Commit graph

2876 commits

Author SHA1 Message Date
Christoph Oelckers
899ced50aa - moved alpha threshold determination for sprites to the setup pass.
Overall this is not much, but it can be easily offloaded to a worker thread later.
2022-01-14 00:19:26 +01:00
Christoph Oelckers
37e7f92182 - made a few changes to the timer calls for renderer profiling.
A few items were counted double, other were in the wrong slot.
2022-01-14 00:15:33 +01:00
Christoph Oelckers
9375750a17 - added sorting for wall sprites attached to non-orthogonal walls. 2022-01-13 20:55:55 +01:00
Christoph Oelckers
ecb2732629 - little bit of cleanup on Duke's bullet hole code. 2022-01-13 20:53:36 +01:00
Christoph Oelckers
8d84bc2599 - disable window clipping entirely in outside areas.
This is a first grade performance killer on large maps and doesn't offer much in clipping robustness.
On maps like Clear the Coast or Wpudrichem omitting this check reduces map traversal time by 40%.
2022-01-13 19:46:04 +01:00
Christoph Oelckers
8976813fe1 - removed some overlooked debug code. 2022-01-13 13:14:00 +01:00
Christoph Oelckers
fcf04a7df1 - delete unused variable. 2022-01-13 12:27:40 +01:00
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
a13612ab9b - Blood: allow bad start spots to pass for modern maps.
These can have alternative start spot definitions.
The error will still be printed, though.
2022-01-13 00:21:15 +01:00
Christoph Oelckers
1b162ececc - do not add two-sided walls outside of the visible range to the clipper
This caused a render glitch in Duke E4L2.
2022-01-13 00:04:32 +01:00
Christoph Oelckers
22afc25046 - fixed floor sprite normals. 2022-01-13 00:04:14 +01:00
Christoph Oelckers
f09bbb8b5e - fixed the normals for sloped planes. 2022-01-12 16:02:45 +01:00
Christoph Oelckers
44e64a6a12 - backend update from GZDoom.
* GC fix
* better sound range check
* UE model loader license change.
2022-01-11 22:54:37 +01:00
Christoph Oelckers
e5dad53f6d - menu entries for light modes, plus handling of overbright shades. 2022-01-11 00:19:15 +01:00
Christoph Oelckers
f20bd94269 - the gl_fogmode hack is no longer needed 2022-01-11 00:18:56 +01:00
Christoph Oelckers
aa0e558af2 - use different fade ramps for 64 and 32 shades.
Also some optimization to eliminate redundant calculations of the fade strength.
2022-01-11 00:18:20 +01:00
Christoph Oelckers
07eeb147ab - tweaked light mode for weapon lighting and avoiding getting too dark. 2022-01-11 00:16:43 +01:00
Christoph Oelckers
aa7af0711a - fine tuning of the new light modes. 2022-01-11 00:13:31 +01:00
Christoph Oelckers
26223ffca2 - experimental new light mode, based on GZDoom's original light modes. 2022-01-11 00:12:50 +01:00
Christoph Oelckers
98c919fbe4 - g_visibility stuff 2022-01-11 00:12:32 +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
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
91d51d518b - this hack is needed because dragging vertices around can randomly create wall intersection.
In clear English: Geometry in Build maps is always broken by design. :(
2022-01-09 20:38:07 +01:00
Christoph Oelckers
a50430bf68 - Duke: fixed SE02's handling of sloping sectors. 2022-01-09 13:38:10 +01:00
Christoph Oelckers
a0e6ee0e2e - added a bit more logic to handle overlapping walls.
All this is needed to make the back door to the cinema in Duke E1L1 render properly without making the clipper break on complex overlapping sector setups, like some of the ducts in Duke E2L7.
2022-01-09 12:05:36 +01:00
Christoph Oelckers
36bb3e621f - fix typo. 2022-01-09 11:53:32 +01:00
Christoph Oelckers
fcba341546 - use proper aspect ratio to calculate the frustum's angle. 2022-01-08 23:43:08 +01:00
Christoph Oelckers
415dc5246d - fixed sprting of non-translucent sprites. 2022-01-08 21:18:18 +01:00
Christoph Oelckers
fe0581ed97 - disable palette emulation when rendering weapons.
The 2D code cannot handle transparency well with it.
2022-01-08 14:16:18 +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
a3162f6ccf - renamed testnewrenderer CVAR. 2022-01-07 12:49:41 +01:00
Christoph Oelckers
0cfe6bbed3 - do the unlink properly when replacing a clip node. 2022-01-07 00:22:02 +01:00
Christoph Oelckers
98258e0bb2 - fix handling in the clipper for a new range that completely covers an existing one.
The handling for this was from the first draft of the clipper that made very different assumptions than the final version.
This cannot simply delete the old range - it has to explicitly alter it and recursively insert the outer sub-ranges separately.
2022-01-06 16:34:04 +01:00
Christoph Oelckers
159409d5d2 - allow a bit of tolerance when sorting walls, so that microscopic intersections can be ignored. 2022-01-06 00:43:47 +01:00
Christoph Oelckers
fab5a02ba3 - deleted unused variable. 2022-01-06 00:43:46 +01:00
Christoph Oelckers
9f6d6a0e6d - block y-flipping of slope sprites only if they are actually sloped.
This mirrors Polymost's (buggy) handling.
2022-01-05 09:20:54 +01:00
Christoph Oelckers
d5daa8ee84 - fixed: The bunch drawer's gotwall array was cleared before resizing.
This means that on the first frame of a new map it'd operate on partially uninitialized data.
2022-01-04 17:18:26 +01:00
Christoph Oelckers
227ac0fca6 - RR: address a missing texture in E1L2.
The current texture on this wall is suboptimal but it's still better than glitchy HOM.
2022-01-04 17:18:25 +01:00
Christoph Oelckers
03cad0fe3b - consider slope sprites unavailable in map formats 5 and 6.
Exhumed has several sprites flagged with this combo - they all need to be treated as face sprites.
2022-01-04 17:18:25 +01:00
Christoph Oelckers
bb95f26c5e - removed debug message. 2022-01-04 17:18:24 +01:00
Christoph Oelckers
3494c701ee - Nam/WW2GI: use the console font for the generic message display.
The small font in these games is not usable because it is too small, too ugly and not extendable for localization.
2022-01-04 17:17:59 +01:00
Christoph Oelckers
ac3546bdaa - fixed depth buffer use of slope sprites.
They cannot be treated like perfectly horizontal floor sprites and need to write to the depth buffer in the same pass as the regular pixels.
2022-01-04 12:42:45 +01:00
Christoph Oelckers
e2e3b4482d - do some better sorting of slope sprites.
Splitting by translucent floor plane is essential, splitting by wall not that much - sorting by center point should be sufficient here.
2022-01-03 12:31:54 +01:00
Christoph Oelckers
be92d252ff - fixed signedness issue with slope sprite coefficient. 2022-01-03 09:54:23 +01:00
Christoph Oelckers
7915fb7ef1 - allow using "Mario" cheat with a space between name and number. 2022-01-03 07:13:34 +01:00
Mitchell Richters
bc6dd4ae3e - Add nullptr check to Interp_Sprite_Z reversion so I can load older saves before this was reverted. 2022-01-03 09:13:11 +11:00
Christoph Oelckers
d0ab13f95a - use GPLv2 in all files dual-licensed with the Doom Source license.
None of this was ever GPLv3, the original id source was released under the GPLv2 so this should be, too.
2022-01-02 12:42:54 +01:00
Christoph Oelckers
daa07b9e55 - an attempt to render "reflection" floor sprites by lifting them up to the floor and drawing them with 33% alpha. 2022-01-01 20:01:36 +01:00
Christoph Oelckers
8c9b810b16 Revert "- removed Interp_Sprite_Z."
Sadly, SW's sprite interpolation is too screwed up to do a better fix on short notice.
It's the same with interpolating sprites attached to SOP's, it is only needed because generally interpolating sprites in SW is problematic.
2022-01-01 19:50:30 +01:00
Christoph Oelckers
6807086f3c - relaxed the FindWall check for wall sprites a bit so that slightly out-of-sector sprites can find a wall to attach to. 2022-01-01 18:55:42 +01:00
Christoph Oelckers
fcb3e43799 - fixed side check for sloped sprites. 2022-01-01 17:27:09 +01:00
Christoph Oelckers
9680ff1863 - ignore y-flipping when rendering slope sprites in the new renderer.
This is what Polymost, and apparently NBlood, do here.
2022-01-01 12:55:28 +01:00
Christoph Oelckers
551ff89778 - fixed signed/unsigned comparison warning. 2022-01-01 11:30:00 +01:00
Mitchell Richters
f1530a051f - Fix two signedness warnings in hw_sections.cpp. 2022-01-01 21:02:00 +11:00
Mitchell Richters
733b6a7367 - Fix GCC warning warning: ‘vec.TVector2<double>::X’ may be used uninitialized [-Wmaybe-uninitialized]. 2022-01-01 20:50:58 +11:00
Christoph Oelckers
17de3a08e8 - deal with bad start sectors.
The engine will now try to find a proper sector in the map loader if there's a mismatch.
2022-01-01 10:39:59 +01:00
Christoph Oelckers
4dbbe892ae - fixed main game resource detection for Blood.
* code did not scan .rff files for content-defined versions.
* code did not check content-defined versions for CRC matches.
2021-12-31 13:04:32 +01:00
Christoph Oelckers
1849fe541e - fixed alignment of sloped sprites.
The offset fields are not valid for them so thwy may not be used for offsetting.
2021-12-31 11:55:25 +01:00
Christoph Oelckers
717dd123e5 - fixed slope sprite flag getting cleared by some leftover code.
Also merged copyfrom into the one single function that called it.
2021-12-31 10:55:55 +01:00
Christoph Oelckers
f679b61a30 - fixed issue with wall sprite angle check.
The resulting value had no sign, so 'abs' did not work. It now uses some bit shifting magic to get a proper sign.
2021-12-30 22:56:33 +01:00
Christoph Oelckers
a9b162b8e9 - moved the tsprite flags from cstat2 to clipdist which was already holding other ones.
cstat2 should only hold flags for game-side sprites.
2021-12-30 19:00:35 +01:00
Christoph Oelckers
552668418a - moved opos and oang to DCoreActor. 2021-12-30 18:21:02 +01:00
Christoph Oelckers
2bb7cecf27 - eliminated spritetype::clear.
Most uses were bad anyway, and the legitimate ones are just clearing the object.
2021-12-30 17:55:17 +01:00
Christoph Oelckers
51abee4351 - eliminated spritetypebase::setpos, which was the last remaining method in this struct. 2021-12-30 17:49:16 +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
Christoph Oelckers
eb00fe52db - more spritetype references eliminated. 2021-12-30 16:11:14 +01:00
Christoph Oelckers
4bc32e2777 - use actors in the sloped sprite utilities. 2021-12-30 16:11:14 +01:00
Christoph Oelckers
50a3089648 - eliminated tspriteptr_t and moved a few polymost-exclusive inlines into polymost.cpp. 2021-12-30 11:51:33 +01:00
Christoph Oelckers
44d2cc1951 - eliminated usectorptr_t. 2021-12-30 11:45:58 +01:00
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
c61d82cead - made RRRA E1L3 fix a bit more robust by neutralizing the unconnected one of the two walls.
Also fix thw 'warning C4456: declaration of 'i' hides previous local declaration' warning.
2021-12-30 10:09:13 +01:00
Christoph Oelckers
4d8028831b - fixed vertexscan crashing on bad walls. 2021-12-30 09:58:48 +01:00
Christoph Oelckers
69283bfb0c - tabified several Blood source files. 2021-12-30 09:58:47 +01:00
Christoph Oelckers
e670cf2786 - re-tabified several files that got mangled by repeated merging 2021-12-30 09:58:47 +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
d46a7abb0e - better wall sprite handling.
When they are directly on a wall, project their coordinates onto the wall to eliminate the imprecisions from Build's ad-hoc setup.
2021-12-30 09:58:46 +01:00
Christoph Oelckers
1a2b9d43f7 - fixed check for wallsprites on walls.
This completely ignored the case where a wall was flagged as one-sided which was the main reason with that sneaky sign in E2L1.
The problem is not entirely fixed with this but now it will detect that it's on a wall.
2021-12-30 09:58:46 +01:00
Christoph Oelckers
4f8f85c634 - backend update from GZDoom. 2021-12-30 09:58:46 +01:00
Christoph Oelckers
b1d8f92ded - added wall edge splitting for gl_seamless. 2021-12-30 09:58:44 +01:00
Christoph Oelckers
f7e7476010 - hooking up the vertex map with the rest of the engine. 2021-12-30 09:58:44 +01:00
Christoph Oelckers
27ae8d627b - vertex height map creator for precise render mode like in GZDoom. 2021-12-30 09:58:44 +01:00
Christoph Oelckers
3fee8f3c4e - replaced dragpoint (both the generic and the Blood variant) with a newly written vertexscan function.
This is a template allowing to run any task on a set of walls with equivalent start point.
Code was redesigned from scratch to be more clear than the existing variants.

The idea here is to reuse the base algorithm for other things that need to operate on the equivalent set of a given wall's start point.
2021-12-30 09:58:15 +01:00
Christoph Oelckers
a15e5399fa - don't use a full sector backup in the triangulator for comparing changes.
Instead use a smaller struct only containing the relevant data.
2021-12-30 09:58:14 +01:00
Christoph Oelckers
fb53f32603 - handle the remaining write accesses to ceilingz and floorz.
Everything is routed through the wrapper functions now.
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
8710e76a2d - delete voxel models when shutting down 2021-12-30 09:58:10 +01:00
Christoph Oelckers
dc7082f264 - removed duplicate PClass::StaticInit call. 2021-12-30 09:58:10 +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
1f2abda23c - fixed map ccmd.
Something got lost when implementing user maps.
2021-12-30 09:58:10 +01:00
Christoph Oelckers
eaac9de1a4 - Added skill selection for user maps. 2021-12-30 09:58:09 +01:00
Christoph Oelckers
e5c9691166 - fixed clipping issue with sloped walls.
The window was calculated too narrow for this case, it needs to use the lower point of a floor slope and the upper point of a ceiling slope.
2021-12-30 09:58:09 +01:00
Christoph Oelckers
50bad91f14 - handle edge case in clipper where adding a new window will remove the entire clipper's content before adding the new range.
This case would have passed the actual logic but not the asserts.
2021-12-30 09:58:09 +01:00
Christoph Oelckers
04f3268893 - silenced the debug output that was still present in the section creator. 2021-12-30 09:58:08 +01:00
Christoph Oelckers
00a7be545d - added a map preview to the user map browser. 2021-12-30 09:58:08 +01:00
Christoph Oelckers
6dfd975f88 - activated the user map menu item in the episode selection. 2021-12-30 09:58:08 +01:00
Christoph Oelckers
ffd23c23ca - implemented user map browser. 2021-12-30 09:58:08 +01:00
Christoph Oelckers
3be2128b3a - added utilities to read all usermaps into a directory tree 2021-12-30 09:58:08 +01:00
Christoph Oelckers
ccf50c7812 - fixed user map music lookup for real without disabling other things. 2021-12-30 09:58:08 +01:00
Christoph Oelckers
87a32d9095 Revert "- fixed music lookup for user maps."
This reverts commit 9558e7d518c1d5f7a898fcb2564078bd9ec956ac.
2021-12-30 09:58:08 +01:00
Christoph Oelckers
4843cf98d8 - usermap files 2021-12-30 09:58:07 +01:00
Christoph Oelckers
7204b7c616 - fixed music lookup for user maps.
This was only looking for real files, but instead needs to check the file system. The game directory's content will always be part of that so other checks are counterproductive.
2021-12-30 09:58:07 +01:00
Christoph Oelckers
99b069d122 - fixed the user map label.
TXT_USERMAP does not exist, only MNU_USERMAP does.
2021-12-30 09:58:07 +01:00
Christoph Oelckers
34f14aa4c3 - added vector variants of FindDistance2D and FindDistance3D 2021-12-30 09:58:07 +01:00
Christoph Oelckers
6dcc8761fe - replaced the last remaining s() calls in Blood's interface and deleted the method. 2021-12-30 09:57:51 +01:00
Christoph Oelckers
9e14b168bb - addressed more shadowed variables in common code. 2021-12-30 09:57:32 +01:00
Christoph Oelckers
ca9d73ffee - renamed some shadowing variables in common code. 2021-12-30 09:57:32 +01:00
Mitchell Richters
a1900253e5 - Fix GCC warning warning: "/*" within comment [-Wcomment]. 2021-12-30 09:57:31 +01:00
Christoph Oelckers
0ebd7532b8 - don't use s() in other getters. 2021-12-30 09:57:30 +01:00
Christoph Oelckers
3992dfae84 - fixed: When merging clip nodes the redundant one needs to be deleted with RemoveRange.
Calling Free is not enough.
2021-12-30 09:57:29 +01:00
Christoph Oelckers
b00f197be3 - fixed: RemoveClipRange did not shorten the range if it had to split it up. 2021-12-30 09:57:29 +01:00
Christoph Oelckers
5699488bea - get rid of spritetype in inactive code. (Search noise removal) 2021-12-30 09:57:20 +01:00
Christoph Oelckers
6766a5922a - pass actors to calcChaseCamPos. 2021-12-30 09:57:18 +01:00
Christoph Oelckers
40a307650d - the really final parts of the shared code using s() cleaned up. 2021-12-30 09:57:15 +01:00
Christoph Oelckers
09634c4993 - use actors instead of sprites in the new renderer's API. 2021-12-30 09:57:15 +01:00
Christoph Oelckers
f602cf3806 - deal with s() in shared code.
clip.cpp was left alone, except for the actual call.
2021-12-30 09:57:14 +01:00
Christoph Oelckers
d0143db8fe - got rid of sx() and sm() inlines. 2021-12-30 09:57:13 +01:00
Christoph Oelckers
a2fc415b30 - fixed Exhumed panning setup.
Converted it to floating point and removed the nonsensical & with the texture size that was clearing significant bits.
2021-12-30 09:57:09 +01:00
Mitchell Richters
dd0ff465b0 - Replace spritetypebase oz with opos.Z calls and eliminate spritetypebase opos union. 2021-12-30 09:57:07 +01:00
Mitchell Richters
a79b4b5ffc - Replace spritetypebase oy with opos.Y calls. 2021-12-30 09:57:06 +01:00
Mitchell Richters
e0fb92bb01 - Replace spritetypebase ox with opos.X calls. 2021-12-30 09:57:06 +01:00
Mitchell Richters
baf78848eb - Replace spritetypebase z with pos.Z calls and eliminate spritetypebase pos union. 2021-12-30 09:57:06 +01:00
Mitchell Richters
cecb8dc48e - Replace spritetypebase y with pos.Y calls. 2021-12-30 09:57:05 +01:00
Mitchell Richters
33ca55023f - Replace spritetypebase x with pos.X calls. 2021-12-30 09:57:05 +01:00
Mitchell Richters
09e00a69fe - Replace walltype y with pos.Y calls and eliminate walltype pos union. 2021-12-30 09:57:04 +01:00
Mitchell Richters
51b647da87 - Replace walltype x with pos.X calls. 2021-12-30 09:57:04 +01:00
Mitchell Richters
cab4ddb1c8 - Eliminate some stale code out of intvec.h. 2021-12-30 09:57:04 +01:00
Mitchell Richters
b24f07f281 - Capitalise vec2_16_t y variable. 2021-12-30 09:57:03 +01:00
Mitchell Richters
e52c3e6d82 - Capitalise vec2_16_t x variable. 2021-12-30 09:57:03 +01:00
Mitchell Richters
b2ab64bb62 - Capitalise vec3_t z variable. 2021-12-30 09:57:03 +01:00
Mitchell Richters
68e2691be7 - Capitalise vec3_t y variable. 2021-12-30 09:57:03 +01:00
Mitchell Richters
c549cc5276 - Capitalise vec3_t x variable. 2021-12-30 09:57:02 +01:00
Mitchell Richters
118ceb18ca - Capitalise vec2_t y variable. 2021-12-30 09:57:02 +01:00
Mitchell Richters
3c9cd926ba - Capitalise vec2_t x variable. 2021-12-30 09:57:02 +01:00
Christoph Oelckers
d9d05e90b5 - globally replaced all occurences of '->s().' with '->spr.' 2021-12-30 09:57:00 +01:00
Christoph Oelckers
56e56e9d2f - removed the triangulator type visualization. 2021-12-30 09:57:00 +01:00
Christoph Oelckers
beddf1e1ca - add slope sprite support to the new renderer.
Some fudging was needed to avoid positioning problems as the renderer is more sensitive to this than Polymost.
2021-12-30 09:56:55 +01:00
Christoph Oelckers
6fd4d6d550 - ported slope sorite support from NBlood.
For Polymost only so far.
2021-12-30 09:56:54 +01:00
Christoph Oelckers
785c7d4ceb - removed numsectors and numwalls entirely.
With Blood's Polymost mirror hack the risk of getting out of sync with the arrays was a genuine issue, so now only the array size counts.
2021-12-30 09:56:54 +01:00
Christoph Oelckers
df0c577cf4 - replaced most of numsectors, too. 2021-12-30 09:56:54 +01:00
Christoph Oelckers
f1c0298825 - replaced numwalls with wall.Size in several places. 2021-12-30 09:56:54 +01:00
Christoph Oelckers
65bc6e6aef - removed the now redundant wall() and sector() interator helper functions.
With both wall and sector now being TArrays they are not needed anymore.
2021-12-30 09:56:53 +01:00
Christoph Oelckers
6608096ea3 - added a bit more debug validation to the new clipper code. 2021-12-30 09:56:53 +01:00
Christoph Oelckers
fd741c4d49 - Disable debug output 2021-12-30 09:56:52 +01:00
Christoph Oelckers
756ed1c14b - removed the workaround to make Lunatic Fringe not glitch. 2021-12-30 09:56:52 +01:00
Christoph Oelckers
c141c89cfd - fixed the clipper.
* must do proper checks for merged ranges when inserting new ones. The checking code assumes that closed ranges are contiguous.
* when discarding parts of overlapping ranges this may not use merged clip values for its checks.
* ranges that have their clip values altered must be released and reinserted to ensure everything is correct.
2021-12-30 09:56:52 +01:00
Christoph Oelckers
f152a4d9b5 - clipper clean up.
The horizontal part of the logic should work now.
2021-12-30 09:56:52 +01:00
Christoph Oelckers
213ed28398 - WindowClipper WIP 2021-12-30 09:56:52 +01:00
Christoph Oelckers
8b427e35c2 - stuff that needs FromInt 2021-12-30 09:56:51 +01:00
Christoph Oelckers
13186cec6d - the rest of Blood's flags. 2021-12-30 09:56:50 +01:00
Christoph Oelckers
092cb1e5a3 - second set of Blood flags. 2021-12-30 09:56:50 +01:00
Christoph Oelckers
3bc337264a - flags in blood's actor.cpp
plus a few others caught by search&replace.
2021-12-30 09:56:50 +01:00
Christoph Oelckers
8e0b9f7ce6 - some automatic, some manual sprite flag replacements 2021-12-30 09:56:49 +01:00
Christoph Oelckers
82fb03e399 - another batch of search&replace, with smaller results. 2021-12-30 09:56:48 +01:00
Christoph Oelckers
8f012d1beb - made wall flags type safe 2021-12-30 09:56:47 +01:00
Christoph Oelckers
1883aad7c2 - flag names in SetupGibWallState and TranslateSector 2021-12-30 09:56:47 +01:00
Christoph Oelckers
adbf5177a7 - flag combo stuff. 2021-12-30 09:56:46 +01:00
Christoph Oelckers
b263c3ac6b - wall and sprite flags in Duke, just simple cases. 2021-12-30 09:56:46 +01:00
Christoph Oelckers
6e32832428 - made sector ceiling/floor flags type safe.
- made sector flags type safe.
2021-12-30 09:56:46 +01:00
Christoph Oelckers
b0e3c6b5ec - some remaining sector flag stuff 2021-12-30 09:56:45 +01:00
Christoph Oelckers
d0a06ae961 - deal with most of CSTAT_SECTOR_SKY and CSTAT_SECTOR_SLOPE 2021-12-30 09:56:45 +01:00
Christoph Oelckers
1edccf1423 - added slope setter methods to sectortype.
To make sure that setting the slope flags is always done properly. (Why are the flags even needed?)
As a nice side effect, this, plus use of other inlines made the align*slope functions implode into virtually nothing.
2021-12-30 09:53:56 +01:00
Christoph Oelckers
24a6d45f97 - minor slope math optimization.
May save one division and merges the '<< 5' into the main calculation.
2021-12-30 09:53:56 +01:00
Christoph Oelckers
11f41a97d5 - made gotpic a FixedBitArray.
gets rid of some inline garbage.
2021-12-30 09:53:56 +01:00
Christoph Oelckers
5f18109371 - consolidated all getslope code into a single function.
This also caches a wall's length to avoid taking the square root every single time for a slope calculation.
2021-12-30 09:53:55 +01:00
Christoph Oelckers
bea394a734 - replace SW specific sector flags with the global ones. 2021-12-30 09:53:55 +01:00
Christoph Oelckers
dddf48fd3e - cleaned up and renamed buildtypes.h.
Content was reordered so that the file can contain the inlines belonging to the map data types that previously had to be stored elsewhere.
Also moved out of the Build folder because virtually everything in here can be traced to content available in Duke Nukem 3D's and Shadow Warrior's source releases.
2021-12-30 09:53:46 +01:00
Christoph Oelckers
4a5de6f56e - make sure that all changes of wall coordinates invalidate associated data.
walltype::move should be the preferred function to be used for this, otherwise walltype::moved needs to be called.
2021-12-30 09:53:11 +01:00
Christoph Oelckers
0e6242626c - removed the viewpoint from the clipper as we don't need this.
ClipWindow will go elsewhere, it has no place here.
2021-12-30 09:53:11 +01:00
Mitchell Richters
83000fab77 - Remove last remaining node builder code. 2021-12-30 09:53:11 +01:00
Mitchell Richters
95d60deecd - Rename remaining hw_sections*.* files to hw_sections.*. 2021-12-30 09:53:11 +01:00
Mitchell Richters
520412075f - Delete empty hw_sections.cpp file. 2021-12-30 09:53:11 +01:00
Christoph Oelckers
4700299fc6 - fixed bad assert.
This can indeed be called with both angles being identical and should accept this case.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
d1f088a858 - SW/Exhumed fixed sound relinking on actor destruction.
This still passed the sprites instead of the actors. Moved the relinking code to DCoreActor::Destroy because it is the same for all games.
Also did a little bit of sound cleanup to ensure the sound backend does not hold stale actor pointers.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
7c5080f654 - reimplemented sector splitting.
With the new setup this is a lot easier than with the old one.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
d46e3c87e0 - removed development output of the loop grouping code. 2021-12-30 09:53:10 +01:00
Christoph Oelckers
fc41a2bd85 - renamed sections2 and sections2PerSector.
No more need for a '2'.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
f6d852b5a0 - removed the old section builder 2021-12-30 09:53:09 +01:00
Christoph Oelckers
b0e4b49771 - removed the node builder.
With libtess2 working we do not need this anymore.
2021-12-30 09:53:09 +01:00
Christoph Oelckers
bb9313454d - removed SectorGeometry class. 2021-12-30 09:53:09 +01:00
Christoph Oelckers
7a9596ae81 - use SectionGeometry for 3D rendering. 2021-12-30 09:53:09 +01:00
Christoph Oelckers
d8a3035bcc - invalidate plane meshes when the sector is retriangulated.
After this any old mesh has become invalid and needs to be rebuilt.
2021-12-30 09:53:09 +01:00
Christoph Oelckers
37e49ed775 After this any old mesh has become invalid and needs to be rebuilt.
- use only one Section type.
2021-12-30 09:53:09 +01:00
Christoph Oelckers
8e01d559e8 - store sector as an index in Section2 and renamed walls to lines.
Now everything has the same name and type as in the old section.
2021-12-30 09:53:08 +01:00
Christoph Oelckers
208ca4f783 - merge old SectionLine and new Section2Wall into one type and use the same global array. 2021-12-30 09:53:08 +01:00
Christoph Oelckers
d353787d31 - add a global list of section walls. 2021-12-30 09:53:08 +01:00
Christoph Oelckers
f8f6c345fc - use index fields in Section2Wall.
There's little benefit of using pointers here - it inflates a critical render struct, does not make any code more readable and requires quite deep refactoring of hw_bunchdrawer.
Now, with all fields having the same tyoe and name a lot less code needs to be changed.
2021-12-30 09:53:08 +01:00
Christoph Oelckers
a407e86ff6 - migrated automap to new SectionGeometry class. 2021-12-30 09:53:08 +01:00
Christoph Oelckers
362b824775 - ClipWindow WIP 2021-12-30 09:53:08 +01:00
Christoph Oelckers
4364e68d05 - automap work to transition to new sections. 2021-12-30 09:53:08 +01:00
Christoph Oelckers
411e3e6f9c - make SectionGeometry create some data. 2021-12-30 09:53:07 +01:00
Christoph Oelckers
ca19c265f8 - interface from Section2 to the flat processing. 2021-12-30 09:53:07 +01:00
Christoph Oelckers
69593fd5c7 - Triangulation WIP
# Conflicts:
#	source/core/sectorgeometry.cpp
2021-12-30 09:53:07 +01:00
Christoph Oelckers
449362dcb3 - better debug output. 2021-12-30 09:53:07 +01:00
Christoph Oelckers
a255e90c96 - more work on the new section creator. 2021-12-30 09:53:06 +01:00
Christoph Oelckers
b1bf12df9d - section fixes. 2021-12-30 09:53:06 +01:00
Christoph Oelckers
ad018db80a - new section builder. 2021-12-30 09:53:06 +01:00
Christoph Oelckers
9397eb6a19 - automatically handle one specific case of bad wall loops.
Both RRRA E3L1.map and SW $yamato.map have this:

Wall x and Wall x+1 have identical properties and both reference Wall x+2 as point2.
The duplicate in this case can be safely deleted to make the sector well formed.
2021-12-30 09:53:06 +01:00
Christoph Oelckers
a733de618f - new section WIP. 2021-12-30 09:53:06 +01:00
Christoph Oelckers
1bf654036a - delete duplicated walls in RRRA E1L3 and E1L6. 2021-12-30 09:48:50 +01:00
Christoph Oelckers
6db1ba47c2 - SW: fixed some savegame issues:
* the saveable tables were initialized too late when reading in the actors.
* the abort messages for the saveables did not show. We need to use I_FatalError here, plus some actor list modifications to make this work.
2021-12-26 23:10:07 +01:00
Mitchell Richters
a4d165a84e - Tidy some specified bound equals destination size warnings from GCC. 2021-12-26 23:10:05 +01:00
Christoph Oelckers
9e94573ae3 - free the current level before taking down other things on exit.
Nor doing so can cause memory corruption when the object hierarchy gets deleted later which may still reference some stale data.
2021-12-26 23:10:05 +01:00
Christoph Oelckers
7b14aacdf4 - match alignment of NPOT flat textures to the software renderer
Tested in RR E1L4, sector 224+40, probably needs more checking in other places as well to confirm that it is correct there as well.
2021-12-26 23:10:04 +01:00
Christoph Oelckers
5e09a43e91 - added auto-patcher for overlapping wall ranges.
This is for cases where the proper sector can be found by looking at the walls' point2 links.
2021-12-26 23:10:04 +01:00
Christoph Oelckers
fee8df8a1b - fix range check for nextwall in map loader 2021-12-26 23:10:03 +01:00
Christoph Oelckers
177e84881e - added a warning for multiple sectors referencing the same walls.
RR E3L1 contains such a setup, for example.
2021-12-26 23:10:03 +01:00
Mitchell Richters
14b8eda436 - Get rid of some now irrelevant comments. 2021-12-26 23:10:03 +01:00
Christoph Oelckers
106ec53d1f - disabled sector splitter for now because it's broken and useless.
The entire section format needs to be redone for better triangulation so fixing this messy code is pointless.
2021-12-26 23:10:03 +01:00
Christoph Oelckers
74da3e5fa7 - added savegame support for the new actor management. 2021-12-26 23:10:03 +01:00
Mitchell Richters
2dda3ee505 - Tidy up some GCC warnings about ininitialised variables, memsetting non-trivial types and some others. 2021-12-26 23:10:02 +01:00
Christoph Oelckers
b8c4354691 - got rid of the MAX... constants and adjusted all places still using them. 2021-12-26 23:10:02 +01:00
Christoph Oelckers
1a3b9f8ac0 - made several arrays holding sector related data dynamic. 2021-12-26 23:10:02 +01:00
Christoph Oelckers
838bed7800 - final cleanup of sectnum related stuff.
Made sure that remaining uses of sector indices are safe to be kept and deleted a few redundant functions.
2021-12-26 23:10:01 +01:00
Christoph Oelckers
6d432fca0a - made spritetype::sectnum a pointer. 2021-12-26 23:10:01 +01:00
Christoph Oelckers
6a43a270fa - use sectno() access function where we really need a sector index. 2021-12-26 23:10:01 +01:00
Christoph Oelckers
2d913982da - changed map loader to work without relying on spritetype::sectnum.
All access to this field is done through access functions now.
2021-12-26 23:10:01 +01:00
Christoph Oelckers
8ee5d1b0d7 - activated the garbage collector
This finally gets rid of all static storage for actors - so no more indices ever! :)
2021-12-26 23:10:00 +01:00
Christoph Oelckers
0dd756fa32 - added GC handling for all backend pointers in the map data.
GC is not active yet!
2021-12-26 23:10:00 +01:00
Christoph Oelckers
8dde6a3074 - Added GC support to Exhumed 2021-12-26 23:09:59 +01:00
Christoph Oelckers
38c8f2a3b8 - the last 16 bit limits in the new renderer. 2021-12-26 23:09:59 +01:00
Christoph Oelckers
42e4e9288f - deleted GetSpriteIndex.
It's not needed anymore.
2021-12-26 23:09:58 +01:00
Christoph Oelckers
b0ecf7e87b - unlimit the wall index in sections. 2021-12-26 23:09:57 +01:00
Christoph Oelckers
a2e280e188 - use wallsofsector in 4 more places.
# Conflicts:
#	source/build/src/polymost.cpp
2021-12-26 23:09:57 +01:00
Christoph Oelckers
588f88c9cc - migrated the actors to DObjects.
No GC yet, only the classes have been altered and some GC-related features been added.
Full switchover will require adding GC support to all data in the game.
2021-12-26 23:09:57 +01:00
Christoph Oelckers
d088ab05a9 - eliminate storage of actors in the sector's hitag for some of Duke's sector effectors.
Also demoted Blood's upperLink and lowerLink to DCoreActor pointers and use static_cast for access to avoid savegame problems. The core code cannot safely serialize a DBloodActor anymore.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
ca10495d7c - Blood: back up player state before ending the level, not just before loading the new one.
The latter is too late, the player's actor data may already be stale and invalid here.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
8a2385dd89 - actor clearing cleaned up.
We still need this until we can get rid of the static arrays...
2021-12-26 23:09:55 +01:00
Christoph Oelckers
c4d23188d5 - removed HitInfoBase::setFromEngine.
This value format no longer exists anywhere.
2021-12-26 23:09:55 +01:00
Christoph Oelckers
cf9d733994 - deleted insertAllSprites. 2021-12-26 23:09:55 +01:00
Christoph Oelckers
d3b1e34d78 - moved sprite[], spriteext[] and spritesmooth[] into DCoreActor.
Also removed the last remaining sprite pointer in saveable data.
2021-12-26 23:09:55 +01:00
Christoph Oelckers
4cecb6f955 - removed the old actor savegame code and instead implemented a virtual Serialize function.
This isn't hooked up yet, currently savegames are non-functional. They will come back once the global actor arrays are no longer relevant for maintenance.
2021-12-26 23:09:55 +01:00
Christoph Oelckers
e79cd8d87f - don't store sprite indices in walltype::portalnum 2021-12-26 23:09:54 +01:00
Christoph Oelckers
f855b1020f - actor lists refactored.
No more shorts, no more static arrays.
This was one of the biggest blockers for unlimiting the engine.
2021-12-26 23:09:54 +01:00
Christoph Oelckers
eaff9e359f - refactored the owner index in tspritetype.
This is now a separate type from spritetype which contains an actor pointer instead so that sprite display can be handled without requiring a static sprite array.
2021-12-26 23:09:53 +01:00
Christoph Oelckers
793dd032b0 - getzrange cleanup. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
bcc532d36f - eliminated the getzrange wrapper. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
2541425b9d - getzrange is free of hack values, too. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
9d85859a80 - finally got rid of the 16 bit hack return value of clipmove. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
183f554733 - hitscan cleanup.
Also removed a bit of leftover TROR code.
2021-12-26 23:09:52 +01:00
Christoph Oelckers
8c90f48b61 - cleanup of neartag, plus direct return of a HitInfoBase struct. 2021-12-26 23:09:52 +01:00
Christoph Oelckers
e13a275cfc - got rid of the sole linear sprite iterator in Exhumed and deleted the iterator code entirely. 2021-12-26 23:09:52 +01:00
Christoph Oelckers
6600f55543 - separate map loading from actor spawning for the other games, too.
It still uses the horribly messed up original spawn logic, though.
2021-12-26 23:09:51 +01:00
Christoph Oelckers
a3493048e7 - refactoring of spawn code to prepare for the other games.
Map hacks do not work in this commit!
2021-12-26 23:09:51 +01:00
Christoph Oelckers
e543c70439 - replacement of BloodLinearSpriteIterator
Preparation for eliminating sprite[]. This array can later be created by the actual spawn function.
2021-12-26 23:09:51 +01:00
Mitch Richters
c6774d5efd - Duke/RR: Re-add micro-movement cancellation for RR's vehicles that was dropped in 466bc84697. 2021-12-26 23:09:50 +01:00
Christoph Oelckers
e223466f4a - removed Interp_Sprite_Z.
This was redundant and interfered with the reworked automatic sprite interpolation.
2021-12-26 23:09:49 +01:00
Christoph Oelckers
2654a19cfd - got rid of setspritez(x) and moved the implementation to SetActor(Z) without referencing the sprite array. 2021-12-26 23:09:49 +01:00
Christoph Oelckers
58cd933d74 - pass sprite array to map hack parser as parameter.
This will later allow it to work on temporaries.
2021-12-26 23:09:49 +01:00
Christoph Oelckers
5dfc79bdbe - MarkSectorSeen 2021-12-26 23:09:48 +01:00
Christoph Oelckers
f9b1164747 - use point2Wall wherever possible. 2021-12-26 23:09:48 +01:00
Christoph Oelckers
83cf2f3baf -more index stuff. 2021-12-26 23:09:48 +01:00
Christoph Oelckers
b663b8ea26 - wallptr reduction. 2021-12-26 23:09:48 +01:00
Christoph Oelckers
eb0f91e26b - pass sector pointer to render_camtex. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
a22634f228 - sectnum reduction. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
4c13f24357 - rename FBunch's sectnum because it complicated searching for other stuff. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
97b19a5cb1 - adapted Blood's sound engine to using actors.
Note: Savegames won't work on this commit for the other games!
2021-12-26 23:09:45 +01:00
Christoph Oelckers
d33ae89c4a - minor backend cleanup. 2021-12-26 23:09:45 +01:00
Christoph Oelckers
6cecd85cf6 - removed the deprecated interfaces from coreactor.h 2021-12-26 23:09:44 +01:00
Christoph Oelckers
b7a5ea8ef6 - moved some common utilities into the backend. 2021-12-26 23:09:44 +01:00
Christoph Oelckers
bbb860ccf3 - consolidate the iterators in the backend.
Using a template class that can adapt to the game specific types.
2021-12-26 23:09:44 +01:00
Christoph Oelckers
12f6b05cbe - use access functions, all done by search & replace. 2021-12-26 23:09:44 +01:00
Christoph Oelckers
6748a39c8f - deprecate the sector index variant of pushmove 2021-12-26 23:09:43 +01:00
Christoph Oelckers
2aefe4398b - sector[tspr->sectnum] globally replaced. 2021-12-26 23:09:43 +01:00
Christoph Oelckers
70d7e81f4f - adapted getzrange to the new interface.
This was mainly removing game side solutions in favor of a common one in the backend.
2021-12-26 23:09:42 +01:00
Christoph Oelckers
91e2391911 - adapted neartag in Duke. 2021-12-26 23:09:42 +01:00
Christoph Oelckers
b3bbf8932e - same procedure for Exhumed. 2021-12-26 23:08:58 +01:00
Christoph Oelckers
4788c7ba5e - made Collision derive from a common base class and refactored clipmove to a single engine-side entry point.
Done for Doom so far.
2021-12-26 23:08:57 +01:00
Christoph Oelckers
96b9572905 - moved parts of the HitInfo subclasses into the backend.
All the game code now needs to do is a single 'using' statement.
2021-12-26 23:08:57 +01:00
Christoph Oelckers
3f43f48b57 - adapted all SW hitscan calls outside of FAFhitscan. 2021-12-26 23:08:56 +01:00
Christoph Oelckers
129ce0aea8 - migrated Blood's hitscan calls and its global gHitInfo struct. 2021-12-26 23:08:56 +01:00
Christoph Oelckers
9380819e4e - initialize actorArray for all games.
- the foundation for an actor aware backend.
2021-12-26 23:08:56 +01:00
Christoph Oelckers
52c80f187a - added coreactor.h 2021-12-26 23:08:55 +01:00
Christoph Oelckers
fe3a02420a - major cleanup and condensing of DoSlidorInterp
The logic here still looks very weird but let's keep it to ensure proper functioning.
2021-12-26 23:08:41 +01:00
Christoph Oelckers
41506f35db - calcviewpitch 2021-12-26 23:08:40 +01:00
Christoph Oelckers
443cfc991c - actSpawnSprite, ZONE, startsectnum and dbLoadMap 2021-12-25 21:29:15 +01:00
Christoph Oelckers
063e3fb34e - changed parameters of several modern action functions. 2021-12-25 21:29:11 +01:00
Christoph Oelckers
40ae38c173 - calcChaseCamPos. 2021-12-25 21:29:03 +01:00
Christoph Oelckers
109ff8c3cb - Above and Below 2021-12-25 21:29:01 +01:00
Christoph Oelckers
5e01841f1e - MoveSector et.al. 2021-12-25 21:29:00 +01:00
Christoph Oelckers
0b254255e2 - sector ambience 2021-12-25 21:28:59 +01:00
Christoph Oelckers
4928187b02 - handle the RR geometry hack 2021-12-25 21:28:57 +01:00
Christoph Oelckers
714b5ac872 - movesprite handled 2021-12-25 21:28:56 +01:00
Christoph Oelckers
3bd1272e08 - sectnum removal step 2021-12-25 21:28:56 +01:00
Christoph Oelckers
fcbf861ad4 - final preparations for changing type of cursectnum 2021-12-25 21:28:55 +01:00
Christoph Oelckers
22b2f64016 dukeplayer stuff 2021-12-25 21:28:55 +01:00
Christoph Oelckers
323b5441d5 — New utilities for better abstraction added. 2021-12-25 21:28:54 +01:00
Christoph Oelckers
14613f2f50 - fixed: ValidateSprite did not clear bugged sprites if debug output was enabled. 2021-12-25 21:28:51 +01:00
Christoph Oelckers
b30be9bc12 - unlimited blockingpairs 2021-12-25 21:28:50 +01:00
Christoph Oelckers
1665e340be - serialization support for BitArray. 2021-12-25 21:28:50 +01:00
Christoph Oelckers
d5c27e6239 - unlimited the bit arrays for the automap and the bunch drawer, removed some leftover constants/declarations. 2021-12-25 21:28:50 +01:00
Christoph Oelckers
8cca55c24a - made wall a TArray. 2021-12-25 21:28:50 +01:00
Christoph Oelckers
7d2404ce76 - made sector a TArray. 2021-12-25 21:28:49 +01:00
Christoph Oelckers
a21f6b6240 - migrated Exhumed's sector extensions to the actual struct. 2021-12-25 21:28:49 +01:00
Christoph Oelckers
993821b75f - migrated Blood's other non-X sector properties. 2021-12-25 21:28:48 +01:00
Christoph Oelckers
f7e61eeef7 - migrated Blood's portal links into sectortype. 2021-12-25 21:28:48 +01:00
Christoph Oelckers
14907a9a97 - sector extension basics. 2021-12-25 21:28:48 +01:00
Christoph Oelckers
94a37dfcdc - extended walltype to directly manage Blood's XWALL.
Unfortunately this had to be done in the base class so that we can still maintain the walls in a global array.
The tradeoffs of better abstractions would be far too costly here than the added 16 bytes to the wall struct.
2021-12-25 21:28:47 +01:00
Christoph Oelckers
6705e8e51e - moved xsprite into DBloodActor and save all relevant parts of DBloodActor.
This completes Blood's transition.
2021-12-25 21:28:37 +01:00
Christoph Oelckers
999ec3c95a use validSectorIndex checks where appropriate.
Let’s hope that this sloppiness doesn’t have negative effects with broken maps.

# Conflicts:
#	source/games/sw/src/sprite.cpp

# Conflicts:
#	source/games/duke/src/prediction.cpp
#	source/games/duke/src/render.cpp
2021-12-25 21:28:37 +01:00
Christoph Oelckers
910c0e61ca - Added Raze-specific application data search path for macOS. 2021-12-15 21:30:46 +01:00
Christoph Oelckers
eeabe0fe6d - fixed culling of mirrored voxels for real this time. 2021-12-15 21:19:42 +01:00
Christoph Oelckers
8cb871e5ff - fixed: voxel culling must take sprite flipping into account. 2021-12-14 13:43:24 +01:00
Christoph Oelckers
0c83d299f2 - removed compat.h entirely, all that was left was redundant #includes. 2021-12-14 12:27:41 +01:00
Christoph Oelckers
7daa501a4d - removed all #include "compat.h" except the one in build.h
Still all compiles fine.
2021-12-14 12:24:10 +01:00
Christoph Oelckers
7e2431ebd8 - replaced the remaining content from compat.h 2021-12-14 10:15:58 +01:00
Christoph Oelckers
016a907c20 - replaced vec2_t with FVector2. 2021-12-14 10:07:06 +01:00
Christoph Oelckers
7546cf3a4b - replaced vec3f_t with FVector3. 2021-12-14 09:58:01 +01:00
Christoph Oelckers
a899055f50 - fixed: in palette emulation mode, assume all textures to be non-translucent.
These need to force an alpha test, which is disabled for textures with translucent texels.
2021-12-13 10:35:03 +01:00
Mitchell Richters
2253a418c7 - Tidy up some of the indentations that were badly resolved in the previous commits merge conflict. 2021-12-13 07:39:01 +11:00
Christoph Oelckers
054d81fc8e - fixed logic for discarding walls in new renderer.
The case being checked here may decide not to add the wall to the clipper but it must still be rendered.
Information for determining visibility is not sufficient in case of sector overlaps which can happen with rotating doors or poorly set up sector objects.

# Conflicts:
#	source/core/rendering/scene/hw_bunchdrawer.cpp
2021-12-12 19:40:17 +01:00
Christoph Oelckers
c2f29b8849 - fixed OOB write in section splitting code. 2021-12-12 09:42:45 +01:00
Christoph Oelckers
387a03c7ee - fixed triangulation via node builder for sectors with invalid walls.
The array indices were not properly adjusted for the missing elements an
2021-12-12 00:23:35 +01:00
Emile Belanger
9501215ef2 Revert "- disabled palette emulation for the GLES backend."
This reverts commit 8d9d3d5f8f.
2021-12-11 13:23:39 +01:00
Christoph Oelckers
10c6fde8d6 - reordered the init calls in engineLoadBoard.
sprite lists must be done after preparing the arrays, otherwise important bits get overwritten.
2021-12-11 12:51:07 +01:00
Mitchell Richters
853aab5513 - Update version.h. 2021-12-10 17:40:18 +11:00
Mitch Richters
cb91e23c75 - Clamp the return value in PitchToHoriz() between the range of an INT32 value, and fix some math in the PitchToBAM() and BAMToPitch() inlines. 2021-12-07 19:59:30 +11:00
Mitch Richters
acf38f7a21 - Make a number of CVARs in gamecvars.cpp saved as part of the global config.
Full list:
* `cl_weaponsway`
* `cl_viewbob`
* `cl_interpolate`
* `cl_slopetilting`
* `cl_showweapon`
* `cl_syncinput`
* `cl_hudinterpolation`
* `cl_loadingscreens`
2021-12-07 19:59:26 +11:00
Christoph Oelckers
c2baa68160 - fixed camera textures breaking in SW when restarting a level.
This was caused by attempting to delete the camera textures when cleaning up the mirror array.
The Build tile manager was not prepared for such a use case and left a broken texture behind.

To allow this to function it now resets the texture replacement type when deleting a tile and to avoid creating new camera textures these will now be stored in a cache and recycled later.
2021-12-02 21:40:43 +01:00
Christoph Oelckers
f765783437 - various small bits of cleanup. 2021-11-29 00:57:11 +01:00
Christoph Oelckers
e59d976691 - added .ssi to the list of known extensions for container files. 2021-11-29 00:57:11 +01:00
Christoph Oelckers
1de9c63d45 - fixed center aligned rendering of 2D content.
This calculates the centered pivot point in integer texel coordinate space so for odd numbers it must round down instead of using a fractional position.
2021-11-29 00:57:10 +01:00
Christoph Oelckers
6cec61683d - fixed incorrectly placed tileUpdatePicnum call in new renderer for sprites.
This was only in the regular sprite call and did not affect models or voxels.
2021-11-29 00:57:10 +01:00
Christoph Oelckers
18d1084f7c - fixed assignment of map hacks with multiple maps assigned.
The parser only ever added the last MD4 but not the others.
2021-11-29 00:57:10 +01:00
Christoph Oelckers
35c2d6d14e - fixed translucent voxel rendering. 2021-11-29 00:57:10 +01:00
Christoph Oelckers
793aaf242c - make upscaling of sky textures depend on the single tile size, not the entire composite texture. 2021-11-29 00:57:10 +01:00
Christoph Oelckers
2d806d415a - clear interpolations when starting a new map. 2021-11-29 00:57:09 +01:00
Mitch Richters
ca0464c139 - Change out of box default of cl_runmode to 0, which allows the bound run key to act like an autorun negator.
* Requested in https://forum.zdoom.org/viewtopic.php?f=342&t=73031.
2021-11-29 00:56:32 +01:00
Mitch Richters
8fefead4e5 - Remove cancellation of quick turn if mouse/keyboard/controller angle input is detected that was introduced in 2129d3b4e7.
* Requested in https://forum.zdoom.org/viewtopic.php?f=342&t=73231
* Neither EDuke32 nor GZDoom do this, so the rationale is we shouldn't either.
2021-11-29 00:56:32 +01:00
Christoph Oelckers
cd3288860a - fixed automap player drawing for follpw mode off in all games. 2021-11-29 00:56:32 +01:00
Christoph Oelckers
fcbb7320a8 - Duke/RR: added all checks needed for not letting Duke crash with noclip when not accepting -1 as a valid sector pointer.
All places that were causing a crash are now guared by calling 'insector()'.
2021-11-29 00:56:31 +01:00
Christoph Oelckers
baf36a321b - inside, haskey and removed unused processmove functions. 2021-11-29 00:56:30 +01:00
Christoph Oelckers
9b6d6eb7f9 - sector[] in render interface 2021-11-29 00:56:30 +01:00
Christoph Oelckers
a7634c4cad - Duke: use pointers in interpolation interface. 2021-11-29 00:56:27 +01:00
Christoph Oelckers
adf3133fdc - use sectnum and wallnum to get an index from pointers instead of subtracting the array base. 2021-11-29 00:56:26 +01:00
Christoph Oelckers
4e31360fe4 - cleaned up dragpoint
This still contained some code for EDuke32's TROR and used a shared static global array.
It now uses the BFSSearch class to manage its bit array to unlimit the size of its working set and to avoid reallocation.
2021-11-29 00:56:25 +01:00
Christoph Oelckers
7126aa22f4 - preparations in the map loader for dynamically sized data storage.
This also consolidates these parts for Blood with the other games.
2021-11-29 00:56:25 +01:00
Christoph Oelckers
c410b1be45 - glass stuff 2021-11-29 00:56:21 +01:00
Christoph Oelckers
7111b2470c - SW: use BFSSearch in TraverseBreakableWalls 2021-11-29 00:55:45 +01:00
Christoph Oelckers
2a51e5eca3 - fixed: BFSSearch did not mark its start sector as added.
As a result it could be added twice.
2021-11-29 00:55:44 +01:00
Christoph Oelckers
6fc43287b3 - redid Exhumed's BelowNear function.
Use BFSSearch, only run one iteration of the search and only run the search if the result is actually used.
2021-11-29 00:55:44 +01:00
Christoph Oelckers
12c26976f0 - GetClosestSpriteSectors: replace distance calculation with proper math.
No need to sample multiple points along the wall if we can just properly calculate the actual distance. :)
2021-11-29 00:55:44 +01:00
Christoph Oelckers
d2f0934726 - Blood: cleaned up GetClosestSpriteSectors
using BFSSearch now and avoiding pointless loop to avoid setting the checked bit.
The entire outcome was just as if the bit was never checked inside the loop, so do just that when not running in compatibility mode.
This simplifies the remaining code quite a lot because it now just needs to run over all walls with no special case considered.
2021-11-29 00:55:44 +01:00
Christoph Oelckers
b685163ab1 - Blood: extend all 16 bit fields holding sector or wall indices to 32 bit. 2021-11-29 00:55:41 +01:00
Christoph Oelckers
5bb805663e - Duke/RR: cleaned up the rest of hitradius* as well
Using wallsofsector iterator plus defining local variables more locally.
2021-11-29 00:55:40 +01:00
Mitch Richters
da7de8f1d8 - Harden the skill CCMD to test for valid skill range for loaded game, not the maximum size of the gSkillNames[] array which may not be completely filled. Also print valid skill names in addition to numbers to help the user. 2021-11-29 00:55:40 +01:00
Christoph Oelckers
821f341e03 - use BFSSearch in hitradius_d 2021-11-29 00:55:39 +01:00
Christoph Oelckers
a29e6c084a - BFSSearch class added
This was prompted by a bug that was recently introduced in one of the ad-hoc implementations of such a search.

Let’s better use a helper class to deal with the problems and help unify memory usage.
2021-11-29 00:55:39 +01:00
Christoph Oelckers
ad030d7e23 - Duke: SE20 + SE128 are wall-free
Also use symbolic constantfor SE_128 to make it easier to find.
2021-11-29 00:55:39 +01:00
Christoph Oelckers
58a091067f - use provided sector/wall iterators in cacheit functions 2021-11-29 00:55:39 +01:00
Mitch Richters
2a7d0e6fe3 - gi->AddExcludedEpisode(): Pass FString variable through as reference instead of by value. 2021-11-29 00:55:31 +01:00
Mitch Richters
974ca7bd1d - Remove a lot of reference values on primitive data types from Blood's QAV interpolation system. Also use move assignments on the ignoredata TMap when we're adding it to the game-side after processing it. 2021-11-29 00:55:31 +01:00
Christoph Oelckers
01abe7b2ac - addressed most unused/uninitialized variable warnings from MSVC. 2021-11-29 00:55:30 +01:00
Christoph Oelckers
f7fdc5af41 - address several warnings reported by GCC 11. 2021-11-29 00:55:29 +01:00
Mitch Richters
1906de5d0c - Adjust PlayerHorizon and PlayerAngle struct member scaletozero() to consistently return to zero at the same speed for synchronised and unsynchronised input at any framerate from 60 fps to at least 1000 fps. 2021-11-29 00:55:15 +01:00
Mitch Richters
e491d15ff9 - Move InputScale() out of inputstate.cpp and into i_time.cpp as I_GetInputFrac() to make it available to GZDoom for potential future requirements.
* As part of this, feed the output of `I_GetInputFrac()` to `gi->GetInput()` instead of having each game's virtual override calling it locally.
2021-11-29 00:55:01 +01:00
Christoph Oelckers
b7465ab67b - spriteGetSlope/spriteSetSlope take spritetype pointer arguments. 2021-11-29 00:53:41 +01:00
Mitch Richters
1228cb6044 - InputState::AddEvent(): Partially revert changes performed in 4d629e7de8 that were believed not necessary. This functionality is still needed in some of Exhumed's cutscenes that are performed in-engine and not as a screenjob. 2021-11-19 08:11:32 +11:00
Mitch Richters
4d629e7de8 - Make screenjob valid keys for skipping ignore the Alt key as its used for modifiers, and special keys like the screenshot bind.
* Partially revert 8bb13bc4c2 as its changes are no longer needed.
* Partially revert 9e40e49c2c as its changes are no longer needed.
* Fixes #577.
2021-11-18 20:59:07 +11:00
Mitch Richters
719724da53 - Ensure g_nextskill is re-initialised everytime a save is loaded.
* Fixes #582.
2021-11-18 20:06:33 +11:00
Christoph Oelckers
8f19dc12d8 - SW: code/data pointer saving cleanup.
* a large number of code pointer records were removed because none of these functions ever gets assigned to a pointer
* instead of looking up entries by index, do it by name. This is far less fragile and will survive deeper refactoring. The old storage by table index will break as soon as a single entry gets removed.

Since the old savegames got broken due to this problem recently it was a good time to change the setup.
2021-11-11 23:28:28 +01:00
Christoph Oelckers
a79f7a3784 - SW: use a dynamic array to track already visited sectors in TraverseBreakableWalls. 2021-11-11 21:57:55 +01:00
Christoph Oelckers
642088ed80 - let ValidateSprite print better messages when developer mode is set to warning and also call it for Blood. 2021-11-11 21:28:53 +01:00
Mitch Richters
6581d9d709 - InputScale(): Tidy up some math I just put in.
* Time for bed... *yarns*.
2021-11-10 22:23:59 +11:00
Mitch Richters
3c4afaa6ee - InputScale(): Add enabled-by-default scaler to returned value from function to correct drift that occurs as the frame-rate increases, taking into account different scaling ratios needed for differing ticrates. 2021-11-10 20:27:19 +11:00
Mitch Richters
5a33caa635 - InputScale(): Add enabled-by-default scaler to returned value from function to correct drift that occurs as the frame-rate increases, taking into account different scaling ratios needed for differing ticrates. 2021-11-10 20:13:06 +11:00
Christoph Oelckers
94b2b0af31 - widen sector index in engineLoadBoard to 32 bit 2021-11-09 00:07:00 +01:00
Christoph Oelckers
a5f51cfd88 - SW: migrate everything to the main clipmove function 2021-11-08 23:11:30 +01:00
Christoph Oelckers
5ba005276f Revert "- redid the 'inside' function."
This reverts commit c034c2a299.

While the function works, it is subtly different for points exactly on a line - enough to cause problems with Shadow Warrior's waypoint implementation.
2021-11-08 23:11:20 +01:00
Christoph Oelckers
c034c2a299 - redid the 'inside' function.
This is based on external information and does not use any of the original Build code.
Despite being a lot clearer than Build's bit masking voodoo and using 64 bit math to avoid overflows it is roughly 10% faster. :)

Code was moved to gamefuncs.cpp because this no longer falls under the Build license.
2021-11-08 21:29:21 +01:00
Christoph Oelckers
eeaa7f98f0 - inlines for validating sector and wall indices. 2021-11-08 18:56:10 +01:00
Christoph Oelckers
5d0c9a9fc8 - flush the network timer righr after loading and before starting a level.
Without this the entire load time may get registered as skipped frames-
2021-11-07 22:51:02 +01:00
Christoph Oelckers
60faceaf59 - Exhumed: fixed serialization.
The exhumedActors array was not written out, resulting in all kinds of strange effects.
2021-11-07 21:45:51 +01:00
Christoph Oelckers
6b6c3f26a5 - use wallsofsector in a few more places. 2021-11-07 18:08:22 +01:00
Christoph Oelckers
59df3b0e19 - added a little utility that allows iterating over the walls of a sector with C++ for's. 2021-11-07 17:27:05 +01:00
Christoph Oelckers
ae08ae1d8d - some leftover shorts plus utilities that ended up unused but may be useful later. 2021-11-07 16:46:23 +01:00
Mitch Richters
bb20827027 - processMovement(): Fix prescaling for Exhumed when using mouse or controller.
* Controller input before was too fast compared to other games, now it's 1:1.
* Mouse input when used without mouse look was too slow, now it's also 1:1 with the other games.
* `hid` in the context of `hidprescale` refers to 'Human Interface Device'.
2021-11-07 18:32:02 +11:00
Mitch Richters
b27f5e3be0 - gameinput.cpp/h: Internalise if statements used before calling PlayerHorizon and PlayerAngle class method scaletozero() into method itself. 2021-11-07 18:25:37 +11:00
Mitch Richters
72531e61db - gameinput.cpp/h: Consolidate all the return to zero code for angles and horizons into class members, using technique from horizoff as basis. 2021-11-07 11:37:12 +11:00
Christoph Oelckers
d20aa47adf - made sector parameter of updatesectorz an int and deprecated the short version. 2021-11-06 19:27:51 +01:00
Christoph Oelckers
83fe41e71e - made updatesector receive a 32 bit int pointer and deprecated the 16 bit variant. 2021-11-06 15:53:16 +01:00
Mitch Richters
a2a75fccc2 - Add support for Duke Nukem's Penthouse Paradise as shipped with the Zoom release of Duke Nukem 3D Atomic. 2021-11-06 23:26:56 +11:00
Mitch Richters
8cf115c444 - searchpaths.cpp: Patch in registry detection for Duke 3D Atomic + Expansions from Zoom on Windows.
* Fixes #567.
2021-11-06 22:59:56 +11:00
Mitch Richters
5050947dca - PlayerAngle::applyinput(): Consolidate some mostly duplicated code into a lambda. 2021-11-06 17:57:00 +11:00
Mitch Richters
1bb0c04e61 Revert "- Blood: Add mechanism to be able to force QAV interpolation based on picnum for testing purposes and not for end-user usage."
This reverts commit 276c000f9f.

* This was added for testing/debugging etc but it really doesn't work unless the QAV is built for it. As such, just get rid of it.
2021-11-06 17:32:55 +11:00
Mitch Richters
ed67d5d395 - PlayerHorizon::applyinput(): Only run through all the horizon to pitch and back code if we have input to process. 2021-11-06 15:34:10 +11:00
Mitch Richters
5f8c8fe0a4 - PlayerHorizon::applyinput(): Consolidate some mostly duplicated code into a lambda. 2021-11-06 15:07:28 +11:00
Mitch Richters
7499c84d0b - Add interpolatedhorizon() inlines to handle interpolating fixedhoriz objects without having to convert old and new values back to Q16.16 first. 2021-11-06 14:07:58 +11:00
Mitch Richters
5ec5321034 - gameinput.h/cpp: Abstract the angle/horizon adjustment math into a few inlines to avoid repetition and having to cast enums as doubles for C++20 compliance. 2021-11-06 14:07:53 +11:00
Mitch Richters
4c02663842 - PlayerAngle::applyinput(): Re-add addition of +/- 1. when returning rotscrnang to 0 lost long, long ago. 2021-11-06 14:07:36 +11:00
Mitch Richters
ab99b6b29d - PlayerHorizon::calcviewpitch(): Make returning horizoff to 0 speed uniform across all games. 2021-11-06 13:31:29 +11:00
Mitch Richters
91f6b2954c - binangle class: Tidy up missed C++20 warning fixed about enum used in floating-point arithmetic. 2021-11-06 10:27:04 +11:00
Mitch Richters
0eb4ff4ad2 - PlayerHorizon::calcviewpitch(): Provide commentary on how numeric literals used in function came to be and place into an enum for clarity. 2021-11-06 10:27:00 +11:00
Mitch Richters
1df2ba80ed - PlayerAngle::applyinput(): Provide commentary on how numeric literals used in rotscrnang/look_ang/spin math came to be and place into an enum for clarity. 2021-11-06 10:26:54 +11:00
Mitch Richters
8e8dfa9f9a - PlayerHorizon::applyinput(): Provide commentary on how numeric literals used in aim/look up/down and return to centre math came to be and place into an enum for clarity. 2021-11-06 09:30:03 +11:00
Mitch Richters
c424f7c8dd - processMovement(). Remove cl_exhumedoldturn CVAR and tidy up numeric literals in use.
* In our older codebase before the input code was refactored, Exhumed's turning was broken and was only applying the base factor of 12, significantly slower than the other games.
* Upon doing some testing in PCExhumed, I noticed their turning was faster as when the counter meets its target, the turn value is shifted left by 2, effectively making it 48: b90417ed8e/source/exhumed/src/player.cpp (L336-L337)
* Removed this CVAR because of this.
* Reworked turning code so that pressing left+right together cancel each other out and that pressing both doesn't call `updateTurnHeldAmt(scaleAdjust)` twice.
* Redid turn averages factoring in Exhumed's speeds, rounded off values and stored in an enum for clarity.
2021-11-06 09:28:47 +11:00
Christoph Oelckers
389f760d45 - address C++20 deprecation warnings with enums in floating point arithmetic. 2021-11-02 23:32:31 +01:00
Christoph Oelckers
86166f5e67 Revert "- xs_Float.h: Make all inlines return an unsigned value, and change previous unsigned inlines to signed."
Revert "- `xs_Float.h`: Add `getint()` getter to `_xs_doubleints` struct."
Revert "- SW: When adjusting horizon in `DoPlayerDeathHoriz()`, just use integer horizon values and not Q16.16."
Revert "- Duke (RR): Clean up some unnecessary `FixedToFloat()` usage with the `fixedhoriz` `asbuildf()` method."
Revert "- `binaryangle.h`: Use `constexpr` on inline functions where it was previously not possible to do so."
Revert "- `m_fixed.h`: Use `constexpr` on inline functions where it was previously not possible to do so."
Revert "- `xs_Float.h`: Convert header to `constexpr`."

This does nor work as it violates the constexpr rules for unions. The code will error out on compilation for accessing an inactive member of a union.
2021-11-01 20:25:38 +01:00
Mitch Richters
f3a2de92a4 - binaryangle.h: Use constexpr on inline functions where it was previously not possible to do so. 2021-11-01 23:37:31 +11:00
Mitch Richters
eb8b075727 - binaryangle.h: Change binangle bitshift operators to operate on signed value to properly handle angles > 1024. 2021-11-01 22:13:39 +11:00
Mitch Richters
0fe5ac6a56 - gameinput.h: Correctly use targetset() in PlayerHorizon and PlayerAngle structs. 2021-10-30 17:30:01 +02:00
Mitch Richters
15c4d38694 - gameinput.h: Add initial structure for PlayerPosition as companion to PlayerAngle and PlayerHorizon structs. 2021-10-30 17:30:01 +02:00
Mitch Richters
7ee4f49649 - gameinput.h: Remove some of the verticality from the PlayerHorizon and PlayerAngle structs. 2021-10-30 17:30:01 +02:00
Christoph Oelckers
6e0fbb2043 - removed templates.h includes. 2021-10-30 10:51:03 +02:00
Mitch Richters
b02a6a3ec9 - Replace MIN() from templates.h with version provided in STL. 2021-10-30 10:36:15 +02:00
Mitch Richters
9894729fc2 - Replace MAX() from templates.h with version provided in STL.
# Conflicts:
#	source/common/textures/hw_ihwtexture.cpp
#	source/common/utility/templates.h
2021-10-30 10:36:02 +02:00
Christoph Oelckers
57b638f26f - use std::clamp instead of our homegrown version. 2021-10-30 10:35:00 +02:00
Mitch Richters
879e2f3ce4 - Build: Promote sintable[] array values to precision Blood uses in prep for replacing Blood's costable[]. 2021-10-30 10:24:15 +02:00
Mitch Richters
3663c4c742 - Split out sine/cosine scaling from bsinf() and bcosf() into its own inline. 2021-10-30 10:24:14 +02:00
Mitch Richters
07fc3b77b1 - Privatise tosigned() method in binangle class. 2021-10-30 10:24:14 +02:00
Christoph Oelckers
f1b40b7878 - bumped savegame version for Exhumed. 2021-10-28 18:59:40 +02:00
Christoph Oelckers
c7d4779b7e - fixed some warnings. 2021-10-26 18:54:43 +02:00
Christoph Oelckers
1214f8ba00 - properly macro-fy parsed strings from Blood's INI. 2021-10-19 21:49:03 +02:00
Christoph Oelckers
d2beee587d - updated version.h. 2021-10-14 22:50:12 +02:00
Christoph Oelckers
562968262c - moved spriteMass into DBloodActor 2021-10-14 19:01:10 +02:00
Christoph Oelckers
62d0d3712e - use a sprite flag to mark mapped sprites.
This avoids another global array which needs to be addressed by sprite index.
2021-10-14 15:09:43 +02:00
Christoph Oelckers
8d9d3d5f8f - disabled palette emulation for the GLES backend.
Right now the shader does not support it and will require significant redesign to work well with the target hardware.
2021-10-13 00:09:18 +02:00
Christoph Oelckers
ff0c4359e0 - deleted unused inlines. 2021-10-11 23:03:11 +02:00
Hugo Locurcio
91ce22931d Add cvars to control automap line alpha and thickness
This can be used to improve automap readability on high-resolution
displays.
2021-10-11 22:30:39 +02:00
Christoph Oelckers
83944a7191 - fixed uninitialized light index variable for floor sprites. 2021-10-11 22:28:26 +02:00
Christoph Oelckers
29769dd673 - fixed engine code warnings pointed out by XCode 13. 2021-10-08 19:06:41 +02:00
Christoph Oelckers
0d4e0d72fb - fixed vertex generation when splitting walls by planes on old hardware. 2021-09-18 13:04:46 +02:00
Christoph Oelckers
e8187b4a99 - fixed bad serializers for vec2_t and vec3_t. 2021-09-12 18:42:58 +02:00
Christoph Oelckers
7f485bfab1 - split off the extended sprite flags into their own word.
Some code overwrites the cstat field entirely (thanks Duke, for being sloppy with this...!)
2021-09-12 18:26:35 +02:00
Christoph Oelckers
99ecfe133d - flag sprites for automapping regardless of the 'automapping' variable's value.
Duke should show its floor sprites, too.
2021-09-12 18:22:38 +02:00
Kevin Caccamo
2297c9351a Attempt to fix music replacement definitions again
Store per-map music replacements in a TMap, and perform the replacements after parsing the MAPINFO
2021-09-12 18:21:42 +02:00
Christoph Oelckers
6dcd7e2557 - do not crash on badly defined walls where the end point is missing. 2021-09-12 18:18:26 +02:00
Mitchell Richters
37f8fc8b0d - Allow disabling of load screens like how they were before the move of ScreenJob from native code to ZScript. 2021-08-26 10:34:00 +10:00
Mitchell Richters
f44d695245 - Fix some warning messages in the defineqav DEF parser. 2021-08-26 10:33:24 +10:00
Mitchell Richters
fd149e50ee - Remove early return from GrpScan() that was allowing addons to come through even if they weren't valid.
* Raze configured to only search $PROGDIR with a single `worldtour.grp` file would attempt to autoload even if its dependency CRC wasn't present. Attempted to re-arrange function but had mixed results. Removing this early return is what worked under all test cases.
2021-08-24 20:56:28 +10:00
Mitchell Richters
276c000f9f - Blood: Add mechanism to be able to force QAV interpolation based on picnum for testing purposes and not for end-user usage. 2021-08-23 20:54:30 +10:00
Mitchell Richters
a920fc5aef - Add support for first and last keyword for defineqav parser when process interpolate ignore block. 2021-08-23 15:34:30 +10:00
Mitchell Richters
23be5ffe8c - Add support for all keyword for defineqav parser when process interpolate ignore block, and ensure the lowest value can't be below 0. 2021-08-23 15:06:04 +10:00
Mitchell Richters
e68b793852 - Add some extra safety to defineqav parser to ensure some unsupported actions can't be performed. 2021-08-23 14:19:33 +10:00
Mitchell Richters
ddc7b3d730
Merge branch 'master' into master 2021-08-23 11:40:05 +10:00
Mitchell Richters
1ee6fd76c4 Merge branch 'blood-qavrework'
# Conflicts:
#	source/core/gamecvars.cpp
#	source/core/gamecvars.h
#	source/games/blood/src/weapon.cpp
2021-08-23 11:02:09 +10:00
Mitchell Richters
d7450e12f0 - Blood: Re-add interpolated weapon QAVs in an externalised, disabled-by-default fashion. 2021-08-23 10:55:08 +10:00
Mitchell Richters
916241dcdb - Blood: Implement defineqav DEF parser with hookup to game-side code. 2021-08-23 09:00:47 +10:00
Mitchell Richters
f67a09680e - Blood: Rename CVAR cl_bloodhudinterp to cl_bloodqavinterp. 2021-08-21 19:55:02 +10:00
carnivoroussociety
db9a413f21 Added new cl_bloodvanillaenemies CVAR
GetClosestSpriteSectors(): If newSectCheckMethod is set, then always test midpoints at least once
Use new CVAR for tiny Caleb/burning cultists/Cerberus fixes
Do not use new GetClosestSpriteSectors() fix for teslaHit() if vanilla explosions is set
Do not use GetClosestSpriteSectors() fix for enemies sight scanning if vanilla enemies is set
2021-08-19 14:26:53 +10:00
carnivoroussociety
6606f0bc5a Improved GetClosestSpriteSectors() detection
Enables/disables new sector searching behavior for dude owned explosions
Added new CVAR cl_bloodvanillaexplosions
Swap ExplosBehavior menu settings
2021-08-18 15:52:15 +02:00
Christoph Oelckers
a5e3a85c98 - changed palette lookup to consider the remapping of color 0 to 255.
This is to ensure that black maps to the proper index, even if there's duplicates.
2021-08-14 10:26:04 +02:00
Christoph Oelckers
bad2c2e55f - backend update from GZDoom
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
2021-08-14 10:04:45 +02:00
Christoph Oelckers
5d3f7947bf - avoid calling the node builder to triangulate degenerate sectors.
This tends to crash.
2021-08-14 09:48:05 +02:00
Christoph Oelckers
5aa27bad3b - flag SW's cutscenes as 'boss death only'. 2021-08-13 22:25:13 +02:00
Mitchell Richters
4a70f6efd0 - Allow ticrate to be specified to timer code, while still defaulting to GameTicRate. Move out I_GetBuildTime() from common code to gamefuncs.h as part of this.
* Allow specification of floating point ticrates as it's possible Blood's QAVs could have a fractional ticrate.
2021-08-05 14:52:55 +10:00
Mitchell Richters
17b2154e9a - Blood: Expose legacy 1.0 weapon handling game option as a CVAR. 2021-08-03 00:47:05 +10:00
Mitchell Richters
a9b75e7e7d - Blood: Put QAV interpolation code behind a CVAR for now until some final minor issues are resolved.
* Thanks to Dzierzan for testing and the reports.
2021-07-31 10:15:51 +10:00
Mitchell Richters
f6c7ed3984 - Blood: Restore originally intended isRunning code that never worked behind two CVARs to offer an alternative playing experience.
* `cl_bloodvanillarun` enables/disables the `isRunning` code that affects AI, bobbing and swaying.
* `cl_bloodvanillabobbing` enables/disables the `isRunning` code that affects bobbing and swaying, allowing only the `isRunning` AI changes.
2021-07-31 10:14:56 +10:00
Mitchell Richters
a67c126129 - Blood: Extend 99508e6f15 to find picnum of previous frame in all previous frame's tile indices if the current frame's tile index doesn't match.
* Allows more interpolation magic.
* Revealed an issue with `interpolatedanglef()` that was undetected. Removed in place of a binangle version returned as floating point build.
2021-07-29 19:23:00 +10:00
Mitchell Richters
019922dcf1 - Fix constexpr issue with interpolatedanglef() since fmod() isn't available as constexpr. 2021-07-29 18:38:07 +10:00
Mitchell Richters
99508e6f15 - Blood: Perform interpolation between frames for each tile coordinate when there is more than one frame and the picnum between frames match. 2021-07-29 17:39:22 +10:00
Christoph Oelckers
bd23ea144c - validate 'nextsector' fields on walls.
Build utterly relied on the map having these right and put the entire responsibility on the mapper.
There's maps, however which have bad values here causing either render glitches or crashes so these bad indices need to be fixed.
Two good examples where this causes problems are RR's E3L1 and the second map of SW's Last Warrior mod where this even glitches in Polymost.
2021-07-27 22:12:29 +02:00
Christoph Oelckers
1fde9f2173 - workaround to allow playing SW's Last Warrior mod in one go.
This disables the boss's death in L4 ending the game and just advances to the next level.
This seems to be the intent with this mod as the second episode starting at L5 is not defined and the first episode's subtitle advertises the full game.
2021-07-26 00:58:00 +02:00
Christoph Oelckers
a12dfbe1d8 - fixed bad operator grouping in cheat code. 2021-07-25 17:17:29 +02:00
Christoph Oelckers
5c5799c21f - quote argument for sending cheats from the chat editor. 2021-07-25 12:48:27 +02:00
Christoph Oelckers
dfb18ef9a9 - Duke/RR: Call Bowling lane reset code only when playing RR.
This may alter some tile references which will cause problems with hires replacements in Duke .
2021-07-25 12:43:03 +02:00
Christoph Oelckers
3864dcfc17 - adapted cheat input handler to treat spaces as '0' when entering parts of numeric fields. 2021-07-25 11:59:12 +02:00
Mitchell Richters
ef05eec531 - Change a68d5aae70 to not do a leading zero, but add an extra space of frameDelay less than 10.
* Thanks, Graf. It's better :)
2021-07-24 17:51:14 +10:00
Christoph Oelckers
8e8b3a32fe - fixed initialization pf upscale state properly.
This avoids indirectly calling FlushAll during startup.
2021-07-24 09:10:21 +02:00
Mitchell Richters
a68d5aae70 - Add leading zero to statFPS() output (vid_fps) so that the text doesn't bounce continually when alternating between 10 ms and <10 ms. 2021-07-24 15:40:47 +10:00
Mitchell Richters
c5f63b95e5 - Capitalise CPART07.AR_ and CPART15.AR_ in ProcessOptions(). The original files are in capitals and this is important as POSIX systems are case-sensitive. We can't cater towards every use-case but this should cover most bases.
* Fixes #308.
2021-07-20 19:06:45 +10:00
Mitchell Richters
675356be1a - Ensure g_nextskill is used everywhere so that setting skill for next level works properly. 2021-07-20 18:51:34 +10:00
Mitchell Richters
33845c4a23 - Add skill CCMD to return player's current skill, while also being able to set skill for next game.
* Fixes #332.
2021-07-20 18:50:58 +10:00
Mitchell Richters
77630dcbc7 - Rename DeferedStartGame() to DeferredStartGame(). 2021-07-20 18:43:17 +10:00
Mitchell Richters
4ac1376b9f - Make naming of multiplayer episode exclusion stuff from d0e6a7ea29 more generic and exclude invalid episodes from "Duke It Out in DC", "Duke Nuclear Winter" and "Duke Caribbean". 2021-07-19 12:24:47 +10:00
Mitchell Richters
ca65c4c9da - Allow ticker to lock input to player's angle and horizon without having to force use of synchronised input. 2021-07-18 19:25:41 +10:00
Christoph Oelckers
4ee93de36c - added 'endofgame' CCMD.
Not really good yet, but it does what's needed, i.e. write out the statistics for the current session.
2021-07-17 09:42:59 +02:00
Mitchell Richters
d77e143ee8 - allow palette emulation for indexed hightiles. 2021-07-17 07:40:13 +10:00
Christoph Oelckers
3e76f71f02 - support for indexed hightiles. 2021-07-17 07:40:05 +10:00
Mitchell Richters
d0e6a7ea29 - Allow CON-based games to have multiplayer episodes filtered from menu.
* Fixes #461.
* Fixes #462.
2021-07-16 20:55:29 +02:00
Christoph Oelckers
e3737d3330 - fixed texture lookup for hightile lookup.
Not all commands had the proper flags to also look in the root folder.
2021-07-13 08:38:24 +02:00
alexey.lysiuk
577c6cb374 - fixed crash when parsing malformed .def file
This fixes #439
2021-07-11 10:16:26 +03:00
Mitchell Richters
3e30869aeb - Remove some remains of Redneck Deer Huntin'. 2021-07-11 12:44:31 +10:00
Mitchell Richters
32283037ed - Use isWW2GI() in more places. 2021-07-11 12:42:33 +10:00
Mitchell Richters
fe652c9348 - Use isNamWW2GI() in more places. 2021-07-11 12:41:08 +10:00
Mitchell Richters
aa13b50504 - Use isRR() in more places. 2021-07-11 12:40:46 +10:00
Mitchell Richters
6894be4ad1 - Use the new isSWALL() wrapper everywhere. 2021-07-11 12:40:01 +10:00
Mitchell Richters
ffba10a7c5 - SW: Set default skill level to match original release and what the manual says is default. 2021-07-11 12:08:12 +10:00
Mitchell Richters
b5b9452adb - Optimise fFindDistance2D() to multiply by inverse rather than divide by a constant. 2021-07-10 22:08:48 +10:00
Mitchell Richters
5d7938c24e - SW: Rename cl_smoothsway to cl_swsmoothsway and enable by default 2021-07-10 22:07:05 +10:00
Christoph Oelckers
62a5a720e8 - Check for maps with bad setup of their wall lists.
Lo Wang In Time's map 11 does not include wall 0 into its sector, which caused crashes when trying to triangulate this sector.
2021-07-06 10:29:24 +02:00
Christoph Oelckers
e5cb1976d3 - disable texture name truncation for textures/ directory.
Unlike Doom, a similar limit does not exist here and must not be enforced. Any texture from this folder needs to be usable by its full name without extension to be able to replace named tiles.
2021-07-05 22:39:24 +02:00
Christoph Oelckers
2af2d29084 - add hitscan only autoaim for SW. 2021-06-26 12:18:27 +02:00
Christoph Oelckers
e9b2bf9e4e - shortened the message for not found game data and restrict to non-Windows systems. 2021-06-26 12:10:46 +02:00
Hugo Locurcio
a10018bc36 Display game data path when no game data files are found
This helps users find the location where they should place
game data files.
2021-06-26 12:06:35 +02:00
Christoph Oelckers
0f7d3d0cbb - streamlined and fixed game startup with '-map' option.
* Blood: Initialize global pointers in app_init so that they are not NULL.
* consider Mapinfo data when checking for a given level name.
* removed redundant level name output.
2021-06-26 10:11:50 +02:00
Christoph Oelckers
63bc36e3c4 - renamed some constants.
Manually copied from NBlood because the underlying code has changed too much already.
2021-06-24 14:14:16 +02:00
Mitchell Richters
acadd716f8 - For Unix systems, ensure that the root of the player's .config directory is scanned for content, not just subdirectories.
* Fixes #430.
2021-06-24 20:47:14 +10:00
Mitchell Richters
39983f8144 - Fix maps loaded from the command line starting with corrupted sectors.
* Starting game same way `map` CCMD does it for now.
2021-06-24 18:50:10 +10:00
Mitchell Richters
9645009b28 - Fix -map command-line argument not working.
* Fixes #441.
2021-06-24 18:49:26 +10:00
Emile Belanger
b6e76337e0 Fix so small font is displayed correctly 2021-06-20 16:34:26 +02:00
Christoph Oelckers
0069af02e7 - use a slightly higher depth bias for translucent elements.
These can otherwise cause z-fighting when being used with non-translucent floor and wall sprites.
2021-06-13 09:39:07 +02:00
Christoph Oelckers
5556756d43 - map fix for Hickston Swamp (RR mod) E1L3:
Wall sprite is placed in the wrong sector which makes the new renderer's far stricter checks to reduce sprite flicker fail to position it correctly.
2021-06-13 09:32:30 +02:00
Christoph Oelckers
15635ec7c8 - fixed crash when trying to triangulate broken sectors.
In these cases it is possible that the wall index may go below 0.
2021-06-11 23:18:46 +02:00
Christoph Oelckers
1cea743536 - restrict lookup of engine/engine.def to the main game files.
Mods should not use this to load their data.
2021-06-09 08:38:40 +02:00
Christoph Oelckers
9d36e61d3f - depth bias fixes. 2021-06-09 00:47:13 +02:00
Christoph Oelckers
a32489be31 - wall sprite positioning tweaks.
Turns out that a distance of one Build unit from a wall alone is not enough to render them glitch-free, some depth bias is still needed.
2021-06-09 00:31:54 +02:00
Christoph Oelckers
207298aeb4 - fixed compilation (again.) 2021-06-02 21:00:39 +02:00
Christoph Oelckers
7fa690082e - fixed cherry picked commit.
# Conflicts:
#	source/core/gamecontrol.h
2021-06-02 20:52:47 +02:00
Christoph Oelckers
f96521a7f4 - fixed: Floor sprites must set their view orientation.
The translucent element sorter needs this to operate properly.
2021-06-02 20:32:35 +02:00
Christoph Oelckers
3c5ef9c8e6 - properly render geometry that's fully shrouded in fog. 2021-06-01 21:48:39 +02:00
Christoph Oelckers
f0d2aef9d9 - fixed hires replacements for colorized font characters. 2021-06-01 11:29:39 +02:00
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
1636ddc00e - set the main resource file's index in the file system.
Some checks need this.
2021-05-31 21:20:32 +02:00
Christoph Oelckers
25e57763af - implemented substitution for incomplete fonts. 2021-05-31 21:20:32 +02:00
Christoph Oelckers
9c60ab791b - implemented all needed font overrides for localization. 2021-05-31 21:20:31 +02:00
Christoph Oelckers
d174b61c3c - allow switching between the two Duke BigFonts and fix Y in Duke's BigFont13. 2021-05-31 21:20:31 +02:00
Christoph Oelckers
90bcba302e - layout adjustments for localized texts.
In particular SW's main menu was far too tightly spaced, allowing no room for accents.
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
cd56fd66d2 - RR: fixed advanced notify display's font size.
At some point the scale multiplier must have gotten lost, which with the twice as large fonts in this game resulted in text being too large.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
2b8a80c6ce - added the out-of-bounds vertex handler to the secondary triangulator as well.
If SW does this, triangulation must not be attempted as it will inevitably fail.
2021-05-29 13:19:44 +02:00
Christoph Oelckers
db21313c96 - add some hackery to deal with WT's bosses.
This was the result of some gross change to the spawning code which suddenly changed the rules about minibosses.
To reduce the impact, it is only enabled for the "Alien World Order" maps.
2021-05-29 13:12:50 +02:00
Christoph Oelckers
2e9732ce79 - fixed new renderer's use of fog on skies: The palette value from the wall was used instead of the one from the sky plane. 2021-05-29 12:09:16 +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
d44500863b - removed the multiplayer scoreboard screens.
Since there is no plan to keep them in case MP gets implemented there's no need to maintain them.
These should later be replaced by a generic screen using a better font and a layout that takes higher resolutions into account.
2021-05-27 13:33:54 +02:00
Rachael Alexanderson
fd97da05b7 - allow UNC search paths on Windows 2021-05-26 10:47:36 -04:00
Christoph Oelckers
4ff4fa643b - rewrote the default translation handling to be compatible with luminosity translations. 2021-05-25 12:59:09 +02:00
Christoph Oelckers
8b1757eee2 - got rid of most of the font system's baggage that's no longer needed.
Mainly this means that it's no longer necessary to reorder the palette to get working translated glyphs, so the FFontChar1 class and the TranslatedPic member and its invasive handling could all be cleaned out.
All font operations now take place on true color data, with the sole execption of FSpecialFont's 'notranslate' handling.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
372d425e01 - use luminosity translations for single lump fonts and let them use their original palette. 2021-05-25 12:59:08 +02:00
Christoph Oelckers
377829d6a2 - let hex fonts use the luminosity translations. 2021-05-25 12:59:08 +02:00
Christoph Oelckers
0bab333f36 - redid font translation so that it doesn't need to crush the font characters' color set to the base palette.
Right now it creates a special type of luminance translation that can operate on a true color bitmap.
2021-05-25 12:59:08 +02:00
Christoph Oelckers
0b181c67b9 - don't skip lines when an empty one gets deleted. 2021-05-23 17:22:29 +02:00
Christoph Oelckers
f212421547 - don't let the triangulator choke on empty sectors. 2021-05-23 17:19:01 +02:00
Christoph Oelckers
8aed9063f8 - sector splitting hack for SW $bath.map. 2021-05-23 17:06:47 +02:00
Christoph Oelckers
572f45ca53 - delete lines in proper order when eliminating a pair.
Deleting the lower one first will delete the wrong second one.
2021-05-23 16:36:06 +02:00
Christoph Oelckers
b2545f8042 - PlayMusic script function. 2021-05-23 16:21:04 +02:00
Christoph Oelckers
d98a567597 - halt the game timer when setting up a cutscene and when starting movie playback.
These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly.
With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
2021-05-23 14:36:54 +02:00
Christoph Oelckers
cc1def8d77 - fixed: When the node builder is used for triangulation, all zero-length lines must be eliminated first.
These can cause triangulation errors.
2021-05-23 09:16:30 +02:00
Brian Koropoff
bea0379830 Fix off-by-one error in group search
This could be hit when loading raze.pk3 from the build directory while
the file search path contains only one grp file
2021-05-23 08:51:32 +02:00
Brian Koropoff
9394ebe768 Resolve raze.pk3 via search paths
Linux installs typically don't have it next to the program binary
2021-05-23 08:51:32 +02:00
Christoph Oelckers
0c6e2f0c9e - silenced some warnings. 2021-05-22 15:34:04 +02:00
Christoph Oelckers
d7a47b2f3a - route all accesses to gameaction from the backend through the sysCallbacks.
gameactions are frontend specific so this needs to be decoupled.
2021-05-22 13:02:34 +02:00
Christoph Oelckers
5337513044 - ported GZDoom's subtitle drawer to the cutscene framework.
For later use, this isn't used yet.
2021-05-22 10:26:53 +02:00
Christoph Oelckers
f69fe334fc - removed duplicate variable. 2021-05-22 09:22:30 +02:00
Christoph Oelckers
0d793a59fd - moved the cutscene core to 'engine'.
More adjustments for making this code compatible with GZDoom.
2021-05-22 02:15:49 +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
264d42179e - optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
The setters in FRenderState should check if the value actually changes and the wall drawer should only call it for non-translucent wall sprites.
2021-05-21 19:07:22 +02:00
Christoph Oelckers
4bb57cfab5 - fixed flickering floor sprites.
The SetDepthBias call was somehow gotten lost.
2021-05-21 19:03:39 +02:00
Christoph Oelckers
234f303348 - fixed typo in line segment culler. 2021-05-21 18:40:34 +02:00
Christoph Oelckers
f7a424cd06 - fixed precision issues with GetClosestPointOnWall for orthogonal lines.
The math failed for some large wall sprites (e.g. Blood E2M4, sprite #181), and in orthogonal cases it is better anyway to perform direct checks of the coordinates
2021-05-21 18:25:30 +02:00
Christoph Oelckers
b0cc5c14e2 - fixed bad argument count in ScreenJobRunner.Validate call. 2021-05-21 17:32:36 +02:00
Christoph Oelckers
24dbfc7827 - fixed BunchInFront to do a more thorough comparison in case it encounters colinear walls. 2021-05-21 14:32:01 +02:00
Christoph Oelckers
716b8840af - when using the node builder to triangulate sectors we must delete overlapping walls.
The node builder can create bad geometry from them because it does bad ordering when two lines facing in opposite directions overlap.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
079a95a0a3 - use a higher depth bias for non-orthogonal wall sprites.
Due to minor angular inaccuracies they are more sensitive to z-ordering than orthogonal ones when things are closely stacked.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
d572e56839 - removed the indirection for the global arrays.
No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Cacodemon345
75ecd173b6 Destroy FStartupScreen before initializing video
Fixes terminal output cutoff on console tab completion on Unix systems.
2021-05-20 19:32:48 +02:00
Christoph Oelckers
be97ee04f9 - re-enable flat sprite rendering.
This was commented out for testing but forgotten afterward.
2021-05-20 19:21:14 +02:00
Christoph Oelckers
5cfd810311 - new renderer: take fog properties for walls and ceilings from the proper elements. 2021-05-20 19:17:21 +02:00
Christoph Oelckers
b5358bc03c - fixed typo in wall sprite offsetting code. 2021-05-20 18:25:19 +02:00
Christoph Oelckers
d4eb54d686 - render free standing wall sprites without depth bias.
Otherwise they can end up badly ordered with walls.
2021-05-20 12:36:35 +02:00
Christoph Oelckers
e99567cd70 - fixed bad array of arrays access in sector splitting code. 2021-05-20 00:30:54 +02:00
Christoph Oelckers
5fd41ab910 - new renderer: draw the fog layer for skies.
Code was active but alpha wasn't set.
2021-05-18 00:42:45 +02:00
Christoph Oelckers
24ce5d6130 - Exhumed: fix animation stopping for inventory torch item.
I have no idea how the old code could ever work...
2021-05-16 20:25:56 +02:00
Christoph Oelckers
5e94eaff8e - new renderer: handle light level underflows. 2021-05-16 18:50:54 +02:00
Christoph Oelckers
a348508779 - handle the wall sprite clipping properly. 2021-05-16 16:00:00 +02:00
Christoph Oelckers
5e57b738d5 - removed redundant menu initializsation in M_StartControlPanel.
This was a leftover of early development and is no longer needed.
2021-05-16 12:21:08 +02:00
Christoph Oelckers
5bb438b817 - new renderer: fixed bad positioning when a y-flipped wall sprite had to be clipped to floor or ceiling. 2021-05-16 12:17:26 +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
98ca5d5db4 - added 'load' and 'save' CCMDs. 2021-05-16 11:24:08 +02:00
Christoph Oelckers
7358f4344f - pause the game when app is not active. 2021-05-16 10:53:38 +02:00
Christoph Oelckers
f2d75d4146 - made status bar configurable through rmapinfo. 2021-05-16 10:43:47 +02:00
Christoph Oelckers
ee559b7ba9 - removed all leftover parts of the native status bars. 2021-05-16 10:35:33 +02:00
Christoph Oelckers
8d8b3cda46 - scriptified SW's status bar.
Not tested yet. This just compiles without errors.
2021-05-16 09:34:08 +02:00
Christoph Oelckers
f136330628 - removed the native versions of Duke's and RR's status bar. 2021-05-15 17:15:29 +02:00
Christoph Oelckers
781cb32dcf - fixed all issues with Duke's/RR's status bar. 2021-05-15 16:46:08 +02:00
Christoph Oelckers
f84f58e714 - ported Duke and RR status bars.
Compiles but not tested yet.
2021-05-15 14:27:32 +02:00
Christoph Oelckers
845ce63348 - make sure that all objects rendered as shadow reset the object color after the draw call. 2021-05-15 10:40:25 +02:00
Christoph Oelckers
b520d38bc0 - removed the native implementation od Exhumed's status bar. 2021-05-15 10:25:39 +02:00
Christoph Oelckers
b71c725e3e - ported Exhumed's status bar.
Not tested yet.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
5a6121d424 - status bar interface work. 2021-05-15 10:25:38 +02:00
Christoph Oelckers
c9361aff76 - Exhumed: moved nPlayerItem into PlayerList 2021-05-15 10:25:37 +02:00
Christoph Oelckers
55abb261c6 - this was in the wrong place. :( 2021-05-15 10:25:37 +02:00
Christoph Oelckers
db8572dbcc - newrenderer: clip wall angles before doing any math with them.
In some cases these unclipped ranges ended up in other data structures, causing problems with bunch ordering.
2021-05-14 12:56:37 +02:00
Christoph Oelckers
3d6ae40bc0 - normalize all angles to the actual viewing range in the drawer.
This simplifies the debugging of this code a lot because we no longer have to deal with range overflows and can do direct comparisons everywhere.
2021-05-14 10:50:22 +02:00
Christoph Oelckers
d14d539144 - fixed issues with MAPINFO parser.
These cause problems with map progression, particularly with Exhumed.
2021-05-13 22:49:19 +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
acb4830eb5 - ported the BaseStatusBar class to ZScript.
Not hooked up yet, but it compiles.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
cb2bc7967a - fixed the remaining warnings. 2021-05-12 21:50:01 +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
783b94f922 - more warning fixes in 'core'. 2021-05-12 21:48:14 +02:00
Christoph Oelckers
1168341d5a - fixed more warnings in 'core'. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
7283de0084 - fixed some very noisy warnings in two headers. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
03289f5097 - silenced some warnings. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
fd6dd7f467 - Skip the load screen if the level is started from the console.
In this case the load screen is not helpful as it blocks the actual level start, requiring closing and reopening the console first before entering any commands that need the level.
2021-05-12 00:36:04 +02:00
Christoph Oelckers
9dd9dc8efd - handle savegame loads like GZDoom.
They are synchronized with the game loop and should not be initiated directly from the menu.
2021-05-12 00:31:49 +02:00
Christoph Oelckers
499ed52972 - route savegame requests through the newwork, just like GZDoom does.
Although a bit overkill for single player saves only, this will ensure consistent behavior between both engines regarding the menu.
2021-05-12 00:21:26 +02:00
Christoph Oelckers
5d5af0cb09 - fixed error message spam when trying to load a non-existent voxel using .def. 2021-05-11 00:48:35 +02:00
Christoph Oelckers
d90b23ba9a - take down the savegame loader's resources in proper order. 2021-05-10 20:14:38 +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
d466ec081a - fixed incorrect order of resource deallocation in savegame reader. 2021-05-08 09:22:08 +02:00
Christoph Oelckers
325af156e7 - fixed loop in ProcessBunch to account for array reallocation. 2021-05-08 09:16:06 +02:00
Christoph Oelckers
79823b430c - reinstate the old code for rendering the first portal without stencil
The previous commit fixes the true issue causing the problems - with this back the restriction is not needed anymore.
2021-05-07 00:26:22 +02:00
Christoph Oelckers
b644000b02 - fixed texture y-flipping on bottom tiers of walls.
The flip flag was taken from the wrong side of the wall.
2021-05-07 00:18:13 +02:00
Christoph Oelckers
29b0106a96 - fixed yet another problem with the local 'sprite' variables in HWWall causing problems.
This variable and its companions in HWFlat and HWSprite have now been renamed to avoid these issues.
2021-05-07 00:09:30 +02:00
Christoph Oelckers
3fce8ab693 - added support for the 3 missing Duke Vacation SSIs. 2021-05-06 17:14:18 +02:00
Christoph Oelckers
2f9e32f748 Merge branch 'newrenderer' 2021-05-06 17:04:35 +02:00
Christoph Oelckers
72e4220929 - added an option to dump the list of discovered games to a JSON file. 2021-05-06 12:03:33 +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
a7adef360b - fixed compilation with Clang. 2021-05-04 00:11:43 +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
7d77b2315f - merged the few remaining contents of mmulti.h into d_net.h 2021-05-03 19:01:00 +02:00
Christoph Oelckers
6589222da6 Merge branch 'scriptable_cutscenes' into newrenderer 2021-05-03 18:50:41 +02:00
Christoph Oelckers
d206a767b2 - added render workaround for CP07. 2021-05-03 17:48:35 +02:00
Christoph Oelckers
d8b808576f - restrict the sky portal shortcut to skies in scenes where there are no other portals.
This entire setup does not work with sector portals, causing various render glitches in Shadow Warrior's portals. This also applies to skies within portals so it is now restricted to single sky setups.
2021-05-03 14:52:23 +02:00
Christoph Oelckers
56fcf904b5 - Backend update from GZDoom. 2021-05-03 14:48:55 +02:00
Christoph Oelckers
389340f97c - use sections for rendering. 2021-05-03 00:15:09 +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
f40e52ab34 - fixed issues with validation of command line specified main game GRP file name. 2021-05-02 22:56:53 +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
575a38d835 - added RMAPINFO handler for Blood's message array. 2021-05-02 18:00:11 +02:00
Christoph Oelckers
c1b4fdff83 - added a "clearall" instruction to RMAPINFO.
Since, unlike GZDoom, this format is additive and uses defaults for map progression it would otherwise a bit tricky to compile new episodes without accidentally pulling in some original special features.
2021-05-02 17:42:19 +02:00
Christoph Oelckers
dfd47ea33a - migrated SW to RMAPINFO as well.
Also removed the 'definecutscene' code from the .def parser as this was never meant to be more than a temporary solution.
2021-05-02 17:35:25 +02:00
Christoph Oelckers
4b064b9f34 - migrated Exhumed's level setup to RMAPINFO.
This game never had a proper setup so this also fixes the crashes with visiting the multiplayer maps.
2021-05-02 15:54:19 +02:00
Christoph Oelckers
bb9d492db6 - migrated RRRA as well. 2021-05-02 14:01:10 +02:00
Christoph Oelckers
a28b4ea06a - migrated Route66 and fixed some issues pointed out by this mod. 2021-05-02 13:29:41 +02:00
Christoph Oelckers
6f4e380728 - migrated RR's cutscene definitions.
Also turned several level-specific init options into map flags or map parameters.
2021-05-02 13:12:24 +02:00
Christoph Oelckers
15f9861633 - summary screens, too. 2021-05-02 12:28:32 +02:00
Christoph Oelckers
4458f8c929 - migrated the global cutscenes to RMAPINFO as well. 2021-05-02 12:22:40 +02:00
Christoph Oelckers
2d4e91615f - migrated Duke's cutscene definitions to the new RMAPINFO.txt. 2021-05-02 12:02:55 +02:00
Christoph Oelckers
dbd179be5c - RR progression fixes.
* E1L7 abuses an 'end the game' command to progress to E2L1, this needs special treatment.
* handle ENDGAME.MAP more cleanly by injecting an 'engine.con' into the compilation chain to define its map record. The main issue with this is that it needs to be defined before the regular CONs run.
* check the already defined 'clearinventory' and 'clearweapons' flags that are exposed through RMAPINFO (Duke/RR only so far.)
2021-05-02 10:55:22 +02:00
Christoph Oelckers
1798380f23 - adapted map transition in Duke/RR.
There's still some issues which will be taken care of by adding map flags.
2021-05-02 10:35:43 +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
b21dadeef0 - we need to wait a bit before starting the intro scene.
The game timer actually starts before the main loop is ready so we have to wait with the cutscene until the loop is in sync with the timer.
2021-05-01 19:46:17 +02:00
Christoph Oelckers
27799def63 - rewrote movie player so that the decoder backends only perform the decoding but do not draw the frames themselves.
This caused twq problems:

1. It made it impossible to let the client apply effects to the video.
2. The client had no control when rendering stopped.

Now the backends only provide a texture handle that the client must draw. One immediate benefit is that Blood's fixed viewport scaling is now available to all video formats.
2021-05-01 18:59:16 +02:00
Christoph Oelckers
4069a5096a - scriptified Exhumed's 2D content (minus the programmatic textures.) 2021-04-30 20:08:36 +02:00
Christoph Oelckers
cd1306dd05 - fixed mapinfo array.
Due to reallocations it must be an array of pointers.
2021-04-30 20:08:34 +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
cdccdec3e7 - final cleanup on new cutscene interfacw
* fixed frame gaps when exiting a cutscene. This must be properly synchronized with the state handler in the main loop.
* reactivated the loading screens. With texture precaching working the delay when loading a map becomes significant enough to require a visual feedback.
* RR does not play 'bonusmusic' on its summary screen.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
ad01aee5ec - fixed RR summary screen 2021-04-30 20:08:33 +02:00
Christoph Oelckers
6d743ce921 - most of the summary screen is working 2021-04-30 20:08:33 +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
3c27ec8cbd - tested all of Duke's and RR's cutscenes. 2021-04-30 20:08:33 +02:00
Christoph Oelckers
06abc0cfe2 - removed debug output and fixed fade flag setup and missing OnTick return 2021-04-30 20:08:33 +02:00
Christoph Oelckers
26a7700579 - Duke's intro works, without fading. 2021-04-30 20:08:32 +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
af8d06994a - implemented the scripting interface layer. 2021-04-30 20:08:32 +02:00
Christoph Oelckers
ef6d8c2c67 - added cutscene definitions for Duke and finalized the definecutscene parser. 2021-04-30 20:08:32 +02:00
Christoph Oelckers
021f1b7832 - make SummaryInfo a struct instead of passing a list of values to the script classes. 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
21aa5c9234 - added game flags for all supported add-ons. 2021-04-30 20:08:31 +02:00
Christoph Oelckers
66799d9a6d - more screen job setup work.
* interface for movie player done.
* first cutscene definition done.
* all converted classes removed from C++ code.
2021-04-30 20:08:30 +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
4636a52699 - MP summary screen ported. 2021-04-30 20:08:24 +02:00
Christoph Oelckers
7fbe153ae7 - more Duke screen porting. 2021-04-30 20:08:24 +02:00
Christoph Oelckers
e75f0c17e4 - ported the TitleScreen class. 2021-04-30 20:08:23 +02:00
Christoph Oelckers
1022564cab - initial framework for scriptification of screen jobs. 2021-04-30 20:08:23 +02:00
Christoph Oelckers
4a7430c8e4 - got rid of JobDesc. 2021-04-30 20:08:23 +02:00
Christoph Oelckers
805b91b721 - put ScreenJobRunner declaration into header. 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
Christoph Oelckers
af3eac8456 - simplified screen job setup where all elements can be skipped in one go. 2021-04-30 20:08:22 +02:00
Christoph Oelckers
aa6bd8ffcc - factor in angoff when placing sprites. 2021-04-25 11:58:03 +02:00
Christoph Oelckers
8c379f7a44 Merge branch 'master' into newrenderer 2021-04-25 11:33:47 +02:00
Christoph Oelckers
79875d44e0 - moved MD4 calculator out of backend.
Only map hacks use MD4, this does not need to be shared.
2021-04-25 11:33:38 +02:00
Christoph Oelckers
ad28630df6 - offloaded map patches to data files.
This is a lot easier to manage than having them in the code.
For now it piggybacks on the map hack feature, later this should use the same scripted approach as GZDoom.
2021-04-24 23:07:35 +02:00
Christoph Oelckers
a7046eaee4 - fixed animations on skies.
Lunatic Fringe made this very obvious.
2021-04-24 20:04:02 +02:00
Christoph Oelckers
5585351c0f - added a hack to help the new renderer with Lunatic Fringe.
This is by no means a permanent solution but having it buys some time to find something more universal that won't affect performance too badly and investigate the need for a more robust solution.
The idea here is to define pairs of walls where when the first element of the pair is seen, it will treat the second one as view blocking.
This is used as the two offending windows (sectors 151 and 152) to cope with the lack of a height sensitive clipper.
2021-04-24 20:00:54 +02:00
Christoph Oelckers
be08a2f800 - clipper rework
* let the clipper work on relative angles to simplify the math.
* properly initialize the initial visible range and preserve it for multiple invocations.
* track the maximum visible angular range per sector. While possibly not sufficient to handle every edge case imaginable it has low overhead and is still useful to eliminate obvious cases that do not need more complex checks. It is enough to fix the blue door in Duke E3L4.
* removed unused elements of the clipper.
2021-04-24 12:08:38 +02:00
Christoph Oelckers
53e698e707 - 0.10.0 2021-04-22 22:03:50 +02:00
Christoph Oelckers
db7527fa43 - fix sky palette in Polymost mode. 2021-04-22 22:03:16 +02:00
Mitchell Richters
6fca2de7f3 - Fix clocking of timer when doing cumulative loads in loaddefinitionsfile(). 2021-04-22 18:57:41 +10:00
Mitchell Richters
8e53489487 - Remove some leftover stuff from gamecontrol.h. 2021-04-22 18:53:14 +10:00
Mitchell Richters
733f4f7aea - Move all the timing code from LoadDefinitions() to loaddefinitionsfile() 2021-04-22 18:50:49 +10:00
Mitchell Richters
27767f61ae - Move for (auto& m : *userConfig.AddDefs) loop from loaddefinitionsfile() into LoadDefinitions() and rework debug timer code to accommodate.
* Change also reverts 5af7be42a2.
2021-04-22 16:33:45 +10:00
Mitchell Richters
c0e5599478 Merge branch 'master' into newrenderer 2021-04-22 08:58:26 +10:00
Mitchell Richters
ab4c18a73a - processMovement(): Remove attenuation of hidInput->dyaw that was missed when scaling was removed from backend in 44e4c5ff78. 2021-04-22 08:58:17 +10:00
Mitchell Richters
5af7be42a2 - LoadDefinitions(): Remove if statement added in 1ea25e5d0e that was causing added DEF files not to load.
* The loop for `userConfig.AddDefs` feels like it should be moved out of `loaddefinitionsfile()` and into `LoadDefinitions()`, but that's subject to discussion.
2021-04-22 08:44:59 +10:00
Christoph Oelckers
14971f9569 Merge branch 'master' into newrenderer 2021-04-22 00:10:37 +02:00
Christoph Oelckers
c17ec5fa45 - cleanup of savegame framework 2021-04-22 00:03:17 +02:00
Christoph Oelckers
97d8aee2e8 - savegame code cleanup. 2021-04-22 00:03:17 +02:00
Christoph Oelckers
8fee2b3ed7 - save SW's User array as JSON. 2021-04-22 00:03:15 +02:00
Christoph Oelckers
9c3aa7bb6c - use the proper file names for loading -adddefs. 2021-04-21 23:55:40 +02:00
Christoph Oelckers
eb573bea23 - removed all compensation for the clamped shades.
None of this is needed, the shader can work with out of range shades to produce proper lighting.
2021-04-21 22:48:55 +02:00
Christoph Oelckers
dc0df7d081 - don't clamp shade values in the setup pass.
We need their proper values when setting up the lighting.
2021-04-21 22:32:27 +02:00
Christoph Oelckers
9092b5c392 - removed some unused stuff from engine. 2021-04-21 22:32:27 +02:00
Christoph Oelckers
b8f9bdb7c1 - made savepic work with new renderer. 2021-04-21 22:32:27 +02:00
Mitchell Richters
98a9963bb5 - Fix release builds of project and remove old def_.cpp stub file. 2021-04-22 06:30:44 +10:00
Christoph Oelckers
c67a3e76b4 - seems I missed a bit... 2021-04-21 18:34:34 +02:00
Christoph Oelckers
35594a5516 - def parser cleanup, plus some better error messages. 2021-04-21 18:16:08 +02:00
Christoph Oelckers
ba5e7d419c - cleaned up the remains of the old def parser. 2021-04-21 18:15:55 +02:00
Christoph Oelckers
1ea25e5d0e - reworked the def parser's main loop. 2021-04-21 18:15:25 +02:00
Christoph Oelckers
8c854441bc - model command migrated 2021-04-21 18:15:12 +02:00
Christoph Oelckers
542e1b2ba7 - ported all simple model commands.
'model' is the last remaining one.
2021-04-21 18:15:12 +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
b49de68c86 - migrated highpalookup, basepalette and undefbasepaletterange. 2021-04-20 22:43:02 +02:00
Christoph Oelckers
f51872db25 Merge branch 'master' into newrenderer 2021-04-20 20:46:06 +02:00
Christoph Oelckers
16f45ffe3d - fixed small oversight in makepalookup parser. 2021-04-20 20:44:22 +02:00
Christoph Oelckers
512411d0fa - parseUndefTexture(Range) 2021-04-20 20:41:15 +02:00
Christoph Oelckers
1518156386 - parseUndefPalookupRange 2021-04-20 20:41:15 +02:00
Christoph Oelckers
276fd19462 - parseMakePalookup 2021-04-20 20:41:15 +02:00
Christoph Oelckers
6fb09f36c7 - fixed a few parsing errors. 2021-04-20 20:41:04 +02:00
Christoph Oelckers
aaad546729 - palookup. 2021-04-20 20:21:51 +02:00
Christoph Oelckers
bb119fa928 - parseNumAlphaTabs 2021-04-20 20:21:51 +02:00
Christoph Oelckers
82a0b0502b - parseBlendTable 2021-04-20 20:21:51 +02:00
Christoph Oelckers
01f93f4cca - several smaller texture (un)definition commands. 2021-04-20 20:05:35 +02:00
Christoph Oelckers
8c5a9c23c3 - tileimportfromtexture and copytile. 2021-04-20 20:04:44 +02:00
Christoph Oelckers
97637e4d2d - parseArtFile. 2021-04-20 20:03:19 +02:00
Christoph Oelckers
2761ced670 - handle 2 dead .def commands. 2021-04-20 20:02:19 +02:00
Christoph Oelckers
afb2cd3b82 - fixed NoFullbrightRange.
Ever since the texture system switchover this only set a dead bit, it has to explicitly mark the texture as not having a brightmap.
2021-04-20 20:02:08 +02:00
Christoph Oelckers
40a632a2ae - rffdefineid 2021-04-20 19:39:12 +02:00
Christoph Oelckers
643b969dff - added another weird Build specialty: no vertical sprite offset flipping for face sprites.
Just... why...? :?
2021-04-20 19:37:32 +02:00
Christoph Oelckers
be20b6a839 - fixed: wall sprites do not need NPOT emulation. 2021-04-20 16:58:18 +02:00
Christoph Oelckers
9e40e49c2c - generalized the special key handling for skipping cutscenes. 2021-04-20 15:01:26 +02:00
Christoph Oelckers
d078b511b8 - flip backwards oriented wall sprites before submitting them to the render list.
Backwards orientation will break the translucent object sorter so this needs to be sorted out beforehand.
2021-04-20 14:30:22 +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
321bfe86f8 - DSkippableScreenJob::OnEvent(): Ensure previously ignored keys don't cause a screenjob to skip.
* Volume up/down on the keyboard when trying to listen to a cut-scene shouldn't skip it.
2021-04-20 20:07:20 +10:00
Christoph Oelckers
ccdf9d13f1 - do not render sprites that are extremely close to the camera.
These can temorarily cover the entire screen so everything with a distance of less than 4 map units will now be skipped if it is a face sprite.
2021-04-20 00:15:11 +02:00
Christoph Oelckers
a919e526ec - SW: the intro's sound may not be paused when the menu opens. 2021-04-19 21:39:44 +02:00
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
27ca71a6ec - allow specifying a .def file in GAMEINFO.
This will be loaded on top of the regular .def files and not replace them.
2021-04-17 23:52:45 +02:00
Christoph Oelckers
eff7d66742 - fixed Clang compilation error. 2021-04-17 18:47:15 +02:00
Christoph Oelckers
cdf89b9175 - portal rendering fix when viewing through two-sided walls outside the actual portal area.
If there's more portal area behind such a line its range in the clipper needs to be cleared again.
2021-04-17 18:32:40 +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
cd58b1d055 - made the tile size getters a bit more robust.
They should not crash on invalid sprites.
2021-04-17 12:40:23 +02:00
Christoph Oelckers
962e313eb2 - fixed screen job fadeout. 2021-04-17 00:16:18 +02:00
Christoph Oelckers
2b9a527aba - added a 'Start' method to DScreenJob.
Since the menu pauses the ticker this is needed to perform initial setup before the first frame.
2021-04-16 23:29:53 +02:00
Christoph Oelckers
584e4bfb4a - explicitly check for opening the console when running a screen job. 2021-04-16 22:39:48 +02:00
Christoph Oelckers
3910146740 - skip the fade-in of the screen job if it starts while the game is paused.
While this works with the current code it simply does not look good.
2021-04-16 22:21:57 +02:00
Christoph Oelckers
f28aa8f06c - properly pause streaming soundtracks of movies as well.
This is not relevant for any of the stock movies as they use separate sound files, we need to be aware of mods using the streaming sound capabilities of MVE and SMK.
2021-04-16 22:14:11 +02:00
Christoph Oelckers
1852c0b802 - properly pause the screen job player if the menu is open.
Still needs a bit of work for movies with embedded streaming sound.
2021-04-16 22:03:01 +02:00
Christoph Oelckers
2942e011bf - cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer. 2021-04-16 21:27:54 +02:00
Christoph Oelckers
e580407d7d - the remaining Exhumed screens.
These are not tested yet, a bit more work is needed to allow this.
2021-04-16 20:48:40 +02:00
Christoph Oelckers
fed15a79e4 - Exhumed's intro screens. 2021-04-16 20:08:20 +02:00
Christoph Oelckers
4950b556c9 - handled SW's screens. 2021-04-16 18:43:59 +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
aad6158288 - cleanup of movie player code, migration to event interface. 2021-04-16 17:24:58 +02:00
Christoph Oelckers
dbd3e1de44 - Screen Job refactoring WIP.
Framework to let them handle proper input events.
Not used yet.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
6cb84dc554 - split out the movie player into its own file. 2021-04-15 23:55:29 +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
Mitchell Richters
92d1d7fbde - Fix potential overflow issue in binangle::tosigned() and getincanglebam(). 2021-04-15 08:25:08 +10:00
Christoph Oelckers
9a58299bee Merge branch 'master' into newrenderer2 2021-04-14 22:37:59 +02:00
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
2b1072eb91 - fixed bad sector addressing in flat sprites drawer. 2021-04-14 19:17:40 +02:00
Christoph Oelckers
5c306c61d6 - better fix for shadow rendering. 2021-04-14 14:46:15 +02:00
Christoph Oelckers
bc007d75de - make map art work. 2021-04-14 14:16:09 +02:00
Christoph Oelckers
f4ec9a1921 - 4 more .def commands ported 2021-04-13 18:14:46 +02:00
Christoph Oelckers
b5dbc3cf29 - allow specifying startup .con files via GAMEINFO. 2021-04-13 18:08:55 +02:00
Christoph Oelckers
4fe3c50c7c - used the newly added game ID as reference for GAMEINFO to autoselect which game to start a mod with.
While in GZDoom this uses the IWAD name, the same approach is a lot more problematic here because of name duplications with far more incompatible content.
So this allows targeting a group of base games instead of one specific version.
2021-04-13 18:08:55 +02:00
Christoph Oelckers
6ad3ac8ef9 - added GameID field to GrpInfo.
This is for allowing new features easier referencing of the various records.
2021-04-13 18:08:55 +02:00
Christoph Oelckers
230312e7f3 - re-fixed Blood skill selection. 2021-04-13 18:08:55 +02:00
Christoph Oelckers
88fb2185fa - Blood: default skill is 2, not 3. 2021-04-13 00:31:49 +02:00
Christoph Oelckers
92cdec077d - fixed some bogus range checks in automap code. 2021-04-12 20:54:12 +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
aed7e8166e - fixed setup of startup title. 2021-04-12 19:39:42 +02:00
Christoph Oelckers
89be30b720 - handle fullbright sprite hackery using negative shade values. 2021-04-12 18:57:10 +02:00
Christoph Oelckers
bf019ac028 - Build must draw the sky for completely closed sectors as well. 2021-04-12 16:31:44 +02:00
Christoph Oelckers
3cc05e5532 - fixed handling of single-tile skies with palette translation. 2021-04-12 16:00:00 +02:00
Christoph Oelckers
26d737c279 - fixed double-add of xoffset for wall sprites. 2021-04-12 15:50:52 +02:00
Christoph Oelckers
10d0de8dbf Merge branch 'master' into newrenderer2 2021-04-12 15:06:12 +02:00
Christoph Oelckers
a15ac43722 - enable embedding of blood.rff and sounds.rff in mod archives when playing Blood
Some mods provide pregenerated resources, this allows loading them without picking them apart first.
2021-04-12 00:31:36 +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
135dd1f081 - added PlaySound CCNDs. 2021-04-12 00:31:23 +02:00
Christoph Oelckers
ef95754e87 - fixed bad texture checks. 2021-04-11 18:38:26 +02:00
Christoph Oelckers
aebcc13c4a - migrated voxel parsing stuff. 2021-04-11 18:37:11 +02:00
Christoph Oelckers
c33eea2540 - migrating 'tint .def command. 2021-04-11 15:23:42 +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
0ee28fb45e - also handle SW's voxels. 2021-04-11 13:38:23 +02:00
Christoph Oelckers
e5e23cd63c - make sure voxels are being precached.
In Blood's case it also needs to check the game-side array to find everything.
2021-04-11 13:19:48 +02:00
Christoph Oelckers
e4cf768fa8 - call StartPrecaching to keep Vulkan happy. 2021-04-11 10:50:04 +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
f343bd8d5e - Fix death camera issues stemming from f254eeb465.
* Adjustment in `__addadjustment()` needs to be signed.
* Output of `bvectangbam()` needs to be signed before Duke/SW left-shift the value.
2021-04-11 17:52:29 +10:00
Mitchell Richters
534271c62a - PlayerHorizon::interpolatedsum(): Cut over interpolation code to inline functions that was missed when doing e76f63e2c0. 2021-04-11 17:50:32 +10:00
Mitchell Richters
656705bcd7 - binangle: Add signedrad() and signeddeg() methods for consistency with the unsigned methods.
* Left out from f254eeb465.
2021-04-11 17:02:44 +10:00
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
184d9be6b1 - fixed palette setup for duplicate base palettes.
Due to some old code it could happen that these weren't fully set up and missed their translations.
Fixes #301 - Blood's invulnerability palette is identical to the base.
2021-04-10 21:42:53 +02:00
Christoph Oelckers
addfe4e904 - activate the progress bar on the startup screen. 2021-04-10 19:28:46 +02:00
Christoph Oelckers
db5fbe3bbb - make the startup banner in the initial console window work. 2021-04-10 19:14:30 +02:00
Christoph Oelckers
a5ed7ba8a3 - two more simple .def commands. 2021-04-10 16:35:29 +02:00
Christoph Oelckers
6b684e74ba - migrated 'texture' .def command. 2021-04-10 14:09:08 +02:00
Christoph Oelckers
057b8a7354 - cleanup of bvectan family of functions.
This can be greatly simplified to a single bvectangbam function using atan2 directly.
2021-04-10 12:54:29 +02:00
Christoph Oelckers
35221188db - inlined Clipper::PointToAngle 2021-04-10 10:56:11 +02:00
Christoph Oelckers
2e191f2742 - consolidated the SetLightAndFog code fragments. 2021-04-10 10:34:20 +02:00
Mitchell Richters
8ebd1a9ebc - binaryangle.h: Clean up HorizToPitch() since we're on the new renderer. 2021-04-10 10:06:30 +10:00
Mitchell Richters
28fb752446 - Replace gethiq16angle() with bvectangbam() in renderer code. This addresses some observed clipping issues in the new renderer. 2021-04-10 09:23:02 +10:00
Christoph Oelckers
e0dc261dfd - fixed edge case in wall sorter when the camera is exactly on a line that's being checked. 2021-04-10 00:05:29 +02:00
Christoph Oelckers
345275db5d - better handling for portal lines having sloped back sectors.
This is a very ugly special case that probably needs a bit more work to get right, for now this should be enough as this combination is rather rare.
2021-04-09 22:48:16 +02:00
Christoph Oelckers
ff0a3df302 - fixed extended music lookup again.
# Conflicts:
#	source/core/parsefuncs.h
2021-04-09 21:28:23 +02:00
Christoph Oelckers
2084c53538 - fixed extended music lookup again. 2021-04-09 21:21:53 +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
fb02b38279 - better .def loading logic.
To allow cumulative loading without interfering with other ports, Raze will now look for files called xxxx-raze.def, where xxxx is the default .def name (e.g. duke3d-raze.def for Duke3D.) and if that is found, cumulatively load all same-named files - it will fall back on the default name if no such thing is found.
-def still overrides both and will not cumulatively load.
2021-04-09 14:30:01 +02:00
Christoph Oelckers
778a75c097 - fixed rffdefineid handler passing a bad file name to the backend. 2021-04-08 21:36:52 +02:00
Christoph Oelckers
9f08f9786a - consolidated a bit of dead content in .def parser. 2021-04-08 20:03:50 +02:00
Christoph Oelckers
c9483353ff - some more translucency checks. 2021-04-08 19:56:18 +02:00
Christoph Oelckers
1362a7ebc5 - added extended translucency support and did a bit of code consolidation. 2021-04-08 19:45:18 +02:00
Christoph Oelckers
a530dfbe35 Merge branch 'master' into newrenderer2 2021-04-08 18:52:54 +02:00
Christoph Oelckers
51c4c47183 - block manual advancing of intermission screens when already fading out.
This seems to cause some serious stability issues with how they handle the 2D drawer.
2021-04-08 18:01:42 +02:00
Christoph Oelckers
793d2d99ef - re-fixed the music lookup. 2021-04-08 17:46:53 +02:00
Christoph Oelckers
fc1fbfe8b3 - fixed .def 'music' parsing.
This was incomplete and just ignored Duke's special music, and the levelnum generation used an outdated formula so that it never managed to assign any music to the maps.
2021-04-08 16:35:26 +02:00
Christoph Oelckers
e2f570a70a - fixed: extended sound lookup must check the sound/ folder. 2021-04-08 16:05:32 +02:00
Christoph Oelckers
1439897b65 - fixed extended music lookup.
The logic was inverted for extended lookup which always resulted in failure to find the song.
2021-04-08 15:55:37 +02:00
Christoph Oelckers
cecd34efc7 - moved a bit more script parsing functionality into the backend and tried it out on the 'skybox' command. 2021-04-08 14:00:08 +02:00
Christoph Oelckers
4d29cd2df2 - I shouldn't have used WT's skies as reference - they got front and back faces swapped. 2021-04-08 13:54:58 +02:00
Christoph Oelckers
38ecfc8fa5 - added handling for cubemapped skyboxes. 2021-04-08 12:47:31 +02:00
Christoph Oelckers
b68512ef88 - on closer inspection, do not draw skies on intra-sky lines ever - the renderer already takes care of this elsewhere. 2021-04-08 10:10:15 +02:00
Christoph Oelckers
d348377bd8 - when drawing skies on walls where both sides are sky, use the backside's texture.
This fixes a sky anomaly in RR's E1L1.
2021-04-08 09:45:17 +02:00
Christoph Oelckers
4cdc39c9b9 Merge branch 'master' into newrenderer2 2021-04-08 08:55:41 +02:00
Christoph Oelckers
58fb938aa7 - block opening of the menu in the fade out phase of a screenjob and in Exhumed's map/intermission screens.
At these places there's some inteference that can bring the engine into an unstable state.
This is not a real fix, just a quick workaround. The actual problem requires closer examination why these are the only places where this happens.
2021-04-07 19:39:48 +02:00
Christoph Oelckers
7a03967ceb - fixed clipping info not properly reset when rendering the scene in two passes.
We need to reset the gotsector array for that, but since we also need the accumulate result of both passes there's now two such arrays.
2021-04-07 16:52:17 +02:00
Christoph Oelckers
caa8efd3d5 - fixed renderer to avoid bunches of walls that wrap around behind the camera's back. 2021-04-07 16:09:25 +02:00
Christoph Oelckers
4bd44f9d62 - flat sprites use different visibility rules.
Hooray, Build engine, yet another totally nonsensical magic factor with absolutely no reason why...
2021-04-07 12:58:45 +02:00
Christoph Oelckers
6ad0089524 - fixed flat sprites using the sector bit names for checking for being flipped.
Thank you, autocompletion... :(
2021-04-07 12:39:12 +02:00
Christoph Oelckers
59f18f5fa7 - ensure that all HWSprites are oriented with z1 > z2.
This is required by the sorting code to work as intended.
2021-04-07 12:31:47 +02:00
Christoph Oelckers
f9f1d591b3 - must set up fog before textures.
Otherwise the PickTexture callback won't get all needed info.
2021-04-07 10:30:49 +02:00
Christoph Oelckers
3d846f341a - fixed a major clipping issue with the new renderer.
* the bunch drawer can at most process an angular range of 180°. If this gets exceeded it can run into wraparound issues that may cause holes in the geometry.
* there was no clipping to the current field of view so it always checked the full 360°.
2021-04-07 00:02:36 +02:00
Christoph Oelckers
d823ae255e - fixed view clipping for portal sectors.
All lines within the portal must neither be added to the clipper nor checked for obstruction by other parts of the map.
2021-04-06 19:25:40 +02:00
Christoph Oelckers
5c2335bbeb - encapsulate setuptile(range) parsing in separate functions. 2021-04-06 16:22:24 +02:00
Christoph Oelckers
0b79649dc2 Merge branch 'master' into newrenderer2 2021-04-06 16:14:21 +02:00
Christoph Oelckers
d193e199f1 - reorganized hightile offset storage. 2021-04-06 15:55:33 +02:00
Christoph Oelckers
424c0ce3f4 - testing some script parser improvements. 2021-04-06 15:07:12 +02:00
Christoph Oelckers
fc314b6616 - allow loading Zips where all content is in a subdirectory.
The same logic as in GZDoom applies: The root must not have any other content and the subdirectory must contain identifiable game content.
Some handling was also added to strip out macOS resource fork folders because they can contain data that can confuse file detection.
2021-04-06 01:06:03 +02:00
Mitchell Richters
5984fda8a1 - PlayerAngle: Repair issues with addadjustment() method following changes in 4ffe004483 that were affecting negative input. 2021-04-06 06:01:54 +10:00
Christoph Oelckers
16ad5f0cc8 - fixed sky rendering in palette emulation mode.
The sky dome drawer cannot work with indexed textures, but since they are fullbright anyway we can just temporarily disable it.
2021-04-05 21:53:19 +02:00
Christoph Oelckers
e098e0ca2e - added VR mode init code as this is actually functional with the new renderer.
Also moved a few things out of gl_texture.cpp as this file is scheduled to go away with Polymost.
2021-04-05 20:12:11 +02:00
Christoph Oelckers
7c4e9ea87e - moved palette manager for indexed textures out of glbackend 2021-04-05 20:00:21 +02:00
Christoph Oelckers
9a46fa7ef0 Merge branch 'master' into newrenderer2 2021-04-05 19:20:56 +02:00
Christoph Oelckers
869433ee2e - fixed invalidation of programmatic textures.
This is only relevant for Vulkan because it stores the descriptor sets with the material, not the hardware texture.
2021-04-05 19:18:57 +02:00
Christoph Oelckers
f6b46e9f63 - added a few missing init calls. 2021-04-05 18:05:44 +02:00
Christoph Oelckers
7a9e58c31e - removed redundant cstat.h file.
Constants are already defined in buildtypes.h
2021-04-05 18:05:43 +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
Mitchell Richters
ba90f444dd - PlayerAngle: Repair issues with addadjustment() method following changes in 4ffe004483 that were affecting negative input. 2021-04-05 21:41:11 +10:00
Christoph Oelckers
87efc84c84 - enable palette emulation for the new renderer. 2021-04-05 13:05:31 +02:00
Christoph Oelckers
de2df926e1 - fixed render timing. 2021-04-05 11:54:28 +02:00
Mitchell Richters
172e3996bb - HWSprite::Process(): Added x-off-by-one-fix for sprites similar to yspans from b7bad558da. 2021-04-05 19:37:00 +10:00
Christoph Oelckers
ba2defeb14 Merge branch 'master' into newrenderer2 2021-04-05 10:34:34 +02:00
Christoph Oelckers
ba41bb4c61 - fixed the viewport setup.
There were two problems here - the math for calculating the rect was wrong and the initial aspect ratio was also not correct.
2021-04-05 10:34:03 +02:00
Christoph Oelckers
008391a2ad - license correction for ct_chat.cpp
This was supposed to get the same treatment as d_net.cpp, i.e get the old license restored and be released under a duplicate GPL/Doom Source license but it was somehow missed when it got added. Also removed all leftover Doom specific parts.
2021-04-05 08:59:06 +02:00
Christoph Oelckers
658712d893 - removed duplicate d_gui.h file. 2021-04-05 08:56:44 +02:00
Christoph Oelckers
8e31c34b06 - fixed tileImportFromTexture.
* the parser read numbers with leading zeros as octal, which is not wanted here
* texture lookup by file name must be forced for root directory entries.
2021-04-04 21:02:04 +02:00
Christoph Oelckers
8055ff1d86 - fixed tileImportFromTexture.
* the parser read numbers with leading zeros as octal, which is not wanted here
* texture lookup by file name must be forced for root directory entries.
2021-04-04 21:00:41 +02:00
Christoph Oelckers
6315a8b039 - removed now obsolete #define. 2021-04-04 20:41:44 +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
39c457bbf2 - removed a few unused CVARs carried over from GZDoom. 2021-04-04 19:35:12 +02:00
Christoph Oelckers
ea91b5ba5d - added a map patch for SW:WT's 'skyline' map.
This contains a badly tagged sky sector that makes the new renderer glitch out.
2021-04-04 18:57:03 +02:00
Christoph Oelckers
1201cc71ef - fixed voxel rendering.
No, that 'while' was even pointless in Polymost, much more here where it runs within another loop.
2021-04-04 13:45:43 +02:00
Christoph Oelckers
d76c2ccc34 - voxel rotation. 2021-04-04 13:24:33 +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
d71ebace97 - fixed fog density of the new renderer.
The actual value needs to be a lot lower than for Polymost due to the different projection.
2021-04-03 22:51:31 +02:00
Christoph Oelckers
952bccbf5f - added a check for game-side-defined voxels when discarding one-sided wall sprites viewed from the back. 2021-04-03 21:49:28 +02:00
Christoph Oelckers
d7a13fc9f2 - same for the new renderer. 2021-04-03 21:40:32 +02:00
Christoph Oelckers
9c95c902c7 - added a check for game-side-defined voxels when discarding one-sided wall sprites viewed from the back. 2021-04-03 21:40:16 +02:00
Christoph Oelckers
ab36b86a59 - sky tweaking
* Build skies need a different mesh for the dome - the one from GZDoom distorts them too much.
* made adjustment to the positioning math after redoing the mesh
* Exhumed abuses some strange effect of the original sky placement math which means the y-offsetting must be disabled for this game.
* RRRA sky initialization fixed. It must be done after setting up the tiles.
2021-04-03 21:06:02 +02:00
Christoph Oelckers
82bcd90755 - fixed some remaining triangulation issues. 2021-04-03 15:10:06 +02:00
Christoph Oelckers
f7dd0ec4a2 - use ZDoom's node builder for triangulating sectors that fail the simple approach.
As it turned out, the triangulator only works fine for regular polygons, but creates incomplete meshes for sectors with multiple sections or some degenerate areas, which are quite common with swinging doors.
The node builder is more costly and creates wall splits, of course, but it does not create broken output for degenerate sectors so it's a good fallback.
2021-04-03 12:44:30 +02:00
Christoph Oelckers
3ff3c6f50e - fixed: stale, but still active interpolations for wall positions should not trigger sector retriangulation. 2021-04-03 10:26:02 +02:00
Christoph Oelckers
dc234ea72d - implemented RR's geometry effect.
The grossest of all gross render hack that were ever done with Build...
2021-04-02 22:52:46 +02:00
Christoph Oelckers
54eee347a6 - do y-flipping of wall textures correctly.
1.f - h is not correct for NPOT texures due to hpw they tile.
2021-04-02 22:50:53 +02:00
Christoph Oelckers
7446d0441b - use LGPLv2 for all Raze specific render code. 2021-04-02 18:22:54 +02:00
Christoph Oelckers
638f19172a - voxel rendering.
The stock voxels of Blood and SW seem to work so far, but not all edge cases have been tested.
2021-04-02 18:20:07 +02:00
Mitchell Richters
e3c2757f1c - sethorizon(): Ensure SB_CENTERVIEW bit is always cleared if horizon target is set. 2021-04-02 23:23:24 +11:00
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
Mitchell Richters
4ffe004483 - Further work within PlayerAngle and PlayerHorizon structs following 39fe9efaff and bf2d8078a4.
* Reduce code repetition.
* Clamp incoming horizon when using `settarget()` methods.
* Eliminate double calculation that was occurring in `processhelpers()`.
2021-04-02 22:47:17 +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
6afbb82e66 - fixed one-sided wall sprite checks. 2021-04-02 09:04:13 +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
Christoph Oelckers
85020b374a - use texture clamping on non-tiled walls. 2021-04-01 19:21:24 +02:00
Christoph Oelckers
e1df17964e - fixed handling of SW's shadows.
An out of range shade will only work without fog.
2021-04-01 19:10:43 +02:00
Mitchell Richters
88695ef554 Merge branch 'master' into newrenderer2 2021-04-01 16:49:07 +11:00
Mitchell Richters
c076310e34 - InputState::ClearAllInput(): Only clear crouch_toggle bool if outside of a level, and resend SB_CROUCH sync bit if inside a level and crouch_toggle is true.
* Fixes #287.
2021-04-01 13:46:16 +11:00
Mitchell Richters
4321efa21c - Re-arrange swaddons[] const char array so that /gameroot is picked up first following changes in f4b27bbd27.
* Since f4b27bbd27, `D:/Program Files (x86)/Steam/steamapps/common/Shadow Warrior Classic/gameroot/addons/Sw.grp` was being picked up instead of `D:/Program Files (x86)/Steam/steamapps/common/Shadow Warrior Classic/gameroot/SW.GRP`.
* Fixes #289.
2021-04-01 12:25:57 +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
Mitchell Richters
aa35b6a479 - binaryangle.h: Fix constexpr issue on GCC builds following bf2d8078a4. 2021-04-01 08:32:07 +11:00
Christoph Oelckers
3c4429f2a8 - fixed sector mesh generator to allow sectors with non-continuous wall loops.
Blood has a few such sectors.
2021-03-31 21:26:57 +02:00
Christoph Oelckers
4cc0afe587 - fixed texture coordinate generation for sloped planes.
Since these depend on the slope, the sector's ceiling and floorz need to be the same as for the mesh when creating them.
2021-03-31 20:20:19 +02:00
Mitchell Richters
c630ad9110 Revert "- subjective fix to Duke 3D's RPG harsh recoil."
This reverts commit 839a7bcbe4.

Revert "- Duke: Restore RPG harsh recoil behind a CVAR."

This reverts commit 88a49b0d22.

# Conflicts:
#	source/core/gamecvars.cpp
#	source/core/gamecvars.h
2021-03-31 20:35:18 +11:00
Mitchell Richters
bf2d8078a4 - PlayerHorizon: Replicate changes to settarget() and processhelpers() methods from 39fe9efaff. 2021-03-31 19:44:50 +11:00
Mitchell Richters
39fe9efaff - PlayerAngle: Adjust how settarget() methods store angle for unsynchronised angle adjustments and adjust processhelpers() method accordingly.
* Repairs angle issues raised in https://forum.zdoom.org/viewtopic.php?f=340&p=1185365.
2021-03-31 19:43:41 +11:00
Christoph Oelckers
7bea8ad6ba - fixed texture overlays for SW's sector portals. 2021-03-30 23:27:11 +02:00
Christoph Oelckers
15fb89d08f - workaround for SO interpolation potentially writing bad values to wall positions.
That messed up interpolation code really needs to be thrown away and replaced later, for now this has to suffice.
2021-03-30 21:30:12 +02:00
Christoph Oelckers
a4174352c7 - keep separate sector compare data for floor and ceiling.
Otherwise there can be problems if floor and ceiling change at the same time.
2021-03-30 20:43:52 +02:00
Christoph Oelckers
9cccd6f89b - store plane meshes without height information.
This avoids retriangulation when just the plane's z changes.
2021-03-30 20:30:35 +02:00
Christoph Oelckers
6239734bdc - always create geometry for flat sprites in the collection pass.
This still depends on Build's tsprite array which is global so its contents are too volatile for delayed geometry generation.
This needs to be refactored later but it can only be done when Polymost is gone.
2021-03-30 19:58:42 +02:00
Christoph Oelckers
4647a0b2bc - fixed cases of small textures being used for the sky.
Case in Point: DukeDC uses a 64x64 texture with palette remap for the sky.
2021-03-29 23:25:43 +02:00
Christoph Oelckers
6fcb6fa1d5 - sky positioning tweaks.
It does not use the panning info of the wall and needs a texture height relative adjustment.
2021-03-29 22:34:46 +02:00
Christoph Oelckers
92bb9c5319 - fixed display of player in mirrors. 2021-03-29 21:48:23 +02:00
Christoph Oelckers
d2a1f9ea88 - fixed issue with constantly regenerating sector ceiling triangle meshes. 2021-03-29 20:29:09 +02:00
Christoph Oelckers
ab9c7de147 - use texture clamping for all sprites. 2021-03-29 20:18:49 +02:00
Christoph Oelckers
2d0360fa55 - apply depth bias to translucent geometry.
This is necessary to handle wall and floor sprites placed on actual walls and floors work as intended.
2021-03-29 19:45:04 +02:00
Christoph Oelckers
b93502f0d0 - fixed bad assignments for vertex compare data in sector triangulator. 2021-03-29 10:15:06 +02:00
Christoph Oelckers
e0fe8d2ed9 - fixed interpolation issues with sector objects in SW.
SO's vertex interpolation does not use the common framework so it got missed by the sector retriangulation checks.
We need to check two wall positions as well to make sure that sector movement is properly detected.
2021-03-29 09:25:26 +02:00
Christoph Oelckers
389d61d086 - fixed texture selection for one-sided walls with the one-way flag set. 2021-03-29 09:11:38 +02:00
Christoph Oelckers
18cf208b7d - fixed SW shadows in new renderer.
shade clamping and full sprite sort was missing,
2021-03-28 22:29:13 +02:00
Christoph Oelckers
0ae93318e3 - flip camera textures to have the correct orientation. 2021-03-28 21:00:24 +02:00
Christoph Oelckers
e8edb32e0d - fixed camera texture setup.
They still are upside-down but aside from that work as expected.
2021-03-28 19:22:51 +02:00
Christoph Oelckers
d9ff2fd1e2 - used display size for all texture positioning. 2021-03-28 18:22:30 +02:00
Christoph Oelckers
83760d4974 - fixed a few wall sprite rendering issues.
* masked walls were inserted into the sprite render list, causing sorting issues and depth fighting (see Duke's cameras and the 'closed' sign in Route66/Carnival.map)
* vertical and horizontal wall sprites needed their sorting functions swapped.
* plane clipping for wall sprites used bad coordinates.
2021-03-28 13:09:26 +02:00
Christoph Oelckers
b7bad558da - added y-off-by-one-fix for y-centered sprites. 2021-03-28 12:05:29 +02:00
Mitchell Richters
ffb956749d - HWSprite::Process(): Fix yoff adjustment when spr->cstat & CSTAT_SPRITE_YCENTER. 2021-03-28 20:46:50 +11:00
Christoph Oelckers
9f48b36627 - redid sprite projection math. 2021-03-28 10:49:34 +02:00
Christoph Oelckers
fa44d75e98 - draw regular sprites.
Mostly functional, but the projected size is off.
2021-03-27 23:12:41 +01:00
Christoph Oelckers
7c991d59ac - fixed bad return in sprite processing code. 2021-03-27 15:52:20 +01:00
Christoph Oelckers
0da33096c6 - fixed some wall sprite flickering issues. 2021-03-27 15:24:09 +01:00
Christoph Oelckers
d1c23d1ad0 - fixed wall sprite rendering. 2021-03-27 14:18:33 +01:00
Christoph Oelckers
efe0d57fca - removed all the decal stubs.
Build has wall sprite for decals so this is redundant and ultimately not usable.
2021-03-27 13:26:11 +01:00
Christoph Oelckers
d0f38d7362 - wall sprite WIP. 2021-03-27 13:22:34 +01:00
Christoph Oelckers
1dfb2672a8 - flat sprite rendering! 2021-03-26 20:28:44 +01:00
Christoph Oelckers
fd0e9824b6 - call the game specific analyzesprites functions. 2021-03-26 15:06:14 +01:00
Christoph Oelckers
098db655ab - did some fudging on the scene viewport until thinks looked right again.
I have no idea, though, why it has to be this particular formula, though. It doesn't seem to make any sense.
2021-03-26 01:55:24 +01:00
Christoph Oelckers
be7bca8e9e - expose animatesprite set of functions to new renderer as a callback. 2021-03-26 10:05:01 +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
Christoph Oelckers
f6568fee0c - rewrote SW portal setup to use static data instead of ad-hoc setup.
This was by far the messiest game, there's two reasons for this.
First, the portal links do not need to be in an actual portal sector, so they cannot be used to detect portal sectors.
Second, the game moves portals in place, so all offsets are (0,0,0) so that not even these can be used for detection.

The only working method is the super-complicated original way to look up portals at run time, just being done at map start.
Having static portal links should reduce the render glitches quite significantly because the renderer knows now which sectors belong to a portal and can use this information to ensure proper processing.
2021-03-25 21:21:48 +01:00
Christoph Oelckers
af54cf3a3c - made SW's sector portals operational.
Unlike the other games these are so poorly defined that the engine has to rely on the original fudging to pick the proper portal to link to. As a result they are just as limited as they always were.
In addition all the portal search code had to be reinstated.
2021-03-25 16:45:40 +01:00
Christoph Oelckers
168b0385cf - moved shadeToLight out of build.h. 2021-03-25 09:13:59 +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
b7e8815133 - some further lightening of compat.h. 2021-03-24 21:13:36 +01:00
Christoph Oelckers
022edd2dc2 - cleaned engine.cpp off all code exclusive to the Polymost renderer. 2021-03-24 19:45:42 +01:00
Christoph Oelckers
e47b4507e4 - serialize the sector portal offset table.
Due to where this happens, the init code for these portals cannot be run when loading a savegame so it has to be saved.
2021-03-24 18:42:00 +01:00
Christoph Oelckers
1297e4ed02 - SW's line to sprite portals are working now.
Also fixed a clipper issue with Blood's line to line portals.
2021-03-24 10:33:50 +01:00
Christoph Oelckers
9903b39cf5 - make Blood's line to line portal operational.
Note that these portals cannot be rotated, so to preserve bad setups this limitation needs to be replicated.
If we want proper line to line portals for all games they need to be made a different portal type.
2021-03-24 09:04:48 +01:00
Christoph Oelckers
829be9b56b - use value parameters for arguments in binaryangle.h. 2021-03-24 09:02:07 +01:00
Christoph Oelckers
087da46522 - finally got mirrors working. 2021-03-23 21:23:49 +01:00
Christoph Oelckers
c681fa6699 - use Build math for mirror transitions. 2021-03-23 20:30:19 +01:00
Christoph Oelckers
46e0b16370 - fixed ordering issues in drawer
* do not check the clipper in the collection pass to reduce number of bunches. Clipping here brings no performance gain.
* fixed the loop reset in FindClosestBunch to actually process the array's first element.
2021-03-23 19:20:06 +01:00
Christoph Oelckers
0c7f05a416 - let the clipper work exclusively on Build coordinates. 2021-03-22 23:40:25 +01:00
Christoph Oelckers
096ce5e025 - initial sky fixes. 2021-03-22 16:02:52 +01:00
Christoph Oelckers
e884a418f8 - portal WIP 2021-03-22 12:07:29 +01:00
Christoph Oelckers
63f057d93f - portal and sky WIP. 2021-03-21 22:48:01 +01:00
Christoph Oelckers
75159e06c0 - uncommented the portal code in hw_walls.cpp. 2021-03-21 19:36:55 +01:00
Christoph Oelckers
9fe462d358 - adapted GZDoom's portal framework.
Not tested yet and somewhat stripped down, as the portals this needs to support are a lot less complex - plus some of the issues in Doom do not apply here.
2021-03-21 18:41:23 +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
d42ce0ee7e - WIP 2021-03-20 23:01:16 +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
fedfc2cfa4 - removed global variables that were only being used by the automap drawer plus a few other obsolete things. 2021-03-20 16:46:06 +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
88706e8e13 - added a cache for the sector geometry.
Now it only needs recreation if the sector changes.
2021-03-19 23:18:09 +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
Mitchell Richters
895b875453 - Invert rollang in hw_entrypoint.cpp:SetupView(). 2021-03-20 08:35:17 +11:00
Christoph Oelckers
93bb774573 - flat alignment.
This still gets redone each frame for each sector and needs to be buffered
2021-03-19 19:53:55 +01:00
Christoph Oelckers
dd15fc54c1 - top texture means RENDERWALL_TOP, not that it matters much at the moment... 2021-03-19 12:02:20 +01:00
Christoph Oelckers
ff8ca99e2b - fixed y alignment of bottom textures.
Despite other settings, they will always take the panning info from their backside.
2021-03-19 11:51:38 +01:00
Christoph Oelckers
f8de712b81 - fixed horizontal panning for bottom textures. 2021-03-19 11:22:24 +01:00
Christoph Oelckers
385cc8cbbd - NPOT texture alignment fixes.
The checks in CheckTexturePosition were not correct and caused unwanted texture shifting.
Also inlined GetYPanning into DoTexture because the pow2size value is needed there and the rest is a simple one-liner to scale the panning.
2021-03-19 10:29:38 +01:00
Christoph Oelckers
9406e6d2ad - fixed the biggest issues with flat rendering 2021-03-18 23:22:51 +01:00
Christoph Oelckers
7dd5b508c8 - flat rendering WIP.
Still buggy triangulation and no texture alignment, but it renders something.
2021-03-18 21:50:02 +01:00
Christoph Oelckers
0579368626 - removed render.cpp, now that everything is in its proper place. 2021-03-18 17:24:58 +01:00
Christoph Oelckers
547ed4e415 - route everything through the full backend, now completely bypassing the intermediate GLInstance layer. 2021-03-18 17:18:03 +01:00
Christoph Oelckers
4cf2493cfd set up the entry point for the renderer. 2021-03-18 14:49:36 +01:00
Christoph Oelckers
c4b3523f05 - moving utilities to more appropriate places. 2021-03-18 12:49:33 +01:00
Christoph Oelckers
6068427270 - port the bunch drawer to the backend's core. 2021-03-18 12:32:31 +01:00
Christoph Oelckers
af6c6c8ef0 - added the DrawInfo class. 2021-03-18 10:23:53 +01:00
Christoph Oelckers
e9dd1c104b - started adding the draw list code from GZDoom. 2021-03-18 10:19:13 +01:00
Christoph Oelckers
0f28069f96 - fixed NPOT shader parameters. RR E1L1's hedges render properly now.
- fixed a few places where wall[0] was accessed.
2021-03-18 09:20:38 +01:00
Christoph Oelckers
2d958745b4 - fixed: Polymost must set the viewpoint if renderers are switched.
- fixed coordinate order in renderSetViewpoint
- fixed backwall checks accidentally testing wall 0 instead of the current wall.
2021-03-18 00:28:38 +01:00
Christoph Oelckers
493294909b - fixed texture alignment
Most cases should be correct now.
2021-03-17 23:29:13 +01:00
Christoph Oelckers
47dce8de8c - partially fixed y-panning and removed the aspect factor.
y-panning is still not correct for all cases but better than before. The aspect factor is not needed, it looks like an artifact of both the software renderer and Polymost.
We get the same dimensions with proper matrices by setting this to 1.
2021-03-17 20:02:50 +01:00
Christoph Oelckers
65097c4098 - set proper visibility factor and viewport. 2021-03-17 19:07:00 +01:00
Christoph Oelckers
b492cbcebb - ported my old Build-style renderer for Doom from 2008 and the wall renderer from GZDoom to work with Build data.
It renders walls, but y-panning is still broken.
2021-03-17 16:54:36 +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
c6f83fa8bd - added GZDoom's clipper. 2021-03-15 19:11:18 +01:00
Christoph Oelckers
60979ee478 - fixed: G_BuildTiccmd needs to clear the command struct.
This could otherwise pick up some stray data from earlier calls and create bogus input.
Fixes #97
2021-03-15 10:11:49 +01:00
Christoph Oelckers
aa789c7605 - adapt to changed value range of module master volume in ZMusic.
The default was far too quiet and had to be increased to let the player have comparable output to the rest of the music system.
2021-03-14 08:51:59 +01:00
Christoph Oelckers
f4b27bbd27 - sort the game selection list by definition order in grpinfo.txt.
This is to have consistent ordering, independent of where the files are found.
Game order is: Duke, Blood, Shadow Warrior, Redneck Rampage, Nam, WW2GI, Exhumed, all the official mission packs are grouped below the game they belong to.
2021-03-12 23:45:03 +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
9104fba3ec - moved colormap constants to backend. 2021-03-06 23:06:26 +01:00
Christoph Oelckers
cb14e3023e - fixed "roll" in maphack parser 2021-03-02 21:47:43 +01:00
sinisterseed
8d5682fa97 - version bump.
We're past 0.8 for some time now, and slowly approaching 1.0 :) .
2021-03-02 17:53:25 +02:00
Mitchell Richters
e0f1a83f40 Revert "- SW: Alt implementation for preparing a nuke."
This reverts commit 4fcec5f6d3.

Functionality wasn't working properly, most players will never use it and care only for 100% originality. Was a nice idea, though.

# Conflicts:
#	source/core/gamecvars.cpp
#	source/games/sw/src/panel.cpp
2021-03-02 20:02:20 +11:00
Christoph Oelckers
d28d5a5e1f - use real fog, even in palette emulation mode.
Using the palette to apply fog is just far too broken and cannot be kept in check with all the hacks the Build engine allows.
This only works if all elements on screen use the identity translation lookup which is basically never the case.
Real fog, on the other hand, can easily be applied to everything.
2021-02-27 13:30:52 +01:00
Christoph Oelckers
2094b6420f - use local screen size variables in automap code. 2021-02-27 12:30:20 +01:00
Christoph Oelckers
99f1f0952a - little bit of engine cleanup. 2021-02-25 12:16:21 +01:00
Mitchell Richters
4589f6f26d Merge remote-tracking branch 'public/chasecam_unification' 2021-02-25 20:33:36 +11:00
Rachael Alexanderson
4c0591a25b - port over -noautoexec that I did from GZDoom 2021-02-21 11:12:19 -05:00
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
Christoph Oelckers
5b6aa372ea - fixed autoaim check and adjusted presentation in the menu to be correct for all games.
Fixes #264
2021-02-06 10:56:11 +01:00
Christoph Oelckers
8ffda1c9d1 - Duke: Calculate the true font height of the numbers for alignment in the Statusbar.
The original tiles are all 15 pixels tall, but depending on the games can vary in their true height, so use CheckRealHeight on them to get their true dimensions.
Fixes #250
2021-02-01 00:09:22 +01:00
Christoph Oelckers
7b72fccfa2 - fixed hires replacement code not to destroy the intended translation in case there is no replacement. 2021-01-29 13:08:26 +01:00
Christoph Oelckers
52ba0461bc - fixed hires lookup for tiles using special palettes.
In these cases the palette needs to be ignored and the base version picked. The proper handling for this case was undefined, working in some cases and not in others.
Fixes #247
2021-01-29 11:48:32 +01:00
Christoph Oelckers
26c5d5aa32 - SW: fixed issue with autoselecting single episode entries with non-empty subtitles.
This case needs different offsets.
2021-01-27 23:53:26 +01:00
Christoph Oelckers
981a2c7e5c - Exhumed: restored old static switch array.
There's side effects in here that broke the door logic and made doors automatically open sometimes.
2021-01-24 14:49:51 +01:00
Mitchell Richters
7fcf1c94a1 - Exhumed: Minor fixes to panning code.
* Stop panning if underwater.
* Remove overload from PlayerHorizon from d32dcd5f8e that was causing problems for other games.
* Remove static bool `plrFalling` also from d32dcd5f8e and add `bIsFalling` to `Player` struct, hooking up with save code as well.
2021-01-05 17:07:56 +11:00
Mitchell Richters
d32dcd5f8e - Exhumed: Fix player panning when walking up/down steps while horizon is 0. 2021-01-05 11:01:41 +11:00
Mitchell Richters
5124c0daec - Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h. 2021-01-05 07:31:37 +11:00
Mitchell Richters
b36bea7c69 - Replace scale() calls with Scale() from common. 2021-01-05 07:31:34 +11:00
Mitchell Richters
aae175f287 - Replace divscale##() calls with MulScale() from common.
* Regex for reference: divscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:20 +11:00
Mitchell Richters
2396179dfc - Replace mulscale##() calls with MulScale() from common.
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
8cf2588bad - Replace fmulscale##() calls with MulScaleF() from common.
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +11:00
Mitchell Richters
7d9f868e4c - Replace dmulscale##() calls with DMulScale() from common.
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Christoph Oelckers
0f3da7194a - actually compile the game code as larger units and integrate them in the main project.
This eliminates the problematic subprojects for good.
Compiling the games as larger units is necessary because otherwise compile times will break down on MSVC.
2021-01-04 11:52:10 +01:00
Christoph Oelckers
e866a9e0c0 - moved setsectinterpolate/clearsectinterpolate into the backend. 2021-01-04 10:37:14 +01:00
Mitchell Richters
be12da6bfb - Automap: Put in framework to interpolate automap player. 2021-01-02 18:23:01 +11:00
Mitchell Richters
25eaeff0db - Wrap all g_gameType & GAMEFLAG_BLOOD checks into isBlood() inline. 2021-01-02 14:46:58 +11:00
Mitchell Richters
532d128afd - Blood: Migrate game's slopetilting code to calcviewpitch(). 2021-01-02 14:40:35 +11:00
Mitchell Richters
4397646cc4 - Duke: Move cancellation of spin from FinalizeInput() into applylook() in gameinput.cpp. 2021-01-02 10:26:22 +11:00
Mitchell Richters
4aae71f0ee - InputState::ClearAllInput(): Call resetTurnHeldAmt() when clearing input. 2021-01-02 10:00:29 +11:00
Mitchell Richters
36c25ee2a0 - gameinput.cpp: Break out processMovement()'s turnheldamt calculations into functions. 2021-01-02 09:53:03 +11:00
Mitchell Richters
3a801cbf5c - calcviewpitch(): Set scaleAdjust to default to 1 in prototype like other functions in gameinput.cpp. 2021-01-02 09:32:19 +11:00
Mitchell Richters
dac08a2cb9 - calcviewpitch(): Fix issue with returning horizoff to 0 from negative slope. 2021-01-02 01:15:58 +11:00
Mitchell Richters
8003753989 - Duke/SW: Move each game's check of cl_slopetilting into calcviewpitch() backend function. 2021-01-02 00:34:44 +11:00
Mitchell Richters
6d12159006 - Duke/SW: Consolidate each game's slopetilting function into backend solution.
* Based on SW's implementation purely for its commentary, but includes a fix from Duke's.
* Allow disabling Duke's slopetilting via `cl_slopetilting` like SW.
2021-01-02 00:30:11 +11:00
Mitchell Richters
5c87b7b894 - Return to center using tangent of pitch, as per original games (Duke/SW).
* Preserves the original return to center feel more accurately as original algorithm can't directly translate to pitch. If we ever get rid of Build's horizon throughout the games, this can go on the chopping block then as a necessity.
2020-12-30 18:04:00 +11:00
Rachael Alexanderson
38faefa663 - set some install defaults for posix systems 2020-12-27 05:28:47 -05:00
Christoph Oelckers
fdd9c10a55 - fixed: the statistics display didn't take the HUD's scale factor into account.
Fixes #229
2020-12-10 19:20:24 +01:00
Christoph Oelckers
8d659bad32 - fixed V5/V6 format map loader. 2020-12-06 20:17:27 +01:00
Christoph Oelckers
c92aaaee20 - This is version 0.8.0
Finally out of alpha, now that the model code is working. :)
2020-12-06 10:51:35 +01:00
Christoph Oelckers
d04013066c - build a composite texture of all the segments for sky rendering to reduce the seams between the single segments. 2020-12-04 22:29:25 +01:00
Christoph Oelckers
396e3cd524 - actually call the model animation timer somewhere.
Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
92a72cef8b - Blood: only trigger a secret if the hint system hasn't registered it.
There's some bugs in Blood that allow a secret to be triggered multiple times. However, since the hint system already knows which secrets were triggered, use that info to avoid retriggers.
Fixes #206
2020-12-01 12:52:42 +01:00
Christoph Oelckers
5850c7b284 - let SyncInput return a combination of gamesetinput and cl_syncinput - also serialize gamesetinput. 2020-11-30 23:45:21 +01:00
Christoph Oelckers
ae36ea88c3 - wrap all checks of cl_syncinput in an inline function. 2020-11-30 23:40:16 +01:00
Mitchell Richters
22f7fc93f4 - Exhumed/SW: Move code to trigger synchronised input for edge cases where its needed into gamecontrol. 2020-12-01 07:31:47 +11:00
Christoph Oelckers
ed8266df0b - fixed bad args check in WarpToCoords CCMD. 2020-11-29 16:06:15 +01:00
Christoph Oelckers
cd1b79a703 - use stricter checks when trying to levelwarp.
If saving is blocked, so should changing the level.
Fixes #204.
2020-11-29 15:22:54 +01:00
Christoph Oelckers
a34f5debe8 - route the shared control CCMDs through the game interface instead of registering local variants for each game. 2020-11-29 13:35:09 +01:00
Christoph Oelckers
48b16d5233 - cleanup on player CVAR use. 2020-11-29 13:22:04 +01:00
Christoph Oelckers
82a0e95485 - made the new interpolation system work in Blood.
The panning interpolations need wraparuound handling due to their small value range.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
2cd3927613 - use floats for wall panning offsets. 2020-11-26 18:32:35 +01:00
Christoph Oelckers
357199ecc1 - cross-game, serialization-friendly and pointer free interpolation implementation.
Not hooked up yet.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
d545eb7aa9 - make sector panning variables floats and added some convenience wrappers. 2020-11-26 18:32:35 +01:00
Christoph Oelckers
82d80f3f07 - Blood: handle super secrets properly in the statistics display.
Fixes #198
2020-11-26 07:48:34 +01:00
Mitchell Richters
80ff918b17 - gameinput.h: For PlayerAngle struct methods settarget(), properly set target as angle + delta between angle & target within method and not game-side. 2020-11-26 17:26:29 +11:00
Mitchell Richters
e9e4590f6a - gameinput.h: For PlayerHorizon and PlayerAngle struct methods settarget(), always set the angle directly if backup set to true. 2020-11-26 16:42:07 +11:00
Mitchell Richters
b9e1cbb5de - gamecontrol.h: Move getHalfLookAng() into PlayerAngle struct as look_anghalf().
* Uses internal struct variables at full BAM precision.
2020-11-26 16:37:37 +11:00
Christoph Oelckers
5a5f9b8e02 - backend update from GZDoom. 2020-11-23 15:54:06 +01:00
Christoph Oelckers
fde6407266 - removed the local duplication of the player name in Blood.
Using the global CVAR instead - once multiplayer support is in this will work for all players.
2020-11-23 09:53:58 +01:00
Christoph Oelckers
169d708547 - removed all remaining uses of tilesiz. 2020-11-23 08:55:02 +01:00
Mitchell Richters
3f14886830 - binaryangle.h: Return BAngToBAM() as int64_t to handle signed values without overflowing on unsigned values. 2020-11-23 10:49:47 +11:00
Mitchell Richters
89048c8e70 - binaryangle.h: Use cmath.h functions for binangle/lookangle trig methods as well. 2020-11-23 08:40:18 +11:00
Christoph Oelckers
b89cd6d14c - cleanup on binaryangle.h
* why the reference parameters? These should be passed by value.
* removed the < and > operators from binangle class because angles should not be ordered.
* instead of calling the CRT trig functions, use the ones from cmath.h which are more reliable
2020-11-22 21:54:39 +01:00
Mitchell Richters
5ba2e7863d - binaryangle.h: Add asbuildf() method to all classes and use where appropriate. 2020-11-22 21:18:12 +01:00
Mitchell Richters
e57d6f8785 - Duke: Fix crane's angle settarget() call.
* Fixes #185.
2020-11-22 21:18:12 +01:00
Mitchell Richters
c42771228d - binaryangle.h: Reverse order of binangle and lookangle classes and declare binangle class a friend of lookangle.
* In-prep for addressing #185.
2020-11-22 21:18:11 +01:00
Mitchell Richters
3b3e926fd3 - gameinput.h: For PlayerAngle struct, add int settarget() overload and change one true call with a float to bvectangf(). 2020-11-22 21:18:11 +01:00
Mitchell Richters
2341ed4e25 - gameinput.h: For PlayerAngle struct, add extra addadjustment() overloads to remove type conversions game-side, and when incoming. 2020-11-22 21:18:11 +01:00
Mitchell Richters
35845a63e2 - binaryangle.h: Expand all classes with bit-shift operators and binangle/lookangle classes with some lt/le/ge/gt bools to have parity with the fixedhoriz class. 2020-11-22 21:18:11 +01:00
Mitchell Richters
42689e02c4 - gameinput.cpp: Define getincanglebam() and slightly clean up other getincangle*() functions. 2020-11-22 21:18:11 +01:00
Mitchell Richters
d6d74c2712 - buildutils: Replace sintable[] use within core with bsin()/bcos(). 2020-11-22 21:18:02 +01:00
Mitchell Richters
32a1796728 - buildutils: Replace sintable[] use within Build with bsin()/bcos(), using bsinf()/bcosf() where appropriate.
* Includes a few header include shuffles to make it all come together.
2020-11-22 21:18:02 +01:00
Mitchell Richters
85bb248309 - binaryangle.h: Extend file with sine/cosine inline helper functions. 2020-11-22 21:18:02 +01:00
Christoph Oelckers
921a7a7166 - RRRA: fixed progression from E1L7 to E2L1 plus a texture related crash.
Fixes #189.
2020-11-22 18:46:20 +01:00
Christoph Oelckers
dced173cda - JSON serializer for actor.
Also cleaned up use of gAffectedSectors and gAffectedXWalls. These are merely needed as local worker variables, not as global persistent status.
2020-11-22 12:48:42 +01:00
Mitchell Richters
d7c4e5e59f - searchpaths.cpp: Add registry detection for Powerslave/Exhumed from GOG.
* Fixes #191.
2020-11-22 22:23:01 +11:00
Christoph Oelckers
b2a7a0635b - Blood: JSON serializer for triggers
Also renaming members of struct BUSY.
2020-11-21 20:25:06 +01:00
Christoph Oelckers
7945242fa8 - removed some redundant utility functions. 2020-11-21 18:13:10 +01:00
Christoph Oelckers
4aa06ff702 - use a static table for SEQ callbacks.
This ensures that callback indices are consistent. Runtime registration as performed by NBlood has undefined order and will make savegames non-transferrable.
2020-11-21 16:34:32 +01:00
Christoph Oelckers
1535182577 - simplified the event management further and added a JSON serializer for it. 2020-11-21 15:09:38 +01:00
Christoph Oelckers
5f54eac297 - made palette loader part of the game interface.
This gets rid of the Blood 'replace' hook for thus.
2020-11-21 12:54:09 +01:00
Christoph Oelckers
36479b623d - re-fixed crosshair scale to only use one CVAR for everything. 2020-11-13 17:56:55 +01:00
sinisterseed
913239ee5d - minor adjustment to the level stats widget.
Since the widget was right on top of the status bar, the shadows behind it were slightly bleeding into it.
2020-11-13 17:12:01 +02:00
Christoph Oelckers
483e0b6574 - fixed voxel rendering in palette emulation mode.
The recent changes for replacing fonts with hires versions made the paletted handling kick in, although the voxel textures are not suitable for that.
Fixes #178
2020-11-12 19:26:16 +01:00
Mitchell Richters
735d89bfb6 - SW: Ensure save code backs up crouch_toggle and player's current input.
* Fixes #166.
2020-11-12 23:31:32 +11:00
Christoph Oelckers
2ee18b3a11 - fixed voxel rendering. 2020-11-11 20:31:27 +01:00
Christoph Oelckers
a92b4943f9 - Duke: use original colors for inventory status display.
I took one liberty and still use green/yellow/red for the percentage, but this now uses palette translations so that it works better with hires replacements.
2020-11-11 11:49:05 +01:00
Christoph Oelckers
85edf38eba - do not grayscale all hires tinting. 2020-11-11 07:57:25 +01:00
Christoph Oelckers
e2b6ebec91 - partially fixed colorization for hires replacements. 2020-11-10 23:59:04 +01:00
Christoph Oelckers
96fbfdcf86 - made hires replacements work for untranslated fonts. 2020-11-10 21:34:49 +01:00
Christoph Oelckers
8ac6a4d321 - removed redundant declaration of PickTexture. 2020-11-10 20:30:37 +01:00
Christoph Oelckers
873f4d7c0c - link hires replacements to textures instead of tile numbers.
This is needed to connect them to fonts as well because its glyphs have no tile index.
2020-11-10 20:12:46 +01:00
Christoph Oelckers
ed599d0f05 - moved the hires texture replacement logic into a backend callback.
This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
601680d08e - moved widthBits and heightBits into engine.
These functions will go away with the rest of the renderer when the time comes, so this is the right place.
2020-11-09 20:56:28 +01:00
Christoph Oelckers
61b42ea448 - fixed font color in SW's menus
fixes #165
2020-11-09 16:56:59 +01:00
Christoph Oelckers
aed8a450fd - SW: fixed episode menu display.
The subtitle needs to use the game specific drawer, not the generic one.
Fixes #162
2020-11-08 10:12:12 +01:00
Mitchell Richters
8178d20f97 - c_notifybuffer.cpp: Center and pulse text for all RR games in DrawNative().
* Fixes #163.
2020-11-08 10:39:45 +11:00
Mitchell Richters
f9f365a593 - Ensure crouch_toggle bool from 6e3d414b3c is serialised when saving game, and cleared when InputState::ClearAllInput() is called. 2020-11-08 07:30:48 +11:00
Mitchell Richters
ade1a80515 - gameinput.cpp: Remove crouch bool from applylook() since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust in the prototype to 1. 2020-11-07 18:25:06 +11:00
Mitchell Richters
6e3d414b3c - inputstate.cpp: Move checkCrouchToggle() from gameinput.ccp into ApplyGlobalInput() and use static bool for crouch toggling vs. game-side bool. 2020-11-07 18:16:16 +11:00
Mitchell Richters
a153ebab7e - SW: Migrate crouch toggling to backend solution implemented in 4ef0d20e0e. 2020-11-07 17:53:11 +11:00
Mitchell Richters
4ef0d20e0e - gameinput.cpp: Consolidate checkCrouchToggle() from Duke with discrete implementations from Blood in 7c8efde38c and Exhumed in 032db82f82 to unify the functionality. 2020-11-07 13:44:25 +11:00
Mitchell Richters
c9708a5464 - CONTROL_GetInput(): Reverse polarity of dx/dz and update processMovement() appropriately. 2020-11-07 09:56:57 +11:00
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
3b7ce26c86 - final function moves and renamed hud_scale to hud_scalefactor. 2020-10-31 13:20:00 +01:00
Christoph Oelckers
0270dcd5f6 - cleaned up leftovers. 2020-10-31 13:20:00 +01:00
Christoph Oelckers
37024df405 - Status bar draw code is now identical with GZDoom's. 2020-10-31 13:20:00 +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
c53653106e - fixed compilation. 2020-10-31 12:46:53 +01:00
Christoph Oelckers
e5ce1da9a3 - this is 0.7.3. 2020-10-31 12:41:17 +01:00
Christoph Oelckers
74df8f55da - moved c_console.cpp to 'common'. 2020-10-25 13:26:40 +01:00
Christoph Oelckers
8d3585afe1 - console cleanup.
The bulk of the console is now free of game dependencies.
2020-10-25 13:14:42 +01:00
Christoph Oelckers
273ad5e133 - backend update 2020-10-25 09:20:26 +01:00
Christoph Oelckers
570897005c - added sound playback to the Smacker video player.
Thanks to Blood's weird setup and the resulting lack of sound support in NBlood's player I never realized that this is a fully featured movie format that actually has sound support.
Now the soundtrack will play if present.
2020-10-25 00:46:39 +02:00
Christoph Oelckers
aeda977bc2 - fixed incomplete font initialization. 2020-10-24 21:02:00 +02:00
Christoph Oelckers
f02cf7e067 - fixed issues with fog setup and added missing fog to Exhumed's red palette.
Foggy lookups should not attempt to calculate a fade ramp, that does not work if the color gets brighter with distance.
Fixes #143
2020-10-24 20:33:33 +02:00
Christoph Oelckers
8868be659f - make snd_speech toggle work in SW. 2020-10-23 22:53:02 +02:00
Christoph Oelckers
e702a13ef4 - close the quickload and quicksave confirmation screens after selection.
Fixes #139
2020-10-22 01:01:28 +02:00
Mitchell Richters
c98f7ac491 - gameinput.cpp: Don't set a target when serialising PlayerHorizon struct.
* Fixes #131.
2020-10-22 09:41:21 +11:00
Christoph Oelckers
699c32ff4a - fixed quicksave setup
Fixes #133
2020-10-20 23:34:30 +02:00
Mitchell Richters
a00da23654 - searchpaths.cpp: When filtering duplicate games to delete, if CRC matches and CRC == 0, test whether name matches as well.
* Cryptic Passage for Blood has no CRC and therefore was failing this catch.
* Fixes #130
2020-10-19 20:46:22 +11:00
Mitchell Richters
ff9c7bf0bb - binaryangle.h: Create osum() for PlayerHorizon and PlayerAngle structs and use within each struct's interpolatedsum() method.
* Already doubled up by calculating `sum()` again within `interpolatedsum()` and no point changing that out without an `osum()`.
2020-10-18 22:43:42 +11:00
Mitchell Richters
cd683e6511 - binaryangle.h: Add missed line from 4e07942cff to calculate interpolation ratio using multiply instead of divide. Hopefully in the future we can just use a true double between 0 and 1 like GZDoom... 2020-10-18 22:05:21 +11:00
Mitchell Richters
4e07942cff - binaryangle.h: Minor clean up of PlayerHorizon/PlayerAngle structs.
* Sync PlayerHorizon's `settarget()` with changes to PlayerAngle's from 19d9e1a947.
* For each struct's `addadjustment()`, multiply value by unit there rather than always within `processhelpers()`.
* Properly use `xs_CRoundToUInt()` within PlayerAngle's `processhelpers()` method instead of the signed version.
* Use `abs()` within PlayerAngle's `processhelpers()` like PlayerHorizon's.
2020-10-18 22:00:39 +11:00
Mitchell Richters
19d9e1a947 - binaryangle.h: Fix issues with PlayerAngle.settarget() following changes in bf5bd01164.
* Just was not working whatsoever, really...
2020-10-18 21:31:36 +11:00
Christoph Oelckers
c2828fe2e3 fixed undefined end of list behavior of iterators
Also fixed a few warnings
2020-10-18 12:14:05 +02:00
Mitchell Richters
a9ad043c36 - Partially resolve issues loading autoexec.cfg files.
* This works for Raze's running directory, but is not pulling in autoexec.cfg files from subdirectories from Raze's running directory (Duke, Duke.Duke) or paths where game content resides (Steam, for instance).
* Partially addresses #110
2020-10-17 12:58:00 +11:00
Mitchell Richters
6385539144 - Port over i_timescale CVAR from GZDoom for use with debugging.
* Had situations where this would have been useful instead of manipulating GameTicRate and rebuilding.
2020-10-16 10:31:11 +11:00
Christoph Oelckers
eb78b88598 - all Blood stat iterators ported. 2020-10-15 20:22:39 +02:00
Mitchell Richters
fb91fc49a3 - processMovement(): Add commentary around avel constants used within function and how they came to be. Also clean up some left-over code. 2020-10-15 20:12:34 +11:00
Christoph Oelckers
25d79285a3 - added the resource file name to the listmaps printout. 2020-10-14 01:13:36 +02:00
Christoph Oelckers
c17808d789 - extended 'listmaps' by also printing the display name for the map. 2020-10-14 00:58:43 +02:00
Mitchell Richters
fcfeafdbe9 - mapinfo.cpp: Create CCMD listmaps to return map filenames. 2020-10-14 09:38:37 +11:00
Christoph Oelckers
129aa864dd - do not accept any input in the first 0.1 seconds of running a screen job.
This is to avoid accidental skipping by pending game input.
2020-10-13 23:36:27 +02:00
Christoph Oelckers
df86a11d23 - fixed palette of Exhumed's game over screen. 2020-10-13 23:29:12 +02:00
Christoph Oelckers
ef15ac8b6e - fixed: For the episode and skill menu, autoselection for single entries did not work. 2020-10-13 22:16:43 +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
742917c6d7 - re-enabled the autoload-after-death function.
This had to be disabled for the menu but somehow was missed when reenabling these things again.
2020-10-12 19:42:16 +02:00
Christoph Oelckers
86ad576675 - fixed lockup on Shareware screen when quitting Duke
Two errors: the menu wasn’t closed and the shareware check was inverted.
2020-10-12 08:07:51 +02:00
Mitchell Richters
a792f329ca - binaryangle.h/PlayerAngle: Fix incorrect variable declaration on dang within interpolatedsum() method.
* Didn't seem to be causing an issue but better it be correct.
2020-10-12 16:28:05 +11:00
Mitchell Richters
bf5bd01164 - binaryangle.h/PlayerAngle: Make settarget() method consistent with PlayerHorizon class and fix incorrect variable declaration. 2020-10-12 14:51:53 +11:00
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
Christoph Oelckers
cb8d2eb94c - added serializers for PlayerAngle and PlayerHorizon. 2020-10-11 16:55:12 +02:00
Christoph Oelckers
1757ef2aa6 - split the game input code off gamecontrol.cpp into its own file. 2020-10-11 16:33:43 +02:00
Christoph Oelckers
8e1c71b867 Merge branch 'InputContinuation' 2020-10-11 15:24:51 +02:00
Christoph Oelckers
fc82b3bc8a - Duke: replaced the game type macros with inline functions. 2020-10-11 14:30:42 +02:00
Christoph Oelckers
8b8c6a5e3a - fixed episode default. 2020-10-11 07:44:51 +02:00
Mitchell Richters
5011b10549 - binaryangle.h/cpp: Inline the functions created in 271eb1c3fa. No real need to have a separate file for these. 2020-10-11 15:34:18 +11:00
Christoph Oelckers
820b37721b - moved tab completion code into 'common' as well. 2020-10-11 00:08:07 +02:00
Christoph Oelckers
242a70e610 - split the command line buffer off from c_console.cpp and reactivated the check for CONBACK. 2020-10-10 23:16:08 +02:00
Christoph Oelckers
fe2e96d3a6 Merge branch 'master' into InputContinuation
# Conflicts:
#	source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00
Christoph Oelckers
dcde91b0c9 - do not wrap the simple value wrappers into a JSON object when being serialized.
It only adds to the processing time - they can just be written out as-is.
2020-10-10 21:36:12 +02:00
Christoph Oelckers
16a4d49268 - added background dimming for the menu when in overlay mode. 2020-10-10 18:29:15 +02:00
Christoph Oelckers
f9ab77f700 - create named texture copies for 'tilefromtexture' replacements.
We want to be able later to find them in the texture manager again.
2020-10-10 16:52:04 +02:00
Christoph Oelckers
c478d1add2 - properly uninit the menus. 2020-10-10 15:16:28 +02:00
Mitchell Richters
271eb1c3fa - binaryangle.h/cpp: Hook up FSerializer and use within Duke for saving objects. 2020-10-11 00:10:53 +11:00
Christoph Oelckers
91e23b3ab5 - Exhumed: play the menu advance sound when starting a game 2020-10-10 13:30:23 +02:00
Christoph Oelckers
294a806793 - fixed some issues with prematurely terminated sounds. 2020-10-10 12:57:43 +02:00
Christoph Oelckers
db21d5e946 - took all script exports out of the namespaces.
It looks like GCC cannot deal with this - on MSVC it works fine.
2020-10-10 10:11:22 +02:00
Christoph Oelckers
16fd505f9a - make sure that sfxinfo_t is always fully initialized by adding initializer values to all fields.
Let's hope this finally fixes those sound hiccups.
2020-10-10 09:47:00 +02:00
Christoph Oelckers
2237113a77 - fixed font scaling in RR's confirmation screens. 2020-10-10 00:51:26 +02:00
Christoph Oelckers
03e57fa3d7 - fixed Exhumed's game startup. 2020-10-09 23:58:34 +02:00
Christoph Oelckers
d6d9100992 - set proper slider colors for all games. 2020-10-09 23:35:38 +02:00
Christoph Oelckers
b21beb4039 - made the options search work.
This required changing how the engine credits menu work because it created a circular dependency in its original form.
2020-10-09 22:33:02 +02:00
Mitchell Richters
9c993b9104 - d_protocol: Change horz/avel pack/unpacking from long to float. 2020-10-09 16:18:28 +11:00
Mitchell Richters
44e4c5ff78 - Fix joystick scaling following shift to fixedhoriz and binangle.
* Remove joystick scaling from `CONTROL_GetInput()`.
* Store turnspeed as constant at top of `processMovement()` and use it for joystick yaw/pitch scaling. This adds the advantage of having the out-of-box turning speed match the keyboard's turn speed and also attenuates when the player is not running.
2020-10-09 11:34:14 +11:00
Christoph Oelckers
2d8bcd06fd - added the player display for Duke.
This completes the menu transition.
2020-10-09 01:09:51 +02:00
Christoph Oelckers
4024ebd12d - re-added Duke 1.3's credit screens. 2020-10-09 00:11:49 +02:00
Christoph Oelckers
19c719db4e - image scroller is working again. 2020-10-08 22:53:12 +02:00
Christoph Oelckers
6ba06f5ed0 - ImageScroller WIP commit. 2020-10-08 22:20:41 +02:00
Christoph Oelckers
15eaf86f5a - preparations for the image scroller menu. 2020-10-08 18:02:25 +02:00
Mitchell Richters
f35bec4a5d - Fix interpolation issues and do other minor fixes following shift to fixedhoriz and binangle.
* When interpolating on the initial setup, when binangle reached an overflow point when going lower than zero, the engine was spinning the player around clockwise to the new angle (2047, for instance).
* Interpolating after casting as uint64_t with a workflow similar to the original games, the issue went away.
* Cleaned up other interpolation functions to be of a consistent workflow.
* Scale keyboard input turning down to degree speeds.
* Uplift some remaining Q16.16 code in `applylook()` to full BAM precision.
* Move static calculations of aim and look speeds for `sethorizon()` back into function since GameTicRate isn't set right before calculation is done.
* Simplify the angle target setup back to a basic value like before.
* Repair SW interpolation issues of weapon sprite drawer when rotating left/right.
* Fix SW death horizon constant values following change of horizon center to 0.
2020-10-08 21:12:21 +11:00
Mitchell Richters
9bcdeae6cd - InputPacket: Change q16avel to avel, changing type from fixed_t to float. 2020-10-08 14:47:30 +11:00
Mitchell Richters
e53d58bd42 - gamecontrol: Clean up remainder of legacy angle code. 2020-10-08 14:29:50 +11:00
Christoph Oelckers
56eae0b42d - got the basics working for Exhumed's main menu. 2020-10-08 00:21:07 +02:00
Christoph Oelckers
a953404331 - SW's text menus done.
This also copies the Build texture animation info into the texture manager so that the 2D code can access it through existing interfaces.
2020-10-07 23:22:29 +02:00
Christoph Oelckers
789eb6d51d - Most of Duke's menus work again. 2020-10-07 20:32:43 +02:00
Christoph Oelckers
2bb38f7d67 - get load and save game menus and related CCMDs working again. 2020-10-07 18:32:57 +02:00
Mitchell Richters
40cb64cdcf - applylook(): Remove some forgotten debug lines. 2020-10-07 23:40:41 +11:00
Mitchell Richters
babd7b9556 - InputState: Proposed new sensitivity dividers now that mouse input is based on true pitch and true angle. 2020-10-07 23:25:36 +11:00
Mitchell Richters
fca846272e - gamecontrol: Initial setup of PlayerAngle struct and deployment within Duke.
* Struct made up of binangle class units.
* Create signed clone of binangle for use with look_ang and rotscrnang.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 23:13:29 +11:00
Mitchell Richters
0c55a533be - PlayerHorizon: Change struct functions to declarations and define code in gamecontrol.cpp to reduce binary size. 2020-10-07 18:25:50 +11:00
Mitchell Richters
6a30d6880e - InputPacket: Change q16horz to horz, changing type from fixed_t to float. 2020-10-07 18:22:07 +11:00
Mitchell Richters
d16b4651bb - gamecontrol: Remove old horizon code left behind while cutting over each game. 2020-10-07 18:12:09 +11:00
Mitchell Richters
6da756cc9f - Exhumed: Cut q16horiz over to PlayerHorizon struct. 2020-10-07 17:40:59 +11:00
Mitchell Richters
f39939d114 - gamecontrol: Initial setup of PlayerHorizon struct and deployment within Duke.
* Started with the most complicated game first.
* Struct made up of fixedhoriz class units.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 17:12:48 +11:00
Mitchell Richters
082336e5f8 - buildhoriz: Implementation of pitch and BAM conversion code.
* Determined maximum horizon able to be handed by engine in Q16.16 format is 280039127.
* Re-did pitch math to work on this known maximum and standardised pitch around -90/90 degrees as it should be.
* Because pitch is now -90/90 and not ~-188/188, m_sensitivity_y probably requires re-scaling.
2020-10-07 13:29:04 +11:00
Mitchell Richters
09a05f354c - Re-standardise horizon around 0 and not 100.
* Blood had this right. It makes sense that the horizon be based around as it's easier to work with.
* Removed all associated game math to deduct default horizon of 100 when doing weapon zvel etc, meaning actual horizon can just be used.
* Re-did return to center function to work on the already converted pitch. Return speed should be 1:1 with previous code.
2020-10-07 13:28:45 +11:00
Christoph Oelckers
38ddbfe65f - activated most of the support code for programmatically created menus again.
Blood's regular menu screens mostly work again
2020-10-07 01:31:41 +02:00
Christoph Oelckers
5726b693bd - added back the menu transition, although it cannot be used yet, and all game specific menu CCMDs. 2020-10-07 01:12:57 +02:00
Christoph Oelckers
0968a9d97e - renamed the Customizer to 'Delegate' because this works very much like a delegate in Objective-C.
- route menu sound calls through the delegate to better deal with differences between games.
2020-10-07 01:00:43 +02:00
Christoph Oelckers
603c3b50ec - reimplemented Blood's menu items. 2020-10-07 00:50:26 +02:00
Christoph Oelckers
06b00887f5 - added a menu control for Blood's dripping blood. 2020-10-06 23:49:34 +02:00
Christoph Oelckers
1ea6084478 - Exhumed also done.
Also using proper assets now.
2020-10-06 22:35:25 +02:00
Christoph Oelckers
17a68bc60a - SW's caption done, too.
In this case the font is squashed to be more narrow because otherwise many texts would not fit anymore.
2020-10-06 22:01:20 +02:00
Christoph Oelckers
bec1f67178 - implemented the menu caption for Duke et.al. 2020-10-06 20:49:55 +02:00
Christoph Oelckers
d22bdf9dc7 - use an alias for the menu bar texture in Blood.
Direct tile access has been disabled for now, hopefully this can be buried deep in the engine for all eternity.
2020-10-06 20:05:51 +02:00
Christoph Oelckers
1e131eda9e - implemented Blood's menu caption 2020-10-06 00:34:35 +02:00
Christoph Oelckers
3dbb8cbb11 - safety commit 2020-10-05 21:47:53 +02:00
Christoph Oelckers
29a4955f79 - missing global variables. 2020-10-05 20:44:30 +02:00
Christoph Oelckers
9606b09ddd - update of language code from GZDoom. 2020-10-05 00:46:24 +02:00
Christoph Oelckers
f670d35ba1 - added a game-module wide lump filter for Duke and related games. 2020-10-05 00:20:33 +02:00
Christoph Oelckers
16431e9f0a - SetupMenuColors restored. 2020-10-04 22:21:11 +02:00
Christoph Oelckers
6a4b72cfef - removed obsolete calls from menudef.cpp. 2020-10-04 22:14:20 +02:00
Christoph Oelckers
f233345ba1 - move most of the menu code into the backend. 2020-10-04 21:57:35 +02:00
Christoph Oelckers
26a31a626d - option menus are working, although all colors are still wrong and the captions are not displayed. 2020-10-04 21:42:40 +02:00
Christoph Oelckers
7f6b02c451 - merged string table and system callbacks. 2020-10-04 21:15:51 +02:00
Christoph Oelckers
5d76cbcbdb - game compiles and starts again (without menu, of course)
Now it's time to rebuild the menu.
2020-10-04 20:53:37 +02:00
Christoph Oelckers
b0301d6fc9 - progress. 2020-10-04 20:11:04 +02:00
Christoph Oelckers
82612a1330 - it compiles again (with lots of code commented out.) 2020-10-04 20:11:02 +02:00
Christoph Oelckers
f8caf88089 - backend update. 2020-10-03 17:04:45 +02:00
Christoph Oelckers
89d5d18b9e - these parts were missed somehow. 2020-10-02 22:42:54 +02:00
Christoph Oelckers
e0717e30b4 - savegame version change for the new member in spritetype. 2020-10-02 22:19:32 +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
49642c3b3c - removed the slowdown killswitch from the ANM player.
This did not play well with SW and is generally not needed.
2020-09-30 00:28:17 +02:00
Christoph Oelckers
e8cd336f86 - same procedure for Blood.
This time there were 3 additional texts and the notify display, though, except for multiplayer content that wasn't touched yet.
The result is the same: No need to extend the tiny font with international characters
2020-09-29 22:20:25 +02:00
Christoph Oelckers
4c2ff2950a - for Duke/RR, when not using English force use of the regular text font for drawing the map label on the automap.
This essentially removes the tiny font which is simply too small to ever be able to receive a proper international extension from the equation for localization because the level name display was the only remaining relevant content using this font.
The only other screen where this font is still being used to draw text requiring translated content is the multiplayer summary which will have to be redesigned anyway if multiplayer becomes functional again.
2020-09-29 21:47:32 +02:00