Commit graph

70 commits

Author SHA1 Message Date
Christoph Oelckers
b939836846 - renamed FileRdr back to FileReader. 2018-03-11 19:29:37 +01:00
Christoph Oelckers
b14ee50d0d - transition to new FileReader interface complete, but untested. 2018-03-11 12:33:46 +01:00
Christoph Oelckers
247785bca2 - converted map loader to FileRdr and took the opportunity to clean up its interface. 2018-03-10 21:48:33 +01:00
alexey.lysiuk
f4191f27cf Marked two more CCMDs as unsafe 2018-01-30 15:42:03 +02:00
alexey.lysiuk
724c997695 Fixed error check when saving GL nodes 2017-12-10 15:10:32 +02:00
Christoph Oelckers
623f35073c - use FileReader consistently for loading cached nodes. 2017-12-02 12:08:28 +01:00
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
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
Christoph Oelckers
cd2a349c36 - fixed name generation for cached nodes to not contain any ':'. A colon inside a file name will cause Windows to write the data to an alternate data stream. 2017-07-24 09:20:35 +02:00
Christoph Oelckers
ea1d6634f7 - moved the Zones array into FLevelLocals.
- replaced TStaticArray with regular TArrays.

They had incomplete implementations preventing proper cleanup of the level loading code. It makes more sense to add the missing methods to the regular TArray and use that.
This also makes some changes to how the game nodes are used to avoid creating a copy: If the head node's pointer is stored in a separate variable, no code needs to check which of the two arrays gets used.
2017-03-17 12:11:37 +01:00
alexey.lysiuk
c1b774e809 Fixed compilation with GCC/Clang
src/p_glnodes.cpp:670:3: error: cannot jump from this goto statement to its label
src/p_glnodes.cpp:682:4: error: cannot jump from this goto statement to its label
2017-03-17 12:34:05 +02:00
Christoph Oelckers
fea4079b7c - moved nodes into FLevelLocals. 2017-03-17 01:42:37 +01:00
Christoph Oelckers
f201dab534 - moved the subsectors into FLevelLocals. 2017-03-17 00:22:52 +01:00
Christoph Oelckers
59b684bdbc - moved the segs array into FLevelLocals. 2017-03-16 21:34:04 +01:00
Christoph Oelckers
ad41b23506 - replaced the homegrown integer types in all p* sources and headers. 2017-03-08 18:55:52 +01:00
Christoph Oelckers
c630b07011 - replaced SDWORD with int32_t globally.
This type wasn't used in the software rendering code so it could be removed already. The other homegrown types will have to be dealt with later.
2017-03-03 19:35:08 +01:00
Christoph Oelckers
9f550941d2 - fixed loop ordering in P_SetRenderSector. 2017-01-19 01:39:05 +01:00
alexey.lysiuk
0b62645a35 Fixed compilation warnings reported by GCC/Clang
gl/data/gl_setup.cpp:430:11: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
gl/data/gl_setup.cpp:527:19: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
gl/data/gl_setup.cpp:542:19: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
nodebuild.cpp:1056:63: warning: format specifies type 'ptrdiff_t' (aka 'long') but the argument has type 'int' [-Wformat]
p_glnodes.cpp:379:50: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
p_saveg.cpp:381:18: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
p_scroll.cpp:532:11: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
p_setup.cpp:2304:43: warning: format specifies type 'int' but the argument has type 'unsigned long' [-Wformat]
p_setup.cpp:2302:12: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
scripting/codegeneration/codegen.cpp:8488:20: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
scripting/codegeneration/codegen.cpp:8606:15: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
2017-01-14 15:03:14 +02:00
Christoph Oelckers
3d73919092 - scriptified CustomBridge.OnDestroy. 2017-01-12 22:56:06 +01:00
Christoph Oelckers
bcd73292d3 - checked P_GetRenderSector against the original implementation from before the glsegextras were added and reinstated all checks from that version. 2017-01-12 09:58:13 +01:00
Christoph Oelckers
d1ce098d59 - fixed a crash with GL nodes not having partner segs where both sides have a sidedef. This can happen for some render hacks. 2017-01-11 10:46:26 +01:00
Christoph Oelckers
b9ac44e8f2 - fixed: The sight checker's portalgroup variable was not initialized.
- got rid of glsegextras.

This was probably one of the most ill-conceived means to save some memory in ZDoom, but now, when a pure software rendered engine no longer needs to be considered it's just totally useless to keep this mess in.
2017-01-09 01:28:07 +01:00
Christoph Oelckers
12037fdc95 - made the vertexes array VM friendly. 2017-01-09 00:46:16 +01:00
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
71d1138376 - refactored the global lines array into a more VM friendly form, moved it to FLevelLocals and exported it to ZScript.
- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
2017-01-08 14:39:16 +01:00
Christoph Oelckers
b625156df6 - scriptified Strife's flamethrower and grenade launcher. 2016-11-29 14:12:39 +01:00
Christoph Oelckers
e04055dbb2 - added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.
- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
2016-08-28 09:55:04 +02:00
Randy Heit
7d03ed4dc7 Use floating point node bounding boxes 2016-04-30 22:37:02 -05:00
Christoph Oelckers
0f99d7d73f - floatified the few remaining linedef and sector properties that still were fixed_t. The only fixed point things left in r_defs.h are the nodes and a fixed point setter function for vertex_t, which is still needed by the node builder. 2016-04-24 12:15:09 +02:00
Christoph Oelckers
8c1eb201eb - optimized P_PointInSubsector.
It costs more to convert the floating point coordinate for each node check than to convert it once up front and only use fixed point math afterward.
2016-04-18 13:40:08 +02:00
Christoph Oelckers
6445615b5d - fixed the sound location calculations which got somewhat broken by the constant changes during the conversion. 2016-03-31 21:13:32 +02:00
Christoph Oelckers
8f5ac9b73f - fixed a float/fixed mixup in R_PointOnSideSlow. 2016-03-31 17:44:05 +02:00
Christoph Oelckers
ff0b371582 - made the linedef deltas private and only accessible through access functions.
Now everything should be in place to remove the fixed point math from the rest of the play code.
2016-03-29 16:13:16 +02:00
Christoph Oelckers
c7ae4688a3 - replaced all direct access to vertex coordinates with wrapper functions.
So that code replacement can be done piece by piece and not all at once.
2016-03-29 10:07:06 +02:00
Christoph Oelckers
161d03231a - added custom math routines for reliability. 2016-03-11 15:45:47 +01:00
Christoph Oelckers
f8ebfb541e - use typedefs for TVector<double> etc.
(Better have this out of the way before messing around with this stuff...)
2016-03-10 20:45:45 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
This was to resolve some circular dependencies with the portal code.
The most notable changees:

 * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
 * split off the parts from p_maputl into a separate header.
 * consolidated all blockmap related data into p_blockmap.h
 * split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
939989dc8c - fixed crash when trying to cache nodes for a map that has no two-sided walls and no minisegs.
Under these conditions there are no partner segs and the glsegextras array is NULL.
2016-01-31 01:05:31 +01:00
Christoph Oelckers
a2100410f2 - fix in GL nodes loader. 2015-04-28 22:13:50 +02:00
Christoph Oelckers
6e28963141 - added a sanity check to GL nodes loader for a potential crash. 2015-04-17 19:40:45 +02:00
Christoph Oelckers
84f8c299ce - fixed: cached GL nodes should use ZGL3 format for maximum precision. 2015-02-26 12:08:52 +01:00
Randy Heit
d602b272b5 Never cache nodes for Build maps 2014-07-29 20:46:20 -05:00
alexey.lysiuk
20adcecb1d Remove redundant saving of GL nodes if they were loaded from cache 2014-06-02 10:54:52 +02:00
alexey.lysiuk
3e7b0c2916 Fix crash when GL nodes file cannot be opened for writing
Report errors to console if nodes file cannot be opened or written
2014-06-02 10:53:29 +02:00
alexey.lysiuk
6aa56202b6 Fix two issues with GL nodes handling
Fix inability to load GL nodes for maps with names longer than 5 characters.
Fix inability to load GL nodes from external GWA files.
2014-03-15 13:17:22 +02:00
Randy Heit
0645053431 Add support for standard file paths on Windows.
- If the current user does not have write permissions for the directory
  zdoom.exe is located in, use standard folder paths located in their home
  directory instead. This is a common scenario when people put ZDoom into
  Program Files. (Ironically, zdoom.ini used to be in AppData, buth then
  people complained when it wasn't in the same directory as zdoom.exe, so
  it got turned into zdoom-<user>.ini so at least it could retain some
  multi-user support. I'm not sure when the AppData support was removed,
  though, since it should have still been kept around for migrating
  configs to the new name.)
2013-09-14 23:07:59 -05:00
Randy Heit
da02a44126 Consolidate special path functions into m_specialpaths.cpp
- Also remove CDROM_DIR while I'm at it.
2013-09-14 21:04:00 -05:00