Commit graph

2452 commits

Author SHA1 Message Date
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
082fcfeef0 - manual update of audiolib 2019-10-24 19:59:09 +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
hendricks266
4ca1af72c3 SW: Load swtimbr.tmb
git-svn-id: https://svn.eduke32.com/eduke32@8262 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/sounds.cpp
2019-10-24 19:46:29 +02:00
hendricks266
c6c7c91d7c Add MIDI_GetDevice and use it so that the default driver value doesn't show as "Custom" in the menu
git-svn-id: https://svn.eduke32.com/eduke32@8261 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:44:22 +02:00
hendricks266
7650cbe592 Fix calls to FX_ErrorString and MUSIC_ErrorString
git-svn-id: https://svn.eduke32.com/eduke32@8260 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/sounds.cpp
#	source/duke3d/src/sounds_mapster32.cpp
#	source/sw/src/sounds.cpp
2019-10-24 19:44:21 +02:00
hendricks266
553dfb3544 Prefer early return on error in sound and MIDI init functions
git-svn-id: https://svn.eduke32.com/eduke32@8259 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/sounds.cpp
#	source/duke3d/src/sounds_mapster32.cpp
#	source/sw/src/sounds.cpp
2019-10-24 19:43:51 +02:00
hendricks266
14996d930b Prefer "MIDI driver" to "Music device"
git-svn-id: https://svn.eduke32.com/eduke32@8258 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/sounds_mapster32.cpp
#	source/sw/src/sounds.cpp
2019-10-24 19:42:54 +02:00
hendricks266
55744eff09 Remove second EMIDICard / ForceEMIDI parameter from MUSIC_Init which only served to clobber the value entered using the cvar
git-svn-id: https://svn.eduke32.com/eduke32@8257 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:41:50 +02:00
hendricks266
9215812ed6 Remove obsolete comments now that the MIDI objects are back in their rightful location
git-svn-id: https://svn.eduke32.com/eduke32@8254 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:41:34 +02:00
terminx
d1ccbab5ea Boost OPL3 output to about the level of WinMM
git-svn-id: https://svn.eduke32.com/eduke32@8240 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:28:16 +02:00
terminx
8827a0e84b Retain friendly names for audiolib drivers disabled at compile time
git-svn-id: https://svn.eduke32.com/eduke32@8239 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:28:15 +02:00
terminx
dafd71c72f Add mus_al_additive to control the behavior mentioned in r8232 and rename mus_adlibstereo to mus_al_stereo
git-svn-id: https://svn.eduke32.com/eduke32@8238 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:28:14 +02:00
terminx
e82ddb23d3 Better stereo suppport in OPL3 emulator
Patch from Nuke.YKT

git-svn-id: https://svn.eduke32.com/eduke32@8237 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/include/opl3.h
#	source/audiolib/src/opl3.cpp
2019-10-24 19:28:13 +02:00
terminx
9b97f504bb Fix issue with tempo when changing back and forth between OPL3 and WinMM MIDI output
git-svn-id: https://svn.eduke32.com/eduke32@8236 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:27:57 +02:00
terminx
5de8dad179 Fix mus_adlibstereo
git-svn-id: https://svn.eduke32.com/eduke32@8233 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/include/al_midi.h
2019-10-24 19:27:22 +02:00
terminx
247e6bcc26 Revert a copy/paste error fix in the AdLib code because the fixed version doesn't work right with the timbres Blood ships with
git-svn-id: https://svn.eduke32.com/eduke32@8232 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:27:17 +02:00
terminx
f0acbc1ca5 Fix AdLib timbre loading
git-svn-id: https://svn.eduke32.com/eduke32@8231 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:27:16 +02:00
terminx
47942db0a3 Fix min/max values for audiolib cvars
git-svn-id: https://svn.eduke32.com/eduke32@8230 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/include/al_midi.h
2019-10-24 19:27:15 +02:00
terminx
5853fe1cc6 Prefer uint32_t over unsigned int
git-svn-id: https://svn.eduke32.com/eduke32@8225 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/src/_al_midi.h
2019-10-24 19:26:30 +02:00
terminx
4ff4fddf62 The constening
git-svn-id: https://svn.eduke32.com/eduke32@8224 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/include/al_midi.h
2019-10-24 19:26:23 +02:00
terminx
ff10fdf929 Add mus_adlibstereo cvar to enable and disable AdLib stereo mode
git-svn-id: https://svn.eduke32.com/eduke32@8223 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:26:16 +02:00
terminx
8a61ceeb36 Add a cvar array for audiolib
git-svn-id: https://svn.eduke32.com/eduke32@8222 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:26:15 +02:00
terminx
a2ab5492cc Further small midi cleanup changes--nothing functional
git-svn-id: https://svn.eduke32.com/eduke32@8221 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/include/al_midi.h
#	source/audiolib/src/_al_midi.h
2019-10-24 19:26:14 +02:00
terminx
6fa287c767 Further AdLib cleanup... leaving this in a separate commit in case I fucked something up
git-svn-id: https://svn.eduke32.com/eduke32@8220 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:25:49 +02:00
terminx
8eb5233232 Further audiolib work... I think this is almost done!
git-svn-id: https://svn.eduke32.com/eduke32@8219 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	platform/Windows/audiolib.vcxproj
#	platform/Windows/audiolib.vcxproj.filters
#	platform/Windows/build.vcxproj
#	platform/Windows/build.vcxproj.filters
#	source/audiolib/include/al_midi.h
#	source/audiolib/src/_al_midi.h
#	source/duke3d/src/osdcmds.cpp
#	source/duke3d/src/sounds.cpp
2019-10-24 19:25:48 +02:00
terminx
8a1681fb5a More audiolib work
git-svn-id: https://svn.eduke32.com/eduke32@8218 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/src/music.cpp

# Conflicts:
#	GNUmakefile
#	platform/Windows/audiolib.vcxproj
#	platform/Windows/audiolib.vcxproj.filters
#	source/duke3d/src/menus.cpp
2019-10-24 19:25:09 +02:00
terminx
8b20118026 Audiolib rework WIP
This attempts to rectify the differences between versions of JFAudiolib created after we forked the code, and the extra features contained in Nuke.YKT's fork of our version.

git-svn-id: https://svn.eduke32.com/eduke32@8216 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	platform/Windows/audiolib.vcxproj
#	platform/Windows/audiolib.vcxproj.filters
#	platform/Windows/eduke32.vcxproj
#	platform/Windows/eduke32.vcxproj.filters
#	source/audiolib/include/fx_man.h
#	source/audiolib/include/multivoc.h
#	source/audiolib/src/flac.cpp
#	source/audiolib/src/formats.cpp
#	source/audiolib/src/fx_man.cpp
#	source/audiolib/src/vorbis.cpp
#	source/audiolib/src/xa.cpp
#	source/audiolib/src/xmp.cpp
#	source/duke3d/src/sounds_mapster32.cpp

# Conflicts:
#	Common.mak
#	GNUmakefile
#	platform/Windows/audiolib.vcxproj
#	platform/Windows/audiolib.vcxproj.filters
#	platform/Windows/eduke32.vcxproj
#	platform/Windows/eduke32.vcxproj.filters
#	source/audiolib/include/multivoc.h
#	source/audiolib/src/vorbis.cpp
#	source/duke3d/src/config.cpp
#	source/duke3d/src/game.h
#	source/duke3d/src/osdcmds.cpp
#	source/duke3d/src/sounds_mapster32.cpp
2019-10-24 19:24:31 +02:00
terminx
a1f08f2465 New files for audiolib
This is in a separate commit just to make the changes to existing files easier to go through.

git-svn-id: https://svn.eduke32.com/eduke32@8215 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/include/midi.h
#	source/audiolib/src/_midi.h
#	source/audiolib/src/al_midi.cpp
#	source/audiolib/src/midi.cpp
#	source/audiolib/src/music.cpp
#	source/audiolib/src/oplmidi.cpp
#	source/duke3d/src/midi.cpp

# Conflicts:
#	source/audiolib/src/al_midi.cpp
#	source/audiolib/src/midi.cpp
#	source/audiolib/src/music.cpp
2019-10-24 19:22:49 +02:00
terminx
d6e52ed526 Use SDL audiolib driver on Windows
This shitcans the SDL_mixer requirement but leaves platforms other than Windows without built-in MIDI playback capability until Nuke.YKT's OPL3 emulator is merged. This also reworks sdlmusic.cpp into music_external.cpp, including an untested port of the code to Windows.

git-svn-id: https://svn.eduke32.com/eduke32@8214 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	platform/Windows/eduke32.vcxproj
#	platform/Windows/props/build_common.props
#	source/audiolib/src/sdlmusic.cpp

# Conflicts:
#	Common.mak
#	GNUmakefile
#	platform/Windows/audiolib.vcxproj
#	platform/Windows/eduke32.vcxproj
#	platform/Windows/eduke32.vcxproj.filters
#	platform/Windows/props/build_common.props
#	source/audiolib/src/driver_sdl.cpp
#	source/audiolib/src/sdlmusic.cpp
#	source/build/include/vfs.h
#	source/build/include/winbits.h
#	source/build/src/winbits.cpp
2019-10-24 19:22:06 +02:00
terminx
c0b7745013 Misc audiolib cleanups
git-svn-id: https://svn.eduke32.com/eduke32@8213 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/src/fx_man.cpp
#	source/audiolib/src/multivoc.cpp

# Conflicts:
#	source/audiolib/include/multivoc.h
#	source/audiolib/src/multivoc.cpp
#	source/audiolib/src/vorbis.cpp
2019-10-24 19:20:33 +02:00
hendricks266
89cd122d14 Initialize sound before music
git-svn-id: https://svn.eduke32.com/eduke32@8255 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:06:04 +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
c1041a9c37 - removed the unused DN3D menu code from the Blood subproject. 2019-10-23 19:08:41 +02:00
Christoph Oelckers
ee5f0a7cf6 - cleaned out the remains of the frontends' CVAR definitions. 2019-10-23 18:58:34 +02:00
CommonLoon102
20a393871b fix compiler error: storage size of weaponQAV isn't known (#226) 2019-10-23 18:38:00 +02:00
Szilárd Biró
c419fae31b Fix compiling without OpenGL 2019-10-23 18:37:56 +02:00
Szilárd Biró
0f67b74a53 SEQFRAME big endian fix 2019-10-23 18:37:55 +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
7fd05edbba - missed one 2019-10-23 14:39:46 +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
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
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
fe2bb036b7 - fixed bad parameter. 2019-10-22 23:32:15 +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
Grind Core
b6c16abf6f Refactor:
- PLAYER.H structs
- ACTOR.H  structs

# Conflicts:
#	source/blood/src/db.h
#	source/blood/src/player.h
2019-10-22 17:49:59 +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
39c6af9b0a - cl_automsg 2019-10-22 00:14:39 +02:00
Christoph Oelckers
30e9eed1b3 - the next CVAR, cl_autoaim 2019-10-22 00:05:21 +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
Christoph Oelckers
bc8578e153 - brought in GZDoom's gameconfigfile so that the settings can be transitioned to a more robust implementation. 2019-10-21 21:36:05 +02:00
Christoph Oelckers
0d737ee130 - removed all code related to the -usecwd command line switch.
While feature-wise ok this was far too scattered throughout the frontends and needs to be done in a more concise way.
2019-10-21 19:51:12 +02:00
CommonLoon102
c342d25879 disable respawn for spawned dudes (#223)
makes sense
# Conflicts:
#	source/blood/src/view.cpp
2019-10-21 19:37:39 +02:00
terminx
91dac5c73a I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes
git-svn-id: https://svn.eduke32.com/eduke32@8247 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:14 +02:00
terminx
b2421887a1 Use stat() instead of fopen() to detect existing files when saving screenshots
git-svn-id: https://svn.eduke32.com/eduke32@8246 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:13 +02:00
Christoph Oelckers
72b87e5bd7 - fixed compilation. 2019-10-21 19:36:54 +02:00
Christoph Oelckers
8c7590e161 - refactored most of the remaining calls to kopen4load 2019-10-21 17:16:08 +02:00
Christoph Oelckers
1269a1715f Fixed stupid typo in class name
It should read BuildTiles, not BuildFiles.
It's a tile manager, not a file manager!
2019-10-21 09:22:55 +02:00
Christoph Oelckers
0c4ffdea43 - do not use the cache for loading voxel data
This stuff is software rendering only so should be made optional anyway.

But aside from that it was the last non-sound data, being loaded into the cache.

With this gone the sound cache can be redone as a dedicated object and the atrocious cache1d implementation be tossed out.
2019-10-21 01:17:26 +02:00
Christoph Oelckers
64959be33e - Don't use the global cache for caching tiles
Sincce the cache is scheduled for removal anyway this makes no sense, this should be handled by a more generic texture eviction logic that's needed anyway to deal with accumulating texture data.
2019-10-21 01:01:38 +02:00
Christoph Oelckers
5333f6adc1 - refactored a few more - simple stuff but lots of lines. 2019-10-21 00:13:17 +02:00
Christoph Oelckers
5022c58a63 - refactored the file access in the rest of the DN3D frontend and in some duplicated code in the Blood frontend. 2019-10-20 23:37:07 +02:00
Christoph Oelckers
d3c2d8e96f - refactored file access in the movie player. 2019-10-20 22:48:21 +02:00
Christoph Oelckers
449a5a4717 - refactoring of palette loader. 2019-10-20 22:26:53 +02:00
Christoph Oelckers
6e7db1b63a - refactored file access in RR frontend's sound code. 2019-10-20 21:56:13 +02:00
terminx
9aae157e27 This helps the player not fall off of the edges of certain types of moving sectors as easily
git-svn-id: https://svn.eduke32.com/eduke32@8245 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:53 +02:00
terminx
4c28d25e3f Don't activate gamefunc_Toggle_Crouch if cheat_phase is non-zero
git-svn-id: https://svn.eduke32.com/eduke32@8244 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:51 +02:00
terminx
6f6d568720 This fixes most issues with the player clipping through the walls of rotating sectors
git-svn-id: https://svn.eduke32.com/eduke32@8243 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:50 +02:00
terminx
21025ea18f Prefer assignment of .vec2 union inside vec3_t instead of explicitly assigning .x and .y members
git-svn-id: https://svn.eduke32.com/eduke32@8242 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:49 +02:00
terminx
69a3f9e884 Band-aid fix for Duke3d E4L4 map "corruption"
The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches.

Yeah, OK, it never picks the one that matches.

The area is a total clusterfuck.

git-svn-id: https://svn.eduke32.com/eduke32@8241 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:48 +02:00
Christoph Oelckers
2be5727137 - refactored all file reading in the savegame code to the FileReader interface.
In this case a different open function is used because this is normally files on the hard drive and not assets, so being able to have a different setup for finding them is important.
2019-10-20 21:04:55 +02:00
Christoph Oelckers
7cacb7203f - refactored all file access in SW frontend to use the FileReader variant and added a few utilities to avoid opening handles.
Because use of the handle API needs to be eliminated before a functioning resource management can be plugged in here.
2019-10-20 20:08:17 +02:00