Commit graph

4035 commits

Author SHA1 Message Date
Christoph Oelckers
f74ba52990 - compile fixes. 2020-04-12 05:40:16 +02:00
Christoph Oelckers
d46ea7481f - handle RRRA E1L2's fog in the shader instead of hacking the shade tables. 2020-04-12 08:30:43 +02:00
Christoph Oelckers
ee11fba4e7 - cleaned out some software rendering-only palette code from Blood. 2020-04-12 08:30:43 +02:00
Christoph Oelckers
29f95e2000 - added 3 missing files. 2020-04-12 08:30:43 +02:00
Christoph Oelckers
4d1d90d712 - use a global constant for the transparent palette index instead of hardcoding it to the 255 literal everywhere.
- added the needed glue to allow palettecontainer.cpp to compile.
2020-04-12 08:30:43 +02:00
Christoph Oelckers
ac07af7028 - m_png.cpp is common. 2020-04-12 08:30:42 +02:00
Christoph Oelckers
2c5d081799 - added the special colormaps for the texture compositor. 2020-04-12 08:30:42 +02:00
Christoph Oelckers
f1040fa699 - match with GZDoom's console code, move to 'common'. 2020-04-12 08:30:42 +02:00
Christoph Oelckers
57cb22f135 - console code matching with GZDoom
Refactored the buttons to be definable locally per game for easier handling of differing input.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
14cdfa3f3c - more file matching.
- moved c_con to Duke subproject because it's the only one using this stuff.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
2883553ed2 - moved file lookup functions to utilities and matched to GZDoom's version. 2020-04-12 08:30:41 +02:00
Christoph Oelckers
a60a0eeefa - use GZDoom's CMake based updaterevision tool. 2020-04-12 08:30:41 +02:00
Christoph Oelckers
8e87674d4c - backend code matching with GZDoom 2020-04-12 08:30:40 +02:00
Christoph Oelckers
0ca4bbd0c4 - changed some menu related names to match GZDoom. 2020-04-12 08:30:40 +02:00
Christoph Oelckers
5584c726ba - file system update and adjustment. 2020-04-12 08:30:40 +02:00
Christoph Oelckers
ac32194079 - code cleanup / removal of imgui. 2020-04-12 08:30:39 +02:00
Christoph Oelckers
f671eb622f - migrated to GZDoom's utility code. 2020-04-12 08:30:39 +02:00
Christoph Oelckers
2a9813eb5c - code matching with GZDoom. 2020-04-12 08:30:38 +02:00
Christoph Oelckers
797640c494 - use ZDoom's memory allocation wrapper instead of EDuke's.
This simply plays nicer with the compiler's diagnostics.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
66ecb05eb8 - use Printf as the only command to print to the console.
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
588162e083 - removed redundant MAKE_ID definition. 2020-04-12 08:30:37 +02:00
Christoph Oelckers
69b8976c66 - GZDoom timer code added.
This may come in handy later.
2020-04-12 08:30:37 +02:00
Christoph Oelckers
672a9eb912 - removed the unused CompressedFileWriter class. 2020-04-12 08:30:37 +02:00
Christoph Oelckers
6ef93ba514 - match cmdlib.cpp/.h with GZDoom. 2020-04-12 08:30:36 +02:00
Christoph Oelckers
e2f5e8fe34 - renamed 'common' to 'core'.
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00
Mitchell Richters
c23351a4b9 Menu System: Add confirmation to FOptionMenuItemSafeCommand()
- Resolves 'https://forum.zdoom.org/viewtopic.php?f=340&t=67721'.
2020-04-10 10:29:50 +02:00
Mitchell Richters
4eb7b11ea6 Blood: Workaround for map view showing 1px of non-border at the bottom. 2020-04-09 08:14:10 +02:00
Mitchell Richters
c750614211 SW: Workaround for map view showing 1px of non-border at the bottom. 2020-04-09 08:14:10 +02:00
Christoph Oelckers
6589d31678 0.6.0
- fixed compilation.
2020-04-08 00:51:46 +02:00
Christoph Oelckers
3c3ea281f0 - fixed compilation. 2020-04-08 00:40:02 +02:00
Richard C. Gobeille
01bb5491af Rename G_HaveActor() and G_DefaultActorHealth() for clarity
The new names are G_TileHasActor() and G_DefaultActorHealthForTile().

# Conflicts:
#	source/duke3d/src/duke3d.h
2020-04-08 00:38:50 +02:00
Richard C. Gobeille
c8f15f8e4b Demote labeltype to uint8_t 2020-04-08 00:38:49 +02:00
NY00123
3610609659 Add a workaround for possible rounding errors in calculations of
sintable and radarang. sintable[512] was different in a 32-bit build.

From-SVN: r8796
2020-04-08 00:38:48 +02:00
Evan Ramos
b54a6e0565 WT Incinerator projectile velocity hotfix from Nuke.YKT
From-SVN: r8791
2020-04-08 00:38:48 +02:00
Evan Ramos
fd025374d4 Implement WT episode 5 ending
From-SVN: r8790
2020-04-08 00:38:47 +02:00
Evan Ramos
52eab0545b Implement WT's widescreen tiles
From-SVN: r8789
# Conflicts:
#	source/duke3d/src/menus.cpp
#	source/duke3d/src/premap.cpp
#	source/duke3d/src/sbar.h
2020-04-08 00:38:46 +02:00
Evan Ramos
e6940cd591 Implement hardcoded WT stuff
Includes the new weapon, enemy projectiles, and breakable objects.

Patch from Nuke.YKT.

I edited it some, mostly to add the proper "if (WORLDTOUR)" checks.

From-SVN: r8788
# Conflicts:
#	source/duke3d/src/namesdyn.cpp
2020-04-08 00:38:45 +02:00
Evan Ramos
0d576cf798 Fix negative viewtypes to match what World Tour expects
From-SVN: r8787
2020-04-08 00:38:45 +02:00
Evan Ramos
2dbbfd4db2 Cleanup some Duke game logic, mostly to allow easier chaining to the default case
From-SVN: r8786
2020-04-08 00:38:44 +02:00
Richard C. Gobeille
ec3e8bffe1 Are you kidding me? This fixes the elevator in Duke3D E2L3. 2020-04-08 00:38:43 +02:00
Richard C. Gobeille
53baf228eb Fix stupid typo that broke the camera aiming at the enemy that killed you in Duke3D 2020-04-08 00:38:43 +02:00
Christoph Oelckers
eaf27c2583 - fixed joystick CVAR use. 2020-04-08 00:38:42 +02:00
Mitchell Richters
1aa1e62c4d SW: Don't process input at frame rate if ScrollMode2D is true.
- ScrollMode2D was running at the frame rate, turning off vsync made it unacceptable.
2020-04-06 21:28:36 +02:00
Mitchell Richters
b801a73db9 Exhumed: Fix look up/down in line with input amendments. 2020-04-06 08:06:38 +02:00
Mitchell Richters
2ddc442e48 Exhumed: Improve player input.
- Input velocity now consistent irrespective of frame rate.
- Angle and horizon calculated at frame rate.
- Replace usage of F16() macro with fix16_from_int() in GetInterruptKeys().

Note: Known issues with look up/down keys that is to be repaired.
2020-04-06 08:06:38 +02:00
Mitchell Richters
039022d9ac SW: Further refine turning and optimise horizon adjustment.
- Move DoPlayerTurn() into getinput(). Vehicle code remains external for now.
- Remove horizAdjust boolean and always do horizon code in getinput(). Eliminates single off frame at start of a new level until DoPlayerMove() is called at least once.
2020-04-05 21:28:25 +02:00
Mitchell Richters
377ba68344 SW: Minor tweaks. 2020-04-05 21:28:25 +02:00
NY00123
a178961a3e sw/src/game.cpp:LoadLevel: Rename q16ang -> ang 2020-04-05 21:28:25 +02:00
NY00123
d2e9595980 sw/src/draw.cpp:drawscreen: We can set the pp->si* fields just once,
a bit later.
2020-04-05 21:28:25 +02:00
NY00123
537313f620 SW: Revert commented out horiz->q16horiz renames in DSPRINTF strings 2020-04-05 21:28:25 +02:00
NY00123
3bc46078b8 Fix multiplayer desync after the change to q16 angle and horiz.
Note that this includes non-portable unaligned accesses, but this
already applies to surrounding code. Just add comments for now.
2020-04-05 21:28:25 +02:00
Christoph Oelckers
536ed3827d - removed debug messages in Blood's savegame code. 2020-04-03 23:35:52 +02:00
Mitchell Richters
5db8047b41 SW: Remove line accidentally left from 'MoveScrollMode2D()'. 2020-04-02 08:18:23 +02:00
Christoph Oelckers
a7caa7b63c - fixed some reporting stuff for Blood. 2020-04-01 22:35:56 +02:00
Mitchell Richters
68bf97462a Blood: Remove constexpr on player horizon values. 2020-04-01 22:34:57 +02:00
Mitchell Richters
e6420e1eb4 Blood: Rebalance q16mlook.
- Make scaling more consistent with other games.
- Fix CONSTEXPR to constexpr.
- Remove usage of macro 'F16()' by using explicit fix16_from_*() type.
2020-04-01 22:34:57 +02:00
Mitchell Richters
8e94c48eff SW: Make map follow mode work better.
- Input was too fast following input code changes.
- Speed of input can now be changed with toggling the run key.
- Remove function 'MoveScrollMode2D()' and incorporate into 'getinput()' to reduce code duplication.
- Store map follow coordinates in PLAYERp struct and remove old globals.
2020-04-01 13:05:54 +02:00
Mitchell Richters
4630c8a0b7 SW: Get PLAYER_TURN_SCALE to be just right.
- Original value was 12 and was far, far too high following the Q16.16 implementation.
- Value of 3 is too fast.
- Value of 2 is too slow.
- Value of 2.4 (12 / 5) feels just right.
2020-03-31 23:15:09 +02:00
Mitchell Richters
2852536dbf SW: Adjust look and snap up/down keys and slightly tune PLAYER_TURN_AMOUNT.
- Look and snap up/down action was too aggressive and unlike vanilla, corrected.
- PLAYER_TURN_AMOUNT was slightly high, unbalancing the axes.
2020-03-31 08:58:56 +02:00
Mitchell Richters
533d5dd42f Blood: Repair issue with strafing following cherry pick merge conflicts. 2020-03-31 08:56:36 +02:00
nukeykt
348cecb644 Blood: revert change that broke demos 2020-03-31 08:56:36 +02:00
nukeykt
c50f54d064 Blood: don't update view angle when game is paused 2020-03-31 08:56:36 +02:00
nukeykt
c8372c233e Blood: Tie player input to the frame rate instead of the game tickrate
Look up/down and spin180 are a bit broken right now.
Big thanks to terminx for similar commit for eduke32.
2020-03-31 08:56:36 +02:00
nukeykt
371b613ebe Blood: reduce handleevents calls 2020-03-31 08:56:36 +02:00
Mitchell Richters
5ebc65a1fb SW: Refinements to new input code.
- videoNextPage() moved to after restoring interpolations.
- Properly use Q16.16 in as many places as possible. This fixes the angle/X-axis issues.
- Remove unnecessary call to timerUpdate() in main loop, only needs calling once and is called by eventhandlers().
2020-03-30 16:20:25 +02:00
ny00123
28e69d0793 Revert the change of call to FAF_DrawRooms into a conditional one,
as done in r8766, since this breaks status bar output in tiled
overhead map with Polymost. Do add comment about this for now.

git-svn-id: https://svn.eduke32.com/eduke32@8779 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/draw.cpp
2020-03-30 09:55:30 +02:00
CommonLoon102
26344d1193 Blood: fix ILLUSION.MAP crash 2020-03-30 09:55:15 +02:00
Mitchell Richters
9e8e441d02 Further improve Duke3D and RR main game loop.
- Replace if statement containing nested do/while loop with a while loop.
2020-03-30 09:53:04 +02:00
Mitchell Richters
d4dd737cd5 SW: Amend scaleAdjustmentToInterval() with correct value for SW. 2020-03-30 09:52:14 +02:00
Mitchell Richters
1cdd5b08d8 SW: Fix incorrectly declared function input type. 2020-03-30 09:52:14 +02:00
Mitchell Richters
eaa51138ad SW: Amendments to accommodate changes in master. 2020-03-30 09:52:14 +02:00
Mitchell Richters
c162014dab SW: Process input at frame rate. 2020-03-30 09:52:14 +02:00
Mitchell Richters
d78d046bad SW: Minor repairs for Q16.16 implementation. 2020-03-30 09:52:14 +02:00
Mitchell Richters
1ecc74c2ec SW: Use Q16.16 for angle. 2020-03-30 09:52:14 +02:00
Mitchell Richters
f07a0ae01e SW: Use Q16.16 for horiz. 2020-03-30 09:52:14 +02:00
Mitchell Richters
e878c5bab8 SW: Improve main game loop.
- Remove MoveLoop() as it's only ever called by RunLevel().
- Continuously call getinput() and domovethings() within the game's tic rate.
2020-03-30 09:52:14 +02:00
Christoph Oelckers
5af0217db7 - got rid of the software rendering blend tables. 2020-03-29 17:23:57 +02:00
Christoph Oelckers
41545b644a - cleaned out most of the software renderer's static global variables. 2020-03-29 16:59:49 +02:00
Christoph Oelckers
7392b699e4 - cleaning out a few more parts of the software renderer. 2020-03-29 15:54:02 +02:00
Christoph Oelckers
3f69044770 - removed all references to sdlayer.cpp as all that was left in there was only needed for software rendering.
- removed now unused a-c.cpp.
2020-03-29 15:22:07 +02:00
Christoph Oelckers
0de4b134da - stripped out most of the software renderer.
Now that the camera textures can be handled through the hardware renderer this isn't needed anymore.
2020-03-29 14:55:09 +02:00
Christoph Oelckers
621a9338e5 - render camera textures with the hardware renderer.
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
2020-03-29 14:01:46 +02:00
Christoph Oelckers
8f3cc0b5af - removed screen tilting code for software renderer.
Since this doesn't work anymore the code is no longer needed - and it stands in the way of doing camera textures purely in hardware.
2020-03-29 08:36:39 +02:00
Mitchell Richters
2cbbe9ec61 Remove last vestiges of input latency from Duke3D and RR main game loops.
- Hack code to break loop early removed. If game code is running slow, that's not the fix.
- Get input and fill the input_t struct in same loop as G_DoMoveThings().
- Remove unnecessary do/while (0) loop.
2020-03-25 14:42:51 +01:00
Mitchell Richters
1a2663f7ac Change detection arrays for Redneck games.
- Redneck Deer Huntin' also comes with Redneck Rampage Rides Again.
- Changes permit all games to be detected, including RRRA if you own Deer Huntin'.
2020-03-22 12:05:01 +01:00
Mitchell Richters
b1ebb897e8 Repair HUD scaling returning to 100% when relaunching Duke or RR games.
- Resolves https://forum.zdoom.org/viewtopic.php?f=340&t=67811
2020-03-22 10:37:43 +01:00
Mitchell Richters
e272286df5 Repair vehicle acceleration following changes to input handling.
- Make localInput.fvel only equal to input.fvel + pPlayer->moto_speed.
- Define MOTOTURN and MAXVELMOTO in line with other defines used throughout P_GetInput*() functions.
- Clamped minimum fvel value is also now correct.
2020-03-21 11:30:36 +01:00
alexey.lysiuk
b923f9612b - fixed compilation with MSVC 16.5.0 when using std::sort() with TArray<>
error C2676: binary '[': 'TIterator<T>' does not define this operator or a conversion to a type acceptable to the predefined operator
2020-03-21 11:18:04 +02:00
Mitchell Richters
f1b7707f7a Repair vehicle input functions following changes to input handling.
- Calculate turnAmount in 1st 'if (turn)' statement to save on a 2nd.
- Divide all subsequent values from turAmount for cascasing effect.
- Rearrange some code to save on if statements checking the same condition.
- Remove q16horz code since player has no vertical movement on a vehicle.
- Remove horizAngleAdjust code as it's not necessary and has a jarring effect.
2020-03-20 23:21:54 +01:00
Christoph Oelckers
fca147c83b - fixed compilation. 2020-03-20 21:26:28 +01:00
ny00123
da1d97ba9c sw/src/draw.cpp: Don't draw rooms if textured overhead map is drawn
later. This also turns out to fix a Polymost-specific bug revealed
in SVN r8711. Further remove a call to PicInView which does nothing.

git-svn-id: https://svn.eduke32.com/eduke32@8766 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:39:35 +01:00
terminx
c110c1018d Fix IF crouch jumping and unintentional automatic crouching under sprites
git-svn-id: https://svn.eduke32.com/eduke32@8737 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:38:33 +01:00
terminx
6c9bdae0ec Reduce width of a couple fields in memberlabel_t
git-svn-id: https://svn.eduke32.com/eduke32@8735 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:38:05 +01:00
terminx
7dc1a3c904 Make gamestructures a proper object
git-svn-id: https://svn.eduke32.com/eduke32@8734 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	GNUmakefile
#	platform/Windows/eduke32.vcxproj
#	platform/Windows/eduke32.vcxproj.filters
#	source/duke3d/src/gamedef.cpp
#	source/duke3d/src/gameexec.cpp
#	source/duke3d/src/gamevars.cpp
#	source/duke3d/src/m32def.cpp
#	source/duke3d/src/m32def.h
#	source/duke3d/src/m32exec.cpp
#	source/duke3d/src/m32structures.cpp
2020-03-20 17:37:54 +01:00
terminx
21ec33ac51 Eliminate unnecessary goto
git-svn-id: https://svn.eduke32.com/eduke32@8731 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:35:25 +01:00
terminx
2e17467a8f Fix return type of A_CheckHitSprite()
Since the returned value is a distance, it should be int32_t.

git-svn-id: https://svn.eduke32.com/eduke32@8730 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:35:09 +01:00
terminx
4bdffa4f0f Patch from Nuke.YKT to fix a y-flipped voxel rendering issue in Polymost
git-svn-id: https://svn.eduke32.com/eduke32@8727 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:34:48 +01:00
terminx
a7e1d3f307 Patch from Nuke.YKT to fix a couple of NAM/WW2GI issues
git-svn-id: https://svn.eduke32.com/eduke32@8726 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:34:27 +01:00
terminx
3941fccc4c Patch from Striker to improve sprite interpolation
git-svn-id: https://svn.eduke32.com/eduke32@8724 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:34:19 +01:00
terminx
8c5e3116c9 Make SE_13_EXPLOSIVE call A_GetZLimits() for all statnum 0-2 sprites in sector when triggering
This fixes the fire sprites inside exploding walls not waking up after the wall explodes.

git-svn-id: https://svn.eduke32.com/eduke32@8723 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:33:51 +01:00