gzdoom-last-svn/src/sdl/i_system.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <fnmatch.h>
#include <unistd.h>
#include <stdarg.h>
#include <sys/types.h>
#include <sys/time.h>
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
#include <sys/stat.h>
#ifndef NO_GTK
#include <gtk/gtk.h>
#include <gdk/gdkkeysyms.h>
#endif
#include "doomerrors.h"
#include <math.h>
#include "SDL.h"
#include "doomtype.h"
Update to ZDoom r1246: - Used the one unused byte in the state structure as a flag to tell what type the NextState parameter is. The code did some rather unsafe checks with it to determine its type. - moved all state related code into a new file: p_states.cpp. - merged all FindState functions. All the different variations are now inlined and call the same function to do the real work. - did some code cleanup and reorganization in thingdef.cpp. - Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation. - To get the game name the screenshot code might as well use the globally available GameNames array instead of creating its own list. - Moved backpack names for cheat into gameinfo. - Fixed: SNDINFO must be loaded before the textures. However, this required some changes to the MAPINFO parser which tried to access the texture manager to check if the level name patches exist. That check had to be moved to where the intermission screen is set up. - Fixed: 'bloodcolor' ignored the first parameter value when given a list of integers. Please note that this creates an incompatibility between old and new versions so if you want to create something that works with both 2.2.0 and current versions better use the string format version for the color parameter! - Rewrote the DECORATE property parser so that the parser is completely separated from the property handlers. This should allow reuse of all the handler code for a new format if Doomscript requires one. - Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's defaults were larger than the parent's. - Moved A_ChangeFlag to thingdef_codeptr.cpp. - Moved translation related code from thingdef_properties.cpp to r_translate.cpp and rewrote the translation parser to use FScanner instead of strtol. - replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency. Since this was never used outside zdoom.pk3 it's not critical. - Removed support for game specific pickup messages because the only thing this was ever used for - Raven's invulnerability item - has already been split up into a Heretic and Hexen version. - Fixed: The Timidity config parser always tried to process the note number, even if it wasn't specified. - Fixed: When UpdateJoystickMenu() modifies the menu items for different controllers, the joystick axis selectors need to NULL the d.graycheck field, since this is shared by the axis sensitivity sliders' step values. - Fixed: The crosshair must be initialized after the texture manager because on the fly texture creation for graphics patches is no longer supported. - Fixed a few Linux compile errors. - Changed: Replaced weapons should not be given by generic cheats, only when explicitly giving them. - Changed 'give weapon' cheat so that in single player it only gives weapons belonging to the current game or are placed in a weapon slot to avoid giving the Chex Quest weapons in Doom and vice versa. - Fixed: The texture manager must be the first thing to be initialized because MAPINFO and DECORATE both can reference textures and letting them create their own textures is not safe. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@181 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-23 21:41:49 +00:00
#include "doomstat.h"
#include "version.h"
#include "doomdef.h"
#include "cmdlib.h"
#include "m_argv.h"
#include "m_misc.h"
#include "i_video.h"
#include "i_sound.h"
#include "i_music.h"
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
#include "x86.h"
#include "d_main.h"
#include "d_net.h"
#include "g_game.h"
#include "i_system.h"
#include "c_dispatch.h"
#include "templates.h"
#include "stats.h"
#include "hardware.h"
#include "gameconfigfile.h"
Update to ZDoom r1246: - Used the one unused byte in the state structure as a flag to tell what type the NextState parameter is. The code did some rather unsafe checks with it to determine its type. - moved all state related code into a new file: p_states.cpp. - merged all FindState functions. All the different variations are now inlined and call the same function to do the real work. - did some code cleanup and reorganization in thingdef.cpp. - Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation. - To get the game name the screenshot code might as well use the globally available GameNames array instead of creating its own list. - Moved backpack names for cheat into gameinfo. - Fixed: SNDINFO must be loaded before the textures. However, this required some changes to the MAPINFO parser which tried to access the texture manager to check if the level name patches exist. That check had to be moved to where the intermission screen is set up. - Fixed: 'bloodcolor' ignored the first parameter value when given a list of integers. Please note that this creates an incompatibility between old and new versions so if you want to create something that works with both 2.2.0 and current versions better use the string format version for the color parameter! - Rewrote the DECORATE property parser so that the parser is completely separated from the property handlers. This should allow reuse of all the handler code for a new format if Doomscript requires one. - Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's defaults were larger than the parent's. - Moved A_ChangeFlag to thingdef_codeptr.cpp. - Moved translation related code from thingdef_properties.cpp to r_translate.cpp and rewrote the translation parser to use FScanner instead of strtol. - replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency. Since this was never used outside zdoom.pk3 it's not critical. - Removed support for game specific pickup messages because the only thing this was ever used for - Raven's invulnerability item - has already been split up into a Heretic and Hexen version. - Fixed: The Timidity config parser always tried to process the note number, even if it wasn't specified. - Fixed: When UpdateJoystickMenu() modifies the menu items for different controllers, the joystick axis selectors need to NULL the d.graycheck field, since this is shared by the axis sensitivity sliders' step values. - Fixed: The crosshair must be initialized after the texture manager because on the fly texture creation for graphics patches is no longer supported. - Fixed a few Linux compile errors. - Changed: Replaced weapons should not be given by generic cheats, only when explicitly giving them. - Changed 'give weapon' cheat so that in single player it only gives weapons belonging to the current game or are placed in a weapon slot to avoid giving the Chex Quest weapons in Doom and vice versa. - Fixed: The texture manager must be the first thing to be initialized because MAPINFO and DECORATE both can reference textures and letting them create their own textures is not safe. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@181 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-23 21:41:49 +00:00
#include "m_fixed.h"
#include "g_level.h"
EXTERN_CVAR (String, language)
extern "C"
{
double SecondsPerCycle = 1e-8;
double CyclesPerSecond = 1e8;
}
#ifndef NO_GTK
extern bool GtkAvailable;
#endif
DWORD LanguageIDs[4] =
{
MAKE_ID ('e','n','u',0),
MAKE_ID ('e','n','u',0),
MAKE_ID ('e','n','u',0),
MAKE_ID ('e','n','u',0)
};
int (*I_GetTime) (bool saveMS);
int (*I_WaitForTic) (int);
void (*I_FreezeTime) (bool frozen);
void I_Tactile (int on, int off, int total)
{
// UNUSED.
on = off = total = 0;
}
ticcmd_t emptycmd;
ticcmd_t *I_BaseTiccmd(void)
{
return &emptycmd;
}
void I_BeginRead(void)
{
}
void I_EndRead(void)
{
}
static DWORD TicStart;
static DWORD TicNext;
static DWORD BaseTime;
static int TicFrozen;
// [RH] Returns time in milliseconds
unsigned int I_MSTime (void)
{
unsigned int time = SDL_GetTicks ();
return time - BaseTime;
}
//
// I_GetTime
// returns time in 1/35th second tics
//
int I_GetTimePolled (bool saveMS)
{
if (TicFrozen != 0)
{
return TicFrozen;
}
DWORD tm = SDL_GetTicks();
if (saveMS)
{
TicStart = tm;
TicNext = Scale((Scale (tm, TICRATE, 1000) + 1), 1000, TICRATE);
}
return Scale(tm - BaseTime, TICRATE, 1000);
}
int I_WaitForTicPolled (int prevtic)
{
int time;
assert (TicFrozen == 0);
while ((time = I_GetTimePolled(false)) <= prevtic)
;
return time;
}
void I_FreezeTimePolled (bool frozen)
{
if (frozen)
{
assert(TicFrozen == 0);
TicFrozen = I_GetTimePolled(false);
}
else
{
assert(TicFrozen != 0);
int froze = TicFrozen;
TicFrozen = 0;
int now = I_GetTimePolled(false);
BaseTime += (now - froze) * 1000 / TICRATE;
}
}
// Returns the fractional amount of a tic passed since the most recent tic
fixed_t I_GetTimeFrac (uint32 *ms)
{
DWORD now = SDL_GetTicks ();
if (ms) *ms = TicNext;
DWORD step = TicNext - TicStart;
if (step == 0)
{
return FRACUNIT;
}
else
{
fixed_t frac = clamp<fixed_t> ((now - TicStart)*FRACUNIT/step, 0, FRACUNIT);
return frac;
}
}
void I_WaitVBL (int count)
{
// I_WaitVBL is never used to actually synchronize to the
// vertical blank. Instead, it's used for delay purposes.
usleep (1000000 * count / 70);
}
//
// SetLanguageIDs
//
void SetLanguageIDs ()
{
}
//
// I_Init
//
void I_Init (void)
{
Update to ZDoom r1146 (warning: massive changes ahead!) - Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
CheckCPUID (&CPU);
DumpCPUInfo (&CPU);
I_GetTime = I_GetTimePolled;
I_WaitForTic = I_WaitForTicPolled;
I_FreezeTime = I_FreezeTimePolled;
- Fixed: The trace code could pass a temporary sector struct with its result. Update to ZDoom r1271: - Added native variables to expression evaluator and replaced the previous handling of actor variables in expressions with it. - Added support for floating point constants to DECORATE expression evaluator. - Rewrote the SeePastShootableLines check in P_SightCheckLine() to be more readable. - Commented out the MugShot state nulling in DSBarInfo::AttachToPlayer() so that fiddling with player options does not reset the mug shot. - Fixed: SetMugShotState ACS command did not pop the stack. - Added a global symbol table and changed DECORATE parser to put its global symbols there instead of into AActor. - Changed the expression evaluator's floating point precision to double. - Started rewriting the DECORATE expression evaluator to allow more flexibility. All the operators use the new functionality but functions, variables and constants are yet to be redone. While doing this rewrite I noticed that random2 was always evaluated as const. This got fixed automatically. - This may or may not be a problem, but GCC warned that FStateDefinitions:: AddStateDefines() does not initialize def.FStateDefine::DefineFlags, so I fixed that. - Fixed: The three-argument version of AActor::FindState() initialized a two-entry array for passing to the main FindState() routine, but did not actually pass it, passing the original primary label instead. - Fixed: SDL builds did not shutdown the sound system at exit. - Fixed: ThingCountSector and ThingCountNameSector did not remove enough entries from the stack, and did not put the result in the right slot. - Fixed: Teleport lines were prioritized over secret lines when deciding what color to draw them on the automap. - Fixed: Death-reverting morphs did not remove the morph item from the player's inventory when death caused the morph to revert. - Updated fmod_wrap.h for FMOD Ex 4.18. - Fixed: The TEXTURES parser could copy beyond the end of a string when parsing a 'define' definition. - Fixed: Cheats in demos must not access the weapon slots. - Fixed: S_ChannelEnded didn't check for a NULL SfxInfo. - Fixed: R_InitTables did a typecast to angle_t instead of fixed_t. - Fixed: PowerProtection and PowerDamage applied their defaults incorrectly. - Fixed: The damage type property didn't properly read its factor. - Finally has the right idea how to restore Doom's original clipping of projectiles against decorations without breaking anything newer: Added a new 'projectilepassheight' property that defines an alternative height that is only used when checking a projectile's movement against this actor. If the value is positive it is used regardless of other settings, if it is negative, its absolute will be used if a new compatibility option is enabled and if it is 0 the normal height will be used. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@187 b0f79afe-0144-0410-b225-9a4edf0717df
2008-10-19 22:24:34 +00:00
atterm (I_ShutdownSound);
I_InitSound ();
}
//
// I_Quit
//
static int has_exited;
void I_Quit (void)
{
has_exited = 1; /* Prevent infinitely recursive exits -- killough */
if (demorecording)
G_CheckDemoStatus();
}
//
// I_Error
//
extern FILE *Logfile;
bool gameisdead;
void STACK_ARGS I_FatalError (const char *error, ...)
{
static bool alreadyThrown = false;
gameisdead = true;
if (!alreadyThrown) // ignore all but the first message -- killough
{
alreadyThrown = true;
char errortext[MAX_ERRORTEXT];
int index;
va_list argptr;
va_start (argptr, error);
index = vsprintf (errortext, error, argptr);
va_end (argptr);
// Record error to log (if logging)
if (Logfile)
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
{
fprintf (Logfile, "\n**** DIED WITH FATAL ERROR:\n%s\n", errortext);
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
fflush (Logfile);
}
// throw CFatalError (errortext);
fprintf (stderr, "%s\n", errortext);
exit (-1);
}
if (!has_exited) // If it hasn't exited yet, exit now -- killough
{
has_exited = 1; // Prevent infinitely recursive exits -- killough
exit(-1);
}
}
void STACK_ARGS I_Error (const char *error, ...)
{
va_list argptr;
char errortext[MAX_ERRORTEXT];
va_start (argptr, error);
vsprintf (errortext, error, argptr);
va_end (argptr);
throw CRecoverableError (errortext);
}
void I_SetIWADInfo (const IWADInfo *info)
{
}
void I_PrintStr (const char *cp)
{
fputs (cp, stdout);
fflush (stdout);
}
#ifndef NO_GTK
// GtkTreeViews eats return keys. I want this to be like a Windows listbox
// where pressing Return can still activate the default button.
gint AllowDefault(GtkWidget *widget, GdkEventKey *event, gpointer func_data)
{
if (event->type == GDK_KEY_PRESS && event->keyval == GDK_Return)
{
gtk_window_activate_default (GTK_WINDOW(func_data));
}
return FALSE;
}
// Double-clicking an entry in the list is the same as pressing OK.
gint DoubleClickChecker(GtkWidget *widget, GdkEventButton *event, gpointer func_data)
{
if (event->type == GDK_2BUTTON_PRESS)
{
*(int *)func_data = 1;
gtk_main_quit();
}
return FALSE;
}
// When the user presses escape, that should be the same as canceling the dialog.
gint CheckEscape (GtkWidget *widget, GdkEventKey *event, gpointer func_data)
{
if (event->type == GDK_KEY_PRESS && event->keyval == GDK_Escape)
{
gtk_main_quit();
}
return FALSE;
}
void ClickedOK(GtkButton *button, gpointer func_data)
{
*(int *)func_data = 1;
gtk_main_quit();
}
EXTERN_CVAR (Bool, queryiwad);
int I_PickIWad_Gtk (WadStuff *wads, int numwads, bool showwin, int defaultiwad)
{
GtkWidget *window;
GtkWidget *vbox;
GtkWidget *hbox;
GtkWidget *bbox;
GtkWidget *widget;
GtkWidget *tree;
GtkWidget *check;
GtkListStore *store;
GtkCellRenderer *renderer;
GtkTreeViewColumn *column;
GtkTreeSelection *selection;
GtkTreeIter iter, defiter;
int close_style = 0;
int i;
// Create the dialog window.
window = gtk_window_new (GTK_WINDOW_TOPLEVEL);
gtk_window_set_title (GTK_WINDOW(window), GAMESIG " " DOTVERSIONSTR ": Select an IWAD to use");
gtk_window_set_position (GTK_WINDOW(window), GTK_WIN_POS_CENTER);
gtk_container_set_border_width (GTK_CONTAINER(window), 10);
g_signal_connect (window, "delete_event", G_CALLBACK(gtk_main_quit), NULL);
g_signal_connect (window, "key_press_event", G_CALLBACK(CheckEscape), NULL);
// Create the vbox container.
vbox = gtk_vbox_new (FALSE, 10);
gtk_container_add (GTK_CONTAINER(window), vbox);
// Create the top label.
widget = gtk_label_new ("ZDoom found more than one IWAD\nSelect from the list below to determine which one to use:");
gtk_box_pack_start (GTK_BOX(vbox), widget, false, false, 0);
gtk_misc_set_alignment (GTK_MISC(widget), 0, 0);
// Create a list store with all the found IWADs.
store = gtk_list_store_new (3, G_TYPE_STRING, G_TYPE_STRING, G_TYPE_INT);
for (i = 0; i < numwads; ++i)
{
const char *filepart = strrchr (wads[i].Path, '/');
if (filepart == NULL)
filepart = wads[i].Path;
else
filepart++;
gtk_list_store_append (store, &iter);
gtk_list_store_set (store, &iter,
0, filepart,
1, IWADInfos[wads[i].Type].Name,
2, i,
-1);
if (i == defaultiwad)
{
defiter = iter;
}
}
// Create the tree view control to show the list.
tree = gtk_tree_view_new_with_model (GTK_TREE_MODEL(store));
renderer = gtk_cell_renderer_text_new ();
column = gtk_tree_view_column_new_with_attributes ("IWAD", renderer, "text", 0, NULL);
gtk_tree_view_append_column (GTK_TREE_VIEW(tree), column);
renderer = gtk_cell_renderer_text_new ();
column = gtk_tree_view_column_new_with_attributes ("Game", renderer, "text", 1, NULL);
gtk_tree_view_append_column (GTK_TREE_VIEW(tree), column);
gtk_box_pack_start (GTK_BOX(vbox), GTK_WIDGET(tree), true, true, 0);
g_signal_connect(G_OBJECT(tree), "button_press_event", G_CALLBACK(DoubleClickChecker), &close_style);
g_signal_connect(G_OBJECT(tree), "key_press_event", G_CALLBACK(AllowDefault), window);
// Select the default IWAD.
selection = gtk_tree_view_get_selection (GTK_TREE_VIEW(tree));
gtk_tree_selection_select_iter (selection, &defiter);
// Create the hbox for the bottom row.
hbox = gtk_hbox_new (FALSE, 0);
gtk_box_pack_end (GTK_BOX(vbox), hbox, false, false, 0);
// Create the "Don't ask" checkbox.
check = gtk_check_button_new_with_label ("Don't ask me this again");
gtk_box_pack_start (GTK_BOX(hbox), check, false, false, 0);
gtk_toggle_button_set_active (GTK_TOGGLE_BUTTON(check), !showwin);
// Create the OK/Cancel button box.
bbox = gtk_hbutton_box_new ();
gtk_button_box_set_layout (GTK_BUTTON_BOX(bbox), GTK_BUTTONBOX_END);
gtk_box_set_spacing (GTK_BOX(bbox), 10);
gtk_box_pack_end (GTK_BOX(hbox), bbox, false, false, 0);
// Create the OK button.
widget = gtk_button_new_from_stock (GTK_STOCK_OK);
gtk_box_pack_start (GTK_BOX(bbox), widget, false, false, 0);
GTK_WIDGET_SET_FLAGS (widget, GTK_CAN_DEFAULT);
gtk_widget_grab_default (widget);
g_signal_connect (widget, "clicked", G_CALLBACK(ClickedOK), &close_style);
g_signal_connect (widget, "activate", G_CALLBACK(ClickedOK), &close_style);
// Create the cancel button.
widget = gtk_button_new_from_stock (GTK_STOCK_CANCEL);
gtk_box_pack_start (GTK_BOX(bbox), widget, false, false, 0);
g_signal_connect (widget, "clicked", G_CALLBACK(gtk_main_quit), &window);
// Finally we can show everything.
gtk_widget_show_all (window);
gtk_main ();
if (close_style == 1)
{
GtkTreeModel *model;
GValue value = { 0, };
// Find out which IWAD was selected.
gtk_tree_selection_get_selected (selection, &model, &iter);
gtk_tree_model_get_value (GTK_TREE_MODEL(model), &iter, 2, &value);
i = g_value_get_int (&value);
g_value_unset (&value);
// Set state of queryiwad based on the checkbox.
queryiwad = !gtk_toggle_button_get_active (GTK_TOGGLE_BUTTON(check));
}
else
{
i = -1;
}
if (GTK_IS_WINDOW(window))
{
gtk_widget_destroy (window);
// If we don't do this, then the X window might not actually disappear.
while (g_main_context_iteration (NULL, FALSE)) {}
}
return i;
}
#endif
int I_PickIWad (WadStuff *wads, int numwads, bool showwin, int defaultiwad)
{
int i;
if (!showwin)
{
return defaultiwad;
}
#ifndef NO_GTK
if (GtkAvailable)
{
return I_PickIWad_Gtk (wads, numwads, showwin, defaultiwad);
}
#endif
printf ("Please select a game wad (or 0 to exit):\n");
for (i = 0; i < numwads; ++i)
{
const char *filepart = strrchr (wads[i].Path, '/');
if (filepart == NULL)
filepart = wads[i].Path;
else
filepart++;
printf ("%d. %s (%s)\n", i+1, IWADInfos[wads[i].Type].Name, filepart);
}
printf ("Which one? ");
scanf ("%d", &i);
if (i > numwads)
return -1;
return i-1;
}
bool I_WriteIniFailed ()
{
printf ("The config file %s could not be saved:\n%s\n", GameConfig->GetPathName(), strerror(errno));
return false;
// return true to retry
}
static const char *pattern;
static int matchfile (const struct dirent *ent)
{
return fnmatch (pattern, ent->d_name, FNM_NOESCAPE) == 0;
}
void *I_FindFirst (const char *filespec, findstate_t *fileinfo)
{
FString dir;
char *slash = strrchr (filespec, '/');
if (slash)
{
pattern = slash+1;
dir = FString(filespec, slash-filespec+1);
}
else
{
pattern = filespec;
dir = ".";
}
fileinfo->current = 0;
fileinfo->count = scandir (dir.GetChars(), &fileinfo->namelist,
matchfile, alphasort);
if (fileinfo->count > 0)
{
return fileinfo;
}
return (void*)-1;
}
int I_FindNext (void *handle, findstate_t *fileinfo)
{
findstate_t *state = (findstate_t *)handle;
if (state->current < fileinfo->count)
{
return ++state->current < fileinfo->count ? 0 : -1;
}
return -1;
}
int I_FindClose (void *handle)
{
findstate_t *state = (findstate_t *)handle;
if (handle != (void*)-1 && state->count > 0)
{
state->count = 0;
free (state->namelist);
state->namelist = NULL;
}
return 0;
}
int I_FindAttr (findstate_t *fileinfo)
{
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
dirent *ent = fileinfo->namelist[fileinfo->current];
struct stat buf;
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
if (stat(ent->d_name, &buf) == 0)
{
return S_ISDIR(buf.st_mode) ? FA_DIREC : 0;
}
return 0;
}
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
// Clipboard support requires GTK+
// TODO: GTK+ uses UTF-8. We don't, so some conversions would be appropriate.
void I_PutInClipboard (const char *str)
{
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
#ifndef NO_GTK
if (GtkAvailable)
{
GtkClipboard *clipboard = gtk_clipboard_get(GDK_SELECTION_CLIPBOARD);
if (clipboard != NULL)
{
gtk_clipboard_set_text(clipboard, str, -1);
}
Update to ZDoom r1425: - Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on certain actors and added an option to APowerInvisibility to set this flag when active. - Added map specific automap backgrounds. - Fixed: Voodoo dolls did not play a sound when dying. - Added colorized error messages to DECORATE and made a few more error conditions that do not block further parsing not immediately abort. - Made all errors in CreateNewActor not immediately fatal so that the rest of the DECORATE lump can be parsed normally to look for more errors. - Fixed: Defining classes with the same name as their immediate base class was legal. It should not be allowed that a class has another one with the same name in its ancestry. - Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife was broken. Changed it to use WI_Drawpercent which does it properly and also allows showing percentage in these games now. - Fixed: The MAPINFO parser ignored missing terminating braces of the last block in the file. - Moved the V_InitFontColors() call earlier in the startup sequence so that colored error messages appear colored in the startup window. Also lightened up the "Flat" red to contrast better on the startup background. - Changed I_InitInput() to acquire the IDirectInput8A interface by using DirectInput8Create() instead of CoCreateInstance(). This allows the Steam GameOverlayRenderer.dll to properly hook it. - Stopped sending double the number of wheel events as appropriate to the console under Linux. - Added middle mouse button selection pasting for X systems. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@301 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-20 09:24:51 +00:00
/* Should I? I don't know. It's not actually a selection.
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
clipboard = gtk_clipboard_get(GDK_SELECTION_PRIMARY);
if (clipboard != NULL)
{
gtk_clipboard_set_text(clipboard, str, -1);
}
Update to ZDoom r1425: - Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on certain actors and added an option to APowerInvisibility to set this flag when active. - Added map specific automap backgrounds. - Fixed: Voodoo dolls did not play a sound when dying. - Added colorized error messages to DECORATE and made a few more error conditions that do not block further parsing not immediately abort. - Made all errors in CreateNewActor not immediately fatal so that the rest of the DECORATE lump can be parsed normally to look for more errors. - Fixed: Defining classes with the same name as their immediate base class was legal. It should not be allowed that a class has another one with the same name in its ancestry. - Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife was broken. Changed it to use WI_Drawpercent which does it properly and also allows showing percentage in these games now. - Fixed: The MAPINFO parser ignored missing terminating braces of the last block in the file. - Moved the V_InitFontColors() call earlier in the startup sequence so that colored error messages appear colored in the startup window. Also lightened up the "Flat" red to contrast better on the startup background. - Changed I_InitInput() to acquire the IDirectInput8A interface by using DirectInput8Create() instead of CoCreateInstance(). This allows the Steam GameOverlayRenderer.dll to properly hook it. - Stopped sending double the number of wheel events as appropriate to the console under Linux. - Added middle mouse button selection pasting for X systems. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@301 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-20 09:24:51 +00:00
*/
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
}
#endif
}
Update to ZDoom r1425: - Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on certain actors and added an option to APowerInvisibility to set this flag when active. - Added map specific automap backgrounds. - Fixed: Voodoo dolls did not play a sound when dying. - Added colorized error messages to DECORATE and made a few more error conditions that do not block further parsing not immediately abort. - Made all errors in CreateNewActor not immediately fatal so that the rest of the DECORATE lump can be parsed normally to look for more errors. - Fixed: Defining classes with the same name as their immediate base class was legal. It should not be allowed that a class has another one with the same name in its ancestry. - Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife was broken. Changed it to use WI_Drawpercent which does it properly and also allows showing percentage in these games now. - Fixed: The MAPINFO parser ignored missing terminating braces of the last block in the file. - Moved the V_InitFontColors() call earlier in the startup sequence so that colored error messages appear colored in the startup window. Also lightened up the "Flat" red to contrast better on the startup background. - Changed I_InitInput() to acquire the IDirectInput8A interface by using DirectInput8Create() instead of CoCreateInstance(). This allows the Steam GameOverlayRenderer.dll to properly hook it. - Stopped sending double the number of wheel events as appropriate to the console under Linux. - Added middle mouse button selection pasting for X systems. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@301 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-20 09:24:51 +00:00
FString I_GetFromClipboard (bool use_primary_selection)
{
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
#ifndef NO_GTK
if (GtkAvailable)
{
Update to ZDoom r1425: - Added MF5_CANTSEEK flag to prevent seeker missiles from homing in on certain actors and added an option to APowerInvisibility to set this flag when active. - Added map specific automap backgrounds. - Fixed: Voodoo dolls did not play a sound when dying. - Added colorized error messages to DECORATE and made a few more error conditions that do not block further parsing not immediately abort. - Made all errors in CreateNewActor not immediately fatal so that the rest of the DECORATE lump can be parsed normally to look for more errors. - Fixed: Defining classes with the same name as their immediate base class was legal. It should not be allowed that a class has another one with the same name in its ancestry. - Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife was broken. Changed it to use WI_Drawpercent which does it properly and also allows showing percentage in these games now. - Fixed: The MAPINFO parser ignored missing terminating braces of the last block in the file. - Moved the V_InitFontColors() call earlier in the startup sequence so that colored error messages appear colored in the startup window. Also lightened up the "Flat" red to contrast better on the startup background. - Changed I_InitInput() to acquire the IDirectInput8A interface by using DirectInput8Create() instead of CoCreateInstance(). This allows the Steam GameOverlayRenderer.dll to properly hook it. - Stopped sending double the number of wheel events as appropriate to the console under Linux. - Added middle mouse button selection pasting for X systems. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@301 b0f79afe-0144-0410-b225-9a4edf0717df
2009-02-20 09:24:51 +00:00
GtkClipboard *clipboard = gtk_clipboard_get(use_primary_selection ?
GDK_SELECTION_PRIMARY : GDK_SELECTION_CLIPBOARD);
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
if (clipboard != NULL)
{
gchar *text = gtk_clipboard_wait_for_text(clipboard);
if (text != NULL)
{
FString copy(text);
g_free(text);
return copy;
}
}
}
#endif
return "";
}