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gametic and singletics are defined in d_loop.c, but there were still
some duplicate definitions of these variables left over from before
the game code was factored out.
This fixed #561 (thanks edward-san).
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1bcff874c52a changed the behavior of P_RunThinkers() to avoid
dereferencing thinker pointers after they had been freed, but the
modified version of the function was not logically equivalent to
Vanilla version, because the 'next' pointer can be changed by the
thinker function if one is invoked.
This fixes a desync in tnt-speed-movie-0443131.lmp. Thanks to Zvonimir
Bužanić for the bug report and Fabian Greffrath for reporting.
Fixes #547.
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Older DMX's OPL voice allocation algorithm
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This was removed back in d190b596c566394717324296cbf6b46e67c64f5c;
at the time I didn't understand what it was or how it was supposed
to be used - it seemed like cruft left over from Doom's development.
It is actually a potentially useful feature for level authors when
developing their maps. See here: http://doomwiki.org/wiki/Reload_hack
The reload hack is a relatively obscure feature of limited usefulness
nowadays, but nonetheless a technical curiosity that ought to be
preserved in Chocolate Doom.
The reimplementation here is a lot cleaner than the original version
from the source release: W_Reload() is based on a call to W_AddFile(),
we don't reopen the reload file every time we want to read a lump,
and we include a check in W_AddFile() that we are not trying to use
the hack on more than one PWAD file.
This fixes #539.
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Fixed by commenting out the reported variables and their settings
instead of removing them. Since I am not sure if they were added by
mistake or by purpose and then overseen, I think it's better to keep
them in the code but not compile them in for now.
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The "extern char player_names[8][16]" array is already declared in
hu_stuff.h:59.
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This fixes the following two warnings
cast from pointer to integer of different size
cast to pointer from integer of different size
by either changing some ints that are supposed to hold pointers
to intptr_t type or by intermediate casting to (intptr_t).
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When using the -playdemo parameter, we support a convenience feature
where the .lmp extension is not appended if it is already part of the
filename. This makes tab completion much nicer. But if the .lmp file
has a filename that is in all-caps (.LMP) we were still appending the
extension because the check was case sensitive. Change the check to
be case insensitive.
This fixes #501 (thanks Ioan Chera).
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Save the next pointer in the P_RunThinkers() loop when iterating through
thinkers, so that if the current thinker is freed we can still advance
to the next thinker without dereferencing freed memory.
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This is meant to be passed over to I_AtExit() which expects an
argument of void type. It thus prevents undefined behaviour because
of the different signature of G_CheckDemoStatus() which is of boolean
type.
Fixes #519
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differ. This commit adds old DMX's voice allocating alogrithm for Hexen and Heretic.
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The Strife binary has another priority check in the first loop inside
S_GetChannel. TODO: Does DOS Doom have this as well? Find out.
Resolves issue #506.
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The config file API previously relied on binding config variables
using M_BindVariable() which took a void pointer. It occurred to me
that if used on a boolean variable, this would be erroneous, but the
void pointer would make it impossible to tell. Split this into
separate M_Bind{Foo}Variable() functions based on type, which allows
for proper type checking on the pointers that are passed.
Vaguely related to #509.
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Various bits of code assume that booleans are represented as 32-bit
ints and that they can be assigned to from 32-bit values. This isn't
true on all systems; fix code that does this to convert to boolean
values properly.
This is more progress towards fixing #509.
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Ensure that the loops to find the next weapon always terminate -
even if there are somehow no weapons equipped. Also, only ever do
weapon cycling when in the GS_LEVEL gamestate. This fixes #503 -
thanks to Fabian and raithe on Doomworld.
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when walking inside liquids like water -- on big-endian systems
Originally reported by Ronald Lasmanowicz and fixed in his
wii-hexen port: https://code.google.com/p/wii-hexen/source/detail?r=17
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Double-checked with strife1.exe
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The MVIS flag, if set on an object *without* MF_SHADOW, imparts total
invisibility. This is the intended effect on players using double Shadow
Armors.
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This caused Rowan to fail to take Beldin's ring from you, if and only if
you had full bullet ammo. Transcription error from the disassembly.
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And yes I double checked the commit target this time.
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* Grid is not supported and gives no such message
* Spot marking is substantially different
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This reverts commit 12ecb4550e46ffdc28248be185738a88be033afd.
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* Grid is not supported and gives no such message
* Spot marking behavior is substantially different
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Resolves #196
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Resolves #433
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Flag to be cleared is MF_SPECIAL, not MF_SOLID (verified against
disassembly). Otherwise you get to spawn an infinite number of rebels
from one beacon. Not to mention, it isn't SOLID to start with.
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Re-examination of assembly reveals use of &line->frontsector->soundorg
instead of buttonlist->soundorg.
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Verified against disassembly. Otherwise, other side does not see name
changes as anything other than a message.
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Totally left out one of the two sprintf calls found in HU_Responder
which is responsible for setting the player's name on the consoleplayer
node (other nodes receive it through the chat system).
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Propagation of allegiance from teleport beacons to rebels missing;
verfied positioning of missing assignment against disassembly.
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Incorrect field being used to retrieve player names during deathmatch
for "%s killed %s" msg; changed to match disassembly.
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Same fix applied to wp_torpedo selection in P_PlayerThink must also be
applied to weapon rotation code in g_game
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The order in which we load dehacked patches is important. Change the
order so that IWAD dehacked patches are loaded before any others, and
so if, for example, we're playing with Freedoom, the Freedoom string
replacements can be overridden by those from extra mods we're playing
with.
As part of this, ditch DEH_Init() and use DEH_ParseCommandLine()
instead to handle the -deh option. Remove the DEH_Init() message
from startup and show messages about dehacked patches that we load
with the WAD files that we load.
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Use of the wrong enum value as an index into weaponinfo left the
torpedo's selectability accidentally relying on you having 30 or more
rockets instead of cells. Verified against binary as a choco error.
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First sector moved instantly for buildDown16 stairs due to neglect of
using direction instead of constant 1. Also found that Strife clears the
tag of the first stair sector.
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Was not propagating properly from player to beacon to rebels due to
mistranslated assembly code; access to wrong structure.
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It was pointed out to me recently that vldoor_e has enum values
named 'open' and 'close'. These can potentially conflict with POSIX
standard functions that have the same names, if the right header
files are included.
This doesn't currently cause any problems. However, to avoid any
possibility of a conflict occurring if a different compiler is used,
add a vld_ prefix to all the enum values, to namespace them.
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Somebody broke this by using sizeof() on a malloc'd char *
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This change rewrites and simplifies the copyright headers at the top
of all source files:
* Remove "Emacs style mode select" line; this line was included in
the headers for the originally released source files and appears
to be to set the file type for old versions of Emacs. I'm not sure
entirely why it was required but I don't think it is any more.
* Remove "You should have received a copy of..." text from copyright
header. This refers to the old 59 Temple Place address where the
FSF headquarters used to be located and is no longer correct.
Rather than change to the new address, just remove the paragraph
as it is superfluous anyway. This fixes #311.
* Remove ---- separator lines so that the file headers are barer
and more simplified.
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The code to handle the joystick jump button variable was not
implemented. Check the jump button on the joystick as well as the
keyboard and mouse button equivalents when deciding whether to set
the jump bit.
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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.
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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.
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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.
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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.
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Use snprintf() in place of sprintf(). This is part of fixing #371.
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