Commit graph

30 commits

Author SHA1 Message Date
Christoph Oelckers
a9141af545 - backend update. 2020-06-11 09:15:44 +02:00
Christoph Oelckers
c4017de12f - updated to GZDoom's new texture management system. 2020-05-25 23:59:07 +02:00
Christoph Oelckers
5584c726ba - file system update and adjustment. 2020-04-12 08:30:40 +02:00
Christoph Oelckers
e2f5e8fe34 - renamed 'common' to 'core'.
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
a90185bea9 - cleaned up the remaining dependencies on windows.h
This file now only gets included by code that really needs it.
2020-02-03 21:30:57 +01:00
Christoph Oelckers
5de7fbca37 - consolidation of music lookup code for user maps. 2020-01-27 20:53:41 +01:00
Christoph Oelckers
bbc145cbee - enabled the Blood RFS parser.
Seems to work but there's not that much material to use it on so the mileage may vary.
2020-01-22 21:09:45 +01:00
Christoph Oelckers
6305714493 - fixed some issues with RR's Route66 add-on.
The new movies weren't played because the names did not match.
Transition from the last level of Ep1 to the first one of Ep2 did not work.
Selection with command line switch wasn't reliable.
2020-01-10 21:36:46 +01:00
Christoph Oelckers
fb985d2503 - more macOS compilation fixes
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
5dcfa1cb0c - do not use the internal SWCUSTOM.TXT from the Twin Dragon add-on.
There's a second variant without this definition, so this needs to be defined internally, and since it needs to be done internally it may receive proper localization labels.
2019-12-26 10:47:10 +01:00
Christoph Oelckers
706157d623 - converted Blood's sound system to the OpenAL sound engine.
Now, this code was one big mess of strange design, let's hope it sounds better with a real 3D mixer now.
2019-12-17 19:37:05 +01:00
Christoph Oelckers
fa7638c446 - removed the old sound system header from Duke and RR frontends and fixed every report this produced:
* reverb/echo is not yet implemented, so there's two stub functions for now.
* RTS needs to be done differently, because the sound engine cannot play raw buffers without any control data.
2019-12-16 19:18:03 +01:00
Christoph Oelckers
749eda32c5 - moved kopenfilereader into the FileSystem class. 2019-12-07 10:14:51 +01:00
Christoph Oelckers
ddfb2223db - added a directory list function to the file system.
- fixed lookup for resources by ID - it always picked the first candidate from the hash chain without checking the actual ID.
2019-12-07 09:44:43 +01:00
Christoph Oelckers
7a8208eb2f - fixed out of bounds memory access. 2019-12-06 23:20:18 +01:00
Christoph Oelckers
41b116e2f2 - save menu in Duke Nukem is working. 2019-11-30 22:46:00 +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
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
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
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
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
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
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
cfd9edbe71 - added the main FileSystem class. 2019-10-29 00:15:36 +01:00