Commit graph

1890 commits

Author SHA1 Message Date
Christoph Oelckers
454816299e - reorganized loading of textures.
Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts.
This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data.
This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.

All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
2021-06-01 11:05:26 +02:00
Christoph Oelckers
8b507ed606 - enabled the ENDOOM-like text screens when quitting Duke and SW.
Turned out that all they needed was the font.
2021-05-31 23:16:52 +02:00
Christoph Oelckers
9c60ab791b - implemented all needed font overrides for localization. 2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422 - moved all font setup out of the C++ code.
All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
42b70a7d93 - added internationalized fonts.
This still needs a bit of fixing and tweaking but most is working.
2021-05-31 21:20:30 +02:00
Christoph Oelckers
f97b4e830d - pass fonts instead of indices to Blood's viewDrawText function.
As preparation for building a proper font system.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
8fae793341 - defined a new constant, CR_NATIVEPAL, to use the font functions with a predefined palette.
This is mainly for code clarification, the value is the same as CR_UNDEFINED.
2021-05-29 11:47:05 +02:00
Christoph Oelckers
e10bcf6294 - split the screen job code into a generic and a Raze specific part.
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
5ee4bc5cca - Blood: handle title screens so that mods changing the original one still display it.
The rules are:
* If CRC of tile 2518 has changed, use that.
* If CRC of tile 2046 has changed, use that.
* If tile 2518 is not present, use tile 2046
* otherwise use tile 2518.

This allows display of Cryptic Passage's title screen while still using the "with Plasma" version for the regular game.
2021-05-19 00:07:50 +02:00
Christoph Oelckers
60fe1d32fb - Blood: unpositioned sounds must be limited to one per channel. 2021-05-16 11:51:51 +02:00
Christoph Oelckers
317238147b - Blood: fixed scriptified MP statusbar code to the point where it compiles.
Mainly to avoid code rot by future changes, this probably cannot remain as it is if MP gets reimplemented.
2021-05-15 10:25:37 +02:00
Christoph Oelckers
e5dd4a8638 - made the scripted version of Blood's status bar functional. 2021-05-12 21:50:02 +02:00
Christoph Oelckers
778378fd5c - scriptified version of Blood's status bar compiles.
Not tested yet.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
4ad20e4c00 - more preparations for scriptification of Blood's status bar.
* restructured some code that could not be converted as-is due to access to data that should be off-limits to scripts.
* exporting most of PLAYER's member fields.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
5859188d3a - Blood: use names instead of indices to address textures in the status bar drawer.
This is a preparation for scriptification of the status bars. Blood's wasn't using any symbolic constants at all aside from the new HUD fonts.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
3e2cacfaf6 - silenced warnings in Blood. 2021-05-12 21:49:06 +02:00
Christoph Oelckers
d097c8e635 - removed the non-functional and long abandoned level music alias feature.
With RMAPINFO such a hack is no longer needed for anything.
2021-05-12 21:48:40 +02:00
Christoph Oelckers
03289f5097 - silenced some warnings. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
c6991add46 - Blood: fixed null pointer crash in actBurnSprite. 2021-05-11 00:02:26 +02:00
Christoph Oelckers
e40ed2262e - cleanup of 'gotpic' handling. 2021-05-10 20:13:28 +02:00
Christoph Oelckers
e74aca291c - position tweaking for Nam's skies.
Why is this such an utter mess to get skies placed correctly? :(
2021-05-10 20:13:28 +02:00
Christoph Oelckers
fc11f9327a - refactored actDamageSprite 2021-05-10 20:13:28 +02:00
Christoph Oelckers
b8dcd09f77 - reformatting. 2021-05-10 20:13:28 +02:00
Christoph Oelckers
965939957e - split up actKillSprite into several smaller functions.
The biggest problem in here was tracking the lifetime of local variables.
2021-05-10 20:13:28 +02:00
Christoph Oelckers
0efe15ae98 - deleted some unused utilities. 2021-05-08 18:06:57 +02:00
Christoph Oelckers
9a5a32c826 - Blood: split out the 'modern dude' part of actKillDude. 2021-05-08 14:43:09 +02:00
Christoph Oelckers
34b7bfc10b - handled the actDrop* functions. 2021-05-08 14:43:08 +02:00
Christoph Oelckers
d1cc7403b3 - actNapalmMove - another previously unnamed function.
# Conflicts:
#	source/games/blood/src/aiunicult.cpp
2021-05-08 14:43:08 +02:00
Christoph Oelckers
23df336ebe - complete cleanup of sub_2A620, now renamed to actRadiusDamage. 2021-05-08 14:43:08 +02:00
Christoph Oelckers
6110ec5cfd - redid ConcussSprite. 2021-05-08 14:43:08 +02:00
Christoph Oelckers
c679f83f75 - make all games return to the main menu when the game is ended with F10.
Duke still went to the intro movies which was a bit problematic.
2021-05-04 11:32:09 +02:00
Christoph Oelckers
a303da37a9 - added a mapinfo dumper and used it to verify correctness of the data generated from game-native definitions.
Also simplified the levelnumber setup a bit.
2021-05-03 23:00:24 +02:00
Christoph Oelckers
0db8fc6163 - removed UNREFERENCED_PARAMETER macro.
Using C++ standard of not naming such parameters instead.
2021-05-03 19:10:53 +02:00
Christoph Oelckers
7d77b2315f - merged the few remaining contents of mmulti.h into d_net.h 2021-05-03 19:01:00 +02:00
Christoph Oelckers
d206a767b2 - added render workaround for CP07. 2021-05-03 17:48:35 +02:00
Christoph Oelckers
56fcf904b5 - Backend update from GZDoom. 2021-05-03 14:48:55 +02:00
Christoph Oelckers
30b1b046e4 - added an intermediate data structure to decouple the rendering from the immediate map data.
This will be needed for sectors consisting of disjoint parts and for providing some help with addressing rendering anomalies
2021-05-03 00:04:36 +02:00
Christoph Oelckers
8003ab6fa3 Merge branch 'scriptable_cutscenes' into newrenderer 2021-05-02 22:37:46 +02:00
Christoph Oelckers
a1381c0ff2 - fixed Blood cutscene setup to avoid dependency on the sound code initialization.
It now only stores the sound name or ID but not the internal index which is only looked up when needed.
2021-05-02 18:10:59 +02:00
Christoph Oelckers
e9385ed4e8 - adapted Blood to the new level progression features and simplified several parts, particularly the clumsy retrieval of the next level.
Some cheats in Duke will not work correctly with this commit!
2021-05-02 09:08:57 +02:00
Christoph Oelckers
93bfc35ad6 - use the volumes to find the starting maps for the menu and the clusters for the cutscenes. 2021-05-02 01:01:30 +02:00
Christoph Oelckers
825963661b - migrated volumes to the new storage. 2021-05-02 00:35:56 +02:00
Christoph Oelckers
f732d4ec64 - added MAPINFO parser, based on GZDoom's.
This isn't hooked up yet, but all necessary structures and fields have been added so that selected pieces can be tested.
2021-05-01 22:52:28 +02:00
Christoph Oelckers
e0ec0f24d0 - fixed Blood's HUD time display.
This somehow got lost.
2021-05-01 20:08:51 +02:00
Christoph Oelckers
aa148d602c - scriptified SW's 2D screens.
Compiles but not tested yet.
2021-04-30 20:08:35 +02:00
Christoph Oelckers
eaf5e1fba5 - Cutscene support in Blood.
Intro tested, rest to do.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
869dbd70e5 - fixed the design by merging the episode start handler into ShowIntermission.
Tying the start-of-episode cutscene to the cluster does not really work because it gets triggered by all maps of the cluster.
All currently existing intro cutscenes are tied to the map anyway.
Also correcting transition movie name for RRRA E2L1.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
0dc6980e5c - made episode intro cutscenes a game independent feature.
So far only defined for Duke E4 but all the logic is outside the game code now and can be universally handled.
2021-04-30 20:08:33 +02:00
Christoph Oelckers
1166b00af2 - switched intro movie playing over to the new system
Not tested yet.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
e05f900315 - added the data structures to hold the cutscene data. 2021-04-30 20:08:31 +02:00
Christoph Oelckers
4ff2010bd1 - moved the entire screen job management to the script side.
This isn't hooked up yet and lots of code is commented out, the games won't start with this commit.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
4a7430c8e4 - got rid of JobDesc. 2021-04-30 20:08:23 +02:00
Christoph Oelckers
71e5f9b70f - changed screen job list to work without per-job completion callbacks.
They made things more complex than necessary and do not translate well to scripting.
2021-04-30 20:08:22 +02:00
Christoph Oelckers
fb5e2fe0c0 - use flags instead of bools. 2021-04-30 20:08:22 +02:00
Mitchell Richters
93edeac791 - Clean-up of input functions.
* Remove unused `getincanglef()`.
* Remove unused `getincangleq16()`.
* In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload.
* Rename `PlayerAngle` method `applylook()` to `applyinput()`.
* Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`.
* In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0.
* In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin.
* In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
2021-04-21 20:41:04 +10:00
Christoph Oelckers
aaad546729 - palookup. 2021-04-20 20:21:51 +02:00
Mitchell Richters
d34070b8ae - gameinput.h: Remove precise bool from horizsumfrac(), look_anghalf() and looking_arc() added in a4895cb270.
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
2021-04-20 21:12:17 +10:00
Mitchell Richters
de06030ea0 - gameinput.cpp: Make sethorizon(), applylook() and calcviewpitch() class functions of PlayerHorizon and PlayerAngle where appropriate. 2021-04-19 20:50:10 +10:00
Mitchell Richters
171d541112 Merge branch 'master' into newrenderer 2021-04-18 10:05:10 +10:00
Christoph Oelckers
eb912604d2 - RFS compatibility with GDX: The outermost path component can be left out. 2021-04-17 23:59:10 +02:00
Christoph Oelckers
82194bbf6b Merge branch 'master' into newrenderer
# Conflicts:
#	source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
d2c9b5979d - gave key 7 a proper spawn record using the blue outline as image.
A proper definition here is needed to allow dropping this item.
The original code had a picnum of -1 here which caused crashes.
2021-04-17 12:05:37 +02:00
Christoph Oelckers
0cdb7a53ce - more char removal - mostly weapon.cpp 2021-04-17 10:34:12 +02:00
Christoph Oelckers
9828b0228e - made type of shade variables consistent.
Some were char, some signed char and the initializers needed type casts.
This wasn't serious but created a lot of casting noise.
2021-04-17 10:22:00 +02:00
Christoph Oelckers
ada28d8d04 - Blood: replaced 'unsigned char' with 'uint8_t' and 'signed char' with 'int8_t'.
Preparation for getting rid of all those excessively used plain chars which are a menace to code stability.
2021-04-17 10:14:03 +02:00
Christoph Oelckers
839547a9fc - Blood: gave FXDATA meaningful member names 2021-04-17 10:12:40 +02:00
Christoph Oelckers
2a2c85c082 - migrated Duke's intro images and the first episode's ending animation. 2021-04-16 17:24:59 +02:00
Christoph Oelckers
6ed1d5e678 - DBlackScreen and DImageScreen migrated to event-based handling. 2021-04-16 17:24:58 +02:00
Christoph Oelckers
dc8b72b2ce Merge branch 'master' into newrenderer2
# Conflicts:
#	source/games/duke/src/actors.cpp
#	source/games/duke/src/hudweapon_d.cpp
#	source/games/duke/src/hudweapon_r.cpp
#	source/games/duke/src/render.cpp
2021-04-15 19:34:03 +02:00
Christoph Oelckers
61a6321cd6 - Exhumed: Change map command to start the level directly without going through the scrolling map. 2021-04-15 18:55:54 +02:00
Mitchell Richters
a4895cb270 - All Games: Allow for HUD interpolation to be disabled.
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00
Christoph Oelckers
f83e678ea0 - use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.
Unlike the higher level code this does not check for game over conditions.
2021-04-14 21:17:32 +02:00
Christoph Oelckers
798cf2f973 Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2 2021-04-12 20:25:56 +02:00
Christoph Oelckers
9598b626c9 Merge branch 'master' into newrenderer2 2021-04-12 20:03:50 +02:00
Christoph Oelckers
efe76a6647 - Blood: fixed crash with badly defined drop objects.
Got -1 for picnum there, this was causing crashes.
2021-04-12 16:32:42 +02:00
Christoph Oelckers
10d0de8dbf Merge branch 'master' into newrenderer2 2021-04-12 15:06:12 +02:00
Christoph Oelckers
f87e40131f - Blood: add a dummy sound entry at index 0.
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play.
This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
d25838fe15 - Blood: fixed issue with INI detection when having content added by RFS files. 2021-04-12 00:31:36 +02:00
Christoph Oelckers
9b977ba96e - fixed mixup of values 0 and -1 in sound code.
0 means 'default', -1 means 'silent'. This caused playback issues for useSoundGen. All other places were passing proper volume values along, this is the only one to read the volume from map data.
2021-04-11 22:42:24 +02:00
Christoph Oelckers
6142f9d795 - added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
2021-04-11 21:14:09 +02:00
Christoph Oelckers
fd6a71cac5 - fixed a random crash with an empty sprite I just experienced. 2021-04-11 21:14:09 +02:00
Christoph Oelckers
aebcc13c4a - migrated voxel parsing stuff. 2021-04-11 18:37:11 +02:00
Christoph Oelckers
42d02834b1 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/include/build.h
#	source/build/src/polymost.cpp
#	source/build/src/voxmodel.cpp
#	source/core/gamecontrol.cpp
#	source/core/gamestruct.h
#	source/games/blood/src/animatesprite.cpp
#	source/games/blood/src/misc.h
#	source/games/blood/src/view.cpp
#	source/games/duke/src/render.cpp
#	source/games/sw/src/draw.cpp
#	source/games/sw/src/game.h
#	source/games/sw/src/jsector.cpp
#	source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers
32250f704f - mograted Blood's precaching to the backend's implementation. 2021-04-11 12:42:59 +02:00
Christoph Oelckers
6342926871 - disabled the QAV preload calls in Blood.
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +02:00
Christoph Oelckers
9fd3ab6b5e - fixed texture precaching.
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Mitchell Richters
e76f63e2c0 - Consolidate all game interpolation code into inline functions. 2021-04-11 16:45:35 +10:00
Christoph Oelckers
b3bcedda6c - moved backend independent HUD code out of glbackend.cpp. 2021-04-11 08:40:18 +02:00
Mitchell Richters
f254eeb465 - binaryangle.h: Remove lookangle class and replace use with binangle.
* Added in fca846272e to deal with signed adjustments but its just not needed.
* Made better use of `binangle`/`fixedhoriz` class getters and setters than before as well.
2021-04-11 15:45:53 +10:00
Christoph Oelckers
02dedaad46 - Blood: undid restriction for original QAV for Guns Akimbo shotgun fix. 2021-04-09 22:48:39 +02:00
Christoph Oelckers
19a4c12e6a - Blood: undid restriction for original QAV for Guns Akimbo shotgun fix. 2021-04-09 22:11:16 +02:00
Christoph Oelckers
333581a084 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
Christoph Oelckers
2820c50f3e - Blood: let the RFS parser handle forward slashes when cutting out the base directory of a given file name. 2021-04-09 18:25:32 +02:00
Christoph Oelckers
0b79649dc2 Merge branch 'master' into newrenderer2 2021-04-06 16:14:21 +02:00
Christoph Oelckers
bfcedc2177 - autodetect .inis when loading Blood mods.
This works as long as the loaded mods have one single .ini file in them - in that case it is assumed that it is supposed to replace blood.ini, which will allow dragging & dropping such archives without further user intervention.
2021-04-06 00:57:31 +02:00
Christoph Oelckers
e30dc82676 - Cleanup of the voxel code.
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
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