Commit graph

621 commits

Author SHA1 Message Date
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
Christoph Oelckers
6129f9a9cc - fixed a warning and set NOINITCALL for a few CVARs accessing the current level.
These inits are done at a time when the data isn't even initialized so they will get overwritten anyway.
2019-02-24 10:05:01 +01:00
Christoph Oelckers
ecb1c2ee4a - initialize the language right after reading the strings. 2019-02-20 19:30:39 +01:00
Christoph Oelckers
10a017e104 - fixed: The language ID was set before reading the config.
This essentially rendered saving the language CVAR useless.
2019-02-19 00:29:22 +01:00
Christoph Oelckers
868ac5adf8 - 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.
2019-02-14 22:23:33 +01:00
Christoph Oelckers
e526cebc8e Merge remote-tracking branch 'origin/master' into localization 2019-02-12 00:20:00 +01:00
alexey.lysiuk
d4d010ac32 - added compatibility flag for buggy CheckSwitchRange behavior
https://forum.zdoom.org/viewtopic.php?t=63008
https://forum.zdoom.org/viewtopic.php?t=63650
2019-02-11 17:57:03 +01:00
Christoph Oelckers
495298079b - 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.
2019-02-06 13:59:41 +01:00
Christoph Oelckers
66eb4e5048 - separation of static and map-local event handlers into separate lists.
Having everything lumped together made this a maintenance hassle because it affected how the level has to be stored.
This hasn't been tested yet, so it may not work as intended!
2019-02-02 16:43:11 +01:00
Christoph Oelckers
484485f3cf - made the event manager an object so it can be instantiated multiple times. 2019-02-02 10:46:34 +01:00
Christoph Oelckers
45dc9a7b47 - renamed the level variables.
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.

The static 'level' has been mostly removed from the code except some places that still need work.
2019-02-02 00:25:51 +01:00
Christoph Oelckers
6c006a5fbd - added the missing Level parameters to AActor::StaticSpawn and P_ExecuteSpecial.
I think these were the last two still missing it, all remaining uses of the global level variable are in code that doesn't get run through a level tick and are supposed to access the primary level.
2019-02-01 22:02:16 +01:00
Christoph Oelckers
f6a91e1722 - moved the I_Error prototypes to doomerrors.h to avoid having to include the low level system header for this. 2019-01-31 19:38:04 +01:00
Christoph Oelckers
0f2938089d - started cleaning up the contents of the g_shared directory, starting with a_dynlight.cpp
This is supposed to be come the place where all pure play code should be placed, but for that all CVARs and CCMDs and other things that do not directly handle play data should be taken out to make code reviewing easier. These now get collected in two separate files, g_cvars.cpp and g_dumpinfo.cpp respectively.
The sole ZScript property in here has also been moved - to thingdef_properties.cpp.
2019-01-31 02:05:16 +01:00
Christoph Oelckers
64ac6dbc6e - moved thinker storage into FLevelLocals. 2019-01-30 19:09:21 +01:00
Christoph Oelckers
3b4ded5694 - refactored the thinker list.
This was an unorganized set of static members in DThinker but has now been regrouped into something more structured.
2019-01-30 02:15:48 +01:00
Christoph Oelckers
e30f116faf - moved bglobal into FLevelLocals
This is still all static data, only the location has changed, but none of the access.
2019-01-30 01:38:18 +01:00
Christoph Oelckers
4ad327d7e0 - moved G_ChangeLevel and other exit functions into FLevelLocals. 2019-01-29 23:45:14 +01:00
Christoph Oelckers
6451b7d592 - moved the combined compatibility flags into FLevelLocals. 2019-01-29 19:28:22 +01:00
Christoph Oelckers
d716a17b96 - compatibility variable handling 2019-01-29 17:41:50 +01:00
Christoph Oelckers
3c565c9e86 - moved the static sky variables into FLevelLocals and removed the redundant ones for the texture ID. 2019-01-29 04:44:44 +01:00
Christoph Oelckers
06e5dd1d86 - Handle level in bot code 2019-01-29 04:27:21 +01:00
Christoph Oelckers
68667e5eaa - moved particle storage into FLevelLocals.
- moved parts of the render setup out of the separate render functions.

Things like particle and polyobject linking were duplicated several times for rendering different things in different renderers.
These things only need to be set up once before the renderer is started so it makes a lot more sense to consolidate them into one place outside the actual rendering code.
2019-01-29 01:09:02 +01:00
Christoph Oelckers
3364988680 - moved the interpolator into FLevelLocals and refactored its use to happen outside the renderers.
There is no need to do this deep inside the renderer where it required code duplication and made it problematic to execute on multiple levels.
This is now being done before and after the top level call into the renderer in d_main.cpp.
This also serializes the interpolator itself to avoid problems with the Serialize functions adding the interpolations into the list which can only work with a single global instance.
2019-01-28 18:26:14 +01:00
Christoph Oelckers
d941dea005 - added a level iterator for operations that need to make changes to all open levels.
Since currently there is only one level, this will obvciously only run once on that level for the time being.

This is mainly used for CCMDs and CVARs which either print some diagnostics or change some user-settable configuration.
2019-01-28 02:41:29 +01:00
Christoph Oelckers
22939aade7 Merge branch 'master' into new_level_refactor
# Conflicts:
#	src/c_dispatch.cpp
2019-01-27 10:26:23 +01:00
Christoph Oelckers
39f53a4de0 - 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
2019-01-27 10:24:49 +01:00
Christoph Oelckers
05830455e7 - made the automap an object.
This simplifies handling a lot because it allows to make the level the owner of its map.
2019-01-26 15:21:20 +01:00
Christoph Oelckers
9f8dd66189 - changed Polyobject thinkers to operate on the actual polyobjects instead of indices
This also changes the action special interface to pass a Level parameter to the separate functions and makes a few other minor adjustments to the polyobject code.
2019-01-24 01:05:07 +01:00
Christoph Oelckers
848d9c3750 - Moved high level parts of view border drawing to status bar. 2019-01-23 20:55:38 +01:00
Christoph Oelckers
d654e02dea - rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00
Christoph Oelckers
f31b1b92c9 - eliminated the two global FraggleScript variables by moving them into DFraggleThinker. 2018-12-29 01:18:21 +01:00
Christoph Oelckers
5f303859e9 - made some changes to how the compatibility code works to allow removing the last remaining global variables of the map loading code.
Everything temporary is now part of the MapLoader class.
2018-12-28 23:14:11 +01:00
Christoph Oelckers
a47287f1e4 - use TArrays for all local allocations in the map loader. 2018-12-27 20:22:51 +01:00
Christoph Oelckers
c471be4409 - 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.
2018-12-19 01:37:48 +01:00
Christoph Oelckers
1aba33122b - fixed: The light defaults were not fully deleted on an engine restart. 2018-12-15 15:36:43 +01:00
Christoph Oelckers
9409843931 - replaced the last access operator, too
Now everything uses a function.
This really wasn't what operators are supposef to be used for.
2018-12-07 03:01:40 +01:00
Christoph Oelckers
79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
3dc9eab743 Renamed the operator() and [] methods in FTextureManager which take a name
The operators cannot be easily searched for so this makes it hard to do any evaluations on the use of this method.
2018-12-07 02:43:27 +01:00
Christoph Oelckers
6eab4a882c - narrowing down the public interface of the texture class
Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Christoph Oelckers
db814dc333 - properly hook up the alt HUD with the status bar. 2018-12-02 14:34:10 +01:00
Christoph Oelckers
d11b33e8fd - scriptified the last components of the alternative HUD.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.

All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
2018-12-02 14:34:10 +01:00
Christoph Oelckers
191f2d9d76 - use TArray and FString in resource file management. 2018-11-10 14:19:55 +01:00
Christoph Oelckers
f007473a9f - fixed memory leak with wipes set to pff.
In this case the start screen's texture wasn't destroyed.
2018-09-02 21:13:58 +02:00
alexey.lysiuk
207988bb1b - fixed crash when wipe type is set to none 2018-09-02 15:15:38 +03:00
Christoph Oelckers
6e0ed3e930 - crossfade wipe is working again.
The other two types still need work.
2018-09-02 12:03:17 +02:00
Christoph Oelckers
29a54c33b2 - temporarily disabled wipe code and removed old function stubs.
This still needs work.

# Conflicts:
#	src/gl/data/gl_attributebuffer.cpp
2018-09-02 12:02:59 +02:00
Christoph Oelckers
9af01c4667 - Untested wipe refactor
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/system/gl_wipe.cpp
#	src/hwrenderer/scene/hw_attributebuffer.cpp
2018-09-02 12:02:36 +02:00
Christoph Oelckers
ecf6e3f620 Sanitized the Being/End2D interface so that it can be used to keep the attribute buffer mapped while processing 2D commands.
For this to work the 2D mode has to be properly set and unset at the right places so that no double mapping occurs and no render operation can happen while in 2D mode.

# Conflicts:
#	src/d_main.cpp
#	src/v_video.h
2018-09-02 11:59:01 +02:00
Christoph Oelckers
3b53f31da3 - default to fullscreen display. 2018-07-28 10:05:50 +02:00
Christoph Oelckers
156ed5790e - added vid_setsize CCMD and fixed some issues with window restoration when switching from fullscreen.
Windows apparently cannot both undo borderless fullscreen and resize the window at the same time, so this must delay the resizing one frame.
2018-07-21 21:32:02 +02:00
Christoph Oelckers
79b3c41677 - fixed titlepic animation.
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.
2018-07-15 22:51:25 +02:00
Christoph Oelckers
8ac864b007 Merge branch 'master' into modern 2018-06-26 09:28:23 +02:00
Christoph Oelckers
0ed1077f29 - correct checks for HasDynamicLights 2018-06-26 08:51:21 +02:00
Christoph Oelckers
532fba5c26 - moved the Stereo3D EyePose to their own file in hwrenderer/. 2018-06-24 10:47:42 +02:00
Christoph Oelckers
65849441e5 - disable the wipe code entirely when a stereo3D mode is active.
This simply cannot work right so let's better outright disable it.
2018-06-24 09:32:46 +02:00
Christoph Oelckers
d2309af3d5 Merge remote-tracking branch 'remotes/origin/master' into modern
# Conflicts:
#	src/d_main.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
2018-06-19 19:40:52 +02:00
Christoph Oelckers
548ccb1df4 - removed some references to r_viewpoint in game code
Mainly to reduce number of search results.
2018-06-19 11:20:36 +02:00
Christoph Oelckers
8787905fed Fixed: DBaseStatusBar::Draw did not use its ticFrac parameter when being called from scripts
Instead it directly went to the global viewpoint again which would be inconsistent.
2018-06-19 09:00:50 +02:00
Christoph Oelckers
c8db149c06 Merge branch 'master' into modern 2018-06-19 00:11:59 +02:00
drfrag666
703d2bc0cd - Fixed missing include due to non conformant preprocessor in VS. 2018-06-18 20:57:52 +02:00
Christoph Oelckers
af0e11f377 - implemented fullscreen toggle for Windows and fixed the window position saver so that it can save and restore the window size as well.
This code was written when the window wasn't resizable and didn't actually manage to restore it before. With today's changes this design flaw caused totally incorrect results.
2018-06-17 23:33:22 +02:00
Christoph Oelckers
babe55819e - fullscreen toggle and some cleanup. Not fully working yet. 2018-06-17 22:11:35 +02:00
Christoph Oelckers
b65b83edb3 - removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
2018-06-17 20:08:35 +02:00
alexey.lysiuk
33753955ac - initialized view width and height explicitly
It was just a black screen and no menu on startup otherwise
2018-06-17 18:16:04 +02:00
Christoph Oelckers
8ab68264c1 - removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher.
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/shaders/gl_shader.cpp
#	src/gl/system/gl_framebuffer.cpp
#	src/gl_load/gl_interface.cpp
2018-06-15 21:45:05 +02:00
alexey.lysiuk
36779cf88c - restore startup game state on restart
At least values of custom server CVARs were not restored because of this

https://forum.zdoom.org/viewtopic.php?t=60711
2018-05-27 16:42:48 +03:00
alexey.lysiuk
e085a8d58a - garbage collect static event handlers on restart
Remaining object(s) led to a potential crash on the next garbage collection cycle
Assertion failure was triggered during restarting in Debug configuration
2018-05-27 16:42:48 +03:00
Christoph Oelckers
44dd48c7fa - moved the palette stuff and some remaining scaling code from OpenGLFrameBuffer to DFrameBuffer and fixed GetFlashedPalette 2018-05-16 22:10:24 +02:00
Christoph Oelckers
de15b589c0 - moved the screen blending code out of the renderer.
This is better be made part of the 2D interface.
That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer.
Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.
2018-05-05 11:20:37 +02:00
alexey.lysiuk
2be84dc636 - skip rendering when application is not active
Use vid_activeinbackground CVAR to override this behavior
2018-05-04 11:24:37 +03:00
Christoph Oelckers
43b491ea33 - moved the global 'no dynamic lights' variable to FLevelLocals so that it is outside renderer specific data. 2018-05-03 21:27:45 +02:00
Christoph Oelckers
af76e9a9c4 - allow animated title pics.
This also applies to all other images shown in the title loop as well.
2018-04-30 23:48:59 +02:00
Christoph Oelckers
67cb6e63b5 - cleanup of the 2D interface.
Lots of this was still laid out for DirectDraw. This removes most of Begin2D so that it can be done more cleanlz.
Note that this commit renders weapon sprites and screen blends incorrectly. Those will be fixed in an upcoming commit.
2018-04-29 20:15:19 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
b12a6fded9 - added the code for legacy shaders.
- force texture filtering for 2D to off when in software rendering.
2018-04-08 12:11:51 +02:00
Christoph Oelckers
1897073b60 -fixed: When performing a restart the SW scene drawer's resources should be reset because they are outside the control of higher level containers. 2018-04-08 08:03:46 +02:00
Christoph Oelckers
df4f435952 - merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00