Commit graph

1779 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
d9a7465c08 - SW: Remove gi->FreeGameData() from game as its inside code wasn't freeing game data but level data already freed in gi->FreeLevelData().
* This was causing `GameMain()` to try to call `TerminateLevel()` after tile data had been freed, causing a hard stop.
* Fixes #464.
2021-07-20 20:11:29 +10:00
Mitchell Richters
af9f2f3eb6 - Duke: Ensure gi->NextLevel() sets the skill level upon invocation. 2021-07-20 18:55:16 +10:00
Mitchell Richters
675356be1a - Ensure g_nextskill is used everywhere so that setting skill for next level works properly. 2021-07-20 18:51:34 +10:00
Mitchell Richters
33845c4a23 - Add skill CCMD to return player's current skill, while also being able to set skill for next game.
* Fixes #332.
2021-07-20 18:50:58 +10:00
Mitchell Richters
77630dcbc7 - Rename DeferedStartGame() to DeferredStartGame(). 2021-07-20 18:43:17 +10:00
Mitchell Richters
4ac1376b9f - Make naming of multiplayer episode exclusion stuff from d0e6a7ea29 more generic and exclude invalid episodes from "Duke It Out in DC", "Duke Nuclear Winter" and "Duke Caribbean". 2021-07-19 12:24:47 +10:00
Mitchell Richters
0f5243c39e - Blood: Lock input after setting angle/horizon targets in nnexts.cpp code, then unlock in ProcessInput() where resetForcedSyncInput() is called. 2021-07-18 19:26:24 +10:00
Mitchell Richters
58ed7f8745 - Blood: Restore original horizon algorithm in trPlayerCtrlSetLookAngle() and adjust to Raze's backend input code. 2021-07-18 18:52:21 +10:00
Mitchell Richters
b4af9e87c1 - Blood: Make delirium rotscrnang smoother with use of more precision. 2021-07-18 18:13:48 +10:00
Mitchell Richters
c62e5db2bc - Blood: Fix angle issues with NHIS. 2021-07-18 17:35:11 +10:00
Mitchell Richters
9432f9ec90 - Blood: Add nullptr check for actor2 in ProcessTouchObjects().
* Fixes crash during testing of NHIS.
2021-07-18 16:56:49 +10:00
Mitchell Richters
bcff74f5e4 Revert "- Duke: Restore a little bit of original code to make comparisons between us and the source easier."
This reverts commit 7607190dad.

* Not good in hindsight... We need the actual value from the backend to ensure we can match up against `WeaponSel_Next`/`WeaponSel_Prev`/`WeaponSel_Alt` as required.
2021-07-17 22:42:58 +10:00
Mitchell Richters
2a8e636066 - Exhumed: Extend 7b8dcde5d2 by showing the M60's clip/magazine amount available when cl_showmagamt 1 is set. 2021-07-17 14:57:43 +10:00
Mitchell Richters
6940384625 - Exhumed: Move pistol clip/magazine recalculation code that was added in 593bbe10ef from FillWeapons() to CheckClip(). 2021-07-17 14:57:00 +10:00
Mitchell Richters
052429f350 - Exhumed: Change M60's clip/magazine capacity from 99 to 100 to better match the max ammo capacity of the weapon. This does not increase the player's available ammunition. 2021-07-17 14:56:05 +10:00
Mitchell Richters
f9b75b1aa9 - Exhumed: Make FillWeapons() fill the ammo count to the maximum allowed by the game for all weapons (300). 2021-07-17 14:54:36 +10:00
Mitchell Richters
7607190dad - Duke: Restore a little bit of original code to make comparisons between us and the source easier. 2021-07-17 12:12:36 +10:00
Mitchell Richters
ec20f66eda - Duke/RR: Always ensure player's wantweaponfire is reset to -1 after switching weapon.
* Fixes #333.
2021-07-17 12:12:12 +10:00
Mitchell Richters
0bb0896985 - Duke: Fix BOSS2 (Cycloid Emperor) killing himself issue by removing some lines left behind from a2e3bb5725.
* Fixes #455.
2021-07-17 10:56:21 +10:00
Mitchell Richters
f022f197ab - Blood: Repair weapon switching issue by adding missing guard from 6980e8b355 that got lost during e375c799ce.
* Fixes #366.
2021-07-17 09:14:08 +10:00
Mitchell Richters
d0e6a7ea29 - Allow CON-based games to have multiplayer episodes filtered from menu.
* Fixes #461.
* Fixes #462.
2021-07-16 20:55:29 +02:00
Mitchell Richters
593bbe10ef - Exhumed: Ensure FillWeapons() recalculates the pistol clip amount after filling.
* When cheating, this wasn't done which lead to the clip having 6 rounds when via modulo it should have only had 3.
2021-07-17 00:11:37 +10:00
Mitchell Richters
7b8dcde5d2 - Exhumed: Make use of cl_showmagamt.
* Fixes #463.
2021-07-16 23:52:56 +10:00
Mitchell Richters
76554f5f4d - Repair incorrect method call to IniFile class from 6576adb80b.
* Fixes #473.
2021-07-16 23:01:07 +10:00
Christoph Oelckers
6576adb80b - Blood: validate .ini files before using them.
They must at least have one "Episode?" section to be accepted.
2021-07-13 12:34:35 +02:00
Christoph Oelckers
7a99b6376e - forgot to save this... 2021-07-13 12:31:14 +02:00
Christoph Oelckers
b06ad5c77f - Blood: fixed order of initialization for voxels.
Just like Shadow Warrior it needs to load its voxel table before .def files.
2021-07-13 12:11:17 +02:00
Mitchell Richters
5af06923d8 - Blood: Revise 6018213c71 and use the proper volume flag VF_HIDEFROMSP to hide multiplayer episodes from the menu. 2021-07-11 22:30:59 +10:00
Mitchell Richters
5441272bec - SW: Create inline function pspPresentRetractScale() to scale the rate at which weapons present and retract based on the current tile's height vs. the original asset's height.
* Reported to me by @Phredreeke, who had it reported to him from someone else.
* The sword in the widescreen assets pack we load by default has a height of 216px vs 136px of the default tile.
* Because the game presents and retracts weapons at a set rate, the time it took to swap between the sword and other weapons took ~1.58x longer than the original assets.
* This speeds up the present/retract rate based on the loaded asset's height to ensure the weapon switches in the same elapsed time.
* This may be extended to other weapons if required but the sword is the only one I'm aware of that has more height.
* Confirmed no matter what motion the sword was performing, `psp->picndx` was always 2080 so we shouldn't need a hashtable or anything like this.
2021-07-11 19:22:59 +10:00
Christoph Oelckers
1b45c83d59 - SW: fixed countermeasure for empty lower skills 2021-07-11 08:24:10 +02:00
Mitchell Richters
32283037ed - Use isWW2GI() in more places. 2021-07-11 12:42:33 +10:00
Mitchell Richters
172b77b9e7 - SW: Ensure PANEL_SPRITEstruct's ox/oy values are in the save data. 2021-07-11 12:05:53 +10:00
Mitchell Richters
9d64779da0 - SW: Replace all uses of NULL with nullptr. 2021-07-10 22:25:18 +10:00
Mitchell Richters
e3f2d76378 - SW: Declare and initialise variables in pWeaponBob() vs declaring and initialising later on to reduce warnings about variables being uninitialised. 2021-07-10 22:16:51 +10:00
Mitchell Richters
5d7938c24e - SW: Rename cl_smoothsway to cl_swsmoothsway and enable by default 2021-07-10 22:07:05 +10:00
Mitchell Richters
55cef642b6 - SW: Factor out bob coordinate backups. 2021-07-10 22:01:42 +10:00
Mitchell Richters
9575f8a3d3 - SW: Factor out panel interpolation backups; 2021-07-10 22:01:40 +10:00
Mitchell Richters
4d4946fb6b - SW: Factor out repeated panel coordinate math into inline functions. 2021-07-10 22:01:37 +10:00
Mitchell Richters
27f1e487a2 - SW: Remove fixed-point math from panel x/y coordinate updating. 2021-07-10 22:01:35 +10:00
Christoph Oelckers
64fc0b66b2 - SW: added countermeasure to re-enable lower skills on mods not implementing them.
Aside from spawning the enemies from the lowest supported skill it will also reduce the threat level by reducing health of some enemies or by replacing the harder Ninja variants with the base type.
2021-07-06 10:26:43 +02:00
Mitchell Richters
0724b3326c - SW: Promote PANEL_SPRITEstruct's xorig/yorig values from int to double to match x/ox and y/oy respectively.
* Makes bobbing a touch smoother.
* Removes 47 explicit casts.
2021-06-27 22:40:33 +10:00
Christoph Oelckers
5e96e955f3 - add hitscan only autoaim for SW.
# Conflicts:
#	source/games/sw/src/weapon.cpp
2021-06-26 12:22:10 +02:00
Christoph Oelckers
2af2d29084 - add hitscan only autoaim for SW. 2021-06-26 12:18:27 +02:00
Christoph Oelckers
4dd293d551 - zero-terminate the buffer for reading Blood's INI files. 2021-06-26 12:04:21 +02:00
Christoph Oelckers
0f7d3d0cbb - streamlined and fixed game startup with '-map' option.
* Blood: Initialize global pointers in app_init so that they are not NULL.
* consider Mapinfo data when checking for a given level name.
* removed redundant level name output.
2021-06-26 10:11:50 +02:00
Christoph Oelckers
63bc36e3c4 - renamed some constants.
Manually copied from NBlood because the underlying code has changed too much already.
2021-06-24 14:14:16 +02:00
Mitchell Richters
b015bc0685 - Duke (RRRA): Fix alt weapon slot for CHICKEN_WEAPON and CROSSBOW_WEAPON.
* Fixes #440.
2021-06-24 18:56:12 +10:00
Mitchell Richters
6018213c71 - Blood: Don't parse BloodBathOnly levels in the INI loader.
* Fixes #442.
2021-06-24 18:21:06 +10:00
Christoph Oelckers
20ca676539 - RR: fixed crash in function that handles acts of mass destruction (like blowing up gas stations.)
With bad setups 'spr' could be left uninitialized. This crashed E1L1 of 'The Hickston Swamp' mod.
2021-06-11 23:20:50 +02:00
Christoph Oelckers
d270d75d74 - re-added line of code that got lost during refactoring. 2021-06-10 00:14:04 +02:00
Christoph Oelckers
4b35a30de5 - RR: fixed the bowling lane lights.
Tiles had not been made writable.
Also renamed a few bowling related things.
2021-06-09 23:53:05 +02:00
Christoph Oelckers
5b38343407 - fixed sprite exclusion logic in getzrange.
This was using the wrong flag.
2021-06-09 00:31:54 +02:00
Christoph Oelckers
89344a6023 - Exhumed: precache all frames of tile animations. 2021-06-02 21:31:38 +02:00
Christoph Oelckers
207298aeb4 - fixed compilation (again.) 2021-06-02 21:00:39 +02:00
NoOneBlood
73683b3ebe Remove viewSetSystemMessage() when setting dude flags via command
# Conflicts:
#	source/blood/src/nnexts.cpp
2021-06-02 20:52:49 +02:00
Christoph Oelckers
86082d4c10 - fixed last commit 2021-06-02 20:52:48 +02:00
NoOneBlood
f433c6ee11 Use dude physics as base for debris physics
Remove dude flags commands
Update kModernSlopeChanger
Add stealth dude flag
Update for sector pause/continue motion

# Conflicts:
#	source/blood/src/db.h
#	source/blood/src/nnexts.cpp
#	source/blood/src/nnexts.h

# Conflicts:
#	source/blood/src/nnexts.cpp
2021-06-02 20:52:48 +02:00
Christoph Oelckers
7fa690082e - fixed cherry picked commit.
# Conflicts:
#	source/core/gamecontrol.h
2021-06-02 20:52:47 +02:00
NoOneBlood
3a59243ea0 - Fixed getPlayeById() function in multiplayer.
- Fixed debris physics flags was not properly reset on level restart.
- Added new modern type "kModernSlopeChanger" that can manipulate sector and sprite slopes.
- Allow to drop items and keys for players in multiplayer (gModernMap only).
- Added event commands to manipulate dude flags.
- Patrol enemies (xsprite.dudeFlag4, gModernMap only):
  - Added path markers following.
  - Added stealth mechanics.
  - Added spot target progress bar.
  - Added alarm dude flag.
  - Added blind dude flag.
  - Added deaf dude flag.
  - Added conditions for kModernCondition related to patrol enemies.
- kModernDamager can work like generator and damage anyone in sectors or in map.
- kSectorDamage is not does the damage if in Off state (gModernMap only).
- Additional options kModernSeqSpawner.
- Effects that created with kModernEffectSpawner now inherits offset of the sprite.
- Added kCmdSectorMotionPause and kCmdSectorMotionContinue event commands that allows to pause or continue sector motion (gModernMap only, WIP).
- Various minor fixes.

# Conflicts:
#	source/blood/src/ai.cpp
#	source/blood/src/common_game.h
#	source/blood/src/eventq.cpp
#	source/blood/src/nnexts.cpp
#	source/blood/src/nnexts.h
#	source/blood/src/triggers.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp

# Conflicts:
#	source/games/blood/src/ai.cpp
#	source/games/blood/src/nnexts.h

# Conflicts:
#	source/games/blood/src/actor.cpp
#	source/games/blood/src/ai.cpp
2021-06-02 20:51:47 +02:00
Christoph Oelckers
c4fa99c891 - ProcessTouchObjects 2021-06-02 20:44:55 +02:00
Christoph Oelckers
f7668fc074 - first pass over ProcessTouchObject 2021-06-02 20:44:54 +02:00
Christoph Oelckers
a7572bca0a - actImpactMissile. 2021-06-02 20:43:14 +02:00
Christoph Oelckers
dc846dcd49 - Duke: avoid clipping against self when executing script logic for floor sprites.
A good place to see the result is a kitchen knife in E4L2 that went missing due to the faulty check.
2021-06-01 21:21:39 +02:00
Christoph Oelckers
454816299e - reorganized loading of textures.
Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts.
This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data.
This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.

All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
2021-06-01 11:05:26 +02:00
Christoph Oelckers
8b507ed606 - enabled the ENDOOM-like text screens when quitting Duke and SW.
Turned out that all they needed was the font.
2021-05-31 23:16:52 +02:00
Christoph Oelckers
9c60ab791b - implemented all needed font overrides for localization. 2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422 - moved all font setup out of the C++ code.
All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
42b70a7d93 - added internationalized fonts.
This still needs a bit of fixing and tweaking but most is working.
2021-05-31 21:20:30 +02:00
Christoph Oelckers
f97b4e830d - pass fonts instead of indices to Blood's viewDrawText function.
As preparation for building a proper font system.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
a7921e4c01 - use the same formula as Duke to offset SW's shadows in Polymost. 2021-05-29 14:04:57 +02:00
Christoph Oelckers
1ea09cd3d2 - removed bogus assert in SW's track setup.
One of the stock maps (WT $airport map.) triggers this assert so it cannot remain.
2021-05-29 13:22:14 +02:00
Christoph Oelckers
db21313c96 - add some hackery to deal with WT's bosses.
This was the result of some gross change to the spawning code which suddenly changed the rules about minibosses.
To reduce the impact, it is only enabled for the "Alien World Order" maps.
2021-05-29 13:12:50 +02:00
Christoph Oelckers
8fae793341 - defined a new constant, CR_NATIVEPAL, to use the font functions with a predefined palette.
This is mainly for code clarification, the value is the same as CR_UNDEFINED.
2021-05-29 11:47:05 +02:00