Commit graph

3287 commits

Author SHA1 Message Date
Christoph Oelckers
0c17a369db - Duke: changed skill filter to be solely controlled by the spawnclasses definitions.
All classes with no skill filter now need an explicit noskill declaration.
The only exception is inert sprites using DukeActor directly, these will never get filtered by skill.
2023-04-12 20:06:25 +02:00
Christoph Oelckers
53e41bd3b3 - Duke: added missing texture alias for the cannon. 2023-04-11 20:23:34 +02:00
Christoph Oelckers
660227e175 - Duke: restrict skill filter to those actors which originally handled it.
For flexibility there now is a flag that can be set on any actor class, but due to precedent it needs to be off by default.
2023-04-11 20:14:02 +02:00
Christoph Oelckers
ee61daed97 - reinstate code from e2db4a8 that got removed by a badly resolved merge conflict in ae4ef64 . 2023-04-10 16:48:08 +02:00
Christoph Oelckers
2f61a44329 - Duke: do not clear the KILLCOUNT flag.
This seems to have gotten back by accident.
2023-04-10 16:41:58 +02:00
Christoph Oelckers
1d79d0cee3 - Duke: fixed pitch calculation for explosion sounds.
This part was missed when the backend's pitch management was changed to floats instead of Q1.7 fixed point numbers.
2023-04-10 09:13:33 +02:00
Christoph Oelckers
7b1ef9e020 - Duke: Do not set SFLAG_BADGUY for internal bad guys.
This will pass an incorrect value for clipdist to clipmove.
2023-04-10 08:56:37 +02:00
Christoph Oelckers
3df7539eb9 - fixed return values of badguy() and bossguy() functions. 2023-04-09 15:45:19 +02:00
Christoph Oelckers
684fb5eb74 - added a few things missing for RR and Route 66.
R66's gator was also added - this is the only completely new actor in this mod.
2023-04-09 09:46:10 +02:00
Christoph Oelckers
7f758eef2b - got rid of the script-side flag wrappers. 2023-04-09 09:46:09 +02:00
Christoph Oelckers
04a027f748 - removed most parameters from fall_common. 2023-04-09 09:46:09 +02:00
Christoph Oelckers
cfa18952d1 - deleted the native flag setter code. 2023-04-09 09:46:09 +02:00
Christoph Oelckers
918c75cb6e - validate statnum before spawning an actor. 2023-04-09 09:46:09 +02:00
Christoph Oelckers
da0b429751 - migrated attackertype to class objects. 2023-04-09 09:46:09 +02:00
Christoph Oelckers
ae4ef6401c - use the actual actor flags.
Not fully working yet...
2023-04-09 09:45:42 +02:00
Christoph Oelckers
b908ede470 - reviewed actor flags and applied several fixes. 2023-04-09 09:35:37 +02:00
Christoph Oelckers
8172a9ac0c - moved all flags into the actor definitions. 2023-04-09 09:35:37 +02:00
Christoph Oelckers
f4c176988a - first round of flag additions. 2023-04-09 09:35:36 +02:00
Christoph Oelckers
50d406be4e - Duke: Do not call Initialize() for player actors.
The base function is doing things not meant for players, and we do not have a proper class yet that can deal with it.
2023-04-09 08:15:23 +02:00
Christoph Oelckers
e2db4a834e - Duke: apply default scale only to enemies defined in CON.
This code does not apply to the Recon!
2023-04-08 09:37:51 +02:00
Christoph Oelckers
9c164ad290 - fixed crash when stomping shrunk enemies. 2023-04-08 07:14:07 +02:00
Christoph Oelckers
60339a217c - moved a lot of shareable code out of the CON interpreter. 2023-04-07 13:15:06 +02:00
Christoph Oelckers
9ba0b18013 - moved the 3 health related instructions out of the CON interpreter.
This code can be shared with ZScript so it needs to be elsewhere.
2023-04-07 13:15:06 +02:00
Christoph Oelckers
980b3f257a - converted the final set of actor classes the native code needs to reference. 2023-04-07 13:15:06 +02:00
Christoph Oelckers
2ba204444c - merged the spawn init code now that all differences are externalized 2023-04-07 13:15:06 +02:00
Christoph Oelckers
aae2c2dc3c - exported RR's enemies 2023-04-07 13:15:06 +02:00
Christoph Oelckers
779026162d - exported all of RR's pickup items. 2023-04-07 13:14:19 +02:00
Christoph Oelckers
3dd87cfd7f - got rid of checkType. 2023-04-07 12:22:46 +02:00
Christoph Oelckers
f2d802b537 - exported RR's remaining controllers. 2023-04-07 12:22:45 +02:00
Christoph Oelckers
98d5a2686e - use for loop instead of repeating the same line 10x. 2023-04-07 12:22:45 +02:00
Christoph Oelckers
0e169759d5 - animatesprites_r.cpp cleanup 2023-04-07 12:22:45 +02:00
Christoph Oelckers
f9e5f2c137 - final clenaup on animatesprites_d.cpp.
Only the player actor is left, which is also the messiest part...
2023-04-07 12:22:44 +02:00
Christoph Oelckers
ce00183707 - scriptified PlayerOnWater. 2023-04-07 12:17:56 +02:00
Christoph Oelckers
3106c8e6f5 - exported most of the remaining content in spawn_d.cpp 2023-04-07 12:14:16 +02:00
Christoph Oelckers
8b04f42ab5 - exported several fire related actors. 2023-04-07 11:52:53 +02:00
Christoph Oelckers
ef6a8c010a - exported ceilingsteam and consolidated movefallers functions. 2023-04-07 11:52:53 +02:00
Christoph Oelckers
82d04756be - exported a few of Duke's decorations 2023-04-07 11:52:53 +02:00
Christoph Oelckers
551e0af58d - exported the egg, also marking it non-killcount. 2023-04-07 11:52:53 +02:00
Christoph Oelckers
b4dcf8ddcf - exported the remaining Duke enemies. 2023-04-07 11:52:53 +02:00
Christoph Oelckers
0636358b5f - fixes for RR items. 2023-04-07 11:52:53 +02:00
Christoph Oelckers
1bc7c53351 - move the recon's FTA sound into the scripted actor. 2023-04-07 11:52:52 +02:00
Christoph Oelckers
ef54987a58 - exported WT's Firefly 2023-04-07 11:52:52 +02:00
Christoph Oelckers
4e0dad54a5 - exported all of Duke's pickup items. 2023-04-07 11:51:41 +02:00
Christoph Oelckers
7a699e032f - cleaned up Duke's very broken kill count system.
This now uses a static flag to denote an actor as countable and an internal flag to track its killed state, because CON can toggle that at will.
2023-04-07 09:49:20 +02:00
Mitchell Richters
bf58879b08 - Duke/RRRA: Fix HUD tilting when reversing motorcycle backwards. 2023-04-04 15:14:44 +10:00
Mitchell Richters
a68fcfc71c - Remove GameInterface::getConsoleAngles(), it's not needed anymore. 2023-04-04 07:02:39 +10:00
Mitchell Richters
3ef431a428 - Make scaleAdjust a float since it's what's needed anyway. 2023-04-03 19:38:00 +10:00
Mitchell Richters
69c65dfe7e - Internalise InputPacket used in movement functions. 2023-04-03 19:35:35 +10:00
Mitchell Richters
dbba0abb2e - Move all mouse handling into GameInput class. 2023-04-03 18:47:14 +10:00
Mitchell Richters
8d11fef916 - Initial conversion of game input into class GameInput. 2023-04-03 18:46:36 +10:00
Christoph Oelckers
0706a8a5bb - exported LizTrooper and Lizman. 2023-04-02 17:37:30 +02:00
Christoph Oelckers
240b24d771 - exported all females. 2023-04-02 17:34:37 +02:00
Christoph Oelckers
810977f19f - made RR thunder effect also work for Duke.
This mainly meant adding support for random sounds and playing the thunder sound by name instead of by index.
2023-04-02 17:20:06 +02:00
Christoph Oelckers
0cd0f28317 - fixed initialization of RR's thunder effect 2023-04-02 17:09:28 +02:00
Christoph Oelckers
eee551ce15 - take care of the last tileGetTexture call in Duke. 2023-04-02 16:45:43 +02:00
Christoph Oelckers
6248c8813b - make RR's ingame thunder effect not depend on having seen one specific texture.
This really should check if the player has seen one sector where the effect is active.
2023-04-02 16:45:43 +02:00
Christoph Oelckers
8208c7fc0b - some texture name cleanup 2023-04-02 16:45:43 +02:00
Johan Mattsson
cebab8f85d
Small fixes (#910)
* Fix potential index out of bounds

* Fix potential index out of bounds

* Use 'MAXGEOSECTORS' instead of magic constant
2023-04-02 22:10:57 +10:00
Christoph Oelckers
52ea497b50 - fixed lotsofstuff VM export. 2023-04-02 13:19:35 +02:00
Christoph Oelckers
30d066cee9 - added script exports for Duke's bosses.
This allows removing a few hack checks.
2023-04-02 13:13:45 +02:00
Christoph Oelckers
26c8e948f7 deleted debug code 2023-04-02 13:13:45 +02:00
Christoph Oelckers
7f240a0a7a - converted all remaining classes used by PicForName.
This means all functions using this can now pass class pointers directly to the native code.
2023-04-02 13:13:45 +02:00
Christoph Oelckers
c9888ae6cb - exported several RR enemies/animals needed for the UFO spawner. 2023-04-02 13:13:06 +02:00
Christoph Oelckers
9b96f8312a - pig cop converted 2023-04-02 13:13:06 +02:00
Christoph Oelckers
bc50f596e8 - exported two more classes used by PicForName. 2023-04-02 13:10:34 +02:00
Christoph Oelckers
7b4d5eb26d - scriptified SHRINKEREXPLOSION and WATERBUBBLE. 2023-04-02 13:10:26 +02:00
Christoph Oelckers
673ea69d35 - scriptified a few more skeleton items needed by PicforName. 2023-04-02 13:00:13 +02:00
Christoph Oelckers
ccc048136f - exported TOILETWATER, BURNING and EXPLOSION2.
All types needed for cleaning up PicForName
2023-04-02 13:00:13 +02:00
Christoph Oelckers
e0bd038391 - scriptified the native parts of TRANSPORTERSTAR and TRANSPORTERBEAM 2023-04-02 13:00:13 +02:00
Mitchell Richters
10445635cf - Tidy up autosaving for all the games.
* There's not really any reason to need the game's world to tic once, it's already fully loaded during the `gi->NewGame()`/`gi->NextLevel()` calls.
2023-04-02 19:56:52 +10:00
Mitchell Richters
0052ae4172 - Duke: Ensure we backup player angles and not just pos when loading a save. 2023-04-02 19:51:12 +10:00
Mitchell Richters
9dfb805b38 - Duke: Fix potential null actor access in gi->CanSave(). 2023-04-02 19:51:12 +10:00
Mitchell Richters
7217ce6ff9 - Duke: Ensure hard landing check is done after pitch keys.
* Oversight from e9a5f745fc.
2023-04-02 19:51:12 +10:00
Mitchell Richters
272dfa762d - Remove backend crouch toggle solution redeploy with Duke/Exhumed/Blood using new ESyncBit bit.
* I tried to make this work in 2020 but its been nothing but headache. It's something for the game to control via a flag, not the backend to determine.
* For SW, this restores its original implementation.
2023-04-02 18:32:40 +10:00
Mitchell Richters
43febd5aa1 - Stop passing inputBuffer around within gameinput.cpp since everything's local now. 2023-04-02 18:32:38 +10:00
Mitchell Richters
359371527b - Move Duke's vehicle input processor into gameinput.cpp. 2023-04-02 18:32:36 +10:00
Mitchell Richters
563c79322d - Duke: Make vehicle input code work generically for possible reusage. 2023-04-02 18:25:04 +10:00
Mitchell Richters
5e153d6404 - Duke: Merge vehicle input code into one function. 2023-04-02 18:24:05 +10:00
Mitchell Richters
03eb105df1 - Duke: Move RRRA vehicle tilting out of the input code and into the playsim. 2023-04-02 18:24:05 +10:00
Mitchell Richters
46b5977a6a - Recover two ESyncBit values for other uses.
* By masking aiming+centering, we have look bits :)
2023-04-02 18:24:05 +10:00
Christoph Oelckers
5f3065d9f1 - Duke: fixed weapon spread with non-pistol hitscan weapons. 2023-04-01 09:49:22 +02:00
Mitchell Richters
7feb5a9a9b Revert "- Duke: Temporary workaround for last commit so the player returns to centre on level load."
This reverts commit 2b22e49a9b.

* It's no longer needed with 06dd971291.
2023-03-29 13:20:55 +11:00
Mitchell Richters
7caec5fa69 - Clean out where inputState.ClearAllInput() is called.
* We can do this from just a few places and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:05:49 +11:00
Mitchell Richters
d665037075 - Clean out where Net_ClearFifo() is called.
* We can do this from one place and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:04:38 +11:00
Mitchell Richters
96055fbc03 - Clean out all games setting gameaction = ga_level and do it centrally. 2023-03-29 03:10:16 +11:00
Mitchell Richters
9618ba1e78 - Don't serialise player angles twice. 2023-03-28 09:15:58 +11:00
Mitchell Richters
e9a5f745fc - Duke: Ensure pitch keys are done after adding player's input.
* As this function includes the actor's pitch clamp, it's important its done afterwards.
* Setup is already right for all the other games.
2023-03-26 16:40:25 +11:00
Mitchell Richters
776c58c58a - Duke: If we enter playerCenterView() and put SB_CENTERVIEW() back on, we need to null and lock input. 2023-03-26 14:36:23 +11:00
Mitchell Richters
0da2afe3d7 - Duke: Tidy up some of the pitch stuff.
* Remove some extern'd CVARs that didn't need externing.
* Change `player_struct::centeringView()` bool into proper method to handle the operation.
* Operation now properly unsets `SB_CENTERVIEW` if conditions aren't met instead of relying on implied behaviour from the rest of the playsim.
2023-03-26 13:35:12 +11:00
Mitchell Richters
a5a9882d9a - Duke: Add a myriad of pitch recentering CVARs.
* Needs to be reworked into some kind of MP-safe flagging once we have demos/MP going. This will do for now.
* Fixes #853.
2023-03-26 12:46:14 +11:00
Mitchell Richters
e5f3f5f149 - Make setForcedSyncInput() require a player index.
* This should only ever apply to the console player.
2023-03-23 17:09:02 +11:00
Mitchell Richters
183ad0c61c - Adjust a few setForcedSyncInput() calls. 2023-03-23 16:34:33 +11:00
Mitchell Richters
4d6419732a - Duke: Add CVAR to allow disabling pitch reset with pitch input.
* Need to add this to the menu to address #853.
2023-03-23 15:54:58 +11:00
Mitchell Richters
88e6a6e894 - Rework ff652f454c slightly to accept an InputPacket pointer. 2023-03-22 20:08:53 +11:00
Mitchell Richters
2b22e49a9b - Duke: Temporary workaround for last commit so the player returns to centre on level load. 2023-03-22 18:26:23 +11:00
Mitchell Richters
ff652f454c - Tidy up how games reapply needed bits at start of tic. 2023-03-22 18:17:50 +11:00
Mitchell Richters
e5bad9af2c - Duke/RR: Re-arrange the playsim angle calls.
* Make them precisely where they were originally called from.
2023-03-21 21:37:25 +11:00
Mitchell Richters
181f88b028 - Duke/RR: Remove the confusing VEH_HEELTOE bit. 2023-03-21 10:41:55 +11:00
Mitchell Richters
2918c34d42 - Duke/RR: Fix two typos. 2023-03-21 10:39:24 +11:00
Mitchell Richters
64a3141f6f - Duke/RR: Add VEH_TURNING flag instead of testing left/right in places. 2023-03-21 10:21:30 +11:00
Mitchell Richters
f240b6c623 - Duke/RR: Fix bad flag test that needed to confirm two flags set, not any one of the two. 2023-03-21 10:12:38 +11:00
Mitchell Richters
19ddc1ee51 - Duke/RR: Repair angle test when adjusting velocity.
* Initially figured I could just use the sign of the angle adjustment, but the vehicle code makes left/right reversals that necessitate using the flags for this.
2023-03-21 09:39:36 +11:00
Mitchell Richters
a24b8499fc - Duke/RR: Swap out all 5-6 bools for a bitfield. 2023-03-21 09:39:35 +11:00
Mitchell Richters
a3a150558b - Duke/RR: Consolidate (mostly) identical vehicle throttle code. 2023-03-20 21:54:47 +11:00
Mitchell Richters
c8238d9646 - Duke/RR: Consolidate (mostly) identical vehicle sound code. 2023-03-20 21:46:18 +11:00
Mitchell Richters
cc977d510a - Duke/RR: Consolidate identical vehicle drinking code. 2023-03-20 21:46:16 +11:00
Mitchell Richters
07b1ec518b - Duke/RR: Consolidate identical vehicle bumping code. 2023-03-20 21:07:52 +11:00
Mitchell Richters
d5bc7718d1 - Duke/RR: Tidy up angle changes/accesses in vehicle ticker code.
* Already have an actor pointer on the stack we can use.
* Other tidy-ups.
2023-03-20 21:07:52 +11:00
Mitchell Richters
134b635966 - Duke/RR: Ensure braking sync bit is always cleared in onBoat(). 2023-03-20 21:07:50 +11:00
Mitchell Richters
c6f6cf5933 - Duke/RR: Fix vehicle controller sign that got lost along the way.
* Issue from 9d74a5c60b.
2023-03-19 22:45:02 +11:00
Mitchell Richters
ebd8ab985e - Duke/RR: Don't archive off MotoSpeed for reuse at end of vehicle functions.
* Kept the workflow identical to the old setup in the other commits, but does not seem necessary and all it does is make the speed one tic behind where it would be otherwise.
2023-03-19 21:58:30 +11:00
Mitchell Richters
ba8f1069ab - Duke/RR: Fix an issue with reversing.
* Got the position of the bools wrong here when removing something unsafe from the input handler.
2023-03-19 21:35:39 +11:00
Mitchell Richters
a9e606ca68 - Duke/RR: Shorten a long ternary. 2023-03-19 21:08:43 +11:00
Mitchell Richters
81650036e6 - Duke/RR: Remove vehForward/Reverse variables from player struct.
* Back in 2020, I was trying to tidy stuff up and had no idea about network awareness, etc.
* The original game misused network bits here, however I don't see why the player's angle can't just be tested for signedness. Again, something I didn't see way back when...
2023-03-19 20:55:39 +11:00
Mitchell Richters
37e9cfed45 - Duke/RR: Remove vehBraking variable from player struct.
* Back in 2020, I was trying to tidy stuff up and had no idea about network awareness, etc.
* We must continue the misuse of network bits like the original game did to make sure the RRRA vehicles are network aware.
2023-03-19 20:54:43 +11:00
Mitchell Richters
31f8de3854 - Duke/RR: Remove vehTurn variables from player struct.
* Back in 2020, I was trying to tidy stuff up and had no idea about network awareness, etc.
* The original game misused network bits here, however I don't see why the player's angle can't just be tested for signedness. Something I didn't see way back when...
2023-03-19 20:54:19 +11:00
Mitchell Richters
76e6efd204 - Duke/RR: Fix oversight in previous commit.
* Unknowingly had forced synchronised input on!
2023-03-19 20:09:14 +11:00
Mitchell Richters
d380e73cfd - Duke: Consolidate boat/moto turn functions into one. 2023-03-19 14:59:35 +11:00
Mitchell Richters
c13c244dca - Simplify moto velocity sign determination. 2023-03-19 14:35:02 +11:00
Mitchell Richters
9d74a5c60b - Duke: Consolidate vehicle turning code between boat/moto. 2023-03-19 14:35:00 +11:00
Mitchell Richters
56b95a46f7 - Duke: Consolidate vehicle tilting code between boat/moto. 2023-03-19 13:31:47 +11:00
Mitchell Richters
056330863c - Duke: Eliminate GetActor() calls in playerisdead(). 2023-03-19 09:10:14 +11:00
Mitchell Richters
a7d829d539 - Duke: Change where centering view locks the input. 2023-03-19 09:08:24 +11:00
Mitchell Richters
3ad50d5045 - Duke: Don't reset synchronised input flag if centering view.
* The way the playsim works, because the horizon functions come after the yaw ones, yaw was not being applied while pitch was locked.
2023-03-18 22:21:38 +11:00
Mitchell Richters
5b382ac2c6 - Duke: Remove everyothertime global, we can just use PlayClock. 2023-03-18 22:21:38 +11:00
Christoph Oelckers
792f977d46 - fixed STAT_ACTORS must handle actors where scale.X is 0 as 'deleted' and destroy them. 2023-03-18 12:08:53 +01:00
Mitchell Richters
1147030bca - Remove concept of InputOptions, its messy and unnecessary. 2023-03-18 21:16:50 +11:00
Mitchell Richters
b3c27a177e - Consolidate each game's gi-GetInput() into a unified function.
* Eliminates a lot of boilerplate.
* Consolidation of input accumulation buffers discretely used in each game.
* Allows privatisation of `PlayerAngles::CameraAngles`.
2023-03-18 19:49:25 +11:00
Mitchell Richters
65ee4b14d6 - Move gi->getConsoleActor() directly into the header. 2023-03-18 19:29:29 +11:00
Mitchell Richters
4355a44721 - Duke: Rework input blocking setup.
* Takes the duplicated conditions out of the input handler and makes the ticker responsible by forcing synchronised input.
2023-03-18 19:29:29 +11:00
Mitchell Richters
bd3e9b305e - Adjust signatures of input functions slightly for consistency. 2023-03-18 19:29:29 +11:00
Mitchell Richters
401236980c - Duke: Tidy up some unnecessarily deep branches in vehicle input code. 2023-03-18 19:19:21 +11:00
Mitchell Richters
51a20211f3 - Duke: Tidy up some repeated bools in vehicle input code. 2023-03-18 19:19:21 +11:00
Mitchell Richters
37dda1aa0e - Duke: Move input bit pre-processing into hud_input().
* Really, _really_ need to do something about this `crouch_toggle` malarkey...
2023-03-18 19:19:20 +11:00
Mitchell Richters
5a6495956f - Duke: Move Quick_Kick button test into ApplyGlobalInput() as it doesn't seem to share a bit with any other game anymore. 2023-03-18 19:17:30 +11:00
Mitchell Richters
292030b59e - Duke: Repair issues with going underwater after taking some stuff out of the global state.
* Really, need to do something about this `crouch_toggle` malarkey...
2023-03-18 19:17:28 +11:00
Mitchell Richters
b07732bae4 - Duke: Remove duplicated call to SetupGameButtons() that's done globally in RunGame(). 2023-03-18 09:15:17 +11:00
Mitchell Richters
a45890e064 - Move some Duke-specific stuff out of ApplyGlobalInput(). 2023-03-18 09:15:15 +11:00
Mitchell Richters
eed9716d86 - Move joyaxes[] array from getHidInput() directly into ControlInfo. 2023-03-17 20:58:38 +11:00
Mitchell Richters
fc069feac6 - Negate ControlInfo::dyaw to match data out of backend. 2023-03-17 20:58:13 +11:00
Mitchell Richters
446218dd7b - Get mouse/controller input by pointed variable and not copy on return. 2023-03-17 20:58:11 +11:00
Mitchell Richters
1f97e73501 - Rename ControlInfo joystick variables to names matching backend. 2023-03-17 20:16:58 +11:00
Mitchell Richters
686bec5664 - Duke: Make vehicle input functions work on floats and not doubles and FAngles.
* It's what's natively needed at the end of the day.
2023-03-17 19:40:46 +11:00
Mitchell Richters
81caf74721 - Tidy up coord stat to use gi->getConsoleActor() and also print pitch. 2023-03-17 17:28:26 +11:00
Mitchell Richters
3c4b4e4483 - Tidy up warptocoords CCMD since everything is in an actor now.
* Now accepts floating point inputs.
* Restores lost pitch capability.
2023-03-17 17:28:04 +11:00
Mitchell Richters
e6cffbaefb - Duke: Remove unnecessary playrunning() test within a loop. 2023-03-17 14:41:17 +11:00
Mitchell Richters
130c5315e9 - Call PlayerAngles::resetCameraAngles() from within the player loop of each game.
* I was only thinking of the console player initially but since each game can draw the view of other players in network games, each game will need to update and reset the camera angles for all players.
2023-03-17 14:40:18 +11:00
Mitchell Richters
d329328191 - Rename PlayerAngles::RenderAngles to CameraAngles.
* Better conveys what it is and separates it from the already established `getRender*()` methods around the place.
* Sorry Simon!
2023-03-17 14:20:36 +11:00
Mitchell Richters
d6b68dec5e - Duke: Remove player_struct::resurrected flag I added in 2021 and fix issue properly.
* The check for `player_struct::dead_flag` in `FinalizeInput()` was overzealous and is not checked in the original code in this instance.
2023-03-17 12:29:37 +11:00
Mitchell Richters
c4041affb1 - Duke: Reduce boilerplate from previous commit. 2023-03-16 22:24:34 +11:00
Mitchell Richters
9a17d33579 - Duke: Ensure spawned player actor has view height baked in up until the first getzrange() call.
* The original game spawning the player's sprite/actor would set the sprite's pos with the Z matching the player's, which had a height offset already applied.
* This baked in height offset was carried through up until the `SetActor()` call in `processinput()`, where the original game would then strip off `gs.playerheight`.
* This baked in height offset within the actor is critical on the first tic for pre-activated elevators on level spawn to function right, such as E1L2 and E2L3.
* Properly setting the player actor's Z immediately after the initial `getzrange()` call, but before other functions like `movement()`, etc further down in `processinput()` is the best spot.
* Fixes #870.
2023-03-16 22:15:11 +11:00
Mitchell Richters
a90665732c - Clean up other PlayerAngles interfaces for consistency. 2023-03-14 21:45:38 +11:00
Mitchell Richters
62561d863e - Tidy up PlayerAngles::doPitchKeys() interface by passing the whole sync packet through. 2023-03-14 21:45:37 +11:00
Mitchell Richters
18ef460a99 - Tidy up interface for PlayerAngles::doViewPitch() since we have internal access to the player's actor. 2023-03-14 21:45:36 +11:00
Christoph Oelckers
6c77d1c39e - Duke: fixed setup of purely scripted enemies,
Some band-aid is still needed for the time being.
2023-02-09 17:34:59 +01:00
Mitchell Richters
991ef5c27f - Minor input tidy-up. 2023-02-04 17:05:18 +11:00
Christoph Oelckers
4328016963 - move the remaining parts of spawninitdefault to DukeActor::Initialize.
This ensures proper execution of all code - spawninitdefault was designed to be the fallback for actors without a special case in spawninit.
2023-01-28 16:33:35 +01:00
Christoph Oelckers
38b278b12d - fixed enemy setup.
All enemies now run a native init function to reduce script-induced problems.

this required adding a NOGRAVITY flag so that the recon can use the same code as well which was the only enemy relying on custom code.
2023-01-28 16:33:15 +01:00
Christoph Oelckers
0db441accb - scriptified the native parts of the powder keg.
This was the last remaining actor with its own native ticking part.
2023-01-28 16:31:46 +01:00
Christoph Oelckers
9f01c87ccb - scriptified the native part of FireflyFlyingEffect. 2023-01-28 16:31:45 +01:00
Christoph Oelckers
9783b8c402 - scriptified World Tour's flamethrowerflame.
The first of 3 mixed native/CON items which are the last things remaining in the main thinker loops.
2023-01-28 16:31:45 +01:00
Christoph Oelckers
81f6899e72 - C++20 constant fixes.
Use of enums is deprecated in floating point calculations.
2023-01-21 10:34:44 +01:00
Christoph Oelckers
bb7f00988a - give Blood's sounds well defined names so they can be defined via SNDINFO. 2023-01-15 16:15:28 +01:00
Christoph Oelckers
841402a776 - allow setting loop points for WAV sounds or other simple formats. 2023-01-15 15:19:21 +01:00
Christoph Oelckers
f1c3a6548f - use backend pitch features for Duke instead of replicating them on the game side. 2023-01-15 13:18:54 +01:00
Christoph Oelckers
ad0bff921b - allow setting Duke's relevant sound properties through SNDINFO. 2023-01-15 11:54:24 +01:00
Christoph Oelckers
8001c4041f - Duke: fixed hitscan vector for pistol's aim check. 2023-01-14 16:48:28 +01:00
Christoph Oelckers
97f14c0e0e - Duke: fixed projectile offsetting for BOSS2 and BOSS3 2023-01-14 11:53:13 +01:00
Mitchell Richters
62c6131901 - Duke: Make screen backdrop setup the same as the other games. 2023-01-13 11:06:42 +11:00
Mitchell Richters
8ef7e0e4f3 - Duke: Only draw the screen border when the viewport isn't 100%. 2023-01-13 08:56:12 +11:00
Mitchell Richters
c606fc11da - Add call to resetForcedSyncInput() for all games.
* Blood was missing it.
* If it's pre-added to all games, it never needs thinking about.
2023-01-12 18:59:32 +11:00
Christoph Oelckers
532f994ccb - RR: stop the bowling pins' tumbling animation when they come to a rest.
Fixes an original RR bug.
2023-01-08 18:46:42 +01:00
Christoph Oelckers
ff33dd7188 - Duke: fixed bad surface check.
Surfaces are not bit flags, they are values.
2023-01-08 18:32:38 +01:00
Christoph Oelckers
1e3a285534 - Duke: fixed access card activation delay. 2023-01-08 10:34:14 +01:00
Mitchell Richters
9a27cf025f - Duke: Fix bad setup for stopping Duke's scream when putting the jetpack on. 2023-01-06 22:17:14 +11:00
Mitchell Richters
5e2991acc7 - Duke: Additional fixes for alterang().
- Initial issue started in 3c1970e9e0.
- Fix in 4f59e8a3d1 was partial and not enough.
- Ensure delta angle is absolute in if statements as required, but don't use absangle as we need to apply the true delta in the last conditional.
- Fix incorrect random angle addition as compared to older source.
- Fixes #735.
2023-01-06 21:39:55 +11:00
Mitchell Richters
ba364a1cb6 - Duke: Fix automap sprite angle which was not right with unsynchronised input. 2023-01-05 21:00:31 +11:00
Mitchell Richters
a93342df85 - Duke: Only store one VMValue member on the stack in CallInitialize(). 2023-01-05 20:56:04 +11:00
Christoph Oelckers
220c1f0e76 - make sure the RPG's start spund plays.
This fix is just a temporary workaround due to the incomplete scriptfication
2023-01-04 20:20:10 +01:00
Christoph Oelckers
d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00
Christoph Oelckers
f5e9e7d981 - got rid of most remaining references to wallpicnum and overpicnum.
What remains now needs changing the variables to texture IDs first.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
90702ae2f5 - consolidated the animwall code by using texture flags.
This is way too hacky for generalization. For that newly defined control actors are surely a better option.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
b980789ddf - skip switch animation checks for custom switch actors. 2022-12-29 14:01:39 +01:00
Christoph Oelckers
95a2b85fae - migrated the rest of the switch code to use the external data. 2022-12-29 13:35:21 +01:00
Christoph Oelckers
0c0199fbdc - same procedure for wall switches 2022-12-29 13:33:02 +01:00
Christoph Oelckers
d9122a0482 - split out the sprite switch toggle handler into a common subfunction using the switch definitions. 2022-12-29 13:33:02 +01:00
Christoph Oelckers
4191a9493a - split RRRA's tag10000specialswitch into a subfunction.
Unfortunately I have no idea where this gets used so it's untested for now.
2022-12-29 13:33:02 +01:00
Christoph Oelckers
97a5fc2948 - did a clean reimplementation of resetswitch. 2022-12-29 13:33:02 +01:00
Christoph Oelckers
564e9d2905 - use switch types to cut doen the first switch/case block in checkhitswitch 2022-12-29 13:33:01 +01:00
Christoph Oelckers
808fb3c433 - simplified several switch check blocks using the data from the definition files. 2022-12-29 13:32:30 +01:00
Christoph Oelckers
2386ea9930 - implemented the 3 special switches
That's the developer commentary icon in World Tour, the deactivation switch for the chicken processing plant in RR and one shootable alarm bell in RRRA.
2022-12-29 13:32:30 +01:00
Christoph Oelckers
0d9fe83cba - implemented the switch parser and set up the external definitions. 2022-12-29 13:32:29 +01:00
Mitchell Richters
22f5c69b4c - Duke: Fix bad checkaccessswitch_*() calls.
* Fixes #815.
2022-12-29 22:45:36 +11:00
Mitchell Richters
1d69ebe9b0 - Duke: Ensure that the expander hitscans when autoaim is "hitscan only".
* Fixes #827.
2022-12-29 21:17:41 +11:00
Mitchell Richters
adc2396f31 - Duke: Extend fix from previous commit to appropriately resize the VMValue array also. 2022-12-24 15:41:37 +11:00
CandiceJoy
a943652799 Fixed a Mac debug build crash where CallAnimate attempted to pass one too many parameters to the VM. 2022-12-23 10:38:59 +01:00
Christoph Oelckers
c7e25726c1 - use memset to clear 'gs' in loadconst.
MSVC compiled the old assignment to memsetting a local copy and then memcpying it to the destination, but this struct is far too large for that and was causing occasional stack errors when debugging.
2022-12-20 12:44:34 +01:00
Christoph Oelckers
8c41294cb0 - overpicnum lightening.
Especially make sure that it is never set to tile 0. There seems to have been some undefined behavior here treating 0 as 'no texture', but doing so inconsistently.
2022-12-18 15:13:22 +01:00
Christoph Oelckers
837e4d1438 - eliminated many uses of wallpicnum.
The ones left require a bit more work on the data first.
2022-12-18 15:11:08 +01:00
Christoph Oelckers
ffb471666d - moved the access switch handlers out of checkhitswitch_*. 2022-12-18 15:08:27 +01:00