mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Merge branch 'master' into texture_rework
This commit is contained in:
commit
0eb68177ca
13 changed files with 41 additions and 23 deletions
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@ -390,7 +390,9 @@ bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, do
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double srcwidth = img->GetDisplayWidth();
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double srcheight = img->GetDisplayHeight();
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int autoaspect = parms->fsscalemode;
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aspect = autoaspect == 0 || (srcwidth == 320 && srcheight == 200) || (srcwidth == 640 && srcheight == 400)? 1.333 : srcwidth / srcheight;
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if (srcheight == 200) aspect = srcwidth / 240.;
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else if (srcheight == 400) aspect = srcwidth / 480;
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else aspect = srcwidth / srcheight;
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parms->x = parms->y = 0;
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parms->keepratio = true;
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auto screenratio = ActiveRatio(GetWidth(), GetHeight());
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@ -720,6 +720,7 @@ void C_SetDefaultKeys(const char* baseconfig)
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ReadBindings(lump, true);
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}
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lastlump = 0;
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while ((lump = fileSystem.FindLump("DEFBINDS", &lastlump)) != -1)
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{
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ReadBindings(lump, false);
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@ -73,7 +73,7 @@ static inline bool IsSeperator (int c)
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if (c == '/')
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return true;
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#ifdef _WIN32
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if (c == '\\' || c == ':')
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if (c == '\\')
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return true;
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#endif
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return false;
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@ -263,6 +263,8 @@ void FIWadManager::ParseIWadInfo(const char *fn, const char *data, int datasize,
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// Look for IWAD definition lump
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//
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//==========================================================================
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extern const char* iwad_folders[13];
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extern const char* iwad_reserved[12];
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FIWadManager::FIWadManager(const char *firstfn, const char *optfn)
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{
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@ -281,10 +283,6 @@ FIWadManager::FIWadManager(const char *firstfn, const char *optfn)
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ParseIWadInfo("IWADINFO", (const char*)data.Data(), data.Size());
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}
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}
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if (mIWadNames.Size() == 0 || mIWadInfos.Size() == 0)
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{
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I_FatalError("No IWAD definitions found");
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}
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}
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@ -352,7 +350,13 @@ int FIWadManager::CheckIWADInfo(const char* fn)
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{
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FileSystem check;
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check.InitSingleFile(fn, true);
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LumpFilterInfo lfi;
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for (auto p : iwad_folders) lfi.reservedFolders.Push(p);
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for (auto p : iwad_reserved) lfi.requiredPrefixes.Push(p);
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TArray<FString> filenames;
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filenames.Push(fn);
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check.InitMultipleFiles(filenames, true, &lfi);
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if (check.GetNumEntries() > 0)
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{
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int num = check.CheckNumForName("IWADINFO");
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@ -184,6 +184,9 @@ extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop
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extern bool insave;
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extern TDeletingArray<FLightDefaults *> LightDefaults;
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const char* iwad_folders[13] = { "flats/", "textures/", "hires/", "sprites/", "voxels/", "colormaps/", "acs/", "maps/", "voices/", "patches/", "graphics/", "sounds/", "music/" };
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const char* iwad_reserved[12] = { "mapinfo", "zmapinfo", "gameinfo", "sndinfo", "sbarinfo", "menudef", "gldefs", "animdefs", "decorate", "zscript", "iwadinfo" "maps/" };
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CUSTOM_CVAR(Float, i_timescale, 1.0f, CVAR_NOINITCALL)
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{
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@ -1847,8 +1850,12 @@ static FString CheckGameInfo(TArray<FString> & pwads)
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{
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FileSystem check;
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LumpFilterInfo lfi;
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for (auto p : iwad_folders) lfi.reservedFolders.Push(p);
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for (auto p : iwad_reserved) lfi.requiredPrefixes.Push(p);
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// Open the entire list as a temporary file system and look for a GAMEINFO lump. The last one will automatically win.
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check.InitMultipleFiles(pwads, true);
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check.InitMultipleFiles(pwads, true, &lfi);
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if (check.GetNumEntries() > 0)
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{
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int num = check.CheckNumForName("GAMEINFO");
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@ -2957,11 +2964,8 @@ static int D_DoomMain_Internal (void)
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}
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lfi.gameTypeFilter.Push(FStringf("game-%s", GameTypeName()));
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static const char* folders[] = { "flats/", "textures/", "hires/", "sprites/", "voxels/", "colormaps/", "acs/", "maps/", "voices/", "patches/", "graphics/", "sounds/", "music/" };
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for (auto p : folders) lfi.reservedFolders.Push(p);
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static const char* reserved[] = { "mapinfo", "zmapinfo", "gameinfo", "sndinfo", "sbarinfo", "menudef", "gldefs", "animdefs", "decorate", "zscript", "maps/" };
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for (auto p : reserved) lfi.requiredPrefixes.Push(p);
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for (auto p : iwad_folders) lfi.reservedFolders.Push(p);
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for (auto p : iwad_reserved) lfi.requiredPrefixes.Push(p);
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lfi.postprocessFunc = [&]()
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{
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@ -943,7 +943,8 @@ int MapLoader::Set3DFloor(line_t * line, int param, int param2, int alpha)
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// if flooding is used the floor must be non-solid and is automatically made shootthrough and seethrough
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if ((param2 & 128) && !(flags & FF_SOLID)) flags |= FF_FLOOD | FF_SEETHROUGH | FF_SHOOTTHROUGH;
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if (param2 & 512) flags |= FF_FADEWALLS;
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if (param2&1024) flags |= FF_RESET;
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if (param2 & 1024) flags |= FF_RESET;
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if (param2 & 2048) flags |= FF_NODAMAGE;
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FTextureID tex = line->sidedef[0]->GetTexture(side_t::top);
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if (!tex.Exists() && alpha < 255)
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{
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@ -970,7 +971,7 @@ int MapLoader::Set3DFloor(line_t * line, int param, int param2, int alpha)
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void MapLoader::Spawn3DFloors ()
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{
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static int flagvals[] = {512, 2+512, 512+1024};
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static int flagvals[] = {512+2048, 2+512+2048, 512+1024+2048};
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for (auto &line : Level->lines)
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{
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@ -504,7 +504,6 @@ unsigned FSavegameManager::ExtractSaveData(int index)
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{
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delete SavePic;
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SavePic = nullptr;
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SavePicData.Clear();
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}
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}
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}
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@ -536,7 +535,6 @@ void FSavegameManager::UnloadSaveData()
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SaveCommentString = "";
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SavePic = nullptr;
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SavePicData.Clear();
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, UnloadSaveData)
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@ -72,7 +72,6 @@ private:
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FSaveGameNode NewSaveNode;
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int LastSaved = -1;
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int LastAccessed = -1;
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TArray<char> SavePicData;
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FGameTexture *SavePic = nullptr;
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public:
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@ -217,10 +217,11 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
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// Player must be on top of the floor to be affected...
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if(player->mo->Z() != rover->top.plane->ZatPoint(player->mo)) continue;
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}
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else
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else
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{
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//Water and DEATH FOG!!! heh
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if (player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
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if ((rover->flags & FF_NODAMAGE) ||
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player->mo->Z() > rover->top.plane->ZatPoint(player->mo) ||
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player->mo->Top() < rover->bottom.plane->ZatPoint(player->mo))
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continue;
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}
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@ -23,7 +23,7 @@ typedef enum
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FF_UPPERTEXTURE = 0x20000,
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FF_LOWERTEXTURE = 0x40000,
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FF_THINFLOOR = 0x80000, // EDGE
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FF_SCROLLY = 0x100000, // EDGE - not yet implemented!!!
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FF_NODAMAGE = 0x100000, // no damage transfers
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FF_FIX = 0x200000, // use floor of model sector as floor and floor of real sector as ceiling
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FF_INVERTSECTOR = 0x400000, // swap meaning of sector planes
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FF_DYNAMIC = 0x800000, // created by partitioning another 3D-floor due to overlap
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@ -3911,6 +3911,13 @@ int P_FindLineSpecial (const char *string, int *min_args, int *max_args)
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max = mid - 1;
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}
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}
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// Alias for ZScript. Check here to have universal support everywhere.
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if (!stricmp(string, "TeleportSpecial"))
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{
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if (min_args != NULL) *min_args = 1;
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if (max_args != NULL) *max_args = 3;
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return Teleport;
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}
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return 0;
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}
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@ -1251,7 +1251,7 @@ void HWSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
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z1=z-scalefac;
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z2=z+scalefac;
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depth = FloatToFixed((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
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depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
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actor=nullptr;
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this->particle=particle;
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@ -234,7 +234,8 @@ struct F3DFloor native play
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FF_UPPERTEXTURE = 0x20000,
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FF_LOWERTEXTURE = 0x40000,
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FF_THINFLOOR = 0x80000, // EDGE
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FF_SCROLLY = 0x100000, // EDGE - not yet implemented!!!
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FF_SCROLLY = 0x100000, // old leftover definition
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FF_NODAMAGE = 0x100000, // no damage transfers
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FF_FIX = 0x200000, // use floor of model sector as floor and floor of real sector as ceiling
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FF_INVERTSECTOR = 0x400000, // swap meaning of sector planes
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FF_DYNAMIC = 0x800000, // created by partitioning another 3D-floor due to overlap
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