mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts: src/version.h
This commit is contained in:
commit
daf5b97ff9
33 changed files with 1075 additions and 464 deletions
|
@ -740,6 +740,7 @@ add_executable( zdoom WIN32
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|||
m_misc.cpp
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m_png.cpp
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m_random.cpp
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m_specialpaths.cpp
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memarena.cpp
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md5.cpp
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name.cpp
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|
|
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@ -334,11 +334,12 @@ enum
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
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// --- mobj.flags6 ---
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// --- mobj.flags7 ---
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MF7_NEVERTARGET = 0x00000001, // can not be targetted at all, even if monster friendliness is considered.
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MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
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MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
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MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
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// --- mobj.renderflags ---
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|
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@ -505,31 +505,13 @@ bool FCajunMaster::LoadBots ()
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bool gotteam = false;
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bglobal.ForgetBots ();
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#ifndef __unix__
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tmp = progdir;
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tmp += "zcajun/" BOTFILENAME;
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if (!FileExists (tmp))
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tmp = M_GetCajunPath(BOTFILENAME);
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if (tmp.IsEmpty())
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{
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DPrintf ("No " BOTFILENAME ", so no bots\n");
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return false;
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}
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#else
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tmp = GetUserFile (BOTFILENAME);
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if (!FileExists (tmp))
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{
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if (!FileExists (SHARE_DIR BOTFILENAME))
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{
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DPrintf ("No " BOTFILENAME ", so no bots\n");
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return false;
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}
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else
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sc.OpenFile (SHARE_DIR BOTFILENAME);
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}
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#endif
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else
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{
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sc.OpenFile (tmp);
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}
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sc.OpenFile(tmp);
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while (sc.GetString ())
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{
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@ -2137,17 +2137,6 @@ static void CheckCmdLine()
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Printf ("%s", GStrings("D_DEVSTR"));
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}
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#if !defined(__unix__) && !defined(__APPLE__)
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// We do not need to support -cdrom under Unix, because all the files
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// that would go to c:\\zdoomdat are already stored in .zdoom inside
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// the user's home directory.
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if (Args->CheckParm("-cdrom"))
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{
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Printf ("%s", GStrings("D_CDROM"));
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mkdir (CDROM_DIR, 0);
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}
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#endif
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// turbo option // [RH] (now a cvar)
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v = Args->CheckValue("-turbo");
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if (v != NULL)
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|
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@ -1058,4 +1058,5 @@ userinfo_t::~userinfo_t()
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{
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delete pair->Value;
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}
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this->Clear();
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}
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|
|
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@ -325,6 +325,10 @@ struct userinfo_t : TMap<FName,FBaseCVar *>
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{
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return *static_cast<FIntCVar *>(*CheckKey(NAME_Gender));
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}
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bool GetNoAutostartMap() const
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{
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return *static_cast<FBoolCVar *>(*CheckKey(NAME_Wi_NoAutostartMap));
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}
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void Reset();
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int TeamChanged(int team);
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|
@ -348,6 +352,7 @@ class player_t
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{
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public:
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player_t();
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player_t &operator= (const player_t &p);
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|
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void Serialize (FArchive &arc);
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size_t FixPointers (const DObject *obj, DObject *replacement);
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|
|
|
@ -473,7 +473,7 @@ public:
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// use this method.
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virtual size_t PointerSubstitution (DObject *old, DObject *notOld);
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static size_t StaticPointerSubstitution (DObject *old, DObject *notOld);
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PClass *GetClass() const
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{
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if (Class == NULL)
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||||
|
|
|
@ -457,7 +457,7 @@ int DThinker::TickThinkers (FThinkerList *list, FThinkerList *dest)
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node->PostBeginPlay();
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}
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else if (dest != NULL)
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{ // Move thinker from this list to the destination list
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||||
{
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I_Error("There is a thinker in the fresh list that has already ticked.\n");
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}
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|
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|
|
|
@ -53,7 +53,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch)
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angle += pr_punch.Random2() << 18;
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pitch = P_AimLineAttack (self, angle, MELEERANGE, &linetarget);
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P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true, &linetarget);
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P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, LAF_ISMELEEATTACK, &linetarget);
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// turn to face target
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if (linetarget)
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|
|
|
@ -1919,32 +1919,10 @@ FString G_BuildSaveName (const char *prefix, int slot)
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leader = Args->CheckValue ("-savedir");
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if (leader.IsEmpty())
|
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{
|
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#if !defined(__unix__) && !defined(__APPLE__)
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if (Args->CheckParm ("-cdrom"))
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{
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leader = CDROM_DIR "/";
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}
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else
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#endif
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{
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leader = save_dir;
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}
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leader = save_dir;
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if (leader.IsEmpty())
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{
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#ifdef __unix__
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leader = "~/" GAME_DIR;
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#elif defined(__APPLE__)
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char cpath[PATH_MAX];
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FSRef folder;
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if (noErr == FSFindFolder(kUserDomain, kDocumentsFolderType, kCreateFolder, &folder) &&
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noErr == FSRefMakePath(&folder, (UInt8*)cpath, PATH_MAX))
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{
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leader << cpath << "/" GAME_DIR "/Savegames/";
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}
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#else
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leader = progdir;
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#endif
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leader = M_GetSavegamesPath();
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}
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}
|
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size_t len = leader.Len();
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|
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@ -38,6 +38,7 @@ class ACustomBridge : public AActor
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DECLARE_CLASS (ACustomBridge, AActor)
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public:
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void BeginPlay ();
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void Destroy();
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};
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IMPLEMENT_CLASS(ACustomBridge)
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|
@ -58,6 +59,25 @@ void ACustomBridge::BeginPlay ()
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}
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}
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void ACustomBridge::Destroy()
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{
|
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// Hexen originally just set a flag to make the bridge balls remove themselves in A_BridgeOrbit.
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// But this is not safe with custom bridge balls that do not necessarily call that function.
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// So the best course of action is to look for all bridge balls here and destroy them ourselves.
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TThinkerIterator<AActor> it;
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AActor *thing;
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while ((thing = it.Next()))
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{
|
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if (thing->target == this)
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||||
{
|
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thing->Destroy();
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}
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}
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Super::Destroy();
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}
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// Action functions for the non-Doom bridge --------------------------------
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#define ORBIT_RADIUS 15
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|
@ -89,10 +109,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
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// Set rotation radius
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if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / (100 * FRACUNIT));
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if (self->target->special1)
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{
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self->SetState (NULL);
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}
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self->angle += rotationspeed;
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self->x = self->target->x + rotationradius * finecosine[self->angle >> ANGLETOFINESHIFT];
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self->y = self->target->y + rotationradius * finesine[self->angle >> ANGLETOFINESHIFT];
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|
@ -115,7 +131,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
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cy = self->y;
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cz = self->z;
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startangle = pr_orbit() << 24;
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self->special1 = 0;
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// Spawn triad into world -- may be more than a triad now.
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int ballcount = self->args[2]==0 ? 3 : self->args[2];
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|
@ -129,14 +144,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
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}
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}
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/* never used
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void A_BridgeRemove (AActor *self)
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{
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self->special1 = true; // Removing the bridge
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self->flags &= ~MF_SOLID;
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self->SetState (&ABridge::States[S_FREE_BRIDGE]);
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}
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*/
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// Invisible bridge --------------------------------------------------------
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||||
|
|
|
@ -444,6 +444,20 @@ void ST_LoadCrosshair(bool alwaysload=false);
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void ST_Clear();
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extern FTexture *CrosshairImage;
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FTextureID GetWeaponIcon(AWeapon *weapon);
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FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale);
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|
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enum DI_Flags
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{
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DI_SKIPICON = 0x1,
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DI_SKIPALTICON = 0x2,
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DI_SKIPSPAWN = 0x4,
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DI_SKIPREADY = 0x8,
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DI_ALTICONFIRST = 0x10,
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DI_DRAWINBOX = 0x20, // Set when either width or height is not zero
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DI_FORCESCALE = 0x40,
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DI_ALTERNATEONFAIL = 0x80
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};
|
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|
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#endif /* __SBAR_H__ */
|
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|
|
|
@ -1187,8 +1187,12 @@ public:
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|||
|
||||
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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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())
|
||||
{
|
||||
|
|
|
@ -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());
|
||||
}
|
||||
|
|
111
src/m_misc.cpp
111
src/m_misc.cpp
|
@ -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);
|
||||
|
|
15
src/m_misc.h
15
src/m_misc.h
|
@ -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
630
src/m_specialpaths.cpp
Normal 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
|
|
@ -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;
|
||||
|
|
|
@ -568,3 +568,4 @@ xx(NeverSwitchOnPickup)
|
|||
xx(MoveBob)
|
||||
xx(StillBob)
|
||||
xx(PlayerClass)
|
||||
xx(Wi_NoAutostartMap)
|
|
@ -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)
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
|
109
src/p_user.cpp
109
src/p_user.cpp
|
@ -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
|
||||
|
|
|
@ -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__
|
|
@ -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)
|
||||
|
|
|
@ -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);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
||||
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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
|
||||
}
|
||||
}
|
||||
|
|
|
@ -710,6 +710,10 @@
|
|||
RelativePath=".\src\m_random.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\m_specialpaths.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\md5.cpp"
|
||||
>
|
||||
|
|
Loading…
Reference in a new issue