2006-02-24 04:48:15 +00:00
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// cmdlib.c (mostly borrowed from the Q2 source)
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2006-10-09 15:55:47 +00:00
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#ifdef _WIN32
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2006-02-24 04:48:15 +00:00
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#include <direct.h>
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2006-10-09 15:55:47 +00:00
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#endif
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2006-02-24 04:48:15 +00:00
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#include "doomtype.h"
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#include "cmdlib.h"
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#include "i_system.h"
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <time.h>
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#include "m_alloc.h"
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/*
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progdir will hold the path up to the game directory, including the slash
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f:\quake\
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/raid/quake/
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gamedir will hold progdir + the game directory (id1, id2, etc)
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*/
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char progdir[1024];
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static inline bool IsSeperator (int c)
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{
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if (c == '/')
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return true;
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#ifdef WIN32
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if (c == '\\' || c == ':')
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return true;
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#endif
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return false;
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}
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void FixPathSeperator (char *path)
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{
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while (*path)
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{
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if (*path == '\\')
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*path = '/';
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path++;
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}
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}
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char *copystring (const char *s)
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{
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char *b;
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if (s)
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{
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size_t len = strlen (s) + 1;
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b = new char[len];
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memcpy (b, s, len);
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}
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else
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{
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b = new char[1];
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b[0] = '\0';
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}
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return b;
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}
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void ReplaceString (char **ptr, const char *str)
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{
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if (*ptr)
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{
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if (*ptr == str)
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return;
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delete[] *ptr;
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}
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*ptr = copystring (str);
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}
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/*
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=============================================================================
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MISC FUNCTIONS
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=============================================================================
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*/
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/*
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================
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Q_filelength
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================
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*/
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int Q_filelength (FILE *f)
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{
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int pos;
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int end;
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pos = ftell (f);
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fseek (f, 0, SEEK_END);
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end = ftell (f);
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fseek (f, pos, SEEK_SET);
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return end;
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}
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/*
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==============
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FileExists
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==============
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*/
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2006-09-14 00:02:31 +00:00
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bool FileExists (const char *filename)
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2006-02-24 04:48:15 +00:00
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{
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FILE *f;
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// [RH] Empty filenames are never there
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if (*filename == 0)
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return false;
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f = fopen (filename, "r");
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if (!f)
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return false;
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fclose (f);
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return true;
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}
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void DefaultExtension (char *path, const char *extension)
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{
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char *src;
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//
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// if path doesn't have a .EXT, append extension
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// (extension should include the .)
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//
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src = path + strlen(path) - 1;
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while (src != path && !IsSeperator(*src))
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{
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if (*src == '.')
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return; // it has an extension
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src--;
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}
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strcat (path, extension);
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}
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2006-05-03 22:45:01 +00:00
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void DefaultExtension (FString &path, const char *extension)
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2006-02-24 04:48:15 +00:00
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{
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2006-05-16 02:50:18 +00:00
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const char *src = &path[int(path.Len())-1];
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2006-02-24 04:48:15 +00:00
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while (src != &path[0] && !IsSeperator(*src))
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{
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if (*src == '.')
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return; // it has an extension
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src--;
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}
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path += extension;
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}
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/*
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====================
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Extract file parts
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====================
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*/
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// FIXME: should include the slash, otherwise
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// backing to an empty path will be wrong when appending a slash
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2006-07-08 02:17:35 +00:00
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FString ExtractFilePath (const char *path)
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2006-02-24 04:48:15 +00:00
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{
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const char *src;
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src = path + strlen(path) - 1;
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//
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// back up until a \ or the start
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//
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while (src != path && !IsSeperator(*(src-1)))
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src--;
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2006-07-08 02:17:35 +00:00
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return FString(path, src - path);
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2006-02-24 04:48:15 +00:00
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}
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2006-07-08 02:17:35 +00:00
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FString ExtractFileBase (const char *path, bool include_extension)
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2006-02-24 04:48:15 +00:00
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{
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2006-07-08 02:17:35 +00:00
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const char *src, *dot;
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2006-02-24 04:48:15 +00:00
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src = path + strlen(path) - 1;
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if (src >= path)
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{
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// back up until a / or the start
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while (src != path && !IsSeperator(*(src-1)))
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src--;
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// Check for files with drive specification but no path
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#if defined(_WIN32) || defined(DOS)
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if (src == path && src[0] != 0)
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{
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if (src[1] == ':')
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src += 2;
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}
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#endif
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2006-07-08 02:17:35 +00:00
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if (!include_extension)
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{
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dot = src;
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while (*dot && *dot != '.')
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{
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dot++;
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}
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return FString(src, dot - src);
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}
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else
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2006-02-24 04:48:15 +00:00
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{
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2006-07-08 02:17:35 +00:00
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return FString(src);
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2006-02-24 04:48:15 +00:00
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}
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}
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2006-07-08 02:17:35 +00:00
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return FString();
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2006-02-24 04:48:15 +00:00
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}
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/*
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==============
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ParseNum / ParseHex
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==============
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*/
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int ParseHex (char *hex)
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{
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char *str;
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int num;
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num = 0;
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str = hex;
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while (*str)
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{
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num <<= 4;
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if (*str >= '0' && *str <= '9')
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num += *str-'0';
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else if (*str >= 'a' && *str <= 'f')
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num += 10 + *str-'a';
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else if (*str >= 'A' && *str <= 'F')
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num += 10 + *str-'A';
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else {
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Printf ("Bad hex number: %s\n",hex);
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return 0;
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}
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str++;
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}
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return num;
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}
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int ParseNum (char *str)
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{
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if (str[0] == '$')
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return ParseHex (str+1);
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if (str[0] == '0' && str[1] == 'x')
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return ParseHex (str+2);
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return atol (str);
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}
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// [RH] Returns true if the specified string is a valid decimal number
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2006-09-14 00:02:31 +00:00
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bool IsNum (char *str)
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2006-02-24 04:48:15 +00:00
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{
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while (*str)
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{
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if (((*str < '0') || (*str > '9')) && (*str != '-'))
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{
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return false;
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}
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str++;
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}
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return true;
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}
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// [RH] Checks if text matches the wildcard pattern using ? or *
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bool CheckWildcards (const char *pattern, const char *text)
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{
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if (pattern == NULL || text == NULL)
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return true;
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while (*pattern)
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{
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if (*pattern == '*')
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{
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char stop = tolower (*++pattern);
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while (*text && tolower(*text) != stop)
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{
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text++;
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}
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if (*text && tolower(*text) == stop)
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{
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if (CheckWildcards (pattern, text++))
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{
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return true;
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}
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pattern--;
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}
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}
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else if (*pattern == '?' || tolower(*pattern) == tolower(*text))
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{
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pattern++;
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text++;
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}
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else
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{
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return false;
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}
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}
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return (*pattern | *text) == 0;
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}
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// [RH] Print a GUID to a text buffer using the standard format.
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void FormatGUID (char *text, const GUID &guid)
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{
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2006-09-14 00:17:10 +00:00
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sprintf (text, "{%08x-%04x-%04x-%02x%02x-%02x%02x%02x%02x%02x%02x}",
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(uint32)guid.Data1, guid.Data2, guid.Data3,
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2006-02-24 04:48:15 +00:00
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guid.Data4[0], guid.Data4[1],
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guid.Data4[2], guid.Data4[3],
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guid.Data4[4], guid.Data4[5],
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guid.Data4[6], guid.Data4[7]);
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}
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// [RH] Returns the current local time as ASCII, even if it's too early
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2006-12-29 03:38:37 +00:00
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const char *myasctime ()
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2006-02-24 04:48:15 +00:00
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{
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time_t clock;
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struct tm *lt;
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time (&clock);
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lt = localtime (&clock);
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if (lt != NULL)
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{
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return asctime (lt);
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}
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else
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{
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return "Pre Jan 01 00:00:00 1970\n";
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}
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}
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2006-05-14 14:30:13 +00:00
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/************************************************************************/
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/* CreatePath: creates a directory including all levels necessary */
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/* */
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/************************************************************************/
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void DoCreatePath(const char * fn)
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{
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#ifdef _WIN32
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char drive[_MAX_DRIVE];
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#endif
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char path[PATH_MAX];
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char p[PATH_MAX];
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int i;
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#ifdef _WIN32
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_splitpath(fn,drive,path,NULL,NULL);
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_makepath(p,drive,path,NULL,NULL);
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i=(int)strlen(p);
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if (p[i-1]=='/' || p[i-1]=='\\') p[i-1]=0;
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if (*path) DoCreatePath(p);
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2006-09-14 00:02:31 +00:00
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_mkdir(p);
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2006-05-14 14:30:13 +00:00
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#else
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// FIXME: write me
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#endif
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}
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void CreatePath(const char * fn)
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{
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char name[PATH_MAX];
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char c = fn[strlen(fn)-1];
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if (c!='\\' && c!='/')
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{
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sprintf(name, "%s/", fn);
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DoCreatePath(name);
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}
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else DoCreatePath(fn);
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}
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2006-11-29 04:51:16 +00:00
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// [RH] Replaces the escape sequences in a string with actual escaped characters.
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- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
// This operation is done in-place. The result is the new length of the string.
|
2006-11-29 04:51:16 +00:00
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
int strbin (char *str)
|
2006-11-29 04:51:16 +00:00
|
|
|
{
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
char *start;
|
2006-11-29 04:51:16 +00:00
|
|
|
char *p = str, c;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
while ( (c = *p++) ) {
|
|
|
|
if (c != '\\') {
|
|
|
|
*str++ = c;
|
|
|
|
} else {
|
|
|
|
switch (*p) {
|
|
|
|
case 'a':
|
|
|
|
*str++ = '\a';
|
|
|
|
break;
|
|
|
|
case 'b':
|
|
|
|
*str++ = '\b';
|
|
|
|
break;
|
|
|
|
case 'c':
|
|
|
|
*str++ = '\034'; // TEXTCOLOR_ESCAPE
|
|
|
|
break;
|
|
|
|
case 'f':
|
|
|
|
*str++ = '\f';
|
|
|
|
break;
|
|
|
|
case 'n':
|
|
|
|
*str++ = '\n';
|
|
|
|
break;
|
|
|
|
case 't':
|
|
|
|
*str++ = '\t';
|
|
|
|
break;
|
|
|
|
case 'r':
|
|
|
|
*str++ = '\r';
|
|
|
|
break;
|
|
|
|
case 'v':
|
|
|
|
*str++ = '\v';
|
|
|
|
break;
|
|
|
|
case '?':
|
|
|
|
*str++ = '\?';
|
|
|
|
break;
|
|
|
|
case '\n':
|
|
|
|
break;
|
|
|
|
case 'x':
|
|
|
|
case 'X':
|
|
|
|
c = 0;
|
|
|
|
p++;
|
|
|
|
for (i = 0; i < 2; i++) {
|
|
|
|
c <<= 4;
|
|
|
|
if (*p >= '0' && *p <= '9')
|
|
|
|
c += *p-'0';
|
|
|
|
else if (*p >= 'a' && *p <= 'f')
|
|
|
|
c += 10 + *p-'a';
|
|
|
|
else if (*p >= 'A' && *p <= 'F')
|
|
|
|
c += 10 + *p-'A';
|
|
|
|
else
|
|
|
|
break;
|
|
|
|
p++;
|
|
|
|
}
|
|
|
|
*str++ = c;
|
|
|
|
break;
|
|
|
|
case '0':
|
|
|
|
case '1':
|
|
|
|
case '2':
|
|
|
|
case '3':
|
|
|
|
case '4':
|
|
|
|
case '5':
|
|
|
|
case '6':
|
|
|
|
case '7':
|
|
|
|
c = 0;
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
|
|
c <<= 3;
|
|
|
|
if (*p >= '0' && *p <= '7')
|
|
|
|
c += *p-'0';
|
|
|
|
else
|
|
|
|
break;
|
|
|
|
p++;
|
|
|
|
}
|
|
|
|
*str++ = c;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
*str++ = *p;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
p++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
*str = 0;
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
return str - start;
|
2006-11-29 04:51:16 +00:00
|
|
|
}
|