Commit Graph

483 Commits

Author SHA1 Message Date
Christoph Oelckers 1b9a2f5932 - disabled the message entering code.
This needs to be replaced with the game independent ZDoom version and hooked up properly, but it of low priority because it's a multiplayer only feature.
2019-12-24 13:21:36 +01:00
Christoph Oelckers a870df840e - hooked up the input system and did a major cleanup.
Much of the old system is no longer needed with all buttons being handled as keys.
Mouse axis movement is not working yet.
2019-12-24 12:59:26 +01:00
Christoph Oelckers 9ab8a8c737 - refactored the coordinate printout to a stat and removed printext256 and the associated font. 2019-12-23 20:55:12 +01:00
Christoph Oelckers 3b98635170 - removed all remaining references to SDL. The Windows version is now fully native. 2019-12-23 20:03:03 +01:00
Christoph Oelckers 62ecedf1f8 - got it to the point where it can render to the GL surface from the native backend. 2019-12-23 19:37:40 +01:00
Christoph Oelckers 6b475417dc Merge branch 'master' into gzbackend 2019-12-23 14:31:31 +01:00
Christoph Oelckers 5c62e9776f - fix for cherry picks. 2019-12-23 14:30:10 +01:00
Christoph Oelckers 773be7db26 - moved around a few bits of code to get rid of winbits.cpp/h. 2019-12-22 18:53:58 +01:00
CommonLoon102 b7479b567d Revert tiny Caleb flameguy fix (#254) 2019-12-21 10:43:11 +01:00
Christoph Oelckers fffe1753ec - removed a few unused bits of code. 2019-12-19 20:04:17 +01:00
Christoph Oelckers ef01c34346 - fixed status bar initialization for all games.
Also deleted a few obsolete config variables for the old menu.
2019-12-19 09:31:39 +01:00
Christoph Oelckers a6395c0ed9 - be gone, MultiVoc. 2019-12-18 22:50:37 +01:00
Christoph Oelckers 2cf9a4a626 - removed leftpver music calls as well.
The code should now be free of the old audio backend.
2019-12-18 22:32:09 +01:00
Christoph Oelckers 3f9657b96a - removed all leftover dependencies on the old sound backend. 2019-12-18 22:24:50 +01:00
Christoph Oelckers 75c76ccf66 - changed SW's PlaySound interface to take pointers to objects instead of pointers to coordinates.
With pointers to coordinates the sound engine cannot work, so this had to be changed globally.
2019-12-18 11:09:01 +01:00
Christoph Oelckers a7075bc1b0 - SW sound WIP
* removed old sound loading code, which was the last bit to use cacheAllocateBlock which is also gone now.
* cleanup of player sound code. All game side tracking of the sound resources has been removed.

does not compile yet.
2019-12-17 23:25:07 +01:00
Christoph Oelckers 7916b16efc - fixed undefined behavior with iterating over null unique_ptrs.
I have no idea why this works most of the time - it should crash right away.
2019-12-17 20:08:59 +01:00
Christoph Oelckers 706157d623 - converted Blood's sound system to the OpenAL sound engine.
Now, this code was one big mess of strange design, let's hope it sounds better with a real 3D mixer now.
2019-12-17 19:37:05 +01:00
Christoph Oelckers fa7638c446 - removed the old sound system header from Duke and RR frontends and fixed every report this produced:
* reverb/echo is not yet implemented, so there's two stub functions for now.
* RTS needs to be done differently, because the sound engine cannot play raw buffers without any control data.
2019-12-16 19:18:03 +01:00
Christoph Oelckers d24bd0fc14 - added refactored sound code to RR frontend.
- removed most code using the low level sound interface directly from Duke and RR frontends.
2019-12-16 16:18:47 +01:00
Christoph Oelckers a28cd17454 - refactoring of DN3D sound code complete but not tested yet. 2019-12-15 13:34:00 +01:00
Christoph Oelckers 62660e76f3 - sound system rework. Not complete. 2019-12-15 10:00:25 +01:00
Christoph Oelckers d23b4a7e33 - hooked up ZDoom' joystick code and removed the remaining parts of the old MACT input library. 2019-12-14 20:15:15 +01:00
Christoph Oelckers 5c0cd5114d - transitioned Blood to the common mapinfo system. 2019-12-11 00:57:53 +01:00
Christoph Oelckers 0e19d4262e - savegame and mapinfo cleanup in DN3D and RR frontends.
Also added an "end game" flag to the mapinfo. For those who like to assemble single levels into custom episodes. More features for that to come. ;)
2019-12-10 22:22:59 +01:00
Christoph Oelckers db29fc1a01 - removed the mostly useless changelevel CCMDs.
It makes more sense to do a real 'map' CCMD instead once the level management is working properly.
2019-12-10 17:25:45 +01:00
Christoph Oelckers 5e9b874610 - exported most of Blood's text to the string table
MP messages with %s yet to do.
2019-12-09 02:01:30 +01:00
Christoph Oelckers 66218dd074 - connect SW with statistics code and added missing function for Blood
# Conflicts:
#	source/blood/src/blood.h
#	source/common/menu/messagebox.cpp
#	source/sw/src/game.cpp
#	source/sw/src/game.h
2019-12-09 01:03:18 +01:00
Christoph Oelckers 4ef9ec6708 - call STAT_StartNewGame globally from the menu 2019-12-09 01:00:46 +01:00
Christoph Oelckers 9f25c9c117 - some string rework
* removed temporary placeholder content from string init function. All this gets properly read from definition files now.
* preinitialize a few quotes that are used for status display purposes and are needed in all games
* only use the global episode name table in Blood to avoid redundancy
* let SW's swcustom parser write to the global tables instead of local ones.
2019-12-09 01:00:46 +01:00
Christoph Oelckers ff50a1681f - simplified the music playing interface a bit.
#
2019-12-07 18:28:30 +01:00
Christoph Oelckers 0342b96335 - cleaned out the remaining wrappers from cache1d.h and use the file system directly instead. 2019-12-07 10:49:23 +01:00
Christoph Oelckers 30cbcb54b1 - renamed the remaining file system access wrappers in cache1d.h 2019-12-07 10:31:27 +01:00
Christoph Oelckers 749eda32c5 - moved kopenfilereader into the FileSystem class. 2019-12-07 10:14:51 +01:00
Christoph Oelckers 7d7507d453 - always add movie and music subdirectories. 2019-12-07 00:57:45 +01:00
Christoph Oelckers 5c7b05a791 - made THINGINFO const. 2019-12-07 00:07:02 +01:00
Christoph Oelckers 7a8208eb2f - fixed out of bounds memory access. 2019-12-06 23:20:18 +01:00
Christoph Oelckers 06d2f9fcf1 - fixed music names in Blood 2019-12-06 20:31:17 +01:00
Christoph Oelckers 66756bfa13 - final fixes for Blood's and Duke Nukem's menus. 2019-12-06 18:36:49 +01:00
Christoph Oelckers 7a9138cde0 - made the confirmation screen functional.
This works but still needs a bit of visual work.
2019-12-05 23:17:55 +01:00
Christoph Oelckers 169d68f583 - fixed stuff and cleaned out most of the old menu code. 2019-12-05 19:00:40 +01:00
Christoph Oelckers 628bd9efc6 Filled in the rest of the menus
Sound is only partially functional, video mode completely nonfunctional, but it makes no sense adjusting them to the current backend code when it's due for replacement.
2019-12-05 00:47:05 +01:00
Christoph Oelckers cb0538d0f2 - mouse aiming cleanup.
Reverted this to a sane setting, as it was in the original games and in all other games I have ever seen, i.e. there is a global setting to enable mouse view, and a button to manually trigger it. The toggle can be easily handled by flipping the CVAR directly.
The main problem here was that it triggered a few cases for mouse-less gameplay in the default case with a mouse present, because the mouseaim CVAR was no longer what the game expected.
This misguided change seems to have originated in JFDuke but by now had propagated to all the other games as well, the code was in all 4 frontends.
2019-12-05 01:08:35 +01:00
Christoph Oelckers 6d04f0f159 - added option to print custom messages with Duke Nukem's quote system.
- hooked up all front ends with a generic message printing function so that common code can access the native message displays. This is needed for consolidation of some input actions which are mostly identical but print messages.
- preparations for a generic message system.
2019-12-04 21:35:35 +01:00
Christoph Oelckers 72857db17b - refactor of the quote storage.
This was consolidated for both EDuke and RedNukem frontends, put into a class with strict access control and the length limit was lifted.
The new class will eventually allow better localization control.
2019-12-04 00:28:28 +01:00
Christoph Oelckers c561255018 - moved the application of in_mousebias and in_mousedeadzone into the backend code.
This piece was repeated 6x for each call to CONTROL_GetInput, creating quite a bit of redundancy.
2019-12-03 20:58:43 +01:00
Christoph Oelckers 6245a0e2e2 - added mouse and controller menus
The controller menu obviously does not work yet, it needs quite a bit of backing code fron GZDoom first.
2019-12-03 01:21:27 +01:00
Christoph Oelckers 65ae00fb74 - completion of controls menu
- some message printing cleanup in SW frontend. This still has its native console that needs to be removed.
2019-12-03 00:57:03 +01:00
Christoph Oelckers 00b2467eea - WIP keybinding cleanup 2019-12-02 02:07:32 +01:00
Christoph Oelckers 36cf2583e4 - removed some dead code. 2019-12-02 00:19:35 +01:00
Christoph Oelckers e743268c4b - Blood load/save works. 2019-12-01 22:54:52 +01:00
Christoph Oelckers eb668180c8 - implemented help and credits menu for Blood. 2019-12-01 21:44:50 +01:00
Christoph Oelckers e8c5939695 - more work on Blood menus. Game start works. 2019-12-01 20:17:30 +01:00
Christoph Oelckers e2be025433 - fixed the Ion Fury credit screens.
The entire 'fix' here consisted of hacks to give the CON script exactly what it needs to show them as intended.
2019-12-01 17:48:56 +01:00
Christoph Oelckers b372cb5f35 - the primary Blood menus are working.
Now this was magnitudes easier than the EDuke menu - NBlood's menu is actually clean and usable code but still nothing compared to a unified menu system.
2019-12-01 15:31:08 +01:00
Christoph Oelckers aed05840ae - removed the mouseInactiveConditional interface function.
This was only a crutch to let the input interface work with the original menus.

Now that the one in Blood is gone, all the conditions are no longer relevant. (Shadow Warrior never got far enough to implement this)
2019-12-01 10:31:44 +01:00
Christoph Oelckers 5d0d37df25 - disconnected Blood's menu.
This is due for replacement next.
2019-12-01 10:18:38 +01:00
Christoph Oelckers 8a98f9b3ca - removed quitevent.
This was some meticulously preserved relic of bad old DOS times used to block OS facilities to close an app.
Since this has been worked around at a lower level already the variable was essentially without function but some quite bad code depended on it.
2019-12-01 09:02:17 +01:00
Christoph Oelckers 2a9e4fca46 WIP safety commit 2019-11-30 19:23:54 +01:00
Christoph Oelckers cd4ff92266 - handle Blood. 2019-11-28 03:32:02 +01:00
Christoph Oelckers 324056ad88 - more cleanup on music code
* removed some redundant functionality (e.g. Shift-F5 to change - use the console for that!)
* removed a few more leftover parts of the old music system
* savegames should not do more than resuming the music at the point of saving. (DN3D and RR only so far. Blood to be done.)
* handle music enabling/disabling in the backend, which simply knows better what to do. This was only working in the menu, so changing the CVAR had no effect.
2019-11-28 03:18:58 +01:00
Christoph Oelckers 723b210c95 - major work on savegame code
Not tested yet!

* Added a JSON-based header to the savegames so that the unified menu can read from a common data source.
* moved loading and saving of frontend independent data to the wrapper so that support is automatic.
2019-11-27 00:41:26 +01:00
Christoph Oelckers f2cfad8d9b Merge branch 'master' into menu_for_real 2019-11-25 23:52:39 +01:00
Christoph Oelckers 1f1e39fac0 - consolidation of texts for episode and skill menus
So far without localization capability - the engine cannot handle it yet.
2019-11-25 00:02:00 +01:00
Grind Core 0dbf3bbb1e - Custom Dude updates and refactor
- Player Control updates
- Minor modern types updates
- There was removed GDX prefix for all modern stuff

# Conflicts:
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/mapedit.cpp
#	source/blood/src/player.h
#	source/blood/src/sfx.h
2019-11-24 22:38:21 +01:00
Christoph Oelckers 52cfb7fb92 - completely disconnected the old menu from the rest of the game to allow rebuilding the new one.
Sadly this uncovered a few more places where script events are allowed too broad access to the game state.
2019-11-23 23:05:24 +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 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
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 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
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 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 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 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 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 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 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 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 341ca9dd3a - removed the EDuke revision data and replaced it with Demolition's own. 2019-11-05 20:48:34 +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 570696fc09 - added ZDoom's CCMD code.
Not tested yet.
2019-11-04 23:01:50 +01:00
Christoph Oelckers 1ee4efebb0 - fixed compilation. 2019-11-04 17:58:18 +01:00
Christoph Oelckers 0b6db7eede - cleanup of baselayer.cpp 2019-11-04 01:18:38 +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 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 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 250fa0b847 - consolidation of exit and quit CCMDs. 2019-11-03 13:31:03 +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 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 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 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 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 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 8ef40c5083 - merged most of Blood's resource manager into the file system 2019-10-31 17:13:48 +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
CommonLoon102 bc6c1bbc3c Fix the game on non-Windows (#240) 2019-10-30 18:54:56 +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 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
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 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 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 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
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 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 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 db1a9a9363 - the config finally get saved.
Still with a few errors, though.
2019-10-26 20:47:37 +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 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 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
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
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 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 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 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 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 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 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 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