Commit graph

3455 commits

Author SHA1 Message Date
Alexander
cce270ba72 moved controls to submenus in "Customize Controls" menu
What is done:
D1. Controls are separated by existing sections, each section is now a submenu;
D2. The original sections are preserved;
D3. The original controls order is preserved;
D4. "Controls" section is renamed to "Game", because "Controls" submenu of "Customize Controls" would be too confusing;
D5. Map (automap) controls are added as a section, map controls submenu is unchanged;
D6. Missing controls are added to "Other" section;
D7. Sections are given a title following the scheme "Customize <section> Controls", except N4 (see below).
D8. Inside the sections, spaces are added to group the related controls.

Things that I'm not sure about:
N1. "Game" controls section name is too generic - I'll gladly change it to something more suitable;
N2. "Other" controls section name is too generic - I'll gladly change it to something more suitable;
N3. Map controls submenu could use some spacing, and internal title ("Map Controls") is redundant;
N4. "Strife Popup Screens" section name is too long to fit in scheme described in D7, therefore the title is "Strife Popup Screens Controls";
N5. "Game" section could be divided further, but this will break the original menu structure.
2019-02-16 17:21:55 +01:00
Rachael Alexanderson
9f62289507 Merge branch 'master' of https://github.com/coelckers/gzdoom into localization 2019-02-16 10:50:49 -05:00
Ne Mrtvi
0356c2fc67 New BIGFONT, uppercase and lowercase
Now that GZDoom supports uppercase and lowercase characters in the BIGFONT format, this commit actually adds those characters. It contains full support for both the English and Russian (minus the letter Ё) alphabets for both Doom and Strife. As for the existing punctuation graphic lumps in Strife, all extra space is removed, and the sprite offsets are adjusted instead.

This also adjusts the English language file so that all menu header texts utilize these new characters. As a tiny extra, it also adds the letter Ё to the Strife smallfont.

(Credits to Skulltag for the uppercase B, Amuscaria for the uppercase X and Z, and @jnechaevsky for all Russian characters, taken from Russian Doom!)
2019-02-15 19:00:19 +01:00
Christoph Oelckers
6e9b62a43e Merge branch 'master' into localization 2019-02-14 22:24:12 +01:00
Christoph Oelckers
868ac5adf8 - switched the Windows backend to use the Windows Unicode API.
With localization for non-Latin languages on the support list the multibyte API doesn't cut it anymore. It neither can handle system text output outside the local code page nor can an ANSI window receive text input outside its own code page.
Similar problems exist for file names. With the multibyte API it is impossible to handle any file containing characters outside the active local code page.

So as of now, everything that may pass along some Unicode text will use the Unicode API with some text conversion functions. The only places where calls to the multibyte API were left are those where known string literals are passed or where the information is not used for anything but comparing it to other return values from the same API.
2019-02-14 22:23:33 +01:00
alexey.lysiuk
be6ce43045 - added ability to customize font of automap marks
Set am_markfont CVAR to a desired font name
Use am_markcolor to select a text color, has no effect with the default font, AMMNUMx
2019-02-13 21:47:53 +01:00
Christoph Oelckers
914818cb88 - fixed run health clamping.
This didn't scale the move factors properly.
2019-02-13 20:12:13 +01:00
Christoph Oelckers
6ff6a6af00 - made gameaction read only
The script side cannot do anything useful with this, because most actions require parameters in global variables, so this is a first grade candidate for rogue mods to make the engine misbehave.
2019-02-13 14:59:55 +01:00
Christoph Oelckers
e526cebc8e Merge remote-tracking branch 'origin/master' into localization 2019-02-12 00:20:00 +01:00
Christoph Oelckers
0b8fb3ac1a - cleanup of font init to have less special cases
To make things easier, DBIGFONT, SBIGFONT and HBIGFONT will now be renamed in the lump directory to make things a bit easier to handle.

Another change is to make font folders atomic units to prevent cross-pollution between incompatible fonts. The only exception to this are the def* folders because they need to piece together their fonts from both zd_extra.pk3 and the IWADs.
2019-02-12 00:19:44 +01:00
alexey.lysiuk
eaf0ac1f7b - added compatibility entries for maps affected by buggy CheckSwitchRange behavior 2019-02-11 17:57:03 +01:00
alexey.lysiuk
d4d010ac32 - added compatibility flag for buggy CheckSwitchRange behavior
https://forum.zdoom.org/viewtopic.php?t=63008
https://forum.zdoom.org/viewtopic.php?t=63650
2019-02-11 17:57:03 +01:00
Christoph Oelckers
3a440a5fa7 - moved the displayed text in strfhelp.o to the string table. 2019-02-11 00:43:57 +01:00
Christoph Oelckers
4bacde36c0 - moved Strife's map names to the string table. 2019-02-11 00:27:08 +01:00
Christoph Oelckers
88e227f1f3 Merge branch 'new_level_refactor' into localization 2019-02-09 12:22:15 +01:00
Christoph Oelckers
3c0c076226 - removed extraneous parameter in SpawnPlayerMissile call in A_FireProjectile.
The native variant has a MissileActor out parameter in this place, but in ZScript that's a secondary return value.
2019-02-09 09:25:29 +01:00
Christoph Oelckers
3d3f260137 - exported LevelLocals's compatibility flags to scripting and fixed all places where access to combined compatibility flags is needed. 2019-02-09 09:17:57 +01:00
Major Cooke
acc510dfb3 Added inflictor, source and flag parameters to GetModifiedDamage on actors and ModifyDamage on inventory.
- The flags are used by DamageMobj so modders can determine radius damage, for example, by checking for DMG_EXPLOSION.
2019-02-08 20:07:49 +01:00
Christoph Oelckers
c0bbb4fd0d - fixed lowercase handling of non-basic-latin characters and added Undead's Russian translation.
The added table may be overkill but this way the font engine is prepared for things to come.
Currently the text placement in the menu seems a bit broken, that's a task for later.
2019-02-07 13:49:54 +01:00
Christoph Oelckers
5af5717cf1 - added a compatibility fix for KDiZD Z1M3 and fixed some tagging issues in the compatibility handler.
One sector in an underwater area of KDIZD Z1M3 got tagged with an incorrect Transfer_Heights effect which caused render glitches in that area.
There were also a few AddSectorTag calls without first clearing the sector's tags leading to potentially undefined behavior.
2019-02-07 09:42:51 +01:00
Christoph Oelckers
495298079b - rewrote the language table so that it doesn't have to reload everything on a language change.
It now reads everything into a two-dimensional TMap and creates a list of mappings that apply to the current setting.
The constant need for reloading was the main blocker in redesigning how Dehacked strings get inserted. Currently they override everything, but IWAD-based Dehacked text shouldn't block PWAD overrides from PWADs' LANGUAGE lumps and instead be treated as coming from an [en default] block.

This also renames the main block from [enu default] to [en default], because it should be treated as the English default for all English locales and not just make it fall through to the base default as it did before.
2019-02-06 13:59:41 +01:00
Christoph Oelckers
0936a2fa19 - exported all texts from Strife's dialogues to the string table.
Now all this content can be localized. However, since this is actual game content it was placed in a secondary file in zd_extra.pk3, so that it won't affect the GPL-compatible status of the main one.
2019-02-05 13:39:38 +01:00
Christoph Oelckers
546d3d1bf5 - allow localization of Hexen's original ACS strings.
This way of looking up strings is intentionally limited to content from Hexen.wad and Hexdd.wad.
2019-02-05 11:51:19 +01:00
Christoph Oelckers
a0042fd653 - removed bad character from A_CustomPunch definition. 2019-02-04 14:08:34 +01:00
Christoph Oelckers
53162a8a5c Merge branch 'master' into new_level_refactor
# Conflicts:
#	src/am_map.cpp
2019-02-03 09:20:13 +01:00
Christoph Oelckers
25071e26e5 - fixed: The CheckEnvironmant call in PlayerThink can already invalidate the PlayerPawn so even the calls to CheckUndoMorph and CheckUse need to get the pawn through the PlayerInfo. 2019-02-03 09:11:33 +01:00
Nemrtvi
4af80fa43b Fixed “Finished:” and “Now entering” in Heretic
The text file
gzdoom/wadsrc/static/zscript/statscreen/statscreen.txt
is set to use strings called “$ENTERING” and “$FINISHED”, located in the language files, in intermission screens between levels in Heretic. However, these strings are named incorrectly in the language files, instead being written as “$WI_ENTERING” and “$WI_FINISHED” for some reason I’m unaware of. After renaming the original script, the ingame text shows up through what is written in the language files, as intended.

On a miscellaneous note: in GZDoom, the text between levels in Heretic says “Entering:”. In the DOS version, it says “Now entering:”. This is accurately reflected in the English language file, though, and thus faithful to the original when displayed ingame.
2019-02-02 18:29:33 +01:00
Christoph Oelckers
1dbbb56a1b Merge branch 'master' into new_level_refactor
# Conflicts:
#	src/p_user.cpp
2019-02-02 16:58:30 +01:00
Christoph Oelckers
235c4c0499 - allow localization of Strife's log text. 2019-02-02 16:56:58 +01:00
Nemrtvi
fa53ae21e6 Localized “FIND HELP” in Strife
The very first quest log that appears in Strife, “FIND HELP”, is located in a source file. This moves it to the language files.
2019-02-02 10:57:14 +01:00
Christoph Oelckers
45dc9a7b47 - renamed the level variables.
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.

The static 'level' has been mostly removed from the code except some places that still need work.
2019-02-02 00:25:51 +01:00
Major Cooke
695eced81a Added Inventory UNCLEARABLE flag.
- Allows prevention of ClearInventory without stopping it from being dropped.
2019-02-01 18:29:31 +01:00
Christoph Oelckers
ff903da19a Merge remote-tracking branch 'remotes/origin/master' into new_level_refactor 2019-01-31 20:43:24 +01:00
Major Cooke
b1c508fa6c Added CheckReplacee.
- Allows defining of what actor is replacing another for information.
- If multiple arachnotrons, a modder can attribute them as being a replacer of Arachnotron itself, allowing A_BossDeath and GetReplacee to work with it.
2019-01-31 19:05:44 +01:00
Erick Tenorio
b9e71d6db3 - DOOM.WAD fixes 2019-01-31 19:03:57 +01:00
Christoph Oelckers
cfa35f548f - make the file name of savegame nodes read only. 2019-01-31 17:57:39 +01:00
Christoph Oelckers
68bff17d63 - this was missing 2019-01-31 03:29:45 +01:00
Christoph Oelckers
ddab2c3e78 - removed the playernum parameter from CheckLocalView
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.

In particular, this makes no real sense in case of secondary maps where it should always return false.
2019-01-31 03:29:25 +01:00
Christoph Oelckers
0eb3b2abca Merge branch 'master' into new_level_refactor 2019-01-30 22:03:21 +01:00
Christoph Oelckers
a2065cae4b - fixed: RecreateAllAttachedLights must activate the lights it creates.
This also removes the gl_attachedlights CVAR because with the new management this doesn't really work anymore.
2019-01-30 20:21:00 +01:00
Christoph Oelckers
b12de04258 - fixed the remaining deprecation warnings in the base script.
All these required access to the sector's Level reference.
The remaining references to the global 'level' variable are all in deprecated functions which is ok.
2019-01-30 00:58:44 +01:00
Christoph Oelckers
6451b7d592 - moved the combined compatibility flags into FLevelLocals. 2019-01-29 19:28:22 +01:00
Christoph Oelckers
14101fa447 - health groups and software rendering textures freed of 'level'
Edited cherry-pick of an older commit.
2019-01-29 16:06:17 +01:00
Christoph Oelckers
f9239f6e0f - added a compiler-side workaround for the formerly static methods of FLevelLocals.
LevelLocals on the left side of.a function call will now always be remapped to 'Level', which will either remap to the same-named instance variable or the global deprecated one.

In a few degenerate cases where there is a conflicting local variable named 'level' it may error out but that is unavoidable here but this is very unlikely.
2019-01-29 02:04:31 +01:00
Christoph Oelckers
60873bc5d6 Moved the PointInSector functions into FLevelLocals 2019-01-29 01:30:41 +01:00
Christoph Oelckers
259ae41774 - sanitized the 'frozen level' code.
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
2019-01-28 20:15:48 +01:00
Christoph Oelckers
3721771934 - forgot to save this. 2019-01-28 18:44:42 +01:00
Christoph Oelckers
3c14a7db76 - use map time, not hub time for map actions. 2019-01-28 18:42:56 +01:00
Christoph Oelckers
66695ac6a0 - made most of the player spawn spot handliing functions members of FLevelLocals. 2019-01-28 02:44:05 +01:00
Christoph Oelckers
b4acb857ad - the final batch of easy level replacements.
What's left will require a bit more work...
2019-01-27 21:59:19 +01:00
Christoph Oelckers
73ea59179c - fixed some deprecation warnings about 'level'. 2019-01-27 14:48:35 +01:00
Christoph Oelckers
84baa5bb4d - deprecated the global 'level' variable.
This will currently output 9 warnings for the UDMF property getters. To silence these a bit more work is needed.
2019-01-27 14:33:02 +01:00
Christoph Oelckers
05830455e7 - made the automap an object.
This simplifies handling a lot because it allows to make the level the owner of its map.
2019-01-26 15:21:20 +01:00
Christoph Oelckers
10feb446fa - made most of the EV_* functions part of FLevelLocals. 2019-01-26 08:28:45 +01:00
Christoph Oelckers
4e052f2857 - use a separate variable pointing to the current level for the UI code.
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
2019-01-25 18:31:40 +01:00
Christoph Oelckers
bf3dc2f99b Merge branch 'rolling_back' into new_level_refactor 2019-01-25 00:57:01 +01:00
Christoph Oelckers
b2ee99c7cc - call level compatibility handlers for all levels and pass the map name as a second parameter.
This is for user-made handlers for which the checksum is rather useless both for deciding whether to call the handler and for identifying the map.
2019-01-25 00:56:15 +01:00
Christoph Oelckers
3cef56249d - moved most functions of portals.cpp into FLevelLocals.
Much of this is used during level init and needs to be independent of the current level.
2019-01-25 00:30:55 +01:00
Christoph Oelckers
0e5986769e - moved the tid hash into FLevelLocals and adjusted the interface to the iterators. 2019-01-24 19:28:40 +01:00
Christoph Oelckers
1f2162fea8 - moved the scripted creation functions for tag iterators to LevelLocals
The old static methods are now deprecated, this was done to clarify the relationships at play here.
2019-01-24 02:17:10 +01:00
Christoph Oelckers
5c8ae72453 - fixed: ScriptUtil.PlayerAmmo must be declared static. 2019-01-23 21:50:11 +01:00
Rachael Alexanderson
dc27011370 - remove vid_hwgamma, force always use shader gamma
*** note to drfrag: Please don't cherry-pick this commit. Systems that do not use renderbuffers will still need this feature!
2019-01-23 21:50:11 +01:00
Christoph Oelckers
477560e1ef - swapped order of checks for picking up an item.
Failure must take precedence over the morph check because this does not return a proper toucher.
2019-01-23 21:50:10 +01:00
Christoph Oelckers
f6ce5f59ae - fixed armor bonus giving in A_CustomPunch 2019-01-23 21:49:18 +01:00
nashmuhandes
d911fa99a1 Move the "time" string in saved game comment into the LANGUAGE lump.
# Conflicts:
#	src/g_game.cpp
2019-01-23 21:48:30 +01:00
alexey.lysiuk
12db808307 - fixed 'missing interpolation point' warning 2019-01-23 21:46:46 +01:00
Rachael Alexanderson
b378b29421 - modify the wording in the preset scaling menu to imply that all it does is pixel scaling, not change the actual screen resolution 2019-01-23 21:45:26 +01:00
Rachael Alexanderson
8f7038aa53 - add 4k UHD resolution to presets 2019-01-23 21:44:27 +01:00
Rachael Alexanderson
c280457635 - fix spacing on one of the resolution preset entries 2019-01-23 21:44:14 +01:00
alexey.lysiuk
7d4765b5cd - workaround code generation issue in PlayerPawn.FindMostRecentWeapon()
Multiple values in returned from a subfunction cannot be used directly as a function result

https://forum.zdoom.org/viewtopic.php?t=63284
2019-01-23 21:41:03 +01:00
alexey.lysiuk
8aa47e664e - fixed disappearing inventory after morphing pickup
When player is picked up item that does morph, the corresponding toucher actor is changed in process
Previously, morhing item was removed from original actor leaving player's inventory in inconsistent state

https://forum.zdoom.org/viewtopic.php?t=63124
2019-01-23 21:40:44 +01:00
Christoph Oelckers
5e4ef04a4d - allow assignment of line IDs through LevelCompatbility. 2019-01-23 21:40:19 +01:00
alexey.lysiuk
c6ee8e084c - fixed condition to produce blood splatter during line attack
https://forum.zdoom.org/viewtopic.php?t=63186
2019-01-23 21:23:35 +01:00
Christoph Oelckers
2d90cc288b - fixed: Strife was missing the move factors. 2019-01-23 21:21:22 +01:00
Marrub
af06d7cb9e Make LevelLocals::ExecuteSpecial return int
# Conflicts:
#	wadsrc/static/zscript/base.txt
2019-01-23 21:15:33 +01:00
Christoph Oelckers
4126f8ce72 - made OP_NEW a builtin function instead of an opcode.
The code was present 3 times due to the JIt, and this is not something that benefits from being a real opcode, even in the interpreted case.
2019-01-23 21:12:23 +01:00
Christoph Oelckers
a1ae01e392 - fixed last PR.
The result of GetPointer must be null checked as well!
2019-01-23 20:43:23 +01:00
Cacodemon345
70a07e154c Move receiver NULL check above the orresult check (#695)
This is to prevent a VM abort from happening here if orresult is false.
2019-01-23 20:42:41 +01:00
Christoph Oelckers
c651045ed3 - let RunHealth clamping respect the newly added global properties. 2019-01-05 15:37:14 +01:00
Christoph Oelckers
dab68184f5 - moved the global spot state into FLevelLocals.
This way it doesn't even have to be a thinker.
2019-01-05 10:04:27 +01:00
Christoph Oelckers
bfbf7ff9c9 - made forwardmove and sidemove defaults configurable through the gameinfo section. 2019-01-05 08:48:57 +01:00
Christoph Oelckers
d898cadda5 - fixed: Trying to remove the first item in an actor's inventory would lose all owned items. 2019-01-04 18:56:14 +01:00
Magnus Norddahl
f10ded756e - split shadowmap AABB tree into two parts. one for static and one for dynamic
- upload only the dynamic AABB subtree using glBufferSubData
- change internal raytracing stack limit from 16 to 32
- update shadowmap AABB tree after R_SetupFrame for proper frame interpolation
2019-01-04 15:51:59 +01:00
Christoph Oelckers
f9ff097457 - fixed A_Chase default detection. 2019-01-03 23:43:15 +01:00
Christoph Oelckers
9521b6cd1f - removed all remaining native parts of APlayerPawn.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
2019-01-03 22:05:49 +01:00
Christoph Oelckers
c18e895272 - exported all native components of APlayerPawn.
Only the class definition itself remains and needs to be taken care of.
2019-01-03 18:01:58 +01:00
Christoph Oelckers
3314a1efe5 - scriptified the remaining PlayerPawn methods. 2019-01-03 14:35:17 +01:00
Christoph Oelckers
2258a71c36 - took several methods out of the native PlayerPawn implementation, either by scriptification or moving them to other places. 2019-01-03 13:59:46 +01:00
Christoph Oelckers
23146f1af2 - scriptified PlayerPawn.ResetAirSupply. 2019-01-03 13:04:48 +01:00
Christoph Oelckers
badacbb968 - scriptified APlayerPawn's DamageFade handling. 2019-01-03 12:47:34 +01:00
Christoph Oelckers
2bd72478ee - scriptified P_CalcHeight.
This was the only code using the ViewBob member variable.
This also moves the range check for this variable to its application, because a badly behaved mod can just as easily change it at run time instead of just setting an absurdly large value in the class definition.
2019-01-03 11:57:20 +01:00
Christoph Oelckers
9e5c5b68c5 - did some more lightening on the PlayerPawn class. 4 more properties and one native member function have been handled. 2019-01-03 10:06:45 +01:00
Christoph Oelckers
c753d59a72 - scriptified A_SkullPop and ObtainInventory.
These were the last relevant items to access PlayerPawn.InvFirst.
2019-01-03 00:35:56 +01:00
Christoph Oelckers
6eb8ded471 - made ColorRangeStart and ColorRangeEnd meta properties of APlayerPawn.
These are only used during initialization and they should have been readonly from the start.
2019-01-02 22:13:57 +01:00
Christoph Oelckers
bc47fdfa78 - scriptified useflechette CCMD's item finding code. 2019-01-02 11:58:26 +01:00
Marrub
3e3d21cd35 Fix A_CustomBulletAttack's spawnofs_xy parameter
The current behaviour offsets to the front of the actor rather than the side, due to an oversight in the code, which oddly is not present in the A_FireBullets equivalent.
2019-01-02 08:13:53 +01:00
Christoph Oelckers
dc612703d5 - scriptified the declaration of AmbientSound
Most of the code is still native, but this means that PlayerPawn is the last remaining child of AActor.
2019-01-02 01:05:20 +01:00
Player701
68091db598 - Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes. 2019-01-01 22:00:35 +01:00
Christoph Oelckers
d654e02dea - rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00
alexey.lysiuk
99479d84b1 - fixed everlasting fast projectile after hitting ceiling
Without the test for ceiling hit fast projectile could enter its Death state every tick infinitely

https://forum.zdoom.org/viewtopic.php?t=63023
2019-01-01 08:14:28 +01:00