Commit graph

698 commits

Author SHA1 Message Date
Christoph Oelckers
4da2351671 - fixed compile errors in POSIX platform code. 2020-04-22 20:42:13 +02:00
Christoph Oelckers
12e69adec3 - system backend cleanup.
This is mainly for running CI on Linux and macOS. Windws is already working.
2020-04-22 19:57:14 +02:00
Christoph Oelckers
b7ea483323 - fixed checkForHacks placement. 2020-04-19 19:52:03 +02:00
Christoph Oelckers
0eb68177ca Merge branch 'master' into texture_rework 2020-04-19 18:07:16 +02:00
Christoph Oelckers
6dfc416b51 - fixed setup of IPK3's where all content is in a subdirectory.
These never received the file name list that was needed to eliminate this directory from internal paths.
2020-04-19 13:04:29 +02:00
Christoph Oelckers
5a2a72fc95 - store the Vulkan descriptor sets in the material - where they belong!
Having them in the base texture object was a major maintenance issue.
2020-04-19 10:57:56 +02:00
Christoph Oelckers
ef8e7a4944 - reworked the multipatch texture builder to reuse the FImageTexture objects. 2020-04-19 10:57:55 +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
662fa6e667 - removed the conversion helper code and fixed a few places where FMaterial was only used to access the hardware textures in the FTexture class. 2020-04-19 10:57:49 +02:00
Christoph Oelckers
397b1520bc - deal with I_SetCursor 2020-04-19 10:57:48 +02:00
Christoph Oelckers
9099bc8420 - reworking some lower level texture code. 2020-04-19 10:57:46 +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
Christoph Oelckers
9e7094848c - transitioned the 2D drawer to FGameTexture. 2020-04-19 10:57:45 +02:00
Christoph Oelckers
d9928b51a8 - eliminated all cases of calling DrawTexture with an FTexture.
Everything uses FGameTexture now.
2020-04-19 10:57:45 +02:00
alexey.lysiuk
f0ca7fb213 - fixed compilation of Linux targets 2020-04-12 11:03:01 +03:00
Christoph Oelckers
def123823b - cleanup of 2D code. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
ce4c2be3c7 - use the 2d drawer's size where appropriate. 2020-04-11 20:20:58 +02:00
Christoph Oelckers
b18faacab0 - 2D drawer cleanup. 2020-04-11 20:20:58 +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
74c5f83658 - moved most of the root marking out of the garbage collector, replacing it with callbacks.
Yet another place where low level code was tied too tightly to the game instead of providing a proper interface.
2020-04-11 20:20:52 +02:00
Christoph Oelckers
f8ac9a2662 - moved DObject and core parts of the VM to 'common'.
# Conflicts:
#	src/common/objects/dobject.h
2020-04-11 20:20:51 +02:00
Christoph Oelckers
1a0ace4f88 - palette related fixes. 2020-04-11 20:20:40 +02:00
Christoph Oelckers
f8e9cb8fbc - major dependency reduction of the texture system. 2020-04-11 20:20:37 +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
50e1efa965 - minor sound code cleanup
# Conflicts:
#	src/sound/backend/oalsound.cpp
2020-04-11 20:20:34 +02:00
Christoph Oelckers
4af96bab47 - some cleanup on music code.
* change the license of the main file because there is no more id-based code here licensed under the GPL.
* moved VM interface definition out of the implementation.
* moved idmus CCMD out of implementation because it is dependent on Doom level definitions.
* moved s_music.cpp into the music folder with the rest of the music code.
2020-04-11 20:19:54 +02:00
Christoph Oelckers
56f2b2ac56 - reduce backend's dependency on game state by using callbacks. 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
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
8dacdf2951 - use an array to store the buttons.
This puts a lot less knowledge about the game's features into the low level code.
2020-04-11 20:19:50 +02:00
Christoph Oelckers
0e7480b4ed - moved the file lookup functions to utilities.
# Conflicts:
#	src/common/utility/findfile.cpp
2020-04-11 20:19:50 +02:00
Christoph Oelckers
756a743974 - uncouple console's cursor blinking from the game ticker.
This is now done in real time by the drawer.
2020-04-11 20:19:25 +02:00
Christoph Oelckers
603ad755ab - separated the button code from c_dispatch.
Two separate features justify two separate files.
2020-04-11 20:19:24 +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
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
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
fdc14ca805 - renamed fullscreen CVar internally to vid_fullscreen to make searching for it easier.
The word 'fullscreen' appears a bit too frequently in the source.
2020-04-11 14:00:15 +02:00
Christoph Oelckers
d523da1313 - make DumpCPUInfo return a string instead of letting it print the info itself. Also consolidated I_Init, because both existing versions were identical. 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
669e8fbe48 - started some reorganization of low level utility code by moving all third party dependencies to a separate place. 2020-04-11 14:00:12 +02:00
Christoph Oelckers
cf757ba834 - made the translation container a class.
This also splits off some Doom-specific implementation details into higher level headers.
2020-04-11 14:00:11 +02:00
Blue
52f1c8a0d1 Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp 2020-04-08 18:51:38 +02:00
Christoph Oelckers
fabe772833 - moved high level code out of i_time.cpp. 2020-03-27 12:39:56 +01:00
alexey.lysiuk
747c6dcbc9 - customized invulnerability colormap does not interfere with Powerup.ColorMap
https://forum.zdoom.org/viewtopic.php?t=66955
2020-01-18 17:27:45 +01:00
Alexander Kromm
7973ab9c6b make nosave standalone CVar flag, alongside server and user 2020-01-16 17:52:58 +01:00
Alexander Kromm
eeddd72458 fix nosave cvar keyword (saved to config, not saved to savegame) 2020-01-06 12:07:07 +01:00
Alexander Kromm
b209fd9572 add "nosave" cvar token
It makes a cvar value not be saved in a save file.
2020-01-05 17:36:44 +01:00
alexey.lysiuk
651dfbc49f - fixed a few compilation warnings
src/d_main.cpp:280:18: warning: using the result of an assignment as a condition without parentheses [-Wparentheses]
src/rendering/r_videoscale.cpp:147:22: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
src/sound/s_reverbedit.cpp:250:18: warning: comparison of integers of different signs: 'size_t' (aka 'unsigned long') and 'int' [-Wsign-compare]
2020-01-04 12:59:26 +02:00
Rachael Alexanderson
2b05bfed68 - implement 'defcvars'
# Conflicts:
#	src/d_main.cpp
2019-12-30 19:07:01 +01:00
alexey.lysiuk
388d800b40 - fixed compilation with GCC and Clang
src/d_main.cpp:3101:37: error: cannot pass non-trivial object of type 'FString' to variadic method; expected type from format string was 'char *' [-Wnon-pod-varargs]
2019-12-25 17:44:57 +02:00
Rachael Alexanderson
2e467bd239 - update window title with current level name 2019-12-25 09:52:57 -05:00
Christoph Oelckers
e82565373f - 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.
2019-12-16 23:52:39 +01:00
alexey.lysiuk
47305a740f - removed redundant call to S_StopAllChannels()
It's the first thing that S_ClearSoundData() does anyway
2019-12-09 15:40:40 +02:00
Rachael Alexanderson
a3741abbf3
- add cvar 'cl_disableinvertedcolormap' - 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
2019-11-26 07:46:18 -05:00
PaulyB
a74be69371 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 17:34:42 +01:00
Rachael Alexanderson
e55a935220 - implement ccmd 'togglehud' for taking screenshots
- it disables most 2D drawing in order to favor a fullscreen output view for screenshot taking
  - enabling the console or any menu should cancel it
  - it does use several CVARs but their state should be restored when this mode is canceled
2019-11-03 03:51:22 -05:00
alexey.lysiuk
994960627b - 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
2019-10-21 15:54:13 +03:00
alexey.lysiuk
f678b5d4d6 - fixed crash on closing fatal error window
Framebuffer was accessed after its destruction
2019-10-08 12:39:45 +02:00
Christoph Oelckers
2e7af1338c - 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.
2019-10-07 20:28:55 +02:00
Christoph Oelckers
ff379e7c0c 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.
2019-10-07 01:24:51 +02:00
Christoph Oelckers
0a611e1992 - 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.
2019-10-07 00:55:14 +02:00
Christoph Oelckers
96006eb94f - 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.
2019-10-07 00:37:56 +02:00
Christoph Oelckers
b5fa08bf15 - consolidated I_FatalError functions
This also removes the handling from thr Posix backend and will not compile on non-Windows.
2019-10-07 00:20:07 +02:00
Christoph Oelckers
cd086ae1da - consolidated the 3 I_Error implementations
Debug output is now being handled by the respective interface functions, not by the Windows I_Error itself.
2019-10-07 00:01:12 +02:00
Christoph Oelckers
d2c156224b - 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.
2019-10-01 20:04:46 +02:00
Christoph Oelckers
241a47602b - small fix 2019-10-01 15:24:17 +02:00
Christoph Oelckers
338ae15a4c - 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.
2019-10-01 01:37:21 +02:00
Christoph Oelckers
ff40bcd178 - moced I_DetectOS call into D_DoomMain
This requires the console and was the reason for this strange setup.
2019-10-01 01:02:49 +02:00
Christoph Oelckers
a1a73ef2b3 - 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.
2019-10-01 01:00:37 +02:00
Christoph Oelckers
42a54ef545 - copied the restart cleanup code into its own function 2019-10-01 00:30:44 +02:00
Christoph Oelckers
2a3205200f - reordered a few things in the startup procedure
Mainly done to isolate the calls that actually manipulate the global frame buffer.

V_Init alsoi initialized some palette data, which was moved to V_InitPalette and did something entirely different when running a restart as opposed to an initial start.
2019-10-01 00:21:51 +02:00
Christoph Oelckers
66db894866 - split off all music code from s_sound.cpp 2019-08-23 17:15:19 +02:00
Christoph Oelckers
38a1a05af3 - 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.
2019-07-16 20:22:15 +02:00
Christoph Oelckers
7346288bf5 - moved some more files. 2019-07-14 21:09:49 +02:00
alexey.lysiuk
77ea4a9fb7 - fixed inconsistent wipe state with stereo 3D mode enabled
https://forum.zdoom.org/viewtopic.php?t=65181
2019-06-26 22:26:14 +03:00
Christoph Oelckers
2766303cfc - consolidated the 3 atterm implementations.
Each platform had its own copy. Why?
2019-06-10 12:01:01 +02:00
alexey.lysiuk
d9da513f74 - fixed 'Pause by <playername>' message in multiplayer
https://forum.zdoom.org/viewtopic.php?t=64765
2019-05-25 17:50:18 +03:00
Christoph Oelckers
2c226afff1 - implemented subtitles for intermission slideshows. 2019-05-19 10:28:07 +02:00
alexey.lysiuk
4fb508743c - added missing compat flag CVAR for Strife railing
https://forum.zdoom.org/viewtopic.php?t=64627
2019-05-09 11:20:47 +03:00
Christoph Oelckers
a8c47408fa - implemented 'deletelumps' feature and add Chex Quest 3 texts.
The episode titles required a workaround because the CQ3 episodes do not contain names in text form: If this is the case, the patch name will be used as a string table identifier to get a matching text for localization.
2019-04-14 22:46:03 +02:00
Christoph Oelckers
c0b322c51a - make the switch between game and generic fonts automatic by adding a key value to the language table 2019-04-12 00:20:42 +02:00
Christoph Oelckers
f1105f2e13 - further work on generic HUD
Some reorganization to avoid code duplication plus making the log screen capable of using the generic font. This also means that the popup for the log in Strife's status bar will be disabled when in generic mode - this popup with its special font would be a bit problematic.
2019-04-10 00:45:32 +02:00
Christoph Oelckers
fe37c3bc4f - allow all DHUDMessage calls to substitute SmallFont
This is a preparation for setting a generic HUD mode where all these should be able to use the VGA font instead, and not just C_MidPrint.
2019-04-10 00:28:40 +02:00
Christoph Oelckers
dc67355e95 - 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.
2019-03-24 12:42:57 +01:00
Christoph Oelckers
5da2ecda66 - fix the compat_pointonline flag. 2019-03-23 15:28:10 +01:00
Christoph Oelckers
be7d6241c2 - localize 'By' 2019-03-19 01:23:54 +01:00
alexey.lysiuk
1f16fd7801 - fixed clipping of automap background with althud and screenblocks < 10 2019-03-18 10:23:55 +02:00
Christoph Oelckers
2573ca8ac4 - 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.
2019-03-15 12:18:12 +01:00
Christoph Oelckers
b7d09c95dd - cleanup of savegame picture code.
* re-added screen blends for images from the hardware renderer.
* moved all postprocessing of the image out of the renderers.
* cleaned out a large piece of cruft for handling the palette in the frame buffer class. This was all a remnant of the old paletted backend that no longer exists. Nowadays the screen blend is just a postprocessing effect drawn over the 3D screen, there is no need to maintain any of it as global state anymore.
* since the engine doesn't produce paletted screenshots anymore there is no need to have handling for it in the generation code. This depended on otherwise obsolete information so it got removed along with that information.
2019-03-09 14:48:14 +01:00
Christopher Bruns
52ab4b968f Remove Quad-buffered from list of VR-modes if we know it won't work. 2019-03-03 16:15:38 +01:00
Christoph Oelckers
ce1ecd0d4b - implemented string table macros. 2019-03-02 12:06:24 +01:00