Commit graph

44 commits

Author SHA1 Message Date
Christoph Oelckers
c303884274 - better handling for Duke's scrolling cloudy skies.
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
55ad51ee1f Merge branch 'master' into newrenderer2 2021-04-04 13:23:51 +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
Christoph Oelckers
c8a75a8664 - give each DrawInfo its own list of tsprites.
Since these do not fully get processed sequentially the contents need to be preserved until needed.
This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
2021-04-02 10:28:40 +02:00
Christoph Oelckers
80e5cd0dc5 - fixed some automap issues:
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00
Mitchell Richters
88695ef554 Merge branch 'master' into newrenderer2 2021-04-01 16:49:07 +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
92bb9c5319 - fixed display of player in mirrors. 2021-03-29 21:48:23 +02:00
Christoph Oelckers
fd0e9824b6 - call the game specific analyzesprites functions. 2021-03-26 15:06:14 +01:00
Christoph Oelckers
0b1e81023f - added sprite collection loop to ProcessSector and did a bit of cleanup on the TSprite code. 2021-03-25 23:16:32 +01:00
Mitchell Richters
957f7e9487 - Accept binangle, fixedhoriz and lookangle classes in SetupViewpoint() vs. Q16.16 variables.
* Allows for more precision than Q16.16.
* Used as opportunity for `rollang` to be set using the `asdeg()` method, not `asbuildf()`.
2021-03-25 19:06:01 +11:00
Christoph Oelckers
13bbf0a4f9 - sector portals in RRRA are working. 2021-03-24 23:55:10 +01:00
Christoph Oelckers
dbbdfaa4ba - sector portals in Blood are working. 2021-03-24 23:11:06 +01:00
Christoph Oelckers
d8627a2b3f - removed all remains of projection math weirdness from the automap code in the games plus a bit more cleanup of the engine code. 2021-03-24 20:28:58 +01:00
Christoph Oelckers
09a9e14feb - set up engine portals for SW.
Also moving more code to _polymost.cpp which is only needed for ad-hoc lookup of portals with a client side implementation of a two-layer renderer.
2021-03-21 17:04:06 +01:00
Christoph Oelckers
a36377111c - engine-side portal setup for Blood and RRRA. 2021-03-21 14:48:35 +01:00
Christoph Oelckers
b91441f849 - same render interface rework for Shadow Warrior. 2021-03-21 12:22:50 +01:00
Christoph Oelckers
6f7e7459ea - did some cleanup on Duke's render code to prepare for the new way of handling portals.
Like for Blood, the Polymost-only code has been moved aside.
Closer examination of the preparations the engine is doing for rendering SE40/150-portals shows that all this was merely done to avoid glitches with a two-phase rendering setup - nothing of this will be needed for doing it properly.
They can just be treated as run-of-the-mill stacked sectors. when using hardware rendering capabilities for clipping.
2021-03-21 10:58:11 +01:00
Christoph Oelckers
9f36ef69e6 - fixed variable name clash caused by viewUpdateShake's global variables.
removed the redundant call in the Ticker, because all its results are discarded.
Use arguments instead of global variables to pass data around.
2021-03-21 08:58:38 +01:00
Christoph Oelckers
d42ce0ee7e - WIP 2021-03-20 23:01:16 +01:00
Christoph Oelckers
4109a256ac - Blood: cleanup of render code.
Renaming of disassembly variables and moving of disabled Crystal Ball renderer to a separate function.
2021-03-20 19:20:42 +01:00
Christoph Oelckers
91957e40f1 - moved some original Raze code out if the Build folder. 2021-03-20 17:08:55 +01:00
Christoph Oelckers
30f4e2b29d - replaced the engine automap drawer with one leveraging the newly added sector geometry data.
This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00
Christoph Oelckers
3df5c440f9 - added some helpers to make it easier to determine if a sector's geometry has been altered.
Walls had no sector reference so this was added for marking the sector as altered when a vertex gets dragged around.
2021-03-19 23:18:09 +01:00
Christoph Oelckers
a5b3a1dd3e - removed some unused things from engine.cpp. 2021-03-19 15:12:54 +01:00
Christoph Oelckers
9ebd8fd4a5 - put all of Polymost in a namespace.
So that its static variables are properly separated from the rest.
2021-03-17 15:55:25 +01:00
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