Commit graph

6539 commits

Author SHA1 Message Date
Christoph Oelckers
c33525381e - undid the native part of GetFullscreenRect because the functions are not compatible. 2020-10-24 18:13:45 +02:00
Christoph Oelckers
ce03813ab1 - Exhumed: Fixed the invulnerability item.
Fixes #137
2020-10-24 18:03:06 +02:00
Christoph Oelckers
c82d9d2908 - backend update from GZDoom. 2020-10-24 17:30:47 +02:00
sinisterseed
8b03abcd00 - allow Wang to make sounds when healing with "Player Speech" turned off.
Looks like I overlooked this one while doing the speeches, which left Wang completely silent when healing. This allows his relief sound to play when the toggle is off, but the "Acupuncture" joke will still be silenced.
2020-10-24 14:24:54 +03:00
Christoph Oelckers
82d87deb30 - added missing includes for release build. 2020-10-24 10:01:14 +02:00
Christoph Oelckers
8fd0fe5955 - changed the spriteq to use pointers instead of indices. 2020-10-24 09:40:10 +02:00
Christoph Oelckers
34e39dd221 - pass spawner as an actor pointer to 'lotsofstuff'.
Allows doing this without using sprite indices.
2020-10-24 09:36:35 +02:00
Christoph Oelckers
a5b3681630 - foundation for a better collision info management.
The way this is handled is the main reason why Build maps are size limited, but since it is extremely invasive it needs to be taken out of the game code piece by piece, this is the framework for doing this for Duke.
2020-10-24 09:31:15 +02:00
Christoph Oelckers
16e49ac1fd - use pointer for sprite access in movesprite_r.
Bringing it in line with movesprite_d.
2020-10-24 09:20:45 +02:00
Christoph Oelckers
42e5201e9f - replaced a few array accesses where a pointer is already available. 2020-10-24 09:11:45 +02:00
Christoph Oelckers
87e4c0fa7d - experimented a bit with optimizing the spawn function's use. 2020-10-24 09:05:54 +02:00
Christoph Oelckers
356060e127 - optimized another batch of array accesses in the spawn functions. 2020-10-24 08:52:21 +02:00
Christoph Oelckers
6311898152 - renamed a few disassembly variables. 2020-10-24 07:48:51 +02:00
Christoph Oelckers
5cde56de28 - another case of replacing a long list of array accesses with a pointer. 2020-10-24 07:39:51 +02:00
Christoph Oelckers
03da2011b6 - array cleanup in spawn.cpp. 2020-10-24 07:34:54 +02:00
Christoph Oelckers
d237471b79 - DoActor cleanup.
Using pointers instead of repeated array accesses now.
2020-10-24 07:25:25 +02:00
Christoph Oelckers
00b8a75de4 - made cheatGod function less ugly. 2020-10-24 07:19:53 +02:00
Christoph Oelckers
8868be659f - make snd_speech toggle work in SW. 2020-10-23 22:53:02 +02:00
sinisterseed
f78d9fb770 - marked most of Wang's speech lines to be used with the "Player Speech" toggle. 2020-10-23 22:38:57 +02:00
Christoph Oelckers
46d90f5d49 - clearcamera and ssp. 2020-10-23 22:37:38 +02:00
Mitchell Richters
be21cb0602 - Duke: Fix give CCMD to ensure it works after being resurrected from the dead via god cheat.
* Extension to 63cb7dd2bd.
2020-10-22 20:18:41 +11:00
Mitchell Richters
f46d9499a5 - Duke (RR): Adjust when to call DrawWeaponBar() within Statusbar().
* Partially addresses #1 of https://forum.zdoom.org/viewtopic.php?f=340&t=70284.
2020-10-22 19:54:39 +11:00
Mitchell Richters
e63f5e1ae7 - Duke (RR): Fix bad text setup in DrawWeaponBar().
* Fixes #2 of https://forum.zdoom.org/viewtopic.php?f=340&t=70284.
2020-10-22 19:40:39 +11:00
Mitchell Richters
d90badef6f - Exhumed: Amend b6ec41e2b1 to ensure next/prev weapon is actually available before trying to switch to it.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70266.
2020-10-22 19:30:04 +11:00
Christoph Oelckers
e702a13ef4 - close the quickload and quicksave confirmation screens after selection.
Fixes #139
2020-10-22 01:01:28 +02:00
Mitchell Richters
c98f7ac491 - gameinput.cpp: Don't set a target when serialising PlayerHorizon struct.
* Fixes #131.
2020-10-22 09:41:21 +11:00
Mitchell Richters
63cb7dd2bd - Duke: Fix rotscrnang locked when reviving player after death via DNKROZ cheat.
* Fixes #138.
2020-10-22 09:21:35 +11:00
Christoph Oelckers
9440bc0c6d - avoid using ptrdiff_t in templated contexts.
Some systems map this to 'long' instead of 'long long' and not everything provides handlers for this type.
2020-10-21 19:19:45 +02:00
Christoph Oelckers
9cdaaff42b - migrated EGS and deletesprite to new actor interface.
Inline wrappers for old code exist.
The backupplayer inline was moved into player.cpp because that's the only place it gets used.
2020-10-21 19:14:41 +02:00
Christoph Oelckers
b8b79b6fa9 - renamed a few things. 2020-10-21 18:42:47 +02:00
Christoph Oelckers
b1f2475230 - serialize null pointers correctly. 2020-10-21 16:31:18 +02:00
Christoph Oelckers
6f4a0c94e8 - something on player is now a pointer as well 2020-10-21 16:31:18 +02:00
Christoph Oelckers
72329eb01b - wackedbyactor, too. 2020-10-21 16:31:18 +02:00
Christoph Oelckers
e94274a543 - holoduke_on is now a pointer as well. 2020-10-21 16:31:18 +02:00
Christoph Oelckers
d7604a3160 - made on_crane a pointer as well. 2020-10-21 16:31:17 +02:00
Christoph Oelckers
7c88de0b42 - made player.actorsqu a pointer and added the needed infrastructure for that. 2020-10-21 16:31:17 +02:00
Christoph Oelckers
39c154dc15 - fixed compile errors 2020-10-21 16:31:17 +02:00
Christoph Oelckers
8aca0774dc - adding more helper wrappers. 2020-10-21 16:31:17 +02:00
Christoph Oelckers
0f2c19522e - defined the iterators. 2020-10-21 16:31:17 +02:00
Christoph Oelckers
78afb67c7f - setup for Duke actor data transition to something more scripting friendly.
The main problem here is that there's two data arrays representing an actor - sprite and hittype and the engine only uses indices for reference.
By setting up hittype to contain a sprite reference, the function and iterator interface can be rewritten to use a single pointer instead to represent an actor.
The main objective is to reduce the number of accesses to the global arrays which constitute the biggest refactoring blocker.
2020-10-21 16:31:17 +02:00
Christoph Oelckers
05c095e448 - fixed parameter ordering for WW2GI's change weapon event call.
This happens when variables are ambiguously named... :?
2020-10-21 07:31:21 +02:00
Christoph Oelckers
99e3eeb19e - split up shoot_r as well and consolidated both blood splat functions. 2020-10-21 01:03:38 +02:00
Christoph Oelckers
4d1e229734 - split shoot_d into smaller, easier to manage chunks.
1100 lines for a single function is too much.
2020-10-21 00:17:09 +02:00
Christoph Oelckers
699c32ff4a - fixed quicksave setup
Fixes #133
2020-10-20 23:34:30 +02:00
Christoph Oelckers
a17f529c49 - fixed freezer projectile not moving.
These endless fallthrough switch/case blocks are a genuine menace. :(
Fixes #136
2020-10-20 23:21:38 +02:00
Christoph Oelckers
3004185646 - fixed bossguy. 2020-10-19 23:58:30 +02:00
Mitchell Richters
a00da23654 - searchpaths.cpp: When filtering duplicate games to delete, if CRC matches and CRC == 0, test whether name matches as well.
* Cryptic Passage for Blood has no CRC and therefore was failing this catch.
* Fixes #130
2020-10-19 20:46:22 +11:00
Christoph Oelckers
66c097b3b8 - fixed bad Holoduke check in alterang. 2020-10-18 21:54:30 +02:00
Mitchell Richters
ff9c7bf0bb - binaryangle.h: Create osum() for PlayerHorizon and PlayerAngle structs and use within each struct's interpolatedsum() method.
* Already doubled up by calculating `sum()` again within `interpolatedsum()` and no point changing that out without an `osum()`.
2020-10-18 22:43:42 +11:00
Mitchell Richters
cd683e6511 - binaryangle.h: Add missed line from 4e07942cff to calculate interpolation ratio using multiply instead of divide. Hopefully in the future we can just use a true double between 0 and 1 like GZDoom... 2020-10-18 22:05:21 +11:00
Mitchell Richters
4e07942cff - binaryangle.h: Minor clean up of PlayerHorizon/PlayerAngle structs.
* Sync PlayerHorizon's `settarget()` with changes to PlayerAngle's from 19d9e1a947.
* For each struct's `addadjustment()`, multiply value by unit there rather than always within `processhelpers()`.
* Properly use `xs_CRoundToUInt()` within PlayerAngle's `processhelpers()` method instead of the signed version.
* Use `abs()` within PlayerAngle's `processhelpers()` like PlayerHorizon's.
2020-10-18 22:00:39 +11:00
Mitchell Richters
19d9e1a947 - binaryangle.h: Fix issues with PlayerAngle.settarget() following changes in bf5bd01164.
* Just was not working whatsoever, really...
2020-10-18 21:31:36 +11:00
Mitchell Richters
666fe71201 - SW: Repair issues with sector object sounds following a506b45369.
* Fixes #132
2020-10-18 21:23:41 +11:00
Christoph Oelckers
a8eaf3575f - warning fixed and constants used. 2020-10-18 12:18:19 +02:00
Christoph Oelckers
c2828fe2e3 fixed undefined end of list behavior of iterators
Also fixed a few warnings
2020-10-18 12:14:05 +02:00
Christoph Oelckers
f4c79161ad - fixed crash when opening the first gate in RRRA's E1L1.
There was some poor coding at play here that fell victim to changed execution order.
Changed everything so that problem cases always get dealt with properly.
2020-10-18 12:10:46 +02:00
Christoph Oelckers
4d3135f4b8 - cleanup and consolidation of moveweapons_r. 2020-10-18 10:42:26 +02:00
Christoph Oelckers
08e29396e5 - split moveweapons_d further up into more smaller parts. 2020-10-18 09:45:41 +02:00
Christoph Oelckers
2b79b29fef - further splitting of moveweapons_d.
Progress with this but still not enough yet to break it down into manageable parts.
2020-10-18 08:38:29 +02:00
Christoph Oelckers
94e8213caf - split fireball handling out of moveweapons_d to reduce the function's size. 2020-10-17 19:53:04 +02:00
Christoph Oelckers
bc0a55de41 - backend update. 2020-10-17 16:01:31 +02:00
Mitchell Richters
a9ad043c36 - Partially resolve issues loading autoexec.cfg files.
* This works for Raze's running directory, but is not pulling in autoexec.cfg files from subdirectories from Raze's running directory (Duke, Duke.Duke) or paths where game content resides (Steam, for instance).
* Partially addresses #110
2020-10-17 12:58:00 +11:00
Mitchell Richters
3582717c43 - Duke: Fix issues in recordoldspritepos() following changes in 7043092fd0.
* Fixes #129.
2020-10-16 14:17:19 +11:00
Mitchell Richters
6385539144 - Port over i_timescale CVAR from GZDoom for use with debugging.
* Had situations where this would have been useful instead of manipulating GameTicRate and rebuilding.
2020-10-16 10:31:11 +11:00
Christoph Oelckers
197a5f642a - properly delete backing images in the texture manager.
Although the images themselves are automatically taken down, any memory they allocate is not - and some of the special tile classes do need dynamic storage.
2020-10-15 20:22:41 +02:00
Christoph Oelckers
4f7c0b696c - and finally the iterators in the backend. 2020-10-15 20:22:40 +02:00
Christoph Oelckers
db4f0d041e - all iterators in Exhumed handled. 2020-10-15 20:22:40 +02:00
Christoph Oelckers
a8e7d1ef74 - the rest for SW. 2020-10-15 20:22:40 +02:00
Christoph Oelckers
6eb6938bbe - another batch in SW. 2020-10-15 20:22:40 +02:00
Christoph Oelckers
727e2ceb29 - iterator variable cleanup. 2020-10-15 20:22:39 +02:00
Christoph Oelckers
679c394b29 - the second third of SW. 2020-10-15 20:22:39 +02:00
Christoph Oelckers
a506b45369 - one third of SW's iterators. 2020-10-15 20:22:39 +02:00
Christoph Oelckers
eb78b88598 - all Blood stat iterators ported. 2020-10-15 20:22:39 +02:00
Christoph Oelckers
33164694b9 - use iterator class for all stat loops in Blood's actor.cpp. 2020-10-15 20:22:38 +02:00
Christoph Oelckers
0a0a995cbd - some cleanup of build.h 2020-10-15 20:22:38 +02:00
Christoph Oelckers
be3292d29b - removed the mostly unused macros for sprite iteration. 2020-10-15 20:22:38 +02:00
Christoph Oelckers
aa5c7c3e34 - replaced all sector sprite iterators in Blood. 2020-10-15 20:22:38 +02:00
Mitchell Richters
b1536d8a0b - Duke (RRRA): Fix potential issue originating from 1bc51a7367 where horizon might have needed adjustment to 0 but wouldn't have done so.
* Previously used to determine whether to apply a horizon adjustment on whether local variable `horiz` was 0 or not (since baseline horizon was 100).
* For no particular reason, initalise `horiz` as FRACUNIT and process if it is not equal to one.
2020-10-15 20:33:28 +11:00
Mitchell Richters
db419fd618 - Duke (RRRA): Fix vehicle avel while cl_syncinput 1.
* Fully fixes #128.
2020-10-15 20:12:48 +11:00
Mitchell Richters
fb91fc49a3 - processMovement(): Add commentary around avel constants used within function and how they came to be. Also clean up some left-over code. 2020-10-15 20:12:34 +11:00
Christoph Oelckers
76e4661eea - more simple pointer replacements - lots of them... 2020-10-15 01:34:28 +02:00
Christoph Oelckers
0c95aee8f5 - some quick renames. 2020-10-15 01:34:28 +02:00
Christoph Oelckers
0b80ad8fb1 - handled the last remaining stat iterators in Duke. 2020-10-15 01:34:28 +02:00
Christoph Oelckers
53414afbe5 - all stat iterators in sectors.cpp handled. 2020-10-15 01:34:28 +02:00
Christoph Oelckers
3d36381752 - converted all stat iterators outside sector*.cpp. 2020-10-15 01:34:28 +02:00
Christoph Oelckers
760a557f73 - converted the remaining sector iterators in Duke. 2020-10-15 01:34:27 +02:00
Christoph Oelckers
758fab1804 - replaced several sector iterators in Duke code. 2020-10-15 01:34:27 +02:00
Christoph Oelckers
5c9b261823 - all sector iterators in actors_d.cpp, actors_r.cpp and actors_lava.cpp. 2020-10-15 01:34:27 +02:00
Christoph Oelckers
060b66b96b - replaced all stat iterators in actors_r.cpp. 2020-10-15 01:34:27 +02:00
Christoph Oelckers
db8b454df1 - fixed ond bad statnum 2020-10-15 01:34:27 +02:00
Christoph Oelckers
053a1d46d5 - replaced all stat iterators in actors_d.cpp. 2020-10-15 01:34:26 +02:00
Christoph Oelckers
595ec11609 - replaced all sector iterators in actors.cpp. 2020-10-15 01:34:26 +02:00
Christoph Oelckers
7043092fd0 - all stat iterators in Duke:actors.cpp replaced. 2020-10-15 01:34:26 +02:00
Christoph Oelckers
13093aef56 - a few quick ones, mostly simple search & replace. 2020-10-15 01:34:26 +02:00
Christoph Oelckers
a3601e59ef - rr_specialstats, rrra_specialstats and respawn_rrra.
(These look a lot better now. :) )
2020-10-15 01:34:26 +02:00
Christoph Oelckers
69e6bee64a - Interators for SE00 and a few others. 2020-10-15 01:34:25 +02:00
Christoph Oelckers
5d734eafa0 - Iterators and pointers for movefx, moveflammable and detonate 2020-10-15 01:34:25 +02:00
Christoph Oelckers
2358f14cd1 use iterators for moveplayers, movedummyplayers and movefallers_d. 2020-10-15 01:34:25 +02:00
Christoph Oelckers
d3a31a3ab7 - hitradius_d uses the iterator now. 2020-10-15 01:34:25 +02:00
Christoph Oelckers
922122c0bc - same for movefta_d and ifhitbyweapon_d 2020-10-15 01:34:25 +02:00
Christoph Oelckers
5bcaaf45e7 - use a pointer to access sprites in movesprite. 2020-10-15 01:34:24 +02:00
Christoph Oelckers
8ece66e55c - use the new iterators in the movetransports functions.
Also prefer pointers over array access.
2020-10-15 01:34:24 +02:00
Christoph Oelckers
91fdf160b6 - fixed clearing of actorinfo.
It overwrote memory beyond its end.
2020-10-15 01:34:24 +02:00
Mitchell Richters
e4af4f28ce - Duke (RR): Avoid integer truncation when dividing p->VBumpNow. 2020-10-15 10:27:08 +11:00
Mitchell Richters
1bc51a7367 - Duke (RR): Repair issues with horizon following changes in 09a05f354c and partially address vehicle turning speed in processVehicleInput().
* Issues with vehicle input handling with `cl_syncinput 1` still remain. Will address after work.
* Partially addresses #128.
2020-10-15 10:20:52 +11:00
Mitchell Richters
38c0af4d34 - D_AddFile(): Check the existence of the file before enumerating entire directory to find it as input might be coming in correctly. 2020-10-15 06:50:41 +11:00
Christoph Oelckers
ec5762f024 - do not use index 0 of Blood's X arrays.
This can be written to through uninitialized data and break things quite badly.
2020-10-14 13:51:59 +02:00
Mitchell Richters
be42a6e28d - Amend 9d84f92c0e to just do true case-insensitivity.
* adding /home/mrichters/.config/raze/Blood/sOuNdS.rFf, 1747 lumps
2020-10-14 20:18:53 +11:00
Mitchell Richters
9d84f92c0e - Amend bce15428d5 to only check case on the filename, not the full path.
* Still to be tested when I get home, but need it committed to get it off my laptop anyway.
2020-10-14 18:58:55 +11:00
Christoph Oelckers
25d79285a3 - added the resource file name to the listmaps printout. 2020-10-14 01:13:36 +02:00
Christoph Oelckers
c17808d789 - extended 'listmaps' by also printing the display name for the map. 2020-10-14 00:58:43 +02:00
Christoph Oelckers
d368d734d3 - prototyping some refactoring helpers. 2020-10-14 00:58:21 +02:00
Mitchell Richters
fcfeafdbe9 - mapinfo.cpp: Create CCMD listmaps to return map filenames. 2020-10-14 09:38:37 +11:00
Christoph Oelckers
bfed4e179b - little bit of array access removal.
(It's going to be a long way to refactor the sprite system to not rely on indices...)
2020-10-14 00:30:14 +02:00
Christoph Oelckers
a34525574c - Exhumed: Cleanup of RestartPlayer
Use pointers instead of endless array accesses to the same element.
2020-10-14 00:19:39 +02:00
Christoph Oelckers
b6149f88f7 - added sprite iterator classes.
The code base currently contains roughly 600 iterator loops directly referencing Build's global variables.
That state of things is not refactorable - these iterator wrappers are supposed to get rid of these explicit references.
2020-10-14 00:05:25 +02:00
Christoph Oelckers
bca29ed402 - no bit fields, please!
The memory savings are not worth the negative side effects.
2020-10-13 23:56:30 +02:00
Christoph Oelckers
129aa864dd - do not accept any input in the first 0.1 seconds of running a screen job.
This is to avoid accidental skipping by pending game input.
2020-10-13 23:36:27 +02:00
Christoph Oelckers
df86a11d23 - fixed palette of Exhumed's game over screen. 2020-10-13 23:29:12 +02:00
Christoph Oelckers
ef15ac8b6e - fixed: For the episode and skill menu, autoselection for single entries did not work. 2020-10-13 22:16:43 +02:00
Christoph Oelckers
1637157f46 - removed some unused variables. 2020-10-13 21:45:21 +02:00
Christoph Oelckers
f0ef7a1322 - tabified animatesprites_d.cpp and animatesprites_r.cpp. 2020-10-13 21:44:05 +02:00
Christoph Oelckers
99b4a64a67 - removed the PSPTwoDSetter
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
53481fb9a3 - Blood: simplified management of XSectors and XWalls.
This does not need a free list - they get statically allocated per level, so a simple counter is enough.
2020-10-13 20:36:57 +02:00
Christoph Oelckers
2b1284e8fa - reorganized Blood's level structures to not use bitfields.
Only the single bits are still a bitfield,  combined with an int in a union - all other fields are 8, 16 or 32 bit now.
For serialization this is necessary - I have to wonder anyway if the added code to process the bit fields wasn’t even more than the data savings…
2020-10-13 20:23:51 +02:00
Christoph Oelckers
817fa8aba3 - save the entire engine state as JSON.
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
Christoph Oelckers
bdc1f66131 - missed an include. 2020-10-12 20:30:12 +02:00
Christoph Oelckers
bce15428d5 - for Unix-like systems, check added resources for lower and uppercase variants if the specified one cannot be found. 2020-10-12 20:01:40 +02:00
Christoph Oelckers
20248d8e08 - fixed a few CCMDs which were blocked in the console. 2020-10-12 19:48:47 +02:00
Christoph Oelckers
742917c6d7 - re-enabled the autoload-after-death function.
This had to be disabled for the menu but somehow was missed when reenabling these things again.
2020-10-12 19:42:16 +02:00
Mitchell Richters
b6ec41e2b1 - Exhumed: Make WeaponSel_Prev/WeaponSel_Next operable. 2020-10-12 22:31:57 +11:00
Christoph Oelckers
86ad576675 - fixed lockup on Shareware screen when quitting Duke
Two errors: the menu wasn’t closed and the shareware check was inverted.
2020-10-12 08:07:51 +02:00
Mitchell Richters
a792f329ca - binaryangle.h/PlayerAngle: Fix incorrect variable declaration on dang within interpolatedsum() method.
* Didn't seem to be causing an issue but better it be correct.
2020-10-12 16:28:05 +11:00
Mitchell Richters
bf5bd01164 - binaryangle.h/PlayerAngle: Make settarget() method consistent with PlayerHorizon class and fix incorrect variable declaration. 2020-10-12 14:51:53 +11:00
Mitchell Richters
c08851e4c0 - Blood/Duke/RR/SW: Drop resetinputhelpers(). 2020-10-12 14:42:43 +11:00
Mitchell Richters
894feb1c80 - SW: When beginning to operate a sector object, just forcibly set the angle in the ticker.
* Angle transition is not meant to be smooth or scaled to a target, it's just meant to get the player to the necessary angle.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70191.
2020-10-12 13:15:19 +11:00
Mitchell Richters
1109a90273 - SW: Fix issues with sector object machine guns in InitSobjMachineGun() following changes in 6476430be6.
* Needed to account for rebase of horizon re-centering from 100 to 0.
* Horizon value here is only for projectile's z and not the player's z.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70199&p=1168858.
2020-10-12 13:06:21 +11:00
Christoph Oelckers
b4a011300a - implemented proper delta serialization for sectors and walls. 2020-10-11 21:11:38 +02:00
Christoph Oelckers
f12c6b0319 - removed wallext because its only member 'blend' is not used by anything.
This is a feature not worth preserving, render style + alpha should be done directly, not via indirect lookup tables.
2020-10-11 18:44:16 +02:00
Christoph Oelckers
e6bd5989c2 - removed some unused parts from Blood's map loader. 2020-10-11 18:34:58 +02:00
Christoph Oelckers
fd31da3115 - save sectors and walls as JSON
This is not optimized yet so saves are a bit larger than necessary.
2020-10-11 18:10:52 +02:00
Christoph Oelckers
cb8d2eb94c - added serializers for PlayerAngle and PlayerHorizon. 2020-10-11 16:55:12 +02:00
Christoph Oelckers
1757ef2aa6 - split the game input code off gamecontrol.cpp into its own file. 2020-10-11 16:33:43 +02:00
Christoph Oelckers
8e1c71b867 Merge branch 'InputContinuation' 2020-10-11 15:24:51 +02:00
Christoph Oelckers
f3f6bad1f8 - Exhumed: Wrapped the logo retrieval code into getter functions and removed the game type macros. 2020-10-11 14:30:45 +02:00
Christoph Oelckers
df42230b45 - Exhumed: converted all #define constants to enums. 2020-10-11 14:30:45 +02:00
Christoph Oelckers
51b48ca124 - Exhumed: removed most of the unused tile constants 2020-10-11 14:30:45 +02:00
Christoph Oelckers
5bb02f7bb0 - Exhumed: replace include guards with #pragma once. 2020-10-11 14:30:44 +02:00
Christoph Oelckers
6acc9db540 - cleanup of the remaining homegrown Blood wrappers.
consoleSysMsg and dassert are gone now, all places now call the system implementation directly.
2020-10-11 14:30:44 +02:00
Christoph Oelckers
1579bec714 - Blood: got rid of ThrowError.
Use I_Error directly.
2020-10-11 14:30:44 +02:00
Christoph Oelckers
2769abcf0f - Blood: Removed most #defines.
only ThrowError and dassert left...
The unused BitWriter class was also removed.
2020-10-11 14:30:43 +02:00
Christoph Oelckers
7b6964a08f - Blood: #define replacement 2020-10-11 14:30:43 +02:00
Christoph Oelckers
7deb3ed4bd - Duke: got rid of the last 3 remaining #defines not used for list generation, as well. 2020-10-11 14:30:43 +02:00
Christoph Oelckers
fc82b3bc8a - Duke: replaced the game type macros with inline functions. 2020-10-11 14:30:42 +02:00
Christoph Oelckers
9cc1268839 - Duke: added missing include guard to conlabel.h. 2020-10-11 14:30:42 +02:00
Christoph Oelckers
67375cf79c - SW: renamed 3 duplicate constants 2020-10-11 14:30:42 +02:00
Christoph Oelckers
f0a1ce4850 - SW: fix some include guards. 2020-10-11 14:30:42 +02:00
Christoph Oelckers
fc54d98100 - Exhumed: Give all savegame handlers and action sequences unique names. 2020-10-11 14:30:41 +02:00
Christoph Oelckers
c87185a337 - use distinct names for monster AI variables and functions.
I was just toying around with compiling all of these as a single unit and that uniform naming made it impossible.
2020-10-11 14:30:41 +02:00
Christoph Oelckers
2f4c78dd73 - use distinct variable names for QAV and SEQ management. 2020-10-11 14:30:41 +02:00
Christoph Oelckers
3b59bf759c - Blood: there's no need to store the loadsave handlers in local variables that never get used. 2020-10-11 14:30:40 +02:00
Christoph Oelckers
47e452f452 - fixed the real issue for the sound problems and reverted the last commit.
It was far more serious than a botched merge.
2020-10-11 13:44:23 +02:00
Mitchell Richters
5973391a51 - SW: Tune DrawHUD2() text positioning and image scaling.
Not sure how or when these came to be off. Perhaps additional chars have effected the overall font size?
2020-10-11 22:38:56 +11:00
Mitchell Richters
372f0db28a - Exhumed: Resolve sound issues following bad merge conflict resolve from b06a847d9a. 2020-10-11 22:01:37 +11:00
Christoph Oelckers
adaf25377c - moved the player sprite away from the edge of the frame. 2020-10-11 07:50:41 +02:00
Christoph Oelckers
8b8c6a5e3a - fixed episode default. 2020-10-11 07:44:51 +02:00
Christoph Oelckers
ca288d08f4 - compile all files with script exports in the main project.
This hopefully gets around the failure to find these on on-Windows Builds.
2020-10-11 07:40:11 +02:00
Mitchell Richters
5011b10549 - binaryangle.h/cpp: Inline the functions created in 271eb1c3fa. No real need to have a separate file for these. 2020-10-11 15:34:18 +11:00
Christoph Oelckers
820b37721b - moved tab completion code into 'common' as well. 2020-10-11 00:08:07 +02:00
Christoph Oelckers
242a70e610 - split the command line buffer off from c_console.cpp and reactivated the check for CONBACK. 2020-10-10 23:16:08 +02:00
Christoph Oelckers
fe2e96d3a6 Merge branch 'master' into InputContinuation
# Conflicts:
#	source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00
Christoph Oelckers
dcde91b0c9 - do not wrap the simple value wrappers into a JSON object when being serialized.
It only adds to the processing time - they can just be written out as-is.
2020-10-10 21:36:12 +02:00
Christoph Oelckers
a39cf290e3 - Blood: fixed: The player's inventory and some other state were reset for each level, not each new game. 2020-10-10 20:20:12 +02:00
Christoph Oelckers
78d5b2aa95 - Duke: fixed: The Recon's roaming sound was poorly checked resulting in garbled output.
It checked for two instances globally, which made the same actor repeat its sound all over again, but if more recons were present some were silent.
Now each one is allowed to play its effect separately.
2020-10-10 19:17:23 +02:00
Christoph Oelckers
b06a847d9a Merge branch 'menu2'
# Conflicts:
#	source/exhumed/src/sound.cpp
2020-10-10 19:03:29 +02:00
Christoph Oelckers
e95fea1056 - fixed: Toggling palette emulation should reset the texture filter in the samplers. 2020-10-10 18:57:16 +02:00
Christoph Oelckers
16a4d49268 - added background dimming for the menu when in overlay mode. 2020-10-10 18:29:15 +02:00
Christoph Oelckers
b142f33edd - fixed problems with stopping sector effect sounds.
The old check only accounted for the case of trying to play a valid follow-up sound, but not for merely stopping the old one.
Restored the original check that was here.
2020-10-10 18:11:26 +02:00
Christoph Oelckers
f9ab77f700 - create named texture copies for 'tilefromtexture' replacements.
We want to be able later to find them in the texture manager again.
2020-10-10 16:52:04 +02:00
Christoph Oelckers
c478d1add2 - properly uninit the menus. 2020-10-10 15:16:28 +02:00
Mitchell Richters
271eb1c3fa - binaryangle.h/cpp: Hook up FSerializer and use within Duke for saving objects. 2020-10-11 00:10:53 +11:00
Christoph Oelckers
91e23b3ab5 - Exhumed: play the menu advance sound when starting a game 2020-10-10 13:30:23 +02:00
Christoph Oelckers
294a806793 - fixed some issues with prematurely terminated sounds. 2020-10-10 12:57:43 +02:00
Christoph Oelckers
db21d5e946 - took all script exports out of the namespaces.
It looks like GCC cannot deal with this - on MSVC it works fine.
2020-10-10 10:11:22 +02:00
Christoph Oelckers
16fd505f9a - make sure that sfxinfo_t is always fully initialized by adding initializer values to all fields.
Let's hope this finally fixes those sound hiccups.
2020-10-10 09:47:00 +02:00
Mitchell Richters
8f68e8b4a1 - Amend 2865fef7ed as accidentally returned horizon as Build and not Q16.16. 2020-10-10 17:52:43 +11:00
Mitchell Richters
2865fef7ed - Duke: Restore return_to_center in gameexec.cpp dropped in 0ab3b33a6c and redo based on new code. 2020-10-10 16:59:00 +11:00
Mitchell Richters
6ecbb2587e - Duke: Fix z position when on certain cameras following changes in 09a05f354c. 2020-10-10 16:17:02 +11:00
Christoph Oelckers
2237113a77 - fixed font scaling in RR's confirmation screens. 2020-10-10 00:51:26 +02:00
Christoph Oelckers
37d86d03f5 - fixed SW's skill-dependent startup lines 2020-10-10 00:09:18 +02:00
Christoph Oelckers
03e57fa3d7 - fixed Exhumed's game startup. 2020-10-09 23:58:34 +02:00
Christoph Oelckers
d6d9100992 - set proper slider colors for all games. 2020-10-09 23:35:38 +02:00
Christoph Oelckers
b21beb4039 - made the options search work.
This required changing how the engine credits menu work because it created a circular dependency in its original form.
2020-10-09 22:33:02 +02:00
Mitchell Richters
9c993b9104 - d_protocol: Change horz/avel pack/unpacking from long to float. 2020-10-09 16:18:28 +11:00
Mitchell Richters
79cd5e4731 - Blood: Fix warptocoords CCMD. 2020-10-09 12:33:47 +11:00
Mitchell Richters
c6e3b4df11 - Blood: Use backend interpolation functions for angle and rotscrnang. 2020-10-09 11:34:42 +11:00
Mitchell Richters
44e4c5ff78 - Fix joystick scaling following shift to fixedhoriz and binangle.
* Remove joystick scaling from `CONTROL_GetInput()`.
* Store turnspeed as constant at top of `processMovement()` and use it for joystick yaw/pitch scaling. This adds the advantage of having the out-of-box turning speed match the keyboard's turn speed and also attenuates when the player is not running.
2020-10-09 11:34:14 +11:00
Christoph Oelckers
2d8bcd06fd - added the player display for Duke.
This completes the menu transition.
2020-10-09 01:09:51 +02:00
Christoph Oelckers
a10aacea3a - added the QAV drawer page. 2020-10-09 00:50:21 +02:00
Christoph Oelckers
2f8284f10b - added filler help and credit menus for Exhumed.
They should not be empty, so that they do not crash when opened from the console.
2020-10-09 00:21:06 +02:00
Christoph Oelckers
4024ebd12d - re-added Duke 1.3's credit screens. 2020-10-09 00:11:49 +02:00
Christoph Oelckers
802d295e48 - Shadow Warrior credit screens. 2020-10-08 23:53:15 +02:00
Christoph Oelckers
02507d937d - got the text screens working. Also reformatted RR's credits a bit for a better presentation. 2020-10-08 23:40:17 +02:00
Christoph Oelckers
19c719db4e - image scroller is working again. 2020-10-08 22:53:12 +02:00
Christoph Oelckers
6ba06f5ed0 - ImageScroller WIP commit. 2020-10-08 22:20:41 +02:00
Christoph Oelckers
15eaf86f5a - preparations for the image scroller menu. 2020-10-08 18:02:25 +02:00
Christoph Oelckers
8caaf4fa64 - menu transitions are working again. 2020-10-08 16:33:11 +02:00
Mitchell Richters
f35bec4a5d - Fix interpolation issues and do other minor fixes following shift to fixedhoriz and binangle.
* When interpolating on the initial setup, when binangle reached an overflow point when going lower than zero, the engine was spinning the player around clockwise to the new angle (2047, for instance).
* Interpolating after casting as uint64_t with a workflow similar to the original games, the issue went away.
* Cleaned up other interpolation functions to be of a consistent workflow.
* Scale keyboard input turning down to degree speeds.
* Uplift some remaining Q16.16 code in `applylook()` to full BAM precision.
* Move static calculations of aim and look speeds for `sethorizon()` back into function since GameTicRate isn't set right before calculation is done.
* Simplify the angle target setup back to a basic value like before.
* Repair SW interpolation issues of weapon sprite drawer when rotating left/right.
* Fix SW death horizon constant values following change of horizon center to 0.
2020-10-08 21:12:21 +11:00
Mitchell Richters
9bcdeae6cd - InputPacket: Change q16avel to avel, changing type from fixed_t to float. 2020-10-08 14:47:30 +11:00
Mitchell Richters
e53d58bd42 - gamecontrol: Clean up remainder of legacy angle code. 2020-10-08 14:29:50 +11:00
Mitchell Richters
d758a0ae28 - SW: Cut q16ang/q16look_ang/q16rotscrnang over to PlayerAngle struct. 2020-10-08 14:23:44 +11:00
Christoph Oelckers
cc7290e313 - work on menu transitions. 2020-10-08 01:00:23 +02:00
Christoph Oelckers
56eae0b42d - got the basics working for Exhumed's main menu. 2020-10-08 00:21:07 +02:00
Christoph Oelckers
a953404331 - SW's text menus done.
This also copies the Build texture animation info into the texture manager so that the 2D code can access it through existing interfaces.
2020-10-07 23:22:29 +02:00
Mitchell Richters
3bc6777cf4 - Exhumed: Cut q16ang/q16look_ang/q16rotscrnang over to PlayerAngle struct. 2020-10-08 08:08:40 +11:00
Mitchell Richters
bd68f67460 - Blood: Cut q16ang/q16look_ang/q16rotscrnang over to PlayerAngle struct. 2020-10-08 07:55:54 +11:00
Christoph Oelckers
6041a3355c - removed the file location reporting for Blood errors because it embeds the full path into the executable, which is not acceptable. 2020-10-07 20:52:25 +02:00
Christoph Oelckers
789eb6d51d - Most of Duke's menus work again. 2020-10-07 20:32:43 +02:00
Christoph Oelckers
2bb38f7d67 - get load and save game menus and related CCMDs working again. 2020-10-07 18:32:57 +02:00
Christoph Oelckers
53c3a6fc9b - silenced some warnings. 2020-10-07 16:02:49 +02:00
Mitchell Richters
40cb64cdcf - applylook(): Remove some forgotten debug lines. 2020-10-07 23:40:41 +11:00
Mitchell Richters
babd7b9556 - InputState: Proposed new sensitivity dividers now that mouse input is based on true pitch and true angle. 2020-10-07 23:25:36 +11:00
Mitchell Richters
fca846272e - gamecontrol: Initial setup of PlayerAngle struct and deployment within Duke.
* Struct made up of binangle class units.
* Create signed clone of binangle for use with look_ang and rotscrnang.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 23:13:29 +11:00
Mitchell Richters
e2691d4184 - Duke: Clean up a few missed things during f39939d114. 2020-10-07 18:34:52 +11:00
Mitchell Richters
0c55a533be - PlayerHorizon: Change struct functions to declarations and define code in gamecontrol.cpp to reduce binary size. 2020-10-07 18:25:50 +11:00
Mitchell Richters
6a30d6880e - InputPacket: Change q16horz to horz, changing type from fixed_t to float. 2020-10-07 18:22:07 +11:00
Mitchell Richters
d16b4651bb - gamecontrol: Remove old horizon code left behind while cutting over each game. 2020-10-07 18:12:09 +11:00
Mitchell Richters
6476430be6 - SW: Cut q16horiz/q16horizoff over to PlayerHorizon struct. 2020-10-07 18:08:57 +11:00
Mitchell Richters
6da756cc9f - Exhumed: Cut q16horiz over to PlayerHorizon struct. 2020-10-07 17:40:59 +11:00
Mitchell Richters
c03131f8d1 - Blood: Cut q16horiz/q16slopehoriz over to PlayerHorizon struct. 2020-10-07 17:16:58 +11:00
Mitchell Richters
f39939d114 - gamecontrol: Initial setup of PlayerHorizon struct and deployment within Duke.
* Started with the most complicated game first.
* Struct made up of fixedhoriz class units.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 17:12:48 +11:00
Mitchell Richters
0e3604ac9e - SW: Remove q16horizbase and apply q16horizoff in draw code like Duke & Blood.
* Standardisation is needed here for upcoming horizon changes.
2020-10-07 13:33:16 +11:00
Mitchell Richters
082336e5f8 - buildhoriz: Implementation of pitch and BAM conversion code.
* Determined maximum horizon able to be handed by engine in Q16.16 format is 280039127.
* Re-did pitch math to work on this known maximum and standardised pitch around -90/90 degrees as it should be.
* Because pitch is now -90/90 and not ~-188/188, m_sensitivity_y probably requires re-scaling.
2020-10-07 13:29:04 +11:00
Mitchell Richters
90e711464a - clamp(): Remove definition in compat.h and uplift definition in templates.h. 2020-10-07 13:29:00 +11:00
Mitchell Richters
8be8bcc87a - Duke/SW: Fix InitTracerTurret() to use player's q16horiz with full precision and replace some manually expressed mulscales with mulscale16() inline from pragmas.h. 2020-10-07 13:28:58 +11:00
Mitchell Richters
09a05f354c - Re-standardise horizon around 0 and not 100.
* Blood had this right. It makes sense that the horizon be based around as it's easier to work with.
* Removed all associated game math to deduct default horizon of 100 when doing weapon zvel etc, meaning actual horizon can just be used.
* Re-did return to center function to work on the already converted pitch. Return speed should be 1:1 with previous code.
2020-10-07 13:28:45 +11:00
Christoph Oelckers
38ddbfe65f - activated most of the support code for programmatically created menus again.
Blood's regular menu screens mostly work again
2020-10-07 01:31:41 +02:00
Christoph Oelckers
5726b693bd - added back the menu transition, although it cannot be used yet, and all game specific menu CCMDs. 2020-10-07 01:12:57 +02:00
Christoph Oelckers
0968a9d97e - renamed the Customizer to 'Delegate' because this works very much like a delegate in Objective-C.
- route menu sound calls through the delegate to better deal with differences between games.
2020-10-07 01:00:43 +02:00
Christoph Oelckers
603c3b50ec - reimplemented Blood's menu items. 2020-10-07 00:50:26 +02:00
Christoph Oelckers
06b00887f5 - added a menu control for Blood's dripping blood. 2020-10-06 23:49:34 +02:00
Christoph Oelckers
1ea6084478 - Exhumed also done.
Also using proper assets now.
2020-10-06 22:35:25 +02:00
Christoph Oelckers
17a68bc60a - SW's caption done, too.
In this case the font is squashed to be more narrow because otherwise many texts would not fit anymore.
2020-10-06 22:01:20 +02:00
Christoph Oelckers
5bcb72f7a9 - create names for several of SW's textures.
Not complete, but should cover most that is really needed.
2020-10-06 21:35:26 +02:00
Christoph Oelckers
b8941a09ad - we need this... 2020-10-06 21:11:37 +02:00
Christoph Oelckers
bec1f67178 - implemented the menu caption for Duke et.al. 2020-10-06 20:49:55 +02:00
Christoph Oelckers
d22bdf9dc7 - use an alias for the menu bar texture in Blood.
Direct tile access has been disabled for now, hopefully this can be buried deep in the engine for all eternity.
2020-10-06 20:05:51 +02:00
Christoph Oelckers
55e7e34707 - added texture aliases so that tiles can given real names in the texture manager.
Use this to turn Duke's and RR's tile enums into real names, leaving out RRTILExx - the few that are needed were renamed.
2020-10-06 19:26:22 +02:00
Mitchell Richters
bbc60e8424 - Duke: Ensure tripbomb's ammo_count decrements with use.
* Note: Unsure whether `isWW2GI()` was meant to be inversed but do not believe so. Have removed check for now.
* Fixes #104.
2020-10-06 16:31:28 +11:00
Mitchell Richters
478f20b845 - SW: Apply fix from c86af08a19 not to just when stopping operation of remote objects, but all objects.
* Fixes #105.
2020-10-06 16:23:54 +11:00