Commit Graph

1502 Commits

Author SHA1 Message Date
Christoph Oelckers 0e19d4262e - savegame and mapinfo cleanup in DN3D and RR frontends.
Also added an "end game" flag to the mapinfo. For those who like to assemble single levels into custom episodes. More features for that to come. ;)
2019-12-10 22:22:59 +01:00
Christoph Oelckers 4cc22e155f - better handling for maps without names.
Use the file's base part as name if that happens.
2019-12-10 17:35:28 +01:00
Christoph Oelckers db29fc1a01 - removed the mostly useless changelevel CCMDs.
It makes more sense to do a real 'map' CCMD instead once the level management is working properly.
2019-12-10 17:25:45 +01:00
Christoph Oelckers 4f04fe66de - transitioned RR to the new mapinfo 2019-12-10 00:31:55 +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
Christoph Oelckers ba978ab0d9 - text update and missing includes. 2019-12-09 17:17:15 +01:00
Christoph Oelckers 66218dd074 - connect SW with statistics code and added missing function for Blood
# Conflicts:
#	source/blood/src/blood.h
#	source/common/menu/messagebox.cpp
#	source/sw/src/game.cpp
#	source/sw/src/game.h
2019-12-09 01:03:18 +01:00
Christoph Oelckers 4ef9ec6708 - call STAT_StartNewGame globally from the menu 2019-12-09 01:00:46 +01:00
Christoph Oelckers 9f25c9c117 - some string rework
* removed temporary placeholder content from string init function. All this gets properly read from definition files now.
* preinitialize a few quotes that are used for status display purposes and are needed in all games
* only use the global episode name table in Blood to avoid redundancy
* let SW's swcustom parser write to the global tables instead of local ones.
2019-12-09 01:00:46 +01:00
Christoph Oelckers a74797b97c - fix merge errors. 2019-12-08 08:51:54 +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 694863a8a1 Fix cacheAllSounds() being called before .def parsing... oops!
git-svn-id: https://svn.eduke32.com/eduke32@8404 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 08:37:51 +01:00
terminx f5e3b4bb5a Fix osdcmd_changelevel
git-svn-id: https://svn.eduke32.com/eduke32@8397 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 08:30:57 +01:00
terminx 0b2f550f09 This change to Gv_DivVar() is faster when benchmarked
git-svn-id: https://svn.eduke32.com/eduke32@8396 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 08:30:35 +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 9146dc9a89 Remove duplicate call to cacheAllSounds() from S_SoundStartup()
git-svn-id: https://svn.eduke32.com/eduke32@8375 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/sounds.cpp
2019-12-08 08:13:15 +01:00
terminx c851da92a6 Improve interaction between cheat entry and player input
git-svn-id: https://svn.eduke32.com/eduke32@8369 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/cheats.cpp
#	source/duke3d/src/player.cpp
2019-12-08 08:05:14 +01:00
terminx cf0a74a888 Fix noclip in Duke3d
git-svn-id: https://svn.eduke32.com/eduke32@8368 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-08 07:59:31 +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 0157446ad1 - thorough cleanup of the Shadow Warrior music code.
This was one huge mess where nothing fit together.
Also added an enhancement that the CD Audio boss theme tracks are also played when CD music is generally off, because these have no equivalent in MIDI. This needs to be checked if it's stylistically ok, though.
2019-12-07 19:57:19 +01:00
Christoph Oelckers ff50a1681f - simplified the music playing interface a bit.
#
2019-12-07 18:28:30 +01:00
Christoph Oelckers 13c7dcecf6 - exported all game relevant texts from Duke Nukem and Redneck Rampage. 2019-12-07 14:53:13 +01:00
Christoph Oelckers 0342b96335 - cleaned out the remaining wrappers from cache1d.h and use the file system directly instead. 2019-12-07 10:49:23 +01:00
Christoph Oelckers 30cbcb54b1 - renamed the remaining file system access wrappers in cache1d.h 2019-12-07 10:31:27 +01:00
Christoph Oelckers 749eda32c5 - moved kopenfilereader into the FileSystem class. 2019-12-07 10:14:51 +01:00
Christoph Oelckers 66756bfa13 - final fixes for Blood's and Duke Nukem's menus. 2019-12-06 18:36:49 +01:00
Christoph Oelckers 7a9138cde0 - made the confirmation screen functional.
This works but still needs a bit of visual work.
2019-12-05 23:17:55 +01:00
Christoph Oelckers 54177cd27d - added the animated player display. 2019-12-05 19:52:46 +01:00
Christoph Oelckers 169d68f583 - fixed stuff and cleaned out most of the old menu code. 2019-12-05 19:00:40 +01:00
Christoph Oelckers 628bd9efc6 Filled in the rest of the menus
Sound is only partially functional, video mode completely nonfunctional, but it makes no sense adjusting them to the current backend code when it's due for replacement.
2019-12-05 00:47:05 +01:00
Christoph Oelckers cb0538d0f2 - mouse aiming cleanup.
Reverted this to a sane setting, as it was in the original games and in all other games I have ever seen, i.e. there is a global setting to enable mouse view, and a button to manually trigger it. The toggle can be easily handled by flipping the CVAR directly.
The main problem here was that it triggered a few cases for mouse-less gameplay in the default case with a mouse present, because the mouseaim CVAR was no longer what the game expected.
This misguided change seems to have originated in JFDuke but by now had propagated to all the other games as well, the code was in all 4 frontends.
2019-12-05 01:08:35 +01:00
Christoph Oelckers 3ea526055f - added a generic message display, using ZDoom's code.
This is mainly meant for Nam and WW2GI which have an ugly-as-hell font for these texts.
2019-12-04 23:07:02 +01:00
Christoph Oelckers 6d04f0f159 - added option to print custom messages with Duke Nukem's quote system.
- hooked up all front ends with a generic message printing function so that common code can access the native message displays. This is needed for consolidation of some input actions which are mostly identical but print messages.
- preparations for a generic message system.
2019-12-04 21:35:35 +01:00
Christoph Oelckers 138326314e - text update. 2019-12-04 17:30:41 +01:00
Christoph Oelckers 7d1eb74b5e - more menus implemented 2019-12-04 01:38:51 +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 c561255018 - moved the application of in_mousebias and in_mousedeadzone into the backend code.
This piece was repeated 6x for each call to CONTROL_GetInput, creating quite a bit of redundancy.
2019-12-03 20:58:43 +01:00
Christoph Oelckers 6245a0e2e2 - added mouse and controller menus
The controller menu obviously does not work yet, it needs quite a bit of backing code fron GZDoom first.
2019-12-03 01:21:27 +01:00
Christoph Oelckers 65ae00fb74 - completion of controls menu
- some message printing cleanup in SW frontend. This still has its native console that needs to be removed.
2019-12-03 00:57:03 +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 36cf2583e4 - removed some dead code. 2019-12-02 00:19:35 +01:00
Christoph Oelckers e2be025433 - fixed the Ion Fury credit screens.
The entire 'fix' here consisted of hacks to give the CON script exactly what it needs to show them as intended.
2019-12-01 17:48:56 +01:00
Christoph Oelckers b372cb5f35 - the primary Blood menus are working.
Now this was magnitudes easier than the EDuke menu - NBlood's menu is actually clean and usable code but still nothing compared to a unified menu system.
2019-12-01 15:31:08 +01:00
Christoph Oelckers aed05840ae - removed the mouseInactiveConditional interface function.
This was only a crutch to let the input interface work with the original menus.

Now that the one in Blood is gone, all the conditions are no longer relevant. (Shadow Warrior never got far enough to implement this)
2019-12-01 10:31:44 +01:00
Christoph Oelckers 5d0d37df25 - disconnected Blood's menu.
This is due for replacement next.
2019-12-01 10:18:38 +01:00
Christoph Oelckers 55ba1116ec - fixing the last commit. 2019-12-01 09:03:51 +01:00
Christoph Oelckers 8a98f9b3ca - removed quitevent.
This was some meticulously preserved relic of bad old DOS times used to block OS facilities to close an app.
Since this has been worked around at a lower level already the variable was essentially without function but some quite bad code depended on it.
2019-12-01 09:02:17 +01:00
Christoph Oelckers d8c74a8b00 - don't show the map name when the menu is active
Since it uses the same font this causes ugly visual clashes.
2019-12-01 08:25:24 +01:00
Christoph Oelckers c36402eb5c - fixed savegame validation and recursive ticker calls. 2019-11-30 23:33:04 +01:00