Commit graph

356 commits

Author SHA1 Message Date
Christoph Oelckers
0be1ed252b - rewrote the operator>> methods of FileReader as normal functions for clarity. 2018-03-11 18:20:49 +01:00
Christoph Oelckers
8bbfd39f42 - fixed some remaining issues:
* initial positioning in a subsection of a file failed. This mainly affected music playback.
* made the FileRdr constructor which takes a FileReaderInterface private so that everything that needs it must be explicitly declared as friend.
* removed a few redundant construction initializers for FileRdrs.
* loading compressed nodes needs to check the validity of its reader.
* use GetLength to detemine the size of a Zip file instead of doing another seek to the end.
* removed duplicate Length variables.
2018-03-11 13:26:30 +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
Christoph Oelckers
5fa63c396d - sound code and most of texture code converted to FileRdr.
This allowed to remove a lot of bad pointer voodoo in the music loader, because the new class does not allow duplication of the reader object
2018-03-10 18:45:11 +01:00
Rachael Alexanderson
420602e154 - check for deathmatch starts before forcing an unfriendly player to use them. 2018-02-20 05:35:40 -05:00
Rachael Alexanderson
ee9736fbb3 - print out FriendlySeeBlocks on 'info' ccmd
- not setting FriendlySeeBlocks on UDMF now causes the actor to use its ZScript default
2018-01-09 15:48:19 -05:00
Rachael Alexanderson
9c189e5d4b - expose a monster's 'friendlyseeblocks' to UDMF 2018-01-09 15:30:45 -05:00
Rachael Alexanderson
9fd78e90ad - export 'GetChecksum' as part of FLevelLocals in ZScript 2018-01-06 19:59:49 -05:00
alexey.lysiuk
a11e9ca4dc Apply compatibility flags to all map format
UDMF maps were no affected by settings in compatibility.txt
2017-12-24 10:33:29 +02:00
Rachael Alexanderson
a3a350e6e8 - fixed: make level.ShaderStartTime use the same values as what screen->FrameTime normally gets. 2017-12-07 16:31:27 -05:00
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
Rachael Alexanderson
ab32cb4c88 - track level start time for the shader system, reset the shaders. 2017-11-15 11:06:21 -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
Rachael Alexanderson
fa3846ccc6 Merge https://github.com/coelckers/gzdoom 2017-05-05 00:36:22 -04:00
Christoph Oelckers
2dff0e7309 - fixed: P_TranslateLinedef should not do any byte swapping but require passing of properly ordered values.
This gets called from several places, and the only one passing in potentially byte swapped values is P_LoadLineDefs.
All other uses of this function were essentially broken on PowerPC.
2017-05-04 23:52:16 +02:00
Rachael Alexanderson
5d11c9962b Merge commit '8db239d' 2017-04-18 11:33:52 -04:00
Christoph Oelckers
96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00
Rachael Alexanderson
93564078fe Merge https://github.com/coelckers/gzdoom 2017-04-14 01:05:26 -04:00
Christoph Oelckers
b2d944974e - first stage of simplifying the type system.
Let's use inline checkers in PType instead of constantly having to do clumsy IsKindOf checks etc. Once complete this also means that the types can be taken out of the class hierarchy, freeing up some common names.
2017-04-13 12:52:18 +02:00
Rachael Alexanderson
a15031706d Merge https://github.com/coelckers/gzdoom 2017-04-12 20:33:38 -04:00
Christoph Oelckers
6599e2c425 - moved the VM types into their own file and only include it where really needed. 2017-04-13 01:12:04 +02:00
Christoph Oelckers
6308251084 - added a FindSymbol wrapper to PClass so that other code does not need to access the symbol table directly.
- added an isActor utility function to codegen.cpp to simplify a few constructs.
2017-04-12 13:08:41 +02:00
Rachael Alexanderson
959fb2577b - Unfriendly players now spawn at deathmatch starts. 2017-03-24 14:59:25 -04:00
Christoph Oelckers
2c7ceaf96a - fixed the check for one-subsector BSPs. 2017-03-18 22:44:03 +01:00
alexey.lysiuk
cb5ddeff25 Fixed compilation warnings reported by Clang
src/gl/scene/gl_clipper.h:150:23: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/gl/dynlights/gl_aabbtree.cpp:137:24: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:137:34: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:137:44: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:30: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:139:54: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:142:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:143:3: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:144:3: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_aabbtree.cpp:167:6: warning: using integer absolute value function 'abs' when argument is of floating point type [-Wabsolute-value]
src/gl/dynlights/gl_shadowmap.cpp:163:31: warning: '&&' within '||' [-Wlogical-op-parentheses]
src/p_saveg.cpp:367:16: warning: comparison of integers of different signs: 'unsigned int' and 'int' [-Wsign-compare]
src/p_saveg.cpp:402:60: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/p_setup.cpp:1553:39: warning: format specifies type 'ptrdiff_t' (aka 'long') but the argument has type 'int' [-Wformat]
src/scripting/zscript/zcc_compile.cpp:293:74: warning: field 'AST' will be initialized after field 'mVersion' [-Wreorder]
src/swrenderer/drawers/r_thread.cpp:113:21: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
2017-03-18 15:13:02 +02:00
Christoph Oelckers
b416322032 - converted FInterBackground into a class so that the scripts can use it.
- fixed some issues with default value matching in savegames.
2017-03-18 13:25:22 +01:00
Christoph Oelckers
c4f6a54753 - fixed reject check in particle code. 2017-03-17 21:54:03 +01:00
Christoph Oelckers
33d36157c8 - moved the blockmap into a substructure of FLevelLocals.
This part can certainly improved a lot but the most important thing, grouping all those global variables into one place, is done.
2017-03-17 14:24:21 +01:00
Christoph Oelckers
f864a09faa - moved more varialbles into FLevelLocals. 2017-03-17 12:49:43 +01:00
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
Christoph Oelckers
fea4079b7c - moved nodes into FLevelLocals. 2017-03-17 01:42:37 +01:00
Christoph Oelckers
f818d25542 - last commit deleted a small piece of code. 2017-03-17 00:31:15 +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
9a24771a7d - refactored FDynamicColormap out of sector_t.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
2017-03-15 22:04:59 +01:00
Christoph Oelckers
d2beacfc5f - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +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
4a87a598fb - do floatification of the UDMF Health property as it should have been. 2017-02-28 00:59:09 +01:00
Christoph Oelckers
d39ee1daf3 - added a new thinker statnum STAT_STATIC which do not get deleted between levels. 2017-02-25 16:56:49 +01:00
Christoph Oelckers
498da825a5 - made the Skins array scripting friendly and exported it. 2017-02-17 21:51:23 +01:00
ZZYZX
6a0103a746 Merged p_setup conflict 2017-02-03 13:02:44 +02:00
ZZYZX
b45af599c5 Explicit handler deinitizliation in P_Shutdown and P_FreeLevelData 2017-02-03 13:01:15 +02:00
ZZYZX
27c5e21a1d Moved E_InitStaticHandlers(true) a bit higher in the initialization so that local scripts receive PlayerEntered properly 2017-02-03 09:04:01 +02:00
Christoph Oelckers
becc00a8be - added a check to P_VerifyBlockmap to discard all blockmap with blocks whose first entry is not 0.
Seems someone has written a node builder which violates this long-standing assumption (https://www.doomworld.com/vb/source-ports/92468-introducing-zokumbsp/)
However, rather than second-guessing the format's correctness it's more advisable to just discard such blockmaps to avoid some less obvious issues that may creep up.
2017-02-01 21:40:47 +01:00
Christoph Oelckers
6d28aa3541 - do not use strtol for parsing critical values that can get large.
This function will truncate everything that is larger than LONG_MAX or smaller than LONG_MIN to fit into a long variable, but longs are 32 bit on Windows and 64 bit elsewhere, so to ensure consistency and the ability to parse larger values better use strtoll which does not truncate 32 bit values.
2017-02-01 11:19:55 +01:00
Christoph Oelckers
94d5d6848e - moved all code that deletes some data from P_SetupLevel to P_FreeLevelData so that P_Shutdown can also call it.
This is particularly important for camera textures which otherwise would not be taken down before a restart.
2017-01-31 13:46:35 +01:00
Christoph Oelckers
ba629379ca - fixed: for levels with 0-length lines the allocation size of the lines array was too large because it didn't subtract those deleted lines. 2017-01-30 00:25:40 +01:00