Commit graph

646 commits

Author SHA1 Message Date
Mitchell Richters
c70cc474a0 - change mouse input from int to float and adjust games accordingly.
* Calculate game-side mousex/mousey divisions into the calculations performed in `InputState::GetMouseDelta()`.
* Fix mouse speed when `in_mousesmoothing` is true (wasn't factoring in / 3.f division used in non-true vector.
* Standard mouse forward/side movement speeds in Exhumed & SW with that of other games.
* Remove `strafeyaw` code from Duke/Exhumed/RR as it's not necessary and was leading to situations where the player would continually keep moving sideways even without input.
* Change mouse forward/side velocities to -= current value as is done with controller input and the player's angle/aim velocities.
2020-07-04 18:28:00 +02:00
Christoph Oelckers
2e98b2f8da - quote cleanup. 2020-06-30 22:53:15 +02:00
Mitchell Richters
8c723f52d1 - make controller input identical across all games.
* Convert axes in ControlInfo struct from int32_t to float as what's received from the backend.
* Remove all the scale up/down math since we don't need that with floats and replace with float constants that match old behaviour.
* Store q16mlook scaling as a constant for use with mouse and upcoming controller code.
* Add required controller code to Blood as the only game not to have working controllers.
* Fix typos in (gInput.forward > input.forward) for `ctrlGetInput()` in Blood.
* Remove use of `scaleAdjustmentToInterval()` on Exhumed and Shadow Warrior as they only process forward/side velocities within the game's ticrate.
* Repair angvel/aimvel scaling mistakes from d79a5d256d.
* Scale dyaw and dpitch by 25% for Shadow Warrior as the game runs 25% faster than the other games, leading to faster input.
2020-06-24 20:08:56 +02:00
Christoph Oelckers
e146e73345 - consolidated the 'music' parsing in Defs (pending a refactor of the MAPINFO system.)
- removed the remaining parts of the game Defs parser because we do not want anything EDuke in here.
2020-06-24 00:40:22 +02:00
Mitchell Richters
c05eb6dbb6 Blood: Fix issues with weapon not switching properly if cycling the weapons too quickly.
- This means that while weapons can't be changed mid-animation, they switch consistently. I feel they animate quick enough, anyway.
2020-06-23 12:19:53 +02:00
Christoph Oelckers
990cb2acb8 -'shoot' replaced.
# Conflicts:
#	source/build/src/palette.cpp
2020-06-21 23:24:49 +02:00
Mitchell Richters
3325ef272e - make r_ambientlight work globally for all games by performing adjustment engine-side. 2020-06-21 10:12:54 +02:00
Christoph Oelckers
2c2b871083 - fixed texture validation checks. 2020-06-17 12:26:02 +02:00
nukeykt
b907791558 Blood: input code improvements
Repairs interpolation issues introduced in 96c9ca657e as reported in https://forum.zdoom.org/viewtopic.php?f=340&t=69009
2020-06-17 12:22:23 +02:00
Christoph Oelckers
946da7d622 - moved the textures used for the animations into the texture manager.
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
2020-06-14 20:27:13 +02:00
Christoph Oelckers
d4cdb31464 - backend update to make the ZScript compiler work. 2020-06-14 18:58:30 +02:00
Christoph Oelckers
aa67875792 - enabled r_shadows in Blood.
This was the only game not allowing to switch off the shadows.
2020-06-12 21:46:24 +02:00
Christoph Oelckers
60b18c7ec9 - Blood: use the 2D drawer to clear the screen for 2D display. 2020-06-12 20:31:23 +02:00
Christoph Oelckers
a9141af545 - backend update. 2020-06-11 09:15:44 +02:00
Christoph Oelckers
fc466849ce - disabled demos in blood. 2020-06-06 09:23:44 +02:00
Christoph Oelckers
cf6855904d - took projection and view matrix out of the render state.
This is a preparation to migrate to GZDoom's HWViewpointUniforms buffer.
2020-06-04 18:46:44 +02:00
Christoph Oelckers
68c97e3c25 Merge branch 'master' of https://github.com/coelckers/Raze
# Conflicts:
#	source/core/gamecontrol.h
#	source/duke3d/src/game.cpp
#	source/exhumed/src/exhumed.cpp
#	source/rr/src/game.cpp
2020-05-31 23:30:10 +02:00
Mitchell Richters
daa862240d Blood: Amend how game pauses. 2020-05-31 23:19:54 +02:00
Christoph Oelckers
efa1cd3048 - moved video files to 'common'.
# Conflicts:
#	source/blood/src/screen.cpp
2020-05-31 09:19:16 +02:00
Christoph Oelckers
1e2a3da5fd - video base code unified.
# Conflicts:
#	source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
Christoph Oelckers
edb2cb31ee - backend update with GZDoom model code. 2020-05-31 08:55:00 +02:00
Christoph Oelckers
1bc744b77b - moved hictinting data into the lookup tables. 2020-05-29 20:15:42 +02:00
Christoph Oelckers
193b940eef - palette code cleanup. 2020-05-27 22:19:02 +02:00
Christoph Oelckers
7109ce4e30 - made some changes to the font and texture system to allow late loading of the palette.
The base palette can be set via .def files so that the engine has no access to it until the entire game state is set up.
This means that font translations and PNG palette remap tables cannot be built when the owning objects are created.
For PNGs this has the added advantage that they only get done when really required and not unconditionally - most of the time the remap table isn't even needed here.

Thid fixes the slider graphics in the option menus.

# Conflicts:
#	source/core/gamecontrol.cpp

# Conflicts:
#	source/core/gamecontrol.cpp
2020-05-26 21:43:32 +02:00
Christoph Oelckers
29db3febb8 - updated the platform code to be mostly identical with GZDoom 2020-05-26 00:08:26 +02:00
Christoph Oelckers
55a3c62b59 - use GZDoom's 2D drawer.
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers
266364fc2e - properly implement texture offsets 2020-05-24 13:26:45 +02:00
Christoph Oelckers
00e7b2fa25 - simple stuff from the texture manager inclusion commit.
To get this out of the way first...
2020-05-24 00:27:24 +02:00
Christoph Oelckers
2d29d130c0 - fixed Blood startup. 2020-05-23 22:43:05 +02:00
Christoph Oelckers
f929419a0a - refactoring of the lookup tables. 2020-05-23 22:43:04 +02:00
Christoph Oelckers
8bd5f12b42 - matching sound backend code with GZDoom.
# Conflicts:
#	source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00
Christoph Oelckers
6a8efb7520 - update of music code, in particular separating the engine-specific lookup from the backend.
# Conflicts:
#	source/core/music/music.cpp

# Conflicts:
#	source/build/src/palette.cpp
2020-05-23 12:37:47 +02:00
Christoph Oelckers
d0406e27b6 - all base palette data has been transitioned to GPalette. 2020-05-23 12:31:05 +02:00
Christoph Oelckers
6f9ee4b60f - store palettes in the palette container. 2020-05-23 12:31:05 +02:00
Christoph Oelckers
ffbe275a4a - fixed some issues pointed out by CI. 2020-05-22 20:31:21 +02:00
Christoph Oelckers
f9a3ca8b6f - fixed compilation. 2020-05-22 18:35:25 +02:00
nukeykt
37c5245775 Blood: fix sprite rendering glitch related to ROR
# Conflicts:
#	source/blood/src/view.cpp
2020-05-22 18:30:59 +02:00
Christoph Oelckers
6a0785bbd4 - manual update of some missed content. 2020-05-22 18:28:03 +02:00
NoOneBlood
f60fa44efb - Disable STD random for autobuilds
- kModernEffectGen: fix getting middle of the sprite

# Conflicts:
#	source/blood/src/nnexts.cpp
2020-05-22 17:43:08 +02:00
nukeykt
6ec33c2954 Blood: do not use tile offsets for voxels 2020-05-22 17:38:35 +02:00
NoOneBlood
9428c88e29 - Don't change statnum of thing converted to debris back to thing on impact trigger when firing with vector weapon.
- Change damage scale and min firedist for Custom Dude.
- Remove unnecessary checks in callback of tracking condition.
- Fix picWidth() function.
- Better initialization of modern stuff.
- kModernSeqSpawner: disable all other spawners with same TX ID when enabling current.
- Fix: sceneQav was not playing if resurrected with COUSTEAU cheat.
- kModernPictureChanger: remove kModernFlag01 feature (deprecated).
- kModernSectorFXChanger: add flags to control where exactly light effect should appear.
- kModernCondition:
 - add delay before sending command if condition is true.
 - take in account state, so kCmdState and kCmdNotState is useful.
 - fix wrong comparison result in some conditions.
 - add new various conditions.
- kModernPlayerControl:
 - fix start / stop playing qav scene when triggered with event command converted to sprite command.
 - add a way to resurrect / heal player.
 - add event commands to toggle inventory item status via trigger.
 - fix that Remote and Proximity detonators cannot be given.
 - add clear all screen effects option.
 - proper percents for changing movement / jumping.
- kModernRandomTX, kModernSequentialTX: change event redirection mode activation from kModernTypeFlag02 to kCmdLink.
- kModernSpriteDamager: treat damage value as percents by default, take in account god mode.
- kModernEffectGen: fix wrong cstat for effects.
- kModernPropertiesChanger: proper underwater status for sectors and players or enemies in it.
- Players: assign or update current player's sprite index for all conditions.

# Conflicts:
#	source/blood/src/nnexts.cpp
2020-05-22 17:36:37 +02:00
nukeykt
96c9ca657e Blood: poll player input at least once to prevent skips
Fixes #329
2020-05-22 17:35:39 +02:00
NoOneBlood
c000e2e3b3 - Removed link support for various upper / lower stacks (deprecated)
- Removed link support for path marker (deprecated)
- Removed link support for counter sector (deprecated)
- STD random for wind generator
2020-05-22 17:35:11 +02:00
MexMeRcUrY
142e611125 fixes #343 2020-05-22 17:35:01 +02:00
NoOneBlood
569fcc9542 - Custom start health fix
- Check for system reserved statnums in gModerMap
2020-05-22 17:34:54 +02:00
NoOneBlood
e3e805b24c - More compact code for event redirection
- Fix demo desync
- Fix MINGW compile warnings
- Move custom start health from data4 to sysData2 in gModern maps
- Proper respawn for custom dude

# Conflicts:
#	source/blood/src/dude.cpp
#	source/blood/src/dude.h
2020-05-22 17:34:33 +02:00
NoOneBlood
64de30209b - Player control: more strict rules for copying properties of xsprite
- Fix for custom health when respawning enemy
- Fix for custom dude when respawning it
- Conditions: added way to refresh sprite index in tracking conditions

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/dude.cpp
#	source/blood/src/dude.h
2020-05-22 17:33:05 +02:00
Evan Ramos
26333dcaad Blood: Make voxels and models loaded via def inherit rotation automatically 2020-05-22 17:30:43 +02:00
nukeykt
1ef8df0a4c Blood: Fix model yoffset 2020-05-22 17:29:50 +02:00
NoOneBlood
f1f9fcff5c - Changes for conditions (WIP)
- Fix for picWidth();
2020-05-22 17:29:22 +02:00
NoOneBlood
71b110a75e - Double print in console fix for consoleSysMsg
- Changes for kModernCondition

# Conflicts:
#	source/blood/src/globals.cpp
2020-05-22 17:29:12 +02:00
NoOneBlood
c27f3b8d20 - Changes in damage scale for Custom Dude
- Conditions: added conditions for player and enemies (WIP)
2020-05-22 17:28:48 +02:00
NoOneBlood
014dfc346b - Added tracking type of conditions. Generally conditions is still WIP.
- Update aim for player while playing qav scenes.
- Fix compile warnings
2020-05-22 17:28:35 +02:00
nukeykt
b7294e45a1 Blood : Fix mirror issue
Fixes #334 and #338

# Conflicts:
#	source/blood/src/menu.cpp
2020-05-22 17:25:54 +02:00
MexMeRcUrY
aee64e8e34 fix #333 2020-05-22 17:24:42 +02:00
MexMeRcUrY
5faef5d6dd Blood: Caleb doesn't talk in multiplayer 2020-05-22 17:24:41 +02:00
MexMeRcUrY
f1421bd8ee Blood: Caleb doesn't talk in multiplayer 2020-05-22 17:24:41 +02:00
Mitchell Richters
db428a4f03 All Games: Make more precise use of 'scaleAdjustmentToInterval()'.
- Inline function returns a double, therefore we should use it and not potentially truncate the mantissa.
- Use divisors to get true numbers of some floats (3.333 -> 10/3, etc).
- Remove a few brackets/parentheses where possible from what are already exceedingly bracketed lines.
2020-04-14 00:00:21 +02:00
Mitchell Richters
f302ccb715 Change Next/Previous Weapon button handling for Blood.
- Makes consistent with Duke 3D and RR.
- Makes weapon selection work in Windows until refactoring can occur.
2020-04-13 23:59:48 +02:00
Christoph Oelckers
156a225ff4 - renamed global palookup variable.
Since the same word gets used in text messages and local variables in the game code it is easier this way to search for it and facilitate its transition to the translation table management in PaletteContainer.
2020-04-13 23:58:46 +02:00
Christoph Oelckers
fda4293013 - draw the movie franes outside of the tile system to reduce the palette maintenance.
The movie code has always been the part causing the most issues because it alters the palettes - the rest treats them as static data.
2020-04-13 23:58:45 +02:00
Christoph Oelckers
fac004b4d2 - palette code cleanup 2020-04-13 23:58:44 +02:00
Christoph Oelckers
ee11fba4e7 - cleaned out some software rendering-only palette code from Blood. 2020-04-12 08:30:43 +02:00
Christoph Oelckers
57cb22f135 - console code matching with GZDoom
Refactored the buttons to be definable locally per game for easier handling of differing input.
2020-04-12 08:30:41 +02:00
Christoph Oelckers
2883553ed2 - moved file lookup functions to utilities and matched to GZDoom's version. 2020-04-12 08:30:41 +02:00
Christoph Oelckers
8e87674d4c - backend code matching with GZDoom 2020-04-12 08:30:40 +02:00
Christoph Oelckers
0ca4bbd0c4 - changed some menu related names to match GZDoom. 2020-04-12 08:30:40 +02:00
Christoph Oelckers
5584c726ba - file system update and adjustment. 2020-04-12 08:30:40 +02:00
Christoph Oelckers
ac32194079 - code cleanup / removal of imgui. 2020-04-12 08:30:39 +02:00
Christoph Oelckers
f671eb622f - migrated to GZDoom's utility code. 2020-04-12 08:30:39 +02:00
Christoph Oelckers
66ecb05eb8 - use Printf as the only command to print to the console.
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Mitchell Richters
4eb7b11ea6 Blood: Workaround for map view showing 1px of non-border at the bottom. 2020-04-09 08:14:10 +02:00
Christoph Oelckers
536ed3827d - removed debug messages in Blood's savegame code. 2020-04-03 23:35:52 +02:00
Christoph Oelckers
a7caa7b63c - fixed some reporting stuff for Blood. 2020-04-01 22:35:56 +02:00
Mitchell Richters
68bf97462a Blood: Remove constexpr on player horizon values. 2020-04-01 22:34:57 +02:00
Mitchell Richters
e6420e1eb4 Blood: Rebalance q16mlook.
- Make scaling more consistent with other games.
- Fix CONSTEXPR to constexpr.
- Remove usage of macro 'F16()' by using explicit fix16_from_*() type.
2020-04-01 22:34:57 +02:00
Mitchell Richters
533d5dd42f Blood: Repair issue with strafing following cherry pick merge conflicts. 2020-03-31 08:56:36 +02:00
nukeykt
348cecb644 Blood: revert change that broke demos 2020-03-31 08:56:36 +02:00
nukeykt
c50f54d064 Blood: don't update view angle when game is paused 2020-03-31 08:56:36 +02:00
nukeykt
c8372c233e Blood: Tie player input to the frame rate instead of the game tickrate
Look up/down and spin180 are a bit broken right now.
Big thanks to terminx for similar commit for eduke32.
2020-03-31 08:56:36 +02:00
nukeykt
371b613ebe Blood: reduce handleevents calls 2020-03-31 08:56:36 +02:00
CommonLoon102
26344d1193 Blood: fix ILLUSION.MAP crash 2020-03-30 09:55:15 +02:00
Christoph Oelckers
5af0217db7 - got rid of the software rendering blend tables. 2020-03-29 17:23:57 +02:00
Christoph Oelckers
7392b699e4 - cleaning out a few more parts of the software renderer. 2020-03-29 15:54:02 +02:00
Christoph Oelckers
3f69044770 - removed all references to sdlayer.cpp as all that was left in there was only needed for software rendering.
- removed now unused a-c.cpp.
2020-03-29 15:22:07 +02:00
Christoph Oelckers
0de4b134da - stripped out most of the software renderer.
Now that the camera textures can be handled through the hardware renderer this isn't needed anymore.
2020-03-29 14:55:09 +02:00
Christoph Oelckers
8f3cc0b5af - removed screen tilting code for software renderer.
Since this doesn't work anymore the code is no longer needed - and it stands in the way of doing camera textures purely in hardware.
2020-03-29 08:36:39 +02:00
Christoph Oelckers
de2c07aa6a - revert all consolidation efforts between Duke and RR frontends.
Too many problems with different code.
2020-03-18 08:24:31 +01:00
Christoph Oelckers
73a4e0d1fe - made Blood's FullMap flag global and removed the hacks to show the full automap.
Also refactor show2dsector into a bit array to get rid of the bit shifting code at play here.
2020-03-07 19:30:18 +01:00
Christoph Oelckers
cb322a1a1b Merge branch 'master' of https://github.com/coelckers/Raze 2020-03-06 17:44:53 +01:00
Christoph Oelckers
a5c2152530 - consolidated the dynamic tile handling for Duke and RR frontends 2020-03-06 17:12:38 +01:00
NoOneBlood
aa5b7033de - Condition type update (WIP)
- IncDec type update (can iterate multiple data fields)
- Fix compile warning (?)
2020-03-05 22:11:22 +01:00
Christoph Oelckers
86278fc79c - fixed bad annotation. 2020-03-05 21:14:45 +01:00
Christoph Oelckers
4788dc42fb - cleanup of the screentext consolidation
Since SetIfGreater is only used by the text code, the redundant copies could be removed.
2020-03-05 01:17:31 +01:00
Christoph Oelckers
822079abe0 fixed some compiler warnings listed by XCode 2020-03-05 01:01:05 +01:00
Christoph Oelckers
f59bfa1224 - consolidation of screentext code 2020-03-05 00:58:38 +01:00
NoOneBlood
bdca9420f5 - Event redirection support for modern types
- New modern type "Condition" (WIP)
- Fix damage scale for custom dude
- Extend Impact and Vector flags so they can be used with dudes
- Impact condition can be triggered with missiles and explosions
- Updates for Teleport Target type (gModernMap)
- Updates for Effect Gen type
- Updates for Wind Gen type

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/aiunicult.h
2020-03-02 23:53:33 +01:00
Christoph Oelckers
f1e2c0c226 - use the proper way to register an empty song on Blood maps without music. 2020-03-01 12:57:23 +01:00
nukeykt
7c96c550d9 Blood: disable TROR in map v7
# Conflicts:
#	source/blood/src/db.cpp
2020-02-27 19:55:42 +01:00
nukeykt
d7f9a5acee Blood: store parallax sky info in savegame
# Conflicts:
#	source/blood/src/loadsave.cpp
2020-02-27 19:55:12 +01:00
Christoph Oelckers
3aea6d1fad - refactored sound user data to be easier to serialize. 2020-02-23 18:30:48 +01:00
Christoph Oelckers
935a880b63 - Blood's ambient sound table does not need to be written to the savegame because it can be statically reinitialized after loading. 2020-02-23 17:10:29 +01:00
Christoph Oelckers
9fab46b7d7 - initialize the secret hint system for each level. 2020-02-22 08:57:18 +01:00
Christoph Oelckers
56c959d025 - Blood: Stop music before starting a cutscene. 2020-02-19 18:34:17 +01:00
Christoph Oelckers
7dc26a3162 - stop all playing sound when starting a new game.
- give all bonus screen sounds in Duke the CHANF_UI flag.
2020-02-17 19:43:58 +01:00
CommonLoon102
1105d52677 Blood: rename Ummune to Immune 2020-02-17 18:41:15 +01:00
Christoph Oelckers
dcad616030 - unpause sound when starting the demo loop. 2020-02-17 18:40:32 +01:00
Christoph Oelckers
57a3f89105 - workaround for cl_autoaim not being set anymore.
Only for singleplayer for now, the network implementation for this flag leaves a lot to be desired.
2020-02-16 21:31:29 +01:00
Christoph Oelckers
19f9860c11 - fixed Blood's sfxKill3DSound function checking the wrong ID. 2020-02-16 16:52:02 +01:00
Christoph Oelckers
c583318f31 - guard NNLoadSaveConstruct with #ifdef NOONE_EXTENSIONS. 2020-02-16 14:54:24 +01:00
Christoph Oelckers
26d4114566 - Blood: Fix for buried zombies losing their targeting ability when being struck down while rising from the grave.
Normally they change their type when being fully risen - but when attacked before that happens, never reach that code. To keep them functional, the change must be performed before performing the first target check in thinkChase.
2020-02-15 21:47:02 +01:00
Christoph Oelckers
410f5a4545 - clean out stale sprite pointers in User when a sprite gets removed.
This was the main reason for those constant crashes, the game was accessing an invalid sprite, treating its data as valid.
Also added a few checks for valid targets in two places where it still crashed.
2020-02-14 21:44:59 +01:00
Christoph Oelckers
488f8b1526 - Text code for AI state saving 2020-02-14 00:00:35 +01:00
Christoph Oelckers
d63d9f80bb - fixed missing menu descriptor for Blood. 2020-02-12 23:41:26 +01:00
Christoph Oelckers
7909f29691 - allow starting Duke, NAM and WW2GI with the RedNukem-based game code for Redneck Rampage.
This mainly required some rework of the menu setup to be less explicit about the frontend's menu classes.
2020-02-12 20:25:59 +01:00
Christoph Oelckers
82939f2037 - do not reinitialize all actors in Blood when loading a savegame.
The call to actInit has been replaced with only performing the one necessary thing that needs to be done here - setting the enemy default difficulty.
2020-02-12 18:44:04 +01:00
Christoph Oelckers
1f7877823b - applied intro cutscene aspect ratio fix from NBlood. 2020-02-12 17:59:22 +01:00
Christoph Oelckers
4c682813e7 - more unused data removed 2020-02-12 01:00:47 +01:00
Christoph Oelckers
9fdd1d9e17 - continued work on Blood save state
* save and restore the ambient sound state
* removed a few unused global variables
* removed unused code from choke.cpp
2020-02-12 00:43:13 +01:00
Christoph Oelckers
fd384a5f47 - added an indexer for Blood's AI states.
These seem to be the only pointer variables that need to be written out to a savegame, but to restore them they need to be turned into indices before saving.
2020-02-12 00:22:11 +01:00
Christoph Oelckers
29e51a677f First round of Blood Savegame fix.
- const-ify most tables in actor.cpp for documentation purposes.
- gVectorData cannot be made const because one single field in there gets modified by code. :?
- save the global data in nnexts.cpp.
2020-02-11 23:15:25 +01:00
Christoph Oelckers
286d53d3bf - added the missing handling for the basepal tinting. 2020-02-11 20:55:47 +01:00
CommonLoon102
8d7d8cc930 Blood: Clear keys on new level, fixes #308
# Conflicts:
#	source/blood/src/player.h
2020-02-11 18:17:22 +01:00
Christoph Oelckers
a32bc350f1 - allow all keys to open the menu in Blood's demo loop. 2020-02-10 20:35:21 +01:00
NoOneBlood
fa057282df - Fix kModernTargetChanger wrong dudeInfo 2020-02-09 16:16:02 +01:00
NoOneBlood
5d6ac932d3 Removed IsItemSprite, IsWeaponSprite, IsAmmoSprite function duplicates 2020-02-08 12:01:24 +01:00
Christoph Oelckers
681155de65 - fixed GOG path lookup.
I was unable to verify the Steam paths so they may or may not work.
2020-02-07 22:23:33 +01:00
NoOneBlood
e79a693313 Refactor of NOONE_EXTESNIONS:
All functions and definitions was moved to nnexts.h and nnexts.cpp files
to minimize ifdefs and generally make code more clear

# Conflicts:
#	GNUmakefile
#	platform/Windows/nblood.vcxproj
#	platform/Windows/nblood.vcxproj.filters
#	platform/Windows/props/build_common.props
#	source/blood/src/actor.cpp
#	source/blood/src/ai.h
#	source/blood/src/aiunicult.cpp
#	source/blood/src/blood.cpp
#	source/blood/src/db.cpp
#	source/blood/src/eventq.cpp
#	source/blood/src/gameutil.cpp
#	source/blood/src/gameutil.h
#	source/blood/src/loadsave.cpp
#	source/blood/src/player.cpp
#	source/blood/src/player.h
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp
2020-02-07 22:23:33 +01:00
nukeykt
438fa1b267 Blood: prevent player struct OOB issues
# Conflicts:
#	source/blood/src/view.cpp
2020-02-06 18:48:23 +01:00
nukeykt
389ac695de oops #2 2020-02-06 18:48:02 +01:00
nukeykt
8d99df7dec oops
# Conflicts:
#	source/blood/src/demo.cpp
2020-02-06 18:48:02 +01:00
nukeykt
9cc4d9f432 Blood: workaround dudeInfo OOB issue
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/demo.cpp
#	source/blood/src/dude.cpp
#	source/blood/src/dude.h
2020-02-06 18:47:26 +01:00
alexey.lysiuk
1479e1feae - unified demo path handling for all platforms
The current game subdirectory is now created on all platforms
2020-02-06 12:04:51 +01:00
Christoph Oelckers
5d4514060b - disable palette emulation for Blood's cutscenes.
These use color 255 as a valid index which the palette emulation shader does not handle.
2020-02-04 20:40:10 +01:00
Christoph Oelckers
a90185bea9 - cleaned up the remaining dependencies on windows.h
This file now only gets included by code that really needs it.
2020-02-03 21:30:57 +01:00
CommonLoon102
0d8f901e2d Blood: proper use of the NOONE_EXTENSIONS preprocessor definition
# Conflicts:
#	Common.mak
#	platform/Windows/nblood.vcxproj
2020-02-03 19:14:06 +01:00
CommonLoon102
081bbe6532 fix cerberus spinning not just if NOONE_EXTENSIONS is enabled 2020-02-03 19:13:42 +01:00
Christoph Oelckers
8657ecb35d - implemented 'map' CCMD for all games. 2020-01-28 11:20:30 +01:00
Christoph Oelckers
809b687969 - removed the Build color matching code
For the handful of lookups it got used for the needed data is too large and the lookup not precise enough. ZDoom's BestColor yields better results, does not need any tables and for the small amount of lookups being performed is more than adequate.
2020-01-28 10:31:59 +01:00
Rachael Alexanderson
212cfde186 - add levelwarp cheat to Redneck and Duke 2020-01-27 22:29:47 -05:00
Christoph Oelckers
9ca1e56713 - added extended sound lookup as well plus menu options. 2020-01-27 22:29:45 +01:00
alexey.lysiuk
5510df77be - streamlined CMake configuration of game libraries
https://forum.zdoom.org/viewtopic.php?t=67121
2020-01-27 18:11:35 +01:00
Christoph Oelckers
6f3bbcba46 - fixed the demo setup for Blood.
This failed to read the demos in the game directory.
For those who find demos annoying there's now a demo_playloop CVAR.
Currently this is only active in Blood because the other games have demos disabled because they are non-functional.
2020-01-26 22:22:41 +01:00
Christoph Oelckers
d73f0c7b8f - fixed the merge 2020-01-26 21:01:22 +01:00
Christoph Oelckers
1ba5eaa281 - reactivate the #ifdef'd stuff in the project 2020-01-26 20:28:34 +01:00
NoOneBlood
0693b0efc8 - Added ifdefs for NOONE_EXTENSIONS that provides modern features for mappers
and changes that was required to minimize their amount in code.

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/ai.h
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/db.cpp
#	source/blood/src/db.h
#	source/blood/src/dude.h
#	source/blood/src/gameutil.cpp
#	source/blood/src/loadsave.cpp
#	source/blood/src/player.h
#	source/blood/src/sfx.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp
#	source/blood/src/weapon.cpp
2020-01-26 20:27:21 +01:00
Christoph Oelckers
4c6265e246 - fixed movie palette in Blood. 2020-01-26 12:10:23 +01:00
Christoph Oelckers
3be4364d6e - fixed file checks for Blood cutscenes.
The stripped drive-less name wasn't passed to the calling code.
2020-01-26 11:42:02 +01:00
Christoph Oelckers
245aa5d3bc - reworked global palette state for robustness. 2020-01-26 10:58:00 +01:00
Christoph Oelckers
51d5236216 - made Blood's 'map' CCMD more useful by properly handling internal maps the same as 'levelwarp'. 2020-01-25 20:21:49 +01:00