foxygit / doom Log in
commit 03eb55c8d43abc583efa3053e68b4a46e7c78b06
Merge: 465a8113 e1f113ae
Author:     Mike Swanson <mikeonthecomputer@gmail.com>
AuthorDate: Fri Mar 23 23:26:38 2018 -0700
Commit:     Mike Swanson <mikeonthecomputer@gmail.com>
CommitDate: Fri Mar 23 23:31:22 2018 -0700

    Merge branch 'doom-map33-text' of gh:CapnClever/chocolate-doom

 NEWS.md             |  4 ++++
 src/doom/g_game.c   | 25 ++++++++++++++++++++-----
 src/doom/hu_stuff.c | 13 ++++++++++++-
 src/doom/wi_stuff.c | 12 +++++++++---
 4 files changed, 45 insertions(+), 9 deletions(-)

diff --cc NEWS.md
index 203093ba,3978044f..850b30db
--- a/NEWS.md
+++ b/NEWS.md
@@@ -1,149 -1,38 +1,153 @@@
  ## HEAD

  ### General
 -  * Bash completion scripts are included. (thanks Fabian)
 -  * Support the *.lmp file format in the OS X launcher (thanks Jon)
 -  * Added emulation for pitch-shifting as in early versions of Doom,
 -    Heretic, and Hexen. (thanks Jon)
 -  * Write out aspect-correct 1600×1200 PNGs. (thanks Jon)
 -  * OPL emulation is more accurate. (thanks Nuke.YKT)
 -  * Futher emulation of DMX bugs with GUS cards. (thanks Nuke.YKT)
 -  * Emulation of the disk icon has returned. (thanks Fabian, Jon)
 -  * Checksum calculations were fixed on big endian systems, allowing
 +  * The 0 and 5 keys on the number pad can now be bound independently
 +    of any other keyboard key.  (thanks BlooD2ool)
 +  * Man page generation has been reworked to use autoconf macro
 +    substitution, making it eaiser for downstream forks to change the
 +    project name.  (thanks Jon)
 +  * Several functions have been hardened against incomplete reads and
 +    error conditions, and made safer.  (thanks turol)
 +  * We now print a meaningful error message when a savegame cannot be
 +    loaded.  (thanks Zodomaniac, chungy)
 +  * Fixed an exception thrown by the Windows kernel when debugging with
 +    GDB.  (thanks AXDOOMER)
 +
 +### Build systems
 +  * Microsoft Visual Studio files have been removed due to technical
 +    limitations of the software preventing cross-version
 +    compatibility, difficult dependency management, as well as being
 +    unmaintained in general, resulting in a very difficult process to
 +    get up to speed using this IDE and Chocolate Doom.
 +
++### Doom
++  * Map33 intermission screen and map33-map35 automap names are
++    emulated. (thanks CapnClever)
++
 +### Hexen
 +  * ACS code has been hardened against potential security
 +    vulnerabilities.
 +
 +## 3.0.0 (2017-12-30)
 +
 +  Chocolate Doom 3.0 is a new major revision. The main change is that
 +  the codebase has been ported to SDL 2.0. This brings a number of
 +  benefits, although there have also been some other minor changes (all
 +  listed below).
 +
 +  Huge thanks go to the entire Chocolate Doom team for working on the
 +  port to SDL2, and to all the testers who have found and reported bugs
 +  during its development.
 +
 +### General
 +  * All screen scaling is now performed in hardware, meaning that the
 +    game can run in arbitrary window sizes in high quality. It can also
 +    scale to very large resolutions sizes without using large amounts of
 +    CPU or suffering degraded performance (thanks Fabian).
 +  * It is now possible to switch between windowed and full screen modes
 +    while the game is running by pressing alt + enter (thanks Jon)
 +  * Windows binaries now ship with several previously-optional DLLs.
 +    This means it is now possible to take PNG screenshots and to use
 +    digital music packs (FLAC/Ogg Vorbis formats).
 +  * The game now remembers your preferred monitor and will start on the
 +    same monitor you were using the last time you played. Windows appear
 +    centered on the screen.
 +  * The OS X launcher was tweaked somewhat, and now uses proper path
 +    controls for choosing files. FreeDM was added as an IWAD.
 +  * Configuration files on Mac OS X and Unix are now stored in locations
 +    compliant with the XDG standard (thanks chungy):
 +    - On Unix: `~/.local/share/chocolate-doom/`
 +    - On OS X: `~/Library/Application Support/chocolate-doom/`
 +  * Icons when the game is running are now a higher resolution.
 +  * Keyboard input is improved and uses the new SDL input API; on
 +    systems with on-screen keyboards, this should activate the on-screen
 +    keyboard when it is appropriate.
 +  * Menu navigation with the joystick is now much more practical, and
 +    it’s possible to bind a joystick axis to look up/down in games which
 +    support it (thanks Jon, Wintermute0110).
 +  * Several command line options were removed that were judged to be
 +    useless: `-grabmouse`, `-novert` and `-nonovert`. The mouse grabbing
 +    and novert settings can still be configured in the setup tool.
 +  * There is no longer any option in the setup tool to specify a screen
 +    resolution, since in full screen mode the game just runs at the
 +    desktop resolution without changing screen modes. If necessary, the
 +    config file options `fullscreen_width` and `fullscreen_height` can
 +    be used to explicitly set a screen resolution.
 +  * There is no longer a soft dependency on Zenity on Unix systems; the
 +    SDL API is now used to display error dialogs.
 +  * Joysticks are identified more precisely using GUID now.
 +  * A new parameter, `-savedir` allows users to specify a directory from
 +    which to load and save games. (thanks CapnClever)
 +  * The midiproc code from Eternity Engine has been imported, improving
 +    native MIDI playback on Windows and fixing a long-standing bug with
 +    music volume adjustment (thanks AlexMax, Quasar).
 +  * VGA “porch” emulation was added (thanks Jon).
 +  * The codebase now compiles with OpenWatcom (thanks Stephen Finniss).
 +
 +### Doom
 +  * The GOG install of Doom 3: BFG Edition is now detected (thanks chungy)
 +  * A `-shorttics` command line parameter was added that simulates
 +    recording a vanilla demo without actually recording a demo.
 +
 +### Hexen
 +  * The CD audio option for music playback has been removed; the CD
 +    playback API has been removed from SDL 2.0. However, it is possible
 +    to use digital music packs as an alternative.
 +
 +### Strife
 +  * `voices.wad` is now correctly loaded before PWADs (thanks
 +    @Catoptromancy)
 +
 +### libtextscreen
 +  * On OS X on machines with retina displays, text screens are rendered
 +    using a high detail font.
 +  * File selector widgets now look more visually distinctive.
 +  * There is now a convenience widget for conditionally hiding widgets.
 +  * Font handling was restructured to be based around PNG format fonts
 +    which are converted during the build and can be more easily edited.
 +  * Handling of code pages was cleaned up, so it is easier to change the
 +    code to work with a different code page now.
 +  * Lots of the UI code was changed to use UTF-8 strings.
 +  * File extensions when using the Zenity file selector are now case
 +    insensitive (thanks Jon).
 +
 +## 2.3.0 (2016-12-29)
 +
 +### General
 +  * Bash completion scripts are included (thanks Fabian)
 +  * The OS X launcher now supports the .lmp file format (thanks Jon)
 +  * Pitch-shifting from early versions of Doom, Heretic, and Hexen.
 +    is now supported (thanks Jon)
 +  * Aspect ratio-corrected 1600×1200 PNGs are now written (thanks Jon)
 +  * OPL emulation is more accurate (thanks Nuke.YKT)
 +  * DMX bugs with GUS cards are now better emulated (thanks Nuke.YKT)
 +  * The disk activity floppy disk icon is now shown (thanks Fabian, Jon)
 +  * Checksum calculations are fixed on big endian systems, allowing
      multiplayer games to be played in mixed little/big-endian
 -    environments. (thanks GhostlyDeath, njankowski)
 +    environments (thanks GhostlyDeath, njankowski)
    * The NES30, SNES30, and SFC30 gamepads are detected and configured
 -    automatically by the Setup tool.  The automap can also be
 -    configured to a joystick button. (thanks Jon)
 -  * The vanilla limit of 4046 lumps per WAD is now enforced. (thanks
 +    automatically by the Setup tool. The automap can also be configured
 +    to a joystick button (thanks Jon)
 +  * The vanilla limit of 4046 lumps per WAD is now enforced (thanks
      Jon, Quasar, Edward-san)
 -  * Solidsegs overflow is emulated like in vanilla. (thanks Quasar)
 -  * Heretic/Hexen demo support has expanded. "-demoextend" allows
 -    demos to last longer than a single level; "-shortticfix" adjusts
 -    low-resolution turning to match Doom's handling; "-maxdemo" and
 -    "-longtics" support. (thanks CapnClever)
 +  * Solidsegs overflow is emulated like in vanilla (thanks Quasar)
 +  * Multiple capitalizations are now tried when searching for WAD files,
 +    for convenience when running on case sensitive filesystems (thanks
 +    Fabian).
 +  * A new command line argument, `-strictdemos`, was added, to allow
 +    more careful control over demo format extensions. Such extensions
 +    are now forbidden in WAD files and warning messages are shown.

  ### Build systems
 -  * Improved compatibility with BSD Make. (thanks R.Rebello)
 -  * “./configure --with-PACKAGE” checks were repaired to behave
 -    logically, rather than disabling the feature. (thanks R.Rebello)
 -  * Default to installing the games to ${bindir}, such as
 -    /usr/local/bin, rather than /usr/local/games. (thanks chungy)
 -  * Support Visual Studio 2015. (thanks Azarien)
 -  * Allow SDL headers and libraries to exist in the Microsoft Visual
 -    Studio project directory. (thanks Quasar)
 -  * Repaired the CodeBlocks projects by removing non-existent files
 +  * There is better compatibility with BSD Make (thanks R.Rebello)
 +  * `./configure --with-PACKAGE` checks were repaired to behave
 +    logically, rather than disabling the feature (thanks R.Rebello)
 +  * Games are now installed to ${bindir} by default, eg.
 +    /usr/local/bin, rather than /usr/local/games (thanks chungy)
 +  * Visual Studio 2015 is now supported (thanks Azarien)
 +  * SDL headers and libraries can now exist in the Microsoft Visual
 +    Studio project directory (thanks Quasar)
 +  * CodeBlocks projects were repaired by removing non-existent files
      from the project files (thanks krystalgamer)

  ### Doom
diff --cc src/doom/hu_stuff.c
index e21f7009,fa7e6db3..4f985f8f
--- a/src/doom/hu_stuff.c
+++ b/src/doom/hu_stuff.c
@@@ -335,7 -334,13 +335,13 @@@ char *mapnames_commercial[]
      THUSTR_29,
      THUSTR_30,
      THUSTR_31,
--    THUSTR_32
 -
 -    // Emulation: TNT maps 33-35 can be warped to and played if they exist
 -    // so include blank names instead of spilling over
 -    "",
 -    "",
++    THUSTR_32,
++
++    // Emulation: TNT maps 33-35 can be warped to and played if they exist
++    // so include blank names instead of spilling over
++    "",
++    "",
+     ""
  };

  void HU_Init(void)