Christoph Oelckers
d1cc7403b3
- actNapalmMove - another previously unnamed function.
...
# Conflicts:
# source/games/blood/src/aiunicult.cpp
2021-05-08 14:43:08 +02:00
Christoph Oelckers
23df336ebe
- complete cleanup of sub_2A620, now renamed to actRadiusDamage.
2021-05-08 14:43:08 +02:00
Christoph Oelckers
6110ec5cfd
- redid ConcussSprite.
2021-05-08 14:43:08 +02:00
Christoph Oelckers
df6a9823e3
- fixed incorrect license in sw/d_menu.cpp.
...
Should be GPL 2+, not GPL 2.
2021-05-08 00:13:50 +02:00
Christoph Oelckers
db1cf63e7a
- SW: fixed bad type for ceiling portals.
2021-05-07 00:23:56 +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
0659bda6b6
- SW: clear old user content before allocating a new one.
...
If old data gets in here it may break the game.
https://github.com/coelckers/Raze/issues/349
2021-05-04 11:11:38 +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
0db8fc6163
- removed UNREFERENCED_PARAMETER macro.
...
Using C++ standard of not naming such parameters instead.
2021-05-03 19:10:53 +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
d206a767b2
- added render workaround for CP07.
2021-05-03 17:48:35 +02:00
Christoph Oelckers
56fcf904b5
- Backend update from GZDoom.
2021-05-03 14:48:55 +02:00
Christoph Oelckers
30b1b046e4
- added an intermediate data structure to decouple the rendering from the immediate map data.
...
This will be needed for sectors consisting of disjoint parts and for providing some help with addressing rendering anomalies
2021-05-03 00:04:36 +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
a1381c0ff2
- fixed Blood cutscene setup to avoid dependency on the sound code initialization.
...
It now only stores the sound name or ID but not the internal index which is only looked up when needed.
2021-05-02 18:10:59 +02:00
Christoph Oelckers
dfd47ea33a
- migrated SW to RMAPINFO as well.
...
Also removed the 'definecutscene' code from the .def parser as this was never meant to be more than a temporary solution.
2021-05-02 17:35:25 +02:00
Christoph Oelckers
4b064b9f34
- migrated Exhumed's level setup to RMAPINFO.
...
This game never had a proper setup so this also fixes the crashes with visiting the multiplayer maps.
2021-05-02 15:54:19 +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.
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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
727244d52d
- changed 3 places to call the proper map progression function.
...
These ignored the explicit settings in the map definition.
2021-05-01 23:10:04 +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
e0ec0f24d0
- fixed Blood's HUD time display.
...
This somehow got lost.
2021-05-01 20:08:51 +02:00
Christoph Oelckers
10395688bf
- must restore the laptop background of Exhumed's LEV20 cutscene each frame.
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Also fixed the variable names in this function.
2021-04-30 20:08:36 +02:00
Christoph Oelckers
4069a5096a
- scriptified Exhumed's 2D content (minus the programmatic textures.)
2021-04-30 20:08:36 +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.
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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.
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Intro tested, rest to do.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
869dbd70e5
- fixed the design by merging the episode start handler into ShowIntermission.
...
Tying the start-of-episode cutscene to the cluster does not really work because it gets triggered by all maps of the cluster.
All currently existing intro cutscenes are tied to the map anyway.
Also correcting transition movie name for RRRA E2L1.
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
ad28630df6
- offloaded map patches to data files.
...
This is a lot easier to manage than having them in the code.
For now it piggybacks on the map hack feature, later this should use the same scripted approach as GZDoom.
2021-04-24 23:07:35 +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
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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
Christoph Oelckers
14971f9569
Merge branch 'master' into newrenderer
2021-04-22 00:10:37 +02:00
Christoph Oelckers
729928c576
- SW: fixed bad serialization of sector object pointers
2021-04-22 00:03:18 +02:00
Christoph Oelckers
a4f5a32680
- fixed issue with restoring SO sprite array.
...
This array has -1 for empty entries so it cannot be saved partially.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
c3e5cf322e
- SW: cleaned up the depth variable handling in SECT_USER which was endian dependent, including the savegame handler
2021-04-22 00:03:17 +02:00
Christoph Oelckers
c17ec5fa45
- cleanup of savegame framework
2021-04-22 00:03:17 +02:00
Christoph Oelckers
b85da221d7
- SW: save tracks as JSON.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
bb8309831c
- SW: eliminated the int pointer in ANIM.
...
# Conflicts:
# source/games/sw/src/save.cpp
2021-04-22 00:03:16 +02:00
Christoph Oelckers
c49c5fcf1d
- SW: serialize SO interpolations as JSON.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
2d571586bd
- save sector objects as JSON
2021-04-22 00:03:16 +02:00
Christoph Oelckers
e9b1342ffd
- SW: save globals as JSON.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
66e5b9ada7
- SW: save SectUser as JSON, also store in a managed array.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
06b03f7301
- SW: save the player and related data as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
9bae2295cc
- better USER clearing.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
8fee2b3ed7
- save SW's User array as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
32955621f8
- removed all parental lock garbage from SW.
...
Better get rid of it as it's a major complication as implemented.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
bbb53bc717
- refactored the main User array into something that's automatically managed.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
cd45a1f035
- made more parts of USER serialization friendly.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
dcb393bc44
- started reorganizing SW's memory management.
...
Need to get rid of all those unmanaged allocations and present game data in an easily serializable form.
This adds a managed TPointer class that replicates the useful parts of std::unique_pointer but steers clear of its properties that often render it useless.
2021-04-22 00:03:14 +02:00
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
0c5729b0f6
- SW: Ensure all sprite angles are backed up in the ticker.
...
* Fixes #326 .
2021-04-20 21:33:42 +10:00
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
1daa346fdd
- Exhumed: Make SB_CENTERVIEW
work properly when cl_syncinput 1
is set.
2021-04-19 20:24:11 +10:00
Mitchell Richters
4eaf05d95e
- Duke: Fix bad vehicle speed clamp change from e79c6bacd3
.
...
- Fixes #325 .
- 🤦
2021-04-19 19:33:13 +10:00
Mitchell Richters
171d541112
Merge branch 'master' into newrenderer
2021-04-18 10:05:10 +10:00
Mitchell Richters
3961fcc28a
- Exhumed: When returning to center after going up/down stairs etc (slope tilting), don't use the backend's aim/look up/down return to center code as it's slower.
2021-04-18 10:04:17 +10:00
Christoph Oelckers
eb912604d2
- RFS compatibility with GDX: The outermost path component can be left out.
2021-04-17 23:59:10 +02:00
Christoph Oelckers
82194bbf6b
Merge branch 'master' into newrenderer
...
# Conflicts:
# source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00