gzdoom-last-svn/src/cmdlib.h

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// cmdlib.h
#ifndef __CMDLIB__
#define __CMDLIB__
#include "doomtype.h"
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <errno.h>
#include <ctype.h>
#include <stdarg.h>
// the dec offsetof macro doesnt work very well...
#define myoffsetof(type,identifier) ((size_t)&((type *)1)->identifier - 1)
int Q_filelength (FILE *f);
bool FileExists (const char *filename);
bool DirEntryExists (const char *pathname);
Update to ZDoom r905: - Added Martin Howe's morph system update. - Added support for defining composite textures in HIRESTEX. It is not fully tested and right now can't do much more than the old TEXTUREx method. - Added a few NULL pointer checks to the texture code. - Made duplicate class names in DECORATE non-fatal. There is really no stability concern here and the worst that can happen is that the wrong actor is spawned. This was a constant hassle when testing with WADs that contain duplicate resources. - Removed some GCC warnings. - Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp. - Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW failed compiling the new MIDI code. - Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char pointers, since "" is a constant. - Fixed: parsecontext.h was missing a newline at the end of the file. - Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In particular, this meant that every channel was almost certainly in mono mode, which can sound pretty bad if the song isn't meant to be played that way. - Added bank numbers to the MIDI precaching for Timidity, since I guess I do need to care about banks, if even the Duke MIDIs use various banks. - Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp shouldn't unconditionally link against it. - Fixed: pre_resample() was still disabled, and it left two samples at the end of the new wave data uninitialized. - Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get rid of timidity/tables.cpp, which conflicts in name with the main Doom tables.cpp. (And interestingly, VC++ automatically renamed the object file, so I wasn't aware of the problem with GCC.) - Added a Gets function to the FileReader class which I planned to use to enable Timidity to read its config and sound patches from Zips. I put this on hold though after finding out that the sound quality isn't even near that of Timidity++. - GCC-Fixes (FString::GetChars() for Printf calls) - Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag can be loaded - Changed the MIDIStreamer to send the all notes off controller to each channel when restarting the song, rather than emitting a single note off event which only has 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Eliminated some more global variables (onmobj, DoRipping, LastRipped, MissileActor, bulletpitch and linetarget.) - Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :( - Changed the progdir global variable into an FString. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
extern FString progdir;
void FixPathSeperator (char *path);
static void inline FixPathSeperator (FString &path) { path.ReplaceChars('\\', '/'); }
void DefaultExtension (char *path, const char *extension);
void DefaultExtension (FString &path, const char *extension);
FString ExtractFilePath (const char *path);
FString ExtractFileBase (const char *path, bool keep_extension=false);
int ParseHex (const char *str);
int ParseNum (const char *str);
bool IsNum (const char *str); // [RH] added
char *copystring(const char *s);
char *ncopystring(const char *s);
void ReplaceString (char **ptr, const char *str);
bool CheckWildcards (const char *pattern, const char *text);
Update to ZDoom r1083. Not fully tested yet! - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code. - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
void FormatGUID (char *buffer, size_t buffsize, const GUID &guid);
const char *myasctime ();
int strbin (char *str);
FString strbin1 (const char *start);
Update to ZDoom r1433: - Fixed: Untranslated colors in fonts had an alpha value of 0 but need 255. - Fixed: The Doom status bar's ammo display may not use the INDEXFONT for the alternative HUD. Instead it has to create a separate one out of the STYSNUM characters. - Fixed: skins can not be sorted for binary search because the player class code depends on the original indices. - Fixed: P_StartConversation set the global dialog node variable for all players, not just the consoleplayer. - Fixed: AWeapon::PickupForAmmo assumed that any weapon having a secondary ammo type also has a primary one. - Bumped netgame, demo and min demo version for the weapon slot changes. - changed weapon slots to be stored per player. Information is now transmitted across the network so that all machines know each player's current weapon configuration so that it can be used by cheats or HUD display routines. - fixed: level_info_t::mapbg was not initialized - Fixed: Player names and chat macros that end with incomplete \c escapes now have those escapes stripped before printing so that they do not merge with subsequent text. - Fixed: The CHARFORMAT structure that is used to set the color in a Windows Rich Edit control was not fully initialized resulting in incorrect colors being set. - Moved default weapon slot assignments into the player classes. Weapon.SlotNumber is now used solely for mods that want to add new weapons without completely redoing the player's arsenal. Restored some config-based weapon slot customization, though slots are no longer automatically saved to the config and section names have changed slightly. However, unlike before, config slots are now the definitive word on slot assignments and cannot be overridden by any other files loaded. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@302 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-21 17:07:32 +00:00
void CleanseString (char *str);
void CreatePath(const char * fn);
Update to ZDoom r1312: - Fixed: The save percentage for Doom's green armor was slightly too low which caused roundoff errors that made it less than 1/3 effective. - Added support for "RRGGBB" strings to V_GetColor. - Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly. - Changed GetSpriteIndex to cache the last used sprite name so that the code using this function doesn't have to do it itself. - Moved some more code for the state parser into p_states.cpp. - Fixed: TDeletingArray should not try to delete NULL pointers. - Added binary (b) and hexadecimal (x) cast types for ACS's various print statements. - Added ClassifyActor(tid) ACS builtin function. This takes a TID and returns a set of bits describing the actor. If TID is 0, it returns information about the activator. If there is more than one actor with the given TID, only the first one is considered. Currently defined bits are: ACTOR_NONE No actors with this TID exist (only when TID is not 0). ACTOR_WORLD Activator is the world (only when TID is 0). ACTOR_PLAYER Actor is a player (includes bots and voodoo dolls). ACTOR_BOT Actor is a bot. ACTOR_VOODOODOLL Actor is a voodoo doll. ACTOR_MONSTER Actor is a monster. ACTOR_ALIVE Actor is alive (players/monsters only). ACTOR_DEAD Actor is dead (players/monsters only). ACTOR_MISSILE Actor is a missile. ACTOR_GENERIC Actor exists, but no further information is available. - Moved ExpandEnvVars() from d_main.cpp to cmdlib.cpp. - AutoExec paths now support the same variable expansion as the search paths. Additionally, on Windows, the default autoexec path is now relative to $PROGDIR, rather than using a fixed path to the executable's current directory. - All usable Autoload and AutoExec sections are now created at the top of the config file along with some brief explanatory notes so they are readily visible to anyone who wants to edit them. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@254 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-07 16:38:02 +00:00
FString ExpandEnvVars(const char *searchpathstring);
Update to ZDoom r1418: - Fixed parsing for MustConfirm key in skill parser. - Converted internal MAPINFOs to new syntax. - Added a range parameter to SNDINFO's $limit. - Restored Dehacked music name replacement. - Added GUICapture mouse events for Win32. - Changed I_GetFromClipboard() to return an FString. - Added GTK+-based clipboard support for Linux. - Fixed: Most Linux filesystems do not fill in d_type for scandir(), so we cannot rely on it to detect directories. - Added NicePath() function to perform shell-style ~ substitution on path names. - Changed the default screenshot directory on Unix to ~/.zdoom/screenshots/. - Added -shotdir command line option to temporarily override the screenshot_dir cvar. - Fixed: G_SerializeLevel must use the TEXMAN_ReturnFirst flag for getting the sky textures so that it still works when the first texture in a TEXTURE1 lump is used as sky. - Restored the old drawseg/sprite distance check from 2.0.63. The code that replaced it did the check at the center of the area intersected by the sprite and the drawseg, whereas 2.0.63 only did the check at the location of the sprite on the map. - Commented out the CALL_ACTION(A_Look, actor) for targetless friendly monsters in A_DoChase(). They can still find new targets without this, and with it, they got stuck on the first frame of their see state. - Fixed: Keys bound in a custom key section would unbind the key in the main game section. - Fixed scrolling of the automap background on a rotated automap. - Changed singleplayer allowrespawn to act like a co-op game when you change levels while dead by immediately respawning you before the switch so that you get to keep all your inventory. - Fixed: G_InitLevelLocals() did not set flags2. - fixed: The compatibility parser applied the last map's settings to all maps in the compatibility list. - Added compatibility settings for a few more levels in some classic WADs. - Added spechit overflow workaround for Strain MAP07. This is highly map specific because the original behavior cannot be restored. - Added a check for Doom's IWAD levels that forces COMPAT_SHORTTEX for them. MD5 cannot be used well here because there's many different IWADs with slightly different levels. This is only done for Doom format levels to ensure that custom IWADs for ZDoom are not affected. - fixed: level.flags2 was not reset at level start. - Fixed: Morph powerups can change the actor picking up the item so AInventory::CallTryPickup must be able to return the new actor. - Fixed: ACS's GiveInventory may not assume that a PlayerPawn is still attached to the player data after an item has been given. - Added a missing NULL pointer check to DBaseStatusBar::Blendview. - Added a compatibility lump because I think it's a shame that Void doesn't work properly on new ZDooms after all the collaboration I had with Cyb on that map. (Works with other maps, too.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@298 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-08 23:01:13 +00:00
FString NicePath(const char *path);
Update to ZDoom r1312: - Fixed: The save percentage for Doom's green armor was slightly too low which caused roundoff errors that made it less than 1/3 effective. - Added support for "RRGGBB" strings to V_GetColor. - Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly. - Changed GetSpriteIndex to cache the last used sprite name so that the code using this function doesn't have to do it itself. - Moved some more code for the state parser into p_states.cpp. - Fixed: TDeletingArray should not try to delete NULL pointers. - Added binary (b) and hexadecimal (x) cast types for ACS's various print statements. - Added ClassifyActor(tid) ACS builtin function. This takes a TID and returns a set of bits describing the actor. If TID is 0, it returns information about the activator. If there is more than one actor with the given TID, only the first one is considered. Currently defined bits are: ACTOR_NONE No actors with this TID exist (only when TID is not 0). ACTOR_WORLD Activator is the world (only when TID is 0). ACTOR_PLAYER Actor is a player (includes bots and voodoo dolls). ACTOR_BOT Actor is a bot. ACTOR_VOODOODOLL Actor is a voodoo doll. ACTOR_MONSTER Actor is a monster. ACTOR_ALIVE Actor is alive (players/monsters only). ACTOR_DEAD Actor is dead (players/monsters only). ACTOR_MISSILE Actor is a missile. ACTOR_GENERIC Actor exists, but no further information is available. - Moved ExpandEnvVars() from d_main.cpp to cmdlib.cpp. - AutoExec paths now support the same variable expansion as the search paths. Additionally, on Windows, the default autoexec path is now relative to $PROGDIR, rather than using a fixed path to the executable's current directory. - All usable Autoload and AutoExec sections are now created at the top of the config file along with some brief explanatory notes so they are readily visible to anyone who wants to edit them. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@254 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-07 16:38:02 +00:00
struct FFileList
{
FString Filename;
bool isDirectory;
};
void ScanDirectory(TArray<FFileList> &list, const char *dirpath);
#endif