mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 09:11:17 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
This commit is contained in:
commit
34a07d4bd6
10 changed files with 148 additions and 91 deletions
|
@ -292,6 +292,7 @@ void FIWadManager::ParseIWadInfos(const char *fn)
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int FIWadManager::ScanIWAD (const char *iwad)
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{
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FResourceFile *iwadfile = FResourceFile::OpenResourceFile(iwad, NULL, true);
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if (iwadfile == NULL) iwadfile = FResourceFile::OpenDirectory(iwad, true); //mxd. A directory can also work as an IWAD
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if (iwadfile != NULL)
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{
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@ -344,7 +345,7 @@ int FIWadManager::CheckIWAD (const char *doomwaddir, WadStuff *wads)
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iwad.Format ("%s%s%s", doomwaddir, slash, mIWadNames[i].GetChars());
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FixPathSeperator (iwad);
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if (FileExists (iwad))
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if (DirEntryExists(iwad))
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{
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wads[i].Type = ScanIWAD (iwad);
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if (wads[i].Type != -1)
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@ -413,7 +414,7 @@ int FIWadManager::IdentifyVersion (TArray<FString> &wadfiles, const char *iwad,
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}
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else
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{
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DefaultExtension (custwad, ".wad");
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if(FileExists(custwad)) DefaultExtension (custwad, ".wad"); //mxd. Don't treat folders as .wads
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iwadparm = custwad;
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mIWadNames[0] = custwad;
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CheckIWAD ("", &wads[0]);
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@ -1655,9 +1655,10 @@ static void G_QueueBody (AActor *body)
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//
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// G_DoReborn
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//
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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void G_DoReborn (int playernum, bool freshbot)
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{
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if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN))
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if (!multiplayer && !(level.flags2 & LEVEL2_ALLOWRESPAWN) && !sv_singleplayerrespawn)
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{
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if (BackupSaveName.Len() > 0 && FileExists (BackupSaveName.GetChars()))
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{ // Load game from the last point it was saved
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@ -526,6 +526,8 @@ static bool unloading;
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//
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//==========================================================================
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill)
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{
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level_info_t *nextinfo = NULL;
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@ -634,7 +636,7 @@ void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill
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// If this is co-op, respawn any dead players now so they can
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// keep their inventory on the next map.
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if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN) && !deathmatch && player->playerstate == PST_DEAD)
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if ((multiplayer || level.flags2 & LEVEL2_ALLOWRESPAWN || sv_singleplayerrespawn) && !deathmatch && player->playerstate == PST_DEAD)
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{
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// Copied from the end of P_DeathThink [[
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player->cls = NULL; // Force a new class if the player is using a random class
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@ -2908,7 +2908,8 @@ FSerializer &Serialize(FSerializer &arc, const char *key, SavingRunningscript &r
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void DACSThinker::Serialize(FSerializer &arc)
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{
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Super::Serialize(arc);
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arc("scripts", Scripts);
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arc("scripts", Scripts)
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("lastscript", LastScript);
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if (arc.isWriting())
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{
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@ -1,4 +1,4 @@
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// Emacs style mode select -*- C++ -*-
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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@ -4496,6 +4496,7 @@ void AActor::AdjustFloorClip ()
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// Most of the player structure stays unchanged between levels.
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//
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EXTERN_CVAR (Bool, chasedemo)
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EXTERN_CVAR(Bool, sv_singleplayerrespawn)
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extern bool demonew;
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@ -4683,7 +4684,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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{ // Give all cards in death match mode.
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p->mo->GiveDeathmatchInventory ();
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}
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else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) && state == PST_REBORN && oldactor != NULL)
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else if ((multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn) && state == PST_REBORN && oldactor != NULL)
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{ // Special inventory handling for respawning in coop
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p->mo->FilterCoopRespawnInventory (oldactor);
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}
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|
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@ -65,6 +65,9 @@ static FRandom pr_skullpop ("SkullPop");
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// [RH] # of ticks to complete a turn180
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#define TURN180_TICKS ((TICRATE / 4) + 1)
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// [SP] Allows respawn in single player
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CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_LATCH)
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// Variables for prediction
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CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -2211,7 +2214,9 @@ void P_DeathThink (player_t *player)
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if (level.time >= player->respawn_time || ((player->cmd.ucmd.buttons & BT_USE) && player->Bot == NULL))
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{
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player->cls = NULL; // Force a new class if the player is using a random class
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player->playerstate = (multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
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player->playerstate =
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(multiplayer || (level.flags2 & LEVEL2_ALLOWRESPAWN) || sv_singleplayerrespawn)
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? PST_REBORN : PST_ENTER;
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if (player->mo->special1 > 2)
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{
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player->mo->special1 = 0;
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|
|
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@ -1024,7 +1024,8 @@ void P_CreateLinkedPortals()
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{
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if (sectors[i].GetPortalType(j) == PORTS_LINKEDPORTAL && sectors[i].PortalGroup == 0)
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{
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CollectSectors(sectors[i].GetOppositePortalGroup(j), §ors[i]);
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auto p = sectors[i].GetPortal(j);
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CollectSectors(p->mOrigin->PortalGroup, §ors[i]);
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}
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}
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}
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@ -48,6 +48,7 @@
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#include "v_palette.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "cmdlib.h"
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#include "m_fixed.h"
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#include "textures/textures.h"
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#include "r_data/colormaps.h"
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@ -138,7 +139,6 @@ struct strifemaptexture_t
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struct FPatchLookup
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{
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FString Name;
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FTexture *Texture;
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};
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@ -166,6 +166,7 @@ public:
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int GetSourceLump() { return DefinitionLump; }
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FTexture *GetRedirect(bool wantwarped);
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FTexture *GetRawTexture();
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void ResolvePatches();
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protected:
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BYTE *Pixels;
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@ -185,8 +186,18 @@ protected:
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TexPart();
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};
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struct TexInit
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{
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FString TexName;
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int UseType = TEX_Null;
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bool Silent = false;
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bool HasLine = false;
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FScriptPosition sc;
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};
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int NumParts;
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TexPart *Parts;
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TexInit *Inits;
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bool bRedirect:1;
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bool bTranslucentPatches:1;
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@ -194,7 +205,7 @@ protected:
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private:
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void CheckForHacks ();
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void ParsePatch(FScanner &sc, TexPart & part, bool silent, int usetype);
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void ParsePatch(FScanner &sc, TexPart & part, TexInit &init);
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};
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//==========================================================================
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@ -204,7 +215,7 @@ private:
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//==========================================================================
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FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflumpnum)
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: Pixels (0), Spans(0), Parts(0), bRedirect(false), bTranslucentPatches(false)
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: Pixels (0), Spans(0), Parts(nullptr), Inits(nullptr), bRedirect(false), bTranslucentPatches(false)
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{
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union
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{
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@ -240,7 +251,8 @@ FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchl
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}
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UseType = FTexture::TEX_Wall;
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Parts = NumParts > 0 ? new TexPart[NumParts] : NULL;
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Parts = NumParts > 0 ? new TexPart[NumParts] : nullptr;
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Inits = NumParts > 0 ? new TexInit[NumParts] : nullptr;
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Width = SAFESHORT(mtexture.d->width);
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Height = SAFESHORT(mtexture.d->height);
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Name = (char *)mtexture.d->name;
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@ -272,17 +284,9 @@ FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchl
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}
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Parts[i].OriginX = LittleShort(mpatch.d->originx);
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Parts[i].OriginY = LittleShort(mpatch.d->originy);
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Parts[i].Texture = patchlookup[LittleShort(mpatch.d->patch)].Texture;
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if (Parts[i].Texture == NULL)
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{
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Printf(TEXTCOLOR_RED "Unknown patch %s in texture %s\n", patchlookup[LittleShort(mpatch.d->patch)].Name.GetChars(), Name.GetChars());
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NumParts--;
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i--;
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}
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else
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{
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Parts[i].Texture->bKeepAround = true;
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}
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Parts[i].Texture = nullptr;
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Inits[i].TexName = patchlookup[LittleShort(mpatch.d->patch)].Name;
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Inits[i].UseType = TEX_WallPatch;
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if (strife)
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mpatch.s++;
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else
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@ -295,17 +299,6 @@ FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchl
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CheckForHacks ();
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// If this texture is just a wrapper around a single patch, we can simply
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// forward GetPixels() and GetColumn() calls to that patch.
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if (NumParts == 1)
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{
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if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
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Parts->Texture->GetWidth() == Width &&
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Parts->Texture->GetHeight() == Height)
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{
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bRedirect = true;
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}
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}
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DefinitionLump = deflumpnum;
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}
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@ -327,6 +320,11 @@ FMultiPatchTexture::~FMultiPatchTexture ()
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delete[] Parts;
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Parts = NULL;
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}
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if (Inits != nullptr)
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{
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delete[] Inits;
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Inits = nullptr;
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}
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if (Spans != NULL)
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{
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FreeSpans (Spans);
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@ -863,19 +861,6 @@ void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int d
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pnames.Read(pname, 8);
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pname[8] = '\0';
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patchlookup[i].Name = pname;
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FTextureID j = CheckForTexture (patchlookup[i].Name, FTexture::TEX_WallPatch);
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if (j.isValid())
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{
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patchlookup[i].Texture = Textures[j.GetIndex()].Texture;
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}
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else
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{
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// Shareware Doom has the same PNAMES lump as the registered
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// Doom, so printing warnings for patches that don't really
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// exist isn't such a good idea.
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//Printf ("Patch %s not found.\n", patchlookup[i].Name);
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patchlookup[i].Texture = NULL;
|
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}
|
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}
|
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}
|
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|
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|
@ -996,35 +981,13 @@ void FTextureManager::AddTexturesLumps (int lump1, int lump2, int patcheslump)
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//
|
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//==========================================================================
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|
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void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part, bool silent, int usetype)
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void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part, TexInit &init)
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{
|
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FString patchname;
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int Mirror = 0;
|
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sc.MustGetString();
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|
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FTextureID texno = TexMan.CheckForTexture(sc.String, usetype);
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int Mirror = 0;
|
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|
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if (!texno.isValid())
|
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{
|
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if (strlen(sc.String) <= 8 && !strpbrk(sc.String, "./"))
|
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{
|
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int lumpnum = Wads.CheckNumForName(sc.String, usetype == TEX_MiscPatch? ns_graphics : ns_patches);
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if (lumpnum >= 0)
|
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{
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part.Texture = FTexture::CreateTexture(lumpnum, usetype);
|
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TexMan.AddTexture(part.Texture);
|
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}
|
||||
}
|
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}
|
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else
|
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{
|
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part.Texture = TexMan[texno];
|
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bComplex |= part.Texture->bComplex;
|
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}
|
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if (part.Texture == NULL)
|
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{
|
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if (!silent) sc.ScriptMessage(TEXTCOLOR_RED "Unknown patch '%s' in texture '%s'\n", sc.String, Name.GetChars());
|
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}
|
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init.TexName = sc.String;
|
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sc.MustGetStringName(",");
|
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sc.MustGetNumber();
|
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part.OriginX = sc.Number;
|
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|
@ -1207,6 +1170,7 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
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: Pixels (0), Spans(0), Parts(0), bRedirect(false), bTranslucentPatches(false)
|
||||
{
|
||||
TArray<TexPart> parts;
|
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TArray<TexInit> inits;
|
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bool bSilent = false;
|
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|
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bMultiPatch = true;
|
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|
@ -1267,16 +1231,51 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
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else if (sc.Compare("Patch"))
|
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{
|
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TexPart part;
|
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ParsePatch(sc, part, bSilent, TEX_WallPatch);
|
||||
if (part.Texture != NULL) parts.Push(part);
|
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TexInit init;
|
||||
ParsePatch(sc, part, init);
|
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if (init.TexName.IsNotEmpty())
|
||||
{
|
||||
parts.Push(part);
|
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init.UseType = TEX_WallPatch;
|
||||
init.Silent = bSilent;
|
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init.HasLine = true;
|
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init.sc = sc;
|
||||
inits.Push(init);
|
||||
}
|
||||
part.Texture = NULL;
|
||||
part.Translation = NULL;
|
||||
}
|
||||
else if (sc.Compare("Sprite"))
|
||||
{
|
||||
TexPart part;
|
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TexInit init;
|
||||
ParsePatch(sc, part, init);
|
||||
if (init.TexName.IsNotEmpty())
|
||||
{
|
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parts.Push(part);
|
||||
init.UseType = TEX_Sprite;
|
||||
init.Silent = bSilent;
|
||||
init.HasLine = true;
|
||||
init.sc = sc;
|
||||
inits.Push(init);
|
||||
}
|
||||
part.Texture = NULL;
|
||||
part.Translation = NULL;
|
||||
}
|
||||
else if (sc.Compare("Graphic"))
|
||||
{
|
||||
TexPart part;
|
||||
ParsePatch(sc, part, bSilent, TEX_MiscPatch);
|
||||
if (part.Texture != NULL) parts.Push(part);
|
||||
TexInit init;
|
||||
ParsePatch(sc, part, init);
|
||||
if (init.TexName.IsNotEmpty())
|
||||
{
|
||||
parts.Push(part);
|
||||
init.UseType = TEX_MiscPatch;
|
||||
init.Silent = bSilent;
|
||||
init.HasLine = true;
|
||||
init.sc = sc;
|
||||
inits.Push(init);
|
||||
}
|
||||
part.Texture = NULL;
|
||||
part.Translation = NULL;
|
||||
}
|
||||
|
@ -1297,21 +1296,10 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
|
|||
NumParts = parts.Size();
|
||||
Parts = new TexPart[NumParts];
|
||||
memcpy(Parts, &parts[0], NumParts * sizeof(*Parts));
|
||||
|
||||
//CalcBitSize ();
|
||||
|
||||
// If this texture is just a wrapper around a single patch, we can simply
|
||||
// forward GetPixels() and GetColumn() calls to that patch.
|
||||
if (NumParts == 1)
|
||||
Inits = new TexInit[NumParts];
|
||||
for (int i = 0; i < NumParts; i++)
|
||||
{
|
||||
if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
|
||||
Parts->Texture->GetWidth() == Width &&
|
||||
Parts->Texture->GetHeight() == Height &&
|
||||
Parts->Rotate == 0 &&
|
||||
!bComplex)
|
||||
{
|
||||
bRedirect = true;
|
||||
}
|
||||
Inits[i] = inits[i];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1328,6 +1316,58 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
|
|||
}
|
||||
|
||||
|
||||
void FMultiPatchTexture::ResolvePatches()
|
||||
{
|
||||
if (Inits != nullptr)
|
||||
{
|
||||
for (int i = 0; i < NumParts; i++)
|
||||
{
|
||||
FTextureID texno = TexMan.CheckForTexture(Inits[i].TexName, Inits[i].UseType);
|
||||
|
||||
if (!texno.isValid())
|
||||
{
|
||||
if (!Inits[i].Silent)
|
||||
{
|
||||
if (Inits[i].HasLine) Inits[i].sc.Message(MSG_WARNING, "Unknown patch '%s' in texture '%s'\n", Inits[i].TexName.GetChars(), Name.GetChars());
|
||||
else Printf(TEXTCOLOR_YELLOW "Unknown patch '%s' in texture '%s'\n", Inits[i].TexName.GetChars(), Name.GetChars());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Parts[i].Texture = TexMan[texno];
|
||||
bComplex |= Parts[i].Texture->bComplex;
|
||||
Parts[i].Texture->bKeepAround = true;
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < NumParts; i++)
|
||||
{
|
||||
if (Parts[i].Texture == nullptr)
|
||||
{
|
||||
memcpy(&Parts[i], &Parts[i + 1], NumParts - i - 1);
|
||||
i--;
|
||||
NumParts--;
|
||||
}
|
||||
}
|
||||
}
|
||||
delete[] Inits;
|
||||
Inits = nullptr;
|
||||
|
||||
// If this texture is just a wrapper around a single patch, we can simply
|
||||
// forward GetPixels() and GetColumn() calls to that patch.
|
||||
|
||||
if (NumParts == 1)
|
||||
{
|
||||
if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
|
||||
Parts->Texture->GetWidth() == Width &&
|
||||
Parts->Texture->GetHeight() == Height &&
|
||||
Parts->Rotate == 0 &&
|
||||
!bComplex)
|
||||
{
|
||||
bRedirect = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void FTextureManager::ParseXTexture(FScanner &sc, int usetype)
|
||||
{
|
||||
|
|
|
@ -981,6 +981,10 @@ void FTextureManager::Init()
|
|||
{
|
||||
AddTexturesForWad(i);
|
||||
}
|
||||
for (unsigned i = 0; i < Textures.Size(); i++)
|
||||
{
|
||||
Textures[i].Texture->ResolvePatches();
|
||||
}
|
||||
|
||||
// Add one marker so that the last WAD is easier to handle and treat
|
||||
// Build tiles as a completely separate block.
|
||||
|
|
|
@ -209,6 +209,7 @@ public:
|
|||
int GetScaledTopOffset () { int foo = int((TopOffset * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
|
||||
double GetScaledLeftOffsetDouble() { return LeftOffset / Scale.X; }
|
||||
double GetScaledTopOffsetDouble() { return TopOffset / Scale.Y; }
|
||||
virtual void ResolvePatches() {}
|
||||
|
||||
virtual void SetFrontSkyLayer();
|
||||
|
||||
|
|
Loading…
Reference in a new issue