Christoph Oelckers
a4d8e68b9f
- added an engine credits menu page.
2020-01-15 20:39:41 +01:00
Christoph Oelckers
6ace2f8bf0
- added savepic generation to RR.
2020-01-14 20:12:08 +01:00
Christoph Oelckers
45a93fc57e
- fixed a few bad or missing string labels.
2020-01-13 18:05:43 +01:00
Christoph Oelckers
dc5b8d27f8
- infrastructure for savegame pics.
...
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
95f917a408
- added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
...
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Christoph Oelckers
9ca2819ad1
- added missing validation to S_GetUserFlags functions.
2020-01-12 09:32:30 +01:00
Christoph Oelckers
55dab6d3d3
- hooked up the high color texture colorization code.
...
Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
2020-01-11 22:18:06 +01:00
Christoph Oelckers
6305714493
- fixed some issues with RR's Route66 add-on.
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The new movies weren't played because the names did not match.
Transition from the last level of Ep1 to the first one of Ep2 did not work.
Selection with command line switch wasn't reliable.
2020-01-10 21:36:46 +01:00
Christoph Oelckers
dc6e7c52c1
- don't pop up the menu over the intro movies when ending a game.
2020-01-08 17:36:21 +01:00
nukeykt
dfd6796159
Rednukem: fix thunder effect timing
2020-01-07 20:13:06 +01:00
Christoph Oelckers
fb985d2503
- more macOS compilation fixes
...
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
134122335b
- first attempt to compile on a Mac
...
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers
746aa4da82
- added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case.
2020-01-05 10:48:44 +01:00
Christoph Oelckers
e2d64a1c4a
- copied anim fix to RR.
2020-01-03 11:47:10 +01:00
Evan Ramos
a6c2641c20
Rednukem: Fix tspr->clipdist bits
2020-01-03 08:07:28 +01:00
Evan Ramos
d7a7bb3e78
Make use of renderAddTSpriteFromSprite
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# Conflicts:
# source/blood/src/m32exec.cpp
# source/rr/src/m32exec.cpp
2020-01-03 08:07:27 +01:00
Evan Ramos
e363cd53a5
tspritetype cleanup
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# Conflicts:
# source/blood/src/m32common.cpp
# source/blood/src/m32exec.cpp
# source/blood/src/m32structures.cpp
# source/blood/src/mapedit.cpp
# source/rr/src/astub.cpp
# source/rr/src/m32common.cpp
# source/rr/src/m32exec.cpp
# source/rr/src/m32structures.cpp
2020-01-03 08:07:10 +01:00
Christoph Oelckers
d09b83d4a5
- moved the last remaining function out of baselayer.cpp and removed that file.
...
g_logFlushWindow was deleted entirely because with the current console this is not needed anymore.
2020-01-01 12:01:26 +01:00
Christoph Oelckers
d464017363
- cleaned up the input code a bit.
2020-01-01 11:35:47 +01:00
Christoph Oelckers
bcb48d8441
- added handling for changing the screen size (dragging the window borders / change scale factor)
2020-01-01 09:49:06 +01:00
Christoph Oelckers
05e381ff6d
- fixed screen clearing for the automap.
...
This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers
d3a57e6e74
- route all clearscreen calls that happen after drawing the scene through the 2D drawer.
...
Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Christoph Oelckers
ad24a1ce31
- place weapon sprites in a separate render list.
...
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
nukeykt
cdb08f22dd
Fix redneck compiling
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# Conflicts:
# platform/Windows/eduke32.sln
# platform/Windows/rednukem.vcxproj
# platform/Windows/rednukem.vcxproj.filters
# source/rr/src/config.cpp
# source/rr/src/game.cpp
# source/rr/src/game.h
# source/rr/src/osdcmds.cpp
# source/rr/src/sounds.cpp
2019-12-29 22:34:16 +01:00
Christoph Oelckers
6dc064a178
- another unused one.
2019-12-29 17:13:12 +01:00
Christoph Oelckers
3a6d0b8f84
- more cleanup.
2019-12-29 17:04:38 +01:00
Christoph Oelckers
f6dee38d28
- route all 2D drawing through the 2D drawer unconditionally.
...
This is needed so that the postprocessor receives a clean 3D view to process without messing up the 2D parts.
2019-12-28 19:10:23 +01:00
Christoph Oelckers
a021b96119
- added the needed parts of GZDoom's render backend to have the postprocessor working.
...
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers
2b95808d42
- fixed ambient sounds not restarting in DN3D and RR.
2019-12-28 12:59:19 +01:00
Christoph Oelckers
6373b75d22
Merge branch 'master' into powerslave
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# Conflicts:
# source/common/gamecontrol.cpp
# source/common/version.h
# wadsrc/static/engine/grpinfo.txt
2019-12-26 14:46:14 +01:00
Christoph Oelckers
d473f9c590
- replaced all uses of Bfree with Xfree so they are subjected to debug instrumentation, uses FStrings in a few cases where it made sense.
...
- fixed: Sound channels weren't freed.
2019-12-26 14:43:44 +01:00
Christoph Oelckers
62e9112133
- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
...
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
Christoph Oelckers
d8dfe752b5
- fixed handling of music in Redneck Rampage and Shadow Warrior.
...
After merging the CD enabling CVAR they had the same default (off) as Blood which is wrong.
This also addresses other music related issues, like not properly cycling through the RR music.
2019-12-26 13:04:29 +01:00
Christoph Oelckers
1a8f11e01d
Merge branch 'master' into powerslave
...
# Conflicts:
# source/build/src/sdlayer.cpp
# source/common/menu/menu.cpp
# source/sw/src/config.cpp
# source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers
414201e741
- fixed palette translucency after aborting movie playback.
2019-12-25 17:13:10 +01:00
Christoph Oelckers
120a985b98
- disable palette transparency for color 255 when running an animation.
...
There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +01:00
Christoph Oelckers
b0cefdedce
- plugged all memory leaks that were reported with Shadow Warrior when starting the first level.
2019-12-25 11:26:19 +01:00
Christoph Oelckers
5e821de481
- replaced the leaky hash table that was used to handle the animations.
...
Just replaced with a linear array - for a hash table indexed with a string to be efficient, a much larger amount of data is needed than 20 or 30 entries.
This is also hardly the kind of data where losing a microsecond for performing the search matters.
2019-12-25 09:51:44 +01:00
Christoph Oelckers
055b310d60
- rewrote all remaining places that used wm_msgbox to throw a fatal error instead so that the global error handler can deal with the messages.
...
This eliminates another piece of hideous code.
This commit also moves the memory error handler to the common code, so that all games can call it if triggered.
2019-12-24 19:59:14 +01:00
Christoph Oelckers
2820dc85a8
- plugged more memory leaks.
...
I can now start the first Duke Nukem level, exit with Alt-F4 and no leaked memory blocks get reported.
2019-12-24 18:53:29 +01:00
Christoph Oelckers
0d908960ed
- started fixing memory leaks: Console and clip shapes done.
2019-12-24 16:09:43 +01:00
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
6e9631f2d8
- fixed all undefined symbols except OpenGLFrameBuffer.
2019-12-23 10:53:58 +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
Christoph Oelckers
3cb68b2bf0
- replaced the semi-broken screenshot name generator.
...
Also took this file out of the 'build' folder, now that all code in here comes from elsewhere.
This also removes a few dead declarations.
2019-12-19 19:47:51 +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
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
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
4d5755ca67
- update of the sound engine for unlimited channels per source.
...
Blood needs this.
2019-12-17 00:29:38 +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
fbfb1972b8
- fixed a few places where the wrong sound ID was checked.
2019-12-16 17:41:44 +01:00
Christoph Oelckers
3cba51cfd4
- missed one line.
2019-12-16 17:02:35 +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
9b9c009de9
- copybyte is not the same as memcpy.
...
It should be inlined to use it, though, because homegrown loops for this stuff may have been ok in 1995, but not in 2019.
2019-12-15 21:06:41 +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
nukeykt
9cc8dee5fe
Add guard to prevent OOB error
2019-12-15 07:54:29 +01:00
nukeykt
1719b70559
Oops, i've missed do while here
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# Conflicts:
# source/rr/src/game.cpp
2019-12-15 07:54:27 +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
nukeykt
f2dd7326d0
Backport changes related to timing from mainline
...
# Conflicts:
# source/rr/src/game.cpp
2019-12-14 00:21:32 +01:00
Christoph Oelckers
86dc909559
- added detection logic for zipped versions of the Cryptic Passage add-on for Blood and the Route66 add-on for Redneck Rampage.
...
- added command line options to load the original file dump of both mods in the game directory.
- both also require loading additional non-standard-named .art files
2019-12-11 23:41:05 +01:00
Christoph Oelckers
95625567e0
- fixed compile errors.
2019-12-11 18:40:42 +01:00
Christoph Oelckers
875678f20b
- transitioned Shadow Warrior to the global mapinfo
2019-12-11 02:01:11 +01:00
Christoph Oelckers
ec96ae8992
- cleanup of -map setup.
2019-12-11 01:11:35 +01:00
Christoph Oelckers
cb051b44ea
- removed unused compression records from savegame header
2019-12-11 01:10:59 +01:00
Christoph Oelckers
69fd6cf69d
- removed currentBoardFilename
...
This was only used for displaying the name for user maps, everything else was using other means of getting the data already, and even here currentLevel is better suited.
2019-12-11 01:01:03 +01:00
Christoph Oelckers
5c0cd5114d
- transitioned Blood to the common mapinfo system.
2019-12-11 00:57:53 +01:00
Christoph Oelckers
ebb43f9129
- use the currentLevel record for the status screens. What was there could be broken by scripts thanks to the non-existent access control to critical variables.
...
- give the final map in RR a proper mapinfo record. Without this the map is not really stable with the current savegame system.
2019-12-10 23:04:06 +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
4cc22e155f
- better handling for maps without names.
...
Use the file's base part as name if that happens.
2019-12-10 17:35:28 +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
4f04fe66de
- transitioned RR to the new mapinfo
2019-12-10 00:31:55 +01:00
Christoph Oelckers
ba978ab0d9
- text update and missing includes.
2019-12-09 17:17:15 +01:00
Christoph Oelckers
0604c72586
- code cleanup
...
removed some unused definitions
replaced the copybuf* functions with memcpy. These days doing homegrown copy loops is not efficient anymore.
2019-12-09 01:39:40 +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
0157446ad1
- thorough cleanup of the Shadow Warrior music code.
...
This was one huge mess where nothing fit together.
Also added an enhancement that the CD Audio boss theme tracks are also played when CD music is generally off, because these have no equivalent in MIDI. This needs to be checked if it's stylistically ok, though.
2019-12-07 19:57:19 +01:00
Christoph Oelckers
ff50a1681f
- simplified the music playing interface a bit.
...
#
2019-12-07 18:28:30 +01:00
Christoph Oelckers
13c7dcecf6
- exported all game relevant texts from Duke Nukem and Redneck Rampage.
2019-12-07 14:53:13 +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
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
223c6d628e
Merge branch 'master' into menu_for_real
2019-12-05 21:08:46 +01:00
nukeykt
9a71545c51
Fix rednukem compiling
...
# Conflicts:
# source/rr/src/anim.cpp
# source/rr/src/common.cpp
# source/rr/src/common_game.h
# source/rr/src/game.cpp
# source/rr/src/grpscan.cpp
# source/rr/src/menus.cpp
# source/rr/src/menus.h
# source/rr/src/net.cpp
# source/rr/src/net.h
# source/rr/src/osdcmds.cpp
# source/rr/src/player.cpp
# source/rr/src/rts.cpp
# source/rr/src/savegame.cpp
# source/rr/src/screens.cpp
# source/rr/src/sounds.cpp
# source/rr/src/startosx.game.mm
# source/rr/src/startwin.game.cpp
2019-12-05 20:59:10 +01:00
Christoph Oelckers
54177cd27d
- added the animated player display.
2019-12-05 19:52:46 +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
3ea526055f
- added a generic message display, using ZDoom's code.
...
This is mainly meant for Nam and WW2GI which have an ugly-as-hell font for these texts.
2019-12-04 23:07:02 +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