Christoph Oelckers
30e96293cf
- implemented the game progression interface.
2020-10-31 14:07:40 +01:00
Christoph Oelckers
9952e6d2b0
- added 'dophysics'.
2020-10-31 14:07:40 +01:00
Christoph Oelckers
434e4479a1
- added the loading screen - although this will be disabled just like the other games for now.
2020-10-31 14:07:40 +01:00
Christoph Oelckers
abc61902bb
- added the WH! victory sequence.
2020-10-31 14:07:40 +01:00
Christoph Oelckers
18e37577bc
- ported the statistics screen.
2020-10-31 14:07:39 +01:00
Christoph Oelckers
0e051a9d96
- precaching for WH.
2020-10-31 14:07:39 +01:00
Christoph Oelckers
23c6f4434e
- analyzesprites function.
2020-10-31 14:07:39 +01:00
Christoph Oelckers
5c22908dc2
- added the screen flash code, although I have no idea how to properly render this.
...
What's there is an extrapolation of how Exhumed handled a similar blend mode but this needs thorough testing to fine tune.
2020-10-31 14:07:38 +01:00
Christoph Oelckers
fca94d64ed
- added savegame code.
2020-10-31 14:07:38 +01:00
Christoph Oelckers
0a03331400
- added a bit more code for the main loop.
2020-10-31 14:07:38 +01:00
Christoph Oelckers
82f23a4733
- implemented the sound system for Witchaven.
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The sound system itself is as primitive as it can get, the main change was to link sounds to sprites and not just their coordinates.
2020-10-31 14:07:37 +01:00
Christoph Oelckers
45d2fd95a9
- implementing the Witchaven menu.
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Main menu is working, skill menu still to do.
2020-10-31 14:06:12 +01:00
Christoph Oelckers
6dfd36dba7
- draw the menu background.
2020-10-31 14:06:12 +01:00
Christoph Oelckers
f32e9b25e0
- Witchaven 2 font
2020-10-31 14:05:39 +01:00
Christoph Oelckers
2bebe0fa6a
- the WH intro movies are playing now.
2020-10-31 14:05:01 +01:00
Christoph Oelckers
a23839b8e8
WIP
2020-10-31 14:05:01 +01:00
Christoph Oelckers
7f7a576961
- music code.
2020-10-31 14:05:00 +01:00
Christoph Oelckers
a4ce1688d5
- hooked up the Witchaven frontend with the core.
2020-10-31 14:05:00 +01:00
Christoph Oelckers
d9757017ee
- re-added the texture animation code.
2020-10-31 14:05:00 +01:00
Christoph Oelckers
fb2629002f
- fixed things so that everything compiles.
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This isn't usable yet because only the play code is present.
2020-10-31 14:04:59 +01:00
Christoph Oelckers
f50b0f937d
- added most of the remaining play code.
2020-10-31 14:04:59 +01:00
Christoph Oelckers
96637a25d1
- importing Witchaven code from GDX
...
This is a straight port of the GDX Java code to C++ with as few changes made as possible.
Part 1: AI code.
2020-10-31 14:04:59 +01:00
Christoph Oelckers
7a482c6284
- make DHUDFont an object.
2020-10-31 13:20:54 +01:00
Christoph Oelckers
7de6528a1f
- the status bars work as objects.
...
# Conflicts:
# source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers
3a0c84d3ca
- split statusbar.cpp in two.
...
To keep Raze-exclusive content out of the main file that's about to be edited.
2020-10-31 13:19:59 +01:00
Christoph Oelckers
41e1e9b51c
- ifhitbyweapon.
...
# Conflicts:
# source/games/duke/src/actors_d.cpp
# source/games/duke/src/actors_r.cpp
2020-10-31 13:19:26 +01:00
Christoph Oelckers
92c21e7259
- ifhitbyweapon cleanup.
...
Variables renamed and array accesses replaced with pointers in RR version.
2020-10-31 13:19:26 +01:00
Christoph Oelckers
28d0bc7477
- movecrane interface cleanup.
2020-10-31 13:19:26 +01:00
Christoph Oelckers
08f3e9e722
- variable renaming in movecrane for clarity
2020-10-31 13:19:25 +01:00
Christoph Oelckers
d95131cb4d
- actor iterators for movefx and its RRRA subfunction.
2020-10-31 13:19:25 +01:00
Christoph Oelckers
801e94ca54
- renamed variables in movefx for clarity.
2020-10-31 13:19:25 +01:00
Christoph Oelckers
be0880f106
- iterators in movedummyplayers and moveplayers updated.
2020-10-31 13:19:25 +01:00
Christoph Oelckers
cf8da6c6e3
- variable renaming for clarity.
2020-10-31 13:19:25 +01:00
Christoph Oelckers
b03a637e10
- ms function.
2020-10-31 13:19:24 +01:00
Christoph Oelckers
94892cc1f8
- set up the main menu background as default console background for Duke and its offspring games.
2020-10-25 15:06:06 +01:00
Christoph Oelckers
1a21e73cd9
- fixed bad collision state check in movesprite.
...
Fixes #147
2020-10-24 21:36:27 +02:00
Christoph Oelckers
9a6a98ada9
- RR: Picking up the crossbow should also enable the dynamite as a separate weapon.
2020-10-24 20:43:36 +02:00
Christoph Oelckers
acda4b7799
- fixed Duke's RPG explosion
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Fixes #146
2020-10-24 19:44:10 +02:00
Christoph Oelckers
82d87deb30
- added missing includes for release build.
2020-10-24 10:01:14 +02:00
Christoph Oelckers
8fd0fe5955
- changed the spriteq to use pointers instead of indices.
2020-10-24 09:40:10 +02:00
Christoph Oelckers
34e39dd221
- pass spawner as an actor pointer to 'lotsofstuff'.
...
Allows doing this without using sprite indices.
2020-10-24 09:36:35 +02:00
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
16e49ac1fd
- use pointer for sprite access in movesprite_r.
...
Bringing it in line with movesprite_d.
2020-10-24 09:20:45 +02:00
Christoph Oelckers
42e5201e9f
- replaced a few array accesses where a pointer is already available.
2020-10-24 09:11:45 +02:00
Christoph Oelckers
87e4c0fa7d
- experimented a bit with optimizing the spawn function's use.
2020-10-24 09:05:54 +02:00
Christoph Oelckers
356060e127
- optimized another batch of array accesses in the spawn functions.
2020-10-24 08:52:21 +02:00
Christoph Oelckers
6311898152
- renamed a few disassembly variables.
2020-10-24 07:48:51 +02:00
Christoph Oelckers
5cde56de28
- another case of replacing a long list of array accesses with a pointer.
2020-10-24 07:39:51 +02:00
Christoph Oelckers
03da2011b6
- array cleanup in spawn.cpp.
2020-10-24 07:34:54 +02:00
Christoph Oelckers
d237471b79
- DoActor cleanup.
...
Using pointers instead of repeated array accesses now.
2020-10-24 07:25:25 +02:00