* TODO: see below, and in the "TODO" file. Enjoy! Mon Dec 22 20:29:16 1997 * CVS logs and other obsolete stuff removed. Anybody who wants to keep some revision control now has a clean slate to start with. Mon Dec 22 19:53:34 1997 * i_sound.c: enabled SNDSERV, as SNDINTR for some reason just gives ghastly results e.g. on E4M2. Frankly, I am at a loss. SNDSERV is now default, until the internal sound driver is a bit more reliable. Note that the current redundancy means that changes like the one below will have to be propagated manually to the soundserver sources. * m_menu.c: the 4th episode is now removed with the original doom.wad. You need to rename the Ultimate DOOM/Special Edition retail IWAD to doomu.wad now, or you won't see the 4th episode in the menu. The compile time SPECIAL define is thus gone. Mon Dec 22 17:08:33 1997 * v_video.c (V_DrawPatch): another last minute hack. While shareware, retail, commercial, and plutonia (being a full DOOM2 IWAD) seem to work okay now, TNT gives an error on finishing the first mission: "Patch at -35, -5 exceeds LFB". I changed the error abort into a simple return, thus the patch is ignored. The intermission screen seems to come up okay. * TODO: check which patch, and whether it is an IWAD problem. * i_sound.c: the sound table is hardwired in sounds.h/sounds.c. As our current crude sound handling simply loads *all* sounds at startup, we are going to miss some with DOOM1 WAD files. I could skip them, but decided to load a placeholder instead (dspistol). It might be good to use a distinct default sound for WAD debug purposes. A zero length sound lump would work, but would not be noticeable. Anyway, shareware and retail work now. * TODO: implement proper handling for missing lumps, sound and otherwise. Perhaps move sound table into WAD? * g_game.c (G_DoPlayDemo): finally removed the annoying "Demo is from a different game version" abort. It now simply declines to playback the demo, and waits for user input on some do_nothing screen. * doomdef.h&Cie.: Lesson of the day - do not replace a bunch of booleans with an enum and use the same identifiers. Point in case: "if ( commercial )" will not give an error, and will always be true as long as the enum value is greater than zero. I found that the DOOM2 vs. DOOM differences are everywhere (weapons, monsters, doors). Number of episodes varies from shareware/commercial to registered to retail, while commercial has a unique set (two of them, counting the german edition) of maps in one episode. Plus, TNT and Plutonia add some TITLE strings to the mixture. Well, Plutonia and TNT are treated as DOOM2 for now, so you will miss the startup message. * wi_stuff.h (NUMEPISODES): removed SPECIAL switch. It is no 4 times 9 for wi_stuff.c internal static arrays - doesn't matter. * TODO: unified handling with DOOM 2 - dynamic allocation of arrays. * i_sound.c (I_UpdateSound): okay, I separated the mixing, now done synchonously, along with a flag signalling the timer that the mixing buffer has been updated. The handler is now very short, and I tried several intervals down to 50usecs, w/o complaints. Now the man page says: "system timer resolution currently 10ms". Odd. Anyway, while the double shotgun/plasma rapid fire problem seems to be a bit less disturbing at higher refresh, it's still there. I set the interval to 500usec, which is sufficient for avoiding any buffer update misses. Conclusion after just two days of experimentation: yep, sound driver code isn't fun at all. As for the bug - well, Dave Taylor suggested close distance getting into a divide-by-near-zero situation, screwing up the volume. I can't figure why latency of an external sound driver or screen size affect this, but I am running out of ideas. * i_sound.c: Some more experimentation with the timer driven sound. It doesn't work well using an intervall of less then 30 msecs - there will be artifacts with say 50 msecs. This is pretty obvious with a target frame rate of at least 30fps, methinks. Using the REAL/SIGALRM timer with 30msec gets rid of the artifacts, it seems - at the expense of slowing down things on a P133 to a noticeable jerkiness. Bah. Mon Dec 22 00:36:54 1997 * info.c: and i_video.c and i_sound.c - don't ask me why some Linux header files are different with gcc vs. g++, or what the complaint about the g++ complaint info.c state table is all about: "initializer element for `states[..].action.acp1' is not constant" Undid some changes, compiled with gcc, playtested, seems okay. Done for today... yesterday. * i_net.c (ntohl): okay, htons/htonl, ntohs,ntohl are back to haunt me. Copied the macros that on my box aren't used for whatever reason directly into the source. Got rid of all other multiple and undefined references. CC=g++ now compiles (still many warnings) and links, but the binary dumps a core after Init PlayLoop. So be it. Sun Dec 21 12:38:08 1997 * p_enemy.c (P_NewChaseDir): changed tdir to int, removed the LUTs - spurious locks were due to endless loops created by boneheaded predecessor map. Has to be a better way to do enum dirtype_t anyway. Problem seems to be fixed. * CC=gcc again, this time loads of #includes to fix "implicit declarations, and one or two unused variables. DOOM now compiles without any -Wall warnings left, as C. * Bug: compiled the reworked code with gcc. Within a solid while of testing and blasting away, it locked once. Got a core, which gdb doesn't grok. Bah. * TODO: okay, linkage of g++ build modules give loads of errors, because we have many implicits, plus missing #pragma implementation causing multiple definitions. Yet, this is the very first time DOOM was compiled as C++ without a parsing error. So there. * sounds.c: included doomtype.h and removed yet another enum { false, true } definition. * p_saveg.c (misc): several. * p_mobj.c (P_SpawnMobj): (actionf_p1)P_MobjThinker * p_spec.c (EV_DoDonut): (action_p1) T_MoveFloor (twice). * p_plats.c (EV_DoPlat): (actionf_p1) T_PlatRaise. * p_plats.c (EV_StopPlat): (actionf_v)NULL. * p_plats.c (P_ActivateInStasis): same * p_lights.c (P_SpawnGlowingLight): (actionf_p1) T_Glow. * p_lights.c (P_SpawnStrobeFlash): (actionf_p1) T_StrobeFlash. * p_lights.c (P_SpawnLightFlash): (actionf_p1) T_LightFlash. * p_lights.c (P_SpawnFireFlicker): (actionf_p1) T_FireFlicker. * p_floor.c (EV_DoFloor): (actionf_p1) T_MoveFloor. * p_floor.c (EV_BuildStairs): same (twice). * p_doors.c (EV_VerticalDoor): (actionf_p1)T_VerticalDoor. * p_doors.c (P_SpawnDoorCloseIn30): same * p_doors.c (P_SpawnDoorRaiseIn5Mins): same * p_doors.c (EV_DoDoor): same * p_ceilng.c (EV_CeilingCrushStop): (actionf_v)NULL. * p_ceilng.c (EV_DoCeiling): (actionf_p1)T_MoveCeiling. * p_ceilng.c (P_ActivateInStasisCeiling): same. These gave g++ errors, but have been ignored by gcc. * r_data.c (R_PrecacheLevel): (actionf_p1)P_MobjThinker. * p_saveg.c: conversions (actionf_p1)T_Whatever. * p_tick.c: cast (actionf_v)(-1). * p_telept.c: yet another (actionf_p1)P_MobjThinker. * p_mobj.c (P_MobjThinker): cast (actionf_v)(-1). * TODO: decent NOP/NULL/Nil function pointer. I'd introduce a global A_NOP() function that chokes up an error message. Why -1 instead of NULL? * p_enemy.c: conversions (actionf_p1)P_MobjThinker. * d_think.h/info.h: think_t is essentially the same action function pointer stuff. I moved the definitions from info.h to d_think.h, and aliased them with a typedef. Now more changes needed. * p_enemy.c (successor, predecessor): new LUT, to provide increments/decrements for enum dirtype_t, as g++ complaints: "no post-increment/decrement operator for type" * Makefile (CC): okay, tried "g++" once more. A few errors (above). Plus shitloads of warnings (obviously, better "unused" checking with C++, lots of the usual int2enum suspects, implicit declarations, the works). * p_mobj.c: action.acp1 used accordingly. * p_pspr.c: action.acp2 used accordingly. * TODO: info.c:144 warning "missing braces around initializer for `states[0].action'" * info.h/info.c: some experimental stuff on action function pointers. * TODO: still some sound glitches at startup. * i_sound.c: few more cleanups. Made mixing use channel loop instead of unroll, set mixbuffer to zero ot start. Removed some more DOS leftovers (8bit), kept some as comment. * hu_stuff.c (HU_Start): More gamemode changes. As in d_main.c, I decided to use DOOM2 as default whenever one needed - it was sold most, and had the superset of items, enemies and monsters. * TODO: the handling of WAD specific messages like HU_TITLE, HU_TITLE2, HU_TITLEP etc. should definitely be removed. * d_main.c (CheckBetaTest): Removed outdated, DOS specific BETATEST stuff. d_main.c (IdentifyVersion): Numerous changes to gamemode handling. * TODO: currently, french language is enabled by detecting an doom2f.wad - yet it needs FRENCH define at compile time. I removed most language stuff, and propose handling that at runtime, using a switch in the config file. Well, mission specific texts won't work outside the WAD anyway. * TODO: along the same lines: I suggest removing the misc. devparm switches as well - lots of redundancy not needed anymore. * Makefile: finally added a doomstat.c for all the global state variables listing internal engine configuration. Right now, these are scattered everywhere. Declaration to be found in doomstat.h header. * f_finale.c (F_StartFinale): Reworked the entire finale handling based on game mode enum. * doomstat.h: Global variables for game mode and language. Removed old booleans. * doomdef.h: GameMode_t and Language_t enum added. Boolean for language was kinda limiting to 2 alternatives (french, english), and five boolean plus #define SPECIAL for game version is just ugly. * wi_stuff.h: SPECIAL switch compiles two different EXE's, one for 3 episodes of 9 maps each (DOOM 1 registered), one for 4 episodes of 9 maps each (DOOM 1 retail/FinalDOOM). Implicitely, the DOOM2 config (one episode, 34 missions) is handled. How is the german edition (32 missions only) done? Frankly, this is a mess. The problem is that intermission (animated as in DOOM 1, simple backdrop as in DOOM2) as well as certain items (double shotgun) as well as certain rendering stuff (sky texture) depend on this. Plus, it ties into runtime flags as "commercial" as well. Yuck. Each change will change the game. Postponed. * d_net.c,m_misc.c: removed last two NeXT remains. * d_englsh.h,d_french.h,d_main.c,m_misc.c,r_draw.c,v_video.c: more WATCOM remains removed. Kept some stuff that handeld the blocky mode/detailshift in DOS, which is n.a. in Linux - but probably not worth fixing. Sat Dec 20 15:16:51 1997 * Bug: core dump when using doom.wad or doom1.wad without a "-file UNUSED/doom2.wad". Version dependend handling of stuff (double shotgun) comes to mind. * doomdef.h: SNDSERV enables external sound server support. SNDINTR enables internal sound output with timer (asynchronous). Default is internal, synchronous. * i_sound.c (I_HandleSoundTimer): Okay, the plasma/double shotgun sound bug (crapyy sund when firing nose-to-wall) is obviously a problem with blocking at refresh - smaller screen size makes it go away. I won't do threads w/o a proper gdb, and I can't do whatever Dave Taylor did with LinuxQuake w/o the sources, thus I broke down and implemented a timer based solution. Seems to work fine, given the fact that this is the first time ever I implemented sound handling. Fri Dec 19 10:02:48 1997 * m_menu.c/i_sound.c/s_sound.c: Removed a few more inconsistencies due to old internal sound handling (DOS), external (Linux sndserver), and new internal (the unfinished merge of both the former). The Options/Sound/Music volume menu is accessible now. It was due to an internal scaling of the menu (effective range 0-15), up to 0..120, by multiply with 8 scattered all over the place, that we got a v_video.c: I_Error ("Bad V_DrawPatch") Now I am using the menu resolution everywhere, and scaling should only be done in the actual mixing/output. * OK, obviously this hasn't been updated in months. This is because: a) most of the time nothing happened, and b) when something got done, it was too much to keep track of it by CVS and/or ChangeLog. Basically, what happened in the meantime is that I did not find a publisher who believed that the book sales would be worth doing it. Within the limited amount of time that I could dedicate to a project that will not generate any revenue whatsoever, I spent some time on cleaning up the Linux code base which works, essentially. I might or might not be able to participate in a Mesa+Voodoo+Glide based GLDOOM port for Linux. I won't waste a minute on Win32 without getting paid for it. Because of the legal issues involved with the DMX sound library id licensed for DOS DOOM, Linuxdoom is the only code base that has sound support at all. Other UNIX ports (SGI, Sun) could probably be revived and integrated w/o too many problems. There is no Win32 port - I never had access to WinDOOM or Jim Dose's GLDOOM sources. There is no Linux OpenGL (read: Mesa) support yet - that'd involve internal changes which will best be done after a public source release. John Carmack opted for a release of the Linux code. I have removed all DMX references I could get a hold of, but preserved some of the original sound handling within DOOM that interfaced with DMX. Linuxdoom (like previous UNIX ports) used a separate sound server binary. I did some work on putting the sound server module back into the engine. It works, but shutdown (pending sounds), and sound output parallel to refresh (blocking) is crappy, and there is a problem with double shotgun and plasma at close distance (as well as with lots of other noises going on). As the mixing code is identical to the separate soundserver, and as it doesn't seem to be a blocking issue, I am currently at a loss - I wonder whether the IPC communication with the soundserver process introduced a delay that changed behaviour, or whether I simply overlooked a bug. I am currently lacking the time to track this down, so I am keeping both internal and soundserver source. I did remove DOS and Watcom specifics. I did also remove the texture mapping and fixed point assembly. From my experience, it isn't worth the trouble to ue GCC inline assembler, as performance of the same loop written in C is perfectly sufficient. On demand I will put both assembly modules into some documentation, as they are probably of historic interest. There is no Sun DGA, Irix, or other non-Linux stuff in this code base (at least, not intentionally). They will be back when ports to other UNIX environments will be merged back (I can't do testing, and the modules were separate and not consistent, so I refrained from wasting time on this prior to a public release). While I made only minor changes to the actual code (some fixes, some cleaning up of SHM and audio), I did a huge amount of shuffling around. I introduced many more header files and modules, some of them laughably small (doing these changes is bound to screw up CVS, so no CVS record anymore for the time being). I would introduce even more separation if I had the time. Splitting the animation/AI/behaviour code that defines "DOOM - The Game" into a separate game.so (like Quake2 does) should definitely be done. Separating a ref_soft.so aka "DOOM - The Engine", and defining a clean interface prior to introducing a ref_gl.so is recommended as well. I am going to purge some more leftovers, remove the obsolete CVS history except for comments, and try to clean up the last "implicit declaration" and "unused variable" warnings. Except for enabling cheats in nightmare (to have more fun while testing), I did not change the game mechanics at all. I would strongly advise against doing so w/o the proper separations suggested above. I will not waste time on fixing detail and blocky mode, lack of resize, or other stuff that it better addressed by a proper GLDOOM port. Sat Aug 16 08:07:16 1997 * p_pspr.c: Moved the sprite animation stuff from doomdef.h here. * info.h: Added #ifndef __INFO__ for multiple inclusion. I am not going to deal with multigen, or changing the original DOOM monster animation anyway. * p_spec.h/c: Moved anim_t etc., locally used only. There is another anim_t in wi_stuff.h/c, now local as well, so collisions on header inclusion should not occur. #include "doomdef.h" #include "doomstat.h" these should now be topmost includes. * doomstat.h, doomdef.h, wi_stuff.h, d_player.h: I moved wbstartstruct_t to d_player.h, and wminfo to doomstat.h. Basically, I will try to move all global state related stuff into doomstat.h, and all data structures defined for state variables into doomdef.h - this will be kinda greek tragedy, and never finished, but a body can try. * wi_stuff.h/c, wi_data.h: Removed wi_data.h, put all local stuff blah... see below. I have found several unused global variables, started outcommenting them with //U, will remove them later. It might be Watcom/PC stuff, or somebody put the actual numbers into the implementation instead of using STARDIST, ANIMPERIOD & Cie. * st_stuff.h/c: from doomdef.h, local stuff moved into st_stuff.c, etc. In the current revisions, I am tolerating warnings of the "implicit declaration" kind - the linker resolves the stuff, and it will be handy in unmangling the modules once the headers contain only the globally visible stuff. * am_map.h/c, am_data.h: Removed am_data.h, put all local stuff into am_map.c, moved globally needed headers from doomdef.h into am_map.h. * p_saveg.h, p_setup.h, p_tick.h: created, stuff from doomde.h moved there * d_main.c, d_net.c, doomdef.h: Decided to dump mprintf, as only needed for Watcom support which is not going to happen. * doomdef.h: Moved function prototypes to appropriate headers: d_main.h, d_net.h. Fri Aug 15 16:38:53 1997 * doomstat.h: added a few more comments, regrouped some of the state variables. * doomdata.h: added a few more comments. Thu Aug 14 10:38:37 1997 * g_game.c (G_DoLoadLevel): copied the skyflatnum determination here, from the R_InitSkyMap - once should be sufficient. * Makefile, r_sky.h/c: added r_sky module. The sky handling was scattered over r_bsp, r_main, r_plane, doomstat.h... * r_bsp.c, r_main.c, r_segs.c: Removed RD_* calls from R_debug.m, NeXT switches. * r_local.h: Removed the R_debug.m NeXT specific debugging code headers. Removed "drawbsp" flag from here, and r_main.c, too. * r_data.c: Started to remove NORMALUNIX switches, using LINUX instead. Basically, different UNIX platforms using the same code should simply be ANDed in the #ifdef switches. * r_draw.c: Removed some more, but not all WATCOMC support. There is an unresolved problem with the fuzzy blitting in the lowres (blocky) modes - either the "detailshift" flag triggered lowres mode will be removed, or the bug has to be fixed. * r_bsp.h, r_draw.h, r_things.h, r_data.h, r_segs.h, r_main.h, r_plane.h: Created from r_local.h. * Back to work. Till March 22nd, a lot of source shuffling and addition of new header files, separating stuff, and creating new, smaller modules. Some Watcom/PC/DMX/NeXT etc. related stuff got removed, but not all (yet). None of this ended up in the Log (sorry) or the revision control (CVS is not well suited while number of files and respective names change a lot, especially if stuff gets deleted and/or re-introduced). Major change: part of the sound code got copied from the separate Linux sndserver sources to the linuxdoom source. Re-integration and removal of sndserver pending. Nothing of importance happend since then (priorities). Mon Feb 3 16:41:05 1997 * m_misc.c: Created m_argv, m_random and m_bbox, kept remains in m_misc for the time being. Misc. files changed to include only necessary modules. Moved bbox definitions from doomdata.h. * m_menu.h: Created from doomdef.h. Misc. changes in dependend modules. I am not going to list every affected file from now on. See Log entries within each file. * dstrings.h: Now handles multi-language support and switches. So far, only english (default) and french are available. * d_englsh.h: Created from dstrings.h. * g_game.h: Created, from doomdef.h. * am_map.c, st_stuff.c, wi_stuff.c: * Makefile: Added m_cheat, removed dutils. Doubly linked list stuff unused. * m_cheat.h, m_cheat.c: Created, basci cheat string scrambling and check, from dutils.h and dutils.c. * doomdef.h Moved screen declaration to v_video.h. * dutils.h, dutils.c Remode code for f_wipe.h and f_wipe.c. * Makefile * d_main.c, Added f_wipe files. * f_wipe.h, f_wipe.c: Created, screen wipe/melt at mission begin, from dutils.h and dutils.c. * d_textur.h: Created from doomdata.h. Separates all the patch/texture defintions. Needed for v_video module. * r_local.h, wi_stuff.h, st_lib.h, hu_lib.h: * i_x.c, d_main.c, m_menu.c, m_misc.c: Added v_video.h. * v_video.h: Created. Using headers from doomdef.h. Forward of patch_t. Moved bool and byte to doomtype.h. Thu Jan 30 20:50:16 1997 * doomtype.h: Created, for fixed_t. Should add angle_t here, too. * tables.c: Added SlopeDiv from r_main.c, added all defines and typedefs related to basic trig table use here, removed it. Currently "tables.h" is included in doomdef.h and r_local.h, too. This is not too cleanly separated, but we have to start somewhere, right? * tables.h: Created from doomdef.h. Note that tables.c had fixed size tables, while doomdef.h calculated from the value of FINEANGLES. In addition, entries were given as either "int" or "fixed_t". Bad boys. * z_zone.c: * s_sound.c: * hu_stuff.c: * st_lib.c, st_stuff.c: * wi_stuff.c: * w_wad.c: * r_things.c, r_plane.c, r_draw.c, r_data.c: * p_tick.c, p_mobj.c, p_spec.c, p_setup.c, p_lights.c, p_plats.c, p_floor.c, p_doors.c, p_ceilng.c: * am_map.c: * m_misc.c, m_menu.c: * g_game.c: * d_main.c: * f_finale.c: Added #include "z_zone.h". * z_zone.h: Created, from stuff in doomdef.h * CVS checkin. Reformatting run, last one. Took a week to go through all the sources, w/o even looking to closely. * st_stuff.c (ST_Responder): Removed a first tiny bit of redundancy (NO_CLIP checks). Should remove idspispod completely, later. Wed Jan 29 19:53:43 1997 * Another one, while we are on it. All S (Sound) files. * CVS checkin. Reformatting run, all R (Refresh) files. * r_draw.c (R_DrawSpanLow): The non-Watcom, non-asm lowres mode was just a copy of the default mode. As detailshift was used to scale the image down, lowres mode just filled the left half of the buffer. * r_draw.c (R_DrawColumnLow): Tried the same hack for walls, horribly broken. Postponed. Tue Jan 28 19:32:48 1997 * CVS checkin. Another reformatting run. Did all P files. * p_spec.c: P_FindNextHighestFloor The number of adjoining sectors is limited to 20, because of a temporary LUT needed for determining lowest height in adjacent sectors. No overflow checking is done. Sun Jan 26 08:41:21 1997 * Another CVS checkin of a formatting run. D,F,G,HU,I,M have been changed. * Note: in initial and current release, linuxxdoom -3 -file plutonia.wad, idclev 12 produces a Segmentation fault. Wed Jan 22 14:03:00 1997 * m_menu.c: initializer-string for array of chars is too long (skullName) warning: unused parameter `int choice' (a couple of times) * Attempt to compile as C++. Loads of warnings, a couple of errors. p_enemy.c (P_Move): r_things.c (R_ProjectSprite) `catch', `throw', and `try' are all C++ reserved words, thus changed "try" to "try_ok". Fixed. p_pspr.c: In function `void P_SetPsprite(struct player_s *, ... )': too many arguments to function No convenient fix - state->action is declared void action(), but called w/o, with one, or with two parameters. There are more like this. Going to be a tough one. Union of pointers? Postponed. r_plane.c: In function `void R_DrawPlanes()': s_sound.c: In function `int S_AdjustSoundParams(struct mobj_s *, .. )': p_map.c: In function `bool PIT_StompThing(struct mobj_s *)': p_maputl.c: In function `int P_AproxDistance(int, int)': r_main.c: In function `int R_PointToDist(int, int)': p_enemy.c: In function `void P_NewChaseDir(struct mobj_s *)': warning: implicit declaration of function `int abs(...)' Wed Jan 22 12:15:00 1997 * CVS checkin of purification run. Sources now compile without any "-Wall" warnings. * Note: with -file "tnt.wad", we get an "Error: Bad V_DrawPatch" abort each time we enter an exit. Invalid or missing intermission screen? * Makefile (CFLAGS): added -Wall, first purification run. d_main.c: In function `D_DoomMain': warning: implicit declaration of function `mkdir' i_unix.c: In function `I_StartSound': warning: control reaches end of non-void function i_unix.c: In function `I_InitNetwork': warning: implicit declaration of function `inet_addr' i_unix.c: At top level: warning: `endianness' defined but not used i_x.c: In function `I_Error': warning: unused variable `string' i_x.c: In function `I_GetEvent': warning: suggest parentheses around arithmetic in operand of | i_x.c: In function `I_FinishUpdate': warning: unused variable `bigscreen' i_x.c: In function `grabsharedmemory': warning: implicit declaration of function `getuid' warning: unused variable `done' i_x.c: In function `I_InitGraphics': warning: suggest parentheses around assignment used as truth value warning: char format, different type arg (arg 3) warning: char format, different type arg (arg 5) warning: implicit declaration of function `XShmGetEventBase' i_x.c: In function `InitExpand2': warning: unused variable `jexp' warning: unused variable `iexp' m_menu.c: In function `M_ReadSaveStrings': warning: implicit declaration of function `read' warning: implicit declaration of function `close' m_misc.c: In function `M_WriteFile': warning: implicit declaration of function `write' warning: implicit declaration of function `close' m_misc.c: In function `M_ReadFile': warning: implicit declaration of function `read' m_misc.c: In function `M_ScreenShot': warning: implicit declaration of function `access' p_pspr.c: In function `P_MovePsprites': suggest parentheses around assignment used as truth value p_spec.c: In function `P_SpawnSpecials': warning: implicit declaration of function `atoi' w_wad.c: In function `strupr': warning: implicit declaration of function `toupper' w_wad.c: In function `W_AddFile': warning: implicit declaration of function `read' warning: implicit declaration of function `lseek' warning: implicit declaration of function `close' wi_stuff.c: In function `WI_loadData': warning: unused variable `pic' wi_stuff.c: At top level: warning: `background' defined but not used Tue Jan 21 22:00:00 1997 * doomdata.h (__BYTEBOOL__): Use builtin ANSI C++ bool. * d_main.c (IdentifyVersion): Bug fix: insufficient malloc created errors in malloc/realloc calls later on. Welcome to the risks of Copy'n'paste. Tue Jan 21 13:20:05 1997 * First formatting checkin. A word of explanation: prior to making any changes to the source, a couple of formatting runs will be made, followed by some purification runs. For this run, the Emacs mode selection line has been changed to use C++ style indenting (cc-mode.el). Each file has been automatically reformatted using Emacs indent-region. A few files have been changed manually already (i.e., comments, use of tabs). Warning: using "diff" to compare files of different states during the reformatting will not give useful results. * hu_stuff.c: fixed "assignment discard const", the last remaining error message with default compilation. Sun Jan 19 14:27:06 1997 * Makefile: Minor fix for sndserver target, removed linuxsdoom target for the time being, added CVS header (kind of). * Initial CVS checkin. * soundsrv/irix/linux/sun.c: Changed includes (irix.h removed, soundsrv.h included). * i_svga.c: Changed to DOS 8+3. * soundsrv.h/c: Changed to DOS 8+3, included irix.h in soundsrv.h. * r_local.h: Same for PI, include math.h with Linux. * doomdef.h: Got rid of multiply defined warnings for Linux, included values.h. * FILES2: created a commented list of all files, removed a few more files (sndserver test, NeXT leftovers, DMX header). Identified the following main modules (see FILES2): AM, HU, M, P, R, S, ST, W, WI. Some stuff is separate (Z, F), some not clearly separable (G, D). System specific interfaces are in I. Some of the latter replace i_main.c (i.e. the void/int main(argc,argv) call), e.g. SVGA, others (X11, SHM, DGA) don't. There is a certain amount of overlap, and the largest module (with possibly most overlap) is P - playing, i.e. all the games state and animation handling. Dithering is currently not used. Sat Jan 18 15:14:41 1997 * r_draw.c: fixed !defined(USEASM) lines for R_DrawColumn/Span. Removed fpfunc.o/S from Makefile, now compiling X11 w/o any assembler. Got a running linuxxdoom again. We are in business. This source is going to be used for the initial CVS check in. * Tried a quick hack compiling it as COFF a.out instead of ELF, with "gcc -b i486-linuxaout". Same linker errors. Tried removing -DUSE_ASM. Still using fpfunc.S. * Tried linuxxdoom. Compile run: some warnings (redefinition of MAX/MIN SHORT/INT/LONG) in doomdef.h and (PI redefined) r_local.h. Link run: crashed, undefined references in d_main.c: undefined reference to `FixedDiv2' am_map.c: undefined reference to `FixedMul' r_main.c: undefined reference to `R_DrawColumn' r_main.c: undefined reference to `R_DrawSpan' r_plane.c: undefined reference to `FixedMul' This stuff is defined in fpfunc.S (Fixed point) and in r_draw.c (assembler in tmap.S not used). However, "nm," shows that r_draw.o does not include the drawing functions (see below - USE_ASM). Furthermore, the global symbols in fpfunc.S begin with an underscore, "_FixedMul" and "_FixedDiv2". More problems within fpfunc.o: undefined references to `_dc_yl' `_dc_yh' `_ylookup' `_centery' `_dc_x' `_columnofs' `_dc_iscale' `_dc_texturemid' `_dc_source' `_dc_colormap' `_ds_y' `_ds_x1' `_ds_x2' `_ds_xfrac' `_ds_yfrac' `_ds_xstep' `_ds_ystep' `_ds_colormap' `_ds_source' Again, underscore problem. Note: tmap.S currently obsolete, as somebody pasted all the texture mapping assembly into fpfunc.S. Gotta clean that up. * Created initial release from CD sources, created ChangeLog. Let the games begin. ************************************************************** DOOM source code ChangeLog file **************************************************************