2008-01-27 11:25:03 +00:00
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// DOOM main program (D_DoomMain) and game loop (D_DoomLoop),
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// plus functions to determine game mode (shareware, registered),
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// parse command line parameters, configure game parameters (turbo),
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// and call the startup functions.
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//
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//-----------------------------------------------------------------------------
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// HEADER FILES ------------------------------------------------------------
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#ifdef _WIN32
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#include <direct.h>
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#define mkdir(a,b) _mkdir (a)
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#else
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#include <sys/stat.h>
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#endif
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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
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#ifdef HAVE_FPU_CONTROL
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#include <fpu_control.h>
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#endif
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#include <float.h>
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2008-01-27 11:25:03 +00:00
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#ifdef unix
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#include <unistd.h>
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#endif
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#include <time.h>
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#include <math.h>
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#include <assert.h>
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#include "doomerrors.h"
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#include "d_gui.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "gstrings.h"
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#include "w_wad.h"
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#include "s_sound.h"
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#include "v_video.h"
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#include "f_finale.h"
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#include "f_wipe.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "m_menu.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "i_system.h"
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#include "i_sound.h"
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#include "i_video.h"
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#include "g_game.h"
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#include "hu_stuff.h"
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#include "wi_stuff.h"
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#include "st_stuff.h"
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#include "am_map.h"
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#include "p_setup.h"
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#include "r_local.h"
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#include "r_sky.h"
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#include "d_main.h"
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#include "d_dehacked.h"
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#include "cmdlib.h"
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#include "s_sound.h"
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#include "m_swap.h"
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#include "v_text.h"
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#include "gi.h"
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#include "b_bot.h" //Added by MC:
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#include "stats.h"
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#include "gameconfigfile.h"
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#include "sbar.h"
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#include "decallib.h"
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#include "r_polymost.h"
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#include "version.h"
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#include "v_text.h"
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#include "st_start.h"
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#include "templates.h"
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#include "teaminfo.h"
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#include "hardware.h"
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#include "sbarinfo.h"
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2008-09-15 23:47:00 +00:00
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#include "d_net.h"
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#include "g_level.h"
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#include "d_event.h"
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#include "d_netinf.h"
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#include "v_palette.h"
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2008-01-27 11:25:03 +00:00
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EXTERN_CVAR(Bool, hud_althud)
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void DrawHUD();
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern void M_RestoreMode ();
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extern void M_SetDefaultMode ();
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extern void R_ExecuteSetViewSize ();
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extern void G_NewInit ();
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extern void SetupPlayerClasses ();
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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void D_CheckNetGame ();
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void D_ProcessEvents ();
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void G_BuildTiccmd (ticcmd_t* cmd);
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void D_DoAdvanceDemo ();
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void D_AddFile (const char *file);
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void D_AddWildFile (const char *pattern);
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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void D_DoomLoop ();
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static const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir=false);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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EXTERN_CVAR (Float, turbo)
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EXTERN_CVAR (Int, crosshair)
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EXTERN_CVAR (Bool, freelook)
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EXTERN_CVAR (Float, m_pitch)
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EXTERN_CVAR (Float, m_yaw)
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EXTERN_CVAR (Bool, invertmouse)
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EXTERN_CVAR (Bool, lookstrafe)
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2008-12-06 23:37:13 +00:00
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EXTERN_CVAR (Int, screenblocks)
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2008-01-27 11:25:03 +00:00
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extern gameinfo_t SharewareGameInfo;
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extern gameinfo_t RegisteredGameInfo;
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extern gameinfo_t RetailGameInfo;
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extern gameinfo_t CommercialGameInfo;
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extern gameinfo_t HereticGameInfo;
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extern gameinfo_t HereticSWGameInfo;
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extern gameinfo_t HexenGameInfo;
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extern gameinfo_t HexenDKGameInfo;
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extern gameinfo_t StrifeGameInfo;
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extern gameinfo_t StrifeTeaserGameInfo;
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extern gameinfo_t StrifeTeaser2GameInfo;
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2008-09-01 19:08:19 +00:00
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extern gameinfo_t ChexGameInfo;
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Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
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extern gameinfo_t Chex3GameInfo;
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2008-09-01 19:08:19 +00:00
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extern gameinfo_t PlutoniaGameInfo;
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extern gameinfo_t TNTGameInfo;
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2008-01-27 11:25:03 +00:00
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extern int testingmode;
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extern bool setmodeneeded;
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extern bool netdemo;
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extern int NewWidth, NewHeight, NewBits, DisplayBits;
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EXTERN_CVAR (Bool, st_scale)
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extern bool gameisdead;
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extern bool demorecording;
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extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop
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extern bool insave;
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extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO)
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{
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// Check for the fraglimit being hit because the fraglimit is being
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// lowered below somebody's current frag count.
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if (deathmatch && self > 0)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && self <= D_GetFragCount(&players[i]))
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{
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Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
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G_ExitLevel (0, false);
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break;
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}
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}
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}
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}
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CVAR (Float, timelimit, 0.f, CVAR_SERVERINFO);
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CVAR (Bool, queryiwad, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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|
|
CVAR (String, defaultiwad, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
|
|
|
|
CVAR (Int, wipetype, 1, CVAR_ARCHIVE);
|
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
|
|
|
CVAR (Int, snd_drawoutput, 0, 0);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
bool DrawFSHUD; // [RH] Draw fullscreen HUD?
|
|
|
|
wadlist_t *wadfiles; // [RH] remove limit on # of loaded wads
|
|
|
|
bool devparm; // started game with -devparm
|
|
|
|
const char *D_DrawIcon; // [RH] Patch name of icon to draw on next refresh
|
|
|
|
int NoWipe; // [RH] Allow wipe? (Needs to be set each time)
|
|
|
|
bool singletics = false; // debug flag to cancel adaptiveness
|
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
|
|
|
FString startmap;
|
2008-01-27 11:25:03 +00:00
|
|
|
bool autostart;
|
|
|
|
bool advancedemo;
|
|
|
|
FILE *debugfile;
|
|
|
|
event_t events[MAXEVENTS];
|
|
|
|
int eventhead;
|
|
|
|
int eventtail;
|
|
|
|
gamestate_t wipegamestate = GS_DEMOSCREEN; // can be -1 to force a wipe
|
|
|
|
bool PageBlank;
|
|
|
|
FTexture *Page;
|
|
|
|
FTexture *Advisory;
|
|
|
|
|
|
|
|
cycle_t FrameCycles;
|
|
|
|
|
|
|
|
// If autoname is NULL, that's either because that game doesn't allow
|
|
|
|
// loading of external wads or because it's already caught by the
|
|
|
|
// general game-specific wads section.
|
|
|
|
const IWADInfo IWADInfos[NUM_IWAD_TYPES] =
|
|
|
|
{
|
|
|
|
// banner text, autoname, fg color, bg color
|
|
|
|
{ "Final Doom: TNT - Evilution", "TNT", MAKERGB(168,0,0), MAKERGB(168,168,168) },
|
|
|
|
{ "Final Doom: Plutonia Experiment", "Plutonia", MAKERGB(168,0,0), MAKERGB(168,168,168) },
|
|
|
|
{ "Hexen: Beyond Heretic", NULL, MAKERGB(240,240,240), MAKERGB(107,44,24) },
|
|
|
|
{ "Hexen: Deathkings of the Dark Citadel", "HexenDK", MAKERGB(240,240,240), MAKERGB(139,68,9) },
|
2008-09-06 08:22:12 +00:00
|
|
|
{ "Hexen: Demo Version", "HexenDemo",MAKERGB(240,240,240), MAKERGB(107,44,24) },
|
2008-01-27 11:25:03 +00:00
|
|
|
{ "DOOM 2: Hell on Earth", "Doom2", MAKERGB(168,0,0), MAKERGB(168,168,168) },
|
|
|
|
{ "Heretic Shareware", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) },
|
|
|
|
{ "Heretic: Shadow of the Serpent Riders", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) },
|
|
|
|
{ "Heretic", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) },
|
|
|
|
{ "DOOM Shareware", NULL, MAKERGB(168,0,0), MAKERGB(168,168,168) },
|
|
|
|
{ "The Ultimate DOOM", "Doom1", MAKERGB(84,84,84), MAKERGB(168,168,168) },
|
|
|
|
{ "DOOM Registered", "Doom1", MAKERGB(84,84,84), MAKERGB(168,168,168) },
|
|
|
|
{ "Strife: Quest for the Sigil", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) },
|
|
|
|
{ "Strife: Teaser (Old Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) },
|
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
|
|
|
{ "Strife: Teaser (New Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) },
|
|
|
|
{ "Freedoom", "Freedoom", MAKERGB(50,84,67), MAKERGB(198,220,209) },
|
2008-09-06 08:22:12 +00:00
|
|
|
{ "Freedoom \"Demo\"", "Freedoom1",MAKERGB(50,84,67), MAKERGB(198,220,209) },
|
|
|
|
{ "FreeDM", "FreeDM", MAKERGB(50,84,67), MAKERGB(198,220,209) },
|
2008-09-01 19:08:19 +00:00
|
|
|
{ "Chex(R) Quest", "Chex", MAKERGB(255,255,0), MAKERGB(0,192,0) },
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
{ "Chex(R) Quest 3", "Chex3", MAKERGB(255,255,0), MAKERGB(0,192,0) },
|
2008-01-27 11:25:03 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
|
|
|
|
|
|
|
static wadlist_t **wadtail = &wadfiles;
|
|
|
|
static int demosequence;
|
|
|
|
static int pagetic;
|
|
|
|
static const char *IWADNames[] =
|
|
|
|
{
|
|
|
|
NULL,
|
|
|
|
"doom2f.wad",
|
|
|
|
"doom2.wad",
|
|
|
|
"plutonia.wad",
|
|
|
|
"tnt.wad",
|
|
|
|
"doomu.wad", // Hack from original Linux version. Not necessary, but I threw it in anyway.
|
|
|
|
"doom.wad",
|
|
|
|
"doom1.wad",
|
|
|
|
"heretic.wad",
|
|
|
|
"heretic1.wad",
|
|
|
|
"hexen.wad",
|
|
|
|
"hexdd.wad",
|
2008-09-06 08:22:12 +00:00
|
|
|
"hexendemo.wad",
|
|
|
|
"hexdemo.wad",
|
2008-01-27 11:25:03 +00:00
|
|
|
"strife1.wad",
|
2008-03-27 23:36:32 +00:00
|
|
|
"strife0.wad",
|
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
|
|
|
"freedoom.wad", // Freedoom.wad is distributed as Doom2.wad, but this allows to have both in the same directory.
|
2008-09-06 08:22:12 +00:00
|
|
|
"freedoom1.wad",
|
|
|
|
"freedm.wad",
|
2008-09-01 19:08:19 +00:00
|
|
|
"chex.wad",
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
"chex3.wad",
|
2008-03-27 23:36:32 +00:00
|
|
|
#ifdef unix
|
|
|
|
"DOOM2.WAD", // Also look for all-uppercase names
|
|
|
|
"PLUTONIA.WAD",
|
|
|
|
"TNT.WAD",
|
|
|
|
"DOOM.WAD",
|
|
|
|
"DOOM1.WAD",
|
|
|
|
"HERETIC.WAD",
|
|
|
|
"HERETIC1.WAD",
|
|
|
|
"HEXEN.WAD",
|
|
|
|
"HEXDD.WAD",
|
2008-09-06 08:22:12 +00:00
|
|
|
"HEXENDEMO.WAD",
|
|
|
|
"HEXDEMO.WAD",
|
2008-03-27 23:36:32 +00:00
|
|
|
"STRIFE1.WAD",
|
|
|
|
"STRIFE0.WAD",
|
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
|
|
|
"FREEDOOM.WAD",
|
2008-09-06 08:22:12 +00:00
|
|
|
"FREEDOOM1.WAD",
|
|
|
|
"FREEDM.WAD",
|
2008-09-01 19:08:19 +00:00
|
|
|
"CHEX.WAD",
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
"CHEX3.WAD",
|
- Update to ZDoom r858:
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-27 18:31:46 +00:00
|
|
|
#endif
|
2008-01-27 11:25:03 +00:00
|
|
|
NULL
|
|
|
|
};
|
|
|
|
|
|
|
|
// CODE --------------------------------------------------------------------
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_ProcessEvents
|
|
|
|
//
|
|
|
|
// Send all the events of the given timestamp down the responder chain.
|
|
|
|
// Events are asynchronous inputs generally generated by the game user.
|
|
|
|
// Events can be discarded if no responder claims them
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_ProcessEvents (void)
|
|
|
|
{
|
|
|
|
event_t *ev;
|
|
|
|
|
|
|
|
// [RH] If testing mode, do not accept input until test is over
|
|
|
|
if (testingmode)
|
|
|
|
{
|
|
|
|
if (testingmode == 1)
|
|
|
|
{
|
|
|
|
M_SetDefaultMode ();
|
|
|
|
}
|
|
|
|
else if (testingmode <= I_GetTime(false))
|
|
|
|
{
|
|
|
|
M_RestoreMode ();
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (; eventtail != eventhead ; eventtail = (eventtail+1)&(MAXEVENTS-1))
|
|
|
|
{
|
|
|
|
ev = &events[eventtail];
|
|
|
|
if (C_Responder (ev))
|
|
|
|
continue; // console ate the event
|
|
|
|
if (M_Responder (ev))
|
|
|
|
continue; // menu ate the event
|
|
|
|
if (testpolymost)
|
|
|
|
Polymost_Responder (ev);
|
|
|
|
G_Responder (ev);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_PostEvent
|
|
|
|
//
|
|
|
|
// Called by the I/O functions when input is detected.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_PostEvent (const event_t *ev)
|
|
|
|
{
|
|
|
|
events[eventhead] = *ev;
|
|
|
|
if (ev->type == EV_Mouse && !testpolymost && !paused && menuactive == MENU_Off &&
|
|
|
|
ConsoleState != c_down && ConsoleState != c_falling)
|
|
|
|
{
|
|
|
|
if (Button_Mlook.bDown || freelook)
|
|
|
|
{
|
|
|
|
int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0);
|
|
|
|
if (invertmouse)
|
|
|
|
look = -look;
|
|
|
|
G_AddViewPitch (look);
|
|
|
|
events[eventhead].y = 0;
|
|
|
|
}
|
|
|
|
if (!Button_Strafe.bDown && !lookstrafe)
|
|
|
|
{
|
|
|
|
G_AddViewAngle (int(ev->x * m_yaw * mouse_sensitivity * 8.0));
|
|
|
|
events[eventhead].x = 0;
|
|
|
|
}
|
|
|
|
if ((events[eventhead].x | events[eventhead].y) == 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
eventhead = (eventhead+1)&(MAXEVENTS-1);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// CVAR dmflags
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
CUSTOM_CVAR (Int, dmflags, 0, CVAR_SERVERINFO)
|
|
|
|
{
|
|
|
|
// In case DF_NO_FREELOOK was changed, reinitialize the sky
|
|
|
|
// map. (If no freelook, then no need to stretch the sky.)
|
2008-06-28 13:29:59 +00:00
|
|
|
if (sky1texture.isValid())
|
2008-01-27 11:25:03 +00:00
|
|
|
R_InitSkyMap ();
|
|
|
|
|
|
|
|
if (self & DF_NO_FREELOOK)
|
|
|
|
{
|
|
|
|
Net_WriteByte (DEM_CENTERVIEW);
|
|
|
|
}
|
|
|
|
// If nofov is set, force everybody to the arbitrator's FOV.
|
|
|
|
if ((self & DF_NO_FOV) && consoleplayer == Net_Arbitrator)
|
|
|
|
{
|
|
|
|
BYTE fov;
|
|
|
|
|
|
|
|
Net_WriteByte (DEM_FOV);
|
|
|
|
|
|
|
|
// If the game is started with DF_NO_FOV set, the arbitrator's
|
|
|
|
// DesiredFOV will not be set when this callback is run, so
|
|
|
|
// be sure not to transmit a 0 FOV.
|
|
|
|
fov = (BYTE)players[consoleplayer].DesiredFOV;
|
|
|
|
if (fov == 0)
|
|
|
|
{
|
|
|
|
fov = 90;
|
|
|
|
}
|
|
|
|
Net_WriteByte (fov);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CVAR (Flag, sv_nohealth, dmflags, DF_NO_HEALTH);
|
|
|
|
CVAR (Flag, sv_noitems, dmflags, DF_NO_ITEMS);
|
|
|
|
CVAR (Flag, sv_weaponstay, dmflags, DF_WEAPONS_STAY);
|
|
|
|
CVAR (Flag, sv_falldamage, dmflags, DF_FORCE_FALLINGHX);
|
|
|
|
CVAR (Flag, sv_oldfalldamage, dmflags, DF_FORCE_FALLINGZD);
|
|
|
|
CVAR (Flag, sv_samelevel, dmflags, DF_SAME_LEVEL);
|
|
|
|
CVAR (Flag, sv_spawnfarthest, dmflags, DF_SPAWN_FARTHEST);
|
|
|
|
CVAR (Flag, sv_forcerespawn, dmflags, DF_FORCE_RESPAWN);
|
|
|
|
CVAR (Flag, sv_noarmor, dmflags, DF_NO_ARMOR);
|
|
|
|
CVAR (Flag, sv_noexit, dmflags, DF_NO_EXIT);
|
|
|
|
CVAR (Flag, sv_infiniteammo, dmflags, DF_INFINITE_AMMO);
|
|
|
|
CVAR (Flag, sv_nomonsters, dmflags, DF_NO_MONSTERS);
|
|
|
|
CVAR (Flag, sv_monsterrespawn, dmflags, DF_MONSTERS_RESPAWN);
|
|
|
|
CVAR (Flag, sv_itemrespawn, dmflags, DF_ITEMS_RESPAWN);
|
|
|
|
CVAR (Flag, sv_fastmonsters, dmflags, DF_FAST_MONSTERS);
|
|
|
|
CVAR (Flag, sv_nojump, dmflags, DF_NO_JUMP);
|
2008-03-19 11:19:03 +00:00
|
|
|
CVAR (Flag, sv_allowjump, dmflags, DF_YES_JUMP);
|
2008-01-27 11:25:03 +00:00
|
|
|
CVAR (Flag, sv_nofreelook, dmflags, DF_NO_FREELOOK);
|
|
|
|
CVAR (Flag, sv_respawnsuper, dmflags, DF_RESPAWN_SUPER);
|
|
|
|
CVAR (Flag, sv_nofov, dmflags, DF_NO_FOV);
|
|
|
|
CVAR (Flag, sv_noweaponspawn, dmflags, DF_NO_COOP_WEAPON_SPAWN);
|
|
|
|
CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
|
2008-03-19 11:19:03 +00:00
|
|
|
CVAR (Flag, sv_allowcrouch, dmflags, DF_YES_CROUCH);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// CVAR dmflags2
|
|
|
|
//
|
|
|
|
// [RH] From Skull Tag. Some of these were already done as separate cvars
|
|
|
|
// (such as bfgaiming), but I collected them here like Skull Tag does.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
CVAR (Int, dmflags2, 0, CVAR_SERVERINFO);
|
|
|
|
CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP);
|
|
|
|
CVAR (Flag, sv_noteamswitch, dmflags2, DF2_NO_TEAM_SWITCH);
|
|
|
|
CVAR (Flag, sv_doubleammo, dmflags2, DF2_YES_DOUBLEAMMO);
|
|
|
|
CVAR (Flag, sv_degeneration, dmflags2, DF2_YES_DEGENERATION);
|
|
|
|
CVAR (Flag, sv_nobfgaim, dmflags2, DF2_NO_FREEAIMBFG);
|
|
|
|
CVAR (Flag, sv_barrelrespawn, dmflags2, DF2_BARRELS_RESPAWN);
|
|
|
|
CVAR (Flag, sv_keepfrags, dmflags2, DF2_YES_KEEPFRAGS);
|
|
|
|
CVAR (Flag, sv_norespawn, dmflags2, DF2_NO_RESPAWN);
|
|
|
|
CVAR (Flag, sv_losefrag, dmflags2, DF2_YES_LOSEFRAG);
|
|
|
|
CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_RESPAWN_INVUL);
|
|
|
|
CVAR (Flag, sv_samespawnspot, dmflags2, DF2_SAME_SPAWN_SPOT);
|
|
|
|
CVAR (Flag, sv_infiniteinventory, dmflags2, DF2_INFINITE_INVENTORY)
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// CVAR compatflags
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
int i_compatflags; // internal compatflags composed from the compatflags CVAR and MAPINFO settings
|
|
|
|
|
|
|
|
CUSTOM_CVAR (Int, compatflags, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
|
|
|
{
|
|
|
|
if (level.info == NULL) i_compatflags = self;
|
|
|
|
else i_compatflags = (self & ~level.info->compatmask) | (level.info->compatflags & level.info->compatmask);
|
|
|
|
}
|
|
|
|
|
|
|
|
CVAR (Flag, compat_shortTex, compatflags, COMPATF_SHORTTEX);
|
|
|
|
CVAR (Flag, compat_stairs, compatflags, COMPATF_STAIRINDEX);
|
|
|
|
CVAR (Flag, compat_limitpain, compatflags, COMPATF_LIMITPAIN);
|
|
|
|
CVAR (Flag, compat_silentpickup,compatflags, COMPATF_SILENTPICKUP);
|
|
|
|
CVAR (Flag, compat_nopassover, compatflags, COMPATF_NO_PASSMOBJ);
|
|
|
|
CVAR (Flag, compat_soundslots, compatflags, COMPATF_MAGICSILENCE);
|
|
|
|
CVAR (Flag, compat_wallrun, compatflags, COMPATF_WALLRUN);
|
|
|
|
CVAR (Flag, compat_notossdrops, compatflags, COMPATF_NOTOSSDROPS);
|
2008-07-19 23:52:06 +00:00
|
|
|
CVAR (Flag, compat_useblocking, compatflags, COMPATF_USEBLOCKING);
|
2008-01-27 11:25:03 +00:00
|
|
|
CVAR (Flag, compat_nodoorlight, compatflags, COMPATF_NODOORLIGHT);
|
|
|
|
CVAR (Flag, compat_ravenscroll, compatflags, COMPATF_RAVENSCROLL);
|
|
|
|
CVAR (Flag, compat_soundtarget, compatflags, COMPATF_SOUNDTARGET);
|
|
|
|
CVAR (Flag, compat_dehhealth, compatflags, COMPATF_DEHHEALTH);
|
|
|
|
CVAR (Flag, compat_trace, compatflags, COMPATF_TRACE);
|
|
|
|
CVAR (Flag, compat_dropoff, compatflags, COMPATF_DROPOFF);
|
|
|
|
CVAR (Flag, compat_boomscroll, compatflags, COMPATF_BOOMSCROLL);
|
|
|
|
CVAR (Flag, compat_invisibility,compatflags, COMPATF_INVISIBILITY);
|
2008-05-14 17:49:11 +00:00
|
|
|
CVAR (Flag, compat_silentinstantfloors,compatflags, COMPATF_SILENT_INSTANT_FLOORS);
|
2008-07-19 23:52:06 +00:00
|
|
|
CVAR (Flag, compat_sectorsounds,compatflags, COMPATF_SECTORSOUNDS);
|
2008-10-19 22:24:34 +00:00
|
|
|
CVAR (Flag, compat_missileclip, compatflags, COMPATF_MISSILECLIP);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_Display
|
|
|
|
//
|
|
|
|
// Draw current display, possibly wiping it from the previous
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_Display ()
|
|
|
|
{
|
|
|
|
bool wipe;
|
|
|
|
bool hw2d;
|
|
|
|
|
|
|
|
if (nodrawers)
|
|
|
|
return; // for comparative timing / profiling
|
|
|
|
|
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
|
|
|
cycle_t cycles;
|
|
|
|
|
|
|
|
cycles.Reset();
|
|
|
|
cycles.Clock();
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (players[consoleplayer].camera == NULL)
|
|
|
|
{
|
|
|
|
players[consoleplayer].camera = players[consoleplayer].mo;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (viewactive)
|
|
|
|
{
|
|
|
|
R_SetFOV (players[consoleplayer].camera && players[consoleplayer].camera->player ?
|
|
|
|
players[consoleplayer].camera->player->FOV : 90.f);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] change the screen mode if needed
|
|
|
|
if (setmodeneeded)
|
|
|
|
{
|
|
|
|
// Change screen mode.
|
|
|
|
if (Video->SetResolution (NewWidth, NewHeight, NewBits))
|
|
|
|
{
|
|
|
|
// Recalculate various view parameters.
|
|
|
|
setsizeneeded = true;
|
|
|
|
// Let the status bar know the screen size changed
|
|
|
|
if (StatusBar != NULL)
|
|
|
|
{
|
|
|
|
StatusBar->ScreenSizeChanged ();
|
|
|
|
}
|
|
|
|
// Refresh the console.
|
|
|
|
C_NewModeAdjust ();
|
|
|
|
// Reload crosshair if transitioned to a different size
|
|
|
|
crosshair.Callback ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
RenderTarget = screen;
|
|
|
|
|
|
|
|
// change the view size if needed
|
|
|
|
if (setsizeneeded && StatusBar != NULL)
|
|
|
|
{
|
|
|
|
R_ExecuteSetViewSize ();
|
|
|
|
}
|
|
|
|
setmodeneeded = false;
|
|
|
|
|
|
|
|
if (screen->Lock (false))
|
|
|
|
{
|
|
|
|
SB_state = screen->GetPageCount ();
|
|
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Allow temporarily disabling wipes
|
|
|
|
if (NoWipe)
|
|
|
|
{
|
|
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
|
|
NoWipe--;
|
|
|
|
wipe = false;
|
|
|
|
wipegamestate = gamestate;
|
|
|
|
}
|
|
|
|
else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL)
|
|
|
|
{ // save the current screen if about to wipe
|
|
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
|
|
if (wipegamestate != GS_FORCEWIPEFADE)
|
|
|
|
{
|
|
|
|
wipe = screen->WipeStartScreen (wipetype);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
wipe = screen->WipeStartScreen (wipe_Fade);
|
|
|
|
}
|
|
|
|
wipegamestate = gamestate;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
wipe = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
hw2d = false;
|
|
|
|
|
|
|
|
if (testpolymost)
|
|
|
|
{
|
|
|
|
drawpolymosttest();
|
|
|
|
C_DrawConsole(hw2d);
|
|
|
|
M_Drawer();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
switch (gamestate)
|
|
|
|
{
|
|
|
|
case GS_FULLCONSOLE:
|
|
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
|
|
hw2d = screen->Begin2D(false);
|
|
|
|
C_DrawConsole (false);
|
|
|
|
M_Drawer ();
|
|
|
|
screen->Update ();
|
|
|
|
return;
|
|
|
|
|
|
|
|
case GS_LEVEL:
|
|
|
|
case GS_TITLELEVEL:
|
|
|
|
if (!gametic)
|
|
|
|
break;
|
|
|
|
|
|
|
|
if (StatusBar != NULL)
|
|
|
|
{
|
|
|
|
float blend[4] = { 0, 0, 0, 0 };
|
|
|
|
StatusBar->BlendView (blend);
|
|
|
|
}
|
|
|
|
screen->SetBlendingRect(viewwindowx, viewwindowy,
|
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
|
|
|
viewwindowx + viewwidth, viewwindowy + viewheight);
|
2008-01-27 11:25:03 +00:00
|
|
|
P_CheckPlayerSprites();
|
|
|
|
screen->RenderView(&players[consoleplayer]);
|
|
|
|
if ((hw2d = screen->Begin2D(viewactive)))
|
|
|
|
{
|
|
|
|
// Redraw everything every frame when using 2D accel
|
|
|
|
SB_state = screen->GetPageCount();
|
|
|
|
BorderNeedRefresh = screen->GetPageCount();
|
|
|
|
}
|
|
|
|
if (automapactive)
|
|
|
|
{
|
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
|
|
|
int saved_ST_Y = ST_Y;
|
|
|
|
if (hud_althud && viewheight == SCREENHEIGHT)
|
|
|
|
{
|
|
|
|
ST_Y = viewheight;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
AM_Drawer ();
|
|
|
|
ST_Y = saved_ST_Y;
|
|
|
|
}
|
|
|
|
if (!automapactive || viewactive)
|
|
|
|
{
|
|
|
|
R_RefreshViewBorder ();
|
|
|
|
}
|
|
|
|
|
2008-12-06 23:37:13 +00:00
|
|
|
if (hud_althud && viewheight == SCREENHEIGHT && screenblocks > 10)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (DrawFSHUD || automapactive) DrawHUD();
|
|
|
|
StatusBar->DrawTopStuff (HUD_None);
|
|
|
|
}
|
|
|
|
else
|
2008-12-06 23:37:13 +00:00
|
|
|
if (viewheight == SCREENHEIGHT && viewactive && screenblocks > 10)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
StatusBar->Draw (DrawFSHUD ? HUD_Fullscreen : HUD_None);
|
|
|
|
StatusBar->DrawTopStuff (DrawFSHUD ? HUD_Fullscreen : HUD_None);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
StatusBar->Draw (HUD_StatusBar);
|
|
|
|
StatusBar->DrawTopStuff (HUD_StatusBar);
|
|
|
|
}
|
|
|
|
CT_Drawer ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GS_INTERMISSION:
|
|
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
|
|
hw2d = screen->Begin2D(false);
|
|
|
|
WI_Drawer ();
|
|
|
|
CT_Drawer ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GS_FINALE:
|
|
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
|
|
hw2d = screen->Begin2D(false);
|
|
|
|
F_Drawer ();
|
|
|
|
CT_Drawer ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case GS_DEMOSCREEN:
|
|
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
|
|
hw2d = screen->Begin2D(false);
|
|
|
|
D_PageDrawer ();
|
|
|
|
CT_Drawer ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// draw pause pic
|
|
|
|
if (paused && menuactive == MENU_Off)
|
|
|
|
{
|
|
|
|
FTexture *tex;
|
|
|
|
int x;
|
|
|
|
|
2008-09-01 19:08:19 +00:00
|
|
|
tex = TexMan[gameinfo.gametype & (GAME_DoomStrifeChex) ? "M_PAUSE" : "PAUSED"];
|
2008-01-27 11:25:03 +00:00
|
|
|
x = (SCREENWIDTH - tex->GetWidth()*CleanXfac)/2 +
|
|
|
|
tex->LeftOffset*CleanXfac;
|
|
|
|
screen->DrawTexture (tex, x, 4, DTA_CleanNoMove, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Draw icon, if any
|
|
|
|
if (D_DrawIcon)
|
|
|
|
{
|
2008-06-28 13:29:59 +00:00
|
|
|
FTextureID picnum = TexMan.CheckForTexture (D_DrawIcon, FTexture::TEX_MiscPatch);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
D_DrawIcon = NULL;
|
2008-06-28 13:29:59 +00:00
|
|
|
if (picnum.isValid())
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
FTexture *tex = TexMan[picnum];
|
|
|
|
screen->DrawTexture (tex, 160-tex->GetWidth()/2, 100-tex->GetHeight()/2,
|
|
|
|
DTA_320x200, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
NoWipe = 10;
|
|
|
|
}
|
|
|
|
|
2008-07-04 16:54:29 +00:00
|
|
|
if (snd_drawoutput)
|
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
|
|
|
{
|
|
|
|
GSnd->DrawWaveDebug(snd_drawoutput);
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
if (!wipe || NoWipe < 0)
|
|
|
|
{
|
|
|
|
NetUpdate (); // send out any new accumulation
|
|
|
|
// normal update
|
|
|
|
C_DrawConsole (hw2d); // draw console
|
|
|
|
M_Drawer (); // menu is drawn even on top of everything
|
|
|
|
FStat::PrintStat ();
|
2008-10-25 21:48:56 +00:00
|
|
|
screen->Update (); // page flip or blit buffer
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// wipe update
|
2008-10-25 21:48:56 +00:00
|
|
|
unsigned int wipestart, nowtime, diff;
|
2008-01-27 11:25:03 +00:00
|
|
|
bool done;
|
|
|
|
|
2008-07-06 17:32:31 +00:00
|
|
|
GSnd->SetSfxPaused(true, 1);
|
2008-10-25 21:48:56 +00:00
|
|
|
I_FreezeTime(true);
|
2008-01-27 11:25:03 +00:00
|
|
|
screen->WipeEndScreen ();
|
|
|
|
|
2008-10-25 21:48:56 +00:00
|
|
|
wipestart = I_MSTime();
|
|
|
|
NetUpdate(); // send out any new accumulation
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
do
|
|
|
|
{
|
2008-10-25 21:48:56 +00:00
|
|
|
do
|
|
|
|
{
|
|
|
|
I_WaitVBL(2);
|
|
|
|
nowtime = I_MSTime();
|
|
|
|
diff = (nowtime - wipestart) * 40 / 1000; // Using 35 here feels too slow.
|
|
|
|
} while (diff < 1);
|
2008-01-27 11:25:03 +00:00
|
|
|
wipestart = nowtime;
|
2008-10-25 21:48:56 +00:00
|
|
|
done = screen->WipeDo (1);
|
2008-01-27 11:25:03 +00:00
|
|
|
C_DrawConsole (hw2d); // console and
|
|
|
|
M_Drawer (); // menu are drawn even on top of wipes
|
|
|
|
screen->Update (); // page flip or blit buffer
|
2008-10-25 21:48:56 +00:00
|
|
|
NetUpdate (); // [RH] not sure this is needed anymore
|
2008-01-27 11:25:03 +00:00
|
|
|
} while (!done);
|
|
|
|
screen->WipeCleanup();
|
2008-10-25 21:48:56 +00:00
|
|
|
I_FreezeTime(false);
|
2008-07-06 17:32:31 +00:00
|
|
|
GSnd->SetSfxPaused(false, 1);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
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
|
|
|
cycles.Unclock();
|
2008-01-27 11:25:03 +00:00
|
|
|
FrameCycles = cycles;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_ErrorCleanup ()
|
|
|
|
//
|
|
|
|
// Cleanup after a recoverable error.
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_ErrorCleanup ()
|
|
|
|
{
|
|
|
|
screen->Unlock ();
|
2008-03-28 09:56:50 +00:00
|
|
|
bglobal.RemoveAllBots (true);
|
2008-01-27 11:25:03 +00:00
|
|
|
D_QuitNetGame ();
|
|
|
|
if (demorecording || demoplayback)
|
|
|
|
G_CheckDemoStatus ();
|
|
|
|
Net_ClearBuffers ();
|
|
|
|
G_NewInit ();
|
|
|
|
singletics = false;
|
|
|
|
playeringame[0] = 1;
|
|
|
|
players[0].playerstate = PST_LIVE;
|
|
|
|
gameaction = ga_fullconsole;
|
|
|
|
menuactive = MENU_Off;
|
|
|
|
insave = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_DoomLoop
|
|
|
|
//
|
|
|
|
// Manages timing and IO, calls all ?_Responder, ?_Ticker, and ?_Drawer,
|
|
|
|
// calls I_GetTime, I_StartFrame, and I_StartTic
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_DoomLoop ()
|
|
|
|
{
|
|
|
|
int lasttic = 0;
|
|
|
|
|
|
|
|
for (;;)
|
|
|
|
{
|
|
|
|
try
|
|
|
|
{
|
|
|
|
// frame syncronous IO operations
|
|
|
|
if (gametic > lasttic)
|
|
|
|
{
|
|
|
|
lasttic = gametic;
|
|
|
|
I_StartFrame ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// process one or more tics
|
|
|
|
if (singletics)
|
|
|
|
{
|
|
|
|
I_StartTic ();
|
|
|
|
D_ProcessEvents ();
|
|
|
|
G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
|
|
|
|
//Added by MC: For some of that bot stuff. The main bot function.
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (playeringame[i] && players[i].isbot && players[i].mo)
|
|
|
|
{
|
|
|
|
players[i].savedyaw = players[i].mo->angle;
|
|
|
|
players[i].savedpitch = players[i].mo->pitch;
|
|
|
|
}
|
|
|
|
}
|
2008-03-28 09:56:50 +00:00
|
|
|
bglobal.Main (maketic%BACKUPTICS);
|
2008-01-27 11:25:03 +00:00
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (playeringame[i] && players[i].isbot && players[i].mo)
|
|
|
|
{
|
|
|
|
players[i].mo->angle = players[i].savedyaw;
|
|
|
|
players[i].mo->pitch = players[i].savedpitch;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (advancedemo)
|
|
|
|
D_DoAdvanceDemo ();
|
|
|
|
C_Ticker ();
|
|
|
|
M_Ticker ();
|
|
|
|
G_Ticker ();
|
2008-03-13 10:21:13 +00:00
|
|
|
// [RH] Use the consoleplayer's camera to update sounds
|
|
|
|
S_UpdateSounds (players[consoleplayer].camera); // move positional sounds
|
2008-01-27 11:25:03 +00:00
|
|
|
gametic++;
|
|
|
|
maketic++;
|
2008-03-12 15:21:17 +00:00
|
|
|
GC::CheckGC ();
|
2008-01-27 11:25:03 +00:00
|
|
|
Net_NewMakeTic ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TryRunTics (); // will run at least one tic
|
|
|
|
}
|
|
|
|
// Update display, next frame, with current state.
|
|
|
|
I_StartTic ();
|
|
|
|
D_Display ();
|
|
|
|
}
|
|
|
|
catch (CRecoverableError &error)
|
|
|
|
{
|
|
|
|
if (error.GetMessage ())
|
|
|
|
{
|
|
|
|
Printf (PRINT_BOLD, "\n%s\n", error.GetMessage());
|
|
|
|
}
|
|
|
|
D_ErrorCleanup ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_PageTicker
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_PageTicker (void)
|
|
|
|
{
|
|
|
|
if (--pagetic < 0)
|
|
|
|
D_AdvanceDemo ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_PageDrawer
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_PageDrawer (void)
|
|
|
|
{
|
|
|
|
if (Page != NULL)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (Page, 0, 0,
|
|
|
|
DTA_VirtualWidth, Page->GetWidth(),
|
|
|
|
DTA_VirtualHeight, Page->GetHeight(),
|
|
|
|
DTA_Masked, false,
|
|
|
|
DTA_BilinearFilter, true,
|
|
|
|
TAG_DONE);
|
|
|
|
screen->FillBorder (NULL);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
screen->Clear (0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
|
|
|
|
if (!PageBlank)
|
|
|
|
{
|
2008-11-27 23:28:48 +00:00
|
|
|
screen->DrawText (SmallFont, CR_WHITE, 0, 0, "Page graphic goes here", TAG_DONE);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
if (Advisory != NULL)
|
|
|
|
{
|
|
|
|
screen->DrawTexture (Advisory, 4, 160, DTA_320x200, true, TAG_DONE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_AdvanceDemo
|
|
|
|
//
|
|
|
|
// Called after each demo or intro demosequence finishes
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_AdvanceDemo (void)
|
|
|
|
{
|
|
|
|
advancedemo = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_DoStrifeAdvanceDemo
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_DoStrifeAdvanceDemo ()
|
|
|
|
{
|
|
|
|
static const char *const fullVoices[6] =
|
|
|
|
{
|
|
|
|
"svox/pro1", "svox/pro2", "svox/pro3", "svox/pro4", "svox/pro5", "svox/pro6"
|
|
|
|
};
|
|
|
|
static const char *const teaserVoices[6] =
|
|
|
|
{
|
|
|
|
"svox/voc91", "svox/voc92", "svox/voc93", "svox/voc94", "svox/voc95", "svox/voc96"
|
|
|
|
};
|
|
|
|
const char *const *voices = gameinfo.flags & GI_SHAREWARE ? teaserVoices : fullVoices;
|
|
|
|
const char *pagename = NULL;
|
|
|
|
|
|
|
|
gamestate = GS_DEMOSCREEN;
|
|
|
|
PageBlank = false;
|
|
|
|
|
|
|
|
switch (demosequence)
|
|
|
|
{
|
|
|
|
default:
|
|
|
|
case 0:
|
|
|
|
pagetic = 6 * TICRATE;
|
|
|
|
pagename = "TITLEPIC";
|
|
|
|
if (Wads.CheckNumForName ("d_logo", ns_music) < 0)
|
|
|
|
{ // strife0.wad does not have d_logo
|
|
|
|
S_StartMusic ("");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
S_StartMusic ("d_logo");
|
|
|
|
}
|
|
|
|
C_HideConsole ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 1:
|
|
|
|
// [RH] Strife fades to black and then to the Rogue logo, but
|
|
|
|
// I think it looks better if it doesn't fade.
|
|
|
|
pagetic = 10 * TICRATE/35;
|
|
|
|
pagename = ""; // PANEL0, but strife0.wad doesn't have it, so don't use it.
|
|
|
|
PageBlank = true;
|
2008-08-02 10:52:21 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "bishop/active", 1, ATTN_NORM);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case 2:
|
|
|
|
pagetic = 4 * TICRATE;
|
|
|
|
pagename = "RGELOGO";
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 3:
|
|
|
|
pagetic = 7 * TICRATE;
|
|
|
|
pagename = "PANEL1";
|
2008-08-02 10:52:21 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, voices[0], 1, ATTN_NORM);
|
2008-01-27 11:25:03 +00:00
|
|
|
S_StartMusic ("d_intro");
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 4:
|
|
|
|
pagetic = 9 * TICRATE;
|
|
|
|
pagename = "PANEL2";
|
2008-08-02 10:52:21 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, voices[1], 1, ATTN_NORM);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case 5:
|
|
|
|
pagetic = 12 * TICRATE;
|
|
|
|
pagename = "PANEL3";
|
2008-08-02 10:52:21 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, voices[2], 1, ATTN_NORM);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case 6:
|
|
|
|
pagetic = 11 * TICRATE;
|
|
|
|
pagename = "PANEL4";
|
2008-08-02 10:52:21 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, voices[3], 1, ATTN_NORM);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case 7:
|
|
|
|
pagetic = 10 * TICRATE;
|
|
|
|
pagename = "PANEL5";
|
2008-08-02 10:52:21 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, voices[4], 1, ATTN_NORM);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case 8:
|
|
|
|
pagetic = 16 * TICRATE;
|
|
|
|
pagename = "PANEL6";
|
2008-08-02 10:52:21 +00:00
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, voices[5], 1, ATTN_NORM);
|
2008-01-27 11:25:03 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case 9:
|
|
|
|
pagetic = 6 * TICRATE;
|
|
|
|
pagename = "vellogo";
|
|
|
|
wipegamestate = GS_FORCEWIPEFADE;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 10:
|
|
|
|
pagetic = 12 * TICRATE;
|
|
|
|
pagename = "CREDIT";
|
|
|
|
wipegamestate = GS_FORCEWIPEFADE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (demosequence++ > 10)
|
|
|
|
demosequence = 0;
|
|
|
|
if (demosequence == 9 && !(gameinfo.flags & GI_SHAREWARE))
|
|
|
|
demosequence = 10;
|
|
|
|
|
|
|
|
if (pagename)
|
|
|
|
{
|
|
|
|
if (Page != NULL)
|
|
|
|
{
|
|
|
|
Page->Unload ();
|
|
|
|
Page = NULL;
|
|
|
|
}
|
|
|
|
if (pagename[0])
|
|
|
|
{
|
|
|
|
Page = TexMan[pagename];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_DoAdvanceDemo
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_DoAdvanceDemo (void)
|
|
|
|
{
|
|
|
|
static char demoname[8] = "DEMO1";
|
|
|
|
static int democount = 0;
|
|
|
|
static int pagecount;
|
|
|
|
const char *pagename = NULL;
|
|
|
|
|
|
|
|
V_SetBlend (0,0,0,0);
|
|
|
|
players[consoleplayer].playerstate = PST_LIVE; // not reborn
|
|
|
|
advancedemo = false;
|
|
|
|
usergame = false; // no save / end game here
|
|
|
|
paused = 0;
|
|
|
|
gameaction = ga_nothing;
|
|
|
|
|
|
|
|
// [RH] If you want something more dynamic for your title, create a map
|
|
|
|
// and name it TITLEMAP. That map will be loaded and used as the title.
|
|
|
|
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
if (P_CheckMapData("TITLEMAP"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
G_InitNew ("TITLEMAP", true);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
|
|
|
D_DoStrifeAdvanceDemo ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (demosequence)
|
|
|
|
{
|
|
|
|
case 3:
|
|
|
|
if (gameinfo.advisoryTime)
|
|
|
|
{
|
|
|
|
Advisory = TexMan["ADVISOR"];
|
|
|
|
demosequence = 1;
|
|
|
|
pagetic = (int)(gameinfo.advisoryTime * TICRATE);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// fall through to case 1 if no advisory notice
|
|
|
|
|
|
|
|
case 1:
|
|
|
|
Advisory = NULL;
|
|
|
|
if (!M_DemoNoPlay)
|
|
|
|
{
|
|
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
|
|
democount++;
|
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
|
|
|
mysnprintf (demoname + 4, countof(demoname) - 4, "%d", democount);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (Wads.CheckNumForName (demoname) < 0)
|
|
|
|
{
|
|
|
|
demosequence = 0;
|
|
|
|
democount = 0;
|
|
|
|
// falls through to case 0 below
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
G_DeferedPlayDemo (demoname);
|
|
|
|
demosequence = 2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
default:
|
|
|
|
case 0:
|
|
|
|
gamestate = GS_DEMOSCREEN;
|
|
|
|
pagename = gameinfo.titlePage;
|
|
|
|
pagetic = (int)(gameinfo.titleTime * TICRATE);
|
|
|
|
S_StartMusic (gameinfo.titleMusic);
|
|
|
|
demosequence = 3;
|
|
|
|
pagecount = 0;
|
|
|
|
C_HideConsole ();
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 2:
|
|
|
|
pagetic = (int)(gameinfo.pageTime * TICRATE);
|
|
|
|
gamestate = GS_DEMOSCREEN;
|
|
|
|
if (pagecount == 0)
|
|
|
|
pagename = gameinfo.creditPage1;
|
|
|
|
else
|
|
|
|
pagename = gameinfo.creditPage2;
|
|
|
|
pagecount ^= 1;
|
|
|
|
demosequence = 1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pagename)
|
|
|
|
{
|
|
|
|
if (Page != NULL)
|
|
|
|
{
|
|
|
|
Page->Unload ();
|
|
|
|
}
|
|
|
|
Page = TexMan[pagename];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_StartTitle
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_StartTitle (void)
|
|
|
|
{
|
|
|
|
gameaction = ga_nothing;
|
|
|
|
demosequence = -1;
|
|
|
|
D_AdvanceDemo ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Cmd_Endgame
|
|
|
|
//
|
|
|
|
// [RH] Quit the current game and go to fullscreen console
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
CCMD (endgame)
|
|
|
|
{
|
|
|
|
if (!netgame)
|
|
|
|
{
|
|
|
|
gameaction = ga_fullconsole;
|
|
|
|
demosequence = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_AddFile
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_AddFile (const char *file)
|
|
|
|
{
|
|
|
|
if (file == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!FileExists (file))
|
|
|
|
{
|
|
|
|
const char *f = BaseFileSearch (file, ".wad");
|
|
|
|
if (f == NULL)
|
|
|
|
{
|
|
|
|
Printf ("Can't find '%s'\n", file);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
file = f;
|
|
|
|
}
|
|
|
|
wadlist_t *wad = (wadlist_t *)M_Malloc (sizeof(*wad) + strlen(file));
|
|
|
|
|
|
|
|
*wadtail = wad;
|
|
|
|
wad->next = NULL;
|
|
|
|
strcpy (wad->name, file);
|
|
|
|
wadtail = &wad->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_AddWildFile
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_AddWildFile (const char *value)
|
|
|
|
{
|
|
|
|
const char *wadfile = BaseFileSearch (value, ".wad");
|
|
|
|
|
|
|
|
if (wadfile != NULL)
|
|
|
|
{
|
|
|
|
D_AddFile (wadfile);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Try pattern matching
|
|
|
|
findstate_t findstate;
|
|
|
|
char path[PATH_MAX];
|
|
|
|
char *sep;
|
|
|
|
void *handle = I_FindFirst (value, &findstate);
|
|
|
|
|
|
|
|
strcpy (path, value);
|
|
|
|
sep = strrchr (path, '/');
|
|
|
|
if (sep == NULL)
|
|
|
|
{
|
|
|
|
sep = strrchr (path, '\\');
|
|
|
|
#ifdef _WIN32
|
|
|
|
if (sep == NULL && path[1] == ':')
|
|
|
|
{
|
|
|
|
sep = path + 1;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
if (handle != ((void *)-1))
|
|
|
|
{
|
|
|
|
do
|
|
|
|
{
|
2008-02-14 13:07:19 +00:00
|
|
|
if (!(I_FindAttr(&findstate) & FA_DIREC))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-02-14 13:07:19 +00:00
|
|
|
if (sep == NULL)
|
|
|
|
{
|
|
|
|
D_AddFile (I_FindName (&findstate));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
strcpy (sep+1, I_FindName (&findstate));
|
|
|
|
D_AddFile (path);
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
} while (I_FindNext (handle, &findstate) == 0);
|
|
|
|
}
|
|
|
|
I_FindClose (handle);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_AddConfigWads
|
|
|
|
//
|
|
|
|
// Adds all files in the specified config file section.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_AddConfigWads (const char *section)
|
|
|
|
{
|
|
|
|
if (GameConfig->SetSection (section))
|
|
|
|
{
|
|
|
|
const char *key;
|
|
|
|
const char *value;
|
|
|
|
FConfigFile::Position pos;
|
|
|
|
|
|
|
|
while (GameConfig->NextInSection (key, value))
|
|
|
|
{
|
|
|
|
if (stricmp (key, "Path") == 0)
|
|
|
|
{
|
|
|
|
// D_AddWildFile resets GameConfig's position, so remember it
|
|
|
|
GameConfig->GetPosition (pos);
|
|
|
|
D_AddWildFile (value);
|
|
|
|
// Reset GameConfig's position to get next wad
|
|
|
|
GameConfig->SetPosition (pos);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_AddDirectory
|
|
|
|
//
|
|
|
|
// Add all .wad files in a directory. Does not descend into subdirectories.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void D_AddDirectory (const char *dir)
|
|
|
|
{
|
|
|
|
char curdir[PATH_MAX];
|
|
|
|
|
|
|
|
if (getcwd (curdir, PATH_MAX))
|
|
|
|
{
|
|
|
|
char skindir[PATH_MAX];
|
|
|
|
findstate_t findstate;
|
|
|
|
void *handle;
|
|
|
|
size_t stuffstart;
|
|
|
|
|
|
|
|
stuffstart = strlen (dir);
|
|
|
|
memcpy (skindir, dir, stuffstart*sizeof(*dir));
|
|
|
|
skindir[stuffstart] = 0;
|
|
|
|
|
|
|
|
if (skindir[stuffstart-1] == '/')
|
|
|
|
{
|
|
|
|
skindir[--stuffstart] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!chdir (skindir))
|
|
|
|
{
|
|
|
|
skindir[stuffstart++] = '/';
|
|
|
|
if ((handle = I_FindFirst ("*.wad", &findstate)) != (void *)-1)
|
|
|
|
{
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (!(I_FindAttr (&findstate) & FA_DIREC))
|
|
|
|
{
|
|
|
|
strcpy (skindir + stuffstart, I_FindName (&findstate));
|
|
|
|
D_AddFile (skindir);
|
|
|
|
}
|
|
|
|
} while (I_FindNext (handle, &findstate) == 0);
|
|
|
|
I_FindClose (handle);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
chdir (curdir);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// SetIWAD
|
|
|
|
//
|
|
|
|
// Sets parameters for the game using the specified IWAD.
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void SetIWAD (const char *iwadpath, EIWADType type)
|
|
|
|
{
|
|
|
|
static const struct
|
|
|
|
{
|
|
|
|
GameMode_t Mode;
|
|
|
|
const gameinfo_t *Info;
|
|
|
|
GameMission_t Mission;
|
|
|
|
} Datas[NUM_IWAD_TYPES] = {
|
2008-09-01 19:08:19 +00:00
|
|
|
{ commercial, &TNTGameInfo, pack_tnt }, // Doom2TNT
|
|
|
|
{ commercial, &PlutoniaGameInfo, pack_plut }, // Doom2Plutonia
|
2008-01-27 11:25:03 +00:00
|
|
|
{ commercial, &HexenGameInfo, doom2 }, // Hexen
|
|
|
|
{ commercial, &HexenDKGameInfo, doom2 }, // HexenDK
|
2008-09-06 08:22:12 +00:00
|
|
|
{ commercial, &HexenGameInfo, doom2 }, // Hexen Demo
|
2008-01-27 11:25:03 +00:00
|
|
|
{ commercial, &CommercialGameInfo, doom2 }, // Doom2
|
|
|
|
{ shareware, &HereticSWGameInfo, doom }, // HereticShareware
|
|
|
|
{ retail, &HereticGameInfo, doom }, // HereticExtended
|
|
|
|
{ retail, &HereticGameInfo, doom }, // Heretic
|
|
|
|
{ shareware, &SharewareGameInfo, doom }, // DoomShareware
|
|
|
|
{ retail, &RetailGameInfo, doom }, // UltimateDoom
|
|
|
|
{ registered, &RegisteredGameInfo, doom }, // DoomRegistered
|
|
|
|
{ commercial, &StrifeGameInfo, doom2 }, // Strife
|
|
|
|
{ commercial, &StrifeTeaserGameInfo, doom2 }, // StrifeTeaser
|
|
|
|
{ commercial, &StrifeTeaser2GameInfo, doom2 }, // StrifeTeaser2
|
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
|
|
|
{ commercial, &CommercialGameInfo, doom2 }, // FreeDoom
|
2008-09-06 08:22:12 +00:00
|
|
|
{ shareware, &SharewareGameInfo, doom }, // FreeDoom1
|
|
|
|
{ commercial, &CommercialGameInfo, doom2 }, // FreeDM
|
2008-09-01 19:08:19 +00:00
|
|
|
{ registered, &ChexGameInfo, doom }, // Chex Quest
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
{ registered, &Chex3GameInfo, doom }, // Chex Quest 3
|
2008-01-27 11:25:03 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
D_AddFile (iwadpath);
|
|
|
|
|
|
|
|
if ((unsigned)type < NUM_IWAD_TYPES)
|
|
|
|
{
|
|
|
|
gamemode = Datas[type].Mode;
|
|
|
|
gameinfo = *Datas[type].Info;
|
|
|
|
gamemission = Datas[type].Mission;
|
|
|
|
if (type == IWAD_HereticExtended)
|
|
|
|
{
|
|
|
|
gameinfo.flags |= GI_MENUHACK_EXTENDED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gamemode = undetermined;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ScanIWAD
|
|
|
|
//
|
|
|
|
// Scan the contents of an IWAD to determine which one it is
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static EIWADType ScanIWAD (const char *iwad)
|
|
|
|
{
|
|
|
|
static const char checklumps[][8] =
|
|
|
|
{
|
|
|
|
"E1M1",
|
2008-09-06 08:22:12 +00:00
|
|
|
"E4M2",
|
2008-01-27 11:25:03 +00:00
|
|
|
"MAP01",
|
2008-09-06 08:22:12 +00:00
|
|
|
"MAP40",
|
2008-01-27 11:25:03 +00:00
|
|
|
"MAP60",
|
|
|
|
"TITLE",
|
|
|
|
"REDTNT2",
|
|
|
|
"CAMO1",
|
|
|
|
{ 'E','X','T','E','N','D','E','D'},
|
|
|
|
"ENDSTRF",
|
|
|
|
"MAP33",
|
|
|
|
"INVCURS",
|
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
|
|
|
{ 'F','R','E','E','D','O','O','M' },
|
2008-09-01 19:08:19 +00:00
|
|
|
"W94_1",
|
|
|
|
{ 'P','O','S','S','H','0','M','0' },
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
"CYCLA1",
|
|
|
|
"FLMBA1",
|
|
|
|
"MAPINFO",
|
2008-01-27 11:25:03 +00:00
|
|
|
"E2M1","E2M2","E2M3","E2M4","E2M5","E2M6","E2M7","E2M8","E2M9",
|
|
|
|
"E3M1","E3M2","E3M3","E3M4","E3M5","E3M6","E3M7","E3M8","E3M9",
|
|
|
|
"DPHOOF","BFGGA0","HEADA1","CYBRA1",
|
|
|
|
{ 'S','P','I','D','A','1','D','1' },
|
2008-09-01 19:08:19 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
};
|
|
|
|
#define NUM_CHECKLUMPS (sizeof(checklumps)/8)
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
Check_e1m1,
|
|
|
|
Check_e4m1,
|
|
|
|
Check_map01,
|
2008-09-06 08:22:12 +00:00
|
|
|
Check_map40,
|
2008-01-27 11:25:03 +00:00
|
|
|
Check_map60,
|
|
|
|
Check_title,
|
|
|
|
Check_redtnt2,
|
|
|
|
Check_cam01,
|
|
|
|
Check_Extended,
|
|
|
|
Check_endstrf,
|
|
|
|
Check_map33,
|
|
|
|
Check_invcurs,
|
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
|
|
|
Check_FreeDoom,
|
2008-09-01 19:08:19 +00:00
|
|
|
Check_W94_1,
|
|
|
|
Check_POSSH0M0,
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
Check_Cycla1,
|
|
|
|
Check_Flmba1,
|
|
|
|
Check_Mapinfo,
|
2008-01-27 11:25:03 +00:00
|
|
|
Check_e2m1
|
|
|
|
};
|
|
|
|
int lumpsfound[NUM_CHECKLUMPS];
|
|
|
|
size_t i;
|
|
|
|
wadinfo_t header;
|
|
|
|
FILE *f;
|
|
|
|
|
|
|
|
memset (lumpsfound, 0, sizeof(lumpsfound));
|
|
|
|
if ( (f = fopen (iwad, "rb")) )
|
|
|
|
{
|
|
|
|
fread (&header, sizeof(header), 1, f);
|
|
|
|
if (header.Magic == IWAD_ID || header.Magic == PWAD_ID)
|
|
|
|
{
|
|
|
|
header.NumLumps = LittleLong(header.NumLumps);
|
|
|
|
if (0 == fseek (f, LittleLong(header.InfoTableOfs), SEEK_SET))
|
|
|
|
{
|
|
|
|
for (i = 0; i < (size_t)header.NumLumps; i++)
|
|
|
|
{
|
|
|
|
wadlump_t lump;
|
|
|
|
size_t j;
|
|
|
|
|
|
|
|
if (0 == fread (&lump, sizeof(lump), 1, f))
|
|
|
|
break;
|
|
|
|
for (j = 0; j < NUM_CHECKLUMPS; j++)
|
|
|
|
if (strnicmp (lump.Name, checklumps[j], 8) == 0)
|
|
|
|
lumpsfound[j]++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
fclose (f);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (lumpsfound[Check_title] && lumpsfound[Check_map60])
|
|
|
|
{
|
|
|
|
return IWAD_HexenDK;
|
|
|
|
}
|
|
|
|
else if (lumpsfound[Check_map33] && lumpsfound[Check_endstrf])
|
|
|
|
{
|
|
|
|
if (lumpsfound[Check_map01])
|
|
|
|
{
|
|
|
|
return IWAD_Strife;
|
|
|
|
}
|
|
|
|
else if (lumpsfound[Check_invcurs])
|
|
|
|
{
|
|
|
|
return IWAD_StrifeTeaser2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return IWAD_StrifeTeaser;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (lumpsfound[Check_map01])
|
|
|
|
{
|
|
|
|
if (lumpsfound[Check_redtnt2])
|
|
|
|
{
|
|
|
|
return IWAD_Doom2TNT;
|
|
|
|
}
|
|
|
|
else if (lumpsfound[Check_cam01])
|
|
|
|
{
|
|
|
|
return IWAD_Doom2Plutonia;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (lumpsfound[Check_title])
|
|
|
|
{
|
2008-09-06 08:22:12 +00:00
|
|
|
if (lumpsfound[Check_map40])
|
|
|
|
{
|
|
|
|
return IWAD_Hexen;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return IWAD_HexenDemo;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
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
|
|
|
else if (lumpsfound[Check_FreeDoom])
|
|
|
|
{
|
2008-09-06 08:22:12 +00:00
|
|
|
// Is there a 100% reliable way to tell FreeDoom and FreeDM
|
|
|
|
// apart based solely on the lump names?
|
|
|
|
if (strstr(iwad, "freedm.wad") || strstr(iwad, "FREEDM.WAD"))
|
|
|
|
{
|
|
|
|
return IWAD_FreeDM;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return IWAD_FreeDoom;
|
|
|
|
}
|
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
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
return IWAD_Doom2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (lumpsfound[Check_e1m1])
|
|
|
|
{
|
|
|
|
if (lumpsfound[Check_title])
|
|
|
|
{
|
|
|
|
if (!lumpsfound[Check_e2m1])
|
|
|
|
{
|
|
|
|
return IWAD_HereticShareware;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (lumpsfound[Check_Extended])
|
|
|
|
{
|
|
|
|
return IWAD_HereticExtended;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return IWAD_Heretic;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
else if (lumpsfound[Check_Cycla1] && lumpsfound[Check_Flmba1])
|
|
|
|
{
|
|
|
|
if (!lumpsfound[Check_Mapinfo])
|
|
|
|
{
|
|
|
|
// The original release won't work without its hacked custom EXE.
|
|
|
|
//I_FatalError("Found an incompatible version of Chex Quest 3");
|
|
|
|
return NUM_IWAD_TYPES; // Can't use it.
|
|
|
|
}
|
|
|
|
return IWAD_ChexQuest3;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
for (i = Check_e2m1; i < NUM_CHECKLUMPS; i++)
|
|
|
|
{
|
|
|
|
if (!lumpsfound[i])
|
|
|
|
{
|
2008-09-06 08:22:12 +00:00
|
|
|
if (lumpsfound[Check_FreeDoom])
|
|
|
|
{
|
|
|
|
return IWAD_FreeDoom1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return IWAD_DoomShareware;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
if (i == NUM_CHECKLUMPS)
|
|
|
|
{
|
|
|
|
if (lumpsfound[Check_e4m1])
|
|
|
|
{
|
2008-09-01 19:08:19 +00:00
|
|
|
if (lumpsfound[Check_W94_1] && lumpsfound[Check_POSSH0M0])
|
|
|
|
{
|
|
|
|
return IWAD_ChexQuest;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return IWAD_UltimateDoom;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return IWAD_DoomRegistered;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return NUM_IWAD_TYPES; // Don't know
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// CheckIWAD
|
|
|
|
//
|
|
|
|
// Tries to find an IWAD from a set of known IWAD names, and checks the
|
|
|
|
// contents of each one found to determine which game it belongs to.
|
|
|
|
// Returns the number of new wads found in this pass (does not count wads
|
|
|
|
// found from a previous call).
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static int CheckIWAD (const char *doomwaddir, WadStuff *wads)
|
|
|
|
{
|
|
|
|
const char *slash;
|
|
|
|
int i;
|
|
|
|
int numfound;
|
|
|
|
|
|
|
|
numfound = 0;
|
|
|
|
|
|
|
|
slash = (doomwaddir[0] && doomwaddir[strlen (doomwaddir)-1] != '/') ? "/" : "";
|
|
|
|
|
|
|
|
// Search for a pre-defined IWAD
|
|
|
|
for (i = IWADNames[0] ? 0 : 1; IWADNames[i]; i++)
|
|
|
|
{
|
|
|
|
if (wads[i].Path.IsEmpty())
|
|
|
|
{
|
|
|
|
FString iwad;
|
|
|
|
|
|
|
|
iwad.Format ("%s%s%s", doomwaddir, slash, IWADNames[i]);
|
|
|
|
FixPathSeperator (iwad.LockBuffer());
|
2008-03-28 09:56:50 +00:00
|
|
|
iwad.UnlockBuffer();
|
2008-01-27 11:25:03 +00:00
|
|
|
if (FileExists (iwad))
|
|
|
|
{
|
|
|
|
wads[i].Type = ScanIWAD (iwad);
|
|
|
|
if (wads[i].Type != NUM_IWAD_TYPES)
|
|
|
|
{
|
|
|
|
wads[i].Path = iwad;
|
|
|
|
numfound++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return numfound;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ExpandEnvVars
|
|
|
|
//
|
|
|
|
// Expands environment variable references in a string. Intended primarily
|
|
|
|
// for use with IWAD search paths in config files.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static FString ExpandEnvVars(const char *searchpathstring)
|
|
|
|
{
|
|
|
|
static const char envvarnamechars[] =
|
|
|
|
"01234567890"
|
|
|
|
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
|
|
|
|
"_"
|
|
|
|
"abcdefghijklmnopqrstuvwxyz";
|
|
|
|
|
|
|
|
if (searchpathstring == NULL)
|
|
|
|
return FString ("");
|
|
|
|
|
|
|
|
const char *dollar = strchr (searchpathstring,'$');
|
|
|
|
if (dollar == NULL)
|
|
|
|
{
|
|
|
|
return FString (searchpathstring);
|
|
|
|
}
|
|
|
|
|
|
|
|
const char *nextchars = searchpathstring;
|
|
|
|
FString out = FString (searchpathstring, dollar - searchpathstring);
|
|
|
|
while ( (dollar != NULL) && (*nextchars != 0) )
|
|
|
|
{
|
|
|
|
size_t length = strspn(dollar + 1, envvarnamechars);
|
|
|
|
if (length != 0)
|
|
|
|
{
|
|
|
|
FString varname = FString (dollar + 1, length);
|
|
|
|
if (stricmp (varname, "progdir") == 0)
|
|
|
|
{
|
|
|
|
out += progdir;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
char *varvalue = getenv (varname);
|
|
|
|
if ( (varvalue != NULL) && (strlen(varvalue) != 0) )
|
|
|
|
{
|
|
|
|
out += varvalue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
out += '$';
|
|
|
|
}
|
|
|
|
nextchars = dollar + length + 1;
|
|
|
|
dollar = strchr (nextchars, '$');
|
|
|
|
if (dollar != NULL)
|
|
|
|
{
|
|
|
|
out += FString (nextchars, dollar - nextchars);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (*nextchars != 0)
|
|
|
|
{
|
|
|
|
out += nextchars;
|
|
|
|
}
|
|
|
|
return out;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// CheckIWADinEnvDir
|
|
|
|
//
|
|
|
|
// Checks for an IWAD in a path that contains one or more environment
|
|
|
|
// variables.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static int CheckIWADinEnvDir (const char *str, WadStuff *wads)
|
|
|
|
{
|
|
|
|
FString expanded = ExpandEnvVars (str);
|
|
|
|
|
|
|
|
if (!expanded.IsEmpty())
|
|
|
|
{
|
|
|
|
char *dir = expanded.LockBuffer ();
|
|
|
|
FixPathSeperator (dir);
|
|
|
|
expanded.UnlockBuffer ();
|
|
|
|
if (expanded[expanded.Len() - 1] != '/')
|
|
|
|
{
|
|
|
|
expanded += '/';
|
|
|
|
}
|
|
|
|
return CheckIWAD (expanded, wads);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// IdentifyVersion
|
|
|
|
//
|
|
|
|
// Tries to find an IWAD in one of four directories under DOS or Win32:
|
|
|
|
// 1. Current directory
|
|
|
|
// 2. Executable directory
|
|
|
|
// 3. $DOOMWADDIR
|
|
|
|
// 4. $HOME
|
|
|
|
//
|
|
|
|
// Under UNIX OSes, the search path is:
|
|
|
|
// 1. Current directory
|
|
|
|
// 2. $DOOMWADDIR
|
|
|
|
// 3. $HOME/.zdoom
|
|
|
|
// 4. The share directory defined at compile time (/usr/local/share/zdoom)
|
|
|
|
//
|
|
|
|
// The search path can be altered by editing the IWADSearch.Directories
|
|
|
|
// section of the config file.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static EIWADType IdentifyVersion (const char *zdoom_wad)
|
|
|
|
{
|
2008-03-28 09:56:50 +00:00
|
|
|
WadStuff wads[countof(IWADNames)];
|
2008-01-27 11:25:03 +00:00
|
|
|
size_t foundwads[NUM_IWAD_TYPES] = { 0 };
|
2008-03-12 15:21:17 +00:00
|
|
|
const char *iwadparm = Args->CheckValue ("-iwad");
|
2008-01-27 11:25:03 +00:00
|
|
|
size_t numwads;
|
|
|
|
int pickwad;
|
|
|
|
size_t i;
|
|
|
|
bool iwadparmfound = false;
|
|
|
|
FString custwad;
|
|
|
|
|
|
|
|
if (iwadparm)
|
|
|
|
{
|
|
|
|
custwad = iwadparm;
|
|
|
|
FixPathSeperator (custwad.LockBuffer());
|
|
|
|
if (CheckIWAD (custwad, wads))
|
|
|
|
{ // -iwad parameter was a directory
|
|
|
|
iwadparm = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DefaultExtension (custwad, ".wad");
|
|
|
|
iwadparm = custwad;
|
|
|
|
IWADNames[0] = iwadparm;
|
|
|
|
CheckIWAD ("", wads);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (iwadparm == NULL || wads[0].Path.IsEmpty())
|
|
|
|
{
|
|
|
|
if (GameConfig->SetSection ("IWADSearch.Directories"))
|
|
|
|
{
|
|
|
|
const char *key;
|
|
|
|
const char *value;
|
|
|
|
|
|
|
|
while (GameConfig->NextInSection (key, value))
|
|
|
|
{
|
|
|
|
if (stricmp (key, "Path") == 0)
|
|
|
|
{
|
|
|
|
if (strchr (value, '$') != NULL)
|
|
|
|
{
|
|
|
|
CheckIWADinEnvDir (value, wads);
|
|
|
|
}
|
|
|
|
#ifdef unix
|
|
|
|
else if (*value == '~' && (*(value + 1) == 0 || *(value + 1) == '/'))
|
|
|
|
{
|
|
|
|
FString homepath = GetUserFile (*(value + 1) ? value + 2 : value + 1, true);
|
|
|
|
CheckIWAD (homepath, wads);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CheckIWAD (value, wads);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#ifdef _WIN32
|
|
|
|
FString steam_path = I_GetSteamPath();
|
|
|
|
if (steam_path.IsNotEmpty())
|
|
|
|
{
|
|
|
|
static const char *const steam_dirs[] =
|
|
|
|
{
|
|
|
|
"doom 2/base",
|
|
|
|
"final doom/base",
|
|
|
|
"heretic shadow of the serpent riders/base",
|
|
|
|
"hexen/base",
|
|
|
|
"hexen deathkings of the dark citadel/base",
|
|
|
|
"ultimate doom/base"
|
|
|
|
};
|
|
|
|
steam_path += "/SteamApps/common/";
|
|
|
|
for (i = 0; i < countof(steam_dirs); ++i)
|
|
|
|
{
|
|
|
|
CheckIWAD (steam_path + steam_dirs[i], wads);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
if (iwadparm != NULL && !wads[0].Path.IsEmpty())
|
|
|
|
{
|
|
|
|
iwadparmfound = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = numwads = 0; i < countof(IWADNames); i++)
|
|
|
|
{
|
|
|
|
if (!wads[i].Path.IsEmpty())
|
|
|
|
{
|
|
|
|
if (i != numwads)
|
|
|
|
{
|
|
|
|
wads[numwads] = wads[i];
|
|
|
|
}
|
2008-03-28 09:56:50 +00:00
|
|
|
foundwads[wads[numwads].Type] = numwads + 1;
|
2008-01-27 11:25:03 +00:00
|
|
|
numwads++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (foundwads[IWAD_HexenDK] && !foundwads[IWAD_Hexen])
|
|
|
|
{ // Cannot play Hexen DK without Hexen
|
|
|
|
size_t kill = foundwads[IWAD_HexenDK];
|
2008-03-28 09:56:50 +00:00
|
|
|
for (i = kill; i < numwads; ++i)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-28 09:56:50 +00:00
|
|
|
wads[i - 1] = wads[i];
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
numwads--;
|
2008-03-28 09:56:50 +00:00
|
|
|
foundwads[IWAD_HexenDK] = 0;
|
|
|
|
for (i = 0; i < NUM_IWAD_TYPES; ++i)
|
|
|
|
{
|
|
|
|
if (foundwads[i] > kill)
|
|
|
|
{
|
|
|
|
foundwads[i]--;
|
|
|
|
}
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (numwads == 0)
|
|
|
|
{
|
|
|
|
I_FatalError ("Cannot find a game IWAD (doom.wad, doom2.wad, heretic.wad, etc.).\n"
|
|
|
|
"Did you install ZDoom properly? You can do either of the following:\n"
|
|
|
|
"\n"
|
|
|
|
"1. Place one or more of these wads in the same directory as ZDoom.\n"
|
|
|
|
"2. Edit your zdoom-username.ini and add the directories of your iwads\n"
|
|
|
|
"to the list beneath [IWADSearch.Directories]");
|
|
|
|
}
|
|
|
|
|
|
|
|
pickwad = 0;
|
|
|
|
|
|
|
|
if (!iwadparmfound && numwads > 1)
|
|
|
|
{
|
|
|
|
int defiwad = 0;
|
|
|
|
|
|
|
|
// Locate the user's prefered IWAD, if it was found.
|
|
|
|
if (defaultiwad[0] != '\0')
|
|
|
|
{
|
|
|
|
for (i = 0; i < numwads; ++i)
|
|
|
|
{
|
|
|
|
FString basename = ExtractFileBase (wads[i].Path);
|
|
|
|
if (stricmp (basename, defaultiwad) == 0)
|
|
|
|
{
|
|
|
|
defiwad = (int)i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pickwad = I_PickIWad (wads, (int)numwads, queryiwad, defiwad);
|
|
|
|
if (pickwad >= 0)
|
|
|
|
{
|
|
|
|
// The newly selected IWAD becomes the new default
|
|
|
|
FString basename = ExtractFileBase (wads[pickwad].Path);
|
|
|
|
defaultiwad = basename;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pickwad < 0)
|
|
|
|
exit (0);
|
|
|
|
|
|
|
|
// zdoom.pk3 must always be the first file loaded and the IWAD second.
|
|
|
|
D_AddFile (zdoom_wad);
|
|
|
|
|
|
|
|
if (wads[pickwad].Type == IWAD_HexenDK)
|
|
|
|
{ // load hexen.wad before loading hexdd.wad
|
|
|
|
D_AddFile (wads[foundwads[IWAD_Hexen]-1].Path);
|
|
|
|
}
|
|
|
|
|
|
|
|
SetIWAD (wads[pickwad].Path, wads[pickwad].Type);
|
|
|
|
|
|
|
|
if (wads[pickwad].Type == IWAD_Strife)
|
|
|
|
{ // Try to load voices.wad along with strife1.wad
|
|
|
|
long lastslash = wads[pickwad].Path.LastIndexOf ('/');
|
|
|
|
FString path;
|
|
|
|
|
|
|
|
if (lastslash == -1)
|
|
|
|
{
|
|
|
|
path = "";// wads[pickwad].Path;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
path = FString (wads[pickwad].Path.GetChars(), lastslash + 1);
|
|
|
|
}
|
|
|
|
path += "voices.wad";
|
|
|
|
D_AddFile (path);
|
|
|
|
}
|
|
|
|
|
|
|
|
return wads[pickwad].Type;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// BaseFileSearch
|
|
|
|
//
|
|
|
|
// If a file does not exist at <file>, looks for it in the directories
|
|
|
|
// specified in the config file. Returns the path to the file, if found,
|
|
|
|
// or NULL if it could not be found.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir)
|
|
|
|
{
|
|
|
|
static char wad[PATH_MAX];
|
|
|
|
|
|
|
|
if (lookfirstinprogdir)
|
|
|
|
{
|
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
|
|
|
mysnprintf (wad, countof(wad), "%s%s%s", progdir.GetChars(), progdir[progdir.Len() - 1] != '/' ? "/" : "", file);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (FileExists (wad))
|
|
|
|
{
|
|
|
|
return wad;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (FileExists (file))
|
|
|
|
{
|
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
|
|
|
mysnprintf (wad, countof(wad), "%s", file);
|
2008-01-27 11:25:03 +00:00
|
|
|
return wad;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (GameConfig->SetSection ("FileSearch.Directories"))
|
|
|
|
{
|
|
|
|
const char *key;
|
|
|
|
const char *value;
|
|
|
|
|
|
|
|
while (GameConfig->NextInSection (key, value))
|
|
|
|
{
|
|
|
|
if (stricmp (key, "Path") == 0)
|
|
|
|
{
|
|
|
|
const char *dir;
|
|
|
|
FString homepath;
|
|
|
|
|
|
|
|
if (*value == '$')
|
|
|
|
{
|
|
|
|
if (stricmp (value + 1, "progdir") == 0)
|
|
|
|
{
|
|
|
|
dir = progdir;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dir = getenv (value + 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#ifdef unix
|
|
|
|
else if (*value == '~' && (*(value + 1) == 0 || *(value + 1) == '/'))
|
|
|
|
{
|
|
|
|
homepath = GetUserFile (*(value + 1) ? value + 2 : value + 1, true);
|
|
|
|
dir = homepath;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
else
|
|
|
|
{
|
|
|
|
dir = value;
|
|
|
|
}
|
|
|
|
if (dir != NULL)
|
|
|
|
{
|
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
|
|
|
mysnprintf (wad, countof(wad), "%s%s%s", dir, dir[strlen (dir) - 1] != '/' ? "/" : "", file);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (FileExists (wad))
|
|
|
|
{
|
|
|
|
return wad;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Retry, this time with a default extension
|
|
|
|
if (ext != NULL)
|
|
|
|
{
|
|
|
|
FString tmp = file;
|
|
|
|
DefaultExtension (tmp, ext);
|
|
|
|
return BaseFileSearch (tmp, NULL);
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// ConsiderPatches
|
|
|
|
//
|
|
|
|
// Tries to add any deh/bex patches from the command line.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
bool ConsiderPatches (const char *arg, const char *ext)
|
|
|
|
{
|
|
|
|
bool noDef = false;
|
2008-03-12 15:21:17 +00:00
|
|
|
DArgs *files = Args->GatherFiles (arg, ext, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (files->NumArgs() > 0)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
const char *f;
|
|
|
|
|
|
|
|
for (i = 0; i < files->NumArgs(); ++i)
|
|
|
|
{
|
|
|
|
if ( (f = BaseFileSearch (files->GetArg (i), ".deh")) )
|
|
|
|
DoDehPatch (f, false);
|
|
|
|
else if ( (f = BaseFileSearch (files->GetArg (i), ".bex")) )
|
|
|
|
DoDehPatch (f, false);
|
|
|
|
}
|
|
|
|
noDef = true;
|
|
|
|
}
|
2008-03-12 15:21:17 +00:00
|
|
|
files->Destroy();
|
2008-01-27 11:25:03 +00:00
|
|
|
return noDef;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_LoadWadSettings
|
|
|
|
//
|
|
|
|
// Parses any loaded KEYCONF lumps. These are restricted console scripts
|
|
|
|
// that can only execute the alias, defaultbind, addkeysection,
|
|
|
|
// addmenukey, weaponsection, and addslotdefault commands.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_LoadWadSettings ()
|
|
|
|
{
|
|
|
|
char cmd[4096];
|
|
|
|
int lump, lastlump = 0;
|
|
|
|
|
|
|
|
ParsingKeyConf = true;
|
|
|
|
|
|
|
|
while ((lump = Wads.FindLump ("KEYCONF", &lastlump)) != -1)
|
|
|
|
{
|
|
|
|
FMemLump data = Wads.ReadLump (lump);
|
|
|
|
const char *eof = (char *)data.GetMem() + Wads.LumpLength (lump);
|
|
|
|
const char *conf = (char *)data.GetMem();
|
|
|
|
|
|
|
|
while (conf < eof)
|
|
|
|
{
|
|
|
|
size_t i;
|
|
|
|
|
|
|
|
// Fetch a line to execute
|
|
|
|
for (i = 0; conf + i < eof && conf[i] != '\n'; ++i)
|
|
|
|
{
|
|
|
|
cmd[i] = conf[i];
|
|
|
|
}
|
|
|
|
cmd[i] = 0;
|
|
|
|
conf += i;
|
|
|
|
if (*conf == '\n')
|
|
|
|
{
|
|
|
|
conf++;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Comments begin with //
|
|
|
|
char *stop = cmd + i - 1;
|
|
|
|
char *comment = cmd;
|
|
|
|
int inQuote = 0;
|
|
|
|
|
|
|
|
if (*stop == '\r')
|
|
|
|
*stop-- = 0;
|
|
|
|
|
|
|
|
while (comment < stop)
|
|
|
|
{
|
|
|
|
if (*comment == '\"')
|
|
|
|
{
|
|
|
|
inQuote ^= 1;
|
|
|
|
}
|
|
|
|
else if (!inQuote && *comment == '/' && *(comment + 1) == '/')
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
comment++;
|
|
|
|
}
|
|
|
|
if (comment == cmd)
|
|
|
|
{ // Comment at line beginning
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else if (comment < stop)
|
|
|
|
{ // Comment in middle of line
|
|
|
|
*comment = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
AddCommandString (cmd);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ParsingKeyConf = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_MultiExec
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_MultiExec (DArgs *list, bool usePullin)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < list->NumArgs(); ++i)
|
|
|
|
{
|
|
|
|
C_ExecFile (list->GetArg (i), usePullin);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// D_DoomMain
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void D_DoomMain (void)
|
|
|
|
{
|
|
|
|
int p, flags;
|
|
|
|
char *v;
|
|
|
|
const char *wad;
|
|
|
|
DArgs *execFiles;
|
|
|
|
const IWADInfo *iwad_info;
|
|
|
|
|
|
|
|
srand(I_MSTime());
|
2008-03-12 15:21:17 +00:00
|
|
|
|
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
|
|
|
// Set the FPU precision to 53 significant bits. This is the default
|
|
|
|
// for Visual C++, but not for GCC, so some slight math variances
|
|
|
|
// might crop up if we leave it alone.
|
|
|
|
#if defined(_FPU_GETCW)
|
|
|
|
{
|
|
|
|
int cw;
|
|
|
|
_FPU_GETCW(cw);
|
|
|
|
cw = (cw & ~_FPU_EXTENDED) | _FPU_DOUBLE;
|
|
|
|
_FPU_SETCW(cw);
|
|
|
|
}
|
|
|
|
#elif defined(_PC_53)
|
|
|
|
// On the x64 architecture, changing the floating point precision is not supported.
|
|
|
|
#ifndef _WIN64
|
|
|
|
int cfp = _control87(_PC_53, _MCW_PC);
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
PClass::StaticInit ();
|
|
|
|
atterm (C_DeinitConsole);
|
|
|
|
|
|
|
|
gamestate = GS_STARTUP;
|
|
|
|
|
|
|
|
SetLanguageIDs ();
|
|
|
|
|
|
|
|
rngseed = (DWORD)time (NULL);
|
|
|
|
FRandom::StaticClearRandom ();
|
|
|
|
M_FindResponseFile ();
|
|
|
|
|
|
|
|
Printf ("M_LoadDefaults: Load system defaults.\n");
|
|
|
|
M_LoadDefaults (); // load before initing other systems
|
|
|
|
|
|
|
|
// [RH] Make sure zdoom.pk3 is always loaded,
|
|
|
|
// as it contains magic stuff we need.
|
|
|
|
|
|
|
|
wad = BaseFileSearch (BASEWAD, NULL, true);
|
|
|
|
if (wad == NULL)
|
|
|
|
{
|
|
|
|
I_FatalError ("Cannot find " BASEWAD);
|
|
|
|
}
|
|
|
|
|
|
|
|
iwad_info = &IWADInfos[IdentifyVersion(wad)];
|
|
|
|
I_SetIWADInfo(iwad_info);
|
|
|
|
GameConfig->DoGameSetup (GameNames[gameinfo.gametype]);
|
|
|
|
|
|
|
|
if (!(gameinfo.flags & GI_SHAREWARE))
|
|
|
|
{
|
2008-06-08 09:24:55 +00:00
|
|
|
FString file;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
// [RH] zvox.wad - A wad I had intended to be automatically generated
|
|
|
|
// from Q2's pak0.pak so the female and cyborg player could have
|
|
|
|
// voices. I never got around to writing the utility to do it, though.
|
|
|
|
// And I probably never will now. But I know at least one person uses
|
|
|
|
// it for something else, so this gets to stay here.
|
|
|
|
wad = BaseFileSearch ("zvox.wad", NULL);
|
|
|
|
if (wad)
|
|
|
|
D_AddFile (wad);
|
|
|
|
|
|
|
|
// [RH] Add any .wad files in the skins directory
|
|
|
|
#ifdef unix
|
|
|
|
file = SHARE_DIR;
|
|
|
|
#else
|
|
|
|
file = progdir;
|
|
|
|
#endif
|
|
|
|
file += "skins";
|
|
|
|
D_AddDirectory (file);
|
|
|
|
|
|
|
|
const char *home = getenv ("HOME");
|
|
|
|
if (home)
|
|
|
|
{
|
|
|
|
file = home;
|
|
|
|
if (home[strlen(home) - 1] != '/')
|
|
|
|
{
|
|
|
|
file += '/';
|
|
|
|
}
|
|
|
|
file += ".zdoom/skins";
|
|
|
|
D_AddDirectory (file);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Add common (global) wads
|
|
|
|
D_AddConfigWads ("Global.Autoload");
|
|
|
|
|
|
|
|
// Add game-specific wads
|
|
|
|
file = GameNames[gameinfo.gametype];
|
|
|
|
file += ".Autoload";
|
|
|
|
D_AddConfigWads (file);
|
|
|
|
|
|
|
|
// Add IWAD-specific wads
|
|
|
|
if (iwad_info->Autoname != NULL)
|
|
|
|
{
|
|
|
|
file = iwad_info->Autoname;
|
|
|
|
file += ".Autoload";
|
|
|
|
D_AddConfigWads(file);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Run automatically executed files
|
|
|
|
execFiles = new DArgs;
|
|
|
|
GameConfig->AddAutoexec (execFiles, GameNames[gameinfo.gametype]);
|
|
|
|
D_MultiExec (execFiles, true);
|
2008-03-12 15:21:17 +00:00
|
|
|
execFiles->Destroy();
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
// Run .cfg files at the start of the command line.
|
2008-03-12 15:21:17 +00:00
|
|
|
execFiles = Args->GatherFiles (NULL, ".cfg", false);
|
2008-01-27 11:25:03 +00:00
|
|
|
D_MultiExec (execFiles, true);
|
2008-03-12 15:21:17 +00:00
|
|
|
execFiles->Destroy();
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
C_ExecCmdLineParams (); // [RH] do all +set commands on the command line
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
DArgs *files = Args->GatherFiles ("-file", ".wad", true);
|
|
|
|
DArgs *files1 = Args->GatherFiles (NULL, ".zip", false);
|
|
|
|
DArgs *files2 = Args->GatherFiles (NULL, ".pk3", false);
|
|
|
|
DArgs *files3 = Args->GatherFiles (NULL, ".txt", false);
|
2008-01-27 15:34:47 +00:00
|
|
|
if (files->NumArgs() > 0 || files1->NumArgs() > 0 || files2->NumArgs() > 0 || files3->NumArgs() > 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
// Check for -file in shareware
|
|
|
|
if (gameinfo.flags & GI_SHAREWARE)
|
|
|
|
{
|
|
|
|
I_FatalError ("You cannot -file with the shareware version. Register!");
|
|
|
|
}
|
|
|
|
|
|
|
|
// the files gathered are wadfile/lump names
|
|
|
|
for (int i = 0; i < files->NumArgs(); i++)
|
|
|
|
{
|
|
|
|
D_AddWildFile (files->GetArg (i));
|
|
|
|
}
|
|
|
|
for (int i = 0; i < files1->NumArgs(); i++)
|
|
|
|
{
|
|
|
|
D_AddWildFile (files1->GetArg (i));
|
|
|
|
}
|
|
|
|
for (int i = 0; i < files2->NumArgs(); i++)
|
|
|
|
{
|
|
|
|
D_AddWildFile (files2->GetArg (i));
|
|
|
|
}
|
2008-01-27 15:34:47 +00:00
|
|
|
for (int i = 0; i < files3->NumArgs(); i++)
|
|
|
|
{
|
|
|
|
D_AddWildFile (files3->GetArg (i));
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
2008-03-12 15:21:17 +00:00
|
|
|
files->Destroy();
|
|
|
|
files1->Destroy();
|
|
|
|
files2->Destroy();
|
|
|
|
files3->Destroy();
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
Printf ("W_Init: Init WADfiles.\n");
|
|
|
|
Wads.InitMultipleFiles (&wadfiles);
|
|
|
|
|
|
|
|
// [RH] Initialize localizable strings.
|
|
|
|
GStrings.LoadStrings (false);
|
|
|
|
|
|
|
|
// [RH] Moved these up here so that we can do most of our
|
|
|
|
// startup output in a fullscreen console.
|
|
|
|
|
|
|
|
CT_Init ();
|
|
|
|
|
|
|
|
Printf ("I_Init: Setting up machine state.\n");
|
|
|
|
I_Init ();
|
|
|
|
|
|
|
|
Printf ("V_Init: allocate screen.\n");
|
|
|
|
V_Init ();
|
|
|
|
|
|
|
|
// Base systems have been inited; enable cvar callbacks
|
|
|
|
FBaseCVar::EnableCallbacks ();
|
|
|
|
|
|
|
|
Printf ("S_Init: Setting up sound.\n");
|
|
|
|
S_Init ();
|
|
|
|
|
|
|
|
Printf ("ST_Init: Init startup screen.\n");
|
|
|
|
StartScreen = FStartupScreen::CreateInstance (R_GuesstimateNumTextures() + 5);
|
|
|
|
|
|
|
|
Printf ("P_Init: Checking cmd-line parameters...\n");
|
|
|
|
flags = dmflags;
|
2008-03-12 15:21:17 +00:00
|
|
|
if (Args->CheckParm ("-nomonsters")) flags |= DF_NO_MONSTERS;
|
|
|
|
if (Args->CheckParm ("-respawn")) flags |= DF_MONSTERS_RESPAWN;
|
|
|
|
if (Args->CheckParm ("-fast")) flags |= DF_FAST_MONSTERS;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
devparm = !!Args->CheckParm ("-devparm");
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
if (Args->CheckParm ("-altdeath"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
deathmatch = 1;
|
|
|
|
flags |= DF_ITEMS_RESPAWN;
|
|
|
|
}
|
2008-03-12 15:21:17 +00:00
|
|
|
else if (Args->CheckParm ("-deathmatch"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
deathmatch = 1;
|
|
|
|
flags |= DF_WEAPONS_STAY | DF_ITEMS_RESPAWN;
|
|
|
|
}
|
|
|
|
|
|
|
|
dmflags = flags;
|
|
|
|
|
|
|
|
// get skill / episode / map from parms
|
|
|
|
if (gameinfo.gametype != GAME_Hexen)
|
|
|
|
{
|
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
|
|
|
startmap = (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1";
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
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
|
|
|
startmap = "&wt@01";
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
autostart = false;
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
const char *val = Args->CheckValue ("-skill");
|
2008-01-27 11:25:03 +00:00
|
|
|
if (val)
|
|
|
|
{
|
|
|
|
gameskill = val[0] - '1';
|
|
|
|
autostart = true;
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
p = Args->CheckParm ("-warp");
|
|
|
|
if (p && p < Args->NumArgs() - 1)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int ep, map;
|
|
|
|
|
|
|
|
if (gameinfo.flags & GI_MAPxx)
|
|
|
|
{
|
|
|
|
ep = 1;
|
2008-03-12 15:21:17 +00:00
|
|
|
map = atoi (Args->GetArg(p+1));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-03-12 15:21:17 +00:00
|
|
|
ep = atoi (Args->GetArg(p+1));
|
|
|
|
map = p < Args->NumArgs() - 2 ? atoi (Args->GetArg(p+2)) : 10;
|
2008-01-27 11:25:03 +00:00
|
|
|
if (map < 1 || map > 9)
|
|
|
|
{
|
|
|
|
map = ep;
|
|
|
|
ep = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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
|
|
|
startmap = CalcMapName (ep, map);
|
2008-01-27 11:25:03 +00:00
|
|
|
autostart = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Hack to handle +map
|
2008-03-12 15:21:17 +00:00
|
|
|
p = Args->CheckParm ("+map");
|
|
|
|
if (p && p < Args->NumArgs()-1)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882
- Added the option to use $ as a prefix to a string table name everywhere in
MAPINFO where 'lookup' could be specified so that there is one consistent
way to do it.
- Externalized all default episode definitions. Added an 'optional' keyword
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData function and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SBarInfo Update #16
- Added: fillzeros flag for drawnumber. When set the string will always have
a length of the specified size and zeros will fill in for the missing places.
If the number is negative the negative sign will take the place of the last
digit.
- Added: globalarray type to drawnumber which will display the value in a
global array with the index set to the player's number. Untested.
- Added: isselected command to SBarInfo.
- Fixed: Bi and Tri colored numbers didn't work.
- Fixed: Crash when using nullimage as the last image in drawswitchableimage.
- Applied Graf suggestion to include the y coord when calulating heights to fix
most of the gaps caused by round off errors. At least for now anyways and it
is only applied for drawimage.
- SBarInfo inventory bars have been converted to use screen->DrawTexture()
- Increased limit for demon/melee to 4.
- Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
- Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for
DECORATE was wrong (2 instead of 1.)
- Changed: Hexen set every cluster to be a hub if it hadn't been defined before
a level using this cluster. Now it will only do that if HexenHack is true,
i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format
MAPINFOs it will now be the same as for the other games which means that
'hub' has to be declared explicitly.
- Added an Idle state that is entered in place of the spawn state if a monster
has to return to its inactive state if it can't find any more targets.
- Added MF5_NOINTERACTION flag which completely disables all physics related
code for any actor with this flag. Mostly useful for particle effects where
the actors just move a certain distance and then disappear.
- Removed the last remains of the antialias precalculation code from
am_map.cpp because it was no longer used.
- Fixed: Two-sided lines bordering a secret sector were not drawn in the
proper color
- Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color.
- Switched sounds local to the listener from head-relative 3D sounds to 2D
sounds so stereo sounds have full separation. I tried using set3DSpread,
but that still caused some blending of the channels.
- Changed FScanner so that opening a lump gives the complete wad+lump name
rather than a generic one, so identifying errors among files that all have
the same lump name no longer involves any degree of guesswork in
determining exactly which file the error occurred in.
- Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final
sequences.
- Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL
pointer checks, in case an improper sequence was encountered during
parsing but not early enough to avoid creating a slot for it in the array.
- Added support for dumping from RAW/DRO/IMF files, so now anything that
can be played as OPL can also be dumped.
- Removed the opl_enable cvar, since OPL playback is now selectable as just
another MIDI device.
- Added support for DRO playback and dual-chip RAW playback.
- Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with
MUSSong2 works just as well. There are still lots of leftover bits in
the class that should probably be removed at some point, too.
- Added dual-chip dumping support for the RAW format.
- Added DosBox Raw OPL (.DRO) dumping support. For whatever reason,
in_adlib calculates the song length for this format wrong, even though
the exact length is stored right in the header. (But in_adlib seems buggy
in general; too bad it's the only Windows version of Adplug that seems to
exist.)
- Rewrote the OPL dumper to work with MIDI as well as MUS.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-05 13:28:48 +00:00
|
|
|
if (!P_CheckMapData(Args->GetArg (p+1)))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-12 15:21:17 +00:00
|
|
|
Printf ("Can't find map %s\n", Args->GetArg (p+1));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
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
|
|
|
startmap = Args->GetArg (p + 1);
|
2008-03-12 15:21:17 +00:00
|
|
|
Args->GetArg (p)[0] = '-';
|
2008-01-27 11:25:03 +00:00
|
|
|
autostart = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (devparm)
|
|
|
|
{
|
|
|
|
Printf (GStrings("D_DEVSTR"));
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifndef unix
|
|
|
|
// We do not need to support -cdrom under Unix, because all the files
|
|
|
|
// that would go to c:\\zdoomdat are already stored in .zdoom inside
|
|
|
|
// the user's home directory.
|
2008-03-12 15:21:17 +00:00
|
|
|
if (Args->CheckParm("-cdrom"))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
Printf (GStrings("D_CDROM"));
|
|
|
|
mkdir (CDROM_DIR, 0);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// turbo option // [RH] (now a cvar)
|
|
|
|
{
|
|
|
|
UCVarValue value;
|
|
|
|
static char one_hundred[] = "100";
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
value.String = Args->CheckValue ("-turbo");
|
2008-01-27 11:25:03 +00:00
|
|
|
if (value.String == NULL)
|
|
|
|
value.String = one_hundred;
|
|
|
|
else
|
|
|
|
Printf ("turbo scale: %s%%\n", value.String);
|
|
|
|
|
|
|
|
turbo.SetGenericRepDefault (value, CVAR_String);
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
v = Args->CheckValue ("-timer");
|
2008-01-27 11:25:03 +00:00
|
|
|
if (v)
|
|
|
|
{
|
|
|
|
double time = strtod (v, NULL);
|
|
|
|
Printf ("Levels will end after %g minute%s.\n", time, time > 1 ? "s" : "");
|
|
|
|
timelimit = (float)time;
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
v = Args->CheckValue ("-avg");
|
2008-01-27 11:25:03 +00:00
|
|
|
if (v)
|
|
|
|
{
|
|
|
|
Printf ("Austin Virtual Gaming: Levels will end after 20 minutes\n");
|
|
|
|
timelimit = 20.f;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Build status bar line!
|
|
|
|
//
|
|
|
|
if (deathmatch)
|
|
|
|
StartScreen->AppendStatusLine("DeathMatch...");
|
|
|
|
if (dmflags & DF_NO_MONSTERS)
|
|
|
|
StartScreen->AppendStatusLine("No Monsters...");
|
|
|
|
if (dmflags & DF_MONSTERS_RESPAWN)
|
|
|
|
StartScreen->AppendStatusLine("Respawning...");
|
|
|
|
if (autostart)
|
|
|
|
{
|
|
|
|
FString temp;
|
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
|
|
|
temp.Format ("Warp to map %s, Skill %d ", startmap.GetChars(), gameskill + 1);
|
2008-01-27 11:25:03 +00:00
|
|
|
StartScreen->AppendStatusLine(temp);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Parse through all loaded mapinfo lumps
|
|
|
|
Printf ("G_ParseMapInfo: Load map definitions.\n");
|
|
|
|
G_ParseMapInfo ();
|
|
|
|
|
|
|
|
// [RH] Parse any SNDINFO lumps
|
|
|
|
Printf ("S_InitData: Load sound definitions.\n");
|
|
|
|
S_InitData ();
|
|
|
|
|
2008-09-23 21:41:49 +00:00
|
|
|
|
|
|
|
Printf ("Texman.Init: Init texture manager.\n");
|
|
|
|
TexMan.Init();
|
|
|
|
|
|
|
|
// Now that all textues have been loaded the crosshair can be initialized.
|
|
|
|
crosshair.Callback ();
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
// [CW] Parse any TEAMINFO lumps
|
|
|
|
Printf ("TEAMINFO_Init: Load team definitions.\n");
|
|
|
|
TEAMINFO_Init ();
|
|
|
|
|
|
|
|
FActorInfo::StaticInit ();
|
|
|
|
|
|
|
|
// Now that all actors have been defined we can finally set up the weapon slots
|
|
|
|
GameConfig->DoWeaponSetup (GameNames[gameinfo.gametype]);
|
|
|
|
|
|
|
|
// [GRB] Initialize player class list
|
|
|
|
SetupPlayerClasses ();
|
|
|
|
|
|
|
|
// [RH] Load custom key and weapon settings from WADs
|
|
|
|
D_LoadWadSettings ();
|
|
|
|
|
|
|
|
// [GRB] Check if someone used clearplayerclasses but not addplayerclass
|
|
|
|
if (PlayerClasses.Size () == 0)
|
|
|
|
{
|
|
|
|
I_FatalError ("No player classes defined");
|
|
|
|
}
|
|
|
|
|
|
|
|
StartScreen->Progress ();
|
|
|
|
|
|
|
|
Printf ("R_Init: Init %s refresh subsystem.\n", GameNames[gameinfo.gametype]);
|
|
|
|
StartScreen->LoadingStatus ("Loading graphics", 0x3f);
|
|
|
|
R_Init ();
|
|
|
|
|
|
|
|
Printf ("DecalLibrary: Load decals.\n");
|
|
|
|
DecalLibrary.Clear ();
|
|
|
|
DecalLibrary.ReadAllDecals ();
|
|
|
|
|
|
|
|
// [RH] Try adding .deh and .bex files on the command line.
|
|
|
|
// If there are none, try adding any in the config file.
|
|
|
|
|
|
|
|
//if (gameinfo.gametype == GAME_Doom)
|
|
|
|
{
|
|
|
|
if (!ConsiderPatches ("-deh", ".deh") &&
|
|
|
|
!ConsiderPatches ("-bex", ".bex") &&
|
|
|
|
(gameinfo.gametype == GAME_Doom) &&
|
|
|
|
GameConfig->SetSection ("Doom.DefaultDehacked"))
|
|
|
|
{
|
|
|
|
const char *key;
|
|
|
|
const char *value;
|
|
|
|
|
|
|
|
while (GameConfig->NextInSection (key, value))
|
|
|
|
{
|
|
|
|
if (stricmp (key, "Path") == 0 && FileExists (value))
|
|
|
|
{
|
|
|
|
Printf ("Applying patch %s\n", value);
|
|
|
|
DoDehPatch (value, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
DoDehPatch (NULL, true); // See if there's a patch in a PWAD
|
|
|
|
FinishDehPatch (); // Create replacements for dehacked pickups
|
|
|
|
}
|
|
|
|
FActorInfo::StaticSetActorNums ();
|
|
|
|
|
|
|
|
|
|
|
|
// [RH] User-configurable startup strings. Because BOOM does.
|
|
|
|
static const char *startupString[5] = {
|
|
|
|
"STARTUP1", "STARTUP2", "STARTUP3", "STARTUP4", "STARTUP5"
|
|
|
|
};
|
|
|
|
for (p = 0; p < 5; ++p)
|
|
|
|
{
|
|
|
|
const char *str = GStrings[startupString[p]];
|
|
|
|
if (str != NULL && str[0] != '\0')
|
|
|
|
{
|
|
|
|
Printf ("%s\n", str);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//Added by MC:
|
2008-03-28 09:56:50 +00:00
|
|
|
DArgs *bots = Args->GatherFiles("-bots", "", false);
|
|
|
|
for (p = 0; p < bots->NumArgs(); ++p)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-28 09:56:50 +00:00
|
|
|
bglobal.getspawned.Push(bots->GetArg(p));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
2008-03-28 09:56:50 +00:00
|
|
|
bglobal.spawn_tries = 0;
|
|
|
|
bglobal.wanted_botnum = bglobal.getspawned.Size();
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
Printf ("M_Init: Init miscellaneous info.\n");
|
|
|
|
M_Init ();
|
|
|
|
|
|
|
|
Printf ("P_Init: Init Playloop state.\n");
|
|
|
|
StartScreen->LoadingStatus ("Init game engine", 0x3f);
|
|
|
|
P_Init ();
|
|
|
|
|
2008-03-19 11:19:03 +00:00
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
//SBarInfo support.
|
2008-03-19 11:19:03 +00:00
|
|
|
SBarInfo::Load();
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
Printf ("D_CheckNetGame: Checking network game status.\n");
|
|
|
|
StartScreen->LoadingStatus ("Checking network game status.", 0x3f);
|
|
|
|
D_CheckNetGame ();
|
|
|
|
|
|
|
|
// [RH] Lock any cvars that should be locked now that we're
|
|
|
|
// about to begin the game.
|
|
|
|
FBaseCVar::EnableNoSet ();
|
|
|
|
|
|
|
|
// [RH] Run any saved commands from the command line or autoexec.cfg now.
|
|
|
|
gamestate = GS_FULLCONSOLE;
|
|
|
|
Net_NewMakeTic ();
|
|
|
|
DThinker::RunThinkers ();
|
|
|
|
gamestate = GS_STARTUP;
|
|
|
|
|
|
|
|
// start the apropriate game based on parms
|
2008-03-12 15:21:17 +00:00
|
|
|
v = Args->CheckValue ("-record");
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (v)
|
|
|
|
{
|
|
|
|
G_RecordDemo (v);
|
|
|
|
autostart = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
delete StartScreen;
|
|
|
|
StartScreen = NULL;
|
|
|
|
V_Init2();
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
files = Args->GatherFiles ("-playdemo", ".lmp", false);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (files->NumArgs() > 0)
|
|
|
|
{
|
|
|
|
singledemo = true; // quit after one demo
|
|
|
|
G_DeferedPlayDemo (files->GetArg (0));
|
|
|
|
D_DoomLoop (); // never returns
|
|
|
|
}
|
2008-03-12 15:21:17 +00:00
|
|
|
files->Destroy();
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
v = Args->CheckValue ("-timedemo");
|
2008-01-27 11:25:03 +00:00
|
|
|
if (v)
|
|
|
|
{
|
|
|
|
G_TimeDemo (v);
|
|
|
|
D_DoomLoop (); // never returns
|
|
|
|
}
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
v = Args->CheckValue ("-loadgame");
|
2008-01-27 11:25:03 +00:00
|
|
|
if (v)
|
|
|
|
{
|
2008-06-08 09:24:55 +00:00
|
|
|
FString file(v);
|
2008-01-27 11:25:03 +00:00
|
|
|
FixPathSeperator (file);
|
|
|
|
DefaultExtension (file, ".zds");
|
|
|
|
G_LoadGame (file);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (gameaction != ga_loadgame)
|
|
|
|
{
|
|
|
|
if (autostart || netgame)
|
|
|
|
{
|
|
|
|
// Do not do any screenwipes when autostarting a game.
|
|
|
|
NoWipe = 35;
|
|
|
|
CheckWarpTransMap (startmap, true);
|
|
|
|
if (demorecording)
|
|
|
|
G_BeginRecording (startmap);
|
|
|
|
G_InitNew (startmap, false);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
D_StartTitle (); // start up intro loop
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (demorecording)
|
|
|
|
{
|
|
|
|
G_BeginRecording (NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
atterm (D_QuitNetGame); // killough
|
|
|
|
|
|
|
|
D_DoomLoop (); // never returns
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FStartupScreen Constructor
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FStartupScreen::FStartupScreen(int max_progress)
|
|
|
|
{
|
|
|
|
MaxPos = max_progress;
|
|
|
|
CurPos = 0;
|
|
|
|
NotchPos = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FStartupScreen Destructor
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FStartupScreen::~FStartupScreen()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FStartupScreen :: LoadingStatus
|
|
|
|
//
|
|
|
|
// Used by Heretic for the Loading Status "window."
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FStartupScreen::LoadingStatus(const char *message, int colors)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FStartupScreen :: AppendStatusLine
|
|
|
|
//
|
|
|
|
// Used by Heretic for the "status line" at the bottom of the screen.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FStartupScreen::AppendStatusLine(const char *status)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// STAT fps
|
|
|
|
//
|
|
|
|
// Displays statistics about rendering times
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
ADD_STAT (fps)
|
|
|
|
{
|
|
|
|
FString out;
|
|
|
|
out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms",
|
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
|
|
|
FrameCycles.TimeMS(), WallCycles.TimeMS(), PlaneCycles.TimeMS(), MaskedCycles.TimeMS());
|
2008-01-27 11:25:03 +00:00
|
|
|
return out;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// STAT wallcycles
|
|
|
|
//
|
|
|
|
// Displays the minimum number of cycles spent drawing walls
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
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
|
|
|
static double bestwallcycles = HUGE_VAL;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
ADD_STAT (wallcycles)
|
|
|
|
{
|
|
|
|
FString out;
|
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
|
|
|
double cycles = WallCycles.Time();
|
|
|
|
if (cycles && cycles < bestwallcycles)
|
|
|
|
bestwallcycles = cycles;
|
|
|
|
out.Format ("%g", bestwallcycles);
|
2008-01-27 11:25:03 +00:00
|
|
|
return out;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// CCMD clearwallcycles
|
|
|
|
//
|
|
|
|
// Resets the count of minimum wall drawing cycles
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
CCMD (clearwallcycles)
|
|
|
|
{
|
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
|
|
|
bestwallcycles = HUGE_VAL;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#if 1
|
|
|
|
// To use these, also uncomment the clock/unclock in wallscan
|
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
|
|
|
static double bestscancycles = HUGE_VAL;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
ADD_STAT (scancycles)
|
|
|
|
{
|
|
|
|
FString out;
|
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
|
|
|
double scancycles = WallScanCycles.Time();
|
|
|
|
if (scancycles && scancycles < bestscancycles)
|
|
|
|
bestscancycles = scancycles;
|
|
|
|
out.Format ("%g", bestscancycles);
|
2008-01-27 11:25:03 +00:00
|
|
|
return out;
|
|
|
|
}
|
|
|
|
|
|
|
|
CCMD (clearscancycles)
|
|
|
|
{
|
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
|
|
|
bestscancycles = HUGE_VAL;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
#endif
|