Commit Graph

2508 Commits

Author SHA1 Message Date
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