Commit graph

50 commits

Author SHA1 Message Date
Christoph Oelckers
869dbd70e5 - fixed the design by merging the episode start handler into ShowIntermission.
Tying the start-of-episode cutscene to the cluster does not really work because it gets triggered by all maps of the cluster.
All currently existing intro cutscenes are tied to the map anyway.
Also correcting transition movie name for RRRA E2L1.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
0dc6980e5c - made episode intro cutscenes a game independent feature.
So far only defined for Duke E4 but all the logic is outside the game code now and can be universally handled.
2021-04-30 20:08:33 +02:00
Christoph Oelckers
1166b00af2 - switched intro movie playing over to the new system
Not tested yet.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
e05f900315 - added the data structures to hold the cutscene data. 2021-04-30 20:08:31 +02:00
Christoph Oelckers
4ff2010bd1 - moved the entire screen job management to the script side.
This isn't hooked up yet and lots of code is commented out, the games won't start with this commit.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
4a7430c8e4 - got rid of JobDesc. 2021-04-30 20:08:23 +02:00
Christoph Oelckers
71e5f9b70f - changed screen job list to work without per-job completion callbacks.
They made things more complex than necessary and do not translate well to scripting.
2021-04-30 20:08:22 +02:00
Christoph Oelckers
fb5e2fe0c0 - use flags instead of bools. 2021-04-30 20:08:22 +02:00
Christoph Oelckers
eb912604d2 - RFS compatibility with GDX: The outermost path component can be left out. 2021-04-17 23:59:10 +02:00
Christoph Oelckers
d2c9b5979d - gave key 7 a proper spawn record using the blue outline as image.
A proper definition here is needed to allow dropping this item.
The original code had a picnum of -1 here which caused crashes.
2021-04-17 12:05:37 +02:00
Christoph Oelckers
0cdb7a53ce - more char removal - mostly weapon.cpp 2021-04-17 10:34:12 +02:00
Christoph Oelckers
9828b0228e - made type of shade variables consistent.
Some were char, some signed char and the initializers needed type casts.
This wasn't serious but created a lot of casting noise.
2021-04-17 10:22:00 +02:00
Christoph Oelckers
ada28d8d04 - Blood: replaced 'unsigned char' with 'uint8_t' and 'signed char' with 'int8_t'.
Preparation for getting rid of all those excessively used plain chars which are a menace to code stability.
2021-04-17 10:14:03 +02:00
Christoph Oelckers
839547a9fc - Blood: gave FXDATA meaningful member names 2021-04-17 10:12:40 +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
61a6321cd6 - Exhumed: Change map command to start the level directly without going through the scrolling map. 2021-04-15 18:55:54 +02:00
Christoph Oelckers
efe76a6647 - Blood: fixed crash with badly defined drop objects.
Got -1 for picnum there, this was causing crashes.
2021-04-12 16:32:42 +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
d25838fe15 - Blood: fixed issue with INI detection when having content added by RFS files. 2021-04-12 00:31:36 +02:00
Christoph Oelckers
9b977ba96e - fixed mixup of values 0 and -1 in sound code.
0 means 'default', -1 means 'silent'. This caused playback issues for useSoundGen. All other places were passing proper volume values along, this is the only one to read the volume from map data.
2021-04-11 22:42:24 +02:00
Christoph Oelckers
6142f9d795 - added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
2021-04-11 21:14:09 +02:00
Christoph Oelckers
fd6a71cac5 - fixed a random crash with an empty sprite I just experienced. 2021-04-11 21:14:09 +02:00
Christoph Oelckers
32250f704f - mograted Blood's precaching to the backend's implementation. 2021-04-11 12:42:59 +02:00
Christoph Oelckers
6342926871 - disabled the QAV preload calls in Blood.
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +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
Christoph Oelckers
b3bcedda6c - moved backend independent HUD code out of glbackend.cpp. 2021-04-11 08:40:18 +02:00
Christoph Oelckers
02dedaad46 - Blood: undid restriction for original QAV for Guns Akimbo shotgun fix. 2021-04-09 22:48:39 +02:00
Christoph Oelckers
2820c50f3e - Blood: let the RFS parser handle forward slashes when cutting out the base directory of a given file name. 2021-04-09 18:25:32 +02:00
Christoph Oelckers
bfcedc2177 - autodetect .inis when loading Blood mods.
This works as long as the loaded mods have one single .ini file in them - in that case it is assumed that it is supposed to replace blood.ini, which will allow dragging & dropping such archives without further user intervention.
2021-04-06 00:57:31 +02:00
Christoph Oelckers
97a0cb2a10 - handle voxel rotation in the backend to enable it for all games.
This was previously only present in the Blood module and missed in Exhumed from upstream so the entire option was rather pointless.
Fixes #290
2021-04-04 10:33:29 +02:00
Christoph Oelckers
a298a3d3df - disabled 'isRunning' in Blood entirely.
After discovering yet another misbehaving place in the game I think it can be safely concluded that this is better left off unconditionally.
The only remaining place where this still gets checked is in nnexts, but I wouldn't expect this to work either.
Fixes #292
2021-04-04 09:35:05 +02:00
Christoph Oelckers
ebac57fb4f - fixed music in Blood's menu
This is only supposed to play for the fade-in of the background but needs to stop when the menu appears.
Fixes #291
2021-04-04 09:25:41 +02:00
Mitchell Richters
9c01bde44e - gameinput.cpp: Block player input within sethorizon() and applylook() if target for each has been set by the ticker.
* Stops players having the ability to provide input and fight the system trying to set an input.
2021-04-02 22:47:19 +11:00
Mitchell Richters
029f8807df - Make 360. / 2048. a constant expression and replace all uses throughout code. 2021-04-01 10:42:22 +11:00
Christoph Oelckers
e375c799ce - CommonLoon102's weapon fixes from NBlood:
Fix bug when switching to another weapon from the spray while firing with primary fire won't switch to the new weapon. And telling Caleb not to put away his lighter if the spray is being switched to TNT.
Do not put away lighter after TNT is thrown if while throwing the weapon was switched already to spray.
Do not put away lighter if TNT was selected while throwing a spray can.
Fix next/prev weapon
2021-03-09 09:31:04 +01:00
Christoph Oelckers
ad8654ed06 - fixed maphack loader.
The duplicate 'currentSprite' variable prevented it from doing anything.
Also cleaned up the interface a bit to avoid using a global variable for parameter passing.

Fixes #279
2021-03-07 09:39:16 +01:00
Christoph Oelckers
57a6bfcdcd - Blood: fixed typo in map loader that overwrote the floor y panning offset with its fractional part. 2021-03-03 13:26:58 +01:00
Christoph Oelckers
bbd5c0ac8b - transitioned voxel rendering to use the backend's implementation. 2021-03-02 17:10:34 +01:00
Christoph Oelckers
4b59acd251 - Blood: Check the sound's internal loop flag when playing a sound.
Fixes #275
2021-03-02 11:59:20 +01:00
Christoph Oelckers
b9050b1a35 - Blood: properly clip the gauge for throwing dynamite force instead of stretching it. 2021-03-02 03:31:10 +01:00
Christoph Oelckers
a7dc86583f - Blood: commented out cultist code that should not be entered due to the 'isrunning' bug. 2021-03-02 03:04:14 +01:00
Christoph Oelckers
34bda2c962 - address excessive view swaying in Blood.
It is totally unclear what happened here in the original code, but the info apparently never reached the place where it's being checked. BloodGDX just ignores it so we do now, too.
2021-03-01 19:28:47 +01:00
Christoph Oelckers
80404558f6 - RR: Fixed the drink and eat meters on the status bar.
Turned out that the status bar's DrawGraphic cannot handle it with its coordinate hackery, this needs a separate, cleaner interface function that does not mess around with the pivot which needs to be passed unaltered to the backend to properly rotate around it
2021-02-28 22:34:52 +01:00
Christoph Oelckers
d0cf9d65e7 - use 2D size in 2D code, not the engine's screen dimensions. 2021-02-27 12:33:47 +01:00
Mitchell Richters
cff97c9cf3 - calcChaseCamPos(): Restore original algorithms for new position via GameInterface struct.
* Averaging out the values was a net negative for all games. Each games' original value is tuned to the specific games.
2021-02-18 21:47:39 +11:00
Mitchell Richters
ba57429ac6 - Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
* Based off SW's implementation.
2021-02-18 21:47:37 +11:00
Mitchell Richters
2abda0e27d - All Games: Migrate each game's clock counter to backend solution. 2021-02-18 21:47:33 +11:00
Rachael Alexanderson
47f0370512 - add some 21:9 presets 2021-01-18 06:25:04 -05:00
Christoph Oelckers
fc11f537f7 - project cleanup
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00