Christoph Oelckers
af54cf3a3c
- made SW's sector portals operational.
...
Unlike the other games these are so poorly defined that the engine has to rely on the original fudging to pick the proper portal to link to. As a result they are just as limited as they always were.
In addition all the portal search code had to be reinstated.
2021-03-25 16:45:40 +01:00
Christoph Oelckers
168b0385cf
- moved shadeToLight out of build.h.
2021-03-25 09:13:59 +01:00
Mitchell Richters
957f7e9487
- Accept binangle, fixedhoriz and lookangle classes in SetupViewpoint()
vs. Q16.16 variables.
...
* Allows for more precision than Q16.16.
* Used as opportunity for `rollang` to be set using the `asdeg()` method, not `asbuildf()`.
2021-03-25 19:06:01 +11:00
Christoph Oelckers
463dbc4c4f
- fixed issue with empty voxel slots.
2021-03-25 08:37:44 +01:00
Christoph Oelckers
13bbf0a4f9
- sector portals in RRRA are working.
2021-03-24 23:55:10 +01:00
Christoph Oelckers
dbbdfaa4ba
- sector portals in Blood are working.
2021-03-24 23:11:06 +01:00
Christoph Oelckers
368b2319f2
- replaced 'static FORCE_INLINE' globally with 'inline'.
...
I have no idea what kind of compiler needs such a construct, it's totally not how C++ should be written.
2021-03-24 21:43:36 +01:00
Christoph Oelckers
b7e8815133
- some further lightening of compat.h.
2021-03-24 21:13:36 +01:00
Christoph Oelckers
8993095bc0
- got rid of pow2char
2021-03-24 20:37:20 +01:00
Christoph Oelckers
d8627a2b3f
- removed all remains of projection math weirdness from the automap code in the games plus a bit more cleanup of the engine code.
2021-03-24 20:28:58 +01:00
Christoph Oelckers
022edd2dc2
- cleaned engine.cpp off all code exclusive to the Polymost renderer.
2021-03-24 19:45:42 +01:00
Christoph Oelckers
e47b4507e4
- serialize the sector portal offset table.
...
Due to where this happens, the init code for these portals cannot be run when loading a savegame so it has to be saved.
2021-03-24 18:42:00 +01:00
Christoph Oelckers
1297e4ed02
- SW's line to sprite portals are working now.
...
Also fixed a clipper issue with Blood's line to line portals.
2021-03-24 10:33:50 +01:00
Christoph Oelckers
9903b39cf5
- make Blood's line to line portal operational.
...
Note that these portals cannot be rotated, so to preserve bad setups this limitation needs to be replicated.
If we want proper line to line portals for all games they need to be made a different portal type.
2021-03-24 09:04:48 +01:00
Christoph Oelckers
829be9b56b
- use value parameters for arguments in binaryangle.h.
2021-03-24 09:02:07 +01:00
Christoph Oelckers
087da46522
- finally got mirrors working.
2021-03-23 21:23:49 +01:00
Christoph Oelckers
c681fa6699
- use Build math for mirror transitions.
2021-03-23 20:30:19 +01:00
Christoph Oelckers
46e0b16370
- fixed ordering issues in drawer
...
* do not check the clipper in the collection pass to reduce number of bunches. Clipping here brings no performance gain.
* fixed the loop reset in FindClosestBunch to actually process the array's first element.
2021-03-23 19:20:06 +01:00
Christoph Oelckers
0c7f05a416
- let the clipper work exclusively on Build coordinates.
2021-03-22 23:40:25 +01:00
Christoph Oelckers
096ce5e025
- initial sky fixes.
2021-03-22 16:02:52 +01:00
Christoph Oelckers
a12f277846
- fixed uninitialized clear color variable.
2021-03-22 12:07:51 +01:00
Christoph Oelckers
e884a418f8
- portal WIP
2021-03-22 12:07:29 +01:00
Christoph Oelckers
cecfbb76e8
- fixed uninitialized clear color variable.
2021-03-22 12:07:15 +01:00
Christoph Oelckers
63f057d93f
- portal and sky WIP.
2021-03-21 22:48:01 +01:00
Christoph Oelckers
75159e06c0
- uncommented the portal code in hw_walls.cpp.
2021-03-21 19:36:55 +01:00
Christoph Oelckers
9fe462d358
- adapted GZDoom's portal framework.
...
Not tested yet and somewhat stripped down, as the portals this needs to support are a lot less complex - plus some of the issues in Doom do not apply here.
2021-03-21 18:41:23 +01:00
Christoph Oelckers
98e4a3035d
- updated the earcut.hpp triangulator.
...
The old one wasn't triangulating the bathroom sector in DUKEDC2 properly, the bug got fixed upstream in the mean time.
2021-03-21 17:18:15 +01:00
Christoph Oelckers
09a9e14feb
- set up engine portals for SW.
...
Also moving more code to _polymost.cpp which is only needed for ad-hoc lookup of portals with a client side implementation of a two-layer renderer.
2021-03-21 17:04:06 +01:00
Christoph Oelckers
a36377111c
- engine-side portal setup for Blood and RRRA.
2021-03-21 14:48:35 +01:00
Christoph Oelckers
b91441f849
- same render interface rework for Shadow Warrior.
2021-03-21 12:22:50 +01:00
Christoph Oelckers
757d7be18b
- updated the earcut.hpp triangulator.
...
The old one wasn't triangulating the bathroom sector in DUKEDC2 properly, the bug got fixed upstream in the mean time.
2021-03-21 11:54:39 +01:00
Christoph Oelckers
ecd6e68d69
- made render call adjustments to Exhumed.
...
This one was easy - no special cases at all. :)
2021-03-21 11:48:18 +01:00
Christoph Oelckers
6f7e7459ea
- did some cleanup on Duke's render code to prepare for the new way of handling portals.
...
Like for Blood, the Polymost-only code has been moved aside.
Closer examination of the preparations the engine is doing for rendering SE40/150-portals shows that all this was merely done to avoid glitches with a two-phase rendering setup - nothing of this will be needed for doing it properly.
They can just be treated as run-of-the-mill stacked sectors. when using hardware rendering capabilities for clipping.
2021-03-21 10:58:11 +01:00
Christoph Oelckers
9f36ef69e6
- fixed variable name clash caused by viewUpdateShake's global variables.
...
removed the redundant call in the Ticker, because all its results are discarded.
Use arguments instead of global variables to pass data around.
2021-03-21 08:58:38 +01:00
Christoph Oelckers
d42ce0ee7e
- WIP
2021-03-20 23:01:16 +01:00
Christoph Oelckers
4109a256ac
- Blood: cleanup of render code.
...
Renaming of disassembly variables and moving of disabled Crystal Ball renderer to a separate function.
2021-03-20 19:20:42 +01:00
Christoph Oelckers
f30a568858
- moved wallfront function into polymost.cpp.
...
This was one of the few functions left in engine.cpp that accesses the global scene state.
2021-03-20 19:10:46 +01:00
Christoph Oelckers
91957e40f1
- moved some original Raze code out if the Build folder.
2021-03-20 17:08:55 +01:00
Christoph Oelckers
fedfc2cfa4
- removed global variables that were only being used by the automap drawer plus a few other obsolete things.
2021-03-20 16:46:06 +01:00
Christoph Oelckers
30f4e2b29d
- replaced the engine automap drawer with one leveraging the newly added sector geometry data.
...
This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00
Christoph Oelckers
88706e8e13
- added a cache for the sector geometry.
...
Now it only needs recreation if the sector changes.
2021-03-19 23:18:09 +01:00
Christoph Oelckers
5a0c8da6bf
- Duke: fixed some incorrect assignments in CON parser
2021-03-19 23:18:09 +01:00
Christoph Oelckers
3df5c440f9
- added some helpers to make it easier to determine if a sector's geometry has been altered.
...
Walls had no sector reference so this was added for marking the sector as altered when a vertex gets dragged around.
2021-03-19 23:18:09 +01:00
Mitchell Richters
895b875453
- Invert rollang
in hw_entrypoint.cpp:SetupView().
2021-03-20 08:35:17 +11:00
Christoph Oelckers
93bb774573
- flat alignment.
...
This still gets redone each frame for each sector and needs to be buffered
2021-03-19 19:53:55 +01:00
Christoph Oelckers
a5b3a1dd3e
- removed some unused things from engine.cpp.
2021-03-19 15:12:54 +01:00
Christoph Oelckers
76682c72e3
- removed krecipasm.
...
Analyzing the results, this is not needed as its precision is virtually the same as floating point math, so its one use got replaced.
2021-03-19 14:23:41 +01:00
Christoph Oelckers
dd15fc54c1
- top texture means RENDERWALL_TOP, not that it matters much at the moment...
2021-03-19 12:02:20 +01:00
Christoph Oelckers
ff8ca99e2b
- fixed y alignment of bottom textures.
...
Despite other settings, they will always take the panning info from their backside.
2021-03-19 11:51:38 +01:00
Christoph Oelckers
f8de712b81
- fixed horizontal panning for bottom textures.
2021-03-19 11:22:24 +01:00
Christoph Oelckers
385cc8cbbd
- NPOT texture alignment fixes.
...
The checks in CheckTexturePosition were not correct and caused unwanted texture shifting.
Also inlined GetYPanning into DoTexture because the pow2size value is needed there and the rest is a simple one-liner to scale the panning.
2021-03-19 10:29:38 +01:00
Christoph Oelckers
9406e6d2ad
- fixed the biggest issues with flat rendering
2021-03-18 23:22:51 +01:00
Christoph Oelckers
7dd5b508c8
- flat rendering WIP.
...
Still buggy triangulation and no texture alignment, but it renders something.
2021-03-18 21:50:02 +01:00
Christoph Oelckers
0579368626
- removed render.cpp, now that everything is in its proper place.
2021-03-18 17:24:58 +01:00
Christoph Oelckers
547ed4e415
- route everything through the full backend, now completely bypassing the intermediate GLInstance layer.
2021-03-18 17:18:03 +01:00
Christoph Oelckers
4cf2493cfd
set up the entry point for the renderer.
2021-03-18 14:49:36 +01:00
Christoph Oelckers
c4b3523f05
- moving utilities to more appropriate places.
2021-03-18 12:49:33 +01:00
Christoph Oelckers
6068427270
- port the bunch drawer to the backend's core.
2021-03-18 12:32:31 +01:00
Christoph Oelckers
af6c6c8ef0
- added the DrawInfo class.
2021-03-18 10:23:53 +01:00
Christoph Oelckers
e9dd1c104b
- started adding the draw list code from GZDoom.
2021-03-18 10:19:13 +01:00
Christoph Oelckers
0f28069f96
- fixed NPOT shader parameters. RR E1L1's hedges render properly now.
...
- fixed a few places where wall[0] was accessed.
2021-03-18 09:20:38 +01:00
Christoph Oelckers
2d958745b4
- fixed: Polymost must set the viewpoint if renderers are switched.
...
- fixed coordinate order in renderSetViewpoint
- fixed backwall checks accidentally testing wall 0 instead of the current wall.
2021-03-18 00:28:38 +01:00
Christoph Oelckers
493294909b
- fixed texture alignment
...
Most cases should be correct now.
2021-03-17 23:29:13 +01:00
Christoph Oelckers
47dce8de8c
- partially fixed y-panning and removed the aspect factor.
...
y-panning is still not correct for all cases but better than before. The aspect factor is not needed, it looks like an artifact of both the software renderer and Polymost.
We get the same dimensions with proper matrices by setting this to 1.
2021-03-17 20:02:50 +01:00
Christoph Oelckers
65097c4098
- set proper visibility factor and viewport.
2021-03-17 19:07:00 +01:00
Christoph Oelckers
b492cbcebb
- ported my old Build-style renderer for Doom from 2008 and the wall renderer from GZDoom to work with Build data.
...
It renders walls, but y-panning is still broken.
2021-03-17 16:54:36 +01:00
Christoph Oelckers
9ebd8fd4a5
- put all of Polymost in a namespace.
...
So that its static variables are properly separated from the rest.
2021-03-17 15:55:25 +01:00
Christoph Oelckers
c6f83fa8bd
- added GZDoom's clipper.
2021-03-15 19:11:18 +01:00
Christoph Oelckers
a484e39e05
- removed integer square root code.
...
On modern systems using the sqrt function with a cast to int has no relevant performance disadvantage anymore so there's no need for all of this.
2021-03-15 19:02:08 +01:00
Christoph Oelckers
7c68261fbf
- redirect Exhumed's shareware exit to the main menu.
2021-03-15 18:58:28 +01:00
Christoph Oelckers
ac82838859
- removed unused 'wallvisible' function.
2021-03-15 18:58:14 +01:00
Christoph Oelckers
8aa59f2385
- use clamp instead of bit masking to handle out of range interpolation factors for models.
2021-03-15 11:35:39 +01:00
Christoph Oelckers
60979ee478
- fixed: G_BuildTiccmd needs to clear the command struct.
...
This could otherwise pick up some stray data from earlier calls and create bogus input.
Fixes #97
2021-03-15 10:11:49 +01:00
Christoph Oelckers
834da8b83b
- Exhumed: refresh the status bar after loading a saved game.
...
It is actually not necessary to save the state - but the RefreshStatus function must be called to update all current values.
Fixes #282
2021-03-14 12:57:23 +01:00
Christoph Oelckers
90cb82d244
- disable the player specific volume modifiers if replay gain is enabled.
...
These two functions would get into the way of each other otherwise.
2021-03-14 09:05:28 +01:00
Christoph Oelckers
aa789c7605
- adapt to changed value range of module master volume in ZMusic.
...
The default was far too quiet and had to be increased to let the player have comparable output to the rest of the music system.
2021-03-14 08:51:59 +01:00
Christoph Oelckers
8ae5d0b30e
- backend update from GZDoom.
2021-03-13 01:21:38 +01:00
Christoph Oelckers
f4b27bbd27
- sort the game selection list by definition order in grpinfo.txt.
...
This is to have consistent ordering, independent of where the files are found.
Game order is: Duke, Blood, Shadow Warrior, Redneck Rampage, Nam, WW2GI, Exhumed, all the official mission packs are grouped below the game they belong to.
2021-03-12 23:45:03 +01:00
Christoph Oelckers
25bf0854cf
- allow game specific music names for all games supporting an Ogg-format CD audio soundtrack.
...
New names are:
REDNECKxx.ogg for Redneck Rampage
REDNECKRIDESxx.ogg for RR Rides Again.
SHADOWxx.ogg for Shadow Warrior.
The motivation here is to allow copying all this music to a single folder or .zip file and reference it from all games.
2021-03-12 23:15:34 +01:00
Christoph Oelckers
d7f720664a
- Exhumed: fixed uninitialized variables in Queen boss when reloading a savegame.
2021-03-09 22:18:43 +01:00
Christoph Oelckers
df742d25db
- Exhumed: Replace asserts for range checks with if's.
...
Asserts are mere debugging aids, the code was still trashing valid date in release builds.
2021-03-09 20:02:08 +01:00
Christoph Oelckers
e375c799ce
- CommonLoon102's weapon fixes from NBlood:
...
Fix bug when switching to another weapon from the spray while firing with primary fire won't switch to the new weapon. And telling Caleb not to put away his lighter if the spray is being switched to TNT.
Do not put away lighter after TNT is thrown if while throwing the weapon was switched already to spray.
Do not put away lighter if TNT was selected while throwing a spray can.
Fix next/prev weapon
2021-03-09 09:31:04 +01:00
Christoph Oelckers
ee5950e7ad
- backend update from GZDoom.
2021-03-07 13:21:15 +01:00
Christoph Oelckers
ad8654ed06
- fixed maphack loader.
...
The duplicate 'currentSprite' variable prevented it from doing anything.
Also cleaned up the interface a bit to avoid using a global variable for parameter passing.
Fixes #279
2021-03-07 09:39:16 +01:00
Christoph Oelckers
9104fba3ec
- moved colormap constants to backend.
2021-03-06 23:06:26 +01:00
Christoph Oelckers
5b85105762
- re-added the fix for the inverted card reader in Twin Dragon's Map 10.
...
This accidentally got lost when the one-sided key fix was generalized.
2021-03-06 12:20:03 +01:00
Christoph Oelckers
57a6bfcdcd
- Blood: fixed typo in map loader that overwrote the floor y panning offset with its fractional part.
2021-03-03 13:26:58 +01:00
Christoph Oelckers
cb14e3023e
- fixed "roll" in maphack parser
2021-03-02 21:47:43 +01:00
Christoph Oelckers
bbd5c0ac8b
- transitioned voxel rendering to use the backend's implementation.
2021-03-02 17:10:34 +01:00
sinisterseed
8d5682fa97
- version bump.
...
We're past 0.8 for some time now, and slowly approaching 1.0 :) .
2021-03-02 17:53:25 +02:00
Christoph Oelckers
4b59acd251
- Blood: Check the sound's internal loop flag when playing a sound.
...
Fixes #275
2021-03-02 11:59:20 +01:00
Mitchell Richters
e0f1a83f40
Revert "- SW: Alt implementation for preparing a nuke."
...
This reverts commit 4fcec5f6d3
.
Functionality wasn't working properly, most players will never use it and care only for 100% originality. Was a nice idea, though.
# Conflicts:
# source/core/gamecvars.cpp
# source/games/sw/src/panel.cpp
2021-03-02 20:02:20 +11:00
Christoph Oelckers
b9050b1a35
- Blood: properly clip the gauge for throwing dynamite force instead of stretching it.
2021-03-02 03:31:10 +01:00
Christoph Oelckers
a7dc86583f
- Blood: commented out cultist code that should not be entered due to the 'isrunning' bug.
2021-03-02 03:04:14 +01:00
Christoph Oelckers
34bda2c962
- address excessive view swaying in Blood.
...
It is totally unclear what happened here in the original code, but the info apparently never reached the place where it's being checked. BloodGDX just ignores it so we do now, too.
2021-03-01 19:28:47 +01:00
Christoph Oelckers
2f2d0443f2
- fixed size setup for most menus.
...
All of Raze's menus scale to 320x200 and to get proper mouse coordinates the definitions must reflect that as well.
Fixes #271
2021-03-01 13:08:10 +01:00
Christoph Oelckers
80404558f6
- RR: Fixed the drink and eat meters on the status bar.
...
Turned out that the status bar's DrawGraphic cannot handle it with its coordinate hackery, this needs a separate, cleaner interface function that does not mess around with the pivot which needs to be passed unaltered to the backend to properly rotate around it
2021-02-28 22:34:52 +01:00
Christoph Oelckers
fa8ca81460
- SW: added persistent copy of oz.
...
The door movement code uses oz for its position checks so we need a persistent version of it that survives uncontrolled changes from the engine side.
2021-02-28 12:35:34 +01:00
Christoph Oelckers
d31fe01b6d
- skill stuff for Exhumed.
...
Just for fun. ;)
2021-02-27 14:08:08 +01:00
Christoph Oelckers
ce87e18f90
- block Escape to toggle the console while AppActive is false.
...
This is for testing #174 - this is the only place in the code where the escape key is explicitly checked.
2021-02-27 13:47:30 +01:00
Christoph Oelckers
d28d5a5e1f
- use real fog, even in palette emulation mode.
...
Using the palette to apply fog is just far too broken and cannot be kept in check with all the hacks the Build engine allows.
This only works if all elements on screen use the identity translation lookup which is basically never the case.
Real fog, on the other hand, can easily be applied to everything.
2021-02-27 13:30:52 +01:00
Christoph Oelckers
1e8ebf2306
- removed unused variables in Exhumed's status bar code.
2021-02-27 12:37:25 +01:00
Christoph Oelckers
d0cf9d65e7
- use 2D size in 2D code, not the engine's screen dimensions.
2021-02-27 12:33:47 +01:00
Christoph Oelckers
2094b6420f
- use local screen size variables in automap code.
2021-02-27 12:30:20 +01:00
Christoph Oelckers
783328c5fa
- removed some unused declarations.
2021-02-27 12:29:07 +01:00
Christoph Oelckers
e470c59263
- Exhumed: Set opos for all dynamically spawned sprites.
...
Fixes #253
Let's hope this covers everything, the code is a bit scattered...
2021-02-27 00:16:03 +01:00
Christoph Oelckers
ba5ede65b8
- backend update from GZDoom.
2021-02-26 19:06:10 +01:00
Christoph Oelckers
b15810e173
- SW: fixed crash with credits screen and CD tracks missing.
2021-02-26 18:58:13 +01:00
Christoph Oelckers
4c915180da
- fixed stale pointer access in Unix version of D_AddFile.
...
Pointer was assigned a buffer of a local variable that went out of scope before checking its content.
Fixes #268 (hopefully)
2021-02-26 13:28:02 +01:00
Christoph Oelckers
a46792e519
- fixed SE21 handler.
...
This one is most prominently noticeable in WW2GI's first map where blowing up a crack has no effect.
This must have happened when removing all those dangerous pointer to long casts that were so popular back in the bad old days.
Fixes #266
2021-02-26 13:14:44 +01:00
Christoph Oelckers
99f1f0952a
- little bit of engine cleanup.
2021-02-25 12:16:21 +01:00
Mitchell Richters
4589f6f26d
Merge remote-tracking branch 'public/chasecam_unification'
2021-02-25 20:33:36 +11:00
Rachael Alexanderson
4c0591a25b
- port over -noautoexec
that I did from GZDoom
2021-02-21 11:12:19 -05:00
Mitchell Richters
1d48ac537a
- Exhumed: Replace original chasecam code with calcChaseCamPos()
within game.
2021-02-18 22:14:39 +11:00
Mitchell Richters
cff97c9cf3
- calcChaseCamPos(): Restore original algorithms for new position via GameInterface struct.
...
* Averaging out the values was a net negative for all games. Each games' original value is tuned to the specific games.
2021-02-18 21:47:39 +11:00
Mitchell Richters
ba57429ac6
- Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
...
* Based off SW's implementation.
2021-02-18 21:47:37 +11:00
Mitchell Richters
2abda0e27d
- All Games: Migrate each game's clock counter to backend solution.
2021-02-18 21:47:33 +11:00
Christoph Oelckers
c96e04e6c9
- backend update from GZDoom.
2021-02-12 14:44:54 +01:00
Christoph Oelckers
5b6aa372ea
- fixed autoaim check and adjusted presentation in the menu to be correct for all games.
...
Fixes #264
2021-02-06 10:56:11 +01:00
Christoph Oelckers
ba22df2a2a
- removed unused I_GetBuildTimeFrac function.
2021-02-03 12:18:58 +01:00
Christoph Oelckers
8e0c50c22c
- fixed: F2DDrawer::AddPoly was missing a texture validation check.
...
This caused problems when the automap wanted to render portal planes, which normally use an invalid texture as marker.
Fixes #263
2021-02-02 23:13:40 +01:00
Christoph Oelckers
cf672b508f
- removed unused 'updatesectorexclude' function.
2021-02-02 23:13:40 +01:00
Mitchell Richters
b1290448c5
- Duke: Slightly tune texty
in FullscreenHUD1()
to line it up perfectly.
2021-02-01 18:42:41 +11:00
Christoph Oelckers
8ffda1c9d1
- Duke: Calculate the true font height of the numbers for alignment in the Statusbar.
...
The original tiles are all 15 pixels tall, but depending on the games can vary in their true height, so use CheckRealHeight on them to get their true dimensions.
Fixes #250
2021-02-01 00:09:22 +01:00
Christoph Oelckers
30e8111979
- fix inventory selector positioning in WW2GI.
...
This must have abused some quirk of the original code to be this far off...
2021-01-30 23:51:50 +01:00
Christoph Oelckers
40593b866f
- WW2GI: fixed event numbering.
...
There is a typo in the CON files that assigns EVENT_AIMUP and EVENT_AIMDOWN the same number. The source did not replicate this which caused several events to call the wrong handler.
Fixes #252
2021-01-30 23:42:44 +01:00
Christoph Oelckers
a0be30facb
Revert "- Exhumed: Tune x offset alignment in DrawStatusAnims()
following changes in 220283d1ec3cba03f455bd96bcf130df777b5635."
...
This reverts commit c08583ebc1
.
This does not work as intended.
Fixes #261
# Conflicts:
# source/games/exhumed/src/status.cpp
2021-01-30 10:55:58 +01:00
sinisterseed
19e7419896
- Exhumed: Fixed key offsets.
...
An int can't store a float, effectively truncating to 0 and not holding the 0.5. Thanks MJ :) .
Partially addresses #262 - The Torch icon bouncing in the HUD still remains.
2021-01-30 11:50:33 +02:00
Mitchell Richters
f11501883d
- Exhumed: Make 3rd person camera properly interpolated.
2021-01-30 11:23:38 +11:00
Mitchell Richters
e66960d9fc
- Exhumed: Ensure ox/oy/oz sprite positions are set when warping to coordinates.
2021-01-30 11:22:46 +11:00
Christoph Oelckers
e7ab4cd176
- backend update from GZDoom.
2021-01-29 13:20:00 +01:00
Christoph Oelckers
7b72fccfa2
- fixed hires replacement code not to destroy the intended translation in case there is no replacement.
2021-01-29 13:08:26 +01:00
Mitchell Richters
c08583ebc1
- Exhumed: Tune x offset alignment in DrawStatusAnims()
following changes in 220283d1ec
.
2021-01-29 22:11:03 +11:00
Christoph Oelckers
52ba0461bc
- fixed hires lookup for tiles using special palettes.
...
In these cases the palette needs to be ignored and the base version picked. The proper handling for this case was undefined, working in some cases and not in others.
Fixes #247
2021-01-29 11:48:32 +01:00
Mitchell Richters
ff0be3079e
- m_fixed.h: Fix incorrect return type for MulScaleF()
originating from 8cf2588bad
.
2021-01-29 21:19:15 +11:00
Mitchell Richters
c267c214c2
- Duke: Repair jumping zvel issue originating from 5e45f988e3
for Duke and 1c5c90d00f
for RR.
...
* Thanks for backtracing, Graf :)
* Fixes #259 .
2021-01-29 20:00:15 +11:00
Christoph Oelckers
26c5d5aa32
- SW: fixed issue with autoselecting single episode entries with non-empty subtitles.
...
This case needs different offsets.
2021-01-27 23:53:26 +01:00
Christoph Oelckers
3163e4a799
- check for invalid tiles being passed to the 2D renderer.
...
Since mods can actually replace valid tiles with invalid ones, the low level render code needs to check this case.
2021-01-27 23:52:40 +01:00
Christoph Oelckers
8cf3e50ade
- removed bad 'pos' setup in PreDrawStackedWater
...
This was a) supposed to set 'opos' not 'pos' and is b) redundant because here both Users point to the same sprite.
Fixes #261
2021-01-25 18:07:49 +01:00
Christoph Oelckers
981a2c7e5c
- Exhumed: restored old static switch array.
...
There's side effects in here that broke the door logic and made doors automatically open sometimes.
2021-01-24 14:49:51 +01:00
Christoph Oelckers
1ab11a02e2
- RR: fixed player input for diving.
...
Fixes #260
2021-01-24 08:59:08 +01:00
Christoph Oelckers
7f75b2274f
- code updates from PCExhumed.
2021-01-19 09:44:16 +01:00
Rachael Alexanderson
47f0370512
- add some 21:9 presets
2021-01-18 06:25:04 -05:00
Rachael Alexanderson
3f30d91323
- 21:9 improvements
...
- vid_aspect is now set to change to 21:9's ACTUAL aspect - 64:27
- screen elements now scale to 64:27 properly. to restore classic behavior, set cvar `vid_allowtrueultrawide` to false
2021-01-17 11:45:12 -05:00
Christoph Oelckers
042795612e
- Exhumed: Refined sector movement code so that pickups get always moved even when not touching the floor.
...
... because it seems to be inevitable that games have to exploit some implementation shortcomings...
2021-01-16 23:42:34 +01:00
Christoph Oelckers
c342594691
- Exhumed: fixed wall scrollers.
2021-01-14 23:55:45 +01:00
Christoph Oelckers
91f8df48c6
- Exhumed: changed MoveSectorSprites so it only moves sprites that actually stand on the sector's floor.
...
Since this had no check for z it even moved things floating above a lift or players hanging over a dropoff with the lift below.
2021-01-12 20:57:28 +01:00
Christoph Oelckers
fc11f537f7
- project cleanup
...
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00
Christoph Oelckers
a74419f5e7
- Exhumed: removed opos entirely.
2021-01-10 18:30:56 +01:00
Christoph Oelckers
b0e5e9fc72
- Exhumed: fixed camera position interpolation.
...
This was still using old the old game-specific method.
Moving up a lift now interpolates properly, but there's still an unrelated issue when moving down.
2021-01-10 18:15:28 +01:00
Christoph Oelckers
e2f546862b
- Exhumed: fixed scrolling floor/ceilings.
2021-01-10 17:13:48 +01:00
Mitchell Richters
41ad44bf40
- Blood: Avoid integer truncation when updating player's sprite angle with actual angle of player.
...
* Fixes #256 .
2021-01-10 18:17:29 +11:00
Christoph Oelckers
98ee5178aa
- Exhumed: interpolate lifts/platforms
...
Unfortunately this reveals a rather ugly problem with player movement on such a platform that still needs examination.
2021-01-05 22:32:34 +01:00
Mitchell Richters
afdfcba9c3
- SW: Leverage new spritetype
methods within SW.
...
* We now also interpolate the player's sprite angle in the automap code so that `cl_syncinput 1` is smooth, just like e8c20f502b
.
2021-01-06 06:22:37 +11:00
Mitchell Richters
1a86e74c40
- Blood: Leverage new spritetype
methods within Blood.
2021-01-06 06:22:35 +11:00
Mitchell Richters
6721a6aa05
- Exhumed: Leverage new spritetype
methods within Exhumed.
2021-01-06 06:22:33 +11:00
Mitchell Richters
18fbc8996b
- Duke: Remove a few redundant sprite backups and change some backups to what's actually needed.
2021-01-06 06:22:31 +11:00
Mitchell Richters
97159c20c1
- Duke: Leverage new spritetype
methods within Duke, removing bposx
/bposy
/bposz
from hittype.
2021-01-06 06:22:29 +11:00
Mitchell Richters
07a43c572e
- Build: Extend spritetype
struct with interpolation variables and numerous methods to do with pos, angle and interpolation of such.
2021-01-06 06:22:27 +11:00
Mitchell Richters
ede15c3af2
- Exhumed: Remove unrequired !bUnderwater
check.
2021-01-05 17:13:22 +11:00
Mitchell Richters
7fcf1c94a1
- Exhumed: Minor fixes to panning code.
...
* Stop panning if underwater.
* Remove overload from PlayerHorizon from d32dcd5f8e
that was causing problems for other games.
* Remove static bool `plrFalling` also from d32dcd5f8e
and add `bIsFalling` to `Player` struct, hooking up with save code as well.
2021-01-05 17:07:56 +11:00
Mitchell Richters
726c51bf63
- Exhumed: Update inita
in UpdatePlayerSpriteAngle()
, allowing the removal of forced synchronised input while using the chase cam.
2021-01-05 11:01:47 +11:00
Mitchell Richters
d32dcd5f8e
- Exhumed: Fix player panning when walking up/down steps while horizon is 0.
2021-01-05 11:01:41 +11:00
Christoph Oelckers
b034d9e059
- Exhumed: Interpolate doors.
2021-01-04 21:51:54 +01:00
Mitchell Richters
5124c0daec
- Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h.
2021-01-05 07:31:37 +11:00
Mitchell Richters
b36bea7c69
- Replace scale()
calls with Scale()
from common.
2021-01-05 07:31:34 +11:00
Mitchell Richters
3c5d553456
- Move krecipasm()
from pragmas.h into polymost.cpp.
2021-01-05 07:31:30 +11:00
Mitchell Richters
d460f048fa
- Remove klabs()
define and replace with abs()
.
2021-01-05 07:31:28 +11:00
Mitchell Richters
b9c2af130a
- Replace divscale()
calls with DivScale()
from common.
2021-01-05 07:31:26 +11:00
Mitchell Richters
868aa7f07a
- Replace mulscale()
calls with MulScale()
from common.
2021-01-05 07:31:24 +11:00
Mitchell Richters
b5aac8723f
- Replace dmulscale()
calls with DMulScale()
from common.
2021-01-05 07:31:22 +11:00
Mitchell Richters
aae175f287
- Replace divscale##()
calls with MulScale()
from common.
...
* Regex for reference: divscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:20 +11:00
Mitchell Richters
f20daa2595
- Replace divscale64()
calls with DivScaleU()
from common.
2021-01-05 07:31:17 +11:00
Mitchell Richters
2396179dfc
- Replace mulscale##()
calls with MulScale()
from common.
...
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
8cf2588bad
- Replace fmulscale##()
calls with MulScaleF()
from common.
...
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +11:00
Mitchell Richters
7d9f868e4c
- Replace dmulscale##()
calls with DMulScale()
from common.
...
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Mitchell Richters
8f75f06efd
- Replace tmulscale##()
calls with TMulScale()
from common.
2021-01-05 07:31:08 +11:00
Christoph Oelckers
b5caf2fd97
- Exhumed: Interpolate the movable blocks.
2021-01-04 20:44:46 +01:00
Christoph Oelckers
6257ea30e1
- Exhumed: added interpolation for slides and moving platforms.
2021-01-04 20:34:27 +01:00
Christoph Oelckers
0f3da7194a
- actually compile the game code as larger units and integrate them in the main project.
...
This eliminates the problematic subprojects for good.
Compiling the games as larger units is necessary because otherwise compile times will break down on MSVC.
2021-01-04 11:52:10 +01:00
Christoph Oelckers
e866a9e0c0
- moved setsectinterpolate/clearsectinterpolate into the backend.
2021-01-04 10:37:14 +01:00
Mitchell Richters
8e62d585eb
- Blood: Fix glitched akimbo shotguns by removing code that needed to go with 182b8023ca
.
...
* Fixes #200 .
2021-01-04 15:15:19 +11:00
Mitchell Richters
e8c20f502b
- Duke: Back up sprite's angle in ticker and interpolate in gi->GetInput()
if !SyncInput()
. Sprite angle now works properly with cl_syncinput 1
.
2021-01-04 13:27:31 +11:00
Mitchell Richters
8911805e3a
- Duke: Ensure an uninterpolated angle is sent to DrawOverheadMap()
if playing with unsynchronised input.
2021-01-04 09:06:57 +11:00
Mitchell Richters
22f28477e4
- Duke: Revert backing up of sprite's ang
to tempang
from be12da6bfb
and subsequent interpolation of sprite's ang in 21da658617
and directly update the sprite's angle in gi->GetInput()
like the other games.
...
* Fixes #251 .
2021-01-04 08:49:57 +11:00
Mitchell Richters
b191a482d6
- Remove hw_detailmapping
and hw_glowmapping
since they're no longer relevant with GZDoom's backend (they're always in an on state).
2021-01-03 21:39:21 +11:00
Mitchell Richters
de1b4765dc
- Duke: Partially revert edba971b7f
. I need to stop breaking this.
2021-01-03 20:14:40 +11:00
Mitchell Richters
f036e94cca
- Duke (RR): Also fix location of p->apply_seasick()
in the ticker as well.
2021-01-03 20:06:28 +11:00
Mitchell Richters
6058669e29
- Duke: Within gi->GetInput()
, call p->apply_seasick()
after applylook()
as per the original code, and call unconditionally since its guarded as to whether it runs or not internally. Original spot only had it called if on a vehicle which wasn't right.
2021-01-03 20:00:43 +11:00
Mitchell Richters
f6b9c3cba7
- Duke (RR): Fix braking on vehicles which never got picked up.
2021-01-03 19:25:49 +11:00
Mitchell Richters
edba971b7f
- Duke: Remove newOwner check from cef1f8275b
& cb93560a4a
that were just cancelling out each other, and clean up 2x if (p->newOwner != nullptr)
checks into one.
2021-01-03 18:51:43 +11:00
Mitchell Richters
d3b95d4d70
- Build/Duke: Remove the only use case for drawrooms()
inline wrapper and change getcamspriteang()
to return binangle instead of a build angle.
2021-01-03 17:35:19 +11:00
Mitchell Richters
0cab84f17a
- Duke: Backport EDuke32 commits b1e3f3bcf9c5214ae835d09e12cc41bac4f057ce & 4c4fdd1f4ab9381b60db06f37ec270850599e1ae in relation to swinging doors.
2021-01-03 15:45:38 +11:00
Mitchell Richters
9b7d07df90
- Duke: Fix flashing vehicle HUD when cl_syncinput 1
is set.
2021-01-03 09:55:25 +11:00
Rachael Alexanderson
fc7dada764
- sync from gzdoom
2021-01-02 07:52:59 -05:00
Mitchell Richters
86bb6b1cdc
- Duke: Backport EDuke32 commit ac64e11553344084753cdd75abd898ec2c725a16 to fix buggy swinging doors, most apparent on E4L1.
2021-01-02 23:41:03 +11:00
Mitchell Richters
617dc8001c
- Exhumed: Fix automap player smoothness.
2021-01-02 19:50:02 +11:00
Mitchell Richters
2ec79ad581
- Exhumed: Interpolate x/y/ang coordinates before passing to DrawOverheadMap()
.
2021-01-02 19:49:06 +11:00
Mitchell Richters
aef6fddd3f
- Blood: Fix automap player smoothness.
2021-01-02 19:41:48 +11:00
Mitchell Richters
b5e197d9be
- Blood: Interpolate x/y/ang coordinates before passing to DrawOverheadMap()
.
2021-01-02 19:36:46 +11:00
Mitchell Richters
fd026edc5c
- SW: Interpolate automap player.
2021-01-02 18:44:07 +11:00
Mitchell Richters
21da658617
- Duke: Interpolate automap player.
2021-01-02 18:23:12 +11:00
Mitchell Richters
be12da6bfb
- Automap: Put in framework to interpolate automap player.
2021-01-02 18:23:01 +11:00
Mitchell Richters
2fa2d93084
- Blood: Move synchronised input call to doslopetilting()
above call to resetForcedSyncInput()
.
2021-01-02 14:54:54 +11:00
Mitchell Richters
25eaeff0db
- Wrap all g_gameType & GAMEFLAG_BLOOD
checks into isBlood()
inline.
2021-01-02 14:46:58 +11:00
Mitchell Richters
532d128afd
- Blood: Migrate game's slopetilting code to calcviewpitch()
.
2021-01-02 14:40:35 +11:00
Mitchell Richters
3516e4c3b0
- Blood: Don't use cl_viewbob
to control bobbing overall, only cl_viewhbob
and cl_viewvbob
as exposed via the menus.
2021-01-02 13:16:15 +11:00
Mitchell Richters
5cfc528f5a
- Exhumed: Don't clear localInput
when copying to backend packet.
...
* Did this in 949e456018
.
* Exhumed works differently...
2021-01-02 11:17:17 +11:00
Mitchell Richters
9833c94114
- Duke: Pass the player_struct through to FinalizeInput() in line with other functions.
2021-01-02 11:04:03 +11:00
Mitchell Richters
bcb838f3fb
- Duke: Fix some broken checks in FinalizeInput()
stemming from 5f33b0087f
.
2021-01-02 10:43:03 +11:00
Mitchell Richters
4397646cc4
- Duke: Move cancellation of spin from FinalizeInput()
into applylook()
in gameinput.cpp.
2021-01-02 10:26:22 +11:00
Mitchell Richters
5f33b0087f
- Duke: Comment out unused enum values but leave behind for reference purposes.
...
* In line with SW, should have been done with fb91fc49a3
.
2021-01-02 10:09:42 +11:00
Mitchell Richters
4aae71f0ee
- InputState::ClearAllInput(): Call resetTurnHeldAmt()
when clearing input.
2021-01-02 10:00:29 +11:00
Mitchell Richters
e65e112281
- Duke: Remove local calculation of turboturntime
for RRRA vehicles in lieu of backend solution.
2021-01-02 09:59:51 +11:00
Mitchell Richters
36c25ee2a0
- gameinput.cpp: Break out processMovement()
's turnheldamt calculations into functions.
2021-01-02 09:53:03 +11:00
Mitchell Richters
a1dd36ffee
- Exhumed: Rename ps_input.h
-> input.h
.
2021-01-02 09:38:23 +11:00
Mitchell Richters
37d13e3ea3
- SW: Remove unused turnheldtime
missed when doing 949e456018
.
2021-01-02 09:32:38 +11:00
Mitchell Richters
3a801cbf5c
- calcviewpitch(): Set scaleAdjust
to default to 1 in prototype like other functions in gameinput.cpp.
2021-01-02 09:32:19 +11:00
Mitchell Richters
dac08a2cb9
- calcviewpitch(): Fix issue with returning horizoff
to 0 from negative slope.
2021-01-02 01:15:58 +11:00
Mitchell Richters
8003753989
- Duke/SW: Move each game's check of cl_slopetilting
into calcviewpitch()
backend function.
2021-01-02 00:34:44 +11:00
Mitchell Richters
6d12159006
- Duke/SW: Consolidate each game's slopetilting function into backend solution.
...
* Based on SW's implementation purely for its commentary, but includes a fix from Duke's.
* Allow disabling Duke's slopetilting via `cl_slopetilting` like SW.
2021-01-02 00:30:11 +11:00
Mitchell Richters
3ec41e776c
- SW: Clean up old auto aim/mouse aim bits.
2021-01-01 22:37:40 +11:00
Mitchell Richters
949e456018
- All Games: Slight tidy up of gi->GetInput()
functions.
2021-01-01 21:33:00 +11:00
Mitchell Richters
571583ca9c
- Duke: Store velocity scale in motoApplyTurn()
as a variable like boatApplyTurn()
.
2021-01-01 21:21:26 +11:00
Nikolay Ambartsumov
591f593888
[Blood] Fix negative priority event processing
...
Some sprites (for example, "Blood Drip" sprite type 702) cause
negative priority events to be added added to the event queue
on map initialization. Despite them being the highest priority
entries in the event queue, comparision with the game timer performs an
implicit unsigned conversion, which wrongly results in their priority
being considered much higher than the current in-game time, causing the
event loop to never advance. This commit fixes this problem.
2020-12-31 20:43:18 +01:00
Nikolay Ambartsumov
edd5b92c94
[Blood] Fix wrong sector path marker stat lookup
2020-12-31 20:43:18 +01:00
Christoph Oelckers
3ecd02dcac
- downgrade overflow message to a debug warning.
2020-12-30 09:55:57 +01:00
Christoph Oelckers
b73b59cf66
- fixed badly inherited exception subclass.
2020-12-30 09:55:57 +01:00
Christoph Oelckers
0f8e73ce77
- inlined calc_globalshifts to get rid of two global variables.
2020-12-30 09:55:57 +01:00
Mitchell Richters
a0a710c56a
- Duke: Fix camera horizon when viewing the screen from in-game.
...
* Leftover horizon offset that was missed when doing 09a05f354c
.
2020-12-30 18:31:51 +11:00
Mitchell Richters
f2c6a23f38
- Duke: Allow horz input to go through when returning to center and horiz is abs(5) or less. This mimics the original behaviour where Duke would stop returning to center at 95/105. This allows faster mouse input to be applied instead of waiting for player's horizon to return to 0.
2020-12-30 18:04:30 +11:00
Mitchell Richters
5c87b7b894
- Return to center using tangent of pitch, as per original games (Duke/SW).
...
* Preserves the original return to center feel more accurately as original algorithm can't directly translate to pitch. If we ever get rid of Build's horizon throughout the games, this can go on the chopping block then as a necessity.
2020-12-30 18:04:00 +11:00
Mitchell Richters
0afaff2663
Revert "- Duke: Don't block horz input while returning to center."
...
This reverts commit 5f62058020
.
2020-12-30 17:07:59 +11:00
Mitchell Richters
5f62058020
- Duke: Don't block horz input while returning to center.
...
* Player still returns to center after a fall or by looking/aiming up/down, but input breaks the return just like the other games.
* Fixes #220 .
2020-12-29 16:48:28 +11:00
Mitchell Richters
14d41e9984
- Exhumed: Tune position of compass, ammo count and underwater lungs following changes in 220283d1ec
.
...
Confirmed torch issue in #236 that 220283d1ec
fixed still remains fixed.
2020-12-29 14:12:43 +11:00
Rachael Alexanderson
38faefa663
- set some install defaults for posix systems
2020-12-27 05:28:47 -05:00
Christoph Oelckers
220283d1ec
- Exhumed: Made some adjustments to the status bar for original center alignment.
...
The 2D drawer in this old Build version did not properly center graphics with odd size due to integer math. Some graphics offsets are not correct due to this quirk unless such broken math is used to align them.
Fixes #236
2020-12-13 19:38:04 +01:00
Christoph Oelckers
3787e103d2
- use the same camera sprite selection logic as EDuke32 and RedNukem.
...
This is the only one that makes some sense.
2020-12-13 14:13:51 +01:00
Rachael Alexanderson
0c71cc4b38
- allow use of external libvpx library on windows
2020-12-13 02:30:26 -05:00
Rachael Alexanderson
218b0cfb03
- syncing these files over from GZDoom
...
- this does not actually yet build for Windows ARM64, but it does put the framework in place to make that possible in the near future
2020-12-12 09:20:02 -05:00
Christoph Oelckers
b58b21cca0
- Exhumed: The global variable holding the Ramses sprite index was not stored in a savegame.
...
As a result it could result in the player facing an incorrect direction if this variable had not been set in a previous session.
Fixes #235 .
2020-12-11 19:33:06 +01:00
Christoph Oelckers
72df9c26d8
- Duke: fixed: SE31's handler overwrote the interpolation coordinates, which rendered interpolation ineffective.
...
Also removing some redundant coordinate copying. Since we save all sprite coordinates at the start of a frame, there is no need to do the same again in the stat handlers.
Fixes #237
2020-12-11 19:17:41 +01:00
Christoph Oelckers
dd7d661f9a
- explicitly disable mipmapping for indexed textures.
...
It looks like this code was not handled properly.
2020-12-10 20:46:44 +01:00
Christoph Oelckers
ddd0b412ae
- Exhumed: only run the level init code after loading a save, not after saving.
...
Fixes #221
2020-12-10 20:25:20 +01:00
Christoph Oelckers
6c36852ceb
- SW: fixed positioning of the inventory bar.
2020-12-10 20:20:17 +01:00
Christoph Oelckers
5b78f84bd7
- Blood: only set 'isrunning' when the player is actually running and not when just the run key is held down.
...
The old logic does not work because the run toggle results in this button being continuously held down.
2020-12-10 19:23:38 +01:00
Christoph Oelckers
fdd9c10a55
- fixed: the statistics display didn't take the HUD's scale factor into account.
...
Fixes #229
2020-12-10 19:20:24 +01:00
Christoph Oelckers
a8fd2e7ec3
- RR: fixed inventory display overlapping the weapon bar in status bar mode.
...
Fixes #231
2020-12-10 19:07:15 +01:00
Christoph Oelckers
f41fe7c692
- Blood: fixed double inventory display on overlay status bar.
...
Fixes #230
2020-12-10 19:02:09 +01:00
Christoph Oelckers
94d3d643d7
- fixed: the file system's entry count was not updated before rehashing.
...
This broke Blood's RFS parser.
2020-12-09 18:56:17 +01:00
Christoph Oelckers
b98e06cd20
- Blood: header dependency cleanup.
...
These are extremely ordering dependent so now blood.h serves as an umbrella header for most.
2020-12-09 15:56:32 +01:00
Christoph Oelckers
2c917ca7e1
- fixed cherry picked commit from upstream.
2020-12-08 22:21:03 +01:00
Christoph Oelckers
b3988165e2
- SW: fixed bad sector iterator in DriveCrush.
...
This was causing spurious crashes.
Fixes #218
2020-12-08 22:09:17 +01:00
Szilárd Biró
3713cb0f09
PCExhumed: Torch bouncing fix
2020-12-08 22:03:43 +01:00
Christoph Oelckers
1a2b93f402
- fixed sky panning in Duke.
...
This needs to take the composite texture into account because panning in Build is based on tile size, not map dimension.
It was also redone to use floating point to get rid of the horrible precision of the scrolling effect.
2020-12-06 20:49:32 +01:00
Christoph Oelckers
88bed95400
- Exhumed: Changed visibility from 2048 to 1024 because 2048 is clearly far too dark.
...
GDX also uses 1024 - I have no idea how PCExhumed gets away with 2048 here.
2020-12-06 20:25:23 +01:00
Christoph Oelckers
8d659bad32
- fixed V5/V6 format map loader.
2020-12-06 20:17:27 +01:00
Mitchell Richters
1e8fe482f3
- Duke: Partially address excessively fast sky in E4L1 as reported in #217 .
...
* Before d545eb7aa9
, `moveclouds()` simply set `ceilingxpanning`/`ceilingypanning`. Afterwards, it was accumulating with every passing loop.
* Despite fixing this, still seems a bit fast.
2020-12-06 23:51:20 +11:00
Christoph Oelckers
51205fbdac
- split actInit into several smaller functions.
2020-12-06 12:52:08 +01:00
Christoph Oelckers
eee972d446
- removed some unused functions from actor.cpp.
2020-12-06 12:51:46 +01:00
Christoph Oelckers
19b731bc8f
- removed the owner fuckery in Blood.
...
Par for course I'd say - instead of checking for replaced player actors at the only time it really matters - i.e. when respawning, it was encoded into the stored value, making the entire thing very messy.
For mow, multiplayer handling is not needed, but when it does, better go over all actors and manually substitute the two relevant fields, i.e. sprite.owner and xsprite.burnsource.
2020-12-06 12:51:46 +01:00
Christoph Oelckers
045e487859
- actInit cleanup, new iterators returning DBloodActor.
2020-12-06 12:51:46 +01:00
Christoph Oelckers
c92aaaee20
- This is version 0.8.0
...
Finally out of alpha, now that the model code is working. :)
2020-12-06 10:51:35 +01:00
Gaerzi
d644065103
- SW: Fix another bad line from 06a069750f
that was missed when doing a36c122ff1
.
2020-12-06 20:11:26 +11:00
Mitchell Richters
a36c122ff1
- SW: Fix bad copy-paste from 06a069750f
that was causing issues with SO vehicles and turrets.
...
* Fixes #211 .
2020-12-06 19:16:59 +11:00
Christoph Oelckers
d4198a5b1a
- Exhumed: 'paused' should not be part of the 'in a game' check.
...
Fixes #209
2020-12-06 08:39:40 +01:00
Christoph Oelckers
5fc8859342
- Blood: instead of messing around with the damage factors when toggling god mode, let the game check the actual god mode flag itself.
...
This was just too volatile and prone to breakage.
Fixes #210 .
2020-12-06 08:36:54 +01:00
Christoph Oelckers
99da4151d1
- fixed duplicate "snakecam" key in Exhumed savegame
...
This could cause the snake cam to be activated just by reloading a save.
Fixes #213
2020-12-06 08:22:56 +01:00
Christoph Oelckers
2f4abf93af
- fixed loading of Blood savegames.
...
This was a strange case of C++ not doing what was to be expected due to hidden semantics.
Note: never assign {} to a type that has a non-default constructor!
Fixes #212
2020-12-06 08:18:03 +01:00
Christoph Oelckers
d04013066c
- build a composite texture of all the segments for sky rendering to reduce the seams between the single segments.
2020-12-04 22:29:25 +01:00
Christoph Oelckers
aba3539275
- moved dudeSlope fully into DBloodActor.
2020-12-04 18:03:02 +01:00
Christoph Oelckers
99c0b77cf2
- rerouted all accesses to gDudeSlope.
2020-12-04 18:03:02 +01:00
Christoph Oelckers
7e78bc1c14
- refactored the SEQ callback to receive an actor pointer instead of an xsprite index.
2020-12-04 18:03:01 +01:00
Christoph Oelckers
44805e29b3
- changed parameter of aiNewState to DBloodActor
2020-12-04 18:03:01 +01:00
Christoph Oelckers
502d911a95
- refactored Blood's AI callback interface to only use a single DBloodActor parameter.
2020-12-04 18:03:01 +01:00
Christoph Oelckers
0ac41e0b5a
- drafted a DBloodActor to wrap the multitude of arrays (12 overall!) in which an actor is split up.
2020-12-04 18:03:01 +01:00
Christoph Oelckers
bc1adc9c51
- Blood: fixed cl_autorun affecting bobbing intensity even when no movement takes place.
...
Blood uses the state of the 'run' bit as the sole information that the player is running, which leads to very different behavior with cl_autorun on or off.
Apparently Raze's semantics here do not agree with how it was handled originally and the residual bobbing when coming to a stop was more than a little bit distracting.
2020-12-04 00:06:23 +01:00
Christoph Oelckers
396e3cd524
- actually call the model animation timer somewhere.
...
Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
25ef58f897
- re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine.
2020-12-01 23:57:39 +01:00
Christoph Oelckers
9a507e5d0a
- fixed model rendering.
...
(What a stupid mistake... :?)
Model animations still do not work as intended, though.
2020-12-01 22:03:20 +01:00
Christoph Oelckers
b0bf51ec5c
- Duke/RR: Selecting the alternative weapon must set the proper bits in 'subweapon'.
...
Otherwise the weapon cycling breaks.
Fixes #182
2020-12-01 21:07:38 +01:00
Christoph Oelckers
06a069750f
- addressed more type casting issues in SW.
...
This should cover everything with coordinates.
2020-12-01 19:01:38 +01:00
Christoph Oelckers
39b67b4086
- SW: removed some very dangerous type casting.
2020-12-01 18:30:21 +01:00
Christoph Oelckers
b52668ecdf
- SW: added some simple allocation wrappers around common code sequences.
2020-12-01 16:53:29 +01:00
Christoph Oelckers
6dfe869614
- shorten the struct for puser to what actually gets used from it.
...
This is preparation for making USER more serialization friendly as it was copied to puser.
2020-12-01 16:22:32 +01:00
Christoph Oelckers
dd75c8dbe4
- weaken the reverb in Duke.
...
Unfortunately the entire thing is very poorly defined, not setting it for sectors but for sprites with a distance. But some of these sprites cover non-reverb sectors as well and this can produce some ugly sound field in spots where this isn't wanted at all.
2020-12-01 16:34:47 +01:00
Christoph Oelckers
1d6d58538c
- cleaned out the remains of the old savegame code.
2020-12-01 12:58:10 +01:00
Christoph Oelckers
67dff2a863
- Exhumed: Serialize global state as JSON.
...
This was the last item to be converted.
2020-12-01 12:58:10 +01:00
Christoph Oelckers
487d62e264
- Exhumed: Bullet and Grenade.
2020-12-01 12:58:10 +01:00
Christoph Oelckers
54eec61828
- Exhumed: Init
2020-12-01 12:58:10 +01:00
Christoph Oelckers
15579798ad
- Exhumed: bubbles and gun.
2020-12-01 12:58:09 +01:00
Christoph Oelckers
08d8ba8fe4
- Exhumed: lighting
2020-12-01 12:58:09 +01:00
Christoph Oelckers
83ba046d04
- Exhumed: items and move.
2020-12-01 12:58:09 +01:00
Christoph Oelckers
bb0ef6ff70
- Exhumed: Objects.
2020-12-01 12:58:09 +01:00
Christoph Oelckers
262af72235
- Exhumed: Anims and Player.
2020-12-01 12:58:09 +01:00
Christoph Oelckers
531d7c96b4
- Exhumed: Queen
2020-12-01 12:53:10 +01:00
Christoph Oelckers
026d355096
- serialize Ra as JSON, do not serialize Ramses.
...
The Ramses intermissions cannot be safely resumed from a savegame - so saving was blocked there, meaning that this data does not need to be saved.
2020-12-01 12:53:10 +01:00
Christoph Oelckers
3c83775273
- add back the missing secret hint notification calls for Duke/RR.
2020-12-01 12:52:49 +01:00
Christoph Oelckers
92a72cef8b
- Blood: only trigger a secret if the hint system hasn't registered it.
...
There's some bugs in Blood that allow a secret to be triggered multiple times. However, since the hint system already knows which secrets were triggered, use that info to avoid retriggers.
Fixes #206
2020-12-01 12:52:42 +01:00
Christoph Oelckers
6475d772ca
- Exhumed: Runlist and Rand.
2020-12-01 12:19:09 +01:00
Christoph Oelckers
c1b478bf83
- Exhumed: Snake and Sequence
...
# Conflicts:
# source/exhumed/src/save.cpp
2020-12-01 12:15:43 +01:00
Christoph Oelckers
e8c56b1f9f
- Exhumed: serialize the status bar as JSON - added a helper class to handle static arrays with an attached free list more easily.
2020-12-01 12:15:43 +01:00
Christoph Oelckers
1b2895bee6
- Exhumed: wrap all serialized game data into another JSON object
...
# Conflicts:
# source/exhumed/src/save.cpp
2020-12-01 12:15:43 +01:00
Mitchell Richters
f9866f4a21
- Blood: Call resetForcedSyncInput()
after sethorizon()
in ProcessInput()
vs. playerProcess()
. Call was too early and causing player not to be able to look while synchronised input is being forced.
2020-12-01 22:02:20 +11:00
Christoph Oelckers
5850c7b284
- let SyncInput return a combination of gamesetinput and cl_syncinput - also serialize gamesetinput.
2020-11-30 23:45:21 +01:00
Christoph Oelckers
ae36ea88c3
- wrap all checks of cl_syncinput in an inline function.
2020-11-30 23:40:16 +01:00
Mitchell Richters
f429871cc6
- Blood: Promote pPlayer->angold
to binangle class.
2020-12-01 07:43:31 +11:00
Mitchell Richters
232dd5e07a
- Blood: Force synchronised input while a revolving door is busy/in-use.
...
* Fixes #205 .
2020-12-01 07:43:25 +11:00
Mitchell Richters
22f7fc93f4
- Exhumed/SW: Move code to trigger synchronised input for edge cases where its needed into gamecontrol.
2020-12-01 07:31:47 +11:00
Christoph Oelckers
0b797b0ccd
- Exhumed: added JSON serialization for view and switch - also renamed the fields in the switch struct.
...
Some refactoring was needed to put a plain C array into a TArray to remove the limits.
2020-11-29 23:32:28 +01:00
Christoph Oelckers
a51b77b95b
- do not statically initialize DukeGameInfo.
...
Since this structure contains several large arrays it will inflate the EXE size with 800kb of empty space.
2020-11-29 22:31:02 +01:00
Christoph Oelckers
9a345bdfa7
- Exhumed: Wasp
2020-11-29 22:29:36 +01:00
Christoph Oelckers
45ee475df7
- Exhumed: Set.
2020-11-29 20:59:42 +01:00
Christoph Oelckers
59e9cfa6ac
- Exhumed: Scorpion
2020-11-29 20:52:16 +01:00
Christoph Oelckers
cf5982b3fc
- Exhumed: Roach.
2020-11-29 20:47:55 +01:00
Christoph Oelckers
4f1999ab24
- Exhumed: Rex
2020-11-29 20:43:35 +01:00
Christoph Oelckers
4543982e54
- Exhumed: Rat
2020-11-29 20:39:27 +01:00
Christoph Oelckers
d92428d217
- Exhumed: The mummy has been handled, too - also renamed some fields to match the other enemies.
2020-11-29 20:34:55 +01:00
Christoph Oelckers
1fa087767e
- Exhumed: ... and for the lava dude.
2020-11-29 20:30:17 +01:00
Christoph Oelckers
bd3efcb6c4
- Exhumed: same procedure for the Lion.
2020-11-29 20:26:54 +01:00
Christoph Oelckers
b669e5405d
- Exhumed: did the same for the fish, changed some disassembly names and removed unused fields from enemy structs.
2020-11-29 20:16:58 +01:00
Christoph Oelckers
e81dbbdc93
- Exhumed: limit removal, cleanup and JSON serialization for the spider.
2020-11-29 19:32:58 +01:00
Christoph Oelckers
b26f6157e9
- Exhumed: Anubis cleanup, JSON serialization and limit removal.
2020-11-29 19:20:38 +01:00
Christoph Oelckers
8a7b3dc667
- Interpolate Duke's wave floor effect.
2020-11-29 17:40:41 +01:00
Christoph Oelckers
3ba0a242bf
- Blood: do not recreate the bucket list when loading a savegame.
...
It has been read from the savegame already, and creating a new one will not produce a correct list because not all data has been loaded yet.
2020-11-29 16:22:29 +01:00
Christoph Oelckers
ed8266df0b
- fixed bad args check in WarpToCoords CCMD.
2020-11-29 16:06:15 +01:00
Christoph Oelckers
1b1449605f
- fixed: Blood did not serialize its mirror data (which is also used for certain portals.)
...
Fixes #203
2020-11-29 16:05:23 +01:00
Christoph Oelckers
cd1b79a703
- use stricter checks when trying to levelwarp.
...
If saving is blocked, so should changing the level.
Fixes #204 .
2020-11-29 15:22:54 +01:00
Christoph Oelckers
92bf1232da
- Duke: documented global variables for eventual scriptification.
...
Most are only needed internally or for very special uses and do not need any scripting consideration.
2020-11-29 15:09:23 +01:00
Christoph Oelckers
553bb2af19
- moved 'frags' into player_struct.
...
Again for reducing the work with the script interface.
2020-11-29 14:10:03 +01:00
Christoph Oelckers
346921211e
- re-enabled the widescreen pinning code.
...
It is still off by default - the idea here is to provide a means for the user to switch it on in case a mod replaces the weapons with non-widescreen-friendly versions.
2020-11-29 14:05:53 +01:00
Christoph Oelckers
7ad0750839
- grouped all of Duke's constant per-session state in a single struct.
...
Mainly done so later the script export can be done more easily.
This also renames a few of the affected variables for clarity.
2020-11-29 13:54:58 +01:00
Christoph Oelckers
a34f5debe8
- route the shared control CCMDs through the game interface instead of registering local variants for each game.
2020-11-29 13:35:09 +01:00
Christoph Oelckers
48b16d5233
- cleanup on player CVAR use.
2020-11-29 13:22:04 +01:00
Christoph Oelckers
7887c4e80d
- use lambdas instead of templates for chaining ExitFromMenu's actions.
2020-11-29 13:15:19 +01:00
Christoph Oelckers
f2f095c469
- Blood: Only clear global state before reading a savegame.
...
Doing it before writing permanently trashes it.
2020-11-28 00:20:12 +01:00
Christoph Oelckers
7143f62cb1
- Blood: restore pointers after loading all sequences.
2020-11-27 23:47:39 +01:00
Christoph Oelckers
6a29c38240
- Blood: write out the buckethead array to the savegame instead of trying to restore it afterward.
...
It looks like this cannot be reliably reconstructed from a running level anymore.
2020-11-27 23:34:36 +01:00
Christoph Oelckers
a587a1a888
- SW: generalize the resetting of the one-sided flag for pickup items instead of trying to handle each case explicitly.
...
Fixes #202
2020-11-27 20:21:13 +01:00
Christoph Oelckers
daf71fa470
- replaced a few more literal numbers.
2020-11-27 20:06:38 +01:00
Christoph Oelckers
81bdee90f7
- Exhumed: interpolate texture animations.
2020-11-26 18:32:37 +01:00
Christoph Oelckers
d22229c042
- removed the unused interpolation utilities in Exhumed.
...
None of this was used, but with the shared implementation it isn't needed anymore.
2020-11-26 18:32:37 +01:00
Christoph Oelckers
922dc178d6
- SW: interpolate texture panning.
2020-11-26 18:32:37 +01:00
Christoph Oelckers
3d0842d851
- SW: made sector object interpolation more serialization friendly.
...
This eliminates all the direct pointers to various game data and replaces it by encoded offsets.
2020-11-26 18:32:36 +01:00
Christoph Oelckers
bf4cc9c6af
- migrated SW to the common interpolation system.
...
So far only the existing pieces - animations and sector objects still to do.
2020-11-26 18:32:36 +01:00
Christoph Oelckers
b9477f147e
- migrated Duke's interpolations to the common system and added handling for texture scrollers.
2020-11-26 18:32:36 +01:00
Christoph Oelckers
87111a2fbc
- we no longer need to recreate interpolations after loading a savegame.
2020-11-26 18:32:36 +01:00
Christoph Oelckers
82a0e95485
- made the new interpolation system work in Blood.
...
The panning interpolations need wraparuound handling due to their small value range.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
2cd3927613
- use floats for wall panning offsets.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
357199ecc1
- cross-game, serialization-friendly and pointer free interpolation implementation.
...
Not hooked up yet.
2020-11-26 18:32:35 +01:00