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
b5b9452adb
- Optimise fFindDistance2D()
to multiply by inverse rather than divide by a constant.
2021-07-10 22:08:48 +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
Dino Bollinger
8dd0f947f7
Remove useless code introduced in bad17f29
2021-07-07 21:31:32 +02:00
Christoph Oelckers
62a5a720e8
- Check for maps with bad setup of their wall lists.
...
Lo Wang In Time's map 11 does not include wall 0 into its sector, which caused crashes when trying to triangulate this sector.
2021-07-06 10:29:24 +02:00
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
Christoph Oelckers
e5cb1976d3
- disable texture name truncation for textures/ directory.
...
Unlike Doom, a similar limit does not exist here and must not be enforced. Any texture from this folder needs to be usable by its full name without extension to be able to replace named tiles.
2021-07-05 22:39:24 +02:00
Mitchell Richters
1dbf34fe56
- Repair some potential issues from 1354d52c05
that might be causing issues with #455 .
2021-07-04 21:06:13 +10:00
Christoph Oelckers
5d67987fe1
- don't attempt to decode animation frames at offsets beyond the end of the current page.
...
Copied from EDuke32.
2021-07-02 20:33:53 +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
e9b2bf9e4e
- shortened the message for not found game data and restrict to non-Windows systems.
2021-06-26 12:10:46 +02:00
Hugo Locurcio
a10018bc36
Display game data path when no game data files are found
...
This helps users find the location where they should place
game data files.
2021-06-26 12:06:35 +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
acadd716f8
- For Unix systems, ensure that the root of the player's .config directory is scanned for content, not just subdirectories.
...
* Fixes #430 .
2021-06-24 20:47:14 +10:00
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
39983f8144
- Fix maps loaded from the command line starting with corrupted sectors.
...
* Starting game same way `map` CCMD does it for now.
2021-06-24 18:50:10 +10:00
Mitchell Richters
9645009b28
- Fix -map
command-line argument not working.
...
* Fixes #441 .
2021-06-24 18:49:26 +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
Emile Belanger
b6e76337e0
Fix so small font is displayed correctly
2021-06-20 16:34:26 +02:00
Christoph Oelckers
0069af02e7
- use a slightly higher depth bias for translucent elements.
...
These can otherwise cause z-fighting when being used with non-translucent floor and wall sprites.
2021-06-13 09:39:07 +02:00
Christoph Oelckers
5556756d43
- map fix for Hickston Swamp (RR mod) E1L3:
...
Wall sprite is placed in the wrong sector which makes the new renderer's far stricter checks to reduce sprite flicker fail to position it correctly.
2021-06-13 09:32:30 +02:00
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
15635ec7c8
- fixed crash when trying to triangulate broken sectors.
...
In these cases it is possible that the wall index may go below 0.
2021-06-11 23:18:46 +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
1cea743536
- restrict lookup of engine/engine.def to the main game files.
...
Mods should not use this to load their data.
2021-06-09 08:38:40 +02:00
Christoph Oelckers
9d36e61d3f
- depth bias fixes.
2021-06-09 00:47:13 +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
a32489be31
- wall sprite positioning tweaks.
...
Turns out that a distance of one Build unit from a wall alone is not enough to render them glitch-free, some depth bias is still needed.
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
f96521a7f4
- fixed: Floor sprites must set their view orientation.
...
The translucent element sorter needs this to operate properly.
2021-06-02 20:32:35 +02:00
Christoph Oelckers
3c5ef9c8e6
- properly render geometry that's fully shrouded in fog.
2021-06-01 21:48:39 +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
f0d2aef9d9
- fixed hires replacements for colorized font characters.
2021-06-01 11:29:39 +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
1636ddc00e
- set the main resource file's index in the file system.
...
Some checks need this.
2021-05-31 21:20:32 +02:00
Christoph Oelckers
25e57763af
- implemented substitution for incomplete fonts.
2021-05-31 21:20:32 +02:00
Christoph Oelckers
9c60ab791b
- implemented all needed font overrides for localization.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
d174b61c3c
- allow switching between the two Duke BigFonts and fix Y in Duke's BigFont13.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
90bcba302e
- layout adjustments for localized texts.
...
In particular SW's main menu was far too tightly spaced, allowing no room for accents.
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
cd56fd66d2
- RR: fixed advanced notify display's font size.
...
At some point the scale multiplier must have gotten lost, which with the twice as large fonts in this game resulted in text being too large.
2021-05-31 21:20:28 +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
d7e1707b37
- removed the Doom specific font init code.
...
This has no use in Raze and only got in the way by enforcing unwanted defaults.
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
2b8a80c6ce
- added the out-of-bounds vertex handler to the secondary triangulator as well.
...
If SW does this, triangulation must not be attempted as it will inevitably fail.
2021-05-29 13:19:44 +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
2e9732ce79
- fixed new renderer's use of fog on skies: The palette value from the wall was used instead of the one from the sky plane.
2021-05-29 12:09:16 +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
Christoph Oelckers
22be26bd2d
- font system fixes.
2021-05-28 12:16:07 +02:00
Christoph Oelckers
d44500863b
- removed the multiplayer scoreboard screens.
...
Since there is no plan to keep them in case MP gets implemented there's no need to maintain them.
These should later be replaced by a generic screen using a better font and a layout that takes higher resolutions into account.
2021-05-27 13:33:54 +02:00
Rachael Alexanderson
fd97da05b7
- allow UNC search paths on Windows
2021-05-26 10:47:36 -04:00
Christoph Oelckers
4ff4fa643b
- rewrote the default translation handling to be compatible with luminosity translations.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
8b1757eee2
- got rid of most of the font system's baggage that's no longer needed.
...
Mainly this means that it's no longer necessary to reorder the palette to get working translated glyphs, so the FFontChar1 class and the TranslatedPic member and its invasive handling could all be cleaned out.
All font operations now take place on true color data, with the sole execption of FSpecialFont's 'notranslate' handling.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
9769f346ec
- refactored the special fonts away from BuildTranslation so that this function and the entire large heap of ugly baggage it drags in can finally be deleted.
...
Function is gone, baggage will come next.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
372d425e01
- use luminosity translations for single lump fonts and let them use their original palette.
2021-05-25 12:59:08 +02:00
Christoph Oelckers
377829d6a2
- let hex fonts use the luminosity translations.
2021-05-25 12:59:08 +02:00
Christoph Oelckers
0bab333f36
- redid font translation so that it doesn't need to crush the font characters' color set to the base palette.
...
Right now it creates a special type of luminance translation that can operate on a true color bitmap.
2021-05-25 12:59:08 +02:00
Christoph Oelckers
0b181c67b9
- don't skip lines when an empty one gets deleted.
2021-05-23 17:22:29 +02:00
Christoph Oelckers
f212421547
- don't let the triangulator choke on empty sectors.
2021-05-23 17:19:01 +02:00
Christoph Oelckers
8aed9063f8
- sector splitting hack for SW $bath.map.
2021-05-23 17:06:47 +02:00
Christoph Oelckers
572f45ca53
- delete lines in proper order when eliminating a pair.
...
Deleting the lower one first will delete the wrong second one.
2021-05-23 16:36:06 +02:00
Christoph Oelckers
b2545f8042
- PlayMusic script function.
2021-05-23 16:21:04 +02:00
Christoph Oelckers
d98a567597
- halt the game timer when setting up a cutscene and when starting movie playback.
...
These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly.
With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
2021-05-23 14:36:54 +02:00
Christoph Oelckers
cc1def8d77
- fixed: When the node builder is used for triangulation, all zero-length lines must be eliminated first.
...
These can cause triangulation errors.
2021-05-23 09:16:30 +02:00
Brian Koropoff
bea0379830
Fix off-by-one error in group search
...
This could be hit when loading raze.pk3 from the build directory while
the file search path contains only one grp file
2021-05-23 08:51:32 +02:00
Brian Koropoff
9394ebe768
Resolve raze.pk3 via search paths
...
Linux installs typically don't have it next to the program binary
2021-05-23 08:51:32 +02:00
Brian Koropoff
e4e949877d
Fix buffer overflow at maploader.cpp:392
2021-05-22 22:31:16 +02:00
Christoph Oelckers
b899b63843
- Raze must still use zmusiclite due to license restrictions... :(
...
This was a copy/paste error when cleaning up some things in the project file.
2021-05-22 19:23:47 +02:00
Christoph Oelckers
0c6e2f0c9e
- silenced some warnings.
2021-05-22 15:34:04 +02:00
Christoph Oelckers
d7a47b2f3a
- route all accesses to gameaction from the backend through the sysCallbacks.
...
gameactions are frontend specific so this needs to be decoupled.
2021-05-22 13:02:34 +02:00
Christoph Oelckers
6ae09f8ec9
- ported Doom's type-on text screens as a screen job overlay.
2021-05-22 12:08:08 +02:00
Christoph Oelckers
5337513044
- ported GZDoom's subtitle drawer to the cutscene framework.
...
For later use, this isn't used yet.
2021-05-22 10:26:53 +02:00
Christoph Oelckers
f69fe334fc
- removed duplicate variable.
2021-05-22 09:22:30 +02:00
Christoph Oelckers
0d793a59fd
- moved the cutscene core to 'engine'.
...
More adjustments for making this code compatible with GZDoom.
2021-05-22 02:15:49 +02:00
Christoph Oelckers
e10bcf6294
- split the screen job code into a generic and a Raze specific part.
...
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
1dff0502b0
- moved libvpx and libsmackerdec to more fitting places, plus some project cleanup.
2021-05-22 01:06:51 +02:00
Christoph Oelckers
16c6e2db05
- silence float truncation warnings for explicit casts.
2021-05-21 21:06:48 +02:00
Christoph Oelckers
4739c71b39
- PNG 16 bit support from GZDoom.
2021-05-21 21:06:11 +02:00
Christoph Oelckers
264d42179e
- optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
...
The setters in FRenderState should check if the value actually changes and the wall drawer should only call it for non-translucent wall sprites.
2021-05-21 19:07:22 +02:00
Christoph Oelckers
4bb57cfab5
- fixed flickering floor sprites.
...
The SetDepthBias call was somehow gotten lost.
2021-05-21 19:03:39 +02:00
Christoph Oelckers
234f303348
- fixed typo in line segment culler.
2021-05-21 18:40:34 +02:00
Christoph Oelckers
f7a424cd06
- fixed precision issues with GetClosestPointOnWall for orthogonal lines.
...
The math failed for some large wall sprites (e.g. Blood E2M4, sprite #181 ), and in orthogonal cases it is better anyway to perform direct checks of the coordinates
2021-05-21 18:25:30 +02:00
Christoph Oelckers
b0cc5c14e2
- fixed bad argument count in ScreenJobRunner.Validate call.
2021-05-21 17:32:36 +02:00
Christoph Oelckers
24dbfc7827
- fixed BunchInFront to do a more thorough comparison in case it encounters colinear walls.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
716b8840af
- when using the node builder to triangulate sectors we must delete overlapping walls.
...
The node builder can create bad geometry from them because it does bad ordering when two lines facing in opposite directions overlap.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
079a95a0a3
- use a higher depth bias for non-orthogonal wall sprites.
...
Due to minor angular inaccuracies they are more sensitive to z-ordering than orthogonal ones when things are closely stacked.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
d572e56839
- removed the indirection for the global arrays.
...
No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Cacodemon345
75ecd173b6
Destroy FStartupScreen before initializing video
...
Fixes terminal output cutoff on console tab completion on Unix systems.
2021-05-20 19:32:48 +02:00
Christoph Oelckers
be97ee04f9
- re-enable flat sprite rendering.
...
This was commented out for testing but forgotten afterward.
2021-05-20 19:21:14 +02:00
Christoph Oelckers
5cfd810311
- new renderer: take fog properties for walls and ceilings from the proper elements.
2021-05-20 19:17:21 +02:00
Christoph Oelckers
ec976d9db7
- RR: fixed double negation in pitch math when throwing dynamite.
2021-05-20 19:06:11 +02:00
Christoph Oelckers
e5236d3423
- SW: fixed sector transfers involving a portal for real this time.
...
It is not enough to just copy the properties - if this happens the entire portal needs to be reinitialized. The only way to do this is to run CollectPortals again to reset all portals in the map.
2021-05-20 18:52:27 +02:00
Christoph Oelckers
b5358bc03c
- fixed typo in wall sprite offsetting code.
2021-05-20 18:25:19 +02:00
Rachael Alexanderson
a75ed91796
- this crash was handled by nothing more than an assert...
2021-05-20 11:02:11 -04:00
Christoph Oelckers
d4eb54d686
- render free standing wall sprites without depth bias.
...
Otherwise they can end up badly ordered with walls.
2021-05-20 12:36:35 +02:00
Christoph Oelckers
e99567cd70
- fixed bad array of arrays access in sector splitting code.
2021-05-20 00:30:54 +02:00
Christoph Oelckers
5ee4bc5cca
- Blood: handle title screens so that mods changing the original one still display it.
...
The rules are:
* If CRC of tile 2518 has changed, use that.
* If CRC of tile 2046 has changed, use that.
* If tile 2518 is not present, use tile 2046
* otherwise use tile 2518.
This allows display of Cryptic Passage's title screen while still using the "with Plasma" version for the regular game.
2021-05-19 00:07:50 +02:00
Christoph Oelckers
5fd41ab910
- new renderer: draw the fog layer for skies.
...
Code was active but alpha wasn't set.
2021-05-18 00:42:45 +02:00
Christoph Oelckers
1d7f4c1f2b
- SW: fix sector property transfers involving a portal.
2021-05-18 00:26:57 +02:00
Christoph Oelckers
eae97ded1b
- backend update from GZDoom.
2021-05-17 20:33:40 +02:00
Christoph Oelckers
24ce5d6130
- Exhumed: fix animation stopping for inventory torch item.
...
I have no idea how the old code could ever work...
2021-05-16 20:25:56 +02:00
Christoph Oelckers
395de23b21
- Exhumed: Don't autoaim backwards.
2021-05-16 19:20:36 +02:00
Christoph Oelckers
5e94eaff8e
- new renderer: handle light level underflows.
2021-05-16 18:50:54 +02:00
Christoph Oelckers
a348508779
- handle the wall sprite clipping properly.
2021-05-16 16:00:00 +02:00
Christoph Oelckers
028a196777
- removed deleted files from project.
2021-05-16 12:32:52 +02:00
Christoph Oelckers
5e57b738d5
- removed redundant menu initializsation in M_StartControlPanel.
...
This was a leftover of early development and is no longer needed.
2021-05-16 12:21:08 +02:00
Christoph Oelckers
5bb438b817
- new renderer: fixed bad positioning when a y-flipped wall sprite had to be clipped to floor or ceiling.
2021-05-16 12:17:26 +02:00
Christoph Oelckers
60fe1d32fb
- Blood: unpositioned sounds must be limited to one per channel.
2021-05-16 11:51:51 +02:00
Christoph Oelckers
98ca5d5db4
- added 'load' and 'save' CCMDs.
2021-05-16 11:24:08 +02:00
Christoph Oelckers
7358f4344f
- pause the game when app is not active.
2021-05-16 10:53:38 +02:00
Christoph Oelckers
f2d75d4146
- made status bar configurable through rmapinfo.
2021-05-16 10:43:47 +02:00
Christoph Oelckers
ee559b7ba9
- removed all leftover parts of the native status bars.
2021-05-16 10:35:33 +02:00
Christoph Oelckers
83f151529b
- fixed SW status bar.
2021-05-16 10:25:56 +02:00
Christoph Oelckers
8d8b3cda46
- scriptified SW's status bar.
...
Not tested yet. This just compiles without errors.
2021-05-16 09:34:08 +02:00
Christoph Oelckers
f136330628
- removed the native versions of Duke's and RR's status bar.
2021-05-15 17:15:29 +02:00
Christoph Oelckers
781cb32dcf
- fixed all issues with Duke's/RR's status bar.
2021-05-15 16:46:08 +02:00
Christoph Oelckers
f84f58e714
- ported Duke and RR status bars.
...
Compiles but not tested yet.
2021-05-15 14:27:32 +02:00
Christoph Oelckers
d311792e06
- engine side preparations for Duke Statusbar scriptification.
...
Mainly, gotweapon had to be reverted to a flat bool array to avoid implementing FixedBitArray for the VM.
Also adding a few new tile names and PushV for string arrays.
2021-05-15 10:44:35 +02:00
Christoph Oelckers
845ce63348
- make sure that all objects rendered as shadow reset the object color after the draw call.
2021-05-15 10:40:25 +02:00
Christoph Oelckers
b520d38bc0
- removed the native implementation od Exhumed's status bar.
2021-05-15 10:25:39 +02:00
Christoph Oelckers
663f330684
- fixed GetChunkFrame implementation and one bad GetString call.
...
Exhumed's status bar is fully working with this.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
b71c725e3e
- ported Exhumed's status bar.
...
Not tested yet.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
5a6121d424
- status bar interface work.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
c716900a3c
- handled the remaining arrays that got accessed by the status bar.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
12b7c73393
- turning some of the player arrays into Player members.
...
For script code we do not want the arrays accessible so all that get accessed need to be moved into the struct first.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
4e182ea5ee
- Exhumed: made the status bar independent of static global state.
...
It will now perform all state change checks itself
2021-05-15 10:25:38 +02:00
Christoph Oelckers
c9361aff76
- Exhumed: moved nPlayerItem into PlayerList
2021-05-15 10:25:37 +02:00
Christoph Oelckers
71f4946879
- Exhumed: changed lung display as well.
2021-05-15 10:25:37 +02:00
Christoph Oelckers
35c07500c3
-Exhumed: changed key display on status bar to be controlled from the status bar itself.
...
First of 6 externally controlled status bar indicators.
2021-05-15 10:25:37 +02:00
Christoph Oelckers
317238147b
- Blood: fixed scriptified MP statusbar code to the point where it compiles.
...
Mainly to avoid code rot by future changes, this probably cannot remain as it is if MP gets reimplemented.
2021-05-15 10:25:37 +02:00
Christoph Oelckers
55abb261c6
- this was in the wrong place. :(
2021-05-15 10:25:37 +02:00
Christoph Oelckers
db8572dbcc
- newrenderer: clip wall angles before doing any math with them.
...
In some cases these unclipped ranges ended up in other data structures, causing problems with bunch ordering.
2021-05-14 12:56:37 +02:00
Christoph Oelckers
3d6ae40bc0
- normalize all angles to the actual viewing range in the drawer.
...
This simplifies the debugging of this code a lot because we no longer have to deal with range overflows and can do direct comparisons everywhere.
2021-05-14 10:50:22 +02:00
Christoph Oelckers
5ae1c334fa
- Duke: fixed bad check in 'ifnotmoving' CON command.
2021-05-14 10:03:07 +02:00
Christoph Oelckers
645ea1e1ae
- SW: better handling for bogus ladders.
...
If there is no back sector, use the front sector of the wall as the ladder sector.
This at least fixes the badly defined ladder in Wanton Destruction's first map.
2021-05-13 23:28:29 +02:00
Christoph Oelckers
d14d539144
- fixed issues with MAPINFO parser.
...
These cause problems with map progression, particularly with Exhumed.
2021-05-13 22:49:19 +02:00
Christoph Oelckers
bdfe40af7c
- properly terminate base64 data.
2021-05-13 22:28:36 +02:00
Emile Belanger
a6f62773cb
Give -1 to model light index otherwise mLightIndex in renderstate ends up getting set to 0 which is a valid light index
2021-05-13 10:04:40 +02:00
Christoph Oelckers
e5dd4a8638
- made the scripted version of Blood's status bar functional.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
778378fd5c
- scriptified version of Blood's status bar compiles.
...
Not tested yet.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
4ad20e4c00
- more preparations for scriptification of Blood's status bar.
...
* restructured some code that could not be converted as-is due to access to data that should be off-limits to scripts.
* exporting most of PLAYER's member fields.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
5859188d3a
- Blood: use names instead of indices to address textures in the status bar drawer.
...
This is a preparation for scriptification of the status bars. Blood's wasn't using any symbolic constants at all aside from the new HUD fonts.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
acb4830eb5
- ported the BaseStatusBar class to ZScript.
...
Not hooked up yet, but it compiles.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
cb2bc7967a
- fixed the remaining warnings.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
cf22a70d82
- fixed all warnings in Duke.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
694066c4ec
- fixed all warnings in Exhumed.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
fb21e39de5
- fixed remaining SW warnings.
2021-05-12 21:50:00 +02:00
Christoph Oelckers
1085b0b7a2
- first batch of SW warning fixes.
2021-05-12 21:49:34 +02:00
Christoph Oelckers
3e2cacfaf6
- silenced warnings in Blood.
2021-05-12 21:49:06 +02:00
Christoph Oelckers
d097c8e635
- removed the non-functional and long abandoned level music alias feature.
...
With RMAPINFO such a hack is no longer needed for anything.
2021-05-12 21:48:40 +02:00
Christoph Oelckers
783b94f922
- more warning fixes in 'core'.
2021-05-12 21:48:14 +02:00
Christoph Oelckers
1168341d5a
- fixed more warnings in 'core'.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
b6dd834420
- fixed warnings in Build code.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
7283de0084
- fixed some very noisy warnings in two headers.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
03289f5097
- silenced some warnings.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
fd6dd7f467
- Skip the load screen if the level is started from the console.
...
In this case the load screen is not helpful as it blocks the actual level start, requiring closing and reopening the console first before entering any commands that need the level.
2021-05-12 00:36:04 +02:00
Christoph Oelckers
9dd9dc8efd
- handle savegame loads like GZDoom.
...
They are synchronized with the game loop and should not be initiated directly from the menu.
2021-05-12 00:31:49 +02:00
Christoph Oelckers
499ed52972
- route savegame requests through the newwork, just like GZDoom does.
...
Although a bit overkill for single player saves only, this will ensure consistent behavior between both engines regarding the menu.
2021-05-12 00:21:26 +02:00
Christoph Oelckers
4c161ae403
- SW: fixed signed-ness issues with SOP-related angle checks.
2021-05-12 00:10:02 +02:00
Christoph Oelckers
633d205d80
- SW: fixed ammo pickup amount.
2021-05-12 00:01:19 +02:00
Christoph Oelckers
bde644f77f
- SW: replaced some asserts with proper value checks.
...
These asserts can actually be triggered by some maps with incorrect setups.
2021-05-11 00:59:23 +02:00
Christoph Oelckers
ae94fb921c
- SW: Abort GetInput immediately if no valid sprite is attached to the given player.
2021-05-11 00:52:39 +02:00
Christoph Oelckers
5d5af0cb09
- fixed error message spam when trying to load a non-existent voxel using .def.
2021-05-11 00:48:35 +02:00
Christoph Oelckers
3194efc646
- SW: processWeapon must check for valid player sprites.
...
On map start it can happen that this gets called with an incompletely set up map.
2021-05-11 00:21:50 +02:00
Christoph Oelckers
10a6515b9a
- Exhumed: Fixed weapon swaying intensity, introduced by e76f63e2c0
...
Note that shifting right by 17 bits vs. shifting right by 16 bits and then multiplying the entire result by 0.5 is not the same here!
2021-05-11 00:12:03 +02:00
Christoph Oelckers
c6991add46
- Blood: fixed null pointer crash in actBurnSprite.
2021-05-11 00:02:26 +02:00
Christoph Oelckers
d90b23ba9a
- take down the savegame loader's resources in proper order.
2021-05-10 20:14:38 +02:00
Christoph Oelckers
e40ed2262e
- cleanup of 'gotpic' handling.
2021-05-10 20:13:28 +02:00
Christoph Oelckers
e74aca291c
- position tweaking for Nam's skies.
...
Why is this such an utter mess to get skies placed correctly? :(
2021-05-10 20:13:28 +02:00
Christoph Oelckers
fc11f9327a
- refactored actDamageSprite
2021-05-10 20:13:28 +02:00
Christoph Oelckers
b8dcd09f77
- reformatting.
2021-05-10 20:13:28 +02:00
Christoph Oelckers
965939957e
- split up actKillSprite into several smaller functions.
...
The biggest problem in here was tracking the lifetime of local variables.
2021-05-10 20:13:28 +02:00
Cacodemon345
36b910a253
Fix compilation on OpenBSD
2021-05-10 08:25:14 +02:00
Cacodemon345
ce4b748ff0
Fix compilation with Clang on FreeBSD
2021-05-09 19:52:52 +02:00
Christoph Oelckers
0efe15ae98
- deleted some unused utilities.
2021-05-08 18:06:57 +02:00
Christoph Oelckers
43981bff85
- Duke: fixed mirror setup for new renderer.
...
A wall must be marked one-way to be used as a mirror.
2021-05-08 16:27:01 +02:00
Christoph Oelckers
de904d3052
. Duke: made the 'lonely effector' error non fatal.
...
Instead just move the bogus effector sprite out of the way.
2021-05-08 15:41:49 +02:00
Christoph Oelckers
3dfc3e73d2
- only process actually existing mirrors when updating their state.
2021-05-08 15:23:45 +02:00
Kevin Caccamo
6e1554d7ae
Fix mirror updates in Shadow Warrior
2021-05-08 14:58:20 +02:00
Christoph Oelckers
8e070343c5
- added default crosshair for Exhumed.
...
See 1abadb6f1c
2021-05-08 14:49:49 +02:00
Christoph Oelckers
9a5a32c826
- Blood: split out the 'modern dude' part of actKillDude.
2021-05-08 14:43:09 +02:00
Christoph Oelckers
34b7bfc10b
- handled the actDrop* functions.
2021-05-08 14:43:08 +02:00
Christoph Oelckers
d1cc7403b3
- actNapalmMove - another previously unnamed function.
...
# Conflicts:
# source/games/blood/src/aiunicult.cpp
2021-05-08 14:43:08 +02:00
Christoph Oelckers
23df336ebe
- complete cleanup of sub_2A620, now renamed to actRadiusDamage.
2021-05-08 14:43:08 +02:00
Christoph Oelckers
6110ec5cfd
- redid ConcussSprite.
2021-05-08 14:43:08 +02:00
Christoph Oelckers
d466ec081a
- fixed incorrect order of resource deallocation in savegame reader.
2021-05-08 09:22:08 +02:00
Christoph Oelckers
325af156e7
- fixed loop in ProcessBunch to account for array reallocation.
2021-05-08 09:16:06 +02:00
Christoph Oelckers
df6a9823e3
- fixed incorrect license in sw/d_menu.cpp.
...
Should be GPL 2+, not GPL 2.
2021-05-08 00:13:50 +02:00
Christoph Oelckers
79823b430c
- reinstate the old code for rendering the first portal without stencil
...
The previous commit fixes the true issue causing the problems - with this back the restriction is not needed anymore.
2021-05-07 00:26:22 +02:00
Christoph Oelckers
db1cf63e7a
- SW: fixed bad type for ceiling portals.
2021-05-07 00:23:56 +02:00
Christoph Oelckers
b644000b02
- fixed texture y-flipping on bottom tiers of walls.
...
The flip flag was taken from the wrong side of the wall.
2021-05-07 00:18:13 +02:00
Christoph Oelckers
29b0106a96
- fixed yet another problem with the local 'sprite' variables in HWWall causing problems.
...
This variable and its companions in HWFlat and HWSprite have now been renamed to avoid these issues.
2021-05-07 00:09:30 +02:00
Christoph Oelckers
34a5fb5a6a
- make testnewrenderer persistent.
2021-05-06 18:12:23 +02:00
Christoph Oelckers
3fce8ab693
- added support for the 3 missing Duke Vacation SSIs.
2021-05-06 17:14:18 +02:00
Christoph Oelckers
d54a8724b5
- default 'testnewrenderer' to false.
2021-05-06 17:04:48 +02:00
Christoph Oelckers
2f9e32f748
Merge branch 'newrenderer'
2021-05-06 17:04:35 +02:00
Christoph Oelckers
72e4220929
- added an option to dump the list of discovered games to a JSON file.
2021-05-06 12:03:33 +02:00
Rachael Alexanderson
7b45144023
- these changes were missing from the last Vulkan update
2021-05-06 04:27:58 -04:00
Christoph Oelckers
c679f83f75
- make all games return to the main menu when the game is ended with F10.
...
Duke still went to the intro movies which was a bit problematic.
2021-05-04 11:32:09 +02:00
Christoph Oelckers
0659bda6b6
- SW: clear old user content before allocating a new one.
...
If old data gets in here it may break the game.
https://github.com/coelckers/Raze/issues/349
2021-05-04 11:11:38 +02:00
Christoph Oelckers
a7adef360b
- fixed compilation with Clang.
2021-05-04 00:11:43 +02:00
Christoph Oelckers
a303da37a9
- added a mapinfo dumper and used it to verify correctness of the data generated from game-native definitions.
...
Also simplified the levelnumber setup a bit.
2021-05-03 23:00:24 +02:00
Christoph Oelckers
020a636c2f
- removed some more useless stuff from headers.
2021-05-03 19:16:26 +02:00
Christoph Oelckers
0db8fc6163
- removed UNREFERENCED_PARAMETER macro.
...
Using C++ standard of not naming such parameters instead.
2021-05-03 19:10:53 +02:00
Christoph Oelckers
7d77b2315f
- merged the few remaining contents of mmulti.h into d_net.h
2021-05-03 19:01:00 +02:00
Christoph Oelckers
6589222da6
Merge branch 'scriptable_cutscenes' into newrenderer
2021-05-03 18:50:41 +02:00
Christoph Oelckers
d206a767b2
- added render workaround for CP07.
2021-05-03 17:48:35 +02:00
Christoph Oelckers
d8b808576f
- restrict the sky portal shortcut to skies in scenes where there are no other portals.
...
This entire setup does not work with sector portals, causing various render glitches in Shadow Warrior's portals. This also applies to skies within portals so it is now restricted to single sky setups.
2021-05-03 14:52:23 +02:00
Christoph Oelckers
56fcf904b5
- Backend update from GZDoom.
2021-05-03 14:48:55 +02:00
Christoph Oelckers
389340f97c
- use sections for rendering.
2021-05-03 00:15:09 +02:00
Christoph Oelckers
30b1b046e4
- added an intermediate data structure to decouple the rendering from the immediate map data.
...
This will be needed for sectors consisting of disjoint parts and for providing some help with addressing rendering anomalies
2021-05-03 00:04:36 +02:00
Christoph Oelckers
f40e52ab34
- fixed issues with validation of command line specified main game GRP file name.
2021-05-02 22:56:53 +02:00
Christoph Oelckers
8003ab6fa3
Merge branch 'scriptable_cutscenes' into newrenderer
2021-05-02 22:37:46 +02:00
Emile Belanger
b83928f437
Clear Viewpointbuffer position so it does not go to infinity
2021-05-02 22:22:43 +02:00
Christoph Oelckers
c9791bc148
- renamed PlayerHorizon function to deconflict with the same-named struct
2021-05-02 21:56:45 +02:00
Christoph Oelckers
698d62bbc6
- merged FixMapInfo into loadcons.
...
No need to delay the remaining content. The reasons for the separate function no longer exist.
2021-05-02 19:41:24 +02:00
Christoph Oelckers
60d007fa93
- Duke: fixed non-scrolling SE24.
2021-05-02 19:32:20 +02:00
Christoph Oelckers
a1381c0ff2
- fixed Blood cutscene setup to avoid dependency on the sound code initialization.
...
It now only stores the sound name or ID but not the internal index which is only looked up when needed.
2021-05-02 18:10:59 +02:00
Christoph Oelckers
575a38d835
- added RMAPINFO handler for Blood's message array.
2021-05-02 18:00:11 +02:00
Christoph Oelckers
c1b4fdff83
- added a "clearall" instruction to RMAPINFO.
...
Since, unlike GZDoom, this format is additive and uses defaults for map progression it would otherwise a bit tricky to compile new episodes without accidentally pulling in some original special features.
2021-05-02 17:42:19 +02:00
Christoph Oelckers
dfd47ea33a
- migrated SW to RMAPINFO as well.
...
Also removed the 'definecutscene' code from the .def parser as this was never meant to be more than a temporary solution.
2021-05-02 17:35:25 +02:00
Christoph Oelckers
4b064b9f34
- migrated Exhumed's level setup to RMAPINFO.
...
This game never had a proper setup so this also fixes the crashes with visiting the multiplayer maps.
2021-05-02 15:54:19 +02:00
Christoph Oelckers
bb9d492db6
- migrated RRRA as well.
2021-05-02 14:01:10 +02:00
Christoph Oelckers
a28b4ea06a
- migrated Route66 and fixed some issues pointed out by this mod.
2021-05-02 13:29:41 +02:00
Christoph Oelckers
6f4e380728
- migrated RR's cutscene definitions.
...
Also turned several level-specific init options into map flags or map parameters.
2021-05-02 13:12:24 +02:00
Christoph Oelckers
15f9861633
- summary screens, too.
2021-05-02 12:28:32 +02:00
Christoph Oelckers
4458f8c929
- migrated the global cutscenes to RMAPINFO as well.
2021-05-02 12:22:40 +02:00
Christoph Oelckers
2d4e91615f
- migrated Duke's cutscene definitions to the new RMAPINFO.txt.
2021-05-02 12:02:55 +02:00
Christoph Oelckers
dbd179be5c
- RR progression fixes.
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* E1L7 abuses an 'end the game' command to progress to E2L1, this needs special treatment.
* handle ENDGAME.MAP more cleanly by injecting an 'engine.con' into the compilation chain to define its map record. The main issue with this is that it needs to be defined before the regular CONs run.
* check the already defined 'clearinventory' and 'clearweapons' flags that are exposed through RMAPINFO (Duke/RR only so far.)
2021-05-02 10:55:22 +02:00
Christoph Oelckers
9bc210fe35
- fixed RR weapon clearing in E2L2 and RRRA E1L3.
2021-05-02 10:37:20 +02:00
Christoph Oelckers
1798380f23
- adapted map transition in Duke/RR.
...
There's still some issues which will be taken care of by adding map flags.
2021-05-02 10:35:43 +02:00
Christoph Oelckers
e9385ed4e8
- adapted Blood to the new level progression features and simplified several parts, particularly the clumsy retrieval of the next level.
...
Some cheats in Duke will not work correctly with this commit!
2021-05-02 09:08:57 +02:00
Christoph Oelckers
93bfc35ad6
- use the volumes to find the starting maps for the menu and the clusters for the cutscenes.
2021-05-02 01:01:30 +02:00
Christoph Oelckers
825963661b
- migrated volumes to the new storage.
2021-05-02 00:35:56 +02:00
Christoph Oelckers
727244d52d
- changed 3 places to call the proper map progression function.
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These ignored the explicit settings in the map definition.
2021-05-01 23:10:04 +02:00
Christoph Oelckers
f3eb476fbf
- minor cleanup.
2021-05-01 23:09:24 +02:00
Christoph Oelckers
13b21d3ed9
- removed script access to variables that no longer contain what they once did.
2021-05-01 23:08:51 +02:00
Christoph Oelckers
f732d4ec64
- added MAPINFO parser, based on GZDoom's.
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This isn't hooked up yet, but all necessary structures and fields have been added so that selected pieces can be tested.
2021-05-01 22:52:28 +02:00
Emile Belanger
4a05b9cb5b
Clear Viewpointbuffer position so it does not go to infinity
2021-05-01 21:29:03 +02:00
Christoph Oelckers
4c2266ee88
- fixed incomplete SW ending cutscene.
2021-05-01 20:31:51 +02:00
Christoph Oelckers
e0ec0f24d0
- fixed Blood's HUD time display.
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This somehow got lost.
2021-05-01 20:08:51 +02:00
Christoph Oelckers
b21dadeef0
- we need to wait a bit before starting the intro scene.
...
The game timer actually starts before the main loop is ready so we have to wait with the cutscene until the loop is in sync with the timer.
2021-05-01 19:46:17 +02:00
Christoph Oelckers
27799def63
- rewrote movie player so that the decoder backends only perform the decoding but do not draw the frames themselves.
...
This caused twq problems:
1. It made it impossible to let the client apply effects to the video.
2. The client had no control when rendering stopped.
Now the backends only provide a texture handle that the client must draw. One immediate benefit is that Blood's fixed viewport scaling is now available to all video formats.
2021-05-01 18:59:16 +02:00
sinisterseed
47a09b4f14
- this line also needs to go.
...
The file doesn't exist anymore, causing project generation to fail.
2021-05-01 15:58:22 +03:00
Christoph Oelckers
6e0089a10d
- deleted blood/credits.cpp from the project file.
2021-04-30 22:03:45 +02:00
Christoph Oelckers
10395688bf
- must restore the laptop background of Exhumed's LEV20 cutscene each frame.
...
Also fixed the variable names in this function.
2021-04-30 20:08:36 +02:00
Christoph Oelckers
4069a5096a
- scriptified Exhumed's 2D content (minus the programmatic textures.)
2021-04-30 20:08:36 +02:00
Christoph Oelckers
5b54e9c1ad
- removed the 26 factor from Duke's par times.
...
What were they thinking?
2021-04-30 20:08:36 +02:00
Christoph Oelckers
5959543380
- hooked up SW's intermission handling.
2021-04-30 20:08:36 +02:00
Christoph Oelckers
aa148d602c
- scriptified SW's 2D screens.
...
Compiles but not tested yet.
2021-04-30 20:08:35 +02:00
Christoph Oelckers
d5db898236
- fixed bad level number for weapon removal in RRRA.
2021-04-30 20:08:35 +02:00
Christoph Oelckers
fa2bcf563a
- forgot to save these.
2021-04-30 20:08:35 +02:00
Christoph Oelckers
b65dfb6145
- check r_precache in all games.
2021-04-30 20:08:35 +02:00
Christoph Oelckers
cd1306dd05
- fixed mapinfo array.
...
Due to reallocations it must be an array of pointers.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
eaf5e1fba5
- Cutscene support in Blood.
...
Intro tested, rest to do.
2021-04-30 20:08:34 +02:00
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
cdccdec3e7
- final cleanup on new cutscene interfacw
...
* fixed frame gaps when exiting a cutscene. This must be properly synchronized with the state handler in the main loop.
* reactivated the loading screens. With texture precaching working the delay when loading a map becomes significant enough to require a visual feedback.
* RR does not play 'bonusmusic' on its summary screen.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
ad01aee5ec
- fixed RR summary screen
2021-04-30 20:08:33 +02:00
Christoph Oelckers
6d743ce921
- most of the summary screen is working
2021-04-30 20:08:33 +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
3c27ec8cbd
- tested all of Duke's and RR's cutscenes.
2021-04-30 20:08:33 +02:00
Christoph Oelckers
06abc0cfe2
- removed debug output and fixed fade flag setup and missing OnTick return
2021-04-30 20:08:33 +02:00
Christoph Oelckers
26a7700579
- Duke's intro works, without fading.
2021-04-30 20:08:32 +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
af8d06994a
- implemented the scripting interface layer.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
ef6d8c2c67
- added cutscene definitions for Duke and finalized the definecutscene parser.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
021f1b7832
- make SummaryInfo a struct instead of passing a list of values to the script classes.
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
21aa5c9234
- added game flags for all supported add-ons.
2021-04-30 20:08:31 +02:00
Christoph Oelckers
88dfb93865
- redid Duke cutscene code to use functions, not classes as exports and added the missing screens.
...
Functions are better because they allow doing more in the internal setup code.
2021-04-30 20:08:31 +02:00
Christoph Oelckers
b515543016
- added varargs pushv function to Array<int>.
...
We'll need this for the ANM sound arrays.
Support for other array<> types to be done later.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
66799d9a6d
- more screen job setup work.
...
* interface for movie player done.
* first cutscene definition done.
* all converted classes removed from C++ code.
2021-04-30 20:08:30 +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
d853b63a1a
- RR summary screen
2021-04-30 20:08:29 +02:00
Christoph Oelckers
c07fcbee08
- migrated level summary screen.
2021-04-30 20:08:24 +02:00
Christoph Oelckers
4636a52699
- MP summary screen ported.
2021-04-30 20:08:24 +02:00
Christoph Oelckers
7fbe153ae7
- more Duke screen porting.
2021-04-30 20:08:24 +02:00
Christoph Oelckers
b0163ff729
- made the end of E1 cutscene a bit more scripting friendly.
2021-04-30 20:08:24 +02:00
Christoph Oelckers
e75f0c17e4
- ported the TitleScreen class.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
1022564cab
- initial framework for scriptification of screen jobs.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
4a7430c8e4
- got rid of JobDesc.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
805b91b721
- put ScreenJobRunner declaration into header.
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
af3eac8456
- simplified screen job setup where all elements can be skipped in one go.
2021-04-30 20:08:22 +02:00
Mitchell Richters
9bebd7fabf
- Remove max ammo fudging for when showing the magazine amount for Duke since it overrides ammo maximums set from CON.
2021-04-26 12:35:07 +10:00
Christoph Oelckers
aa6bd8ffcc
- factor in angoff when placing sprites.
2021-04-25 11:58:03 +02:00
Christoph Oelckers
8c379f7a44
Merge branch 'master' into newrenderer
2021-04-25 11:33:47 +02:00
Christoph Oelckers
79875d44e0
- moved MD4 calculator out of backend.
...
Only map hacks use MD4, this does not need to be shared.
2021-04-25 11:33:38 +02:00
Christoph Oelckers
dca964444b
- backend fixes from GZDoom.
2021-04-25 11:32:50 +02:00
Christoph Oelckers
ad28630df6
- offloaded map patches to data files.
...
This is a lot easier to manage than having them in the code.
For now it piggybacks on the map hack feature, later this should use the same scripted approach as GZDoom.
2021-04-24 23:07:35 +02:00
Christoph Oelckers
a7046eaee4
- fixed animations on skies.
...
Lunatic Fringe made this very obvious.
2021-04-24 20:04:02 +02:00
Christoph Oelckers
5585351c0f
- added a hack to help the new renderer with Lunatic Fringe.
...
This is by no means a permanent solution but having it buys some time to find something more universal that won't affect performance too badly and investigate the need for a more robust solution.
The idea here is to define pairs of walls where when the first element of the pair is seen, it will treat the second one as view blocking.
This is used as the two offending windows (sectors 151 and 152) to cope with the lack of a height sensitive clipper.
2021-04-24 20:00:54 +02:00
Christoph Oelckers
be08a2f800
- clipper rework
...
* let the clipper work on relative angles to simplify the math.
* properly initialize the initial visible range and preserve it for multiple invocations.
* track the maximum visible angular range per sector. While possibly not sufficient to handle every edge case imaginable it has low overhead and is still useful to eliminate obvious cases that do not need more complex checks. It is enough to fix the blue door in Duke E3L4.
* removed unused elements of the clipper.
2021-04-24 12:08:38 +02:00
Christoph Oelckers
c05df44ad4
- fixed the check for RR's geometry effect.
...
This always got triggered for Duke which made the entire map render 3 times. The most obvious effect was reduced translucency.
2021-04-23 21:36:51 +02:00
Christoph Oelckers
3ad4a869c1
- handle the case that a deleted sprite has inserted its bogus sector reference into the clip list.
...
We got one report of Blood crashing on this.
2021-04-23 20:11:46 +02:00
Christoph Oelckers
3766c5aed0
- restored original palette handling for access cards that got broken in 242f958c41
...
Unlike all the other HUD sprites this one works differently.
2021-04-23 19:36:55 +02:00
Christoph Oelckers
bf23d6c3b0
- corrected level number for RR's summary screen.
2021-04-23 16:07:04 +02:00
Christoph Oelckers
53e698e707
- 0.10.0
2021-04-22 22:03:50 +02:00
Christoph Oelckers
db7527fa43
- fix sky palette in Polymost mode.
2021-04-22 22:03:16 +02:00
Mitchell Richters
6fca2de7f3
- Fix clocking of timer when doing cumulative loads in loaddefinitionsfile()
.
2021-04-22 18:57:41 +10:00
Mitchell Richters
8e53489487
- Remove some leftover stuff from gamecontrol.h
.
2021-04-22 18:53:14 +10:00
Mitchell Richters
733f4f7aea
- Move all the timing code from LoadDefinitions()
to loaddefinitionsfile()
2021-04-22 18:50:49 +10:00
Mitchell Richters
27767f61ae
- Move for (auto& m : *userConfig.AddDefs)
loop from loaddefinitionsfile()
into LoadDefinitions()
and rework debug timer code to accommodate.
...
* Change also reverts 5af7be42a2
.
2021-04-22 16:33:45 +10:00
Mitchell Richters
c0e5599478
Merge branch 'master' into newrenderer
2021-04-22 08:58:26 +10:00
Mitchell Richters
ab4c18a73a
- processMovement()
: Remove attenuation of hidInput->dyaw
that was missed when scaling was removed from backend in 44e4c5ff78
.
2021-04-22 08:58:17 +10:00
Mitchell Richters
5af7be42a2
- LoadDefinitions()
: Remove if statement added in 1ea25e5d0e
that was causing added DEF files not to load.
...
* The loop for `userConfig.AddDefs` feels like it should be moved out of `loaddefinitionsfile()` and into `LoadDefinitions()`, but that's subject to discussion.
2021-04-22 08:44:59 +10:00
Christoph Oelckers
14971f9569
Merge branch 'master' into newrenderer
2021-04-22 00:10:37 +02:00
Christoph Oelckers
729928c576
- SW: fixed bad serialization of sector object pointers
2021-04-22 00:03:18 +02:00
Christoph Oelckers
a4f5a32680
- fixed issue with restoring SO sprite array.
...
This array has -1 for empty entries so it cannot be saved partially.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
c3e5cf322e
- SW: cleaned up the depth variable handling in SECT_USER which was endian dependent, including the savegame handler
2021-04-22 00:03:17 +02:00
Christoph Oelckers
c17ec5fa45
- cleanup of savegame framework
2021-04-22 00:03:17 +02:00
Christoph Oelckers
97d8aee2e8
- savegame code cleanup.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
b85da221d7
- SW: save tracks as JSON.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
bb8309831c
- SW: eliminated the int pointer in ANIM.
...
# Conflicts:
# source/games/sw/src/save.cpp
2021-04-22 00:03:16 +02:00
Christoph Oelckers
c49c5fcf1d
- SW: serialize SO interpolations as JSON.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
2d571586bd
- save sector objects as JSON
2021-04-22 00:03:16 +02:00
Christoph Oelckers
e9b1342ffd
- SW: save globals as JSON.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
66e5b9ada7
- SW: save SectUser as JSON, also store in a managed array.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
06b03f7301
- SW: save the player and related data as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
9bae2295cc
- better USER clearing.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
8fee2b3ed7
- save SW's User array as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
32955621f8
- removed all parental lock garbage from SW.
...
Better get rid of it as it's a major complication as implemented.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
bbb53bc717
- refactored the main User array into something that's automatically managed.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
cd45a1f035
- made more parts of USER serialization friendly.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
dcb393bc44
- started reorganizing SW's memory management.
...
Need to get rid of all those unmanaged allocations and present game data in an easily serializable form.
This adds a managed TPointer class that replicates the useful parts of std::unique_pointer but steers clear of its properties that often render it useless.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
9c3aa7bb6c
- use the proper file names for loading -adddefs.
2021-04-21 23:55:40 +02:00
Christoph Oelckers
eb573bea23
- removed all compensation for the clamped shades.
...
None of this is needed, the shader can work with out of range shades to produce proper lighting.
2021-04-21 22:48:55 +02:00