Commit Graph

6918 Commits

Author SHA1 Message Date
Magnus Norddahl 657abb374b Fix SkyViewpoint skyboxes not being rendered 2016-10-14 23:01:10 +02:00
alexey.lysiuk d6b3cbe0c9 Fixed serialization of MovePoly class objects
See http://forum.zdoom.org/viewtopic.php?t=53787
Removed "speed" field which is serialized in the parent class
2016-10-14 14:33:13 +03:00
Marisa Heit 97107b6b6d Update lempar.c to 2016-10-04 version
- Every update rolled into one, because I'm pretty sure I missed some while
updating lemon.c (not counting today's commits), since it wasn't always
updated at the same time as lemon.c.
- In particular, I think this check-in from 2016-06-06 was very important to
  us after commit 3d5867d29e (For the
  Lemon-generated parser, add a new action type SHIFTREDUCE and use it to
  further compress the parser tables and improve parser performance.):
  * Fix lempar.c so that the shift-reduce optimization works for error
    processing.
2016-10-13 22:30:12 -05:00
Christoph Oelckers 6f92efc72c - renamed thingdef_codeptr.cpp and moved it out of thingdef/.
Ultimately, thingdef should only contain code that is directly related to the DECORATE parser, but that's not the case with this file. It's only function definitions which get used during gameplay and will also be accessed by ZScript.
The change is intentionally on master so that pull requests can adjust to it now instead of creating conflicts later.
2016-10-12 12:43:26 +02:00
Major Cooke 3de83b8943 Added PSPF_FLIP.
Flips the overlay on the X axis.
2016-10-11 17:20:58 -05:00
Major Cooke 5dc94a10c3 Added A_SetInventory.
- Sets the absolute amount of an inventory actor.
- Limits itself to the range [0, MaxAmount]. Setting beyondMax to true disregards the MaxAmount. Default is false.
2016-10-11 14:44:31 -05:00
Christoph Oelckers bdbc7c3fb7 - removed CreateDamageFunction, because it's no longer needed for defining a 'damage' constant. 2016-10-11 14:43:17 +02:00
Christoph Oelckers 084bf8c576 - fixed: VisibleAngle and VisiblePitch actor properties require both parameters to be present, but the second one was set to optional. 2016-10-11 00:23:50 +02:00
Major Cooke 31ca5a1900 Added OverlayX/Y(int layer)
- Retrieves the X/Y positions of an overlay.
- A_OverlayFlags and A_OverlayOffset now interpret a layer of 0 to mean 'use this calling layer'.
2016-10-10 10:48:50 +02:00
alexey.lysiuk a771a3edd4 Fixed potential crash caused by A_Warp()
ACSF_Warp case was refactored to express its intention clearly
http://forum.zdoom.org/viewtopic.php?f=2&t=53734
2016-10-10 10:47:43 +02:00
alexey.lysiuk 9a72ef1bf1 Added detection of current macOS version 2016-10-08 15:47:16 +03:00
Christoph Oelckers d819aafcf3 - changed handling of duplicate classes in DECORATE.
Instead of replacing the original, the second class will get renamed now, using the originating file as an identifier. In the vast majority of cases this should do exactly what is needed: Create an unconflicting second class that can coexist with the original. Unless the class is used by name this should eliminate all problems with this, but so far I haven't seen anything that used them by name.

This is choosing the lesser of two evils. While some mod out there may get broken, the old setup meant that the first class of a given name could not be written out to a savegame because it was not retrievable when loading it back.
2016-10-07 15:28:25 +02:00
Christoph Oelckers 06ca41f8b5 - do not declare PNamedType::Outer as DObject.
Ultimately we may have to get a fully qualified name out of this, so Outer should be a type that can handle this feature. The new class for this is currently used as base for PType and PSymbol so that PNamedType inherits from it and maybe later a namespace symbol can, too.
2016-10-07 13:59:29 +02:00
Christoph Oelckers ee66d22034 Revert "- added an option to disable the pickup screen flash."
This reverts commit 2d320a2e86.

The feature has been superseded by pickup_fade_scalar and is no longer needed.
2016-10-07 08:46:06 +02:00
raa-eruanna 02f66fa34e - Backported blood_fade_scalar from Skulltag
- Added new pickup_fade_scalar which works the same way for pickups
- Default for blood_fade_scalar is 1.0 instead of 0.5 from Skulltag.
2016-10-06 20:01:20 -04:00
Christoph Oelckers 99c4d03ad4 - fixed: DCeiling's main constructor could leave some fields uninitialized. 2016-10-06 21:20:49 +02:00
Christoph Oelckers d7bb5bb41e - fixed: ZCC_OpInfoType::FindBestProto was missing checks for exact match of the required conversion before testing if it is a F32->F64 conversion.
Of course, since 0 means that there is no conversion it also means that there is no data that could be checked.
2016-10-06 12:08:38 +02:00
Christoph Oelckers c56d2eecb0 - rewrote AActor::DestroyAllInventory so that it clears the item's link to its owner and the owner's inventory list before destroying them.
There have been reports about crashes in here with Linux that point to some of the code that gets called here doing unwanted things on the owner, so with these links cleared that should no longer be possible.
2016-10-06 08:50:46 +02:00
Christoph Oelckers 59d5b42abf - fixed: G_UnsnapshotLevel should abort with an error if it cannot read the savegame.
- fixed: The exception handler in G_DoLoadGame needs to rethrow the exception it receives.
2016-10-05 19:02:53 +02:00
Christoph Oelckers aeb5377821 - do not generate SYSEX events when playing MIDIs through FMod, because there has been a report that it doesn't work correctly. 2016-10-05 16:45:12 +02:00
Christoph Oelckers 2d320a2e86 - added an option to disable the pickup screen flash. 2016-10-05 09:59:19 +02:00
Christoph Oelckers 15cbf4bae6 - fixed: DecoHandleRuntimeState must check all parent classes when trying to determine if the target is a valid state. It should also ensure that both the calling and target state belong to the same actor. Although unlikely it cannot be entirely ruled out that a bogus index randomly points to a seemingly valid state elsewhere. 2016-10-04 09:28:19 +02:00
Marisa Heit 594b344be9 Don't use MIN<short> when clamping topclip.
- This was fine with fixed point numbers, since they could never be
  outside of short range when converted to regular ints. With floating
  point numbers now, that condition no longer holds.
2016-10-03 22:05:02 -05:00
alexey.lysiuk d6346fb0c6 Fixed compilation with GCC or Clang 2016-10-03 21:44:00 +03:00
Christoph Oelckers 41ab08ee47 - fixed: TVector::Resized needs to consider that the input vector has a length of 0. In this case just performing the normal calculations results in an invalid vector. 2016-10-03 11:00:26 +02:00
Major Cooke 201ae3c60f Added OverlayID() for retrieving psprite layer numbers. 2016-10-03 00:44:06 +02:00
N.E.C 671646be26 Fix errors encountered when compiling for v140_xp target 2016-10-02 13:05:26 -07:00
Major Cooke 1620ff58c8 Added INTCVAR to DrawNumber.
- Allows retrieval and displaying of an int/bool user/server cvar.
2016-10-02 20:11:13 +02:00
Christoph Oelckers e84a7de390 - variable was in the wrong scope. 2016-10-02 18:56:04 +02:00
Christoph Oelckers 37d61167ea - hotfix for a RapidJSON bug: If the Writer tries to process an INF or NaN value, it aborts and leaves the writer in a broken state, unable to recover. Changed so that it writes a 0 value so that the resulting JSON at least parses correctly. 2016-10-02 18:50:37 +02:00
Christoph Oelckers 3418710a38 - be a bit more thorough and also call Effect() on vertically moving missiles with zero damage. 2016-10-02 14:38:48 +02:00
Christoph Oelckers 865863ab6f - fixed: AFastProjectile did not work properly for perfectly vertically moving missiles. Like AActor::Tick it needs to ensure that a tiny bit of lateral movement is present so that collision detection and the Effect() function work as intended. 2016-10-02 14:37:26 +02:00
Christoph Oelckers 0bce6e3925 - added ACS and DECORATE setter functions for named translations. 2016-10-02 14:09:45 +02:00
Christoph Oelckers a505e91032 - added TRNSLATE lump for defining global translations which are accessible by name.
This is only the definition part, manipulation functions for ACS and DECORATE still to do.
2016-10-02 13:35:25 +02:00
alexey.lysiuk d7683a8c55 Fixed crash on early fatal error exit
Process terminates correctly if zdoom.pk3 is missing
2016-10-02 10:13:45 +03:00
Marisa Heit efc9ed2fe9 Fix state lookup from non-action functions (i.e. Damage functions) 2016-10-01 22:31:07 -05:00
Marisa Heit eb2ee33950 FxVMFunctionCall must pass null pointers when calling an action function from a non-action function 2016-10-01 22:29:57 -05:00
Marisa Heit 944ae2bc09 Only generate the self==stateowner check inside action functions 2016-10-01 21:47:43 -05:00
Christoph Oelckers 51ffd6d9c6 - fixed some warnings.
- A_SetRenderStyle should not default to STYLE_None.
2016-10-02 01:00:07 +02:00
Christoph Oelckers 80f2f5829f - added A_SetRenderStyle function which replaces A_SetTranslucent. A_SetTranslucent had to be deprecated due to obsolete semantics of the renderstyle argument. 2016-10-02 00:43:05 +02:00
Christoph Oelckers ff0b879323 - added UDMF portal flags. Names are identical with Eternity for compatibility reasons. 2016-10-02 00:31:25 +02:00
Christoph Oelckers 7720359f4c - fixed: AActor::Masacre must restore the flag if it cannot kill the monster. 2016-10-01 12:08:07 +02:00
alexey.lysiuk 099bfed806 Fixed endianness issue with precaching of MUS files 2016-10-01 11:50:29 +02:00
alexey.lysiuk e9ce699042 Fixed compilation with GCC or Clang 2016-10-01 12:17:15 +03:00
Christoph Oelckers b400cf1454 - added an integrity check to the SNDINFO parser to detect and eliminate recursive links. Normally these would crash the sound code later.
- allow recursive linking of $random definitions (as long as they do not link back, see above.)
- fixed the sound precaching which did not handle $alias inside $random. Normally this went undetected but in cases where the random sound index was the same as a sound index in the current link chain this could hang the function.
2016-09-30 10:50:41 +02:00
Christoph Oelckers 2d5061e81f - fixed: DScroller did not initialize m_LastHeight in all situations. This caused a problem with the serializer because RapidJSON aborts the write of a floating point value if it is invalid.
- ensure that floats are always written out. If the actual value causes an error (i.e. INF or NaN), write a 0 to guarantee proper formatting.
2016-09-28 11:58:12 +02:00
Christoph Oelckers 676d2365e1 - fixed: The ACS strings deserializer set incorrect indices in the bucket array. This only caused a problem if there were gaps in the string pool. 2016-09-28 09:49:41 +02:00
Christoph Oelckers 12ea8ffbe4 - removed some leftover garbage from the floating point rewrite in the floorRaiseToLowestCeiling case of DFloor. 2016-09-28 08:06:15 +02:00
Marisa Heit e3be6e4819 Fixed: The menu no longer refreshed the screen border 2016-09-27 18:58:09 -05:00
Marisa Heit 40f0dbf51c Fixed: Y and Z were flipped for sound velocity 2016-09-27 16:27:31 -05:00
Christoph Oelckers f4462a7b93 - fixed: Any DSectorEffect thinker must be placed into STAT_SECTOREFFECT.
The slot had been there forever to address this same problem but only one of the two constructors actually set it, too bad that it was the wrong one...

This is something that normally won't be noticed. But if some actor is spawned on a moving platform, with both thinkers on the same statnum it means that the order of execution is not correct with the platform being done first, resulting in the actor to 'jump' while the platform is moving. To prevent this it is necessary that all sector movers only tick after all actors have completed their thinking turn.
2016-09-25 09:43:17 +02:00
Christoph Oelckers 92d0043a81 - undid part of the last commit and hopefully corrected it for good now.
We have to be extremely careful with the player data, because there's just too much code littered around that has certain expectations about what needs to be present and what not.
Obviously, when travelling in a hub, the player_t should be retained from the previous level. But we still have to set player_t::mo to the PlayerPawn from the savegame so that G_UnsnapshotLevel doesn't prematurely delete it and all associated voodoo dolls, because it checks player_t::mo to decide whether a player is valid or not.
The actual deletion of this redundant PlayerPawn should only be done in G_FinishTravel, after the actual player has been fully set up
2016-09-25 09:23:44 +02:00
Christoph Oelckers 6a6a0e8017 - removed some more hubtravel related player start fudging.
* do not skip the player_t init when travelling in a hub. The old player may still be needed in some edge cases. This applies only to singleplayer for now. The multiplayer version still needs reviewing. I left it alone because it may shuffle players around which is not wanted when doing hub travelling.
 * do not spawn two temp players in G_FinishTravel. Instead handle the case where no player_t::mo can be found gracefully by adding a few nullptr checks. This temp player served no real purpose except for having a valid pointer. The actual start position was retrieved from somewhere else.
2016-09-25 01:28:27 +02:00
Major Cooke 74b8e9f286 - Don't use Normalized180() on angles. This could result in ranges being wrongly inverted.
- Fixed properties not having the proper indices.
- Use ViewPos-to-actor instead of measuring actor-to-actor.
- Use the actual camera instead of the actor so camera textures can work.
2016-09-24 17:54:09 +02:00
alexey.lysiuk a419b581a8 Fixed compilation on macOS 2016-09-24 13:15:45 +03:00
Christoph Oelckers 3f17d64f90 - fixed pitch comparison in visibility checking. 2016-09-24 09:42:35 +02:00
Christoph Oelckers 3862c77b4b - undid savegame version bump because it's not needed. 2016-09-24 09:18:25 +02:00
Major Cooke dfa4f38c8f Updated to new save game code. 2016-09-24 09:17:18 +02:00
Edoardo Prezioso 7e4d0ecdbf - Fixed GCC/Clang regression post serialization. 2016-09-24 09:00:31 +02:00
Christoph Oelckers b7c822d208 - fixed secplane_t serializer. It passed incorrect defaults to the sub-serializers and calculated negiC wrong. 2016-09-23 23:47:25 +02:00
Christoph Oelckers 69291b9cf9 - completely eliminated the horrible fudging that went on with players during hub travel. This means that DestroyMostThinkers and the player substitution mechanism in the object deserializer are gone now.
I wish I had realized this the last time it came up - it would have saved me a lot of trouble.
But as it turns out, the more recent travelling code makes all of this completely unnecessary, working perfectly fine with deleting the player pawns along with the rest of the thinkers before loading the stored ones from the savegame (and getting rid of those in G_FinishTravel.)
And with a sane savegame format that does not depend on side effects from how the thinker serializing handled linking into the lists the old code was even harmful, leaving voodoo dolls behind.
I had the exact same effect when I tried to reshuffle some things for reliably restoring portals, but did not make the connection to interference between two mutually incompatible player travelling mechanisms that just worked by sheer happenstance with the original order of things.
2016-09-23 23:03:11 +02:00
Christoph Oelckers 2318db0b1a - let DWaggleBase use the interpolation pointer of its parent instead of defining its own one.
- do not call checking code for loading savegames when writing them in ACS module serializer.
2016-09-23 22:03:44 +02:00
Christoph Oelckers 36bf099d54 - fixed: object pointers as array members may not be skipped if they are null.
- changed S_GetMusic to return a const pointer to the actual music name instead of a copy. The only thing this is used for is the savegame code and it has no use for a copy, it can work far more efficiently with a const pointer.
2016-09-23 21:24:56 +02:00
Christoph Oelckers 02b3884dff - added copyright header to serializer.cpp. 2016-09-23 20:13:22 +02:00
Christoph Oelckers e4924c3d47 - added some missing End... calls in player deserialization code.
- fixed reading of music name.

In its current state the code is now capable of reading an E1M1 savegame and continuing play.
2016-09-23 20:05:12 +02:00
Christoph Oelckers b844ab137e - added some comments about the special player treatment in hub travels because this is not really intuitive... 2016-09-23 18:12:38 +02:00
Christoph Oelckers 01d28e3eb2 - added the last missing bits of the savegame code - thinker list deserialization and handling of players during hub travel. Now testing is what remains... 2016-09-23 17:49:33 +02:00
Christoph Oelckers edb7f7959e - re-enable some commented-out stuff. 2016-09-23 14:06:51 +02:00
Christoph Oelckers 86e9282193 - removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.

- do not I_Error out in the serializer unless caused by a programming error.

It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 14:04:05 +02:00
Christoph Oelckers 5a3f1dcdb6 - made reading of objects from the savegame work.
It turned out this may not be done automatically when opening the savegame - it has to be done later, after the pre-spawned map thinkers and all connected objects have been destroyed.
The object deserializer also has to be rather careful about dealing with parse errors, because if something goes wrong a whole batch of uninitialized or partially initialized objects will be left behind to destroy.
This means that no object class may assume that anything but the default constructor has been run on it and needs to check any variable it may reference.
2016-09-23 09:38:55 +02:00
Christoph Oelckers a83ea4ddd2 - fixed two typos in property names. 2016-09-23 09:20:58 +02:00
Christoph Oelckers cad2be46ac - fixed several Destroy methods which blanketly assumed that the object's pointers were valid to use without checks.
This is not the case if deserialization prematurely aborts. The entire object may be invalid if something in the deserializer I_Error's out.
2016-09-23 08:49:30 +02:00
Christoph Oelckers 657140f985 - fixed: The canvastexture serializer did not call EndArray to close the containing object. 2016-09-23 08:27:31 +02:00
Christoph Oelckers 4964f94de1 - added a destructor zo DFsScript, because if this gets deleted outside the GC process it'll leave an allocated buffer behind, so make sure it always gets destroyed. 2016-09-23 08:26:36 +02:00
Christoph Oelckers f397a4943c - added OutputDebugString calls to I_Error functions in Win32, so that these messages can be seen in the debug output. 2016-09-23 08:14:40 +02:00
Christoph Oelckers c17da32dbd - added object deserialization. It seems to work, at least the stuff I sampled looked like it was properly reatored and it triggers no error condition.
- always make the top level object randomaccess when opening a JSON file for reading. Some things won't work right if this is opened for sequential access.
2016-09-23 00:45:41 +02:00
Christoph Oelckers 604b2b316b - we need to save the OF_JustSpawned flag to insert thinkers into the proper list. 2016-09-22 21:17:34 +02:00
Christoph Oelckers c22e8c50af - fixed some errors with parsing globals.json. It looks like this file is being processed correctly now. 2016-09-22 19:36:23 +02:00
Christoph Oelckers d9dbf26f63 - do not list savegames for different IWADs. 2016-09-22 17:39:09 +02:00
Christoph Oelckers f52e2a8cc4 - removed bogus BeginObject call in deferred script serializer. 2016-09-22 12:36:29 +02:00
Christoph Oelckers d5b771afdd - fixed: Both array serializers need the bounds check. 2016-09-22 11:53:09 +02:00
Christoph Oelckers 68dc75bf9e - fixed: array clamping may only be done when reading a savegame.
- fixed generation of savegame names for level snapshots.
2016-09-22 11:51:29 +02:00
Christoph Oelckers e01965b747 - fixed deserialization of level.Scrolls. 2016-09-22 11:22:15 +02:00
Christoph Oelckers f0e8e860f1 Merge branch 'master' into json 2016-09-22 09:09:48 +02:00
nashmuhandes a49e15c541 Added REOPEN script type. These scripts behave just like OPEN scripts, except they will re-execute themselves every time the level is re-entered (ie as part of a hub). 2016-09-22 08:57:22 +02:00
LordMisfit 715aa80cf2 - Fix for DamageFactor bug w/ PowerDamage & PowerProtection 2016-09-22 08:52:43 +02:00
alexey.lysiuk 2d55f713c2 Fixed support for automatic graphics switching on macOS
The corresponding setting in .plist is wrong but Xcode fixes it automatically
This doesn't happen however when building via makefiles
2016-09-22 08:52:43 +02:00
Major Cooke 1383355be7 Removed the positive-only ripper level requirement.
- Several mods were able to just take advantage of A_SetRipperLevel and the likes, essentially bypassing this gate so there really is no point in doing this anymore.
2016-09-22 08:50:38 +02:00
raa-eruanna 76c5ff29fe If Inventory.MaxAmount > 1 on weapons, allow and track multiple pickups. 2016-09-22 08:47:23 +02:00
alexey.lysiuk 0a24c15445 Added ability to customize path to FluidSynth dynamic library
Use fluid_lib CVAR to set path or default name of dynamic library will be used instead
2016-09-22 08:43:00 +02:00
alexey.lysiuk 4f7e1f0171 FluisSynth dynamic library is now referenced by system specific name on macOS 2016-09-22 08:43:00 +02:00
raa-eruanna bc0624e3b2 Fixed my error where I was using a local session variable rather than the proper user info for the weapon bob speed. 2016-09-22 08:42:59 +02:00
raa-eruanna 780d672b25 Adds user-definable weapon bob speed 2016-09-22 08:42:59 +02:00
Leonard2 b5b9baaa87 The VM now aborts when a wrong self pointer is used with user variables to avoid random crashes 2016-09-22 08:42:59 +02:00
Christoph Oelckers 5dfc396bb9 - read snapshots from zip. 2016-09-22 01:28:05 +02:00
Christoph Oelckers f93e4813d1 - removed farchive.cpp and .h 2016-09-22 00:48:22 +02:00
Christoph Oelckers 1c9dbc3c36 - converted the basic savegame loader so that all remnant of FArchive have been removed now. 2016-09-22 00:18:31 +02:00
Christoph Oelckers 88c27e2cc0 - allow the compact and pretty writers for JSON to coexist by wrapping the whole stuff into another class that calls the proper one as needed. Due to the implementation it is not possible to decide at run time how this should behave so there have to be two different objects for either mode.
- savegame code handles new format.
2016-09-21 21:57:24 +02:00
Christoph Oelckers ac3c00883d - implemented saving of new format savegames as zips. The code for that was adapted from zipdir.c. 2016-09-21 17:37:56 +02:00
Christoph Oelckers 810ef8f775 - save global savegame data to JSON as well.
This is incomplete and untested, just a safety commit before going on.
2016-09-21 12:19:13 +02:00