Commit graph

489 commits

Author SHA1 Message Date
Christoph Oelckers
5830e72ab0 - fixed some rotatesprite issues:
* scissor was not applied
* texture coordinates were fetched from the wrong texture, courtesy of using global variables.
2019-12-30 19:37:23 +01:00
Christoph Oelckers
6459f4e532 - refactored rotatesprite to really use the 2D drawer.
Mostly working, except clipping and weapon sprites.
2019-12-30 19:37:23 +01:00
Christoph Oelckers
b34f3637ab - restored keybinds setup to the original procedure as defined by ZDoom.
Looks like some parts were missed when this was integrated piece by piece.
2019-12-30 12:43:21 +01:00
Christoph Oelckers
f1891c7750 - fixed compilation. 2019-12-29 22:47:40 +01:00
Christoph Oelckers
5a41b545e5 - reactivated saving of console aliases. 2019-12-29 17:43:40 +01:00
Christoph Oelckers
cc332486b4 - cleaned out the 2D drawing code.
With the new backend there will always be just one page, never more, so the RS_PERMS case will never be entered.
In addition, since the software renderer has already been nonfunctional due to lacking support from the 2D drawer, its 2D components have also been removed. Its main remaining purpose, drawing camera textures, remains unaffected by this.
2019-12-29 15:46:48 +01:00
Christoph Oelckers
d80159b76a - use glVertexAttrib consistently for the presentation drawcall.
- fixed vid_saturation default and adjusted ranges for gamma correction CVARs.
2019-12-29 14:35:24 +01:00
Magnus Norddahl
26dbf5fe10 Fix black screen 2019-12-29 05:10:36 +01:00
Magnus Norddahl
7c6dc7a7db Fix premature exit when only one .grp file is available 2019-12-29 04:49:28 +01:00
Christoph Oelckers
737bf15ad8 - added GZDoom's postprocessing/presentation code.
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
2019-12-28 22:36:47 +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
a021b96119 - added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers
1e16998cac - fixed memory leak in savegame menu. 2019-12-28 13:08:34 +01:00
Christoph Oelckers
2b95808d42 - fixed ambient sounds not restarting in DN3D and RR. 2019-12-28 12:59:19 +01:00
Christoph Oelckers
d6c129b825 - Hide Exhumed frontend behind a -experimental switch.
Since the NBlood and PCExhumed repos got merged, keeping separate branches may become a bit of a hassle, so now there is only one branch, but this game will not be shown to regular users until it gets more stable.
2019-12-27 23:22:39 +01:00
Christoph Oelckers
c41c585c7f Merge branch 'master' into powerslave 2019-12-27 20:06:44 +01:00
Christoph Oelckers
affa8240f4 - fixed: Exhumed's ChannelEnded method did not call the super class.
This caused all sorts of audio errors.
2019-12-27 20:05:58 +01:00
Christoph Oelckers
c3ba6d00e6 - fixed: forgettable channels must not be tested for sound limits because they no longer have a valid source. 2019-12-27 17:08:48 +01:00
Christoph Oelckers
8e5b9111bd Merge branch 'master' into powerslave
# Conflicts:
#	source/CMakeLists.txt
2019-12-27 15:34:09 +01:00
Christoph Oelckers
aefb3ec216 - removed obsolete gamemain.cpp 2019-12-27 13:11:48 +01:00
Christoph Oelckers
44ed9d63a7 Merge branch 'master' into powerslave 2019-12-27 10:54:50 +01:00
Christoph Oelckers
9415d0f78b - corrected savegame signatures. 2019-12-27 10:53:47 +01:00
Christoph Oelckers
ce1a78fd62 - work on the savegame writer.
It saves, reloading not implemented yet.
2019-12-27 10:52:40 +01:00
Christoph Oelckers
68a3a60d0b - Exhumed menu tweaks - draw a background and caption for the option menus the game originally did not have.
- fixed a crash in the 2D drawer when two consecutively allocated vertex buffers had the same address. Strangely this only occured with Exhumed but not the other games
- fixed Exhumed crashing with sound disabled.
2019-12-26 17:42:45 +01:00
Christoph Oelckers
6373b75d22 Merge branch 'master' into powerslave
# Conflicts:
#	source/common/gamecontrol.cpp
#	source/common/version.h
#	wadsrc/static/engine/grpinfo.txt
2019-12-26 14:46:14 +01:00
Christoph Oelckers
d473f9c590 - replaced all uses of Bfree with Xfree so they are subjected to debug instrumentation, uses FStrings in a few cases where it made sense.
- fixed: Sound channels weren't freed.
2019-12-26 14:43:44 +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
7f62208bad - renamed demolition.grpinfo to grpinfo.txt. 2019-12-26 13:31:48 +01:00
Christoph Oelckers
d8dfe752b5 - fixed handling of music in Redneck Rampage and Shadow Warrior.
After merging the CD enabling CVAR they had the same default (off) as Blood which is wrong.
This also addresses other music related issues, like not properly cycling through the RR music.
2019-12-26 13:04:29 +01:00
Christoph Oelckers
c8edef4e0c - disabled the "User Maps" option pending implementation of a working selection menu for exposing this. 2019-12-26 10:55:43 +01:00
Christoph Oelckers
5dcfa1cb0c - do not use the internal SWCUSTOM.TXT from the Twin Dragon add-on.
There's a second variant without this definition, so this needs to be defined internally, and since it needs to be done internally it may receive proper localization labels.
2019-12-26 10:47:10 +01:00
Christoph Oelckers
1a8f11e01d Merge branch 'master' into powerslave
# Conflicts:
#	source/build/src/sdlayer.cpp
#	source/common/menu/menu.cpp
#	source/sw/src/config.cpp
#	source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers
e3084cd1b1 - ported Exhumed sound to OpenAL.
The regular sounds are not a big deal, but this game contains two special effects that were problematic to port. We'll have to wait and see if they work as intended - the original panning effect is not 3D compatible so I had to redo it.
2019-12-25 23:37:16 +01:00
Christoph Oelckers
e180d9afd3 Merge commit '40a533402e443a0de1673543642c892ab9c731fd' into powerslave
# Conflicts:
#	source/audiolib/include/fx_man.h
#	source/audiolib/include/multivoc.h
#	source/audiolib/src/_multivc.h
#	source/audiolib/src/fx_man.cpp
#	source/audiolib/src/multivoc.cpp
2019-12-25 19:24:55 +01:00
Christoph Oelckers
23bc599468 - fixed recursion issues caused by the plasma generator function performing a busy wait. 2019-12-25 18:57:08 +01:00
Christoph Oelckers
4050ce156f - fixed crash on NAM.
This game contains one sound that made the Voc loader crash.
2019-12-25 17:14:17 +01:00
Christoph Oelckers
b0cefdedce - plugged all memory leaks that were reported with Shadow Warrior when starting the first level. 2019-12-25 11:26:19 +01:00
Christoph Oelckers
745d78d8d7 - fixed voxels leaking memory. 2019-12-25 08:57:58 +01:00
Christoph Oelckers
5bd32cf769 - fixed: Voxel setup code wasn't called anymore. 2019-12-25 00:30:13 +01:00
Christoph Oelckers
49c49b2672 - read the global settings before presenting the game selection dialog
- deinit the menu in GameMain instead of using atexit.
- gi == null check must include the call to FreeGameData.
2019-12-24 20:06:55 +01:00
Christoph Oelckers
055b310d60 - rewrote all remaining places that used wm_msgbox to throw a fatal error instead so that the global error handler can deal with the messages.
This eliminates another piece of hideous code.
This commit also moves the memory error handler to the common code, so that all games can call it if triggered.
2019-12-24 19:59:14 +01:00
Christoph Oelckers
43033e830a - Blood now also starts the first level without leaks.
I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
2019-12-24 19:47:34 +01:00
Christoph Oelckers
2820dc85a8 - plugged more memory leaks.
I can now start the first Duke Nukem level, exit with Alt-F4 and no leaked memory blocks get reported.
2019-12-24 18:53:29 +01:00
Christoph Oelckers
1c46c6da9d - more leaks plugged, plus rerouting exception messages to the log window. 2019-12-24 16:30:33 +01:00
Christoph Oelckers
0d908960ed - started fixing memory leaks: Console and clip shapes done. 2019-12-24 16:09:43 +01:00
Christoph Oelckers
58d0585eaa - replaced EDuke's game selector with GZDoom's. 2019-12-24 15:28:00 +01:00
Christoph Oelckers
e8d7777f4a - mouse input works again after cleaning out the remaining cruft of the old input code. 2019-12-24 13:54:50 +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
Christoph Oelckers
141887263d - header cleanup 2019-12-23 21:19:42 +01:00
Christoph Oelckers
9ab8a8c737 - refactored the coordinate printout to a stat and removed printext256 and the associated font. 2019-12-23 20:55:12 +01:00
Christoph Oelckers
3b98635170 - removed all remaining references to SDL. The Windows version is now fully native. 2019-12-23 20:03:03 +01:00
Christoph Oelckers
62ecedf1f8 - got it to the point where it can render to the GL surface from the native backend. 2019-12-23 19:37:40 +01:00
Christoph Oelckers
a1f7f0cc30 - added the GL framebuffer class.
Everything compiles again but obviously no init code will run for now.
2019-12-23 15:40:17 +01:00
Christoph Oelckers
6e9631f2d8 - fixed all undefined symbols except OpenGLFrameBuffer. 2019-12-23 10:53:58 +01:00
Christoph Oelckers
10683e9123 - added GZDoom's Windows backend code.
Compiles but doesn't link yet.
2019-12-22 20:55:47 +01:00
Christoph Oelckers
3914eb5f85 - set up some basic reverb.
I'm not sure if this is working out as the original "reverb" was just too crappy and generic. It may be best to just disable it.
2019-12-22 17:43:39 +01:00
Christoph Oelckers
3cb68b2bf0 - replaced the semi-broken screenshot name generator.
Also took this file out of the 'build' folder, now that all code in here comes from elsewhere.
This also removes a few dead declarations.
2019-12-19 19:47:51 +01:00
Christoph Oelckers
aa8452a4b0 - backported IsSourcePlayingSomething fix from GZDoom. 2019-12-19 11:47:47 +01:00
Christoph Oelckers
c35ebeadff - fixed: Global sounds were started as 3D if anything but ATTN_NONE was used, regarding in them not playing. 2019-12-19 09:43:43 +01:00
Christoph Oelckers
92c8e4c110 - maintain ambient sounds in a separate structure. 2019-12-19 01:20:43 +01:00
Christoph Oelckers
3f9657b96a - removed all leftover dependencies on the old sound backend. 2019-12-18 22:24:50 +01:00
Christoph Oelckers
591ace496f - SW sound refactoring complete, not tested yet. 2019-12-18 22:13:19 +01:00
Christoph Oelckers
a087d566ee - more refactoring on SW's sound system:
* removed all cases of getting a sound handle and checking it later.
* In particular, refactor the cases where the handle is stored in a static local variable. These are fundamentally unsafe because nothing maintains these local variables.
* finished rewriting the PlaySound function. Let's hope this is what was intended, the entire coding here was not particularly good, mixing high and low level sound handling all on the same level.
* call the update routine each tic and not merely every 4th or 8th one, this kind of granularity was ok in 1997 but not with a modern sound engine.
2019-12-18 19:17:37 +01:00
Christoph Oelckers
75c76ccf66 - changed SW's PlaySound interface to take pointers to objects instead of pointers to coordinates.
With pointers to coordinates the sound engine cannot work, so this had to be changed globally.
2019-12-18 11:09:01 +01:00
Christoph Oelckers
a7075bc1b0 - SW sound WIP
* removed old sound loading code, which was the last bit to use cacheAllocateBlock which is also gone now.
* cleanup of player sound code. All game side tracking of the sound resources has been removed.

does not compile yet.
2019-12-17 23:25:07 +01:00
Christoph Oelckers
7916b16efc - fixed undefined behavior with iterating over null unique_ptrs.
I have no idea why this works most of the time - it should crash right away.
2019-12-17 20:08:59 +01:00
Christoph Oelckers
706157d623 - converted Blood's sound system to the OpenAL sound engine.
Now, this code was one big mess of strange design, let's hope it sounds better with a real 3D mixer now.
2019-12-17 19:37:05 +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
fa7638c446 - removed the old sound system header from Duke and RR frontends and fixed every report this produced:
* reverb/echo is not yet implemented, so there's two stub functions for now.
* RTS needs to be done differently, because the sound engine cannot play raw buffers without any control data.
2019-12-16 19:18:03 +01:00
Christoph Oelckers
fbfb1972b8 - fixed a few places where the wrong sound ID was checked. 2019-12-16 17:41:44 +01:00
Christoph Oelckers
d24bd0fc14 - added refactored sound code to RR frontend.
- removed most code using the low level sound interface directly from Duke and RR frontends.
2019-12-16 16:18:47 +01:00
Christoph Oelckers
b38d8a6dc2 - fixed 16 bit VOC loader. 2019-12-16 13:18:27 +01:00
Christoph Oelckers
fd9a3a9f16 - fixed lump filtering. 2019-12-16 13:03:22 +01:00
Christoph Oelckers
9adb4dd98d - pass correct sound ID to frontend for position calculation and minor improvements on debug printer. 2019-12-16 12:32:42 +01:00
Christoph Oelckers
ea9a84752f - switched the volume slider to the OpenAL backend. 2019-12-16 09:32:58 +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
22ef66209d - sound is finally playing, but the volume needs balancing and positioning doesn't seem to be 100% correct. 2019-12-15 20:16:36 +01:00
Christoph Oelckers
4f9eda189a - a few sounds play, but it's still very buggy. 2019-12-15 19:00:41 +01:00
Christoph Oelckers
38dc39b8cd - got it to start, cannot hear anything... 2019-12-15 17:16:11 +01:00
Christoph Oelckers
d7ddd620e4 - added some final missing pieces to the sound code. 2019-12-15 16:32:39 +01:00
Christoph Oelckers
a28cd17454 - refactoring of DN3D sound code complete but not tested yet. 2019-12-15 13:34:00 +01:00
Christoph Oelckers
dba1a348d5 Merge branch 'master' into sound 2019-12-15 07:57:48 +01:00
Christoph Oelckers
d23b4a7e33 - hooked up ZDoom' joystick code and removed the remaining parts of the old MACT input library. 2019-12-14 20:15:15 +01:00
Christoph Oelckers
957d997353 - made joystick configuration menu operational. 2019-12-14 19:21:49 +01:00
Christoph Oelckers
91f83d4c55 - input code cleanup and addition of ZDoom's joystick code, which is not fully connected yet. 2019-12-14 17:15:17 +01:00
Christoph Oelckers
28cbecea67 - fixed some menu issues.
The submenus still do not work. Something's off here.
2019-12-14 13:40:58 +01:00
Christoph Oelckers
cc81b95570 - main menu works in the common framework.
The rest is messed up, though. This menu is really on an entirely different level of crappiness, even for a 1995 game.
2019-12-14 12:39:18 +01:00
Christoph Oelckers
7e73073103 - Exhumed menu definition. 2019-12-13 21:44:51 +01:00
Christoph Oelckers
052ed5fff7 Merge branch 'master' into powerslave 2019-12-13 20:43:23 +01:00
Christoph Oelckers
b13ee90aa0 - first steps trying to get the game to work. 2019-12-13 00:19:34 +01:00
Christoph Oelckers
773c480940 - this sound system is too insane to be ported. 2019-12-12 21:42:58 +01:00
Christoph Oelckers
c5c2873223 - added GZDoom's sound engine.
This is not connected with the games yet.
2019-12-12 19:21:36 +01:00
Christoph Oelckers
86dc909559 - added detection logic for zipped versions of the Cryptic Passage add-on for Blood and the Route66 add-on for Redneck Rampage.
- added command line options to load the original file dump of both mods in the game directory.
- both also require loading additional non-standard-named .art files
2019-12-11 23:41:05 +01:00
Christoph Oelckers
7942bc9490 - completed work on Shadow Warrior main menu.
This one will definitely be a problem for localization because the font is extremely large.
2019-12-11 20:35:25 +01:00
Christoph Oelckers
ec96ae8992 - cleanup of -map setup. 2019-12-11 01:11:35 +01:00
Christoph Oelckers
cb051b44ea - removed unused compression records from savegame header 2019-12-11 01:10:59 +01:00
Christoph Oelckers
5c0cd5114d - transitioned Blood to the common mapinfo system. 2019-12-11 00:57:53 +01:00
Christoph Oelckers
cc33c6a0ed - deactivate statistics for user maps.
This really isn't controllable.
2019-12-10 23:11:02 +01:00
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