Commit graph

14543 commits

Author SHA1 Message Date
alexey.lysiuk
33167b2a0d - fixed detection of Steam's Duke3D on macOS 2021-07-31 12:47:10 +03:00
Mitchell Richters
a9b75e7e7d - Blood: Put QAV interpolation code behind a CVAR for now until some final minor issues are resolved.
* Thanks to Dzierzan for testing and the reports.
2021-07-31 10:15:51 +10:00
Mitchell Richters
f6c7ed3984 - Blood: Restore originally intended isRunning code that never worked behind two CVARs to offer an alternative playing experience.
* `cl_bloodvanillarun` enables/disables the `isRunning` code that affects AI, bobbing and swaying.
* `cl_bloodvanillabobbing` enables/disables the `isRunning` code that affects bobbing and swaying, allowing only the `isRunning` AI changes.
2021-07-31 10:14:56 +10:00
Mitchell Richters
9884d5f396 - Blood: Perform interpolation of menu's blood dripping.
* All supporting code is here, is tested and works, need to determine best how to flag the menu as "Animated" to uncap the frame-rate.
2021-07-31 10:05:25 +10:00
Mitchell Richters
a67c126129 - Blood: Extend 99508e6f15 to find picnum of previous frame in all previous frame's tile indices if the current frame's tile index doesn't match.
* Allows more interpolation magic.
* Revealed an issue with `interpolatedanglef()` that was undetected. Removed in place of a binangle version returned as floating point build.
2021-07-29 19:23:00 +10:00
Mitchell Richters
019922dcf1 - Fix constexpr issue with interpolatedanglef() since fmod() isn't available as constexpr. 2021-07-29 18:38:07 +10:00
Mitchell Richters
32215ba570 - SW: Tidy some extra panel coordinate math that was missed in 4d4946fb6b. 2021-07-29 17:53:57 +10:00
Mitchell Richters
99508e6f15 - Blood: Perform interpolation between frames for each tile coordinate when there is more than one frame and the picnum between frames match. 2021-07-29 17:39:22 +10:00
Christoph Oelckers
bd23ea144c - validate 'nextsector' fields on walls.
Build utterly relied on the map having these right and put the entire responsibility on the mapper.
There's maps, however which have bad values here causing either render glitches or crashes so these bad indices need to be fixed.
Two good examples where this causes problems are RR's E3L1 and the second map of SW's Last Warrior mod where this even glitches in Polymost.
2021-07-27 22:12:29 +02:00
Christoph Oelckers
9a8ee00aec - set currentLevel before calling engineLoadBoard.
This is needed if the compatibility patcher needs to alter mapinfo data.
2021-07-27 22:12:29 +02:00
NoOneBlood
a40d036623 Fix max players range check for kModernPlayerControl
Add power up control for kModernPlayerControl
2021-07-27 08:05:31 +10:00
Mitchell Richters
1fa0863a52 - Duke: Amend af9f2f3eb6 to not reset the skill if incoming skill is -1; 2021-07-26 19:41:17 +10:00
nukeykt
adb9547ba9 Blood: fix impact sprite OOB issue 2021-07-26 19:19:41 +10:00
Mitchell Richters
1685890bc5 - Replace calcSinTableValue() with game's native bsin() export.
* Also repair light for Duke's `DrawCursor()` with a multiply and shift down to get the `bsin()` output up to 24 and not 21.33 etc
2021-07-26 17:28:32 +10:00
nukeykt
ced8a83331 Blood: fix potential view sprite overflows 2021-07-26 16:06:56 +10:00
nukeykt
557cd7e734 Blood: fix view sprites overflow in ROR code 2021-07-26 16:00:13 +10:00
nukeykt
39547e2df5 Blood: fix OOB issue in aiPatrolSetMarker 2021-07-26 15:55:13 +10:00
Christoph Oelckers
1fde9f2173 - workaround to allow playing SW's Last Warrior mod in one go.
This disables the boss's death in L4 ending the game and just advances to the next level.
This seems to be the intent with this mod as the second episode starting at L5 is not defined and the first episode's subtitle advertises the full game.
2021-07-26 00:58:00 +02:00
Christoph Oelckers
1a5a2aba2b - Blood: fixed path validation for cutscene files. 2021-07-25 17:27:52 +02:00
Christoph Oelckers
a12dfbe1d8 - fixed bad operator grouping in cheat code. 2021-07-25 17:17:29 +02:00
Christoph Oelckers
5c5799c21f - quote argument for sending cheats from the chat editor. 2021-07-25 12:48:27 +02:00
Christoph Oelckers
c69efe5817 - fix crash issue with empty VOCs.
Pointer to empty data causes undefined behavior if length is 0.
2021-07-25 12:43:42 +02:00
Christoph Oelckers
dfb18ef9a9 - Duke/RR: Call Bowling lane reset code only when playing RR.
This may alter some tile references which will cause problems with hires replacements in Duke .
2021-07-25 12:43:03 +02:00
Christoph Oelckers
c51c6fa524 - adapted the Zip root folder eliminator to deal with archives that do not add proper folder records to their central directory. 2021-07-25 12:18:53 +02:00
Christoph Oelckers
3864dcfc17 - adapted cheat input handler to treat spaces as '0' when entering parts of numeric fields. 2021-07-25 11:59:12 +02:00
Christoph Oelckers
fa586d6d7c - Blood: fixed parser for 'mario' cheat to treat a leading space for the level number as 0. 2021-07-25 11:53:20 +02:00
Christoph Oelckers
b23db149e3 - use snprintf in condError.
While sprintf is generally problematic, it is particularly dangerous here where it is impossible to estimate the length of the messages.
2021-07-25 11:50:23 +02:00
Mitchell Richters
9fad44bab2 - Blood: Replace use of non-standard strupr() from 754554a493 with an FString object. 2021-07-25 19:44:07 +10:00
Mitchell Richters
3b82a08123 Revert "- Fix non-Windows and non-MSVC builds due to missing header for strupr()."
This reverts commit 2217dcb632.
2021-07-25 19:38:06 +10:00
sirlemonhead
e4fb67bc25 Rides Again: Possible array index by -1 in Proj_DoHitscan(). Added check to prevent this. 2021-07-25 19:37:02 +10:00
Mitchell Richters
2217dcb632 - Fix non-Windows and non-MSVC builds due to missing header for strupr(). 2021-07-25 19:27:31 +10:00
Christoph Oelckers
7702b3bb92 - rewrote the sound handling in the patrolling code for Raze's sound backend. 2021-07-25 10:42:15 +02:00
Christoph Oelckers
eae355110f - use enums instead of #defines. 2021-07-25 10:30:14 +02:00
Christoph Oelckers
cc3e6b74f3 - handle newly activated 'unused' fields properly for serialization. 2021-07-25 10:29:50 +02:00
Christoph Oelckers
b588abbca6 - deleted two unused functions that got back in again by accident. 2021-07-25 08:50:46 +02:00
Mitchell Richters
4298399e00 - Build: Change MAXSPRITESONSCREEN from constant of 2560 to 1/4 of MAXSPRITES.
* Mods like Blood's Eviction are pushing these limits hard. Bumping the onscreen limit resolved recurring crash on `sstation.map` with no apparent ill-effects.
2021-07-25 15:38:51 +10:00
Mitchell Richters
ffe62da3c7 - Blood: Add some nullptr checks to the aiPatrol*() inline bools. 2021-07-25 15:37:50 +10:00
Mitchell Richters
7329cb8f1f - Blood: Comment out bonk code from 754554a493 to get things building for now. 2021-07-25 13:12:29 +10:00
NoOneBlood
754554a493 Increase kMaxSuperXSprites from 128 to 512.
Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used.
Fix random item generator so items that inherits TX ID won't send command at respawn.
Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage.
Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings.
Corpses won't gib as gargoyles anymore (gModernMap).

kModernCondition:
 - remove bool comparison (condCmpb).
 - remove no extra comparison (condCmpne).
 - remove "else if" search at level start.
 - add global (game) conditions type.
 - add more conditions.
 - make error report a bit more informative.

Add more options and damage effects for kModernSpriteDamager.
Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location.
Add more options and vertical wind processing for kModernWindGen.
Add more options and effects for kModernEffectGen.
Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap).
Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location.
Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap).

Patrolling enemies:
 - add turn AI state.
 - add "return back" option for path markers.
 - add "turning while waiting" option for markers.
 - make enemies to hear some sounds assuming that player generates and hears it too.
 - add kModernStealthRegion type to affect current spot progress velocity.
 - replace AI's CanMove and aiChooseDirection to a better versions.
 - make flying enemies to not spin around the marker.
 - treat Phantasm as flying enemy!
 - allow to continue patrol when falling in water.

Fix compile warnings
Various minor fixes / cleanup.
2021-07-25 13:11:55 +10:00
Mitchell Richters
8a029cb4e1 - Blood: Fix ammo colour for status bar and first fullscreen HUD.
* Reported by Spill.
* Fixes #490.
2021-07-24 22:06:00 +10:00
Mitchell Richters
a55b8f716d - Blood: Repair some missing nullptr checks causing a crash upon reloading after dying.
* Reported by Spill.
2021-07-24 21:39:29 +10:00
Mitchell Richters
ef05eec531 - Change a68d5aae70 to not do a leading zero, but add an extra space of frameDelay less than 10.
* Thanks, Graf. It's better :)
2021-07-24 17:51:14 +10:00
Christoph Oelckers
8e8b3a32fe - fixed initialization pf upscale state properly.
This avoids indirectly calling FlushAll during startup.
2021-07-24 09:10:21 +02:00
Christoph Oelckers
ccce75667e Revert "- Remove CVAR_NOINITCALL bit from gl_texture_hqresize* CVARs."
This reverts commit e03d532670.
2021-07-24 09:08:29 +02:00
Mitchell Richters
cb01fb0cf2 - Duke/RR: Remove check p.gotweapon[] check in DrawWeaponBar() that was causing weapon bar to display incorrect tiles and values.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=72541.
2021-07-24 16:18:06 +10:00
Mitchell Richters
e03d532670 - Remove CVAR_NOINITCALL bit from gl_texture_hqresize* CVARs.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=72466.
2021-07-24 15:58:05 +10:00
Mitchell Richters
20bffbd94d - Exhumed: Revert source for ammo in DrawHUD2() from 7b8dcde5d2.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=72853.
2021-07-24 15:40:48 +10:00
Mitchell Richters
a68d5aae70 - Add leading zero to statFPS() output (vid_fps) so that the text doesn't bounce continually when alternating between 10 ms and <10 ms. 2021-07-24 15:40:47 +10:00
alexey.lysiuk
56d313f08d - use SDL Vulkan window flag directly 2021-07-21 17:37:52 +03:00
Vanfanel
2aea69b48a Pass the missing fullscreen flag when creating a Vukan window. 2021-07-21 14:41:28 +03:00