Commit graph

149 commits

Author SHA1 Message Date
Christoph Oelckers
4dcf0fd3c4 get rid of the GetStats interface function.
Now that all data it retrieves is available in shared code it is no longer needed.
2023-10-01 11:48:32 +02:00
Christoph Oelckers
4af7a649b6 move kill/secret management into the shared code
Implemented for Blood so far, this gets rid of gKillMgr and gSecretMgr
2023-10-01 10:07:45 +02:00
Mitchell Richters
29e021b5bf - Move crouch toggling back into the backend so the toggle key can be used as a swim key.
* Reverts 272dfa762d, but is a fresh implementation.
* I doubted anyone was doing this but apparently not.
* Exhumed needed a bit more work as it has very specific underwater checks.
2023-09-24 14:15:49 +10:00
Christoph Oelckers
4a87003408 - backend update from GZDoom.
* Vulkan backend updated.
* zlib replaced with miniz.
* FileReader is now 64 bit capable.
* jpeg replaced with stb-image.
* CMake project warnings fixed.
2023-09-23 09:56:27 +02:00
Christoph Oelckers
82057bcd5a - Backend update from GZDoom-
This compiles but doesn't run.
2023-08-23 20:36:19 +02:00
Christoph Oelckers
3c695a5abd - adapted to backend changes. 2023-08-19 18:08:27 +02:00
Christoph Oelckers
f3ea1e312a - Backend update from GZDoom. 2023-05-27 10:10:42 +02:00
Christoph Oelckers
1cb86af5f9 - give SW's sounds proper names and move their definition out of the EXE.
Also handle custom rolloff by the sound engine
2023-05-26 23:27:46 +02:00
Christoph Oelckers
1bace1d508 - use texture IDs in the spawn records. 2023-04-23 17:33:50 +02:00
Christoph Oelckers
524df20d26 - renamed most local picnum variables in shaded code to reduce search noise. 2023-04-23 17:33:35 +02:00
Christoph Oelckers
cc83438e31 - replace dispicnum with dispictex 2023-04-23 10:32:58 +02:00
Mitchell Richters
345f45ed12 - Fixed messed up formatting in savegamehelp.cpp. 2023-04-02 19:56:53 +10:00
Mitchell Richters
272dfa762d - Remove backend crouch toggle solution redeploy with Duke/Exhumed/Blood using new ESyncBit bit.
* I tried to make this work in 2020 but its been nothing but headache. It's something for the game to control via a flag, not the backend to determine.
* For SW, this restores its original implementation.
2023-04-02 18:32:40 +10:00
Mitchell Richters
7caec5fa69 - Clean out where inputState.ClearAllInput() is called.
* We can do this from just a few places and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:05:49 +11:00
Mitchell Richters
7da3b097fb - Remove the extern status for gamesetinput.
* We don't need to save this variable, we reset it at the start of every tic anyway.
2023-03-23 17:03:43 +11:00
Christoph Oelckers
bb7f00988a - give Blood's sounds well defined names so they can be defined via SNDINFO. 2023-01-15 16:15:28 +01:00
Christoph Oelckers
32ce8a97bf - SW: do not double interpolate sectors that are both part of a sector object but also have a global interpolation attached.
In this case the SO interpolation must be skipped. The only use case for this combination is sine-wave animated water.
2023-01-05 19:26:42 +01:00
Christoph Oelckers
d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00
Christoph Oelckers
8dfbbc8220 - migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
20edd800f9 - big texture system refactor.
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00
Christoph Oelckers
97d76a01e4 - SW: do a proper implementation for sprites which do not want texture animations.
Instead of hacking the picanm table it is far more preferable to flag the sprite as non-animating and let the renderer handle it.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
ede5b017ab - renamed walltype::picnum to wallpicnum for easier searching. 2022-12-11 19:43:58 +01:00
Christoph Oelckers
0dc526899b - scriptified FrameEffect 2022-12-11 19:43:51 +01:00
Mitchell Richters
2e0b9490e1 - Change spritetypebase::angle to a DRotator named Angles.
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
2022-12-11 18:41:52 +01:00
Christoph Oelckers
52e5e2f59a - use a sepate file system filter for 'duke-like' games, i.e. Duke, NAM and WW2GI combined.
These 3 all require the same SNDINFO being loaded.
2022-12-11 18:41:52 +01:00
Christoph Oelckers
4983f8e671 wipstuff 2022-12-11 18:41:51 +01:00
Mitchell Richters
abd6275f17 - Add new double DCoreActor::viewzoffset set in spawning code during level loads.
* Interpolated backup copy isn't needed for Duke, but will be for SW.
2022-12-11 18:41:41 +01:00
Christoph Oelckers
bfae5ce1bc - use a TArrayView to store the wall references in a sector.
This is a lot more scripting friendly than hacking around the indices.
2022-11-15 14:53:39 +01:00
Christoph Oelckers
912b6a47c1 - migrate cl_savedir to save_dir 2022-11-06 17:48:32 +01:00
Christoph Oelckers
41fc5660e5 - Backend update from GZDoom
* IQM enhancements
* config storage in Users
* moving of savegame filename generation to the backend
2022-11-06 11:46:26 +01:00
Christoph Oelckers
3c6b64d621 - renamed everything back 2022-10-30 16:51:33 +01:00
Christoph Oelckers
4aa765675e - use a float vector to store the scale. 2022-10-30 16:51:31 +01:00
Christoph Oelckers
91c318b708 - renamed most non-sprite xrepeat and yrepeat as refactpring aid.
These will be renamed back later but now they create too much search noise.
A few local variables have been permanently renamed to scale*.
2022-10-30 16:51:20 +01:00
Christoph Oelckers
4af4983d3e - floatified clipdist and replaced fClipdist wrapper.
This uses a new variable because a few things use clipdist as a flag byte
2022-10-30 16:51:14 +01:00
Christoph Oelckers
a4dd5bb4ce - rewrote the model storage code.
Using proper C++ containers now.
2022-10-27 16:55:54 +02:00
Christoph Oelckers
243c071834 - got rid of bsinf and bcosf. 2022-10-22 12:17:04 +02:00
Christoph Oelckers
479616a80f - got new CVar system from GZDoom. 2022-10-22 00:12:17 +02:00
Christoph Oelckers
057d2a565a - floatified Blood's velFloor and velCeil 2022-10-15 13:31:59 +02:00
Christoph Oelckers
38bb103cdd - renamed velFloor and velCeil. 2022-10-15 13:31:59 +02:00
Christoph Oelckers
64e8a369ec - floatified velocity storage 2022-10-15 10:15:20 +02:00
Christoph Oelckers
e3758d6adc - started wrapping vel 2022-10-14 23:52:42 +02:00
Christoph Oelckers
e7b09dbaac - renamed vel. 2022-10-14 23:52:42 +02:00
Christoph Oelckers
a5a04b1123 - moved Blood's velocity vector to DCoreActor. 2022-10-14 23:52:42 +02:00
Christoph Oelckers
f8ba5bb660 - final xvel cleanup. 2022-10-14 23:13:33 +02:00
Christoph Oelckers
05f488ce3c - add more wrappers and use 'inittype' where the actual zvel member of spritetype is wanted.
This will avoid problems with search&replace later.
2022-10-14 20:31:56 +02:00
Christoph Oelckers
2838fa3e72 - floatified sectortype::ang 2022-10-14 17:17:37 +02:00
Christoph Oelckers
fe6fcdff1f - use DAngle for actors
Note that intangle needs to be kept - primarily for SW's ST tags.
2022-10-05 00:36:29 +02:00
Christoph Oelckers
735b9a8fed - renamed ang to __int_angle 2022-10-04 23:56:42 +02:00
Christoph Oelckers
a59a771209 - use floats for ceilingz/floorz storage. 2022-08-27 10:49:59 +02:00
Christoph Oelckers
0672572e63 - renamed sectortype::floorz and ceilingz as preparation for floatification 2022-08-27 09:47:48 +02:00