Commit graph

258 commits

Author SHA1 Message Date
alexey.lysiuk
f5d80d0d8b - made setting actor TID more explicit
Now it's no longer possible to manipulate TID hash from arbitrary location
For example, this prevents linking of destroyed object into the hash
TID member is still public but writing to it is limited to a few very specific cases like serialization and player traveling between levels

https://forum.zdoom.org/viewtopic.php?t=64476
2019-05-10 11:49:57 +02:00
Magnus Norddahl
ff6b67d8a1 Merge remote-tracking branch 'origin/master' into vulkan2 2019-04-17 16:07:54 +02:00
Magnus Norddahl
5171f90e35 - add r_ticstability for a smoother experience playing mods with high think times 2019-04-17 16:07:32 +02:00
Magnus Norddahl
9f0f659db0 - remove old vid_maxfps implementations as they were garbage anyway and the new one works on all the platforms 2019-03-26 11:10:17 +01:00
Christoph Oelckers
cda248df66 - localized some user-facing texts that were still string literals. 2019-03-19 00:37:43 +01:00
Christoph Oelckers
60c5350e8b - added an option to use the new console font for centered messages.
Like the notification messages, this is optional to not affect existing settings.
2019-03-11 19:54:03 +01:00
Christoph Oelckers
66eb4e5048 - separation of static and map-local event handlers into separate lists.
Having everything lumped together made this a maintenance hassle because it affected how the level has to be stored.
This hasn't been tested yet, so it may not work as intended!
2019-02-02 16:43:11 +01:00
Christoph Oelckers
484485f3cf - made the event manager an object so it can be instantiated multiple times. 2019-02-02 10:46:34 +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
Christoph Oelckers
6c006a5fbd - added the missing Level parameters to AActor::StaticSpawn and P_ExecuteSpecial.
I think these were the last two still missing it, all remaining uses of the global level variable are in code that doesn't get run through a level tick and are supposed to access the primary level.
2019-02-01 22:02:16 +01:00
Christoph Oelckers
f6a91e1722 - moved the I_Error prototypes to doomerrors.h to avoid having to include the low level system header for this. 2019-01-31 19:38:04 +01:00
Christoph Oelckers
e30f116faf - moved bglobal into FLevelLocals
This is still all static data, only the location has changed, but none of the access.
2019-01-30 01:38:18 +01:00
Christoph Oelckers
f410762695 - missed two lines. 2019-01-30 00:29:42 +01:00
Christoph Oelckers
78b7b64237 - replaced all TThinkerIterators except one that probably won't be relevant anymore as things progress. 2019-01-30 00:27:05 +01:00
Christoph Oelckers
4ad327d7e0 - moved G_ChangeLevel and other exit functions into FLevelLocals. 2019-01-29 23:45:14 +01:00
Christoph Oelckers
06e5dd1d86 - Handle level in bot code 2019-01-29 04:27:21 +01:00
Christoph Oelckers
648e472744 - handled approx. half of all cases where the address of level is taken. 2019-01-28 00:55:21 +01:00
Christoph Oelckers
2ed2202caa - removed all remaining references to level and TThinkerIterator from p_enemy.cpp. 2019-01-27 14:49:51 +01:00
alexey.lysiuk
0e5320cb3a - fixed linking of optimized targets
Undefined symbols for architecture x86_64:
  "AActor::Vec3Angle(double, TAngle<double>, double, bool)", referenced from:
      Net_DoCommand(int, unsigned char**, int) in d_net.cpp.o
2019-01-26 17:22:35 +02:00
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
cea97e5cc6 - fixed memory leaks in network code.
ReadString allocates a buffer, so saving it in a local variable and then forgetting it will not free the buffer afterward.
(This should probably be refactored to use some safer methods to read the string than this old-school method...)
2019-01-01 19:40:57 +01:00
Christoph Oelckers
9348baeeb1 Removed all remaining references to AInventory
What remains is the class definition and one single reference that will be scriptified.
2018-12-04 17:11:36 +01:00
Christoph Oelckers
cd563cc4db Removed more literal references to AInventory. 2018-12-04 17:00:48 +01:00
Christoph Oelckers
3d28006eda - started removing literal references of AInventory, so far only simple stuff. 2018-12-04 00:41:39 +01:00
Christoph Oelckers
3182569fb8 - scriptified the decision making of the invuseall CCMD.
Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
2018-12-02 18:43:38 +01:00
Christoph Oelckers
319f8743db - consolidated the check for "is actor an owned inventory item" into a subfunction.
This check occured 9 times in the source, better have it only once.
2018-12-02 16:53:12 +01:00
Christoph Oelckers
ddaab4d2ab - scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
a14b0c58bf - re-fixed the massacre fix for Dehacked-modified inventory items.
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER.

# Conflicts:
#	src/g_inventory/a_pickups.cpp
#	src/g_inventory/a_pickups.h
2018-12-01 17:20:52 +01:00
Christoph Oelckers
bc86ec4c51 - removed the less-parameters versions of P_SpawnPlayerMissile, because there was only one native call left to them. 2018-11-25 01:14:50 +01:00
Christoph Oelckers
51ee623b3b - took the weapon selection logic out of the WeaponSlots data and blocked all direct access to the weapon slots internals
This seriously needs to be independent from the data store and better abstracted. More work to come to move this to its proper place.
2018-11-24 22:03:56 +01:00
Christoph Oelckers
cce1bad042 - testing and cleanup of scripted morph code. 2018-11-24 08:39:35 +01:00
alexey.lysiuk
43b94d829e - fixed crash when actor is destroyed during spawning
This only applies to spawning via summon... CCMDs
Now 'summon decal 0' no longer crashes the game
2018-06-30 15:11:21 +03:00
drfrag666
d8a1d1b89c - Missing formatting macro definitions for MinGW. 2018-06-18 20:57:52 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
853903bb7e - removed the border refresh counter.
This was just a relic of DirectDraw as main backend and is no longer needed.
2018-04-03 00:50:40 +02:00
Magnus Norddahl
09c0bed74f - Oops, last commit had its check inverted 2018-03-20 01:29:43 +01:00
Magnus Norddahl
5f4e4d859e - Fix netgame freeze situation 2018-03-20 01:28:25 +01:00
alexey.lysiuk
0667f2ec55 Fixed string format issues reported by GCC/Clang
d_net.cpp:2874:25: warning: format specifies type 'int' but the argument has type 'unsigned long long' [-Wformat]
gl/utility/gl_clock.cpp:240:38: warning: format specifies type 'int' but the argument has type 'uint64_t' (aka 'unsigned long long') [-Wformat]
v_video.cpp:883:71: warning: format specifies type 'unsigned int' but the argument has type 'uint64_t' (aka 'unsigned long long') [-Wformat]
v_video.cpp:883:80: warning: format specifies type 'unsigned int' but the argument has type 'uint64_t' (aka 'unsigned long long') [-Wformat]
2017-11-26 09:59:28 +02:00
Rachael Alexanderson
909daadd75 - update more millisecond-storing data structures to u/int64_t to fix possible rollover bugs 2017-11-15 20:33:08 -05:00
Christoph Oelckers
0323f54384 - rename I_FPSTime function.
- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead.

The only feature this value was ever used for was texture warping.
2017-11-13 00:54:32 +01:00
Christoph Oelckers
2c65f08011 - more timer cleanup
* store the frame time in the current screen buffer from where all render code can access it.
* replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
2017-11-13 00:28:43 +01:00
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
Magnus Norddahl
28401cd674 - Rewrite win32 game tick timer backend to use performance counters and only calculate values once per frame 2017-11-11 17:28:20 +01:00
David Carlier
9f742f8aaa fixing wrong free calls 2017-09-17 11:34:46 +03:00
nashmuhandes
c885b6aa35 Send player FOV across the network as floatig point. 2017-09-02 09:57:48 +02:00
Christoph Oelckers
03ed0656e1 - fixed: The frame timer for interpolating the renderer should always take its time from the actual beginning of the frame instead of checking the system timer in real time when rendering starts.
This fixes two issues:

* timer related texture animations are not being recreated multiple times if a scene renders multiple viewpoints (e.g. camera textures or portals.)
* interpolation is smoother when maps have a high think time of multiple milliseconds. A good map to see the difference would be ZDCMP2 which has a think time of 4-5 milliseconds. With the timer taken in real time after the thinkers have run and VSync on this resulted in alternating time slices of 11 and 21 ms between frame interpolations instead of an even 16 as should be done for smooth 60 fps because roughly every second frame was offset by those 5 ms.
2017-07-20 14:20:50 +02:00
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
9c9b2ccf6d - replaced more dyn_casts and checks for RUNTIME_CLASS(PClassActor)
It is preferable to use IsDescendantOf wherever possible if we ever want to be able to separate PClass from PType.
2017-04-12 10:20:58 +02:00
Christoph Oelckers
0ebe98d1e0 - added support for reading JASC palette files. I hope it's correct, considering I have no such files to test. The format should be simple enough, though. 2017-03-14 12:16:42 +01:00