Christoph Oelckers
6a690849e6
- cleanup on the tile management.
...
* removed the long defunct EDuke32-based map art system. With our move to named textures this will not work anymore so fixing the existing problems would be pointless.
* moving .def related parsing stuff out of buildtiles.cpp.
* some initial refactoring to make the tile store a static, non-modifyable resource after initial setup.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
a08db47528
- exported all breakable ceilings.
...
Very simple stuff with instant profit. :)
2022-12-11 19:43:58 +01:00
Christoph Oelckers
a63ee8079a
- implemented customizable breakable walls and ported all hard coded variants to use this.
2022-12-11 19:43:57 +01:00
Christoph Oelckers
241636a907
- removed caching of the minifont.
...
Since this does not get used directly anymore, caching these images is rather pointless.
2022-12-11 19:43:57 +01:00
Christoph Oelckers
0df5be7ad0
- also renamed all RR tile names.
2022-12-11 19:43:57 +01:00
Christoph Oelckers
e9b6e84d47
- renamed all tile constants for Duke to DTILE_*.
...
We need to be able to find them for the ongoing work
2022-12-11 19:43:57 +01:00
Christoph Oelckers
9e3318a2fb
- moved spawnclasses and breakwall definitions from .def to RMAPINFO.
...
.def is not the right place for this - it needs to run very early in the process, before scripted actors are loaded, so doing this stuff there means that half the initialization has to be postponed and error reporting is sub-par.
These are now part of RMAPINFO which gets parsed as one of the very last things - it is also where GZDoom is doing some of these things.
The better error reporting also allowed fixing some errors in these definitions.
2022-12-11 19:43:57 +01:00
Christoph Oelckers
c1a09196f0
- implemented breakable walls with external definitions.
...
The scripted case does not work yet due to bad loading order of files.
2022-12-11 19:43:57 +01:00
Christoph Oelckers
8e17f1f0f5
- removed the limit of 64 on-state switches from the init code.
...
No other place in the engine needs this, it was just the chosen size for a local check array.
2022-12-11 19:43:56 +01:00
Mitchell Richters
2c592405fa
- Separate pitch/yaw key input into separate functions and apply from the ticker.
2022-12-11 19:43:56 +01:00
Mitchell Richters
470b4efac8
- Remove PlayerAngles::setYaw()
method usage and remaining associated code.
2022-12-11 19:43:56 +01:00
Mitchell Richters
f58e3c58aa
- Remove PlayerAngles::setPitch()
method usage.
2022-12-11 19:43:56 +01:00
Mitchell Richters
491a42d2bb
- Remove PlayerAngles::addYaw()
method usage.
2022-12-11 19:43:56 +01:00
Mitchell Richters
7a7758efaa
- Remove PlayerAngles::addPitch()
method usage.
2022-12-11 19:43:56 +01:00
Mitchell Richters
1944d04014
- Duke: Fix pitch alteration in dokneeattack()
.
2022-12-11 19:43:55 +01:00
Mitchell Richters
968d0ae0d2
- Implement new scaled angle change setup and remove enforcement of synchronised input.
2022-12-11 19:43:55 +01:00
Mitchell Richters
9437ea9622
- Move input vector rotation for Duke and SW into the playsim.
...
* The next commit needs this to ensure the vector is rotated using the most current angle.
2022-12-11 19:43:55 +01:00
Mitchell Richters
15b101870d
- Completely remove current scaled angle change setup.
...
* During this transition, temporarily enforce synchronised input at all times.
2022-12-11 19:43:55 +01:00
Christoph Oelckers
4078c6d6bd
- converted several of RR's static init sprite types to the class system.
2022-12-11 19:43:55 +01:00
Christoph Oelckers
5b34917f62
- split the sprite animation code for CON-based actors into a separate function.
...
Like the shadow code this is virtually identical for Duke and RR.
2022-12-11 19:43:55 +01:00
Christoph Oelckers
0d7288c543
- moved the shadow creation code out of animatesprites into a common subfunction.
...
Also removing several checks for non-enemy actors for which shadows are generally not being created.
2022-12-11 19:43:55 +01:00
Christoph Oelckers
6fb263d61b
- converted the two last non-CON-based active items - RRRA's empty bike and boat.
2022-12-11 19:43:54 +01:00
Christoph Oelckers
fd26f7fd2d
- set some more flags.
2022-12-11 19:43:54 +01:00
Christoph Oelckers
9641d3f712
- scriptified two of RRRA's special effects.
2022-12-11 19:43:54 +01:00
Christoph Oelckers
3ee28eb600
- use tickstat for all thinker loops that have no more special cases.
2022-12-11 19:43:54 +01:00
Christoph Oelckers
6de147b77f
- moved the CON execute call to DDukeActor::Tick and removed a large portion of the special handling for scriptified actors.
2022-12-11 19:43:54 +01:00
Christoph Oelckers
1cfba8e989
- cleaned up the main thinker loops, using a flag to denote actors that are not on STAT_ACTOR but need to run CON code.
...
This should not be automatic as it may cause problems with mods not expecting this.
2022-12-11 19:43:54 +01:00
Christoph Oelckers
23640988db
- define several of RR's fullbright decorative sprites via spawnclasses remapping.
2022-12-11 19:43:53 +01:00
Christoph Oelckers
bdc474d04f
- scriptified all remaining Duke actors with specific init code and no CON part.
2022-12-11 19:43:53 +01:00
Christoph Oelckers
c9628db264
- scriptified the toilet.
2022-12-11 19:43:53 +01:00
Christoph Oelckers
cbb3b0ebfb
- preparations for the next script exports.
2022-12-11 19:43:53 +01:00
Christoph Oelckers
10e4c90d37
- minor cleanup.
2022-12-11 19:43:53 +01:00
Christoph Oelckers
d83e203b8d
- renamed a few RR sprites plus one associated global variable.
2022-12-11 19:43:53 +01:00
Christoph Oelckers
e5ac32e329
- scriptified the remaining RR destructibles.
2022-12-11 19:43:53 +01:00
Christoph Oelckers
15bee4ca6a
- scriptified the remaining Duke destructibles, except the toilets.
2022-12-11 19:43:52 +01:00
Christoph Oelckers
e6c466fcba
- scriptified several of Duke's destructible items.
2022-12-11 19:43:52 +01:00
Christoph Oelckers
066c4c88b2
- scriptified the two final special stat items from RRRA.
2022-12-11 19:43:52 +01:00
Christoph Oelckers
7cbc713b4e
- scriptified stat121 special effect.
2022-12-11 19:43:52 +01:00
Christoph Oelckers
dc06a93a4f
- scriptified RR's UFO teleporter.
2022-12-11 19:43:52 +01:00
Christoph Oelckers
5a155730b4
- scriptified RR's bowling stuff.
2022-12-11 19:43:52 +01:00
Christoph Oelckers
9ad8f67ce9
- added isEffector inline and exported NATURALLIGHTNING which got a bit in the way.
2022-12-11 19:43:52 +01:00
Christoph Oelckers
be6ead173a
- scriptified several smaller actors
2022-12-11 19:43:51 +01:00
Christoph Oelckers
0dc526899b
- scriptified FrameEffect
2022-12-11 19:43:51 +01:00
Christoph Oelckers
44d4e7a20a
- scriptified the mortar projectiles.
...
This was split off heavyhbomb for clarity and to avoid interference with the pickup code.
2022-12-11 19:43:51 +01:00
Christoph Oelckers
0bc9023e17
- scriptified the pipe bomb and RR's dynamite, which is mostly the same thing.
...
The mortars were split off because they made the code too convoluted.
2022-12-11 19:43:51 +01:00
Christoph Oelckers
b9caa23357
- gave proper names to ST_160 and ST_161.
2022-12-11 19:43:51 +01:00
Christoph Oelckers
ff6a9b89ac
- scriptified the green slimer.
2022-12-11 19:43:51 +01:00
Christoph Oelckers
bc34746227
- scriptified transport vehicles.
2022-12-11 19:43:50 +01:00
Christoph Oelckers
f1d6e0e6bb
- scriptified Duke's shooting gallery targets.
2022-12-11 19:43:50 +01:00
Christoph Oelckers
e69772637c
- define Duke's skies by name.
2022-12-11 19:43:50 +01:00
Christoph Oelckers
5358b3d98c
- added a new sprite flag for those types which can trigger respawn actions.
2022-12-11 19:43:50 +01:00
Christoph Oelckers
4397e65443
- cleaned up the generic destructible code and used it for several more things.
2022-12-11 19:43:50 +01:00
Christoph Oelckers
f89ccec829
- scriptified Duke's reactor.
2022-12-11 19:43:50 +01:00
Christoph Oelckers
f6fe639233
- avoid propagating owner flags where easily doable.
...
This particular case is done a lot better by setting a special flag.
2022-12-11 19:43:50 +01:00
Christoph Oelckers
59659bc284
- scriptified the last two RR projectiles.
...
These are particularly messy - they have different looks depending on the shooter...
2022-12-11 19:43:49 +01:00
Christoph Oelckers
403141807f
- scriptified all simple and explosive RR projectiles.
2022-12-11 19:43:49 +01:00
Christoph Oelckers
82515e1d76
- scriptified the World Tour's flamethrower#s fireball.
...
Also using a better method to mark the trailing balls than checking the owner.
2022-12-11 19:43:49 +01:00
Christoph Oelckers
26d9511087
- scriptified the octabrain projectile.
2022-12-11 19:43:49 +01:00
Christoph Oelckers
6a83a72f71
- removed some leftover debug code.
2022-12-11 19:43:49 +01:00
Christoph Oelckers
f2df8a162f
- scriptified Duke's spit projectile.
2022-12-11 19:43:49 +01:00
Christoph Oelckers
fcd05e38c9
- scriptified the freezer projectile.
2022-12-11 19:43:49 +01:00
Christoph Oelckers
83080beed4
- added SMALLSMOKE to the spawn list for ZScript.
2022-12-11 19:43:49 +01:00
Christoph Oelckers
f4bc5d6df8
- scriptified Duke's RPG.
2022-12-11 19:43:48 +01:00
Christoph Oelckers
c1545a1eaa
- scriptified the shrink spark.
2022-12-11 19:43:48 +01:00
Christoph Oelckers
a756b71647
- scriptified the firelaser projectile.
...
This also fixes the animation of the RR variant, which used a bad value with '&'.
2022-12-11 19:43:48 +01:00
Christoph Oelckers
44fa420387
- added a few new flags and renamed some sprites.
...
All this is preparations for scriptifying the projectiles.
2022-12-11 19:43:48 +01:00
Christoph Oelckers
15fb7dab35
- virtualized the 'shoot' interface and scriptified the bloodsplats to test it.
...
This calls virtual functions on the actor defaults now to allow writing specific shoot functions for subclasses.
2022-12-11 19:43:48 +01:00
Christoph Oelckers
8a921c98bd
- scriptified ooz.
2022-12-11 19:43:47 +01:00
Christoph Oelckers
9d1384449c
- scriptified the Recon.
2022-12-11 19:43:47 +01:00
Christoph Oelckers
2ab5e63386
- added a few new actor flags.
2022-12-11 19:43:47 +01:00
Christoph Oelckers
7db953e0ea
- scriptified the force sphere.
...
Doesn't seem to be used anywhere, though...
2022-12-11 19:43:47 +01:00
Christoph Oelckers
bbfb811e1e
- simplified PicForName
2022-12-11 19:43:47 +01:00
Christoph Oelckers
6d9a8bfaa5
- scriptified the pool balls.
2022-12-11 19:43:47 +01:00
Christoph Oelckers
1ef61c8588
- exported a bunch of stuff we're going to need soon.
2022-12-11 19:43:47 +01:00
Christoph Oelckers
f138798e26
- scriptified the rat.
2022-12-11 19:43:46 +01:00
Christoph Oelckers
99413651b3
- scriptified the respawn marker.
2022-12-11 19:43:46 +01:00
Christoph Oelckers
b485d7a450
- use isPlayer function where possible.
2022-12-11 19:43:46 +01:00
Christoph Oelckers
dbb7965550
- added two new flags for later use.
2022-12-11 19:43:46 +01:00
Christoph Oelckers
f43dc9d925
- Duke: fixed Jibs animation and scale.
2022-12-11 19:43:46 +01:00
Christoph Oelckers
a6a4e628df
- scriptified RRRA's gambling machines.
...
These were fallout from the generic destructibles because the code to destroy them was removed along with that.
2022-12-11 19:43:46 +01:00
Christoph Oelckers
1d52963d4b
- converted all simple destructible sprites.
...
Ironically the first item I used for testing needed a dedicated class, so here's that, too...
2022-12-11 19:43:46 +01:00
Christoph Oelckers
9e29c3970d
- generic destructibles
2022-12-11 19:43:45 +01:00
Christoph Oelckers
786c335489
- added SFLAG2_NORADIUSPUSH flag.
2022-12-11 18:46:40 +01:00
Christoph Oelckers
93ef4b34d7
- scriptified the guts spawning function.
2022-12-11 18:46:40 +01:00
Christoph Oelckers
3ac8bd02f5
- scriptified the jibs
2022-12-11 18:46:40 +01:00
Christoph Oelckers
1b3f551216
- use a flag for outer space textures.
2022-12-11 18:42:02 +01:00
Christoph Oelckers
c7cdf96a62
- exported two more settings to tile flags.
2022-12-11 18:42:02 +01:00
Christoph Oelckers
67e807de26
- exported the tile flag setters to .def.
2022-12-11 18:42:01 +01:00
Christoph Oelckers
5a2819239c
- moved Duke's tile flags into the tile manager.
...
This is so that .def can access them. Later the other games also might make use of this.
2022-12-11 18:42:01 +01:00
Mitchell Richters
6c0493868e
- Implement new method for applying scaled angle changes.
...
* This method works more accurately to how an angle change would occur under interpolated circumstances.
2022-12-11 18:42:01 +01:00
Mitchell Richters
5a8612110d
- Process scaled angle adjustments in each game's render function, not from the input function.
...
* Previous config had the potential to call `I_GetInputFrac()` nearly twice in a row, which would have resulted in some hitching.
* Calling from each game's render function avoids the above and means we can start applying scaled angle changes one frame faster.
2022-12-11 18:42:01 +01:00
Mitchell Richters
dfb55c39ca
- Duke: Remove all remaining angle wrapper usage.
2022-12-11 18:42:00 +01:00
Mitchell Richters
1aad5eacfa
- Remove all remaining legacy wrappers.
2022-12-11 18:42:00 +01:00
Mitchell Richters
a7a5d4b946
- Preserve one legacy getter that's needed extensively in Duke.
2022-12-11 18:42:00 +01:00
Mitchell Richters
cca36b8061
- Make legacy weapon drawers in PlayerAngles local to Redneck code, they will eventually go.
2022-12-11 18:42:00 +01:00
Mitchell Richters
e972818db5
- Tidy up modern crosshair/weapon offset drawers.
2022-12-11 18:41:59 +01:00
Mitchell Richters
25de63ffb5
- Cleanup of render draw code to use new angle getter.
2022-12-11 18:41:59 +01:00
Mitchell Richters
599a375d67
- Rename DCoreActor::interpolatedangle()
to DCoreActor::interpolatedyaw()
2022-12-11 18:41:59 +01:00
Mitchell Richters
abdeeac205
- Rework PlayerAngles::doViewPitch()
to apply at ticrate like PlayerAngles::doViewYaw()
.
2022-12-11 18:41:59 +01:00
Mitchell Richters
f9aeee5b4a
- Split out view angle stuff out of PlayerAngles::applyYaw()
into PlayerAngles::doViewYaw()
.
...
* Do all the view angle stuff as interpolated changes in the playsim as well, there's no need for these to be done at ticrate.
2022-12-11 18:41:59 +01:00