Commit graph

2831 commits

Author SHA1 Message Date
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
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
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
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
Christoph Oelckers
535c68fac1 - fixed Shadow Warrior startup.
It runs to the menu, unfortunately key input is broken.
2019-10-30 20:13:43 +01:00
Christoph Oelckers
5b1036093c - fixed startup. 2019-10-30 19:55:03 +01:00
Christoph Oelckers
266dc9e04e - added SW search paths to new code and cleaned up the init code. 2019-10-30 19:26:55 +01:00
CommonLoon102
bc6c1bbc3c Fix the game on non-Windows (#240) 2019-10-30 18:54:56 +01:00
hendricks266
d410694e40 SW: Fix 3D Realms and ANM palettes
git-svn-id: https://svn.eduke32.com/eduke32@8272 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/astub.cpp
#	source/sw/src/anim.cpp
#	source/sw/src/colormap.cpp
#	source/sw/src/common_game.h
#	source/sw/src/game.cpp
2019-10-30 18:50:23 +01:00
hendricks266
d679603cab SW: Fix MIDI music
git-svn-id: https://svn.eduke32.com/eduke32@8271 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/config.cpp
#	source/sw/src/config.h
#	source/sw/src/game.cpp
#	source/sw/src/menus.cpp
#	source/sw/src/sounds.cpp
2019-10-30 18:45:53 +01:00
hendricks266
dcba445f4e SW: Fix file loading and init sequence
git-svn-id: https://svn.eduke32.com/eduke32@8269 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/common.cpp
#	source/duke3d/src/game.cpp
#	source/sw/src/common.cpp
#	source/sw/src/common_game.h
#	source/sw/src/game.cpp
#	source/sw/src/jnstub.cpp
2019-10-30 18:38:43 +01:00
Christoph Oelckers
ea10e01cc3 - adjustments for last commit. 2019-10-30 18:27:52 +01:00
hendricks266
797c79d4a5 Move registry reading to engine
git-svn-id: https://svn.eduke32.com/eduke32@8268 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/common.cpp
2019-10-30 18:27:40 +01:00
Christoph Oelckers
418ec0d829 - adjustment to cherry-picked commit. 2019-10-30 18:21:59 +01:00
hendricks266
9b21fe0c28 Move VDF parsing to engine
git-svn-id: https://svn.eduke32.com/eduke32@8267 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/common.h
#	source/duke3d/src/common.cpp
2019-10-30 18:15:00 +01:00
hendricks266
de3215bcab Add sound and music code for Ken-Build
Patch from Nuke.YKT.

git-svn-id: https://svn.eduke32.com/eduke32@8266 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	platform/Windows/kenbuild.vcxproj
#	platform/Windows/kenbuild.vcxproj.filters
#	source/kenbuild/src/config.cpp
#	source/kenbuild/src/game.cpp
#	source/kenbuild/src/sound_stub.cpp
2019-10-30 18:10:54 +01:00
Christoph Oelckers
3e5d5a9a3d - it's "loadgrp". 2019-10-30 18:09:38 +01:00
Christoph Oelckers
7f250fc3e8 - WIP on game data search. 2019-10-30 18:09:00 +01:00
Christoph Oelckers
5e76fd659a - search path WIP. 2019-10-29 23:57:28 +01:00
Christoph Oelckers
b56dae0e9a - changed path scanner to return only absolute paths and fixed the directory iterator to construct the proper path.
Also avoid collecting duplicate paths.
2019-10-29 21:06:14 +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
cfd9edbe71 - added the main FileSystem class. 2019-10-29 00:15:36 +01:00
Christoph Oelckers
82c844e405 - added GZDoom's resource management classes. 2019-10-28 23:46:15 +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
Alexey Khokholov
954d3b14dc Delete _oplmidi.h 2019-10-28 17:51:38 +01:00
Alexey Khokholov
6bb7cb8531 Delete oplmidi.h 2019-10-28 17:51:14 +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
c589a6ab82 - replaced KEY_PRESSED globally
This was just a redundant name getting in the way.
2019-10-28 07:01:01 +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
113b5d9037 - added an input state class which will contain all game-facing input data state.
Having this grouped in a single object will make refactoring a lot easier.
Access functions have been provided to avoid changing client code for the reorganization.
2019-10-28 00:24:09 +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
19b9e34726 - removed empty #includes. 2019-10-27 22:17:21 +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
Christoph Oelckers
5386366ec4 - fix for last commit. 2019-10-27 13:48:03 +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
038c1ba4ba - more CVARs. 2019-10-27 09:53:09 +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
7023e1e992 - store game vars in the new config file. 2019-10-27 00:29:46 +02:00
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
70a7d1bd82 - save all bound keys, not only the one with commands that have both slots assigned. 2019-10-26 21:16:23 +02:00
Christoph Oelckers
db1a9a9363 - the config finally get saved.
Still with a few errors, though.
2019-10-26 20:47:37 +02:00
ny00123
731671c401 Make the secondary backslash key of the standard 102-keys PC keyboard layout, also known as a "less than" key, usable. This is the key generally sitting in-between the left shift and Z keys, for the 102-keys QWERTY layout.
git-svn-id: https://svn.eduke32.com/eduke32@8265 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-26 19:29:13 +02:00
Christoph Oelckers
f53c9f6947 - save stuff to the new config. 2019-10-26 19:24:46 +02:00
Christoph Oelckers
288b230ab8 - only let the CON script access the defaults of CVARs, not their actual value.
That allows using them for initialization but not for messing around with user settings.
2019-10-26 18:39:52 +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
5abc034540 - added a set of left handed key bindings because neither of the offerings is really good for that. 2019-10-26 09:22:49 +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
c3dc4f35be - cleanup and license added. 2019-10-25 19:07:14 +02:00
Christoph Oelckers
6f6c850d80 - fixed some search&replace errors 2019-10-25 19:02:27 +02:00
Christoph Oelckers
918d121d99 - fixed missing include paths 2019-10-25 02:07:46 +02:00
Christoph Oelckers
5cf5c74695 - let kopenFileReader have a look into demolition.pk3 if nothing else is found.
This should help as long as the old resource management is still in place.
2019-10-25 02:01:52 +02:00
Christoph Oelckers
60fc828a89 - converted the 3 new CVARs in the audio code. 2019-10-25 02:01:36 +02:00
Christoph Oelckers
e8cf6c3d32 - fixed mus_device CVar and reenabled WinMM device. 2019-10-24 21:02:07 +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
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
Christoph Oelckers
1b96861615 - consolidated RTS code, because there were 3 copies.
Also completely rewritten to get rid of the cache dependency.
2019-10-20 19:13:44 +02:00
Christoph Oelckers
bf8a2ee573 - started refactoring of file handling, starting with some nasty bits in Shadow Warrior. 2019-10-20 17:09:58 +02:00
Christoph Oelckers
06f4138202 - merge fixes in Blood frontend code. 2019-10-20 17:09:01 +02:00
Christoph Oelckers
d83b3f34a3 - restored original whitespacing in blood/actor.cpp.
This ensures that future cherry picks won't conflict as badly.
2019-10-20 16:50:47 +02:00
Grind Core
70e0ed9ec4 - Refactor: added names for powerups and updated some old.
- AI: there is printing error message in conosole added (instead of dassert)
- Updates for Player Control modern type

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/actor.h
#	source/blood/src/globals.cpp
#	source/blood/src/globals.h
#	source/blood/src/player.h
#	source/blood/src/sound.cpp
#	source/blood/src/triggers.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp
#	source/blood/src/weapon.cpp
#	source/blood/src/weapon.h
2019-10-20 12:30:16 +02:00
terminx
a278a85b3b Add const to dest parameter of MV_Reverb()
git-svn-id: https://svn.eduke32.com/eduke32@8184 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 11:53:25 +02:00
terminx
9756db95ca Use templates for audiolib mixing functions
Patch from NY00123.

git-svn-id: https://svn.eduke32.com/eduke32@8183 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/src/mix.cpp
#	source/audiolib/src/mixst.cpp
2019-10-20 11:51:57 +02:00
Christoph Oelckers
75205ca69c - do not throw exceptions to exit without proper handling. 2019-10-20 11:28:16 +02:00
Christoph Oelckers
c3d742dda0 - really delete the textures. 2019-10-20 10:52:56 +02:00
Christoph Oelckers
489170b12c - fixed compilation again. 2019-10-20 10:52:38 +02:00
terminx
63d6e70e21 Apparently, a long while back when I limited snd_numvoices to 128 I forgot to change the menu to reflect it
git-svn-id: https://svn.eduke32.com/eduke32@8234 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:51 +02:00
Christoph Oelckers
76bceb81cd - removed time consuming load indicator from Duke3D frontend as well. 2019-10-20 10:45:50 +02:00
terminx
c68c50ddca Add snd_tryformats cvar to disable automatic loading of .ogg and .flac versions of sound and music
git-svn-id: https://svn.eduke32.com/eduke32@8212 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:50 +02:00
terminx
873440f06c Fix tiny header issue
git-svn-id: https://svn.eduke32.com/eduke32@8208 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/osdcmds.cpp
#	source/duke3d/src/osdcmds.h
2019-10-20 10:45:50 +02:00
terminx
b8f4651ab4 Don't try videoSetGameMode() if there aren't any valid modes
git-svn-id: https://svn.eduke32.com/eduke32@8207 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:50 +02:00
Christoph Oelckers
215a7cdff3 - removed unused animlock variable. 2019-10-20 10:45:49 +02:00
terminx
ca789dc4d0 Wait to run G_MoveLoop() until a frame has just been rendered
This should give G_MoveLoop() a better chance to not run past the time when another frame is to be drawn.

git-svn-id: https://svn.eduke32.com/eduke32@8195 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:49 +02:00
terminx
9fadf6032d Silence a warning
git-svn-id: https://svn.eduke32.com/eduke32@8194 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:49 +02:00
terminx
ba02bbaf67 Add #pragma once to debugbreak.h and remove it from separate inclusion in a couple of translation units as we're including it directly in compat.h now
git-svn-id: https://svn.eduke32.com/eduke32@8192 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/sdlayer.cpp
#	source/duke3d/src/gamedef.cpp
2019-10-20 10:45:48 +02:00
terminx
d7f779eaec Use EXIT_FAILURE and EXIT_SUCCESS from stdlib.h when calling exit()
git-svn-id: https://svn.eduke32.com/eduke32@8190 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/build.cpp
#	source/build/src/polymost.cpp
#	source/build/src/tiles.cpp
#	source/duke3d/src/astub.cpp
2019-10-20 10:45:48 +02:00
terminx
a15c2abf46 Update LZ4 to e8baeca51ef2003d6c9ec21c32f1563fef1065b9
git-svn-id: https://svn.eduke32.com/eduke32@8186 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:48 +02:00