Christoph Oelckers
4ff2010bd1
- moved the entire screen job management to the script side.
...
This isn't hooked up yet and lots of code is commented out, the games won't start with this commit.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
d853b63a1a
- RR summary screen
2021-04-30 20:08:29 +02:00
Christoph Oelckers
c07fcbee08
- migrated level summary screen.
2021-04-30 20:08:24 +02:00
Christoph Oelckers
4636a52699
- MP summary screen ported.
2021-04-30 20:08:24 +02:00
Christoph Oelckers
7fbe153ae7
- more Duke screen porting.
2021-04-30 20:08:24 +02:00
Christoph Oelckers
b0163ff729
- made the end of E1 cutscene a bit more scripting friendly.
2021-04-30 20:08:24 +02:00
Christoph Oelckers
e75f0c17e4
- ported the TitleScreen class.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
1022564cab
- initial framework for scriptification of screen jobs.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
4a7430c8e4
- got rid of JobDesc.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
805b91b721
- put ScreenJobRunner declaration into header.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
71e5f9b70f
- changed screen job list to work without per-job completion callbacks.
...
They made things more complex than necessary and do not translate well to scripting.
2021-04-30 20:08:22 +02:00
Christoph Oelckers
fb5e2fe0c0
- use flags instead of bools.
2021-04-30 20:08:22 +02:00
Christoph Oelckers
af3eac8456
- simplified screen job setup where all elements can be skipped in one go.
2021-04-30 20:08:22 +02:00
Mitchell Richters
9bebd7fabf
- Remove max ammo fudging for when showing the magazine amount for Duke since it overrides ammo maximums set from CON.
2021-04-26 12:35:07 +10:00
Christoph Oelckers
dca964444b
- backend fixes from GZDoom.
2021-04-25 11:32:50 +02:00
Christoph Oelckers
3ad4a869c1
- handle the case that a deleted sprite has inserted its bogus sector reference into the clip list.
...
We got one report of Blood crashing on this.
2021-04-23 20:11:46 +02:00
Christoph Oelckers
bf23d6c3b0
- corrected level number for RR's summary screen.
2021-04-23 16:07:04 +02:00
Mitchell Richters
8e53489487
- Remove some leftover stuff from gamecontrol.h
.
2021-04-22 18:53:14 +10:00
Mitchell Richters
ab4c18a73a
- processMovement()
: Remove attenuation of hidInput->dyaw
that was missed when scaling was removed from backend in 44e4c5ff78
.
2021-04-22 08:58:17 +10:00
Christoph Oelckers
729928c576
- SW: fixed bad serialization of sector object pointers
2021-04-22 00:03:18 +02:00
Christoph Oelckers
a4f5a32680
- fixed issue with restoring SO sprite array.
...
This array has -1 for empty entries so it cannot be saved partially.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
c3e5cf322e
- SW: cleaned up the depth variable handling in SECT_USER which was endian dependent, including the savegame handler
2021-04-22 00:03:17 +02:00
Christoph Oelckers
c17ec5fa45
- cleanup of savegame framework
2021-04-22 00:03:17 +02:00
Christoph Oelckers
97d8aee2e8
- savegame code cleanup.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
b85da221d7
- SW: save tracks as JSON.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
bb8309831c
- SW: eliminated the int pointer in ANIM.
...
# Conflicts:
# source/games/sw/src/save.cpp
2021-04-22 00:03:16 +02:00
Christoph Oelckers
c49c5fcf1d
- SW: serialize SO interpolations as JSON.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
2d571586bd
- save sector objects as JSON
2021-04-22 00:03:16 +02:00
Christoph Oelckers
e9b1342ffd
- SW: save globals as JSON.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
66e5b9ada7
- SW: save SectUser as JSON, also store in a managed array.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
06b03f7301
- SW: save the player and related data as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
9bae2295cc
- better USER clearing.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
8fee2b3ed7
- save SW's User array as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
32955621f8
- removed all parental lock garbage from SW.
...
Better get rid of it as it's a major complication as implemented.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
bbb53bc717
- refactored the main User array into something that's automatically managed.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
cd45a1f035
- made more parts of USER serialization friendly.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
dcb393bc44
- started reorganizing SW's memory management.
...
Need to get rid of all those unmanaged allocations and present game data in an easily serializable form.
This adds a managed TPointer class that replicates the useful parts of std::unique_pointer but steers clear of its properties that often render it useless.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
588fa5ffe2
- fixed: FileSystem.CreatePathlessCopy must set the copy to not have a full path.
...
Otherwise it may evade special lookup rules for music and not be found
2021-04-20 20:00:47 +02:00
Christoph Oelckers
9e40e49c2c
- generalized the special key handling for skipping cutscenes.
2021-04-20 15:01:26 +02:00
Mitchell Richters
0c5729b0f6
- SW: Ensure all sprite angles are backed up in the ticker.
...
* Fixes #326 .
2021-04-20 21:33:42 +10:00
Mitchell Richters
321bfe86f8
- DSkippableScreenJob::OnEvent()
: Ensure previously ignored keys don't cause a screenjob to skip.
...
* Volume up/down on the keyboard when trying to listen to a cut-scene shouldn't skip it.
2021-04-20 20:07:20 +10:00
Christoph Oelckers
a919e526ec
- SW: the intro's sound may not be paused when the menu opens.
2021-04-19 21:39:44 +02:00
Christoph Oelckers
c8e466c995
- delete the "New savegame" node before starting work on the savegame.
...
This caused an off-by-one issue in the displayed list.
2021-04-19 12:48:06 +02:00
Mitchell Richters
1daa346fdd
- Exhumed: Make SB_CENTERVIEW
work properly when cl_syncinput 1
is set.
2021-04-19 20:24:11 +10:00
Mitchell Richters
4eaf05d95e
- Duke: Fix bad vehicle speed clamp change from e79c6bacd3
.
...
- Fixes #325 .
- 🤦
2021-04-19 19:33:13 +10:00
Mitchell Richters
3961fcc28a
- Exhumed: When returning to center after going up/down stairs etc (slope tilting), don't use the backend's aim/look up/down return to center code as it's slower.
2021-04-18 10:04:17 +10:00
Christoph Oelckers
eb912604d2
- RFS compatibility with GDX: The outermost path component can be left out.
2021-04-17 23:59:10 +02:00
Christoph Oelckers
27ca71a6ec
- allow specifying a .def file in GAMEINFO.
...
This will be loaded on top of the regular .def files and not replace them.
2021-04-17 23:52:45 +02:00
Christoph Oelckers
3906d5cfb0
- fixed: the fullscreen color blends did not set their command's screenFade member.
...
Since this remained 0, those blends lost their color.
2021-04-17 23:43:16 +02:00
Christoph Oelckers
cd58b1d055
- made the tile size getters a bit more robust.
...
They should not crash on invalid sprites.
2021-04-17 12:40:23 +02:00
Christoph Oelckers
d2c9b5979d
- gave key 7 a proper spawn record using the blue outline as image.
...
A proper definition here is needed to allow dropping this item.
The original code had a picnum of -1 here which caused crashes.
2021-04-17 12:05:37 +02:00
Christoph Oelckers
0cdb7a53ce
- more char removal - mostly weapon.cpp
2021-04-17 10:34:12 +02:00
Christoph Oelckers
9828b0228e
- made type of shade variables consistent.
...
Some were char, some signed char and the initializers needed type casts.
This wasn't serious but created a lot of casting noise.
2021-04-17 10:22:00 +02:00
Christoph Oelckers
ada28d8d04
- Blood: replaced 'unsigned char' with 'uint8_t' and 'signed char' with 'int8_t'.
...
Preparation for getting rid of all those excessively used plain chars which are a menace to code stability.
2021-04-17 10:14:03 +02:00
Christoph Oelckers
839547a9fc
- Blood: gave FXDATA meaningful member names
2021-04-17 10:12:40 +02:00
Christoph Oelckers
42b87362ee
- When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
...
This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes.
Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
2021-04-17 09:37:38 +02:00
Christoph Oelckers
962e313eb2
- fixed screen job fadeout.
2021-04-17 00:16:18 +02:00
Christoph Oelckers
091a9b7fef
- fixed Exhumed laptop cutscene.
2021-04-17 00:01:28 +02:00
Christoph Oelckers
2b9a527aba
- added a 'Start' method to DScreenJob.
...
Since the menu pauses the ticker this is needed to perform initial setup before the first frame.
2021-04-16 23:29:53 +02:00
Christoph Oelckers
49e07a47c6
- now that everything is fixed, the map in Exhumed can be initiated from the console.
2021-04-16 22:40:21 +02:00
Christoph Oelckers
584e4bfb4a
- explicitly check for opening the console when running a screen job.
2021-04-16 22:39:48 +02:00
Christoph Oelckers
3910146740
- skip the fade-in of the screen job if it starts while the game is paused.
...
While this works with the current code it simply does not look good.
2021-04-16 22:21:57 +02:00
Christoph Oelckers
03d517c509
- removed debug assert.
2021-04-16 22:16:21 +02:00
Christoph Oelckers
f28aa8f06c
- properly pause streaming soundtracks of movies as well.
...
This is not relevant for any of the stock movies as they use separate sound files, we need to be aware of mods using the streaming sound capabilities of MVE and SMK.
2021-04-16 22:14:11 +02:00
Christoph Oelckers
1852c0b802
- properly pause the screen job player if the menu is open.
...
Still needs a bit of work for movies with embedded streaming sound.
2021-04-16 22:03:01 +02:00
Christoph Oelckers
2942e011bf
- cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer.
2021-04-16 21:27:54 +02:00
Christoph Oelckers
e580407d7d
- the remaining Exhumed screens.
...
These are not tested yet, a bit more work is needed to allow this.
2021-04-16 20:48:40 +02:00
Christoph Oelckers
a43259c40c
- Exhumed's map.
2021-04-16 20:10:46 +02:00
Christoph Oelckers
fed15a79e4
- Exhumed's intro screens.
2021-04-16 20:08:20 +02:00
Christoph Oelckers
4950b556c9
- handled SW's screens.
2021-04-16 18:43:59 +02:00
Christoph Oelckers
9dff494e6c
- handle all of RR's screens.
2021-04-16 17:38:05 +02:00
Christoph Oelckers
f4b089b776
- fixed bad sound checkin Duke's intermission.
2021-04-16 17:37:08 +02:00
Christoph Oelckers
7895d67b18
- ported the Duke intermission screen.
...
This also got its timing code thoroughly cleaned up.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
a78af92959
- migrated the Duke end of episode animations.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
2a2c85c082
- migrated Duke's intro images and the first episode's ending animation.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
6ed1d5e678
- DBlackScreen and DImageScreen migrated to event-based handling.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
aad6158288
- cleanup of movie player code, migration to event interface.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
dbd3e1de44
- Screen Job refactoring WIP.
...
Framework to let them handle proper input events.
Not used yet.
2021-04-16 17:24:58 +02:00
Mitchell Richters
be4fbbf9ec
- Exhumed: Hide player panning code behind cl_slopetilting
.
...
* Fixes #303 . again.
2021-04-16 23:37:05 +10:00
Christoph Oelckers
6cb84dc554
- split out the movie player into its own file.
2021-04-15 23:55:29 +02:00
Christoph Oelckers
9c5f3f3673
- Exhumed: Skip the map when changing levels from the console.
...
The current screen job implementation does not coexist well with UI elements.
More like a hotfix, the screen job framework needs to be redone for properly handling input.
2021-04-15 23:04:14 +02:00
Christoph Oelckers
96d78ab9e6
- made DukeActor::s a pointer.
...
As a reference we would never be able to export this to scripting
2021-04-15 19:21:43 +02:00
Christoph Oelckers
61a6321cd6
- Exhumed: Change map command to start the level directly without going through the scrolling map.
2021-04-15 18:55:54 +02:00
Mitchell Richters
e79c6bacd3
- Duke: Clamp RRRA vehicle input in processVehicleInput()
.
2021-04-15 18:59:07 +10:00
Mitchell Richters
aeb16e390c
- Duke: Add resurrected
flag to handle resurrection via cheating or when pissing in RR.
2021-04-15 18:00:58 +10:00
Christoph Oelckers
f6c4c19b02
- added a filter to the directory loader to remove EDuke32's texture cache files.
...
These cause problems with the texture manager.
2021-04-14 22:12:15 +02:00
Christoph Oelckers
bc007d75de
- make map art work.
2021-04-14 14:16:09 +02:00
Christoph Oelckers
b5dbc3cf29
- allow specifying startup .con files via GAMEINFO.
2021-04-13 18:08:55 +02:00
Christoph Oelckers
4fe3c50c7c
- used the newly added game ID as reference for GAMEINFO to autoselect which game to start a mod with.
...
While in GZDoom this uses the IWAD name, the same approach is a lot more problematic here because of name duplications with far more incompatible content.
So this allows targeting a group of base games instead of one specific version.
2021-04-13 18:08:55 +02:00
Christoph Oelckers
6ad3ac8ef9
- added GameID field to GrpInfo.
...
This is for allowing new features easier referencing of the various records.
2021-04-13 18:08:55 +02:00
Christoph Oelckers
230312e7f3
- re-fixed Blood skill selection.
2021-04-13 18:08:55 +02:00
Mitchell Richters
7b57df3c8f
- Exhumed: Redo player panning code.
...
* Initial implementation from d32dcd5f8e
was not working properly and already had some workarounds for when the player was underwater, etc.
* Re-read implementation in GDX and rebased off of it.
* Fixes #303 .
2021-04-13 21:56:01 +10:00
Christoph Oelckers
eaebcfcd7d
- Exhumed: hotfix for moving on sloped floors
2021-04-13 00:31:50 +02:00
Christoph Oelckers
88fb2185fa
- Blood: default skill is 2, not 3.
2021-04-13 00:31:49 +02:00
Christoph Oelckers
92cdec077d
- fixed some bogus range checks in automap code.
2021-04-12 20:54:12 +02:00
Christoph Oelckers
1e40e93da4
- fixed the vertical offsets of the World Tour skies.
...
They were rendered too low.
2021-04-12 19:47:16 +02:00
Christoph Oelckers
aed7e8166e
- fixed setup of startup title.
2021-04-12 19:39:42 +02:00
Christoph Oelckers
efe76a6647
- Blood: fixed crash with badly defined drop objects.
...
Got -1 for picnum there, this was causing crashes.
2021-04-12 16:32:42 +02:00
Christoph Oelckers
a15ac43722
- enable embedding of blood.rff and sounds.rff in mod archives when playing Blood
...
Some mods provide pregenerated resources, this allows loading them without picking them apart first.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
f87e40131f
- Blood: add a dummy sound entry at index 0.
...
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play.
This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
2021-04-12 00:31:36 +02:00