Commit graph

86 commits

Author SHA1 Message Date
Christoph Oelckers
79fd4e830a - removed the code for Doom's help screens. 2019-12-01 08:23:35 +01:00
Christoph Oelckers
e266044391 - update of load/save menu to latest GZDoom code.
Input in save menu working.
2019-11-30 00:49:50 +01:00
Christoph Oelckers
943cb64eda - image scroller menus working. 2019-11-28 23:27:10 +01:00
Christoph Oelckers
a5a0c38474 - removed DObject.
Just for the menu this can be done much simpler - the entire setup here doesn't work well with the game frontends being compiled as separate modules anyway.
2019-11-26 21:25:45 +01:00
Christoph Oelckers
81ddf22d5d - added ZDoom's menu system as a base to build a new menu on.
# Conflicts:
#	source/CMakeLists.txt
#	source/build/src/engine.cpp
2019-11-21 18:03:09 +01:00
Christoph Oelckers
4be63d55d3 - added a stripped down version of ZDoom's DObject.
This only retains the objecct factory feature, but removes the garbage collector which I have no use for.

# Conflicts:
#	source/CMakeLists.txt
2019-11-21 18:02:22 +01:00
Christoph Oelckers
f24de03501 - fixed auto-picking of game GRPS from the command line. 2019-11-19 21:35:35 +01:00
Christoph Oelckers
ba117554b0 - fixed savegame issues.
Since the code is extremely volatile I changed the setup so that the save is a zip file with the regular snapshot plus all added data as separate entries.
This allows compressing everything properly without savegame breaking interference.

Blood does not yet load its savegames, need to check.
2019-11-14 21:07:43 +01:00
Christoph Oelckers
35bc7f56fc - added secret hint code.
Not hooked up yet.
2019-11-12 23:23:22 +01:00
Christoph Oelckers
74ed8fd1d9 - added GZDoom's statistics code
Not hooked up yet.
2019-11-12 22:00:33 +01:00
Christoph Oelckers
0f2c4f7760 - added stripped down SNDINFO parser so that the music related settings can be specified. 2019-11-11 22:52:07 +01:00
Christoph Oelckers
cee5891409 - so music is finally working but I don't know - adding a second sound backend because the existing one is such a piece of shit is certainly not the best solution.
I'll probably replace the SDL and DirectSound outputs with OpenAL later - let's hope that the mixer is at least flexible enough to handle that...
2019-11-11 21:50:20 +01:00
Christoph Oelckers
ec6ce8b1ec - hooked up ZMusic. 2019-11-11 19:10:46 +01:00
Christoph Oelckers
ae06d19008 - added remaining music files to project 2019-11-11 00:31:36 +01:00
Christoph Oelckers
9f9748ede6 - initial ZMusic hookup. 2019-11-10 23:58:51 +01:00
Christoph Oelckers
cae710bd59 - fixed alpha threshold.
Not only is this a deprecated feature - it also does not work right when complex lighting is at play, it must be done in the shader to get proper results.
2019-11-10 10:01:31 +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
2d46827ecc font
- Dear ImGUI test.
2019-11-07 20:32:49 +01:00
Christoph Oelckers
de829128ea - hooked up the 2D drawer
compiles but not tested yet.
2019-11-05 23:35:38 +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
3a0b8364f7 - removed the OSD entirely. 2019-11-05 20:31:30 +01:00
Christoph Oelckers
d943fe036d - added the ZDoom console and made all needed changes to get it compiled. 2019-11-05 19:57:48 +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
73e64ff0b2 - added ZDoom's keybinding class and some needed support code.
Not hooked up yet with the game.
2019-11-03 18:19:29 +01:00
Christoph Oelckers
e24b1e8903 - replaced all uses of xxhash with SuperFastHash.
That's one more third party dependency down.
Not only are two hashing algorithms redundant, there was also a large size discrepancy: SuperFastHash is 3 kb of source code while xxhash is 120kb and generally extremely awful code.
It was easy to make a choice here. None of the use cases require this kind of performance tweaking, the longest hashed block of data is a 768 byte palette.
2019-11-02 22:52:13 +01:00
Christoph Oelckers
d25691881b - removed unused lz4 library.
It looks like this was already unused and a leftover.
2019-11-02 22:27:05 +01:00
Christoph Oelckers
3530c52264 - no need to have 2 CRC32 implementations.
Just let Bcrc32 point to zlib instead of having its own implementation.
2019-11-02 22:10:53 +01:00
Christoph Oelckers
8fb54b51c3 - rewrote the screenshot code to use m_png as its backend.
Mainly to finally get rid of kplib. There's really no use to keep such code around if alternatives are already present.
2019-11-02 12:59:59 +01:00
Christoph Oelckers
1149b4f4aa - various fixes and improvements related to file location management:
* saving of demos and savegames no longer mindlessly writes to the mod directory. All such access is now being rerouted through the special paths interface so that the game data can reside in write protected locations.
* refactored all occurences of klistpath except fnlist_getnames.
* do not allow CON scripts to write to arbitrary files. This is a massive exploit and can be used to cause real damage if someone knows how to play this thing - it's far easier than people may think! It will now write any such data to a special section in the main config which is safe and cannot be manipulated to write to random locations on the hard drive.
2019-11-02 00:38:30 +01:00
Christoph Oelckers
cfca8060ba - gutted cache1d. The old file system is gone, excepr for klistpath, which still gets used in a few places.
- consolidated the 3 identical S_OpenAudio implementations. The replacement code is disabled for the time being because it needs a rewrite. The replacement logic is uses is a bit too volatile.
- removed the old GRP scan code.
2019-11-01 22:17:15 +01:00
Christoph Oelckers
2d7c0e26d2 - cleanup of the old file system initialization.
The real fun part is yet to come, i.e. removing the remaining dependencies on the old file system code.
2019-11-01 19:25:42 +01:00
Christoph Oelckers
57f879fa8b - moved the startup dialog out of the game front ends, now that there is a global cross-game list of playable configurations. 2019-10-31 23:25:21 +01:00
Christoph Oelckers
7f250fc3e8 - WIP on game data search. 2019-10-30 18:09:00 +01:00
Christoph Oelckers
ac87665972 - use std::filesystem for directory traversal.
So far implemented for scanning search paths
2019-10-29 19:53:46 +01:00
Christoph Oelckers
cfd9edbe71 - added the main FileSystem class. 2019-10-29 00:15:36 +01:00
Christoph Oelckers
82c844e405 - added GZDoom's resource management classes. 2019-10-28 23:46:15 +01:00
Christoph Oelckers
5148fc877d - consolidate the 3 instances of input.cpp.
Some stuff had to be disabled to make it work but that's hardly relevant considering that the goal is to transition off MACT for input handling.
2019-10-28 18:32:05 +01:00
Christoph Oelckers
f8203ac766 - fixed the compile errors and consolidated the key binding CCMDs. 2019-10-28 06:47:49 +01:00
Christoph Oelckers
68b64d2091 - fixed compilation. 2019-10-27 23:18:44 +01:00
Christoph Oelckers
d962a7810d - deleted unused headers 2019-10-27 22:15:21 +01:00
Christoph Oelckers
cfaafcede7 - everything compiles again (not tested yet.) 2019-10-26 00:32:49 +02:00
Christoph Oelckers
c3dc4f35be - cleanup and license added. 2019-10-25 19:07:14 +02:00
Christoph Oelckers
918d121d99 - fixed missing include paths 2019-10-25 02:07:46 +02:00
Christoph Oelckers
e8cf6c3d32 - fixed mus_device CVar and reenabled WinMM device. 2019-10-24 21:02:07 +02:00
Christoph Oelckers
8730ce552b - make things compile again.
Let's hope it still works...
2019-10-24 20:28:46 +02:00
Christoph Oelckers
966751b7e8 - added GZDoom's font code and some dependencies. 2019-10-24 01:20:58 +02:00
Christoph Oelckers
2fa5e339fc - added GZDoom's 2D drawer to the project.
So that for anything new I don't have to bother with the awful 2D interface Build provides.
2019-10-23 22:51:11 +02:00
Christoph Oelckers
e5aa6c5df0 - refactored the HUD scaling into something manageable.
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
2019-10-22 23:31:46 +02:00
Christoph Oelckers
dbe3cadd0f - refactored autorunning CVARs 2019-10-22 00:52:07 +02:00