mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-27 22:42:29 +00:00
- cleaned out most of the cruft from the docs directory and added a copy of the GPL v3.
This commit is contained in:
parent
33ee761b37
commit
f0d741241d
16 changed files with 723 additions and 4450 deletions
|
@ -327,10 +327,6 @@ add_subdirectory( wadsrc_bm )
|
|||
add_subdirectory( wadsrc_lights )
|
||||
add_subdirectory( src )
|
||||
|
||||
if( NOT WIN32 AND NOT APPLE )
|
||||
add_subdirectory( output_sdl )
|
||||
endif()
|
||||
|
||||
if( NOT CMAKE_CROSSCOMPILING )
|
||||
export(TARGETS ${CROSS_EXPORTS} FILE "${CMAKE_BINARY_DIR}/ImportExecutables.cmake" )
|
||||
endif()
|
||||
|
|
|
@ -1,71 +0,0 @@
|
|||
BUILD SOURCE CODE LICENSE TERMS: 06/20/2000
|
||||
|
||||
[1] I give you permission to make modifications to my Build source and
|
||||
distribute it, BUT:
|
||||
|
||||
[2] Any derivative works based on my Build source may be distributed ONLY
|
||||
through the INTERNET.
|
||||
|
||||
[3] Distribution of any derivative works MUST be done completely FREE of
|
||||
charge - no commercial exploitation whatsoever.
|
||||
|
||||
[4] Anything you distribute which uses a part of my Build Engine source
|
||||
code MUST include:
|
||||
|
||||
[A] The following message somewhere in the archive:
|
||||
|
||||
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
|
||||
// Ken Silverman's official web site: "http://www.advsys.net/ken"
|
||||
// See the included license file "BUILDLIC.TXT" for license info.
|
||||
|
||||
[B] This text file "BUILDLIC.TXT" along with it.
|
||||
|
||||
[C] Any source files that you modify must include this message as well:
|
||||
|
||||
// This file has been modified from Ken Silverman's original release
|
||||
|
||||
[5] The use of the Build Engine for commercial purposes will require an
|
||||
appropriate license arrangement with me. Contact information is
|
||||
on my web site.
|
||||
|
||||
[6] I take no responsibility for damage to your system.
|
||||
|
||||
[7] Technical support: Before contacting me with questions, please read
|
||||
and do ALL of the following!
|
||||
|
||||
[A] Look though ALL of my text files. There are 7 of them (including this
|
||||
one). I like to think that I wrote them for a reason. You will find
|
||||
many of your answers in the history section of BUILD.TXT and
|
||||
BUILD2.TXT (they're located inside SRC.ZIP).
|
||||
|
||||
[B] If that doesn't satisfy you, then try going to:
|
||||
|
||||
"http://www.advsys.net/ken/buildsrc"
|
||||
|
||||
where I will maintain a Build Source Code FAQ (or perhaps I might
|
||||
just provide a link to a good FAQ).
|
||||
|
||||
[C] I am willing to respond to questions, but ONLY if they come at a rate
|
||||
that I can handle.
|
||||
|
||||
PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS!
|
||||
|
||||
As my line of defense, I will post my current policy about
|
||||
answering Build source questions (right below the E-mail address
|
||||
on my web site.) You can check there to see if I'm getting
|
||||
overloaded with questions or not.
|
||||
|
||||
If I'm too busy, it might say something like this:
|
||||
|
||||
I'm too busy to answer Build source questions right now.
|
||||
Sorry, but don't expect a reply from me any time soon.
|
||||
|
||||
If I'm open for Build source questions, please state your question
|
||||
clearly and don't include any unsolicited attachments unless
|
||||
they're really small (like less than 50k). Assume that I have
|
||||
a 28.8k modem. Also, don't leave out important details just
|
||||
to make your question appear shorter - making me guess what
|
||||
you're asking doesn't save me time!
|
||||
|
||||
----------------------------------------------------------------------------
|
||||
-Ken S. (official web site: http://www.advsys.net/ken)
|
283
docs/README.asm
283
docs/README.asm
|
@ -1,283 +0,0 @@
|
|||
|
||||
README - DOOM assembly code
|
||||
|
||||
Okay, I add the DOS assembly module for the historically
|
||||
inclined here (may rec.games.programmer suffer). If anyone
|
||||
feels the urge to port these to GNU GCC; either inline or
|
||||
as separate modules including Makefile support, be my guest.
|
||||
|
||||
Module tmap.S includes the inner loops for texture mapping,
|
||||
the interesting one being the floor/ceiling span rendering.
|
||||
|
||||
There was another module in the source dump, fpfunc.S, that
|
||||
had both texture mapping and fixed point functions. It
|
||||
contained implementations both for i386 and M68k. For
|
||||
brevity, I include only the i386 fixed point stuff below.
|
||||
|
||||
//====================================================
|
||||
// tmap.S as of January 10th, 1997
|
||||
|
||||
//================
|
||||
//
|
||||
// R_DrawColumn
|
||||
//
|
||||
//================
|
||||
|
||||
.data
|
||||
loopcount .long 0
|
||||
pixelcount .long 0
|
||||
|
||||
.text
|
||||
|
||||
.align 16
|
||||
.globl _R_DrawColumn
|
||||
_R_DrawColumn:
|
||||
|
||||
pushad
|
||||
|
||||
movl ebp,[_dc_yl]
|
||||
movl ebx,ebp
|
||||
movl edi,[_ylookup+ebx*4]
|
||||
movl ebx,[_dc_x]
|
||||
addl edi,[_columnofs + ebx*4]
|
||||
|
||||
movl eax,[_dc_yh]
|
||||
incl eax
|
||||
subl eax,ebp // pixel count
|
||||
movl [pixelcount],eax // save for final pixel
|
||||
js done // nothing to scale
|
||||
shrl eax,1 // double pixel count
|
||||
movl [loopcount],eax
|
||||
|
||||
movl ecx,[_dc_iscale]
|
||||
|
||||
movl eax,[_centery]
|
||||
subl eax,ebp
|
||||
imull ecx
|
||||
movl ebp,[_dc_texturemid]
|
||||
subl ebp,eax
|
||||
shll ebp,9 // 7 significant bits, 25 frac
|
||||
|
||||
movl esi,[_dc_source]
|
||||
|
||||
|
||||
movl ebx,[_dc_iscale]
|
||||
shll ebx,9
|
||||
movl eax,OFFSET patch1+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
movl eax,OFFSET patch2+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
|
||||
// eax aligned colormap
|
||||
// ebx aligned colormap
|
||||
// ecx,edx scratch
|
||||
// esi virtual source
|
||||
// edi moving destination pointer
|
||||
// ebp frac
|
||||
|
||||
movl ecx,ebp // begin calculating first pixel
|
||||
addl ebp,ebx // advance frac pointer
|
||||
shrl ecx,25 // finish calculation for first pixel
|
||||
movl edx,ebp // begin calculating second pixel
|
||||
addl ebp,ebx // advance frac pointer
|
||||
shrl edx,25 // finish calculation for second pixel
|
||||
movl eax,[_dc_colormap]
|
||||
movl ebx,eax
|
||||
movb al,[esi+ecx] // get first pixel
|
||||
movb bl,[esi+edx] // get second pixel
|
||||
movb al,[eax] // color translate first pixel
|
||||
movb bl,[ebx] // color translate second pixel
|
||||
|
||||
testl [pixelcount],0fffffffeh
|
||||
jnz doubleloop // at least two pixels to map
|
||||
jmp checklast
|
||||
|
||||
.align 16
|
||||
doubleloop:
|
||||
movl ecx,ebp // begin calculating third pixel
|
||||
patch1:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi],al // write first pixel
|
||||
shrl ecx,25 // finish calculation for third pixel
|
||||
movl edx,ebp // begin calculating fourth pixel
|
||||
patch2:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movl [edi+SCREENWIDTH],bl // write second pixel
|
||||
shrl edx,25 // finish calculation for fourth pixel
|
||||
movb al,[esi+ecx] // get third pixel
|
||||
addl edi,SCREENWIDTH*2 // advance to third pixel destination
|
||||
movb bl,[esi+edx] // get fourth pixel
|
||||
decl [loopcount] // done with loop?
|
||||
movb al,[eax] // color translate third pixel
|
||||
movb bl,[ebx] // color translate fourth pixel
|
||||
jnz doubleloop
|
||||
|
||||
// check for final pixel
|
||||
checklast:
|
||||
testl [pixelcount],1
|
||||
jz done
|
||||
movb [edi],al // write final pixel
|
||||
|
||||
done:
|
||||
popad
|
||||
ret
|
||||
|
||||
|
||||
|
||||
//================
|
||||
//
|
||||
// R_DrawSpan
|
||||
//
|
||||
// Horizontal texture mapping
|
||||
//
|
||||
//================
|
||||
|
||||
|
||||
.align 16
|
||||
.globl _R_DrawSpan
|
||||
_R_DrawSpan:
|
||||
pushad
|
||||
|
||||
//
|
||||
// find loop count
|
||||
//
|
||||
movl eax,[_ds_x2]
|
||||
incl eax
|
||||
subl eax,[_ds_x1] // pixel count
|
||||
movl [pixelcount],eax // save for final pixel
|
||||
js hdone // nothing to scale
|
||||
shrl eax,1 // double pixel count
|
||||
movl [loopcount],eax
|
||||
|
||||
//
|
||||
// build composite position
|
||||
//
|
||||
movl ebp,[_ds_xfrac]
|
||||
shll ebp,10
|
||||
andl ebp,0ffff0000h
|
||||
movl eax,[_ds_yfrac]
|
||||
shrl eax,6
|
||||
andl eax,0ffffh
|
||||
orl ebp,eax
|
||||
|
||||
movl esi,[_ds_source]
|
||||
|
||||
//
|
||||
// calculate screen dest
|
||||
//
|
||||
movl edi,[_ds_y]
|
||||
movl edi,[_ylookup+edi*4]
|
||||
movl eax,[_ds_x1]
|
||||
addl edi,[_columnofs+eax*4]
|
||||
|
||||
//
|
||||
// build composite step
|
||||
//
|
||||
movl ebx,[_ds_xstep]
|
||||
shll ebx,10
|
||||
andl ebx,0ffff0000h
|
||||
movl eax,[_ds_ystep]
|
||||
shrl eax,6
|
||||
andl eax,0ffffh
|
||||
orl ebx,eax
|
||||
|
||||
movl eax,OFFSET hpatch1+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
movl eax,OFFSET hpatch2+2 // convice tasm to modify code...
|
||||
movl [eax],ebx
|
||||
|
||||
// eax aligned colormap
|
||||
// ebx aligned colormap
|
||||
// ecx,edx scratch
|
||||
// esi virtual source
|
||||
// edi moving destination pointer
|
||||
// ebp frac
|
||||
|
||||
shldl ecx,ebp,22 // begin calculating third pixel (y units)
|
||||
shldl ecx,ebp,6 // begin calculating third pixel (x units)
|
||||
addl ebp,ebx // advance frac pointer
|
||||
andl ecx,4095 // finish calculation for third pixel
|
||||
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
|
||||
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
|
||||
addl ebp,ebx // advance frac pointer
|
||||
andl edx,4095 // finish calculation for fourth pixel
|
||||
movl eax,[_ds_colormap]
|
||||
movl ebx,eax
|
||||
movb al,[esi+ecx] // get first pixel
|
||||
movb bl,[esi+edx] // get second pixel
|
||||
movb al,[eax] // color translate first pixel
|
||||
movb bl,[ebx] // color translate second pixel
|
||||
|
||||
testl [pixelcount],0fffffffeh
|
||||
jnz hdoubleloop // at least two pixels to map
|
||||
jmp hchecklast
|
||||
|
||||
|
||||
.align 16
|
||||
hdoubleloop:
|
||||
shldl ecx,ebp,22 // begin calculating third pixel (y units)
|
||||
shldl ecx,ebp,6 // begin calculating third pixel (x units)
|
||||
hpatch1:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi],al // write first pixel
|
||||
andl ecx,4095 // finish calculation for third pixel
|
||||
shldl edx,ebp,22 // begin calculating fourth pixel (y units)
|
||||
shldl edx,ebp,6 // begin calculating fourth pixel (x units)
|
||||
hpatch2:
|
||||
addl ebp,12345678h // advance frac pointer
|
||||
movb [edi+1],bl // write second pixel
|
||||
andl edx,4095 // finish calculation for fourth pixel
|
||||
movb al,[esi+ecx] // get third pixel
|
||||
addl edi,2 // advance to third pixel destination
|
||||
movb bl,[esi+edx] // get fourth pixel
|
||||
decl [loopcount] // done with loop?
|
||||
movb al,[eax] // color translate third pixel
|
||||
movb bl,[ebx] // color translate fourth pixel
|
||||
jnz hdoubleloop
|
||||
|
||||
// check for final pixel
|
||||
hchecklast:
|
||||
testl [pixelcount],1
|
||||
jz hdone
|
||||
movb [edi],al // write final pixel
|
||||
|
||||
hdone:
|
||||
popad
|
||||
ret
|
||||
|
||||
|
||||
|
||||
|
||||
//====================================================
|
||||
// fpfunc.S as of January 10th, 1997 (parts)
|
||||
|
||||
#ifdef i386
|
||||
|
||||
.text
|
||||
.align 4
|
||||
.globl _FixedMul
|
||||
_FixedMul:
|
||||
pushl %ebp
|
||||
movl %esp,%ebp
|
||||
movl 8(%ebp),%eax
|
||||
imull 12(%ebp)
|
||||
shrdl $16,%edx,%eax
|
||||
popl %ebp
|
||||
ret
|
||||
|
||||
|
||||
.align 4
|
||||
.globl _FixedDiv2
|
||||
_FixedDiv2:
|
||||
pushl %ebp
|
||||
movl %esp,%ebp
|
||||
movl 8(%ebp),%eax
|
||||
cdq
|
||||
shldl $16,%eax,%edx
|
||||
sall $16,%eax
|
||||
idivl 12(%ebp)
|
||||
popl %ebp
|
||||
ret
|
||||
|
||||
#endif
|
||||
|
149
docs/README.gl
149
docs/README.gl
|
@ -1,149 +0,0 @@
|
|||
|
||||
README: glDOOM
|
||||
|
||||
I never got around to do anything with respect to
|
||||
a Linux glDOOM port except for assembling a Linux3Dfx
|
||||
HOWTO (which, at that time, was a prerequisite
|
||||
to get permission to publicly distribute the
|
||||
already finished LinuxGlide port by Daryll Strauss).
|
||||
|
||||
Linux q2test (and soon LinuxQuake2) demonstrate that
|
||||
Mesa with the MesaVoodoo driver is quite up to the
|
||||
requirements for a glDOOM port. If anybody wants to
|
||||
get into Linux glDOOM, please drop me a line.
|
||||
|
||||
There is a Win32 GLDOOM port in the works, by Jim Dose.
|
||||
Quoting a recent posting by him:
|
||||
|
||||
"I haven't had as much time lately to really work on
|
||||
the conversion. I currently have the renderer drawing
|
||||
the walls and floors as texture spans as the are in
|
||||
the software renderer. There's lighting on the walls,
|
||||
but not the floors, and sprites are being drawn, but
|
||||
not with the right texture. I figure that this is one
|
||||
nights work to get the game looking "normal". I haven't
|
||||
tested the game on less than a p200, so I'm not sure
|
||||
how it will perform under the average machine, but I
|
||||
don't expect it to be blindingly fast because of the
|
||||
number of spans that have to be drawn each frame.
|
||||
Rendering as polys is definitely the way to go.
|
||||
|
||||
The reason I chose to do spans first was because it
|
||||
left the base renderer intact and I could concentrate
|
||||
on ironing out any Windows compatibility problems.
|
||||
Actually, the first version I had running was simply
|
||||
a blit of the 320x200 game screen through Open GL.
|
||||
Surprisingly, this actually was very playable, but
|
||||
certainly wasn't taking any advantage of 3D acceleration.
|
||||
Once the game was running, I started converting all
|
||||
the span routines over."
|
||||
|
||||
Comment: for merging Linuxdoom with Win32, this is
|
||||
probably the best source for getting the Win32
|
||||
environment done - before more significant changes
|
||||
occur.
|
||||
|
||||
"One problem with drawing spans is that the engine
|
||||
doesn't calculate the texture coordinates with
|
||||
fractional accuracy, so the bilinear filtering works
|
||||
vertically, but not horizontally on the walls. I may
|
||||
try to fix this, but since I plan to use polys for
|
||||
the final version, it's not really high priority.
|
||||
Also, spans don't really allow for looking up and
|
||||
down."
|
||||
|
||||
Comment: true looking up/down vs. Heretic-style
|
||||
y-shearing seems to require either a strange kind
|
||||
of transofrmation matrix (he probably does not use
|
||||
the OpenGL transformation at all), or rendering
|
||||
all the spans as textured rectangular slices
|
||||
instead of using glDrawBitmap. No, polys are the
|
||||
way to go.
|
||||
|
||||
"When I tackle the conversion to polys, one big problem
|
||||
I'll encounter is drawing floors. Since the world is
|
||||
stored in a 2D bsp tree, there is no information on
|
||||
the shape of the floors. In fact the floors can be
|
||||
concave and may include holes (typically, most renderers
|
||||
break concave polys down into a collection of convex
|
||||
polys or triangles). In software, the floors are actually
|
||||
drawn using an algorithm that's similar to a flood fill
|
||||
(except that a list of open spans is kept instead of a
|
||||
buffer of pixels). This makes drawing the floors as
|
||||
polys fairly difficult."
|
||||
|
||||
A polygon based approach will require significant changes
|
||||
to the data structures used in the refresh module. I
|
||||
recommend either separating a libref_soft.so first (a
|
||||
Quake2 like approach), and creating libref_gl afterwards,
|
||||
or abandoning the software rendering entirely.
|
||||
|
||||
John Carmack wrote once upon a time:
|
||||
"... the U64 DOOM engine is much more what I would consider
|
||||
The Right Thing now -- it turns the subsector boundaries
|
||||
into polygons for the floors and ceilings ahead of time,
|
||||
then for rendering it walks the BSP front to back, doing
|
||||
visibility determination of subsectors by the one dimensional
|
||||
occlusion buffer and clipping sprites into subsectors, then
|
||||
it goes backwards through the visible subsectors, drawing
|
||||
floors, ceilings, walls, then sorted internal sprite fragments.
|
||||
It's a ton simpler and a ton faster, although it does suffer
|
||||
some overdraw when a high subsector overlooks a low one (but
|
||||
that is more than made up for by the simplicity of everything
|
||||
else)."
|
||||
|
||||
Well, IMO compiling a separate list of floor/ceiling polygons
|
||||
after having read the WAD file, and thus introducing this as
|
||||
a completely separate data structure to the current code base
|
||||
might be the easiest thing to do. Jim Dose writes:
|
||||
|
||||
"One method I may use to draw the floors as polys was suggested
|
||||
by Billy Zelsnack of Rebel Boat Rocker when we were working
|
||||
at 3D Realms together a few years ago. Basically, Billy was
|
||||
designing an engine that dealt with the world in a 2D portal
|
||||
format similar to the one that Build used, except that it had
|
||||
true looking up and down (no shearing). Since floors were
|
||||
basically implicit and could be concave, Billy drew them as
|
||||
if the walls extended downwards to infinity, but fixed the
|
||||
texture coordinates to appear that they were on the plane of
|
||||
the floor. The effect was that you could look up and down and
|
||||
there were no gaps or overdraw. It's a fairly clever method
|
||||
and allows you to store the world in a simpler data format.
|
||||
Had perspective texture mapping been fast enough back then,
|
||||
both Build and Doom could have done this in software."
|
||||
|
||||
Perhaps the above is sufficient to get you started.
|
||||
Other Issues:
|
||||
|
||||
1. Occlusion
|
||||
DOOM uses a per-column lookup (top/bottom index) to do HLHSR.
|
||||
This works fine with span based rendering (well, getting
|
||||
horizontal spans of floors/ceilings into the picture is a
|
||||
separate story). It isn't really mindboggling with polygon
|
||||
based rendering. GLDOOM should abandon that.
|
||||
|
||||
2. Precalculated Visibility
|
||||
DOOM has the data used by Quake's PVS - in REJECT.
|
||||
During Quake development, lots of replacements for the
|
||||
occlusion buffer were tried, and PVS turned out to be best.
|
||||
I suggest usind the REJECT as PVS.
|
||||
|
||||
There have been special effects using a utility named RMB.
|
||||
REJECT is a lump meant for enemy AI LoS calculation - a
|
||||
nonstandard REJECT will not work as a PVS, and introduce
|
||||
rendering errors. I suggest looking for a PVS lump in the
|
||||
WAD, and using REJECT if none is found. That way, it might
|
||||
be feasible to eat the cake and keep it.
|
||||
|
||||
3. Mipmaps
|
||||
DOOM does not have mipmapping. As we have 8bit palettized
|
||||
textures, OpenGL mipmapping might not give the desired
|
||||
results. Plus, composing textures from patches at runtime
|
||||
would require runtime mipmapping. Precalculated mipmaps
|
||||
in the WAD?
|
||||
|
||||
4. Sprites
|
||||
Partly transparent textures and sprites impose another
|
||||
problem related to mipmapping. Without alpha channel,
|
||||
this could give strange results. Precalculated, valid
|
||||
sprite mipmaps (w/o alpha)?
|
1742
docs/commands.txt
1742
docs/commands.txt
File diff suppressed because it is too large
Load diff
112
docs/doomlic.txt
112
docs/doomlic.txt
|
@ -1,112 +0,0 @@
|
|||
|
||||
|
||||
LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||
|
||||
This Limited Use Software License Agreement (the "Agreement")
|
||||
is a legal agreement between you, the end-user, and Id Software, Inc.
|
||||
("ID"). By downloading or purchasing the software material, which
|
||||
includes source code (the "Source Code"), artwork data, music and
|
||||
software tools (collectively, the "Software"), you are agreeing to
|
||||
be bound by the terms of this Agreement. If you do not agree to the
|
||||
terms of this Agreement, promptly destroy the Software you may have
|
||||
downloaded or copied.
|
||||
|
||||
ID SOFTWARE LICENSE
|
||||
|
||||
1. Grant of License. ID grants to you the right to use the
|
||||
Software. You have no ownership or proprietary rights in or to the
|
||||
Software, or the Trademark. For purposes of this section, "use" means
|
||||
loading the Software into RAM, as well as installation on a hard disk
|
||||
or other storage device. The Software, together with any archive copy
|
||||
thereof, shall be destroyed when no longer used in accordance with
|
||||
this Agreement, or when the right to use the Software is terminated.
|
||||
You agree that the Software will not be shipped, transferred or
|
||||
exported into any country in violation of the U.S. Export
|
||||
Administration Act (or any other law governing such matters) and that
|
||||
you will not utilize, in any other manner, the Software in violation
|
||||
of any applicable law.
|
||||
|
||||
2. Permitted Uses. For educational purposes only, you, the
|
||||
end-user, may use portions of the Source Code, such as particular
|
||||
routines, to develop your own software, but may not duplicate the
|
||||
Source Code, except as noted in paragraph 4. The limited right
|
||||
referenced in the preceding sentence is hereinafter referred to as
|
||||
"Educational Use." By so exercising the Educational Use right you
|
||||
shall not obtain any ownership, copyright, proprietary or other
|
||||
interest in or to the Source Code, or any portion of the Source
|
||||
Code. You may dispose of your own software in your sole discretion.
|
||||
With the exception of the Educational Use right, you may not
|
||||
otherwise use the Software, or an portion of the Software, which
|
||||
includes the Source Code, for commercial gain.
|
||||
|
||||
3. Prohibited Uses: Under no circumstances shall you, the
|
||||
end-user, be permitted, allowed or authorized to commercially exploit
|
||||
the Software. Neither you nor anyone at your direction shall do any
|
||||
of the following acts with regard to the Software, or any portion
|
||||
thereof:
|
||||
|
||||
Rent;
|
||||
|
||||
Sell;
|
||||
|
||||
Lease;
|
||||
|
||||
Offer on a pay-per-play basis;
|
||||
|
||||
Distribute for money or any other consideration; or
|
||||
|
||||
In any other manner and through any medium whatsoever
|
||||
commercially exploit or use for any commercial purpose.
|
||||
|
||||
Notwithstanding the foregoing prohibitions, you may commercially
|
||||
exploit the software you develop by exercising the Educational Use
|
||||
right, referenced in paragraph 2. hereinabove.
|
||||
|
||||
4. Copyright. The Software and all copyrights related thereto
|
||||
(including all characters and other images generated by the Software
|
||||
or depicted in the Software) are owned by ID and is protected by
|
||||
United States copyright laws and international treaty provisions.
|
||||
Id shall retain exclusive ownership and copyright in and to the
|
||||
Software and all portions of the Software and you shall have no
|
||||
ownership or other proprietary interest in such materials. You must
|
||||
treat the Software like any other copyrighted material. You may not
|
||||
otherwise reproduce, copy or disclose to others, in whole or in any
|
||||
part, the Software. You may not copy the written materials
|
||||
accompanying the Software. You agree to use your best efforts to
|
||||
see that any user of the Software licensed hereunder complies with
|
||||
this Agreement.
|
||||
|
||||
5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT
|
||||
TO THE SOFTWARE. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL
|
||||
RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO
|
||||
JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE
|
||||
WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR SPECIFIC REQUIREMENTS.
|
||||
THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS
|
||||
WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES,
|
||||
DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE
|
||||
MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF
|
||||
OF ID.
|
||||
|
||||
Exclusive Remedies. The Software is being offered to you
|
||||
free of any charge. You agree that you have no remedy against ID, its
|
||||
affiliates, contractors, suppliers, and agents for loss or damage
|
||||
caused by any defect or failure in the Software regardless of the form
|
||||
of action, whether in contract, tort, includinegligence, strict
|
||||
liability or otherwise, with regard to the Software. This Agreement
|
||||
shall be construed in accordance with and governed by the laws of the
|
||||
State of Texas. Copyright and other proprietary matters will be
|
||||
governed by United States laws and international treaties. IN ANY
|
||||
CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST
|
||||
SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER
|
||||
SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT,
|
||||
NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN
|
||||
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY
|
||||
OTHER PARTY. Some jurisdictions do not allow the exclusion or
|
||||
limitation of incidental or consequential damages, so the above
|
||||
limitation or exclusion may not apply to you.
|
||||
|
||||
|
||||
|
||||
|
534
docs/history.txt
534
docs/history.txt
|
@ -1,534 +0,0 @@
|
|||
ZDoom Release History
|
||||
|
||||
More detailed info can be found in the file docs/rh-log.txt included with
|
||||
the source code.
|
||||
|
||||
|
||||
1.22 (12 December 1999)
|
||||
=======================
|
||||
* Scroll_Texture_Both and TranslucentLine specials can now be used from ACS.
|
||||
* Fixed compiler-dependent cvar ordering during netgame arbitration.
|
||||
* Fixed certain polyobject movement combinations that would not stop even
|
||||
though they were supposed to.
|
||||
* Did some cleanup for Alpha processors.
|
||||
|
||||
|
||||
1.21 (26 November 1999)
|
||||
=======================
|
||||
* Fixed problems with thinkers removing themselves and causing other thinkers
|
||||
to not get a chance to think.
|
||||
* Added hud_scale cvar.
|
||||
|
||||
|
||||
1.20 (25 November 1999)
|
||||
=======================
|
||||
* Fixed saving, reloading, and then resaving games when travelling between
|
||||
levels in a hub.
|
||||
* Fixed saving of ACS scripts scheduled to occur on a future level.
|
||||
|
||||
|
||||
1.19 (24 November 1999)
|
||||
=======================
|
||||
* DeHackEd patches that set an actor's death sound to 0 without removing
|
||||
the A_Scream call no longer crash.
|
||||
* Fixed sync problems when playing with bullet puffs as particles vs as
|
||||
sprites.
|
||||
* Fixed friction when walking on the bottom of swimmable water.
|
||||
* Added Jeffrey Cuenco's fixes to get -host and -join to work properly.
|
||||
* Fixed BOOM generalized locked doors so that the open/close type will
|
||||
actually close.
|
||||
* Added pointer tracking and cleanup. This should fix the occasional
|
||||
crashes when saving games and various other anomalies.
|
||||
|
||||
|
||||
1.18b (15 September 1999)
|
||||
=========================
|
||||
* Fixed crash when saving games with more than 1024 objects.
|
||||
* Fixed crash when loading a game without starting a new one first.
|
||||
* Reduced the size and frequency of pregame network packets, under the
|
||||
assumption that problems people were having using 1.18 on the Internet
|
||||
are a result of limited modem bandwidth.
|
||||
|
||||
|
||||
1.18a (12 September 1999)
|
||||
=========================
|
||||
* Fixed liquid warping temporarily stopping when changing levels.
|
||||
* +/-mlook commands do not generate unknown command messages.
|
||||
* Fixed support for maps with >10 deathmatch starts. Thanks to Roman
|
||||
Hatsiev.
|
||||
* Fixed support for the special "maps" EndGame? in MAPINFO lumps.
|
||||
* Teleport destination (no gravity) now works as intended.
|
||||
* Hopefully fixed savegame problems.
|
||||
* Bots are restored from savegames.
|
||||
* Fixed keyboard turning speed when -dup is used.
|
||||
* Network commands get executed only once when -dup is used.
|
||||
* In sectors with damaging floors and swimmable deep water, the damage
|
||||
will also be applied while the player is swimming and not just when
|
||||
the player is on the ground.
|
||||
|
||||
|
||||
1.18 (5 September 1999)
|
||||
=======================
|
||||
* Replaced the older Cajun 0.71 with Cajun 0.97.
|
||||
* Fixed handling of status bar faces with skins that provide them.
|
||||
* Added swimmable water.
|
||||
* Messages printed to the middle of the screen also print to the console.
|
||||
* Skill and other server cvars get saved in savegames again.
|
||||
* Added liquid texture warping.
|
||||
* Bad MAPINFO lumps generate error messages instead of hanging.
|
||||
* Realized that it's impossible to guarantee that all object pointers will
|
||||
be valid without some effort, so FArchive saves DObject objects as NULL
|
||||
objects now instead of aborting with an error.
|
||||
* Added the ACS built-in functions localambientsound, activatorsound, and
|
||||
setlinemonsterblocking.
|
||||
* Added a thing that does nothing but count toward the number of secrets.
|
||||
* Added a fly mode.
|
||||
* Finally implemented the +moveup and +movedown commands.
|
||||
|
||||
|
||||
118test10-source only (14 August 1999)
|
||||
======================================
|
||||
* Reimplemented hub travel.
|
||||
* Optimized R_MapPlane slightly.
|
||||
* Added fov command.
|
||||
* Added vertical sub-pixel accuracy to the renderer.
|
||||
* Added searches for an IWAD in the current directory, $DOOMWADDIR, and
|
||||
$HOME.
|
||||
|
||||
|
||||
118test9 (9 August 1999)
|
||||
========================
|
||||
* Fixed the "wild" bot spinning problem.
|
||||
* Commands like changemap that could make network games go out of sync
|
||||
should work properly now. The reason they would do that is closely related
|
||||
to the reason that the bots would start spinning.
|
||||
* Finished the serializer. Now savegames work. Hubs don't, because I haven't
|
||||
written the player travelling code yet.
|
||||
* Various other code cleanup.
|
||||
|
||||
|
||||
118test8 (20 July 1999)
|
||||
=======================
|
||||
* Fixed a crash problem with the "burn" screen wipe.
|
||||
* Fixed a crash problem with playing non-assigned sound sequences.
|
||||
* Fixed a crash problem related to trying to shutdown the music subsystem
|
||||
twice.
|
||||
* If you try to add more coop bots than there are coop starts, the extra
|
||||
bot leaves quietly instead of ending the game.
|
||||
* Weapondrop is now a "server" cvar, which it should have been in the
|
||||
first place.
|
||||
* Changed the nodetable file format to be more compact.
|
||||
* Bots can now be recorded in demos.
|
||||
* Bots work in multiplayer games. Still buggy. Spawning bots can cause
|
||||
consistancy failures, and they can start spinning wildly.
|
||||
|
||||
|
||||
118test7 (12 July 1999)
|
||||
=======================
|
||||
* Fixed handling of maps with scrolling walls.
|
||||
* Single player works again. In test6, all games were considered either coop
|
||||
or deathmatch.
|
||||
* Disabled the bot thinking code in single player games, so you don't suffer
|
||||
a performance hitwhen not using bots.
|
||||
* Added some performance counters accessible through the stat command.
|
||||
|
||||
|
||||
118test6 (10 July 1999)
|
||||
=======================
|
||||
* Rewrote the wu line drawer to look better (especially in overlay mode).
|
||||
* Stretched skies now get stretched horizontally as well as vertically.
|
||||
* Did an initial integration of the Cajun Bot 0.71 code.
|
||||
|
||||
|
||||
118test5 (6 July 1999)
|
||||
======================
|
||||
* Fixed a potential infinite loop that was introduced in 118test1.
|
||||
* Delayed the initial execution of cvar callbacks.
|
||||
* Added Heretic's anti-aliased Wu line drawer to the automap.
|
||||
|
||||
|
||||
118test4 (3 July 1999)
|
||||
======================
|
||||
* Fixed the "Bad DCanvas::CopyRect" problem introduced in test3.
|
||||
* Fixed sound sequences that should not be cut off when stopped (such as
|
||||
the standard doors).
|
||||
|
||||
|
||||
118test3 (2 July 1999)
|
||||
======================
|
||||
* Removed unnecessary display mode switches.
|
||||
* Created a DCanvas class to encapsulate most 2D rendering.
|
||||
|
||||
|
||||
118test2 (1 July 1999)
|
||||
======================
|
||||
* Fixed vertical aim clipping (BFG works again).
|
||||
* Fixed monster wandering.
|
||||
* Maps with mapthings of type 0 no longer generate warning messages.
|
||||
* Crushers that do no damage no longer act as if they inflict pain to
|
||||
actors.
|
||||
* The alias command lists aliases again.
|
||||
* Aliases are saved to the config file again.
|
||||
|
||||
|
||||
118test1 (30 June 1999)
|
||||
=======================
|
||||
* Tweaked the optimized renderer for fifth-generation processors.
|
||||
* Added the following specials:
|
||||
- Line_AlignFloor
|
||||
- Line_AlignCeiling
|
||||
- Sector_SetRotation
|
||||
- Sector_SetCeilingPanning
|
||||
- Sector_SetFloorPanning
|
||||
- Secter_SetCeilingScale
|
||||
- Sector_SetFloorScale
|
||||
* Added an additional parameter to the Transfer_Heights special.
|
||||
* Switched to the OpenPTC library for display.
|
||||
* Converted lots of code to an object-oriented C++ architecture.
|
||||
|
||||
|
||||
1.17c (5 May 1999)
|
||||
==================
|
||||
* Fixed game saving crashes on maps with wind/current effects.
|
||||
* In deep water sectors, the underwater light and fog colors can now be
|
||||
set independently of the area above water.
|
||||
* Added nojump, allowjump, nofreelook, and allowfreelook keywords for
|
||||
use in MAPINFO lumps.
|
||||
* The random number seed now changes each time you run the program.
|
||||
|
||||
|
||||
1.17b (15 March 1999)
|
||||
=====================
|
||||
1.17b contains some minor bug fixes over 1.17 and 1.17a. It also loads
|
||||
faster because the sprite dimensions are not cached until they are
|
||||
actually needed. There are also some other internal changes in
|
||||
preparation for supporting Heretic and Hexen, but those don't affect
|
||||
the user yet.
|
||||
|
||||
|
||||
1.17a (21 February 1999)
|
||||
========================
|
||||
1.17a is mostly minor bug fixes and was released because Herian 2 needed
|
||||
some of those fixes. There are a few new features, however:
|
||||
|
||||
* If you have a skins directory in the same directory as zdoom.exe,
|
||||
every wad file in it will be automatically loaded when the game starts.
|
||||
This way, you don't have to load your skins by hand to use them.
|
||||
* New formatting options for text printed using ACS.
|
||||
* A code pointer to make monsters fire a railgun.
|
||||
|
||||
|
||||
1.17 (17 February 1999)
|
||||
=======================
|
||||
* I'm releasing both DOS and Win32 versions simultaneously. (The DOS version
|
||||
does not support MIDI/MUS music or a joystick.)
|
||||
|
||||
Bug fixes:
|
||||
* Multiplayer games with monsters do not crash.
|
||||
* Player corpses do not levitate and then fall down when a player respawns
|
||||
in multiplayer games.
|
||||
* Using togglemap outside of a game will not crash.
|
||||
* Monsters stop attacking their target once it's dead.
|
||||
* EV_StopPlat() does not get stuck in an infinite loop if there are moving
|
||||
platforms.
|
||||
* Partially invisible players are drawn the proper colors (instead of
|
||||
green) if r_drawfuzz is 0.
|
||||
* If you are invisible, so are your muzzle flashes.
|
||||
* Trying to execute a non-existant script will not crash.
|
||||
* Using a ChangeCamera special from an open script will not crash.
|
||||
* The FloorAndCeiling_RaiseByValue and FloorAndCeiling_LowerByValues now
|
||||
behave like Hexen's.
|
||||
* Using -loadgame from the command line works.
|
||||
* Fixed a memory leak during generation of the translucency tables.
|
||||
* In high resolutions, weapon sprites meet the bottom of the screen.
|
||||
* Sounds will not cut out mysteriously when there is no reason for them to
|
||||
do so.
|
||||
* Sounds will also not be stopped immediately when a thing is removed, so
|
||||
explosion sounds will play to their full length.
|
||||
* Things can make more than one sound at once.
|
||||
* The deathmatch scoreboard is aligned properly at high resolutions.
|
||||
* Spynext and spyprev work properly instead of leaving the status bar
|
||||
"lagging behind" the player being viewed.
|
||||
* The light-amp does not disable colored lighting.
|
||||
* The sky gets inverted when using the invulnerability powerup.
|
||||
* Implemented better z-checking code (from Heretic/Hexen).
|
||||
* Pain elementals will spawn one lost soul at a time instead of two inside
|
||||
of each other.
|
||||
* Bex patches that use thing mnemonics really do work now, and unknown bit
|
||||
messages aren't generated for regular DeHackEd patches.
|
||||
* Linedef type 134 for regular DOOM/BOOM maps requires a red key for
|
||||
activation (it was being improperly translated to require a blue one).
|
||||
* Monsters can activate secret lines when they cross them. (See DOOM2/MAP08).
|
||||
* The player extreme death sound is used.
|
||||
* When a player leaves a network game, their body is removed instead of
|
||||
being left empty.
|
||||
* 0-length sounds are treated as empty sounds instead of sounds 4 gigs long.
|
||||
* Skins that replaced player sounds with sounds in the IWAD work.
|
||||
* Muzzle flashes do not light up foggy areas, and fullbright sprites stay
|
||||
shrouded in fog.
|
||||
* Alphanumeric keys no longer automatically repeat on the console.
|
||||
* Wads such as gothicdm2 that used new flats in addition to the ones in the
|
||||
IWAD with the regular doom.exe work.
|
||||
|
||||
New features:
|
||||
* Significant speed improvements on modern processors.
|
||||
* Armor and keys are shown on the fullscreen HUD.
|
||||
* Colored text.
|
||||
* A playdemo console command.
|
||||
* A chasecam.
|
||||
* A particle sytsem.
|
||||
* An optional railgun to show off the particle system. (Start the game with
|
||||
-deh railgun.bex if you want to use it.)
|
||||
|
||||
New features interesting for wad authors:
|
||||
* Polyobjects.
|
||||
* Sound sequences.
|
||||
* WAVE files can be used as sound lumps without converting them to DMX's
|
||||
format first.
|
||||
* A sky can be specified to not be stretched even if it is shorter than 200
|
||||
pixels.
|
||||
* Sparks.
|
||||
* Particle fountains.
|
||||
* Parallax skies.
|
||||
* Some new DeHackEd thing flags from Hexen (bobbing, reflective, etc.).
|
||||
|
||||
|
||||
1.16 (22 December 1998)
|
||||
=======================
|
||||
Bug fixes:
|
||||
* No more limit on size of savegames or demos.
|
||||
* Screen resolutions above 320x200 are now the proper brightness (they were
|
||||
too bright before.)
|
||||
* Improved the brightness of the console font.
|
||||
* Bullet puffs can show up on the floor and ceiling and not just walls.
|
||||
* Missile weapons can trigger gun activation lines.
|
||||
* Barrels now bounce around as much as they did in original DOOM. (They were
|
||||
too "inert" in 1.14.)
|
||||
* If a demo is being recorded, quitting the game normally will save the demo
|
||||
to disk. (Previously, you had to use the stop command to do this.)
|
||||
|
||||
New features for players:
|
||||
* Proper support for BOOM maps.
|
||||
* Mouse wheel support and weapnext/weapprev commands.
|
||||
* Doublebindings.
|
||||
* Better analog joystick support.
|
||||
* 180 degree turn command for keyboarders.
|
||||
* Damage done by a rocket to its shooter is configurable and defaults to the
|
||||
original Doom behavior.
|
||||
* User-configurable gender. (Even though I don't have any new player sounds,
|
||||
at least the obituaries are gender-aware. :-)
|
||||
* Teamplay mode.
|
||||
* New cvar to disable manual aiming of the BFG to prevent someone from
|
||||
shooting it at the floor and quickly triggering tracer damage before.
|
||||
* Maps no longer need to have as many deathmatch starts as there are players
|
||||
in a deathmatch game.
|
||||
* Support for Doom Legacy skins.
|
||||
* Rewrote the MIDI/MUS code so that it has a working volume control.
|
||||
* Many more console commands and cvars.
|
||||
|
||||
New features for editors:
|
||||
* Proper support for BOOM maps.
|
||||
* Obituaries are configurable with a .bex patch.
|
||||
* Moster paths
|
||||
* Colored lighting
|
||||
* Fog can be applied to only part of a level instead of all of it.
|
||||
* Per-sector gravity settings.
|
||||
* Support for up to 256 ambient sounds (as opposed to the limit of 64 in
|
||||
earlier versions).
|
||||
* Sector damage adjustable from between 0-255 points of damage.
|
||||
* Changable camera views.
|
||||
* The following editing features that were introduced in Hexen are also
|
||||
available in ZDoom:
|
||||
- Most line specials take arguments that modify their behavior.
|
||||
- ACS scripting.
|
||||
- Hubs.
|
||||
- Earthquakes.
|
||||
- Dormant monsters.
|
||||
- Trigger events to happen on monster deaths.
|
||||
- "Waggling" floors.
|
||||
- Pillar builders.
|
||||
- Push activation lines (walking into a wall can trigger an event).
|
||||
- Thing spawning (e.g. for traps/gifts).
|
||||
|
||||
|
||||
1.14a (27 July 1998)
|
||||
====================
|
||||
Bugs fixed are:
|
||||
|
||||
* No more crashing about freeing a pointer without ZONEID when changing
|
||||
levels.
|
||||
* Skies wider than 256 pixels are drawn correctly.
|
||||
* Monsters' heights are once again the same as they were in id's original
|
||||
DOOM, so certain areas work properly again.
|
||||
* Monsters shouldn't teleport into each other anymore.
|
||||
* Improved support for international keyboards.
|
||||
* The skill level chosen for a new game is no longer ignored if the new
|
||||
game is started while a demo is playing.
|
||||
|
||||
Cosmetic changes:
|
||||
|
||||
* No more "sv_gravity changed to...", "skill changed to...", etc. messages
|
||||
in single player games.
|
||||
* Activating the player setup menu automatically stops any playing demos,
|
||||
since it doesn't work properly while they play.
|
||||
* Barrels don't go flying away when exploding anymore.
|
||||
* Added def_patch cvar to automatically load a DeHackEd patch each time the
|
||||
game is started.
|
||||
* ZDoom save games now use the name zdoomsv?.dsg instead of doomsav?.dsg.
|
||||
|
||||
This version also includes some preliminary BOOM support as I started
|
||||
integrating some of the BOOM source code with ZDoom:
|
||||
|
||||
* Medusa fix.
|
||||
* Openings limit removed.
|
||||
* Removed limit on switches and animations.
|
||||
* Added support for BOOM-like ANIMATED and SWITCHES lumps in PWADs.
|
||||
* Added support for BOOM-style scrollers (including conveyors).
|
||||
* Added partial deep-water support.
|
||||
|
||||
|
||||
1.14 (14 July 1998)
|
||||
===================
|
||||
Bugs fixed:
|
||||
* The bunny scroller at the end of E3M8 no longer crashes the game.
|
||||
* The IDKFA cheat gives the proper amount of armor again.
|
||||
* Demo recording works again.
|
||||
* Telefragging works again.
|
||||
* Picking up the invulnerability sphere displays the correct colors now.
|
||||
* DeHackEd patches containing text replacements no longer crash the game.
|
||||
* Printing a string containing "%s" to the console and then changing the
|
||||
video mode will no longer crash the game.
|
||||
* Chat mode finally works again.
|
||||
* If MIDAS can't initialize, you can still play the game but without sound.
|
||||
* Pistol and chaingun sounds no longer cut out when there are lots of
|
||||
zombie men shooting their pistols at you.
|
||||
* Mouse input should no longer be so jerky under Windows NT.
|
||||
* The crosshair is finally accurate for aiming.
|
||||
* Autoaim is properly remembered each time you start ZDoom.
|
||||
* Switches in the Ultimate Doom that aren't also in the shareware Doom
|
||||
properly change their appearance when switched.
|
||||
|
||||
New features:
|
||||
* Players can choose their own colors and names.
|
||||
(Player setup menu is included).
|
||||
* 8-player support (untested but should work).
|
||||
* Miscellaneous internal code changes have been borrowed from the BOOM
|
||||
source. (This does *not* mean that ZDoom supports BOOM levels yet.)
|
||||
* Cheats, chat messages, and gamestate changes are now recorded in demos.
|
||||
* Single-player demos recorded with ZDoom are generally smaller than
|
||||
before.
|
||||
* Quake 2-style deathmatch flags.
|
||||
* Cheats (optionally) work in multiplayer games.
|
||||
* Mode X is now supported under Win95, so all the machines that couldn't
|
||||
run ZDoom in 320x200 before should be able to now.
|
||||
* Fewer conditions result in error messages that quit the game. (If you
|
||||
have Heretic, try this: Start ZDoom with -file heretic and go to the
|
||||
console and type "MAP E1M1".)
|
||||
* Keys can repeat in the console.
|
||||
* The console and chat mode now use the localized keymap set with the
|
||||
Keyboard control panel.
|
||||
* Messages at the top of the screen now break along between words instead
|
||||
of in the middle of them.
|
||||
* Added -config command line parameter.
|
||||
* Added -fastdemo command line parameter.
|
||||
* Added new screen shot command. (bound to "Print Screen" key by default)
|
||||
* Added Quake-like +showscores command. (bound to "\" key by default)
|
||||
* Aliases are now saved in the config file.
|
||||
* Added support for multiple pitched sounds like in very old version of
|
||||
Doom. (Use the snd_pitched cvar to turn it on and off.)
|
||||
|
||||
|
||||
1.13 (26 May 1998)
|
||||
==================
|
||||
* Fixed some major bugs (that crashed the game) and other lesser bugs that were
|
||||
just annoying.
|
||||
* 3-D collisions for walking under and standing on other things.
|
||||
* The status bar can be scaled to the full width of the screen.
|
||||
* The screen mode can be selected from a menu inside the game.
|
||||
* ZDoom can run in a window on the desktop.
|
||||
* Better DeHackEd support. Only a few text replacements are not supported.
|
||||
Everything else works (including monster infighting which I haven't seen
|
||||
in any other port).
|
||||
* New features for level designers (see editing.txt for details):
|
||||
Specification of next and secret maps on a per-map basis.
|
||||
Specify sky texture on a per-map basis.
|
||||
Use any lump in a wad as music for a map.
|
||||
Give maps a custom name without using a DeHackEd patch.
|
||||
Maps can be named anything (not just E?M? or MAP??).
|
||||
Place any messages of any length between any two maps.
|
||||
Hexen-style fog (of any color).
|
||||
Ambient sounds--either point like Quake or global like Heretic and Hexen.
|
||||
Automatic use of DeHackEd patches in PWADs.
|
||||
No more tutti-frutti for short textures of certain heights.
|
||||
zdoom.wcf file for use with WadAuthor.
|
||||
* Rocket jumping. (One very important note about this: You need to be *in the
|
||||
air* when your rocket explodes for rocket jumping to work. This is different
|
||||
from Quake, and I will probably rewrite it for the next release.)
|
||||
* Dynamic palette flashes.
|
||||
* Supports stretching skies for freelook.
|
||||
* Larger freelook range.
|
||||
* Added tab-completion to the console.
|
||||
* zdoom.cfg is now the name of the default configuration file since Doom
|
||||
Legacy decided to start using config.cfg.
|
||||
* French language support. (Set language cvar to "french".)
|
||||
* Player obituaries.
|
||||
* Unlimited ammo cheat (use g_unlimitedammo cvar).
|
||||
|
||||
|
||||
1.12 (7 April 1998)
|
||||
===================
|
||||
* Some visual enhancements were made such as centering the menus and
|
||||
drawing borders around the status bar in higher resolutions.
|
||||
* Console commands can now be specified on the command line.
|
||||
* Removed some of DOOM's limits such as VisPlanes, VisSprites, and 2S
|
||||
HOM.
|
||||
* Rewrote some of the inner loops in assembly. (There was some assembly
|
||||
in 1.11, but it never got used.)
|
||||
* New cvars relating to mouse movement. (invertmouse, m_pitch, m_yaw,
|
||||
etc.)
|
||||
* Mouse movement doesn't get sluggish in high resolutions.
|
||||
* Automap colors are customizable.
|
||||
* Automap overlay and rotation are available.
|
||||
* Eight crosshairs.
|
||||
* Shoot up/down.
|
||||
* Alt-Tab and Pause work properly on all machines now.
|
||||
* The +jump command now works.
|
||||
* 25% and 75% translucency levels in addition to 50%. The translucency
|
||||
tables now get saved to disk, too, so they only need to be calculated
|
||||
once instead of every time the game is run.
|
||||
* The console font is now editable.
|
||||
* Near complete support for DeHackEd patches. (Only monster infighting
|
||||
and changing a few minor text strings are not supported.)
|
||||
* Sky height and position is now fixed for high resolutions. (It still
|
||||
wraps if you look up, but at least now if you look straight ahead, it
|
||||
never will.)
|
||||
* Weapon sprite is always drawn at the correct location. (It was being
|
||||
drawn too low in some resolutions like 400x300.)
|
||||
* New options menu, which includes a key configuration screen.
|
||||
* "Stealth" monsters.
|
||||
* New full-screen HUD.
|
||||
* And a few other things not worth mentioning separately.
|
||||
|
||||
|
||||
1.11 (6 March 1998) Initial Release
|
||||
===================================
|
||||
* Works under both Windows 95 and NT 4.0, although it works best under
|
||||
Win95.
|
||||
* Limited support for the Pause key. It works with some keyboards on
|
||||
some machines.
|
||||
* Supports any resolution compatible with your DirectDraw drivers.
|
||||
* Look up/down ala Heretic.
|
||||
* Translucency for selected objects.
|
||||
* Has a console with most of the functionality of Quake's. The only
|
||||
significant missing feature is Tab-completion.
|
||||
* Notarget cheat.
|
||||
* Command to kill all monsters in a level or yourself.
|
||||
* Can play MUS, MIDI, and MOD music.
|
||||
* Selected sounds are played in surround sound.
|
||||
* Doors that need keys to open are highlighted on the automap.
|
||||
* Automap now shows various statistics in addition to the level name.
|
||||
* True keybindings. Bind any key to any command or sequence of
|
||||
commands.
|
||||
* Intermission screen can now display your stats using absolute values
|
||||
rather than percentages.
|
||||
* A new more general demo format.
|
|
@ -1,8 +1,10 @@
|
|||
The original Doom source code was released by id Software under the
|
||||
Doom Source Code License. See doomlic.txt.
|
||||
GPL v2, but has been relicensed under the GPL v3 for GZDoom.
|
||||
See gpl.txt
|
||||
|
||||
Parts of the voxel code in the software renderer use code from the
|
||||
BUILD engine by Ken Silverman. See buildlic.txt.
|
||||
BUILD engine by Ken Silverman and are used under the terms of the
|
||||
GPL v3 with permission.
|
||||
|
||||
The majority of original code uses a BSD-like lincese. See bsd.txt.
|
||||
|
||||
|
@ -16,7 +18,7 @@ Jean-loup Gailly and Mark Adler.
|
|||
|
||||
This software uses the gdtoa package, see gdtoa.txt.
|
||||
|
||||
This software uses the snes_spc library, which is covered by the GNU Lesser
|
||||
This software uses the game_music_emu library, which is covered by the GNU Lesser
|
||||
General Public License. See lgpl.txt.
|
||||
|
||||
This software uses the "Dynamic Universal Music Bibliotheque" library for
|
||||
|
@ -25,6 +27,5 @@ however, has been heavily modified from its original form and is the same
|
|||
version used by the foobar2000 component foo_dumb as of mid-2008, found at
|
||||
http://kode54.foobar2000.org/.
|
||||
|
||||
This software uses the OPL emulator from MAME 0.95. Playback of MUS files
|
||||
on the OPL emulation is accomplished with some help from Vladimir Arnost's
|
||||
MUS File Player Library, with fixes to make it more accurate.
|
||||
All script code in gzdoom.pk3 is licensed under the GPL v3 unless noted
|
||||
otherwise.
|
|
@ -1,71 +0,0 @@
|
|||
BUILD SOURCE CODE LICENSE TERMS: 06/20/2000
|
||||
|
||||
[1] I give you permission to make modifications to my Build source and
|
||||
distribute it, BUT:
|
||||
|
||||
[2] Any derivative works based on my Build source may be distributed ONLY
|
||||
through the INTERNET.
|
||||
|
||||
[3] Distribution of any derivative works MUST be done completely FREE of
|
||||
charge - no commercial exploitation whatsoever.
|
||||
|
||||
[4] Anything you distribute which uses a part of my Build Engine source
|
||||
code MUST include:
|
||||
|
||||
[A] The following message somewhere in the archive:
|
||||
|
||||
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
|
||||
// Ken Silverman's official web site: "http://www.advsys.net/ken"
|
||||
// See the included license file "BUILDLIC.TXT" for license info.
|
||||
|
||||
[B] This text file "BUILDLIC.TXT" along with it.
|
||||
|
||||
[C] Any source files that you modify must include this message as well:
|
||||
|
||||
// This file has been modified from Ken Silverman's original release
|
||||
|
||||
[5] The use of the Build Engine for commercial purposes will require an
|
||||
appropriate license arrangement with me. Contact information is
|
||||
on my web site.
|
||||
|
||||
[6] I take no responsibility for damage to your system.
|
||||
|
||||
[7] Technical support: Before contacting me with questions, please read
|
||||
and do ALL of the following!
|
||||
|
||||
[A] Look though ALL of my text files. There are 7 of them (including this
|
||||
one). I like to think that I wrote them for a reason. You will find
|
||||
many of your answers in the history section of BUILD.TXT and
|
||||
BUILD2.TXT (they're located inside SRC.ZIP).
|
||||
|
||||
[B] If that doesn't satisfy you, then try going to:
|
||||
|
||||
"http://www.advsys.net/ken/buildsrc"
|
||||
|
||||
where I will maintain a Build Source Code FAQ (or perhaps I might
|
||||
just provide a link to a good FAQ).
|
||||
|
||||
[C] I am willing to respond to questions, but ONLY if they come at a rate
|
||||
that I can handle.
|
||||
|
||||
PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS!
|
||||
|
||||
As my line of defense, I will post my current policy about
|
||||
answering Build source questions (right below the E-mail address
|
||||
on my web site.) You can check there to see if I'm getting
|
||||
overloaded with questions or not.
|
||||
|
||||
If I'm too busy, it might say something like this:
|
||||
|
||||
I'm too busy to answer Build source questions right now.
|
||||
Sorry, but don't expect a reply from me any time soon.
|
||||
|
||||
If I'm open for Build source questions, please state your question
|
||||
clearly and don't include any unsolicited attachments unless
|
||||
they're really small (like less than 50k). Assume that I have
|
||||
a 28.8k modem. Also, don't leave out important details just
|
||||
to make your question appear shorter - making me guess what
|
||||
you're asking doesn't save me time!
|
||||
|
||||
----------------------------------------------------------------------------
|
||||
-Ken S. (official web site: http://www.advsys.net/ken)
|
42
docs/licenses/bzip2.txt
Normal file
42
docs/licenses/bzip2.txt
Normal file
|
@ -0,0 +1,42 @@
|
|||
|
||||
--------------------------------------------------------------------------
|
||||
|
||||
This program, "bzip2", the associated library "libbzip2", and all
|
||||
documentation, are copyright (C) 1996-2010 Julian R Seward. All
|
||||
rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
2. The origin of this software must not be misrepresented; you must
|
||||
not claim that you wrote the original software. If you use this
|
||||
software in a product, an acknowledgment in the product
|
||||
documentation would be appreciated but is not required.
|
||||
|
||||
3. Altered source versions must be plainly marked as such, and must
|
||||
not be misrepresented as being the original software.
|
||||
|
||||
4. The name of the author may not be used to endorse or promote
|
||||
products derived from this software without specific prior written
|
||||
permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS
|
||||
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
|
||||
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
|
||||
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
Julian Seward, jseward@bzip.org
|
||||
bzip2/libbzip2 version 1.0.6 of 6 September 2010
|
||||
|
||||
--------------------------------------------------------------------------
|
|
@ -1,112 +0,0 @@
|
|||
|
||||
|
||||
LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||
|
||||
This Limited Use Software License Agreement (the "Agreement")
|
||||
is a legal agreement between you, the end-user, and Id Software, Inc.
|
||||
("ID"). By downloading or purchasing the software material, which
|
||||
includes source code (the "Source Code"), artwork data, music and
|
||||
software tools (collectively, the "Software"), you are agreeing to
|
||||
be bound by the terms of this Agreement. If you do not agree to the
|
||||
terms of this Agreement, promptly destroy the Software you may have
|
||||
downloaded or copied.
|
||||
|
||||
ID SOFTWARE LICENSE
|
||||
|
||||
1. Grant of License. ID grants to you the right to use the
|
||||
Software. You have no ownership or proprietary rights in or to the
|
||||
Software, or the Trademark. For purposes of this section, "use" means
|
||||
loading the Software into RAM, as well as installation on a hard disk
|
||||
or other storage device. The Software, together with any archive copy
|
||||
thereof, shall be destroyed when no longer used in accordance with
|
||||
this Agreement, or when the right to use the Software is terminated.
|
||||
You agree that the Software will not be shipped, transferred or
|
||||
exported into any country in violation of the U.S. Export
|
||||
Administration Act (or any other law governing such matters) and that
|
||||
you will not utilize, in any other manner, the Software in violation
|
||||
of any applicable law.
|
||||
|
||||
2. Permitted Uses. For educational purposes only, you, the
|
||||
end-user, may use portions of the Source Code, such as particular
|
||||
routines, to develop your own software, but may not duplicate the
|
||||
Source Code, except as noted in paragraph 4. The limited right
|
||||
referenced in the preceding sentence is hereinafter referred to as
|
||||
"Educational Use." By so exercising the Educational Use right you
|
||||
shall not obtain any ownership, copyright, proprietary or other
|
||||
interest in or to the Source Code, or any portion of the Source
|
||||
Code. You may dispose of your own software in your sole discretion.
|
||||
With the exception of the Educational Use right, you may not
|
||||
otherwise use the Software, or an portion of the Software, which
|
||||
includes the Source Code, for commercial gain.
|
||||
|
||||
3. Prohibited Uses: Under no circumstances shall you, the
|
||||
end-user, be permitted, allowed or authorized to commercially exploit
|
||||
the Software. Neither you nor anyone at your direction shall do any
|
||||
of the following acts with regard to the Software, or any portion
|
||||
thereof:
|
||||
|
||||
Rent;
|
||||
|
||||
Sell;
|
||||
|
||||
Lease;
|
||||
|
||||
Offer on a pay-per-play basis;
|
||||
|
||||
Distribute for money or any other consideration; or
|
||||
|
||||
In any other manner and through any medium whatsoever
|
||||
commercially exploit or use for any commercial purpose.
|
||||
|
||||
Notwithstanding the foregoing prohibitions, you may commercially
|
||||
exploit the software you develop by exercising the Educational Use
|
||||
right, referenced in paragraph 2. hereinabove.
|
||||
|
||||
4. Copyright. The Software and all copyrights related thereto
|
||||
(including all characters and other images generated by the Software
|
||||
or depicted in the Software) are owned by ID and is protected by
|
||||
United States copyright laws and international treaty provisions.
|
||||
Id shall retain exclusive ownership and copyright in and to the
|
||||
Software and all portions of the Software and you shall have no
|
||||
ownership or other proprietary interest in such materials. You must
|
||||
treat the Software like any other copyrighted material. You may not
|
||||
otherwise reproduce, copy or disclose to others, in whole or in any
|
||||
part, the Software. You may not copy the written materials
|
||||
accompanying the Software. You agree to use your best efforts to
|
||||
see that any user of the Software licensed hereunder complies with
|
||||
this Agreement.
|
||||
|
||||
5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT
|
||||
TO THE SOFTWARE. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL
|
||||
RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO
|
||||
JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE
|
||||
WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR SPECIFIC REQUIREMENTS.
|
||||
THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS
|
||||
WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES,
|
||||
DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE
|
||||
MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF
|
||||
OF ID.
|
||||
|
||||
Exclusive Remedies. The Software is being offered to you
|
||||
free of any charge. You agree that you have no remedy against ID, its
|
||||
affiliates, contractors, suppliers, and agents for loss or damage
|
||||
caused by any defect or failure in the Software regardless of the form
|
||||
of action, whether in contract, tort, includinegligence, strict
|
||||
liability or otherwise, with regard to the Software. This Agreement
|
||||
shall be construed in accordance with and governed by the laws of the
|
||||
State of Texas. Copyright and other proprietary matters will be
|
||||
governed by United States laws and international treaties. IN ANY
|
||||
CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST
|
||||
SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER
|
||||
SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT,
|
||||
NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN
|
||||
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY
|
||||
OTHER PARTY. Some jurisdictions do not allow the exclusion or
|
||||
limitation of incidental or consequential damages, so the above
|
||||
limitation or exclusion may not apply to you.
|
||||
|
||||
|
||||
|
||||
|
674
docs/licenses/gpl.txt
Normal file
674
docs/licenses/gpl.txt
Normal file
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
Binary file not shown.
Before Width: | Height: | Size: 59 KiB |
1134
docs/zdoom.txt
1134
docs/zdoom.txt
File diff suppressed because it is too large
Load diff
|
@ -1,17 +0,0 @@
|
|||
cmake_minimum_required( VERSION 2.8.7 )
|
||||
if( NOT NO_FMOD AND FMOD_INCLUDE_DIR )
|
||||
include_directories( ${FMOD_INCLUDE_DIR} ${SDL2_INCLUDE_DIR} )
|
||||
check_library_exists(${FMOD_LIBRARY} "FMOD_System_GetDriverCaps" "fmod.h" FMOD_IS_EX)
|
||||
|
||||
# Only usable with FMOD Ex
|
||||
if( FMOD_IS_EX )
|
||||
include_directories( ${FMOD_INCLUDE_DIR} ${SDL2_INCLUDE_DIR} )
|
||||
add_library( output_sdl MODULE output_sdl.c )
|
||||
target_link_libraries( output_sdl ${SDL2_LIBRARY} )
|
||||
|
||||
FILE( WRITE ${CMAKE_CURRENT_BINARY_DIR}/link-make "if [ ! -e ${ZDOOM_OUTPUT_DIR}/liboutput_sdl.so ]; then ln -sf output_sdl/liboutput_sdl.so ${ZDOOM_OUTPUT_DIR}/liboutput_sdl.so; fi" )
|
||||
add_custom_command( TARGET output_sdl POST_BUILD
|
||||
COMMAND chmod +x ${CMAKE_CURRENT_BINARY_DIR}/link-make
|
||||
COMMAND /bin/sh -c ${CMAKE_CURRENT_BINARY_DIR}/link-make )
|
||||
endif()
|
||||
endif()
|
|
@ -1,215 +0,0 @@
|
|||
#include <stdio.h>
|
||||
#include "fmod.h"
|
||||
#include "fmod_output.h"
|
||||
#include "SDL.h"
|
||||
|
||||
#define CONVERTBUFFER_SIZE 4096 // in bytes
|
||||
|
||||
#define D(x)
|
||||
|
||||
#define FALSE 0
|
||||
#define TRUE 1
|
||||
|
||||
typedef int BOOL;
|
||||
|
||||
struct AudioData
|
||||
{
|
||||
FMOD_OUTPUT_STATE *Output;
|
||||
BOOL ConvertU8toS8;
|
||||
BOOL ConvertU16toS16;
|
||||
int BytesPerSample;
|
||||
};
|
||||
|
||||
FMOD_SOUND_FORMAT Format_SDLtoFMOD(Uint16 format)
|
||||
{
|
||||
if ((format & (AUDIO_U8 | AUDIO_U16LSB)) == AUDIO_U8)
|
||||
{
|
||||
return FMOD_SOUND_FORMAT_PCM8;
|
||||
}
|
||||
return FMOD_SOUND_FORMAT_PCM16;
|
||||
}
|
||||
|
||||
Uint16 Format_FMODtoSDL(FMOD_SOUND_FORMAT format)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case FMOD_SOUND_FORMAT_PCM8: return AUDIO_S8;
|
||||
case FMOD_SOUND_FORMAT_PCM16: return AUDIO_S16SYS;
|
||||
default: return AUDIO_S16SYS;
|
||||
}
|
||||
}
|
||||
|
||||
static void SDLCALL AudioCallback(void *userdata, Uint8 *stream, int len)
|
||||
{
|
||||
struct AudioData *data = (struct AudioData *)userdata;
|
||||
int i;
|
||||
|
||||
data->Output->readfrommixer(data->Output, stream, len / data->BytesPerSample);
|
||||
|
||||
if (data->ConvertU8toS8)
|
||||
{
|
||||
for (i = 0; i < len; ++i)
|
||||
{
|
||||
stream[i] -= 0x80;
|
||||
}
|
||||
}
|
||||
else if (data->ConvertU16toS16)
|
||||
{
|
||||
len /= 2;
|
||||
for (i = 0; i < len; ++i)
|
||||
{
|
||||
((short *)stream)[i] -= 0x8000;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static FMOD_RESULT F_CALLBACK GetNumDrivers(FMOD_OUTPUT_STATE *output_state, int *numdrivers)
|
||||
{
|
||||
if (numdrivers == NULL)
|
||||
{
|
||||
return FMOD_ERR_INVALID_PARAM;
|
||||
}
|
||||
*numdrivers = 1;
|
||||
return FMOD_OK;
|
||||
}
|
||||
|
||||
static FMOD_RESULT F_CALLBACK GetDriverName(FMOD_OUTPUT_STATE *output_state, int id, char *name, int namelen)
|
||||
{
|
||||
if (id != 0 || name == NULL)
|
||||
{
|
||||
return FMOD_ERR_INVALID_PARAM;
|
||||
}
|
||||
strncpy(name, "SDL default", namelen);
|
||||
return FMOD_OK;
|
||||
}
|
||||
|
||||
static FMOD_RESULT F_CALLBACK GetDriverCaps(FMOD_OUTPUT_STATE *output_state, int id, FMOD_CAPS *caps)
|
||||
{
|
||||
if (id != 0 || caps == NULL)
|
||||
{
|
||||
return FMOD_ERR_INVALID_PARAM;
|
||||
}
|
||||
*caps = FMOD_CAPS_OUTPUT_FORMAT_PCM8 | FMOD_CAPS_OUTPUT_FORMAT_PCM16 | FMOD_CAPS_OUTPUT_MULTICHANNEL;
|
||||
return FMOD_OK;
|
||||
}
|
||||
|
||||
static FMOD_RESULT F_CALLBACK Init(FMOD_OUTPUT_STATE *output_state, int selecteddriver,
|
||||
FMOD_INITFLAGS flags, int *outputrate, int outputchannels,
|
||||
FMOD_SOUND_FORMAT *outputformat, int dspbufferlength, int dspnumbuffers,
|
||||
void *extradriverdata)
|
||||
{
|
||||
SDL_AudioSpec desired, obtained;
|
||||
struct AudioData *data;
|
||||
|
||||
if (selecteddriver != 0 || outputrate == NULL || outputformat == NULL)
|
||||
{
|
||||
D(printf("invalid param\n"));
|
||||
return FMOD_ERR_INVALID_PARAM;
|
||||
}
|
||||
if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0)
|
||||
{
|
||||
D(printf("init subsystem failed\n"));
|
||||
return FMOD_ERR_OUTPUT_INIT;
|
||||
}
|
||||
data = malloc(sizeof(*data));
|
||||
if (data == NULL)
|
||||
{
|
||||
D(printf("nomem\n"));
|
||||
SDL_QuitSubSystem(SDL_INIT_AUDIO);
|
||||
return FMOD_ERR_MEMORY;
|
||||
}
|
||||
desired.freq = *outputrate;
|
||||
desired.format = Format_FMODtoSDL(*outputformat);
|
||||
desired.channels = outputchannels;
|
||||
desired.samples = dspbufferlength;
|
||||
desired.callback = AudioCallback;
|
||||
desired.userdata = data;
|
||||
if (SDL_OpenAudio(&desired, &obtained) < 0)
|
||||
{
|
||||
D(printf("openaudio failed\n"));
|
||||
free(data);
|
||||
SDL_QuitSubSystem(SDL_INIT_AUDIO);
|
||||
return FMOD_ERR_OUTPUT_INIT;
|
||||
}
|
||||
if (obtained.channels != outputchannels)
|
||||
{ // Obtained channels don't match what we wanted.
|
||||
SDL_CloseAudio();
|
||||
SDL_QuitSubSystem(SDL_INIT_AUDIO);
|
||||
free(data);
|
||||
return FMOD_ERR_OUTPUT_CREATEBUFFER;
|
||||
}
|
||||
data->Output = output_state;
|
||||
data->ConvertU8toS8 = FALSE;
|
||||
data->ConvertU16toS16 = FALSE;
|
||||
if (obtained.format == AUDIO_U8)
|
||||
{
|
||||
data->ConvertU8toS8 = TRUE;
|
||||
D(printf("convert u8 to s8\n"));
|
||||
}
|
||||
else if (obtained.format == AUDIO_U16SYS)
|
||||
{
|
||||
data->ConvertU16toS16 = TRUE;
|
||||
D(printf("convert u16 to s16\n"));
|
||||
}
|
||||
output_state->plugindata = data;
|
||||
*outputrate = obtained.freq;
|
||||
*outputformat = Format_SDLtoFMOD(obtained.format);
|
||||
data->BytesPerSample = *outputformat == FMOD_SOUND_FORMAT_PCM16 ? 2 : 1;
|
||||
data->BytesPerSample *= desired.channels;
|
||||
D(printf("init ok\n"));
|
||||
SDL_PauseAudio(0);
|
||||
return FMOD_OK;
|
||||
}
|
||||
|
||||
static FMOD_RESULT F_CALLBACK Close(FMOD_OUTPUT_STATE *output_state)
|
||||
{
|
||||
struct AudioData *data = (struct AudioData *)output_state->plugindata;
|
||||
|
||||
D(printf("Close\n"));
|
||||
if (data != NULL)
|
||||
{
|
||||
SDL_CloseAudio();
|
||||
SDL_QuitSubSystem(SDL_INIT_AUDIO);
|
||||
free(data);
|
||||
}
|
||||
return FMOD_OK;
|
||||
}
|
||||
|
||||
static FMOD_RESULT F_CALLBACK Update(FMOD_OUTPUT_STATE *update)
|
||||
{
|
||||
return FMOD_OK;
|
||||
}
|
||||
|
||||
static FMOD_RESULT F_CALLBACK GetHandle(FMOD_OUTPUT_STATE *output_state, void **handle)
|
||||
{
|
||||
D(printf("Gethandle\n"));
|
||||
// SDL's audio isn't multi-instanced, so this is pretty meaningless
|
||||
if (handle == NULL)
|
||||
{
|
||||
return FMOD_ERR_INVALID_PARAM;
|
||||
}
|
||||
*handle = output_state->plugindata;
|
||||
return FMOD_OK;
|
||||
}
|
||||
|
||||
static FMOD_OUTPUT_DESCRIPTION Desc =
|
||||
{
|
||||
"SDL Output", // name
|
||||
1, // version
|
||||
0, // polling
|
||||
GetNumDrivers,
|
||||
GetDriverName,
|
||||
GetDriverCaps,
|
||||
Init,
|
||||
Close,
|
||||
Update,
|
||||
GetHandle,
|
||||
NULL, // getposition
|
||||
NULL, // lock
|
||||
NULL // unlock
|
||||
};
|
||||
|
||||
F_DECLSPEC F_DLLEXPORT FMOD_OUTPUT_DESCRIPTION * F_API FMODGetOutputDescription()
|
||||
{
|
||||
return &Desc;
|
||||
}
|
Loading…
Reference in a new issue