enough.
|
|
|
|
Initialize low-level sound startup (calls to I_InitSound) separately
from the high-level sound startup (S_Init). In particular, make sure
that SDL sound is initialized before the textscreen multiplayer
waiting screen is shown. This is an attempt to fix a bug with sound in
multiplayer games on Windows; calling SDL_QuitSubSystem(SDL_INIT_VIDEO)
(on closedown of the textscreen library) causes subsequent attempts to
initialize audio to fail.
Big thanks go to Alexandre-Xavier (AXDOOMER) for working out a fix for
this bug and James Haley (Quasar) for giving some technical background
about the lack of separation between SDL subsystems. This (hopefully)
fixes #270.
|
|
In #364 I recommended -1 as the default to avoid taking screenshots in
some situations where a key event is posted for key 0. It turns out
that wasn't such a great idea, as -1 is not parsed properly by the
config parser, and is shown as ??-1 in the setup tool. Default to zero
instead, and add guards to prevent screenshots being taken by mistake.
Thanks to Alexandre-Xavier for pointing this out.
|
|
The -timedemo flag is broken in Vanilla Heretic/Hexen, as not all
fields are read from the demo headers. Fix it, as there's no utility
in having it nonfunctional and plenty of utility in having it
functional. This fixes #300.
|
|
There was a bug where it was possible to keep moving the background
when the boundaries of the map were reached. This is because the code
to move the background was done in calls to AM_Drawer(), which is
fundamentally a bad idea. Some old commented-out code shows that this
was previously done in AM_Drawer (same location that scrolls the map
itself), but it was moved. Move it back.
Thanks to Chris Fielder for the bug report; this fixes #321.
|
|
|
|
|
|
Heretic and Hexen had the pause key hard-coded to KEY_PAUSE when they
should actually use key_pause so that they can be remapped by the
user. Thanks to Fabian Greffrath for the bug report (fixes #337).
|
|
|
|
Implement this the same way it is implemented for doom and strife.
|
|
crashes when pressing shift while entering save game names (thanks
chungy).
Subversion-branch: /branches/v2-branch
Subversion-revision: 2750
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2746
|
|
appropriate values.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2708
|
|
startup.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2699
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2698
|
|
main game window.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2696
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2694
|
|
resampled for libsamplerate users.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2680
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2678
|
|
Vanilla compatible.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2630
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2626
|
|
conversions for ACS vars and add functions to read/write player_t
structures.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2625
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2611
|
|
the spinal loading screen.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2585
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2583
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2582
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2555
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2537
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2520
|
|
surfaces during debug builds under MSVC. ATTN fraggle: review other
games' code for similar problems.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2515
|
|
instances of this within the code (thanks Edward-san).
Subversion-branch: /branches/v2-branch
Subversion-revision: 2468
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2459
|
|
working in multiplayer chat. This matches the definition for the value
from the Doom source release.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2456
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2455
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2453
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2449
|
|
players.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2444
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2443
|
|
its player limit to match. Update GUI code to adjust waiting screen list
size appropriately.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2442
|
|
defines for each game. Refactor "waiting screen" data code.
Subversion-branch: /branches/v2-branch
Subversion-revision: 2441
|
|
Subversion-branch: /branches/v2-branch
Subversion-revision: 2439
|