Commit graph

1748 commits

Author SHA1 Message Date
Christoph Oelckers
66b87240ac Revert "- Exhumed: precache all frames of tile animations."
This reverts commit 89344a6023.

This got in by accident - the backend already takes care of animations.
2021-06-03 16:22:24 +02:00
Christoph Oelckers
198fbf9297 Merge branch 'master' into whaven
# Conflicts:
#	source/core/screenjob.cpp
#	source/core/searchpaths.cpp
2021-06-03 08:52:19 +02:00
Christoph Oelckers
89344a6023 - Exhumed: precache all frames of tile animations. 2021-06-02 21:31:38 +02:00
Christoph Oelckers
207298aeb4 - fixed compilation (again.) 2021-06-02 21:00:39 +02:00
NoOneBlood
73683b3ebe Remove viewSetSystemMessage() when setting dude flags via command
# Conflicts:
#	source/blood/src/nnexts.cpp
2021-06-02 20:52:49 +02:00
Christoph Oelckers
86082d4c10 - fixed last commit 2021-06-02 20:52:48 +02:00
NoOneBlood
f433c6ee11 Use dude physics as base for debris physics
Remove dude flags commands
Update kModernSlopeChanger
Add stealth dude flag
Update for sector pause/continue motion

# Conflicts:
#	source/blood/src/db.h
#	source/blood/src/nnexts.cpp
#	source/blood/src/nnexts.h

# Conflicts:
#	source/blood/src/nnexts.cpp
2021-06-02 20:52:48 +02:00
Christoph Oelckers
7fa690082e - fixed cherry picked commit.
# Conflicts:
#	source/core/gamecontrol.h
2021-06-02 20:52:47 +02:00
NoOneBlood
3a59243ea0 - Fixed getPlayeById() function in multiplayer.
- Fixed debris physics flags was not properly reset on level restart.
- Added new modern type "kModernSlopeChanger" that can manipulate sector and sprite slopes.
- Allow to drop items and keys for players in multiplayer (gModernMap only).
- Added event commands to manipulate dude flags.
- Patrol enemies (xsprite.dudeFlag4, gModernMap only):
  - Added path markers following.
  - Added stealth mechanics.
  - Added spot target progress bar.
  - Added alarm dude flag.
  - Added blind dude flag.
  - Added deaf dude flag.
  - Added conditions for kModernCondition related to patrol enemies.
- kModernDamager can work like generator and damage anyone in sectors or in map.
- kSectorDamage is not does the damage if in Off state (gModernMap only).
- Additional options kModernSeqSpawner.
- Effects that created with kModernEffectSpawner now inherits offset of the sprite.
- Added kCmdSectorMotionPause and kCmdSectorMotionContinue event commands that allows to pause or continue sector motion (gModernMap only, WIP).
- Various minor fixes.

# Conflicts:
#	source/blood/src/ai.cpp
#	source/blood/src/common_game.h
#	source/blood/src/eventq.cpp
#	source/blood/src/nnexts.cpp
#	source/blood/src/nnexts.h
#	source/blood/src/triggers.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp

# Conflicts:
#	source/games/blood/src/ai.cpp
#	source/games/blood/src/nnexts.h

# Conflicts:
#	source/games/blood/src/actor.cpp
#	source/games/blood/src/ai.cpp
2021-06-02 20:51:47 +02:00
Christoph Oelckers
c4fa99c891 - ProcessTouchObjects 2021-06-02 20:44:55 +02:00
Christoph Oelckers
f7668fc074 - first pass over ProcessTouchObject 2021-06-02 20:44:54 +02:00
Christoph Oelckers
a7572bca0a - actImpactMissile. 2021-06-02 20:43:14 +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
8b507ed606 - enabled the ENDOOM-like text screens when quitting Duke and SW.
Turned out that all they needed was the font.
2021-05-31 23:16:52 +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
f97b4e830d - pass fonts instead of indices to Blood's viewDrawText function.
As preparation for building a proper font system.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
a7921e4c01 - use the same formula as Duke to offset SW's shadows in Polymost. 2021-05-29 14:04:57 +02:00
Christoph Oelckers
1ea09cd3d2 - removed bogus assert in SW's track setup.
One of the stock maps (WT $airport map.) triggers this assert so it cannot remain.
2021-05-29 13:22:14 +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
8fae793341 - defined a new constant, CR_NATIVEPAL, to use the font functions with a predefined palette.
This is mainly for code clarification, the value is the same as CR_UNDEFINED.
2021-05-29 11:47:05 +02:00
Christoph Oelckers
d44500863b - removed the multiplayer scoreboard screens.
Since there is no plan to keep them in case MP gets implemented there's no need to maintain them.
These should later be replaced by a generic screen using a better font and a layout that takes higher resolutions into account.
2021-05-27 13:33:54 +02:00
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
e5236d3423 - SW: fixed sector transfers involving a portal for real this time.
It is not enough to just copy the properties - if this happens the entire portal needs to be reinitialized. The only way to do this is to run CollectPortals again to reset all portals in the map.
2021-05-20 18:52:27 +02:00
Rachael Alexanderson
a75ed91796 - this crash was handled by nothing more than an assert... 2021-05-20 11:02:11 -04:00
Christoph Oelckers
4d8a2c91f2 - another WIP. 2021-05-19 00:43:50 +02:00
Christoph Oelckers
5ee4bc5cca - Blood: handle title screens so that mods changing the original one still display it.
The rules are:
* If CRC of tile 2518 has changed, use that.
* If CRC of tile 2046 has changed, use that.
* If tile 2518 is not present, use tile 2046
* otherwise use tile 2518.

This allows display of Cryptic Passage's title screen while still using the "with Plasma" version for the regular game.
2021-05-19 00:07:50 +02:00
Christoph Oelckers
bd1755dee7 WIP 2021-05-18 08:01:08 +02:00
Christoph Oelckers
1d7f4c1f2b - SW: fix sector property transfers involving a portal. 2021-05-18 00:26:57 +02:00
Christoph Oelckers
3ae8f45928 Merge branch 'master' into whaven 2021-05-17 19:33:02 +02:00
Christoph Oelckers
395de23b21 - Exhumed: Don't autoaim backwards. 2021-05-16 19:20:36 +02:00
Christoph Oelckers
671d200aa7 Merge branch 'master' into whaven
# Conflicts:
#	source/build/include/buildtypes.h
#	source/core/console/c_notifybuffer.cpp
#	source/core/d_protocol.h
#	source/core/version.h
#	wadsrc/static/zscript.txt
2021-05-16 13:03:17 +02:00
Christoph Oelckers
60fe1d32fb - Blood: unpositioned sounds must be limited to one per channel. 2021-05-16 11:51:51 +02:00
Christoph Oelckers
ee559b7ba9 - removed all leftover parts of the native status bars. 2021-05-16 10:35:33 +02:00
Christoph Oelckers
83f151529b - fixed SW status bar. 2021-05-16 10:25:56 +02:00
Christoph Oelckers
8d8b3cda46 - scriptified SW's status bar.
Not tested yet. This just compiles without errors.
2021-05-16 09:34:08 +02:00
Christoph Oelckers
f136330628 - removed the native versions of Duke's and RR's status bar. 2021-05-15 17:15:29 +02:00
Christoph Oelckers
781cb32dcf - fixed all issues with Duke's/RR's status bar. 2021-05-15 16:46:08 +02:00
Christoph Oelckers
f84f58e714 - ported Duke and RR status bars.
Compiles but not tested yet.
2021-05-15 14:27:32 +02:00
Christoph Oelckers
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
b520d38bc0 - removed the native implementation od Exhumed's status bar. 2021-05-15 10:25:39 +02:00
Christoph Oelckers
663f330684 - fixed GetChunkFrame implementation and one bad GetString call.
Exhumed's status bar is fully working with this.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
b71c725e3e - ported Exhumed's status bar.
Not tested yet.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
5a6121d424 - status bar interface work. 2021-05-15 10:25:38 +02:00
Christoph Oelckers
c716900a3c - handled the remaining arrays that got accessed by the status bar. 2021-05-15 10:25:38 +02:00
Christoph Oelckers
12b7c73393 - turning some of the player arrays into Player members.
For script code we do not want the arrays accessible so all that get accessed need to be moved into the struct first.
2021-05-15 10:25:38 +02:00