Commit Graph

2734 Commits

Author SHA1 Message Date
nukeykt 48b9ca7f7f Minor fixes 2019-11-21 23:01:32 +01:00
nukeykt b13e57efa4 Clean up game loop function 2019-11-21 23:01:31 +01:00
nukeykt 6b2ebdd444 Fix input, fix menu crash 2019-11-21 23:01:29 +01:00
nukeykt c458223f9d Fix level loading 2019-11-21 23:01:28 +01:00
nukeykt 708483ca78 wip 2019-11-21 22:59:46 +01:00
nukeykt e0858d501c Game compiles now
# Conflicts:
#	platform/Windows/exhumed.vcxproj
#	platform/Windows/exhumed.vcxproj.filters
2019-11-21 22:59:45 +01:00
nukeykt 50349a6b3d wip
# Conflicts:
#	platform/Windows/exhumed.vcxproj
#	platform/Windows/exhumed.vcxproj.filters
#	source/build/include/build.h
#	source/build/src/palette.cpp
2019-11-21 22:59:33 +01:00
nukeykt 738aca5fe9 wip 2019-11-21 22:54:42 +01:00
nukeykt 936ce5a866 wip
# Conflicts:
#	platform/Windows/exhumed.vcxproj
#	platform/Windows/exhumed.vcxproj.filters
2019-11-21 22:52:46 +01:00
Christoph Oelckers 728635c1c0 - correct application of in_mouseflip flag. 2019-11-20 23:29:13 +01:00
Christoph Oelckers 200f54ad47 - mouse turning works. 2019-11-20 22:50:37 +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 6d40c9202c - deleted a batch of code from engine.cpp which is only needed for the assembly drawers. 2019-11-20 19:33:36 +01:00
Christoph Oelckers 234283ca8a - SW: added validation checks to WallSetup.
This code wrote to array index -1.
With this change the level finally gets rendered, although it still doesn't work.
2019-11-19 23:04:22 +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 557bd201fb - removed unused code. (MDA screen hack - huh???)
- Shadow Warrior updates from SWP.
2019-11-19 20:43:11 +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 3e0075a34d - disabled the broken savegame pic code for the GL renderer.
I have no idea how this is supposed to work, but all it does is create corrupt images, so for now it reverts to the software renderer which generates working 320x200 images.
2019-11-15 19:07:24 +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 def63209be - fixed savegame loading in Blood. 2019-11-14 21:22:42 +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 7f3d00446d - removed the unused File* functions which were the last remaining places to use stdio FILE for reading.
For writing FILE is mostly fine, but reading should exclusively use FileReader to ensure interoperability with the virtual file system.
2019-11-13 18:34:05 +01:00
Christoph Oelckers c6a38faf39 - add savegame support for the statistics and secret hint feature. 2019-11-13 18:23:45 +01:00
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 022c074ece - fixed brightmaps again - hopefully for real this time.
The lighting model being used here is not really good for implementing render effect.
2019-11-11 23:54:09 +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
Grind Core 0d82280b87 - Added event initiator for sectors and walls
- Added dynamic dispersion for custom dude
- Added dynamic attack distance for custom dude
- Added dynamic damage resistance scale for custom dude
- There was some refactor actions performed
- Added player RX channels for triggering the players
- Updates for modern types
- There was added player control modern type which can do a lot things. It's
still WIP
- Other updates and fixes mainly related to gModernMap

Note that your save games will be no longer compatible

# Conflicts:
#	source/blood/src/actor.h
#	source/blood/src/aiunicult.h
#	source/blood/src/db.h
#	source/blood/src/player.h
#	source/blood/src/triggers.h
#	source/blood/src/weapon.cpp
2019-11-11 22:59:05 +01:00
Grind Core d79c45584a - No weapon fix
I just forget to set default values
2019-11-11 22:54:03 +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 9782b8180a - removed libxmp. 2019-11-11 19:12:04 +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 79561ace09 - use the precalculated or script-specified fade colors, if present. 2019-11-10 21:11:17 +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 87acd7fef6 - fixed blend mode for the 2D drawer. 2019-11-10 12:12:15 +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 672498be1d - hooked up the keybind menu for Blood as well and disabled some obsolete mouse settings. 2019-11-09 22:58:34 +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 94baca8b1e - same changes in RedNukem frontend. 2019-11-09 19:39:35 +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 0f74a5c3a4 - make the ImGui popup close on request. 2019-11-09 14:05:52 +01:00
Christoph Oelckers fd4680c347 Merge commit '3061e3860cd212893e7d08a09223d4e9ad78b204' into Dear_ImGui 2019-11-09 13:42:59 +01:00
Christoph Oelckers d3e6807f61 - fixed infinite loop in compression code. 2019-11-08 17:50:32 +01:00
hendricks266 dc10a8b03d SW, KenBuild: Replace strupr with Bstrupr
git-svn-id: https://svn.eduke32.com/eduke32@8283 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/kenbuild/src/kdmeng.cpp
#	source/sw/src/bldscript.cpp
#	source/sw/src/jbhlp.cpp
2019-11-08 17:42:09 +01:00
hendricks266 fbb75aae0b SW: Replace UCHAR with unsigned char
git-svn-id: https://svn.eduke32.com/eduke32@8282 1a8010ca-5511-0410-912e-c29ae57300e0
2019-11-08 17:41:40 +01:00
hendricks266 125ec7ad2c SW: Replace MAXLONG with INT32_MAX
git-svn-id: https://svn.eduke32.com/eduke32@8281 1a8010ca-5511-0410-912e-c29ae57300e0
2019-11-08 17:41:39 +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 2d46827ecc font
- Dear ImGUI test.
2019-11-07 20:32:49 +01:00
Christoph Oelckers d2cbd71dbf - adjustments 2019-11-07 20:30:56 +01:00
Christoph Oelckers e4735fdff1 - dead code removal. 2019-11-07 00:49:19 +01:00
Christoph Oelckers 51658de730 - fixed savegame path generation 2019-11-06 23:41:56 +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 6ee807f225 - two things I forgot to save before committing. 2019-11-06 17:57:10 +01:00
Christoph Oelckers cf6b4c64b1 - little bit of code cleanup
dead code removal and splitting app_main in two to separate its init part from the game loop
2019-11-06 14:12:50 +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 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 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 e7f4433df6 - consolidation of mouse code and obsolete code removal 2019-11-04 02:07:59 +01:00
Christoph Oelckers 0b6db7eede - cleanup of baselayer.cpp 2019-11-04 01:18:38 +01:00
Christoph Oelckers 4bf6c306ab - added handling for cleariung mouse wheel events 2019-11-04 01:07:34 +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 01d5d51f13 - pass key events to the event queue. 2019-11-03 22:46:01 +01:00
Christoph Oelckers c7af86bd00 - use proper key names. 2019-11-03 22:20:19 +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 b179767d4a - do not use the command line but the module filename to create the progdir path.
argv[0] is not guaranteed to contain anything usable and in cmd.exe it doesn't.
2019-11-03 13:39:42 +01:00
Christoph Oelckers 250fa0b847 - consolidation of exit and quit CCMDs. 2019-11-03 13:31:03 +01:00
Christoph Oelckers 59fce59a26 - fixed god mode being activated automatically, thanks to a variable that got initialized in the wrong place. 2019-11-03 12:46:53 +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 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 7853a9db6c - do not use EDuke32's savegame identifiers.
The engine may be incopatible already and the format will certainly change in the future.
2019-11-02 22:22:57 +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 4e3ad17e4a - tweaking of the game selection display. 2019-11-02 21:43:17 +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 768a75b712 - fixed video startup.
Make sure that SDL is initialized as the first thing and that the validmodecnt variable does not get cleared
2019-11-02 17:26:40 +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 1d7bfe14dc - removed kplib's compression code.
Its only use in savegames has already been disabled in favor of a format restructuring.
2019-11-02 11:29:23 +01:00
Christoph Oelckers ab28697c18 - undid the very pointless pow2char (de)optimization by substituting the real array with an empty struct containing an inlined [] operator.
I think this shows a fundamental misunderstanding of what constexpr means, even when declared as such it requires a constant argument to be treated as a constant.
But since nearly all uses of this were not using constants, the compiler was emitting actual memory accesses to the array each time this was used.
2019-11-02 10:45:41 +01:00
Christoph Oelckers fca3c2f5b5 - removed the directory scan code from compat.cpp.
It is only used by the user map menus which I had to disable already and on top of that is blissfully incapable of dealing with Unicode.
2019-11-02 10:39:31 +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 24edfbe03b - removed the pointless double loading of CON files.
The condition for this was no longer present anyway so it was never done.
2019-11-01 09:40:29 +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 39bfd64fe9 - a bit more cleanup in app_init. 2019-11-01 08:24:10 +01:00