Commit graph

266 commits

Author SHA1 Message Date
Christoph Oelckers
dc5b8d27f8 - infrastructure for savegame pics.
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
95f917a408 - added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
sirlemonhead
1ddcc41ed8 PCExhumed: Fix spark effect when destroying an energy tower. 2020-01-10 17:32:28 +01:00
Christoph Oelckers
cfed7afd02 - all source compile now on macOS 2020-01-08 01:00:57 +01:00
Christoph Oelckers
42f16a7b30 - removed merged code that doesn't work anymore. 2020-01-08 00:05:37 +01:00
Christoph Oelckers
8cbb313a96 - clearing the screen here is redundant. 2020-01-07 20:17:08 +01:00
sirlemonhead
56abec7ed4 PCExhumed: Add god, noclip and changelevel console commands.
# Conflicts:
#	source/exhumed/src/osdcmds.cpp
2020-01-07 20:12:12 +01:00
NY00123
86503338ec PCExhumed: Remove unused moveTimer variable from menu_DrawTheMap
(minor addition to world map code fixes and tidying from Oct 14).

# Conflicts:
#	source/exhumed/src/menu.cpp
2020-01-07 20:10:52 +01:00
NY00123
bb020c15f1 PCExhumed: Further improve the widescreen fix for the smoke in menu_DrawTheMap.
rotatesprite is now directly called, instead of going through the
overwritesprite wrapper, in order to trim the smoke sprites,
so they don't leave the map's boundaries in widescreen.

A technical side-effect is that picanm[tilenum].sf is not temporarily
set to 0, as done in overwritesprite.

The call to videoClearScreen is still required, in case the console is
shown and then hidden. It's now called after HandleAsync, just for the
sake of it (less useful in case of quit, and maybe also in another scenario).
2020-01-07 20:10:42 +01:00
Christoph Oelckers
b8ac5aea84 Merge branch 'master' of https://github.com/coelckers/Raze 2020-01-07 01:11:33 +01:00
Christoph Oelckers
fb985d2503 - more macOS compilation fixes
Still not complete…
2020-01-07 01:11:19 +01:00
NY00123
d5d60afdc3 PCExhumed: Improve the cheat code fixes in CheckKeys.
- Replace direct calls to strtok with calls to a new wrapper function,
safeStrtok. Whenever strtok returns a null pointer, safeStrtok returns
an empty string instead. This should assist with replicating
the behaviors with the DOS EXE, without leading to crashes.
- This way, the "GOTO" and "CREATURE" codes are fixed.
The code handling "LEVEL" is additionally simplified.
- The code executed if nStringLen == 0 || pToken == NULL is now gone.
As is the case under DOS, if you enter a non-empty string which isn't
matched at all, sHollyStr will be emptified, but you'll otherwise
still be able to enter a code, with no need to retype "HOLLY".
2020-01-06 18:16:36 +01:00
Christoph Oelckers
134122335b - first attempt to compile on a Mac
This could have gone better, there's far too many warnings here
2020-01-06 02:41:47 +01:00
sirlemonhead
bddcde73f4 PCExhumed: Cheat code fixes.
Default to level 0 if no level number is specified and don't crash if only space characters are submitted. Thanks to NY00123 for reporting.
2020-01-05 10:48:55 +01:00
Christoph Oelckers
746aa4da82 - added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case. 2020-01-05 10:48:44 +01:00
sirlemonhead
5e6c109d35 PCExhumed: Correct variable name/usage in runlist channel loop. 2020-01-04 10:06:15 +01:00
Evan Ramos
e363cd53a5 tspritetype cleanup
# Conflicts:
#	source/blood/src/m32common.cpp
#	source/blood/src/m32exec.cpp
#	source/blood/src/m32structures.cpp
#	source/blood/src/mapedit.cpp
#	source/rr/src/astub.cpp
#	source/rr/src/m32common.cpp
#	source/rr/src/m32exec.cpp
#	source/rr/src/m32structures.cpp
2020-01-03 08:07:10 +01:00
Christoph Oelckers
e63ca0f471 - removed redundant keyboard.h header 2020-01-02 19:56:57 +01:00
Christoph Oelckers
d464017363 - cleaned up the input code a bit. 2020-01-01 11:35:47 +01:00
Christoph Oelckers
bcb48d8441 - added handling for changing the screen size (dragging the window borders / change scale factor) 2020-01-01 09:49:06 +01:00
Christoph Oelckers
3d47652d08 - had a look at Exhumed's shade tables and implemented the necessary adjustments for the 3 with abnormal gradients. 2019-12-31 22:53:03 +01:00
Christoph Oelckers
d3a57e6e74 - route all clearscreen calls that happen after drawing the scene through the 2D drawer.
Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Jonathan Gray
5ea5d87664 PCExhumed: fix triddat.cpp build with libc++
Include cstdlib for abs() with an int argument.  Fixes the following
compile error with libc++.

source/exhumed/src/trigdat.cpp:159:9: error: call to 'abs' is ambiguous
    if (abs(diff) > c)
        ^~~
/usr/include/c++/v1/math.h:761:1: note: candidate function
abs(float __lcpp_x) _NOEXCEPT {return ::fabsf(__lcpp_x);}
^
/usr/include/c++/v1/math.h:765:1: note: candidate function
abs(double __lcpp_x) _NOEXCEPT {return ::fabs(__lcpp_x);}
^
/usr/include/c++/v1/math.h:769:1: note: candidate function
abs(long double __lcpp_x) _NOEXCEPT {return ::fabsl(__lcpp_x);}
^
1 error generated.
2019-12-31 09:19:58 +01:00
Jonathan Gray
64d3d38014 PCExhumed: remove uneeded malloc.h include
malloc.h is a non-standard header and isn't required here
fixes build on OpenBSD which has no malloc.h

# Conflicts:
#	source/exhumed/src/enginesubs.cpp
2019-12-31 09:19:58 +01:00
Christoph Oelckers
ad24a1ce31 - place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
f1891c7750 - fixed compilation. 2019-12-29 22:47:40 +01:00
nukeykt
62c37b64ae Fix exhumed compiling
# Conflicts:
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/menu.cpp
2019-12-29 22:30:13 +01:00
Christoph Oelckers
3a6d0b8f84 - more cleanup. 2019-12-29 17:04:38 +01:00
Christoph Oelckers
2e261a7468 - cleanup and removal of unused code.
compat.h probably needs a bit more attention, it's a horrendous mess of the wrong type of "compatibility" concerns.
2019-12-29 16:35:51 +01:00
Christoph Oelckers
cc332486b4 - cleaned out the 2D drawing code.
With the new backend there will always be just one page, never more, so the RS_PERMS case will never be entered.
In addition, since the software renderer has already been nonfunctional due to lacking support from the 2D drawer, its 2D components have also been removed. Its main remaining purpose, drawing camera textures, remains unaffected by this.
2019-12-29 15:46:48 +01:00
Christoph Oelckers
a021b96119 - added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers
2b95808d42 - fixed ambient sounds not restarting in DN3D and RR. 2019-12-28 12:59:19 +01:00
Christoph Oelckers
93fccfd767 - fixed the fire sound in the intro. 2019-12-27 23:09:05 +01:00
Christoph Oelckers
bea7391ac9 - more sound related fixes.
This was messier than I thought.
2019-12-27 22:17:36 +01:00
Christoph Oelckers
affa8240f4 - fixed: Exhumed's ChannelEnded method did not call the super class.
This caused all sorts of audio errors.
2019-12-27 20:05:58 +01:00
Christoph Oelckers
907c2bbe1e - fixed keyboard turning.
Why did it only apply the chance each 4th call instead of doing it smoothly???
2019-12-27 17:35:13 +01:00
Christoph Oelckers
7e758a5e48 - hook up the savegame code in Exhumed. Superficially it looks like it works but it will require a lot more testing.
- fixed per-frame sound system update in Exhumed.

Sound is still quite broken and will require more work.
2019-12-27 17:07:09 +01:00
Christoph Oelckers
ce1a78fd62 - work on the savegame writer.
It saves, reloading not implemented yet.
2019-12-27 10:52:40 +01:00
Christoph Oelckers
3bd36bfb9d - more savegame stuff.
Should be complete now. We'll see...
2019-12-26 23:17:11 +01:00
Christoph Oelckers
79d0818201 - added savegame records for all global data that looks to be game relevant.
The data organization here is a mess, no wonder that this game could only save at the beginning of a level.
Fortunately it's all static so no allocations and pointers to track.
2019-12-26 22:00:04 +01:00
Christoph Oelckers
90fecbc6c0 - removed more unused content. 2019-12-26 19:41:42 +01:00
Christoph Oelckers
7fd86c8640 - config.cpp was also free of actual content. 2019-12-26 18:36:07 +01:00
Christoph Oelckers
25bb94cd94 - reducing the completionist cruft.
The 3 CD related files don't really contain enough code to justify this, merged all non-empty parts into one.
2019-12-26 18:29:10 +01:00
Christoph Oelckers
68a3a60d0b - Exhumed menu tweaks - draw a background and caption for the option menus the game originally did not have.
- fixed a crash in the 2D drawer when two consecutively allocated vertex buffers had the same address. Strangely this only occured with Exhumed but not the other games
- fixed Exhumed crashing with sound disabled.
2019-12-26 17:42:45 +01:00
Christoph Oelckers
078455659f - fixed incorrect initialization order. 2019-12-26 00:54:21 +01:00
Christoph Oelckers
1a8f11e01d Merge branch 'master' into powerslave
# Conflicts:
#	source/build/src/sdlayer.cpp
#	source/common/menu/menu.cpp
#	source/sw/src/config.cpp
#	source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers
e3084cd1b1 - ported Exhumed sound to OpenAL.
The regular sounds are not a big deal, but this game contains two special effects that were problematic to port. We'll have to wait and see if they work as intended - the original panning effect is not 3D compatible so I had to redo it.
2019-12-25 23:37:16 +01:00
Christoph Oelckers
2d7ad75b5f - lightened sound.cpp by deleting all inactive content. 2019-12-25 19:17:06 +01:00
Christoph Oelckers
23bc599468 - fixed recursion issues caused by the plasma generator function performing a busy wait. 2019-12-25 18:57:08 +01:00
Christoph Oelckers
cc81b95570 - main menu works in the common framework.
The rest is messed up, though. This menu is really on an entirely different level of crappiness, even for a 1995 game.
2019-12-14 12:39:18 +01:00