Christoph Oelckers
2a9813eb5c
- code matching with GZDoom.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
66ecb05eb8
- use Printf as the only command to print to the console.
...
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Richard C. Gobeille
01bb5491af
Rename G_HaveActor() and G_DefaultActorHealth() for clarity
...
The new names are G_TileHasActor() and G_DefaultActorHealthForTile().
# Conflicts:
# source/duke3d/src/duke3d.h
2020-04-08 00:38:50 +02:00
Christoph Oelckers
fca147c83b
- fixed compilation.
2020-03-20 21:26:28 +01:00
terminx
7dc1a3c904
Make gamestructures a proper object
...
git-svn-id: https://svn.eduke32.com/eduke32@8734 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# platform/Windows/eduke32.vcxproj
# platform/Windows/eduke32.vcxproj.filters
# source/duke3d/src/gamedef.cpp
# source/duke3d/src/gameexec.cpp
# source/duke3d/src/gamevars.cpp
# source/duke3d/src/m32def.cpp
# source/duke3d/src/m32def.h
# source/duke3d/src/m32exec.cpp
# source/duke3d/src/m32structures.cpp
2020-03-20 17:37:54 +01:00
terminx
21ec33ac51
Eliminate unnecessary goto
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git-svn-id: https://svn.eduke32.com/eduke32@8731 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:35:25 +01:00
terminx
3941fccc4c
Patch from Striker to improve sprite interpolation
...
git-svn-id: https://svn.eduke32.com/eduke32@8724 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:34:19 +01:00
Christoph Oelckers
73a4e0d1fe
- made Blood's FullMap flag global and removed the hacks to show the full automap.
...
Also refactor show2dsector into a bit array to get rid of the bit shifting code at play here.
2020-03-07 19:30:18 +01:00
terminx
376c29dba6
Rename ZOFFSET1 to ACTOR_FLOOR_OFFSET and use ACTOR_MAXFALLINGZVEL in several places where it should have been used
...
git-svn-id: https://svn.eduke32.com/eduke32@8637 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/player.cpp
2020-02-11 18:23:49 +01:00
terminx
46b62aa6aa
Fix for E1L1 dumpster fire issue
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git-svn-id: https://svn.eduke32.com/eduke32@8636 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:23:14 +01:00
hendricks266
a2f507d044
CON: Add getarraysequence and setarraysequence
...
Patch from Fox.
git-svn-id: https://svn.eduke32.com/eduke32@8623 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/game.h
2020-02-11 18:20:04 +01:00
hendricks266
8adb6be002
CON: Factor out implementations of setarray and resizearray commands
...
Patch from Fox.
git-svn-id: https://svn.eduke32.com/eduke32@8622 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:19:12 +01:00
Christoph Oelckers
f0039afa5e
- fixed: INI sections for game vars were never created.
2020-02-11 00:22:56 +01:00
Christoph Oelckers
e3f8fca36e
- fixed two crash bugs I found while testing some mods.
2020-02-09 22:32:13 +01:00
Christoph Oelckers
809b687969
- removed the Build color matching code
...
For the handful of lookups it got used for the needed data is too large and the lookup not precise enough. ZDoom's BestColor yields better results, does not need any tables and for the small amount of lookups being performed is more than adequate.
2020-01-28 10:31:59 +01:00
Christoph Oelckers
245aa5d3bc
- reworked global palette state for robustness.
2020-01-26 10:58:00 +01:00
Christoph Oelckers
493525a58e
- consolidation of engine save code.
...
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Christoph Oelckers
e555d15cc7
renamed the swap function in pragmas.h
...
This conflicts with std::swap on some setups.
2020-01-20 01:32:39 +01:00
Christoph Oelckers
95f917a408
- added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
...
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Christoph Oelckers
134122335b
- first attempt to compile on a Mac
...
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers
d464017363
- cleaned up the input code a bit.
2020-01-01 11:35:47 +01:00
Christoph Oelckers
f6dee38d28
- route all 2D drawing through the 2D drawer unconditionally.
...
This is needed so that the postprocessor receives a clean 3D view to process without messing up the 2D parts.
2019-12-28 19:10:23 +01:00
Christoph Oelckers
62e9112133
- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
...
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
Christoph Oelckers
1b9a2f5932
- disabled the message entering code.
...
This needs to be replaced with the game independent ZDoom version and hooked up properly, but it of low priority because it's a multiplayer only feature.
2019-12-24 13:21:36 +01:00
Christoph Oelckers
a870df840e
- hooked up the input system and did a major cleanup.
...
Much of the old system is no longer needed with all buttons being handled as keys.
Mouse axis movement is not working yet.
2019-12-24 12:59:26 +01:00
hendricks266
0a7f5f558a
Rename colmatch functions
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git-svn-id: https://svn.eduke32.com/eduke32@8488 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/colmatch.h
# source/build/src/build.cpp
# source/build/src/defs.cpp
# source/build/src/palette.cpp
# source/duke3d/src/lunatic/dynsymlist_editor.lds
# source/duke3d/src/lunatic/dynsymlist_game.lds
# source/duke3d/src/lunatic/engine.lua
# source/tools/src/transpal.cpp
2019-12-23 10:59:14 +01:00
Christoph Oelckers
4d5755ca67
- update of the sound engine for unlimited channels per source.
...
Blood needs this.
2019-12-17 00:29:38 +01:00
Christoph Oelckers
938db6d35d
- sounds in the menu are working now.
...
Since the in-game sound is paused in the menu these sounds need the CHAN_UI flag to play.
2019-12-16 08:19:57 +01:00
Christoph Oelckers
3b57f38e55
- started transitioning to a global mapinfo list.
...
This will make it a lot easier for cross-game parts of the engine to query game state.
So far the EDuke frontend has been ported over.
2019-12-10 00:01:45 +01:00
terminx
0456d8f36d
These shouldn't be references
...
git-svn-id: https://svn.eduke32.com/eduke32@8408 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 08:39:20 +01:00
terminx
a2fd43da2f
Clean up CON_FOR a little
...
git-svn-id: https://svn.eduke32.com/eduke32@8395 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 08:29:24 +01:00
terminx
cbfb675577
Shitcan the few uses of the bool type in the VM after reading some things and dicking around on godbolt.org
...
git-svn-id: https://svn.eduke32.com/eduke32@8366 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/gameexec.cpp
# source/duke3d/src/gameexec.h
2019-12-08 07:56:50 +01:00
Christoph Oelckers
ff50a1681f
- simplified the music playing interface a bit.
...
#
2019-12-07 18:28:30 +01:00
Christoph Oelckers
72857db17b
- refactor of the quote storage.
...
This was consolidated for both EDuke and RedNukem frontends, put into a class with strict access control and the length limit was lifted.
The new class will eventually allow better localization control.
2019-12-04 00:28:28 +01:00
Christoph Oelckers
26daff79db
- fixed compile errors and updated string table.
2019-12-02 18:11:10 +01:00
Christoph Oelckers
00b2467eea
- WIP keybinding cleanup
2019-12-02 02:07:32 +01:00
Christoph Oelckers
55ba1116ec
- fixing the last commit.
2019-12-01 09:03:51 +01:00
Christoph Oelckers
2a9e4fca46
WIP safety commit
2019-11-30 19:23:54 +01:00
Christoph Oelckers
59ebb10512
- fixed compilation and unhooked the Redneck Rampage menu so that it can be replaced.
2019-11-28 19:35:35 +01:00
Christoph Oelckers
1f1e39fac0
- consolidation of texts for episode and skill menus
...
So far without localization capability - the engine cannot handle it yet.
2019-11-25 00:02:00 +01:00
Christoph Oelckers
a96f1b25f7
- fixed recursion issue with menu and CON scripting.
...
Curse all those busy loops in the engine.
2019-11-24 17:52:54 +01:00
Christoph Oelckers
52cfb7fb92
- completely disconnected the old menu from the rest of the game to allow rebuilding the new one.
...
Sadly this uncovered a few more places where script events are allowed too broad access to the game state.
2019-11-23 23:05:24 +01:00
Christoph Oelckers
9f9748ede6
- initial ZMusic hookup.
2019-11-10 23:58:51 +01:00
Christoph Oelckers
299f596afc
- Changed EDuke menu to receive all settings storage locations as CVARs.
...
With this out of the way the only part that needs a real replacement immediately is the keybinds menu.
2019-11-09 19:15:03 +01:00
Christoph Oelckers
9aa275f996
- got rid of some editor-only code and the entire buildvfs header
...
Nearly all file write access now uses the FileWriter class, which is UTF-8-safe on all platforms - unlike stdio.
2019-11-08 02:02:54 +01:00
Christoph Oelckers
341ca9dd3a
- removed the EDuke revision data and replaced it with Demolition's own.
2019-11-05 20:48:34 +01:00
Christoph Oelckers
570696fc09
- added ZDoom's CCMD code.
...
Not tested yet.
2019-11-04 23:01:50 +01:00
Christoph Oelckers
b747df60ee
- moved all keyboard related code into the InputState class, so that looking for this stuff is easier.
...
Sadly there's 1ß00 lines of code using this...
2019-11-04 00:53:55 +01:00
Christoph Oelckers
eb049abc3a
- it compiles again (safety commit)
2019-11-03 20:24:50 +01:00
Christoph Oelckers
dc9d75685e
- fixed keybind setup.
2019-11-02 20:13:00 +01:00