Commit Graph

3250 Commits

Author SHA1 Message Date
sirlemonhead b97c9d119c Revert "Fixed incorrect code flow in menu_NewGameMenu() function."
This reverts commit e3926772d1f80ea64450d6bda0bd281345a21b2f.
2019-11-21 23:10:14 +01:00
sirlemonhead df4d4cc009 Fixed incorrect code flow in menu_NewGameMenu() function. 2019-11-21 23:10:13 +01:00
sirlemonhead 9d5a6ac807 Fix lava floor and crushing ceilings not damaging the player. Fixes issues #2 and #3 2019-11-21 23:10:12 +01:00
nukeykt bf07930b8c wip 2019-11-21 23:10:11 +01:00
nukeykt 6c9e6a3bfc Sound wip
# Conflicts:
#	source/audiolib/include/fx_man.h
#	source/audiolib/include/multivoc.h
2019-11-21 23:09:04 +01:00
nukeykt 6f0163af45 Add reverse engineered sound code 2019-11-21 23:06:53 +01:00
nukeykt 67f370f17c Fix compile error 2019-11-21 23:05:08 +01:00
nukeykt 48d95eee00 Fix skies 2019-11-21 23:01:38 +01:00
nukeykt 3b40420b84 Hopefully fix overwritesprite issues 2019-11-21 23:01:37 +01:00
nukeykt 664596e369 clean up GetLocalInput 2019-11-21 23:01:35 +01:00
nukeykt a00d0f5986 Fix level restart 2019-11-21 23:01:34 +01:00
nukeykt 0023ae625d Make status bar code polymost friendly 2019-11-21 23:01:33 +01:00
nukeykt 48b9ca7f7f Minor fixes 2019-11-21 23:01:32 +01:00
nukeykt b13e57efa4 Clean up game loop function 2019-11-21 23:01:31 +01:00
nukeykt 6b2ebdd444 Fix input, fix menu crash 2019-11-21 23:01:29 +01:00
nukeykt c458223f9d Fix level loading 2019-11-21 23:01:28 +01:00
nukeykt 708483ca78 wip 2019-11-21 22:59:46 +01:00
nukeykt e0858d501c Game compiles now
# Conflicts:
#	platform/Windows/exhumed.vcxproj
#	platform/Windows/exhumed.vcxproj.filters
2019-11-21 22:59:45 +01:00
nukeykt 50349a6b3d wip
# Conflicts:
#	platform/Windows/exhumed.vcxproj
#	platform/Windows/exhumed.vcxproj.filters
#	source/build/include/build.h
#	source/build/src/palette.cpp
2019-11-21 22:59:33 +01:00
nukeykt 738aca5fe9 wip 2019-11-21 22:54:42 +01:00
nukeykt 936ce5a866 wip
# Conflicts:
#	platform/Windows/exhumed.vcxproj
#	platform/Windows/exhumed.vcxproj.filters
2019-11-21 22:52:46 +01:00
Christoph Oelckers 5f9b57519a - hooked up the menu code so that it can receive events.
Nothing pretty yet but a start is made.
2019-11-21 22:31:46 +01:00
Christoph Oelckers 2740913c60 - added a redirection hack for rotatesprite so that it can be transitionally used in the 2D drawer. 2019-11-21 19:30:27 +01:00
Christoph Oelckers 81ddf22d5d - added ZDoom's menu system as a base to build a new menu on.
# Conflicts:
#	source/CMakeLists.txt
#	source/build/src/engine.cpp
2019-11-21 18:03:09 +01:00
Christoph Oelckers 4be63d55d3 - added a stripped down version of ZDoom's DObject.
This only retains the objecct factory feature, but removes the garbage collector which I have no use for.

# Conflicts:
#	source/CMakeLists.txt
2019-11-21 18:02:22 +01:00
Christoph Oelckers 728635c1c0 - correct application of in_mouseflip flag. 2019-11-20 23:29:13 +01:00
Christoph Oelckers 200f54ad47 - mouse turning works. 2019-11-20 22:50:37 +01:00
Christoph Oelckers 2da4294ba5 - hooked up the event processing for Shadow Warrior, so keyboard input is working now. Mouse movement is not being processed yet.
Also removed some leftover code from the old input system.
2019-11-20 22:01:44 +01:00
Christoph Oelckers caa450dcb9 - debugprintf 2019-11-20 20:07:33 +01:00
Christoph Oelckers 6d40c9202c - deleted a batch of code from engine.cpp which is only needed for the assembly drawers. 2019-11-20 19:33:36 +01:00
Christoph Oelckers 234283ca8a - SW: added validation checks to WallSetup.
This code wrote to array index -1.
With this change the level finally gets rendered, although it still doesn't work.
2019-11-19 23:04:22 +01:00
Christoph Oelckers fd31d4fa6a - replaced 32 bit SDL library - the preincluded one appeared to be broken.
- fixed main group autochoice.
- fixed uninitialized player links for Shadow Warrior.
2019-11-19 22:35:52 +01:00
Christoph Oelckers f24de03501 - fixed auto-picking of game GRPS from the command line. 2019-11-19 21:35:35 +01:00
Christoph Oelckers 557bd201fb - removed unused code. (MDA screen hack - huh???)
- Shadow Warrior updates from SWP.
2019-11-19 20:43:11 +01:00
Christoph Oelckers dc60c7f72e - fixed use of brightmaps.
Due to the blending they are essentially inactive on translucent content and Duke Nukem heavily abuses this.
2019-11-15 20:51:02 +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 ab9c532d89 - save custom data as JSON.
This makes it a lot easier to debug and test than binary blobs.
2019-11-15 18:57:26 +01:00
Christoph Oelckers 619a7541f1 - "fixed" keybinding not responding for all keys.
This looks like an ImGui bug - it doesn't like two identically labelled buttons on the same page, it seems. I now work around this by using strings with different numbers of spaces. Stupid but effective.
2019-11-14 22:48:23 +01:00
Christoph Oelckers def63209be - fixed savegame loading in Blood. 2019-11-14 21:22:42 +01:00
Christoph Oelckers ba117554b0 - fixed savegame issues.
Since the code is extremely volatile I changed the setup so that the save is a zip file with the regular snapshot plus all added data as separate entries.
This allows compressing everything properly without savegame breaking interference.

Blood does not yet load its savegames, need to check.
2019-11-14 21:07:43 +01:00
Rachael Alexanderson 5002dd866c - fix compile on vs2017, change pow2char to static
- include nullptr check for mapname in music.cpp
2019-11-13 16:40:08 -05:00
Christoph Oelckers 7f3d00446d - removed the unused File* functions which were the last remaining places to use stdio FILE for reading.
For writing FILE is mostly fine, but reading should exclusively use FileReader to ensure interoperability with the virtual file system.
2019-11-13 18:34:05 +01:00
Christoph Oelckers c6a38faf39 - add savegame support for the statistics and secret hint feature. 2019-11-13 18:23:45 +01:00
Christoph Oelckers 8055d10362 - hooked up the secret hint system 2019-11-13 00:44:33 +01:00
Christoph Oelckers 35bc7f56fc - added secret hint code.
Not hooked up yet.
2019-11-12 23:23:22 +01:00
Christoph Oelckers dee1cba849 - hooked up Blood with the statistics code. 2019-11-12 22:59:51 +01:00
Christoph Oelckers 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 0bdec4ea2e - fixed: Events were processed as key events without checking their type. 2019-11-12 20:17:17 +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 022c074ece - fixed brightmaps again - hopefully for real this time.
The lighting model being used here is not really good for implementing render effect.
2019-11-11 23:54:09 +01:00
Christoph Oelckers 3be9deb070 - removed the different shadeDiv for Ion Fury.
This isn't necessary and was apparently caused by a bug that got fixed in the mean time.
2019-11-11 23:24:31 +01:00
Grind Core 0d82280b87 - Added event initiator for sectors and walls
- Added dynamic dispersion for custom dude
- Added dynamic attack distance for custom dude
- Added dynamic damage resistance scale for custom dude
- There was some refactor actions performed
- Added player RX channels for triggering the players
- Updates for modern types
- There was added player control modern type which can do a lot things. It's
still WIP
- Other updates and fixes mainly related to gModernMap

Note that your save games will be no longer compatible

# Conflicts:
#	source/blood/src/actor.h
#	source/blood/src/aiunicult.h
#	source/blood/src/db.h
#	source/blood/src/player.h
#	source/blood/src/triggers.h
#	source/blood/src/weapon.cpp
2019-11-11 22:59:05 +01:00
Grind Core d79c45584a - No weapon fix
I just forget to set default values
2019-11-11 22:54:03 +01:00
Christoph Oelckers 0f2c4f7760 - added stripped down SNDINFO parser so that the music related settings can be specified. 2019-11-11 22:52:07 +01:00
Christoph Oelckers cee5891409 - so music is finally working but I don't know - adding a second sound backend because the existing one is such a piece of shit is certainly not the best solution.
I'll probably replace the SDL and DirectSound outputs with OpenAL later - let's hope that the mixer is at least flexible enough to handle that...
2019-11-11 21:50:20 +01:00
Christoph Oelckers 16a6cd909a - this should work but doesn't... 2019-11-11 20:37:57 +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 9782b8180a - removed libxmp. 2019-11-11 19:12:04 +01:00
Christoph Oelckers ec6ce8b1ec - hooked up ZMusic. 2019-11-11 19:10:46 +01:00
Christoph Oelckers 29d16868c9 - fixed compile errors. 2019-11-11 17:51:30 +01:00
Christoph Oelckers f6a9bb770d - fixed most issues with newly added music files 2019-11-11 01:01:18 +01:00
Christoph Oelckers ae06d19008 - added remaining music files to project 2019-11-11 00:31:36 +01:00
Christoph Oelckers 5e95ef5322 - added the rest of GZDoom's music interface.
This still needs to be integrated.
2019-11-11 00:23:52 +01:00
Christoph Oelckers 9f9748ede6 - initial ZMusic hookup. 2019-11-10 23:58:51 +01:00
Christoph Oelckers 79561ace09 - use the precalculated or script-specified fade colors, if present. 2019-11-10 21:11:17 +01:00
Christoph Oelckers 5fc81d1bd4 - made brightmaps operational.
The logic is not yet optimal but at least it works.
2019-11-10 19:42:26 +01:00
Christoph Oelckers 21ac5e87b5 - added blend table translucency estimation instead of using a lame default.
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
2019-11-10 15:15:14 +01:00
Christoph Oelckers 87acd7fef6 - fixed blend mode for the 2D drawer. 2019-11-10 12:12:15 +01:00
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
terminx 8d74b9562f Update xxHash to 1ea98d6a38300f7224869de856a876a2050cdf78
git-svn-id: https://svn.eduke32.com/eduke32@8185 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:48 +02:00
Christoph Oelckers 462bd8d292 - cleaned out some commented out code. 2019-10-20 10:44:51 +02:00
Christoph Oelckers 2316957026 - made things compile again after updating enet. Also removed the redundant dumb and game_music_emu libraries which just got imported by accident when using other things from GZDoom.
Note: enet uses 'malloc' and 'free' as field names in a struct - this does not work with any compiler using some sort of heap instrumentation that #defines these names!
This had to be changed to allow MSVC debug builds to compile again.
2019-10-20 09:16:01 +02:00
terminx 63713002b3 Swap out our old deprecated version of ENet for a single-file header-based fork, including features like IPv6 support
git-svn-id: https://svn.eduke32.com/eduke32@8175 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	libraries/enet/LICENSE
#	libraries/enet/callbacks.c
#	libraries/enet/compress.c
#	libraries/enet/enet/callbacks.h
#	libraries/enet/enet/enet.h
#	libraries/enet/enet/list.h
#	libraries/enet/enet/protocol.h
#	libraries/enet/enet/time.h
#	libraries/enet/enet/types.h
#	libraries/enet/enet/unix.h
#	libraries/enet/enet/utility.h
#	libraries/enet/enet/win32.h
#	libraries/enet/host.c
#	libraries/enet/list.c
#	libraries/enet/packet.c
#	libraries/enet/peer.c
#	libraries/enet/protocol.c
#	libraries/enet/unix.c
#	libraries/enet/win32.c
#	platform/Windows/build.vcxproj
#	platform/Windows/build.vcxproj.filters
#	platform/Windows/eduke32.sln
#	platform/Windows/eduke32.vcxproj
#	source/duke3d/src/player.cpp
2019-10-20 08:43:36 +02:00
terminx 1667d4dd87 This is useless
git-svn-id: https://svn.eduke32.com/eduke32@8170 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:31:49 +02:00
terminx 8b43ed5777 Rename timerUpdate() and timerGetRate() to timerUpdateClock() and timerGetClockRate(), because they both only apply to totalclock
git-svn-id: https://svn.eduke32.com/eduke32@8169 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/timer.cpp
#	source/build/src/winlayer.cpp
2019-10-20 08:31:26 +02:00
terminx 91fde580ce Use nanosleep instead of usleep
git-svn-id: https://svn.eduke32.com/eduke32@8168 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:29:25 +02:00
terminx ad6d94b0f5 Patch from Doom64hunter to address a couple of issues with per-map art
git-svn-id: https://svn.eduke32.com/eduke32@8167 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/tiles.cpp
2019-10-20 08:28:44 +02:00
terminx 8e088f6659 Equivalent to jfbuild commit b6a666745cea21c6f8193b046bcdd0636fb7c166
git-svn-id: https://svn.eduke32.com/eduke32@8158 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:17:35 +02:00
terminx 0270cc2df5 SDL_free() is not for pointers to SDL_RWops structures...
git-svn-id: https://svn.eduke32.com/eduke32@8151 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:16:02 +02:00
terminx c86af959b9 Add optional duration parameter to idle()
git-svn-id: https://svn.eduke32.com/eduke32@8149 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/winlayer.h
2019-10-20 08:13:22 +02:00
terminx a649130327 Clamp nextPageDelay in G_FPSLimit() to 0.0 - g_frameDelay
git-svn-id: https://svn.eduke32.com/eduke32@8148 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:12:26 +02:00
Christoph Oelckers 53248945e8 - added license headers. 2019-10-20 08:07:12 +02:00
Christoph Oelckers e5ddb28a2b - renamed texcache.cpp and moved it to its proper place.
The old content no longer exists, this is entirely backend code now.
2019-10-20 08:04:54 +02:00
Christoph Oelckers f29dd6c495 - include cleanup 2019-10-20 08:02:45 +02:00
Christoph Oelckers efcf447398 - moved newly added file to its proper place. 2019-10-20 07:51:35 +02:00
terminx 4dfae31900 Update xxHash to git commit cd0f5c22095c49c35104dca86620322801f14893
git-svn-id: https://svn.eduke32.com/eduke32@8142 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	platform/Windows/build.vcxproj
#	platform/Windows/build.vcxproj.filters
2019-10-20 07:50:30 +02:00
terminx 70171ea341 Use timerGetHiTicks() instead of timerGetTicks() for timing in osdfunc_fileinfo()
git-svn-id: https://svn.eduke32.com/eduke32@8141 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:16 +02:00
terminx 85dd8e31a5 G_HandleAsync() -> gameHandleEvents()
git-svn-id: https://svn.eduke32.com/eduke32@8140 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:15 +02:00
terminx 802f69d324 Partial timer cleanup
After this revision, the only place timerUpdate() is called is from within handleevents(). S_Cleanup(), MUSIC_Update(), and G_HandleSpecialKeys() are now called from a timer callback set with timerSetCallback(). This more or less deprecates the usage of faketimerhandler() in EDuke32 and Mapster32, but other games still rely on the functionality.

git-svn-id: https://svn.eduke32.com/eduke32@8139 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/astub.cpp
2019-10-20 07:48:13 +02:00
terminx 593b5740e3 Reword stupid error message that has probably never even been seen
git-svn-id: https://svn.eduke32.com/eduke32@8138 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:05 +02:00
terminx 4d3dedd4ab ifdef DEBUGGINGAIDS for this quick exit crap
this is more like regular AIDS than DEBUGGINGAIDS though

git-svn-id: https://svn.eduke32.com/eduke32@8137 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:04 +02:00
terminx 4c4ffa80b4 Use tabledivide64() in timerUpdate()
git-svn-id: https://svn.eduke32.com/eduke32@8136 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:02 +02:00
terminx b298ed19ff Ugh, apparently we rely on this for FURY
git-svn-id: https://svn.eduke32.com/eduke32@8135 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:01 +02:00
Christoph Oelckers 85d377647a - tweaked the fade ramp a bit.
For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that.
Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
2019-10-20 01:14:48 +02:00
Christoph Oelckers 9437387b4a - fixed handling of FogDisabled flag 2019-10-20 00:45:47 +02:00
Christoph Oelckers abaa1d19ee - fixed some bad setup in SetTextureInternal. 2019-10-20 00:31:27 +02:00
Christoph Oelckers 2162ce1f26 - disabled the Redneck Rampage load progress indicator because it only prolongs the precaching time by waiting for the screen to be refreshed. 2019-10-19 23:19:45 +02:00
Christoph Oelckers bb4a19cf3a - added a few more texture formats to FHardwareTexture.
For brightmaps we do not need full RGBA8 data with mipmaps - RGBA2 without mipmaps is fully sufficient here and will save a lot of video memory.
2019-10-19 23:14:36 +02:00
Christoph Oelckers 7d2f61db2e - converted all boolean parameters of the shader into a single flag word.
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00
Christoph Oelckers 17816b0f63 - fixed compilation for NBlood update. 2019-10-19 20:48:59 +02:00
nukeykt 098740155b Use screentext in DrawStatNumber 2019-10-19 20:33:52 +02:00
nukeykt 182d5d2eb5 Use screentext in viewDrawText 2019-10-19 20:33:50 +02:00
nukeykt 90dc59749d Import screentext from eduke32
# Conflicts:
#	platform/Windows/nblood.vcxproj
#	platform/Windows/nblood.vcxproj.filters
2019-10-19 20:33:49 +02:00
Christoph Oelckers 6f4ca480b5 - sky clamping may only be done in Blood for now.
This needs a better solution.
2019-10-19 20:25:58 +02:00
Christoph Oelckers 5fa879d5d1 - use texture clamping for skies, because these textures do not always wrap. 2019-10-19 19:29:59 +02:00
Christoph Oelckers 39e32d560c - fixed progdir setup. 2019-10-19 19:22:23 +02:00
Christoph Oelckers d4fc13fba5 - cleaned up the sampler manager's content names and added the missing types to allow easier switching between indexed (no filtering) and non-indexed (filter as per user option). 2019-10-19 19:10:09 +02:00
Christoph Oelckers 2152780806 - added some hackery to render voxels properly again.
Something about their data preparation is not right, their depth looks totally off and causes fog to become to dense.
One more reason to reconstruct the renderer in a sane fashion.
2019-10-19 18:14:13 +02:00
Christoph Oelckers e2f9e12efb - implemented shade level based depth fading for the true color renderer. 2019-10-19 16:35:06 +02:00
Christoph Oelckers cd7bbe35a8 - removed all legacy fog code. 2019-10-19 15:52:46 +02:00
Christoph Oelckers 2ef89abe08 - reworked palookupinfo output. 2019-10-19 13:27:09 +02:00
Christoph Oelckers 4a9f0248d7 - removed the texture ID cache.
Although this initially helped, it was only because it partially covered up the issues from the real problem which was using the sampler properties of the texture offsets.
With that one fixed this cache became pointless.
2019-10-19 10:40:47 +02:00
Christoph Oelckers bc986b8054 - make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line.
- increased cache size to 200 MB (Note: The cache really needs to be replaced with something better that can adapt better to a system's RAM size.)
2019-10-19 10:22:02 +02:00
Christoph Oelckers 8b1f2f5fc9 - disabled console lockout option as a modding feature.
No, sorry, but this is something I consider unacceptable!
2019-10-19 00:27:34 +02:00
Christoph Oelckers 4142d3792b - delete BUILDART header if found.
This will otherwise cause problems down the line because these 8 bytes are ignored in the offsets.
2019-10-19 00:26:43 +02:00
Christoph Oelckers c6f973d05f - more palookup information dumping 2019-10-19 00:25:42 +02:00
Christoph Oelckers 00630f728f - fixed voxel rendering.
Still need to move the voxel textures into the texture manager but at least they render properly again.
2019-10-18 22:25:47 +02:00
Christoph Oelckers 00d59459a1 - fixed creation of true color textures and disabled fog in palette mode.
The fog should go away entirely but in palette mode it made everything too dark.
2019-10-18 22:09:19 +02:00
Christoph Oelckers 2ed722f329 - do not draw invalid textures. 2019-10-18 19:29:35 +02:00
Christoph Oelckers 9f357248e5 - fixed crash on shutdown. 2019-10-18 19:11:18 +02:00
Christoph Oelckers dab7c43f7c - fixed all compiler errors.
It mostly works again, but still has a few glitches.
2019-10-18 19:06:57 +02:00
Christoph Oelckers ed415c1fa0 - silenced a few warnings. 2019-10-18 17:55:22 +02:00
Christoph Oelckers 23265ad213 - rework of texture management for models
Voxels yet to do.
This also removes the redundant texture matrix for the glow texture.
2019-10-18 14:04:32 +02:00
Christoph Oelckers 542994cc20 - added lookup for brightmap palettes. 2019-10-18 12:11:53 +02:00
Christoph Oelckers 530a9944f7 - texture loader redone but not tested yet
Models are currently non-functional and need to reroute their texture handling to the global texture manager instead of handling everything themselves.

Voxels also need a bit of work to make their texture management more automated.
2019-10-18 11:37:07 +02:00
Christoph Oelckers c6514949e3 - texture creation WIP. 2019-10-18 00:20:27 +02:00
Christoph Oelckers 3da49ad20a - safety commit: all relevant code for the texturing system has been moved to texcache.cpp. 2019-10-17 21:44:34 +02:00
Christoph Oelckers bef8c9ae76 - hictinting cleanup.
This needs to be moved into the backend, and partially into the shader. So far this only removes the code from the main rendering logic, the final implementation is not done yet.
It had to go because it required the main rendering code to look deep into the texture data which would be a major blocker for refactoring.
2019-10-17 20:29:58 +02:00
Christoph Oelckers 304a906aa7 copy code 2019-10-17 14:21:51 +02:00
Christoph Oelckers 1426ebec20 Moved hightile replacement data into the textures
Not tested yet!
2019-10-17 12:45:25 +02:00
Christoph Oelckers 4f8e0dd936 - cleaned up a few copyright notices and unified licenses 2019-10-17 09:42:11 +02:00
Christoph Oelckers 6d7458fe42 - fixed bad endif() placing in CMake projects 2019-10-17 08:44:01 +02:00
Christoph Oelckers 452cfe385e - Blood's voxel loader override has somehow gotten lost. 2019-10-16 23:57:29 +02:00
Christoph Oelckers 0aa5db7969 - project rework to shorten compile times.
* subprojects fpr game frontends added and unsigned char option put into global flags.
2019-10-16 23:09:02 +02:00
Christoph Oelckers c988165131 - added a temporary workaround for image-based tile replacements.
The texture management is not ready yet to seamlessly handle these textures so for now they always need to be installed as hightile replacements.
2019-10-16 22:02:27 +02:00
Christoph Oelckers 066a76c892 - missed this part. 2019-10-16 21:18:26 +02:00
Christoph Oelckers 4cd2c024fc - fixed crash in texture deinit code and ensure that everything gets deleted. 2019-10-16 21:16:40 +02:00
nukeykt 37322d001d Do not apply zero floorpal on color sectors 2019-10-16 20:40:54 +02:00
nukeykt a94404232b Default target value to -1
# Conflicts:
#	source/blood/src/trig.cpp
2019-10-16 20:40:53 +02:00
nukeykt 97feb8d59c Fix mapedit compiling
# Conflicts:
#	source/blood/src/mapedit.cpp
2019-10-16 20:40:41 +02:00
CommonLoon102 70b5e67e6f fix cultist respawn time (#220)
# Conflicts:
#	source/blood/src/actor.cpp
2019-10-16 20:40:34 +02:00
Christoph Oelckers 64e116a4b1 - use special classes with [] operators to redirect the frequently used global arrays to the newly implemented texture manager.
This allows to use the contained storage without changing all the code.
2019-10-16 20:39:59 +02:00
Christoph Oelckers 4dc69620b7 - cleanup 2019-10-15 23:56:29 +02:00
Christoph Oelckers 57c221644a - transitioned all texture options of the def file 2019-10-15 23:38:01 +02:00
Christoph Oelckers bb78db71bc - tileDelete / tileSetDummy 2019-10-15 23:29:47 +02:00
Christoph Oelckers 9a52e8039c - rerouted tileCreate and tileSetExternal calls. 2019-10-15 23:18:52 +02:00
Christoph Oelckers c3bc690e98 - more updating and bug in UpdatePicSize fixed. 2019-10-15 20:02:37 +02:00
Christoph Oelckers 0e165e40a3 - first batch of adjustments to the new tile management.
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
2019-10-15 00:54:14 +02:00
Christoph Oelckers 4b6f28e7c8 - hooked up the writable texture types. 2019-10-15 00:19:31 +02:00
Christoph Oelckers 039d948991 - update of new texture classes. 2019-10-14 23:11:01 +02:00
Grind Core 9dd46c1c7c - Fixes for refactor (wrong kills count)
- Fixes for refactor (proximity flag for dudes)
- Fixes for refactor (wrong kills count)

# Conflicts:
#	source/blood/src/actor.cpp
2019-10-14 22:42:43 +02:00
Grind Core 16d4aebbb4 - Fixes for refactor
- Some ThrowError() calls was replaced my viewSetSystemMessage()
- New modern type playQAV (WIP)

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/weapon.h
2019-10-14 22:42:43 +02:00
Grind Core 08dfee073c - Added names for callbacks
- Added names for sprite, wall and sector types
- Added gModernMap protection for using new features only on different version of map

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/callback.cpp
#	source/blood/src/callback.h
#	source/blood/src/triggers.h
2019-10-14 22:42:42 +02:00
Christoph Oelckers 9a4c07db27 - make it compile again. 2019-10-14 22:42:29 +02:00
Christoph Oelckers 17a4ddd51e - adjusted bit array helpers for the change of type for gotpic from (undefined) char to (defined) uint8_t. 2019-10-13 08:55:52 +02:00
Christoph Oelckers a6ba81939a - reworked texture management, not yet active. 2019-10-12 22:49:46 +02:00
Christoph Oelckers bb67a1ba38 - some reworking of the texture code to make integration of Build tiles easier. 2019-10-12 08:54:06 +02:00
Christoph Oelckers fbc22e0125 - sanitized walock.
Sorry, but having a globally writable pointer to every texture is just insane and makes any functional management impossible.
This is merely a preparation for adding a real texture manager. That cannot be done if any code can write over the data at will. For that, it now has to make the texture writable first or create a writable empty texture.
2019-10-11 23:31:59 +02:00
Christoph Oelckers 3621aae3f0 - rerouted all write accesses to tilesiz and picsiz through a function interface.
These will have to do some texture management bookkeeping so directly changing the values is problematic.
This required changing the parameter interface in polymost.cpp because a few places hacked around with the global state to pass parameters to subfunctions.
2019-10-11 21:04:31 +02:00
Christoph Oelckers fdbb27a796 - added back the paletted texture readers.
... after finding out what an inefficient and poorly working method the Build backend uses for downconverting true color textures.
2019-10-11 19:21:36 +02:00
Christoph Oelckers 14b21bab7a - merged playing_blood and bloodhack variables because they did the same thing.
The only difference was that bloodhack came from NBlood and playing_blood was added for unhandled differences between the backends of EDuke32 and NBlood.
2019-10-11 00:34:27 +02:00
Christoph Oelckers d9d721bff6 - removed old sky code.
r_flatsky is now the only option.
2019-10-11 00:15:20 +02:00
Christoph Oelckers 79ef3413dc - removed a large block of fudging code for NPOT textures on non-supporting hardware.
We do not care about non-supporting hardware, so off this goes.
2019-10-10 23:38:06 +02:00
Christoph Oelckers 4d83a3c2a5 - moved all code related to texture creation to texache.cpp
Also go directly to the source when trying to determine translucency of a texture.
2019-10-10 23:29:13 +02:00
Christoph Oelckers c588cd499a - let GLInstance::Draw set the palette indexing mode.
This can be trivially decided based on the texture type, so there's really no need to let the higher level code deal with this.
2019-10-10 23:14:57 +02:00
Christoph Oelckers 36ca38258e - hotfixed the transparency checkers to not create textures from regular tiles.
This caused some broken textures, apparently this gets called when not everything has been set up.
The hightile case will also have to be fixed.
2019-10-10 22:23:20 +02:00
Christoph Oelckers fbc7e626e9 - removed the fullbright render pass, because this is better set up as a shader option.
- also removed the legacy fog modes because their implementation did not mix well with the texture system - they are also not really useful to begin with.

The last fog mode will most likely also be removed once true color shading is working but that one is less of an issue.
2019-10-10 21:05:10 +02:00
Christoph Oelckers 84b10bdb74 - cleaned up videoUpdatePalette function and removed the hardware texture invalidation from it.
This makes no sense because it'd toss out all the level textures that may still be needed for what probably is only a temporary palette change (like going underwater)
2019-10-10 20:28:41 +02:00
Christoph Oelckers 179076c4b1 - set up the texture matrix. 2019-10-10 19:46:46 +02:00
Christoph Oelckers 1407c18f8b - cleaned out some remains of the non-indexed render path.
All of this will be redone in the backend.
2019-10-10 19:40:33 +02:00
Christoph Oelckers 46ffea94a4 - cleanup of gloadtile_art. 2019-10-10 19:30:05 +02:00
Christoph Oelckers 34b7759b7e - removed the non-indexed parts of gloadtile_art.
This won't be needed anymore.
2019-10-10 19:25:03 +02:00
Christoph Oelckers c428e367a0 - hotfix for texture filter settings.
This needs to be done differently later to choose the proper clamp setting.
2019-10-10 19:16:27 +02:00
Christoph Oelckers 1fee7a5f01 - cleanup of texture creation code.
There were several mostly pointless options complicating all of this.
2019-10-10 00:07:45 +02:00
Christoph Oelckers eca099681a - hooked up the Shadow Warrior frontend.
It doesn't really work but this way it always gets compiled and linked so that it receives the changes to the backend code.
2019-10-09 20:14:04 +02:00
Christoph Oelckers 0f4abfa4f4 - SW compiles.
This required taking lots of function prototypes out of functions because they won't get a namespace in there.
2019-10-09 19:58:09 +02:00
Christoph Oelckers 70004665fd - added Shadow Warrior files to CMake project - not compiled yet. 2019-10-09 18:09:05 +02:00
nukeykt 1104065b47 Fix RR compiling on other platforms
Patch by NY00123
2019-10-09 17:31:13 +02:00
Christoph Oelckers 50a53bd2b9 - fixed: The precacher should not look for presence of the tile's pixel data.
For hardware rendered precaching this is meaningless.
2019-10-09 00:32:28 +02:00
Christoph Oelckers 9dc0ff08f5 - hotfixed compile error. 2019-10-09 00:26:54 +02:00
Grind Core f5f012ccb9 - Added names for statnums
- Added names for system RX/TX channels
- Detect if map requires new features to work properly via special TX and command
- Effect Gen update

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/eventq.h
#	source/blood/src/triggers.cpp
#	source/blood/src/triggers.h
2019-10-08 22:27:45 +02:00
Christoph Oelckers ef0fd57367 - small bits of cleanup. 2019-10-08 22:23:48 +02:00
Christoph Oelckers 93f9303c62 - minor reorganization of tiles. 2019-10-08 19:46:39 +02:00
Christoph Oelckers b78b53d75b - deleted unused function. 2019-10-08 18:48:14 +02:00
Christoph Oelckers 48a5dfe9a6 - skip -game in Blood menu 2019-10-08 01:38:01 +02:00
Christoph Oelckers 13115ad217 - another crash in Blood 2019-10-08 01:37:43 +02:00
Christoph Oelckers 50e6d364be - prevent crash on invalid textures. 2019-10-08 01:37:24 +02:00
Christoph Oelckers 7131fe6c6e - use separate textures for the palswap shade tables.
This creates a lot less mess than one big texture and also allows easier use of texelFetch in the server which is preferable for data textures.
2019-10-08 01:08:08 +02:00
Christoph Oelckers 06e9a60190 - nothing 2019-10-08 00:02:37 +02:00
Christoph Oelckers 82f6e2edb0 - fixed creation of paletted textures and added some palette debugging aids. 2019-10-07 23:32:38 +02:00
Christoph Oelckers 16dbb3526a - removed unused code. 2019-10-07 22:11:28 +02:00
Christoph Oelckers dfaa162bb2 - finished the palswap handling in the palette manager. 2019-10-07 22:11:09 +02:00
CommonLoon102 3b463bc38e fix disappearing bodies in coop with respawning monsters (#211) 2019-10-07 17:41:16 +02:00
Christoph Oelckers c050a0c4c8 - changed palswap management to handle the size of full lookup tables. 2019-10-07 00:34:15 +02:00
Christoph Oelckers 620897ecdd fix 2019-10-07 00:14:41 +02:00
Christoph Oelckers 7713860b63 wip. 2019-10-07 00:14:16 +02:00
CommonLoon102 70c4865ba4 Delete keybinding with delete or backspace (#208) 2019-10-07 00:10:04 +02:00
CommonLoon102 320eaae790 Fix F8 (#207) 2019-10-07 00:10:03 +02:00
Grind Core 05a1c94df4 - Changes for Enemy Target Changer
- Debris physics update

# Conflicts:
#	source/blood/src/actor.cpp
2019-10-07 00:09:32 +02:00
Christoph Oelckers 734d8b7d1e - moved the palette management into the backend. 2019-10-06 21:15:53 +02:00
Christoph Oelckers b1aaafb973 - abstracted uploadpalswap out of the game code.
This needs special setup on the renderer side that needs to be done in a more controlled fashion.
2019-10-06 19:47:31 +02:00
Christoph Oelckers ef2de97077 - the harmless changes of the failed refactoring of the shader. 2019-10-06 19:32:35 +02:00
Christoph Oelckers e94ed3abf2 - fixed uninitialized bitmap object for texture generation. 2019-10-06 19:19:26 +02:00
Christoph Oelckers cf30f5560b - upgraded the polymost fragment shader to GLSL 3.3 as well, removing all legacy features from it.
The only compatibility mode feature left is the main drawer function using glBegin/glEnd but changing that is not as urgent as the rest.
This also cleans up the fog application and adds the exponential fog mode again that somehow got lost over time.
2019-10-06 12:42:35 +02:00
Christoph Oelckers 3d538b4c8f - use explicit vertex attributes for everything.
No more glVertex, glTexCoord or glColor calls anywhere.
2019-10-06 10:46:23 +02:00
Christoph Oelckers 71d132b470 - use explicitly declared matrix uniforms.
The builtin matrices are no longer available in modern GLSL, preventing an upgrade of the shader.
Also perform better reporting of shader compilation errors.
2019-10-06 10:19:51 +02:00
Christoph Oelckers 126f670239 - draft class for in-game textures.
These will abstract away all the gory details so that the using code only sees a single entity to use.
2019-10-06 09:31:36 +02:00
Christoph Oelckers 4a866b0320 - use stb_image to read the image formats supported by kplib but not by GZDoom.
(No, sorry, kplib must go - a utility library like that being utterly dependent on a multitude of global variables is a no-go.)
2019-10-06 08:48:07 +02:00
Christoph Oelckers d1a7c4225d - added a texture class for ART-format hightiles.
This allows to treat them like all other image formats.
2019-10-05 23:44:28 +02:00
Christoph Oelckers 0dfe99356d - stripped most of the image processing code from kplib, because it's not needed anymore - and also not salvageable for any refactoring. 2019-10-05 22:32:32 +02:00
Christoph Oelckers 93ad83b380 - use GZDoom's texture backend to read hightile textures. (Hightile tinting code moved to the shader but isn't active yet.
- remove all code for faking gamma correction through palette manipulated images.
2019-10-05 21:59:03 +02:00
Christoph Oelckers cd0dabf2ae - this was missing 2019-10-05 19:39:41 +02:00
Christoph Oelckers 1a5e64329f - added stripped down versions of GZDoom's texture classes
We need something more manageable to deal with the textures - and the hightile code in particular needs a better backend to read the images.
2019-10-05 19:38:25 +02:00
Christoph Oelckers bedfc262c4 - added a FileReader wrapper for kopen4load.
Needed when transitioning the hightile loader to GZDoom's texture loader.
2019-10-05 17:30:23 +02:00
Christoph Oelckers 3fb5154dc9 - make it work again. 2019-10-05 14:17:59 +02:00
Christoph Oelckers f99492d6d5 - removed OpenGL headers from non-backend files. 2019-10-05 13:57:26 +02:00
Christoph Oelckers 3c193bb243 - moved the animvpx shader to the backend code.
This removes the final access to OpenGL from the rest of the source, with the exception of the glFinish call in the swap code.
2019-10-05 13:38:02 +02:00
Christoph Oelckers 0ee80628a2 - moved documentation out of the Source folder and added surface shader sources. 2019-10-05 13:17:26 +02:00
Christoph Oelckers b83349fe6b - moved the surface shader to the backend and the shader source to the resource file. 2019-10-05 13:09:15 +02:00
Christoph Oelckers 644b07b718 - minor fixes. 2019-10-05 12:39:50 +02:00
Christoph Oelckers bd4e4834e3 - moved the main shader and its entire uniform maintenance into the backend. 2019-10-05 12:28:08 +02:00
Christoph Oelckers 50c2065425 - removed miniz which is no longer in use. 2019-10-05 08:47:12 +02:00
Christoph Oelckers d058084c10 - added an engine resource file.
Currently this only contains the main Polymost shaders and the resources from nblood.pk3.
The latter cannot be used yet because the Build resource management system is too stubborn to add the newly added file without some changes.
It's better to refactor the entire system instead.
2019-10-04 23:29:00 +02:00
Christoph Oelckers ae1e090716 - all non-shader related GL calls are gone from the main code base. 2019-10-04 21:13:04 +02:00
Christoph Oelckers f992aebf33 - two more 2019-10-04 19:17:55 +02:00
Christoph Oelckers cb80e877ff - refactored fog and depth func setting into GLInterface. 2019-10-04 18:44:16 +02:00
Christoph Oelckers 204abab724 glColor calls refactored. 2019-10-04 18:25:18 +02:00
Christoph Oelckers 96c0c3197c - abstracted away more OpenGL calls, in particular all matrix access. 2019-10-04 18:12:03 +02:00
Christoph Oelckers a86f1ffd4f - make it compile again. 2019-10-04 17:36:37 +02:00
Christoph Oelckers 1ff8ea6a19 - added matrix class for moving the GL matrix manipulation out of the engine code. 2019-10-04 01:41:57 +02:00
Christoph Oelckers 471f720d95 - consolidated console clear functions. 2019-10-04 01:25:10 +02:00
Christoph Oelckers 63a733b934 - Project file for last commit. 2019-10-04 00:52:48 +02:00
Christoph Oelckers c5c92c1410 - removed the ZDoom CVAR code because it won't be needed and added its Zip file reader to maintain an engine file with needed assets.
The Build code for this is far too messy for this task, so an external solution is needed.
2019-10-04 00:52:19 +02:00
Christoph Oelckers ebbe1803bb - made the game selector configurable (It's still Windows only...) 2019-10-04 00:26:13 +02:00
nukeykt 61f8b8c2d6 Hopefully fix map reloading 2019-09-30 20:31:12 +02:00
nukeykt 528e7f8320 More meaningful names for build object struct members 2019-09-30 20:31:11 +02:00
nukeykt 61b4fae6e0 Simplify voxel rotation handling
# Conflicts:
#	source/build/include/mdsprite.h
2019-09-30 20:31:09 +02:00
nukeykt c00ff59579 Fix enemy respawning. Verified in disassembly 2019-09-30 20:30:57 +02:00
nukeykt 0d2567a808 Backport "bind showkeys" osdcmd crash fix from eduke32 2019-09-30 20:30:56 +02:00
CommonLoon102 ce61c38660 Fixing annoying item use after save game (#192) 2019-09-30 20:30:54 +02:00
Christoph Oelckers 5687b4c02e - added ZDoom's CVAR class.
No CVar transition has been done yet.
2019-09-26 00:20:16 +02:00
Christoph Oelckers 7fd395b5d7 - removed some legacy demo stuff from RedNukem backend. 2019-09-26 00:19:49 +02:00
nukeykt c815e1c246 Minor sorting fix 2019-09-25 23:15:45 +02:00
nukeykt 9deb486626 Second attempt to fix polymost sprite sorting issue 2019-09-25 23:15:44 +02:00
nukeykt 402d9b8f02 long -> int 2019-09-25 23:15:43 +02:00
CommonLoon102 216ce4da9b Reverb effect deactivate bugfix (#190) 2019-09-25 23:15:41 +02:00
nukeykt b1713d7e67 Add quickload/save osdcmd 2019-09-25 23:15:40 +02:00
Christoph Oelckers d12563f644 - got rid of klzw and the legacy demo code along with it. 2019-09-25 23:12:29 +02:00
Christoph Oelckers 0261fef4a8 - removed some unused files. 2019-09-25 23:00:10 +02:00
Christoph Oelckers 18b1ca287e - moved the platform specific files out of the Build folder, mainly to get them out of the way. 2019-09-25 22:43:06 +02:00
Christoph Oelckers cd920299d0 - moved winbits.cpp to the platform folder and cleaned out unused parts. 2019-09-25 22:38:47 +02:00
Christoph Oelckers ad4527c8be - initialize the GL backend in the proper place.
As long as there are still video mode switches this needs to be in the video mode switching function.
2019-09-23 23:33:59 +02:00
Christoph Oelckers a5441061e9 - always save the entire config.
It is a major hassle if values cannot be looked up and then change when switching between branches etc.
2019-09-23 21:27:23 +02:00
Christoph Oelckers 568f01792f - added ZDoom's configfile class. 2019-09-23 21:06:52 +02:00
Christoph Oelckers 86534c8a43 - more utilities, most importantly ZString without which it would be hard to use any ZDoom-based code at all. 2019-09-23 20:56:05 +02:00
Christoph Oelckers 034ce097c5 - added more utilities from GZDoom - TArray/TMap and FileReader. 2019-09-23 19:52:25 +02:00
Christoph Oelckers 330c80246e - added ZDoom's FArgs class for easier command line checking. 2019-09-23 19:29:25 +02:00
Christoph Oelckers 37907ddd06 - startup hacks.
Unfortunately nothing of this can be fixed before the resource management has been refactored from the ground up. Sp for now this ugliness needs to suffice.
2019-09-23 18:17:36 +02:00
Christoph Oelckers 07e38f3d12 - made enet a separate library. 2019-09-23 08:40:02 +02:00
nukeykt 895fb719d9 blooddemohack -> enginecompatibility_mode 2019-09-23 01:30:07 +02:00
CommonLoon102 c2e8cc6607 Do not target teammates (#187) 2019-09-23 01:30:06 +02:00
nukeykt a9fcee742d RFS parser wip 2019-09-23 01:30:05 +02:00
CommonLoon102 3aa0ce5c3a Maphack support (#186)
# Conflicts:
#	.gitignore
2019-09-23 01:30:04 +02:00
CommonLoon102 67472623fe Friendly fire related fixes (#184) 2019-09-23 01:29:43 +02:00
CommonLoon102 d19e74b31a Added V1.0x WEAPONS BALANCE multiplayer setting (#185) 2019-09-23 01:29:42 +02:00
Christoph Oelckers 527d99008b - fixed the setup.
Renamed all elements still referring to zdoom.
removed the frontend specific resource data.
fixed startup dialog to accept ANSI date despite building as Unicode. This needed a bit of hackery because the macros in windowsx.h are not character set sensitive.
2019-09-23 01:28:18 +02:00
Christoph Oelckers f49284d47c - made Blood start again by commenting out the fade functions which somehow broke during the CMake transition. 2019-09-22 23:55:45 +02:00
Christoph Oelckers 2cbe211e7c - transitioned project to CMake and deleted most of the old build system.
The EDuke32 and RedNukem frontends are working, Blood isn't yet.

Notes:

many of the CMake variables and its output still refer to zdoom. Before changing that I wanted to make sure to be able to commit something that works.
support code for Windows XP has been entirely removed. On Windows this will only target Vista and up.
the crc32.h header had to be renamed to deconflict from zlib.
several Windows API calls were changed to call the A-versions directly. Weirdly enough there were places that defined their parameters as T types but in a non-working way.
removed some remaining editor files and support for the native software rendering only Windows backend.
in a few simple cases, replaced 'char' with 'uint8_t'. The code as-is depends on chars being unsigned which is non-portable. This needs to be carefully reviewed.
2019-09-22 23:15:46 +02:00
Christoph Oelckers 0d98e7f256 - put all Blood game code into a namespace. 2019-09-22 08:39:22 +02:00
Christoph Oelckers 2dc051f7cf - put RedNukem game frontend into a namespace. 2019-09-22 00:10:48 +02:00
Christoph Oelckers 401a645ea1 - added a temorary requester to allow choosing the game until the code has been sufficiently refactored to do this in the startup dialog. 2019-09-21 23:45:57 +02:00
Christoph Oelckers 55a879fcc0 - put EDuke frontend source into a namespace.
This commit does not work yet!
2019-09-21 22:53:00 +02:00
Christoph Oelckers 30c47a8511 - include namespace file in all sources as the very first include. 2019-09-21 20:59:54 +02:00
Christoph Oelckers 92fa2cc030 - removed Mapster launcher images. 2019-09-21 20:28:55 +02:00
Christoph Oelckers 7721ed31c0 - removed Lunatic remains.
This looks as dead as it could be, so away it goes.
2019-09-21 20:27:29 +02:00
Christoph Oelckers 639d1fb4d3 - we do not want to build an editor here. 2019-09-21 20:24:11 +02:00
Christoph Oelckers 5050716bc0 - removed most extern "C" from the rest of the code base. 2019-09-21 20:14:34 +02:00
Christoph Oelckers 5855886a5f - removed extern "C" from rr and blood folders. 2019-09-21 19:57:41 +02:00
Christoph Oelckers 15f5a35fd8 - removed all extern "C" from EDuke32 folder, plus some other dead code I noticed. 2019-09-21 19:38:38 +02:00
Christoph Oelckers 71b332459b - removed Android and Mapster headers plus raw EDuke assets in Blood folder. 2019-09-21 19:30:20 +02:00
Alexey Khokholov ac8d31e39f Oof, really silly typo 2019-09-21 13:17:01 +02:00
CommonLoon102 93fde9ba43 Fix coop frag count (#183) 2019-09-21 13:17:01 +02:00
Christoph Oelckers a2b429ffe0 - removed unused declaration. 2019-09-21 13:16:02 +02:00
Christoph Oelckers 998ac01157 - manual merge of all NBlood changes that couldn't get cherry picked. 2019-09-21 13:02:17 +02:00
CommonLoon102 bc3d2e9aec Fix MSVC compilation (#181) 2019-09-21 11:48:35 +02:00
CommonLoon102 247655a3d7 Don't send or display chat messages which are whitespace only (#180) 2019-09-21 11:48:14 +02:00
CommonLoon102 c0b3e6f99f Don't allow the mouse to steal the focus when typing a save game name (#178) 2019-09-21 11:47:54 +02:00
CommonLoon102 edc6e2c0f7 Friendly fire and keep keys settings for multiplayer (#177)
# Conflicts:
#	source/blood/src/levels.h
#	source/blood/src/network.h
2019-09-21 11:47:54 +02:00
CommonLoon102 56365d65ce Don't show team flags and scores when no HUD is displayed (#176)
# Conflicts:
#	.gitignore
2019-09-21 11:47:40 +02:00
Jan200101 a28119ae30 Fix Linux compilation
- replaced stricmp with strcasecmp and strncasecmp
https://linux.die.net/man/3/strcasecmp

- replaced all Microsoft specific types with standard ones

- replaced all instances of MAX_PATH with BMAX_PATH
2019-09-21 11:47:14 +02:00
CommonLoon102 13a1861c8d Show messages by priority (#175)
# Conflicts:
#	source/blood/src/triggers.cpp
2019-09-21 11:46:54 +02:00
nukeykt b13bdf50be RFS parser wip
# Conflicts:
#	.gitignore
#	platform/Windows/nblood.vcxproj.filters
2019-09-21 11:46:37 +02:00
CommonLoon102 9be59caef8 Colorful view messages (#173) 2019-09-21 11:45:13 +02:00
CommonLoon102 16e1b39fb3 CTF HUD fixes (#172) 2019-09-21 11:45:12 +02:00
CommonLoon102 61e40bad66 Fix the goonies cheat code and the kGDXItemMapLevel powerup (#171) 2019-09-21 11:44:59 +02:00
CommonLoon102 160c93f0ab Multiplayer suicide message was empty string (#170)
# Conflicts:
#	.gitignore
2019-09-21 11:44:59 +02:00
nukeykt 81f78c24b7 Implement rotate parameter for voxel definitions
# Conflicts:
#	source/build/include/build.h
#	source/build/include/mdsprite.h
#	source/build/src/defs.cpp
2019-09-21 11:43:50 +02:00
nukeykt 433fd62de5 Purge resource manager cache on level load 2019-09-21 11:41:26 +02:00
nukeykt 3f42df45fd Fix memory issues in resource manager 2019-09-21 11:41:26 +02:00
nukeykt c91a85a353 Use C++ heap for resource manager
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/mapedit.cpp
2019-09-21 11:41:25 +02:00
CommonLoon102 55de5230ca New HUD for CTF (#167)
# Conflicts:
#	source/blood/src/blood.cpp
2019-09-21 11:40:59 +02:00
nukeykt 4527da61a2 Ignore dosbox specific command line options 2019-09-21 11:40:44 +02:00
nukeykt 5a93d301b6 minor changes 2019-09-21 11:40:44 +02:00
nukeykt 90b005a44a Fix mouse centering in menu 2019-09-21 11:40:44 +02:00
CommonLoon102 3fbb171990 Powerup counter color (#166) 2019-09-21 11:40:43 +02:00
CommonLoon102 4423164ca5 More smooth fadeout for the map title. (#165) 2019-09-21 11:40:43 +02:00
nukeykt 996dfde6d0 Fix compile errors, backport input code for RR
# Conflicts:
#	platform/Windows/voidsw.vcxproj
#	source/blood/src/controls.cpp
#	source/blood/src/m32common.cpp
#	source/rr/src/actors.cpp
#	source/rr/src/anim.cpp
#	source/rr/src/demo.cpp
#	source/rr/src/game.cpp
#	source/rr/src/gameexec.cpp
#	source/rr/src/global.h
#	source/rr/src/menus.cpp
#	source/rr/src/menus.h
#	source/rr/src/net.cpp
#	source/rr/src/player.cpp
#	source/rr/src/premap.cpp
#	source/rr/src/savegame.cpp
#	source/rr/src/sbar.cpp
#	source/rr/src/screens.cpp
#	source/rr/src/sector.cpp
2019-09-21 11:39:19 +02:00
nukeykt f6cd86d77e Simplify map title rendering code and enable alpha for classic renderer 2019-09-21 10:54:54 +02:00
Alexey Khokholov 2b443c2eac Account for 16384 sprites for sprite owner value 2019-09-21 10:54:13 +02:00
nukeykt 8b0fb8dfe2 Fix invisible player on mirror 2019-09-21 10:53:27 +02:00
CommonLoon102 e8337c783e Don't change item selection with mouse while scanning for new key bind (#159)
# Conflicts:
#	.gitignore
2019-09-21 10:53:17 +02:00
nukeykt d6d8762400 Seamless ROR transition 2019-09-21 10:51:48 +02:00
nukeykt ddf02bda17 Fix GetZRange regression 2019-09-21 10:51:47 +02:00
nukeykt 78a3240c3e Fix flat sky y offset 2019-09-21 10:51:47 +02:00
nukeykt 7a9209d857 Fix compile error
# Conflicts:
#	source/blood/src/ai.cpp
#	source/blood/src/aiunicult.cpp
#	source/blood/src/blood.cpp
#	source/blood/src/choke.cpp
#	source/blood/src/credits.cpp
#	source/blood/src/gamemenu.cpp
#	source/blood/src/gamemenu.h
#	source/blood/src/gui.cpp
#	source/blood/src/mapedit.cpp
#	source/blood/src/replace.cpp
2019-09-21 10:51:29 +02:00
CommonLoon102 9715b2281a extra can be -1 then pointer will point to random (#145) 2019-09-21 10:46:24 +02:00
CommonLoon102 44bcd26fab fix endgame credits listing (#140)
# Conflicts:
#	.gitignore
2019-09-21 10:46:12 +02:00
nukeykt 38f2fd209f Use fixed point number for XSPRITE scaling 2019-09-21 10:44:14 +02:00
nukeykt 0dcca3583f Backport frame limiter (again)
# Conflicts:
#	source/rr/src/game.cpp
2019-09-21 10:43:45 +02:00
nukeykt 99775a8fe0 Add surface type enum 2019-09-21 10:43:26 +02:00
nukeykt 316ddb1fb5 Mouse quick fix
# Conflicts:
#	source/blood/src/controls.cpp
2019-09-21 10:43:26 +02:00
nukeykt fbd3bdb665 Backport new FPS limiter
# Conflicts:
#	source/rr/src/game.cpp
2019-09-21 10:40:54 +02:00
nukeykt f87f38b8f0 Always load widescreen def file 2019-09-21 10:40:19 +02:00
nukeykt 0a74187512 Add blood specific parameters to tilefromtexture 2019-09-21 10:40:18 +02:00
nukeykt f6ce571075 Fix improper callback id in FlareBurst.
Thanks to NoOne for report
2019-09-21 10:38:47 +02:00
nukeykt 68c7b8c402 Compile fix
# Conflicts:
#	source/build/include/build.h
2019-09-21 10:38:26 +02:00
nukeykt d3994b0801 Revise polymost HOM issue workaround in Duke's E1L1. Add code to remove very thin spans.
This commit does not gain noticeable rendering performance, but at least should prevent weird polygon leakages
2019-09-21 10:31:34 +02:00
nukeykt e999e2058c Do not mess up random seed in seq/qav 2019-09-21 10:31:34 +02:00
nukeykt 935084ae52 More hacks to emulate old clipping
# Conflicts:
#	source/build/src/clip.cpp
2019-09-21 10:28:10 +02:00
nukeykt af2106c9d0 Finally Duke's DEMO1 is sync 2019-09-21 10:27:59 +02:00
nukeykt 05749679a8 I think this is enough 2019-09-21 10:27:59 +02:00
nukeykt 1aab7601df Add old lintersect implementation 2019-09-21 10:27:58 +02:00
nukeykt 5c099bea05 Start adding old collision code for demo compatibility.
DEMO2 and DEMO3 of Duke3D are sync again

# Conflicts:
#	source/build/src/clip.cpp
2019-09-21 10:27:58 +02:00
nukeykt 3458a88f8e Backport framelimitter fix
# Conflicts:
#	source/rr/src/demo.cpp
#	source/rr/src/game.cpp
#	source/rr/src/net.cpp
#	source/rr/src/screens.cpp
2019-09-21 10:26:47 +02:00
nukeykt 6fea4bf527 Fix compilation on linux 2019-09-21 10:24:13 +02:00
nukeykt e6ffc816c9 Fix blood crash
# Conflicts:
#	source/build/src/engine.cpp
2019-09-21 10:24:13 +02:00
nukeykt 6c08ae1966 Fix 16-bit audio mixing 2019-09-21 10:21:27 +02:00
nukeykt 2762044313 Fix interpolation bitmap OOB issue 2019-09-21 10:21:26 +02:00
nukeykt 065cf13945 Fix in CanMove 2019-09-21 10:20:54 +02:00
nukeykt a90711f328 Add extra field to tilefromtexture
# Conflicts:
#	source/build/src/defs.cpp
2019-09-21 10:20:43 +02:00
nukeykt ce43103ae9 Use engine's cstat defines
# Conflicts:
#	source/blood/src/mapedit.cpp
2019-09-21 10:18:24 +02:00
nukeykt 9c5cbd6308 Delete pqueue.cpp 2019-09-21 10:18:20 +02:00
nukeykt 1561ffae9e make PriorityQueue template class, and extend index field in EVENT struct 2019-09-21 10:17:04 +02:00
nukeykt e4174d4f2d Extend xobject reference field size to fit 16384 sprites/walls 2019-09-21 10:16:53 +02:00
Grind Core dd79c66f20 Changes in adjustSprites
# Conflicts:
#	source/blood/src/mapedit.cpp
#	source/build/src/2d.cpp
2019-09-21 10:15:58 +02:00
nukeykt 599f086fd9 Xobjects editor wip
# Conflicts:
#	source/blood/src/mapedit.cpp
2019-09-21 10:13:02 +02:00
nukeykt 14401ca694 Fix TROR NULL texture 2019-09-21 10:11:03 +02:00
nukeykt 2f49b549df Oops 2019-09-21 10:11:02 +02:00
nukeykt 107a630883 Add TROR rendering
# Conflicts:
#	source/blood/src/mapedit.cpp
#	source/build/include/editor.h
#	source/build/include/polymer.h
#	source/build/src/build.cpp
#	source/build/src/polymer.cpp
2019-09-21 10:11:02 +02:00
nukeykt 1fe344d273 Free cstat bit 14
# Conflicts:
#	source/blood/src/mapedit.cpp
#	source/build/src/build.cpp
#	source/build/src/engine.cpp
#	source/duke3d/src/astub.cpp
2019-09-21 10:10:15 +02:00