qzdoom/src/m_options.cpp

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/*
** m_options.cpp
** New options menu code
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** Sorry this got so convoluted. It was originally much cleaner until
** I started adding all sorts of gadgets to the menus. I might someday
** make a project of rewriting the entire menu system using Amiga-style
** taglists to describe each menu item. We'll see... (Probably not.)
*/
#include "m_alloc.h"
#include "templates.h"
#include "doomdef.h"
#include "gstrings.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "c_bind.h"
#include "d_main.h"
#include "d_gui.h"
#include "i_system.h"
#include "i_video.h"
#include "i_music.h"
#include "i_input.h"
#include "v_video.h"
#include "v_text.h"
#include "w_wad.h"
#include "gi.h"
#include "r_local.h"
#include "gameconfigfile.h"
#include "hu_stuff.h"
#include "g_game.h"
#include "m_argv.h"
#include "m_swap.h"
#include "s_sound.h"
#include "doomstat.h"
#include "m_misc.h"
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
#include "hardware.h"
#include "sc_man.h"
// Data.
#include "m_menu.h"
2006-04-11 16:27:41 +00:00
EXTERN_CVAR(Bool, nomonsterinterpolation)
EXTERN_CVAR(Int, showendoom)
EXTERN_CVAR(Bool, hud_althud)
//
// defaulted values
//
CVAR (Float, mouse_sensitivity, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
// Show messages has default, 0 = off, 1 = on
CVAR (Bool, show_messages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, show_obituaries, true, CVAR_ARCHIVE)
EXTERN_CVAR (Bool, longsavemessages)
EXTERN_CVAR (Bool, screenshot_quiet)
extern int skullAnimCounter;
EXTERN_CVAR (Bool, cl_run)
EXTERN_CVAR (Int, crosshair)
EXTERN_CVAR (Bool, freelook)
EXTERN_CVAR (Int, sv_smartaim)
static void CalcIndent (menu_t *menu);
void M_ChangeMessages ();
void M_SizeDisplay (int diff);
int M_StringHeight (char *string);
EColorRange LabelColor;
EColorRange ValueColor;
EColorRange MoreColor;
static bool CanScrollUp;
static bool CanScrollDown;
static int VisBottom;
value_t YesNo[2] = {
{ 0.0, "No" },
{ 1.0, "Yes" }
};
value_t NoYes[2] = {
{ 0.0, "Yes" },
{ 1.0, "No" }
};
value_t OnOff[2] = {
{ 0.0, "Off" },
{ 1.0, "On" }
};
value_t OffOn[2] = {
{ 0.0, "On" },
{ 1.0, "Off" }
};
menu_t *CurrentMenu;
int CurrentItem;
static const char *OldMessage;
static itemtype OldType;
int flagsvar;
enum
{
SHOW_DMFlags = 1,
SHOW_DMFlags2 = 2,
SHOW_CompatFlags = 4
};
/*=======================================
*
* Confirm Menu - Used by safemore
*
*=======================================*/
static void ActivateConfirm (const char *text, void (*func)());
static void ConfirmIsAGo ();
static menuitem_t ConfirmItems[] = {
{ whitetext,NULL, {NULL}, {0}, {0}, {0}, {NULL} },
{ redtext, "Do you really want to do this?", {NULL}, {0}, {0}, {0}, {NULL} },
{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
{ rightmore,"Yes", {NULL}, {0}, {0}, {0}, {(value_t*)ConfirmIsAGo} },
{ rightmore,"No", {NULL}, {0}, {0}, {0}, {(value_t*)M_PopMenuStack} },
};
static menu_t ConfirmMenu = {
"PLEASE CONFIRM",
3,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(ConfirmItems),
140,
ConfirmItems,
};
/*=======================================
*
* Options Menu
*
*=======================================*/
static void CustomizeControls (void);
static void GameplayOptions (void);
static void CompatibilityOptions (void);
static void VideoOptions (void);
static void SoundOptions (void);
static void MouseOptions (void);
static void JoystickOptions (void);
static void GoToConsole (void);
void M_PlayerSetup (void);
void Reset2Defaults (void);
void Reset2Saved (void);
static void SetVidMode (void);
static menuitem_t OptionItems[] =
{
{ more, "Customize Controls", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)CustomizeControls} },
{ more, "Mouse options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)MouseOptions} },
{ more, "Joystick options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)JoystickOptions} },
{ discrete, "Always Run", {&cl_run}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ more, "Player Setup", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)M_PlayerSetup} },
{ more, "Gameplay Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)GameplayOptions} },
{ more, "Compatibility Options",{NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)CompatibilityOptions} },
{ more, "Sound Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)SoundOptions} },
{ more, "Display Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)VideoOptions} },
{ more, "Set video mode", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)SetVidMode} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ safemore, "Reset to defaults", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)Reset2Defaults} },
{ safemore, "Reset to last saved", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)Reset2Saved} },
{ more, "Go to console", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)GoToConsole} },
};
menu_t OptionMenu =
{
"OPTIONS",
0,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(OptionItems),
0,
OptionItems,
};
/*=======================================
*
* Mouse Menu
*
*=======================================*/
EXTERN_CVAR (Bool, use_mouse)
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
EXTERN_CVAR (Bool, smooth_mouse)
EXTERN_CVAR (Float, m_forward)
EXTERN_CVAR (Float, m_pitch)
EXTERN_CVAR (Float, m_side)
EXTERN_CVAR (Float, m_yaw)
EXTERN_CVAR (Bool, invertmouse)
EXTERN_CVAR (Bool, lookspring)
EXTERN_CVAR (Bool, lookstrafe)
EXTERN_CVAR (Bool, m_noprescale)
static menuitem_t MouseItems[] =
{
{ discrete, "Enable mouse", {&use_mouse}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ slider, "Overall sensitivity", {&mouse_sensitivity}, {0.5}, {2.5}, {0.1}, {NULL} },
{ discrete, "Prescale mouse movement",{&m_noprescale}, {2.0}, {0.0}, {0.0}, {NoYes} },
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
{ discrete, "Smooth mouse movement",{&smooth_mouse}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ slider, "Turning speed", {&m_yaw}, {0.5}, {2.5}, {0.1}, {NULL} },
{ slider, "Mouselook speed", {&m_pitch}, {0.5}, {2.5}, {0.1}, {NULL} },
{ slider, "Forward/Backward speed",{&m_forward}, {0.5}, {2.5}, {0.1}, {NULL} },
{ slider, "Strafing speed", {&m_side}, {0.5}, {2.5}, {0.1}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Always Mouselook", {&freelook}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Invert Mouse", {&invertmouse}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Lookspring", {&lookspring}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Lookstrafe", {&lookstrafe}, {2.0}, {0.0}, {0.0}, {OnOff} },
};
menu_t MouseMenu =
{
"MOUSE OPTIONS",
0,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(MouseItems),
0,
MouseItems,
};
/*=======================================
*
* Joystick Menu
*
*=======================================*/
EXTERN_CVAR (Bool, use_joystick)
EXTERN_CVAR (Float, joy_speedmultiplier)
EXTERN_CVAR (Int, joy_xaxis)
EXTERN_CVAR (Int, joy_yaxis)
EXTERN_CVAR (Int, joy_zaxis)
EXTERN_CVAR (Int, joy_xrot)
EXTERN_CVAR (Int, joy_yrot)
EXTERN_CVAR (Int, joy_zrot)
EXTERN_CVAR (Int, joy_slider)
EXTERN_CVAR (Int, joy_dial)
EXTERN_CVAR (Float, joy_xthreshold)
EXTERN_CVAR (Float, joy_ythreshold)
EXTERN_CVAR (Float, joy_zthreshold)
EXTERN_CVAR (Float, joy_xrotthreshold)
EXTERN_CVAR (Float, joy_yrotthreshold)
EXTERN_CVAR (Float, joy_zrotthreshold)
EXTERN_CVAR (Float, joy_sliderthreshold)
EXTERN_CVAR (Float, joy_dialthreshold)
EXTERN_CVAR (Float, joy_yawspeed)
EXTERN_CVAR (Float, joy_pitchspeed)
EXTERN_CVAR (Float, joy_forwardspeed)
EXTERN_CVAR (Float, joy_sidespeed)
EXTERN_CVAR (Float, joy_upspeed)
EXTERN_CVAR (GUID, joy_guid)
static value_t JoyAxisMapNames[6] =
{
{ 0.0, "None" },
{ 1.0, "Turning" },
{ 2.0, "Looking Up/Down" },
{ 3.0, "Moving Forward" },
{ 4.0, "Strafing" },
{ 5.0, "Moving Up/Down" }
};
static value_t Inversion[2] =
{
{ 0.0, "Not Inverted" },
{ 1.0, "Inverted" }
};
static menuitem_t JoystickItems[] =
{
{ discrete, "Enable joystick", {&use_joystick}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ discrete_guid,"Active joystick", {&joy_guid}, {0.0}, {0.0}, {0.0}, {NULL} },
{ slider, "Overall sensitivity", {&joy_speedmultiplier}, {0.9}, {2.0}, {0.2}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext,"Axis Assignments", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
};
menu_t JoystickMenu =
{
"JOYSTICK OPTIONS",
0,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(JoystickItems),
0,
JoystickItems,
};
/*=======================================
*
* Controls Menu
*
*=======================================*/
static menuitem_t ControlsItems[] =
{
{ redtext,"ENTER to change, BACKSPACE to clear", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext,"Controls", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ control, "Fire", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+attack"} },
{ control, "Secondary Fire", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+altattack"} },
{ control, "Use / Open", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+use"} },
{ control, "Move forward", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+forward"} },
{ control, "Move backward", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+back"} },
{ control, "Strafe left", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+moveleft"} },
{ control, "Strafe right", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+moveright"} },
{ control, "Turn left", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+left"} },
{ control, "Turn right", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+right"} },
{ control, "Jump", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+jump"} },
2006-05-14 14:30:13 +00:00
{ control, "Crouch", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+crouch"} },
{ control, "Crouch Toggle", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"crouch"} },
{ control, "Fly / Swim up", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+moveup"} },
{ control, "Fly / Swim down", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+movedown"} },
{ control, "Stop flying", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"land"} },
{ control, "Mouse look", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+mlook"} },
{ control, "Keyboard look", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+klook"} },
{ control, "Look up", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+lookup"} },
{ control, "Look down", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+lookdown"} },
{ control, "Center view", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"centerview"} },
{ control, "Run", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+speed"} },
{ control, "Strafe", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+strafe"} },
{ control, "Show Scoreboard", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"+showscores"} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext,"Chat", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ control, "Say", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"messagemode"} },
{ control, "Team say", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"messagemode2"} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext,"Weapons", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ control, "Next weapon", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"weapnext"} },
{ control, "Previous weapon", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"weapprev"} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext,"Inventory", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ control, "Activate item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invuse"} },
{ control, "Activate all items", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invuseall"} },
{ control, "Next item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invnext"} },
{ control, "Previous item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invprev"} },
{ control, "Drop item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invdrop"} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext,"Other", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ control, "Toggle automap", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"togglemap"} },
{ control, "Chasecam", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"chase"} },
{ control, "Coop spy", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"spynext"} },
{ control, "Screenshot", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"screenshot"} },
{ control, "Open console", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"toggleconsole"} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext,"Strife Popup Screens", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ control, "Mission objectives", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"showpop 1"} },
{ control, "Keys list", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"showpop 2"} },
{ control, "Weapons/ammo/stats", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"showpop 3"} },
};
static TArray<menuitem_t> CustomControlsItems (0);
menu_t ControlsMenu =
{
"CUSTOMIZE CONTROLS",
3,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(ControlsItems),
0,
ControlsItems,
2,
};
/*=======================================
*
* Display Options Menu
*
*=======================================*/
static void StartMessagesMenu (void);
static void StartAutomapMenu (void);
static void StartScoreboardMenu (void);
static void InitCrosshairsList();
EXTERN_CVAR (Bool, st_scale)
EXTERN_CVAR (Int, r_detail)
EXTERN_CVAR (Bool, r_stretchsky)
EXTERN_CVAR (Int, r_columnmethod)
EXTERN_CVAR (Bool, r_drawfuzz)
EXTERN_CVAR (Int, cl_rockettrails)
EXTERN_CVAR (Int, cl_pufftype)
EXTERN_CVAR (Int, cl_bloodtype)
EXTERN_CVAR (Int, wipetype)
EXTERN_CVAR (Bool, vid_palettehack)
EXTERN_CVAR (Bool, vid_attachedsurfaces)
EXTERN_CVAR (Int, screenblocks)
static TArray<valuestring_t> Crosshairs;
static value_t DetailModes[] =
{
{ 0.0, "Normal" },
{ 1.0, "Double Horizontally" },
{ 2.0, "Double Vertically" },
{ 3.0, "Double Horiz and Vert" }
};
static value_t ColumnMethods[] = {
{ 0.0, "Original" },
{ 1.0, "Optimized" }
};
static value_t RocketTrailTypes[] = {
{ 0.0, "Off" },
{ 1.0, "Particles" },
{ 2.0, "Sprites" },
{ 3.0, "Sprites & Particles" }
};
static value_t BloodTypes[] = {
{ 0.0, "Sprites" },
2006-05-14 14:30:13 +00:00
{ 1.0, "Sprites & Particles" },
{ 2.0, "Particles" }
};
static value_t PuffTypes[] = {
{ 0.0, "Sprites" },
{ 1.0, "Particles" }
};
static value_t Wipes[] = {
{ 0.0, "None" },
{ 1.0, "Melt" },
{ 2.0, "Burn" },
{ 3.0, "Crossfade" }
};
static value_t Endoom[] = {
{ 0.0, "Off" },
{ 1.0, "On" },
{ 2.0, "Only modified" }
};
static menuitem_t VideoItems[] = {
{ more, "Message Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartMessagesMenu} },
{ more, "Automap Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartAutomapMenu} },
{ more, "Scoreboard Options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)StartScoreboardMenu} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ slider, "Screen size", {&screenblocks}, {3.0}, {12.0}, {1.0}, {NULL} },
{ slider, "Brightness", {&Gamma}, {1.0}, {3.0}, {0.1}, {NULL} },
{ discretes,"Crosshair", {&crosshair}, {8.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Column render mode", {&r_columnmethod}, {2.0}, {0.0}, {0.0}, {ColumnMethods} },
{ discrete, "Detail mode", {&r_detail}, {4.0}, {0.0}, {0.0}, {DetailModes} },
{ discrete, "Stretch short skies", {&r_stretchsky}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Stretch status bar", {&st_scale}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Alternative HUD", {&hud_althud}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Screen wipe style", {&wipetype}, {4.0}, {0.0}, {0.0}, {Wipes} },
#ifdef _WIN32
{ discrete, "Show ENDOOM screen", {&showendoom}, {3.0}, {0.0}, {0.0}, {Endoom} },
{ discrete, "DirectDraw palette hack", {&vid_palettehack}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Use attached surfaces", {&vid_attachedsurfaces},{2.0}, {0.0}, {0.0}, {OnOff} },
#endif
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Use fuzz effect", {&r_drawfuzz}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ discrete, "Rocket Trails", {&cl_rockettrails}, {4.0}, {0.0}, {0.0}, {RocketTrailTypes} },
{ discrete, "Blood Type", {&cl_bloodtype}, {3.0}, {0.0}, {0.0}, {BloodTypes} },
{ discrete, "Bullet Puff Type", {&cl_pufftype}, {2.0}, {0.0}, {0.0}, {PuffTypes} },
};
#define CROSSHAIR_INDEX 6
menu_t VideoMenu =
{
"DISPLAY OPTIONS",
0,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(VideoItems),
0,
VideoItems,
};
/*=======================================
*
* Automap Menu
*
*=======================================*/
static void StartMapColorsMenu (void);
EXTERN_CVAR (Int, am_rotate)
EXTERN_CVAR (Int, am_overlay)
EXTERN_CVAR (Bool, am_usecustomcolors)
EXTERN_CVAR (Bool, am_showitems)
EXTERN_CVAR (Bool, am_showmonsters)
EXTERN_CVAR (Bool, am_showsecrets)
EXTERN_CVAR (Bool, am_showtime)
2006-04-11 16:27:41 +00:00
EXTERN_CVAR (Int, am_map_secrets)
EXTERN_CVAR (Bool, am_showtotaltime)
EXTERN_CVAR (Bool, am_drawmapback)
static value_t MapColorTypes[] = {
{ 1, "Custom" },
{ 0, "Traditional Doom" }
};
2006-04-11 16:27:41 +00:00
static value_t SecretTypes[] = {
{ 0, "Never" },
{ 1, "Only when found" },
{ 2, "Always" },
};
static value_t RotateTypes[] = {
{ 0, "Off" },
{ 1, "On" },
{ 2, "On for overlay only" }
};
static value_t OverlayTypes[] = {
{ 0, "Off" },
{ 1, "Overlay+Normal" },
{ 2, "Overlay Only" }
};
static menuitem_t AutomapItems[] = {
{ discrete, "Map color set", {&am_usecustomcolors}, {2.0}, {0.0}, {0.0}, {MapColorTypes} },
{ more, "Set custom colors", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t*)StartMapColorsMenu} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Rotate automap", {&am_rotate}, {3.0}, {0.0}, {0.0}, {RotateTypes} },
{ discrete, "Overlay automap", {&am_overlay}, {3.0}, {0.0}, {0.0}, {OverlayTypes} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Show item counts", {&am_showitems}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Show monster counts", {&am_showmonsters}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Show secret counts", {&am_showsecrets}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Show time elapsed", {&am_showtime}, {2.0}, {0.0}, {0.0}, {OnOff} },
2006-04-11 16:27:41 +00:00
{ discrete, "Show total time elapsed", {&am_showtotaltime}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Show secrets on map", {&am_map_secrets}, {3.0}, {0.0}, {0.0}, {SecretTypes} },
{ discrete, "Draw map background", {&am_drawmapback}, {2.0}, {0.0}, {0.0}, {OnOff} },
};
menu_t AutomapMenu =
{
"AUTOMAP OPTIONS",
0,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(AutomapItems),
0,
AutomapItems,
};
/*=======================================
*
* Map Colors Menu
*
*=======================================*/
static void DefaultCustomColors();
EXTERN_CVAR (Color, am_backcolor)
EXTERN_CVAR (Color, am_yourcolor)
EXTERN_CVAR (Color, am_wallcolor)
EXTERN_CVAR (Color, am_secretwallcolor)
EXTERN_CVAR (Color, am_tswallcolor)
EXTERN_CVAR (Color, am_fdwallcolor)
EXTERN_CVAR (Color, am_cdwallcolor)
EXTERN_CVAR (Color, am_thingcolor)
EXTERN_CVAR (Color, am_gridcolor)
EXTERN_CVAR (Color, am_xhaircolor)
EXTERN_CVAR (Color, am_notseencolor)
EXTERN_CVAR (Color, am_lockedcolor)
EXTERN_CVAR (Color, am_ovyourcolor)
EXTERN_CVAR (Color, am_ovwallcolor)
EXTERN_CVAR (Color, am_ovthingcolor)
EXTERN_CVAR (Color, am_ovotherwallscolor)
EXTERN_CVAR (Color, am_ovunseencolor)
EXTERN_CVAR (Color, am_ovtelecolor)
EXTERN_CVAR (Color, am_intralevelcolor)
EXTERN_CVAR (Color, am_interlevelcolor)
2006-04-11 16:27:41 +00:00
EXTERN_CVAR (Color, am_secretsectorcolor)
EXTERN_CVAR (Color, am_thingcolor_friend)
EXTERN_CVAR (Color, am_thingcolor_monster)
EXTERN_CVAR (Color, am_thingcolor_item)
EXTERN_CVAR (Color, am_ovthingcolor_friend)
EXTERN_CVAR (Color, am_ovthingcolor_monster)
EXTERN_CVAR (Color, am_ovthingcolor_item)
static menuitem_t MapColorsItems[] = {
{ rsafemore, "Restore default custom colors", {NULL}, {0}, {0}, {0}, {(value_t*)DefaultCustomColors} },
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
{ colorpicker, "Background", {&am_backcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "You", {&am_yourcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "1-sided walls", {&am_wallcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "2-sided walls with different floors", {&am_fdwallcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "2-sided walls with different ceilings", {&am_cdwallcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Map grid", {&am_gridcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Center point", {&am_xhaircolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Not-yet-seen walls", {&am_notseencolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Locked doors", {&am_lockedcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Teleporter to the same map", {&am_intralevelcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Teleporter to a different map", {&am_interlevelcolor}, {0}, {0}, {0}, {0} },
2006-04-11 16:27:41 +00:00
{ colorpicker, "Secret sector", {&am_secretsectorcolor}, {0}, {0}, {0}, {0} },
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
{ colorpicker, "Invisible 2-sided walls (for cheat)", {&am_tswallcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Secret walls (for cheat)", {&am_secretwallcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Actors (for cheat)", {&am_thingcolor}, {0}, {0}, {0}, {0} },
2006-04-11 16:27:41 +00:00
{ colorpicker, "Monsters (for cheat)", {&am_thingcolor_monster}, {0}, {0}, {0}, {0} },
{ colorpicker, "Friends (for cheat)", {&am_thingcolor_friend}, {0}, {0}, {0}, {0} },
{ colorpicker, "Items (for cheat)", {&am_thingcolor_item}, {0}, {0}, {0}, {0} },
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
{ colorpicker, "You (overlay)", {&am_ovyourcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "1-sided walls (overlay)", {&am_ovwallcolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "2-sided walls (overlay)", {&am_ovotherwallscolor},{0}, {0}, {0}, {0} },
{ colorpicker, "Not-yet-seen walls (overlay)", {&am_ovunseencolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Teleporter (overlay)", {&am_ovtelecolor}, {0}, {0}, {0}, {0} },
{ colorpicker, "Actors (overlay) (for cheat)", {&am_ovthingcolor}, {0}, {0}, {0}, {0} },
2006-04-11 16:27:41 +00:00
{ colorpicker, "Monsters (overlay) (for cheat)", {&am_ovthingcolor_monster}, {0}, {0}, {0}, {0} },
{ colorpicker, "Friends (overlay) (for cheat)", {&am_ovthingcolor_friend}, {0}, {0}, {0}, {0} },
{ colorpicker, "Items (overlay) (for cheat)", {&am_ovthingcolor_item}, {0}, {0}, {0}, {0} },
};
menu_t MapColorsMenu =
{
"CUSTOMIZE MAP COLORS",
0,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(MapColorsItems),
2006-04-11 16:27:41 +00:00
48,
MapColorsItems,
};
/*=======================================
*
* Color Picker Sub-menu
*
*=======================================*/
static void StartColorPickerMenu (const char *colorname, FColorCVar *cvar);
static void ColorPickerReset ();
static int CurrColorIndex;
static int SelColorIndex;
static void UpdateSelColor (int index);
static menuitem_t ColorPickerItems[] = {
{ redtext, NULL, {NULL}, {0}, {0}, {0}, {0} },
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
{ intslider, "Red", {NULL}, {0}, {255}, {15}, {0} },
{ intslider, "Green", {NULL}, {0}, {255}, {15}, {0} },
{ intslider, "Blue", {NULL}, {0}, {255}, {15}, {0} },
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
{ more, "Undo changes", {NULL}, {0}, {0}, {0}, {(value_t*)ColorPickerReset} },
{ redtext, " ", {NULL}, {0}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {0}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {1}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {2}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {3}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {4}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {5}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {6}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {7}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {8}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {9}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {10}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {11}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {12}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {13}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {14}, {0}, {0}, {0} },
{ palettegrid, " ", {NULL}, {15}, {0}, {0}, {0} },
};
menu_t ColorPickerMenu =
{
"SELECT COLOR",
2,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(ColorPickerItems),
0,
ColorPickerItems,
};
/*=======================================
*
* Messages Menu
*
*=======================================*/
EXTERN_CVAR (Int, con_scaletext)
EXTERN_CVAR (Bool, con_centernotify)
EXTERN_CVAR (Int, msg0color)
EXTERN_CVAR (Int, msg1color)
EXTERN_CVAR (Int, msg2color)
EXTERN_CVAR (Int, msg3color)
EXTERN_CVAR (Int, msg4color)
EXTERN_CVAR (Int, msgmidcolor)
EXTERN_CVAR (Int, msglevel)
static value_t ScaleValues[] =
{
{ 0.0, "Off" },
{ 1.0, "On" },
{ 2.0, "Double" }
};
static value_t TextColors[] =
{
{ 0.0, "brick" },
{ 1.0, "tan" },
{ 2.0, "gray" },
{ 3.0, "green" },
{ 4.0, "brown" },
{ 5.0, "gold" },
{ 6.0, "red" },
{ 7.0, "blue" },
{ 8.0, "orange" },
{ 9.0, "white" },
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
{ 10.0, "yellow" },
{ 11.0, "default" },
{ 12.0, "black" },
{ 13.0, "light blue" },
{ 14.0, "cream" },
{ 15.0, "olive" },
{ 16.0, "dark green" },
{ 17.0, "dark red" },
{ 18.0, "dark brown" },
{ 19.0, "purple" },
{ 20.0, "dark gray" },
};
static value_t MessageLevels[] = {
{ 0.0, "Item Pickup" },
{ 1.0, "Obituaries" },
{ 2.0, "Critical Messages" }
};
static menuitem_t MessagesItems[] = {
{ discrete, "Show messages", {&show_messages}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Show obituaries", {&show_obituaries}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ discrete, "Scale text in high res", {&con_scaletext}, {3.0}, {0.0}, {0.0}, {ScaleValues} },
{ discrete, "Minimum message level", {&msglevel}, {3.0}, {0.0}, {0.0}, {MessageLevels} },
{ discrete, "Center messages", {&con_centernotify}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext, "Message Colors", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ cdiscrete, "Item Pickup", {&msg0color}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ cdiscrete, "Obituaries", {&msg1color}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ cdiscrete, "Critical Messages", {&msg2color}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ cdiscrete, "Chat Messages", {&msg3color}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ cdiscrete, "Team Messages", {&msg4color}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ cdiscrete, "Centered Messages", {&msgmidcolor}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Screenshot messages", {&screenshot_quiet}, {2.0}, {0.0}, {0.0}, {OffOn} },
{ discrete, "Detailed save messages",{&longsavemessages}, {2.0}, {0.0}, {0.0}, {OnOff} },
};
menu_t MessagesMenu =
{
"MESSAGES",
0,
countof(MessagesItems),
0,
MessagesItems,
};
/*=======================================
*
* Scoreboard Menu
*
*=======================================*/
EXTERN_CVAR (Bool, sb_cooperative_enable)
EXTERN_CVAR (Int, sb_cooperative_headingcolor)
EXTERN_CVAR (Int, sb_cooperative_yourplayercolor)
EXTERN_CVAR (Int, sb_cooperative_otherplayercolor)
EXTERN_CVAR (Bool, sb_deathmatch_enable)
EXTERN_CVAR (Int, sb_deathmatch_headingcolor)
EXTERN_CVAR (Int, sb_deathmatch_yourplayercolor)
EXTERN_CVAR (Int, sb_deathmatch_otherplayercolor)
EXTERN_CVAR (Bool, sb_teamdeathmatch_enable)
EXTERN_CVAR (Int, sb_teamdeathmatch_headingcolor)
static menuitem_t ScoreboardItems[] = {
{ whitetext, "Cooperative Options", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Enable Scoreboard", {&sb_cooperative_enable}, {21.0}, {0.0}, {0.0}, {YesNo} },
{ cdiscrete, "Header Color", {&sb_cooperative_headingcolor}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ cdiscrete, "Your Player Color", {&sb_cooperative_yourplayercolor}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ cdiscrete, "Other Players' Color", {&sb_cooperative_otherplayercolor}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext, "Deathmatch Options", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Enable Scoreboard", {&sb_deathmatch_enable}, {21.0}, {0.0}, {0.0}, {YesNo} },
{ cdiscrete, "Header Color", {&sb_deathmatch_headingcolor}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ cdiscrete, "Your Player Color", {&sb_deathmatch_yourplayercolor}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ cdiscrete, "Other Players' Color", {&sb_deathmatch_otherplayercolor}, {21.0}, {0.0}, {0.0}, {TextColors} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext, "Team Deathmatch Options", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Enable Scoreboard", {&sb_teamdeathmatch_enable}, {21.0}, {0.0}, {0.0}, {YesNo} },
{ cdiscrete, "Header Color", {&sb_teamdeathmatch_headingcolor}, {21.0}, {0.0}, {0.0}, {TextColors} }
};
menu_t ScoreboardMenu =
{
"SCOREBOARD OPTIONS",
2,
countof(ScoreboardItems),
0,
ScoreboardItems,
};
/*=======================================
*
* Video Modes Menu
*
*=======================================*/
extern bool setmodeneeded;
extern int NewWidth, NewHeight, NewBits;
extern int DisplayBits;
int testingmode; // Holds time to revert to old mode
int OldWidth, OldHeight, OldBits;
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
void M_FreeModesList ();
static void BuildModesList (int hiwidth, int hiheight, int hi_id);
static bool GetSelectedSize (int line, int *width, int *height);
static void SetModesMenu (int w, int h, int bits);
EXTERN_CVAR (Int, vid_defwidth)
EXTERN_CVAR (Int, vid_defheight)
EXTERN_CVAR (Int, vid_defbits)
static FIntCVar DummyDepthCvar (NULL, 0, 0);
EXTERN_CVAR (Bool, fullscreen)
static value_t Depths[22];
EXTERN_CVAR (Bool, vid_tft) // Defined below
CUSTOM_CVAR (Int, menu_screenratios, 0, CVAR_ARCHIVE)
{
if (self < 0 || self > 4)
{
self = 3;
}
else if (self == 4 && !vid_tft)
{
self = 3;
}
else
{
BuildModesList (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
}
}
static value_t Ratios[] =
{
{ 0.0, "4:3" },
{ 1.0, "16:9" },
{ 2.0, "16:10" },
{ 3.0, "All" }
};
static value_t RatiosTFT[] =
{
{ 0.0, "4:3" },
{ 4.0, "5:4" },
{ 1.0, "16:9" },
{ 2.0, "16:10" },
{ 3.0, "All" }
};
static char VMEnterText[] = "Press ENTER to set mode";
static char VMTestText[] = "T to test mode for 5 seconds";
static menuitem_t ModesItems[] = {
// { discrete, "Screen mode", {&DummyDepthCvar}, {0.0}, {0.0}, {0.0}, {Depths} },
{ discrete, "Aspect ratio", {&menu_screenratios}, {4.0}, {0.0}, {0.0}, {Ratios} },
{ discrete, "Fullscreen", {&fullscreen}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ discrete, "Enable 5:4 aspect ratio",{&vid_tft}, {2.0}, {0.0}, {0.0}, {YesNo} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ screenres,NULL, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
// { whitetext,"Note: Only 8 bpp modes are supported",{NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, VMEnterText, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, VMTestText, {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
};
#define VM_DEPTHITEM 0
#define VM_ASPECTITEM 0
#define VM_RESSTART 4
#define VM_ENTERLINE 14
#define VM_TESTLINE 16
menu_t ModesMenu =
{
"VIDEO MODE",
2,
countof(ModesItems),
0,
ModesItems,
};
CUSTOM_CVAR (Bool, vid_tft, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self)
{
ModesItems[VM_ASPECTITEM].b.numvalues = 5.f;
ModesItems[VM_ASPECTITEM].e.values = RatiosTFT;
}
else
{
ModesItems[VM_ASPECTITEM].b.numvalues = 4.f;
ModesItems[VM_ASPECTITEM].e.values = Ratios;
if (menu_screenratios == 4)
{
menu_screenratios = 0;
}
}
}
/*=======================================
*
* Gameplay Options (dmflags) Menu
*
*=======================================*/
value_t SmartAim[4] = {
{ 0.0, "Off" },
{ 1.0, "On" },
{ 2.0, "Never friends" },
{ 3.0, "Only monsters" }
};
value_t FallingDM[4] = {
{ 0, "Off" },
{ DF_FORCE_FALLINGZD, "Old" },
{ DF_FORCE_FALLINGHX, "Hexen" },
{ DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX, "Strife" }
};
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
value_t DF_Jump[3] = {
{ 0, "Default" },
{ DF_NO_JUMP, "Off" },
{ DF_YES_JUMP, "On" }
};
value_t DF_Crouch[3] = {
{ 0, "Default" },
{ DF_NO_CROUCH, "Off" },
{ DF_YES_CROUCH, "On" }
};
static menuitem_t DMFlagsItems[] = {
{ discrete, "Teamplay", {&teamplay}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ slider, "Team damage scalar", {&teamdamage}, {0.0}, {1.0}, {0.05},{NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Smart Autoaim", {&sv_smartaim}, {4.0}, {0.0}, {0.0}, {SmartAim} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ bitmask, "Falling damage", {&dmflags}, {4.0}, {DF_FORCE_FALLINGZD|DF_FORCE_FALLINGHX}, {0}, {FallingDM} },
{ bitflag, "Drop weapon", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_WEAPONDROP} },
{ bitflag, "Double ammo", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_DOUBLEAMMO} },
{ bitflag, "Infinite ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_INFINITE_AMMO} },
{ bitflag, "Infinite inventory", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_INFINITE_INVENTORY} },
{ bitflag, "No monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_NO_MONSTERS} },
{ bitflag, "Monsters respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_MONSTERS_RESPAWN} },
{ bitflag, "No respawn", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_NO_RESPAWN} },
{ bitflag, "Items respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_ITEMS_RESPAWN} },
{ bitflag, "Big powerups respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_RESPAWN_SUPER} },
{ bitflag, "Fast monsters", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FAST_MONSTERS} },
{ bitflag, "Degeneration", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_DEGENERATION} },
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
{ bitmask, "Allow jump", {&dmflags}, {3.0}, {DF_NO_JUMP|DF_YES_JUMP}, {0}, {DF_Jump} },
{ bitmask, "Allow crouch", {&dmflags}, {3.0}, {DF_NO_CROUCH|DF_YES_CROUCH}, {0}, {DF_Crouch} },
{ bitflag, "Allow freelook", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FREELOOK} },
{ bitflag, "Allow FOV", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_FOV} },
2006-04-11 16:27:41 +00:00
{ bitflag, "Allow BFG aiming", {&dmflags2}, {1}, {0}, {0}, {(value_t *)DF2_NO_FREEAIMBFG} },
{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
{ whitetext,"Deathmatch Settings", {NULL}, {0}, {0}, {0}, {NULL} },
{ bitflag, "Weapons stay", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_WEAPONS_STAY} },
{ bitflag, "Allow powerups", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ITEMS} },
{ bitflag, "Allow health", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_HEALTH} },
{ bitflag, "Allow armor", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_ARMOR} },
{ bitflag, "Spawn farthest", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SPAWN_FARTHEST} },
{ bitflag, "Same map", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_SAME_LEVEL} },
{ bitflag, "Force respawn", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_FORCE_RESPAWN} },
{ bitflag, "Allow exit", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_EXIT} },
{ bitflag, "Barrels respawn", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_BARRELS_RESPAWN} },
{ bitflag, "Respawn protection", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_RESPAWN_INVUL} },
{ bitflag, "Lose frag if fragged", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_LOSEFRAG} },
{ bitflag, "Keep frags gained", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_YES_KEEPFRAGS} },
{ bitflag, "No team switching", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_NO_TEAM_SWITCH} },
{ redtext, " ", {NULL}, {0}, {0}, {0}, {NULL} },
{ whitetext,"Cooperative Settings", {NULL}, {0}, {0}, {0}, {NULL} },
{ bitflag, "Spawn multi. weapons", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_NO_COOP_WEAPON_SPAWN} },
{ bitflag, "Lose entire inventory",{&dmflags}, {0}, {0}, {0}, {(value_t *)DF_COOP_LOSE_INVENTORY} },
{ bitflag, "Keep keys", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_KEYS} },
{ bitflag, "Keep weapons", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_WEAPONS} },
{ bitflag, "Keep armor", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_ARMOR} },
{ bitflag, "Keep powerups", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_POWERUPS} },
{ bitflag, "Keep ammo", {&dmflags}, {1}, {0}, {0}, {(value_t *)DF_COOP_LOSE_AMMO} },
{ bitflag, "Lose half ammo", {&dmflags}, {0}, {0}, {0}, {(value_t *)DF_COOP_HALVE_AMMO} },
{ bitflag, "Spawn where died", {&dmflags2}, {0}, {0}, {0}, {(value_t *)DF2_SAME_SPAWN_SPOT} },
};
static menu_t DMFlagsMenu =
{
"GAMEPLAY OPTIONS",
0,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(DMFlagsItems),
0,
DMFlagsItems,
};
/*=======================================
*
* Compatibility Options Menu
*
*=======================================*/
static menuitem_t CompatibilityItems[] = {
{ bitflag, "Find shortest textures like Doom", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SHORTTEX} },
{ bitflag, "Use buggier stair building", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_STAIRINDEX} },
{ bitflag, "Limit Pain Elementals' Lost Souls", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_LIMITPAIN} },
{ bitflag, "Don't let others hear your pickups", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SILENTPICKUP} },
{ bitflag, "Actors are infinitely tall", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NO_PASSMOBJ} },
{ bitflag, "Cripple sound for silent BFG trick", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_MAGICSILENCE} },
{ bitflag, "Enable wall running", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_WALLRUN} },
{ bitflag, "Spawn item drops on the floor", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NOTOSSDROPS} },
{ bitflag, "All special lines can block <use>", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_USEBLOCKING} },
{ bitflag, "Disable BOOM door light effect", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NODOORLIGHT} },
2006-04-11 16:27:41 +00:00
{ bitflag, "Raven scrollers use original speed", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_RAVENSCROLL} },
{ bitflag, "Use original sound target handling", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SOUNDTARGET} },
{ bitflag, "DEH health settings like Doom2.exe", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_DEHHEALTH} },
2006-04-24 14:26:06 +00:00
{ bitflag, "Self ref. sectors don't block shots", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_TRACE} },
{ bitflag, "Monsters get stuck over dropoffs", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_DROPOFF} },
{ bitflag, "Monsters see invisible players", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_INVISIBILITY} },
{ bitflag, "Boom scrollers are additive", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_BOOMSCROLL} },
{ bitflag, "Inst. moving floors are not silent", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SILENT_INSTANT_FLOORS} },
2006-04-24 14:26:06 +00:00
2006-04-11 16:27:41 +00:00
{ discrete, "Interpolate monster movement", {&nomonsterinterpolation}, {2.0}, {0.0}, {0.0}, {NoYes} },
};
static menu_t CompatibilityMenu =
{
"COMPATIBILITY OPTIONS",
0,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(CompatibilityItems),
0,
CompatibilityItems,
};
/*=======================================
*
* Sound Options Menu
*
*=======================================*/
#ifdef _WIN32
EXTERN_CVAR (Float, snd_movievolume)
#endif
EXTERN_CVAR (Bool, snd_flipstereo)
EXTERN_CVAR (Bool, snd_pitched)
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
EXTERN_CVAR (String, snd_output_format)
EXTERN_CVAR (String, snd_speakermode)
EXTERN_CVAR (String, snd_resampler)
EXTERN_CVAR (String, snd_output)
EXTERN_CVAR (Int, snd_buffersize)
EXTERN_CVAR (Int, snd_buffercount)
EXTERN_CVAR (Int, snd_samplerate)
EXTERN_CVAR (Bool, snd_hrtf)
EXTERN_CVAR (Bool, snd_waterreverb)
EXTERN_CVAR (Float, snd_waterlp)
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
EXTERN_CVAR (Int, snd_mididevice)
static void MakeSoundChanges ();
static void AdvSoundOptions ();
static void ModReplayerOptions ();
static value_t SampleRates[] =
{
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
{ 0.f, "Default" },
{ 4000.f, "4000 Hz" },
{ 8000.f, "8000 Hz" },
{ 11025.f, "11025 Hz" },
{ 22050.f, "22050 Hz" },
{ 32000.f, "32000 Hz" },
{ 44100.f, "44100 Hz" },
{ 48000.f, "48000 Hz" }
};
static value_t BufferSizes[] =
{
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
{ 0.f, "Default" },
{ 64.f, "64 samples" },
{ 128.f, "128 samples" },
{ 256.f, "256 samples" },
{ 512.f, "512 samples" },
{ 1024.f, "1024 samples" },
{ 2048.f, "2048 samples" },
{ 4096.f, "4096 samples" }
};
static value_t BufferCounts[] =
{
{ 0.f, "Default" },
{ 2.f, "2" },
{ 3.f, "3" },
{ 4.f, "4" },
{ 5.f, "5" },
{ 6.f, "6" },
{ 7.f, "7" },
{ 8.f, "8" },
{ 9.f, "9" },
{ 10.f, "10" },
{ 11.f, "11" },
{ 12.f, "12" }
};
static valueenum_t Outputs[] =
{
{ "Default", "Default" },
#if defined(_WIN32)
{ "DirectSound", "DirectSound" },
{ "WASAPI", "Vista WASAPI" },
{ "ASIO", "ASIO" },
{ "WaveOut", "WaveOut" },
{ "OpenAL", "OpenAL (very beta)" },
#elif defined(unix)
{ "OSS", "OSS" },
{ "ALSA", "ALSA" },
{ "ESD", "ESD" },
#elif defined(__APPLE__)
{ "Sound Manager", "Sound Manager" },
{ "Core Audio", "Core Audio" },
#endif
{ "No sound", "No sound" }
};
static valueenum_t OutputFormats[] =
{
{ "PCM-8", "8-bit" },
{ "PCM-16", "16-bit" },
{ "PCM-24", "24-bit" },
{ "PCM-32", "32-bit" },
{ "PCM-Float", "32-bit float" }
};
static valueenum_t SpeakerModes[] =
{
{ "Auto", "Auto" },
{ "Mono", "Mono" },
{ "Stereo", "Stereo" },
{ "Prologic", "Dolby Prologic Decoder" },
{ "Quad", "Quad" },
{ "Surround", "5 speakers" },
{ "5.1", "5.1 speakers" },
{ "7.1", "7.1 speakers" }
};
static valueenum_t Resamplers[] =
{
{ "NoInterp", "No interpolation" },
{ "Linear", "Linear" },
{ "Cubic", "Cubic" },
{ "Spline", "Spline" }
};
static menuitem_t SoundItems[] =
{
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
{ slider, "Sounds volume", {&snd_sfxvolume}, {0.0}, {1.0}, {0.05}, {NULL} },
VERY IMPORTANT NOTE FOR ANYBODY BUILDING FROM THE TRUNK: This commit adds support for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update your SDKs. GCC users, be sure to do a "make cleandep && make clean" before building, or you will likely get inexplicable errors. - Fixed: If you wanted to make cleandep with MinGW, you had to specifically specify Makefile.mingw as the makefile to use. - Added a normalizer to the OPL synth. It helped bring up the volume a little, but not nearly as much as I would have liked. - Removed MIDI Mapper references. It doesn't work with the stream API, and it doesn't really exist on NT kernels, either. - Reworked music volume: Except for MIDI, all music volume is controlled through GSnd and not at the individual song level. - Removed the mididevice global variable. - Removed snd_midivolume. Now that all music uses a linear volume scale, there's no need for two separate music volume controls. - Increased snd_samplerate default up to 48000. - Added snd_format, defaulting to "PCM-16". - Added snd_speakermode, defaulting to "Auto". - Replaced snd_fpu with snd_resampler, defaulting to "Linear". - Bumped the snd_channels default up from a pitiful 12 to 32. - Changed snd_3d default to true. The new cvar snd_hw3d determines if hardware 3D support is used and default to false. - Removed the libFLAC source, since FMOD Ex has native FLAC support. - Removed the altsound code, since it was terribly gimped in comparison to the FMOD code. It's original purpose was to have been as a springboard for writing a non-FMOD sound system for Unix-y systems, but that never happened. - Finished preliminary FMOD Ex support. SVN r789 (trunk)
2008-03-09 03:13:49 +00:00
{ slider, "Music volume", {&snd_musicvolume}, {0.0}, {1.0}, {0.05}, {NULL} },
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
{ discrete, "MIDI device", {&snd_mididevice}, {0.0}, {0.0}, {0.0}, {NULL} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
{ discrete, "Underwater reverb", {&snd_waterreverb}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ slider, "Underwater cutoff", {&snd_waterlp}, {0.0}, {2000.0},{50.0}, {NULL} },
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
{ discrete, "Randomize pitches", {&snd_pitched}, {2.0}, {0.0}, {0.0}, {OnOff} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
{ more, "Restart sound", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)MakeSoundChanges} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
{ ediscrete,"Output system", {&snd_output}, {countof(Outputs)}, {0.0}, {0.0}, {(value_t *)Outputs} },
{ ediscrete,"Output format", {&snd_output_format}, {5.0}, {0.0}, {0.0}, {(value_t *)OutputFormats} },
{ ediscrete,"Speaker mode", {&snd_speakermode}, {8.0}, {0.0}, {0.0}, {(value_t *)SpeakerModes} },
{ ediscrete,"Resampler", {&snd_resampler}, {4.0}, {0.0}, {0.0}, {(value_t *)Resamplers} },
{ discrete, "HRTF filter", {&snd_hrtf}, {2.0}, {0.0}, {0.0}, {(value_t *)OnOff} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
{ more, "Advanced options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)AdvSoundOptions} },
{ more, "Module replayer options", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)ModReplayerOptions} },
};
static menu_t SoundMenu =
{
"SOUND OPTIONS",
0,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(SoundItems),
0,
SoundItems,
};
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
#define MIDI_DEVICE_ITEM 2
/*=======================================
*
* Advanced Sound Options Menu
*
*=======================================*/
EXTERN_CVAR (Bool, opl_onechip)
static menuitem_t AdvSoundItems[] =
{
{ discrete, "Sample rate", {&snd_samplerate}, {8.0}, {0.0}, {0.0}, {SampleRates} },
{ discrete, "Buffer size", {&snd_buffersize}, {8.0}, {0.0}, {0.0}, {BufferSizes} },
{ discrete, "Buffer count", {&snd_buffercount}, {12.0}, {0.0}, {0.0}, {BufferCounts} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext,"OPL Synthesis", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Only emulate one OPL chip", {&opl_onechip}, {2.0}, {0.0}, {0.0}, {OnOff} },
};
static menu_t AdvSoundMenu =
{
"ADVANCED SOUND OPTIONS",
0,
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
countof(AdvSoundItems),
0,
AdvSoundItems,
};
/*=======================================
*
* Module Replayer Options Menu
*
*=======================================*/
EXTERN_CVAR(Bool, mod_dumb)
EXTERN_CVAR(Int, mod_samplerate)
EXTERN_CVAR(Int, mod_volramp)
EXTERN_CVAR(Int, mod_interp)
EXTERN_CVAR(Bool, mod_autochip)
EXTERN_CVAR(Int, mod_autochip_size_force)
EXTERN_CVAR(Int, mod_autochip_size_scan)
EXTERN_CVAR(Int, mod_autochip_scan_threshold)
static value_t ModReplayers[] =
{
{ 0.0, "FMOD" },
{ 1.0, "foo_dumb" }
};
static value_t ModInterpolations[] =
{
{ 0.0, "None" },
{ 1.0, "Linear" },
{ 2.0, "Cubic" }
};
static value_t ModVolumeRamps[] =
{
{ 0.0, "None" },
{ 1.0, "Logarithmic" },
{ 2.0, "Linear" },
{ 3.0, "XM=lin, else none" },
{ 4.0, "XM=lin, else log" }
};
static menuitem_t ModReplayerItems[] =
{
{ discrete, "Replayer engine", {&mod_dumb}, {2.0}, {0.0}, {0.0}, {ModReplayers} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Sample rate", {&mod_samplerate}, {8.0}, {0.0}, {0.0}, {SampleRates} },
{ discrete, "Interpolation", {&mod_interp}, {3.0}, {0.0}, {0.0}, {ModInterpolations} },
{ discrete, "Volume ramping", {&mod_volramp}, {5.0}, {0.0}, {0.0}, {ModVolumeRamps} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ discrete, "Chip-o-matic", {&mod_autochip}, {2.0}, {0.0}, {0.0}, {OnOff} },
// TODO if the menu system is ever rewritten: Provide a decent
// mechanism to edit the chip-o-matic settings like you can with
// the foo_dumb preferences in foobar2000.
};
static menu_t ModReplayerMenu =
{
"MODULE REPLAYER OPTIONS",
0,
countof(ModReplayerItems),
0,
ModReplayerItems,
};
//===========================================================================
static void ActivateConfirm (const char *text, void (*func)())
{
ConfirmItems[0].label = text;
ConfirmItems[0].e.mfunc = func;
ConfirmMenu.lastOn = 3;
M_SwitchMenu (&ConfirmMenu);
}
static void ConfirmIsAGo ()
{
M_PopMenuStack ();
ConfirmItems[0].e.mfunc ();
}
//
// Set some stuff up for the video modes menu
//
static BYTE BitTranslate[32];
void M_OptInit (void)
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
{
if (gameinfo.gametype == GAME_Doom)
{
LabelColor = CR_UNTRANSLATED;
ValueColor = CR_GRAY;
MoreColor = CR_GRAY;
}
else if (gameinfo.gametype == GAME_Heretic)
{
LabelColor = CR_GREEN;
ValueColor = CR_UNTRANSLATED;
MoreColor = CR_UNTRANSLATED;
}
else // Hexen
{
LabelColor = CR_RED;
ValueColor = CR_UNTRANSLATED;
MoreColor = CR_UNTRANSLATED;
}
}
void M_InitVideoModesMenu ()
{
2007-05-21 17:02:43 +00:00
int dummy1, dummy2;
size_t currval = 0;
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
M_RefreshModesList();
2007-05-21 17:02:43 +00:00
for (unsigned int i = 1; i <= 32 && currval < countof(Depths); i++)
{
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
Video->StartModeIterator (i, screen->IsFullscreen());
if (Video->NextMode (&dummy1, &dummy2, NULL))
{
2007-05-21 17:02:43 +00:00
/*
Depths[currval].value = currval;
sprintf (name, "%d bit", i);
Depths[currval].name = copystring (name);
2007-05-21 17:02:43 +00:00
*/
BitTranslate[currval++] = i;
}
}
//ModesItems[VM_DEPTHITEM].b.min = (float)currval;
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
switch (Video->GetDisplayType ())
{
case DISPLAY_FullscreenOnly:
ModesItems[2].type = nochoice;
ModesItems[2].b.min = 1.f;
break;
case DISPLAY_WindowOnly:
ModesItems[2].type = nochoice;
ModesItems[2].b.min = 0.f;
break;
default:
break;
}
}
//
// Toggle messages on/off
//
void M_ChangeMessages ()
{
if (show_messages)
{
Printf (128, "%s\n", GStrings("MSGOFF"));
show_messages = false;
}
else
{
Printf (128, "%s\n", GStrings("MSGON"));
show_messages = true;
}
}
CCMD (togglemessages)
{
M_ChangeMessages ();
}
void M_SizeDisplay (int diff)
{
// changing screenblocks automatically resizes the display
screenblocks = screenblocks + diff;
}
CCMD (sizedown)
{
M_SizeDisplay (-1);
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
}
CCMD (sizeup)
{
M_SizeDisplay (1);
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
}
// Draws a string in the console font, scaled to the 8x8 cells
// used by the default console font.
static void M_DrawConText (int color, int x, int y, const char *str)
{
int len = (int)strlen(str);
screen->SetFont (ConFont);
x = (x - 160) * CleanXfac + screen->GetWidth() / 2;
y = (y - 100) * CleanYfac + screen->GetHeight() / 2;
screen->DrawText (color, x, y, str,
DTA_CellX, 8 * CleanXfac,
DTA_CellY, 8 * CleanYfac,
TAG_DONE);
screen->SetFont (SmallFont);
}
void M_BuildKeyList (menuitem_t *item, int numitems)
{
int i;
for (i = 0; i < numitems; i++, item++)
{
if (item->type == control)
C_GetKeysForCommand (item->e.command, &item->b.key1, &item->c.key2);
}
}
static void CalcIndent (menu_t *menu)
{
int i, widest = 0, thiswidth;
menuitem_t *item;
for (i = 0; i < menu->numitems; i++)
{
item = menu->items + i;
if (item->type != whitetext && item->type != redtext && item->type != screenres)
{
thiswidth = SmallFont->StringWidth (item->label);
if (thiswidth > widest)
widest = thiswidth;
}
}
menu->indent = widest + 4;
}
void M_SwitchMenu (menu_t *menu)
{
MenuStack[MenuStackDepth].menu.newmenu = menu;
MenuStack[MenuStackDepth].isNewStyle = true;
MenuStack[MenuStackDepth].drawSkull = false;
MenuStackDepth++;
CanScrollUp = false;
CanScrollDown = false;
CurrentMenu = menu;
CurrentItem = menu->lastOn;
if (!menu->indent)
{
CalcIndent (menu);
}
flagsvar = 0;
}
bool M_StartOptionsMenu (void)
{
M_SwitchMenu (&OptionMenu);
return true;
}
void M_DrawSlider (int x, int y, float min, float max, float cur)
{
float range;
range = max - min;
if (cur > max)
cur = max;
else if (cur < min)
cur = min;
cur -= min;
M_DrawConText(CR_WHITE, x, y, "\x10\x11\x11\x11\x11\x11\x11\x11\x11\x11\x11\x12");
M_DrawConText(CR_ORANGE, x + 5 + (int)((cur * 78.f) / range), y, "\x13");
}
int M_FindCurVal (float cur, value_t *values, int numvals)
{
int v;
for (v = 0; v < numvals; v++)
if (values[v].value == cur)
break;
return v;
}
int M_FindCurVal (float cur, valuestring_t *values, int numvals)
{
int v;
for (v = 0; v < numvals; v++)
if (values[v].value == cur)
break;
return v;
}
int M_FindCurGUID (const GUID &guid, GUIDName *values, int numvals)
{
int v;
for (v = 0; v < numvals; v++)
if (memcmp (&values[v].ID, &guid, sizeof(GUID)) == 0)
break;
return v;
}
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
const char *M_FindCurVal(const char *cur, valueenum_t *values, int numvals)
{
for (int v = 0; v < numvals; ++v)
{
if (stricmp(values[v].value, cur) == 0)
{
return values[v].name;
}
}
return cur;
}
const char *M_FindPrevVal(const char *cur, valueenum_t *values, int numvals)
{
for (int v = 0; v < numvals; ++v)
{
if (stricmp(values[v].value, cur) == 0)
{
return values[v == 0 ? numvals - 1 : v - 1].value;
}
}
return values[0].value;
}
const char *M_FindNextVal(const char *cur, valueenum_t *values, int numvals)
{
for (int v = 0; v < numvals; ++v)
{
if (stricmp(values[v].value, cur) == 0)
{
return values[v == numvals - 1 ? 0 : v + 1].value;
}
}
return values[0].value;
}
void M_OptDrawer ()
{
EColorRange color;
int y, width, i, x, ytop, fontheight;
menuitem_t *item;
UCVarValue value;
DWORD overlay;
int labelofs;
if (!CurrentMenu->DontDim)
{
screen->Dim ();
}
if (CurrentMenu->PreDraw != NULL)
{
CurrentMenu->PreDraw ();
}
if (CurrentMenu->y != 0)
{
y = CurrentMenu->y;
}
else
{
if (BigFont && CurrentMenu->texttitle)
{
screen->SetFont (BigFont);
screen->DrawText (gameinfo.gametype == GAME_Doom ? CR_RED : CR_UNTRANSLATED,
160-BigFont->StringWidth (CurrentMenu->texttitle)/2, 10,
CurrentMenu->texttitle, DTA_Clean, true, TAG_DONE);
screen->SetFont (SmallFont);
y = 15 + BigFont->GetHeight ();
}
else
{
y = 15;
}
}
if (gameinfo.gametype & GAME_Raven)
{
labelofs = 2;
y -= 2;
fontheight = 9;
}
else
{
labelofs = 0;
fontheight = 8;
}
ytop = y + CurrentMenu->scrolltop * 8;
for (i = 0; i < CurrentMenu->numitems && y <= 200 - SmallFont->GetHeight(); i++, y += fontheight)
{
if (i == CurrentMenu->scrolltop)
{
i += CurrentMenu->scrollpos;
}
item = CurrentMenu->items + i;
overlay = 0;
if (item->type != screenres)
{
width = SmallFont->StringWidth (item->label);
switch (item->type)
{
case more:
case safemore:
x = CurrentMenu->indent - width;
color = MoreColor;
break;
case numberedmore:
case rsafemore:
case rightmore:
x = CurrentMenu->indent + 14;
color = item->type != rightmore ? CR_GREEN : MoreColor;
break;
case redtext:
x = 160 - width / 2;
color = LabelColor;
break;
case whitetext:
x = 160 - width / 2;
color = CR_GOLD;//ValueColor;
break;
case listelement:
x = CurrentMenu->indent + 14;
color = LabelColor;
break;
case colorpicker:
x = CurrentMenu->indent + 14;
color = MoreColor;
break;
case discrete:
if (item->d.graycheck != NULL && !(**item->d.graycheck))
{
overlay = MAKEARGB(128,0,0,0);
}
// Intentional fall-through
default:
x = CurrentMenu->indent - width;
color = (item->type == control && menuactive == MENU_WaitKey && i == CurrentItem)
? CR_YELLOW : LabelColor;
break;
}
screen->DrawText (color, x, y, item->label, DTA_Clean, true, DTA_ColorOverlay, overlay, TAG_DONE);
switch (item->type)
{
case numberedmore:
if (item->b.position != 0)
{
char tbuf[16];
sprintf (tbuf, "%d.", item->b.position);
x = CurrentMenu->indent - SmallFont->StringWidth (tbuf);
screen->DrawText (CR_GREY, x, y, tbuf, DTA_Clean, true, TAG_DONE);
}
break;
case bitmask:
{
int v, vals;
value = item->a.cvar->GetGenericRep (CVAR_Int);
value.Float = value.Int & int(item->c.max);
vals = (int)item->b.numvalues;
v = M_FindCurVal (value.Float, item->e.values, vals);
if (v == vals)
{
screen->DrawText (ValueColor, CurrentMenu->indent + 14, y, "Unknown",
DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawText (item->type == cdiscrete ? v : ValueColor,
CurrentMenu->indent + 14, y, item->e.values[v].name,
DTA_Clean, true, TAG_DONE);
}
}
break;
case discretes:
case discrete:
case cdiscrete:
case inverter:
{
int v, vals;
overlay = 0;
value = item->a.cvar->GetGenericRep (CVAR_Float);
if (item->type == inverter)
{
value.Float = (value.Float < 0.f);
vals = 2;
}
else
{
vals = (int)item->b.numvalues;
}
if (item->type != discretes)
{
v = M_FindCurVal (value.Float, item->e.values, vals);
}
else
{
v = M_FindCurVal (value.Float, item->e.valuestrings, vals);
}
if (item->type == discrete)
{
if (item->d.graycheck != NULL && !(**item->d.graycheck))
{
overlay = MAKEARGB(96,48,0,0);
}
}
if (v == vals)
{
screen->DrawText (ValueColor, CurrentMenu->indent + 14, y, "Unknown",
DTA_Clean, true, DTA_ColorOverlay, overlay, TAG_DONE);
}
else
{
screen->DrawText (item->type == cdiscrete ? v : ValueColor,
CurrentMenu->indent + 14, y,
2008-01-08 16:23:02 +00:00
item->type != discretes ? item->e.values[v].name : item->e.valuestrings[v].name.GetChars(),
DTA_Clean, true, DTA_ColorOverlay, overlay, TAG_DONE);
}
}
break;
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
case ediscrete:
{
const char *v;
value = item->a.cvar->GetGenericRep (CVAR_String);
v = M_FindCurVal(value.String, item->e.enumvalues, (int)item->b.numvalues);
screen->DrawText(ValueColor, CurrentMenu->indent + 14, y, v, DTA_Clean, true, TAG_DONE);
}
break;
case discrete_guid:
{
int v, vals;
vals = (int)item->b.numvalues;
v = M_FindCurGUID (*(item->a.guidcvar), item->e.guidvalues, vals);
if (v == vals)
{
UCVarValue val = item->a.guidcvar->GetGenericRep (CVAR_String);
screen->DrawText (ValueColor, CurrentMenu->indent + 14, y, val.String, DTA_Clean, true, TAG_DONE);
}
else
{
screen->DrawText (ValueColor, CurrentMenu->indent + 14, y, item->e.guidvalues[v].Name,
DTA_Clean, true, TAG_DONE);
}
}
break;
case nochoice:
screen->DrawText (CR_GOLD, CurrentMenu->indent + 14, y,
(item->e.values[(int)item->b.min]).name, DTA_Clean, true, TAG_DONE);
break;
case slider:
value = item->a.cvar->GetGenericRep (CVAR_Float);
M_DrawSlider (CurrentMenu->indent + 14, y + labelofs, item->b.min, item->c.max, value.Float);
break;
case absslider:
value = item->a.cvar->GetGenericRep (CVAR_Float);
M_DrawSlider (CurrentMenu->indent + 14, y + labelofs, item->b.min, item->c.max, fabs(value.Float));
break;
case intslider:
M_DrawSlider (CurrentMenu->indent + 14, y + labelofs, item->b.min, item->c.max, item->a.fval);
break;
case control:
{
char description[64];
C_NameKeys (description, item->b.key1, item->c.key2);
M_DrawConText(CR_WHITE, CurrentMenu->indent + 14, y-1+labelofs, description);
}
break;
case colorpicker:
{
int box_x, box_y;
box_x = (CurrentMenu->indent - 35 - 160) * CleanXfac + screen->GetWidth()/2;
box_y = (y - ((gameinfo.gametype & GAME_Raven) ? 99 : 100)) * CleanYfac + screen->GetHeight()/2;
screen->Clear (box_x, box_y, box_x + 32*CleanXfac, box_y + (fontheight-1)*CleanYfac,
item->a.colorcvar->GetIndex(), 0);
}
break;
case palettegrid:
{
int box_x, box_y;
int x1, p;
const int w = fontheight*CleanXfac;
const int h = fontheight*CleanYfac;
box_y = (y - 98) * CleanYfac + screen->GetHeight()/2;
p = 0;
box_x = (CurrentMenu->indent - 32 - 160) * CleanXfac + screen->GetWidth()/2;
for (x1 = 0, p = int(item->b.min * 16); x1 < 16; ++p, ++x1)
{
screen->Clear (box_x, box_y, box_x + w, box_y + h, p, 0);
if (p == CurrColorIndex || (i == CurrentItem && x1 == SelColorIndex))
{
int r, g, b;
DWORD col;
double blinky;
if (i == CurrentItem && x1 == SelColorIndex)
{
r = 255, g = 128, b = 0;
}
else
{
r = 200, g = 200, b = 255;
}
// Make sure the cursors stand out against similar colors
// by pulsing them.
blinky = fabs(sin(I_MSTime()/1000.0)) * 0.5 + 0.5;
col = MAKEARGB(255,int(r*blinky),int(g*blinky),int(b*blinky));
screen->Clear (box_x, box_y, box_x + w, box_y + 1, -1, col);
screen->Clear (box_x, box_y + h-1, box_x + w, box_y + h, -1, col);
screen->Clear (box_x, box_y, box_x + 1, box_y + h, -1, col);
screen->Clear (box_x + w - 1, box_y, box_x + w, box_y + h, -1, col);
}
box_x += w;
}
}
break;
case bitflag:
{
value_t *value;
const char *str;
if (item->b.min)
value = NoYes;
else
value = YesNo;
if (item->a.cvar)
{
if ((*(item->a.intcvar)) & item->e.flagmask)
str = value[1].name;
else
str = value[0].name;
}
else
{
str = "???";
}
screen->DrawText (ValueColor,
CurrentMenu->indent + 14, y, str, DTA_Clean, true, TAG_DONE);
}
break;
default:
break;
}
if (item->type != palettegrid && // Palette grids draw their own cursor
i == CurrentItem &&
(skullAnimCounter < 6 || menuactive == MENU_WaitKey))
{
M_DrawConText(CR_RED, CurrentMenu->indent + 3, y-1+labelofs, "\xd");
}
}
else
{
char *str = NULL;
for (x = 0; x < 3; x++)
{
switch (x)
{
case 0: str = item->b.res1; break;
case 1: str = item->c.res2; break;
case 2: str = item->d.res3; break;
}
if (str)
{
if (x == item->e.highlight)
color = CR_GOLD; //ValueColor;
else
color = CR_BRICK; //LabelColor;
screen->DrawText (color, 104 * x + 20, y, str, DTA_Clean, true, TAG_DONE);
}
}
if (i == CurrentItem && ((item->a.selmode != -1 && (skullAnimCounter < 6 || menuactive == MENU_WaitKey)) || testingmode))
{
M_DrawConText(CR_RED, item->a.selmode * 104 + 8, y-1 + labelofs, "\xd");
}
}
}
CanScrollUp = (CurrentMenu->scrollpos > 0);
CanScrollDown = (i < CurrentMenu->numitems);
VisBottom = i - 1;
if (CanScrollUp)
{
M_DrawConText(CR_ORANGE, 3, ytop + labelofs, "\x1a");
}
if (CanScrollDown)
{
M_DrawConText(CR_ORANGE, 3, y - 8 + labelofs, "\x1b");
}
if (flagsvar)
{
static const FIntCVar *const vars[3] = { &dmflags, &dmflags2, &compatflags };
char flagsblah[256];
char *fillptr = flagsblah;
bool printed = false;
for (int i = 0; i < 3; ++i)
{
if (flagsvar & (1 << i))
{
if (printed)
{
fillptr += sprintf (fillptr, " ");
}
printed = true;
fillptr += sprintf (fillptr, "%s = %d", vars[i]->GetName (), **vars[i]);
}
}
screen->DrawText (ValueColor,
160 - (SmallFont->StringWidth (flagsblah) >> 1), 0, flagsblah,
DTA_Clean, true, TAG_DONE);
}
}
void M_OptResponder (event_t *ev)
{
menuitem_t *item;
int ch = tolower (ev->data1);
UCVarValue value;
item = CurrentMenu->items + CurrentItem;
if (menuactive == MENU_WaitKey && ev->type == EV_KeyDown)
{
if (ev->data1 != KEY_ESCAPE)
{
C_ChangeBinding (item->e.command, ev->data1);
M_BuildKeyList (CurrentMenu->items, CurrentMenu->numitems);
}
menuactive = MENU_On;
CurrentMenu->items[0].label = OldMessage;
CurrentMenu->items[0].type = OldType;
return;
}
if (ev->subtype == EV_GUI_KeyRepeat)
{
if (ch != GK_LEFT && ch != GK_RIGHT && ch != GK_UP && ch != GK_DOWN)
{
return;
}
}
else if (ev->subtype != EV_GUI_KeyDown)
{
return;
}
if (item->type == bitflag &&
(ch == GK_LEFT || ch == GK_RIGHT || ch == '\r')
&& !demoplayback)
{
*(item->a.intcvar) = (*(item->a.intcvar)) ^ item->e.flagmask;
return;
}
switch (ch)
{
case GK_DOWN:
if (CurrentMenu->numitems > 1)
{
int modecol;
if (item->type == screenres)
{
modecol = item->a.selmode;
item->a.selmode = -1;
}
else
{
modecol = 0;
}
do
{
CurrentItem++;
if (CanScrollDown && CurrentItem == VisBottom)
{
CurrentMenu->scrollpos++;
VisBottom++;
}
if (CurrentItem == CurrentMenu->numitems)
{
CurrentMenu->scrollpos = 0;
CurrentItem = 0;
}
} while (CurrentMenu->items[CurrentItem].type == redtext ||
CurrentMenu->items[CurrentItem].type == whitetext ||
(CurrentMenu->items[CurrentItem].type == screenres &&
!CurrentMenu->items[CurrentItem].b.res1) ||
(CurrentMenu->items[CurrentItem].type == numberedmore &&
!CurrentMenu->items[CurrentItem].b.position));
if (CurrentMenu->items[CurrentItem].type == screenres)
{
item = &CurrentMenu->items[CurrentItem];
while ((modecol == 2 && !item->d.res3) || (modecol == 1 && !item->c.res2))
{
modecol--;
}
CurrentMenu->items[CurrentItem].a.selmode = modecol;
}
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
}
break;
case GK_UP:
if (CurrentMenu->numitems > 1)
{
int modecol;
if (item->type == screenres)
{
modecol = item->a.selmode;
item->a.selmode = -1;
}
else
{
modecol = 0;
}
do
{
CurrentItem--;
if (CurrentMenu->scrollpos > 0 &&
CurrentItem == CurrentMenu->scrolltop + CurrentMenu->scrollpos)
{
CurrentMenu->scrollpos--;
}
if (CurrentItem < 0)
{
int maxitems, rowheight;
// Figure out how many lines of text fit on the menu
if (BigFont && CurrentMenu->texttitle)
{
maxitems = 15 + BigFont->GetHeight ();
}
else
{
maxitems = 15;
}
if (gameinfo.gametype != GAME_Doom)
{
maxitems -= 2;
rowheight = 9;
}
else
{
rowheight = 8;
}
maxitems = (200 - SmallFont->GetHeight () - maxitems) / rowheight + 1;
CurrentMenu->scrollpos = MAX (0,CurrentMenu->numitems - maxitems + CurrentMenu->scrolltop);
CurrentItem = CurrentMenu->numitems - 1;
}
} while (CurrentMenu->items[CurrentItem].type == redtext ||
CurrentMenu->items[CurrentItem].type == whitetext ||
(CurrentMenu->items[CurrentItem].type == screenres &&
!CurrentMenu->items[CurrentItem].b.res1) ||
(CurrentMenu->items[CurrentItem].type == numberedmore &&
!CurrentMenu->items[CurrentItem].b.position));
if (CurrentMenu->items[CurrentItem].type == screenres)
CurrentMenu->items[CurrentItem].a.selmode = modecol;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
}
break;
case GK_PGUP:
if (CurrentMenu->scrollpos > 0)
{
CurrentMenu->scrollpos -= VisBottom - CurrentMenu->scrollpos - CurrentMenu->scrolltop;
if (CurrentMenu->scrollpos < 0)
{
CurrentMenu->scrollpos = 0;
}
CurrentItem = CurrentMenu->scrolltop + CurrentMenu->scrollpos + 1;
while (CurrentMenu->items[CurrentItem].type == redtext ||
CurrentMenu->items[CurrentItem].type == whitetext ||
(CurrentMenu->items[CurrentItem].type == screenres &&
!CurrentMenu->items[CurrentItem].b.res1) ||
(CurrentMenu->items[CurrentItem].type == numberedmore &&
!CurrentMenu->items[CurrentItem].b.position))
{
++CurrentItem;
}
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
}
break;
case GK_PGDN:
if (CanScrollDown)
{
int pagesize = VisBottom - CurrentMenu->scrollpos - CurrentMenu->scrolltop;
CurrentMenu->scrollpos += pagesize;
if (CurrentMenu->scrollpos + CurrentMenu->scrolltop + pagesize > CurrentMenu->numitems)
{
CurrentMenu->scrollpos = CurrentMenu->numitems - CurrentMenu->scrolltop - pagesize;
}
CurrentItem = CurrentMenu->scrolltop + CurrentMenu->scrollpos + 1;
while (CurrentMenu->items[CurrentItem].type == redtext ||
CurrentMenu->items[CurrentItem].type == whitetext ||
(CurrentMenu->items[CurrentItem].type == screenres &&
!CurrentMenu->items[CurrentItem].b.res1) ||
(CurrentMenu->items[CurrentItem].type == numberedmore &&
!CurrentMenu->items[CurrentItem].b.position))
{
++CurrentItem;
}
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
}
break;
case GK_LEFT:
switch (item->type)
{
case slider:
case absslider:
case intslider:
{
UCVarValue newval;
bool reversed;
if (item->type == intslider)
value.Float = item->a.fval;
else
value = item->a.cvar->GetGenericRep (CVAR_Float);
reversed = item->type == absslider && value.Float < 0.f;
newval.Float = (reversed ? -value.Float : value.Float) - item->d.step;
if (newval.Float < item->b.min)
newval.Float = item->b.min;
else if (newval.Float > item->c.max)
newval.Float = item->c.max;
if (reversed)
{
newval.Float = -newval.Float;
}
if (item->type == intslider)
item->a.fval = newval.Float;
else if (item->e.cfunc)
item->e.cfunc (item->a.cvar, newval.Float);
else
item->a.cvar->SetGenericRep (newval, CVAR_Float);
}
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case palettegrid:
SelColorIndex = (SelColorIndex - 1) & 15;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
break;
case discretes:
case discrete:
case cdiscrete:
{
int cur;
int numvals;
numvals = (int)item->b.min;
value = item->a.cvar->GetGenericRep (CVAR_Float);
if (item->type != discretes)
{
cur = M_FindCurVal (value.Float, item->e.values, numvals);
}
else
{
cur = M_FindCurVal (value.Float, item->e.valuestrings, numvals);
}
if (--cur < 0)
cur = numvals - 1;
value.Float = item->type != discretes ? item->e.values[cur].value : item->e.valuestrings[cur].value;
item->a.cvar->SetGenericRep (value, CVAR_Float);
// Hack hack. Rebuild list of resolutions
if (item->e.values == Depths)
BuildModesList (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
}
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
case ediscrete:
value = item->a.cvar->GetGenericRep(CVAR_String);
value.String = const_cast<char *>(M_FindPrevVal(value.String, item->e.enumvalues, (int)item->b.numvalues));
item->a.cvar->SetGenericRep(value, CVAR_String);
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case bitmask:
{
int cur;
int numvals;
int bmask = int(item->c.max);
numvals = (int)item->b.min;
value = item->a.cvar->GetGenericRep (CVAR_Int);
cur = M_FindCurVal (value.Int & bmask, item->e.values, numvals);
if (--cur < 0)
cur = numvals - 1;
value.Int = (value.Int & ~bmask) | int(item->e.values[cur].value);
item->a.cvar->SetGenericRep (value, CVAR_Int);
}
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case discrete_guid:
{
int cur;
int numvals;
numvals = (int)item->b.numvalues;
cur = M_FindCurGUID (*(item->a.guidcvar), item->e.guidvalues, numvals);
if (--cur < 0)
cur = numvals - 1;
*(item->a.guidcvar) = item->e.guidvalues[cur].ID;
}
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case inverter:
value = item->a.cvar->GetGenericRep (CVAR_Float);
value.Float = -value.Float;
item->a.cvar->SetGenericRep (value, CVAR_Float);
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case screenres:
{
int col;
col = item->a.selmode - 1;
if (col < 0)
{
if (CurrentItem > 0)
{
if (CurrentMenu->items[CurrentItem - 1].type == screenres)
{
item->a.selmode = -1;
CurrentMenu->items[--CurrentItem].a.selmode = 2;
}
}
}
else
{
item->a.selmode = col;
}
}
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
break;
default:
break;
}
break;
case GK_RIGHT:
switch (item->type)
{
case slider:
case absslider:
case intslider:
{
UCVarValue newval;
bool reversed;
if (item->type == intslider)
value.Float = item->a.fval;
else
value = item->a.cvar->GetGenericRep (CVAR_Float);
reversed = item->type == absslider && value.Float < 0.f;
newval.Float = (reversed ? -value.Float : value.Float) + item->d.step;
if (newval.Float > item->c.max)
newval.Float = item->c.max;
else if (newval.Float < item->b.min)
newval.Float = item->b.min;
if (reversed)
{
newval.Float = -newval.Float;
}
if (item->type == intslider)
item->a.fval = newval.Float;
else if (item->e.cfunc)
item->e.cfunc (item->a.cvar, newval.Float);
else
item->a.cvar->SetGenericRep (newval, CVAR_Float);
}
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case palettegrid:
SelColorIndex = (SelColorIndex + 1) & 15;
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
break;
case discretes:
case discrete:
case cdiscrete:
{
int cur;
int numvals;
numvals = (int)item->b.min;
value = item->a.cvar->GetGenericRep (CVAR_Float);
if (item->type != discretes)
{
cur = M_FindCurVal (value.Float, item->e.values, numvals);
}
else
{
cur = M_FindCurVal (value.Float, item->e.valuestrings, numvals);
}
if (++cur >= numvals)
cur = 0;
value.Float = item->type != discretes ? item->e.values[cur].value : item->e.valuestrings[cur].value;
item->a.cvar->SetGenericRep (value, CVAR_Float);
// Hack hack. Rebuild list of resolutions
if (item->e.values == Depths)
BuildModesList (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
}
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
case ediscrete:
value = item->a.cvar->GetGenericRep(CVAR_String);
value.String = const_cast<char *>(M_FindNextVal(value.String, item->e.enumvalues, (int)item->b.numvalues));
item->a.cvar->SetGenericRep(value, CVAR_String);
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case bitmask:
{
int cur;
int numvals;
int bmask = int(item->c.max);
numvals = (int)item->b.min;
value = item->a.cvar->GetGenericRep (CVAR_Int);
cur = M_FindCurVal (value.Int & bmask, item->e.values, numvals);
if (++cur >= numvals)
cur = 0;
value.Int = (value.Int & ~bmask) | int(item->e.values[cur].value);
item->a.cvar->SetGenericRep (value, CVAR_Int);
}
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case discrete_guid:
{
int cur;
int numvals;
numvals = (int)item->b.numvalues;
cur = M_FindCurGUID (*(item->a.guidcvar), item->e.guidvalues, numvals);
if (++cur >= numvals)
cur = 0;
*(item->a.guidcvar) = item->e.guidvalues[cur].ID;
}
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case inverter:
value = item->a.cvar->GetGenericRep (CVAR_Float);
value.Float = -value.Float;
item->a.cvar->SetGenericRep (value, CVAR_Float);
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
break;
case screenres:
{
int col;
col = item->a.selmode + 1;
if ((col > 2) || (col == 2 && !item->d.res3) || (col == 1 && !item->c.res2))
{
if (CurrentMenu->numitems - 1 > CurrentItem)
{
if (CurrentMenu->items[CurrentItem + 1].type == screenres)
{
if (CurrentMenu->items[CurrentItem + 1].b.res1)
{
item->a.selmode = -1;
CurrentMenu->items[++CurrentItem].a.selmode = 0;
}
}
}
}
else
{
item->a.selmode = col;
}
}
S_Sound (CHAN_VOICE, "menu/cursor", 1, ATTN_NONE);
break;
default:
break;
}
break;
case '\b':
if (item->type == control)
{
C_UnbindACommand (item->e.command);
item->b.key1 = item->c.key2 = 0;
}
break;
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
{
int lookfor = ch == '0' ? 10 : ch - '0', i;
for (i = 0; i < CurrentMenu->numitems; ++i)
{
if (CurrentMenu->items[i].b.position == lookfor)
{
CurrentItem = i;
item = &CurrentMenu->items[i];
break;
}
}
if (i == CurrentMenu->numitems)
{
break;
}
// Otherwise, fall through to '\r' below
}
case '\r':
if (CurrentMenu == &ModesMenu && item->type == screenres)
{
if (!GetSelectedSize (CurrentItem, &NewWidth, &NewHeight))
{
NewWidth = SCREENWIDTH;
NewHeight = SCREENHEIGHT;
}
else
{
testingmode = 1;
setmodeneeded = true;
NewBits = BitTranslate[DummyDepthCvar];
}
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
SetModesMenu (NewWidth, NewHeight, NewBits);
}
else if ((item->type == more ||
item->type == numberedmore ||
item->type == rightmore ||
item->type == rsafemore ||
item->type == safemore)
&& item->e.mfunc)
{
CurrentMenu->lastOn = CurrentItem;
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
if (item->type == safemore || item->type == rsafemore)
{
ActivateConfirm (item->label, item->e.mfunc);
}
else
{
item->e.mfunc();
}
}
else if (item->type == discrete || item->type == cdiscrete || item->type == discretes)
{
int cur;
int numvals;
numvals = (int)item->b.min;
value = item->a.cvar->GetGenericRep (CVAR_Float);
if (item->type != discretes)
{
cur = M_FindCurVal (value.Float, item->e.values, numvals);
}
else
{
cur = M_FindCurVal (value.Float, item->e.valuestrings, numvals);
}
if (++cur >= numvals)
cur = 0;
value.Float = item->type != discretes ? item->e.values[cur].value : item->e.valuestrings[cur].value;
item->a.cvar->SetGenericRep (value, CVAR_Float);
// Hack hack. Rebuild list of resolutions
if (item->e.values == Depths)
BuildModesList (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
}
else if (item->type == control)
{
menuactive = MENU_WaitKey;
OldMessage = CurrentMenu->items[0].label;
OldType = CurrentMenu->items[0].type;
CurrentMenu->items[0].label = "Press new key for control, ESC to cancel";
CurrentMenu->items[0].type = redtext;
}
else if (item->type == listelement)
{
CurrentMenu->lastOn = CurrentItem;
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
item->e.lfunc (CurrentItem);
}
else if (item->type == inverter)
{
value = item->a.cvar->GetGenericRep (CVAR_Float);
value.Float = -value.Float;
item->a.cvar->SetGenericRep (value, CVAR_Float);
S_Sound (CHAN_VOICE, "menu/change", 1, ATTN_NONE);
}
else if (item->type == screenres)
{
}
else if (item->type == colorpicker)
{
CurrentMenu->lastOn = CurrentItem;
S_Sound (CHAN_VOICE, "menu/choose", 1, ATTN_NONE);
StartColorPickerMenu (item->label, item->a.colorcvar);
}
else if (item->type == palettegrid)
{
UpdateSelColor (SelColorIndex + int(item->b.min * 16));
}
break;
case GK_ESCAPE:
CurrentMenu->lastOn = CurrentItem;
if (CurrentMenu->EscapeHandler != NULL)
{
CurrentMenu->EscapeHandler ();
}
M_PopMenuStack ();
break;
default:
if (ch == 't')
{
// Test selected resolution
if (CurrentMenu == &ModesMenu)
{
if (!(item->type == screenres &&
GetSelectedSize (CurrentItem, &NewWidth, &NewHeight)))
{
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, "menu/choose", 1, ATTN_NONE);
SetModesMenu (NewWidth, NewHeight, NewBits);
}
}
break;
}
}
static void GoToConsole (void)
{
M_ClearMenus ();
C_ToggleConsole ();
}
static void UpdateStuff (void)
{
M_SizeDisplay (0);
}
void Reset2Defaults (void)
{
C_SetDefaultBindings ();
C_SetCVarsToDefaults ();
UpdateStuff();
}
void Reset2Saved (void)
{
GameConfig->DoGlobalSetup ();
GameConfig->DoGameSetup (GameNames[gameinfo.gametype]);
UpdateStuff();
}
static void StartMessagesMenu (void)
{
M_SwitchMenu (&MessagesMenu);
}
static void StartAutomapMenu (void)
{
M_SwitchMenu (&AutomapMenu);
}
static void StartScoreboardMenu (void)
{
M_SwitchMenu (&ScoreboardMenu);
}
CCMD (menu_messages)
{
M_StartControlPanel (true);
OptionsActive = true;
StartMessagesMenu ();
}
CCMD (menu_automap)
{
M_StartControlPanel (true);
OptionsActive = true;
StartAutomapMenu ();
}
CCMD (menu_scoreboard)
{
M_StartControlPanel (true);
OptionsActive = true;
StartScoreboardMenu ();
}
static void StartMapColorsMenu (void)
{
M_SwitchMenu (&MapColorsMenu);
}
CCMD (menu_mapcolors)
{
M_StartControlPanel (true);
OptionsActive = true;
StartMapColorsMenu ();
}
static void DefaultCustomColors ()
{
// Find the color cvars by scanning the MapColors menu.
for (int i = 0; i < MapColorsMenu.numitems; ++i)
{
if (MapColorsItems[i].type == colorpicker)
{
MapColorsItems[i].a.colorcvar->ResetToDefault ();
}
}
}
static void ColorPickerDrawer ()
{
DWORD newColor = MAKEARGB(255,
int(ColorPickerItems[2].a.fval),
int(ColorPickerItems[3].a.fval),
int(ColorPickerItems[4].a.fval));
DWORD oldColor = DWORD(*ColorPickerItems[0].a.colorcvar) | 0xFF000000;
int x = screen->GetWidth()*2/3;
int y = (15 + BigFont->GetHeight() + SmallFont->GetHeight()*2 - 102) * CleanYfac + screen->GetHeight()/2;
screen->Clear (x, y, x + 48*CleanXfac, y + 48*CleanYfac, -1, oldColor);
screen->Clear (x + 48*CleanXfac, y, x + 48*2*CleanXfac, y + 48*CleanYfac, -1, newColor);
y += 49*CleanYfac;
screen->DrawText (CR_GRAY, x+(24-SmallFont->StringWidth("Old")/2)*CleanXfac, y,
"Old", DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText (CR_WHITE, x+(48+24-SmallFont->StringWidth("New")/2)*CleanXfac, y,
"New", DTA_CleanNoMove, true, TAG_DONE);
}
static void SetColorPickerSliders ()
{
FColorCVar *cvar = ColorPickerItems[0].a.colorcvar;
ColorPickerItems[2].a.fval = RPART(DWORD(*cvar));
ColorPickerItems[3].a.fval = GPART(DWORD(*cvar));
ColorPickerItems[4].a.fval = BPART(DWORD(*cvar));
CurrColorIndex = cvar->GetIndex();
}
static void UpdateSelColor (int index)
{
ColorPickerItems[2].a.fval = GPalette.BaseColors[index].r;
ColorPickerItems[3].a.fval = GPalette.BaseColors[index].g;
ColorPickerItems[4].a.fval = GPalette.BaseColors[index].b;
}
static void ColorPickerReset ()
{
SetColorPickerSliders ();
}
static void ActivateColorChoice ()
{
UCVarValue val;
val.Int = MAKERGB
(int(ColorPickerItems[2].a.fval),
int(ColorPickerItems[3].a.fval),
int(ColorPickerItems[4].a.fval));
ColorPickerItems[0].a.colorcvar->SetGenericRep (val, CVAR_Int);
}
static void StartColorPickerMenu (const char *colorname, FColorCVar *cvar)
{
ColorPickerMenu.PreDraw = ColorPickerDrawer;
ColorPickerMenu.EscapeHandler = ActivateColorChoice;
ColorPickerItems[0].label = colorname;
ColorPickerItems[0].a.colorcvar = cvar;
SetColorPickerSliders ();
M_SwitchMenu (&ColorPickerMenu);
}
static void CustomizeControls (void)
{
M_BuildKeyList (ControlsMenu.items, ControlsMenu.numitems);
M_SwitchMenu (&ControlsMenu);
}
CCMD (menu_keys)
{
M_StartControlPanel (true);
OptionsActive = true;
CustomizeControls ();
}
EXTERN_CVAR (Int, dmflags)
static void GameplayOptions (void)
{
M_SwitchMenu (&DMFlagsMenu);
flagsvar = SHOW_DMFlags | SHOW_DMFlags2;
}
CCMD (menu_gameplay)
{
M_StartControlPanel (true);
OptionsActive = true;
GameplayOptions ();
}
static void CompatibilityOptions (void)
{
M_SwitchMenu (&CompatibilityMenu);
flagsvar = SHOW_CompatFlags;
}
CCMD (menu_compatibility)
{
M_StartControlPanel (true);
OptionsActive = true;
CompatibilityOptions ();
}
static void MouseOptions ()
{
M_SwitchMenu (&MouseMenu);
}
CCMD (menu_mouse)
{
M_StartControlPanel (true);
OptionsActive = true;
MouseOptions ();
}
void UpdateJoystickMenu ()
{
static FIntCVar * const cvars[8] =
{
&joy_xaxis, &joy_yaxis, &joy_zaxis,
&joy_xrot, &joy_yrot, &joy_zrot,
&joy_slider, &joy_dial
};
static FFloatCVar * const cvars2[5] =
{
&joy_yawspeed, &joy_pitchspeed, &joy_forwardspeed,
&joy_sidespeed, &joy_upspeed
};
static FFloatCVar * const cvars3[8] =
{
&joy_xthreshold, &joy_ythreshold, &joy_zthreshold,
&joy_xrotthreshold, &joy_yrotthreshold, &joy_zrotthreshold,
&joy_sliderthreshold, &joy_dialthreshold
};
int i, line;
if (JoystickNames.Size() == 0)
{
JoystickItems[0].type = redtext;
JoystickItems[0].label = "No joysticks connected";
line = 1;
}
else
{
JoystickItems[0].type = discrete;
JoystickItems[0].label = "Enable joystick";
JoystickItems[1].b.numvalues = float(JoystickNames.Size());
JoystickItems[1].e.guidvalues = &JoystickNames[0];
line = 5;
for (i = 0; i < 8; ++i)
{
if (JoyAxisNames[i] != NULL)
{
JoystickItems[line].label = JoyAxisNames[i];
JoystickItems[line].type = discrete;
JoystickItems[line].a.intcvar = cvars[i];
JoystickItems[line].b.numvalues = 6.f;
JoystickItems[line].e.values = JoyAxisMapNames;
line++;
}
}
JoystickItems[line].type = redtext;
JoystickItems[line].label = " ";
line++;
JoystickItems[line].type = whitetext;
JoystickItems[line].label = "Axis Sensitivity";
line++;
for (i = 0; i < 5; ++i)
{
JoystickItems[line].type = absslider;
JoystickItems[line].label = JoyAxisMapNames[i+1].name;
JoystickItems[line].a.cvar = cvars2[i];
JoystickItems[line].b.min = 0.0;
JoystickItems[line].c.max = 4.0;
JoystickItems[line].d.step = 0.2;
line++;
JoystickItems[line].type = inverter;
JoystickItems[line].label = JoyAxisMapNames[i+1].name;
JoystickItems[line].a.cvar = cvars2[i];
JoystickItems[line].e.values = Inversion;
line++;
}
JoystickItems[line].type = redtext;
JoystickItems[line].label = " ";
line++;
JoystickItems[line].type = whitetext;
JoystickItems[line].label = "Axis Dead Zones";
line++;
for (i = 0; i < 8; ++i)
{
if (JoyAxisNames[i] != NULL)
{
JoystickItems[line].label = JoyAxisNames[i];
JoystickItems[line].type = slider;
JoystickItems[line].a.cvar = cvars3[i];
JoystickItems[line].b.min = 0.0;
JoystickItems[line].c.max = 0.9;
JoystickItems[line].d.step = 0.05;
line++;
}
}
}
JoystickMenu.numitems = line;
if (JoystickMenu.lastOn >= line)
{
JoystickMenu.lastOn = line - 1;
}
if (screen != NULL)
{
CalcIndent (&JoystickMenu);
}
}
static void JoystickOptions ()
{
UpdateJoystickMenu ();
M_SwitchMenu (&JoystickMenu);
}
CCMD (menu_joystick)
{
M_StartControlPanel (true);
OptionsActive = true;
JoystickOptions ();
}
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
static void FreeMIDIMenuList()
{
if (SoundItems[MIDI_DEVICE_ITEM].e.values != NULL)
{
delete[] SoundItems[MIDI_DEVICE_ITEM].e.values;
}
}
static void SoundOptions ()
{
- The garbage collector is now run one last time just before exiting the game. - Removed movie volume from the sound menu and renamed some of the other options to give the MIDI device name more room to display itself. - Moved the midi device selection into the main sound menu. - Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the default device. By default, it uses exactly the same DLS instruments as the Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set you want to use, set the snd_midipatchfile cvar to specify where it should load the instruments from. - Changed the ProduceMIDI function to store its output into a TArray<BYTE>. An overloaded version wraps around it to continue to supply file-writing support for external Timidity++ usage. - Added an FMOD credits banner to comply with their non-commercial license. - Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather than a time in ms, this is now the length in samples of the DSP buffer. Also added the snd_buffercount cvar to offer complete control over the call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate below about 44kHz, you will need to set snd_buffersize to avoid long latencies. - Reimplemented the snd_output cvar for the FMOD Ex sound system. - Changed snd_samplerate default to 0. This now means to use the default sample rate. - Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and snd_hrtf available through the menu. - Split the HRTF effect selection into its own cvar: snd_hrtf. - Removed 96000 Hz option from the menu. It's still available through the cvar, if desired. - Fixed: If Windows sound init failed, retry with DirectSound. (Apparently, WASAPI doesn't work with more than two speakers and PCM-Float output at the same time.) - Fixed: Area sounds only played from the front speakers once you got within the 2D panning area. SVN r854 (trunk)
2008-03-26 04:27:07 +00:00
I_BuildMIDIMenuList(&SoundItems[MIDI_DEVICE_ITEM].e.values, &SoundItems[MIDI_DEVICE_ITEM].b.min);
atterm(FreeMIDIMenuList);
M_SwitchMenu(&SoundMenu);
}
CCMD (menu_sound)
{
M_StartControlPanel (true);
OptionsActive = true;
SoundOptions ();
}
static void AdvSoundOptions ()
{
M_SwitchMenu (&AdvSoundMenu);
}
CCMD (menu_advsound)
{
M_StartControlPanel (true);
OptionsActive = true;
AdvSoundOptions ();
}
static void MakeSoundChanges (void)
{
static char snd_reset[] = "snd_reset";
AddCommandString (snd_reset);
}
static void ModReplayerOptions()
{
for (size_t i = 2; i < countof(ModReplayerItems); ++i)
{
if (ModReplayerItems[i].type == discrete)
{
ModReplayerItems[i].d.graycheck = &mod_dumb;
}
}
M_SwitchMenu(&ModReplayerMenu);
}
CCMD (menu_modreplayer)
{
M_StartControlPanel(true);
OptionsActive = true;
ModReplayerOptions();
}
static void VideoOptions (void)
{
InitCrosshairsList();
M_SwitchMenu (&VideoMenu);
}
CCMD (menu_display)
{
M_StartControlPanel (true);
OptionsActive = true;
InitCrosshairsList();
M_SwitchMenu (&VideoMenu);
}
static void BuildModesList (int hiwidth, int hiheight, int hi_bits)
{
char strtemp[32], **str;
int i, c;
int width, height, showbits;
bool letterbox=false;
int ratiomatch;
if (menu_screenratios >= 0 && menu_screenratios <= 4 && menu_screenratios != 3)
{
ratiomatch = menu_screenratios;
}
else
{
ratiomatch = -1;
}
showbits = BitTranslate[DummyDepthCvar];
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
if (Video != NULL)
{
Video->StartModeIterator (showbits, screen->IsFullscreen());
}
for (i = VM_RESSTART; ModesItems[i].type == screenres; i++)
{
ModesItems[i].e.highlight = -1;
for (c = 0; c < 3; c++)
{
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
bool haveMode = false;
switch (c)
{
default: str = &ModesItems[i].b.res1; break;
case 1: str = &ModesItems[i].c.res2; break;
case 2: str = &ModesItems[i].d.res3; break;
}
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
if (Video != NULL)
{
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
while ((haveMode = Video->NextMode (&width, &height, &letterbox)) &&
(ratiomatch >= 0 && CheckRatio (width, height) != ratiomatch))
{
}
}
if (haveMode)
{
if (/* hi_bits == showbits && */ width == hiwidth && height == hiheight)
ModesItems[i].e.highlight = ModesItems[i].a.selmode = c;
sprintf (strtemp, "%dx%d%s", width, height, letterbox?TEXTCOLOR_BROWN" LB":"");
ReplaceString (str, strtemp);
}
else
{
if (*str)
{
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
delete[] *str;
*str = NULL;
}
}
}
}
}
void M_RefreshModesList ()
{
BuildModesList (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
}
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading. SVN r106 (trunk)
2006-05-11 04:00:58 +00:00
void M_FreeModesList ()
{
for (int i = VM_RESSTART; ModesItems[i].type == screenres; ++i)
{
for (int c = 0; c < 3; ++c)
{
char **str;
switch (c)
{
default: str = &ModesItems[i].b.res1; break;
case 1: str = &ModesItems[i].c.res2; break;
case 2: str = &ModesItems[i].d.res3; break;
}
if (str != NULL)
{
delete[] *str;
*str = NULL;
}
}
}
}
static bool GetSelectedSize (int line, int *width, int *height)
{
if (ModesItems[line].type != screenres)
{
return false;
}
else
{
char *res, *breakpt;
long x, y;
switch (ModesItems[line].a.selmode)
{
default: res = ModesItems[line].b.res1; break;
case 1: res = ModesItems[line].c.res2; break;
case 2: res = ModesItems[line].d.res3; break;
}
x = strtol (res, &breakpt, 10);
y = strtol (breakpt+1, NULL, 10);
*width = x;
*height = y;
return true;
}
}
static int FindBits (int bits)
{
int i;
for (i = 0; i < 22; i++)
{
if (BitTranslate[i] == bits)
return i;
}
return 0;
}
static void SetModesMenu (int w, int h, int bits)
{
DummyDepthCvar = FindBits (bits);
if (testingmode <= 1)
{
if (ModesItems[VM_ENTERLINE].label != VMEnterText)
free (const_cast<char *>(ModesItems[VM_ENTERLINE].label));
ModesItems[VM_ENTERLINE].label = VMEnterText;
ModesItems[VM_TESTLINE].label = VMTestText;
}
else
{
char strtemp[64];
sprintf (strtemp, "TESTING %dx%dx%d", w, h, bits);
ModesItems[VM_ENTERLINE].label = copystring (strtemp);
ModesItems[VM_TESTLINE].label = "Please wait 5 seconds...";
}
BuildModesList (w, h, bits);
}
void M_RestoreMode ()
{
NewWidth = OldWidth;
NewHeight = OldHeight;
NewBits = OldBits;
setmodeneeded = true;
testingmode = 0;
SetModesMenu (OldWidth, OldHeight, OldBits);
}
void M_SetDefaultMode ()
{
// Make current resolution the default
vid_defwidth = SCREENWIDTH;
vid_defheight = SCREENHEIGHT;
vid_defbits = DisplayBits;
testingmode = 0;
SetModesMenu (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
}
static void SetVidMode ()
{
SetModesMenu (SCREENWIDTH, SCREENHEIGHT, DisplayBits);
if (ModesMenu.items[ModesMenu.lastOn].type == screenres)
{
if (ModesMenu.items[ModesMenu.lastOn].a.selmode == -1)
{
ModesMenu.items[ModesMenu.lastOn].a.selmode++;
}
}
M_SwitchMenu (&ModesMenu);
}
CCMD (menu_video)
{
M_StartControlPanel (true);
OptionsActive = true;
SetVidMode ();
}
void M_LoadKeys (const char *modname, bool dbl)
{
char section[64];
if (GameNames[gameinfo.gametype] == NULL)
return;
sprintf (section, "%s.%s%sBindings", GameNames[gameinfo.gametype], modname,
dbl ? ".Double" : ".");
if (GameConfig->SetSection (section))
{
const char *key, *value;
while (GameConfig->NextInSection (key, value))
{
C_DoBind (key, value, dbl);
}
}
}
int M_DoSaveKeys (FConfigFile *config, char *section, int i, bool dbl)
{
int most = (int)CustomControlsItems.Size();
config->SetSection (section, true);
config->ClearCurrentSection ();
for (++i; i < most; ++i)
{
menuitem_t *item = &CustomControlsItems[i];
if (item->type == control)
{
C_ArchiveBindings (config, dbl, item->e.command);
continue;
}
break;
}
return i;
}
void M_SaveCustomKeys (FConfigFile *config, char *section, char *subsection)
{
if (ControlsMenu.items == ControlsItems)
return;
// Start after the normal controls
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
unsigned int i = countof(ControlsItems);
unsigned int most = CustomControlsItems.Size();
while (i < most)
{
menuitem_t *item = &CustomControlsItems[i];
if (item->type == whitetext)
{
assert (item->e.command != NULL);
sprintf (subsection, "%s.Bindings", item->e.command);
M_DoSaveKeys (config, section, (int)i, false);
sprintf (subsection, "%s.DoubleBindings", item->e.command);
i = M_DoSaveKeys (config, section, (int)i, true);
}
else
{
i++;
}
}
}
static int AddKeySpot;
void FreeKeySections()
{
const unsigned int numStdControls = countof(ControlsItems);
unsigned int i;
for (i = numStdControls; i < CustomControlsItems.Size(); ++i)
{
menuitem_t *item = &CustomControlsItems[i];
if (item->type == whitetext || item->type == control)
{
if (item->label != NULL)
{
delete[] item->label;
item->label = NULL;
}
if (item->e.command != NULL)
{
delete[] item->e.command;
item->e.command = NULL;
}
}
}
}
CCMD (addkeysection)
{
if (argv.argc() != 3)
{
Printf ("Usage: addkeysection <menu section name> <ini name>\n");
return;
}
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
const int numStdControls = countof(ControlsItems);
int i;
if (ControlsMenu.items == ControlsItems)
{ // No custom controls have been defined yet.
for (i = 0; i < numStdControls; ++i)
{
CustomControlsItems.Push (ControlsItems[i]);
}
}
// See if this section already exists
int last = (int)CustomControlsItems.Size();
for (i = numStdControls; i < last; ++i)
{
menuitem_t *item = &CustomControlsItems[i];
if (item->type == whitetext &&
stricmp (item->label, argv[1]) == 0)
{ // found it
break;
}
}
if (i == last)
{ // Add the new section
// Limit the ini name to 32 chars
if (strlen (argv[2]) > 32)
argv[2][32] = 0;
menuitem_t tempItem = { redtext, " " };
// Add a blank line to the menu
CustomControlsItems.Push (tempItem);
// Add the section name to the menu
tempItem.type = whitetext;
tempItem.label = copystring (argv[1]);
tempItem.e.command = copystring (argv[2]); // Record ini section name in command field
CustomControlsItems.Push (tempItem);
ControlsMenu.items = &CustomControlsItems[0];
// Load bindings for this section from the ini
M_LoadKeys (argv[2], 0);
M_LoadKeys (argv[2], 1);
AddKeySpot = 0;
}
else
{ // Add new keys to the end of this section
do
{
i++;
} while (i < last && CustomControlsItems[i].type == control);
if (i < last)
{
AddKeySpot = i;
}
else
{
AddKeySpot = 0;
}
}
}
CCMD (addmenukey)
{
if (argv.argc() != 3)
{
Printf ("Usage: addmenukey <description> <command>\n");
return;
}
if (ControlsMenu.items == ControlsItems)
{
Printf ("You must use addkeysection first.\n");
return;
}
menuitem_t newItem = { control, };
newItem.label = copystring (argv[1]);
newItem.e.command = copystring (argv[2]);
if (AddKeySpot == 0)
{ // Just add to the end of the menu
CustomControlsItems.Push (newItem);
}
else
{ // Add somewhere in the middle of the menu
size_t movecount = CustomControlsItems.Size() - AddKeySpot;
CustomControlsItems.Reserve (1);
memmove (&CustomControlsItems[AddKeySpot+1],
&CustomControlsItems[AddKeySpot],
sizeof(menuitem_t)*movecount);
CustomControlsItems[AddKeySpot++] = newItem;
}
ControlsMenu.items = &CustomControlsItems[0];
ControlsMenu.numitems = (int)CustomControlsItems.Size();
}
void M_Deinit ()
{
// Free bitdepth names for the modes menu.
for (size_t i = 0; i < countof(Depths); ++i)
{
if (Depths[i].name != NULL)
{
delete[] Depths[i].name;
Depths[i].name = NULL;
}
}
// Free resolutions from the modes menu.
M_FreeModesList();
}
// Reads any XHAIRS lumps for the names of crosshairs and
// adds them to the display options menu.
void InitCrosshairsList()
{
int lastlump, lump;
valuestring_t value;
lastlump = 0;
Crosshairs.Clear();
value.value = 0;
value.name = "None";
Crosshairs.Push(value);
while ((lump = Wads.FindLump("XHAIRS", &lastlump)) != -1)
{
FScanner sc(lump);
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
while (sc.GetNumber())
{
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
value.value = float(sc.Number);
sc.MustGetString();
value.name = sc.String;
if (value.value != 0)
{ // Check if it already exists. If not, add it.
unsigned int i;
for (i = 1; i < Crosshairs.Size(); ++i)
{
if (Crosshairs[i].value == value.value)
{
break;
}
}
if (i < Crosshairs.Size())
{
Crosshairs[i].name = value.name;
}
else
{
Crosshairs.Push(value);
}
}
}
}
VideoItems[CROSSHAIR_INDEX].b.numvalues = float(Crosshairs.Size());
VideoItems[CROSSHAIR_INDEX].e.valuestrings = &Crosshairs[0];
}