mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 06:42:08 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
7f2350cf64
10 changed files with 84 additions and 20 deletions
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@ -94,6 +94,15 @@ function( add_pk3 PK3_NAME PK3_DIR )
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SOURCES ${PK3_SRCS})
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# Phase 3: Assign source files to a nice folder structure in the IDE
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assort_pk3_source_folder("Source Files" ${PK3_DIR})
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# Phase 4: Add the resulting PK3 to the install target.
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if( WIN32 )
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set( INSTALL_PK3_PATH . CACHE STRING "Directory where zdoom.pk3 will be placed during install." )
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else()
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set( INSTALL_PK3_PATH share/games/doom CACHE STRING "Directory where zdoom.pk3 will be placed during install." )
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endif()
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install(FILES "${PROJECT_BINARY_DIR}/${PK3_NAME}"
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DESTINATION ${INSTALL_PK3_PATH}
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COMPONENT "Game resources")
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endfunction()
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# Macro for building libraries without debugging information
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@ -252,6 +261,7 @@ if( ZLIB_FOUND AND NOT FORCE_INTERNAL_ZLIB )
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message( STATUS "Using system zlib, includes found at ${ZLIB_INCLUDE_DIR}" )
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else()
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message( STATUS "Using internal zlib" )
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set( SKIP_INSTALL_ALL TRUE ) # Avoid installing zlib alongside zdoom
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add_subdirectory( zlib )
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set( ZLIB_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/zlib )
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set( ZLIB_LIBRARIES z )
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@ -295,6 +305,16 @@ if( NOT CMAKE_CROSSCOMPILING )
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endif()
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endif()
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# Install the entire docs directory in the distributed zip package
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if( WIN32 )
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set( INSTALL_DOCS_PATH docs CACHE STRING "Directory where the documentation will be placed during install." )
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else()
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set( INSTALL_DOCS_PATH share/doc/${ZDOOM_EXE_NAME} CACHE STRING "Directory where the zdoom documentation will be placed during install." )
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endif()
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install(DIRECTORY docs/
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DESTINATION ${INSTALL_DOCS_PATH}
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COMPONENT "Documentation")
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add_subdirectory( lzma )
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add_subdirectory( tools )
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add_subdirectory( dumb )
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@ -1564,6 +1564,15 @@ if( APPLE )
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endif()
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endif()
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if( WIN32 )
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set( INSTALL_PATH . CACHE STRING "Directory where the zdoom executable will be placed during install." )
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else()
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set( INSTALL_PATH bin CACHE STRING "Directory where the zdoom executable will be placed during install." )
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endif()
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install(TARGETS zdoom
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DESTINATION ${INSTALL_PATH}
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COMPONENT "Game executable")
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source_group("Assembly Files\\ia32" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/asm_ia32/.+")
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source_group("Assembly Files\\x86_64" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/asm_x86_64/.+")
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source_group("Audio Files" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/sound/.+")
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@ -1655,9 +1655,10 @@ static void G_QueueBody (AActor *body)
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//
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// G_DoReborn
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//
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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void G_DoReborn (int playernum, bool freshbot)
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{
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if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN))
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if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN) && !sv_singleplayerrespawn)
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{
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if (BackupSaveName.Len() > 0 && FileExists (BackupSaveName.GetChars()))
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{ // Load game from the last point it was saved
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@ -526,6 +526,8 @@ static bool unloading;
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//
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//==========================================================================
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
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{
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level_info_t *nextinfo = NULL;
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@ -634,7 +636,7 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
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// If this is co-op, respawn any dead players now so they can
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// keep their inventory on the next map.
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if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN) && !deathmatch && player->playerstate == PST_DEAD)
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if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN || sv_singleplayerrespawn) && !deathmatch && player->playerstate == PST_DEAD)
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{
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// Copied from the end of P_DeathThink [[
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player->cls = NULL; // Force a new class if the player is using a random class
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@ -1,4 +1,4 @@
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// Emacs style mode select -*- C++ -*-
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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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@ -4495,6 +4495,7 @@ void AActor::AdjustFloorClip ()
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// Most of the player structure stays unchanged between levels.
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//
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EXTERN_CVAR (Bool, chasedemo)
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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extern bool demonew;
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@ -4682,7 +4683,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{ // Give all cards in death match mode.
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p->mo->GiveDeathmatchInventory ();
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}
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else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL)
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else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn) && state == PST_REBORN && oldactor != NULL)
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{ // Special inventory handling for respawning in coop
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p->mo->FilterCoopRespawnInventory (oldactor);
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}
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@ -65,6 +65,9 @@ static FRandom pr_skullpop ("SkullPop");
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// [RH] # of ticks to complete a turn180
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#define TURN180_TICKS ((TICRATE / 4) + 1)
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// [SP] Allows respawn in single player
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CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_LATCH)
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// Variables for prediction
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CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -2211,7 +2214,9 @@ void P_DeathThink (player_t *player)
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if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && player->Bot == NULL))
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{
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player->cls = NULL; // Force a new class if the player is using a random class
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player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
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player->playerstate =
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(multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn)
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? PST_REBORN : PST_ENTER;
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if (player->mo->special1 > 2)
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{
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player->mo->special1 = 0;
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@ -192,6 +192,7 @@ protected:
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int UseType = TEX_Null;
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bool Silent = false;
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bool HasLine = false;
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bool UseOffsets = false;
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FScriptPosition sc;
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};
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@ -297,8 +298,6 @@ FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchl
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Printf ("Texture %s is left without any patches\n", Name.GetChars());
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}
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CheckForHacks ();
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DefinitionLump = deflumpnum;
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}
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@ -1142,11 +1141,7 @@ void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part, TexInit &init)
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}
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else if (sc.Compare("useoffsets"))
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{
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if (part.Texture != NULL)
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{
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part.OriginX -= part.Texture->LeftOffset;
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part.OriginY -= part.Texture->TopOffset;
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}
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init.UseOffsets = true;
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}
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}
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}
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@ -1324,6 +1319,29 @@ void FMultiPatchTexture::ResolvePatches()
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for (int i = 0; i < NumParts; i++)
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{
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FTextureID texno = TexMan.CheckForTexture(Inits[i].TexName, Inits[i].UseType);
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if (texno == id) // we found ourselves. Try looking for another one with the same name which is not a multipatch texture itself.
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{
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TArray<FTextureID> list;
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TexMan.ListTextures(Inits[i].TexName, list, true);
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for (int i = list.Size() - 1; i >= 0; i--)
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{
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if (list[i] != id && !TexMan[list[i]]->bMultiPatch)
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{
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texno = list[i];
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break;
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}
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}
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if (texno == id)
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{
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if (Inits[i].HasLine) Inits[i].sc.Message(MSG_WARNING, "Texture '%s' references itself as patch\n", Inits[i].TexName.GetChars());
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else Printf(TEXTCOLOR_YELLOW "Texture '%s' references itself as patch\n", Inits[i].TexName.GetChars());
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}
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else
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{
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// If it could be resolved, just print a developer warning.
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DPrintf(DMSG_WARNING, "Resolved self-referencing texture by picking an older entry for %s\n", Inits[i].TexName.GetChars());
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}
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}
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if (!texno.isValid())
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{
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@ -1338,6 +1356,11 @@ void FMultiPatchTexture::ResolvePatches()
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Parts[i].Texture = TexMan[texno];
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bComplex |= Parts[i].Texture->bComplex;
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Parts[i].Texture->bKeepAround = true;
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if (Inits[i].UseOffsets)
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{
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Parts[i].OriginX -= Parts[i].Texture->LeftOffset;
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Parts[i].OriginY -= Parts[i].Texture->TopOffset;
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}
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}
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}
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for (int i = 0; i < NumParts; i++)
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@ -1353,6 +1376,8 @@ void FMultiPatchTexture::ResolvePatches()
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delete[] Inits;
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Inits = nullptr;
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CheckForHacks();
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// If this texture is just a wrapper around a single patch, we can simply
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// forward GetPixels() and GetColumn() calls to that patch.
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@ -615,8 +615,6 @@ namespace
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PalEntry FTexture::GetSkyCapColor(bool bottom)
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{
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PalEntry col;
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int w;
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int h;
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if (!bSWSkyColorDone)
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{
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@ -267,7 +267,7 @@ FTextureID FTextureManager::CheckForTexture (const char *name, int usetype, BITF
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//
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//==========================================================================
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int FTextureManager::ListTextures (const char *name, TArray<FTextureID> &list)
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int FTextureManager::ListTextures (const char *name, TArray<FTextureID> &list, bool listall)
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{
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int i;
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@ -293,11 +293,14 @@ int FTextureManager::ListTextures (const char *name, TArray<FTextureID> &list)
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// NULL textures must be ignored.
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if (tex->UseType!=FTexture::TEX_Null)
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{
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unsigned int j;
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for(j = 0; j < list.Size(); j++)
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unsigned int j = list.Size();
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if (!listall)
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{
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// Check for overriding definitions from newer WADs
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if (Textures[list[j].GetIndex()].Texture->UseType == tex->UseType) break;
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for (j = 0; j < list.Size(); j++)
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{
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// Check for overriding definitions from newer WADs
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if (Textures[list[j].GetIndex()].Texture->UseType == tex->UseType) break;
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}
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}
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if (j==list.Size()) list.Push(FTextureID(i));
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}
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@ -412,7 +412,7 @@ public:
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FTextureID CheckForTexture (const char *name, int usetype, BITFIELD flags=TEXMAN_TryAny);
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FTextureID GetTexture (const char *name, int usetype, BITFIELD flags=0);
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int ListTextures (const char *name, TArray<FTextureID> &list);
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int ListTextures (const char *name, TArray<FTextureID> &list, bool listall = false);
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void AddTexturesLump (const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup=0, bool texture1=false);
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void AddTexturesLumps (int lump1, int lump2, int patcheslump);
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