Christoph Oelckers
b2f794bde5
- cache QAVs outside the file system as well.
...
- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00
Christoph Oelckers
b804589f81
- implemented a proper cache for Blood's SEQs.
...
Messing around in the file system cache should be a no-go, so now it's no longer done.
This also allows reenabling the byte swapping needed for Big Endian.
2020-07-27 19:28:54 +02:00
Christoph Oelckers
bbbd7fadbb
- merged several of Blood's smaller headers.
2020-07-27 19:17:13 +02:00
Christoph Oelckers
ab9854a215
- merged the 3 sound related headers in Blood.
2020-07-27 19:17:13 +02:00
Christoph Oelckers
dfda0c9cb2
- rewrote Blood's map loader to use FileReader directly instead of implementing its own wrapper around the lump cache.
...
Also deleting a few other unused files.
2020-07-27 19:17:00 +02:00
Christoph Oelckers
aea6467d00
- call D_ProcessEvents in Blood's main loop.
2020-07-27 19:12:49 +02:00
Christoph Oelckers
be9094cb97
Silenced lots of warnings pointed out by XCode.
2020-07-23 17:02:59 +02:00
Christoph Oelckers
1e9679aceb
- removed faketimerhandler and the last static remains of EDuke's netcode.
2020-07-14 21:15:37 +02:00
Christoph Oelckers
1a0b388570
- removed a few tabledivide uses in the game modules
2020-07-14 14:08:59 +02:00
Christoph Oelckers
aa01adb2f1
- removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
...
Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers
6b86d7606f
- safety commit - does not compile!
2020-07-07 13:19:09 +02:00
Christoph Oelckers
e146e73345
- consolidated the 'music' parsing in Defs (pending a refactor of the MAPINFO system.)
...
- removed the remaining parts of the game Defs parser because we do not want anything EDuke in here.
2020-06-24 00:40:22 +02:00
nukeykt
b907791558
Blood: input code improvements
...
Repairs interpolation issues introduced in 96c9ca657e
as reported in https://forum.zdoom.org/viewtopic.php?f=340&t=69009
2020-06-17 12:22:23 +02:00
Christoph Oelckers
d4cdb31464
- backend update to make the ZScript compiler work.
2020-06-14 18:58:30 +02:00
Christoph Oelckers
60b18c7ec9
- Blood: use the 2D drawer to clear the screen for 2D display.
2020-06-12 20:31:23 +02:00
Christoph Oelckers
fc466849ce
- disabled demos in blood.
2020-06-06 09:23:44 +02:00
Mitchell Richters
daa862240d
Blood: Amend how game pauses.
2020-05-31 23:19:54 +02:00
Christoph Oelckers
8bd5f12b42
- matching sound backend code with GZDoom.
...
# Conflicts:
# source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00
MexMeRcUrY
142e611125
fixes #343
2020-05-22 17:35:01 +02:00
Christoph Oelckers
fda4293013
- draw the movie franes outside of the tile system to reduce the palette maintenance.
...
The movie code has always been the part causing the most issues because it alters the palettes - the rest treats them as static data.
2020-04-13 23:58:45 +02:00
Christoph Oelckers
fac004b4d2
- palette code cleanup
2020-04-13 23:58:44 +02:00
Christoph Oelckers
ee11fba4e7
- cleaned out some software rendering-only palette code from Blood.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
57cb22f135
- console code matching with GZDoom
...
Refactored the buttons to be definable locally per game for easier handling of differing input.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
0ca4bbd0c4
- changed some menu related names to match GZDoom.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
5584c726ba
- file system update and adjustment.
2020-04-12 08:30:40 +02:00
Christoph Oelckers
ac32194079
- code cleanup / removal of imgui.
2020-04-12 08:30:39 +02:00
Christoph Oelckers
66ecb05eb8
- use Printf as the only command to print to the console.
...
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
a7caa7b63c
- fixed some reporting stuff for Blood.
2020-04-01 22:35:56 +02:00
nukeykt
348cecb644
Blood: revert change that broke demos
2020-03-31 08:56:36 +02:00
nukeykt
c8372c233e
Blood: Tie player input to the frame rate instead of the game tickrate
...
Look up/down and spin180 are a bit broken right now.
Big thanks to terminx for similar commit for eduke32.
2020-03-31 08:56:36 +02:00
nukeykt
371b613ebe
Blood: reduce handleevents calls
2020-03-31 08:56:36 +02:00
Christoph Oelckers
de2c07aa6a
- revert all consolidation efforts between Duke and RR frontends.
...
Too many problems with different code.
2020-03-18 08:24:31 +01:00
Christoph Oelckers
a5c2152530
- consolidated the dynamic tile handling for Duke and RR frontends
2020-03-06 17:12:38 +01:00
Christoph Oelckers
9fab46b7d7
- initialize the secret hint system for each level.
2020-02-22 08:57:18 +01:00
Christoph Oelckers
4c682813e7
- more unused data removed
2020-02-12 01:00:47 +01:00
Christoph Oelckers
9fdd1d9e17
- continued work on Blood save state
...
* save and restore the ambient sound state
* removed a few unused global variables
* removed unused code from choke.cpp
2020-02-12 00:43:13 +01:00
CommonLoon102
8d7d8cc930
Blood: Clear keys on new level, fixes #308
...
# Conflicts:
# source/blood/src/player.h
2020-02-11 18:17:22 +01:00
NoOneBlood
e79a693313
Refactor of NOONE_EXTESNIONS:
...
All functions and definitions was moved to nnexts.h and nnexts.cpp files
to minimize ifdefs and generally make code more clear
# Conflicts:
# GNUmakefile
# platform/Windows/nblood.vcxproj
# platform/Windows/nblood.vcxproj.filters
# platform/Windows/props/build_common.props
# source/blood/src/actor.cpp
# source/blood/src/ai.h
# source/blood/src/aiunicult.cpp
# source/blood/src/blood.cpp
# source/blood/src/db.cpp
# source/blood/src/eventq.cpp
# source/blood/src/gameutil.cpp
# source/blood/src/gameutil.h
# source/blood/src/loadsave.cpp
# source/blood/src/player.cpp
# source/blood/src/player.h
# source/blood/src/triggers.h
# source/blood/src/view.cpp
2020-02-07 22:23:33 +01:00
nukeykt
9cc4d9f432
Blood: workaround dudeInfo OOB issue
...
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/demo.cpp
# source/blood/src/dude.cpp
# source/blood/src/dude.h
2020-02-06 18:47:26 +01:00
Christoph Oelckers
a90185bea9
- cleaned up the remaining dependencies on windows.h
...
This file now only gets included by code that really needs it.
2020-02-03 21:30:57 +01:00
Christoph Oelckers
6f3bbcba46
- fixed the demo setup for Blood.
...
This failed to read the demos in the game directory.
For those who find demos annoying there's now a demo_playloop CVAR.
Currently this is only active in Blood because the other games have demos disabled because they are non-functional.
2020-01-26 22:22:41 +01:00
NoOneBlood
0693b0efc8
- Added ifdefs for NOONE_EXTENSIONS that provides modern features for mappers
...
and changes that was required to minimize their amount in code.
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/ai.h
# source/blood/src/aiunicult.cpp
# source/blood/src/aiunicult.h
# source/blood/src/db.cpp
# source/blood/src/db.h
# source/blood/src/dude.h
# source/blood/src/gameutil.cpp
# source/blood/src/loadsave.cpp
# source/blood/src/player.h
# source/blood/src/sfx.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# source/blood/src/weapon.cpp
2020-01-26 20:27:21 +01:00
Christoph Oelckers
8f41964f56
- fixed handling of statistics data.
...
Blood had the logic wrong and it wasn't saved in savegames.
2020-01-25 16:47:48 +01:00
Rachael Alexanderson
0f3b3300fb
- not yet finished: this enables some console cheats in Blood and Shadow Warrior
2020-01-23 05:50:12 -05:00
Christoph Oelckers
bbc145cbee
- enabled the Blood RFS parser.
...
Seems to work but there's not that much material to use it on so the mileage may vary.
2020-01-22 21:09:45 +01:00
Christoph Oelckers
2bc1708870
- removed the complete crosshair color hackery.
...
The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +01:00
Christoph Oelckers
fb985d2503
- more macOS compilation fixes
...
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
c82d6de6c3
- fixed a few typos and uninitialized variables.
2020-01-03 17:08:41 +01:00
Christoph Oelckers
b549228d4d
- commented out the time wasting level loading screen in Blood.
...
Now seriously, doing frequent screen updates here only make things worse!
2020-01-02 23:35:29 +01:00
nukeykt
8fbd6674d2
Blood: polymer lights wip
...
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/blood.cpp
# source/blood/src/osdcmd.cpp
2020-01-02 20:21:19 +01:00
nukeykt
2e085b559f
Precache more tiles on level start
...
# Conflicts:
# source/blood/src/fx.cpp
# source/blood/src/gib.cpp
# source/blood/src/gib.h
# source/blood/src/qav.cpp
# source/blood/src/weapon.h
2020-01-02 19:20:11 +01:00
nukeykt
7af92bb327
blood: Precache fonts
2020-01-02 19:20:11 +01:00
Grind Core
da47ebbd2c
- Rewrite true random, so it should work just fine now
...
- Way better AI for Custom Dude when attacking the target
- Minor warning fixes and other updates
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/aiunicult.cpp
# source/blood/src/aiunicult.h
# source/blood/src/asound.cpp
# source/blood/src/gameutil.cpp
# source/blood/src/gameutil.h
# source/blood/src/player.h
# source/blood/src/triggers.h
2020-01-02 19:20:10 +01:00
Christoph Oelckers
e01c161258
- removed some dead variables.
2020-01-01 13:11:44 +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
f1891c7750
- fixed compilation.
2019-12-29 22:47:40 +01:00
nukeykt
a5351620db
Fix blood compiling
...
# Conflicts:
# source/blood/src/config.cpp
# source/blood/src/osdcmd.cpp
# source/blood/src/screen.cpp
# source/blood/src/sound.cpp
# source/blood/src/sound.h
# source/blood/src/view.cpp
# source/blood/src/view.h
2019-12-29 22:29:50 +01:00
Christoph Oelckers
3a6d0b8f84
- more cleanup.
2019-12-29 17:04:38 +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
43033e830a
- Blood now also starts the first level without leaks.
...
I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
2019-12-24 19:47:34 +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
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
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
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
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
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
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
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
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
30cbcb54b1
- renamed the remaining file system access wrappers in cache1d.h
2019-12-07 10:31:27 +01:00
Christoph Oelckers
7d7507d453
- always add movie and music subdirectories.
2019-12-07 00:57:45 +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
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
f2cfad8d9b
Merge branch 'master' into menu_for_real
2019-11-25 23:52:39 +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
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
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
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
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
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
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
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
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
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