Commit graph

396 commits

Author SHA1 Message Date
Christoph Oelckers
483c1f6dcf - MBF21: added the weapon functions. 2021-07-01 17:42:24 +02:00
Christoph Oelckers
c8557b8ab4 - let the DEH parser handle 64 bit values.
We may need them, depending on how the MBF21 flag stuff evolves.
2021-07-01 08:55:01 +02:00
alexey.lysiuk
29f6dd23b9 - fixed compilation with GCC and Clang
src/playsim/p_maputl.cpp:1691:42: error: too many arguments provided to function-like macro invocation
src/gamedata/d_dehacked.cpp:2385:62: error: cannot pass non-trivial object of type 'FString' to variadic function;
2021-07-01 09:24:33 +03:00
Christoph Oelckers
c700682a36 - MBF21: ported the code pointers to ZScript.
So far it's just the functions and some initial changes to Dehacked's parser. None of this is usable yet.
2021-07-01 00:53:15 +02:00
Christoph Oelckers
f701ef5c68 - MBF21: Added parser for the state's 'fast' flag. 2021-06-30 17:44:08 +02:00
Christoph Oelckers
1a0398ae59 - MBF21: new weapon flags.
Except for NOAUTOSWITCHTO all remappings to existing features.
2021-06-30 17:19:38 +02:00
Christoph Oelckers
9b3782ea0f - MBF21: remaining actor properties. 2021-06-29 22:32:38 +02:00
Christoph Oelckers
e2e8ec8b3e - MBF21: implemented thing flags. 2021-06-29 21:08:58 +02:00
Christoph Oelckers
0bb5ec0d22 - MBF21: splash group. 2021-06-29 17:47:52 +02:00
Christoph Oelckers
cc801a7efa - MBF21: added projectile group. 2021-06-29 17:33:16 +02:00
Christoph Oelckers
bca8d01ab3 - MBF21: infighting groups. 2021-06-29 01:34:14 +02:00
Christoph Oelckers
c4ed0cefde - MBF21: implemented new line flags.
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work...
This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
2021-06-28 20:17:08 +02:00
Christoph Oelckers
057cc0678b - MBF21: handling of new flags in sector special. 2021-06-28 16:20:35 +02:00
alexey.lysiuk
7d1ce1c8cd - fixed parsing of MAPxx par times in BEX lumps
https://forum.zdoom.org/viewtopic.php?t=72458
2021-06-03 16:46:55 +03:00
Christoph Oelckers
b0ccd3a7df - moved Doom specific font init code out of the backend. 2021-05-31 22:13:40 +02:00
nashmuhandes
08fc91fe3e Add 'AddDialogues' in MAPINFO to additively add Strife NPC dialogs without overwriting each other. 2021-05-28 16:15:37 +02:00
Christoph Oelckers
f0ddc063b0 - do not sort level names in the statistics output when saving.
Instead do this when creating the data to avoid trashing manual edits. The old sorter resorted all data loaded from the old file as well.
2021-03-13 13:11:03 +01:00
Christoph Oelckers
fa0be28af1 - print a message if saving the statistics file fails. 2021-03-13 12:21:35 +01:00
Xaser Acheron
4b7560cd36 fix: MBF's A_Spawn DEH codepointer should use misc2 as spawnheight, not distance 2021-02-25 08:05:10 +01:00
Alexander Kromm
a2f8b7d0df add "hidepartimes" MAPINFO/GameInfo property 2021-02-02 03:36:06 -05:00
alexey.lysiuk
7e02c5f210 - replaced linked sector constructor with default initializers 2021-01-30 15:49:55 +02:00
alexey.lysiuk
ac05f0a6b2 - added initialization of linked sectors
Resizing of linked sectors arrays during serialization could lead to processing of pointers to junk data

https://forum.zdoom.org/viewtopic.php?t=71252
2021-01-30 15:09:35 +02:00
drfrag
4ff72e937f - Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare. 2021-01-13 06:30:13 -05:00
Rachael Alexanderson
df4f41f4e8 - Modified commit from @OrdinaryMagician #1261
- Always allow skyboxes by default
- Add option to disable skyboxes through mapinfo
Squashed commit of the following:

commit d4c4d9310d
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Wed Dec 30 09:58:39 2020 +0100

    Disable AO for skybox portals (can be forced back with MAPINFO flag).
2020-12-30 11:08:43 -05:00
Rachael Alexanderson
a2b8ad79ed - implement slider background color change - https://forum.zdoom.org/viewtopic.php?f=15&t=70616 2020-11-17 11:29:39 -05:00
alexey.lysiuk
18b5928f49 - eliminate dependency on linking order for autosegs registration 2020-11-13 11:03:16 +02:00
alexey.lysiuk
b8b93e0dd8 - fixed most of implicit fallthrough compilation warnings
src/common/console/c_console.cpp:1032:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/console/c_console.cpp:958:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/backend/codegen.cpp:2969:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/frontend/zcc_compile.cpp:2656:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/frontend/zcc_compile.cpp:521:5: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/jit/jit_math.cpp:966:19: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:1538:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:1549:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:3820:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gameconfigfile.cpp:544:25: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:193:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:200:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:210:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/g_game.cpp:1145:20: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/maploader/maploader.cpp:2142:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/menu/doommenu.cpp:159:28: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/m_cheat.cpp:109:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_ceiling.cpp:254:24: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:322:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:330:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:344:10: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_plats.cpp:129:47: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_plats.cpp:284:8: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_acs.cpp:6302:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_acs.cpp:8111:16: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_spec.cpp:344:6: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/scripting/decorate/thingdef_parse.cpp:1343:9: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/scripting/zscript/zcc_compile_doom.cpp:298:12: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/wi_stuff.cpp:463:14: warning: this statement may fall through [-Wimplicit-fallthrough=]
2020-10-31 13:37:51 +02:00
Rachael Alexanderson
ef47abda74 - remove the IWADINFO definition to fix an un-offsetted status bar, since it's done unconditionally now 2020-10-28 06:27:30 +01:00
Rachael Alexanderson
b3e020c087 - fixed: accidentally unconditional multiplayer spawns 2020-10-25 17:10:57 -04:00
Christoph Oelckers
3bd365f934 - Added the usable parts of Rachael's 'Spawnmulti' spawn flag PR.
This needed a small fix in SpawnMapThing to apply the correct flags for Hexen format maps.
2020-10-25 15:57:43 +01:00
Christoph Oelckers
194824f810 - some fixes for the console.
* it is now possible to switch back to the main intro loop from the fullscreen console.
* do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay.
* do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen.
* cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
2020-10-25 09:17:31 +01:00
azamorapl
7676ed641c Expose changing sidedef wallpart flags to zscript 2020-10-25 06:27:20 +01:00
Christoph Oelckers
74925783aa - default to fullscreen mode 3.
The option still remains for cases where it does not work but the cases where mode 3 causes real problems are rare.
All I could find were a handful of poor intermission pics in some old mods which aren't worth keeping this artificial limitation.
2020-10-24 11:36:50 +02:00
Player701
761dea8640 - Implemented ZScript abstract functions 2020-10-19 08:24:43 +02:00
Christoph Oelckers
0478838a9d fixed side_t::SetSpecialColor.
This never set the needed flags to make the color appear.
2020-10-17 12:28:22 +02:00
alexey.lysiuk
1959502a0b - clear current levels' snapshots explicitly if saved game loading fails
Levels that are not defined via MAPINFO could keep stalled snapshots data preventing their loading from scratch

https://forum.zdoom.org/viewtopic.php?t=70115
2020-10-10 13:04:08 +03:00
Christoph Oelckers
db895b43b2 - copied constexpr declarations plus a few fixed in utility code and fixed a few places where this triggered a compile error now. 2020-09-27 08:36:30 +02:00
Cacodemon345
e74b9f1955
Add FALLDAMAGE flag and add property to properly apply falling damage… (#1153)
* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters

* Change name of propermonsterdamage property to propermonsterfallingdamage
2020-09-15 15:38:51 +02:00
Rachael Alexanderson
b11298afd5 - rename 'AlwaysCenterStatusBar' to 'FixUnityStatusBar', original name became a misnomer especially with updates that made it more specific in its use 2020-09-07 23:30:40 -04:00
Rachael Alexanderson
0204051381 - add support for the (as of now) newest version of the Unity re-releases 2020-09-03 23:40:00 -04:00
alexey.lysiuk
f46e3bacb2 - fixed getting state name with incomplete list of actor classes
https://forum.zdoom.org/viewtopic.php?t=69713
2020-08-29 11:08:31 +03:00
Rachael Alexanderson
5f9377ae2a Merge commit 'refs/pull/980/head' of https://github.com/coelckers/gzdoom
# Conflicts:
#	wadsrc/static/menudef.txt
2020-08-25 11:32:10 -04:00
alexey.lysiuk
5f8b313446 - fixed: UMAPINFO partime was multiplied by ticrate
https://www.doomworld.com/forum/post/2167749
2020-08-03 12:45:20 +03:00
alexey.lysiuk
fcb6e1b18c - merge whitespaces before comparing Dehacked texts
With introduction of localization support, several strings are no longer identical to the original messages
Double spaces were removed, and letter case was changed
The latter is already handled, extra whitespaces are now deleted to deal with the former

https://forum.zdoom.org/viewtopic.php?t=69236
2020-07-12 11:07:49 +03:00
Christoph Oelckers
75cd00a340 - fixed some issues with setup parts for ZScript in the wrong place.
This never showed on GZDoom as an error but on Raze which has no actor classes it caused incompletely set up class descriptors.
2020-06-14 18:35:58 +02:00
Christoph Oelckers
712d80006a - split game dependent parts out of menudef.cpp. 2020-06-14 00:27:32 +02:00
Christoph Oelckers
475f740058 - moved base menu code to "common". 2020-06-13 23:04:10 +02:00
Christoph Oelckers
730f64e447 Merge branch 'master' of https://github.com/coelckers/gzdoom 2020-05-25 21:23:25 +02:00
Marisa Kirisame
7d5df1dd7e Add mapinfo option to disable merging of identical pickup messages on same tic 2020-05-24 08:19:14 +02:00
Christoph Oelckers
68630d6782 - sanitized dependencies of the softpoly render backend.
This included half the game state and lots of unneeded parts of the software renderer.
The two modules that are shared between softpoly and the classic software renderer have been moved to a neutral place.
2020-04-29 18:48:15 +02:00
Christoph Oelckers
67a50d084a - started cleanup of model code.
* refactored FBoundingBox so that the game dependent members are global functions now.
* changed some methods of the model renderer to take a render style parameter instead of a full actor.
2020-04-27 00:03:23 +02:00
Christoph Oelckers
718949f74d - moved the texture name to FGameTexture. 2020-04-19 10:57:53 +02:00
Christoph Oelckers
8843761bf8 - moved most of the texture size maintenance to the FGameTexture class. 2020-04-19 10:57:53 +02:00
Christoph Oelckers
70ec20c137 - optimization of texture scaling checks.
The texture dimension checks can be performed up front when the texture is inserted into the texture manager.
2020-04-19 10:57:51 +02:00
Christoph Oelckers
7bdef7fe9a - cleaned the texture manager's method interface from FTexture references. 2020-04-19 10:57:49 +02:00
Christoph Oelckers
c605359b0e - animator transitioned. 2020-04-19 10:57:48 +02:00
Christoph Oelckers
b9b6a354c7 - changed all texture access in the play code to use FGameTexture and redid Hexen's front sky layer by adding a new texture instead of hacking the existing one. 2020-04-19 10:57:46 +02:00
Major Cooke
a56177f178 Begin TICRATE conversion.
- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
2020-04-12 22:43:33 +02:00
Christoph Oelckers
8f8aed5ee3 - moved bitmap.cpp to 'common' and remove the duplicate IceRemap. 2020-04-11 20:23:26 +02:00
Christoph Oelckers
b18faacab0 - 2D drawer cleanup. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
3bf7686cfb - moved v_text.cpp to 'common'. 2020-04-11 20:20:56 +02:00
Christoph Oelckers
a28182fe35 - moved the script compiler's backend to 'common'. 2020-04-11 20:20:55 +02:00
Christoph Oelckers
3454314bb1 - separated the Doom specific parts from the compiler backend into a separate file, these parts now get invoked via callback hooks. 2020-04-11 20:20:55 +02:00
Christoph Oelckers
f02c5c0a56 - took InitializeDefaults out of PClass and moved it to PClassActor.
Like so many other parts, this created a hard dependency of the low level code on very invasive game content.
2020-04-11 20:20:53 +02:00
Christoph Oelckers
cf51508ce6 - moved around some pieces of code to make sharing with Raze easier. 2020-04-11 20:20:52 +02:00
Christoph Oelckers
940f1dc9a2 - move font code to 'common'.
- fix use of translation slot 0, used for internal translations.
2020-04-11 20:20:40 +02:00
Christoph Oelckers
32300f7d26 - use translation slot 0 for reserved content, like font translations. 2020-04-11 20:20:39 +02:00
Christoph Oelckers
2dcf63c57d - backport some fixes from Raze - mostly redundant includes. 2020-04-11 20:20:39 +02:00
Christoph Oelckers
580e463498 - moved texture code to 'common'. 2020-04-11 20:20:38 +02:00
Christoph Oelckers
5bde737be9 - split buildtexture.cpp in two.
The texture itself is 'common', but the setup is not.
2020-04-11 20:20:38 +02:00
Christoph Oelckers
3e285d2261 - moved renderstyle and colortables code to 'common'. 2020-04-11 20:20:37 +02:00
Christoph Oelckers
f8e9cb8fbc - major dependency reduction of the texture system. 2020-04-11 20:20:37 +02:00
Christoph Oelckers
1ed170d955 - moved some data needed by the texture system into palettecontainer.cpp. 2020-04-11 20:20:36 +02:00
Christoph Oelckers
be24023722 - split animation management out of the texture manager into a separate class. 2020-04-11 20:20:36 +02:00
Christoph Oelckers
7d192decc7 - some cleanup of the texture code
* removed unneeded includes
* moved global brightmap to GPalette
* took Build tile init code out of the FTextureManager class, because this code is not compatible with how real Build games need to go about it, making the texture manager not shareable.
* removed dependency on higher level info from the Image class.
2020-04-11 20:20:35 +02:00
Christoph Oelckers
721b857e5e - minor FTexture cleanup. 2020-04-11 20:19:53 +02:00
Christoph Oelckers
ac610d87e5 - merged FPalette and PaletteContainer. 2020-04-11 20:19:53 +02:00
Christoph Oelckers
7243495b16 - moved special color maps to utilities.
The default tables are needed by the texture compositor which should be universal, so this needs to be, too.
2020-04-11 20:19:52 +02:00
Christoph Oelckers
777f2ee7c6 - moved stringtable to 'common'. 2020-04-11 20:19:51 +02:00
Christoph Oelckers
b3c7b81893 - decoupled the string table from game implementation details.
Using callbacks now to query needed game state.
2020-04-11 20:19:51 +02:00
Christoph Oelckers
31fbff85f4 - c_dispatch header cleanup and splitting of gamestate into a separate header, to avoid polluting low level code with game specific headers. 2020-04-11 20:19:25 +02:00
Christoph Oelckers
1479e3a1c3 - CVAR cleanup, in particular decoupling from game internals, which now get handled via callbacks. 2020-04-11 14:00:22 +02:00
Christoph Oelckers
05d8856fe0 - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
Christoph Oelckers
80c6d5b276 - renamed more stuff and also moved the Strife teaser voice handling out of the file system. 2020-04-11 14:00:19 +02:00
Christoph Oelckers
c1bb7de23a - more file system refactoring.
* moved the sprite renaming out of the file system entirely into a caller-provided callback.
* renamed several functions to closer match the terms of a file system.
* moved the VM interface out of the implementation.
2020-04-11 14:00:19 +02:00
Christoph Oelckers
6bccde3b51 - renamed the file system related classes to actually use the term "FileSystem". 2020-04-11 14:00:18 +02:00
Christoph Oelckers
83befa7686 - moved the "??? lumps" messages out of the single resource file handlers into the calling function and did a bit of include cleanup. 2020-04-11 14:00:18 +02:00
Christoph Oelckers
7d83dfa03a - moved the file names used for deciding to remove the root directory of zips out of the resource file management.
Yet again too much dependencies on game specifics in low level code.
2020-04-11 14:00:18 +02:00
Christoph Oelckers
135f159927 - pass lump filters as parameter when initializing the file system to reduce dependencies on high level state in the low level code. 2020-04-11 14:00:17 +02:00
Christoph Oelckers
d12a9bb77a - renamed the caching functions of FResourceLump. 2020-04-11 14:00:17 +02:00
Christoph Oelckers
510fc2d549 - added handler for Witchaven's sound resource files.
Useful for loading these to play the MIDIs. Since these files have no named directory, the content just gets inserted into a subdirectory named after the file with each entry given a 4 digit hex number as a name.
2020-04-11 14:00:17 +02:00
Christoph Oelckers
1574799683 - moved most parts of the Doom specific lump setup out of the file format implementations into the main class.
This is to keep as much higher level logic out of these as possible. The presentation of the data should be a concern of the file system, not the data containers.
2020-04-11 14:00:16 +02:00
Christoph Oelckers
ef300a9ea8 - lump flags cleanup. 2020-04-11 14:00:16 +02:00
Christoph Oelckers
025e80b74a - moved NeedFileStart out of the lump flag word into an empty part of the FZipLump structure. 2020-04-11 14:00:16 +02:00
Christoph Oelckers
a38633aa22 - moved the file name management out of the single resource lumps.
This is now being managed by the main file system class. The single lumps should only concern themselves with the actual data they manage, not with how the file system presents them to the outside.
The IWAD detection code was also switched to use a file system wrapper instead of looking at the single files directly.
2020-04-11 14:00:16 +02:00
Christoph Oelckers
89fb479c19 - moved the linkedTexture pointer up one level out of the resource descriptor into the file system record. 2020-04-11 14:00:15 +02:00
Christoph Oelckers
fb1a7679ec - moved most basic utility code without any dependencies on the rest of the engine to 'common' directory.
Again the objective is easier sharing with Raze.
2020-04-11 14:00:13 +02:00
Christoph Oelckers
ace3e29473 - removed the implicit conversion operators from FName.
These were creating dangerous interdependencies. It is better to do explicit conversions when needed.
As an added plus, this means that zstring.h no longer depends on name.h which was very annoying.
2020-04-11 14:00:13 +02:00
Christoph Oelckers
6996d54a23 - moved more code to 'common'.
This is all low level utilities with no dependencies on game logic. Having this in a separate directory makes sharing with Raze a lot easier.
2020-04-11 14:00:12 +02:00
Christoph Oelckers
e230420f88 - moved all character set utilities to utf8.cpp.
- moved matrix class to 'common'.
2020-04-11 14:00:12 +02:00