Commit graph

462 commits

Author SHA1 Message Date
Rachael Alexanderson
00dab8677a - fixed: Changing fullscreen while vid_renderer != currentrenderer will cause a fake vid_renderer to be passed to the mode change function in order to prevent a crash. 2017-05-03 10:05:46 +02:00
alexey.lysiuk
e19f6fe8ea Final touch in fixing restart CCMD
https://mantis.zdoom.org/view.php?id=595
2017-04-20 16:20:51 +03:00
Christoph Oelckers
42a34ddd58 - fixed: The menu descriptors were not cleared on restart, leaving some menu data behind. 2017-04-18 16:54:06 +02:00
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
Christoph Oelckers
cd180d29c7 - block direct use of 'new' for DObjects.
This is to ensure that the Class pointer can be set right on creation. ZDoom had always depended on handling this lazily which poses some problems for the VM.
So now there is a variadic Create<classtype> function taking care of that, but to ensure that it gets used, direct access to the new operator has been blocked.

This also neccessitated making DArgs a regular object because they get created before the type system is up. Since the few uses of DArgs are easily controllable this wasn't a big issue.

- did a bit of optimization on the bots' decision making whether to pick up a health item or not.
2017-04-14 13:31:58 +02:00
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
alexey.lysiuk
dd30d2a045 DEHACKED lumps from IWAD now have precedence over embedded lumps and separate files
See https://forum.drdteam.org/viewtopic.php?t=7588

Processing order is now the same as in Chocolate Doom
prBoom+ loads separate files after all WAD lumps though
This makes sense but would change loading sequence existed in ZDoom for years
2017-04-04 12:20:12 +03:00
Christoph Oelckers
54764c136d - changed the 2D draw abort check to use a dedicated variable, that gets set in Begin2D and unset at the end of D_Display.
This is really all the extent where 2D draw operations may be allowed. Trying to detect this from other variables is not reliable.
2017-04-01 12:59:58 +02:00
Christoph Oelckers
1dcc017daf - reimplemented the position display, but changed its position a bit upward.
- activated the RenderOverlay event, now that it can be called from the correct spot, i.e. right after the top level HUD messages are drawn. The system's status output will still be drawn on top of them.
2017-03-29 23:51:53 +02:00
Christoph Oelckers
1d4ab0cc2a - implemented proper scaling for the status bar itself.
This allows using the UI scale or its own value, like all other scaling values.
In addition there is a choice between preserving equal pixel size or aspect ratio because the squashed non-corrected versions tend to look odd, but since proper scaling requires ununiform pixel sizes it is an option.

- changed how status bar sizes are being handled.

This has to recalculate all scaling and positioning factors, which can cause problems if the drawer leaves with some temporary values that do not reflect the status bar as a whole.
Changed it so that the status bar stores the base values and restores them after drawing is complete.
2017-03-29 19:23:40 +02:00
Christoph Oelckers
e791c957d9 - implemented the regular Doom status bar.
The DOOM status bar and HUD are complete, except the inventory bar.
2017-03-26 22:04:58 +02:00
Christoph Oelckers
3e67a8bafa - let hud_scale act like an override to uiscale, just like con_scale does.
- better handling of ForceScale for the fullscreen HUD that doesn't mess around with CVARs.
- moved the mug shot into the status bar, because this is global state that needs to be shared between different pieces of code which want to display a mug shot.
- SBARINFO should work off the current status bar settings instead of the ones stored in its script object
2017-03-25 18:32:47 +01:00
Christoph Oelckers
a3ee3c287e - major progress on the status bar code: SBARINFO's DrawGraphic has been ported into a generic function of the base statusbar class and put to use for a few items on the Strife status bar.
- decided to ditch the widget system I had started to lay out. As it turns out that would make things far more complicated and slower than they need to be.
2017-03-24 00:47:08 +01:00
Christoph Oelckers
1423d5f42a - scriptified the SBARINFO wrapper.
This serves no purpose in itself but it removes a native side class from the status bar class hierarchy which allows for better editing options later.
2017-03-22 17:29:13 +01:00
Christoph Oelckers
9bffe4ee50 - scriptified the main statusbar interface and the Strife status bar.
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.

Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00
Christoph Oelckers
622b4a6457 - switched over to the scripted intermission screens. 2017-03-18 21:19:32 +01:00
Christoph Oelckers
ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
alexey.lysiuk
b398c7458c Do not draw crosshair on automap with alternative HUD enabled 2017-03-12 08:57:25 -04:00
Magnus Norddahl
0c9014b984 - move r_utility globals into r_viewpoint and r_viewwindow
- change r_utility functions to only work on FRenderViewpoint and FViewWindow
2017-03-11 23:28:07 +01:00
Rachael Alexanderson
cc9a2e5121 Merge https://github.com/coelckers/gzdoom 2017-03-08 21:25:24 -05:00
Christoph Oelckers
ba0f5a3f94 - most WORD and SWORD are gone. 2017-03-08 18:55:55 +01:00
Christoph Oelckers
8ab562ef13 - the fourth. 2017-03-08 18:55:54 +01:00
Rachael Alexanderson
71f400e238 Merge https://github.com/coelckers/gzdoom 2017-03-07 10:00:20 -05:00
ZZYZX
620ce72ebd Fixed E_Responder for mouse events. It being active during console was actually a bug, because console should prevent any events. 2017-03-07 12:46:26 +01:00
ZZYZX
883048b538 Added E_Responder call for direct mouse input interception 2017-03-07 12:46:26 +01:00
Christoph Oelckers
1c95ddacb8 Revert "Moved some ancient playsim mouse input code around so that it works properly with input events"
This reverts commit 2e0eb742eb.

This effectively nullifies the attempt to get a higher mouse update rate for the display.
2017-03-07 10:26:03 +01:00
ZZYZX
a681b5b706 Just in case, don't send useless mouse move events to G_Responder. 2017-03-07 09:47:47 +01:00
ZZYZX
2e0eb742eb Moved some ancient playsim mouse input code around so that it works properly with input events 2017-03-07 09:47:47 +01:00
Rachael Alexanderson
e9364fccb8 - Fixed: voxels were not properly remapped after "restart" ccmd 2017-02-27 18:12:49 +01:00
Rachael Alexanderson
4a9845a6c0 - Fixed: voxels were not properly remapped after "restart" ccmd 2017-02-27 12:02:46 -05:00
Rachael Alexanderson
404b326812 Merge https://github.com/coelckers/gzdoom 2017-02-25 18:32:06 -05:00
Christoph Oelckers
35552ce0cb - added a Death.Sky state for missiles that gets used when they hit a sky plane.
- fixed: The Alt HUD did not draw the crosshair in HUD off mode.
2017-02-25 20:45:28 +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
Rachael Alexanderson
10e268ebc0 - Change "clipmidtex" compatflag to be accessible in compatibility.txt only. 2017-02-23 06:32:53 -05:00
Rachael Alexanderson
1a9b1de9a1 - Added "clipmidtex" compatflag and applied it to unloved.pk3 2017-02-23 03:39:04 -05:00
Rachael Alexanderson
e01895bf80 Merge https://github.com/coelckers/gzdoom 2017-02-15 07:06:52 -05:00
Christoph Oelckers
d8b8767ee9 - disabled render events pending further discussion and evaluation. 2017-02-15 12:27:50 +01:00
Rachael Alexanderson
5dad292c56 Merge remote-tracking branch 'remotes/gzdoom/master' 2017-02-15 05:43:15 -05:00
Rachael Alexanderson
2b8db72cef Merge commit '2234d36c7ac531fd802803216f747f82b58be8c2'
# Conflicts:
#	src/r_main.cpp
#	src/r_plane.cpp
#	src/r_things.cpp
2017-02-15 05:42:57 -05:00
Christoph Oelckers
9e769f29c3 - the native part wasn't saved. 2017-02-14 19:34:01 +01:00
Christoph Oelckers
2234d36c7a Merge branch 'thereisnospoon' of https://github.com/jewalky/gzdoom
# Conflicts:
#	src/dobject.h
2017-02-14 19:10:02 +01:00
Rachael Alexanderson
8c176575c8 Merge https://github.com/coelckers/gzdoom 2017-02-12 21:39:20 -05:00
Christoph Oelckers
dbf3530696 - the keybinding control works again, this time fully scripted. 2017-02-12 18:38:23 +01:00
Christoph Oelckers
2a5b26c27c - removed native option menu controls. Note that this commit will not compile! 2017-02-11 21:28:48 +01:00
Rachael Alexanderson
5948c7b0da Merge https://github.com/coelckers/gzdoom 2017-02-08 18:42:24 -05:00
Christoph Oelckers
68e9918ed5 - moved player color sets and pain flashes into global variables.
There's simply never enough of them and they are used far too infrequently to justify the hassle of tagging along two TMaps per class.
For what they provide, single global lists that handle all player classes at once are fully sufficient.
2017-02-08 19:10:11 +01:00
Christoph Oelckers
5a81a4ca16 - moved a few things around to have them into better fitting places. 2017-02-08 12:24:08 +01:00
Rachael Alexanderson
942f90a759 Merge remote-tracking branch 'gzdoom/master' 2017-02-05 16:07:48 -05:00
ZZYZX
e4970189b6 Tactical merge 2017-02-05 19:14:56 +02:00
Christoph Oelckers
b570d0819b - streamlined font handling for scripts a bit.
- moved the two 'you raised the alarm' messages for Strife to the string table
2017-02-05 13:14:22 +01:00
ZZYZX
03f7c39ea7 Fixed mouse input in event handlers. Added RequireMouse field in event handler to signify that native mouse should be turned on for certain handlers. 2017-02-03 20:34:34 +02:00
ZZYZX
0d96517f5f Implemented RenderOverlay hook that executes directly after level and statusbar 2017-02-03 13:29:34 +02:00
ZZYZX
6a0103a746 Merged p_setup conflict 2017-02-03 13:02:44 +02:00
ZZYZX
9bb4cf1c03 User input events first take 2017-02-03 12:28:40 +02:00
Rachael Alexanderson
226e5238fc Merge https://github.com/coelckers/gzdoom 2017-02-01 21:57:37 -05:00
Christoph Oelckers
b77a0eb7cf - let D_PageDrawer always clear the background.
The math in DCanvas::FillBorder does not always work out so better clean the entire screen before drawing a fullscreen image to ensure that the menu blend is always drawn over something valid.
2017-02-01 11:44:13 +01:00
Rachael Alexanderson
4e45ea2300 Merge https://github.com/coelckers/gzdoom 2017-01-31 23:04:56 -05:00
alexey.lysiuk
6225f60eb2 Added cheat flag for console variables
CVAR with this flag can be set in console or from command line when sv_cheats is enabled
There is no such restriction for changing its value from ACS, via SetCVar() and related functions
'cheat' modifier can be used in CVARINFO lump to create variable of this kind
2017-01-31 14:08:09 +01:00
Christoph Oelckers
f0a325a904 - fixed: The restart CCMD needs to clear the global FraggleScript before taking down the class system.
This is a soft root and would never be deleted otherwise.
2017-01-31 13:22:05 +01:00
ZZYZX
2c314f3f3f Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-01-28 05:23:16 +02:00
Rachael Alexanderson
20a83f95b9 Merge https://github.com/coelckers/gzdoom 2017-01-24 08:39:22 -05:00
Christoph Oelckers
e3c36998b6 - delete all compile-time symbols for scripting after finishing compiling data.
Even the bare-bones gzdoom.pk3 gets rid of over 2000 symbols this way that otherwise would need to be tracked by the garbage collector.
2017-01-24 11:57:42 +01:00
ZZYZX
ce616f9c06 Added: prototype event system 2017-01-23 20:48:57 +02:00
Rachael Alexanderson
410a1aa24c Merge https://github.com/coelckers/gzdoom 2017-01-20 20:56:02 -05:00
Christoph Oelckers
f5421491ec - wrapped the entire DSBarInfo class in a container and completely decoupled it from DBaseStatusBar.
The idea is, when status bars are moved to ZScript that only this small wrapper class needs to be dealt with and the implementation can be left alone. SBARINFO is far too complex to be scriptified, but having it inherit directly from DBaseStatusBar and access its member variables severely limits the options of dealing with the status bar code. This way, it only accesses some globally visible functions in DBaseStatusBar and no variables.

- renamed the global ST_X and ST_Y variables because it is far too confusing and error-prone to have the same names inside and outside DBaseStatusBar.
2017-01-20 11:11:22 +01:00
Magnus Norddahl
f9175561bb Change RenderTarget global to be an internal swrenderer variable 2017-01-15 03:19:03 +01:00
Magnus Norddahl
1e7015643d Remove ErrorCleanup from FRenderer interface 2017-01-15 02:04:49 +01:00
Christoph Oelckers
d338ca3ec1 - scriptified the sector actions. 2017-01-13 13:51:47 +01:00
Christoph Oelckers
7b7623d2c4 - split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Rachael Alexanderson
3810328193 - More options for the IWAD picker.
- Rearranged some options around a bit.
- Disable auto load is now an archived cvar.

# Conflicts:
#	src/win32/zdoom.rc
2016-12-22 11:26:23 +01:00
Rachael Alexanderson
240f973f0c - Implemented Gez's suggestion for disable autoload checkbox on the IWAD selection box.
(cherry picked from commit 578e3270e2)
2016-12-22 11:26:23 +01:00
Edoardo Prezioso
e4c208602d - Fixed GCC/Clang warning/error. 2016-12-07 16:07:25 +01:00
Christoph Oelckers
5a08768eaf - removed unused label. 2016-12-04 14:29:03 +01:00
Christoph Oelckers
21e3aba1c7 - optionally allow passing a script position object to V_GetColor and subfunctions for better error output. Implemented this for all occurences where this info was available. 2016-12-03 16:27:53 +01:00
Christoph Oelckers
6a4f867c91 Merge branch 'master' into zscript 2016-12-03 15:54:18 +01:00
Christoph Oelckers
30cbce051e - fixed: Custom automap colors were not invalidated on restart.
- fixed: D_DoomMain has 3 calls to D_DoomLoop but only the main call of these was capable of a clean restart.
2016-12-03 15:44:46 +01:00
Christoph Oelckers
b3783a3850 redid the exception mechanism for script-side access violations to be of more use for diagnosing problems.
The original implementation just printed a mostly information-free message and then went on as if nothing has happened, making it ridiculously easy to write broken code and release it. Changed it to:

* Any VMAbortException will now terminate the game session and go back to the console.
* It will also print a VM stack trace with all open functions, including source file and line numbers pointing to the problem spots. For this the relevant information had to be added to the VMScriptFunction class.

An interesting effect here was that just throwing the exception object increased the VM's Exec function's stack size from 900 bytes to 70kb, because the compiler allocates a separate local buffer for every single instance of the exception object.
The obvious solution was to put this part into a subfunction so that it won't pollute the Exec function's own stack frame. Interesting side effect of this: Exec's stack requirement went down from 900 bytes to 600 bytes. This is still on the high side but already a lot better.
2016-12-03 12:23:13 +01:00
Christoph Oelckers
d86f03e2e0 - reverted most of the last commit after realizing that trying to manage constructing/destructing per variable is not going to work because it'd require some extensive exception management in the compiled VM code.
- instead add a list of SpecialInits to VMScriptFunction so this can be done transparently when setting up and popping the stack frame. The only drawback is that this requires permanent allocation of stack objects for the entire lifetime of a function but this is a relatively small tradeoff for significantly reduced maintenance work throughout.
- removed most #include "vm.h", because nearly all files already pull this in through dobject.h.
2016-11-17 13:10:19 +01:00
Christoph Oelckers
b1a83bfd26 - started with cleanup and separation of DECORATE code.
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
 * a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
2016-10-12 19:22:33 +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
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
Christoph Oelckers
b4e712ab01 - made disabling the push window check a real compatibility option.
No idea why this was a hidden one, this one definitely needs to be in the menu.

- set some required compatibility options for Super Sonic Doom.
2016-08-09 20:15:13 +02:00
Christoph Oelckers
ab837b608d - compatibility optioned triggering sector actions by indirectly initiated teleports
There's several old maps depending on this not happening.

- Set the option for Hell's Twisted Influence Part 1.
2016-08-07 22:04:16 +02:00
Christoph Oelckers
4899c405c3 - fixed: all non-ZDoom compatibility profiles need compat_maskedmidtex set.
This was neither fixed in Boom nor MBF.
2016-06-21 10:45:17 +02:00
Chris Robinson
6e25d3f618 Use a background thread for processing OpenAL streams 2016-04-26 06:12:56 -07:00
Randy Heit
03118d441f Don't use _FPU_GETCW if it won't do what we want
- _FPU_GETCW is defined for more than just x87. Don't use it if the
  control word for the target architecture doesn't support _FPU_EXTENDED
  or _FPU_DOUBLE defined, e.g. pretty much anything but x87. If I had been
  using glibc on PowerPC instead of Apple's libc, I probably would have
  noticed this sooner, since _FPU_GETCW is part of glibc.
2016-03-08 22:00:16 -06:00
Christoph Oelckers
1815b076ee - don't show the IWAD picker upon restart. This doesn't work with fullscreen mode. Instead just pick the first IWAD from the list until a better solution can be implemented.
- handle a 'restart' CCMD a bit more controlled. Instead of throwing an exception in the CCMD handler it now just flags D_DoomLoop to return.

If the exception is thrown within the CCMD this can easily happen deep inside the renderer when it calls NetUpdate. But since the software renderer with its use of global variables is not equipped to be yanked out of lile this it could leave broken data behind that caused glitches or even crashes on subsequently played maps.
2016-03-08 13:07:21 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
51da78ba29 - added a compatibility option to allow multiple exits to be triggered.
This is required by Daedalus's travel tubes which contain a faulty script with some leftover debug code.
2016-02-24 10:35:29 +01:00
Christoph Oelckers
34255908b0 - fixed: Initialization of spawn IDs from MAPINFO and DECORATE was in the wrong order. (looks like a badly resolved merging conflict) 2016-02-11 20:41:04 +01:00
Christoph Oelckers
4d2a52418f - added an errorlog option.
This cuts down on as much message noise as possible, outputs everything to a file specified as a parameter and then quits immediately, allowing this to run from a batch that's supposed to check a larger list of files for errors.
Multiple outputs get appended if the file already exists.
2016-02-09 14:20:49 +01:00
Randy Heit
cbfb24ef33 Disable -file ""
- This isn't a real file or even a name, but the game would try and load
  it, including running through various permutations, potentially resulting
  in loading the current directory as an archive.
2016-02-06 17:51:09 -06:00
Christoph Oelckers
5207aa6cc0 Merge commit '125afcf3defb901e23bd44d32fa86681ef1748f6' into scripting
Conflicts:
	src/p_local.h
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:09:05 +01:00
alexey.lysiuk
ee7eb3253a Added compatibility flag for point-on-line algorithm
It's possible to use original but buggy implementations of P_PointOnLineSide() and P_PointOnDivlineSide() function
See http://forum.zdoom.org/viewtopic.php?f=2&t=49544
2015-09-15 16:45:20 +03:00
Christoph Oelckers
e42b688afa - finally found the reason why the garbage collector went haywire after a restart: PClass::StaticShutdown set the PClass::bShutdown variable which disables much of the garbage collector. This needs to be cleared after successful cleanup. Restart works now, except for some random CCMDs being executed right afterward.
- fixed incorrect variable init in A_Face* functions which was missed before.
2015-04-28 23:37:04 +02:00
Christoph Oelckers
407d38f3d6 - add a bit more stuff that needs to be done before a restart to ensure that all obsolete data is taken down.
(There's still a problem with the garbage collector kicking in and deleting stuff it's not supposed to, so Restart still doesn't work)
2015-04-28 21:54:30 +02:00
Christoph Oelckers
91b05366d6 - tried to make 'restart' CCMD work again.
This requires quite a bit more thorough cleanup. I got it to the point where the titlepic appears after restarting, but it still crashes when starting the game so there's more data that needs to be cleaned up...
2015-04-28 16:39:20 +02:00
Christoph Oelckers
2d0f6339f7 - fixed some memory leaks: The global symbol table and the argument list for DECORATE called action specials were never freed. 2015-04-28 15:34:48 +02:00