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
bbd5c0ac8b
- transitioned voxel rendering to use the backend's implementation.
2021-03-02 17:10:34 +01:00
Christoph Oelckers
2094b6420f
- use local screen size variables in automap code.
2021-02-27 12:30:20 +01:00
Christoph Oelckers
783328c5fa
- removed some unused declarations.
2021-02-27 12:29:07 +01:00
Christoph Oelckers
99f1f0952a
- little bit of engine cleanup.
2021-02-25 12:16:21 +01:00
Christoph Oelckers
cf672b508f
- removed unused 'updatesectorexclude' function.
2021-02-02 23:13:40 +01:00
Christoph Oelckers
c342594691
- Exhumed: fixed wall scrollers.
2021-01-14 23:55:45 +01:00
Mitchell Richters
07a43c572e
- Build: Extend spritetype
struct with interpolation variables and numerous methods to do with pos, angle and interpolation of such.
2021-01-06 06:22:27 +11:00
Mitchell Richters
5124c0daec
- Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h.
2021-01-05 07:31:37 +11:00
Mitchell Richters
b36bea7c69
- Replace scale()
calls with Scale()
from common.
2021-01-05 07:31:34 +11:00
Mitchell Richters
3c5d553456
- Move krecipasm()
from pragmas.h into polymost.cpp.
2021-01-05 07:31:30 +11:00
Mitchell Richters
d460f048fa
- Remove klabs()
define and replace with abs()
.
2021-01-05 07:31:28 +11:00
Mitchell Richters
b9c2af130a
- Replace divscale()
calls with DivScale()
from common.
2021-01-05 07:31:26 +11:00
Mitchell Richters
868aa7f07a
- Replace mulscale()
calls with MulScale()
from common.
2021-01-05 07:31:24 +11:00
Mitchell Richters
b5aac8723f
- Replace dmulscale()
calls with DMulScale()
from common.
2021-01-05 07:31:22 +11:00
Mitchell Richters
aae175f287
- Replace divscale##()
calls with MulScale()
from common.
...
* Regex for reference: divscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:20 +11:00
Mitchell Richters
f20daa2595
- Replace divscale64()
calls with DivScaleU()
from common.
2021-01-05 07:31:17 +11:00
Mitchell Richters
2396179dfc
- Replace mulscale##()
calls with MulScale()
from common.
...
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
8cf2588bad
- Replace fmulscale##()
calls with MulScaleF()
from common.
...
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +11:00
Mitchell Richters
7d9f868e4c
- Replace dmulscale##()
calls with DMulScale()
from common.
...
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Mitchell Richters
8f75f06efd
- Replace tmulscale##()
calls with TMulScale()
from common.
2021-01-05 07:31:08 +11:00
Mitchell Richters
b191a482d6
- Remove hw_detailmapping
and hw_glowmapping
since they're no longer relevant with GZDoom's backend (they're always in an on state).
2021-01-03 21:39:21 +11:00
Mitchell Richters
d3b95d4d70
- Build/Duke: Remove the only use case for drawrooms()
inline wrapper and change getcamspriteang()
to return binangle instead of a build angle.
2021-01-03 17:35:19 +11:00
Christoph Oelckers
0f8e73ce77
- inlined calc_globalshifts to get rid of two global variables.
2020-12-30 09:55:57 +01:00
Christoph Oelckers
1a2b93f402
- fixed sky panning in Duke.
...
This needs to take the composite texture into account because panning in Build is based on tile size, not map dimension.
It was also redone to use floating point to get rid of the horrible precision of the scrolling effect.
2020-12-06 20:49:32 +01:00
Mitchell Richters
1e8fe482f3
- Duke: Partially address excessively fast sky in E4L1 as reported in #217 .
...
* Before d545eb7aa9
, `moveclouds()` simply set `ceilingxpanning`/`ceilingypanning`. Afterwards, it was accumulating with every passing loop.
* Despite fixing this, still seems a bit fast.
2020-12-06 23:51:20 +11:00
Christoph Oelckers
d04013066c
- build a composite texture of all the segments for sky rendering to reduce the seams between the single segments.
2020-12-04 22:29:25 +01:00
Christoph Oelckers
396e3cd524
- actually call the model animation timer somewhere.
...
Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
25ef58f897
- re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine.
2020-12-01 23:57:39 +01:00
Christoph Oelckers
9a507e5d0a
- fixed model rendering.
...
(What a stupid mistake... :?)
Model animations still do not work as intended, though.
2020-12-01 22:03:20 +01:00
Christoph Oelckers
2cd3927613
- use floats for wall panning offsets.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
d545eb7aa9
- make sector panning variables floats and added some convenience wrappers.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
9a4073508d
- Blood: Savegame fully transitioned to JSON
...
not tested yet.
2020-11-23 09:53:58 +01:00
Christoph Oelckers
169d708547
- removed all remaining uses of tilesiz.
2020-11-23 08:55:02 +01:00
Christoph Oelckers
d60bc8be9f
- replaced all remaining uses of tilesiz[].y
2020-11-23 08:39:49 +01:00
Christoph Oelckers
bbf1352db1
- replaced approx 1/3 of all accesses to the tilesiz wrapper class.
2020-11-23 00:18:30 +01:00
Mitchell Richters
0190a98a10
- Remove calcSinTableValue()
inline function and clean up use of PI
/fPI
and BANG2RAD
#defines.
2020-11-22 21:18:10 +01:00
Mitchell Richters
32a1796728
- buildutils: Replace sintable[]
use within Build with bsin()
/bcos()
, using bsinf()
/bcosf()
where appropriate.
...
* Includes a few header include shuffles to make it all come together.
2020-11-22 21:18:02 +01:00
Christoph Oelckers
5f54eac297
- made palette loader part of the game interface.
...
This gets rid of the Blood 'replace' hook for thus.
2020-11-21 12:54:09 +01:00
Christoph Oelckers
b97f12a2eb
- did some global search & replace to reduce the number of accesses to the tilesiz wrapper.
2020-11-20 08:18:26 +01:00
Christoph Oelckers
873f4d7c0c
- link hires replacements to textures instead of tile numbers.
...
This is needed to connect them to fonts as well because its glyphs have no tile index.
2020-11-10 20:12:46 +01:00
Christoph Oelckers
ed599d0f05
- moved the hires texture replacement logic into a backend callback.
...
This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
601680d08e
- moved widthBits and heightBits into engine.
...
These functions will go away with the rest of the renderer when the time comes, so this is the right place.
2020-11-09 20:56:28 +01:00
Christoph Oelckers
7621d3e105
- removed redundant dosetaspect function.
...
This was software rendering only.
2020-11-04 22:30:11 +01:00
Christoph Oelckers
a5b3681630
- foundation for a better collision info management.
...
The way this is handled is the main reason why Build maps are size limited, but since it is extremely invasive it needs to be taken out of the game code piece by piece, this is the framework for doing this for Duke.
2020-10-24 09:31:15 +02:00
Christoph Oelckers
78afb67c7f
- setup for Duke actor data transition to something more scripting friendly.
...
The main problem here is that there's two data arrays representing an actor - sprite and hittype and the engine only uses indices for reference.
By setting up hittype to contain a sprite reference, the function and iterator interface can be rewritten to use a single pointer instead to represent an actor.
The main objective is to reduce the number of accesses to the global arrays which constitute the biggest refactoring blocker.
2020-10-21 16:31:17 +02:00
Christoph Oelckers
08e29396e5
- split moveweapons_d further up into more smaller parts.
2020-10-18 09:45:41 +02:00
Christoph Oelckers
4f7c0b696c
- and finally the iterators in the backend.
2020-10-15 20:22:40 +02:00
Christoph Oelckers
eb78b88598
- all Blood stat iterators ported.
2020-10-15 20:22:39 +02:00
Christoph Oelckers
0a0a995cbd
- some cleanup of build.h
2020-10-15 20:22:38 +02:00