Commit graph

520 commits

Author SHA1 Message Date
drfrag
74cffeb84f - Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop. 2020-08-29 17:57:24 +02:00
drfrag
f9bd158211 - Ported the COMPATF2_OLD_RANDOM_GENERATOR compatibility flag from Zandronum and added it to the Doom (Strict) compatibility mode.
Added new compatflag "old random generator", controlled by the new CVAR compat_oldrandom. If this is enabled, the original Doom random table is used to generate random integers in [0,255], which should make for instance the SSG cause a little more damage.
2020-08-24 16:11:07 +02:00
arookas
dec6a03caf Add option to invert mouse x 2020-04-30 11:45:43 +02:00
Blue
86927074c9 Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp 2020-04-08 23:32:40 +02:00
drfrag
71440ac4e8 - Print game version in console at startup, this is for those posting only the startup log. 2020-02-06 20:08:34 +01:00
alexey.lysiuk
63df9b13d0 - customized invulnerability colormap does not interfere with Powerup.ColorMap
https://forum.zdoom.org/viewtopic.php?t=66955
2020-01-19 01:33:47 +01:00
Alexander Kromm
0ca1809f3e make nosave standalone CVar flag, alongside server and user 2020-01-17 13:02:10 +01:00
drfrag
1fed15efc2 - Fixed crash exiting from the iwad selector. 2020-01-13 13:53:19 +01:00
Alexander Kromm
c96cdc6c35 fix nosave cvar keyword (saved to config, not saved to savegame) 2020-01-07 19:56:00 +01:00
Alexander Kromm
721faee4d8 add "nosave" cvar token
It makes a cvar value not be saved in a save file.
2020-01-07 19:55:58 +01:00
Rachael Alexanderson
1154207ec0 - implement 'defcvars'
# Conflicts:
#	src/d_main.cpp

# Conflicts:
#	src/d_main.cpp
2020-01-06 21:50:49 +01:00
Christoph Oelckers
c3759f389c - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.

The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.

# Conflicts:
#	src/bbannouncer.cpp
#	src/fragglescript/t_func.cpp
#	src/g_shared/a_lightning.cpp
#	src/p_effect.cpp
#	src/p_mobj.cpp
#	src/p_switch.cpp
#	src/playsim/p_spec.cpp
#	src/sound/s_doomsound.cpp
#	src/sound/s_doomsound.h
#	wadsrc/static/zscript/base.zs

# Conflicts:
#	src/intermission/intermission.cpp
#	src/sound/s_doomsound.cpp
2020-01-06 15:00:05 +01:00
alexey.lysiuk
fbe696935d - removed redundant call to S_StopAllChannels()
It's the first thing that S_ClearSoundData() does anyway
2020-01-06 14:38:28 +01:00
drfrag
cfeacc485b - Try to fix compilation on non windows platforms.
# Conflicts:
#	src/d_main.cpp
2020-01-06 00:51:04 +01:00
drfrag
bda11c6401 - Fixed compilation.
# Conflicts:
#	src/win32/win32video.cpp
2020-01-06 00:46:30 +01:00
Christoph Oelckers
191b958791 - the big cleanup of the exit cleanup is done!
atterm is gone and only a few system-side functions use atexit.
All game side cleanup is performed in D_DoomMain now.

# Conflicts:
#	src/CMakeLists.txt
#	src/atterm.cpp
#	src/atterm.h
#	src/d_main.cpp
#	src/dobjtype.cpp
#	src/g_mapinfo.cpp
#	src/g_statusbar/sbarinfo.cpp
#	src/gamedata/g_mapinfo.h
#	src/i_net.cpp
#	src/p_setup.cpp
#	src/posix/cocoa/i_video.mm
#	src/posix/sdl/hardware.cpp
#	src/posix/sdl/i_main.cpp
#	src/r_utility.cpp
#	src/rendering/v_video.cpp
#	src/sound/s_advsound.cpp
#	src/sound/s_sound.cpp
#	src/swrenderer/r_swcolormaps.cpp
#	src/win32/hardware.cpp
#	src/win32/i_input.cpp

# Conflicts:
#	src/CMakeLists.txt
#	src/i_net.cpp
#	src/posix/sdl/i_system.cpp
#	src/r_utility.cpp
#	src/win32/i_system.cpp
2020-01-05 23:57:44 +01:00
Christoph Oelckers
9ee1c88760 replaced all 'exit's with an ExitEvent exception
The main exits are initiated from code that cannot filter this back to D_DoomMain easily so the exception is the only way to get there.

The 3 main points of exit are:

* quit/exit CCMD
* quitting the menu through ST_Endoom
* receiving a quit message on the main window.

# Conflicts:
#	src/posix/cocoa/st_start.mm
2020-01-05 21:13:56 +01:00
Christoph Oelckers
abd98688e1 - refactored the exit calls out of the networking code
These ones were particularly bad examples of misusing the exit handlers by temporarily installing one themselves and then calling exit to clean stuff up.

Now they just return an error code to D_DoomMain to perform a regular exit.
2020-01-05 21:12:18 +01:00
Christoph Oelckers
f52c217234 - moved all exception handling out of the backends
The main catch is now in D_DoomMain, only calling platform specific functions to handle the output for the error.

As a nice side effect, -norun can now be done without an exception, just by exiting D_DoomMain with a special exit code.

# Conflicts:
#	src/win32/i_main.cpp
2020-01-05 21:12:16 +01:00
Christoph Oelckers
e8332b299e - consolidated I_FatalError functions
This also removes the handling from thr Posix backend and will not compile on non-Windows.
2020-01-05 21:09:36 +01:00
Christoph Oelckers
f84c0790ea - consolidated the 3 I_Error implementations
Debug output is now being handled by the respective interface functions, not by the Windows I_Error itself.
2020-01-05 21:09:34 +01:00
Christoph Oelckers
89d7330ba9 - cleanup of the sound init/exit code.
Now there is only one single entry point for both, instead of previously 2 entry and 4 exit points.
This also eliminates the explicit shutdown of ZMusic. Timidity++'s two buffers have been put in containers that self-destruct on shutdown and calling dumb_exit is not necessary because the only feature requiring it is not used by any code in the music library.
2020-01-05 21:04:09 +01:00
Christoph Oelckers
fcfff6f6f6 - sanitized exit code a bit
Instead of trying a homegrown way to avoid recursive exceptions, let's do it with the defined procedure C++ has for this case: call std::terminate.

This allowed removing some old hackery inherited from Boom and will now hopefully allow sanitizing the exit procedure to the point that it can be done without depending on exit handlers.

# Conflicts:
#	src/files_decompress.cpp

# Conflicts:
#	src/d_main.cpp
2020-01-05 21:03:07 +01:00
Christoph Oelckers
1f15bc5b0d - moced I_DetectOS call into D_DoomMain
This requires the console and was the reason for this strange setup.

# Conflicts:
#	src/posix/cocoa/i_main.mm
2020-01-05 21:00:19 +01:00
Christoph Oelckers
5293b8b281 - moved the initial C_InitConsole call into D_DoomMain
The only difference here were the size values on Windows but for this initial call they have been useless for a long time. When this code was written the console buffer still had a fixed width that needed to be set before adding any text.
2020-01-05 21:00:16 +01:00
Christoph Oelckers
62141910a4 - copied the restart cleanup code into its own function
# Conflicts:
#	src/d_main.cpp

# Conflicts:
#	src/d_main.cpp
2020-01-05 20:56:30 +01:00
drfrag
ce31c46d60 Revert "Use signal handler to invoke call_terms() before exit when possible"
This reverts commit 457dc8b5a9.
2020-01-05 19:56:24 +01:00
Rachael Alexanderson
ed654150eb - add cvar 'cl_customizeinvulmap' - changes the invulnerability… (#972)
* - add cvar 'cl_disableinvertedcolormap' - changes the invulnerability sphere to instead be a regular desaturated colormap that transitions from deep blue to pale yellow

* - add menu option for cl_disableinvertedcolormap

* - added customization for invulnerability colormap

* - fixed custom colormap being calculated incorrectly

* - disable custom invulnerability map before the main game loop

# Conflicts:
#	src/d_main.cpp
2019-11-26 14:53:19 +01:00
PaulyB
787f06d7f3 Added 'NoKeyboardCheats' option to IWADINFO
This is useful for IWADs that do not want to use the hardcoded engine cheats. This can still be overriden with the 'allcheats' CVAR
2019-11-13 19:34:44 +01:00
alexey.lysiuk
ef06ef5977 - added explicit clearing of global VM stask
When exception is thrown from JITed code, VM stask isn't cleared during unwinding
It needs to be clear explicitly to avoid memory leaks and references to destructed objects on shutdown

https://forum.zdoom.org/viewtopic.php?t=66172

# Conflicts:
#	src/dthinker.cpp
2019-10-22 10:59:25 +02:00
Christoph Oelckers
bd3e8c0a99 - split off all music code from s_sound.cpp
# Conflicts:
#	src/CMakeLists.txt
#	src/fragglescript/t_func.cpp
#	src/fragglescript/t_load.cpp
#	src/g_level.cpp
#	src/g_levellocals.h
#	src/g_shared/a_dynlight.cpp
#	src/intermission/intermission.cpp
#	src/p_saveg.cpp
#	src/posix/cocoa/i_main.mm
#	src/s_sound.cpp
#	src/win32/st_start.cpp

# Conflicts:
#	src/win32/st_start.cpp
2019-09-28 14:20:21 +02:00
Conn O'Griofa
457dc8b5a9 Use signal handler to invoke call_terms() before exit when possible
It's not advisable to rely on atexit() to invoke SDL_Quit(), as it
causes a segmentation fault on exit for the SDL2 KMSDRM driver due to
a conflict with the Mesa drivers* which upstream Mesa may not elect to fix.

The issue can be resolved by replacing the atexit() call with a signal
handler that will interrupt the D_DoomMain() and D_DoomLoop()
functions, then invoke call_terms() within the main thread before exiting.

We can leave the atexit() hook intact to handle edge cases such as abnormal
process exit, or exit methods which do not produce signals such as Alt+F4 or
window close via GUI (neither of which are possible in a KMS context, so
should not affect KMSDRM sessions).

Fixes a segmentation fault/uninterruptible application hang on exit
for all KMS targets, including Raspberry Pi 4B, 3B and Intel i965.

* See: https://bugzilla.libsdl.org/show_bug.cgi?id=4530 and
https://lists.freedesktop.org/archives/mesa-users/2019-March/001519.html
2019-09-12 23:34:17 +02:00
Christoph Oelckers
7757798d22 - moved iwadinfo.txt to zd_extra.pk3.
This was done for two reasons:

1. It forces loading of zd_extra.pk3 for the stock IWADs, eliminating a certain kind of user error.
2. It removes the stock IWAD definitions for custom games that distribute the engine along with their data, so that it doesn't pick up on Steam and GOG installations and shows an inappropriate IWAD picker.
2019-07-18 13:53:20 +02:00
Christoph Oelckers
1fb5361a82 - implemented subtitles for intermission slideshows.
# Conflicts:
#	src/d_main.cpp
#	wadsrc/static/language.csv
2019-07-18 12:30:19 +02:00
Christoph Oelckers
b473fc936c - consolidated the 3 atterm implementations.
Each platform had its own copy. Why?

# Conflicts:
#	src/CMakeLists.txt
#	src/dobjtype.cpp
#	src/g_mapinfo.cpp
#	src/g_statusbar/sbarinfo.cpp
#	src/i_net.cpp
#	src/menu/menudef.cpp
#	src/p_setup.cpp
#	src/posix/cocoa/i_video.mm
#	src/posix/i_system.h
#	src/posix/sdl/i_main.cpp
#	src/r_utility.cpp
#	src/s_advsound.cpp
#	src/s_sound.cpp
#	src/v_video.cpp
#	src/win32/i_input.cpp
#	src/win32/i_system.h

# Conflicts:
#	src/CMakeLists.txt
#	src/doomtype.h
#	src/i_net.cpp
#	src/posix/sdl/i_system.cpp
#	src/win32/i_system.cpp
#	src/win32/win32video.cpp
2019-06-10 20:52:02 +02:00
alexey.lysiuk
1b0d8391c4 - fixed 'Pause by <playername>' message in multiplayer
https://forum.zdoom.org/viewtopic.php?t=64765

# Conflicts:
#	src/d_main.cpp
2019-05-27 11:58:06 +02:00
Christoph Oelckers
8d157f3ced - 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.

# Conflicts:
#	src/rendering/hwrenderer/postprocessing/hw_postprocess.h
#	src/win32/base_sysfb.cpp
#	src/win32/i_main.cpp
#	src/win32/win32basevideo.cpp
#	src/win32/win32glvideo.cpp

# Conflicts:
#	src/version.h
#	src/win32/i_main.cpp
#	src/win32/i_system.cpp
#	src/win32/optwin32.h
#	src/win32/win32gliface.cpp
#	wadsrc/static/language.enu
2019-05-14 16:17:05 +02:00
alexey.lysiuk
93b7f16e8d - added missing compat flag CVAR for Strife railing
https://forum.zdoom.org/viewtopic.php?t=64627
2019-05-09 16:27:37 +02:00
Christoph Oelckers
a488791add - added A_Explode compatibility options.
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.

# Conflicts:
#	wadsrc/static/language.csv
2019-04-29 19:30:06 +02:00
Christoph Oelckers
34ac0f0985 - localize 'By' 2019-04-29 18:53:37 +02:00
Christoph Oelckers
e70810cfdc - disabled the error message spam from the demo loop
These messages are useful for the playdemo CCMD, but since the demo loop is mostly non-functional anyway they better be disabled there.
2019-04-29 00:06:54 +02:00
Christoph Oelckers
a87e9a0343 - initialize the language right after reading the strings. 2019-04-28 21:24:44 +02:00
Christoph Oelckers
0eef6f031f - fixed: The language ID was set before reading the config.
This essentially rendered saving the language CVAR useless.
2019-04-28 21:20:57 +02:00
alexey.lysiuk
9f0eb35b28 - added compatibility flag for buggy CheckSwitchRange behavior
https://forum.zdoom.org/viewtopic.php?t=63008
https://forum.zdoom.org/viewtopic.php?t=63650
2019-04-28 12:03:52 +02:00
Christoph Oelckers
1c410d4050 - 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.

# Conflicts:
#	src/doomstat.cpp

# Conflicts:
#	src/stringtable.cpp
2019-04-27 16:13:21 +02:00
drfrag
c9463c6526 Reverted "- fixed: The light defaults were not fully deleted on an engine restart."
This was not applicable: Warning C4150	deletion of pointer to incomplete type 'FLightDefaults'; no destructor called (compiling source file C:\DEV\lzdoom\src\d_main.cpp)
2019-04-27 14:55:18 +02:00
Christoph Oelckers
9cf9dc1f6b - took the delayed console command execution out of the thinker management.
Doing this intermingled with the thinkers is highly unsafe because there are absolutely no guarantees about order of execution.
Effectively it ran these commands right in the middle of the playsim which could cause all sorts of synchronization issues, because CCMDs are part of the UI, not the playsim.

- pass a const string to AddCommandString.

This function manipulated the input buffer, leading to all sorts of code contortions to make sure that the passed parameter is clean for that.
This function will now create a copy of the passed parameter which it can manipulate without complicating its calling code.

# Conflicts:
#	src/c_dispatch.cpp
2019-04-27 13:18:04 +02:00
Christoph Oelckers
f00ec3bfb9 - use TArrays for all local allocations in the map loader.
# Conflicts:
#	src/p_setup.cpp
2019-04-25 12:44:28 +02:00
Christoph Oelckers
dae3d68cce - added an option to GAMEINFO to either force or disable loading of the default lights and brightmaps.
The mod which prompted me to add this is "The Chosen" which is a Dehacked-based TC and repurposes many original actors for something entirely different.
The stock lights are not usable for this and would make it impossible to add a GAMEINFO lump to it because then there is no way to disable loading of lights in the startup screen.
2019-04-18 14:34:23 +02:00
Christoph Oelckers
c0e9530fd0 - fixed: The light defaults were not fully deleted on an engine restart. 2019-04-18 13:12:55 +02:00