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
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
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
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
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
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
6d7458fe42
- fixed bad endif() placing in CMake projects
2019-10-17 08:44:01 +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
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
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
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
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
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
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
48a5dfe9a6
- skip -game in Blood menu
2019-10-08 01:38:01 +02:00
CommonLoon102
3b463bc38e
fix disappearing bodies in coop with respawning monsters ( #211 )
2019-10-07 17:41:16 +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
ef2de97077
- the harmless changes of the failed refactoring of the shader.
2019-10-06 19:32:35 +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
ae1e090716
- all non-shader related GL calls are gone from the main code base.
2019-10-04 21:13:04 +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
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
cd920299d0
- moved winbits.cpp to the platform folder and cleaned out unused parts.
2019-09-25 22:38:47 +02:00
Christoph Oelckers
330c80246e
- added ZDoom's FArgs class for easier command line checking.
2019-09-23 19:29:25 +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
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
5855886a5f
- removed extern "C" from rr and blood folders.
2019-09-21 19:57:41 +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
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
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
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
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