Commit graph

19750 commits

Author SHA1 Message Date
Christoph Oelckers
51ad64f71e - initialize all special tiles to their intended type before starting the game.
This ensures that we have an immutable mapping of tile number to texture ID now.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
faeb19a485 - do the handling of 90° rotated wall textures in the renderer instead of duplicating the texture.
Aside from less resource use this also works with hires replacement - which the old code was incapable of.
2022-12-11 19:43:58 +01:00
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
ba3e8a9842 - Change most input constants to be doubles, and not DAngle objects.
* These are base scales that when divided by the game's ticrate, become degrees of angle. Too confusing...
* 3x genuine degree values remain.
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
74368381a9 - did a bit of actor class consolidation by using explicit sprite assignments through 'spawnclasses'. 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