Christoph Oelckers
d3f2d50088
- added NOFLOORPAL flag to remove some special cases from animatesprites.
...
# Conflicts:
# source/games/duke/src/constants.h
2022-01-27 00:48:00 +01:00
Christoph Oelckers
c0a40cb7d7
- renamed RR's TRIPBOMBSPRITE to POWDERKEG
2022-01-27 00:46:46 +01:00
Christoph Oelckers
3d0c794224
- two more flags for LASERLINE.
2022-01-27 00:46:24 +01:00
Christoph Oelckers
a776e5c56e
- turned the exclude lists for initspriteforspawn into a flag.
2022-01-27 00:45:55 +01:00
Christoph Oelckers
e4cfc374be
- another trip bomb flag.
2022-01-27 00:42:57 +01:00
Christoph Oelckers
0574da7cd4
- SE24 cleanup using flags.
...
The whole setup is actually very simple, once all the mess got removed from the code.
2022-01-27 00:42:49 +01:00
Christoph Oelckers
eae5ca93d0
- cleanup - flag name and removal of unused code.
2022-01-27 00:42:40 +01:00
Christoph Oelckers
2468debe34
- added a new flag for non-teleporting items.
2022-01-27 00:42:16 +01:00
Christoph Oelckers
fc94fb9651
- replaced checktimetosleep with a flag.
2022-01-27 00:42:07 +01:00
Christoph Oelckers
72510a47fa
- replaced one more actor list check in hitradius with a flag.
2022-01-27 00:41:57 +01:00
Christoph Oelckers
125c3e8004
- flammable flags.
2022-01-27 00:41:33 +01:00
Christoph Oelckers
913b0622b8
- use symbolic constants
2022-01-27 00:35:45 +01:00
Christoph Oelckers
58b718d2a2
- turn all special actor type checks in moveflammable into flags.
...
Also wrap all flag checks in actorflag function
2022-01-27 00:34:21 +01:00
Christoph Oelckers
d9fee902de
- setSpritesetImage export added.
2022-01-26 23:35:53 +01:00
Christoph Oelckers
ef22a78618
- moved all VM exports to their own file.
2022-01-26 23:35:46 +01:00
Christoph Oelckers
5fe5dbd5aa
- added spriteSet property to DukeActor
...
The idea here is to abstract picnum manipulation. Since all this is strongly index based it translates poorly to a system with named textures.
This allows a class to define a set of sprite images it intends to operate on as if it was still a simple indexed resource, even if the underlying storage changes.
2022-01-26 00:36:34 +01:00
Christoph Oelckers
c27976b2e5
- added script exports for Duke's iterators
2022-01-26 00:16:21 +01:00
Christoph Oelckers
5bc8b1c2d3
- Duke: added two more flags to eliminate the references to the crane's tile numbers.
2022-01-25 22:26:53 +01:00
Christoph Oelckers
58f535d3a4
- Duke: fixed gamevars not being allocated for map spawned actors.
2022-01-24 23:05:22 +01:00
Christoph Oelckers
a252b206d1
- exported DukeActor's native member variables.
...
This includes renaming two native ones because they shared the same name with members of spritetype.
2022-01-24 00:24:47 +01:00
Christoph Oelckers
f194fb6c90
- added a name to tilenum function so that we can define picnums by name in scripted actors.
2022-01-24 00:24:47 +01:00
Christoph Oelckers
0398ba4ff0
- added all parts needed to implement the actor property parser.
...
Not hooked up yet with the rest of the code, this just adds the needed files in compilable form.
2022-01-23 13:03:39 +01:00
Christoph Oelckers
82be7db269
- give the tree sky of DukeDC an offset of -40 to better hide its poor design in the new renderer.
2022-01-16 12:12:44 +01:00
Christoph Oelckers
3aff12cf4c
- sky management rework.
2022-01-16 12:12:43 +01:00
Christoph Oelckers
4ee64df844
- uncouple the fist animation for being shrunk from the display frame rate.
2022-01-15 15:48:50 +01:00
Christoph Oelckers
26d89e932a
- Duke: add back a limit to the teleporter sound.
...
Due to broken game logic it is possible for this to play in very large quantities.
2022-01-15 11:56:38 +01:00
Christoph Oelckers
24a67e194d
- Duke: reverted sector storage to temp_data[0] for the subway.
...
This was the ultimate revenge of the Spaghetti code: Somewhere in there, something needs this value in temp_data[0], but I cannot find where this is...
2022-01-13 22:34:43 +01:00
Christoph Oelckers
ecb2732629
- little bit of cleanup on Duke's bullet hole code.
2022-01-13 20:53:36 +01:00
Mitchell Richters
79f47ca2f9
- Duke: Add some comments to 40ffb23b44
so it can be better fixed in the future when multiplayer is going.
2022-01-13 22:42:48 +11:00
Christoph Oelckers
fcf04a7df1
- delete unused variable.
2022-01-13 12:27:40 +01:00
Mitchell Richters
40ffb23b44
- Duke: Directly check the backend input code's crouch_toggle
to always remain crouched after pausing, even if the first tic doesn't have input.
...
* This is needed because unlike the other games, Duke doesn't have any decent state manager for the player like Blood and SW do.
2022-01-13 21:54:56 +11:00
Christoph Oelckers
85cce1128a
- do proper handling of the 'no shadow' case for Duke's bad guys.
...
Using a flag like RedNukem instead of hacking dispicnum, which occasionally does reach the renderer and causes problems.
2022-01-13 00:42:34 +01:00
Christoph Oelckers
ddcee4ecbf
- split up g_visibility into two variables.
...
This is preparation for experimenting with the weapon flashes that can be quite annoying with how they brighten distant parts of the level far more than nearby parts.
2022-01-11 00:12:32 +01:00
Christoph Oelckers
da5a92852f
- cleanup of Duke's actor flags.
2022-01-11 00:12:32 +01:00
Christoph Oelckers
e892de21ec
- preparations for unlimited tsprites.
...
Right now it is a no-op because Polymost cannot deal with this properly.
2022-01-11 00:12:32 +01:00
Christoph Oelckers
3c54495c58
- Duke: hardened the sound controller a bit by flagging the callsound call from doanimations as most likely terminating.
...
This allows avoiding unnecessary sound repeats on some doors.
A real fix is not possible with the broken setup here - the sound controller can only implicitly toggle its state so it is likely that improper use is frequent.
2022-01-09 23:03:11 +01:00
Christoph Oelckers
0f925d4cc0
- Duke: fixed monster sight sounds not being played.
2022-01-09 21:25:02 +01:00
Christoph Oelckers
e1661e0de1
- Duke: disabled sound limiting.
...
This does not work with how the game uses sounds. Unlike Doom the sound engine in DOS Duke has no channel limit so any sound can play as many times as the game deems fit.
2022-01-09 15:18:35 +01:00
Christoph Oelckers
694f44774f
- Duke: added missing z-offset in hits.
...
Among other things, this made throwing pipebombs on slopes misbehave.
2022-01-09 14:43:59 +01:00
Christoph Oelckers
a50430bf68
- Duke: fixed SE02's handling of sloping sectors.
2022-01-09 13:38:10 +01:00
Christoph Oelckers
3c2c53c7e1
- fixed NAM's sniper rifle.
...
This was using one of WW2GI's apl* variables, but shouldn't.
2022-01-08 21:42:44 +01:00
Christoph Oelckers
70087ebc12
- fixed: The new renderer still called the Polymost screen finish function.
...
This led to a second, redundant postprocessing step with incorrect matrix values.
It now calls screen->Update() directly without the unneeded stuff, but this required a bit of reordering in the game code to ensure that the renderer receives the weapon data to display.
2022-01-08 13:50:47 +01:00
Christoph Oelckers
5759bcc1a6
- Duke/RR: removed all in-game assignments to g_visibility.
...
These are remnants of the software renderer which used it to calculate light fading but with the current hardware renderers none of these ever reach the renderer, the values are never used.
2022-01-08 13:49:06 +01:00
Mitchell Richters
771a84338e
- Fix typo in MOVEFTA flag (was NOVEFTA
). Thanks Gaerzi!
2022-01-08 22:30:34 +11:00
Christoph Oelckers
a3162f6ccf
- renamed testnewrenderer CVAR.
2022-01-07 12:49:41 +01:00
Mitchell Richters
e5bcb8ee61
- Duke: Repair issues with handle_se32()
following lost Sgn()
call.
...
* Originated from "- first batch of routing all write access to sectortype::ceilingz and floorz through a function interface.".
2022-01-05 22:45:33 +11:00
Mitchell Richters
eca3c29261
- Duke: Fix nullptr issue in RR's processinput_r()
.
2022-01-05 19:22:21 +11:00
Christoph Oelckers
5ff7d45f7f
- Duke/RR: better handling for one random kill scenario in the player movement code.
...
Using the same appoach as EDuke32 - instead of outright killing the player it will first reset its position and retry the pushmove check.
2022-01-05 09:20:54 +01:00
Mitchell Richters
9de4b4753a
- Duke: Add nullptr check to haskey()
.
2022-01-05 18:05:15 +11:00
Mitchell Richters
b422b049c1
- Duke: Fix bad interp check in RR's dofurniture()
.
2022-01-05 10:03:33 +11:00
Mitchell Richters
874f9952f8
- Duke: Fix bad clipmove result check in movesprite_ex_r()
.
2022-01-05 09:50:22 +11:00
Christoph Oelckers
47b9de1fb4
- RR: interpolate moving furniture.
2022-01-04 17:18:25 +01:00
Christoph Oelckers
33aee54113
- RR: interpolate jaildoors and minecarts.
2022-01-04 17:18:25 +01:00
Christoph Oelckers
45b88277a3
- Platoon Leader: Set explicit sky offset for the third episode's orange sky.
2022-01-04 17:17:58 +01:00
Christoph Oelckers
8dedcf94d3
- Duke: removed special precaching for sky texture
...
Due to precomposition these single tiles will never be rendered anyway.
2022-01-04 17:17:58 +01:00
Mitchell Richters
6414a4ce78
- Duke: Add nullptr check to footprints()
code.
2022-01-04 22:44:11 +11:00
Christoph Oelckers
226807db34
- RR: fixed wakeup check logic in movefta.
...
Essentially the feature must be on for all RR actors and off for all Duke actors.
RR's original logic here to exclude animals was broken and non-functional.
2022-01-04 09:39:55 +01:00
Mitchell Richters
783dd98641
- Duke: Fix nullptr check for Duke and RR that was causing a crash in a glitched spot in RR's E1L1.
2022-01-04 14:00:18 +11:00
Christoph Oelckers
1d091ae395
- merged both movefta functions, using the already defined flags instead of explicit picnum checks.
2022-01-02 15:59:24 +01:00
Christoph Oelckers
e42fc5e743
- use the newly added flag to consolidate ifhitsector.
2022-01-02 12:27:36 +01:00
Christoph Oelckers
cc6d52013d
- made Duke actor flags type safe and added a few new definitions that are not active yet.
2022-01-02 10:17:44 +01:00
Christoph Oelckers
cd599a7a15
- Duke: abstracted all checks for TILE_APLAYER with an isPlayer method.
2021-12-31 18:51:43 +01:00
Christoph Oelckers
3eb640658f
- don't typedef MATTGAMEVAR
2021-12-31 13:12:20 +01:00
Christoph Oelckers
61d4d06783
- RRRA: fixed typo in portal setup.
2021-12-30 22:16:39 +01:00
Christoph Oelckers
552668418a
- moved opos and oang to DCoreActor.
2021-12-30 18:21:02 +01:00
Christoph Oelckers
7f62df517d
- moved all interpolate* methods from spritetypebase to DCoreActor.
...
The places where it was used on tsprites were redone to use the actor's base coordinate, which at the point of the operation would always be the same.
2021-12-30 17:32:31 +01:00
Christoph Oelckers
c10fb1278a
- moved the backup... methods to DCoreActor.
2021-12-30 17:10:08 +01:00
Christoph Oelckers
6c381d4392
- removed sector() method from low level sprite type.
2021-12-30 16:58:48 +01:00
Christoph Oelckers
5498699faf
- use DCoreActor::sector() wherever possible.
2021-12-30 16:51:56 +01:00
Christoph Oelckers
88e4bb9f79
- moved sectno method to DCoreActor.
2021-12-30 16:39:43 +01:00
Christoph Oelckers
f0b7fe4add
- use setsector from DCoreActor.
...
Also did a bit of cleanup
2021-12-30 16:36:04 +01:00
Christoph Oelckers
af6ca40e3d
- use DCoreActor::insector instead of spritetype::insector.
2021-12-30 16:24:51 +01:00
Mitchell Richters
225a2a39da
- Duke: Replace player_struct
noise_*
variables with a vector.
2021-12-31 00:19:33 +11:00
Mitchell Richters
1e90b0bbbe
- Duke: Replace player_struct
bobposy
with bobpos.Y
calls.
2021-12-30 23:00:44 +11:00
Mitchell Richters
034e1fd175
- Duke: Replace player_struct
bobposx
with bobpos.X
calls.
2021-12-30 23:00:44 +11:00
Mitchell Richters
f9b728d188
- Duke: Replace DDukeActor
lastvy
with ovel.Y
calls.
2021-12-30 23:00:44 +11:00
Mitchell Richters
8932b2fc1d
- Duke: Replace DDukeActor
lastvx
with ovel.X
calls.
2021-12-30 23:00:43 +11:00
Mitchell Richters
0bc26e78ba
- Duke: Replace player_struct
loogiey[64]
with loogie[64].Y
calls.
2021-12-30 23:00:43 +11:00
Mitchell Richters
e196a4daa3
- Duke: Replace player_struct
loogiex[64]
with loogie[64].X
calls.
2021-12-30 23:00:43 +11:00
Mitchell Richters
2d6bc783c4
- Duke: Replace player_struct
exity
with exit.Y
calls.
2021-12-30 23:00:43 +11:00
Mitchell Richters
8d2595ea84
- Duke: Replace player_struct
exitx
with exit.X
calls.
2021-12-30 23:00:43 +11:00
Mitchell Richters
19a9fc462f
- Duke: Replace CraneDef
poley
with pole.Y
calls.
2021-12-30 23:00:43 +11:00
Mitchell Richters
034727d902
- Duke: Replace CraneDef
polex
with pole.X
calls.
2021-12-30 23:00:42 +11:00
Mitchell Richters
4b1fbf13df
- Duke: Replace CraneDef
z
with pos.Z
calls.
2021-12-30 23:00:42 +11:00
Mitchell Richters
3dfcbafd93
- Duke: Replace CraneDef
y
with pos.Y
calls.
2021-12-30 23:00:42 +11:00
Mitchell Richters
8006d8e394
- Duke: Replace CraneDef
x
with pos.X
calls.
2021-12-30 23:00:42 +11:00
Mitchell Richters
788be33c1a
- Duke: Replace player_orig
oz
with opos.Z
calls.
2021-12-30 23:00:42 +11:00
Mitchell Richters
f5dd8ba3b9
- Duke: Replace player_orig
oy
with opos.Y
calls.
2021-12-30 23:00:42 +11:00
Mitchell Richters
c5d94f9a8e
- Duke: Replace player_orig
ox
with opos.X
calls.
2021-12-30 23:00:42 +11:00
Mitchell Richters
8a94022f5d
- Duke: - Duke: Replace FireProj
position and velocity variables with vectors.
2021-12-30 23:00:42 +11:00
Mitchell Richters
fd8c7bfa52
- Duke: Replace player_struct
poszv
with vel.Z
calls.
2021-12-30 23:00:41 +11:00
Mitchell Richters
b2023efb44
- Duke: Replace player_struct
posyv
with vel.Y
calls.
2021-12-30 23:00:41 +11:00
Mitchell Richters
31ed257f39
- Duke: Replace player_struct
posxv
with vel.X
calls.
2021-12-30 23:00:41 +11:00
Mitchell Richters
9bbb54fe2e
- Replace every line that just contains spaces or tabs with an empty line feed in all files except 3rd party libraries.
2021-12-30 20:30:21 +11:00
Christoph Oelckers
f9cea2b1db
- turning one check in hitradius into a flag.
2021-12-30 09:58:48 +01:00
Christoph Oelckers
3fcecedf32
- deleted ClearContent functions from actor classes.
...
this is a leftover from pre-DObject times and no longer needed.
2021-12-30 09:58:47 +01:00
Christoph Oelckers
16635e53fc
- renamed DDukeActor::picnum to attackertype.
...
This one having the same name here as spritetype::picnum is just confusing as hell and badly describes this variable's function.
2021-12-30 09:58:14 +01:00
Christoph Oelckers
059412b75e
- first batch of routing all write access to sectortype::ceilingz and floorz through a function interface.
...
We need this for implementing "precise" rendering to flag vertices as dirty.
2021-12-30 09:58:14 +01:00
Christoph Oelckers
12619671e6
- Duke/RR: added fudging to work around aiming randomization issues with the pistol when autoaim is off.
...
Solution is the same as in RedNukem/EDuke32: do one hitscan directly in aiming order and if that hits a sprite, use it as aiming target.
2021-12-30 09:58:10 +01:00
Christoph Oelckers
ce1daa82c2
- Duke: make camera actors temporarily invisible before rendering a scene.
...
Mainly needed for voxel/model replacements of the security camera sprite.
2021-12-30 09:58:09 +01:00