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2014-12-15Upstream fix from SVE: MF_MVIS flagJames Haley
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.
2014-12-15Upstream fix from SVE: Missing break statementJames Haley
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.
2014-12-14Add Steam IWAD path for Strife: Veteran EditionMike Swanson
2014-11-27hexen: audit calls to P_StartACS().Simon Howard
Scripts can have a maximum of three arguments when started (see ACS_Execute / #80 linedef special type). This means that the array of arguments passed must be at least three elements in length. When loading scripts, check the argument count never exceeds 3, and print a warning message if it does. Don't pass pointers to structure members implicitly treating them as elements of an array (as this relies on compiler-dependent behavior as to how structure members are laid out). Instead, copy values into a temporary array to make the intended behavior explicit. This fixes #477. Thanks to Quasar for reporting it.
2014-11-27hexen: Store minotaur start time as little endian.Simon Howard
The minotaur uses the first four bytes of the mobj_t args[] array to store its spawn time; after a certain amount of time has passed the minotaur self-destructs. But the level time was being copied from the leveltime variable without any endian conversion taking place. For compatibility with Vanilla Hexen savegames we need to store the start time in little endian format. This fixes the first issue noted in #477 (thanks Quasar).
2014-11-26hexen: Fix incorrect size on M_StringCopy().Simon Howard
The size parameter for the destination buffer used for this string copy was one character too short, the result being that patch lump names using the maximum length (8 characters) were having the last character cropped off. This in turn caused problems with custom WADs that added new textures with names like these: the game would exit on startup with a message like: R_InitTextures: Missing patch in texture SKY3GOLD Amazingly this bug was not noticed because most of the patches in the Hexen IWAD file have short names of 7 characters or less. The only exception I noticed was SKYWALL2 which maps to SKYWALL, another patch, hiding the bug. Thanks to ETTiNGRiNDER for reporting this bug to me and for providing me with a private copy of his in-development PWAD that I could use to find the problem.
2014-11-04setup: Fix bug with strdup() of NULL pointer.Simon Howard
getenv() can return NULL if the environment variable is not set, but the result of getenv() was always being passed to M_StringDuplicate() without any check. This could cause crashes on some platforms. Instead, rework the code into a first stage that gets the player's name and a second that duplicates it into a mutable form. This fixes #455.
2014-11-01opl: Fix code style to match guidelines.Simon Howard
Eliminate tab characters and trailing whitespace. Add extra whitespace around operators in for() expressions.
2014-11-01Merge pull request #466 from khokh2001/opl-fix2Simon Howard
opl note limitation and octave overflow fixes Adjust how the OPL MIDI code behaves at extreme MIDI note values (high/low octaves) to better match how the Doom DMX library decides on the OPL register value (thanks Alexey Khokholov / khokh20010.
2014-11-01Merge pull request #465 from khokh2001/opl-fixSimon Howard
opl additive voice volume calculation fix Adjust how the OPL volume register values are calculated based on the channel, note and global MIDI volume, to better match how the Doom DMX library performs these calculations (thanks Alexey Khokholov / khokh2001).
2014-11-01Merge branch 'master' of github.com:chocolate-doom/chocolate-doomSimon Howard
2014-11-01opl: Internally swap MUS/MID percussion channel #s.Simon Howard
MIDI uses channel 9 for percussion but MUS uses channel 15. As the channel numbers matter when we run out of free voices (#468), internally swap channels 9 and 15 so that channel precedence is decided correctly.
2014-11-01Remove unreferenced "grid" variableJames Haley
And yes I double checked the commit target this time.
2014-11-01Automap accuracy fixes (against proper game)James Haley
* Grid is not supported and gives no such message * Spot marking is substantially different
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
2014-10-29opl additive voice volume calculation fixkhokh2001
opl additive voice volume calculation fix
2014-10-29Update i_oplmusic.ckhokh2001
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
2014-10-29opl note limitation and octave overflow fixeskhokh2001
2014-10-29opl additive voice volume calculation fixkhokh2001
opl additive voice volume calculation fix
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.