Commit graph

1060 commits

Author SHA1 Message Date
Mitchell Richters
d34070b8ae - gameinput.h: Remove precise bool from horizsumfrac(), look_anghalf() and looking_arc() added in a4895cb270.
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
2021-04-20 21:12:17 +10:00
Mitchell Richters
321bfe86f8 - DSkippableScreenJob::OnEvent(): Ensure previously ignored keys don't cause a screenjob to skip.
* Volume up/down on the keyboard when trying to listen to a cut-scene shouldn't skip it.
2021-04-20 20:07:20 +10:00
Christoph Oelckers
ccdf9d13f1 - do not render sprites that are extremely close to the camera.
These can temorarily cover the entire screen so everything with a distance of less than 4 map units will now be skipped if it is a face sprite.
2021-04-20 00:15:11 +02:00
Christoph Oelckers
a919e526ec - SW: the intro's sound may not be paused when the menu opens. 2021-04-19 21:39:44 +02:00
Mitchell Richters
de06030ea0 - gameinput.cpp: Make sethorizon(), applylook() and calcviewpitch() class functions of PlayerHorizon and PlayerAngle where appropriate. 2021-04-19 20:50:10 +10:00
Mitchell Richters
171d541112 Merge branch 'master' into newrenderer 2021-04-18 10:05:10 +10:00
Christoph Oelckers
27ca71a6ec - allow specifying a .def file in GAMEINFO.
This will be loaded on top of the regular .def files and not replace them.
2021-04-17 23:52:45 +02:00
Christoph Oelckers
eff7d66742 - fixed Clang compilation error. 2021-04-17 18:47:15 +02:00
Christoph Oelckers
cdf89b9175 - portal rendering fix when viewing through two-sided walls outside the actual portal area.
If there's more portal area behind such a line its range in the clipper needs to be cleared again.
2021-04-17 18:32:40 +02:00
Christoph Oelckers
82194bbf6b Merge branch 'master' into newrenderer
# Conflicts:
#	source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
cd58b1d055 - made the tile size getters a bit more robust.
They should not crash on invalid sprites.
2021-04-17 12:40:23 +02:00
Christoph Oelckers
962e313eb2 - fixed screen job fadeout. 2021-04-17 00:16:18 +02:00
Christoph Oelckers
2b9a527aba - added a 'Start' method to DScreenJob.
Since the menu pauses the ticker this is needed to perform initial setup before the first frame.
2021-04-16 23:29:53 +02:00
Christoph Oelckers
584e4bfb4a - explicitly check for opening the console when running a screen job. 2021-04-16 22:39:48 +02:00
Christoph Oelckers
3910146740 - skip the fade-in of the screen job if it starts while the game is paused.
While this works with the current code it simply does not look good.
2021-04-16 22:21:57 +02:00
Christoph Oelckers
f28aa8f06c - properly pause streaming soundtracks of movies as well.
This is not relevant for any of the stock movies as they use separate sound files, we need to be aware of mods using the streaming sound capabilities of MVE and SMK.
2021-04-16 22:14:11 +02:00
Christoph Oelckers
1852c0b802 - properly pause the screen job player if the menu is open.
Still needs a bit of work for movies with embedded streaming sound.
2021-04-16 22:03:01 +02:00
Christoph Oelckers
2942e011bf - cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer. 2021-04-16 21:27:54 +02:00
Christoph Oelckers
e580407d7d - the remaining Exhumed screens.
These are not tested yet, a bit more work is needed to allow this.
2021-04-16 20:48:40 +02:00
Christoph Oelckers
fed15a79e4 - Exhumed's intro screens. 2021-04-16 20:08:20 +02:00
Christoph Oelckers
4950b556c9 - handled SW's screens. 2021-04-16 18:43:59 +02:00
Christoph Oelckers
2a2c85c082 - migrated Duke's intro images and the first episode's ending animation. 2021-04-16 17:24:59 +02:00
Christoph Oelckers
6ed1d5e678 - DBlackScreen and DImageScreen migrated to event-based handling. 2021-04-16 17:24:58 +02:00
Christoph Oelckers
aad6158288 - cleanup of movie player code, migration to event interface. 2021-04-16 17:24:58 +02:00
Christoph Oelckers
dbd3e1de44 - Screen Job refactoring WIP.
Framework to let them handle proper input events.
Not used yet.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
6cb84dc554 - split out the movie player into its own file. 2021-04-15 23:55:29 +02:00
Christoph Oelckers
dc8b72b2ce Merge branch 'master' into newrenderer2
# Conflicts:
#	source/games/duke/src/actors.cpp
#	source/games/duke/src/hudweapon_d.cpp
#	source/games/duke/src/hudweapon_r.cpp
#	source/games/duke/src/render.cpp
2021-04-15 19:34:03 +02:00
Christoph Oelckers
61a6321cd6 - Exhumed: Change map command to start the level directly without going through the scrolling map. 2021-04-15 18:55:54 +02:00
Mitchell Richters
a4895cb270 - All Games: Allow for HUD interpolation to be disabled.
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00
Mitchell Richters
92d1d7fbde - Fix potential overflow issue in binangle::tosigned() and getincanglebam(). 2021-04-15 08:25:08 +10:00
Christoph Oelckers
9a58299bee Merge branch 'master' into newrenderer2 2021-04-14 22:37:59 +02:00
Christoph Oelckers
f83e678ea0 - use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.
Unlike the higher level code this does not check for game over conditions.
2021-04-14 21:17:32 +02:00
Christoph Oelckers
2b1072eb91 - fixed bad sector addressing in flat sprites drawer. 2021-04-14 19:17:40 +02:00
Christoph Oelckers
5c306c61d6 - better fix for shadow rendering. 2021-04-14 14:46:15 +02:00
Christoph Oelckers
bc007d75de - make map art work. 2021-04-14 14:16:09 +02:00
Christoph Oelckers
f4ec9a1921 - 4 more .def commands ported 2021-04-13 18:14:46 +02:00
Christoph Oelckers
b5dbc3cf29 - allow specifying startup .con files via GAMEINFO. 2021-04-13 18:08:55 +02:00
Christoph Oelckers
4fe3c50c7c - used the newly added game ID as reference for GAMEINFO to autoselect which game to start a mod with.
While in GZDoom this uses the IWAD name, the same approach is a lot more problematic here because of name duplications with far more incompatible content.
So this allows targeting a group of base games instead of one specific version.
2021-04-13 18:08:55 +02:00
Christoph Oelckers
6ad3ac8ef9 - added GameID field to GrpInfo.
This is for allowing new features easier referencing of the various records.
2021-04-13 18:08:55 +02:00
Christoph Oelckers
230312e7f3 - re-fixed Blood skill selection. 2021-04-13 18:08:55 +02:00
Christoph Oelckers
88fb2185fa - Blood: default skill is 2, not 3. 2021-04-13 00:31:49 +02:00
Christoph Oelckers
92cdec077d - fixed some bogus range checks in automap code. 2021-04-12 20:54:12 +02:00
Christoph Oelckers
798cf2f973 Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2 2021-04-12 20:25:56 +02:00
Christoph Oelckers
9598b626c9 Merge branch 'master' into newrenderer2 2021-04-12 20:03:50 +02:00
Christoph Oelckers
aed7e8166e - fixed setup of startup title. 2021-04-12 19:39:42 +02:00
Christoph Oelckers
89be30b720 - handle fullbright sprite hackery using negative shade values. 2021-04-12 18:57:10 +02:00
Christoph Oelckers
bf019ac028 - Build must draw the sky for completely closed sectors as well. 2021-04-12 16:31:44 +02:00
Christoph Oelckers
3cc05e5532 - fixed handling of single-tile skies with palette translation. 2021-04-12 16:00:00 +02:00
Christoph Oelckers
26d737c279 - fixed double-add of xoffset for wall sprites. 2021-04-12 15:50:52 +02:00
Christoph Oelckers
10d0de8dbf Merge branch 'master' into newrenderer2 2021-04-12 15:06:12 +02:00
Christoph Oelckers
a15ac43722 - enable embedding of blood.rff and sounds.rff in mod archives when playing Blood
Some mods provide pregenerated resources, this allows loading them without picking them apart first.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
f87e40131f - Blood: add a dummy sound entry at index 0.
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play.
This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
135dd1f081 - added PlaySound CCNDs. 2021-04-12 00:31:23 +02:00
Christoph Oelckers
ef95754e87 - fixed bad texture checks. 2021-04-11 18:38:26 +02:00
Christoph Oelckers
aebcc13c4a - migrated voxel parsing stuff. 2021-04-11 18:37:11 +02:00
Christoph Oelckers
c33eea2540 - migrating 'tint .def command. 2021-04-11 15:23:42 +02:00
Christoph Oelckers
42d02834b1 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/include/build.h
#	source/build/src/polymost.cpp
#	source/build/src/voxmodel.cpp
#	source/core/gamecontrol.cpp
#	source/core/gamestruct.h
#	source/games/blood/src/animatesprite.cpp
#	source/games/blood/src/misc.h
#	source/games/blood/src/view.cpp
#	source/games/duke/src/render.cpp
#	source/games/sw/src/draw.cpp
#	source/games/sw/src/game.h
#	source/games/sw/src/jsector.cpp
#	source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers
0ee28fb45e - also handle SW's voxels. 2021-04-11 13:38:23 +02:00
Christoph Oelckers
e5e23cd63c - make sure voxels are being precached.
In Blood's case it also needs to check the game-side array to find everything.
2021-04-11 13:19:48 +02:00
Christoph Oelckers
e4cf768fa8 - call StartPrecaching to keep Vulkan happy. 2021-04-11 10:50:04 +02:00
Christoph Oelckers
9fd3ab6b5e - fixed texture precaching.
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Mitchell Richters
f343bd8d5e - Fix death camera issues stemming from f254eeb465.
* Adjustment in `__addadjustment()` needs to be signed.
* Output of `bvectangbam()` needs to be signed before Duke/SW left-shift the value.
2021-04-11 17:52:29 +10:00
Mitchell Richters
534271c62a - PlayerHorizon::interpolatedsum(): Cut over interpolation code to inline functions that was missed when doing e76f63e2c0. 2021-04-11 17:50:32 +10:00
Mitchell Richters
656705bcd7 - binangle: Add signedrad() and signeddeg() methods for consistency with the unsigned methods.
* Left out from f254eeb465.
2021-04-11 17:02:44 +10:00
Mitchell Richters
e76f63e2c0 - Consolidate all game interpolation code into inline functions. 2021-04-11 16:45:35 +10:00
Christoph Oelckers
b3bcedda6c - moved backend independent HUD code out of glbackend.cpp. 2021-04-11 08:40:18 +02:00
Mitchell Richters
f254eeb465 - binaryangle.h: Remove lookangle class and replace use with binangle.
* Added in fca846272e to deal with signed adjustments but its just not needed.
* Made better use of `binangle`/`fixedhoriz` class getters and setters than before as well.
2021-04-11 15:45:53 +10:00
Christoph Oelckers
184d9be6b1 - fixed palette setup for duplicate base palettes.
Due to some old code it could happen that these weren't fully set up and missed their translations.
Fixes #301 - Blood's invulnerability palette is identical to the base.
2021-04-10 21:42:53 +02:00
Christoph Oelckers
addfe4e904 - activate the progress bar on the startup screen. 2021-04-10 19:28:46 +02:00
Christoph Oelckers
db5fbe3bbb - make the startup banner in the initial console window work. 2021-04-10 19:14:30 +02:00
Christoph Oelckers
a5ed7ba8a3 - two more simple .def commands. 2021-04-10 16:35:29 +02:00
Christoph Oelckers
6b684e74ba - migrated 'texture' .def command. 2021-04-10 14:09:08 +02:00
Christoph Oelckers
057b8a7354 - cleanup of bvectan family of functions.
This can be greatly simplified to a single bvectangbam function using atan2 directly.
2021-04-10 12:54:29 +02:00
Christoph Oelckers
35221188db - inlined Clipper::PointToAngle 2021-04-10 10:56:11 +02:00
Christoph Oelckers
2e191f2742 - consolidated the SetLightAndFog code fragments. 2021-04-10 10:34:20 +02:00
Mitchell Richters
8ebd1a9ebc - binaryangle.h: Clean up HorizToPitch() since we're on the new renderer. 2021-04-10 10:06:30 +10:00
Mitchell Richters
28fb752446 - Replace gethiq16angle() with bvectangbam() in renderer code. This addresses some observed clipping issues in the new renderer. 2021-04-10 09:23:02 +10:00
Christoph Oelckers
e0dc261dfd - fixed edge case in wall sorter when the camera is exactly on a line that's being checked. 2021-04-10 00:05:29 +02:00
Christoph Oelckers
345275db5d - better handling for portal lines having sloped back sectors.
This is a very ugly special case that probably needs a bit more work to get right, for now this should be enough as this combination is rather rare.
2021-04-09 22:48:16 +02:00
Christoph Oelckers
ff0a3df302 - fixed extended music lookup again.
# Conflicts:
#	source/core/parsefuncs.h
2021-04-09 21:28:23 +02:00
Christoph Oelckers
2084c53538 - fixed extended music lookup again. 2021-04-09 21:21:53 +02:00
Christoph Oelckers
333581a084 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
Christoph Oelckers
fb02b38279 - better .def loading logic.
To allow cumulative loading without interfering with other ports, Raze will now look for files called xxxx-raze.def, where xxxx is the default .def name (e.g. duke3d-raze.def for Duke3D.) and if that is found, cumulatively load all same-named files - it will fall back on the default name if no such thing is found.
-def still overrides both and will not cumulatively load.
2021-04-09 14:30:01 +02:00
Christoph Oelckers
778a75c097 - fixed rffdefineid handler passing a bad file name to the backend. 2021-04-08 21:36:52 +02:00
Christoph Oelckers
9f08f9786a - consolidated a bit of dead content in .def parser. 2021-04-08 20:03:50 +02:00
Christoph Oelckers
c9483353ff - some more translucency checks. 2021-04-08 19:56:18 +02:00
Christoph Oelckers
1362a7ebc5 - added extended translucency support and did a bit of code consolidation. 2021-04-08 19:45:18 +02:00
Christoph Oelckers
a530dfbe35 Merge branch 'master' into newrenderer2 2021-04-08 18:52:54 +02:00
Christoph Oelckers
51c4c47183 - block manual advancing of intermission screens when already fading out.
This seems to cause some serious stability issues with how they handle the 2D drawer.
2021-04-08 18:01:42 +02:00
Christoph Oelckers
793d2d99ef - re-fixed the music lookup. 2021-04-08 17:46:53 +02:00
Christoph Oelckers
fc1fbfe8b3 - fixed .def 'music' parsing.
This was incomplete and just ignored Duke's special music, and the levelnum generation used an outdated formula so that it never managed to assign any music to the maps.
2021-04-08 16:35:26 +02:00
Christoph Oelckers
e2f570a70a - fixed: extended sound lookup must check the sound/ folder. 2021-04-08 16:05:32 +02:00
Christoph Oelckers
1439897b65 - fixed extended music lookup.
The logic was inverted for extended lookup which always resulted in failure to find the song.
2021-04-08 15:55:37 +02:00
Christoph Oelckers
cecd34efc7 - moved a bit more script parsing functionality into the backend and tried it out on the 'skybox' command. 2021-04-08 14:00:08 +02:00
Christoph Oelckers
4d29cd2df2 - I shouldn't have used WT's skies as reference - they got front and back faces swapped. 2021-04-08 13:54:58 +02:00
Christoph Oelckers
38ecfc8fa5 - added handling for cubemapped skyboxes. 2021-04-08 12:47:31 +02:00
Christoph Oelckers
b68512ef88 - on closer inspection, do not draw skies on intra-sky lines ever - the renderer already takes care of this elsewhere. 2021-04-08 10:10:15 +02:00
Christoph Oelckers
d348377bd8 - when drawing skies on walls where both sides are sky, use the backside's texture.
This fixes a sky anomaly in RR's E1L1.
2021-04-08 09:45:17 +02:00
Christoph Oelckers
4cdc39c9b9 Merge branch 'master' into newrenderer2 2021-04-08 08:55:41 +02:00
Christoph Oelckers
58fb938aa7 - block opening of the menu in the fade out phase of a screenjob and in Exhumed's map/intermission screens.
At these places there's some inteference that can bring the engine into an unstable state.
This is not a real fix, just a quick workaround. The actual problem requires closer examination why these are the only places where this happens.
2021-04-07 19:39:48 +02:00