Commit graph

1462 commits

Author SHA1 Message Date
Christoph Oelckers
b85da221d7 - SW: save tracks as JSON. 2021-04-22 00:03:17 +02:00
Christoph Oelckers
bb8309831c - SW: eliminated the int pointer in ANIM.
# Conflicts:
#	source/games/sw/src/save.cpp
2021-04-22 00:03:16 +02:00
Christoph Oelckers
c49c5fcf1d - SW: serialize SO interpolations as JSON. 2021-04-22 00:03:16 +02:00
Christoph Oelckers
2d571586bd - save sector objects as JSON 2021-04-22 00:03:16 +02:00
Christoph Oelckers
e9b1342ffd - SW: save globals as JSON. 2021-04-22 00:03:16 +02:00
Christoph Oelckers
66e5b9ada7 - SW: save SectUser as JSON, also store in a managed array. 2021-04-22 00:03:16 +02:00
Christoph Oelckers
06b03f7301 - SW: save the player and related data as JSON. 2021-04-22 00:03:15 +02:00
Christoph Oelckers
9bae2295cc - better USER clearing. 2021-04-22 00:03:15 +02:00
Christoph Oelckers
8fee2b3ed7 - save SW's User array as JSON. 2021-04-22 00:03:15 +02:00
Christoph Oelckers
32955621f8 - removed all parental lock garbage from SW.
Better get rid of it as it's a major complication as implemented.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
bbb53bc717 - refactored the main User array into something that's automatically managed. 2021-04-22 00:03:14 +02:00
Christoph Oelckers
cd45a1f035 - made more parts of USER serialization friendly. 2021-04-22 00:03:14 +02:00
Christoph Oelckers
dcb393bc44 - started reorganizing SW's memory management.
Need to get rid of all those unmanaged allocations and present game data in an easily serializable form.
This adds a managed TPointer class that replicates the useful parts of std::unique_pointer but steers clear of its properties that often render it useless.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
9e40e49c2c - generalized the special key handling for skipping cutscenes. 2021-04-20 15:01:26 +02:00
Mitchell Richters
0c5729b0f6 - SW: Ensure all sprite angles are backed up in the ticker.
* Fixes #326.
2021-04-20 21:33:42 +10:00
Mitchell Richters
1daa346fdd - Exhumed: Make SB_CENTERVIEW work properly when cl_syncinput 1 is set. 2021-04-19 20:24:11 +10:00
Mitchell Richters
4eaf05d95e - Duke: Fix bad vehicle speed clamp change from e79c6bacd3.
- Fixes #325.
- 🤦
2021-04-19 19:33:13 +10:00
Mitchell Richters
3961fcc28a - Exhumed: When returning to center after going up/down stairs etc (slope tilting), don't use the backend's aim/look up/down return to center code as it's slower. 2021-04-18 10:04:17 +10:00
Christoph Oelckers
eb912604d2 - RFS compatibility with GDX: The outermost path component can be left out. 2021-04-17 23:59:10 +02:00
Christoph Oelckers
d2c9b5979d - gave key 7 a proper spawn record using the blue outline as image.
A proper definition here is needed to allow dropping this item.
The original code had a picnum of -1 here which caused crashes.
2021-04-17 12:05:37 +02:00
Christoph Oelckers
0cdb7a53ce - more char removal - mostly weapon.cpp 2021-04-17 10:34:12 +02:00
Christoph Oelckers
9828b0228e - made type of shade variables consistent.
Some were char, some signed char and the initializers needed type casts.
This wasn't serious but created a lot of casting noise.
2021-04-17 10:22:00 +02:00
Christoph Oelckers
ada28d8d04 - Blood: replaced 'unsigned char' with 'uint8_t' and 'signed char' with 'int8_t'.
Preparation for getting rid of all those excessively used plain chars which are a menace to code stability.
2021-04-17 10:14:03 +02:00
Christoph Oelckers
839547a9fc - Blood: gave FXDATA meaningful member names 2021-04-17 10:12:40 +02:00
Christoph Oelckers
42b87362ee - When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes.
Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
2021-04-17 09:37:38 +02:00
Christoph Oelckers
091a9b7fef - fixed Exhumed laptop cutscene. 2021-04-17 00:01:28 +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
49e07a47c6 - now that everything is fixed, the map in Exhumed can be initiated from the console. 2021-04-16 22:40:21 +02:00
Christoph Oelckers
03d517c509 - removed debug assert. 2021-04-16 22:16:21 +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
a43259c40c - Exhumed's map. 2021-04-16 20:10:46 +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
9dff494e6c - handle all of RR's screens. 2021-04-16 17:38:05 +02:00
Christoph Oelckers
f4b089b776 - fixed bad sound checkin Duke's intermission. 2021-04-16 17:37:08 +02:00
Christoph Oelckers
7895d67b18 - ported the Duke intermission screen.
This also got its timing code thoroughly cleaned up.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
a78af92959 - migrated the Duke end of episode animations. 2021-04-16 17:24:59 +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
Mitchell Richters
be4fbbf9ec - Exhumed: Hide player panning code behind cl_slopetilting.
* Fixes #303. again.
2021-04-16 23:37:05 +10:00
Christoph Oelckers
9c5f3f3673 - Exhumed: Skip the map when changing levels from the console.
The current screen job implementation does not coexist well with UI elements.
More like a hotfix, the screen job framework needs to be redone for properly handling input.
2021-04-15 23:04:14 +02:00
Christoph Oelckers
96d78ab9e6 - made DukeActor::s a pointer.
As a reference we would never be able to export this to scripting
2021-04-15 19:21:43 +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
e79c6bacd3 - Duke: Clamp RRRA vehicle input in processVehicleInput(). 2021-04-15 18:59:07 +10:00
Mitchell Richters
aeb16e390c - Duke: Add resurrected flag to handle resurrection via cheating or when pissing in RR. 2021-04-15 18:00:58 +10:00
Mitchell Richters
7b57df3c8f - Exhumed: Redo player panning code.
* Initial implementation from d32dcd5f8e was not working properly and already had some workarounds for when the player was underwater, etc.
* Re-read implementation in GDX and rebased off of it.
* Fixes #303.
2021-04-13 21:56:01 +10:00
Christoph Oelckers
eaebcfcd7d - Exhumed: hotfix for moving on sloped floors 2021-04-13 00:31:50 +02:00
Christoph Oelckers
1e40e93da4 - fixed the vertical offsets of the World Tour skies.
They were rendered too low.
2021-04-12 19:47:16 +02:00
Christoph Oelckers
efe76a6647 - Blood: fixed crash with badly defined drop objects.
Got -1 for picnum there, this was causing crashes.
2021-04-12 16:32:42 +02:00
Christoph Oelckers
f87e40131f - Blood: add a dummy sound entry at index 0.
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play.
This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
d25838fe15 - Blood: fixed issue with INI detection when having content added by RFS files. 2021-04-12 00:31:36 +02:00
Christoph Oelckers
9b977ba96e - fixed mixup of values 0 and -1 in sound code.
0 means 'default', -1 means 'silent'. This caused playback issues for useSoundGen. All other places were passing proper volume values along, this is the only one to read the volume from map data.
2021-04-11 22:42:24 +02:00
Christoph Oelckers
6142f9d795 - added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
2021-04-11 21:14:09 +02:00
Christoph Oelckers
fd6a71cac5 - fixed a random crash with an empty sprite I just experienced. 2021-04-11 21:14:09 +02:00
Christoph Oelckers
0ee28fb45e - also handle SW's voxels. 2021-04-11 13:38:23 +02:00
Christoph Oelckers
32250f704f - mograted Blood's precaching to the backend's implementation. 2021-04-11 12:42:59 +02:00
Christoph Oelckers
6342926871 - disabled the QAV preload calls in Blood.
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +02:00
Christoph Oelckers
d663d84596 - changed precaching setup for Exhumed.
This looks overly simplistic - I doubt it's enough to catch everything.
2021-04-11 10:54:10 +02:00
Christoph Oelckers
387c62d584 - rewrote SW's precaching code.
* made it palette aware
* use backend facilities to track precached data.
* fixes bug in animation precaching loops - they only precached the base index over and over again.
2021-04-11 10:20:52 +02:00
Christoph Oelckers
9fd3ab6b5e - fixed texture precaching.
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Christoph Oelckers
b3bcedda6c - moved backend independent HUD code out of glbackend.cpp. 2021-04-11 08:40:18 +02:00
Christoph Oelckers
02dedaad46 - Blood: undid restriction for original QAV for Guns Akimbo shotgun fix. 2021-04-09 22:48:39 +02:00
Christoph Oelckers
2820c50f3e - Blood: let the RFS parser handle forward slashes when cutting out the base directory of a given file name. 2021-04-09 18:25:32 +02:00
Christoph Oelckers
a53ed46bae - fixed item placement on SW minihud.
Fixes #295
2021-04-08 17:43:56 +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
a80c5db02b - forgot to save the Exhumed part of the last commit 2021-04-07 21:37:01 +02:00
Christoph Oelckers
68b7628f56 - RRRA: Sector effector type 156 is not supposed to scroll the floor texture. 2021-04-07 18:12:25 +02:00
Christoph Oelckers
4a6a999f89 - SW: fixed interpolation for sector object sprites.
When checking for an existing interpolation it needs to check the actual sprite, not just the interpolation type.
2021-04-07 15:08:26 +02:00
Christoph Oelckers
bfcedc2177 - autodetect .inis when loading Blood mods.
This works as long as the loaded mods have one single .ini file in them - in that case it is assumed that it is supposed to replace blood.ini, which will allow dragging & dropping such archives without further user intervention.
2021-04-06 00:57:31 +02:00
Christoph Oelckers
eb2e77fb75 - Apply fix from EDuke32 commit 7225643e.
Fix undefined behavior/potential OOB access in ST_21_FLOOR_DOOR. g_AnimateGoal does not take a sector number, it takes an animation index, and caps at 1024, not 4096.
2021-04-05 00:14:15 +02:00
Christoph Oelckers
9828cd7129 - this better have a null check... 2021-04-04 13:02:26 +02:00
Christoph Oelckers
6ebbf1288d - Duke/RR: Don't delete master switch sprites.
The sound system may play sounds on them after their deletion - this resulted in undefined behavior. To ensure properly defined behavior the sprite needs to be retained at least as long as the sound controller may still need it - which cannot be reliably determined so it has to be kept around forever. This would be easier if the sound controller code had proper start and stop events instead of inferring what to do from secondary information.
Fixes #288.
2021-04-04 13:01:32 +02:00
Christoph Oelckers
97a0cb2a10 - handle voxel rotation in the backend to enable it for all games.
This was previously only present in the Blood module and missed in Exhumed from upstream so the entire option was rather pointless.
Fixes #290
2021-04-04 10:33:29 +02:00
Christoph Oelckers
a298a3d3df - disabled 'isRunning' in Blood entirely.
After discovering yet another misbehaving place in the game I think it can be safely concluded that this is better left off unconditionally.
The only remaining place where this still gets checked is in nnexts, but I wouldn't expect this to work either.
Fixes #292
2021-04-04 09:35:05 +02:00
Christoph Oelckers
ebac57fb4f - fixed music in Blood's menu
This is only supposed to play for the fade-in of the background but needs to stop when the menu appears.
Fixes #291
2021-04-04 09:25:41 +02:00
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
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
029f8807df - Make 360. / 2048. a constant expression and replace all uses throughout code. 2021-04-01 10:42:22 +11:00
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
760c918e75 - Duke: Remove unnecessary int casts from gameexec.cpp.
* Incoming vars are already int and called functions only accept an int so really just no need at all.
2021-03-31 20:07:36 +11:00
Mitchell Richters
16886895b0 - Duke: DoPlayer(): Ensure SB_CENTERVIEW bit is cleared when setting a horiz target from CON.
* Repairs horizon issues raised in https://forum.zdoom.org/viewtopic.php?f=340&p=1185365.
2021-03-31 19:48:38 +11:00
Christoph Oelckers
7c68261fbf - redirect Exhumed's shareware exit to the main menu. 2021-03-15 18:58:28 +01:00
Christoph Oelckers
834da8b83b - Exhumed: refresh the status bar after loading a saved game.
It is actually not necessary to save the state - but the RefreshStatus function must be called to update all current values.
Fixes #282
2021-03-14 12:57:23 +01:00
Christoph Oelckers
25bf0854cf - allow game specific music names for all games supporting an Ogg-format CD audio soundtrack.
New names are:

REDNECKxx.ogg for Redneck Rampage
REDNECKRIDESxx.ogg for RR Rides Again.
SHADOWxx.ogg for Shadow Warrior.

The motivation here is to allow copying all this music to a single folder or .zip file and reference it from all games.
2021-03-12 23:15:34 +01:00
Christoph Oelckers
d7f720664a - Exhumed: fixed uninitialized variables in Queen boss when reloading a savegame. 2021-03-09 22:18:43 +01:00
Christoph Oelckers
df742d25db - Exhumed: Replace asserts for range checks with if's.
Asserts are mere debugging aids, the code was still trashing valid date in release builds.
2021-03-09 20:02:08 +01:00
Christoph Oelckers
e375c799ce - CommonLoon102's weapon fixes from NBlood:
Fix bug when switching to another weapon from the spray while firing with primary fire won't switch to the new weapon. And telling Caleb not to put away his lighter if the spray is being switched to TNT.
Do not put away lighter after TNT is thrown if while throwing the weapon was switched already to spray.
Do not put away lighter if TNT was selected while throwing a spray can.
Fix next/prev weapon
2021-03-09 09:31:04 +01:00
Christoph Oelckers
ad8654ed06 - fixed maphack loader.
The duplicate 'currentSprite' variable prevented it from doing anything.
Also cleaned up the interface a bit to avoid using a global variable for parameter passing.

Fixes #279
2021-03-07 09:39:16 +01:00
Christoph Oelckers
5b85105762 - re-added the fix for the inverted card reader in Twin Dragon's Map 10.
This accidentally got lost when the one-sided key fix was generalized.
2021-03-06 12:20:03 +01:00
Christoph Oelckers
57a6bfcdcd - Blood: fixed typo in map loader that overwrote the floor y panning offset with its fractional part. 2021-03-03 13:26:58 +01:00
Christoph Oelckers
bbd5c0ac8b - transitioned voxel rendering to use the backend's implementation. 2021-03-02 17:10:34 +01:00
Christoph Oelckers
4b59acd251 - Blood: Check the sound's internal loop flag when playing a sound.
Fixes #275
2021-03-02 11:59:20 +01:00
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
b9050b1a35 - Blood: properly clip the gauge for throwing dynamite force instead of stretching it. 2021-03-02 03:31:10 +01:00
Christoph Oelckers
a7dc86583f - Blood: commented out cultist code that should not be entered due to the 'isrunning' bug. 2021-03-02 03:04:14 +01:00
Christoph Oelckers
34bda2c962 - address excessive view swaying in Blood.
It is totally unclear what happened here in the original code, but the info apparently never reached the place where it's being checked. BloodGDX just ignores it so we do now, too.
2021-03-01 19:28:47 +01:00
Christoph Oelckers
80404558f6 - RR: Fixed the drink and eat meters on the status bar.
Turned out that the status bar's DrawGraphic cannot handle it with its coordinate hackery, this needs a separate, cleaner interface function that does not mess around with the pivot which needs to be passed unaltered to the backend to properly rotate around it
2021-02-28 22:34:52 +01:00
Christoph Oelckers
fa8ca81460 - SW: added persistent copy of oz.
The door movement code uses oz for its position checks so we need a persistent version of it that survives uncontrolled changes from the engine side.
2021-02-28 12:35:34 +01:00