Commit Graph

346 Commits

Author SHA1 Message Date
Rachael Alexanderson 1c8c2543cb - fixed: Shadow Warrior: End sequence was still 'hung' 2020-01-27 11:11:21 -05:00
Christoph Oelckers 245aa5d3bc - reworked global palette state for robustness. 2020-01-26 10:58:00 +01:00
Christoph Oelckers fd1e63b996 - allow skipping in the end of game sequence. 2020-01-24 21:41:47 +01:00
Christoph Oelckers 08e69b1d2e - fixed missing messages in Shadow Warrior. 2020-01-24 19:51:06 +01:00
Rachael Alexanderson 69ebd9a95d - update shadow warrior's PutStringInfo to put newlines in the console automatically (it was this, or update every use of PutStringInfo to have them) 2020-01-23 13:05:09 -05:00
Rachael Alexanderson 52897c0cbb - complete the "give" commands for Shadow Warrior
- add a "levelwarp" cheat for Shadow Warrior
2020-01-23 12:56:19 -05:00
Rachael Alexanderson ae001b6cda - oops, missing files 2020-01-23 07:13:20 -05:00
Rachael Alexanderson 0f3b3300fb - not yet finished: this enables some console cheats in Blood and Shadow Warrior 2020-01-23 05:50:12 -05:00
Christoph Oelckers b98019a4ba - added some debug asserts to the savegame symbol code so that it always breaks into the debugger in case of a symbol error. 2020-01-22 22:57:28 +01:00
Christoph Oelckers 6958e0326d - Shadow Warrior fixes
* added missing entries to saveables.
* added several null pointer checks to places where the game crashed.
2020-01-22 22:49:51 +01:00
Christoph Oelckers dcbb936a9b - fixed hud_scale for Shadow Warrior. 2020-01-22 15:21:07 +01:00
Christoph Oelckers 6a06f6aef4 - fixed typo in string label. 2020-01-22 13:41:55 +01:00
Christoph Oelckers 9c423ae6a3 - take down the level outside the LoadGame function in ShadowWarrior.
With the new savegame system it was done too late which could cause crashes.
2020-01-21 23:36:54 +01:00
Christoph Oelckers 27cc865af7 - null checks in SW. 2020-01-21 22:03:04 +01:00
Christoph Oelckers 493525a58e - consolidation of engine save code.
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Christoph Oelckers 8db6a4331b - added savepic generation for Blood. 2020-01-14 21:20:46 +01:00
Christoph Oelckers e30975581b - enabled savegame pictures in Shadow Warrior.
Unlike the original game this enables mirrors - no idea why they were disabled, some limitation of the software renderer, maybe?
2020-01-14 20:44:20 +01:00
Christoph Oelckers dc5b8d27f8 - infrastructure for savegame pics.
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers 95f917a408 - added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Christoph Oelckers a5f08a4734 - fixed Shadow Warrior save game loading from the main menu. 2020-01-11 18:50:38 +01:00
Christoph Oelckers b8ac5aea84 Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-07 01:11:33 +01:00
Christoph Oelckers fb985d2503 - more macOS compilation fixes
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers 1d315ae67b - added savegame symbols for the extra gory ninja death. 2020-01-06 21:12:42 +01:00
Christoph Oelckers 134122335b - first attempt to compile on a Mac
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
Christoph Oelckers 93d634813d - fixed SW's savegame handling.
This set up the wrong game state for saves from within the game loop.
2020-01-05 20:41:57 +01:00
Christoph Oelckers 83292c9dd6 - fixed a few issues and added some savegame debug code for Shadow Warrior. 2020-01-05 18:49:19 +01:00
Christoph Oelckers 746aa4da82 - added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case. 2020-01-05 10:48:44 +01:00
Christoph Oelckers e61e77fb82 - handle textures in the render state.
This should complete the transition and allow storing the render state in an array so that Polymost can be rewritten to create draw lists instead of actually doing the rendering itself.
2020-01-04 23:58:26 +01:00
Christoph Oelckers e982c30590 - fixed Shadow Warrior's mirror code. 2020-01-04 23:23:36 +01:00
Christoph Oelckers e01c161258 - removed some dead variables. 2020-01-01 13:11:44 +01:00
Christoph Oelckers d464017363 - cleaned up the input code a bit. 2020-01-01 11:35:47 +01:00
Christoph Oelckers bcb48d8441 - added handling for changing the screen size (dragging the window borders / change scale factor) 2020-01-01 09:49:06 +01:00
Christoph Oelckers f106505344 - fixed the broken alignment between lines and sectors on the Shadow Warrior automap. 2019-12-31 22:11:04 +01:00
Christoph Oelckers 9543c2cbb9 - fixed the broken automap defaults in Shadow Warrior.
Now it will properly reveal the map as the player progresses and not show everything from the start.
2019-12-31 22:05:23 +01:00
Christoph Oelckers 05e381ff6d - fixed screen clearing for the automap.
This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers d3a57e6e74 - route all clearscreen calls that happen after drawing the scene through the 2D drawer.
Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Christoph Oelckers ad24a1ce31 - place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
hendricks266 6465feb438 Refactor tsprite creation into renderAddTSpriteFromSprite
git-svn-id: https://svn.eduke32.com/eduke32@8521 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/polymer.cpp
#	source/duke3d/src/m32exec.cpp
2019-12-29 22:22:19 +01:00
Christoph Oelckers 3a6d0b8f84 - more cleanup. 2019-12-29 17:04:38 +01:00
Christoph Oelckers 2e261a7468 - cleanup and removal of unused code.
compat.h probably needs a bit more attention, it's a horrendous mess of the wrong type of "compatibility" concerns.
2019-12-29 16:35:51 +01:00
Christoph Oelckers a021b96119 - added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers 7e758a5e48 - hook up the savegame code in Exhumed. Superficially it looks like it works but it will require a lot more testing.
- fixed per-frame sound system update in Exhumed.

Sound is still quite broken and will require more work.
2019-12-27 17:07:09 +01:00
Christoph Oelckers a4c5fbe295 - savegame name generation fix for SW. 2019-12-27 10:48:43 +01:00
Christoph Oelckers 6373b75d22 Merge branch 'master' into powerslave
# Conflicts:
#	source/common/gamecontrol.cpp
#	source/common/version.h
#	wadsrc/static/engine/grpinfo.txt
2019-12-26 14:46:14 +01:00
Christoph Oelckers 62e9112133 - renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
Christoph Oelckers d8dfe752b5 - fixed handling of music in Redneck Rampage and Shadow Warrior.
After merging the CD enabling CVAR they had the same default (off) as Blood which is wrong.
This also addresses other music related issues, like not properly cycling through the RR music.
2019-12-26 13:04:29 +01:00
hendricks266 8e6a54a1e4 Mostly clean up the codebase in preparation for tspritetype != uspritetype
Remaining exceptions:
SW - ConnectCopySprite
CON and M32Script - pSprite/pUSprite

git-svn-id: https://svn.eduke32.com/eduke32@8519 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/polymer.h
#	source/build/src/engine.cpp
#	source/build/src/engine_priv.h
#	source/build/src/polymer.cpp
#	source/build/src/polymost.cpp
#	source/duke3d/src/astub.cpp
#	source/duke3d/src/game.h
#	source/duke3d/src/m32common.cpp
#	source/duke3d/src/m32exec.cpp
#	source/duke3d/src/m32structures.cpp
#	source/kenbuild/src/bstub.cpp
#	source/kenbuild/src/game.cpp
#	source/sw/src/jnstub.cpp
#	source/sw/src/jsector.cpp
2019-12-26 08:58:25 +01:00
hendricks266 3bbecf84c2 SW: Fix FindDistance3D calls to not z>>4 at the call site
This is handled by the function itself now.

Fixes the distance issue with the ceiling fan.

git-svn-id: https://svn.eduke32.com/eduke32@8525 1a8010ca-5511-0410-912e-c29ae57300e0
2019-12-26 08:54:17 +01:00
hendricks266 ae94566fb5 SW: Draw the crosshair actually centered
Thanks to Striker for the tip.

git-svn-id: https://svn.eduke32.com/eduke32@8524 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/draw.cpp
2019-12-26 08:53:36 +01:00
hendricks266 846c7eaff2 SW: Run all allocations through Xmalloc et al
git-svn-id: https://svn.eduke32.com/eduke32@8515 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/audiolib/src/driver_winmm.cpp
#	source/audiolib/src/flac.cpp
#	source/sw/src/StartupWinController.game.mm
#	source/sw/src/bldscript.cpp
#	source/sw/src/game.cpp
#	source/sw/src/game.h
#	source/sw/src/grpscan.cpp
#	source/sw/src/jbhlp.cpp
#	source/sw/src/rts.cpp
#	source/sw/src/scrip2.cpp
#	source/sw/src/sounds.cpp
2019-12-26 08:47:09 +01:00