Age | Commit message (Collapse) | Author |
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A negative time division file indicates the MIDI file uses SMPTE time
rather than the normal time system. This is not supported yet, but for
the time being, return a sensible time division value that doesn't
cause the sound to stutter and the game to become unplayable.
This fixes #352, although the affected MIDIs do not yet play properly.
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Fix compilation error with Clang
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hexen: Fix desync of demo1 on some platforms/compilers
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Multi-track MIDI files are played back using separate callback chains
for each track, and this introduces the possibility of one track
becoming out of sync with the others. This was noticeable in WADs
that use multi-track MIDIs, such as Alien Vendetta. Increase the
timing resolution to microsecond precision to fix this.
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When the tempo is changed, the times on all active timers must be
adjusted to match the new timing values. Add an API to do this and
invoke it when a tempo change meta event is read.
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Official release of Hexen's source code relies on unspecified behavior the in order of function's argument evaluation, see ISO-IEC 9899-1999, [6.5.2.2.10]
P_Random() are called in different parameters of P_SpawnMobj() within A_LeafSpawn()
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No more 'control may reach end of non-void function' error
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For substitute music files we want to be able to specify relative
paths in a platform-independent way using Unix path separators.
Replace Unix-style / separators in the path that was read with the
path separator for the native system.
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The MIDI format includes a special meta event to set the tempo of
playback, and some WADs depend on this - notably the music in Alien
Vendetta. Move the variables controlling tempo to the global scope
(they are not per-track as I previously thought) and set when the
tempo events are encountered.
This is some progress towards resolving #334, but that bug is not
yet completely fixed, because the tempo change does not
retroactively apply to OPL timers that have already been set.
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Some MIDI files, such as the music tracks in AV.wad, use a second
"key on" event with a volume of zero to mean "key off". Handle this
case correctly.
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Recognise the Xbox360 controller and Logitech Dual Action controllers
and set defaults as appropriate. Thanks to Brad Harding for the
information about these controllers.
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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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Allow comments to be attached to the end of configuration lines, as
well as being specified on a line on their own.
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The Wii remote is not a HID device, meaning it cannot be supported in
a proper cross-platform way. However, it can be supported for
individual platforms. Add a fingerprint and configuration for a Wii
remote under OS X using the WJoy tool.
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When setting a joystick button binding to -1 to disable it, set it
directly; do not go through to the physical button mapping layer.
Also add a quick note to encourage users to send in details of their
gamepads.
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Detect certain gamepads by name and automatically configure defaults
for buttons and axes, to minimize setup time. Supported so far are
the PS3 controller and AIRFLO gamepad.
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If the user has just successfully calibrated the joystick, then
turn on use_joystick as a convenience feature.
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The previous change to add the poll method to the music module
interface introduced a crash, as the OPL music struct does not
define a poll method.
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The code is already in place for this but there was no control in
the setup tool to configure it.
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Re-word some of the documentation for the joystick button config
variables, to avoid confusion between physical/virtual joystick
buttons.
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Refactor how joystick buttons are reassigned. Define a fixed
mapping from joyb* variables to virtual buttons, and change the
button assignments at the virtual->physical mapping level.
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The solution to solving #386 is to add a layer of indirection: the
game code can only support up to ~20 joystick buttons, but this
doesn't matter as long as we never want to bind more than 20 buttons
to actions anyway. Redefine the game's notion of buttons to be based
on "virtual" joystick buttons, and map these buttons to physical
(SDL) buttons based on configuration file variables.
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When showing error message via Zenity, show the expanded (sprintf'ed)
error, not the format string. Refactor the sprintf part to be part of
the common code to avoid duplication.
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When a "button" is actually used as part of a button axis, don't
include presses on the button as part of the buttons field posted
in joystick events. This avoids situations where button 1 or 2
are part of a D-pad, breaking menu navigation (related to #389).
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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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When invoking Zenity to display an error message, some characters can
have special meanings to the shell. Escape these properly so that the
error message is always shown correctly.
This fixes #355.
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In some cases a joystick axis can be "stuck" and have a large
uncentered value. These must be detected and ignored, otherwise the
axis can be chosen during calibration instead of the user's actual
desired axis.
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Errors will now be shown as a message box, instead of
only a console message. This fixes the user not seeing
error messages, like if the IWAD is not provided.
- Add zenity notification box call on I_Error
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Backspace or delete clears other input boxes; make it do the same for
keyboard, mouse and joystick inputs.
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Hexen was missing the code to handle the strafe left/right buttons.
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As a second fallback, if all joysticks are centered and no buttons
are pressed, look at the hats on the joystick to see if one of those
is uncentered. Bizarre as it seems, some gamepads actually present the
D-pad as a hat.
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Just as some controllers have D-pads that are presented as a set of
buttons, some other controllers actually present their D-pads as
joystick hats. Add "hat axis" support where the hat number and
axis can be packed into a single integer value.
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The joystick dead zone is the range within which the joystick is
interpreted as being centered. Increase this range significantly, as
some controllers (eg. the PS2 controller + USB connector) can be very
sensitive, leading to the player spinning randomly even when the stick
is centered.
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Detect when we need to configure a "button axis" by falling back to
buttons when none of the joystick axes are significantly outside of
the centered range. Add extra calibration stages to get the D-pad
buttons for right and down in these cases.
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Some gamepads, notably the PS3 SIXAXIS controller, provide the D-pad
not as a pair of axes, but rather as four separate buttons. Define a
special axis numbering scheme that packs two button numbers into a
single number, and allow an axis to be defined this way.
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ZDoom has defined a format for Vorbis metadata comments named
LOOP_START and LOOP_END that allow the start and end points to be
defined in .ogg and .flac files for looping music. Add support for
these (they are used in Brandon Blume's SC-55 recordings).
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We are free()ing the const char* a few lines later.
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Clients receive the WAD and dehacked checksums of the controlling
player and are supposed to display a warning at the startup screen if
they do not match. However, reversed logic in the code that sends the
waiting data to clients meant that they were always sent their own
checksums, so the error message was never displayed.
This fixes #384.
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The table of IWAD data is stored in const memory, so make all iwad_t
pointers const to fix compiler warnings.
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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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Vanilla Doom's setup.exe only made reference to "joysticks" as back
then gamepads were relatively uncommon for PCs and ports for game
controllers canonically known as "joystick ports". Nowadays it's far
more likely (and ergonomic) that the player will be using a gamepad
than a joystick. Change the labelling to refer to "Gamepad/Joystick"
or "controller" instead.
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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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Some systems (fbcon SDL driver) get messed up if not cleanly shut
down. Make sure that we call SDL_QuitSubsystem on shutdown.
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The config dumping command line option assumed that music lumps were
named like D_MYLUMP, but this is not the case for Heretic and Hexen,
where there is no D_ prefix and music lumps can have any name.
Change the logic to instead look at the contents of lumps and identify
music lumps from the MUS / MIDI header.
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