Commit graph

2367 commits

Author SHA1 Message Date
Mitchell Richters
9de4b4753a - Duke: Add nullptr check to haskey(). 2022-01-05 18:05:15 +11:00
Mitchell Richters
b422b049c1 - Duke: Fix bad interp check in RR's dofurniture(). 2022-01-05 10:03:33 +11:00
Mitchell Richters
874f9952f8 - Duke: Fix bad clipmove result check in movesprite_ex_r(). 2022-01-05 09:50:22 +11:00
Christoph Oelckers
47b9de1fb4 - RR: interpolate moving furniture. 2022-01-04 17:18:25 +01:00
Christoph Oelckers
33aee54113 - RR: interpolate jaildoors and minecarts. 2022-01-04 17:18:25 +01:00
Christoph Oelckers
45b88277a3 - Platoon Leader: Set explicit sky offset for the third episode's orange sky. 2022-01-04 17:17:58 +01:00
Christoph Oelckers
8dedcf94d3 - Duke: removed special precaching for sky texture
Due to precomposition these single tiles will never be rendered anyway.
2022-01-04 17:17:58 +01:00
Mitchell Richters
6414a4ce78 - Duke: Add nullptr check to footprints() code. 2022-01-04 22:44:11 +11:00
Christoph Oelckers
226807db34 - RR: fixed wakeup check logic in movefta.
Essentially the feature must be on for all RR actors and off for all Duke actors.
RR's original logic here to exclude animals was broken and non-functional.
2022-01-04 09:39:55 +01:00
Mitchell Richters
783dd98641 - Duke: Fix nullptr check for Duke and RR that was causing a crash in a glitched spot in RR's E1L1. 2022-01-04 14:00:18 +11:00
Christoph Oelckers
1d091ae395 - merged both movefta functions, using the already defined flags instead of explicit picnum checks. 2022-01-02 15:59:24 +01:00
Christoph Oelckers
e42fc5e743 - use the newly added flag to consolidate ifhitsector. 2022-01-02 12:27:36 +01:00
Christoph Oelckers
cc6d52013d - made Duke actor flags type safe and added a few new definitions that are not active yet. 2022-01-02 10:17:44 +01:00
Christoph Oelckers
cd599a7a15 - Duke: abstracted all checks for TILE_APLAYER with an isPlayer method. 2021-12-31 18:51:43 +01:00
Christoph Oelckers
3eb640658f - don't typedef MATTGAMEVAR 2021-12-31 13:12:20 +01:00
Christoph Oelckers
61d4d06783 - RRRA: fixed typo in portal setup. 2021-12-30 22:16:39 +01:00
Christoph Oelckers
552668418a - moved opos and oang to DCoreActor. 2021-12-30 18:21:02 +01:00
Christoph Oelckers
7f62df517d - moved all interpolate* methods from spritetypebase to DCoreActor.
The places where it was used on tsprites were redone to use the actor's base coordinate, which at the point of the operation would always be the same.
2021-12-30 17:32:31 +01:00
Christoph Oelckers
c10fb1278a - moved the backup... methods to DCoreActor. 2021-12-30 17:10:08 +01:00
Christoph Oelckers
6c381d4392 - removed sector() method from low level sprite type. 2021-12-30 16:58:48 +01:00
Christoph Oelckers
5498699faf - use DCoreActor::sector() wherever possible. 2021-12-30 16:51:56 +01:00
Christoph Oelckers
88e4bb9f79 - moved sectno method to DCoreActor. 2021-12-30 16:39:43 +01:00
Christoph Oelckers
f0b7fe4add - use setsector from DCoreActor.
Also did a bit of cleanup
2021-12-30 16:36:04 +01:00
Christoph Oelckers
af6ca40e3d - use DCoreActor::insector instead of spritetype::insector. 2021-12-30 16:24:51 +01:00
Mitchell Richters
225a2a39da - Duke: Replace player_struct noise_* variables with a vector. 2021-12-31 00:19:33 +11:00
Mitchell Richters
1e90b0bbbe - Duke: Replace player_struct bobposy with bobpos.Y calls. 2021-12-30 23:00:44 +11:00
Mitchell Richters
034e1fd175 - Duke: Replace player_struct bobposx with bobpos.X calls. 2021-12-30 23:00:44 +11:00
Mitchell Richters
f9b728d188 - Duke: Replace DDukeActor lastvy with ovel.Y calls. 2021-12-30 23:00:44 +11:00
Mitchell Richters
8932b2fc1d - Duke: Replace DDukeActor lastvx with ovel.X calls. 2021-12-30 23:00:43 +11:00
Mitchell Richters
0bc26e78ba - Duke: Replace player_struct loogiey[64] with loogie[64].Y calls. 2021-12-30 23:00:43 +11:00
Mitchell Richters
e196a4daa3 - Duke: Replace player_struct loogiex[64] with loogie[64].X calls. 2021-12-30 23:00:43 +11:00
Mitchell Richters
2d6bc783c4 - Duke: Replace player_struct exity with exit.Y calls. 2021-12-30 23:00:43 +11:00
Mitchell Richters
8d2595ea84 - Duke: Replace player_struct exitx with exit.X calls. 2021-12-30 23:00:43 +11:00
Mitchell Richters
19a9fc462f - Duke: Replace CraneDef poley with pole.Y calls. 2021-12-30 23:00:43 +11:00
Mitchell Richters
034727d902 - Duke: Replace CraneDef polex with pole.X calls. 2021-12-30 23:00:42 +11:00
Mitchell Richters
4b1fbf13df - Duke: Replace CraneDef z with pos.Z calls. 2021-12-30 23:00:42 +11:00
Mitchell Richters
3dfcbafd93 - Duke: Replace CraneDef y with pos.Y calls. 2021-12-30 23:00:42 +11:00
Mitchell Richters
8006d8e394 - Duke: Replace CraneDef x with pos.X calls. 2021-12-30 23:00:42 +11:00
Mitchell Richters
788be33c1a - Duke: Replace player_orig oz with opos.Z calls. 2021-12-30 23:00:42 +11:00
Mitchell Richters
f5dd8ba3b9 - Duke: Replace player_orig oy with opos.Y calls. 2021-12-30 23:00:42 +11:00
Mitchell Richters
c5d94f9a8e - Duke: Replace player_orig ox with opos.X calls. 2021-12-30 23:00:42 +11:00
Mitchell Richters
8a94022f5d - Duke: - Duke: Replace FireProj position and velocity variables with vectors. 2021-12-30 23:00:42 +11:00
Mitchell Richters
fd8c7bfa52 - Duke: Replace player_struct poszv with vel.Z calls. 2021-12-30 23:00:41 +11:00
Mitchell Richters
b2023efb44 - Duke: Replace player_struct posyv with vel.Y calls. 2021-12-30 23:00:41 +11:00
Mitchell Richters
31ed257f39 - Duke: Replace player_struct posxv with vel.X calls. 2021-12-30 23:00:41 +11:00
Mitchell Richters
9bbb54fe2e - Replace every line that just contains spaces or tabs with an empty line feed in all files except 3rd party libraries. 2021-12-30 20:30:21 +11:00
Christoph Oelckers
f9cea2b1db - turning one check in hitradius into a flag. 2021-12-30 09:58:48 +01:00
Christoph Oelckers
3fcecedf32 - deleted ClearContent functions from actor classes.
this is a leftover from pre-DObject times and no longer needed.
2021-12-30 09:58:47 +01:00
Christoph Oelckers
16635e53fc - renamed DDukeActor::picnum to attackertype.
This one having the same name here as spritetype::picnum is just confusing as hell and badly describes this variable's function.
2021-12-30 09:58:14 +01:00
Christoph Oelckers
059412b75e - first batch of routing all write access to sectortype::ceilingz and floorz through a function interface.
We need this for implementing "precise" rendering to flag vertices as dirty.
2021-12-30 09:58:14 +01:00
Christoph Oelckers
12619671e6 - Duke/RR: added fudging to work around aiming randomization issues with the pistol when autoaim is off.
Solution is the same as in RedNukem/EDuke32: do one hitscan directly in aiming order and if that hits a sprite, use it as aiming target.
2021-12-30 09:58:10 +01:00
Christoph Oelckers
ce1daa82c2 - Duke: make camera actors temporarily invisible before rendering a scene.
Mainly needed for voxel/model replacements of the security camera sprite.
2021-12-30 09:58:09 +01:00
Christoph Oelckers
34f14aa4c3 - added vector variants of FindDistance2D and FindDistance3D 2021-12-30 09:58:07 +01:00
Christoph Oelckers
e3ce0da111 - make all actor pointers in the player struct regular pointers. 2021-12-30 09:58:06 +01:00
Christoph Oelckers
7bbd4343a8 - renamed all shadowing variables in Duke. 2021-12-30 09:57:33 +01:00
Mitchell Richters
e15c887f90 - Duke: Fix bad setup in initcrane() following actor sprite pointer cleanups. 2021-12-30 09:57:31 +01:00
Christoph Oelckers
3adbed4826 - t[] replacement in spawn code. 2021-12-30 09:57:22 +01:00
Christoph Oelckers
9b932b2d91 - t[] replacement in actors_d.cpp and actors_r.cpp. 2021-12-30 09:57:22 +01:00
Christoph Oelckers
8c35224fe1 - Duke: removed all t-pointers to temp_data in actors.cpp. 2021-12-30 09:57:22 +01:00
Christoph Oelckers
6766a5922a - pass actors to calcChaseCamPos. 2021-12-30 09:57:18 +01:00
Christoph Oelckers
ed0c27b240 - Duke: deleted unused spritetype* variants of badguy() and bossguy() 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
d0143db8fe - got rid of sx() and sm() inlines. 2021-12-30 09:57:13 +01:00
Mitchell Richters
3adf81e4f9 - Duke: Replace player_struct oposz with opos.Z calls. 2021-12-30 09:57:07 +01:00
Mitchell Richters
111aa16e64 - Duke: Replace player_struct oposy with opos.Y calls. 2021-12-30 09:57:07 +01:00
Mitchell Richters
0e897c29b0 - Duke: Replace player_struct oposx with opos.X calls. 2021-12-30 09:57:07 +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
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
6f9484a9ee - fixed compilation on GCC.
error: operands to ?: have different types ‘std::nullptr_t’ and ‘TObjPtr<Duke3d::DDukeActor*>’
2021-12-30 09:57:01 +01:00
Christoph Oelckers
1240818122 - getting rid of DDukeActor::s, final part. 2021-12-30 09:57:00 +01:00
Christoph Oelckers
f216857f55 - Getting rid of DDukeActor::s, part 1. 2021-12-30 09:57:00 +01:00
Christoph Oelckers
99507ed048 - spawn_d.cpp 2021-12-30 09:57:00 +01:00
Christoph Oelckers
df2fc596f9 - spawn.cpp 2021-12-30 09:56:59 +01:00
Christoph Oelckers
45a2b9766e - sectors_r.cpp 2021-12-30 09:56:59 +01:00
Christoph Oelckers
d532c496f1 - sectors_d.cpp 2021-12-30 09:56:59 +01:00
Christoph Oelckers
f816f2fb22 - ->s in non-gameplay files. 2021-12-30 09:56:59 +01:00
Christoph Oelckers
edf3fd0f82 - premap_r.cpp + dependencies. 2021-12-30 09:56:59 +01:00
Christoph Oelckers
1f40dfa411 - premap.cpp + premap_d.cpp 2021-12-30 09:56:59 +01:00
Christoph Oelckers
e76e28cdea - the rest of player_r.cpp 2021-12-30 09:56:58 +01:00
Christoph Oelckers
0768c9e8b6 - non 'actor' parts of player_r.cpp 2021-12-30 09:56:58 +01:00
Christoph Oelckers
de22c8ca26 - 's->' in player_d.cpp 2021-12-30 09:56:58 +01:00
Christoph Oelckers
6b675cc849 - non 'actor' parts of player_d.cpp 2021-12-30 09:56:58 +01:00
Christoph Oelckers
b55e04d455 - game_misc.cpp + gameexec.cpp. 2021-12-30 09:56:58 +01:00
Christoph Oelckers
a982c7e590 - player.cpp + noise.cpp. 2021-12-30 09:56:58 +01:00
Christoph Oelckers
c0ea208ba3 - animatesprites_d.cpp and animatesprites_r.cpp. 2021-12-30 09:56:57 +01:00
Christoph Oelckers
9eb7c536ab - the rest of actors_r.cpp 2021-12-30 09:56:57 +01:00
Christoph Oelckers
7d5cf6e631 - first third of actors_r.cpp 2021-12-30 09:56:57 +01:00
Christoph Oelckers
8ff53eae7d - second half of actors_d.cpp 2021-12-30 09:56:57 +01:00
Christoph Oelckers
f1e608685e - more parts of actor_d.cpp 2021-12-30 09:56:57 +01:00
Christoph Oelckers
b7a4c484e9 - large block of s = actor->s; in actors_d.cpp 2021-12-30 09:56:57 +01:00
Christoph Oelckers
44895411b9 - a large block of 'act->s' in actors_r.cpp. 2021-12-30 09:56:56 +01:00
Christoph Oelckers
8dcc128697 - deal with 'spri = actor->s;' 2021-12-30 09:56:56 +01:00
Christoph Oelckers
0df97f00ec - the remaining 's's in actor.cpp. 2021-12-30 09:56:56 +01:00
Christoph Oelckers
f5151e31a5 - globally replaced all 's->' with 'actor->spr.' in duke/src/actors.cpp. 2021-12-30 09:56:56 +01:00
Christoph Oelckers
55cb5aaac6 - global search & replace of ->s-> with ->spr.
This is the largest part of uses of DDukeActor's 's' pointer.
2021-12-30 09:56:56 +01:00
Christoph Oelckers
0284ec1cb0 - replacement of DDukeActor::s and pointers to DCoreActor::spr, part 3. 2021-12-30 09:56:56 +01:00
Christoph Oelckers
0f7024e70e - replacement of DDukeActor::s and pointers to DCoreActor::spr, part 2. 2021-12-30 09:56:55 +01:00
Christoph Oelckers
997c12f67a - replacement of DDukeActor::s and pointers to DCoreActor::spr. 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
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
986fccfddc - use symbolic constants for all places where globalorientation is checked for the alignment bits. 2021-12-30 09:56:51 +01:00
Christoph Oelckers
5ff36f491e - fixed the remaining places where the compiler complained about cstat. 2021-12-30 09:56:51 +01:00
Christoph Oelckers
8b427e35c2 - stuff that needs FromInt 2021-12-30 09:56:51 +01:00
Christoph Oelckers
2d648924e8 - the final Duke flags. 2021-12-30 09:56:49 +01:00
Christoph Oelckers
e02f4d8fd1 - randomFlip stuff.
To avoid casting from int to flags.
2021-12-30 09:56:49 +01:00
Christoph Oelckers
8f0f0e8816 - manual sprite flag replacements in Duke. 2021-12-30 09:56:49 +01:00
Christoph Oelckers
8e0b9f7ce6 - some automatic, some manual sprite flag replacements 2021-12-30 09:56:49 +01:00
Christoph Oelckers
ace01d02bc - alignment flags and a few leftovers. 2021-12-30 09:56:48 +01:00
Christoph Oelckers
82fb03e399 - another batch of search&replace, with smaller results. 2021-12-30 09:56:48 +01:00
Christoph Oelckers
c5ae454207 - another big batch of automatic replacements. 2021-12-30 09:56:48 +01:00
Christoph Oelckers
5b65e214e0 - global search & replace of the more frequent sprite flag patterns. 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
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
98f0886b3d -Duke/RR: Automatic replacement for CSTAT_SPRITE_INVISIBLE and CSTAT_SPRITE_BLOCK_ALL 2021-12-30 09:56:45 +01:00
Christoph Oelckers
8d0013128e - Exhumed: use symbolic constant CSTAT_SPRITE_INVISIBLE 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
11f41a97d5 - made gotpic a FixedBitArray.
gets rid of some inline garbage.
2021-12-30 09:53:56 +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
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
b89bba5ed1 - Duke: DDukeActor::setActiveCrane must also clear ownerActor.
Apparently something in the crane code can cause a condition where this wasn't cleared before grabbing a player.
Formerly these two were the same variable but had to be separated.
2021-12-26 23:10:05 +01:00
Christoph Oelckers
d8ccfa1a5f - cleaned up nextsectorneighborz, added a safe variant and use this in all places where the sector pointer is not validated. 2021-12-26 23:10:05 +01:00
Mitchell Richters
14b8eda436 - Get rid of some now irrelevant comments. 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
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
6a43a270fa - use sectno() access function where we really need a sector index. 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
138690d34e - do not use auto to make local copies of TObjPtr's.
This will just copy the object without performing the read barrier on the source data which is not what we want here.
For these assignments the type must be explicit.
2021-12-26 23:09:59 +01:00
Christoph Oelckers
fa62b20d76 - GC setup for Duke. 2021-12-26 23:09:58 +01:00
Christoph Oelckers
5d09748af9 - Duke: added some null pointer checks. 2021-12-26 23:09:58 +01:00
Christoph Oelckers
42e4e9288f - deleted GetSpriteIndex.
It's not needed anymore.
2021-12-26 23:09:58 +01:00
Christoph Oelckers
382689e0a7 - moved the FireProj struct into DDukeActor to avoid the rather expensive TMap code.
Later this can be moved to a dedicated subclass.
2021-12-26 23:09:58 +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
8606045689 - Duke: made gamevars type safe and capable of managing actor pointers.
Also a few unrelated changes needed to make it compile again.
2021-12-26 23:09:56 +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
122a1f009d - moved gamevar storage to player and actor objects respectively.
For actors this eliminates the need to for sprite indices which was the intended goal. It also properly associates the gamevars with their owners.
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
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
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
8c298de114 - Duke: replaced DukeLinearSpriteIterator and explicit loops over the sprite[] array. 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
Mitchell Richters
0c6e55d1b8 - Silence all the -Wuninitialized and -Wmaybe-uninitialized warnings relating to HitInfo objects passed through to functions by reference. 2021-12-26 23:09:50 +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
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
5dfc79bdbe - MarkSectorSeen 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
34373e9c70 - fixed use of wrong indexing function. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
9213eae606 - deleted unused functions. 2021-12-26 23:09:46 +01:00
Christoph Oelckers
221d9fe28e - adapted Duke's and Exhumed's sound code to directly work with actors.
This was already wrapped so all that needed to be done was removing the wrapper.
2021-12-26 23:09:46 +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
75b36cbd1c - Duke: made player.i a real pointer
How could I overlook this one.
2021-12-26 23:09:45 +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
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
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
10dce7dd2d - adapted all hitscan calls in Duke/RR. 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
33c707c708 - Duke: getangle simplification 2021-12-26 23:08:40 +01:00
Christoph Oelckers
41506f35db - calcviewpitch 2021-12-26 23:08:40 +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
2d1f5fc576 - Exhumed: some cleanup. 2021-12-25 21:28:58 +01:00
Christoph Oelckers
38d64fc437 spritetype::setsector 2021-12-25 21:28:57 +01:00
Christoph Oelckers
4928187b02 - handle the RR geometry hack 2021-12-25 21:28:57 +01:00
Christoph Oelckers
9c7eecb55f - the rest of Duke’s sectnum, except RR's geo 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
6aac952658 - started eliminating sectnum 2021-12-25 21:28:56 +01:00
Christoph Oelckers
d1f7269ca8 replaced cursectnum with a cursector pointer 2021-12-25 21:28:56 +01:00
Christoph Oelckers
69a7b4d0bc - final cleanup before replacement 2021-12-25 21:28:55 +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
312b1fd39f - cursectnum first half 2021-12-25 21:28:55 +01:00
Christoph Oelckers
265abf7fa6 — Duke: Use BFSSectorSearch to handle the hitradius searches without using indices.
(and a bit nicer looking loop condition.)
2021-12-25 21:28:55 +01:00
Christoph Oelckers
b1b0c5d25c — Duke: use twoSided utility where appropriate. 2021-12-25 21:28:54 +01:00
Christoph Oelckers
d115d90961 - Duke: prefer calling the sector pointer variants of engine functions. 2021-12-25 21:28:54 +01:00
Christoph Oelckers
ef7fcd824f - use insector and sector pointer initialization for iterator 2021-12-25 21:28:54 +01:00
Christoph Oelckers
2979fb9e03 - new access methods for spritetype and DDukeActor. 2021-12-25 21:28:54 +01:00
Christoph Oelckers
4e30ba339b - got rid of the tempsector... arrays in Duke's polymost interface.
Instead use some of the free parts in sectortype thats needed for the other games.
2021-12-25 21:28:51 +01:00
Christoph Oelckers
c5e45f1021 - use actor->sector() to initialize iterators. 2021-12-25 21:28:51 +01:00
Christoph Oelckers
aada3f3d19 - renamed DDukeActor::getSector. 2021-12-25 21:28:51 +01:00
Christoph Oelckers
cc41f4e7c6 - migrated Duke's added sector properties. 2021-12-25 21:28:48 +01:00
Christoph Oelckers
9ab35816ea - the crane still stored a sector index in temp_data. 2021-12-25 21:28:40 +01:00
Christoph Oelckers
69c21407a7 - pass a sector pointer to checkcursectnums. 2021-12-25 21:28:39 +01:00
Christoph Oelckers
3ce2375a3e - LocateTheLocator + related sector storage in temp_data 2021-12-25 21:28:39 +01:00
Christoph Oelckers
64f1029416 - Duke: pass a sector pointer to callsound. 2021-12-25 21:28:39 +01:00
Christoph Oelckers
fa48b740c0 -proper owner storage for Duke. 2021-12-25 21:28:38 +01:00
Christoph Oelckers
771f5e3338 - removed all old savegame handling 2021-12-25 21:28:38 +01:00
Mitch Richters
c6f2aaf1b7 - Miscellaneous fixes to commit to change sector checks over to validSectorIndex().
* Fix missed changeover in Blood's `actSpawnSprite()`.
* Fix non-negated check on a `validSectorIndex()` call in Blood's `debrisMove()`.
* Removed a superfluous terminator in Duke's `actor.cpp`.
* Fixed bad call to `validSectorIndex()` in Exhumed's `AIAnim::Tick()`.
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
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
507dc10e4f - Duke/RR: Fixed sprite validation checks in animatesprites. 2021-12-11 09:57:02 +01:00
Mitchell Richters
3269d6a398 - Duke: Ensure all weapon variables used for interpolation have the o values set when CON updates them.
* Hasn't been an issue to date but could become one should a mod set these.
* Can't simply back the variable up and set the main one because unless the mod knows we're interpolating, it could have undesirable effects.
2021-12-10 17:31:51 +11:00
Mitchell Richters
ee1ffd2347 - Duke: Fix lotag signedness issue affecting SE10 (door auto-close).
* Originated in 01abe7b2ac while removing a casting to short.
* Fixes #594.
2021-12-10 17:26:56 +11:00
Mitch Richters
5aa4243327 - Duke: Test tsprite's sector in animatesprites_d() following crash while noclipping in Duke WT's E5L1. Apply same fix to animatesprites_r() as well. 2021-12-07 22:55:08 +11:00
Mitch Richters
6aba76cfe5 - Duke/RR: Fix RR crash while operating weapon outside of a sector (noclipping, etc). 2021-12-07 21:42:21 +11:00
Mitchell Richters
af96180123 - Duke/RR; Don't lose the precision of p->MotoSpeed when calculating p->VBumpTarget. 2021-12-07 20:02:30 +11:00
Mitch Richters
63a19bbb15 - Port spritetype::insector() over from develop and use with sector nullptr checks in 6539d72663. 2021-12-07 19:56:50 +11:00
Mitch Richters
6539d72663 - Duke/RR: Add three sector nullptr checks after receiving crash in Redneck Rampage Route 66 while noclipping. 2021-12-07 19:44:35 +11:00
Mitch Richters
85a2e3bd06 - Duke/RR: Do nullptr test in floorspace_d()/floorspace_r() functions to match ceilingspace_*() functions. 2021-12-07 19:41:25 +11:00
Mitch Richters
a7e99a3bd1 - Duke/RR: Do nullptr test in ceilingspace_r() after receiving crash in Redneck Rampage Route 66 (do Duke for parity). 2021-12-07 19:41:22 +11:00
Mitch Richters
96867e15d5 - Duke: Apply same nullptr fix in 2e7496888a to prelevel_r(), and rename sect to sectp for 1:1 match between _d.cpp and _r.cpp files. 2021-12-07 19:41:18 +11:00
Mitch Richters
2e7496888a - Duke: Re-add lost nullptr check in prelevel_d() that was causing a crash while loading Duke Nukem's Penthouse Paradise. 2021-12-03 10:14:41 +01:00
Christoph Oelckers
690994ea1e - Duke: fix missing sectp update in processinput_d.
RR version had this correct
2021-11-30 00:20:16 +01:00
Christoph Oelckers
64cad55d73 - fixed updatesector and changed updatesectorz to use the same search algorithm.
The initial distance check in updatesectorneighbor had a far too low threshold which would skip the breadth-first search for relatively small distances already.
Exhumed's LEV1 and Duke's Lunatic Fringe were the most obvious candidates where this could cause problems.
Changed to use a mixture of the original updatesector with the revised algorithm so that all immediate neighbors of the start sector will get visited unconditionally.

updatesectorz was still the original function from Shadow Warrior, this also was changed to use the same algorithm as uodatesector.
2021-11-30 00:15:25 +01:00
Christoph Oelckers
71dfe7ecfe - fixed handling for cl_capfps and cl_nointerpolate to never use any smoothratio value other than 1.0. 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
cd3288860a - fixed automap player drawing for follpw mode off in all games. 2021-11-29 00:56:32 +01:00
Christoph Oelckers
2949361c82 - Duke/RR: added null checks to all spawn() calls 2021-11-29 00:56:32 +01:00
Christoph Oelckers
d5a6be3d96 - cleaned up Duke's spawn code.
The paths for initializing a map placed sprite and spawning a new actor at run time are now fully separate aside from the actual initialization of the actor.
2021-11-29 00:56:31 +01:00
Christoph Oelckers
4c7662b4ea - Duke/RR: guard all calls to EGS with a null pointer check.
Spawning sprites into the void will crash the engine so these must be blocked which requires a failure check here.
With this pressing fire while in the void no longer crashes the game - it won't fire anything, either, though.
2021-11-29 00:56:31 +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
8972dbe5da - actorstayput 2021-11-29 00:56:31 +01:00
Christoph Oelckers
4a81d45630 - the remaining sector[] stuff in Duke/RR.
What remains is either engine interface code or not easily replaced.
2021-11-29 00:56:31 +01:00
Christoph Oelckers
5e66a3331d - getanimationgoal. 2021-11-29 00:56:30 +01:00
Christoph Oelckers
baf36a321b - inside, haskey and removed unused processmove functions. 2021-11-29 00:56:30 +01:00
Christoph Oelckers
3970c9a757 - use sector pointers in actors_lava.cpp 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
db96e93adc - animatesect, setanimation and related stuff. 2021-11-29 00:56:30 +01:00
Christoph Oelckers
b0ced98d5e - changed main EGS function. 2021-11-29 00:56:29 +01:00
Christoph Oelckers
09c2677fe7 - lots of EGS calls. 2021-11-29 00:56:29 +01:00
Christoph Oelckers
876d1dbe1f - operatesectors and activatebysector. 2021-11-29 00:56:29 +01:00
Christoph Oelckers
c57c007010 - do the remaining st handlers. 2021-11-29 00:56:29 +01:00
Christoph Oelckers
2aec8f47d3 - more st functions. 2021-11-29 00:56:29 +01:00
Christoph Oelckers
2a290dec48 - handle_st15 / handle_st16. 2021-11-29 00:56:29 +01:00
Christoph Oelckers
da4df04e7d - sector[] in handle_st09. 2021-11-29 00:56:28 +01:00
Christoph Oelckers
45519f67c1 - Duke: let neartag return pointers 2021-11-29 00:56:28 +01:00
Christoph Oelckers
a9aadfd63d - neartag cleanup in checksectors. 2021-11-29 00:56:28 +01:00
Christoph Oelckers
3d05020f4c - checkhitceiling + ceilingglass are sector[] free. 2021-11-29 00:56:28 +01:00
Christoph Oelckers
747fc11eb7 - Duke: use sector pointer in movement code 2021-11-29 00:56:28 +01:00
Christoph Oelckers
931c71a78c - use sector iterator for cheatUnlock 2021-11-29 00:56:27 +01:00
Christoph Oelckers
a7634c4cad - Duke: use pointers in interpolation interface. 2021-11-29 00:56:27 +01:00
Christoph Oelckers
0d8b380b05 - use wallsofsector for all remaining iterations over a sector's walls. 2021-11-29 00:56:27 +01:00
Christoph Oelckers
ac5425a545 - extended player_orig.os to full int.
This was the last remaining short variable in Duke/RR that holds a sector index.
2021-11-29 00:56:27 +01:00
Christoph Oelckers
a0950081ad - fixed bad sector use in handle_st18 2021-11-29 00:56:27 +01:00
Christoph Oelckers
5c9327a788 - use pointer variant of nextsectorneighborz. 2021-11-29 00:56:27 +01:00
Christoph Oelckers
0f2f46ec35 - made one_parallax_sectnum a pointer 2021-11-29 00:56:26 +01:00
Christoph Oelckers
bc199d00c7 - made 'clouds' a pointer array. 2021-11-29 00:56:26 +01:00
Christoph Oelckers
7a9e39a96b - delete some inactive code. 2021-11-29 00:56:26 +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
c31d8a93fd - a few more
Enough of this - Duke is clearly clean of bad storage now
2021-11-29 00:56:24 +01:00
Christoph Oelckers
53122355fe - more sectors in spawn.cpp 2021-11-29 00:56:24 +01:00
Christoph Oelckers
c79dace730 - eliminated sector[] in position checkers 2021-11-29 00:56:24 +01:00
Christoph Oelckers
27af8a52e9 - the final walls
What is left now of wall[] and wallnum() needs to remain.
2021-11-29 00:56:24 +01:00
Christoph Oelckers
a26dc25e97 - lotsofpopcorn 2021-11-29 00:56:24 +01:00
Christoph Oelckers
35eb94b89a - lotsofcolourglass 2021-11-29 00:56:23 +01:00
Christoph Oelckers
344041167e - add setanimation variant taking a wall pointer
Mainly to get rid of wallnum()calls elsewhere.
2021-11-29 00:56:23 +01:00
Christoph Oelckers
83344818fd - pass wall pointer to breakwall 2021-11-29 00:56:23 +01:00
Christoph Oelckers
567a360092 - store wall pointers in animwall 2021-11-29 00:56:23 +01:00
Christoph Oelckers
6b73a37b56 - made mirrorsector a pointer array 2021-11-29 00:56:23 +01:00
Christoph Oelckers
58cd8bd6b9 - make mirrorwall a pointer array 2021-11-29 00:56:23 +01:00
Christoph Oelckers
caa9ef6dd3 - make access_wallnum a pointer 2021-11-29 00:56:22 +01:00
Christoph Oelckers
e7369a2796 - use pointers for checkhitswitch and took separated clearcameras to a new functions to make this free of gotos. 2021-11-29 00:56:22 +01:00
Christoph Oelckers
9d8e7ea759 - crane cleanup
This now uses its own struct where it can store the needed actor pointer directly.
2021-11-29 00:56:22 +01:00
Christoph Oelckers
d405da9195 - changed furthestcanseepoint return value
This does not need to return a sector - the caller merely expects success or failure.
2021-11-29 00:56:22 +01:00
Christoph Oelckers
4823152107 - hitawall 2021-11-29 00:56:22 +01:00
Christoph Oelckers
d45ab528e6 - hitscan in player_r.cpp 2021-11-29 00:56:21 +01:00
Christoph Oelckers
1a11e445c3 - remaining hitscans in player_d.cpp 2021-11-29 00:56:21 +01:00
Christoph Oelckers
b68c66dae6 -Duke/RR: started migrating hitscan to pointer usage. 2021-11-29 00:56:21 +01:00
Christoph Oelckers
09e75ddca2 - change wall parameter of checkhitwall. 2021-11-29 00:56:21 +01:00
Christoph Oelckers
c410b1be45 - glass stuff 2021-11-29 00:56:21 +01:00
Christoph Oelckers
200daacd3c - checksectors* 2021-11-29 00:56:20 +01:00
Christoph Oelckers
a38fdd2890 -more in spawneffectors 2021-11-29 00:56:20 +01:00
Christoph Oelckers
94d0e9775f - spawneffectors 2021-11-29 00:56:20 +01:00
Christoph Oelckers
cccc577c2e - lotsofpopcorn + dofurniture 2021-11-29 00:56:20 +01:00
Christoph Oelckers
8c4cb75d8c - checkhitswitch_r 2021-11-29 00:56:20 +01:00
Christoph Oelckers
6d4365f3a2 - animatewalls_r 2021-11-29 00:56:20 +01:00
Christoph Oelckers
530c29973e - more walls in sectors_d.cpp 2021-11-29 00:56:20 +01:00
Christoph Oelckers
7268e779a7 - checkhitswitch_d 2021-11-29 00:56:19 +01:00
Christoph Oelckers
8cf3963901 - animatewalls_d 2021-11-29 00:56:19 +01:00
Christoph Oelckers
7615a52126 -operatesectors + operateforcefields. 2021-11-29 00:56:19 +01:00
Christoph Oelckers
60f16e8fb8 - handle_st09 2021-11-29 00:56:19 +01:00
Christoph Oelckers
463ce55d0b - premap 2021-11-29 00:56:19 +01:00
Christoph Oelckers
7a504e27d2 - premap_d 2021-11-29 00:56:19 +01:00
Christoph Oelckers
6b8e7b3fbc - RR: movement code 2021-11-29 00:56:18 +01:00
Christoph Oelckers
1953f0f599 - delete unused variables. 2021-11-29 00:56:18 +01:00
Christoph Oelckers
aee2668088 - RR shootWeapon 2021-11-29 00:56:18 +01:00
Christoph Oelckers
b97f8706ad - operateTripBomb 2021-11-29 00:56:18 +01:00
Christoph Oelckers
e88047fc45 - wall[] in shootknee, shootweapon and shootlaser. 2021-11-29 00:56:18 +01:00
Christoph Oelckers
81894fd831 - Duke: shootbloodsplat 2021-11-29 00:56:18 +01:00
Christoph Oelckers
2fa027a686 - RR: deal with wall[] in actor_lava.cpp 2021-11-29 00:56:17 +01:00
Christoph Oelckers
345d9c87b6 - RR: no more wall[] in actors_r.cpp 2021-11-29 00:55:41 +01:00
Christoph Oelckers
00edd16834 - Duke: get rid of the remaining wall[] references in actors_d.cpp 2021-11-29 00:55:41 +01:00
Christoph Oelckers
e0260bc709 - Duke/RR: weaponhitwall cleaned up (both variants) 2021-11-29 00:55:40 +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
Christoph Oelckers
63985ce6be - Duke/RR: redo the supremely ugly code to access the third point in hitradius* 2021-11-29 00:55:40 +01:00
Christoph Oelckers
68d653efe9 - made the same changes to hitradius_r
Also had to do some reformatting to get rid of the goto in there.
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
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
010162261e - Duke: use utilities in handle_se19 2021-11-29 00:55:39 +01:00
Christoph Oelckers
312bf5bf95 - Duke: use wall utilities in bounce and queball 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
Christoph Oelckers
2fe71a65a8 - added a few fallthrough annotations that were missed last time. 2021-11-29 00:55:31 +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
Christoph Oelckers
01abe7b2ac - addressed most unused/uninitialized variable warnings from MSVC. 2021-11-29 00:55:30 +01:00
Christoph Oelckers
c6bd5c04c7 - fixed most warnings GCC pointed out in game code. 2021-11-29 00:55:29 +01:00
Christoph Oelckers
f7fdc5af41 - address several warnings reported by GCC 11. 2021-11-29 00:55:29 +01:00
Christoph Oelckers
dcccb0d653 - Duke: added [[fallthrough]] annotations wherever needed. 2021-11-29 00:55:29 +01:00
Mitch Richters
ec0203b89b - Duke: Don't truncate fistzoom to integer in animatefist(). 2021-11-29 00:55:16 +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
5cda9d0858 - tabified two files in Duke that were missed somehow, plus some comment cleanup elsewhere. 2021-11-29 00:53:35 +01:00
Christoph Oelckers
aac02d52db - Duke/RR: fixed hitradius
The recent optimization did not update the sector pointer inside the loop
2021-11-15 00:18:52 +01:00
Christoph Oelckers
9b21233c98 - little bit of cleanup 2021-11-11 23:47:26 +01:00
Christoph Oelckers
2e3c212444 - Duke: moved the temtempsector* arrays into the only function using them 2021-11-11 23:32:49 +01:00
Christoph Oelckers
f109f6c857 - Duke/RR: fixed two bad assignments to wall 0. 2021-11-11 21:58:15 +01:00
Christoph Oelckers
f2e344a235 - removed magic flags added to sector indices in Polymost.
These are better done as separate function arguments.
2021-11-11 21:28:53 +01:00
Christoph Oelckers
94b2b0af31 - widen sector index in engineLoadBoard to 32 bit 2021-11-09 00:07:00 +01:00
Christoph Oelckers
2d91786516 - changed all sector variables being passed to pushmove to full ints 2021-11-08 23:18:40 +01:00
Christoph Oelckers
2e1ff313b0 - Duke: only use the main clipmove function and match clipmove_ex’s interface 2021-11-08 23:11:29 +01:00
Christoph Oelckers
066896db8e - warnings fix 2021-11-08 18:37:20 +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
4b0ffe5443 - looks I missed a few shorts.
Now all local short variables are gone, except for 2 lotags arrays.
2021-11-07 16:58:48 +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
Christoph Oelckers
35b9318580 - Duke/RR: checked the rest of the code for shorts and replaced most local ones with ints. 2021-11-07 16:33:13 +01:00
Christoph Oelckers
3a73a9f8ed - Duke/RR: replaced more local short variables with ints. 2021-11-07 16:30:56 +01:00
Christoph Oelckers
98f57a7ad4 - use explicitly sized types for static const arrays. 2021-11-07 16:30:56 +01:00
Christoph Oelckers
fd2764dc6e - Duke: eliminated all local short variables in actors*.cpp. 2021-11-07 16:30:55 +01:00
Christoph Oelckers
9b2b34a026 - removed a few unneeded type casts. 2021-11-07 16:30:55 +01:00
Christoph Oelckers
15be44a931 - use explicitly sized types for static const arrays. 2021-11-07 16:30:55 +01:00
Christoph Oelckers
1eeb8864a4 - Duke/RR: eliminated all uses of 'char' outside of text management 2021-11-07 16:30:55 +01:00
Christoph Oelckers
e2faeec2ce renamed all signed and unsigned chars to int8_t/uint8_t. 2021-11-07 16:30:55 +01:00
Christoph Oelckers
0eba3335c6 - eliminated some leftover 16 bit values used for storing indices. 2021-11-07 16:30:44 +01:00
Christoph Oelckers
977d668bef - extended animatetarget to 32 bit. 2021-11-07 16:21:44 +01:00
Christoph Oelckers
f95af3368b - use ints in hitscan wrapper as well. 2021-11-07 16:20:59 +01:00
Christoph Oelckers
de7a06bea4 - Duke: extended neartag wrapper to use 32 bit integers as return values. 2021-11-07 16:20:59 +01:00
Christoph Oelckers
887279f8a5 - RR: Use int instead of short in bowling functions. 2021-11-07 16:20:59 +01:00
Christoph Oelckers
b13398c268 - quick global wall[] replacements. 2021-11-07 15:57:29 +01:00
Christoph Oelckers
a594e6465c - added nextSector access function to walltype and used it to eliminate a few more sector[] references. 2021-11-07 15:56:29 +01:00
Christoph Oelckers
0c64560fd8 - Duke: wall[] replacement in script code. 2021-11-07 15:00:08 +01:00
Christoph Oelckers
c8c8ca05d3 - Duke: sector[] handled in one more premap loop. 2021-11-07 15:00:08 +01:00
Christoph Oelckers
5eed73f7af - Duke/RR: sector[] replacement in spawn code. 2021-11-07 15:00:08 +01:00
Christoph Oelckers
ca5a014a2d - Duke: a few more sector[] replacements in precaching code. 2021-11-07 15:00:08 +01:00
Christoph Oelckers
2c1881530a - Duke: use a sector pointer in spawneffector. 2021-11-07 15:00:07 +01:00
Christoph Oelckers
c068054fa0 - RR: most sector[] accesses replaced by pointers in actors_r.cpp. 2021-11-07 15:00:07 +01:00
Christoph Oelckers
7749bcbedf - Duke: clean up actors_lava.cpp.
Use sector pointer variables and extend all arrays holding sector indices to 32 bit.
2021-11-07 15:00:07 +01:00
Christoph Oelckers
e0f3fa2aa0 -Duke: replaced sector array accesses in actors_d.cpp. 2021-11-07 15:00:07 +01:00
Christoph Oelckers
8c5e4a7fa9 - Duke: a large batch of quick'n easy sector[] replacements with pointers. 2021-11-07 15:00:07 +01:00
Christoph Oelckers
d45f687d4b - pass a sector pointer to floorspace/ceilingspace. 2021-11-07 15:00:06 +01:00
Christoph Oelckers
060da8ec1d - Duke: replaced most sector array accesses with pointers in actors.cpp.
This already helped to find one 16 bit value that stored a sector index.
2021-11-07 15:00:06 +01:00
Mitch Richters
bc9ea38aba - Duke: Fix issue where calculated value for old player variable return_to_center could have been negative, causing undefined behaviour. 2021-11-07 21:14:29 +11:00
Christoph Oelckers
9a1c80c464 - Duke: added a wrapper for player_struct::cursectnum to directly return the sector pointer.
This eliminates more than 10% of the existing direct references to the sector[] array.
2021-11-06 21:59:42 +01:00
Christoph Oelckers
c3cbd1b1eb - Duke: cleanup of cycler code.
Now uses a struct instead of an array with magic indices.
2021-11-06 21:53:15 +01:00
Christoph Oelckers
1c0e3d849b - addressed the updatesector related deprecation warnings with Duke. 2021-11-06 20:46:08 +01:00
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
Christoph Oelckers
f2adeff8c1 - Duke: extended 3 arrays holding sector and wall indices to full ints.
Just to be prepared for the future.
2021-11-06 14:22:16 +01:00
Christoph Oelckers
f4cc5b5b89 - Duke: const-ify SE24 tile lists 2021-11-06 14:19:55 +01:00
Christoph Oelckers
c8d65a1f06 - use sector wrappers where easily doable with search and replace. 2021-11-06 14:19:55 +01:00
Christoph Oelckers
9e4afd543c - Duke/RR: Some quick wall[] replacements. 2021-11-06 14:19:55 +01:00
Christoph Oelckers
b548d9eca2 - a few more quick sector[] replacements. 2021-11-06 14:19:55 +01:00
Christoph Oelckers
bc56b5a28f - RR: cleaned up STAT_DESTRUCT init code a bit 2021-11-06 14:19:54 +01:00
Christoph Oelckers
8818a3f1cb - Duke: added a getSector method to DDukeActor. 2021-11-06 14:19:54 +01:00
Mitch Richters
3778327818 - Duke: Back up rotscrnang if script sets target to new value so we can interpolate the changes. 2021-11-06 17:57:37 +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
Christoph Oelckers
389f760d45 - address C++20 deprecation warnings with enums in floating point arithmetic. 2021-11-02 23:32:31 +01:00
Mitch Richters
523285b9b0 - Duke (RR): Clean up some unnecessary FixedToFloat() usage with the fixedhoriz asbuildf() method. 2021-11-02 10:29:26 +11:00
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
1363ed654c - Duke (RR): Clean up some unnecessary FixedToFloat() usage with the fixedhoriz asbuildf() method. 2021-11-01 23:37:32 +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
a1570c185f - Duke: Remove posx/posy/posz variables and replace with points in the previously unionised pos vec3_t variable. 2021-10-31 17:52:52 +11:00
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
Christoph Oelckers
821f3d356b - renamed DDukeActor::GetIndex to GetSpriteIndex to bring it in line with the other games. 2021-10-24 09:22:35 +02:00
Christoph Oelckers
4d94fa9b03 - Duke/RR: strip trailing spaces off strings parsed in CON. 2021-10-19 21:49:02 +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
b1ac1ad585 - more changesprite* renaming. 2021-10-12 21:36:42 +02:00
Christoph Oelckers
2e37cc627c - function renaming for clarity and easier lookup. 2021-10-12 21:36:42 +02:00
Christoph Oelckers
948f194064 - fixed warnings in Duke. 2021-10-08 19:21:29 +02:00
Mitch Richters
61ba58c529 - Duke: Use DeferredGameStart() instead of ChangeLevel() in cheatLevel() to instantly warp to the targeted map, matching DOS behaviour.
* Fixes #529.
2021-10-05 08:50:05 +11:00
Christoph Oelckers
6be611fd94 - fixed merge. 2021-09-12 18:32:11 +02:00
Christoph Oelckers
fefc9e91da - rename weaponhit to DDukeActor.
Just make do with one name instead of aliasing it.
2021-08-30 08:12:39 +02:00
Christoph Oelckers
2b6bc414f5 - Duke: fixed a few places using a sprite index where a player index is needed. 2021-08-30 08:08:33 +02:00
Christoph Oelckers
0bd0923f44 - cleaned up some dirty code. 2021-08-30 08:07:40 +02:00
Christoph Oelckers
07eda3cb4a - Duke: don't process input when not in a game. 2021-08-30 08:06:26 +02:00
Christoph Oelckers
9a8ee00aec - set currentLevel before calling engineLoadBoard.
This is needed if the compatibility patcher needs to alter mapinfo data.
2021-07-27 22:12:29 +02:00
Mitchell Richters
1fa0863a52 - Duke: Amend af9f2f3eb6 to not reset the skill if incoming skill is -1; 2021-07-26 19:41:17 +10:00
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
sirlemonhead
e4fb67bc25 Rides Again: Possible array index by -1 in Proj_DoHitscan(). Added check to prevent this. 2021-07-25 19:37:02 +10:00
Mitchell Richters
af9f2f3eb6 - Duke: Ensure gi->NextLevel() sets the skill level upon invocation. 2021-07-20 18:55:16 +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
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
bcff74f5e4 Revert "- Duke: Restore a little bit of original code to make comparisons between us and the source easier."
This reverts commit 7607190dad.

* Not good in hindsight... We need the actual value from the backend to ensure we can match up against `WeaponSel_Next`/`WeaponSel_Prev`/`WeaponSel_Alt` as required.
2021-07-17 22:42:58 +10:00
Mitchell Richters
7607190dad - Duke: Restore a little bit of original code to make comparisons between us and the source easier. 2021-07-17 12:12:36 +10:00
Mitchell Richters
ec20f66eda - Duke/RR: Always ensure player's wantweaponfire is reset to -1 after switching weapon.
* Fixes #333.
2021-07-17 12:12:12 +10:00
Mitchell Richters
0bb0896985 - Duke: Fix BOSS2 (Cycloid Emperor) killing himself issue by removing some lines left behind from a2e3bb5725.
* Fixes #455.
2021-07-17 10:56:21 +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
Mitchell Richters
32283037ed - Use isWW2GI() in more places. 2021-07-11 12:42:33 +10:00
Mitchell Richters
b015bc0685 - Duke (RRRA): Fix alt weapon slot for CHICKEN_WEAPON and CROSSBOW_WEAPON.
* Fixes #440.
2021-06-24 18:56:12 +10:00
Christoph Oelckers
20ca676539 - RR: fixed crash in function that handles acts of mass destruction (like blowing up gas stations.)
With bad setups 'spr' could be left uninitialized. This crashed E1L1 of 'The Hickston Swamp' mod.
2021-06-11 23:20:50 +02:00
Christoph Oelckers
d270d75d74 - re-added line of code that got lost during refactoring. 2021-06-10 00:14:04 +02:00
Christoph Oelckers
4b35a30de5 - RR: fixed the bowling lane lights.
Tiles had not been made writable.
Also renamed a few bowling related things.
2021-06-09 23:53:05 +02:00
Christoph Oelckers
5b38343407 - fixed sprite exclusion logic in getzrange.
This was using the wrong flag.
2021-06-09 00:31:54 +02:00
Christoph Oelckers
dc846dcd49 - Duke: avoid clipping against self when executing script logic for floor sprites.
A good place to see the result is a kitchen knife in E4L2 that went missing due to the faulty check.
2021-06-01 21:21:39 +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
9c60ab791b - implemented all needed font overrides for localization. 2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422 - moved all font setup out of the C++ code.
All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
42b70a7d93 - added internationalized fonts.
This still needs a bit of fixing and tweaking but most is working.
2021-05-31 21:20:30 +02:00
Christoph Oelckers
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
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
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
Christoph Oelckers
ec976d9db7 - RR: fixed double negation in pitch math when throwing dynamite. 2021-05-20 19:06:11 +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
d311792e06 - engine side preparations for Duke Statusbar scriptification.
Mainly, gotweapon had to be reverted to a flat bool array to avoid implementing FixedBitArray for the VM.
Also adding a few new tile names and PushV for string arrays.
2021-05-15 10:44:35 +02:00
Christoph Oelckers
5a6121d424 - status bar interface work. 2021-05-15 10:25:38 +02:00
Christoph Oelckers
5ae1c334fa - Duke: fixed bad check in 'ifnotmoving' CON command. 2021-05-14 10:03:07 +02:00
Christoph Oelckers
cb2bc7967a - fixed the remaining warnings. 2021-05-12 21:50:01 +02:00
Christoph Oelckers
cf22a70d82 - fixed all warnings in Duke. 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
03289f5097 - silenced some warnings. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
e40ed2262e - cleanup of 'gotpic' handling. 2021-05-10 20:13:28 +02:00
Christoph Oelckers
e74aca291c - position tweaking for Nam's skies.
Why is this such an utter mess to get skies placed correctly? :(
2021-05-10 20:13:28 +02:00
Cacodemon345
ce4b748ff0 Fix compilation with Clang on FreeBSD 2021-05-09 19:52:52 +02:00
Christoph Oelckers
43981bff85 - Duke: fixed mirror setup for new renderer.
A wall must be marked one-way to be used as a mirror.
2021-05-08 16:27:01 +02:00
Christoph Oelckers
de904d3052 . Duke: made the 'lonely effector' error non fatal.
Instead just move the bogus effector sprite out of the way.
2021-05-08 15:41:49 +02:00
Christoph Oelckers
c679f83f75 - make all games return to the main menu when the game is ended with F10.
Duke still went to the intro movies which was a bit problematic.
2021-05-04 11:32:09 +02:00
Christoph Oelckers
a303da37a9 - added a mapinfo dumper and used it to verify correctness of the data generated from game-native definitions.
Also simplified the levelnumber setup a bit.
2021-05-03 23:00:24 +02:00
Christoph Oelckers
7d77b2315f - merged the few remaining contents of mmulti.h into d_net.h 2021-05-03 19:01:00 +02:00
Christoph Oelckers
56fcf904b5 - Backend update from GZDoom. 2021-05-03 14:48:55 +02:00
Christoph Oelckers
8003ab6fa3 Merge branch 'scriptable_cutscenes' into newrenderer 2021-05-02 22:37:46 +02:00
Christoph Oelckers
c9791bc148 - renamed PlayerHorizon function to deconflict with the same-named struct 2021-05-02 21:56:45 +02:00
Christoph Oelckers
698d62bbc6 - merged FixMapInfo into loadcons.
No need to delay the remaining content. The reasons for the separate function no longer exist.
2021-05-02 19:41:24 +02:00
Christoph Oelckers
60d007fa93 - Duke: fixed non-scrolling SE24. 2021-05-02 19:32:20 +02:00
Christoph Oelckers
bb9d492db6 - migrated RRRA as well. 2021-05-02 14:01:10 +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
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
9bc210fe35 - fixed RR weapon clearing in E2L2 and RRRA E1L3. 2021-05-02 10:37:20 +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
f3eb476fbf - minor cleanup. 2021-05-01 23:09:24 +02:00
Christoph Oelckers
13b21d3ed9 - removed script access to variables that no longer contain what they once did. 2021-05-01 23:08:51 +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
5b54e9c1ad - removed the 26 factor from Duke's par times.
What were they thinking?
2021-04-30 20:08:36 +02:00
Christoph Oelckers
5959543380 - hooked up SW's intermission handling. 2021-04-30 20:08:36 +02:00
Christoph Oelckers
aa148d602c - scriptified SW's 2D screens.
Compiles but not tested yet.
2021-04-30 20:08:35 +02:00
Christoph Oelckers
d5db898236 - fixed bad level number for weapon removal in RRRA. 2021-04-30 20:08:35 +02:00
Christoph Oelckers
fa2bcf563a - forgot to save these. 2021-04-30 20:08:35 +02:00
Christoph Oelckers
b65dfb6145 - check r_precache in all games. 2021-04-30 20:08:35 +02:00
Christoph Oelckers
eaf5e1fba5 - Cutscene support in Blood.
Intro tested, rest to do.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
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
1166b00af2 - switched intro movie playing over to the new system
Not tested yet.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
e05f900315 - added the data structures to hold the cutscene data. 2021-04-30 20:08:31 +02:00
Christoph Oelckers
21aa5c9234 - added game flags for all supported add-ons. 2021-04-30 20:08:31 +02:00
Christoph Oelckers
88dfb93865 - redid Duke cutscene code to use functions, not classes as exports and added the missing screens.
Functions are better because they allow doing more in the internal setup code.
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
d853b63a1a - RR summary screen 2021-04-30 20:08:29 +02:00
Christoph Oelckers
c07fcbee08 - migrated level summary screen. 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
b0163ff729 - made the end of E1 cutscene a bit more scripting friendly. 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
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
Mitchell Richters
9bebd7fabf - Remove max ammo fudging for when showing the magazine amount for Duke since it overrides ammo maximums set from CON. 2021-04-26 12:35:07 +10:00
Christoph Oelckers
8c379f7a44 Merge branch 'master' into newrenderer 2021-04-25 11:33:47 +02:00
Christoph Oelckers
c05df44ad4 - fixed the check for RR's geometry effect.
This always got triggered for Duke which made the entire map render 3 times. The most obvious effect was reduced translucency.
2021-04-23 21:36:51 +02:00
Christoph Oelckers
3766c5aed0 - restored original palette handling for access cards that got broken in 242f958c41
Unlike all the other HUD sprites this one works differently.
2021-04-23 19:36:55 +02:00
Christoph Oelckers
bf23d6c3b0 - corrected level number for RR's summary screen. 2021-04-23 16:07:04 +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
f51872db25 Merge branch 'master' into newrenderer 2021-04-20 20:46:06 +02:00
Christoph Oelckers
aaad546729 - palookup. 2021-04-20 20:21:51 +02:00
Christoph Oelckers
9e40e49c2c - generalized the special key handling for skipping cutscenes. 2021-04-20 15:01:26 +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
2f696e1a95 Merge branch 'master' into newrenderer 2021-04-19 20:50:37 +10:00
Mitchell Richters
de06030ea0 - gameinput.cpp: Make sethorizon(), applylook() and calcviewpitch() class functions of PlayerHorizon and PlayerAngle where appropriate. 2021-04-19 20:50:10 +10:00
Mitchell Richters
4eaf05d95e - Duke: Fix bad vehicle speed clamp change from e79c6bacd3.
- Fixes #325.
- 🤦
2021-04-19 19:33:13 +10:00
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
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
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
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
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
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
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
2176435831 - Duke: Replace sprite z pos numeric values with correct enum values for each game. 2021-04-15 18:02:16 +10:00
Mitchell Richters
6cebd7fca2 Merge branch 'master' into newrenderer2 2021-04-15 18:01:26 +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
d5b14a8de3 - Duke: Remove some direct array accesses in lieu of player_struct pointer. 2021-04-15 16:34:24 +10:00
Mitchell Richters
242f958c41 - Duke: Clean up some duplicated code in hudweapon_*.cpp files. 2021-04-15 15:49:36 +10:00
Mitchell Richters
a4895cb270 - All Games: Allow for HUD interpolation to be disabled.
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00
Christoph Oelckers
f83e678ea0 - use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.
Unlike the higher level code this does not check for game over conditions.
2021-04-14 21:17:32 +02:00
Christoph Oelckers
798cf2f973 Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2 2021-04-12 20:25:56 +02:00
Christoph Oelckers
9598b626c9 Merge branch 'master' into newrenderer2 2021-04-12 20:03:50 +02:00
Christoph Oelckers
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
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
Mitchell Richters
e959226914 - Fix RRRA bike/boat angle adjustments following changes in f343bd8d5e.
* Because we're wrapping a negative number around to be unsigned, we need to do that after we've done our bit-shift operations.
2021-04-11 18:34:07 +10:00
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
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
a530dfbe35 Merge branch 'master' into newrenderer2 2021-04-08 18:52:54 +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
4cdc39c9b9 Merge branch 'master' into newrenderer2 2021-04-08 08:55:41 +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
e30dc82676 - Cleanup of the voxel code.
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Christoph Oelckers
090b52f783 - fixed animatesprites call in Duke.
This passed z instead of angle.
2021-04-05 12:25:09 +02:00
Christoph Oelckers
ba2defeb14 Merge branch 'master' into newrenderer2 2021-04-05 10:34:34 +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
c303884274 - better handling for Duke's scrolling cloudy skies.
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
55ad51ee1f Merge branch 'master' into newrenderer2 2021-04-04 13:23:51 +02:00
Christoph Oelckers
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
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