Commit graph

40 commits

Author SHA1 Message Date
Christoph Oelckers
c471be4409 - added an option to GAMEINFO to either force or disable loading of the default lights and brightmaps.
The mod which prompted me to add this is "The Chosen" which is a Dehacked-based TC and repurposes many original actors for something entirely different.
The stock lights are not usable for this and would make it impossible to add a GAMEINFO lump to it because then there is no way to disable loading of lights in the startup screen.
2018-12-19 01:37:48 +01:00
alexey.lysiuk
2ae8b0c093 Added startup song definition for custom IWADs
https://forum.zdoom.org/viewtopic.php?t=60314
2018-04-27 13:32:38 +03:00
Christoph Oelckers
6bd76d6b5a - fixed compilation in debug mode.
- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
2017-11-12 09:06:40 +01:00
Magnus Norddahl
307d8931d8 - Switch to C++11 steady clock
- Move the C++11 implementation to d_main
- Remove the platform specific timer implementations
2017-11-12 03:12:22 +01:00
Rachael Alexanderson
4fb355d8da - added 'startuptype' to iwadinfo, allowing to change the game startup screen with custom iwads 2017-10-14 17:41:43 -04:00
Rachael Alexanderson
bcc5830467 - don't call BaseFileSearch inside of d_iwad.cpp since it is supposed to be treated as a private function. 2017-09-09 06:37:08 -04:00
Christoph Oelckers
cdff5bdc08 - rewrite of the IWAD loading mechanism.
The old code went through a list of predefined file names and looked each of them up in a list of predefined directories until it found a match. This made it nearly impossible to add custom IWAD support because the list of valid file names could not be extended.
This has now been switched around to run a scan for matching files on each given directory. With this approach it can look for *.iwad and *.ipk3 as IWAD extensions as well and read an IWADINFO out of these files that can be added to the internal list of IWADs, making it finally possible to define custom IWADs without having to add them to the internal list.

(This isn't fully tested yet so some errors may still occur.)
2017-08-19 19:30:48 +02:00
Rachael Alexanderson
9a9fe7c133 - implemented GetCaps() for OpenGL
- renamed RFF_FRAGMENTSHADER to RFF_MATSHADER
- D_Display now calls Renderer->GetCaps() and stores it in a global variable for later use.
2017-07-29 17:03:43 -04:00
Christoph Oelckers
96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00
Christoph Oelckers
ba0f5a3f94 - most WORD and SWORD are gone. 2017-03-08 18:55:55 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
dfda74ffe3 - automatically create autoload section based on IWADINFO.
This has an important implication:
Previously the config was loaded before IWADINFO so in order to allow the config to access the data this had to be switched around.
This means that zdoom.pk3 will not be looked for in the global IWAD search paths anymore, but since it shouldn't be there to begin with it should be an acceptable compromise.
2015-04-06 13:52:08 +02:00
Christoph Oelckers
258822ef3b - redid autoload handler and resource file filtering to use the newly defined method with multi-part names.
As a result the old 'Group' property could be removed and all other means to get a section name were disabled.
As an example, if the code gets 'doom.doom2.commercial' it will use the following sections in this order:

global.autoload
doom.autoload
doom.doom2.autoload
doom.doom2.commercial.autoload.
2015-04-06 11:57:12 +02:00
vanhofen
5973568bd2 - add Group feature to handle Autoload-groups 2015-03-04 17:07:19 -06:00
Randy Heit
d54f9c3616 - Added startup screen customization, courtesy of Gez.
SVN r3375 (trunk)
2012-02-21 19:52:40 +00:00
Christoph Oelckers
b42952b85c - added a 'restart' CCMD that allows restarting the engine with different WADs being loaded without quitting first
SVN r3042 (trunk)
2010-12-15 11:45:39 +00:00
Christoph Oelckers
eded2ef345 - Each IWAD can now define its own config section. Hacx, Harmony and Action Doom2 now do that.
- moved IWAD identification data into a lump in zdoom.pk3.
- rewrote IWAD checking code 

SVN r2943 (trunk)
2010-10-15 15:13:53 +00:00
Braden Obrzut
b2548bf02a - Added detection code for Hacx 1.2 IWAD.
SVN r2925 (trunk)
2010-10-09 00:10:54 +00:00
Christoph Oelckers
3f420c97bd - allow setting the startup screen's title through GAMEINFO lump.
SVN r2850 (trunk)
2010-09-24 14:27:52 +00:00
Christoph Oelckers
90ea0c3f6f - added initial support for a GAMEINFO lump in PWADs. When the game is started
all files loaded with '-file' are scanned for this lump. This lump is read
  before any WAD initialization takes place, in particular the IWAD is not yet
  loaded at this time. This allows PWADs the option to specify an IWAD they 
  want to run with and optionally autoload external resource WADs.
- Fixed a few places where FixPathSeperator was called with a locked FString buffer.
  It's better to use the FString version of this function instead.


SVN r2073 (trunk)
2010-01-01 15:31:00 +00:00
Christoph Oelckers
370eff9014 - replaced wadlist_t with an array of FStrings and added a list parameter to
everything that eventually calls D_AddFile. Also create the list of files
  loaded on the command line separately to allow further checks on them.


SVN r2072 (trunk)
2010-01-01 12:40:47 +00:00
Christoph Oelckers
2fb2c79887 - fixed: Auto-COMPAT_SHORTTEX for IWADs must be set per IWAD, not in general
for Doom.
- added autodetection of Harmony's IWAD.


SVN r2022 (trunk)
2009-12-11 09:21:08 +00:00
Randy Heit
d082266365 - Added Gez's patch for IWAD detection of Blasphemer and Action Doom 2.
SVN r1946 (trunk)
2009-10-29 05:51:20 +00:00
Christoph Oelckers
627838f379 - Added loading directories into the lump directory.
- fixed: The Dehacked parser could not parse flag values with the highest bit
  set because it used atoi to convert the string into a number.

SVN r1624 (trunk)
2009-05-31 10:49:47 +00:00
Christoph Oelckers
9c4cbedc26 - Added 'EndTitle' nextmap option which goes to the regular title loop after
the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
  targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
  by setting the level's air supply to 0.

SVN r1619 (trunk)
2009-05-30 08:56:40 +00:00
Randy Heit
0c4c90ac89 - SetCursorState() now calls ShowCursor() again, because capturing the mouse
with RIDEV_NOLEGACY apparently prevents SetCursor() from doing anything.
- Split mouse code off from i_input.cpp into i_mouse.cpp and added raw mouse
  handling. (WM_INPUT obsoleted most of DirectInput for XP.)
- Fixed: Similar to the Win32 mouse, using the DirectInput mouse in windowed
  mode, if you alt-tabbed away and then clicked on the window's title bar,
  mouse input would be frozen until the mouse was ungrabbed again.


SVN r1601 (trunk)
2009-05-24 03:15:04 +00:00
Christoph Oelckers
9d47afb304 - added 'damage' to the actor variables exported to DECORATE's expression
evaluator.
- fixed: solid corpses could block ripper missile that originally killed them.


SVN r1520 (trunk)
2009-04-04 09:28:10 +00:00
Christoph Oelckers
505031fa5a - removed gamemission variable because it wasn't used anywhere.
- removed gamemode variable. All it was used for were some checks that
  really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
  is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
  the data that is needed to decide which WADs to autoload.


SVN r1497 (trunk)
2009-03-22 11:37:56 +00:00
Christoph Oelckers
db5723997c - Cleaned up some include dependencies.
SVN r1224 (trunk)
2008-09-14 23:54:38 +00:00
Christoph Oelckers
2c74e287a9 - Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
  wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.



SVN r1219 (trunk)
2008-09-13 19:19:53 +00:00
Randy Heit
ee6c208917 - Added hexendemo.wad and hexdemo.wad as aliases for the demo Hexen IWAD.
- Added IWAD checks for freedoom1.wad and freedm.wad.


SVN r1198 (trunk)
2008-09-06 03:39:36 +00:00
Christoph Oelckers
6a3b4a6c4d - Blood default color is set in the gameinfo now so that Chex Quest
can default to green instead of red.
- Fixed: The version of CheckNumForFullName that checks for a specific
  WAD did not work.
- Moved MAPINFO names into gameinfo structure.
- Added Chex Quest support. Credits go to fraggle for creating a 
  Dehacked patch that does most of the work. The rest includes a new
  MAPINFO and removal of the drop items from the monsters being used.



SVN r1185 (trunk)
2008-08-26 18:32:17 +00:00
Randy Heit
67c844df4d - Added Gez's Freedoom detection patch.
SVN r1136 (trunk)
2008-08-09 04:32:56 +00:00
Randy Heit
dc98279403 - Removed the screenshot parameter from D_Display(), since it was a relic of
a long-abandoned experiment to write directly to video memory instead of
  to a temporary buffer in system meroy.
- Added Direct3D versions of the melt and burn screenwipes.
- Fixed the strip sizes for the melt screenwipe to match what Doom would have
  produced on a 320x200 screen, rather than producing more, thinner strips
  for wider screens.


SVN r659 (trunk)
2008-01-01 03:07:05 +00:00
Randy Heit
7f52e6537b - Added IWAD-based [*.Autoload] ini support for games that have more than one
IWAD. They are:
  * [Doom1.Autoload]
  * [Doom2.Autoload]
  * [Plutonia.Autoload]
  * [TNT.Autoload]
  * [HexenDK.Autoload]
  These are loaded after the more general game-specific [Doom.Autoload] and
  [Hexen.Autoload] sections if those are present.
- Changed the banner texts for the Final Doom IWADs to identify them as Final
  Doom rather than as DOOM 2. I know this differs from the original behavior,
  but they're marketed as Final Doom, not Doom 2.


SVN r582 (trunk)
2007-12-06 22:38:45 +00:00
Randy Heit
851bf89442 - Fixed all the warnings from GCC 4.2, including a handful that were
present in
  older GCCs.



SVN r430 (trunk)
2006-12-29 03:38:37 +00:00
Randy Heit
83373fba88 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
Randy Heit
ac53ed6ecd SVN r116 (trunk) 2006-05-16 02:50:18 +00:00
Randy Heit
abed04ab23 - Updated Italian strings that someone kindly e-mailed to me.
- The CRT no longer detects any memory leaks when I run to the IWAD picker and quit.
- Fixed: The memory used to hold the path to zdoom.wad/.pk3 was not freed if
  the IWAD picker was cancelled.
- Fixed: Some implementations of cvar->GetGenericRep (CVAR_String) returned a 
  statically allocated string and others returned a dynamically allocated string.
  To be consistant, they should all be static.
- Fixed: DObject also has three static TArrays that should not be explicitly
  initialized: Objects, FreeIndices, and ToDestroy.
- Added a new do-nothing constructor for TArray that can be used for BSS objects
  that are manipulated before startup. Specifically, this was added because
  C_AddTabCommand() is called before main, but the TabCommands constructor is
  called after the array already has over 100 entries in it, orphaning everything
  that was already inserted. And since the code is much nicer-looking now, I didn't
  want to revert to the old non-TArray version.
  
  This could also have been used to fix FName, but I consider the current
  implementation to be better than the old one, so I'm leaving it as-is.
- Fixed: Scanned IWAD paths were not freed if you exited without selecting one.
- Fixed: Dynamically allocated cvars were not freed on exit.
- Fixed: FConfigFile's destructor did not free space used for Values.


SVN r82 (trunk)
2006-05-06 23:43:44 +00:00
Randy Heit
cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00