Commit graph

128 commits

Author SHA1 Message Date
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
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
30cbcb54b1 - renamed the remaining file system access wrappers in cache1d.h 2019-12-07 10:31:27 +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
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
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
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
74ed8fd1d9 - added GZDoom's statistics code
Not hooked up yet.
2019-11-12 22:00:33 +01:00
Christoph Oelckers
a1a9770b44 - reworked the FPS display to use ZDoom's fstat class to get rid of the microscopic font it used.
- changed time display for rendering to exclude VSync and playsim times to get more meaningful information.
2019-11-10 11:42:25 +01:00
Christoph Oelckers
e4735fdff1 - dead code removal. 2019-11-07 00:49:19 +01:00
Christoph Oelckers
570696fc09 - added ZDoom's CCMD code.
Not tested yet.
2019-11-04 23:01:50 +01:00
Christoph Oelckers
e7f4433df6 - consolidation of mouse code and obsolete code removal 2019-11-04 02:07:59 +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
67acad3984 - startup cleanup. 2019-11-01 00:32:56 +01:00
Christoph Oelckers
762f174743 - moved the command line parser out of the game frontends.
Some part are not done yet, and the file system data is currently ignored - there's no way to properly set this up with the file system code Build came with.
2019-10-28 22:19:50 +01:00
Christoph Oelckers
21f6178ade - avoid writing directly to a backend status variable 2019-10-28 07:10:56 +01:00
Christoph Oelckers
901b86577e - more cleanup
Moving init code and key binding getter to backend
2019-10-28 07:05:32 +01:00
Christoph Oelckers
c0d5ca8ab8 - Config work almost done.
The only thing still referencing the old config file is Shadow Warrior's config read function.
2019-10-27 13:40:24 +01:00
Christoph Oelckers
3efb54e167 - ported most of the remaining HUD CVars 2019-10-24 01:30:33 +02:00
Christoph Oelckers
966751b7e8 - added GZDoom's font code and some dependencies. 2019-10-24 01:20:58 +02:00
Christoph Oelckers
5dec4736ce - r_drawweapon, r_showfps, r_showfpsperiod 2019-10-23 01:04:07 +02:00
Christoph Oelckers
713250cc64 - refactored a few more CVARs. 2019-10-23 00:20:27 +02:00
Christoph Oelckers
a829f1cb52 - fixed all compile errors. 2019-10-22 17:47:24 +02:00
Christoph Oelckers
edce0d33e3 - refactored crosshairscale CVAR 2019-10-22 17:00:22 +02:00
Christoph Oelckers
8431266d27 - refactoring of music CVARs
This is a lot of changes in a lot of code because nothing here was abstracted into the sound system. :(

Hopefully most of the affected code here can be tossed out soon, it's not pretty.
2019-10-22 02:01:05 +02:00
Christoph Oelckers
c5cb86bf2b - sevral simple CVARs ported 2019-10-22 01:00:22 +02:00
Christoph Oelckers
79d02a405e - started transitioning the CVARs.
This is going to be a lot of work consolidating the 3 frontends' settings but a necessary evil for eventually getting Shadow Warrior to work as it is quite lacking here.
2019-10-21 23:29:48 +02:00
Christoph Oelckers
bc8578e153 - brought in GZDoom's gameconfigfile so that the settings can be transitioned to a more robust implementation. 2019-10-21 21:36:05 +02:00
Christoph Oelckers
5022c58a63 - refactored the file access in the rest of the DN3D frontend and in some duplicated code in the Blood frontend. 2019-10-20 23:37:07 +02:00
Christoph Oelckers
1b96861615 - consolidated RTS code, because there were 3 copies.
Also completely rewritten to get rid of the cache dependency.
2019-10-20 19:13:44 +02:00
Christoph Oelckers
462bd8d292 - cleaned out some commented out code. 2019-10-20 10:44:51 +02:00
terminx
85dd8e31a5 G_HandleAsync() -> gameHandleEvents()
git-svn-id: https://svn.eduke32.com/eduke32@8140 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:15 +02:00
Christoph Oelckers
cd7bbe35a8 - removed all legacy fog code. 2019-10-19 15:52:46 +02:00
Christoph Oelckers
bef8c9ae76 - hictinting cleanup.
This needs to be moved into the backend, and partially into the shader. So far this only removes the code from the main rendering logic, the final implementation is not done yet.
It had to go because it required the main rendering code to look deep into the texture data which would be a major blocker for refactoring.
2019-10-17 20:29:58 +02:00
Christoph Oelckers
0e165e40a3 - first batch of adjustments to the new tile management.
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
2019-10-15 00:54:14 +02:00
Christoph Oelckers
fbc22e0125 - sanitized walock.
Sorry, but having a globally writable pointer to every texture is just insane and makes any functional management impossible.
This is merely a preparation for adding a real texture manager. That cannot be done if any code can write over the data at will. For that, it now has to make the texture writable first or create a writable empty texture.
2019-10-11 23:31:59 +02:00
Christoph Oelckers
fbc7e626e9 - removed the fullbright render pass, because this is better set up as a shader option.
- also removed the legacy fog modes because their implementation did not mix well with the texture system - they are also not really useful to begin with.

The last fog mode will most likely also be removed once true color shading is working but that one is less of an issue.
2019-10-10 21:05:10 +02:00
Christoph Oelckers
55a879fcc0 - put EDuke frontend source into a namespace.
This commit does not work yet!
2019-09-21 22:53:00 +02:00
Christoph Oelckers
30c47a8511 - include namespace file in all sources as the very first include. 2019-09-21 20:59:54 +02:00
Christoph Oelckers
71b332459b - removed Android and Mapster headers plus raw EDuke assets in Blood folder. 2019-09-21 19:30:20 +02:00
pogokeen
222e593437 Change some clocks to support sub-tick precision using a new class, ClockTicks.
Using that higher precision, interpolate at a higher granularity.
Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts.
Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions).
Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated.

git-svn-id: https://svn.eduke32.com/eduke32@8050 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/sdlayer.cpp
2019-09-20 21:09:14 +02:00
hendricks266
4f5434dffe Don't clobber E1L8 for user maps
git-svn-id: https://svn.eduke32.com/eduke32@8016 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 20:12:21 +02:00
hendricks266
ef0d79140c Disable drawing sprite arrows and borders in the automap in FURY mode
git-svn-id: https://svn.eduke32.com/eduke32@7989 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 16:10:44 +02:00
hendricks266
29d4a7e634 Add I_GeneralTrigger as a combination of Advance and Return and use it for skipping screens so that Esc works.
git-svn-id: https://svn.eduke32.com/eduke32@7894 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:44:03 +02:00
terminx
9f9a158946 Replace runtime pow2 calculations with pow2char LUT usage
I don't know that this is any faster, but there's something to be said for standardization and consistency. I will be making most of this stuff use bitmap_set/test/clear() soon.

git-svn-id: https://svn.eduke32.com/eduke32@7876 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/polymost.cpp
2019-09-20 15:34:08 +02:00
terminx
6ad445d47b Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput()
git-svn-id: https://svn.eduke32.com/eduke32@7872 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:29:40 +02:00
terminx
e65fb8ab2a Switch fadepal() and fadepaltile() over to using I_CheckAllInput()/I_ClearAllInput() instead of checking for the spacebar exclusively
git-svn-id: https://svn.eduke32.com/eduke32@7855 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:28:47 +02:00
terminx
48f602ae68 Rename IONMAIDEN -> FURY
git-svn-id: https://svn.eduke32.com/eduke32@7808 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-20 15:17:31 +02:00