Commit graph

1814 commits

Author SHA1 Message Date
Christoph Oelckers
ffa265ae1d - gave Blood's and SW's mirror/ROR tiles proper names. 2022-12-11 19:44:00 +01:00
Christoph Oelckers
f4bda94dad - added tileGetTextureID and tested it with Blood's mirror/portal setup code. 2022-12-11 19:43:59 +01:00
Christoph Oelckers
bfef616981 - let tileDelete create a new null texture instead of using the default one.
This is to ensure that marker textures are still unique.
2022-12-11 19:43:59 +01:00
Christoph Oelckers
49f87e6227 - got rid of gotpic.
Now everything uses the 'seen' flag in the texture which indicates that the texture was actually used for hardware rendering since the last check.
It's also only the 3 places checking this flag which are responsible for clearing it.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
ede5b017ab - renamed walltype::picnum to wallpicnum for easier searching. 2022-12-11 19:43:58 +01:00
Christoph Oelckers
51ad64f71e - initialize all special tiles to their intended type before starting the game.
This ensures that we have an immutable mapping of tile number to texture ID now.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
6a690849e6 - cleanup on the tile management.
* removed the long defunct EDuke32-based map art system. With our move to named textures this will not work anymore so fixing the existing problems would be pointless.
* moving .def related parsing stuff out of buildtiles.cpp.
* some initial refactoring to make the tile store a static, non-modifyable resource after initial setup.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
a08db47528 - exported all breakable ceilings.
Very simple stuff with instant profit. :)
2022-12-11 19:43:58 +01:00
Mitchell Richters
2c592405fa - Separate pitch/yaw key input into separate functions and apply from the ticker. 2022-12-11 19:43:56 +01:00
Mitchell Richters
470b4efac8 - Remove PlayerAngles::setYaw() method usage and remaining associated code. 2022-12-11 19:43:56 +01:00
Mitchell Richters
f58e3c58aa - Remove PlayerAngles::setPitch() method usage. 2022-12-11 19:43:56 +01:00
Mitchell Richters
491a42d2bb - Remove PlayerAngles::addYaw() method usage. 2022-12-11 19:43:56 +01:00
Mitchell Richters
7a7758efaa - Remove PlayerAngles::addPitch() method usage. 2022-12-11 19:43:56 +01:00
Mitchell Richters
968d0ae0d2 - Implement new scaled angle change setup and remove enforcement of synchronised input. 2022-12-11 19:43:55 +01:00
Mitchell Richters
15b101870d - Completely remove current scaled angle change setup.
* During this transition, temporarily enforce synchronised input at all times.
2022-12-11 19:43:55 +01:00
Christoph Oelckers
f39eaba109 - backported sound volume fix from NBlood. 2022-12-11 18:46:40 +01:00
Christoph Oelckers
67e807de26 - exported the tile flag setters to .def. 2022-12-11 18:42:01 +01:00
Mitchell Richters
bb1113c251 - Remove the whole angle locking concept, we can just force synchronised input instead which is cleaner. 2022-12-11 18:42:01 +01:00
Mitchell Richters
6c0493868e - Implement new method for applying scaled angle changes.
* This method works more accurately to how an angle change would occur under interpolated circumstances.
2022-12-11 18:42:01 +01:00
Mitchell Richters
5a8612110d - Process scaled angle adjustments in each game's render function, not from the input function.
* Previous config had the potential to call `I_GetInputFrac()` nearly twice in a row, which would have resulted in some hitching.
* Calling from each game's render function avoids the above and means we can start applying scaled angle changes one frame faster.
2022-12-11 18:42:01 +01:00
Mitchell Richters
d3bc2f39a4 - Blood: Remove all remaining angle wrapper usage. 2022-12-11 18:42:00 +01:00
Mitchell Richters
1aad5eacfa - Remove all remaining legacy wrappers. 2022-12-11 18:42:00 +01:00
Mitchell Richters
e972818db5 - Tidy up modern crosshair/weapon offset drawers. 2022-12-11 18:41:59 +01:00
Mitchell Richters
25de63ffb5 - Cleanup of render draw code to use new angle getter. 2022-12-11 18:41:59 +01:00
Mitchell Richters
599a375d67 - Rename DCoreActor::interpolatedangle() to DCoreActor::interpolatedyaw() 2022-12-11 18:41:59 +01:00
Mitchell Richters
abdeeac205 - Rework PlayerAngles::doViewPitch() to apply at ticrate like PlayerAngles::doViewYaw(). 2022-12-11 18:41:59 +01:00
Mitchell Richters
f9aeee5b4a - Split out view angle stuff out of PlayerAngles::applyYaw() into PlayerAngles::doViewYaw().
* Do all the view angle stuff as interpolated changes in the playsim as well, there's no need for these to be done at ticrate.
2022-12-11 18:41:59 +01:00
Mitchell Richters
d7d76d5fc4 - Move all PlayerAngles view angle properties into new DRotator objects. 2022-12-11 18:41:58 +01:00
Mitchell Richters
175b182805 - Invert rotscrnang so it rolls forward, consistent with all other angles. 2022-12-11 18:41:58 +01:00
Mitchell Richters
630c10856e - Re-write PlayerAngles scaled adjustment methods. 2022-12-11 18:41:58 +01:00
Mitchell Richters
aa868232c8 - Clean up all previously annotated angle/yaw checks. 2022-12-11 18:41:58 +01:00
Mitchell Richters
01d9877c8c - Blood: Repair synchronised input interpolation issues following changes. 2022-12-11 18:41:58 +01:00
Mitchell Richters
850c988dfa - Wrap access to previous yaw. 2022-12-11 18:41:57 +01:00
Mitchell Richters
be466fec8d - Wrap access to current yaw. 2022-12-11 18:41:57 +01:00
Mitchell Richters
15f1d89855 - Wrap access to current pitch. 2022-12-11 18:41:56 +01:00
Mitchell Richters
60a97f781e - Add DCoreActor pointer as PlayerAngles::pActor, setting and nulling where the player's actor is set. 2022-12-11 18:41:56 +01:00
Mitchell Richters
b9f5bb71cc - Merge PlayerHorizon and PlayerAngle structs into PlayerAngles struct. 2022-12-11 18:41:56 +01:00
Mitchell Richters
d75ac9e445 - Rename PlayerAngle prototypes in preparation for replacement work. 2022-12-11 18:41:56 +01:00
Mitchell Richters
353c2a20fd - Rename remaining PlayerAngle methods. 2022-12-11 18:41:55 +01:00
Mitchell Richters
f305fbb370 - Rename PlayerAngle getters in preparation for replacement work. 2022-12-11 18:41:55 +01:00
Mitchell Richters
a061f2baef - Rename PlayerAngle::spin to its destined final name. 2022-12-11 18:41:55 +01:00
Mitchell Richters
7d34288290 - Rename PlayerAngle::rotscrnang in preparation for replacement work. 2022-12-11 18:41:55 +01:00
Mitchell Richters
50cf22ec53 - Rename PlayerAngle::oang in preparation for replacement work. 2022-12-11 18:41:55 +01:00
Mitchell Richters
bd063de5f5 - Rename PlayerAngle::ang in preparation for replacement work. 2022-12-11 18:41:54 +01:00
Mitchell Richters
d810afa2e9 - Rename PlayerHorizon prototypes in preparation for replacement work. 2022-12-11 18:41:54 +01:00
Mitchell Richters
9ab8db04db - Rename remaining PlayerHorizon methods. 2022-12-11 18:41:54 +01:00
Mitchell Richters
3758d93ad8 - Rename PlayerHorizon getters in preparation for replacement work. 2022-12-11 18:41:54 +01:00
Mitchell Richters
216fad7e18 - Rename PlayerHorizon::horizoff in preparation for replacement work. 2022-12-11 18:41:53 +01:00
Mitchell Richters
401a829d54 - Rename PlayerHorizon::horiz in preparation for replacement work. 2022-12-11 18:41:53 +01:00
Mitchell Richters
110cc5149d - Annotate all sprite angles that are being set as the player angle to review later.
* Once the angles between player and sprite have been unified, these will be much harder to identify.
2022-12-11 18:41:53 +01:00
Mitchell Richters
2e0b9490e1 - Change spritetypebase::angle to a DRotator named Angles.
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
2022-12-11 18:41:52 +01:00
Christoph Oelckers
f103e33300 - fixed code up to the point where everything compiles again. Duke sounds are currently non-functional.
All Duke script code has been changed to use strings as sound names now, just like GZDoom these will be looked up at compile time.
Original Duke sound indices still exist but are now being managed as resource IDs, not sound engine indices anymore.
2022-12-11 18:41:51 +01:00
Mitchell Richters
597b291252 - Blood: Fix gi->WarpToCoords() that messed up the Z. 2022-12-11 18:41:51 +01:00
Mitchell Richters
397acfa242 - Blood: Migrate to new actor viewzoffset property (sort of).
* The way this game does it player Z in a distinct variable needs to be maintained as it's impossible to maintain proper Z velocities when trying to do without it.
2022-12-11 18:41:50 +01:00
Mitchell Richters
e55412f240 - Remove DCoreActor::ZeroVelocity(). 2022-12-11 18:41:45 +01:00
Mitchell Richters
39d1a758ed - Remove DCoreActor::ZeroVelocityXY(). 2022-12-11 18:41:44 +01:00
Mitchell Richters
f524abdf47 - Blood: Utilise new weapon drawing offsets from the backend. 2022-12-11 18:41:37 +01:00
Mitchell Richters
ef52694365 - Improved crosshair drawing that factor's in look_ang better I've had stashed away for a little bit. 2022-11-30 10:03:52 +01:00
Christoph Oelckers
ed4f49ac86 - fixed sound code for backend update. 2022-11-24 17:46:39 +01:00
Christoph Oelckers
c69e86d119 - Blood: unlimited the tracking conditions. 2022-11-16 11:55:41 +01:00
Christoph Oelckers
ef54579104 - Blood: updated nnexts with the parts not related to the condition rewrite. 2022-11-16 11:14:31 +01:00
Christoph Oelckers
e776e76ebf - Blood: applied all changes outside of nnexts.cpp from the latest modern update. 2022-11-16 07:53:21 +01:00
Christoph Oelckers
42e02d2956 - eliminated firstWall as well. 2022-11-15 15:44:33 +01:00
Christoph Oelckers
5798fa067f - cleaned up all -> accesses through firstWall(). 2022-11-15 15:33:35 +01:00
Christoph Oelckers
af60408e63 - sector wall access cleanup.
lastWall was only used twice and firstWall() + index can be done better now.
2022-11-15 15:31:52 +01:00
Christoph Oelckers
7d9a4ea70d - eliminated wallsofsector. 2022-11-15 15:24:17 +01:00
Christoph Oelckers
bfae5ce1bc - use a TArrayView to store the wall references in a sector.
This is a lot more scripting friendly than hacking around the indices.
2022-11-15 14:53:39 +01:00
Christoph Oelckers
c23db8ea35 - wrapped all reads of sectortype::wallnum and renamed all other wallnum variables. 2022-11-15 12:21:21 +01:00
Christoph Oelckers
b7a7584059 - renamed wallnum and sectnum functions.
These were creating a lot of search noise because local variables had the same name.
2022-11-15 12:03:44 +01:00
Christoph Oelckers
f7a2fd29ba - Blood: fixed incorrect underwater movement speed
The 'posture == 1' case has gotten lost while consolidating the redundant code.
2022-11-12 10:19:15 +01:00
Christoph Oelckers
ac4be79e96 - implemented cl_weaponswitch for Duke. 2022-11-12 09:34:08 +01:00
Christoph Oelckers
3444991e4e - fixed VSpriteBusy coordinate adjustment. 2022-11-07 10:31:10 +01:00
Mitchell Richters
ff7e0afa6f - Use std::fma() in the interpolation code.
* From everything I've read, this more accurate, can be ~5% faster and is heavily optimised on CPUs of the last 10-12 years.
* This homegrown solution can be removed for `std::lerp()` once we go C++20.
2022-11-07 19:28:34 +11:00
Mitchell Richters
88e92a15a6 - Clean up some interpolatedvalue() calls. 2022-11-07 17:52:53 +11:00
Mitchell Richters
274899c9db - Get rid of useless lerp() function I added last night for lack of C++20.
* We already have a generic linear interpolator that _I_ added, so let's use it.
2022-11-07 17:31:17 +11:00
Mitchell Richters
043ebadbee - Remove 2x Normalized180() method calls on pitch where it's not needed.
* Pitch should always be +/- 90 degrees and never need normalization. If it's not, then this shouldn't mask an error caused elsewhere.
2022-11-07 16:53:55 +11:00
Mitchell Richters
c8114e7ed0 - Revert change to TAngle<T>'s / operator that snuck in. 2022-11-07 15:43:00 +11:00
Mitchell Richters
8ec475aec8 - Replace clamped off tangent values with a linear interpolation of the player's pitch.
* Gives a tangent-like ramping where it's noticeable without having to use the tangent at all.
* Had to do homegrown lerper since we're not C++20 yet.
2022-11-06 21:59:04 +11:00
Christoph Oelckers
0e113dab79 - added true level compatibility map processing and deleted all related map hack code. 2022-10-31 10:45:47 +01:00
Christoph Oelckers
0c87bcb91b - renamed getzsofslopeptr to calcSlope and removed one redundant inline. 2022-10-30 16:51:40 +01:00
Christoph Oelckers
32b2e84fdc - added episode and total episode time display to alt HUD 2022-10-30 16:51:40 +01:00
Christoph Oelckers
ff71ab14ce - added a GZDoom-style alternative HUD.
So far only implemented for Blood.
2022-10-30 16:51:37 +01:00
Christoph Oelckers
98e2fecd37 - another bunch of type conversion warnings fixed.
the ones in the findplayer functions are not critical in singleplayer.
2022-10-30 16:51:35 +01:00
Christoph Oelckers
902f8c9706 - silenced lots of warnings for deliberate type conversions.
The ones in d_net.cpp are not in active code.
2022-10-30 16:51:35 +01:00
Christoph Oelckers
9c097e1763 - revert to warning level 3.
Some stock warnings are far too noisy when level 4 is on.
2022-10-30 16:51:35 +01:00
Mitchell Richters
3f2d970b4f - Blood: Fix minor issue where player death horizon was being applied at double speed. 2022-10-30 16:51:34 +01:00
Christoph Oelckers
3c6b64d621 - renamed everything back 2022-10-30 16:51:33 +01:00
Christoph Oelckers
81341ce4a6 - unwrapped SetScale as well.
Again no edits here - it's one big replace action.
2022-10-30 16:51:33 +01:00
Christoph Oelckers
15db7a7143 - unwrapped SetScaleX/Y. 2022-10-30 16:51:32 +01:00
Christoph Oelckers
85b52b1c77 - removed Scale(), CopyScale() and MultScale wrappers. 2022-10-30 16:51:32 +01:00
Christoph Oelckers
51768439a9 - started removing wrappers. ScaleX() and ScaleY() done.
No manual changes in here.
2022-10-30 16:51:31 +01:00
Christoph Oelckers
4aa765675e - use a float vector to store the scale. 2022-10-30 16:51:31 +01:00
Christoph Oelckers
fb164450a7 - use MultScale 2022-10-30 16:51:25 +01:00
Christoph Oelckers
5700d25120 - minor cleanup on scaling code 2022-10-30 16:51:25 +01:00
Mitchell Richters
ffc16635b2 - Blood: Make bobPhase a proper float. 2022-10-30 16:51:24 +01:00
Christoph Oelckers
1c82d19d37 - handled all remaining x/yrepeat in Blood. 2022-10-30 16:51:23 +01:00
Christoph Oelckers
1d48b0776e - cleanup in Blood plus repeats in aiunicult.cpp
* removed the picWidth/Height functions because their one use can be easily inlined
* deleted the unused initvals in GENDUDEEXTRA
2022-10-30 16:51:23 +01:00
Christoph Oelckers
8a8ef22e53 - mostly '>' comparisons with scale values. 2022-10-30 16:51:22 +01:00
Christoph Oelckers
f5e1709c37 - renamed yet another bunch of repeat variables. 2022-10-30 16:51:22 +01:00
Christoph Oelckers
78bf99434e - removed some pointless comments. 2022-10-30 16:51:22 +01:00