Commit graph

2516 commits

Author SHA1 Message Date
Christoph Oelckers
3ab1ae5f7a - allow setting Blood's relative volume hack value via SNDINFO. 2023-01-15 16:18:48 +01:00
Christoph Oelckers
bb7f00988a - give Blood's sounds well defined names so they can be defined via SNDINFO. 2023-01-15 16:15:28 +01:00
Christoph Oelckers
841402a776 - allow setting loop points for WAV sounds or other simple formats. 2023-01-15 15:19:21 +01:00
Christoph Oelckers
f1c3a6548f - use backend pitch features for Duke instead of replicating them on the game side. 2023-01-15 13:18:54 +01:00
Christoph Oelckers
8859712a7b - copied $pitchset SNDINFO command from GZDoom. 2023-01-15 12:22:07 +01:00
Christoph Oelckers
8de7aa5975 - corrected error messages. 2023-01-15 12:14:47 +01:00
Christoph Oelckers
ad0bff921b - allow setting Duke's relevant sound properties through SNDINFO. 2023-01-15 11:54:24 +01:00
Christoph Oelckers
fca0bdf379 - Backend update from GZDoom. 2023-01-15 09:30:01 +01:00
Christoph Oelckers
1bfccbcb6e - explicitly destroy the AltHUD when exiting.
This is to avoid problems with the GC on shutdown.
2023-01-14 14:09:25 +01:00
Christoph Oelckers
6c3d03cd48 - fixed incorrect sector in a few sprites of World Tour E5L1. 2023-01-14 13:18:53 +01:00
Christoph Oelckers
b991af2dbc - fixed incomplete statnum setup. 2023-01-09 23:39:20 +01:00
Christoph Oelckers
deaec2d91d - disabled property-type definition of spritetype members.
As it turned out this is simply too dangerous - these should be left to be loaded from the map data or set manually.
All remaining setups using this feature have either been moved to Initialize or other meta properties that are not affected by map loading.
2023-01-08 16:45:09 +01:00
Christoph Oelckers
905a9bfeae - backend update from GZDoom. 2023-01-07 19:30:49 +01:00
Rachael Alexanderson
532a726ae3 - respect i_pauseinbackground setting 2023-01-07 07:18:52 -05:00
Christoph Oelckers
cfef8c8a71 - ignore executable files in a zip's main folder when checking for mod content in a subdirectory. 2023-01-06 18:01:34 +01:00
Christoph Oelckers
32ce8a97bf - SW: do not double interpolate sectors that are both part of a sector object but also have a global interpolation attached.
In this case the SO interpolation must be skipped. The only use case for this combination is sine-wave animated water.
2023-01-05 19:26:42 +01:00
Mitchell Richters
d59208ce74 - Default initialise g_nextskill to -1 so maps loaded directly from the command line load with the game's default skill. 2023-01-05 20:57:14 +11:00
Christoph Oelckers
ad0860f4bf - fixed sprite rendering being aborted if a sprite with invalid texture was encountered. 2022-12-29 14:53:21 +01:00
Christoph Oelckers
d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00
Christoph Oelckers
90702ae2f5 - consolidated the animwall code by using texture flags.
This is way too hacky for generalization. For that newly defined control actors are surely a better option.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
9bc0a43028 - fixed lookup for tile aliases pointing to non-existent tiles. 2022-12-29 13:33:02 +01:00
Christoph Oelckers
0d9fe83cba - implemented the switch parser and set up the external definitions. 2022-12-29 13:32:29 +01:00
Kevin Caccamo
996e0ef6cf Attempt to fix #806
Default-initialize TilesetBuildInfo `info`.
Also, make every function in defparser.cpp static except for loaddefinitionsfile, since that's the only function which is called from other source files.
2022-12-22 22:14:13 +01:00
Christoph Oelckers
ef7c72ce9f - Blood: add all statically stored EventObjects to the GC processor. 2022-12-18 17:54:54 +01:00
Christoph Oelckers
21d4aae182 - fixed lookup for tile aliases pointing to non-existent tiles. 2022-12-18 15:19:35 +01:00
Christoph Oelckers
8c41294cb0 - overpicnum lightening.
Especially make sure that it is never set to tile 0. There seems to have been some undefined behavior here treating 0 as 'no texture', but doing so inconsistently.
2022-12-18 15:13:22 +01:00
Christoph Oelckers
79c91b2538 - only write special texture properties if they are being defined. 2022-12-18 15:06:20 +01:00
Christoph Oelckers
a9ea2cd5c0 - moved GetReservedScreenSpace function into the scripted status bar where it belongs.
Since this is supposed to return the height of the status bar, keeping it native is a bit pointless as it cannot be modified that way.
2022-12-18 14:47:38 +01:00
Mitchell Richters
b4f6ea6232 - Fix linking errors. 2022-12-18 14:47:32 +01:00
Christoph Oelckers
e78fd90f67 - adapted sky code for using texture IDs. 2022-12-18 14:42:27 +01:00
Christoph Oelckers
8dfbbc8220 - migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
622710ede4 - migrated all uses of floorpicnum.
This necessitated a few more surface type definitions.
2022-12-18 14:02:56 +01:00
Christoph Oelckers
4a306a21dc - split several texture flags off into a surface type value.
Using the same field in the TexExtInfo struct as Blood's surfType.
This frees up a lot of flags for later use.
2022-12-18 13:56:54 +01:00
Christoph Oelckers
5b8dd84361 - use setceilingtexture where textures are simply copied around 2022-12-18 13:52:10 +01:00
Christoph Oelckers
ee8b685fe2 - adapted the breakable stuff interface in Duke to Texture IDs. 2022-12-18 13:52:03 +01:00
Christoph Oelckers
5147826eeb - consolidated precaching code and rewrote the core to work on texture IDs. 2022-12-18 13:37:54 +01:00
Christoph Oelckers
1a6f808fca - refactored all access to the fake picanm[] array.
Also use symbolic names in precache calls in Blood.
2022-12-18 13:26:29 +01:00
Christoph Oelckers
e23a5095cb - moved the other tile info tables of Blood to the texExtInfo array as well.
The two fields are easily reusable for the other games so it's a welcome simplification.
2022-12-18 13:23:59 +01:00
Christoph Oelckers
c34756e5f2 - cleanup of voxel init code.
The voxreserve array was never properly set up so it is gone now.
nextvoxid now gets set right before loading .def files.
2022-12-18 13:18:44 +01:00
Christoph Oelckers
8a789b9015 - voxel management cleanup.
Moving the voxel index into the texExtInfo array and removing most of Blood's and SW's special handling.
2022-12-18 13:18:43 +01:00
Christoph Oelckers
be2112a507 - fixed ESC pressing on Duke's monitors.
This got busted by an update from GZDoom.
2022-12-18 13:06:09 +01:00
Christoph Oelckers
6ff91f8ebc - disable the freelist management for discarded tiles.
This does not work as implemented - may be checked out later, but this is not essential.
2022-12-18 13:06:09 +01:00
Christoph Oelckers
20edd800f9 - big texture system refactor.
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00
Mitchell Richters
6e4e2b04eb - Fix pitch direction for controller input. 2022-12-15 08:42:43 +11:00
Christoph Oelckers
d5414da096 - added a - sign to FindBestSector' default return.
This somehow get lost when the code was moved out of clipmove into a separate utility function.
2022-12-14 11:48:34 +01:00
Mitchell Richters
c3f276a08a - Tidy up remaining Build angle constants in gamefuncs.h. 2022-12-11 19:46:27 +01:00
Mitchell Richters
de8353f085 - Eliminate BAngToDegree constant. 2022-12-11 19:46:26 +01:00
Mitchell Richters
67b40ee1d5 - Convert angle in hud_drawsprite() to work on true degrees, and in the right direction. 2022-12-11 19:46:26 +01:00
Christoph Oelckers
bea6834f8e - code cleanup. 2022-12-11 19:45:38 +01:00
Christoph Oelckers
3874cf365c - use TEXMAN_ForceLookup where it was missing. 2022-12-11 19:45:38 +01:00