Commit graph

4665 commits

Author SHA1 Message Date
Christoph Oelckers
f57e08102c Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-17 19:41:08 +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
Braden Obrzut
1fa1e26cf9 - SDL backend could use the new ScaleCoordsFromWindow since it does similarly for fullscreen. 2015-04-17 00:24:33 -04:00
Randy Heit
9b6756114b Scale mouse coordinates based on window size
- Fixed: If you enlarged the game window (in windowed mode) so that the
  window is bigger than the selected resolution, the menu would still take
  its inputs from the portion in the upper left that matched the
  resolution.
2015-04-16 17:45:57 -05:00
Christoph Oelckers
d166211ce0 - reverted changes from copying over p_3dfloors.cpp with GZDoom's version. 2015-04-16 19:55:46 +02:00
Christoph Oelckers
e30958f443 - fixed: The check for completely invisible 3D floor in the sorting code checked the wrong flags. 2015-04-16 18:07:45 +02:00
Christoph Oelckers
3cb4eb44a8 - fixed: APowerRegeneration::DoEffect did not call the super method. 2015-04-16 08:29:21 +02:00
Christoph Oelckers
203f88ce6e - some sanitizing of sector tag/line id management:
* make setting the line ID with P_TranslateLineDef explicit because there's one FraggleScript function that needs to work around the changes caused by this. There's also some functions setting only a temporary linedef. These would inevitably cause problems if the underlying data gets changed.
* remove FS function 'ChangeTag'. Fortunately this was just some long forgotten test stuff that can be removed without affecting any maps, but the feature would cause some serious problems in a more complex system.

With these changes it is guaranteed that after map setup the tag/ids won't change anymore.
2015-04-15 20:10:27 +02:00
Christoph Oelckers
5d819036b3 Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-15 09:45:09 +02:00
Christoph Oelckers
418e6a16b8 - fixed UDMF user variables could be set for the base namespaces which do not define them. 2015-04-15 09:43:43 +02:00
Christoph Oelckers
902593198b - wrapped all line ID accesss just like sector tags 2015-04-15 09:37:06 +02:00
Randy Heit
006868c072 Miscellaneous warning fixes 2015-04-14 18:02:15 -05:00
Christoph Oelckers
47543bb766 - while we're at it, let's also wrap line ID searches in an iterator class so that we can do multiple IDs per line later as well. 2015-04-15 00:47:06 +02:00
Christoph Oelckers
425e5b9ffc - replaced P_FindSectorFromTag with an FSectorTagIterator class.
This is done to encapsulate the gory details of tag search in one place so that the implementation of multiple tags per sector remains contained to a few isolated spots in the code.
This also moves the special 'tag == 0 -> activate backsector' handling into the iterator class.
2015-04-14 22:39:57 +02:00
Christoph Oelckers
2faf836aa1 - some minor rework of tag access interface after I realized that some stuff (e.g. Strife's scrolling sector special) need the primary tag to treated specially. 2015-04-14 18:48:19 +02:00
Christoph Oelckers
238046655c - wrapped all accesses to the sector tag into accessor functions, as preparation for allowing multiple tags per sector. 2015-04-14 18:32:14 +02:00
Christoph Oelckers
d7092f40a3 Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-13 22:09:18 +02:00
Christoph Oelckers
6fc63daabd - fixed: Zips whose central directory cannot be read need to print an error message. 2015-04-13 22:08:44 +02:00
Braden Obrzut
7217c69be4 - Fixed portability issue in ANIMATED with systems that treat char as unsigned. 2015-04-12 15:22:39 -04:00
Christoph Oelckers
9f2b3efd13 - fixed: The terrain types array needs to be extended if a texture outside its bounds is processed - this can happen for textures with long names. 2015-04-11 18:09:18 +02:00
Christoph Oelckers
0a1d1db0ba - fixed missing #incöudes of version.h for GAMENAME. 2015-04-11 17:40:26 +02:00
Christoph Oelckers
a81dd798a8 - fixed incorrect memset argument. 2015-04-11 14:35:32 +02:00
Edoardo Prezioso
0c5d55d0a3 - More GAMENAME replacements in strings.
These changes will change only some displayed messages.
2015-04-09 21:16:59 +02:00
Christoph Oelckers
9b95c134a7 - fixed: Lumps from a directory need to store the full file path so that they still can be accessed when the internal path is changed due to a filter directory. 2015-04-09 09:14:53 +02:00
Randy Heit
6428b399d6 Try to sanitize the exec+pullin mess
- Old mess:
  * Execute autoexec files right away.
  * Execute -exec files right away.
  * Execute command line commands right away.
    - If, during any of the above, an unknown command or a set of an
      unknown variable is encountered, store it for later.
    - Pullin commands are directly executed and add to the list of files
      to load.
  * Do a little setup, including parsing CVARINFOs.
  * Retry saved commands in case CVARINFO added a cvar they refer to.
- New, less messy, mess:
  * Parse autoexec files into an array.
  * Parse -exec files.
  * Parse command line commands.
    - During all of the above, exec commands are also parsed into the
      array immediately rather than being saved for execution later.
    - Pullin commands are parsed into a different array. The pullin
      command doesn't actually do anything directly anymore.
  * Add all the pullin files to the list of files to load.
  * Do a little setup, including parsing CVARINFOs.
  * Execute every command that was parsed in the preceding steps.
2015-04-07 12:55:50 -05:00
Randy Heit
e4cadc90a5 Fix grammar: then -> than 2015-04-07 11:08:28 -05:00
Christoph Oelckers
c5a4221b58 - fixed handling of args for non-actor mapthings again. As it turns out there was insufficient information in the data to properly decide this case so a new flag was added to make it all more reliable. 2015-04-07 16:27:57 +02:00
Christoph Oelckers
268e7df992 - fixed: We must not allow the engine to start without a default MAPINFO definition.
Both 'Adventures of Square' IWADs were missing an entry for base MAPINFO and as a result did not define the common editor numbers.
To prevent this, a new mindefaults MAPINFO was added to zdoom.pk3 which now gets loaded if IWADINFO does not specify a game-specific file.
This minimum setting sets all gamedefaults to a reasonable base value and defines all other things that are required to be defined.
2015-04-07 14:09:55 +02:00
Christoph Oelckers
dd91141b35 - updated the blurb that's being put above the IWAD specific autoload sections. 2015-04-07 09:11:46 +02:00
Christoph Oelckers
6f5dbdefb0 - fixed: args of non-actor mapthings were ignored. 2015-04-07 08:51:21 +02:00
Christoph Oelckers
e75bdf86db - move section renaming code into FGameConfigFile's constructor so renaming of the old and creation of the new autoload sections can be done in one step, not two. 2015-04-07 08:46:42 +02:00
Christoph Oelckers
c584e9ec95 - fixed destructor call of FConfigSection in FConfigFile. 2015-04-06 23:23:50 +02:00
Christoph Oelckers
4971e7def1 - another GCC countof fix... 2015-04-06 21:40:14 +02:00
Christoph Oelckers
7d2ab461d9 - don't use 'countof' to iterate through a static array that's defined inside a function. Some GCC versions apparently do not like that. 2015-04-06 20:59:43 +02:00
Christoph Oelckers
a013703e1c - add a NULL pointer check for the config to BaseFileSearch. 2015-04-06 16:44:03 +02:00
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
Christoph Oelckers
3114a26bc8 - allow renaming of config sections and added migration code to rename the old autoload sections to the more flexible naming system that's planned. 2015-04-06 11:21:28 +02:00
Christoph Oelckers
cac634567b - use a proper FString to hold the name of config sections instead of a buffer tacked onto the actual structure. This is necessary if we want to be able to rename a section. 2015-04-06 10:51:28 +02:00
Randy Heit
b300cfaf62 Remove old pre-INI config migration code
- As if any of this matters now. It's not the 90s anymore.
2015-04-05 21:56:00 -05:00
Randy Heit
c36222d2ef Externalized default key bindings 2015-04-05 21:40:53 -05:00
Randy Heit
62d036a63e Added gametype-based filter
- For when IWADs are too specific, filter by the base gametype too.
- Minor small edits to the sndinfo.txt files so that zipdir will notice
  the changes, since it doesn't check path names when checking for
  file differences.
2015-04-05 20:24:49 -05:00
Christoph Oelckers
a91997d12c - fixed: Don't try to load autoload sections for empty section names. 2015-04-05 22:07:24 +02:00
Christoph Oelckers
0ae74b844d Merge branch 'osx_text_paste' of https://github.com/alexey-lysiuk/gzdoom 2015-04-05 12:18:23 +02:00
alexey.lysiuk
7b89312923 Fixed potential issue with read beyond buffer boundaries 2015-04-05 11:52:57 +03:00
alexey.lysiuk
ebd8f24103 Fixed compilation with OS X SDK 10.4 2015-04-05 11:39:49 +03:00
alexey.lysiuk
82f7b439c8 Improved text pasting on OS X
Support for UTF-8 and UTF-16 encodings should cover all cases of text pasting from clipboard
2015-04-05 10:59:07 +03:00
Randy Heit
89054f5d60 Use filtering and LOADACS to autoload strfhelp.o
- No more special case for STRFHELP in the executable!
2015-04-04 18:40:48 -05:00
Randy Heit
e451faa1cc Fixed: FString::ReallocBuffer could write to unallocated memory
- Previously, calling ReallocBuffer with a smaller buffer size than the
  current one could overwrite unallocated memory. This required that the
  string it was called on had more than one reference and therefore
  required creating a new copy. The entire original string would be
  copied, whether it fit in the new buffer or not.
2015-04-04 18:20:05 -05:00
Randy Heit
6da887c34f Use Truncate to chop off extension in LumpNameSetup.
- Left() always creates a new string. Truncate() can reuse the old one if
  it only has one reference.
2015-04-04 18:20:05 -05:00
Randy Heit
4315423200 Rename ns_invalid to ns_hidden
- Also use ns_hidden by name in LumpNameSetup().
2015-04-04 18:20:04 -05:00
Randy Heit
2103fe2a14 Make FResourceLump::LumpNameSetup's argument an FString 2015-04-04 18:20:03 -05:00
Randy Heit
bbbbb7ac9d Reorder FMapThing to remove padding 2015-04-04 18:20:03 -05:00
Christoph Oelckers
1fddd1859e - fixed: FResourceFile::FilterLumps must use a proper copy of the filename to pass to LumpNameSetup instead of a pointer to the file name's stringbuffer, because that function will overwrite the variable it is taken from. 2015-04-05 00:38:29 +02:00
Christoph Oelckers
25e19ab471 Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-05 00:31:55 +02:00
Christoph Oelckers
b6a4511dd1 - move conversation ID definition to MAPINFO as well. Uses the newly added filter feature to handle the teaser differences. 2015-04-05 00:31:15 +02:00
rheit
60a0966f0f Merge pull request #306 from alexey-lysiuk/osx_vid_autoswitch
Added control of automatic graphics switching on OS X
2015-04-04 15:41:18 -05:00
Christoph Oelckers
6e45c565a0 - fixed: FResourceLump::LumpNameSetup's iname parameter can point to the FullName variable's stringbuffer so any assignment to that variable must be done indirectly. 2015-04-04 20:52:55 +02:00
alexey.lysiuk
193b491b63 Added control of automatic graphics switching on OS X
Automatic graphics switching is enabled by default
Set vid_autoswitch CVAR to false to disable it
2015-04-04 17:36:55 +03:00
Christoph Oelckers
87229f4787 Merge branch 'fix_filter_crash' of https://github.com/alexey-lysiuk/gzdoom 2015-04-04 14:12:13 +02:00
Christoph Oelckers
bd96adafda - cleanup 2015-04-04 14:12:04 +02:00
alexey.lysiuk
8b92c45f84 Fixed crash in lump filtering caused by uninitialized variables 2015-04-04 12:38:37 +03:00
Christoph Oelckers
747e160c96 Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-04 10:30:37 +02:00
Christoph Oelckers
51591d10b0 - handle slope things through new definition tables as well. Since these get processed outside P_SpawnMapThing it required some restructuring so that the actual spawn data is present when slope things get processed.
- removed FMapThing::Serialize because it isn't used anywhere - it was rather broken anyway.
2015-04-04 10:25:01 +02:00
Randy Heit
7b4d6e2f87 Add lump filtering for archive resources
- Multi-directory archives (e.g. zips) now support filtering lumps
  depending on the loaded IWAD. The search rules are the same as for the
  Autoload entries in the user's ini. For instance, if you are playing
  Doom 2, the following filters will be applied:
  * "filter/doom2/*"
  * "filter/doom/*"
  They will be renamed to strip out the "filter/doom2/" and "filter/doom/"
  parts and will be ordered so they take precedence over any files not
  inside a filter/ directory. Any files inside another filter/ directory
  (e.g. "filter/hexen/*") will be ignored.
2015-04-03 22:42:22 -05:00
Randy Heit
fc6f983c13 Fix memory leak when passing directories to -file 2015-04-03 21:50:08 -05:00
Randy Heit
efa82cf38b Consolidate archive sorting into FResourceFile base class 2015-04-03 20:22:18 -05:00
Randy Heit
966d0b7034 Use FString for FResourceLump::FullName 2015-04-03 20:00:58 -05:00
Christoph Oelckers
2ec8e2c2ac - moved spawn ID definitions to MAPINFO as well and removed all 'Game' directives from DECORATE because editor and spawn numbers are the only thing that required them. 2015-04-04 00:39:09 +02:00
Christoph Oelckers
4f7ec3ad89 - print proper information about non-actor mapthings. 2015-04-03 22:23:42 +02:00
Christoph Oelckers
9e5bf38123 - handle all special mapthing items (player starts, polyobj spots) via the new MAPINFO method instead of hard coding them in the spawn function.
(Note: The buildmap loading code should be adjusted to the new functionality as well eventually.)
2015-04-03 21:17:10 +02:00
Christoph Oelckers
15dbbc9137 - set editor numbers through MAPINFO. The DECORATE way still works ans will override any definition made in MAPINFO.
- use a standard TMap for finding editor numbers
2015-04-03 16:51:45 +02:00
Christoph Oelckers
ccd9fb9c23 - moved FDoomEdMap to its own file to make the upcoming changes a bit nicer to handle. 2015-04-03 10:54:55 +02:00
Christoph Oelckers
6c603b3c78 Merge branch 'misc_code_improvements' of https://github.com/edward-san/zdoom 2015-04-03 09:33:33 +02:00
Christoph Oelckers
4c06e71536 Merge branch 'dmgforcedfix' of https://github.com/MajorCooke/zdoom 2015-04-03 09:32:46 +02:00
MajorCooke
27c1434585 - Fixed: Buddha never took forced damage into account. 2015-04-02 20:52:51 -05:00
Randy Heit
d37f9cbcae Add flies (doomed #112) from the Hexen retail beta
...because it brought back memories of adding Strife support.
- The search function is radically different, but the flying mechanics are
  the same.
2015-04-02 17:52:54 -05:00
Edoardo Prezioso
7c7c3fb54e - Make the 'crashout' CCMD available in non-win32. 2015-04-02 20:14:33 +02:00
Edoardo Prezioso
a88f515364 - Import GAMENAMELOWERCASE macro from Zandronum.
This will greatly help reducing the code delta between ZDoom and the child ports.
2015-04-02 13:27:52 +02:00
Edoardo Prezioso
e07f64a23a - Increase the SDL crashinfo char buffer to 4 KB.
This helps the crash catcher when there are numerous wad files, for which it's possible that either the wad list, the map or the position is truncated. A more reliable alternative to this should be allocating the char buffer, but I never heard about a way to do this reliably during signal handling.
2015-04-02 13:19:48 +02:00
Edoardo Prezioso
6c07d765db - Fixed a wrong linux macro in an ifdef. 2015-04-02 13:18:37 +02:00
Christoph Oelckers
0a16855232 - fixed: The assignment to the 'player' variable in P_DamageMobj occured too late, skipping a few cases.
- changed monster unblocking logic to include players as well (i.e. a player being stuck inside another actor is allowed to move away from that other actor.)
2015-04-02 10:05:32 +02:00
MajorCooke
e70aae91e3 - Fixed NODAMAGE not ignoring telefrag damage. 2015-04-01 10:31:47 -05:00
Christoph Oelckers
74f4ae86d8 - forgot to save this... 2015-04-01 11:57:10 +02:00
Christoph Oelckers
ad9e4413fa - made the texture precaching code a bit more self-descriptive after finding a discrepancy in handling between ZDoom and GZDoom's versions. 2015-04-01 11:48:47 +02:00
Christoph Oelckers
34aeb428a1 - Removed the check for this flag from P_RadiusAttack because MF7_CAUSEPAIN cannot be used for radius attacks. Their logic is too different from regular attacks. 2015-04-01 10:01:48 +02:00
Christoph Oelckers
d940c6a2ee - fixed: With the recent changes to the damage code, the check for MF5_NODAMAGE was too early. Putting it into AActor::TakeSpecialDamage is also not the best idea because that limits that function's potential. 2015-03-31 23:15:43 +02:00
Christoph Oelckers
5febac0994 - removed incorrect multiplication from FraggleScript's PointToDist function. The problem was introduced by replacing a (fixed_t) type cast with FLOATTOFIXED without removing the value range adjustment. 2015-03-31 15:21:15 +02:00
Christoph Oelckers
4d59190446 - redit commit 5f56fb5a16 without altering the line endings throughout thingdef_codeptr.cpp.
* Changed the behavior of SetActorTeleFog.
- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
2015-03-31 09:24:16 +02:00
Braden Obrzut
5f56fb5a16 Changed the behavior of SetActorTeleFog.
- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
2015-03-30 21:54:58 -04:00
Christoph Oelckers
3849cb8623 - added precaching of textures via MAPINFO. 2015-03-29 13:02:45 +02:00
alexey.lysiuk
267054071f Added missing render styles to info console command 2015-03-28 12:13:47 +02:00
Christoph Oelckers
25e5ac7e2a - fixed: CheckForResurrection should check whether the active translation is actually a blood translation before resetting it, not assuming that GenericCrush is a single state with infinite duration. 2015-03-27 18:29:57 +01:00
Christoph Oelckers
15e0f19fdb - fixed another flags mismatch. 2015-03-27 17:16:53 +01:00
Christoph Oelckers
94a04f36e5 - fixed: Dormant monsters should not be telefraggable. 2015-03-27 17:06:56 +01:00
Christoph Oelckers
164d523eca - fixed incorrect flags word access. 2015-03-27 16:58:21 +01:00
Christoph Oelckers
eb78c24140 - small oversight: TakeSpecialDamage must be called if damage is 0 (to do the special death state checks) but it may not be called if damage is already -1, because that means that damage and pain have already been ruled out completely. 2015-03-27 14:37:13 +01:00
Christoph Oelckers
9d5e6d32c7 - review of P_DamageMobj:
* decided that the pain threshold should always be checked against the actual damage, even if it's down to 0, for consistency. This also restores the original behavior of using actual damage for checking the pain threshold which was altered by the introduction of the ALLOWPAIN and CAUSEPAIN flags.
* removed all newly added exceptions that excluded the player from checks for completely cancelled out damage.
* if anything during damage modification causes negative damage, no pain handling whatsoever will be initiated.
* made sure that TELEFRAG_DAMAGE will not be subjected to damage amount modification by protection items and any other kind of damage modification.
2015-03-27 13:49:47 +01:00
Christoph Oelckers
ac7abca6f8 - completely removed fakePain check in case DoSpecialDamage returns -1. This signifies a special case that should bypass anything that inflicting pain implies. 2015-03-27 11:55:11 +01:00
Christoph Oelckers
c78b9235a8 - DoSpecialDamage was formerly called for any damage value, removed check for 'damage > 0' to restore original behavior. 2015-03-27 11:50:27 +01:00