Commit graph

319 commits

Author SHA1 Message Date
Grind Core
0dbf3bbb1e - Custom Dude updates and refactor
- Player Control updates
- Minor modern types updates
- There was removed GDX prefix for all modern stuff

# Conflicts:
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/mapedit.cpp
#	source/blood/src/player.h
#	source/blood/src/sfx.h
2019-11-24 22:38:21 +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
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
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
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
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
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
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
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
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
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
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
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
341ca9dd3a - removed the EDuke revision data and replaced it with Demolition's own. 2019-11-05 20:48:34 +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
570696fc09 - added ZDoom's CCMD code.
Not tested yet.
2019-11-04 23:01:50 +01:00
Christoph Oelckers
1ee4efebb0 - fixed compilation. 2019-11-04 17:58:18 +01:00
Christoph Oelckers
0b6db7eede - cleanup of baselayer.cpp 2019-11-04 01:18:38 +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
b747df60ee - moved all keyboard related code into the InputState class, so that looking for this stuff is easier.
Sadly there's 1Ăź00 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
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
250fa0b847 - consolidation of exit and quit CCMDs. 2019-11-03 13:31:03 +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
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
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
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
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
39bfd64fe9 - a bit more cleanup in app_init. 2019-11-01 08:24:10 +01:00
Christoph Oelckers
6c5d9c3507 - moved the net init code out of the game frontends to avoid having to call atexit for their deinit function.
When doing this during startup it can be done by regular cleanup measures.
This also moves two larger chunks of networking code out of game.cpp.

Nevertheless, the fact that enet is a very dirty library which directly depends on Windows types is a big problem because it bleeds Windows definitions everywhere thanks to poor abstraction in all relevant layers.
2019-11-01 07:26:49 +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
8ef40c5083 - merged most of Blood's resource manager into the file system 2019-10-31 17:13:48 +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
CommonLoon102
bc6c1bbc3c Fix the game on non-Windows (#240) 2019-10-30 18:54:56 +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
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
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
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
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
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
065721c62b - simplified the button state maintenance
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
68b64d2091 - fixed compilation. 2019-10-27 23:18:44 +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
d962a7810d - deleted unused headers 2019-10-27 22:15:21 +01:00
Christoph Oelckers
cee194fd05 - removed the MACT scriplib after completing the config transition. 2019-10-27 17:31:23 +01:00
nukeykt
aebd22eea8 This makes more sense 2019-10-27 16:54:25 +01:00
nukeykt
5a087b1768 Add gModernMap guard 2019-10-27 16:54:24 +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
CommonLoon102
441bd25ca5 feature: option to show voxels instead of sprites for showing weapon (#233)
# Conflicts:
#	source/blood/src/controls.cpp
#	source/blood/src/menu.cpp
#	source/blood/src/osdcmd.cpp
2019-10-27 13:47:01 +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
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
db1a9a9363 - the config finally get saved.
Still with a few errors, though.
2019-10-26 20:47:37 +02:00
Christoph Oelckers
cd47582632 - disabled the settings.cfg console script so that the newly added config code can take over its duties.
- write the console log to the folder returned by M_GetDocumentsPath and not to the root game directory.
- removed G_ExtPreInit because it has become redundant. The search path setup will have to be redone anyway.
2019-10-26 13:41:42 +02:00
Christoph Oelckers
1e0d49f947 - game starts again. 2019-10-26 13:16:32 +02:00
CommonLoon102
bcf3385ddf randomize ejecting brass and shell angle on the ground (#230) 2019-10-26 10:35:15 +02:00
Grind Core
3cd44c89f5 Commented system message in OperateSprite() 2019-10-26 10:35:14 +02:00
Grind Core
b6ad64ee54 Refactor: xsector, xwall and xsprite structs
- Added QAV scene player (playing user animation instead of weapon)
- Added trigger event intiator for sprites (WIP and experimental)

# Conflicts:
#	source/blood/src/actor.h
#	source/blood/src/player.h
2019-10-26 10:35:13 +02:00
Christoph Oelckers
1c29169492 -perform a proper exit, i.e. make sure that the deinit code can run, by throwing a special exception and actually catching it in the main function. 2019-10-26 10:30:08 +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
47acdae8e6 - moved binding files to subdirectory
- fixed search/replace error.
2019-10-26 09:05:17 +02:00
Christoph Oelckers
cfaafcede7 - everything compiles again (not tested yet.) 2019-10-26 00:32:49 +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
nukeykt
df415605ae Use gameHandleEvents for time updating
# Conflicts:
#	source/blood/src/gui.cpp
2019-10-24 19:49:57 +02:00
nukeykt
01d63d19e9 Fix crash with WinMM driver 2019-10-24 19:49:51 +02:00
nukeykt
7f094d3a73 Fix music init code
# Conflicts:
#	source/blood/src/config.cpp
#	source/blood/src/menu.cpp
#	source/blood/src/osdcmd.cpp
2019-10-24 19:49:50 +02:00
nukeykt
e6f53f7c30 Resolve merge issues
# Conflicts:
#	GNUmakefile
#	platform/Windows/eduke32.sln
#	platform/Windows/props/build_common.props
#	source/audiolib/include/music.h
#	source/blood/src/blood.cpp
#	source/blood/src/gui.cpp
#	source/blood/src/mapedit.cpp
#	source/blood/src/sound.cpp
#	source/build/include/vfs.h
#	source/build/src/vfs.cpp
2019-10-24 19:48:11 +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
20df360778 - converted the Polymost CVARs. 2019-10-23 21:11:37 +02:00