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2014-11-01Revert "Automap accuracy fixes"James Haley
This reverts commit 12ecb4550e46ffdc28248be185738a88be033afd.
2014-11-01Automap accuracy fixesJames Haley
* Grid is not supported and gives no such message * Spot marking behavior is substantially different
2014-10-28Merge pull request #468 from khokh2001/opl-fix4Simon Howard
Fix voice allocation when there are no more free voices. This fixes a long-standing (but minor) discrepancy between the OPL code and the DMX library that was marked in the code with a TODO.
2014-10-29opl voice allocation fixkhokh2001
opl voice allocation fix when there are no free voices
2014-10-29opl drum note fixkhokh2001
fixed note drum instrument should be 60
2014-10-28setup: dynamically set size of iwad_labels arrayFabian Greffrath
With the addition of the Freedoom IWADs, the number of IWADs supported by chocolate-doom has been raised to 10. However, the iwad_labels[] array only holds place for up to 8 pointers. Incidently, I have all 10 IWADs installed and trying to warp into a game from chocolate-doom-setup leads to an out-of-bounds access of this array and so the application crashes with a segmentation fault. Instead of increasing the array size to 10, which will bite us next time, I decided to set its size dynamically as soon as the number of IWADs of known.
2014-10-27Default screenblocks 10, not 9James Haley
Resolves #196
2014-10-27Missed change for startskill initJames Haley
Resolves #433
2014-10-26Another teleport beacon correctionJames Haley
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.
2014-10-26Rogue fixed DOOM bug regarding switch sound originsJames Haley
Re-examination of assembly reveals use of &line->frontsector->soundorg instead of buttonlist->soundorg.
2014-10-26Merge branch 'master' of github.com:chocolate-doom/chocolate-doomSimon Howard
2014-10-26Add gamepad config for PS4 DualShock 4.Simon Howard
Thanks to Matt Davis (3nT) for providing a detailed report for this gamepad.
2014-10-25Must allow HU_CHANGENAME in chat_dest rangeJames Haley
Verified against disassembly. Otherwise, other side does not see name changes as anything other than a message.
2014-10-25Remove 1280x1000 scaling.Simon Howard
We already have 1280x960, which is the correct aspect ratio. This means that when running at 1080p the windowboxing borders will be slightly thicker, but if we're already showing borders anyway, it's better to at least use the correct aspect ratio. This fixes #460. Thanks to Doom_user for asking about this on Doomworld: http://www.doomworld.com/vb/post/1316735
2014-10-24Replace strdup() with M_StringDuplicate().Simon Howard
strdup() can theoretically fail and return NULL. This could lead to a crash or undesirable behavior. Add M_StringDuplicate() which does the same thing but exits with an error if a string cannot be allocated. This fixes #456. Thanks to Quasar for the suggestion.
2014-10-24strife: Allow inventory items > 255.Simon Howard
The 'inventory' field in ticcmd structures can refer to inventory values greater than the 8-bit range, so this needs to be transferred over the network as at least a 16-bit value in order to avoid network desyncs. This fixes #454 (thanks Quasar).
2014-10-24Proceed by pressing enter at netgame warning screen.Simon Howard
If there's some discrepancy between clients who are to play a game together, a warning dialog is displayed. To acknowledge this message and proceed, make the user press enter, not escape, which is counter-intuitive. This fixes #453 (thanks Alexandre-Xavier).
2014-10-24Ignore metadata loop tags if both are zero.Simon Howard
If LOOP_START and LOOP_END are both set to zero, ignore them. This is consistent with other source ports.
2014-10-24Ignore loop tags on non-looping substitute tracks.Simon Howard
If a substitute music track is played in a non-looping configuration (eg. the title screen music), ignore loop tags in the file to be consistent with other source ports. This fixes a bug that was discussed on #245.
2014-10-24Fix 4: Changing player name on local clientJames Haley
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).
2014-10-24Upstream fix 3James Haley
Propagation of allegiance from teleport beacons to rebels missing; verfied positioning of missing assignment against disassembly.
2014-10-24Upstream fix 2James Haley
Incorrect field being used to retrieve player names during deathmatch for "%s killed %s" msg; changed to match disassembly.
2014-10-24Upstream fix 1James Haley
Same fix applied to wp_torpedo selection in P_PlayerThink must also be applied to weapon rotation code in g_game
2014-10-21Merge pull request #447 from chungy/masterSimon Howard
allow -geometry to specify fullscreen or windowed modes, like PrBoom
2014-10-21Merge branch 'master' of github.com:chocolate-doom/chocolate-doomSimon Howard
2014-10-21bfgedition: remap menu graphics by means of DEH_AddStringReplacement()Fabian Greffrath
during the initialization instead of a hard-coded diversion in the options menu itself
2014-10-21doom: Add -pack parameter to specify mission pack.Simon Howard
The main purpose for this parameter is to allow mods made for the Final Doom IWADs to be played properly with Freedoom. Chocolate Doom detects mission packs (pack_tnt/pack_plut) based on the file name. However, the Freedoom: Phase 2 IWAD contains the textures for all three Doom2-format IWADs, so can be used to play MegaWADs like Plutonia 2 that were designed to be played with plutonia.wad. Because mission pack detection is done based on filename, freedoom2.wad is handled the same as doom2.wad (a sensible default). But this means that when playing using a mod like Plutonia 2, the wrong level name is shown on the automap screen (along with eg. intermission text). To fix this we need a way to manually override the mission pack. -pack allows this to be done. It's kind of tedious that this has to be done manually but at least it can be done. Thanks chungy for the bug report/suggestion. This fixes #449.
2014-10-19doom: Write -cdrom savegames to c:\doomdata.Simon Howard
When using the -cdrom command line parameter (does anyone still use that?), savegames should be written to c:\doomdata to properly reproduce Vanilla behavior. These were being incorrectly written to c:\doomdata\savegames\foo.wad instead. This fixes #175. Thanks Alexandre-Xavier.
2014-10-19i_video: fix an if condition in my previous commitMike Swanson
`else if (f == 'w')` doesn't really secure itself against uninitialized memory, it still needs to test that `s == 3`.
2014-10-19allow -geometry to specify fullscreen or windowed modes, like PrBoomMike Swanson
This allows strings like "640x480w" to cause the engine to run in a window, while strings like "1280x800f" cause the engine to run in fullscreen mode. This is inspired by the behavior of the PrBoom -geometry parameter.
2014-10-19doom: Add game names for Freedoom IWADs.Simon Howard
When playing using one of the Freedoom IWADs, set the gamedescription string to be the full title of the IWAD being played, rather than showing "Ultimate Doom" or "Doom II: Hell on Earth" etc. This fixes #446 (thanks chungy).
2014-10-18Fix dehacked patch loading order.Simon Howard
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.
2014-10-18dehacked: Allow override of string replacements.Simon Howard
If loading two dehacked patches and both replace the same string, the second replacement should override the first. Change the API function DEH_AddStringReplacement so that the from_text and to_text are implicitly duplicated, and we can free to_text and replace it later if we subsequently change it to something else.
2014-10-18doom: Refactor IWAD dehacked patch loading.Simon Howard
As per suggestions from Fabian Greffrath: * Change -noiwaddeh to -nodeh for consistency with other source ports (Boom-derived source ports use this to disable loading of DEHACKED lumps). * Extend the parameter so that it also disables loading of the Chex Quest dehacked patch. * Refactor the code for loading IWAD dehacked patches to all be in a single function.
2014-10-17doom: Add -noiwaddeh command line parameter.Simon Howard
Both the Freedoom IWADs and the rereleased HACX IWAD contain embedded DEHACKED lumps that are automatically loaded on startup. However, there may be some situations where it is undesirable to load these patches - when loading certain mods such as BTSX, for example. For these cases, allow the user to override the default behavior with a command line parameter.
2014-10-17Call SDL_Quit() on exitBrad Harding
Hopefully this may fix issue where exe very occasionally continues to run in background after exit. See chocolate-doom/chocolate-doom#408. Conflicts: src/i_system.c
2014-10-16Fix crash caused by adding a new WAD file.Simon Howard
This fixes #442, a crash caused by adding a new WAD file after a lump has been loaded (and cached) from a previous WAD. This manifested when playing using the Freedoom IWADs and also loading a PWAD at the same time. The Freedoom IWADs have DEHACKED lumps that are loaded from within the IWAD file. The ultimate cause (thanks to Fabian Greffrath for uncovering it) is that lumpinfo is realloc()ed after each new WAD load to store the lumpinfo_t structures from the new WAD. If a lump has been read and cached from a previous WAD file, it may end up having an invalid 'user' pointer that points to somewhere in the old lumpinfo[] array, not the new one. I think this bug was masked because realloc() will often not move data if the previous location can simply be extended. The bug was discovered when loading BTSX as a PWAD, probably because it's a large WAD that contains a lot of lumps, and forced a move during realloc.
2014-10-14Fix OPL MIDI tempo calculations.Simon Howard
It turns out that the way that tempo has been calculated in OPL playback has been broken for a long time. The mysterious "fudge factor" that I had to apply to tempo calculations is actually completely unnecessary: the byte-swapping in the MIDI_GetFileTimeDivision() function was being done wrong, so the time division being used by the OPL MIDI code was completely wrong. Presumably the multiply by 260 was close enough to an 8-bit bitshift that it worked okayish, but large enough time division values would overflow a single byte and screw up. This fixes long-running OPL playback problems in a number of WADs, most notably Alien Vendetta. This *really* fixes #352.
2014-10-08Allow -warp to episodes beyond episode 4.Simon Howard
Vanilla Doom's -warp parameter allows warping to episodes beyond E4. This didn't work in Chocolate Doom because of some changes made to the G_InitNew code before the source release. Actual decompilation of that function in Vanilla Doom shows that the episode/map sanity checking is not present: http://pastie.org/8140437 There is at least one known WAD (2002ado) that has a map on E5M1 that is playable in Vanilla, and this stops that map from being possible to play. Comment out that code because it obviously doesn't deserve to be there. This fixes #426. Thanks plumsinus.
2014-10-08Disable -oldsync startup message.Simon Howard
A message is printed if you are playing a game using the old sync code, which could put you at a disadvantage compared to other players. Disable this message for now as we're defaulting to old sync for the time being.
2014-10-08Use old network sync code by default.Simon Howard
The new netgame client sync code has the potential to be much better than the original sync code. However, it currently has a buggy controller and needs revisiting and overhauling (#358). For the time being, switch back to the old sync code by default and allow the new code to be enabled using the -newsync parameter (replacing the -oldsync parameter).
2014-10-08midi: Fix "D_DDTBLU disease".Simon Howard
The Doom II MAP14/MAP20 music has a hanging note at the end of the track that is never turned off. If this is not reset when the track loops, there is a continuous (and annoying) drone sound throughout the next iteration of the song. Some information is here: http://www.doomworld.com/vb/source-ports/66802-the-d-ddtblu-disease/ This changes the mus2mid code to generate an "all notes off" controller event at the start of the MIDI track. This is specifically done at the start and not the end of the track because otherwise the looping of tracks like D_RUNNING is affected. Thanks to a whole host of people for help on this: @plumsinus for reporting the bug, @bradharding for devising a fix as part of Doom Retro, and Quasar for feedback and his own fix to the Eternity Engine. This fixes #412.
2014-10-07Allow multiple substitute mappings for music tracks.Simon Howard
For the Hexen substitute mapping configuration file, it's desirable to be able to include two mappings for each music lump: a straight high quality recording of that lump, and the recording that was included on the Hexen CD audio tracks. So allow multiple mappings so that we can fall back to try other filenames if the first choice file doesn't appear to exist.
2014-10-06terminate the destination string in M_StringReplace()Fabian Greffrath
fixes #428
2014-10-01Merge branch 'master' of github.com:chocolate-doom/chocolate-doomSimon Howard
2014-10-01hexen: Add workaround for Mac Hexen IWAD.Simon Howard
The Mac version of hexen.wad is slightly different from the normal DOS one: it contains a bunch of extra lumps but more importantly, the GENMIDI and DMXGUS lumps are missing. This means that Chocolate Hexen would crash on startup with the default settings (as OPL is the default music output). To work around this problem and allow the game to start up properly, detect if the required lump is missing and adjust the music settings, printing a helpful message to stdout to inform the user.
2014-09-24Upstream fix to torpedo weapon changingJames Haley
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.
2014-09-19Upstream fixes to stair building issuesJames Haley
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.
2014-09-18Upstream bug fix to teleport beacon allegianceJames Haley
Was not propagating properly from player to beacon to rebels due to mistranslated assembly code; access to wrong structure.
2014-09-15deh_main.c: fix "warning: implicit declaration of function ‘I_Error’"Fabian Greffrath