Commit graph

352 commits

Author SHA1 Message Date
Christoph Oelckers
fbfb1972b8 - fixed a few places where the wrong sound ID was checked. 2019-12-16 17:41:44 +01:00
Christoph Oelckers
3cba51cfd4 - missed one line. 2019-12-16 17:02:35 +01:00
Christoph Oelckers
d24bd0fc14 - added refactored sound code to RR frontend.
- removed most code using the low level sound interface directly from Duke and RR frontends.
2019-12-16 16:18:47 +01:00
Christoph Oelckers
9b9c009de9 - copybyte is not the same as memcpy.
It should be inlined to use it, though, because homegrown loops for this stuff may have been ok in 1995, but not in 2019.
2019-12-15 21:06:41 +01:00
Christoph Oelckers
a28cd17454 - refactoring of DN3D sound code complete but not tested yet. 2019-12-15 13:34:00 +01:00
Christoph Oelckers
62660e76f3 - sound system rework. Not complete. 2019-12-15 10:00:25 +01:00
nukeykt
9cc8dee5fe Add guard to prevent OOB error 2019-12-15 07:54:29 +01:00
nukeykt
1719b70559 Oops, i've missed do while here
# Conflicts:
#	source/rr/src/game.cpp
2019-12-15 07:54:27 +01:00
Christoph Oelckers
d23b4a7e33 - hooked up ZDoom' joystick code and removed the remaining parts of the old MACT input library. 2019-12-14 20:15:15 +01:00
nukeykt
f2dd7326d0 Backport changes related to timing from mainline
# Conflicts:
#	source/rr/src/game.cpp
2019-12-14 00:21:32 +01:00
Christoph Oelckers
86dc909559 - added detection logic for zipped versions of the Cryptic Passage add-on for Blood and the Route66 add-on for Redneck Rampage.
- added command line options to load the original file dump of both mods in the game directory.
- both also require loading additional non-standard-named .art files
2019-12-11 23:41:05 +01:00
Christoph Oelckers
95625567e0 - fixed compile errors. 2019-12-11 18:40:42 +01:00
Christoph Oelckers
875678f20b - transitioned Shadow Warrior to the global mapinfo 2019-12-11 02:01:11 +01:00
Christoph Oelckers
ec96ae8992 - cleanup of -map setup. 2019-12-11 01:11:35 +01:00
Christoph Oelckers
cb051b44ea - removed unused compression records from savegame header 2019-12-11 01:10:59 +01:00
Christoph Oelckers
69fd6cf69d - removed currentBoardFilename
This was only used for displaying the name for user maps, everything else was using other means of getting the data already, and even here currentLevel is better suited.
2019-12-11 01:01:03 +01:00
Christoph Oelckers
5c0cd5114d - transitioned Blood to the common mapinfo system. 2019-12-11 00:57:53 +01:00
Christoph Oelckers
ebb43f9129 - use the currentLevel record for the status screens. What was there could be broken by scripts thanks to the non-existent access control to critical variables.
- give the final map in RR a proper mapinfo record. Without this the map is not really stable with the current savegame system.
2019-12-10 23:04:06 +01:00
Christoph Oelckers
0e19d4262e - savegame and mapinfo cleanup in DN3D and RR frontends.
Also added an "end game" flag to the mapinfo. For those who like to assemble single levels into custom episodes. More features for that to come. ;)
2019-12-10 22:22:59 +01:00
Christoph Oelckers
4cc22e155f - better handling for maps without names.
Use the file's base part as name if that happens.
2019-12-10 17:35:28 +01:00
Christoph Oelckers
db29fc1a01 - removed the mostly useless changelevel CCMDs.
It makes more sense to do a real 'map' CCMD instead once the level management is working properly.
2019-12-10 17:25:45 +01:00
Christoph Oelckers
4f04fe66de - transitioned RR to the new mapinfo 2019-12-10 00:31:55 +01:00
Christoph Oelckers
ba978ab0d9 - text update and missing includes. 2019-12-09 17:17:15 +01:00
Christoph Oelckers
0604c72586 - code cleanup
removed some unused definitions
replaced the copybuf* functions with memcpy. These days doing homegrown copy loops is not efficient anymore.
2019-12-09 01:39:40 +01:00
Christoph Oelckers
66218dd074 - connect SW with statistics code and added missing function for Blood
# Conflicts:
#	source/blood/src/blood.h
#	source/common/menu/messagebox.cpp
#	source/sw/src/game.cpp
#	source/sw/src/game.h
2019-12-09 01:03:18 +01:00
Christoph Oelckers
4ef9ec6708 - call STAT_StartNewGame globally from the menu 2019-12-09 01:00:46 +01:00
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
0157446ad1 - thorough cleanup of the Shadow Warrior music code.
This was one huge mess where nothing fit together.
Also added an enhancement that the CD Audio boss theme tracks are also played when CD music is generally off, because these have no equivalent in MIDI. This needs to be checked if it's stylistically ok, though.
2019-12-07 19:57:19 +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
0342b96335 - cleaned out the remaining wrappers from cache1d.h and use the file system directly instead. 2019-12-07 10:49:23 +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
749eda32c5 - moved kopenfilereader into the FileSystem class. 2019-12-07 10:14:51 +01:00
Christoph Oelckers
66756bfa13 - final fixes for Blood's and Duke Nukem's menus. 2019-12-06 18:36:49 +01:00
Christoph Oelckers
7a9138cde0 - made the confirmation screen functional.
This works but still needs a bit of visual work.
2019-12-05 23:17:55 +01:00
Christoph Oelckers
223c6d628e Merge branch 'master' into menu_for_real 2019-12-05 21:08:46 +01:00
nukeykt
9a71545c51 Fix rednukem compiling
# Conflicts:
#	source/rr/src/anim.cpp
#	source/rr/src/common.cpp
#	source/rr/src/common_game.h
#	source/rr/src/game.cpp
#	source/rr/src/grpscan.cpp
#	source/rr/src/menus.cpp
#	source/rr/src/menus.h
#	source/rr/src/net.cpp
#	source/rr/src/net.h
#	source/rr/src/osdcmds.cpp
#	source/rr/src/player.cpp
#	source/rr/src/rts.cpp
#	source/rr/src/savegame.cpp
#	source/rr/src/screens.cpp
#	source/rr/src/sounds.cpp
#	source/rr/src/startosx.game.mm
#	source/rr/src/startwin.game.cpp
2019-12-05 20:59:10 +01:00
Christoph Oelckers
54177cd27d - added the animated player display. 2019-12-05 19:52:46 +01:00
Christoph Oelckers
169d68f583 - fixed stuff and cleaned out most of the old menu code. 2019-12-05 19:00:40 +01:00
Christoph Oelckers
628bd9efc6 Filled in the rest of the menus
Sound is only partially functional, video mode completely nonfunctional, but it makes no sense adjusting them to the current backend code when it's due for replacement.
2019-12-05 00:47:05 +01:00
Christoph Oelckers
cb0538d0f2 - mouse aiming cleanup.
Reverted this to a sane setting, as it was in the original games and in all other games I have ever seen, i.e. there is a global setting to enable mouse view, and a button to manually trigger it. The toggle can be easily handled by flipping the CVAR directly.
The main problem here was that it triggered a few cases for mouse-less gameplay in the default case with a mouse present, because the mouseaim CVAR was no longer what the game expected.
This misguided change seems to have originated in JFDuke but by now had propagated to all the other games as well, the code was in all 4 frontends.
2019-12-05 01:08:35 +01:00
Christoph Oelckers
3ea526055f - added a generic message display, using ZDoom's code.
This is mainly meant for Nam and WW2GI which have an ugly-as-hell font for these texts.
2019-12-04 23:07:02 +01:00
Christoph Oelckers
6d04f0f159 - added option to print custom messages with Duke Nukem's quote system.
- hooked up all front ends with a generic message printing function so that common code can access the native message displays. This is needed for consolidation of some input actions which are mostly identical but print messages.
- preparations for a generic message system.
2019-12-04 21:35:35 +01:00
Christoph Oelckers
5b0033c08c - minor menu tweaks and fixes. 2019-12-04 18:52:39 +01:00
Christoph Oelckers
138326314e - text update. 2019-12-04 17:30:41 +01:00
Christoph Oelckers
7d1eb74b5e - more menus implemented 2019-12-04 01:38:51 +01:00
Christoph Oelckers
72857db17b - refactor of the quote storage.
This was consolidated for both EDuke and RedNukem frontends, put into a class with strict access control and the length limit was lifted.
The new class will eventually allow better localization control.
2019-12-04 00:28:28 +01:00
Christoph Oelckers
c561255018 - moved the application of in_mousebias and in_mousedeadzone into the backend code.
This piece was repeated 6x for each call to CONTROL_GetInput, creating quite a bit of redundancy.
2019-12-03 20:58:43 +01:00
Christoph Oelckers
6245a0e2e2 - added mouse and controller menus
The controller menu obviously does not work yet, it needs quite a bit of backing code fron GZDoom first.
2019-12-03 01:21:27 +01:00
Christoph Oelckers
65ae00fb74 - completion of controls menu
- some message printing cleanup in SW frontend. This still has its native console that needs to be removed.
2019-12-03 00:57:03 +01:00
Christoph Oelckers
79ced02d36 - implemented the Shadow Warrior menu interface. 2019-12-03 00:01:04 +01:00
Christoph Oelckers
d55f55c04d - now, where this that 6 come from...? 2019-12-02 19:27:35 +01:00
Christoph Oelckers
00b2467eea - WIP keybinding cleanup 2019-12-02 02:07:32 +01:00
Christoph Oelckers
b372cb5f35 - the primary Blood menus are working.
Now this was magnitudes easier than the EDuke menu - NBlood's menu is actually clean and usable code but still nothing compared to a unified menu system.
2019-12-01 15:31:08 +01:00
Christoph Oelckers
b0a6734915 - removed no longer needed parts from input.cpp. 2019-12-01 11:38:13 +01:00
Christoph Oelckers
aed05840ae - removed the mouseInactiveConditional interface function.
This was only a crutch to let the input interface work with the original menus.

Now that the one in Blood is gone, all the conditions are no longer relevant. (Shadow Warrior never got far enough to implement this)
2019-12-01 10:31:44 +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
8a98f9b3ca - removed quitevent.
This was some meticulously preserved relic of bad old DOS times used to block OS facilities to close an app.
Since this has been worked around at a lower level already the variable was essentially without function but some quite bad code depended on it.
2019-12-01 09:02:17 +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
0fc439a969 - fixed Redneck Rampage ingame menu and added selection validation to the load menu. 2019-11-30 23:59:22 +01:00
Christoph Oelckers
41b116e2f2 - save menu in Duke Nukem is working. 2019-11-30 22:46:00 +01:00
Christoph Oelckers
2a9e4fca46 WIP safety commit 2019-11-30 19:23:54 +01:00
Christoph Oelckers
d5c3991c2e - fixed compile errors in menu code. 2019-11-30 10:03:20 +01:00
Christoph Oelckers
b3c335cd1d Merge branch 'menu_for_real' of https://github.com/coelckers/demolition into menu_for_real
# Conflicts:
#	source/common/menu/loadsavemenu.cpp
#	source/duke3d/src/d_menu.cpp
#	source/rr/src/d_menu.cpp
2019-11-30 01:06:37 +01:00
Christoph Oelckers
79ce4563eb - fixed game resuming when closing the load and save menus. 2019-11-30 01:03:14 +01:00
Christoph Oelckers
90c5ea6acc - updated option menu code to latest scripted version
This mainly means being able to use the generic font.
This also adds more generalization to the menu sound handling, plus an option to turn menu sound off. This is motivated by the pig sounds which RR uses in the menu.
2019-11-29 01:28:13 +01:00
Christoph Oelckers
0cedad6390 - started work on load/save menus. 2019-11-29 00:37:19 +01:00
Christoph Oelckers
48f62ef1ed - cleaned out most of menus.cpp for RR. 2019-11-28 20:59:34 +01:00
Christoph Oelckers
299314b8a5 - Redneck Rampage menu looks correct. 2019-11-28 20:48:58 +01:00
Christoph Oelckers
1f1b927b6b - fixed a few issues. 2019-11-28 20:11:27 +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
324056ad88 - more cleanup on music code
* removed some redundant functionality (e.g. Shift-F5 to change - use the console for that!)
* removed a few more leftover parts of the old music system
* savegames should not do more than resuming the music at the point of saving. (DN3D and RR only so far. Blood to be done.)
* handle music enabling/disabling in the backend, which simply knows better what to do. This was only working in the menu, so changing the CVAR had no effect.
2019-11-28 03:18:58 +01:00
Christoph Oelckers
a59917b35d - more cleanup of sound code
removed the remaining parts of the old music system in EDuke32 and RedNukem frontends.
2019-11-28 03:02:33 +01:00
Christoph Oelckers
d569cd76c1 - cleanup of sound code - removal of the cache lock
This has been inoperable for a long time and by now the cache is entirely gone.
2019-11-28 02:36:34 +01:00
Christoph Oelckers
6ad9c1c0e3 - set up d_menu.cpp for Redneck Rampage 2019-11-28 02:14:30 +01:00
Christoph Oelckers
4e5f59a373 - Menu WIP
* implemented single image screens
* implemented skeleton of the image scroller
* added RR-specific definitions to the menus (need to copy and adjust d_menu.cpp)
* added definitions for credits screens.
2019-11-28 01:02:45 +01:00
Christoph Oelckers
723b210c95 - major work on savegame code
Not tested yet!

* Added a JSON-based header to the savegames so that the unified menu can read from a common data source.
* moved loading and saving of frontend independent data to the wrapper so that support is automatic.
2019-11-27 00:41:26 +01:00
Christoph Oelckers
abdd807e7f - fixed merge errors. 2019-11-26 19:10:24 +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
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
a96f1b25f7 - fixed recursion issue with menu and CON scripting.
Curse all those busy loops in the engine.
2019-11-24 17:52:54 +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
f2fc3fc2cb - WIP commit. 2019-11-23 12:38:38 +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
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
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
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
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
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
29d16868c9 - fixed compile errors. 2019-11-11 17:51:30 +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
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
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