Commit graph

788 commits

Author SHA1 Message Date
Christoph Oelckers
30e96293cf - implemented the game progression interface. 2020-10-31 14:07:40 +01:00
Christoph Oelckers
33f44c5627 - temporarily reinstated rotatesprite, for easier porting of the 2D code. This will have to be removed again afterward. 2020-10-31 14:07:39 +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
08e29396e5 - split moveweapons_d further up into more smaller parts. 2020-10-18 09:45:41 +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
Christoph Oelckers
be3292d29b - removed the mostly unused macros for sprite iteration. 2020-10-15 20:22:38 +02:00
Christoph Oelckers
760a557f73 - converted the remaining sector iterators in Duke. 2020-10-15 01:34:27 +02:00
Christoph Oelckers
91fdf160b6 - fixed clearing of actorinfo.
It overwrote memory beyond its end.
2020-10-15 01:34:24 +02:00
Christoph Oelckers
d368d734d3 - prototyping some refactoring helpers. 2020-10-14 00:58:21 +02:00
Christoph Oelckers
b6149f88f7 - added sprite iterator classes.
The code base currently contains roughly 600 iterator loops directly referencing Build's global variables.
That state of things is not refactorable - these iterator wrappers are supposed to get rid of these explicit references.
2020-10-14 00:05:25 +02:00
Christoph Oelckers
99b4a64a67 - removed the PSPTwoDSetter
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
817fa8aba3 - save the entire engine state as JSON.
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
Christoph Oelckers
b4a011300a - implemented proper delta serialization for sectors and walls. 2020-10-11 21:11:38 +02:00
Christoph Oelckers
f12c6b0319 - removed wallext because its only member 'blend' is not used by anything.
This is a feature not worth preserving, render style + alpha should be done directly, not via indirect lookup tables.
2020-10-11 18:44:16 +02:00
Christoph Oelckers
fd31da3115 - save sectors and walls as JSON
This is not optimized yet so saves are a bit larger than necessary.
2020-10-11 18:10:52 +02:00
Mitchell Richters
90e711464a - clamp(): Remove definition in compat.h and uplift definition in templates.h. 2020-10-07 13:29:00 +11:00
Christoph Oelckers
7661720585 - fixed Blood map loading
Whoever designed that map format with its idiotic encryption should burn in Hell >)
It's a needless complication and open invitation for errors.
To avoid follow up problems it now uses its own local struct for loading in the sprites and the global spritetype no longer depends on any map format and can be changed as the need arises.

Fixes #101
2020-10-03 18:35:47 +02:00
Christoph Oelckers
89d5d18b9e - these parts were missed somehow. 2020-10-02 22:42:54 +02:00
Christoph Oelckers
4e67197838 - added back the hijacked 'detail' member to spritetype.
This changes the Blood map loader to not use the in-game sprite structure for loading a level and moves the qsprite_filler array back into the sprite.
2020-10-02 22:18:08 +02:00
Christoph Oelckers
3344e73fed - fixed some crashes in the .def parser and texture initialization code. 2020-09-25 20:51:02 +02:00
Christoph Oelckers
5e6317b8b9 Merge remote-tracking branch 'remotes/Github_private/Blood_InputReworking' 2020-09-22 23:32:28 +02:00
Christoph Oelckers
880b811e0d - rewrote map loader to work independently of data structure sizes.
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00
Christoph Oelckers
43a9be0ad0 - removed Blood's loadboard replacement hook.
It never calls engineLoadBoard but always its own map loading function directly.
2020-09-22 22:38:08 +02:00
Mitchell Richters
7bb3ab8188 - Build: Remove unused inline function in-case it accidentally gets used... 2020-09-22 23:01:45 +10:00
Mitchell Richters
bdc53ed7b0 - Exhumed: Standardise horizon on 100 and remove backend extern'd polymostcenterhoriz variable. 2020-09-21 18:41:56 +10:00
Christoph Oelckers
6776508239 - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
Christoph Oelckers
bc5d3eea88 - split the worker part for tileImportTexture out of the parser. 2020-09-15 01:21:17 +02:00
Christoph Oelckers
09a6534270 - redid scriptfile as a wrapper around FScanner
Another piece of Build licensed code gone, yay!
This will also allow gradual conversion of the DEF parser to our own code, unencumbered by the Build license. :)
2020-09-15 00:11:08 +02:00
Christoph Oelckers
e382690f9c - migrated defs error reporting to FScriptPosition
This not only prints better formatted texts, it also takes a lot of script maintenance out of the code.
2020-09-14 22:55:21 +02:00
Christoph Oelckers
7395110ae9 - replaced brace loop condition in def parser with an inline 2020-09-14 00:19:20 +02:00
Christoph Oelckers
aeeec61f39 - fixed light level setup in palette emulation mode. 2020-09-13 20:48:54 +02:00
Christoph Oelckers
0e58203d92 - fixed rintersect and removed some unused bits from engine.cpp. 2020-09-13 20:15:46 +02:00
Christoph Oelckers
a4754d7f34 - rewrote the map hack parser using sc_man.
This unexpectedly turned out a complete rewrite so now it is under my own license.
Also moved the remaining parts of map hack loading into the engine.

Overall I have to say that the feature is not what I expected, it's merely used to fudge the positioning of model sprites and for adding Polymer lights.
2020-09-13 13:01:44 +02:00
Christoph Oelckers
8ca0e9b97a - avoid using naked pointer for script positioning. 2020-09-13 11:28:32 +02:00
Christoph Oelckers
57a9419f8e - use FString for returning strings from the script parser.
This is mainly a preparation for merging the parser into sc_man, because sc_man does not keep token texts in a static variable.
This commit also fixes a handful of places that were flagged by the stricter conversion rules of FString.
2020-09-13 10:29:57 +02:00
Christoph Oelckers
aac87fc2cf - another unused function. 2020-09-13 09:45:37 +02:00
Christoph Oelckers
c4d7e68b4a - removed a bit more useless cruft from compat.h. 2020-09-11 19:45:17 +02:00
Christoph Oelckers
b2105f28e1 - replaced swapptr with std::swap. 2020-09-11 19:28:19 +02:00
Christoph Oelckers
d5b9a9ee43 Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2 2020-09-10 23:25:43 +02:00
Christoph Oelckers
41a2a63efd - moved the VP8 decoding loop into the movie player class and got rid of animvpx.
This allowed significant simplification of code data and many of the error checks could also be simplified because this player doesn't really need it all.
Also use nanoseconds to count frame delays, not milliseconds, as milliseconds can cause timing anomalies with common frame rates very easily.
2020-09-10 17:54:27 +02:00
Christoph Oelckers
1a647e8104 - globally search and replaced TRUE and FALSE in SW.
There were a handful of warnings afterward which were also addressed.
The SWBOOL type has not been handled yet.
2020-09-09 19:52:52 +02:00
Christoph Oelckers
298949ceb8 - more compat.h cleanup
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers
ec1c42b04a - got rid of common.h
All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers
18b39fd952 - first stage of generic automap code.
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers
809f8b5d4b - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
Mitchell Richters
72771aeb40 - Fix broken krand() follow changes in 1354d52c05 due to truncation occuring from FixedToInt() inline function.
Very very sorry... :'(
Fixes #321.
2020-09-06 16:37:04 +10:00
Christoph Oelckers
b23424485a - re-implemented VP8 support.
Since the decoder cannot handle sound, there's two options:

1: Use the same sounds as the video it replaces.
2: If an identifiable streamable sound with the same base name is found, it will be played along with the video.
Fixes #133
2020-09-05 11:58:19 +02:00
Christoph Oelckers
8114309e89 - compat.h cleanup.
* use static_assert directly. Raze is C++17, no need for that macro shit.
* removed CONSTEXPR - I seriously fail to see the use here, many of the functions marked as CONSTEXPR cannot possibly even be constant evaluated so the declaration makes no sense. Removed most of these and replaced the valid ones with the official constexpr keyword.
* got rid of EDUKE_PREDICT_FALSE - this makes zero sense in script parsing code, at best it will save a few microseconds. Clean code wins.
* replaced Blrintf with xs_CRoundToInt. Shitty name is shitty name, even if derived from POSIX.
* replaced Bstr*casecmp with str*icmp. As these get defined in the CMake project based on actual compiler checks they are preferable here.
* removed lots of other stuff that is not needed with a minimum compiler requirement of C++17.
2020-09-04 21:24:48 +02:00
Christoph Oelckers
e5e8c02f1d - WIP level transition refactored to a game independent event system. 2020-09-04 19:43:35 +02:00