Merge remote-tracking branch 'zdoom/master' into openal

This commit is contained in:
Chris Robinson 2014-07-27 06:59:26 -07:00
commit 7e7219a84b
21 changed files with 133 additions and 106 deletions

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@ -180,6 +180,7 @@
WarningLevel="3"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="3"
CallingConvention="1"
/>
<Tool
Name="VCManagedResourceCompilerTool"

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Version="8,00"
Name="lzmalib"
ProjectGUID="{6EB27E78-7C7A-4F08-8E19-957E8EB3A20F}"
RootNamespace="lzmalib"

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@ -340,6 +340,7 @@ enum
MF7_NOTELESTOMP = 0x00000002, // cannot telefrag under any circumstances (even when set by MAPINFO)
MF7_ALWAYSTELEFRAG = 0x00000004, // will unconditionally be telefragged when in the way. Overrides all other settings.
MF7_HANDLENODELAY = 0x00000008, // respect NoDelay state flag
MF7_WEAPONSPAWN = 0x00000010, // subject to DF_NO_COOP_WEAPON_SPAWN dmflag
// --- mobj.renderflags ---

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@ -641,12 +641,14 @@ void C_NewModeAdjust ()
C_AdjustBottom ();
}
int consoletic = 0;
void C_Ticker ()
{
static int lasttic = 0;
consoletic++;
if (lasttic == 0)
lasttic = gametic - 1;
lasttic = consoletic - 1;
if (con_buffersize > 0)
{
@ -657,7 +659,7 @@ void C_Ticker ()
{
if (ConsoleState == c_falling)
{
ConBottom += (gametic - lasttic) * (SCREENHEIGHT*2/25);
ConBottom += (consoletic - lasttic) * (SCREENHEIGHT * 2 / 25);
if (ConBottom >= SCREENHEIGHT / 2)
{
ConBottom = SCREENHEIGHT / 2;
@ -666,7 +668,7 @@ void C_Ticker ()
}
else if (ConsoleState == c_rising)
{
ConBottom -= (gametic - lasttic) * (SCREENHEIGHT*2/25);
ConBottom -= (consoletic - lasttic) * (SCREENHEIGHT * 2 / 25);
if (ConBottom <= 0)
{
ConsoleState = c_up;
@ -681,7 +683,7 @@ void C_Ticker ()
CursorTicker = C_BLINKRATE;
}
lasttic = gametic;
lasttic = consoletic;
if (NotifyTopGoal > NotifyTop)
{

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@ -422,7 +422,7 @@ CVAR (Flag, sv_fastmonsters, dmflags, DF_FAST_MONSTERS);
CVAR (Flag, sv_nojump, dmflags, DF_NO_JUMP);
CVAR (Flag, sv_allowjump, dmflags, DF_YES_JUMP);
CVAR (Flag, sv_nofreelook, dmflags, DF_NO_FREELOOK);
CVAR (Flag, sv_respawnsuper, dmflags, DF_RESPAWN_SUPER);
CVAR (Flag, sv_allowfreelook, dmflags, DF_YES_FREELOOK);
CVAR (Flag, sv_nofov, dmflags, DF_NO_FOV);
CVAR (Flag, sv_noweaponspawn, dmflags, DF_NO_COOP_WEAPON_SPAWN);
CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
@ -439,6 +439,7 @@ CVAR (Flag, sv_coophalveammo, dmflags, DF_COOP_HALVE_AMMO);
CVAR (Mask, sv_crouch, dmflags, DF_NO_CROUCH|DF_YES_CROUCH);
CVAR (Mask, sv_jump, dmflags, DF_NO_JUMP|DF_YES_JUMP);
CVAR (Mask, sv_fallingdamage, dmflags, DF_FORCE_FALLINGHX|DF_FORCE_FALLINGZD);
CVAR (Mask, sv_freelook, dmflags, DF_NO_FREELOOK|DF_YES_FREELOOK);
//==========================================================================
//
@ -510,6 +511,8 @@ CVAR (Flag, sv_noautoaim, dmflags2, DF2_NOAUTOAIM);
CVAR (Flag, sv_dontcheckammo, dmflags2, DF2_DONTCHECKAMMO);
CVAR (Flag, sv_killbossmonst, dmflags2, DF2_KILLBOSSMONST);
CVAR (Flag, sv_nocountendmonst, dmflags2, DF2_NOCOUNTENDMONST);
CVAR (Flag, sv_respawnsuper, dmflags2, DF2_RESPAWN_SUPER);
//==========================================================================
//
// CVAR compatflags
@ -1319,7 +1322,7 @@ void D_DoAdvanceDemo (void)
break;
}
if (pagename)
if (pagename.IsNotEmpty())
{
if (Page != NULL)
{
@ -1987,8 +1990,6 @@ static void D_DoomInit()
Args->CollectFiles("-playdemo", ".lmp");
Args->CollectFiles("-file", NULL); // anything left goes after -file
atterm (C_DeinitConsole);
gamestate = GS_STARTUP;
SetLanguageIDs ();
@ -2237,7 +2238,7 @@ void D_DoomMain (void)
// +logfile gets checked too late to catch the full startup log in the logfile so do some extra check for it here.
FString logfile = Args->TakeValue("+logfile");
if (logfile != NULL)
if (logfile.IsNotEmpty())
{
execLogfile(logfile);
}
@ -2275,7 +2276,7 @@ void D_DoomMain (void)
// The IWAD selection dialogue does not show in fullscreen so if the
// restart is initiated without a defined IWAD assume for now that it's not going to change.
if (iwad.Len() == 0) iwad = lastIWAD;
if (iwad.IsEmpty()) iwad = lastIWAD;
FIWadManager *iwad_man = new FIWadManager;
const FIWADInfo *iwad_info = iwad_man->FindIWAD(allwads, iwad, basewad);

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@ -1275,6 +1275,55 @@ void NetUpdate (void)
// listen for other packets
GetPackets ();
if (!demoplayback)
{
// ideally nettics[0] should be 1 - 3 tics above lowtic
// if we are consistantly slower, speed up time
// [RH] I had erroneously assumed frameskip[] had 4 entries
// because there were 4 players, but that's not the case at
// all. The game is comparing the lag behind the master for
// four runs of TryRunTics. If our tic count is ahead of the
// master all 4 times, the next run of NetUpdate will not
// process any new input. If we have less input than the
// master, the next run of NetUpdate will process extra tics
// (because gametime gets decremented here).
// the key player does not adapt
if (consoleplayer != Net_Arbitrator)
{
// I'm not sure about this when using a packet server, because
// if left unmodified from the P2P version, it can make the game
// very jerky. The way I have it written right now basically means
// that it won't adapt. Fortunately, player prediction helps
// alleviate the lag somewhat.
if (NetMode != NET_PacketServer)
{
mastertics = nettics[nodeforplayer[Net_Arbitrator]];
}
if (nettics[0] <= mastertics)
{
gametime--;
if (debugfile) fprintf(debugfile, "-");
}
if (NetMode != NET_PacketServer)
{
frameskip[(maketic / ticdup) & 3] = (oldnettics > mastertics);
}
else
{
frameskip[(maketic / ticdup) & 3] = (oldnettics - mastertics) > 3;
}
if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
{
skiptics = 1;
if (debugfile) fprintf(debugfile, "+");
}
oldnettics = nettics[0];
}
}// !demoplayback
}
@ -1751,72 +1800,27 @@ void TryRunTics (void)
else
counts = availabletics;
// Uncapped framerate needs seprate checks
if (counts == 0 && !doWait)
{
// Check possible stall conditions
Net_CheckLastRecieved(counts);
if (realtics >= 1)
{
C_Ticker();
M_Ticker();
}
return;
}
if (counts < 1)
counts = 1;
frameon++;
if (debugfile)
fprintf (debugfile,
"=======real: %i avail: %i game: %i\n",
realtics, availabletics, counts);
if (!demoplayback)
{
// ideally nettics[0] should be 1 - 3 tics above lowtic
// if we are consistantly slower, speed up time
// [RH] I had erroneously assumed frameskip[] had 4 entries
// because there were 4 players, but that's not the case at
// all. The game is comparing the lag behind the master for
// four runs of TryRunTics. If our tic count is ahead of the
// master all 4 times, the next run of NetUpdate will not
// process any new input. If we have less input than the
// master, the next run of NetUpdate will process extra tics
// (because gametime gets decremented here).
// the key player does not adapt
if (consoleplayer != Net_Arbitrator)
{
// I'm not sure about this when using a packet server, because
// if left unmodified from the P2P version, it can make the game
// very jerky. The way I have it written right now basically means
// that it won't adapt. Fortunately, player prediction helps
// alleviate the lag somewhat.
if (NetMode != NET_PacketServer)
{
mastertics = nettics[nodeforplayer[Net_Arbitrator]];
}
if (nettics[0] <= mastertics)
{
gametime--;
if (debugfile) fprintf (debugfile, "-");
}
if (NetMode != NET_PacketServer)
{
frameskip[frameon&3] = (oldnettics > mastertics);
}
else
{
frameskip[frameon&3] = (oldnettics - mastertics) > 3;
}
if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
{
skiptics = 1;
if (debugfile) fprintf (debugfile, "+");
}
oldnettics = nettics[0];
}
}// !demoplayback
// wait for new tics if needed
while (lowtic < gametic + counts)
{
@ -1836,7 +1840,7 @@ void TryRunTics (void)
Net_CheckLastRecieved (counts);
// don't stay in here forever -- give the menu a chance to work
if (I_GetTime (false) - entertic >= TICRATE/3)
if (I_GetTime (false) - entertic >= 1)
{
C_Ticker ();
M_Ticker ();

View File

@ -254,7 +254,7 @@ enum
DF_NO_JUMP = 1 << 16, // Don't allow jumping
DF_YES_JUMP = 2 << 16,
DF_NO_FREELOOK = 1 << 18, // Don't allow freelook
DF_RESPAWN_SUPER = 1 << 19, // Respawn invulnerability and invisibility
DF_YES_FREELOOK = 2 << 18,
DF_NO_FOV = 1 << 20, // Only let the arbitrator set FOV (for all players)
DF_NO_COOP_WEAPON_SPAWN = 1 << 21, // Don't spawn multiplayer weapons in coop games
DF_NO_CROUCH = 1 << 22, // Don't allow crouching
@ -298,6 +298,7 @@ enum
DF2_DONTCHECKAMMO = 1 << 24, // Don't Check ammo when switching weapons.
DF2_KILLBOSSMONST = 1 << 25, // Kills all monsters spawned by a boss cube when the boss dies
DF2_NOCOUNTENDMONST = 1 << 26, // Do not count monsters in 'end level when dying' sectors towards kill count
DF2_RESPAWN_SUPER = 1 << 27, // Respawn invulnerability and invisibility
};
// [RH] Compatibility flags.

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@ -1835,6 +1835,13 @@ void G_DoLoadGame ()
BYTE *vars_p = (BYTE *)text;
C_ReadCVars (&vars_p);
delete[] text;
if (SaveVersion <= 4509)
{
// account for the flag shuffling for making freelook a 3-state option
INTBOOL flag = dmflags & DF_YES_FREELOOK;
dmflags = dmflags & ~DF_YES_FREELOOK;
if (flag) dmflags2 = dmflags2 | DF2_RESPAWN_SUPER;
}
}
// dearchive all the modifications

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@ -1320,11 +1320,11 @@ bool FLevelLocals::IsCrouchingAllowed() const
bool FLevelLocals::IsFreelookAllowed() const
{
if (level.flags & LEVEL_FREELOOK_NO)
if (dmflags & DF_NO_FREELOOK)
return false;
if (level.flags & LEVEL_FREELOOK_YES)
if (dmflags & DF_YES_FREELOOK)
return true;
return !(dmflags & DF_NO_FREELOOK);
return !(level.flags & LEVEL_FREELOOK_NO);
}
//==========================================================================

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@ -497,7 +497,7 @@ bool AInventory::SpecialDropAction (AActor *dropper)
bool AInventory::ShouldRespawn ()
{
if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags & DF_RESPAWN_SUPER)) return false;
if ((ItemFlags & IF_BIGPOWERUP) && !(dmflags2 & DF2_RESPAWN_SUPER)) return false;
if (ItemFlags & IF_NEVERRESPAWN) return false;
return !!(dmflags & DF_ITEMS_RESPAWN);
}

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@ -3542,14 +3542,14 @@ static const int LegacyRenderStyleIndices[] =
3, // STYLE_SoulTrans,
4, // STYLE_OptFuzzy,
5, // STYLE_Stencil,
6, // STYLE_AddStencil
7, // STYLE_AddShaded
64, // STYLE_Translucent
65, // STYLE_Add,
66, // STYLE_Shaded,
67, // STYLE_TranslucentStencil,
68, // STYLE_Shadow,
69, // STYLE_Subtract,
6, // STYLE_AddStencil
7, // STYLE_AddShaded
-1
};

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@ -4724,7 +4724,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
// [RH] don't spawn extra weapons in coop if so desired
if (multiplayer && !deathmatch && (dmflags & DF_NO_COOP_WEAPON_SPAWN))
{
if (i->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
if (GetDefaultByType(i)->flags7 & MF7_WEAPONSPAWN)
{
if ((mthing->flags & (MTF_DEATHMATCH|MTF_SINGLE)) == MTF_DEATHMATCH)
return NULL;

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@ -252,7 +252,7 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType)
if (buttonSuccess)
{
if (activationType == SPAC_Use || activationType == SPAC_Impact)
if (activationType == SPAC_Use || activationType == SPAC_Impact || activationType == SPAC_Push)
{
P_ChangeSwitchTexture (line->sidedef[0], repeat, special);
}

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@ -189,41 +189,38 @@ static const char *TerrainKeywords[] =
NULL
};
// Alternate offsetof macro to shut GCC up
#define theoffsetof(type,field) ((size_t)&((type*)1)->field - 1)
static FGenericParse SplashParser[] =
{
{ GEN_End, {0} },
{ GEN_Sound, {theoffsetof(FSplashDef, SmallSplashSound)} },
{ GEN_Fixed, {theoffsetof(FSplashDef, SmallSplashClip)} },
{ GEN_Sound, {theoffsetof(FSplashDef, NormalSplashSound)} },
{ GEN_Class, {theoffsetof(FSplashDef, SmallSplash)} },
{ GEN_Class, {theoffsetof(FSplashDef, SplashBase)} },
{ GEN_Class, {theoffsetof(FSplashDef, SplashChunk)} },
{ GEN_Byte, {theoffsetof(FSplashDef, ChunkXVelShift)} },
{ GEN_Byte, {theoffsetof(FSplashDef, ChunkYVelShift)} },
{ GEN_Byte, {theoffsetof(FSplashDef, ChunkZVelShift)} },
{ GEN_Fixed, {theoffsetof(FSplashDef, ChunkBaseZVel)} },
{ GEN_Bool, {theoffsetof(FSplashDef, NoAlert)} }
{ GEN_Sound, {myoffsetof(FSplashDef, SmallSplashSound)} },
{ GEN_Fixed, {myoffsetof(FSplashDef, SmallSplashClip)} },
{ GEN_Sound, {myoffsetof(FSplashDef, NormalSplashSound)} },
{ GEN_Class, {myoffsetof(FSplashDef, SmallSplash)} },
{ GEN_Class, {myoffsetof(FSplashDef, SplashBase)} },
{ GEN_Class, {myoffsetof(FSplashDef, SplashChunk)} },
{ GEN_Byte, {myoffsetof(FSplashDef, ChunkXVelShift)} },
{ GEN_Byte, {myoffsetof(FSplashDef, ChunkYVelShift)} },
{ GEN_Byte, {myoffsetof(FSplashDef, ChunkZVelShift)} },
{ GEN_Fixed, {myoffsetof(FSplashDef, ChunkBaseZVel)} },
{ GEN_Bool, {myoffsetof(FSplashDef, NoAlert)} }
};
static FGenericParse TerrainParser[] =
{
{ GEN_End, {0} },
{ GEN_Splash, {theoffsetof(FTerrainDef, Splash)} },
{ GEN_Int, {theoffsetof(FTerrainDef, DamageAmount)} },
{ GEN_Splash, {myoffsetof(FTerrainDef, Splash)} },
{ GEN_Int, {myoffsetof(FTerrainDef, DamageAmount)} },
{ GEN_Custom, {(size_t)ParseDamage} },
{ GEN_Int, {theoffsetof(FTerrainDef, DamageTimeMask)} },
{ GEN_Fixed, {theoffsetof(FTerrainDef, FootClip)} },
{ GEN_Float, {theoffsetof(FTerrainDef, StepVolume)} },
{ GEN_Time, {theoffsetof(FTerrainDef, WalkStepTics)} },
{ GEN_Time, {theoffsetof(FTerrainDef, RunStepTics)} },
{ GEN_Sound, {theoffsetof(FTerrainDef, LeftStepSound)} },
{ GEN_Sound, {theoffsetof(FTerrainDef, RightStepSound)} },
{ GEN_Bool, {theoffsetof(FTerrainDef, IsLiquid)} },
{ GEN_Int, {myoffsetof(FTerrainDef, DamageTimeMask)} },
{ GEN_Fixed, {myoffsetof(FTerrainDef, FootClip)} },
{ GEN_Float, {myoffsetof(FTerrainDef, StepVolume)} },
{ GEN_Time, {myoffsetof(FTerrainDef, WalkStepTics)} },
{ GEN_Time, {myoffsetof(FTerrainDef, RunStepTics)} },
{ GEN_Sound, {myoffsetof(FTerrainDef, LeftStepSound)} },
{ GEN_Sound, {myoffsetof(FTerrainDef, RightStepSound)} },
{ GEN_Bool, {myoffsetof(FTerrainDef, IsLiquid)} },
{ GEN_Custom, {(size_t)ParseFriction} },
{ GEN_Bool, {theoffsetof(FTerrainDef, AllowProtection)} },
{ GEN_Bool, {myoffsetof(FTerrainDef, AllowProtection)} },
};

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@ -353,6 +353,8 @@ void I_Quit (void)
if (demorecording)
G_CheckDemoStatus();
C_DeinitConsole();
}

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@ -240,6 +240,7 @@ static FFlagDef ActorFlags[]=
DEFINE_FLAG(MF7, NEVERTARGET, AActor, flags7),
DEFINE_FLAG(MF7, NOTELESTOMP, AActor, flags7),
DEFINE_FLAG(MF7, ALWAYSTELEFRAG, AActor, flags7),
DEFINE_FLAG(MF7, WEAPONSPAWN, AActor, flags7),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),

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@ -51,7 +51,7 @@ const char *GetVersionString();
// Version identifier for network games.
// Bump it every time you do a release unless you're certain you
// didn't change anything that will affect sync.
#define NETGAMEVERSION 229
#define NETGAMEVERSION 230
// Version stored in the ini's [LastRun] section.
// Bump it if you made some configuration change that you want to
@ -61,11 +61,11 @@ const char *GetVersionString();
// Protocol version used in demos.
// Bump it if you change existing DEM_ commands or add new ones.
// Otherwise, it should be safe to leave it alone.
#define DEMOGAMEVERSION 0x21A
#define DEMOGAMEVERSION 0x21B
// Minimum demo version we can play.
// Bump it whenever you change or remove existing DEM_ commands.
#define MINDEMOVERSION 0x215
#define MINDEMOVERSION 0x21B
// SAVEVER is the version of the information stored in level snapshots.
// Note that SAVEVER is not directly comparable to VERSION.
@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4509
#define SAVEVER 4510
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

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@ -781,6 +781,8 @@ void I_Quit()
{
G_CheckDemoStatus();
}
C_DeinitConsole();
}

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@ -335,6 +335,7 @@ Actor Weapon : Inventory native
Weapon.BobSpeed 1.0
Weapon.BobRangeX 1.0
Weapon.BobRangeY 1.0
+WEAPONSPAWN
States
{
LightDone:
@ -362,4 +363,7 @@ Actor WeaponHolder : Inventory native
+INVENTORY.UNDROPPABLE
}
Actor WeaponPiece : Inventory native {}
Actor WeaponPiece : Inventory native
{
+WEAPONSPAWN
}

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@ -1157,7 +1157,7 @@ OptionValue FallingDM
3, "Strife"
}
OptionValue JumpCrouch
OptionValue JumpCrouchFreeLook
{
0, "Default"
1, "Off"
@ -1189,9 +1189,9 @@ OptionMenu GameplayOptions
Option "Degeneration", "sv_degeneration", "YesNo"
Option "Allow Autoaim", "sv_noautoaim", "NoYes"
Option "Allow Suicide", "sv_disallowsuicide", "NoYes"
Option "Allow jump", "sv_jump", "JumpCrouch"
Option "Allow crouch", "sv_crouch", "JumpCrouch"
Option "Allow freelook", "sv_nofreelook", "NoYes"
Option "Allow jump", "sv_jump", "JumpCrouchFreeLook"
Option "Allow crouch", "sv_crouch", "JumpCrouchFreeLook"
Option "Allow freelook", "sv_freelook", "JumpCrouchFreeLook"
Option "Allow FOV", "sv_nofov", "NoYes"
Option "Allow BFG aiming", "sv_nobfgaim", "NoYes"
Option "Allow automap", "sv_noautomap", "NoYes"

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@ -522,6 +522,10 @@
RelativePath=".\src\c_console.cpp"
>
</File>
<File
RelativePath=".\src\c_consolebuffer.cpp"
>
</File>
<File
RelativePath=".\src\c_cvars.cpp"
>