From 3299a29c446ea13ee110f75f527acc179c78ed72 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 28 Aug 2016 16:14:24 +0200 Subject: [PATCH 1/8] - added CheckClass ACS function. --- src/p_acs.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 5f08f01526..a2b5275cbe 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -4449,6 +4449,8 @@ enum EACSFunctions -106 : KickFromGame(2), */ + ACSF_CheckClass = 200, + // ZDaemon ACSF_GetTeamScore = 19620, // (int team) ACSF_SetTeamScore, // (int team, int value) @@ -6028,6 +6030,12 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) return false; } + case ACSF_CheckClass: + { + const char *clsname = FBehavior::StaticLookupString(args[0]); + return !!PClass::FindActor(clsname); + } + default: break; } From 49930185206141a5d0219ebbbf405cae88c82f0e Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 31 Aug 2016 09:18:59 +0200 Subject: [PATCH 2/8] - fixed: Actor velocity requires an upper limit to prevent uncontrolled accumulation, as can happen when multiple exploding and pushable objects overlap. The value 5000 was chosen because it is high enough to not occur under regular circumstances and small enough to prevent severe slowdowns. In the old fixed point code the lack of such a check just caused random overflows. --- src/p_mobj.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 8971efe25a..f5791d079a 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -1806,6 +1806,11 @@ double P_XYMovement (AActor *mo, DVector2 scroll) mo->Vel.X *= fac; mo->Vel.Y *= fac; } + const double VELOCITY_THRESHOLD = 5000; // don't let it move faster than this. Fixed point overflowed at 32768 but that's too much to make this safe. + if (mo->Vel.LengthSquared() >= VELOCITY_THRESHOLD*VELOCITY_THRESHOLD) + { + mo->Vel.MakeResize(VELOCITY_THRESHOLD); + } move = mo->Vel; // [RH] Carrying sectors didn't work with low speeds in BOOM. This is // because BOOM relied on the speed being fast enough to accumulate From c4357bd352b5f8ca0a490a75ae4c6f5ebed77ad5 Mon Sep 17 00:00:00 2001 From: Major Cooke Date: Thu, 1 Sep 2016 13:49:58 -0500 Subject: [PATCH 3/8] Tracer pointer is no longer a safe candidate for storing player morph pointers. Instead, actors must have a new, non-manipulatable pointer. This fixes the following circumstances: - Crashes occurred if a particular actor was a tracer to the player and the actor was not gone by the time the player unmorphs. - Failed unmorphs occur if tracer was manipulated through means like A_RearrangePointers, etc. --- src/actor.h | 1 + src/g_shared/a_morph.cpp | 57 ++++++++++++++++++++++------------------ src/p_mobj.cpp | 5 ++++ src/version.h | 2 +- 4 files changed, 39 insertions(+), 26 deletions(-) diff --git a/src/actor.h b/src/actor.h index 154d142891..b895d1e2a4 100644 --- a/src/actor.h +++ b/src/actor.h @@ -1057,6 +1057,7 @@ public: int skillrespawncount; int TIDtoHate; // TID of things to hate (0 if none) FNameNoInit Species; // For monster families + TObjPtr alternative; // (Un)Morphed actors stored here. Those with the MF_UNMORPHED flag are the originals. TObjPtr tracer; // Thing being chased/attacked for tracers TObjPtr master; // Thing which spawned this one (prevents mutual attacks) double Floorclip; // value to use for floor clipping diff --git a/src/g_shared/a_morph.cpp b/src/g_shared/a_morph.cpp index 98af9ff255..57271f768d 100644 --- a/src/g_shared/a_morph.cpp +++ b/src/g_shared/a_morph.cpp @@ -38,7 +38,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp APlayerPawn *actor; actor = p->mo; - if (actor == NULL) + if (actor == nullptr) { return false; } @@ -55,7 +55,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp if ((p->mo->GetClass() == spawntype) && (p->mo->PlayerFlags & PPF_CANSUPERMORPH) && (p->morphTics < (((duration) ? duration : MORPHTICS) - TICRATE)) - && (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == NULL)) + && (p->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true) == nullptr)) { // Make a super chicken p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2)); } @@ -65,7 +65,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp { // Dead players cannot morph return false; } - if (spawntype == NULL) + if (spawntype == nullptr) { return false; } @@ -94,7 +94,8 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp } morphed->Angles.Yaw = actor->Angles.Yaw; morphed->target = actor->target; - morphed->tracer = actor; + morphed->tracer = actor->tracer; + morphed->alternative = actor; morphed->FriendPlayer = actor->FriendPlayer; morphed->DesignatedTeam = actor->DesignatedTeam; morphed->Score = actor->Score; @@ -113,7 +114,8 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp morphed->flags2 |= actor->flags2 & MF2_FLY; morphed->flags3 |= actor->flags3 & MF3_GHOST; AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE); - actor->player = NULL; + actor->player = nullptr; + actor->alternative = morphed; actor->flags &= ~(MF_SOLID|MF_SHOOTABLE); actor->flags |= MF_UNMORPHED; actor->renderflags |= RF_INVISIBLE; @@ -129,7 +131,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp p->Vel.X = p->Vel.Y = 0; morphed->ObtainInventory (actor); // Remove all armor - for (item = morphed->Inventory; item != NULL; ) + for (item = morphed->Inventory; item != nullptr; ) { AInventory *next = item->Inventory; if (item->IsKindOf (RUNTIME_CLASS(AArmor))) @@ -182,7 +184,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, // because the level or game is ended while morphed, // by the time it gets executed the morphed player // pawn instance may have already been destroyed. - if (pmo == NULL || pmo->tracer == NULL) + if (pmo == nullptr || pmo->alternative == nullptr) { return false; } @@ -197,7 +199,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, return false; } - mo = barrier_cast(pmo->tracer); + mo = barrier_cast(pmo->alternative); mo->SetOrigin (pmo->Pos(), false); mo->flags |= MF_SOLID; pmo->flags &= ~MF_SOLID; @@ -208,10 +210,14 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, player->morphTics = 2*TICRATE; return false; } - pmo->player = NULL; + // No longer using tracer as morph storage. That is what 'alternative' is for. + // If the tracer has changed on the morph, change the original too. + mo->target = pmo->target; + mo->tracer = pmo->tracer; + pmo->player = nullptr; // Remove the morph power if the morph is being undone prematurely. - for (AInventory *item = pmo->Inventory, *next = NULL; item != NULL; item = next) + for (AInventory *item = pmo->Inventory, *next = nullptr; item != nullptr; item = next) { next = item->Inventory; if (item->IsKindOf(RUNTIME_CLASS(APowerMorph))) @@ -252,10 +258,10 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, player->morphTics = 0; player->MorphedPlayerClass = 0; player->MorphStyle = 0; - player->MorphExitFlash = NULL; + player->MorphExitFlash = nullptr; player->viewheight = mo->ViewHeight; AInventory *level2 = mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true); - if (level2 != NULL) + if (level2 != nullptr) { level2->Destroy (); } @@ -310,31 +316,31 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, } } - AActor *eflash = NULL; - if (exit_flash != NULL) + AActor *eflash = nullptr; + if (exit_flash != nullptr) { eflash = Spawn(exit_flash, pmo->Vec3Angle(20., mo->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE); if (eflash) eflash->target = mo; } mo->SetupWeaponSlots(); // Use original class's weapon slots. beastweap = player->ReadyWeapon; - if (player->PremorphWeapon != NULL) + if (player->PremorphWeapon != nullptr) { player->PremorphWeapon->PostMorphWeapon (); } else { - player->ReadyWeapon = player->PendingWeapon = NULL; + player->ReadyWeapon = player->PendingWeapon = nullptr; } if (correctweapon) { // Better "lose morphed weapon" semantics PClassActor *morphweapon = PClass::FindActor(pmo->MorphWeapon); - if (morphweapon != NULL && morphweapon->IsDescendantOf(RUNTIME_CLASS(AWeapon))) + if (morphweapon != nullptr && morphweapon->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { AWeapon *OriginalMorphWeapon = static_cast(mo->FindInventory (morphweapon)); - if ((OriginalMorphWeapon != NULL) && (OriginalMorphWeapon->GivenAsMorphWeapon)) + if ((OriginalMorphWeapon != nullptr) && (OriginalMorphWeapon->GivenAsMorphWeapon)) { // You don't get to keep your morphed weapon. - if (OriginalMorphWeapon->SisterWeapon != NULL) + if (OriginalMorphWeapon->SisterWeapon != nullptr) { OriginalMorphWeapon->SisterWeapon->Destroy (); } @@ -344,20 +350,21 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag, } else // old behaviour (not really useful now) { // Assumptions made here are no longer valid - if (beastweap != NULL) + if (beastweap != nullptr) { // You don't get to keep your morphed weapon. - if (beastweap->SisterWeapon != NULL) + if (beastweap->SisterWeapon != nullptr) { beastweap->SisterWeapon->Destroy (); } beastweap->Destroy (); } } - pmo->tracer = NULL; + mo->alternative = nullptr; + pmo->alternative = nullptr; pmo->Destroy (); // Restore playerclass armor to its normal amount. AHexenArmor *hxarmor = mo->FindInventory(); - if (hxarmor != NULL) + if (hxarmor != nullptr) { hxarmor->Slots[4] = mo->GetClass()->HexenArmor[0]; } @@ -517,9 +524,9 @@ bool P_MorphedDeath(AActor *actor, AActor **morphed, int *morphedstyle, int *mor (actor->player->morphTics) && (actor->player->MorphStyle & MORPH_UNDOBYDEATH) && (actor->player->mo) && - (actor->player->mo->tracer)) + (actor->player->mo->alternative)) { - AActor *realme = actor->player->mo->tracer; + AActor *realme = actor->player->mo->alternative; int realstyle = actor->player->MorphStyle; int realhealth = actor->health; if (P_UndoPlayerMorph(actor->player, actor->player, 0, !!(actor->player->MorphStyle & MORPH_UNDOBYDEATHFORCED))) diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index f5791d079a..6d8ce44182 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -389,6 +389,11 @@ void AActor::Serialize(FArchive &arc) arc << SpriteRotation; } + if (SaveVersion >= 4550) + { + arc << alternative; + } + { FString tagstr; if (arc.IsStoring() && Tag != NULL && Tag->Len() > 0) tagstr = *Tag; diff --git a/src/version.h b/src/version.h index cffa25bdda..57dacaa001 100644 --- a/src/version.h +++ b/src/version.h @@ -76,7 +76,7 @@ const char *GetVersionString(); // Use 4500 as the base git save version, since it's higher than the // SVN revision ever got. -#define SAVEVER 4549 +#define SAVEVER 4550 #define SAVEVERSTRINGIFY2(x) #x #define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x) From bf5f10a89717b9d7b970fc53fc7125ed946c6eb3 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 2 Sep 2016 10:48:38 +0200 Subject: [PATCH 4/8] - added all relevant licenses to docs. --- docs/licenses/README.TXT | 27 ++ docs/licenses/bsd.txt | 27 ++ docs/licenses/buildlic.txt | 71 ++++++ docs/licenses/cephes.txt | 10 + docs/licenses/doomlic.txt | 112 +++++++++ docs/licenses/dumb.txt | 54 ++++ docs/licenses/gdtoa.txt | 27 ++ docs/licenses/lgpl.txt | 504 +++++++++++++++++++++++++++++++++++++ 8 files changed, 832 insertions(+) create mode 100644 docs/licenses/README.TXT create mode 100644 docs/licenses/bsd.txt create mode 100644 docs/licenses/buildlic.txt create mode 100644 docs/licenses/cephes.txt create mode 100644 docs/licenses/doomlic.txt create mode 100644 docs/licenses/dumb.txt create mode 100644 docs/licenses/gdtoa.txt create mode 100644 docs/licenses/lgpl.txt diff --git a/docs/licenses/README.TXT b/docs/licenses/README.TXT new file mode 100644 index 0000000000..f607964368 --- /dev/null +++ b/docs/licenses/README.TXT @@ -0,0 +1,27 @@ +The original Doom source code was released by id Software under the +Doom Source Code License. See doomlic.txt. + +Parts of the renderer use code from the BUILD engine by Ken Silverman. +See buildlic.txt. + +The majority of original code uses a BSD-like lincese. See bsd.txt. + +This software is based in part on the work of the Independent JPEG Group. + +This software uses the 'zlib' general purpose compression library by +Jean-loup Gailly and Mark Adler. + +This software uses the gdtoa package, see gdtoa.txt. + +This software uses the snes_spc library, which is covered by the GNU Lesser +General Public License. See lgpl.txt. + +This software uses the "Dynamic Universal Music Bibliotheque" library for +MOD music playback. See dumb.txt for original license. The version used, +however, has been heavily modified from its original form and is the same +version used by the foobar2000 component foo_dumb as of mid-2008, found at +http://kode54.foobar2000.org/. + +This software uses the OPL emulator from MAME 0.95. Playback of MUS files +on the OPL emulation is accomplished with some help from Vladimir Arnost's +MUS File Player Library, with fixes to make it more accurate. diff --git a/docs/licenses/bsd.txt b/docs/licenses/bsd.txt new file mode 100644 index 0000000000..aa48716a90 --- /dev/null +++ b/docs/licenses/bsd.txt @@ -0,0 +1,27 @@ +**--------------------------------------------------------------------------- +** Copyright 1998-2009 Randy Heit, Christoph Oelckers, et al. +** All rights reserved. +** +** Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions +** are met: +** +** 1. Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** 2. Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in the +** documentation and/or other materials provided with the distribution. +** 3. The name of the author may not be used to endorse or promote products +** derived from this software without specific prior written permission. +** +** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR +** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES +** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. +** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, +** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT +** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF +** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +**--------------------------------------------------------------------------- \ No newline at end of file diff --git a/docs/licenses/buildlic.txt b/docs/licenses/buildlic.txt new file mode 100644 index 0000000000..a0cec1251f --- /dev/null +++ b/docs/licenses/buildlic.txt @@ -0,0 +1,71 @@ +BUILD SOURCE CODE LICENSE TERMS: 06/20/2000 + +[1] I give you permission to make modifications to my Build source and + distribute it, BUT: + +[2] Any derivative works based on my Build source may be distributed ONLY + through the INTERNET. + +[3] Distribution of any derivative works MUST be done completely FREE of + charge - no commercial exploitation whatsoever. + +[4] Anything you distribute which uses a part of my Build Engine source + code MUST include: + + [A] The following message somewhere in the archive: + + // "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman + // Ken Silverman's official web site: "http://www.advsys.net/ken" + // See the included license file "BUILDLIC.TXT" for license info. + + [B] This text file "BUILDLIC.TXT" along with it. + + [C] Any source files that you modify must include this message as well: + + // This file has been modified from Ken Silverman's original release + +[5] The use of the Build Engine for commercial purposes will require an + appropriate license arrangement with me. Contact information is + on my web site. + +[6] I take no responsibility for damage to your system. + +[7] Technical support: Before contacting me with questions, please read + and do ALL of the following! + + [A] Look though ALL of my text files. There are 7 of them (including this + one). I like to think that I wrote them for a reason. You will find + many of your answers in the history section of BUILD.TXT and + BUILD2.TXT (they're located inside SRC.ZIP). + + [B] If that doesn't satisfy you, then try going to: + + "http://www.advsys.net/ken/buildsrc" + + where I will maintain a Build Source Code FAQ (or perhaps I might + just provide a link to a good FAQ). + + [C] I am willing to respond to questions, but ONLY if they come at a rate + that I can handle. + + PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS! + + As my line of defense, I will post my current policy about + answering Build source questions (right below the E-mail address + on my web site.) You can check there to see if I'm getting + overloaded with questions or not. + + If I'm too busy, it might say something like this: + + I'm too busy to answer Build source questions right now. + Sorry, but don't expect a reply from me any time soon. + + If I'm open for Build source questions, please state your question + clearly and don't include any unsolicited attachments unless + they're really small (like less than 50k). Assume that I have + a 28.8k modem. Also, don't leave out important details just + to make your question appear shorter - making me guess what + you're asking doesn't save me time! + +---------------------------------------------------------------------------- +-Ken S. (official web site: http://www.advsys.net/ken) diff --git a/docs/licenses/cephes.txt b/docs/licenses/cephes.txt new file mode 100644 index 0000000000..cb4e3f9d65 --- /dev/null +++ b/docs/licenses/cephes.txt @@ -0,0 +1,10 @@ + Some software in this archive may be from the book _Methods and +Programs for Mathematical Functions_ (Prentice-Hall or Simon & Schuster +International, 1989) or from the Cephes Mathematical Library, a +commercial product. In either event, it is copyrighted by the author. +What you see here may be used freely but it comes with no support or +guarantee. + + Stephen L. Moshier + moshier@na-net.ornl.gov + \ No newline at end of file diff --git a/docs/licenses/doomlic.txt b/docs/licenses/doomlic.txt new file mode 100644 index 0000000000..2b2252ee2f --- /dev/null +++ b/docs/licenses/doomlic.txt @@ -0,0 +1,112 @@ + + + LIMITED USE SOFTWARE LICENSE AGREEMENT + + This Limited Use Software License Agreement (the "Agreement") +is a legal agreement between you, the end-user, and Id Software, Inc. +("ID"). By downloading or purchasing the software material, which +includes source code (the "Source Code"), artwork data, music and +software tools (collectively, the "Software"), you are agreeing to +be bound by the terms of this Agreement. If you do not agree to the +terms of this Agreement, promptly destroy the Software you may have +downloaded or copied. + +ID SOFTWARE LICENSE + +1. Grant of License. ID grants to you the right to use the +Software. You have no ownership or proprietary rights in or to the +Software, or the Trademark. For purposes of this section, "use" means +loading the Software into RAM, as well as installation on a hard disk +or other storage device. The Software, together with any archive copy +thereof, shall be destroyed when no longer used in accordance with +this Agreement, or when the right to use the Software is terminated. +You agree that the Software will not be shipped, transferred or +exported into any country in violation of the U.S. Export +Administration Act (or any other law governing such matters) and that +you will not utilize, in any other manner, the Software in violation +of any applicable law. + +2. Permitted Uses. For educational purposes only, you, the +end-user, may use portions of the Source Code, such as particular +routines, to develop your own software, but may not duplicate the +Source Code, except as noted in paragraph 4. The limited right +referenced in the preceding sentence is hereinafter referred to as +"Educational Use." By so exercising the Educational Use right you +shall not obtain any ownership, copyright, proprietary or other +interest in or to the Source Code, or any portion of the Source +Code. You may dispose of your own software in your sole discretion. +With the exception of the Educational Use right, you may not +otherwise use the Software, or an portion of the Software, which +includes the Source Code, for commercial gain. + +3. Prohibited Uses: Under no circumstances shall you, the +end-user, be permitted, allowed or authorized to commercially exploit +the Software. Neither you nor anyone at your direction shall do any +of the following acts with regard to the Software, or any portion +thereof: + + Rent; + + Sell; + + Lease; + + Offer on a pay-per-play basis; + + Distribute for money or any other consideration; or + + In any other manner and through any medium whatsoever +commercially exploit or use for any commercial purpose. + +Notwithstanding the foregoing prohibitions, you may commercially +exploit the software you develop by exercising the Educational Use +right, referenced in paragraph 2. hereinabove. + +4. Copyright. The Software and all copyrights related thereto +(including all characters and other images generated by the Software +or depicted in the Software) are owned by ID and is protected by +United States copyright laws and international treaty provisions. +Id shall retain exclusive ownership and copyright in and to the +Software and all portions of the Software and you shall have no +ownership or other proprietary interest in such materials. You must +treat the Software like any other copyrighted material. You may not +otherwise reproduce, copy or disclose to others, in whole or in any +part, the Software. You may not copy the written materials +accompanying the Software. You agree to use your best efforts to +see that any user of the Software licensed hereunder complies with +this Agreement. + +5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS +IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT +TO THE SOFTWARE. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL +RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO +JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE +WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR SPECIFIC REQUIREMENTS. +THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS +WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES, +DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE +MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF +OF ID. + + Exclusive Remedies. The Software is being offered to you +free of any charge. You agree that you have no remedy against ID, its +affiliates, contractors, suppliers, and agents for loss or damage +caused by any defect or failure in the Software regardless of the form +of action, whether in contract, tort, includinegligence, strict +liability or otherwise, with regard to the Software. This Agreement +shall be construed in accordance with and governed by the laws of the +State of Texas. Copyright and other proprietary matters will be +governed by United States laws and international treaties. IN ANY +CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST +SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER +SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT, +NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN +ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY +OTHER PARTY. Some jurisdictions do not allow the exclusion or +limitation of incidental or consequential damages, so the above +limitation or exclusion may not apply to you. + + + + diff --git a/docs/licenses/dumb.txt b/docs/licenses/dumb.txt new file mode 100644 index 0000000000..231bfa7f1d --- /dev/null +++ b/docs/licenses/dumb.txt @@ -0,0 +1,54 @@ +/* _______ ____ __ ___ ___ + * \ _ \ \ / \ / \ \ / / ' ' ' + * | | \ \ | | || | \/ | . . + * | | | | | | || ||\ /| | + * | | | | | | || || \/ | | ' ' ' + * | | | | | | || || | | . . + * | |_/ / \ \__// || | | + * /_______/ynamic \____/niversal /__\ /____\usic /| . . ibliotheque + * / \ + * / . \ + * licence.txt - Conditions for use of DUMB. / / \ \ + * | < / \_ + * If you do not agree to these terms, please | \/ /\ / + * do not use DUMB. \_ / > / + * | \ / / + * Information in [brackets] is provided to aid | ' / + * interpretation of the licence. \__/ + */ + + +Dynamic Universal Music Bibliotheque + +Copyright (C) 2001-2003 Ben Davis, Robert J Ohannessian and Julien Cugniere + +This software is provided 'as-is', without any express or implied warranty. +In no event shall the authors be held liable for any damages arising from the +use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. 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If you are using the Program in someone else's bedroom at any Monday + 3:05 PM, you are not allowed to modify the Program for ten minutes. [This + clause provided by Inphernic; every licence should contain at least one + clause, the reasoning behind which is far from obvious.] diff --git a/docs/licenses/gdtoa.txt b/docs/licenses/gdtoa.txt new file mode 100644 index 0000000000..13c0d41407 --- /dev/null +++ b/docs/licenses/gdtoa.txt @@ -0,0 +1,27 @@ +/**************************************************************** + +The author of this software is David M. 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You can do so by permitting +redistribution under these terms (or, alternatively, under the terms of the +ordinary General Public License). + + To apply these terms, attach the following notices to the library. It is +safest to attach them to the start of each source file to most effectively +convey the exclusion of warranty; and each file should have at least the +"copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + +Also add information on how to contact you by electronic and paper mail. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the library, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the + library `Frob' (a library for tweaking knobs) written by James Random Hacker. + + , 1 April 1990 + Ty Coon, President of Vice + +That's all there is to it! + + From ee503ea2751255e6b38a89d49e2b61f02c25a8e3 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 2 Sep 2016 10:55:56 +0200 Subject: [PATCH 5/8] - removed now redundant mystdint.h file. Visual Studio now ships stdint.h so this workaround is no longer needed. --- src/gl/hqnx/common.h | 2 +- src/gl/hqnx/hq2x.cpp | 1 - src/gl/hqnx/hq3x.cpp | 1 - src/gl/hqnx/hq4x.cpp | 1 - src/gl/hqnx/hqx.h | 2 +- src/gl/hqnx/init.cpp | 1 - src/gl/hqnx/mystdint.h | 19 ------------------- 7 files changed, 2 insertions(+), 25 deletions(-) delete mode 100644 src/gl/hqnx/mystdint.h diff --git a/src/gl/hqnx/common.h b/src/gl/hqnx/common.h index 3388651bf9..c3e7005717 100644 --- a/src/gl/hqnx/common.h +++ b/src/gl/hqnx/common.h @@ -23,7 +23,7 @@ #define __HQX_COMMON_H_ #include -#include "mystdint.h" +#include #define MASK_2 0x0000FF00 #define MASK_13 0x00FF00FF diff --git a/src/gl/hqnx/hq2x.cpp b/src/gl/hqnx/hq2x.cpp index 679a8c2b6b..637d1fb780 100644 --- a/src/gl/hqnx/hq2x.cpp +++ b/src/gl/hqnx/hq2x.cpp @@ -18,7 +18,6 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#include "mystdint.h" #include "common.h" #include "hqx.h" diff --git a/src/gl/hqnx/hq3x.cpp b/src/gl/hqnx/hq3x.cpp index cbc7fab39e..3768f9c929 100644 --- a/src/gl/hqnx/hq3x.cpp +++ b/src/gl/hqnx/hq3x.cpp @@ -18,7 +18,6 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#include "mystdint.h" #include "common.h" #include "hqx.h" diff --git a/src/gl/hqnx/hq4x.cpp b/src/gl/hqnx/hq4x.cpp index 7ad6e06c3a..5af8193cbe 100644 --- a/src/gl/hqnx/hq4x.cpp +++ b/src/gl/hqnx/hq4x.cpp @@ -18,7 +18,6 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#include "mystdint.h" #include "common.h" #include "hqx.h" diff --git a/src/gl/hqnx/hqx.h b/src/gl/hqnx/hqx.h index ee968a5619..089b5a0bc3 100644 --- a/src/gl/hqnx/hqx.h +++ b/src/gl/hqnx/hqx.h @@ -21,7 +21,7 @@ #ifndef __HQX_H_ #define __HQX_H_ -#include "mystdint.h" +#include #if defined( __GNUC__ ) #ifdef __MINGW32__ diff --git a/src/gl/hqnx/init.cpp b/src/gl/hqnx/init.cpp index f27d45a65a..0e8c2db1c9 100644 --- a/src/gl/hqnx/init.cpp +++ b/src/gl/hqnx/init.cpp @@ -16,7 +16,6 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#include "mystdint.h" #include "hqx.h" uint32_t *RGBtoYUV; diff --git a/src/gl/hqnx/mystdint.h b/src/gl/hqnx/mystdint.h deleted file mode 100644 index b2da9df8c5..0000000000 --- a/src/gl/hqnx/mystdint.h +++ /dev/null @@ -1,19 +0,0 @@ -#ifndef __MYSTDINT_H -#define __MYSTDINT_H - -#ifndef _MSC_VER -#include -#else -typedef unsigned __int64 uint64_t; -typedef signed __int64 int64_t; -typedef unsigned __int32 uint32_t; -typedef signed __int32 int32_t; -typedef unsigned __int16 uint16_t; -typedef signed __int16 int16_t; -typedef unsigned __int8 uint8_t; -typedef signed __int8 int8_t; -#endif - - - -#endif \ No newline at end of file From 77dde2e3addbd7e44083b027059f102c0dc737c7 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Sat, 3 Sep 2016 00:13:05 +0200 Subject: [PATCH 6/8] Fix not switching back to the default frame buffer when gl_renderbuffers is toggled off --- src/gl/renderer/gl_renderbuffers.cpp | 29 +++++++++++++--------------- src/gl/renderer/gl_renderbuffers.h | 3 +-- 2 files changed, 14 insertions(+), 18 deletions(-) diff --git a/src/gl/renderer/gl_renderbuffers.cpp b/src/gl/renderer/gl_renderbuffers.cpp index 35be00abc8..5fe2f5b3a8 100644 --- a/src/gl/renderer/gl_renderbuffers.cpp +++ b/src/gl/renderer/gl_renderbuffers.cpp @@ -156,6 +156,13 @@ void FGLRenderBuffers::DeleteFrameBuffer(GLuint &handle) bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight) { + if (gl_renderbuffers != BuffersActive) + { + if (BuffersActive) + glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB); + BuffersActive = gl_renderbuffers; + } + if (!IsEnabled()) return false; @@ -223,7 +230,7 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples) ClearScene(); if (samples > 1) - mSceneMultisample = CreateRenderBuffer("SceneMultisample", GetHdrFormat(), samples, width, height); + mSceneMultisample = CreateRenderBuffer("SceneMultisample", GL_RGBA16F, samples, width, height); mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height); mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1); @@ -241,7 +248,7 @@ void FGLRenderBuffers::CreatePipeline(int width, int height) for (int i = 0; i < NumPipelineTextures; i++) { - mPipelineTexture[i] = Create2DTexture("PipelineTexture", GetHdrFormat(), width, height); + mPipelineTexture[i] = Create2DTexture("PipelineTexture", GL_RGBA16F, width, height); mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]); } } @@ -268,8 +275,8 @@ void FGLRenderBuffers::CreateBloom(int width, int height) level.Width = MAX(bloomWidth / 2, 1); level.Height = MAX(bloomHeight / 2, 1); - level.VTexture = Create2DTexture("Bloom.VTexture", GetHdrFormat(), level.Width, level.Height); - level.HTexture = Create2DTexture("Bloom.HTexture", GetHdrFormat(), level.Width, level.Height); + level.VTexture = Create2DTexture("Bloom.VTexture", GL_RGBA16F, level.Width, level.Height); + level.HTexture = Create2DTexture("Bloom.HTexture", GL_RGBA16F, level.Width, level.Height); level.VFramebuffer = CreateFrameBuffer("Bloom.VFramebuffer", level.VTexture); level.HFramebuffer = CreateFrameBuffer("Bloom.HFramebuffer", level.HTexture); @@ -278,17 +285,6 @@ void FGLRenderBuffers::CreateBloom(int width, int height) } } -//========================================================================== -// -// Fallback support for older OpenGL where RGBA16F might not be available -// -//========================================================================== - -GLuint FGLRenderBuffers::GetHdrFormat() -{ - return GL_RGBA16F; -} - //========================================================================== // // Creates a 2D texture defaulting to linear filtering and clamp to edge @@ -557,7 +553,8 @@ void FGLRenderBuffers::BindOutputFB() bool FGLRenderBuffers::IsEnabled() { - return gl_renderbuffers && !gl.legacyMode && !FailedCreate; + return BuffersActive && !gl.legacyMode && !FailedCreate; } bool FGLRenderBuffers::FailedCreate = false; +bool FGLRenderBuffers::BuffersActive = false; diff --git a/src/gl/renderer/gl_renderbuffers.h b/src/gl/renderer/gl_renderbuffers.h index ee6d8de5ed..08303a912e 100644 --- a/src/gl/renderer/gl_renderbuffers.h +++ b/src/gl/renderer/gl_renderbuffers.h @@ -59,8 +59,6 @@ private: void DeleteRenderBuffer(GLuint &handle); void DeleteFrameBuffer(GLuint &handle); - GLuint GetHdrFormat(); - int mWidth = 0; int mHeight = 0; int mSamples = 0; @@ -86,6 +84,7 @@ private: GLuint mOutputFB = 0; static bool FailedCreate; + static bool BuffersActive; }; #endif \ No newline at end of file From 90ab0223a6cf11e3e37b4e57c0fbef90d445eef7 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 3 Sep 2016 00:36:23 +0200 Subject: [PATCH 7/8] - handle colormap parameter reset when renderbuffers are toggled. --- src/gl/renderer/gl_renderbuffers.cpp | 10 ++-------- 1 file changed, 2 insertions(+), 8 deletions(-) diff --git a/src/gl/renderer/gl_renderbuffers.cpp b/src/gl/renderer/gl_renderbuffers.cpp index 5fe2f5b3a8..f66ea1354e 100644 --- a/src/gl/renderer/gl_renderbuffers.cpp +++ b/src/gl/renderer/gl_renderbuffers.cpp @@ -55,14 +55,7 @@ #include "doomerrors.h" CVAR(Int, gl_multisample, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); -CUSTOM_CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) -{ - // this CVAR alters some fixed colormap related settings - if (GLRenderer != nullptr && GLRenderer->mShaderManager != nullptr) - { - //GLRenderer->mShaderManager->ResetFixedColormap(); - } -} +CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) //========================================================================== // @@ -161,6 +154,7 @@ bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei if (BuffersActive) glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB); BuffersActive = gl_renderbuffers; + GLRenderer->mShaderManager->ResetFixedColormap(); } if (!IsEnabled()) From 8b7a87f256e3ac1e42b429766dbcad6ac1e29627 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 3 Sep 2016 00:43:18 +0200 Subject: [PATCH 8/8] - fix conditions for DrawBlend calls. --- src/gl/scene/gl_scene.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index c1f022ab07..31aea734c6 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -688,7 +688,7 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector) gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.SetSoftLightLevel(-1); DrawTargeterSprites(); - if (FGLRenderBuffers::IsEnabled()) + if (!FGLRenderBuffers::IsEnabled()) { DrawBlend(viewsector); } @@ -970,7 +970,10 @@ void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int hei gl_RenderState.SetFixedColormap(CM_DEFAULT); gl_RenderState.SetSoftLightLevel(-1); screen->Begin2D(false); - DrawBlend(viewsector); + if (!FGLRenderBuffers::IsEnabled()) + { + DrawBlend(viewsector); + } CopyToBackbuffer(&bounds, false); glFlush();