Christoph Oelckers
2ed598bb6c
- menu transition animation added.
2019-11-26 00:29:51 +01:00
Christoph Oelckers
dce633de8b
- use a floating point origin in the menu's implementation
...
Using fixed point here makes no sense, let's keep that to the code that still lives in the 90's.
2019-11-26 00:20:21 +01:00
Christoph Oelckers
a74a670c99
-- more work on the menu - episode and skill menus are working in DN3D.
2019-11-25 23:21:51 +01:00
Christoph Oelckers
d73f915c66
- episode menu setup.
2019-11-25 18:41:39 +01:00
Christoph Oelckers
556c61b60b
- fixed compile errors.
...
(Include dependencies suck, it's time for modules to become an option.)
2019-11-25 17:19:48 +01:00
Christoph Oelckers
a9ee5940fc
- localization wrappers
...
Currently a no-op, but if it's in it won't be forgotten later.
2019-11-25 00:28:59 +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
42b3d12630
- Ion Fury's main menu now looks correct.
2019-11-24 22:31:27 +01:00
Christoph Oelckers
57b542671c
- Ion Fury main menu fixes.
2019-11-24 20:40:53 +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
326d0f5f76
- the new menu displays something.
2019-11-23 17:50:36 +01:00
Christoph Oelckers
9529adb3e1
- font tables moved.
2019-11-23 12:41:13 +01:00
Christoph Oelckers
f2fc3fc2cb
- WIP commit.
2019-11-23 12:38:38 +01:00
Christoph Oelckers
ceb07280cf
- more work on the menu.
...
Duke Nukem's menu title is getting rendered.
2019-11-22 22:52:11 +01:00
Christoph Oelckers
5f9b57519a
- hooked up the menu code so that it can receive events.
...
Nothing pretty yet but a start is made.
2019-11-21 22:31:46 +01:00
Christoph Oelckers
2740913c60
- added a redirection hack for rotatesprite so that it can be transitionally used in the 2D drawer.
2019-11-21 19:30:27 +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
2da4294ba5
- hooked up the event processing for Shadow Warrior, so keyboard input is working now. Mouse movement is not being processed yet.
...
Also removed some leftover code from the old input system.
2019-11-20 22:01:44 +01:00
Christoph Oelckers
caa450dcb9
- debugprintf
2019-11-20 20:07:33 +01:00
Christoph Oelckers
fd31d4fa6a
- replaced 32 bit SDL library - the preincluded one appeared to be broken.
...
- fixed main group autochoice.
- fixed uninitialized player links for Shadow Warrior.
2019-11-19 22:35:52 +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
dc60c7f72e
- fixed use of brightmaps.
...
Due to the blending they are essentially inactive on translucent content and Duke Nukem heavily abuses this.
2019-11-15 20:51:02 +01:00
Christoph Oelckers
ab9c532d89
- save custom data as JSON.
...
This makes it a lot easier to debug and test than binary blobs.
2019-11-15 18:57:26 +01:00
Christoph Oelckers
619a7541f1
- "fixed" keybinding not responding for all keys.
...
This looks like an ImGui bug - it doesn't like two identically labelled buttons on the same page, it seems. I now work around this by using strings with different numbers of spaces. Stupid but effective.
2019-11-14 22:48:23 +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
Rachael Alexanderson
5002dd866c
- fix compile on vs2017, change pow2char to static
...
- include nullptr check for mapname in music.cpp
2019-11-13 16:40:08 -05:00
Christoph Oelckers
8055d10362
- hooked up the secret hint system
2019-11-13 00:44:33 +01:00
Christoph Oelckers
35bc7f56fc
- added secret hint code.
...
Not hooked up yet.
2019-11-12 23:23:22 +01:00
Christoph Oelckers
dee1cba849
- hooked up Blood with the statistics code.
2019-11-12 22:59:51 +01:00
Christoph Oelckers
6ccef7201e
- hooked up the statistics code with EDuke and RedNukem frontends.
...
Not sure about the end of game conditions, I wasn't able to test that part yet.
2019-11-12 22:45:11 +01:00
Christoph Oelckers
74ed8fd1d9
- added GZDoom's statistics code
...
Not hooked up yet.
2019-11-12 22:00:33 +01:00
Christoph Oelckers
0bdec4ea2e
- fixed: Events were processed as key events without checking their type.
2019-11-12 20:17:17 +01:00
Christoph Oelckers
22ccea8677
- reworked music interface a bit.
...
Conmsidering how hard it is in Duke Nukem based games to modify the level music, there is now a setting for this in mussetting.txt to make the job easier and even allow setting level music in Redneck Rampage without replacing game data.
2019-11-12 00:43:07 +01:00
Christoph Oelckers
3be9deb070
- removed the different shadeDiv for Ion Fury.
...
This isn't necessary and was apparently caused by a bug that got fixed in the mean time.
2019-11-11 23:24:31 +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
16a6cd909a
- this should work but doesn't...
2019-11-11 20:37:57 +01:00
Christoph Oelckers
51a5fecc02
- something can be heard, but it's crap.
...
This sound code is really strange.
2019-11-11 19:53:06 +01:00
Christoph Oelckers
ec6ce8b1ec
- hooked up ZMusic.
2019-11-11 19:10:46 +01:00
Christoph Oelckers
29d16868c9
- fixed compile errors.
2019-11-11 17:51:30 +01:00
Christoph Oelckers
f6a9bb770d
- fixed most issues with newly added music files
2019-11-11 01:01:18 +01:00
Christoph Oelckers
ae06d19008
- added remaining music files to project
2019-11-11 00:31:36 +01:00
Christoph Oelckers
5e95ef5322
- added the rest of GZDoom's music interface.
...
This still needs to be integrated.
2019-11-11 00:23:52 +01:00
Christoph Oelckers
9f9748ede6
- initial ZMusic hookup.
2019-11-10 23:58:51 +01:00
Christoph Oelckers
5fc81d1bd4
- made brightmaps operational.
...
The logic is not yet optimal but at least it works.
2019-11-10 19:42:26 +01:00
Christoph Oelckers
21ac5e87b5
- added blend table translucency estimation instead of using a lame default.
...
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
2019-11-10 15:15:14 +01:00
Christoph Oelckers
55018aae7e
- fixed mouse scaling
2019-11-10 11:59:22 +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
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
7e70c217fe
- fixed console event processing and added a texture memory calculator.
2019-11-09 23:58:26 +01:00
Christoph Oelckers
39df3d0560
- added 'logfile' CCMD.
2019-11-09 22:27:33 +01:00
Christoph Oelckers
2997bb6292
- the keybinding menu is finally working.
...
Obviously the existing menu implementation from Duke Nukem needs to be tossed out at some point, but at least the functionality is there again.
2019-11-09 22:22:51 +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
d3e6807f61
- fixed infinite loop in compression code.
2019-11-08 17:50:32 +01:00
Christoph Oelckers
f52a58d9ac
- fixed compilation.
2019-11-08 17:41:19 +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
4fc56203c2
- implemented savegame compression
...
Unfortunately necessary because Ion Fury savegames store 120 GB(!!) of data, mostly zeros.
Unlike the old method, this compresses the entire savegame as one block using a ZLib stream so it should be a lot more efficient now.
2019-11-08 01:36:32 +01:00
Christoph Oelckers
a40be954f1
- same change for RedNukem front end.
2019-11-08 01:04:27 +01:00
Christoph Oelckers
47227fc90f
- replaced FILE * with FileReader in savegame code.
...
FILE* is too inflexible, with FileReader I can plug in a transparent compressor.
2019-11-08 00:26:14 +01:00
Christoph Oelckers
d2cbd71dbf
- adjustments
2019-11-07 20:30:56 +01:00
Christoph Oelckers
b6a3a60251
- console output is functional.
2019-11-06 23:40:10 +01:00
Christoph Oelckers
81e9c867da
- fixed key binding
2019-11-06 20:34:00 +01:00
Christoph Oelckers
5d31119a49
- fixed the Shadow Warrior menu, but it doesn't do much good. The game appears to be thoroughly broken.
2019-11-06 19:22:14 +01:00
Christoph Oelckers
88bf056176
- added a class for cleaner savegame writing
2019-11-06 12:29:08 +01:00
Christoph Oelckers
e87642e197
- cleaned out the remains of the savegame compression hacks
...
This broke the savegame reader which still assumed it was working on compressed data. Everything will now take the uncompressed path.
In-stream optional compression is not a good idea anyway, this can and should be done better.
Also: Why is the savegame format architecture dependent???
2019-11-06 01:01:16 +01:00
Christoph Oelckers
f252eaffbc
- fixed font translation setup.
2019-11-06 00:00:33 +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
3a0b8364f7
- removed the OSD entirely.
2019-11-05 20:31:30 +01:00
Christoph Oelckers
8321bc6208
- removed most of the old OSD's hooks.
2019-11-05 20:25:57 +01:00
Christoph Oelckers
c46b22e52e
- more cleanup of obsolete OSD code.
2019-11-05 20:16:53 +01:00
Christoph Oelckers
a4483f131d
- Printf related cleanup.
2019-11-05 20:07:16 +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
ffa16b2a53
- removed all command related code from the OSD.
...
None of this was used anymore.
2019-11-05 00:48:27 +01:00
Christoph Oelckers
e37cb782ca
- fixed dependency problems with OSD definitions being used in another header.
2019-11-05 00:39:00 +01:00
Christoph Oelckers
5b67d653ed
- removed the bind command set from the osdcmd files to make sure that they don't get called anympre. All input should be routed through the new console code now.
...
# Conflicts:
# source/blood/src/osdcmd.cpp
# source/build/src/osd.cpp
# source/common/console/c_cmdline.h
# source/common/console/c_dispatch.cpp
# source/common/console/c_dispatch.h
# source/duke3d/src/osdcmds.cpp
# source/rr/src/osdcmds.cpp
2019-11-05 00:22:42 +01:00
Christoph Oelckers
44f81ebd56
- let OSD_Dispatch forward everything to the ZDoom-based command dispatcher.
...
Essentially making the OSD a dumb terminal. :P
2019-11-05 00:12:20 +01:00
Christoph Oelckers
189ce21acf
- reactivated the binding reladed CCMDs.
2019-11-04 23:52:08 +01:00
Christoph Oelckers
8d089a11fa
- for initializing tab commands a separate static lookup function must be used to get the button names.
...
Because order of initialization for static objects is undefined.
2019-11-04 23:11:10 +01:00
Christoph Oelckers
570696fc09
- added ZDoom's CCMD code.
...
Not tested yet.
2019-11-04 23:01:50 +01:00
Christoph Oelckers
bbf0a73471
- input works again.
2019-11-04 20:29:07 +01:00
Christoph Oelckers
25341c7221
- hook up the buttons.
...
This is still just glue code, the Build implementation suffers from poor support for multiple keys bound to a single button so they are due for replacement as soon as input is working again.
2019-11-04 18:17:14 +01:00
Christoph Oelckers
1ee4efebb0
- fixed compilation.
2019-11-04 17:58:18 +01:00
Christoph Oelckers
29b7e1cf79
- moved all mouse button handling to the input state
...
Yet again an unbelievable piece of code working around how input works on modern systems to keep the old 90's code alive.
2019-11-04 01:01:54 +01:00
Christoph Oelckers
b4f91de7d3
- major refactoring on the input code.
...
* moved the ASCII conversion hackery in SDLayer to a subfunction because this made things just messy.
* integrated the keyboard callback's functionality directly into inputState for consolidation purposes. This was yet another independent layer in the keyboard management.
* hook up D_PostEvent as the central place to dispatch keyboard input. This is now the only function that is getting called from the backend and a major prerequiside for swapping out the backend for GZDoom's.
Todo: Route mouse input through that, too.
2019-11-04 00:55:49 +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
1b958a7f9f
- removed more backing data for the old keybinding code.
...
Unfortunately this means that the keybinding menus in all games except Blood are shot to shit right now because of how they passed the data on to its destination.
These menus are not fixable, this will have to wait until the replacement is up.
2019-11-03 20:58:10 +01:00
Christoph Oelckers
eb049abc3a
- it compiles again (safety commit)
2019-11-03 20:24:50 +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
12a02cb456
- fixed: lump filters without any dot in the name did not work.
2019-11-03 15:54:18 +01:00
Christoph Oelckers
3c7151810f
- made the game interfaces classes instead of function pointer lists because that is far better at error catching.
...
- fixed: Blood's monster flag is a 'have_monsters', not 'nomonsters' flag. As a result none were spawned.
2019-11-03 12:32:58 +01:00
Christoph Oelckers
d7e7c516a0
- fixed: In case no game data can be found, the config needs to be written, to ensure there is one for editing.
2019-11-03 10:51:47 +01:00
Christoph Oelckers
94aa556953
- some work on a generic cache manager.
...
For main resource data this is probably unnecessary - most resources are never cached with the exception of sounds and textures, which are loaded permanently anyway.
But for hardware textures this is different. Due to the poor precaching it is impossible to selectively evict hardware textures that are not needed any longer, so for this an MRU cache is really needed so that they do not accumulate and congest the video RAM in the process.
2019-11-03 10:00:19 +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
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
cfbcf33c8c
- fixed CVAR saving.
...
- do not use snd_enabled for temporarily hacking the sound state. userConfig.noSound is better suited for such antics.
2019-11-02 21:21:48 +01:00
Christoph Oelckers
e35a5bac79
- fixed: 0 is a valid resource ID for Blood.
...
Unfortunately this means that looking up ID 0 can be a bit more costly than the rest because all ID-less entries in RFF files also use 0.
For other file types -1 is used.
2019-11-02 20:37:15 +01:00
Christoph Oelckers
dc9d75685e
- fixed keybind setup.
2019-11-02 20:13:00 +01:00
Christoph Oelckers
4cf62fca77
- do not load subdirectories of the game directory. They cannot contain anything useful because the original assets never used subdirectories.
...
- fixed RRRA game flags.
2019-11-02 19:12:01 +01:00
Christoph Oelckers
c5838df0c8
- fixed addition of main directory.
2019-11-02 18:46:11 +01:00
Christoph Oelckers
395ba5541c
- fixed startup and sound issues with Redneck Rampage.
2019-11-02 18:28:50 +01:00
Christoph Oelckers
63d4fc1e1b
- fixed flag parsing for grpinfo.
2019-11-02 18:03:41 +01:00
Christoph Oelckers
536c7d61a0
- Duke Nukem starts again.
...
Now for the other frontends.
2019-11-02 17:41:38 +01:00
Christoph Oelckers
d246ff1212
- fixed file system hasher.
2019-11-02 16:52:22 +01:00
Christoph Oelckers
e4ecc5d8df
- some reshuffling on OSD code.
...
* moved the binding commands to osd.cpp. They were in the global namespace already and this way everything to be tossed out is in the same place when the time comes.
* removed support for the OSDs native CVARs. The only ones left were some internal ones I won't need until this code can be replaced.
* same for the custpmization code the games added. Duke Nukem was the only one anyway to have a decent font for it.
2019-11-02 14:25:35 +01:00
Christoph Oelckers
906e56a2b1
- fixed some startup errors.
2019-11-02 13:27:40 +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
edcfad6e11
- updated m_png.cpp from GZDoom.
2019-11-02 12:07:15 +01:00
Christoph Oelckers
f44d309558
- made some adjustments to the RFS parser for the file system.
...
It's still not active but now should produce correct results when working inside the file system.
What it is missing is a file scanner that picks the data it needs to process.
2019-11-02 10:20:32 +01:00
Christoph Oelckers
c54ae1be83
- removed the remaining parts of cache1d. The only thing left is the dummy cacheAllocateBlock function that needs to stick around until a working cache is present.
...
- disabled the user maps menu because it is hopelessly dependent on functionality that cannot be fixed. Better wait until the menu refactor to do it right - it'd be a waste of time fixing the current menus.
2019-11-02 01:30:21 +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
8d5e665caa
- various initialization related changes
...
* reroute several error conditions to I_Error.
* removed some soon-to-be obsolete GRP loading code.
* explicitly trigger the SetDefaults script events which depended on side effects from the config implementation.
* removed the nonsensical file system switch. All this does is create instabilities because it is non-obvious from where data is loaded. If a resource is mounted, it should be checked for content no matter what. While this may affect the stray weird mod out there it is a necessity if we want to allow transparent project repackaging.
2019-11-01 09:30:28 +01:00
Christoph Oelckers
67acad3984
- startup cleanup.
2019-11-01 00:32:56 +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
ba00fe4e66
- hooked up the file system with Blood's resource access.
2019-10-31 20:17:49 +01:00
Christoph Oelckers
d7e183d46d
- fixed compilation of file system code.
2019-10-31 18:06:05 +01:00
Christoph Oelckers
8ef40c5083
- merged most of Blood's resource manager into the file system
2019-10-31 17:13:48 +01:00
Christoph Oelckers
261af9e401
- rework of the file system code.
...
Made more efficient by basing the lookup on names, not strings and some additions for acting as a stand-in for Blood's resource manager.
2019-10-31 01:48:10 +01:00
Christoph Oelckers
693095bffb
- added access wrappers to the two fields of DICTNODE that are accessed from the outside.
...
The idea here is to completely merge the resource management into the file system so that Blood's DICTNODE is merely an alias to the internal FResourceLump.
A two-tiered resource system is not something I consider worthwile, it made sense to get around Builds crappy cache but in the long term this is not a good solution for a multi-game port to have a resource management system in the backend and another one put over it in the front end, both with their own caching logic that might interfere with each other. Better merge it into one that can handle everything.
2019-10-31 00:50:45 +01:00
Christoph Oelckers
c6753a3fec
- tested and fixed game list loader.
2019-10-31 00:41:56 +01:00
Christoph Oelckers
2a7beeff69
- cleaned out some chunks of unused or useless code, most importantly the Build cache which was only used by the sound code for permanently loading the data into memory.
2019-10-30 21:51:04 +01:00
Christoph Oelckers
5b1036093c
- fixed startup.
2019-10-30 19:55:03 +01:00
Christoph Oelckers
266dc9e04e
- added SW search paths to new code and cleaned up the init code.
2019-10-30 19:26:55 +01:00
Christoph Oelckers
ea10e01cc3
- adjustments for last commit.
2019-10-30 18:27:52 +01:00
Christoph Oelckers
418ec0d829
- adjustment to cherry-picked commit.
2019-10-30 18:21:59 +01:00
Christoph Oelckers
3e5d5a9a3d
- it's "loadgrp".
2019-10-30 18:09:38 +01:00
Christoph Oelckers
7f250fc3e8
- WIP on game data search.
2019-10-30 18:09:00 +01:00
Christoph Oelckers
5e76fd659a
- search path WIP.
2019-10-29 23:57:28 +01:00
Christoph Oelckers
b56dae0e9a
- changed path scanner to return only absolute paths and fixed the directory iterator to construct the proper path.
...
Also avoid collecting duplicate paths.
2019-10-29 21:06:14 +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
35342526a5
- WIP search path code
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The Steam/GOG path getters were taken out of the frontends.
This also switches the Windows directory reader touse the wide string version to get Unicode file names.
Some paths were added to the config file instead of hard coding them.
2019-10-29 01:00:44 +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
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
a72863112b
- fix compilation
2019-10-28 17:50:08 +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
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Moving init code and key binding getter to backend
2019-10-28 07:05:32 +01:00
Christoph Oelckers
4f4fc1a8d4
- Cleanup
2019-10-28 07:02:42 +01:00
Christoph Oelckers
c589a6ab82
- replaced KEY_PRESSED globally
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This was just a redundant name getting in the way.
2019-10-28 07:01:01 +01:00
Christoph Oelckers
065721c62b
- simplified the button state maintenance
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This removes all unused parts of the implementation and moves the rest to the InputState class for easier replacement later. All MACT is doing now here is to call the UpdateStatus function, the internal workings are no longer relevant.
2019-10-28 07:00:31 +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
e7f75cbf4d
WIP
2019-10-28 01:12:31 +01:00
Christoph Oelckers
113b5d9037
- added an input state class which will contain all game-facing input data state.
...
Having this grouped in a single object will make refactoring a lot easier.
Access functions have been provided to avoid changing client code for the reorganization.
2019-10-28 00:24:09 +01:00
CommonLoon102
43da4b68a2
feature: show player names ( #234 )
...
# Conflicts:
# source/blood/src/config.cpp
# source/blood/src/config.h
# source/blood/src/menu.cpp
# source/blood/src/osdcmd.cpp
2019-10-27 22:24:30 +01:00
Christoph Oelckers
bfea07570a
- mapped the remaining Shadow Warrior options to the CVARs.
2019-10-27 16:53:00 +01:00
Christoph Oelckers
2e7ba30068
- a bit more config cleanup.
2019-10-27 14:09:56 +01:00
Christoph Oelckers
5386366ec4
- fix for last commit.
2019-10-27 13:48:03 +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
038c1ba4ba
- more CVARs.
2019-10-27 09:53:09 +01:00
Christoph Oelckers
cdc5044f07
- converted noautoload and forcesetup flags to CVARs.
2019-10-27 09:38:55 +01:00
Christoph Oelckers
4b5ec2aabb
- transitioned the combat macros to the new config and made them independent for all games, so that everything can use the original text. (But considering that they are a multiplayer feature I'm not sure how much that is worth.)
...
- sort the config output alphabetically.
- do not use [=] as key names for the bindings.
2019-10-27 08:14:58 +01:00
Christoph Oelckers
249f6e9d62
- consolidated the joystick and mouse setup code.
2019-10-26 23:45:55 +02:00
Christoph Oelckers
b2d7179dbe
- consolidated the 4 sets of mouse and joystick configuration variables.
2019-10-26 21:50:49 +02:00
Christoph Oelckers
70a7d1bd82
- save all bound keys, not only the one with commands that have both slots assigned.
2019-10-26 21:16:23 +02:00
Christoph Oelckers
db1a9a9363
- the config finally get saved.
...
Still with a few errors, though.
2019-10-26 20:47:37 +02:00
Christoph Oelckers
f53c9f6947
- save stuff to the new config.
2019-10-26 19:24:46 +02:00
Christoph Oelckers
1e0d49f947
- game starts again.
2019-10-26 13:16:32 +02:00
Christoph Oelckers
0d878a8604
- some needed cleanup on the control code before testing can start.
2019-10-26 10:16:39 +02:00
Christoph Oelckers
5abc034540
- added a set of left handed key bindings because neither of the offerings is really good for that.
2019-10-26 09:22:49 +02:00
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
9648c026a9
- small adjustments
2019-10-24 20:36:18 +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
3ed87f449e
- and the last 2 hud CVARS for Blood…
2019-10-24 01:41:55 +02:00
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
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
20df360778
- converted the Polymost CVARs.
2019-10-23 21:11:37 +02:00
Christoph Oelckers
ee5f0a7cf6
- cleaned out the remains of the frontends' CVAR definitions.
2019-10-23 18:58:34 +02:00
Christoph Oelckers
21d90fd08b
- fixed compilation.
2019-10-23 18:36:48 +02:00
Christoph Oelckers
02fff2df06
- refactored wchoice and sensitivity CVARS
...
This is all that's needed for now, the remaining ones can wait.
2019-10-23 17:21:14 +02:00
Christoph Oelckers
18430c6c9f
- refactored r_fpslimit
...
Also removed the entire cruft related to this - the pointless offsetting value and the precalculation of the timer value (as if we could not afford a single division for something that WAITS!
Unfortunately this required removal of the menu option for the time being.
2019-10-23 17:07:29 +02:00
Christoph Oelckers
43413e4dff
- r_useprecache
2019-10-23 14:39:33 +02:00
Christoph Oelckers
63f020996e
- a few more CVARs
2019-10-23 01:30:43 +02:00
Christoph Oelckers
5dec4736ce
- r_drawweapon, r_showfps, r_showfpsperiod
2019-10-23 01:04:07 +02:00
Christoph Oelckers
e5d38b2d30
- in_mouseflip and in_mousesmoothing
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in_mousemode removed from persistent state because of how it is used.
Saving it makes no sense.
2019-10-23 00:59:01 +02:00
Christoph Oelckers
b73cf76f05
- in_mousebias and in_mousedeadzone
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Actually, two totally useless options being preserved for historical significance.
Urgh.
2019-10-23 00:55:48 +02:00
Christoph Oelckers
c0c62fe367
- in_mouseaiming
2019-10-23 00:51:49 +02:00
Christoph Oelckers
7501120dc8
- in_mouse and in_joystick
2019-10-23 00:41:28 +02:00
Christoph Oelckers
8f06f0748d
- minor CVAR cleanup and refactoring of one more
2019-10-23 00:30:51 +02:00
Christoph Oelckers
713250cc64
- refactored a few more CVARs.
2019-10-23 00:20:27 +02:00
Christoph Oelckers
d476037f45
- hooked up hud_custom.
2019-10-22 23:43:16 +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
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
bdf2d24b21
- refactored cl_weaponswitch
2019-10-22 02:31:14 +02:00
Christoph Oelckers
3f48ecd479
- 5 more Blood exclusive CVARs.
2019-10-22 02:15:24 +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
d2be5a4db9
- removed the OSD CVARs
...
They'll be removed anyway when the current OSD is tossed.
No need to bother.
2019-10-22 01:16:02 +02:00
Christoph Oelckers
38187a1870
- simple to convert demo CVARs
2019-10-22 01:06:02 +02:00
Christoph Oelckers
c5cb86bf2b
- sevral simple CVARs ported
2019-10-22 01:00:22 +02:00
Christoph Oelckers
279c0caea4
- autosave variables
2019-10-22 00:58:51 +02:00
Christoph Oelckers
dbe3cadd0f
- refactored autorunning CVARs
2019-10-22 00:52:07 +02:00
Christoph Oelckers
87653b50d4
- these were missing.
2019-10-22 00:18:58 +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
f7b9fb92c1
- added back ZDoom's CVAR code and hooked into the OSD.
...
This has the distinct advantage, aside from much cleaner coding, that it can interoperate with the gameconfigfile class.
2019-10-21 22:39:26 +02:00