Conflicts:
	src/version.h
This commit is contained in:
Christoph Oelckers 2013-09-28 23:37:41 +02:00
commit daf5b97ff9
33 changed files with 1075 additions and 464 deletions

View file

@ -740,6 +740,7 @@ add_executable( zdoom WIN32
m_misc.cpp
m_png.cpp
m_random.cpp
m_specialpaths.cpp
memarena.cpp
md5.cpp
name.cpp

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@ -334,11 +334,12 @@ enum
MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
// --- mobj.flags6 ---
// --- mobj.flags7 ---
MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
// --- mobj.renderflags ---

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@ -505,31 +505,13 @@ bool FCajunMaster::LoadBots ()
bool gotteam = false;
bglobal.ForgetBots ();
#ifndef __unix__
tmp = progdir;
tmp += "zcajun/" BOTFILENAME;
if (!FileExists (tmp))
tmp = M_GetCajunPath(BOTFILENAME);
if (tmp.IsEmpty())
{
DPrintf ("No " BOTFILENAME ", so no bots\n");
return false;
}
#else
tmp = GetUserFile (BOTFILENAME);
if (!FileExists (tmp))
{
if (!FileExists (SHARE_DIR BOTFILENAME))
{
DPrintf ("No " BOTFILENAME ", so no bots\n");
return false;
}
else
sc.OpenFile (SHARE_DIR BOTFILENAME);
}
#endif
else
{
sc.OpenFile (tmp);
}
sc.OpenFile(tmp);
while (sc.GetString ())
{

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@ -2137,17 +2137,6 @@ static void CheckCmdLine()
Printf ("%s", GStrings("D_DEVSTR"));
}
#if !defined(__unix__) && !defined(__APPLE__)
// We do not need to support -cdrom under Unix, because all the files
// that would go to c:\\zdoomdat are already stored in .zdoom inside
// the user's home directory.
if (Args->CheckParm("-cdrom"))
{
Printf ("%s", GStrings("D_CDROM"));
mkdir (CDROM_DIR, 0);
}
#endif
// turbo option // [RH] (now a cvar)
v = Args->CheckValue("-turbo");
if (v != NULL)

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@ -1058,4 +1058,5 @@ userinfo_t::~userinfo_t()
{
delete pair->Value;
}
this->Clear();
}

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@ -325,6 +325,10 @@ struct userinfo_t : TMap<FName,FBaseCVar *>
{
return *static_cast<FIntCVar *>(*CheckKey(NAME_Gender));
}
bool GetNoAutostartMap() const
{
return *static_cast<FBoolCVar *>(*CheckKey(NAME_Wi_NoAutostartMap));
}
void Reset();
int TeamChanged(int team);
@ -348,6 +352,7 @@ class player_t
{
public:
player_t();
player_t &operator= (const player_t &p);
void Serialize (FArchive &arc);
size_t FixPointers (const DObject *obj, DObject *replacement);

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@ -473,7 +473,7 @@ public:
// use this method.
virtual size_t PointerSubstitution (DObject *old, DObject *notOld);
static size_t StaticPointerSubstitution (DObject *old, DObject *notOld);
PClass *GetClass() const
{
if (Class == NULL)

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@ -457,7 +457,7 @@ int DThinker::TickThinkers (FThinkerList *list, FThinkerList *dest)
node->PostBeginPlay();
}
else if (dest != NULL)
{ // Move thinker from this list to the destination list
{
I_Error("There is a thinker in the fresh list that has already ticked.\n");
}

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@ -53,7 +53,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch)
angle += pr_punch.Random2() << 18;
pitch = P_AimLineAttack (self, angle, MELEERANGE, &linetarget);
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true, &linetarget);
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, LAF_ISMELEEATTACK, &linetarget);
// turn to face target
if (linetarget)

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@ -1919,32 +1919,10 @@ FString G_BuildSaveName (const char *prefix, int slot)
leader = Args->CheckValue ("-savedir");
if (leader.IsEmpty())
{
#if !defined(__unix__) && !defined(__APPLE__)
if (Args->CheckParm ("-cdrom"))
{
leader = CDROM_DIR "/";
}
else
#endif
{
leader = save_dir;
}
leader = save_dir;
if (leader.IsEmpty())
{
#ifdef __unix__
leader = "~/" GAME_DIR;
#elif defined(__APPLE__)
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
leader << cpath << "/" GAME_DIR "/Savegames/";
}
#else
leader = progdir;
#endif
leader = M_GetSavegamesPath();
}
}
size_t len = leader.Len();

View file

@ -38,6 +38,7 @@ class ACustomBridge : public AActor
DECLARE_CLASS (ACustomBridge, AActor)
public:
void BeginPlay ();
void Destroy();
};
IMPLEMENT_CLASS(ACustomBridge)
@ -58,6 +59,25 @@ void ACustomBridge::BeginPlay ()
}
}
void ACustomBridge::Destroy()
{
// Hexen originally just set a flag to make the bridge balls remove themselves in A_BridgeOrbit.
// But this is not safe with custom bridge balls that do not necessarily call that function.
// So the best course of action is to look for all bridge balls here and destroy them ourselves.
TThinkerIterator<AActor> it;
AActor *thing;
while ((thing = it.Next()))
{
if (thing->target == this)
{
thing->Destroy();
}
}
Super::Destroy();
}
// Action functions for the non-Doom bridge --------------------------------
#define ORBIT_RADIUS 15
@ -89,10 +109,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
// Set rotation radius
if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / (100 * FRACUNIT));
if (self->target->special1)
{
self->SetState (NULL);
}
self->angle += rotationspeed;
self->x = self->target->x + rotationradius * finecosine[self->angle >> ANGLETOFINESHIFT];
self->y = self->target->y + rotationradius * finesine[self->angle >> ANGLETOFINESHIFT];
@ -115,7 +131,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
cy = self->y;
cz = self->z;
startangle = pr_orbit() << 24;
self->special1 = 0;
// Spawn triad into world -- may be more than a triad now.
int ballcount = self->args[2]==0 ? 3 : self->args[2];
@ -129,14 +144,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
}
}
/* never used
void A_BridgeRemove (AActor *self)
{
self->special1 = true; // Removing the bridge
self->flags &= ~MF_SOLID;
self->SetState (&ABridge::States[S_FREE_BRIDGE]);
}
*/
// Invisible bridge --------------------------------------------------------

View file

@ -444,6 +444,20 @@ void ST_LoadCrosshair(bool alwaysload=false);
void ST_Clear();
extern FTexture *CrosshairImage;
FTextureID GetWeaponIcon(AWeapon *weapon);
FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale);
enum DI_Flags
{
DI_SKIPICON = 0x1,
DI_SKIPALTICON = 0x2,
DI_SKIPSPAWN = 0x4,
DI_SKIPREADY = 0x8,
DI_ALTICONFIRST = 0x10,
DI_DRAWINBOX = 0x20, // Set when either width or height is not zero
DI_FORCESCALE = 0x40,
DI_ALTERNATEONFAIL = 0x80
};
#endif /* __SBAR_H__ */

View file

@ -1187,8 +1187,12 @@ public:
if((offsetflags & SBarInfoCommand::CENTER) == SBarInfoCommand::CENTER)
{
dx -= (texture->GetScaledWidthDouble()/2.0)-texture->GetScaledLeftOffsetDouble();
dy -= (texture->GetScaledHeightDouble()/2.0)-texture->GetScaledTopOffsetDouble();
if (forceWidth < 0) dx -= (texture->GetScaledWidthDouble()/2.0)-texture->GetScaledLeftOffsetDouble();
else dx -= forceWidth*(0.5-(texture->GetScaledLeftOffsetDouble()/texture->GetScaledWidthDouble()));
//Unoptimalized formula is dx -= forceWidth/2.0-(texture->GetScaledLeftOffsetDouble()*forceWidth/texture->GetScaledWidthDouble());
if (forceHeight < 0) dy -= (texture->GetScaledHeightDouble()/2.0)-texture->GetScaledTopOffsetDouble();
else dy -= forceHeight*(0.5-(texture->GetScaledTopOffsetDouble()/texture->GetScaledHeightDouble()));
}
dx += xOffset;

View file

@ -41,28 +41,65 @@
// classes.
////////////////////////////////////////////////////////////////////////////////
class CommandDrawImage : public SBarInfoCommand
class CommandDrawImage : public SBarInfoCommandFlowControl
{
public:
CommandDrawImage(SBarInfo *script) : SBarInfoCommand(script),
translatable(false), type(NORMAL_IMAGE), image(-1), offset(static_cast<Offset> (TOP|LEFT)),
CommandDrawImage(SBarInfo *script) : SBarInfoCommandFlowControl(script),
translatable(false), type(NORMAL_IMAGE), image(-1), maxwidth(-1),
maxheight(-1), spawnScaleX(1.0f), spawnScaleY(1.0f), flags(0),
applyscale(false), offset(static_cast<Offset> (TOP|LEFT)),
texture(NULL), alpha(FRACUNIT)
{
}
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
if(flags & DI_ALTERNATEONFAIL)
SBarInfoCommandFlowControl::Draw(block, statusBar);
if(texture == NULL)
return;
int w = maxwidth, h = maxheight;
// We must calculate this per frame in order to prevent glitches with cl_capfps true.
fixed_t frameAlpha = block->Alpha();
if(alpha != FRACUNIT)
frameAlpha = fixed_t(((double) block->Alpha() / (double) FRACUNIT) * ((double) alpha / (double) OPAQUE) * FRACUNIT);
if(flags & DI_DRAWINBOX)
{
double scale1, scale2;
scale1 = scale2 = 1.0f;
double texwidth = (int) (texture->GetScaledWidthDouble()*spawnScaleX);
double texheight = (int) (texture->GetScaledHeightDouble()*spawnScaleY);
if (w != -1 && (w<texwidth || (flags & DI_FORCESCALE)))
{
scale1 = w/texwidth;
}
if (h != -1 && (h<texheight || (flags & DI_FORCESCALE)))
{
scale2 = h/texheight;
}
if (flags & DI_FORCESCALE)
{
if (w == -1 || (h != -1 && scale2<scale1))
scale1=scale2;
}
else if (scale2<scale1) scale1=scale2;
w=(int)(texwidth*scale1);
h=(int)(texheight*scale1);
}
else if (applyscale)
{
w=(int) (texture->GetScaledWidthDouble()*spawnScaleX);
h=(int) (texture->GetScaledHeightDouble()*spawnScaleY);
}
statusBar->DrawGraphic(texture, imgx, imgy, block->XOffset(), block->YOffset(), frameAlpha, block->FullScreenOffsets(),
translatable, false, offset);
translatable, false, offset, false, w, h);
}
void Parse(FScanner &sc, bool fullScreenOffsets)
{
@ -98,7 +135,7 @@ class CommandDrawImage : public SBarInfoCommand
type = HEXENARMOR_AMULET;
else
{
sc.ScriptMessage("Unkown armor type: '%s'", sc.String);
sc.ScriptMessage("Unknown armor type: '%s'", sc.String);
type = HEXENARMOR_ARMOR;
}
sc.MustGetToken(',');
@ -141,48 +178,90 @@ class CommandDrawImage : public SBarInfoCommand
offset = CENTER;
else if(sc.Compare("centerbottom"))
offset = static_cast<Offset> (HMIDDLE|BOTTOM);
else
else if(!sc.Compare("lefttop")) //That's already set
sc.ScriptError("'%s' is not a valid alignment.", sc.String);
}
sc.MustGetToken(';');
if(sc.CheckToken(','))
{
sc.MustGetToken(TK_IntConst);
if((maxwidth = sc.Number) > 0)
flags |= DI_DRAWINBOX;
else
maxwidth = -1;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
if ((maxheight = sc.Number) > 0)
flags |= DI_DRAWINBOX;
else
maxheight = -1;
}
if(sc.CheckToken(','))
{
while(sc.CheckToken(TK_Identifier))
{
if(sc.Compare("skipicon"))
flags |= DI_SKIPICON;
else if(sc.Compare("skipalticon"))
flags |= DI_SKIPALTICON;
else if(sc.Compare("skipspawn"))
flags |= DI_SKIPSPAWN;
else if(sc.Compare("skipready"))
flags |= DI_SKIPREADY;
else if(sc.Compare("alticonfirst"))
flags |= DI_ALTICONFIRST;
else if(sc.Compare("forcescale"))
{
if(flags & DI_DRAWINBOX)
flags |= DI_FORCESCALE;
}
else if(sc.Compare("alternateonfail"))
flags |= DI_ALTERNATEONFAIL;
else
sc.ScriptError("Unknown flag '%s'.", sc.String);
if(!sc.CheckToken('|') && !sc.CheckToken(',')) break;
}
}
if(flags & DI_ALTERNATEONFAIL)
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
else
sc.MustGetToken(';');
}
void Tick(const SBarInfoMainBlock *block, const DSBarInfo *statusBar, bool hudChanged)
{
SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
texture = NULL;
alpha = FRACUNIT;
if (applyscale)
{
spawnScaleX = spawnScaleY = 1.0f;
applyscale = false;
}
if(type == PLAYERICON)
texture = TexMan[statusBar->CPlayer->mo->ScoreIcon];
else if(type == AMMO1)
{
if(statusBar->ammo1 != NULL)
texture = TexMan[statusBar->ammo1->Icon];
AAmmo *ammo = statusBar->ammo1;
if(ammo != NULL)
GetIcon(ammo);
}
else if(type == AMMO2)
{
if(statusBar->ammo2 != NULL)
texture = TexMan[statusBar->ammo2->Icon];
AAmmo *ammo = statusBar->ammo2;
if(ammo != NULL)
GetIcon(ammo);
}
else if(type == ARMOR)
{
if(statusBar->armor != NULL && statusBar->armor->Amount != 0)
texture = TexMan(statusBar->armor->Icon);
ABasicArmor *armor = statusBar->armor;
if(armor != NULL && armor->Amount != 0)
GetIcon(armor);
}
else if(type == WEAPONICON)
{
AWeapon *weapon = statusBar->CPlayer->ReadyWeapon;
if(weapon != NULL)
{
FTextureID icon;
if (weapon->Icon.isValid())
{
icon = weapon->Icon;
}
else
{
icon = GetWeaponIcon(weapon);
}
texture = TexMan[icon];
}
GetIcon(weapon);
}
else if(type == SIGIL)
{
@ -213,8 +292,26 @@ class CommandDrawImage : public SBarInfoCommand
texture = TexMan(statusBar->CPlayer->mo->InvSel->Icon);
else if(image >= 0)
texture = statusBar->Images[image];
if (flags & DI_ALTERNATEONFAIL)
{
SetTruth(texture == NULL || !(texture->GetID().isValid()), block, statusBar);
}
}
protected:
void GetIcon(AInventory *item)
{
FTextureID icon = GetInventoryIcon(item, flags, &applyscale);
if (applyscale)
{
spawnScaleX = FIXED2FLOAT(item->scaleX);
spawnScaleY = FIXED2FLOAT(item->scaleY);
}
texture = TexMan[icon];
}
enum ImageType
{
PLAYERICON,
@ -238,6 +335,12 @@ class CommandDrawImage : public SBarInfoCommand
ImageType type;
int image;
FTextureID sprite;
int maxwidth;
int maxheight;
double spawnScaleX;
double spawnScaleY;
DWORD flags;
bool applyscale; //Set remotely from from GetInventoryIcon when selected sprite comes from Spawn state
// I'm using imgx/imgy here so that I can inherit drawimage with drawnumber for some commands.
SBarInfoCoordinate imgx;
SBarInfoCoordinate imgy;
@ -1479,11 +1582,11 @@ class CommandDrawMugShot : public SBarInfoCommand
////////////////////////////////////////////////////////////////////////////////
class CommandDrawSelectedInventory : public SBarInfoCommandFlowControl, private CommandDrawImage, private CommandDrawNumber
class CommandDrawSelectedInventory : public CommandDrawImage, private CommandDrawNumber
{
public:
CommandDrawSelectedInventory(SBarInfo *script) : SBarInfoCommandFlowControl(script),
CommandDrawImage(script), CommandDrawNumber(script), alternateOnEmpty(false),
CommandDrawSelectedInventory(SBarInfo *script) : CommandDrawImage(script),
CommandDrawNumber(script), alternateOnEmpty(false),
artiflash(false), alwaysShowCounter(false)
{
length = INT_MAX; // Counter size
@ -3011,7 +3114,7 @@ class CommandDrawGem : public SBarInfoCommand
else
sc.ScriptError("Unknown drawgem flag '%s'.", sc.String);
if(!sc.CheckToken('|'))
sc.MustGetToken(',');
sc.MustGetToken(',');
}
sc.MustGetToken(TK_StringConst); //chain
chain = script->newImage(sc.String);

View file

@ -135,12 +135,12 @@ static void DrawImageToBox(FTexture * tex, int x, int y, int w, int h, int trans
if (tex)
{
int texwidth=tex->GetWidth();
int texheight=tex->GetHeight();
double texwidth=tex->GetScaledWidthDouble();
double texheight=tex->GetScaledHeightDouble();
if (w<texwidth) scale1=(double)w/texwidth;
if (w<texwidth) scale1=w/texwidth;
else scale1=1.0f;
if (h<texheight) scale2=(double)h/texheight;
if (h<texheight) scale2=h/texheight;
else scale2=1.0f;
if (scale2<scale1) scale1=scale2;
@ -606,22 +606,40 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
// Weapons List
//
//---------------------------------------------------------------------------
FTextureID GetWeaponIcon(AWeapon *weapon) // This function is also used by SBARINFO
FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale=NULL) // This function is also used by SBARINFO
{
FTextureID AltIcon = GetHUDIcon(weapon->GetClass());
FTextureID picnum, AltIcon = GetHUDIcon(item->GetClass());
FState * state=NULL, *ReadyState;
FTextureID picnum = !AltIcon.isNull()? AltIcon : weapon->Icon;
if (picnum.isNull())
picnum.SetNull();
if (flags & DI_ALTICONFIRST)
{
if (weapon->SpawnState && weapon->SpawnState->sprite!=0)
if (!(flags & DI_SKIPALTICON) && AltIcon.isValid())
picnum = AltIcon;
else if (!(flags & DI_SKIPICON))
picnum = item->Icon;
}
else
{
if (!(flags & DI_SKIPICON) && item->Icon.isValid())
picnum = item->Icon;
else if (!(flags & DI_SKIPALTICON))
picnum = AltIcon;
}
if (!picnum.isValid()) //isNull() is bad for checking, because picnum could be also invalid (-1)
{
if (!(flags & DI_SKIPSPAWN) && item->SpawnState && item->SpawnState->sprite!=0)
{
state = weapon->SpawnState;
state = item->SpawnState;
if (applyscale != NULL && !(flags & DI_FORCESCALE))
{
*applyscale = true;
}
}
// no spawn state - now try the ready state
else if ((ReadyState = weapon->FindState(NAME_Ready)) && ReadyState->sprite!=0)
// no spawn state - now try the ready state if it's weapon
else if (!(flags & DI_SKIPREADY) && item->GetClass()->IsDescendantOf(RUNTIME_CLASS(AWeapon)) && (ReadyState = item->FindState(NAME_Ready)) && ReadyState->sprite!=0)
{
state = ReadyState;
}
@ -651,7 +669,7 @@ static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
if (weapon==CPlayer->ReadyWeapon || weapon==CPlayer->ReadyWeapon->SisterWeapon) trans=0xd999;
}
FTextureID picnum = GetWeaponIcon(weapon);
FTextureID picnum = GetInventoryIcon(weapon, DI_ALTICONFIRST);
if (picnum.isValid())
{

View file

@ -42,8 +42,6 @@
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <lmcons.h>
#include <shlobj.h>
extern HWND Window;
#define USE_WINDOWS_DWORD
#endif
@ -588,106 +586,20 @@ void FGameConfigFile::ArchiveGlobalData ()
FString FGameConfigFile::GetConfigPath (bool tryProg)
{
const char *pathval;
FString path;
pathval = Args->CheckValue ("-config");
if (pathval != NULL)
{
return FString(pathval);
}
#ifdef _WIN32
path = NULL;
HRESULT hr;
TCHAR uname[UNLEN+1];
DWORD unamelen = countof(uname);
// Because people complained, try for a user-specific .ini in the program directory first.
// If that is not writeable, use the one in the home directory instead.
hr = GetUserName (uname, &unamelen);
if (SUCCEEDED(hr) && uname[0] != 0)
{
// Is it valid for a user name to have slashes?
// Check for them and substitute just in case.
char *probe = uname;
while (*probe != 0)
{
if (*probe == '\\' || *probe == '/')
*probe = '_';
++probe;
}
path = progdir;
path += "zdoom-";
path += uname;
path += ".ini";
if (tryProg)
{
if (!FileExists (path.GetChars()))
{
path = "";
}
}
else
{ // check if writeable
FILE *checker = fopen (path.GetChars(), "a");
if (checker == NULL)
{
path = "";
}
else
{
fclose (checker);
}
}
}
if (path.IsEmpty())
{
if (Args->CheckParm ("-cdrom"))
return CDROM_DIR "\\zdoom.ini";
path = progdir;
path += "zdoom.ini";
}
return path;
#elif defined(__APPLE__)
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kPreferencesFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
path = cpath;
path += "/zdoom.ini";
return path;
}
// Ungh.
return "zdoom.ini";
#else
return GetUserFile ("zdoom.ini");
#endif
return M_GetConfigPath(tryProg);
}
void FGameConfigFile::CreateStandardAutoExec(const char *section, bool start)
{
if (!SetSection(section))
{
FString path;
#ifdef __APPLE__
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
path << cpath << "/" GAME_DIR "/autoexec.cfg";
}
#elif !defined(__unix__)
path = "$PROGDIR/autoexec.cfg";
#else
path = GetUserFile ("autoexec.cfg");
#endif
FString path = M_GetAutoexecPath();
SetSection (section, true);
SetValueForKey ("Path", path.GetChars());
}
@ -794,6 +706,6 @@ void FGameConfigFile::SetRavenDefaults (bool isHexen)
CCMD (whereisini)
{
FString path = GameConfig->GetConfigPath (false);
FString path = M_GetConfigPath(false);
Printf ("%s\n", path.GetChars());
}

View file

@ -31,9 +31,6 @@
#include <errno.h>
#include <stdlib.h>
#include <time.h>
#ifdef __APPLE__
#include <CoreServices/CoreServices.h>
#endif
#include "doomtype.h"
#include "version.h"
@ -333,65 +330,6 @@ static long ParseCommandLine (const char *args, int *argc, char **argv)
}
#if defined(__unix__)
FString GetUserFile (const char *file)
{
FString path;
struct stat info;
path = NicePath("~/" GAME_DIR "/");
if (stat (path, &info) == -1)
{
struct stat extrainfo;
// Sanity check for ~/.config
FString configPath = NicePath("~/.config/");
if (stat (configPath, &extrainfo) == -1)
{
if (mkdir (configPath, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
{
I_FatalError ("Failed to create ~/.config directory:\n%s", strerror(errno));
}
}
else if (!S_ISDIR(extrainfo.st_mode))
{
I_FatalError ("~/.config must be a directory");
}
// This can be removed after a release or two
// Transfer the old zdoom directory to the new location
bool moved = false;
FString oldpath = NicePath("~/.zdoom/");
if (stat (oldpath, &extrainfo) != -1)
{
if (rename(oldpath, path) == -1)
{
I_Error ("Failed to move old zdoom directory (%s) to new location (%s).",
oldpath.GetChars(), path.GetChars());
}
else
moved = true;
}
if (!moved && mkdir (path, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
{
I_FatalError ("Failed to create %s directory:\n%s",
path.GetChars(), strerror (errno));
}
}
else
{
if (!S_ISDIR(info.st_mode))
{
I_FatalError ("%s must be a directory", path.GetChars());
}
}
path += file;
return path;
}
#endif
//
// M_SaveDefaults
//
@ -698,48 +636,23 @@ void M_ScreenShot (const char *filename)
// find a file name to save it to
if (filename == NULL || filename[0] == '\0')
{
#if !defined(__unix__) && !defined(__APPLE__)
if (Args->CheckParm ("-cdrom"))
size_t dirlen;
autoname = Args->CheckValue("-shotdir");
if (autoname.IsEmpty())
{
autoname = CDROM_DIR "\\";
autoname = screenshot_dir;
}
else
#endif
dirlen = autoname.Len();
if (dirlen == 0)
{
size_t dirlen;
autoname = Args->CheckValue("-shotdir");
if (autoname.IsEmpty())
{
autoname = screenshot_dir;
}
autoname = M_GetScreenshotsPath();
dirlen = autoname.Len();
if (dirlen == 0)
}
if (dirlen > 0)
{
if (autoname[dirlen-1] != '/' && autoname[dirlen-1] != '\\')
{
#ifdef __unix__
autoname = "~/" GAME_DIR "/screenshots/";
#elif defined(__APPLE__)
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
autoname << cpath << "/" GAME_DIR "/Screenshots/";
}
else
{
autoname = "~";
}
#else
autoname = progdir;
#endif
}
else if (dirlen > 0)
{
if (autoname[dirlen-1] != '/' && autoname[dirlen-1] != '\\')
{
autoname += '/';
}
autoname += '/';
}
}
autoname = NicePath(autoname);

View file

@ -24,6 +24,7 @@
#define __M_MISC__
#include "basictypes.h"
#include "zstring.h"
class FConfigFile;
class FGameConfigFile;
@ -44,9 +45,19 @@ bool M_SaveDefaults (const char *filename);
void M_SaveCustomKeys (FConfigFile *config, char *section, char *subsection, size_t sublen);
// Prepends ~/.zdoom to path
FString GetUserFile (const char *path);
FString M_ZLibError(int zerrnum);
// Get special directory paths (defined in m_specialpaths.cpp)
#ifdef __unix__
FString GetUserFile (const char *path); // Prepends ~/.zdoom to path
#endif
FString M_GetCachePath(bool create);
FString M_GetAutoexecPath();
FString M_GetCajunPath(const char *filename);
FString M_GetConfigPath(bool for_reading);
FString M_GetScreenshotsPath();
FString M_GetSavegamesPath();
#endif

630
src/m_specialpaths.cpp Normal file
View file

@ -0,0 +1,630 @@
#ifdef __APPLE__
#include <CoreServices/CoreServices.h>
#endif
#ifdef _WIN32
#include <windows.h>
#include <lmcons.h>
#include <shlobj.h>
#define USE_WINDOWS_DWORD
#endif
#include "cmdlib.h"
#include "m_misc.h"
#if !defined(__APPLE__) && !defined(_WIN32)
#include <sys/stat.h>
#include <sys/types.h>
#include "i_system.h"
#endif
#include "version.h" // for GAMENAME
#if defined(_WIN32)
typedef HRESULT (WINAPI *GKFP)(REFKNOWNFOLDERID, DWORD, HANDLE, PWSTR *);
//===========================================================================
//
// IsProgramDirectoryWritable
//
// If the program directory is writable, then dump everything in there for
// historical reasons. Otherwise, known folders get used instead.
//
//===========================================================================
bool UseKnownFolders()
{
// Cache this value so the semantics don't change during a single run
// of the program. (e.g. Somebody could add write access while the
// program is running.)
static INTBOOL iswritable = -1;
FString testpath;
HANDLE file;
if (iswritable >= 0)
{
return !iswritable;
}
testpath << progdir << "writest";
file = CreateFile(testpath, GENERIC_READ | GENERIC_WRITE, 0, NULL,
CREATE_ALWAYS,
FILE_ATTRIBUTE_TEMPORARY | FILE_FLAG_DELETE_ON_CLOSE, NULL);
if (file != INVALID_HANDLE_VALUE)
{
CloseHandle(file);
Printf("Using program directory for storage\n");
iswritable = true;
return false;
}
Printf("Using known folders for storage\n");
iswritable = false;
return true;
}
//===========================================================================
//
// GetKnownFolder
//
// Returns the known_folder if SHGetKnownFolderPath is available, otherwise
// returns the shell_folder using SHGetFolderPath.
//
//===========================================================================
bool GetKnownFolder(int shell_folder, REFKNOWNFOLDERID known_folder, bool create, FString &path)
{
static GKFP SHGetKnownFolderPath = NULL;
static bool tested = false;
if (!tested)
{
tested = true;
HMODULE shell32 = GetModuleHandle("shell32.dll");
if (shell32 != NULL)
{
SHGetKnownFolderPath = (GKFP)GetProcAddress(shell32, "SHGetKnownFolderPath");
}
}
char pathstr[MAX_PATH];
// SHGetKnownFolderPath knows about more folders than SHGetFolderPath, but is
// new to Vista, hence the reason we support both.
if (SHGetKnownFolderPath == NULL)
{
if (shell_folder < 0)
{ // Not supported by SHGetFolderPath
return false;
}
if (create)
{
shell_folder |= CSIDL_FLAG_CREATE;
}
if (FAILED(SHGetFolderPathA(NULL, shell_folder, NULL, 0, pathstr)))
{
return false;
}
path = pathstr;
return true;
}
else
{
PWSTR wpath;
if (FAILED(SHGetKnownFolderPath(known_folder, create ? KF_FLAG_CREATE : 0, NULL, &wpath)))
{
return false;
}
// FIXME: Support Unicode, at least for filenames. This function
// has no MBCS equivalent, so we have to convert it since we don't
// support Unicode. :(
bool converted = false;
if (WideCharToMultiByte(GetACP(), WC_NO_BEST_FIT_CHARS, wpath, -1,
pathstr, countof(pathstr), NULL, NULL) > 0)
{
path = pathstr;
converted = true;
}
CoTaskMemFree(wpath);
return converted;
}
}
//===========================================================================
//
// M_GetCachePath Windows
//
// Returns the path for cache GL nodes.
//
//===========================================================================
FString M_GetCachePath(bool create)
{
FString path;
if (!GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create, path))
{ // Failed (e.g. On Win9x): use program directory
path = progdir;
}
// Don't use GAME_DIR and such so that ZDoom and its child ports can
// share the node cache.
path += "/zdoom/cache";
return path;
}
//===========================================================================
//
// M_GetAutoexecPath Windows
//
// Returns the expected location of autoexec.cfg.
//
//===========================================================================
FString M_GetAutoexecPath()
{
return "$PROGDIR/autoexec.cfg";
}
//===========================================================================
//
// M_GetCajunPath Windows
//
// Returns the location of the Cajun Bot definitions.
//
//===========================================================================
FString M_GetCajunPath(const char *botfilename)
{
FString path;
path << progdir << "zcajun/" << botfilename;
if (!FileExists(path))
{
path = "";
}
return path;
}
//===========================================================================
//
// M_GetConfigPath Windows
//
// Returns the path to the config file. On Windows, this can vary for reading
// vs writing. i.e. If $PROGDIR/zdoom-<user>.ini does not exist, it will try
// to read from $PROGDIR/zdoom.ini, but it will never write to zdoom.ini.
//
//===========================================================================
FString M_GetConfigPath(bool for_reading)
{
FString path;
HRESULT hr;
// Construct a user-specific config name
if (UseKnownFolders() && GetKnownFolder(CSIDL_APPDATA, FOLDERID_RoamingAppData, true, path))
{
path += "/" GAME_DIR;
CreatePath(path);
path += "/zdoom.ini";
}
else
{ // construct "$PROGDIR/zdoom-$USER.ini"
TCHAR uname[UNLEN+1];
DWORD unamelen = countof(uname);
path = progdir;
hr = GetUserName(uname, &unamelen);
if (SUCCEEDED(hr) && uname[0] != 0)
{
// Is it valid for a user name to have slashes?
// Check for them and substitute just in case.
char *probe = uname;
while (*probe != 0)
{
if (*probe == '\\' || *probe == '/')
*probe = '_';
++probe;
}
path << "zdoom-" << uname << ".ini";
}
else
{ // Couldn't get user name, so just use zdoom.ini
path += "zdoom.ini";
}
}
// If we are reading the config file, check if it exists. If not, fallback
// to $PROGDIR/zdoom.ini
if (for_reading)
{
if (!FileExists(path))
{
path = progdir;
path << "zdoom.ini";
}
}
return path;
}
//===========================================================================
//
// M_GetScreenshotsPath Windows
//
// Returns the path to the default screenshots directory.
//
//===========================================================================
// I'm not sure when FOLDERID_Screenshots was added, but it was probably
// for Windows 8, since it's not in the v7.0 Windows SDK.
static const GUID MyFOLDERID_Screenshots = { 0xb7bede81, 0xdf94, 0x4682, 0xa7, 0xd8, 0x57, 0xa5, 0x26, 0x20, 0xb8, 0x6f };
FString M_GetScreenshotsPath()
{
FString path;
if (!UseKnownFolders())
{
return progdir;
}
else if (GetKnownFolder(-1, MyFOLDERID_Screenshots, true, path))
{
path << "/" GAMENAME;
}
else if (GetKnownFolder(CSIDL_MYPICTURES, FOLDERID_Pictures, true, path))
{
path << "/Screenshots/" GAMENAME;
}
else
{
return progdir;
}
CreatePath(path);
return path;
}
//===========================================================================
//
// M_GetSavegamesPath Windows
//
// Returns the path to the default save games directory.
//
//===========================================================================
FString M_GetSavegamesPath()
{
FString path;
if (!UseKnownFolders())
{
return progdir;
}
// Try standard Saved Games folder
else if (GetKnownFolder(-1, FOLDERID_SavedGames, true, path))
{
path << "/" GAMENAME;
}
// Try defacto My Documents/My Games folder
else if (GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true, path))
{
// I assume since this isn't a standard folder, it doesn't have
// a localized name either.
path << "/My Games/" GAMENAME;
CreatePath(path);
}
else
{
path = progdir;
}
return path;
}
#elif defined(__APPLE__)
//===========================================================================
//
// M_GetCachePath Mac OS X
//
// Returns the path for cache GL nodes.
//
//===========================================================================
FString M_GetCachePath(bool create)
{
FString path;
char pathstr[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, create ? kCreateFolder : 0, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX))
{
path = pathstr;
}
else
{
path = progdir;
}
path += "/zdoom/cache";
return path;
}
//===========================================================================
//
// M_GetAutoexecPath Mac OS X
//
// Returns the expected location of autoexec.cfg.
//
//===========================================================================
FString M_GetAutoexecPath()
{
FString path;
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
path << cpath << "/" GAME_DIR "/autoexec.cfg";
}
return path;
}
//===========================================================================
//
// M_GetCajunPath Mac OS X
//
// Returns the location of the Cajun Bot definitions.
//
//===========================================================================
FString M_GetCajunPath(const char *botfilename)
{
FString path;
// Just copies the Windows code. Should this be more Mac-specific?
path << progdir << "zcajun/" << botfilename;
if (!FileExists(path))
{
path = "";
}
return path;
}
//===========================================================================
//
// M_GetConfigPath Mac OS X
//
// Returns the path to the config file. On Windows, this can vary for reading
// vs writing. i.e. If $PROGDIR/zdoom-<user>.ini does not exist, it will try
// to read from $PROGDIR/zdoom.ini, but it will never write to zdoom.ini.
//
//===========================================================================
FString M_GetConfigPath(bool for_reading)
{
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kPreferencesFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
FString path;
path << cpath << "/zdoom.ini";
return path;
}
// Ungh.
return "zdoom.ini";
}
//===========================================================================
//
// M_GetScreenshotsPath Mac OS X
//
// Returns the path to the default screenshots directory.
//
//===========================================================================
FString M_GetScreenshotsPath()
{
FString path;
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
path << cpath << "/" GAME_DIR "/Screenshots/";
}
else
{
path = "~/";
}
return path;
}
//===========================================================================
//
// M_GetSavegamesPath Mac OS X
//
// Returns the path to the default save games directory.
//
//===========================================================================
FString M_GetSavegamesPath()
{
FString path;
char cpath[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
{
path << cpath << "/" GAME_DIR "/Savegames/";
}
return path;
}
#else // Linux, et al.
FString GetUserFile (const char *file)
{
FString path;
struct stat info;
path = NicePath("~/" GAME_DIR "/");
if (stat (path, &info) == -1)
{
struct stat extrainfo;
// Sanity check for ~/.config
FString configPath = NicePath("~/.config/");
if (stat (configPath, &extrainfo) == -1)
{
if (mkdir (configPath, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
{
I_FatalError ("Failed to create ~/.config directory:\n%s", strerror(errno));
}
}
else if (!S_ISDIR(extrainfo.st_mode))
{
I_FatalError ("~/.config must be a directory");
}
// This can be removed after a release or two
// Transfer the old zdoom directory to the new location
bool moved = false;
FString oldpath = NicePath("~/.zdoom/");
if (stat (oldpath, &extrainfo) != -1)
{
if (rename(oldpath, path) == -1)
{
I_Error ("Failed to move old zdoom directory (%s) to new location (%s).",
oldpath.GetChars(), path.GetChars());
}
else
moved = true;
}
if (!moved && mkdir (path, S_IRUSR | S_IWUSR | S_IXUSR) == -1)
{
I_FatalError ("Failed to create %s directory:\n%s",
path.GetChars(), strerror (errno));
}
}
else
{
if (!S_ISDIR(info.st_mode))
{
I_FatalError ("%s must be a directory", path.GetChars());
}
}
path += file;
return path;
}
//===========================================================================
//
// M_GetCachePath Unix
//
// Returns the path for cache GL nodes.
//
//===========================================================================
FString M_GetCachePath(bool create)
{
// Don't use GAME_DIR and such so that ZDoom and its child ports can
// share the node cache.
FString path = NicePath("~/.config/zdoom/cache");
if (create)
{
CreatePath(path);
}
return path;
}
//===========================================================================
//
// M_GetAutoexecPath Unix
//
// Returns the expected location of autoexec.cfg.
//
//===========================================================================
FString M_GetAutoexecPath()
{
return GetUserFile("autoexec.cfg");
}
//===========================================================================
//
// M_GetCajunPath Unix
//
// Returns the location of the Cajun Bot definitions.
//
//===========================================================================
FString M_GetCajunPath(const char *botfilename)
{
FString path;
// Check first in ~/.config/zdoom/botfilename.
path = GetUserFile(botfilename);
if (!FileExists(path))
{
// Then check in SHARE_DIR/botfilename.
path = SHARE_DIR;
path << botfilename;
if (!FileExists(path))
{
path = "";
}
}
return path;
}
//===========================================================================
//
// M_GetConfigPath Unix
//
// Returns the path to the config file. On Windows, this can vary for reading
// vs writing. i.e. If $PROGDIR/zdoom-<user>.ini does not exist, it will try
// to read from $PROGDIR/zdoom.ini, but it will never write to zdoom.ini.
//
//===========================================================================
FString M_GetConfigPath(bool for_reading)
{
return GetUserFile("zdoom.ini");
}
//===========================================================================
//
// M_GetScreenshotsPath Unix
//
// Returns the path to the default screenshots directory.
//
//===========================================================================
FString M_GetScreenshotsPath()
{
return NicePath("~/" GAME_DIR "/screenshots/");
}
//===========================================================================
//
// M_GetSavegamesPath Unix
//
// Returns the path to the default save games directory.
//
//===========================================================================
FString M_GetSavegamesPath()
{
return NicePath("~/" GAME_DIR);
}
#endif

View file

@ -166,15 +166,18 @@ public:
NewWidth = SCREENWIDTH;
NewHeight = SCREENHEIGHT;
}
OldWidth = SCREENWIDTH;
OldHeight = SCREENHEIGHT;
OldBits = DisplayBits;
NewBits = BitTranslate[DummyDepthCvar];
setmodeneeded = true;
testingmode = I_GetTime(false) + 5 * TICRATE;
S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE);
SetModesMenu (NewWidth, NewHeight, NewBits);
return true;
else
{
OldWidth = SCREENWIDTH;
OldHeight = SCREENHEIGHT;
OldBits = DisplayBits;
NewBits = BitTranslate[DummyDepthCvar];
setmodeneeded = true;
testingmode = I_GetTime(false) + 5 * TICRATE;
S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE);
SetModesMenu (NewWidth, NewHeight, NewBits);
return true;
}
}
return Super::Responder(ev);
}
@ -348,7 +351,7 @@ void M_InitVideoModesMenu ()
static bool GetSelectedSize (int *width, int *height)
{
FOptionMenuDescriptor *opt = GetVideoModeMenu();
if (opt != NULL)
if (opt != NULL && (unsigned)opt->mSelectedItem < opt->mItems.Size())
{
int line = opt->mSelectedItem;
int hsel;

View file

@ -568,3 +568,4 @@ xx(NeverSwitchOnPickup)
xx(MoveBob)
xx(StillBob)
xx(PlayerClass)
xx(Wi_NoAutostartMap)

View file

@ -915,7 +915,7 @@ void P_NewChaseDir(AActor * actor)
// MBF's monster_backing option. Made an actor flag instead. Also cleaned the code up to make it readable.
// Todo: implement the movement logic
AActor *target = actor->target;
if (target->health > 0 && !actor->IsFriend(target))
if (target->health > 0 && !actor->IsFriend(target) && target != actor->goal)
{ // Live enemy target
if (actor->flags3 & MF3_AVOIDMELEE)

View file

@ -43,17 +43,6 @@
#define rmdir _rmdir
// TODO, maybe: stop using DWORD so I don't need to worry about conflicting
// with Windows' typedef. Then I could just include the header file instead
// of declaring everything here.
#define MAX_PATH 260
#define CSIDL_LOCAL_APPDATA 0x001c
extern "C" __declspec(dllimport) long __stdcall SHGetFolderPathA(void *hwnd, int csidl, void *hToken, unsigned long dwFlags, char *pszPath);
#endif
#ifdef __APPLE__
#include <CoreServices/CoreServices.h>
#endif
#include "templates.h"
@ -75,6 +64,7 @@ extern "C" __declspec(dllimport) long __stdcall SHGetFolderPathA(void *hwnd, int
#include "x86.h"
#include "version.h"
#include "md5.h"
#include "m_misc.h"
void P_GetPolySpots (MapData * lump, TArray<FNodeBuilder::FPolyStart> &spots, TArray<FNodeBuilder::FPolyStart> &anchors);
@ -1048,45 +1038,10 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
typedef TArray<BYTE> MemFile;
static FString GetCachePath()
{
FString path;
#ifdef _WIN32
char pathstr[MAX_PATH];
if (0 != SHGetFolderPathA(NULL, CSIDL_LOCAL_APPDATA, NULL, 0, pathstr))
{ // Failed (e.g. On Win9x): use program directory
path = progdir;
}
else
{
path = pathstr;
}
path += "/zdoom/cache";
#elif defined(__APPLE__)
char pathstr[PATH_MAX];
FSRef folder;
if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, kCreateFolder, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX))
{
path = pathstr;
}
else
{
path = progdir;
}
path += "/zdoom/cache";
#else
// Don't use GAME_DIR and such so that ZDoom and its child ports can share the node cache.
path = NicePath("~/.config/zdoom/cache");
#endif
return path;
}
static FString CreateCacheName(MapData *map, bool create)
{
FString path = GetCachePath();
FString path = M_GetCachePath(create);
FString lumpname = Wads.GetLumpFullPath(map->lumpnum);
int separator = lumpname.IndexOf(':');
path << '/' << lumpname.Left(separator);
@ -1299,7 +1254,7 @@ errorout:
CCMD(clearnodecache)
{
TArray<FFileList> list;
FString path = GetCachePath();
FString path = M_GetCachePath(false);
path += "/";
try

View file

@ -1562,9 +1562,21 @@ FUNC(LS_Thing_SetGoal)
ok = true;
if (self->flags & MF_SHOOTABLE)
{
if (self->target == self->goal)
{ // Targeting a goal already? -> don't target it anymore.
// A_Look will set it to the goal, presuming no real targets
// come into view by then.
self->target = NULL;
}
self->goal = goal;
if (arg3 == 0) self->flags5 &=~ MF5_CHASEGOAL;
else self->flags5 |= MF5_CHASEGOAL;
if (arg3 == 0)
{
self->flags5 &= ~MF5_CHASEGOAL;
}
else
{
self->flags5 |= MF5_CHASEGOAL;
}
if (self->target == NULL)
{
self->reactiontime = arg2 * TICRATE;

View file

@ -3525,19 +3525,23 @@ void AActor::Tick ()
Destroy();
return;
}
if (ObjectFlags & OF_JustSpawned && state->GetNoDelay())
if ((flags7 & MF7_HANDLENODELAY) && !(flags2 & MF2_DORMANT))
{
// For immediately spawned objects with the NoDelay flag set for their
// Spawn state, explicitly set the current state so that it calls its
// action and chains 0-tic states.
int starttics = tics;
if (!SetState(state))
return; // freed itself
// If the initial state had a duration of 0 tics, let the next state run
// normally. Otherwise, increment tics by 1 so that we don't double up ticks.
if (starttics > 0 && tics >= 0)
flags7 &= ~MF7_HANDLENODELAY;
if (state->GetNoDelay())
{
tics++;
// For immediately spawned objects with the NoDelay flag set for their
// Spawn state, explicitly set the current state so that it calls its
// action and chains 0-tic states.
int starttics = tics;
if (!SetState(state))
return; // freed itself
// If the initial state had a duration of 0 tics, let the next state run
// normally. Otherwise, increment tics by 1 so that we don't double up ticks.
else if (starttics > 0 && tics >= 0)
{
tics++;
}
}
}
// cycle through states, calling action functions at transitions
@ -4024,6 +4028,7 @@ void AActor::PostBeginPlay ()
Renderer->StateChanged(this);
}
PrevAngle = angle;
flags7 |= MF7_HANDLENODELAY;
}
void AActor::MarkPrecacheSounds() const

View file

@ -314,6 +314,115 @@ player_t::player_t()
memset (&skill, 0, sizeof(skill));
}
player_t &player_t::operator=(const player_t &p)
{
mo = p.mo;
playerstate = p.playerstate;
cmd = p.cmd;
original_cmd = p.original_cmd;
original_oldbuttons = p.original_oldbuttons;
// Intentionally not copying userinfo!
cls = p.cls;
DesiredFOV = p.DesiredFOV;
FOV = p.FOV;
viewz = p.viewz;
viewheight = p.viewheight;
deltaviewheight = p.deltaviewheight;
bob = p.bob;
velx = p.velx;
vely = p.vely;
centering = p.centering;
turnticks = p.turnticks;
attackdown = p.attackdown;
usedown = p.usedown;
oldbuttons = p.oldbuttons;
health = p.health;
inventorytics = p.inventorytics;
CurrentPlayerClass = p.CurrentPlayerClass;
backpack = p.backpack;
memcpy(frags, &p.frags, sizeof(frags));
fragcount = p.fragcount;
lastkilltime = p.lastkilltime;
multicount = p.multicount;
spreecount = p.spreecount;
WeaponState = p.WeaponState;
ReadyWeapon = p.ReadyWeapon;
PendingWeapon = p.PendingWeapon;
cheats = p.cheats;
timefreezer = p.timefreezer;
refire = p.refire;
inconsistant = p.inconsistant;
waiting = p.waiting;
killcount = p.killcount;
itemcount = p.itemcount;
secretcount = p.secretcount;
damagecount = p.damagecount;
bonuscount = p.bonuscount;
hazardcount = p.hazardcount;
poisoncount = p.poisoncount;
poisontype = p.poisontype;
poisonpaintype = p.poisonpaintype;
poisoner = p.poisoner;
attacker = p.attacker;
extralight = p.extralight;
fixedcolormap = p.fixedcolormap;
fixedlightlevel = p.fixedlightlevel;
memcpy(psprites, &p.psprites, sizeof(psprites));
morphTics = p.morphTics;
MorphedPlayerClass = p.MorphedPlayerClass;
MorphStyle = p.MorphStyle;
MorphExitFlash = p.MorphExitFlash;
PremorphWeapon = p.PremorphWeapon;
chickenPeck = p.chickenPeck;
jumpTics = p.jumpTics;
respawn_time = p.respawn_time;
camera = p.camera;
air_finished = p.air_finished;
LastDamageType = p.LastDamageType;
savedyaw = p.savedyaw;
savedpitch = p.savedpitch;
angle = p.angle;
dest = p.dest;
prev = p.prev;
enemy = p.enemy;
missile = p.missile;
mate = p.mate;
last_mate = p.last_mate;
settings_controller = p.settings_controller;
skill = p.skill;
t_active = p.t_active;
t_respawn = p.t_respawn;
t_strafe = p.t_strafe;
t_react = p.t_react;
t_fight = p.t_fight;
t_roam = p.t_roam;
t_rocket = p.t_rocket;
isbot = p.isbot;
first_shot = p.first_shot;
sleft = p.sleft;
allround = p.allround;
oldx = p.oldx;
oldy = p.oldy;
BlendR = p.BlendR;
BlendG = p.BlendG;
BlendB = p.BlendB;
BlendA = p.BlendA;
LogText = p.LogText;
MinPitch = p.MinPitch;
MaxPitch = p.MaxPitch;
crouching = p.crouching;
crouchdir = p.crouchdir;
crouchfactor = p.crouchfactor;
crouchoffset = p.crouchoffset;
crouchviewdelta = p.crouchviewdelta;
weapons = p.weapons;
ConversationNPC = p.ConversationNPC;
ConversationPC = p.ConversationPC;
ConversationNPCAngle = p.ConversationNPCAngle;
ConversationFaceTalker = p.ConversationFaceTalker;
return *this;
}
// This function supplements the pointer cleanup in dobject.cpp, because
// player_t is not derived from DObject. (I tried it, and DestroyScan was
// unable to properly determine the player object's type--possibly

View file

@ -1,64 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// System specific interface stuff.
//
//-----------------------------------------------------------------------------
#ifndef __I_VIDEO_H__
#define __I_VIDEO_H__
#include "basictypes.h"
class DCanvas;
// [RH] Set the display mode
void I_SetMode (int &width, int &height, int &bits);
// Takes full 8 bit values.
void I_SetPalette (DWORD *palette);
void I_BeginUpdate (void); // [RH] Locks screen[0]
void I_FinishUpdate (void);
void I_FinishUpdateNoBlit (void);
// Wait for vertical retrace or pause a bit.
void I_WaitVBL(int count);
void I_ReadScreen (BYTE *scr);
bool I_CheckResolution (int width, int height, int bits);
void I_ClosestResolution (int *width, int *height, int bits);
bool I_SetResolution (int width, int height, int bits);
bool I_AllocateScreen (DCanvas *canvas, int width, int height, int bits);
void I_FreeScreen (DCanvas *canvas);
void I_LockScreen (DCanvas *canvas);
void I_UnlockScreen (DCanvas *canvas);
void I_Blit (DCanvas *from, int srcx, int srcy, int srcwidth, int srcheight,
DCanvas *to, int destx, int desty, int destwidth, int destheight);
enum EDisplayType
{
DISPLAY_WindowOnly,
DISPLAY_FullscreenOnly,
DISPLAY_Both
};
#endif // __I_VIDEO_H__

View file

@ -87,6 +87,10 @@ EXTERN_CVAR (Bool, cl_capfps)
CVAR (Int, vid_displaybits, 8, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// vid_asyncblit needs a restart to work. SDL doesn't seem to change if the
// frame buffer is changed at run time.
CVAR (Bool, vid_asyncblit, 1, CVAR_NOINITCALL|CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CUSTOM_CVAR (Float, rgamma, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (screen != NULL)
@ -301,9 +305,8 @@ SDLFB::SDLFB (int width, int height, bool fullscreen)
UpdatePending = false;
NotPaletted = false;
FlashAmount = 0;
Screen = SDL_SetVideoMode (width, height, vid_displaybits,
SDL_HWSURFACE|SDL_HWPALETTE|SDL_DOUBLEBUF|SDL_ANYFORMAT|
(vid_asyncblit ? SDL_ASYNCBLIT : 0)|SDL_HWSURFACE|SDL_HWPALETTE|SDL_DOUBLEBUF|SDL_ANYFORMAT|
(fullscreen ? SDL_FULLSCREEN : 0));
if (Screen == NULL)

View file

@ -1404,7 +1404,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
}
if (!PuffType) PuffType = PClass::FindClass(NAME_BulletPuff);
int puffFlags = LAF_ISMELEEATTACK | (flags & CPF_NORANDOMPUFFZ)? LAF_NORANDOMPUFFZ : 0;
int puffFlags = LAF_ISMELEEATTACK | ((flags & CPF_NORANDOMPUFFZ) ? LAF_NORANDOMPUFFZ : 0);
P_LineAttack (self, angle, Range, pitch, Damage, NAME_Melee, PuffType, puffFlags, &linetarget, &actualdamage);
@ -1426,7 +1426,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
if (flags & CPF_PULLIN) self->flags |= MF_JUSTATTACKED;
if (flags & CPF_DAGGER) P_DaggerAlert (self, linetarget);
}
}

View file

@ -93,12 +93,10 @@ const char *GetVersionString();
#define FORUM_URL "http://forum.drdteam.org"
#define BUGS_FORUM_URL "http://forum.drdteam.org/viewforum.php?f=24"
#ifdef __unix__
#define GAME_DIR ".config/gzdoom"
#elif defined(__APPLE__)
#if defined(__APPLE__) || defined(_WIN32)
#define GAME_DIR GAMENAME
#else
#define CDROM_DIR "C:\\GZDOOMDAT"
#define GAME_DIR ".config/gzdoom"
#endif

View file

@ -62,7 +62,7 @@ typedef enum
CVAR (Bool, wi_percents, true, CVAR_ARCHIVE)
CVAR (Bool, wi_showtotaltime, true, CVAR_ARCHIVE)
CVAR (Bool, wi_noautostartmap, false, CVAR_ARCHIVE)
CVAR (Bool, wi_noautostartmap, false, CVAR_USERINFO|CVAR_ARCHIVE)
void WI_loadData ();
@ -1098,11 +1098,28 @@ void WI_updateNoState ()
{
WI_updateAnimatedBack();
if (acceleratestage)
{
cnt = 0;
}
else
{
bool noauto = noautostartmap;
if (!wi_noautostartmap && !noautostartmap) cnt--;
if (acceleratestage) cnt=0;
for (int i = 0; !noauto && i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
noauto |= players[i].userinfo.GetNoAutostartMap();
}
}
if (!noauto)
{
cnt--;
}
}
if (cnt==0)
if (cnt == 0)
{
WI_End();
G_WorldDone();

View file

@ -27,8 +27,8 @@ ACTOR ExplosiveBarrel 2035
BEXP C 5 BRIGHT
BEXP D 5 BRIGHT A_Explode
BEXP E 10 BRIGHT
BEXP E 1050 BRIGHT A_BarrelDestroy
BEXP E 5 A_Respawn
TNT1 A 1050 BRIGHT A_BarrelDestroy
TNT1 A 5 A_Respawn
Wait
}
}

View file

@ -710,6 +710,10 @@
RelativePath=".\src\m_random.cpp"
>
</File>
<File
RelativePath=".\src\m_specialpaths.cpp"
>
</File>
<File
RelativePath=".\src\md5.cpp"
>