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
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
...
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
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
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
4eaf05d95e
- Duke: Fix bad vehicle speed clamp change from e79c6bacd3
.
...
- Fixes #325 .
- 🤦
2021-04-19 19:33:13 +10:00
Christoph Oelckers
82194bbf6b
Merge branch 'master' into newrenderer
...
# Conflicts:
# source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
42b87362ee
- When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
...
This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes.
Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
2021-04-17 09:37:38 +02:00
Christoph Oelckers
2b9a527aba
- added a 'Start' method to DScreenJob.
...
Since the menu pauses the ticker this is needed to perform initial setup before the first frame.
2021-04-16 23:29:53 +02:00
Christoph Oelckers
2942e011bf
- cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer.
2021-04-16 21:27:54 +02:00
Christoph Oelckers
4950b556c9
- handled SW's screens.
2021-04-16 18:43:59 +02:00
Christoph Oelckers
9dff494e6c
- handle all of RR's screens.
2021-04-16 17:38:05 +02:00
Christoph Oelckers
f4b089b776
- fixed bad sound checkin Duke's intermission.
2021-04-16 17:37:08 +02:00
Christoph Oelckers
7895d67b18
- ported the Duke intermission screen.
...
This also got its timing code thoroughly cleaned up.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
a78af92959
- migrated the Duke end of episode animations.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
2a2c85c082
- migrated Duke's intro images and the first episode's ending animation.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
6ed1d5e678
- DBlackScreen and DImageScreen migrated to event-based handling.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
dc8b72b2ce
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/games/duke/src/actors.cpp
# source/games/duke/src/hudweapon_d.cpp
# source/games/duke/src/hudweapon_r.cpp
# source/games/duke/src/render.cpp
2021-04-15 19:34:03 +02:00
Christoph Oelckers
96d78ab9e6
- made DukeActor::s a pointer.
...
As a reference we would never be able to export this to scripting
2021-04-15 19:21:43 +02:00
Christoph Oelckers
61a6321cd6
- Exhumed: Change map command to start the level directly without going through the scrolling map.
2021-04-15 18:55:54 +02:00
Mitchell Richters
e79c6bacd3
- Duke: Clamp RRRA vehicle input in processVehicleInput()
.
2021-04-15 18:59:07 +10:00
Mitchell Richters
2176435831
- Duke: Replace sprite z pos numeric values with correct enum values for each game.
2021-04-15 18:02:16 +10:00
Mitchell Richters
6cebd7fca2
Merge branch 'master' into newrenderer2
2021-04-15 18:01:26 +10:00
Mitchell Richters
aeb16e390c
- Duke: Add resurrected
flag to handle resurrection via cheating or when pissing in RR.
2021-04-15 18:00:58 +10:00
Mitchell Richters
d5b14a8de3
- Duke: Remove some direct array accesses in lieu of player_struct
pointer.
2021-04-15 16:34:24 +10:00
Mitchell Richters
242f958c41
- Duke: Clean up some duplicated code in hudweapon_*.cpp files.
2021-04-15 15:49:36 +10:00
Mitchell Richters
a4895cb270
- All Games: Allow for HUD interpolation to be disabled.
...
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00
Christoph Oelckers
f83e678ea0
- use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.
...
Unlike the higher level code this does not check for game over conditions.
2021-04-14 21:17:32 +02:00
Christoph Oelckers
798cf2f973
Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2
2021-04-12 20:25:56 +02:00
Christoph Oelckers
9598b626c9
Merge branch 'master' into newrenderer2
2021-04-12 20:03:50 +02:00
Christoph Oelckers
1e40e93da4
- fixed the vertical offsets of the World Tour skies.
...
They were rendered too low.
2021-04-12 19:47:16 +02:00
Christoph Oelckers
42d02834b1
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/build/include/build.h
# source/build/src/polymost.cpp
# source/build/src/voxmodel.cpp
# source/core/gamecontrol.cpp
# source/core/gamestruct.h
# source/games/blood/src/animatesprite.cpp
# source/games/blood/src/misc.h
# source/games/blood/src/view.cpp
# source/games/duke/src/render.cpp
# source/games/sw/src/draw.cpp
# source/games/sw/src/game.h
# source/games/sw/src/jsector.cpp
# source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Mitchell Richters
e959226914
- Fix RRRA bike/boat angle adjustments following changes in f343bd8d5e
.
...
* Because we're wrapping a negative number around to be unsigned, we need to do that after we've done our bit-shift operations.
2021-04-11 18:34:07 +10:00
Christoph Oelckers
9fd3ab6b5e
- fixed texture precaching.
...
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Mitchell Richters
f343bd8d5e
- Fix death camera issues stemming from f254eeb465
.
...
* Adjustment in `__addadjustment()` needs to be signed.
* Output of `bvectangbam()` needs to be signed before Duke/SW left-shift the value.
2021-04-11 17:52:29 +10:00
Mitchell Richters
e76f63e2c0
- Consolidate all game interpolation code into inline functions.
2021-04-11 16:45:35 +10:00
Christoph Oelckers
b3bcedda6c
- moved backend independent HUD code out of glbackend.cpp.
2021-04-11 08:40:18 +02:00
Mitchell Richters
f254eeb465
- binaryangle.h: Remove lookangle
class and replace use with binangle
.
...
* Added in fca846272e
to deal with signed adjustments but its just not needed.
* Made better use of `binangle`/`fixedhoriz` class getters and setters than before as well.
2021-04-11 15:45:53 +10:00
Christoph Oelckers
a530dfbe35
Merge branch 'master' into newrenderer2
2021-04-08 18:52:54 +02:00
Christoph Oelckers
fc1fbfe8b3
- fixed .def 'music' parsing.
...
This was incomplete and just ignored Duke's special music, and the levelnum generation used an outdated formula so that it never managed to assign any music to the maps.
2021-04-08 16:35:26 +02:00
Christoph Oelckers
4cdc39c9b9
Merge branch 'master' into newrenderer2
2021-04-08 08:55:41 +02:00
Christoph Oelckers
68b7628f56
- RRRA: Sector effector type 156 is not supposed to scroll the floor texture.
2021-04-07 18:12:25 +02:00
Christoph Oelckers
e30dc82676
- Cleanup of the voxel code.
...
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Christoph Oelckers
090b52f783
- fixed animatesprites call in Duke.
...
This passed z instead of angle.
2021-04-05 12:25:09 +02:00
Christoph Oelckers
ba2defeb14
Merge branch 'master' into newrenderer2
2021-04-05 10:34:34 +02:00
Christoph Oelckers
eb2e77fb75
- Apply fix from EDuke32 commit 7225643e.
...
Fix undefined behavior/potential OOB access in ST_21_FLOOR_DOOR. g_AnimateGoal does not take a sector number, it takes an animation index, and caps at 1024, not 4096.
2021-04-05 00:14:15 +02:00
Christoph Oelckers
c303884274
- better handling for Duke's scrolling cloudy skies.
...
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
55ad51ee1f
Merge branch 'master' into newrenderer2
2021-04-04 13:23:51 +02:00
Christoph Oelckers
9828cd7129
- this better have a null check...
2021-04-04 13:02:26 +02:00
Christoph Oelckers
6ebbf1288d
- Duke/RR: Don't delete master switch sprites.
...
The sound system may play sounds on them after their deletion - this resulted in undefined behavior. To ensure properly defined behavior the sprite needs to be retained at least as long as the sound controller may still need it - which cannot be reliably determined so it has to be kept around forever. This would be easier if the sound controller code had proper start and stop events instead of inferring what to do from secondary information.
Fixes #288 .
2021-04-04 13:01:32 +02:00
Christoph Oelckers
97a0cb2a10
- handle voxel rotation in the backend to enable it for all games.
...
This was previously only present in the Blood module and missed in Exhumed from upstream so the entire option was rather pointless.
Fixes #290
2021-04-04 10:33:29 +02:00
Christoph Oelckers
ab36b86a59
- sky tweaking
...
* Build skies need a different mesh for the dome - the one from GZDoom distorts them too much.
* made adjustment to the positioning math after redoing the mesh
* Exhumed abuses some strange effect of the original sky placement math which means the y-offsetting must be disabled for this game.
* RRRA sky initialization fixed. It must be done after setting up the tiles.
2021-04-03 21:06:02 +02:00
Christoph Oelckers
dc234ea72d
- implemented RR's geometry effect.
...
The grossest of all gross render hack that were ever done with Build...
2021-04-02 22:52:46 +02:00
Mitchell Richters
9c01bde44e
- gameinput.cpp: Block player input within sethorizon()
and applylook()
if target for each has been set by the ticker.
...
* Stops players having the ability to provide input and fight the system trying to set an input.
2021-04-02 22:47:19 +11:00
Christoph Oelckers
c8a75a8664
- give each DrawInfo its own list of tsprites.
...
Since these do not fully get processed sequentially the contents need to be preserved until needed.
This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
2021-04-02 10:28:40 +02:00
Christoph Oelckers
80e5cd0dc5
- fixed some automap issues:
...
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00
Mitchell Richters
88695ef554
Merge branch 'master' into newrenderer2
2021-04-01 16:49:07 +11:00
Mitchell Richters
029f8807df
- Make 360. / 2048.
a constant expression and replace all uses throughout code.
2021-04-01 10:42:22 +11:00
Mitchell Richters
c630ad9110
Revert "- subjective fix to Duke 3D's RPG harsh recoil."
...
This reverts commit 839a7bcbe4
.
Revert "- Duke: Restore RPG harsh recoil behind a CVAR."
This reverts commit 88a49b0d22
.
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2021-03-31 20:35:18 +11:00
Mitchell Richters
760c918e75
- Duke: Remove unnecessary int casts from gameexec.cpp
.
...
* Incoming vars are already int and called functions only accept an int so really just no need at all.
2021-03-31 20:07:36 +11:00
Mitchell Richters
16886895b0
- Duke: DoPlayer()
: Ensure SB_CENTERVIEW
bit is cleared when setting a horiz target from CON.
...
* Repairs horizon issues raised in https://forum.zdoom.org/viewtopic.php?f=340&p=1185365 .
2021-03-31 19:48:38 +11:00
Christoph Oelckers
92bb9c5319
- fixed display of player in mirrors.
2021-03-29 21:48:23 +02:00
Christoph Oelckers
e8edb32e0d
- fixed camera texture setup.
...
They still are upside-down but aside from that work as expected.
2021-03-28 19:22:51 +02:00
Christoph Oelckers
d3e0a9590c
- renderDrawMasks may only be called for Polymost.
2021-03-28 15:14:32 +02:00
Mitchell Richters
6f65eb2270
- Duke: Amend 7e8ef99ec9
to adjust view height where it was originally adjusted.
...
* Doing this in `renderView()` unconditionally isn't correct as it can lead to a double adjustment if `p->spritebridge == 0 && p->newOwner == nullptr`.
2021-03-28 23:21:07 +11:00
Christoph Oelckers
7e8ef99ec9
- fixed view height in Duke.
2021-03-28 13:38:27 +02:00
Christoph Oelckers
be7bca8e9e
- expose animatesprite set of functions to new renderer as a callback.
2021-03-26 10:05:01 +01:00
Christoph Oelckers
168b0385cf
- moved shadeToLight out of build.h.
2021-03-25 09:13:59 +01:00
Mitchell Richters
957f7e9487
- Accept binangle, fixedhoriz and lookangle classes in SetupViewpoint()
vs. Q16.16 variables.
...
* Allows for more precision than Q16.16.
* Used as opportunity for `rollang` to be set using the `asdeg()` method, not `asbuildf()`.
2021-03-25 19:06:01 +11:00
Christoph Oelckers
13bbf0a4f9
- sector portals in RRRA are working.
2021-03-24 23:55:10 +01:00
Christoph Oelckers
d8627a2b3f
- removed all remains of projection math weirdness from the automap code in the games plus a bit more cleanup of the engine code.
2021-03-24 20:28:58 +01:00
Christoph Oelckers
a36377111c
- engine-side portal setup for Blood and RRRA.
2021-03-21 14:48:35 +01:00
Christoph Oelckers
b91441f849
- same render interface rework for Shadow Warrior.
2021-03-21 12:22:50 +01:00
Christoph Oelckers
6f7e7459ea
- did some cleanup on Duke's render code to prepare for the new way of handling portals.
...
Like for Blood, the Polymost-only code has been moved aside.
Closer examination of the preparations the engine is doing for rendering SE40/150-portals shows that all this was merely done to avoid glitches with a two-phase rendering setup - nothing of this will be needed for doing it properly.
They can just be treated as run-of-the-mill stacked sectors. when using hardware rendering capabilities for clipping.
2021-03-21 10:58:11 +01:00
Christoph Oelckers
5a0c8da6bf
- Duke: fixed some incorrect assignments in CON parser
2021-03-19 23:18:09 +01:00
Christoph Oelckers
547ed4e415
- route everything through the full backend, now completely bypassing the intermediate GLInstance layer.
2021-03-18 17:18:03 +01:00
Christoph Oelckers
25bf0854cf
- allow game specific music names for all games supporting an Ogg-format CD audio soundtrack.
...
New names are:
REDNECKxx.ogg for Redneck Rampage
REDNECKRIDESxx.ogg for RR Rides Again.
SHADOWxx.ogg for Shadow Warrior.
The motivation here is to allow copying all this music to a single folder or .zip file and reference it from all games.
2021-03-12 23:15:34 +01:00
Christoph Oelckers
80404558f6
- RR: Fixed the drink and eat meters on the status bar.
...
Turned out that the status bar's DrawGraphic cannot handle it with its coordinate hackery, this needs a separate, cleaner interface function that does not mess around with the pivot which needs to be passed unaltered to the backend to properly rotate around it
2021-02-28 22:34:52 +01:00
Christoph Oelckers
d28d5a5e1f
- use real fog, even in palette emulation mode.
...
Using the palette to apply fog is just far too broken and cannot be kept in check with all the hacks the Build engine allows.
This only works if all elements on screen use the identity translation lookup which is basically never the case.
Real fog, on the other hand, can easily be applied to everything.
2021-02-27 13:30:52 +01:00
Christoph Oelckers
a46792e519
- fixed SE21 handler.
...
This one is most prominently noticeable in WW2GI's first map where blowing up a crack has no effect.
This must have happened when removing all those dangerous pointer to long casts that were so popular back in the bad old days.
Fixes #266
2021-02-26 13:14:44 +01:00
Mitchell Richters
cff97c9cf3
- calcChaseCamPos(): Restore original algorithms for new position via GameInterface struct.
...
* Averaging out the values was a net negative for all games. Each games' original value is tuned to the specific games.
2021-02-18 21:47:39 +11:00
Mitchell Richters
ba57429ac6
- Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
...
* Based off SW's implementation.
2021-02-18 21:47:37 +11:00
Mitchell Richters
2abda0e27d
- All Games: Migrate each game's clock counter to backend solution.
2021-02-18 21:47:33 +11:00
Mitchell Richters
b1290448c5
- Duke: Slightly tune texty
in FullscreenHUD1()
to line it up perfectly.
2021-02-01 18:42:41 +11:00
Christoph Oelckers
8ffda1c9d1
- Duke: Calculate the true font height of the numbers for alignment in the Statusbar.
...
The original tiles are all 15 pixels tall, but depending on the games can vary in their true height, so use CheckRealHeight on them to get their true dimensions.
Fixes #250
2021-02-01 00:09:22 +01:00
Christoph Oelckers
30e8111979
- fix inventory selector positioning in WW2GI.
...
This must have abused some quirk of the original code to be this far off...
2021-01-30 23:51:50 +01:00
Christoph Oelckers
40593b866f
- WW2GI: fixed event numbering.
...
There is a typo in the CON files that assigns EVENT_AIMUP and EVENT_AIMDOWN the same number. The source did not replicate this which caused several events to call the wrong handler.
Fixes #252
2021-01-30 23:42:44 +01:00
Mitchell Richters
c267c214c2
- Duke: Repair jumping zvel issue originating from 5e45f988e3
for Duke and 1c5c90d00f
for RR.
...
* Thanks for backtracing, Graf :)
* Fixes #259 .
2021-01-29 20:00:15 +11:00
Christoph Oelckers
1ab11a02e2
- RR: fixed player input for diving.
...
Fixes #260
2021-01-24 08:59:08 +01:00
Mitchell Richters
18fbc8996b
- Duke: Remove a few redundant sprite backups and change some backups to what's actually needed.
2021-01-06 06:22:31 +11:00
Mitchell Richters
97159c20c1
- Duke: Leverage new spritetype
methods within Duke, removing bposx
/bposy
/bposz
from hittype.
2021-01-06 06:22:29 +11:00
Mitchell Richters
5124c0daec
- Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h.
2021-01-05 07:31:37 +11:00
Mitchell Richters
b36bea7c69
- Replace scale()
calls with Scale()
from common.
2021-01-05 07:31:34 +11:00
Mitchell Richters
d460f048fa
- Remove klabs()
define and replace with abs()
.
2021-01-05 07:31:28 +11:00
Mitchell Richters
868aa7f07a
- Replace mulscale()
calls with MulScale()
from common.
2021-01-05 07:31:24 +11:00
Mitchell Richters
aae175f287
- Replace divscale##()
calls with MulScale()
from common.
...
* Regex for reference: divscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:20 +11:00
Mitchell Richters
2396179dfc
- Replace mulscale##()
calls with MulScale()
from common.
...
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
8cf2588bad
- Replace fmulscale##()
calls with MulScaleF()
from common.
...
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +11:00
Mitchell Richters
7d9f868e4c
- Replace dmulscale##()
calls with DMulScale()
from common.
...
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Christoph Oelckers
e866a9e0c0
- moved setsectinterpolate/clearsectinterpolate into the backend.
2021-01-04 10:37:14 +01:00
Mitchell Richters
e8c20f502b
- Duke: Back up sprite's angle in ticker and interpolate in gi->GetInput()
if !SyncInput()
. Sprite angle now works properly with cl_syncinput 1
.
2021-01-04 13:27:31 +11:00
Mitchell Richters
8911805e3a
- Duke: Ensure an uninterpolated angle is sent to DrawOverheadMap()
if playing with unsynchronised input.
2021-01-04 09:06:57 +11:00
Mitchell Richters
22f28477e4
- Duke: Revert backing up of sprite's ang
to tempang
from be12da6bfb
and subsequent interpolation of sprite's ang in 21da658617
and directly update the sprite's angle in gi->GetInput()
like the other games.
...
* Fixes #251 .
2021-01-04 08:49:57 +11:00
Mitchell Richters
de1b4765dc
- Duke: Partially revert edba971b7f
. I need to stop breaking this.
2021-01-03 20:14:40 +11:00
Mitchell Richters
f036e94cca
- Duke (RR): Also fix location of p->apply_seasick()
in the ticker as well.
2021-01-03 20:06:28 +11:00
Mitchell Richters
6058669e29
- Duke: Within gi->GetInput()
, call p->apply_seasick()
after applylook()
as per the original code, and call unconditionally since its guarded as to whether it runs or not internally. Original spot only had it called if on a vehicle which wasn't right.
2021-01-03 20:00:43 +11:00
Mitchell Richters
f6b9c3cba7
- Duke (RR): Fix braking on vehicles which never got picked up.
2021-01-03 19:25:49 +11:00
Mitchell Richters
edba971b7f
- Duke: Remove newOwner check from cef1f8275b
& cb93560a4a
that were just cancelling out each other, and clean up 2x if (p->newOwner != nullptr)
checks into one.
2021-01-03 18:51:43 +11:00
Mitchell Richters
d3b95d4d70
- Build/Duke: Remove the only use case for drawrooms()
inline wrapper and change getcamspriteang()
to return binangle instead of a build angle.
2021-01-03 17:35:19 +11:00
Mitchell Richters
0cab84f17a
- Duke: Backport EDuke32 commits b1e3f3bcf9c5214ae835d09e12cc41bac4f057ce & 4c4fdd1f4ab9381b60db06f37ec270850599e1ae in relation to swinging doors.
2021-01-03 15:45:38 +11:00
Mitchell Richters
9b7d07df90
- Duke: Fix flashing vehicle HUD when cl_syncinput 1
is set.
2021-01-03 09:55:25 +11:00
Mitchell Richters
86bb6b1cdc
- Duke: Backport EDuke32 commit ac64e11553344084753cdd75abd898ec2c725a16 to fix buggy swinging doors, most apparent on E4L1.
2021-01-02 23:41:03 +11:00
Mitchell Richters
21da658617
- Duke: Interpolate automap player.
2021-01-02 18:23:12 +11:00
Mitchell Richters
be12da6bfb
- Automap: Put in framework to interpolate automap player.
2021-01-02 18:23:01 +11:00
Mitchell Richters
9833c94114
- Duke: Pass the player_struct through to FinalizeInput() in line with other functions.
2021-01-02 11:04:03 +11:00
Mitchell Richters
bcb838f3fb
- Duke: Fix some broken checks in FinalizeInput()
stemming from 5f33b0087f
.
2021-01-02 10:43:03 +11:00
Mitchell Richters
4397646cc4
- Duke: Move cancellation of spin from FinalizeInput()
into applylook()
in gameinput.cpp.
2021-01-02 10:26:22 +11:00
Mitchell Richters
5f33b0087f
- Duke: Comment out unused enum values but leave behind for reference purposes.
...
* In line with SW, should have been done with fb91fc49a3
.
2021-01-02 10:09:42 +11:00
Mitchell Richters
e65e112281
- Duke: Remove local calculation of turboturntime
for RRRA vehicles in lieu of backend solution.
2021-01-02 09:59:51 +11:00
Mitchell Richters
3a801cbf5c
- calcviewpitch(): Set scaleAdjust
to default to 1 in prototype like other functions in gameinput.cpp.
2021-01-02 09:32:19 +11:00
Mitchell Richters
8003753989
- Duke/SW: Move each game's check of cl_slopetilting
into calcviewpitch()
backend function.
2021-01-02 00:34:44 +11:00
Mitchell Richters
6d12159006
- Duke/SW: Consolidate each game's slopetilting function into backend solution.
...
* Based on SW's implementation purely for its commentary, but includes a fix from Duke's.
* Allow disabling Duke's slopetilting via `cl_slopetilting` like SW.
2021-01-02 00:30:11 +11:00
Mitchell Richters
949e456018
- All Games: Slight tidy up of gi->GetInput()
functions.
2021-01-01 21:33:00 +11:00
Mitchell Richters
571583ca9c
- Duke: Store velocity scale in motoApplyTurn()
as a variable like boatApplyTurn()
.
2021-01-01 21:21:26 +11:00
Mitchell Richters
a0a710c56a
- Duke: Fix camera horizon when viewing the screen from in-game.
...
* Leftover horizon offset that was missed when doing 09a05f354c
.
2020-12-30 18:31:51 +11:00
Mitchell Richters
f2c6a23f38
- Duke: Allow horz input to go through when returning to center and horiz is abs(5) or less. This mimics the original behaviour where Duke would stop returning to center at 95/105. This allows faster mouse input to be applied instead of waiting for player's horizon to return to 0.
2020-12-30 18:04:30 +11:00
Mitchell Richters
0afaff2663
Revert "- Duke: Don't block horz input while returning to center."
...
This reverts commit 5f62058020
.
2020-12-30 17:07:59 +11:00
Mitchell Richters
5f62058020
- Duke: Don't block horz input while returning to center.
...
* Player still returns to center after a fall or by looking/aiming up/down, but input breaks the return just like the other games.
* Fixes #220 .
2020-12-29 16:48:28 +11:00
Christoph Oelckers
3787e103d2
- use the same camera sprite selection logic as EDuke32 and RedNukem.
...
This is the only one that makes some sense.
2020-12-13 14:13:51 +01:00
Christoph Oelckers
72df9c26d8
- Duke: fixed: SE31's handler overwrote the interpolation coordinates, which rendered interpolation ineffective.
...
Also removing some redundant coordinate copying. Since we save all sprite coordinates at the start of a frame, there is no need to do the same again in the stat handlers.
Fixes #237
2020-12-11 19:17:41 +01:00
Christoph Oelckers
a8fd2e7ec3
- RR: fixed inventory display overlapping the weapon bar in status bar mode.
...
Fixes #231
2020-12-10 19:07:15 +01:00
Christoph Oelckers
1a2b93f402
- fixed sky panning in Duke.
...
This needs to take the composite texture into account because panning in Build is based on tile size, not map dimension.
It was also redone to use floating point to get rid of the horrible precision of the scrolling effect.
2020-12-06 20:49:32 +01:00
Mitchell Richters
1e8fe482f3
- Duke: Partially address excessively fast sky in E4L1 as reported in #217 .
...
* Before d545eb7aa9
, `moveclouds()` simply set `ceilingxpanning`/`ceilingypanning`. Afterwards, it was accumulating with every passing loop.
* Despite fixing this, still seems a bit fast.
2020-12-06 23:51:20 +11:00
Christoph Oelckers
25ef58f897
- re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine.
2020-12-01 23:57:39 +01:00
Christoph Oelckers
b0bf51ec5c
- Duke/RR: Selecting the alternative weapon must set the proper bits in 'subweapon'.
...
Otherwise the weapon cycling breaks.
Fixes #182
2020-12-01 21:07:38 +01:00
Christoph Oelckers
dd75c8dbe4
- weaken the reverb in Duke.
...
Unfortunately the entire thing is very poorly defined, not setting it for sectors but for sprites with a distance. But some of these sprites cover non-reverb sectors as well and this can produce some ugly sound field in spots where this isn't wanted at all.
2020-12-01 16:34:47 +01:00
Christoph Oelckers
3c83775273
- add back the missing secret hint notification calls for Duke/RR.
2020-12-01 12:52:49 +01:00
Christoph Oelckers
ae36ea88c3
- wrap all checks of cl_syncinput in an inline function.
2020-11-30 23:40:16 +01:00
Christoph Oelckers
a51b77b95b
- do not statically initialize DukeGameInfo.
...
Since this structure contains several large arrays it will inflate the EXE size with 800kb of empty space.
2020-11-29 22:31:02 +01:00
Christoph Oelckers
8a7b3dc667
- Interpolate Duke's wave floor effect.
2020-11-29 17:40:41 +01:00
Christoph Oelckers
92bf1232da
- Duke: documented global variables for eventual scriptification.
...
Most are only needed internally or for very special uses and do not need any scripting consideration.
2020-11-29 15:09:23 +01:00
Christoph Oelckers
553bb2af19
- moved 'frags' into player_struct.
...
Again for reducing the work with the script interface.
2020-11-29 14:10:03 +01:00
Christoph Oelckers
346921211e
- re-enabled the widescreen pinning code.
...
It is still off by default - the idea here is to provide a means for the user to switch it on in case a mod replaces the weapons with non-widescreen-friendly versions.
2020-11-29 14:05:53 +01:00
Christoph Oelckers
7ad0750839
- grouped all of Duke's constant per-session state in a single struct.
...
Mainly done so later the script export can be done more easily.
This also renames a few of the affected variables for clarity.
2020-11-29 13:54:58 +01:00
Christoph Oelckers
a34f5debe8
- route the shared control CCMDs through the game interface instead of registering local variants for each game.
2020-11-29 13:35:09 +01:00
Christoph Oelckers
48b16d5233
- cleanup on player CVAR use.
2020-11-29 13:22:04 +01:00
Christoph Oelckers
7887c4e80d
- use lambdas instead of templates for chaining ExitFromMenu's actions.
2020-11-29 13:15:19 +01:00
Christoph Oelckers
daf71fa470
- replaced a few more literal numbers.
2020-11-27 20:06:38 +01:00
Christoph Oelckers
b9477f147e
- migrated Duke's interpolations to the common system and added handling for texture scrollers.
2020-11-26 18:32:36 +01:00
Christoph Oelckers
87111a2fbc
- we no longer need to recreate interpolations after loading a savegame.
2020-11-26 18:32:36 +01:00
Christoph Oelckers
2cd3927613
- use floats for wall panning offsets.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
d545eb7aa9
- make sector panning variables floats and added some convenience wrappers.
2020-11-26 18:32:35 +01:00
Mitchell Richters
80ff918b17
- gameinput.h: For PlayerAngle struct methods settarget()
, properly set target as angle + delta between angle & target within method and not game-side.
2020-11-26 17:26:29 +11:00
Mitchell Richters
b9e1cbb5de
- gamecontrol.h: Move getHalfLookAng()
into PlayerAngle
struct as look_anghalf()
.
...
* Uses internal struct variables at full BAM precision.
2020-11-26 16:37:37 +11:00
Christoph Oelckers
169d708547
- removed all remaining uses of tilesiz.
2020-11-23 08:55:02 +01:00
Christoph Oelckers
d60bc8be9f
- replaced all remaining uses of tilesiz[].y
2020-11-23 08:39:49 +01:00
Mitchell Richters
ea2e4051f1
- Duke (RR): Fix incorrect inline call for angAdjustment
following changes in ea4ad0548a
.
2020-11-23 10:44:38 +11:00
Mitchell Richters
b65326dc22
- Duke (RR): Fix weapon swaying after copy-paste issue originating from 5172c43e71
.
2020-11-23 10:24:43 +11:00
Mitchell Richters
fc359065ae
- Duke: Tune level end summary screen text positioning.
...
* Number positioning was 1 px off for some items such as `TXT_YourTime`.
* Positioning of number and text was 1px off for some items such as `TXT_3DRTIME` and `TXT_EnemiesLeft`.
2020-11-23 09:36:05 +11:00
Mitchell Richters
5ba2e7863d
- binaryangle.h: Add asbuildf()
method to all classes and use where appropriate.
2020-11-22 21:18:12 +01:00
Mitchell Richters
e57d6f8785
- Duke: Fix crane's angle settarget()
call.
...
* Fixes #185 .
2020-11-22 21:18:12 +01:00
Mitchell Richters
ea4ad0548a
- All Games: Make use of new addadjustment()
overloads in PlayerAngle
struct created in 25207e4f1818a5ed38648ce87673329cd75e20e4.
2020-11-22 21:18:11 +01:00
Mitchell Richters
0190a98a10
- Remove calcSinTableValue()
inline function and clean up use of PI
/fPI
and BANG2RAD
#defines.
2020-11-22 21:18:10 +01:00
Mitchell Richters
5172c43e71
- buildutils: Replace calcSinTableValue()
use within Duke with bsinf()
/bcosf()
.
2020-11-22 21:18:10 +01:00
Mitchell Richters
ad814f66b0
- buildutils: Replace sintable[]
use within Duke's spawn.cpp with bsin()
/bcos()
.
2020-11-22 21:18:06 +01:00
Mitchell Richters
d6a094dcdd
- buildutils: Replace sintable[]
use within Duke's sectors_r.cpp with bsin()
/bcos()
.
2020-11-22 21:18:05 +01:00
Mitchell Richters
6fba78c123
- buildutils: Replace sintable[]
use within Duke's sectors_d.cpp with bsin()
/bcos()
.
2020-11-22 21:18:05 +01:00
Mitchell Richters
6ccf925429
- buildutils: Replace sintable[]
use within Duke's sectors.cpp with bsin()
/bcos()
.
2020-11-22 21:18:05 +01:00
Mitchell Richters
410c2cf41f
- buildutils: Replace sintable[]
use within Duke's sbar_*.cpp with bsin()
/bcos()
.
2020-11-22 21:18:05 +01:00
Mitchell Richters
0781d627dc
- buildutils: Replace sintable[]
use within Duke's prediction.cpp with bsin()
/bcos()
.
2020-11-22 21:18:05 +01:00
Mitchell Richters
6800e192e1
- buildutils: Replace sintable[]
use within Duke's player_w.cpp with bsin()
/bcos()
.
2020-11-22 21:18:05 +01:00
Mitchell Richters
1c5c90d00f
- buildutils: Replace sintable[]
use within Duke's player_r.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
5e45f988e3
- buildutils: Replace sintable[]
use within Duke's player_d.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
50b4d8cc99
- buildutils: Replace sintable[]
use within Duke's player.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
fd4e1b3b28
- buildutils: Replace sintable[]
use within Duke's input.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
d934bfd985
- buildutils: Replace sintable[]
use within Duke's gameexec.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
f1f0b42172
- buildutils: Replace sintable[]
use within Duke's game_misc.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
95fa3a6f52
- buildutils: Replace sintable[]
use within Duke's animatesprites_*.cpp with bsin()
/bcos()
.
2020-11-22 21:18:03 +01:00
Mitchell Richters
b6e8030307
- buildutils: Replace sintable[]
use within Duke's actors_r.cpp with bsin()
/bcos()
.
2020-11-22 21:18:03 +01:00
Mitchell Richters
abc49fed62
- buildutils: Replace sintable[]
use within Duke's actors_d.cpp with bsin()
/bcos()
.
2020-11-22 21:18:03 +01:00
Mitchell Richters
bf8b1238c6
- buildutils: Replace sintable[]
use within Duke's actors.cpp with bsin()
/bcos()
.
2020-11-22 21:18:03 +01:00
Christoph Oelckers
a906067102
- Duke WT: attenuate sound volume when commentaties are playing
2020-11-22 21:14:36 +01:00
Christoph Oelckers
921a7a7166
- RRRA: fixed progression from E1L7 to E2L1 plus a texture related crash.
...
Fixes #189 .
2020-11-22 18:46:20 +01:00
Christoph Oelckers
24c797b7e3
- Duke World Tour: Exiting E1L7 should go back to E1L5.
...
fixes #187
2020-11-22 18:27:52 +01:00
Christoph Oelckers
7df20ee047
- RR: Give ammo for the secondary ripsaw mode when picking up the weapon in standard RR, too.
2020-11-22 17:50:38 +01:00
Christoph Oelckers
034ef2290b
- RR: screen should not turn green when being attacked with alien poo.
2020-11-22 17:38:07 +01:00
Christoph Oelckers
18352a760c
- more renames.
2020-11-22 12:48:42 +01:00
Christoph Oelckers
dced173cda
- JSON serializer for actor.
...
Also cleaned up use of gAffectedSectors and gAffectedXWalls. These are merely needed as local worker variables, not as global persistent status.
2020-11-22 12:48:42 +01:00
Christoph Oelckers
b97f12a2eb
- did some global search & replace to reduce the number of accesses to the tilesiz wrapper.
2020-11-20 08:18:26 +01:00
Christoph Oelckers
9a43886be6
- Duke: fixed parsing of overlong CON identifiers.
2020-11-15 07:35:39 +01:00
Mitchell Richters
7673766d19
- Duke: Apply same zvel fix from 13839fc3e9
to shootgrowspark()
that was accidentally changed in f276a5f443
. I don't believe this to be an issue in any other spot for Duke.
2020-11-13 10:02:12 +11:00
Christoph Oelckers
f9a776e71c
- iterate linearly over sector effectors.
...
Apparently they aren't all properly linked into the required statnums.
Fixes #179
2020-11-12 19:12:58 +01:00
Mitchell Richters
70b75f72b5
- Duke: Fix issues with crane angle adjustment in movecrane()
following changes in fca846272e
.
...
* Fixes #170 .
2020-11-12 23:21:03 +11:00
Mitchell Richters
13839fc3e9
- Duke: Fix shootstuff()
zvel calculation error following changes in badf536fef
.
...
* Fixes #177 .
2020-11-12 22:07:16 +11:00
Mitchell Richters
4dc1797345
- Duke: Reset p->dead_flag
when enabling the god cheat as per original behaviour.
...
* Fixes #172 .
2020-11-12 18:21:42 +11:00
Christoph Oelckers
a92b4943f9
- Duke: use original colors for inventory status display.
...
I took one liberty and still use green/yellow/red for the percentage, but this now uses palette translations so that it works better with hires replacements.
2020-11-11 11:49:05 +01:00
Christoph Oelckers
96fbfdcf86
- made hires replacements work for untranslated fonts.
2020-11-10 21:34:49 +01:00
Christoph Oelckers
ed599d0f05
- moved the hires texture replacement logic into a backend callback.
...
This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
59c72c923e
- added null pointer checks to locked door sound checks in RR.
...
This originally accessed undefined memory when no sprite was involved.
Fixes #157
2020-11-07 10:25:41 +01:00
Christoph Oelckers
976675c816
- added some helper code to deal with the fact that the sound system still needs to operate on sprites.
2020-11-07 10:25:40 +01:00
Mitchell Richters
ade1a80515
- gameinput.cpp: Remove crouch bool from applylook()
since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust
in the prototype to 1
.
2020-11-07 18:25:06 +11:00
Mitchell Richters
6e3d414b3c
- inputstate.cpp: Move checkCrouchToggle()
from gameinput.ccp into ApplyGlobalInput()
and use static bool for crouch toggling vs. game-side bool.
2020-11-07 18:16:16 +11:00
Mitchell Richters
4ef0d20e0e
- gameinput.cpp: Consolidate checkCrouchToggle()
from Duke with discrete implementations from Blood in 7c8efde38c
and Exhumed in 032db82f82
to unify the functionality.
2020-11-07 13:44:25 +11:00
Mitchell Richters
a52ee89969
- Duke/RR: Add scaling to mouse input within motoApplyTurn()
and boatApplyTurn()
.
2020-11-07 09:56:57 +11:00
Mitchell Richters
f0b9029726
- Duke/RR: Fix incorrect boolean used in boatApplyTurn()
when implementing fcc2521347bb528d7a5bcd3996c509db85e993f0.
2020-11-07 09:56:57 +11:00
Mitchell Richters
74dfbfe6f8
- Duke/RR: Ensure p->vehForwardScale
/p->vehReverseScale
can only be a maximum of 1. Controller input with high sensitivity could effectively turbo-charge the bike ;)
2020-11-07 09:56:57 +11:00
Mitchell Richters
466bc84697
- Duke/RR: Completely revamped vehicle mouse/controller input.
...
* Original algorithm now used purely for keyboard input only.
* Mouse and controller input is no longer a scaled double version of the keyboard input.
* Mouse input is the square root of the base angle adjustment (20) multiplied by (mouse input divided by the input scale factor). As such, mouse input is completely consistent between synchronised and unsynchronised input.
* Controller input is base angle adjustment (20) multiplied by itself.
* Renamed `turnl`/`turnr` variables to `kbdLeft`/`kbdRight` respectively.
* Fixed issue where `p->TiltStatus` wasn't being backed up in `boatApplyTurn()`.
2020-11-07 09:56:57 +11:00
Mitchell Richters
6f5f66ad35
- Duke/RR: Partially revert c9d875327850e839e3ad1f367ede15497d44fda3 by truncating p->MotoSpeed
to integer when calculating xvel/yvel to preserve original vehicle feel.
2020-11-07 09:56:57 +11:00
Mitchell Richters
567738f3ad
- Duke/RR: Tidy formatting of onMotorcycle()
, onBoat()
, onMotorcycleMove()
and onBoatMove()
.
2020-11-07 09:56:57 +11:00
Mitchell Richters
1545610501
- Duke/RR: Convert remaining vehicle function local ints to bools where appropriate.
2020-11-07 09:56:57 +11:00
Mitchell Richters
c223a50b29
- Duke/RR: Clean up vehicle turn left/right bools used in ticker functions.
2020-11-07 09:56:57 +11:00
Mitchell Richters
ad10ea4cb5
- Duke/RR: Initial implementation of scaled p->MotoSpeed
controller input.
2020-11-07 09:56:57 +11:00
Mitchell Richters
578ded1db3
- Duke/RR: Promote p->MotoSpeed
from short
to double
in prep for applying scaled controller input.
2020-11-07 09:56:57 +11:00
Mitchell Richters
c46ad10bb1
- Duke/RR: Clean up some disassembly variable names in vehicle so it's easier to understand what's going on.
2020-11-07 09:56:57 +11:00
Christoph Oelckers
94341e8582
- fixed missing null check in SetOwner and SetHitOwner.
2020-11-06 20:13:06 +01:00
Mitchell Richters
71be467065
- Duke: Fix missing ammo counter on modern HUD for WT's flamethrower.
...
* Fixes #156 .
2020-11-06 22:07:11 +11:00
Mitchell Richters
c823e33bb3
- Duke/RR: Fix remaining issues with drug mode.
...
* Primary issue was call to `renderSetAspect()` within `setdrugmode()` wasn't mulscaling with `viewingrange`.
* Changed `setdrugmode()` to `getdrugmode()` to return `p->drug_aspect`. This is so `renderSetAspect()` needs to only be called from one place only.
2020-11-06 20:52:43 +11:00
Christoph Oelckers
d5ff87fa4f
- RRRA: fixed vehicle collision with psychedelic cactuses.
...
This did not fully match the original source which had a critical difference here between RR and RRRA.
2020-11-05 14:31:55 +01:00
Christoph Oelckers
977223287e
- cap the frame rate of RRRA's cactus drug mode.
...
This was running at full render speed.
2020-11-05 07:31:48 +01:00
Christoph Oelckers
d8e331ef0f
- changed Duke/RR palette handling to only retrieve the currently active palette right before rendering.
...
Storing this in the player_struct is pointless and a relic from having to use real hardware palette switches.
With this now just being a translation index being passed to the backend it can be cheaply retrieved right when used and nowhere else.
Also making some changes to how RRRA's psychedelic cactus handles the projection. This fixes issues with occasionally passing a bad matrix.
2020-11-05 07:31:48 +01:00
Mitchell Richters
e8ccd9bc8c
- Fix compilation.
2020-11-05 11:14:04 +11:00
Christoph Oelckers
60263ccad9
- fixed destroyit.
...
This caused parts of the exploding house in RRRA E1L5 not to disappear.
2020-11-04 21:53:56 +01:00
Christoph Oelckers
6729859e39
- fixed the crane.
...
Cannot take the special value out of the owner field. :(
2020-11-04 21:25:59 +01:00
Christoph Oelckers
721efae0d3
- fixed camera loop.
2020-11-04 20:44:12 +01:00
Christoph Oelckers
083454986b
- made camsprite an actor variable.
2020-11-04 20:40:26 +01:00
Christoph Oelckers
25c93e65fc
- more script ID wrappers for sectors.
2020-11-04 20:40:26 +01:00
Christoph Oelckers
aac5ab55a3
- movesprite cleanup.
2020-11-04 20:40:25 +01:00
Christoph Oelckers
7a95c1661e
- wrap actor index storage in sector in the script index API.
2020-11-04 20:40:25 +01:00
Christoph Oelckers
471a25f819
- operaterespawns.
...
# Conflicts:
# source/games/duke/src/sectors_d.cpp
# source/games/duke/src/sectors_r.cpp
2020-11-04 20:40:25 +01:00
Christoph Oelckers
5cf288a05c
- changed the trip bomb indexing to use a separate counter for robustness.
2020-11-04 20:40:25 +01:00
Christoph Oelckers
0eb10f0313
- newowner and related code.
2020-11-04 20:40:25 +01:00
Christoph Oelckers
c90e7d9b5f
- almost the last owners
2020-11-04 20:40:08 +01:00
Christoph Oelckers
d0db810ab0
- ud.camerasprite -> actor.
2020-11-04 20:40:08 +01:00
Christoph Oelckers
212b99d0f3
- use owner wrappers in spawn code.
2020-11-04 20:40:08 +01:00
Christoph Oelckers
24cfd841f2
- lotsofglass - final function in spawn.cpp
2020-11-04 20:40:07 +01:00
Christoph Oelckers
4add2b5839
- two more
2020-11-04 20:40:07 +01:00
Christoph Oelckers
ac5ea2f1c9
- 3 more wrappers gone.
2020-11-04 20:40:07 +01:00
Christoph Oelckers
8f754d163d
- removed inline wrappers that are not needed anymore.
...
# Conflicts:
# source/games/duke/src/spawn_r.cpp
2020-11-04 20:40:07 +01:00
Christoph Oelckers
f3f0fd0a3a
- ported the sound code to actors and removed the inline helpers.
2020-11-04 20:40:07 +01:00
Christoph Oelckers
4c3435bacf
- moved some non-owner info out of the owner field.
...
This only handles items where both reading and writing can be located.
2020-11-04 20:40:07 +01:00
Christoph Oelckers
15fc884909
- owners in spawn.cpp
2020-11-04 20:40:06 +01:00
Christoph Oelckers
90511a97e7
- initcrane and spawneffector.
2020-11-04 20:40:06 +01:00
Christoph Oelckers
e2e24fc508
- spawn.cpp part 2.
...
(Beware of the crane! That one's hacky!)
2020-11-04 20:40:06 +01:00
Christoph Oelckers
edb991e47d
- first part of spawn.cpp.
2020-11-04 20:40:06 +01:00
Christoph Oelckers
60977ef4dc
- the spawn dispatcher is no longer used.
2020-11-04 20:40:06 +01:00
Christoph Oelckers
c54f17a6d5
- hittype in spawn code.
2020-11-04 20:40:05 +01:00
Christoph Oelckers
e427668373
- the remaining iterators in sectors_r.cpp
2020-11-04 20:39:43 +01:00
Christoph Oelckers
6a8dc8217f
- 6 simple loops in sectors_r.cpp.
2020-11-04 20:39:43 +01:00
Christoph Oelckers
bb23d9131e
- player.i, part 4.
2020-11-04 20:39:43 +01:00
Christoph Oelckers
d773601d81
- player.i, part 3
2020-11-04 20:39:43 +01:00
Christoph Oelckers
cc0a668da3
- player.i, part 2
...
# Conflicts:
# source/games/duke/src/sectors_r.cpp
2020-11-04 20:39:43 +01:00
Christoph Oelckers
770897b8b9
- player.i, part 1
2020-11-04 20:39:42 +01:00
Christoph Oelckers
d5a74e4290
- handled several GetIndex calls.
2020-11-04 20:39:39 +01:00
Christoph Oelckers
64c83d166e
- fixed a few parameters
2020-11-04 20:39:39 +01:00
Christoph Oelckers
eb5cd98d9a
- fixed a few bad parameters.
2020-11-04 20:39:39 +01:00
Christoph Oelckers
a8212f0756
- crash fix in spawn and camera fix.
2020-11-04 20:25:02 +01:00
Christoph Oelckers
afd059d6a1
- the remaining loops in sectors_d.cpp
2020-11-04 19:55:18 +01:00
Christoph Oelckers
7c6ea9cff7
- activatebysector.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
7aca51a6c4
- 6 more loops.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
d8a7821b4f
- cleaned up a few more loops.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
618c739318
- spawninitdefault.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
4d4cb2da9b
- handle the cheap-ass ROR code.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
10d4f92232
- use a dedicated variable to store the vehicle ammo for RRRA's bike and boat.
...
owner should be reserved for pointers.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
803cf4aece
- the last two loops in premap_r.cpp
2020-11-04 19:55:16 +01:00
Christoph Oelckers
a63c62bf7c
- the geometry effect loop
2020-11-04 19:55:16 +01:00
Christoph Oelckers
9f3b74f4a2
- 3 loops in premap_r.cpp
2020-11-04 19:55:16 +01:00
Christoph Oelckers
8360ba99ff
- fixed cacheit_r sector loop.
2020-11-04 19:55:16 +01:00
Christoph Oelckers
68f9037883
- pointer replacements.
2020-11-04 19:55:16 +01:00
Christoph Oelckers
86909c9068
- fixed cacheit_d sector loop.
2020-11-04 19:55:16 +01:00
Christoph Oelckers
2b0f56a94c
- changed setsectinterpolate to receive a sector number, not a sprite number.
2020-11-04 19:55:16 +01:00
Christoph Oelckers
32fc9329de
- another iterator.
...
This one's for init code that needs to iterate sprites in spawn order.
2020-11-04 19:55:15 +01:00
Christoph Oelckers
12ef8c4543
This completes player_r.cpp
2020-11-04 19:55:15 +01:00
Christoph Oelckers
34d0219d06
- nullptr fixes
2020-11-04 19:55:15 +01:00
Christoph Oelckers
36370b71e2
- wrapped neartag to return an actor.
2020-11-04 19:55:15 +01:00
Christoph Oelckers
bc6ae872ae
- cleaned up the checkhitswitch interface to receive sprites as pointers.
2020-11-04 19:55:15 +01:00
Christoph Oelckers
3e7c8adc1e
- checkhitswitch_r part 4
2020-11-04 19:55:15 +01:00
Christoph Oelckers
4ce19b74b0
- checkhitswitch_r part 3
2020-11-04 19:55:14 +01:00
Christoph Oelckers
e81b37b31a
- checkhitswitch_r part 2
2020-11-04 19:55:14 +01:00
Christoph Oelckers
2a23dfa0a8
- checkhitswitch_r part 1
2020-11-04 19:55:14 +01:00
Christoph Oelckers
f13a8943ab
- checkhitswitch_d part 2
2020-11-04 19:55:14 +01:00
Christoph Oelckers
f1ab8f03ef
- checkhitswitch_d part 1
2020-11-04 19:55:14 +01:00
Christoph Oelckers
87e8801531
- handle the clipmove result in processinput.
2020-11-04 19:55:14 +01:00
Christoph Oelckers
419cf9af5e
- processinput part 1.
2020-11-04 19:55:13 +01:00
Christoph Oelckers
ef2c773e02
- RR processweapon pass 1
2020-11-04 19:55:13 +01:00
Christoph Oelckers
d4dabee52d
- OnMotorcycle/BoatHit.
2020-11-04 19:55:13 +01:00
Christoph Oelckers
454b2315d4
- use actors instead of indices for sound calls.
2020-11-04 19:55:13 +01:00
Christoph Oelckers
8d55138db0
- checkweapons_r.
2020-11-04 19:55:13 +01:00
Christoph Oelckers
635b53f78f
- RR-movement + dummyplayersprite
2020-11-04 19:55:13 +01:00
Christoph Oelckers
60ec6b8c7d
- handled the last remaining sprite references in player_d.cpp.
2020-11-04 19:55:12 +01:00
Christoph Oelckers
70e1b87160
- Duke underwater.
2020-11-04 19:55:12 +01:00
Christoph Oelckers
b302f2535f
- player index and hittypes in player_d.cpp
2020-11-04 19:55:12 +01:00
Christoph Oelckers
f598c16e03
- use the script interface where needed.
...
Later the scripts should only see some token representing an actor, not an index.
2020-11-04 08:24:17 +01:00
Christoph Oelckers
773aa9976d
- fixed compilation of release build.
2020-11-04 07:01:25 +01:00
Christoph Oelckers
29b08b2115
- access_spritenum
2020-11-03 22:49:17 +01:00
Christoph Oelckers
b891646c37
- all of player_w.cpp
2020-11-03 22:41:24 +01:00
Christoph Oelckers
be591e9cf9
- the last bit of shoot_d.
2020-11-03 22:41:24 +01:00
Christoph Oelckers
16089e56f0
- the rest of shoot_r.
2020-11-03 22:41:24 +01:00
Christoph Oelckers
47f77a97e4
- RR shootrpg and shootwhip.
2020-11-03 22:41:24 +01:00
Christoph Oelckers
aa6dd72688
- RR shootstuff
2020-11-03 22:41:23 +01:00
Christoph Oelckers
32a7c2349e
- shoot interface transitioned/operateweapon mostly done.
2020-11-03 22:01:58 +01:00
Christoph Oelckers
513744aa56
- this was nonsense. atwith is a tile number, not a sprite index.
2020-11-03 21:51:17 +01:00
Christoph Oelckers
7e29be7569
- switched checkhitwall interface to actors.
2020-11-03 21:49:57 +01:00
Christoph Oelckers
4258c27248
- switched the checkhitsprite interface to actors.
2020-11-03 21:43:50 +01:00
Christoph Oelckers
30f4057451
- removed the remaining references to 'i' from checkhitsprite_d.
2020-11-03 21:43:50 +01:00
Christoph Oelckers
a31cb23be1
- checkhitsprite_r references to 'i' removed.
2020-11-03 21:43:49 +01:00
Christoph Oelckers
1ab13688a7
- RR shootweapon
2020-11-03 21:43:49 +01:00
Christoph Oelckers
51705e5a61
- RR shootmelee.
2020-11-03 21:43:49 +01:00
Christoph Oelckers
f276a5f443
- shootlaser and shootgrowspark
2020-11-03 21:43:49 +01:00
Christoph Oelckers
badf536fef
- shootstuff and shootrpg.
2020-11-03 21:43:49 +01:00
Christoph Oelckers
ca78ed9b63
- shootweapon
2020-11-03 21:43:49 +01:00
Christoph Oelckers
617c2c2503
- replaced index for sound origin in checkhitsprite_r.
2020-11-03 21:43:48 +01:00
Christoph Oelckers
41f2fe5e06
- same for checkhitsprite_r.
2020-11-03 21:43:48 +01:00
Christoph Oelckers
4443234126
- replacing sprite[sn] in checkhitsprite_d.
2020-11-03 21:43:48 +01:00
Christoph Oelckers
faa4248c5c
- lotsofglass wrapper and variable renaming in checkhitsprite_d.
2020-11-03 20:43:38 +01:00
Christoph Oelckers
17737eea85
- wrapped hitscan in a variant returning an actor.
2020-11-03 20:43:38 +01:00
Christoph Oelckers
768487584e
- aim and all calling instances.
...
This also takes care of RR's chicken arrow storing an actor reference in lotag.
2020-11-03 20:42:03 +01:00
Christoph Oelckers
8268c1b538
- shootfireball, shootflamethrowerflame, shootknee
2020-11-03 20:21:53 +01:00
Christoph Oelckers
6ee856b8c1
- added missing 'break' to SE code.
...
This caused the car in RR's first level to go too fast.
2020-11-03 20:21:30 +01:00
Christoph Oelckers
3fdeedcae7
- player.cpp is free of array references, except one that's unavoidable for now.
2020-11-03 19:25:07 +01:00
Christoph Oelckers
79f850d126
- PlayerColorChanged, hits, hitasprite.
2020-11-03 19:21:44 +01:00
Christoph Oelckers
1fcd5eef47
- CON game access interface done.
2020-11-03 19:21:44 +01:00
Christoph Oelckers
f5cccb0df2
- actorflag, actorfella, automap, animateaccess, holoduke spawn, initreactor.
...
# Conflicts:
# source/games/duke/src/game_misc.cpp
2020-11-03 19:21:43 +01:00
Christoph Oelckers
2db8ace275
- eliminated all array accesses in game_misc.cpp.
2020-11-03 19:21:43 +01:00
Christoph Oelckers
61013af910
- fixed three crashes found when testing WW2GI.
2020-11-03 19:21:43 +01:00
Christoph Oelckers
a514910aa4
- use an actor pointer in Get/SetGameVarID's parameters to weed out the ordering screwups.
2020-11-03 19:21:43 +01:00
Christoph Oelckers
de92287d0b
- fixed the messed up parameter order of OnEvent.
...
This should serve as a textbook example why passing around indices is a very, very bad idea!
2020-11-03 19:21:42 +01:00
Christoph Oelckers
c1b5b17541
- removed a few references in animatesprites.
2020-11-03 19:21:42 +01:00
Christoph Oelckers
3ea6887c43
- replaced a bit more.
2020-11-03 19:21:42 +01:00
Christoph Oelckers
2c573a720b
- starting at the bottom of player_r.cpp.
2020-11-03 19:21:42 +01:00
Christoph Oelckers
33f730baf3
- replaced "sprite[p->i]" globally.
2020-11-03 19:21:42 +01:00
Christoph Oelckers
b5309a6410
- some quick'n easy replacements.
2020-11-03 19:21:42 +01:00
Christoph Oelckers
cd70818d54
- added a few NULL checks.
2020-11-03 07:12:11 +01:00
Christoph Oelckers
b2497b346c
- use GetActor() wrapper in hud weapon code.
2020-11-03 07:06:30 +01:00
Christoph Oelckers
f729f7d7a3
- renamed a few things in animatesprites.
...
This function will need special handling later, for now let's just reduce the work surface to a few pointers.
2020-11-03 07:06:30 +01:00
Christoph Oelckers
ac58dd8017
- execute.
2020-11-03 07:06:30 +01:00
Christoph Oelckers
8f815f9391
- LoadActor.
2020-11-03 07:06:29 +01:00
Christoph Oelckers
da9c4d90a2
- parse - part 7.
2020-11-03 07:06:29 +01:00
Christoph Oelckers
38817c3bee
- parse - part 6.
2020-11-03 07:06:29 +01:00
Christoph Oelckers
aa3d1fdcad
- parse - part 5.
2020-11-03 07:06:29 +01:00
Christoph Oelckers
7438b57f23
- parse - part 4.
2020-11-03 07:06:29 +01:00
Christoph Oelckers
59d9138b77
- parse - part 3.
2020-11-03 07:06:28 +01:00
Christoph Oelckers
65fc6dd3c7
- parse - part 2.
2020-11-03 07:06:28 +01:00
Christoph Oelckers
8bdeb66dcb
- parse - part 1.
2020-11-03 07:06:28 +01:00
Christoph Oelckers
0fac102c26
- renamed variables in ifcansee.
2020-11-03 07:06:28 +01:00
Christoph Oelckers
83217ee620
- ifcansee.
2020-11-03 07:06:27 +01:00
Christoph Oelckers
83b47f60b3
- ifcanshoottarget.
2020-11-03 07:06:27 +01:00
Christoph Oelckers
ea9a8642b0
- doactor.
...
# Conflicts:
# source/games/duke/src/gameexec.cpp
2020-11-03 07:06:27 +01:00
Christoph Oelckers
669fcc967f
- cheats.cpp and ccmds.cpp handled.
...
# Conflicts:
# source/games/duke/src/cheats.cpp
2020-11-03 07:06:27 +01:00
Christoph Oelckers
ad84c8149e
- the rest of sectors.cpp
2020-11-03 07:06:27 +01:00
Christoph Oelckers
4236f800f6
- operateactivators and operatemasterswitches.
2020-11-03 07:06:26 +01:00
Christoph Oelckers
7635fc9ad6
- operatesectors.
2020-11-03 07:06:26 +01:00
Christoph Oelckers
326ca9e172
- handle_st28,
2020-11-03 07:06:26 +01:00
Christoph Oelckers
06695073d0
- handle_st27.
2020-11-03 07:06:26 +01:00
Christoph Oelckers
d4c53226d0
- handle_st25.
2020-11-03 07:06:26 +01:00
Christoph Oelckers
fd8ee214f5
- handle_st23.
2020-11-03 07:06:25 +01:00
Christoph Oelckers
e6507887d3
- handle_st20.
2020-11-03 07:06:25 +01:00
Christoph Oelckers
2afbbcb157
- handle_st29.
2020-11-03 07:06:25 +01:00
Christoph Oelckers
7c491742f9
- handle_st15.
2020-11-03 07:06:25 +01:00
Christoph Oelckers
c9c649d3f8
- crash fix with null pointer.
2020-11-03 07:05:51 +01:00
Christoph Oelckers
88adef3caa
- split up operatesectors into more digestable pieces.
2020-11-03 07:03:01 +01:00
Christoph Oelckers
4dd9be7b6d
..
...
- activatewarpelevators
2020-11-03 06:52:26 +01:00
Christoph Oelckers
8d1409a708
- bring weaprec handling of RR in line with Duke.
...
This code set a sprite index where a tile number is expected by all other code checking this array.
In the stock game this should never trigger, though, as the actor being checked is the burning dynamite which cannot be picked up again as-is.
2020-11-03 06:51:29 +01:00
Christoph Oelckers
595a2156e4
- fixed bad spawn owner in refactored loop.
2020-11-02 21:45:36 +01:00
Christoph Oelckers
6adc2f8e55
- findplayer
2020-11-01 17:07:47 +01:00
Christoph Oelckers
fa5b48d270
- check_activator_motion, doanimations.
2020-11-01 17:07:47 +01:00
Christoph Oelckers
b2a2232260
- callsound
2020-11-01 17:07:46 +01:00
Christoph Oelckers
3c19f8e44e
- the last remaining small functions in actors_d.cpp and actors_r.cpp.
2020-11-01 17:07:46 +01:00
Christoph Oelckers
52c342a2ff
- renamed variables in move functions.
2020-11-01 17:07:46 +01:00
Christoph Oelckers
e6e53d1954
- move, fakebubbaspawn and destroyit.
2020-11-01 17:07:46 +01:00
Christoph Oelckers
a6f9673403
- moveeffectors.
2020-11-01 17:07:46 +01:00
Christoph Oelckers
c438061b83
- made SE06 and SE28 separate functions.
2020-11-01 17:07:45 +01:00
Christoph Oelckers
f5338d0acb
- moveexplosions.
2020-11-01 17:07:45 +01:00
Christoph Oelckers
76c4eeddc4
- moveactors.
2020-11-01 17:07:45 +01:00
Christoph Oelckers
2ad31247ec
- henstand and bowling.
2020-11-01 17:07:45 +01:00
Christoph Oelckers
a31a19d430
- fixed 2 bad iterators.
2020-11-01 17:07:45 +01:00
Christoph Oelckers
0c2a7de550
- fixed uninitialized variable with 'hitasprite'.
2020-11-01 17:06:52 +01:00
Christoph Oelckers
fd83b87b94
- rr_specialstats.
2020-11-01 15:25:18 +01:00
Christoph Oelckers
0ec7732bd4
- rrra_specialstats.
2020-11-01 15:22:34 +01:00
Christoph Oelckers
63646e7c5c
- heavyhbomb
2020-11-01 15:19:51 +01:00
Christoph Oelckers
441ed6bdc5
- flamethrowerflame
2020-11-01 15:17:49 +01:00
Christoph Oelckers
44fc4f9243
- greenslime.
2020-11-01 15:11:49 +01:00
Christoph Oelckers
d4ee8a1c48
- removed a few redundant GetIndex calls.
2020-11-01 15:08:48 +01:00
Christoph Oelckers
9826ff54f9
- movetransports.
2020-11-01 15:05:21 +01:00
Christoph Oelckers
076dcef5d0
- renamed variables in movetransports.
2020-11-01 14:56:23 +01:00
Christoph Oelckers
2d1b8a2b4b
- use the cleaned up movesprite interface in moveweapons.
2020-11-01 14:51:32 +01:00
Christoph Oelckers
3aaf2e80a9
- moveweapons.
2020-11-01 14:46:05 +01:00
Christoph Oelckers
00b12c5fd6
- weaponcommon subfunctions.
2020-11-01 12:27:43 +01:00
Christoph Oelckers
c5f7c29ead
- chickenarrow and movefireball.
2020-11-01 12:23:14 +01:00
Christoph Oelckers
a3860de440
- movestandables.
2020-11-01 12:09:01 +01:00
Christoph Oelckers
1af39eb29d
- move*bolt.
2020-11-01 12:08:39 +01:00
Christoph Oelckers
dc75037d01
- movecrack, movefireext, moveviewscreen.
2020-11-01 12:06:20 +01:00
Christoph Oelckers
a4ac7764de
- movetripbomb.
2020-11-01 12:02:58 +01:00
Christoph Oelckers
d9b6be83b3
- movefallers.
2020-11-01 12:00:29 +01:00
Christoph Oelckers
7e8be10b04
- movefta and ifhitsectors.
2020-11-01 11:58:41 +01:00
Christoph Oelckers
861342a278
- guts_d and guts_r.
2020-11-01 11:32:34 +01:00
Christoph Oelckers
90d1c5f7bb
- ifsquished.
2020-11-01 10:55:38 +01:00
Christoph Oelckers
4c9655b110
- check_fta_sounds.
2020-11-01 10:53:45 +01:00
Christoph Oelckers
b9aa5de217
- fixed merge error in handle_se00.
2020-11-01 10:52:38 +01:00
Christoph Oelckers
7967391728
- actors_lava.cpp handled.
2020-11-01 10:50:10 +01:00
Christoph Oelckers
6a97b3d58e
- renamed variables.
2020-11-01 10:49:50 +01:00
Christoph Oelckers
f0b1ab504d
- fall_common and its fallspecial subfunction.
2020-11-01 10:48:26 +01:00
Christoph Oelckers
185b795481
- renamed variables in alterang.
2020-11-01 10:45:09 +01:00
Christoph Oelckers
85ea1df76a
- alterang
2020-11-01 10:44:16 +01:00
Christoph Oelckers
31e5023004
- dodge, furthestcanseepoint, furthestangle.
2020-11-01 10:41:25 +01:00
Christoph Oelckers
4e675ea322
- makeitfall
2020-11-01 10:41:24 +01:00
Christoph Oelckers
291edcdab8
- getglobalz
2020-11-01 10:41:16 +01:00
Christoph Oelckers
8f75a58343
- shared SE31 code.
2020-11-01 10:31:41 +01:00
Christoph Oelckers
21fb3fb7bb
- shared SE25 code.
2020-11-01 10:27:54 +01:00
Christoph Oelckers
00f5a08390
- shared SE24 code.
2020-11-01 10:27:41 +01:00
Christoph Oelckers
02813802d4
- the 5 remaining shared SE handlers.
2020-11-01 10:12:27 +01:00
Christoph Oelckers
769bc3bd22
- handle_se20-26.
2020-11-01 10:02:58 +01:00
Christoph Oelckers
5d837176de
- handle_se18+19
2020-11-01 09:58:39 +01:00
Christoph Oelckers
5b096ea35e
- handle_se15-17.
2020-11-01 09:53:50 +01:00
Christoph Oelckers
33377e1810
- renamed a few things.
2020-11-01 09:45:37 +01:00
Christoph Oelckers
b585192721
- handle_se11-13.
2020-11-01 09:37:41 +01:00
Christoph Oelckers
83a9d99bd9
- use symbolic constants in spawneffectors.
2020-11-01 09:00:16 +01:00
Christoph Oelckers
45905b9137
- handle_se05, 08, 10.
2020-11-01 08:51:13 +01:00
Christoph Oelckers
2edc7168ca
- handle SE02-SE04.
2020-11-01 08:43:24 +01:00
Christoph Oelckers
3e62550489
- consolidated gutsdir functions by making the spawn offset for Duke's commander an actor property.
2020-11-01 08:23:03 +01:00
Christoph Oelckers
80aab4b5f7
- handle_se30.
2020-11-01 08:22:47 +01:00
Christoph Oelckers
a6468970c6
- renamed some variables.
2020-11-01 08:14:40 +01:00
Christoph Oelckers
2dd2ba1469
- handle_SE14 function signature and recordoldspritepos
2020-11-01 08:13:29 +01:00
Christoph Oelckers
d2b4cf6770
- reformatting
2020-11-01 08:03:07 +01:00
Christoph Oelckers
1b6161d472
- SE14 part 4
2020-11-01 08:00:43 +01:00
Christoph Oelckers
1cffc76c4e
- SE14 part 3
2020-11-01 08:00:03 +01:00
Christoph Oelckers
92f95ea195
- SE14 part 2
2020-11-01 07:56:49 +01:00
Christoph Oelckers
e13b61f496
- SE14 part 1
...
Doing this in smaller chunks because this function requires quite extensive adjustments.
2020-11-01 07:51:50 +01:00
Christoph Oelckers
1ce2600a43
- SE 0 and 1 handlers.
2020-11-01 07:36:49 +01:00
Christoph Oelckers
a37cfe2913
- renamed variables in handle_se00.
2020-11-01 07:28:49 +01:00
Christoph Oelckers
e9d6fb2bb5
- jibs, bloodpool, shell, glasspieces and scrap.
2020-11-01 07:27:15 +01:00
Christoph Oelckers
6cbe74e115
- forcesphere, watersplash2, frameeffect and money.
2020-11-01 07:24:00 +01:00
Christoph Oelckers
6e1d3a025a
- ooz, reactor and camera.
2020-11-01 07:23:27 +01:00
Christoph Oelckers
876b6d5081
- forcesphere and recon.
2020-11-01 07:20:17 +01:00
Christoph Oelckers
d0e12586ba
- added a higher level interface tp clipmove that unmangles its return.
2020-11-01 07:16:44 +01:00
Christoph Oelckers
3d16d9f44a
- respawnmarker, rat and queball.
2020-11-01 07:15:57 +01:00
Christoph Oelckers
6257ebc30c
- bounce, movetongue and rpgexplode.
2020-11-01 07:11:49 +01:00
Christoph Oelckers
e001b3117f
- movetouchplate, moveooz, movecanwithsomething.
...
# Conflicts:
# source/games/duke/src/funct.h
2020-11-01 07:07:59 +01:00
Christoph Oelckers
b7f26c064d
- 3 smaller functions.
2020-11-01 06:54:14 +01:00
Christoph Oelckers
c42ff35dc5
- hitradius
...
# Conflicts:
# source/games/duke/src/actors_d.cpp
# source/games/duke/src/actors_r.cpp
2020-10-31 13:24:31 +01:00
Christoph Oelckers
7dbe9d4bfb
- renaming in hitradius
2020-10-31 13:24:30 +01:00
Christoph Oelckers
81717b54ee
- detonate and movemasterswitch.
...
# Conflicts:
# source/games/duke/src/actors.cpp
2020-10-31 13:24:30 +01:00
Christoph Oelckers
89d750c94f
- renaming in movemasterswitch and detonate.
2020-10-31 13:24:30 +01:00
Christoph Oelckers
38e0ac1e3f
- movefountain and moveflammable.
...
# Conflicts:
# source/games/duke/src/actors.cpp
2020-10-31 13:24:30 +01:00
Christoph Oelckers
544078c9ba
- moveflammable renaming.
2020-10-31 13:24:29 +01:00
Christoph Oelckers
7a482c6284
- make DHUDFont an object.
2020-10-31 13:20:54 +01:00
Christoph Oelckers
7de6528a1f
- the status bars work as objects.
...
# Conflicts:
# source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers
3a0c84d3ca
- split statusbar.cpp in two.
...
To keep Raze-exclusive content out of the main file that's about to be edited.
2020-10-31 13:19:59 +01:00
Christoph Oelckers
41e1e9b51c
- ifhitbyweapon.
...
# Conflicts:
# source/games/duke/src/actors_d.cpp
# source/games/duke/src/actors_r.cpp
2020-10-31 13:19:26 +01:00
Christoph Oelckers
92c21e7259
- ifhitbyweapon cleanup.
...
Variables renamed and array accesses replaced with pointers in RR version.
2020-10-31 13:19:26 +01:00
Christoph Oelckers
28d0bc7477
- movecrane interface cleanup.
2020-10-31 13:19:26 +01:00
Christoph Oelckers
08f3e9e722
- variable renaming in movecrane for clarity
2020-10-31 13:19:25 +01:00
Christoph Oelckers
d95131cb4d
- actor iterators for movefx and its RRRA subfunction.
2020-10-31 13:19:25 +01:00
Christoph Oelckers
801e94ca54
- renamed variables in movefx for clarity.
2020-10-31 13:19:25 +01:00
Christoph Oelckers
be0880f106
- iterators in movedummyplayers and moveplayers updated.
2020-10-31 13:19:25 +01:00
Christoph Oelckers
cf8da6c6e3
- variable renaming for clarity.
2020-10-31 13:19:25 +01:00
Christoph Oelckers
b03a637e10
- ms function.
2020-10-31 13:19:24 +01:00
Christoph Oelckers
94892cc1f8
- set up the main menu background as default console background for Duke and its offspring games.
2020-10-25 15:06:06 +01:00
Christoph Oelckers
1a21e73cd9
- fixed bad collision state check in movesprite.
...
Fixes #147
2020-10-24 21:36:27 +02:00
Christoph Oelckers
9a6a98ada9
- RR: Picking up the crossbow should also enable the dynamite as a separate weapon.
2020-10-24 20:43:36 +02:00
Christoph Oelckers
acda4b7799
- fixed Duke's RPG explosion
...
Fixes #146
2020-10-24 19:44:10 +02:00
Christoph Oelckers
82d87deb30
- added missing includes for release build.
2020-10-24 10:01:14 +02:00
Christoph Oelckers
8fd0fe5955
- changed the spriteq to use pointers instead of indices.
2020-10-24 09:40:10 +02:00
Christoph Oelckers
34e39dd221
- pass spawner as an actor pointer to 'lotsofstuff'.
...
Allows doing this without using sprite indices.
2020-10-24 09:36:35 +02:00
Christoph Oelckers
a5b3681630
- foundation for a better collision info management.
...
The way this is handled is the main reason why Build maps are size limited, but since it is extremely invasive it needs to be taken out of the game code piece by piece, this is the framework for doing this for Duke.
2020-10-24 09:31:15 +02:00
Christoph Oelckers
16e49ac1fd
- use pointer for sprite access in movesprite_r.
...
Bringing it in line with movesprite_d.
2020-10-24 09:20:45 +02:00
Christoph Oelckers
42e5201e9f
- replaced a few array accesses where a pointer is already available.
2020-10-24 09:11:45 +02:00
Christoph Oelckers
87e4c0fa7d
- experimented a bit with optimizing the spawn function's use.
2020-10-24 09:05:54 +02:00
Christoph Oelckers
356060e127
- optimized another batch of array accesses in the spawn functions.
2020-10-24 08:52:21 +02:00
Christoph Oelckers
6311898152
- renamed a few disassembly variables.
2020-10-24 07:48:51 +02:00
Christoph Oelckers
5cde56de28
- another case of replacing a long list of array accesses with a pointer.
2020-10-24 07:39:51 +02:00
Christoph Oelckers
03da2011b6
- array cleanup in spawn.cpp.
2020-10-24 07:34:54 +02:00
Christoph Oelckers
d237471b79
- DoActor cleanup.
...
Using pointers instead of repeated array accesses now.
2020-10-24 07:25:25 +02:00
Christoph Oelckers
00b8a75de4
- made cheatGod function less ugly.
2020-10-24 07:19:53 +02:00
Christoph Oelckers
46d90f5d49
- clearcamera and ssp.
2020-10-23 22:37:38 +02:00
Mitchell Richters
be21cb0602
- Duke: Fix give
CCMD to ensure it works after being resurrected from the dead via god cheat.
...
* Extension to 63cb7dd2bd
.
2020-10-22 20:18:41 +11:00
Mitchell Richters
f46d9499a5
- Duke (RR): Adjust when to call DrawWeaponBar()
within Statusbar()
.
...
* Partially addresses #1 of https://forum.zdoom.org/viewtopic.php?f=340&t=70284 .
2020-10-22 19:54:39 +11:00
Mitchell Richters
e63f5e1ae7
- Duke (RR): Fix bad text setup in DrawWeaponBar()
.
...
* Fixes #2 of https://forum.zdoom.org/viewtopic.php?f=340&t=70284 .
2020-10-22 19:40:39 +11:00
Mitchell Richters
63cb7dd2bd
- Duke: Fix rotscrnang locked when reviving player after death via DNKROZ
cheat.
...
* Fixes #138 .
2020-10-22 09:21:35 +11:00
Christoph Oelckers
9440bc0c6d
- avoid using ptrdiff_t in templated contexts.
...
Some systems map this to 'long' instead of 'long long' and not everything provides handlers for this type.
2020-10-21 19:19:45 +02:00
Christoph Oelckers
9cdaaff42b
- migrated EGS and deletesprite to new actor interface.
...
Inline wrappers for old code exist.
The backupplayer inline was moved into player.cpp because that's the only place it gets used.
2020-10-21 19:14:41 +02:00
Christoph Oelckers
b8b79b6fa9
- renamed a few things.
2020-10-21 18:42:47 +02:00
Christoph Oelckers
b1f2475230
- serialize null pointers correctly.
2020-10-21 16:31:18 +02:00
Christoph Oelckers
6f4a0c94e8
- something on player is now a pointer as well
2020-10-21 16:31:18 +02:00
Christoph Oelckers
72329eb01b
- wackedbyactor, too.
2020-10-21 16:31:18 +02:00
Christoph Oelckers
e94274a543
- holoduke_on is now a pointer as well.
2020-10-21 16:31:18 +02:00
Christoph Oelckers
d7604a3160
- made on_crane a pointer as well.
2020-10-21 16:31:17 +02:00
Christoph Oelckers
7c88de0b42
- made player.actorsqu a pointer and added the needed infrastructure for that.
2020-10-21 16:31:17 +02:00
Christoph Oelckers
39c154dc15
- fixed compile errors
2020-10-21 16:31:17 +02:00
Christoph Oelckers
8aca0774dc
- adding more helper wrappers.
2020-10-21 16:31:17 +02:00
Christoph Oelckers
0f2c19522e
- defined the iterators.
2020-10-21 16:31:17 +02:00
Christoph Oelckers
78afb67c7f
- setup for Duke actor data transition to something more scripting friendly.
...
The main problem here is that there's two data arrays representing an actor - sprite and hittype and the engine only uses indices for reference.
By setting up hittype to contain a sprite reference, the function and iterator interface can be rewritten to use a single pointer instead to represent an actor.
The main objective is to reduce the number of accesses to the global arrays which constitute the biggest refactoring blocker.
2020-10-21 16:31:17 +02:00
Christoph Oelckers
05c095e448
- fixed parameter ordering for WW2GI's change weapon event call.
...
This happens when variables are ambiguously named... :?
2020-10-21 07:31:21 +02:00
Christoph Oelckers
99e3eeb19e
- split up shoot_r as well and consolidated both blood splat functions.
2020-10-21 01:03:38 +02:00
Christoph Oelckers
4d1e229734
- split shoot_d into smaller, easier to manage chunks.
...
1100 lines for a single function is too much.
2020-10-21 00:17:09 +02:00
Christoph Oelckers
a17f529c49
- fixed freezer projectile not moving.
...
These endless fallthrough switch/case blocks are a genuine menace. :(
Fixes #136
2020-10-20 23:21:38 +02:00
Christoph Oelckers
3004185646
- fixed bossguy.
2020-10-19 23:58:30 +02:00
Christoph Oelckers
66c097b3b8
- fixed bad Holoduke check in alterang.
2020-10-18 21:54:30 +02:00
Christoph Oelckers
a8eaf3575f
- warning fixed and constants used.
2020-10-18 12:18:19 +02:00
Christoph Oelckers
f4c79161ad
- fixed crash when opening the first gate in RRRA's E1L1.
...
There was some poor coding at play here that fell victim to changed execution order.
Changed everything so that problem cases always get dealt with properly.
2020-10-18 12:10:46 +02:00
Christoph Oelckers
4d3135f4b8
- cleanup and consolidation of moveweapons_r.
2020-10-18 10:42:26 +02:00
Christoph Oelckers
08e29396e5
- split moveweapons_d further up into more smaller parts.
2020-10-18 09:45:41 +02:00
Christoph Oelckers
2b79b29fef
- further splitting of moveweapons_d.
...
Progress with this but still not enough yet to break it down into manageable parts.
2020-10-18 08:38:29 +02:00
Christoph Oelckers
94e8213caf
- split fireball handling out of moveweapons_d to reduce the function's size.
2020-10-17 19:53:04 +02:00
Mitchell Richters
3582717c43
- Duke: Fix issues in recordoldspritepos()
following changes in 7043092fd0
.
...
* Fixes #129 .
2020-10-16 14:17:19 +11:00
Mitchell Richters
b1536d8a0b
- Duke (RRRA): Fix potential issue originating from 1bc51a7367
where horizon might have needed adjustment to 0 but wouldn't have done so.
...
* Previously used to determine whether to apply a horizon adjustment on whether local variable `horiz` was 0 or not (since baseline horizon was 100).
* For no particular reason, initalise `horiz` as FRACUNIT and process if it is not equal to one.
2020-10-15 20:33:28 +11:00
Mitchell Richters
db419fd618
- Duke (RRRA): Fix vehicle avel while cl_syncinput 1
.
...
* Fully fixes #128 .
2020-10-15 20:12:48 +11:00
Mitchell Richters
fb91fc49a3
- processMovement(): Add commentary around avel constants used within function and how they came to be. Also clean up some left-over code.
2020-10-15 20:12:34 +11:00
Christoph Oelckers
76e4661eea
- more simple pointer replacements - lots of them...
2020-10-15 01:34:28 +02:00
Christoph Oelckers
0b80ad8fb1
- handled the last remaining stat iterators in Duke.
2020-10-15 01:34:28 +02:00
Christoph Oelckers
53414afbe5
- all stat iterators in sectors.cpp handled.
2020-10-15 01:34:28 +02:00
Christoph Oelckers
3d36381752
- converted all stat iterators outside sector*.cpp.
2020-10-15 01:34:28 +02:00
Christoph Oelckers
760a557f73
- converted the remaining sector iterators in Duke.
2020-10-15 01:34:27 +02:00
Christoph Oelckers
758fab1804
- replaced several sector iterators in Duke code.
2020-10-15 01:34:27 +02:00
Christoph Oelckers
5c9b261823
- all sector iterators in actors_d.cpp, actors_r.cpp and actors_lava.cpp.
2020-10-15 01:34:27 +02:00
Christoph Oelckers
060b66b96b
- replaced all stat iterators in actors_r.cpp.
2020-10-15 01:34:27 +02:00
Christoph Oelckers
db8b454df1
- fixed ond bad statnum
2020-10-15 01:34:27 +02:00
Christoph Oelckers
053a1d46d5
- replaced all stat iterators in actors_d.cpp.
2020-10-15 01:34:26 +02:00
Christoph Oelckers
595ec11609
- replaced all sector iterators in actors.cpp.
2020-10-15 01:34:26 +02:00
Christoph Oelckers
7043092fd0
- all stat iterators in Duke:actors.cpp replaced.
2020-10-15 01:34:26 +02:00
Christoph Oelckers
13093aef56
- a few quick ones, mostly simple search & replace.
2020-10-15 01:34:26 +02:00
Christoph Oelckers
a3601e59ef
- rr_specialstats, rrra_specialstats and respawn_rrra.
...
(These look a lot better now. :) )
2020-10-15 01:34:26 +02:00
Christoph Oelckers
69e6bee64a
- Interators for SE00 and a few others.
2020-10-15 01:34:25 +02:00
Christoph Oelckers
5d734eafa0
- Iterators and pointers for movefx, moveflammable and detonate
2020-10-15 01:34:25 +02:00
Christoph Oelckers
2358f14cd1
use iterators for moveplayers, movedummyplayers and movefallers_d.
2020-10-15 01:34:25 +02:00
Christoph Oelckers
d3a31a3ab7
- hitradius_d uses the iterator now.
2020-10-15 01:34:25 +02:00
Christoph Oelckers
922122c0bc
- same for movefta_d and ifhitbyweapon_d
2020-10-15 01:34:25 +02:00
Christoph Oelckers
5bcaaf45e7
- use a pointer to access sprites in movesprite.
2020-10-15 01:34:24 +02:00
Christoph Oelckers
8ece66e55c
- use the new iterators in the movetransports functions.
...
Also prefer pointers over array access.
2020-10-15 01:34:24 +02:00
Christoph Oelckers
91fdf160b6
- fixed clearing of actorinfo.
...
It overwrote memory beyond its end.
2020-10-15 01:34:24 +02:00
Mitchell Richters
e4af4f28ce
- Duke (RR): Avoid integer truncation when dividing p->VBumpNow
.
2020-10-15 10:27:08 +11:00
Mitchell Richters
1bc51a7367
- Duke (RR): Repair issues with horizon following changes in 09a05f354c
and partially address vehicle turning speed in processVehicleInput()
.
...
* Issues with vehicle input handling with `cl_syncinput 1` still remain. Will address after work.
* Partially addresses #128 .
2020-10-15 10:20:52 +11:00
Christoph Oelckers
d368d734d3
- prototyping some refactoring helpers.
2020-10-14 00:58:21 +02:00
Christoph Oelckers
bfed4e179b
- little bit of array access removal.
...
(It's going to be a long way to refactor the sprite system to not rely on indices...)
2020-10-14 00:30:14 +02:00
Christoph Oelckers
f0ef7a1322
- tabified animatesprites_d.cpp and animatesprites_r.cpp.
2020-10-13 21:44:05 +02:00
Christoph Oelckers
20248d8e08
- fixed a few CCMDs which were blocked in the console.
2020-10-12 19:48:47 +02:00
Christoph Oelckers
86ad576675
- fixed lockup on Shareware screen when quitting Duke
...
Two errors: the menu wasn’t closed and the shareware check was inverted.
2020-10-12 08:07:51 +02:00
Mitchell Richters
c08851e4c0
- Blood/Duke/RR/SW: Drop resetinputhelpers()
.
2020-10-12 14:42:43 +11:00
Christoph Oelckers
cb8d2eb94c
- added serializers for PlayerAngle and PlayerHorizon.
2020-10-11 16:55:12 +02:00
Christoph Oelckers
1757ef2aa6
- split the game input code off gamecontrol.cpp into its own file.
2020-10-11 16:33:43 +02:00
Christoph Oelckers
8e1c71b867
Merge branch 'InputContinuation'
2020-10-11 15:24:51 +02:00
Christoph Oelckers
7deb3ed4bd
- Duke: got rid of the last 3 remaining #defines not used for list generation, as well.
2020-10-11 14:30:43 +02:00
Christoph Oelckers
fc82b3bc8a
- Duke: replaced the game type macros with inline functions.
2020-10-11 14:30:42 +02:00
Christoph Oelckers
9cc1268839
- Duke: added missing include guard to conlabel.h.
2020-10-11 14:30:42 +02:00
Christoph Oelckers
adaf25377c
- moved the player sprite away from the edge of the frame.
2020-10-11 07:50:41 +02:00
Christoph Oelckers
fe2e96d3a6
Merge branch 'master' into InputContinuation
...
# Conflicts:
# source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00
Christoph Oelckers
78d5b2aa95
- Duke: fixed: The Recon's roaming sound was poorly checked resulting in garbled output.
...
It checked for two instances globally, which made the same actor repeat its sound all over again, but if more recons were present some were silent.
Now each one is allowed to play its effect separately.
2020-10-10 19:17:23 +02:00
Christoph Oelckers
b06a847d9a
Merge branch 'menu2'
...
# Conflicts:
# source/exhumed/src/sound.cpp
2020-10-10 19:03:29 +02:00
Christoph Oelckers
b142f33edd
- fixed problems with stopping sector effect sounds.
...
The old check only accounted for the case of trying to play a valid follow-up sound, but not for merely stopping the old one.
Restored the original check that was here.
2020-10-10 18:11:26 +02:00
Christoph Oelckers
f9ab77f700
- create named texture copies for 'tilefromtexture' replacements.
...
We want to be able later to find them in the texture manager again.
2020-10-10 16:52:04 +02:00
Mitchell Richters
271eb1c3fa
- binaryangle.h/cpp: Hook up FSerializer and use within Duke for saving objects.
2020-10-11 00:10:53 +11:00
Christoph Oelckers
294a806793
- fixed some issues with prematurely terminated sounds.
2020-10-10 12:57:43 +02:00
Christoph Oelckers
16fd505f9a
- make sure that sfxinfo_t is always fully initialized by adding initializer values to all fields.
...
Let's hope this finally fixes those sound hiccups.
2020-10-10 09:47:00 +02:00
Mitchell Richters
8f68e8b4a1
- Amend 2865fef7ed
as accidentally returned horizon as Build and not Q16.16.
2020-10-10 17:52:43 +11:00
Mitchell Richters
2865fef7ed
- Duke: Restore return_to_center
in gameexec.cpp dropped in 0ab3b33a6c
and redo based on new code.
2020-10-10 16:59:00 +11:00
Mitchell Richters
6ecbb2587e
- Duke: Fix z position when on certain cameras following changes in 09a05f354c
.
2020-10-10 16:17:02 +11:00
Christoph Oelckers
4024ebd12d
- re-added Duke 1.3's credit screens.
2020-10-09 00:11:49 +02:00
Christoph Oelckers
02507d937d
- got the text screens working. Also reformatted RR's credits a bit for a better presentation.
2020-10-08 23:40:17 +02:00
Christoph Oelckers
6ba06f5ed0
- ImageScroller WIP commit.
2020-10-08 22:20:41 +02:00
Christoph Oelckers
15eaf86f5a
- preparations for the image scroller menu.
2020-10-08 18:02:25 +02:00
Mitchell Richters
9bcdeae6cd
- InputPacket: Change q16avel
to avel
, changing type from fixed_t to float.
2020-10-08 14:47:30 +11:00
Christoph Oelckers
56eae0b42d
- got the basics working for Exhumed's main menu.
2020-10-08 00:21:07 +02:00
Christoph Oelckers
789eb6d51d
- Most of Duke's menus work again.
2020-10-07 20:32:43 +02:00
Mitchell Richters
fca846272e
- gamecontrol: Initial setup of PlayerAngle
struct and deployment within Duke.
...
* Struct made up of binangle class units.
* Create signed clone of binangle for use with look_ang and rotscrnang.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 23:13:29 +11:00
Mitchell Richters
e2691d4184
- Duke: Clean up a few missed things during f39939d114
.
2020-10-07 18:34:52 +11:00
Mitchell Richters
6a30d6880e
- InputPacket: Change q16horz
to horz
, changing type from fixed_t to float.
2020-10-07 18:22:07 +11:00
Mitchell Richters
d16b4651bb
- gamecontrol: Remove old horizon code left behind while cutting over each game.
2020-10-07 18:12:09 +11:00
Mitchell Richters
f39939d114
- gamecontrol: Initial setup of PlayerHorizon
struct and deployment within Duke.
...
* Started with the most complicated game first.
* Struct made up of fixedhoriz class units.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 17:12:48 +11:00
Mitchell Richters
082336e5f8
- buildhoriz: Implementation of pitch and BAM conversion code.
...
* Determined maximum horizon able to be handed by engine in Q16.16 format is 280039127.
* Re-did pitch math to work on this known maximum and standardised pitch around -90/90 degrees as it should be.
* Because pitch is now -90/90 and not ~-188/188, m_sensitivity_y probably requires re-scaling.
2020-10-07 13:29:04 +11:00
Mitchell Richters
8be8bcc87a
- Duke/SW: Fix InitTracerTurret()
to use player's q16horiz with full precision and replace some manually expressed mulscales with mulscale16()
inline from pragmas.h.
2020-10-07 13:28:58 +11:00
Mitchell Richters
09a05f354c
- Re-standardise horizon around 0 and not 100.
...
* Blood had this right. It makes sense that the horizon be based around as it's easier to work with.
* Removed all associated game math to deduct default horizon of 100 when doing weapon zvel etc, meaning actual horizon can just be used.
* Re-did return to center function to work on the already converted pitch. Return speed should be 1:1 with previous code.
2020-10-07 13:28:45 +11:00
Christoph Oelckers
bec1f67178
- implemented the menu caption for Duke et.al.
2020-10-06 20:49:55 +02:00
Christoph Oelckers
55e7e34707
- added texture aliases so that tiles can given real names in the texture manager.
...
Use this to turn Duke's and RR's tile enums into real names, leaving out RRTILExx - the few that are needed were renamed.
2020-10-06 19:26:22 +02:00
Mitchell Richters
bbc60e8424
- Duke: Ensure tripbomb's ammo_count decrements with use.
...
* Note: Unsure whether `isWW2GI()` was meant to be inversed but do not believe so. Have removed check for now.
* Fixes #104 .
2020-10-06 16:31:28 +11:00
Christoph Oelckers
3dbb8cbb11
- safety commit
2020-10-05 21:47:53 +02:00
Christoph Oelckers
82612a1330
- it compiles again (with lots of code commented out.)
2020-10-04 20:11:02 +02:00
Christoph Oelckers
ddc968f607
- disable palette emulation when map global fog is active.
...
This doesn't work well together and is pointless anyway as everything needs to be rendered at full brightness.
Fixes #99
2020-10-03 18:04:07 +02:00
Christoph Oelckers
89d5d18b9e
- these parts were missed somehow.
2020-10-02 22:42:54 +02:00
Christoph Oelckers
57945d2baf
- eliminated a few overlooked 'long's.
2020-10-02 22:18:08 +02:00
Mitchell Richters
43e447d40b
- Duke: Fix auto-aiming issues for shotgun and chaingun.
...
Fixes #98 .
2020-10-02 17:05:50 +10:00
Christoph Oelckers
4c2ff2950a
- for Duke/RR, when not using English force use of the regular text font for drawing the map label on the automap.
...
This essentially removes the tiny font which is simply too small to ever be able to receive a proper international extension from the equation for localization because the level name display was the only remaining relevant content using this font.
The only other screen where this font is still being used to draw text requiring translated content is the multiplayer summary which will have to be redesigned anyway if multiplayer becomes functional again.
2020-09-29 21:47:32 +02:00
Christoph Oelckers
6488f52055
- fixed: Restarting after dying unset the currently selected skill level.
2020-09-29 18:30:00 +02:00
Christoph Oelckers
b57e13ff62
- mouse code update.
...
May still need some tweaking of the factors.
2020-09-28 22:36:43 +02:00
Christoph Oelckers
dcae0c4103
- fixed incomplete merging of WW2GI/Duke code for the pistol animation
2020-09-28 08:55:59 +02:00
Christoph Oelckers
9ab29f5975
- reset ud.eog after playing the end of game cutscene.
...
If this persists, all following levels will also immediately end the game as well.
2020-09-27 20:34:48 +02:00
Christoph Oelckers
3a50f82498
- Duke: In the ending cutscene of the first episode, stop the music only when entering the summary screen.
2020-09-27 20:34:48 +02:00
Christoph Oelckers
5d35d02c87
- fixed overflow in first episode's end cutscene.
2020-09-27 20:34:48 +02:00
Christoph Oelckers
a5984ddc7c
- fixed sprite changing logic for developer commentaries and attenuate the music while commentaries are playing.
2020-09-27 12:52:26 +02:00
Mitchell Richters
392c9ec0d6
- Duke: Tune menu light amounts.
2020-09-27 17:52:20 +10:00
Christoph Oelckers
af8b7679b6
- bumped version numbers for 0.7.
2020-09-26 17:50:19 +02:00
Christoph Oelckers
b93a9b478a
- implemented World Tour's developer commentaries.
2020-09-26 17:43:34 +02:00
Christoph Oelckers
3a459ac603
- added a parser for WT's developer commentary definitions.
2020-09-26 16:18:44 +02:00
Christoph Oelckers
e549aa0527
- fixed: concmd_actor wrote beyond the end of the ScriptCode array.
...
This was causing spurious crashes.
2020-09-26 12:46:56 +02:00
Mitchell Richters
40a89fb26f
- Duke/RR: Fix alt HUD health flashing when > 100.
2020-09-27 02:27:03 +10:00
Mitchell Richters
837b7c0a30
- SW: Changed some downscaled and upscaled Q16.16 variables missed when doing 46810ec490
.
2020-09-27 02:07:07 +10:00
Mitchell Richters
362fda4378
- Duke: Change fix in 6e9576b871
to be outside of donewgame()
in case player is loading a map from the command line.
2020-09-26 09:17:50 +10:00
Mitchell Richters
6e9576b871
- Duke: Fix skill level coming in from main loop.
2020-09-26 08:55:10 +10:00
Christoph Oelckers
73c57af9ca
- added credit screen handling for Duke Nukem 1.3.
2020-09-25 20:22:30 +02:00
Christoph Oelckers
1fc919f5a1
- fixed episode startup on Duke so that the intro for ep. 4 plays.
2020-09-25 19:46:04 +02:00
Christoph Oelckers
89bc194035
- added shareware checks to the "start game" menus.
2020-09-25 19:36:50 +02:00
Christoph Oelckers
e7f16f6ff7
- Duke: do not play 1.5 intro sounds in 1.3
...
- Duke: In 1.3, the Duke team image should stay until dismissed manually.
2020-09-25 18:40:45 +02:00
Mitchell Richters
9b12675f4e
- processMovement()
: Re-arrange parameter variables somewhat so game-specific parameters are at the end and to allow some common defaults so they don't need specifying.
2020-09-25 22:26:50 +10:00
Mitchell Richters
4ff3810711
- Blood/Duke/RR/SW: Improvements to 3rd person viewing by modifying the rendered player's posz so the camera is looking further above the camera sprite as EDuke32 does. Blood just enables the crosshair when using 3rd person view.
2020-09-25 17:52:00 +10:00
Mitchell Richters
e7de0da36c
- Duke: Changed some downscaled and upscaled Q16.16 variables missed when doing 46810ec490
.
2020-09-25 17:08:44 +10:00
Mitchell Richters
0746b98886
- RR: Don't draw weapon on screen when in 3rd person view.
2020-09-25 16:17:55 +10:00
Mitchell Richters
9c0667a7ce
- Duke: Don't display cracking knuckles while in 3rd person view.
2020-09-25 16:17:34 +10:00
Mitchell Richters
ad1f0ce6c3
- Duke: Tune sizing in FullscreenHUD1 for Duke 3D 1.3D and Nam/WW2GI.
2020-09-25 09:26:55 +10:00
Mitchell Richters
5e947cd78f
- Duke: Fix occasional flicker in corner of 'Completed' text. Need to do the text after all backdrop changes.
2020-09-25 09:08:22 +10:00
Mitchell Richters
439633e6db
- Duke: Don't play 3rd pipebomb explosion if not Plutonium/Atomic.
2020-09-25 08:40:58 +10:00
Mitchell Richters
9e0bd569f7
Merge branch 'back_to_basics2' into Input_UnifyProcessMovement
...
# Conflicts:
# source/exhumed/src/input.cpp
2020-09-25 00:17:16 +10:00
Mitchell Richters
16cee1148b
- Duke: Change a few ps[] to use the p alias available following changes in f4fff5ee30
.
2020-09-25 00:09:31 +10:00
Mitchell Richters
04af1d9ce8
- All Games: Unify processMovement()
.
2020-09-24 22:32:37 +10:00
Mitchell Richters
081dfb187c
- Duke: Make changes in ce7af5fe0e
easier to read by way of aliases.
2020-09-24 09:05:42 +10:00
Christoph Oelckers
44fc452747
- World Tour: Fixed missing smoke on burning monsters
...
Yay, another one-liner...
2020-09-23 19:24:40 +02:00
Christoph Oelckers
daabb31bff
- more stat constants
2020-09-23 19:24:01 +02:00
Christoph Oelckers
67985b7819
- changespritestat literal number replacement
2020-09-23 18:51:43 +02:00
Christoph Oelckers
71213bf8bd
- added a missing code fragment for WT's lavapool.
...
This made them float in the air instead of being on the ground.
2020-09-23 18:18:23 +02:00
Christoph Oelckers
a6c45a8e52
- Duke: must serialize SB_CENTERVIEW (but no other bits.)
2020-09-23 18:18:23 +02:00
Christoph Oelckers
f4fff5ee30
- moved sync structure into the playerstruct for easier maintenance.
2020-09-23 18:18:23 +02:00
Mitchell Richters
8690c633d8
- Blood: Add extra call to inputState.ClearAllInput()
in StartLevel()
.
2020-09-24 00:20:40 +10:00
Mitchell Richters
64113f8f9c
- Blood/Duke/SW: Smooth out player's zpos adjustment while in 3rd person view.
2020-09-23 23:12:59 +10:00
Mitchell Richters
ce7af5fe0e
- Duke: Fix security cameras skewing over time.
...
* Fixes regression from e1ee9bc83c
. +='ing the angle by 16 gave a noticeable hiccup, but was keeping the poor math before in-check so the angle didn't drift.
* Using more temp data fields in hittype, properly define a min/max using the initial camera angle and the hitag which is conveniently the camera's viewing arc.
2020-09-23 18:31:12 +10:00
Christoph Oelckers
5784ff6ef7
- fixed damage type of incinerator's fireball.
...
A one-liner, what else... :D
2020-09-23 07:37:08 +02:00
Mitchell Richters
470f481619
- Duke: Simplify entire camera angle setup.
2020-09-23 15:34:03 +10:00
Mitchell Richters
ed9c8af82f
- Duke: Move changes performed in 53038e1b29
from FinalizeInput()
to processInputBits()
.
2020-09-23 15:03:34 +10:00
Mitchell Richters
53038e1b29
- Duke: Don't allow looking left/right when on a security camera screen.
2020-09-23 15:00:33 +10:00
Mitchell Richters
88608e0682
- Duke: Interpolate camera sprite angle in animatecamsprite()
. Fixes a "fixme".
2020-09-23 14:42:33 +10:00
Christoph Oelckers
5e6317b8b9
Merge remote-tracking branch 'remotes/Github_private/Blood_InputReworking'
2020-09-22 23:32:28 +02:00
Christoph Oelckers
2a2209b085
- cleanup and minor fixes.
2020-09-22 23:07:11 +02:00
Christoph Oelckers
880b811e0d
- rewrote map loader to work independently of data structure sizes.
...
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00
Mitchell Richters
ac635ebd0f
- Blood/RR: Replace a few playerSet*()
calls with playerAdd*()
. Because the setters continually set until target is reached, can cause some perceivable smoothness issues if ticker re-targets's player's angle/horizon before input code has reached target.
2020-09-22 22:50:27 +10:00
Mitchell Richters
d40a2d3e95
Merge branch 'back_to_basics2' into Blood_InputReworking
...
# Conflicts:
# source/blood/src/hudsprites.cpp
# source/exhumed/src/status.cpp
# source/games/duke/src/game_misc.cpp
# source/sw/src/draw.cpp
2020-09-22 07:34:39 +10:00
Mitchell Richters
9859571ded
- DrawCrosshair(): Factor in Blood's adjustable horizon which defaults to 90.
...
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=69920 .
2020-09-22 07:29:52 +10:00
Mitchell Richters
59e4fae064
- Game input: Fix miscellaneous issues.
...
* Duke/RR: Fix `SB_CENTERVIEW` not clearing while `cl_syncinput 1`.
* Duke/RR: Remove superfluous call to `apply_seasick()`.
* RR: Change two calls from `playerSetAngle()` to `playerAddAngle()` Updated version of `playerSetAngle()` doesn't stop setting angle until target is reached, a bit too strict for this and compromised vehicle turning.
* `applylook()`: Remove dead flag. Was only used with Duke, no other game called the function when dead anyway. Since the input helpers are processed outside of `applylook()` now this is not needed.
* `applylook()`: Extend function with a bit of commentary.
2020-09-21 17:12:53 +10:00
Mitchell Richters
f806cdcec6
- Blood/Duke/RR/SW: Unify the player's angle/horizon helper functions.
2020-09-21 17:12:51 +10:00
Mitchell Richters
7bf1cacc7f
- Blood/Duke/RR/SW: Unify the player's angle function.
...
* For Blood/SW, exposes `SB_LOOK_LEFT`/`SB_LOOK_RIGHT` to games, hooking up `q16look_ang` and `q16rotscrnang` within.
* For SW, use Duke & Blood's return to center function and remove `PF_TURN_180` bit.
* For RR, replace a few misused bits with some bools inside of `player_struct`.
* Since bulk of functionality is sourced from Duke (30Hz), apply proper scaling so SW speed matches (40Hz).
2020-09-21 17:12:26 +10:00
Mitchell Richters
0ab3b33a6c
- Blood/Duke/RR/SW: Unify the player's horizon function.
...
* For Duke/SW, we continually apply `SB_CENTERVIEW` only if it was previously a toggled action, similar to Blood.
* For SW, we remove two SW-specific bits (`PF_LOCK_HORIZ` and `PF_LOOKING`) that are no longer needed.
* For Duke, we remove `return_to_center` and just use the `SB_CENTERVIEW` action bit as required.
* For `sethorizon()`, feature set and adjustment speeds are an averaged out accumulation across Duke/SW:
** GameTicRate is factored in for adjustment decisions to provide consistency for SW being the faster game.
** Adjustment amounts are half way between Duke/SW.
2020-09-20 20:01:36 +10:00
Mitchell Richters
1900cf1fcc
- Move Duke's getincangle()
function to the backend, create Q16.16 variant (getincangleq16()
) and replace Shadow Warrior's discrete implementations shared versions.
...
* Need SW's input helpers available for Blood but therefore also need an angle delta function that does not seem to exist in Blood.
* Realise that gamecontrol.h/cpp might not be the most appropriate place, but it's a shared location and these will go into binaryangle.h when its utilisation can be more realised.
* Because SW's logic was reversed, in that param #1 was the new angle and param #2 was the current, all calls have been reversed.
* By happenstance, also fixes an issue with multiple 180° turns in quick succession.
2020-09-20 16:21:13 +10:00
Christoph Oelckers
af298411df
- added widescreen titlepic for Duke Nukem 3D:
...
Also made some tweaks to the intro sequence drawer so that it recognizes image formats not depending on the game palette.
2020-09-17 23:20:50 +02:00
Christoph Oelckers
f5d14f826a
- added the SHOOT event and fixed some issues with poor code generation for the game data accessors.
...
They created different code depending on the passed index, this was changed to always emit the optional parameter, even when not needed, so that the interpreter does not need to second-guess.
2020-09-17 23:06:54 +02:00
Christoph Oelckers
8fa5d3d9d2
- added the remaining CON features from EDuke 2.x
...
Not everything will do something, though. This was some incredibly careless code operating without a safety net allowing uncontrolled write access to the map structure.
Most of the critical fields have been made read-only, which has been the only mode of access in the mods I checked.
Note that this does not enable scripting of the weapon sprite drawer, only the gameplay related features were done.
2020-09-17 23:06:54 +02:00
Mitchell Richters
e1ee9bc83c
- Duke: Fix camera advancing angle by 16 instead of 8 under circumstances.
2020-09-17 18:31:09 +10:00
Christoph Oelckers
6776508239
- widescreen asset setup and consolidation of .def file loading.
2020-09-16 19:13:06 +02:00
Christoph Oelckers
2095e9e3c6
- code changes for last commit - they were not picked up automatically.
...
# Conflicts:
# source/build/src/defs.cpp
2020-09-16 19:13:05 +02:00
Mitchell Richters
ce82eaf899
- Duke/RR: Address weapon drawer interpolation concerns raised in #403 .
2020-09-16 21:01:09 +10:00
Christoph Oelckers
867b8f006f
Reverted key input changes from yesterday.
...
At least the SW version did not work right so let's take no chances here.
2020-09-15 21:54:10 +02:00
Christoph Oelckers
1f4594b450
- Duke: Only read keyboard input for movement when called for the actual tic.
...
Since the added values are not scaled, doing this per frame has the potential risk of achieving too high total velocity when combined with other means of input.
The change here was kept as simple as possible.
2020-09-14 21:10:34 +02:00
Christoph Oelckers
0e58203d92
- fixed rintersect and removed some unused bits from engine.cpp.
2020-09-13 20:15:46 +02:00
Christoph Oelckers
a4754d7f34
- rewrote the map hack parser using sc_man.
...
This unexpectedly turned out a complete rewrite so now it is under my own license.
Also moved the remaining parts of map hack loading into the engine.
Overall I have to say that the feature is not what I expected, it's merely used to fudge the positioning of model sprites and for adding Polymer lights.
2020-09-13 13:01:44 +02:00
Christoph Oelckers
1f7bc6d69e
- interpolation fix from EDuke: "Patch from Striker to improve sprite interpolation"
...
Fixes #109
2020-09-11 22:54:52 +02:00
Christoph Oelckers
aba91b4f09
- avoid uninitialized data.
2020-09-11 21:16:29 +02:00
Christoph Oelckers
19b5e2464e
- For World Tour allow falling back on the classic sounds if the Oggs cannot be found
2020-09-11 21:04:47 +02:00
Christoph Oelckers
b7f0e2c3c3
- added sound FX remapping for World Tour so it can use the original VOCs.
...
Fixes #353
2020-09-11 20:17:36 +02:00
Christoph Oelckers
8716fabe9c
- fixed E5L1 sky definition having gone MiA.
...
Fixes #389
2020-09-11 19:56:20 +02:00
Christoph Oelckers
38cc094ac3
- adapt ClearAllInput to new globalized code.
2020-09-10 23:35:42 +02:00
Christoph Oelckers
d5b9a9ee43
Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2
2020-09-10 23:25:43 +02:00
Christoph Oelckers
f829bc96c8
- Duke: Fixed E5L4's sky
2020-09-10 22:06:43 +02:00
Christoph Oelckers
f4bd30b972
- Duke: Fixed noclip cheat message.
2020-09-10 21:50:22 +02:00
Christoph Oelckers
9ce8202eb1
- Duke: Added a file check for the map to be entered when ending a level.
...
World Tour contains a map definition for E5L9 but no map for it.
2020-09-10 21:39:52 +02:00
Christoph Oelckers
83eba019b8
- added support for Megaton's widescreen assets.
...
Fixes #386
2020-09-10 00:05:10 +02:00
Christoph Oelckers
b52a2b0d9a
- set up the loadscreen code.
...
This isn't active, though, because load times are so short these days that all this results in is an irritating screen flash before the level starts.
It may be activated later when hires assets are in use.
Fixes #10 (or not...? ;) )
2020-09-09 22:42:01 +02:00
Mitchell Richters
6570366a97
- Duke: Fix camera interpolations following uplift in 9615308fb3
.
2020-09-09 20:46:17 +02:00
Mitchell Richters
ee5689b07e
Merge branch 'back_to_basics2' into InputStuffs
2020-09-09 21:04:42 +10:00
Christoph Oelckers
d6c6561309
- that was for testing only.
2020-09-09 00:01:14 +02:00
Christoph Oelckers
9615308fb3
- Duke: fixed camera views glitching when changing their targets.
...
A nearly typical problem of this code. Not all relevant properties of the camera target were changed at once - there was a two frame discrepancy in which the camera pointed in some undefined direction after the change.
Fixes #15
2020-09-08 23:47:30 +02:00
Christoph Oelckers
cef1f8275b
- fixed backing off of monitor screens.
...
Although this is a blocking condition, it must not neutralize movement because it is needed to move away from the screen and end the camera view.
2020-09-08 23:09:40 +02:00
Mitchell Richters
b72a3326d0
Merge branch 'back_to_basics2' into InputStuffs
...
# Conflicts:
# source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers
f15657cc6d
- fixed missing widescreen sprite for shrinker/grower and bad light level for the incinerator.
...
Fixes #380
2020-09-08 22:50:38 +02:00
Christoph Oelckers
d011a16c5b
- added a menu option for WT's music switch.
...
Fixes #370
2020-09-08 22:37:21 +02:00
Christoph Oelckers
298949ceb8
- more compat.h cleanup
...
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers
8d2d36457f
- consolidated the map name display on startup
...
Fixes #275
2020-09-08 18:28:41 +02:00
Mitchell Richters
92443806af
Merge branch 'back_to_basics2' into InputStuffs
2020-09-08 06:26:32 +10:00
Christoph Oelckers
a2e3bb5725
- fixed WT's incinerator and a few other minor things I found while comparing Raze's WT support code with BuildGDX's.
...
Fixes #357
2020-09-07 21:38:17 +02:00
Christoph Oelckers
703b142bad
- added a CVAR to disable WT's ogg music and a fallback for when it cannot be found.
...
Fixes #354
2020-09-07 21:26:07 +02:00
Christoph Oelckers
775c4a3b51
- fixed explosions in World Tour.
...
A classic result of trying to add new stuff to Duke's spaghetti code, shit like this would not happen if this code wasn't this poorly structured.
Fixes #360 and most of #357
2020-09-07 21:00:27 +02:00
Christoph Oelckers
de7da0d4d7
- fixed: The summary screen in Duke and RR was blocking without explicit user input.
...
It must check for the actual sound that was played, because at least in Duke the looping music is still playing.
Fixes #367
2020-09-07 20:09:53 +02:00
Christoph Oelckers
fc435565af
- always use the narrow status bar for overlay mode.
2020-09-07 19:43:46 +02:00
Christoph Oelckers
bd183ad682
- fixed World Tour weapon display and property parsing, resulting in incorrect ammo count for the flamethrower.
...
Fixes #356
2020-09-07 00:45:11 +02:00
Christoph Oelckers
0c60b28ea1
- fixed positioning of World Tour status bar
...
Fixes #355 .
2020-09-06 23:54:40 +02:00
Mitchell Richters
fa9fa88fce
Merge branch 'back_to_basics2' into InputStuffs
...
# Conflicts:
# source/core/gamestruct.h
# source/games/duke/src/duke3d.h
# source/sw/src/input.cpp
# source/sw/src/player.cpp
2020-09-07 07:51:37 +10:00
Christoph Oelckers
cbbbe2a09b
- Duke+RR: Don't quit the level summary screen through timeout when a sound is still playing.
...
Fixes #359
2020-09-06 23:23:17 +02:00
Christoph Oelckers
1060d74e08
- SW's automap sprite drawer.
2020-09-06 21:50:02 +02:00
Christoph Oelckers
2d547a4ef1
- re-added the sprite drawer for Duke's automap.
2020-09-06 21:31:05 +02:00
Christoph Oelckers
18b39fd952
- first stage of generic automap code.
...
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers
809f8b5d4b
- hooked up the new automap framework.
2020-09-06 12:44:58 +02:00
Mitchell Richters
290e615807
- Move Duke's input scaling for unsynchronised input to backend as InputScale()
.
2020-09-06 20:19:26 +10:00
Mitchell Richters
722537a1f0
- InputState: Make CONTROL_GetInput()
return an object instead of accepting a pointer and provide to games as a function parameter.
...
* Provide read-only/const results from `CONTROL_GetInput()` so games can't change received input.
* Change non-descript `info` to `hidInput` (Human Interface Device).
* Remove a few unused prototypes.
2020-09-06 20:18:26 +10:00
Christoph Oelckers
a6c92aec64
- removed all automap code from SW and the flat drawer from the backend.
...
This should have been the last parts of automap code.
Now on to rebuild this thing in a cleaner fashion...
2020-09-06 12:14:08 +02:00
Christoph Oelckers
d61d279168
- excised Blood's entire automap code.
2020-09-06 10:59:45 +02:00
Christoph Oelckers
8f6f368445
- cleaned out the remaining parts of automap handling in Duke and Exhumed.
2020-09-06 10:42:39 +02:00
Christoph Oelckers
d947cc4765
- also took out the zoom variable so that no automap data remains in the playsim code.
2020-09-06 10:22:05 +02:00
Christoph Oelckers
c1a995822d
- took all automap related code out of Duke's game module.
2020-09-06 10:08:47 +02:00
Christoph Oelckers
dc0968bf61
- fixed fog on RRRA E2L1
...
Fixes #183
2020-09-05 23:20:48 +02:00
Christoph Oelckers
7dbae8b8f4
- enabled autosaves.
...
Fixes #55
This only creates them but does not auto-resume from them.
2020-09-05 22:39:27 +02:00
Christoph Oelckers
45882a02cc
- fix WT level name display.
2020-09-05 22:14:00 +02:00
Christoph Oelckers
8b2302ec67
- backslash eradication in sound definitions.
...
World Tour does this badly, even using double backslashes.
2020-09-05 22:01:19 +02:00
Christoph Oelckers
d5b7935ca1
- fixed the CON parser to treat tabs as whitespace.
...
Fixes #287 .
World Tour starts now but still has issues.
2020-09-05 21:53:48 +02:00
Christoph Oelckers
607d30ef8e
- fixed broken end of level timer in Duke.
...
Fixes #342
2020-09-05 17:56:35 +02:00
Christoph Oelckers
55c7c56709
- fixed bad sound check in Duke's E3 ending.
2020-09-05 17:56:09 +02:00
Christoph Oelckers
fa50cde93f
- fixed skill selection in Duke.
...
Screw these old shadowing menu variables. Well, the one for skill is gone now.
Fixes #344
2020-09-05 16:31:01 +02:00
Christoph Oelckers
9af093b818
- fixed screen job timer when paused
...
Fixes #343
2020-09-05 16:21:53 +02:00
Christoph Oelckers
c1786001b2
- route all game state changes through game actions.
...
This is to avoid problems with the main loop not calling Ticker and Render in sync.
2020-09-05 15:43:34 +02:00
Christoph Oelckers
32ec9ff369
- consolidated crosshair drawing and added ZDoom's crosshair code.
...
For Exhumed this is the default, for the other games it is an option.
Fixes #269 .
2020-09-05 13:57:26 +02:00
Christoph Oelckers
adbedd30c4
- consolidated the 4 functions for handling the automap zoom.
2020-09-05 00:58:25 +02:00
Christoph Oelckers
fd2ce0321e
- transitioned SW to level change event system
2020-09-04 21:15:15 +02:00
Christoph Oelckers
97f395bd72
- transitioned Blood to the new level change messaging system
2020-09-04 20:46:44 +02:00
Christoph Oelckers
77f96a1c75
- fixing some issues. Level transitions in Duke are working now.
2020-09-04 19:43:36 +02:00
Christoph Oelckers
e5e8c02f1d
- WIP level transition refactored to a game independent event system.
2020-09-04 19:43:35 +02:00
Christoph Oelckers
8f0a885f63
- route 'give' through the network for all games.
2020-09-03 17:39:41 +02:00
Christoph Oelckers
fb334e7f1a
- transitioned Blood's give command and changed SW's not to call the cheat handler.
2020-09-03 16:31:31 +02:00
Christoph Oelckers
3e5e956b72
- run most cheats through the network.
...
The remaining excpetions are the "give" CCMD and any level change action.
Unfortunately the implementation of most cheats is not multiplayer safe so right now it'd only be useful for demo recording (assuming that worked to begin with... ;))
2020-09-03 01:32:51 +02:00
Christoph Oelckers
a0874a26a7
- noclip cheat and splitting of Exhumed's cheat code into its own file.
2020-09-03 00:41:32 +02:00
Christoph Oelckers
66bf8113b8
- implemented the 'god' cheat as a network command.
...
This was mainly chosen as something simple to get the basics set up.
2020-09-03 00:29:17 +02:00
Christoph Oelckers
e19923ce4b
- removed setGameClockStart.
...
This won't be needed anymore.
2020-09-02 20:57:03 +02:00
Christoph Oelckers
aabbbcb2ff
- reset the network timer after lengthy operations.
...
This includes loading a level and busy-waiting for a sound to play.
Also block these loops and the sounds they wait for in network games to avoid problems from longer delays here.
The problem seems to be directly inherited from ZDoom which shows the same issue with screen wipes.
Fixes #297
2020-09-02 10:00:07 +02:00
Christoph Oelckers
e5612b82c7
- fixed: The tile manager created its backup arrays before loading .def files.
...
This could let such textures disappear with the new main loop.
2020-09-02 00:36:49 +02:00
Mitchell Richters
1354d52c05
- Major cleanup of Q16.16 utilisation within games and engine.
...
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
Christoph Oelckers
3204a3e5fc
- negated the meaning of SB_AIMMODE.
...
This is because 'classic' aim mode will reset the view if the mouseaim key is not pressed.
The problem with this is that an empty input packet will trigger a view reset. If the meaning is inverted the default aim mode is free mouse view which doesn't try to alter any view state and is therefore preferable for an empty packet.
Fixes #292
2020-08-31 20:51:22 +02:00
Christoph Oelckers
ac5abd8aac
- removed ready2send variable.
...
It's a leftover from the old netcode.
2020-08-31 20:25:08 +02:00
Christoph Oelckers
827c406437
- don't play activation sound when not having a Holoduke powerup.
2020-08-31 20:04:20 +02:00
Christoph Oelckers
f0ca87dc82
- fixed mixed up Holoduke messages.
...
Fixes #289
2020-08-31 20:01:55 +02:00
Christoph Oelckers
e5d963c515
- refactored third person view to only access the clock in its worker function
...
Timer values in interface code are undefined, these should not access anything that changes at real time.
Also use smoothratio to do the calculation in frame time, not tic time.
2020-08-31 19:27:22 +02:00
Christoph Oelckers
a8bb6ba515
- base the turbo turn timer on the actual level tic rate
...
This has a threshold that could lead to different behavior, depending on whether synchronized or unsynchronized input is used, it also used an undefined state of gameclock for its calculations.
By basing this on the levelclock consistency is ensured.
2020-08-31 19:23:05 +02:00
Christoph Oelckers
71c3441b1e
- transitioned cloudclock.
...
This timer runs at 60 Hz in the render code, so it needs to take smoothratio into account.
2020-08-31 19:22:21 +02:00
Christoph Oelckers
9a208185d6
- levelclock increment after tick.
...
This ensures that the first tick always gets a value of 0.
2020-08-31 19:21:02 +02:00
Christoph Oelckers
bf4f538c61
- a few more places where gameclock could be substituted.
...
Nothing here needs higher precision.
2020-08-31 19:20:04 +02:00
Christoph Oelckers
2bf368d49b
- redid the timer for the automap zoom
...
Add more precision and uncouple from the game timer
2020-08-31 19:18:53 +02:00
Christoph Oelckers
45a22eb3cd
- do proper interpolation of the snorkel in RR.
2020-08-31 19:06:53 +02:00
Christoph Oelckers
03aad6559b
- added a global leveltimer variable to Duke.
...
This timer only gets incremented by the main game ticker when the playsim is running.
This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
2020-08-31 00:33:41 +02:00
Christoph Oelckers
34104a74d8
reduce dependency of code on global gameclock variable
...
passing it as parameter to operateweapon*
2020-08-31 00:17:40 +02:00
Christoph Oelckers
007c6e122d
- gameclock abstraction
...
This may need more work to have a reliable timer
2020-08-31 00:16:43 +02:00
Christoph Oelckers
2f05a93547
Merge branch 'Packet' into back_to_basics2
...
# Conflicts:
# source/core/gamestruct.h
# source/games/duke/src/gameloop.cpp
# source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Christoph Oelckers
b8258da997
- cleaning out some trash from compat.h.
...
The header from hell...
2020-08-30 23:34:40 +02:00
Christoph Oelckers
00d35bc42c
- fixed the number pulsing on Duke's and RR's HUD.
2020-08-30 22:52:50 +02:00
Mitchell Richters
1617938d4f
- Duke: When using cl_showmagamt 1
, increase pistol maximum by 4 so that when you have full ammunition, you have a full clip.
...
* On the fence about this. Lower makes the game harder, and higher could mean the difference between life and death. I do think that if we're showing amounts in the magazine, full ammo should constitute a full magazine. I think the max of 200 is an oversight from the original devs as all other games have proper defaults that reflect the magazine or cylinder capacity.
2020-08-30 20:24:38 +02:00
Mitchell Richters
eb3a21e677
- Duke: Implement cl_showmagamt
for the RR's pistol and shotgun.
2020-08-30 20:24:37 +02:00
Mitchell Richters
161647ed5b
- Duke: Implement cl_showmagamt
for the game's pistol.
2020-08-30 20:24:37 +02:00
Mitchell Richters
e32cd81cc7
- Unify stat fps
for all games.
2020-08-30 20:24:36 +02:00
Christoph Oelckers
765f211e05
- things are mostly working again.
...
Rendering produces an image again, input gets properly processed, but unsynchronised mouse input isn't properly applied yet.
2020-08-30 19:59:46 +02:00
Christoph Oelckers
38d10cc591
- game input works, but still no 3D scene rendered.
2020-08-30 13:04:07 +02:00
Christoph Oelckers
ffe5b114f3
- the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet.
2020-08-30 12:49:21 +02:00
Christoph Oelckers
d59284c96b
- transitioned Duke to the new main loop.
...
Everything compiles, but hasn't been tested. Doing a safety commit first.
2020-08-30 12:02:32 +02:00
Christoph Oelckers
0c455acaa2
- more work to switch over to the new loop.
...
Mainly separation of ticker and render calls
2020-08-30 10:42:44 +02:00
Christoph Oelckers
1e0b8038e5
- removed I_ResetTime entirely and refactored SW's use of it.
2020-08-30 08:13:34 +02:00
Christoph Oelckers
49106c5b5e
- Duke: Do not reset the global ticker.
...
The new main loop code cannot handle that. Instead set a start value for gameclock so that gameclock can be based on an arbitrary time value instead of directly representing global time.
2020-08-30 08:04:33 +02:00
Christoph Oelckers
cc04d41903
- Duke: moved the clock reset to a separate function and deleted the unused lockclock variable.
2020-08-30 07:53:20 +02:00
Christoph Oelckers
d49aedacea
- continued work on main loop - added a few new entry points to the game interface.
2020-08-30 00:55:49 +02:00
Christoph Oelckers
fab561d757
- cleaned up Duke's main GameTicker function.
...
* moved the part that alters the input before queuing it to GetInput
* moved moveloop into the main function
* reshuffled a few things for better grouping by task.
2020-08-29 21:20:10 +02:00
Christoph Oelckers
20426a5a4f
Revert "- pass loc as a parameter to Duke's GetInput function to uncouple it from the global variable."
...
This reverts commit a03b6cf57c
.
Turns out this wasn't really useful.
2020-08-29 21:09:04 +02:00
Christoph Oelckers
a03b6cf57c
- pass loc as a parameter to Duke's GetInput function to uncouple it from the global variable.
2020-08-29 18:07:49 +02:00
Christoph Oelckers
56d0647412
- migrated the last 3 remaining UI controls to CCMDs.
2020-08-29 17:49:15 +02:00
Mitchell Richters
7ff73ae2f1
- Duke: Add missing World Tour flamethrower from alt weapon mode implementation completed in 51a08fbaf3
.
2020-08-29 22:30:45 +10:00
Christoph Oelckers
694444b62a
- converted the remaining input bits.
...
Looks like it is working in all games except Blood (not that it surprises me that it's Blood again which has issues...)
2020-08-29 13:32:55 +02:00
Mitchell Richters
51a08fbaf3
- Duke: Implement WeaponSel_Alt
for Duke and RR.
2020-08-29 21:27:58 +10:00
Christoph Oelckers
dc1f56e8f9
Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into Packet
...
# Conflicts:
# source/core/inputstate.cpp
# source/exhumed/src/exhumed.h
2020-08-29 01:19:48 +02:00
Christoph Oelckers
fe7f3a2f9e
- handle the run key.
2020-08-29 00:57:07 +02:00
Christoph Oelckers
b9e0f493b2
- transitioned the 5 primary action keys: Open, Jump, Crouch and Fire/AltFire.
2020-08-28 23:25:08 +02:00
Christoph Oelckers
847fa48724
- cleaned out the remaining parts of baselayer.h
...
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.
The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
2020-08-28 09:06:49 +02:00
Christoph Oelckers
d73bf62465
Revert "- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible."
...
This reverts commit 97feb483ab
.
2020-08-28 08:25:51 +02:00
Mitchell Richters
ea2790ce08
- Duke: Switch game tic back to a while loop. I didn't mean to commit it this way in ab06235971
.
...
* I doubt anyone will be running this on a system where computing a tic might take longer than a tic, but it's more consistent with the other games and is what it was.
2020-08-28 15:29:41 +10:00
Mitchell Richters
97feb483ab
- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible.
...
* Micro-optimisation, but was getting a very occasional jitter in Duke 3D that seems to have gone with this.
2020-08-28 15:27:16 +10:00
Christoph Oelckers
d62d2eaec7
- processed all remaining local input CCMDs and removed some bits only needed for multiplayer.
...
These MP bits should be reimplemented as network commands later, they only take up valuable space in the bit field.
2020-08-28 00:03:35 +02:00
Christoph Oelckers
ee7d558282
- removed the remains of sending pause with the input packets.
...
None of this was really working anymore, but will have to be rethought once a network stream exists again.
But even then, this is better sent as a separate command, and in MP only.
2020-08-27 22:38:52 +02:00
Christoph Oelckers
447573aa36
- consolidation of invprev, invnext and invuse.
2020-08-27 22:19:24 +02:00
Christoph Oelckers
43de0d8312
- consolidation of inventory item activation through hotkeys.
...
This also adds hotkeys for Exhumed which never implemented them.
2020-08-27 21:25:09 +02:00
Mitchell Richters
0c55c3983c
- Duke: Fix potential interpolation issues for RR's shotgun observed while working on something else.
2020-08-27 22:47:18 +10:00
Mitchell Richters
a2b51edcdb
- Duke: Delete enum created in 3e79e7b63f
and move CRACK_TIME
to miscConstants
.
...
* Didn't have a very good look, apparently...
2020-08-27 16:09:18 +10:00
Mitchell Richters
65a54361b4
- Duke: Apply same fix in 3e79e7b63f
for RR, accidentally missed.
2020-08-27 15:55:32 +10:00
Mitchell Richters
3e79e7b63f
- Duke: Fix bug where player wasn't cracking knuckles after 777 idle tics while cl_syncinput
was 1.
...
* Use opportunity to replace the literal constant of `777` with an enum.
2020-08-27 15:54:49 +10:00
Christoph Oelckers
10df3e094a
- rework of weapon input to use common features in shared code.
...
This also adds stubs for all unimplemented features in the games for easier addition.
2020-08-27 00:53:35 +02:00
Christoph Oelckers
f597f7c265
- made the GameFunc constants global again.
...
With most of the more specific features being migrated to CCMDs the list is relatively clean now, with merely 2 buttons that are game specific.
2020-08-27 00:25:59 +02:00
Christoph Oelckers
c7e667a17a
- transition weapon selection in SW.
...
Thanks to the macro insanity for trivial operations in this code base this turned out to be a lot more troublesome than Duke...
2020-08-27 00:06:59 +02:00
Christoph Oelckers
e768a2bf24
- use new bitmask for weapon selection in Duke.
2020-08-26 23:02:55 +02:00
Christoph Oelckers
36d676ca20
- renamed ESyncBits so that the replacement can take that name later.
2020-08-26 22:39:15 +02:00
Christoph Oelckers
4e846f8d66
- do not print game init messages to the notify display.
2020-08-26 20:19:54 +02:00
Christoph Oelckers
abf715eace
- unified the packet structures of all games.
...
Currently the bit fields are still separate and they have to be merged, but for now the added memory does not matter.
Having this structure in the common parts will allow work on consolidating the input code, though.
2020-08-26 17:12:48 +02:00
Christoph Oelckers
b76168f673
- moved the main event processing functions into the global main loop.
...
Now, with all the Build timer stuff removed these calls were all identical between games.
2020-08-26 16:59:41 +02:00
Mitchell Richters
88a49b0d22
- Duke: Restore RPG harsh recoil behind a CVAR.
...
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2020-08-26 16:45:41 +02:00
Mitchell Richters
839a7bcbe4
- subjective fix to Duke 3D's RPG harsh recoil.
2020-08-26 16:45:41 +02:00
Mitchell Richters
62388e30be
- fix C_SetNotifyFontScale()
for RR.
...
Fixes #264 .
2020-08-26 22:33:19 +10:00
Christoph Oelckers
ddd6a300ab
- added UpdateSounds calls to the blocking loops in Duke's and SW's StartGame functions.
2020-08-26 04:15:33 +02:00
Christoph Oelckers
cc5e6d19c3
- fixed sound updating by moving the engine's UpdateSound call into the main loop.
...
This needs to be called unconditionally for every frame being rendered, not all of the game modules did that.
Placing this call here ensures that it is independent of anything the games do.
2020-08-26 04:10:16 +02:00
Christoph Oelckers
de871c9ab9
- use the game timer, not the Build timer for the sound eviction delay.
...
This is supposed to wait for two game frames to be on the safe side.
2020-08-26 03:50:07 +02:00
Mitchell Richters
e1424d454f
- Duke: Clean out some left over stub code during initial testing.
2020-08-26 11:23:57 +10:00
Mitchell Richters
4eec9dca63
- Duke/SW: Use I_GetBuildTime()
instead of gameclock
in game-side sound code.
...
* Code is called where `gameclock` might not be set.
2020-08-26 10:09:02 +10:00
Mitchell Richters
ef728429e0
- Core: Remove legacy smoothratio calculator CalcSmoothRatio()
.
2020-08-26 09:49:47 +10:00
Mitchell Richters
e0aaaf1f60
- All Games: Move gameclock
and lastTic
to gamecontrol.
2020-08-26 09:49:44 +10:00
Mitchell Richters
76776d24d7
- All Games: Remove use of ClockTicks
and replace with int
.
2020-08-26 09:49:42 +10:00
Mitchell Richters
b883204f6a
- All Games: Remove remaining use of totalclock
and associated timing code.
2020-08-26 09:49:34 +10:00
Mitchell Richters
c207437a57
- Duke: Rename cloudtotalclock
to cloudclock
.
...
* Mostly so it doesn't come up on searches for `totalclock`.
2020-08-26 09:49:32 +10:00
Mitchell Richters
76b05dbcd6
- Build (and games): Remove totalclocklock
.
2020-08-26 09:48:56 +10:00
Christoph Oelckers
6b0e1baf02
- added a timerUpdateClock call to the main loop so that Blood and Exhumed work again.
...
This may only be removed when nothing uses totalclock anymore. We're not there yet.
2020-08-25 21:24:45 +02:00
Christoph Oelckers
a323591d5a
- call C_RunDelayedCommands() from a centralized place.
2020-08-25 21:16:37 +02:00
Christoph Oelckers
8256b54005
- applied a few fixes:
...
* removed the timer callback stuff that came back through the backdoor.
* do not use gameclock in the UI code - use the underlying timer directly.
* UpdateSounds must still use totalclock, until this can be refactored in its entirety.
2020-08-25 20:20:35 +02:00
Mitchell Richters
d04aa603dd
Revert "Revert "- Duke: Remove left-over line." and re-do as a multiplier of TICSPERFRAME
for better clarity as to what's happening rather than a bit-shift."
...
This reverts commit 0cdd27b61534219a0d00b794a45a09f26a95afaa.
2020-08-25 19:51:12 +02:00
Mitchell Richters
d3b506eb2b
- Duke (and Engine): Eliminate use of totalclock for game.
...
* Breaks every other game except Duke unless/until they get migrated. Done for the purpose of demonstrating PR #244 .
# Conflicts:
# source/build/src/timer.cpp
# source/games/duke/src/game.cpp
2020-08-25 19:51:12 +02:00
Mitchell Richters
c5f523fb3c
- Duke: Make a bit more use of the calculated smooth ratio.
2020-08-25 19:48:52 +02:00
Mitchell Richters
e9c0831ccc
Revert "- Duke: Remove left-over line." and re-do as a multiplier of TICSPERFRAME
for better clarity as to what's happening rather than a bit-shift.
...
* It's also better that everything be based off the one tic clock and not call `I_GetBuildTime()` to set `gameclock`. This also ensures that `gameclock` always increases in intervals of 4.
This reverts commit 63eac13d6442357fdab57067ec913a2ce8ce72db.
2020-08-25 19:48:38 +02:00
Mitchell Richters
2231386830
- Duke: Create function to reset timer and apply in game where timer restarts are needed.
2020-08-25 19:48:15 +02:00
Mitchell Richters
7d1f021fcd
- Duke: Remove left-over line.
2020-08-25 19:47:45 +02:00
Mitchell Richters
afb09456e0
- Duke: Migrate away from using totalclock
and use new game-specific gameclock
with underlying timer code in common.
...
* Build timer still requires initialisation due to multiple `timerSetCallback()` that still need to work.
# Conflicts:
# source/core/menu/menu.cpp
# source/games/duke/src/game.cpp
2020-08-25 19:47:31 +02:00
Mitchell Richters
ab06235971
- Duke: Demonstration of a re-timed game and associated interpolation improvements that come from it.
...
# Conflicts:
# source/games/duke/src/game.cpp
2020-08-25 19:43:28 +02:00
Christoph Oelckers
435e13dfa4
cleanup of the timer interface.
...
* rewrote all uses of timerSetCallback. Most were unnecessary or long obsolete, the sound updates need to run per frame, not per tic and the UI tickers need to be handled in the main loop anyway.
* Use a more precise timer to animate the menu transition.
* uncouple other menu animations from the game timer.
2020-08-25 19:42:11 +02:00
Christoph Oelckers
777bbd4bd8
- use the generalized code to display automap labels in Blood.
2020-08-24 23:59:09 +02:00
Christoph Oelckers
6672b8af99
- generalized the automap label code.
...
Using proper scaling and should be reusable from all games now.
2020-08-24 23:14:55 +02:00
Christoph Oelckers
25ade79b90
- stat display fine tuning.
2020-08-24 22:18:45 +02:00
Christoph Oelckers
fef7608705
- made a few fixes for the fullscreen HUD in Nam:
...
* the font was placed too low
* the Duke health icon is not a health icon in this game so it had to be exchanged for something proper.
2020-08-24 22:12:56 +02:00
Christoph Oelckers
e7c58a5b29
- make hud_scale a floating point CVAR.
2020-08-24 21:48:47 +02:00
Christoph Oelckers
76811a1881
- InputState cleanup
...
This removes most of the InputState class because it is no longer used.
The only remaining places still checking scan codes are the modifiers for sizeup and sizedown.
All the rest was remapped to safer methods. The multiplayer taunts are currently inoperable, they will need support of shift-bindings to get proper support.
2020-08-24 20:34:18 +02:00
Christoph Oelckers
c09a5150a9
- added some predefined fullscreen modes
...
This is to cut down on boilerplate code because these encode the virtual screen size in the mode parameter, making it unnecessary to specify a virtual size separately.
2020-08-24 20:25:53 +02:00
Christoph Oelckers
f1a988b221
- make use of map bindings
...
All automap controls have been moved there, and sizeup/sizedown have been made CCMDs, taking screen size management entirely out of the game modules
2020-08-24 20:20:15 +02:00
Christoph Oelckers
7859a29e95
- use global variables to track automap state
...
So far implemented in Duke/RR.
2020-08-24 19:31:43 +02:00
Christoph Oelckers
c60acd7af4
- fixed RR's HUD positioning when the weapon bar is active.
2020-08-24 00:35:04 +02:00
Christoph Oelckers
e25d1c4cda
- improvements for automap labels.
...
* use a CVAR to decide whether to show them at the top or bottom
* draw them on top of the screen border so that they don't get overdrawn on smaller windows.
2020-08-24 00:25:42 +02:00
Christoph Oelckers
e7c1595531
- allow using a better font for the map name on the automap.
...
- allow displaying the map label on the automap.
So far only for Duke and related games, the rest will follow.
2020-08-24 00:05:36 +02:00
Christoph Oelckers
f6417f5876
- fixed bad texture validation in Duke automap.
2020-08-23 23:02:15 +02:00
Christoph Oelckers
91b31cec39
- fixed: hud_messages completely blocked the messages, even from going to the console.
...
It should only block the on-screen notification display, which the backend already implements. The game code should not check this CVAR again.
2020-08-23 22:46:53 +02:00
Christoph Oelckers
7417160abd
- when closing the main menu, go directly to the full console.
...
Fixes #27
2020-08-23 20:48:48 +02:00
Christoph Oelckers
c777fea1af
- added back the player sprites in Duke/RR's player setup menu.
...
Fixes #46
2020-08-23 20:44:17 +02:00
Christoph Oelckers
adb98a47ba
- restructured the main loop code so that the actual loop is in the common code.
2020-08-23 17:47:05 +02:00
Christoph Oelckers
1a0e413d5c
- use CCMDs for Exhumed's input where applicable.
...
- made crosshair toggle consistent across games.
2020-08-23 16:11:18 +02:00
Mitchell Richters
b9038db433
- remove all the discrete definitions of variables from alt HUDs in Duke/RR/SW.
2020-08-21 22:20:54 +10:00
Mitchell Richters
d8db31bdd8
- Duke: Don't flash the weapon's ammo icon when flashing text for low ammo in RR FullscreenHUD1.
2020-08-21 10:18:31 +02:00
Mitchell Richters
2cabc4b14d
- Duke: Don't flash the weapon's ammo icon when flashing text for low ammo in Duke FullscreenHUD1.
2020-08-21 10:18:31 +02:00
Mitchell Richters
4e0bef35c0
- simplify some of my math in the the fullscreen HUD drawers.
...
May no one ever see the original code again... :S
2020-08-21 16:23:44 +10:00
Mitchell Richters
3067bad9b9
- Blood/Duke/Exhumed/SW: Fix map
CCMD so the game doesn't return to the menu if incorrect map specified (or crash in the case of Exhumed).
2020-08-21 15:11:02 +10:00
Christoph Oelckers
78bfbdb253
- Exhumed status bar work.
...
Unfortunately this is a bit limited due to how the data was designed.
2020-08-20 17:04:21 +02:00
Christoph Oelckers
70bc99dba7
- Duke: draw the screen border after all the content it's supposed to mask.
2020-08-19 22:16:57 +02:00
Christoph Oelckers
5cfd427e42
- renamed local totalclock variables to reduce noise for the forthcoming timer cleanup.
2020-08-19 17:23:18 +02:00
Christoph Oelckers
94beac937d
- scale down the notify display by 2 in RR.
...
Its fonts are double the size as the other games and this must be factored in here for HUD scaling to work as expected.
2020-08-19 16:40:54 +02:00
Christoph Oelckers
0a8f7e60b6
- fixed incompatibility of FindDistance3D with Shadow Warrior.
...
Fixes #200 and most likely many other issues as well.
2020-08-18 23:49:44 +02:00
Mitchell Richters
b03450f200
- Repair minor Duke3D regression where timerUpdateClock()
was no longer called in newgame()
once 7bb6b6a1ee
removed `handleevents()'.
...
Repairs issue when starting new games and the clock isn't right (particularly noticable on E1L1 start).
2020-08-17 21:53:47 +10:00
Christoph Oelckers
7bb6b6a1ee
- do not call handleEvents outside the main loop.
...
In other places I_GetEvent should be used to call the system's message pump and keep the app responsive, but all game side processing should be skipped.
2020-08-16 10:00:13 +02:00
Christoph Oelckers
ef78e8602a
- major cleanup and consolidation of the screen/hud resizing code.
...
This is now being handled by the backend, except for the processing of the key bindings which cannot be done yet.
2020-08-16 02:55:50 +02:00
Christoph Oelckers
8595b9fa47
-play SW's intro through the screen job framework.
2020-08-15 13:04:15 +02:00
Christoph Oelckers
3f9cc1412c
- transitioning helper for screen jobs.
2020-08-15 10:55:21 +02:00
Christoph Oelckers
53cf248269
- added a few missing World Tour bits.
...
Looks like GDX missed the redefined new types of the old bosses.
Also guard the commentary sprites by a CVAR.
2020-08-15 10:25:30 +02:00
Christoph Oelckers
ff38cfe179
- open the in-game menu only when really inside a game and actually playing.
...
Fixes #182
This isn't foolproof but it's probably the best that can be done.
2020-08-14 22:41:32 +02:00
Christoph Oelckers
2403e8cb2c
- fixed RRRA summary screens.
2020-08-14 22:31:54 +02:00
Christoph Oelckers
37ea207d5a
- fixed another one of those stupidly badly designed iterator loops.
...
Fixes #176 .
2020-08-14 21:49:12 +02:00
Christoph Oelckers
52ddac21b0
- fixed RR's transition to its final map.
2020-08-14 21:30:09 +02:00
Christoph Oelckers
3455610031
- base palette cleanup.
...
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite.
Also make the palette override CVARs 3D view only in debug mode.
2020-08-14 21:18:14 +02:00
Christoph Oelckers
66cb7f61a4
- fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed.
2020-08-14 21:01:27 +02:00
Christoph Oelckers
9c40c2f6af
- don't draw screenblends when not in a 3D view.
...
Fixed #174 .
2020-08-12 22:52:41 +02:00
Christoph Oelckers
80d1b71899
- fixed sounds disappearing when the owning actor was deleted.
...
These sounds now get unlinked so that they can play out normally.
Fixes #119 .
2020-08-12 20:15:02 +02:00
Christoph Oelckers
cbfa8abd34
- fixed some messed up conditionals in RR's switch code.
...
Fixes #166
2020-08-12 00:31:04 +02:00
Christoph Oelckers
4c01f1e073
- don't count chickens as kill.
...
Fixes #160 .
2020-08-11 21:42:41 +02:00
Mitchell Richters
e083f78f8e
- stop Duke screaming while falling if player puts the jet pack on.
...
No need to keep screaming if the player has saved themselves.
2020-08-11 15:40:02 +02:00
Christoph Oelckers
6a10a7f266
- changed the rules for dimming the menu to be more clear
...
It will no longer depend on the game state when the menu was opened but the current game state - only on the dedicated menu screen there's no dimming - everywhere else a dim gets applied.
Also renamed GS_DEMOSCREEN to GS_MENUSCREEN for clarity
2020-08-11 00:46:27 +02:00
Christoph Oelckers
000c00dc91
- block game input during intro cutscenes
...
Fixes #158
2020-08-11 00:42:08 +02:00
Christoph Oelckers
ca740ad709
- increase volume for summary screen's speeches in Duke.
...
Fixes #125
2020-08-10 20:59:04 +02:00
Mitchell Richters
a3a7a8f6be
- repeat of cf548e055e
for RR.
2020-08-09 16:41:42 +10:00
Mitchell Richters
fb6a58904a
- Set glcycle_t
class as active when stat fps
is active.
...
Fixes #122 .
2020-08-09 16:39:15 +10:00
Mitchell Richters
cf548e055e
- clamp player sprite's xvel between 0 and 512 to stop it going into the negative with rapid posx/posy changes due to teleporting.
...
* With steroids and a controller (controllers have a slightly higher max fvel/svel than a keyboard), I could not get xvel to exceed 503.
* Fixes #123 .
2020-08-09 16:24:48 +10:00
Christoph Oelckers
d731bf4e57
- fixed typo in floor damage check.
...
This rendered the boots ineffective on lava.
Fixes #114
2020-08-07 23:30:08 +02:00
Christoph Oelckers
dfa3519ebc
- stop screaming sound when landing.
...
Fixes #116
2020-08-07 22:20:29 +02:00
Christoph Oelckers
596367f10f
- Screenblend fixes.
2020-08-07 22:00:43 +02:00
Christoph Oelckers
f8c65839f0
- fixed broken jumping.
...
This was a nasty, but typical case for Duke where a variable did not contain what the name said and was carried along way too much code.
Fixes #112
2020-08-07 21:59:11 +02:00
Christoph Oelckers
4b69a181c3
- use symbolic constants for some statnums
2020-08-06 20:54:51 +02:00
Christoph Oelckers
4cfeb9b2cc
- fixed bouncing flame in VACA2.
...
Taking a hint from EDuke32 here.
2020-08-06 20:54:02 +02:00
Mitchell Richters
47dbc46213
- fixed the interpolation issues while on a crane.
...
* Partially addresses issues discussed in #105 and #106 .
2020-08-06 15:39:45 +10:00
Mitchell Richters
bbe05b0c81
- harden FinalizeInput()
with else blocks on each if statement after checking whether all movement is blocked.
...
Fixes #105 .
2020-08-06 07:25:04 +10:00
Christoph Oelckers
3e8ff96e6b
- added workaround for DukeDC's ending cutscene which was abusing undefined behavior in the original code.
2020-08-05 22:57:45 +02:00
Christoph Oelckers
514c029e47
- this wasn't supposed to get committed.
2020-08-05 22:40:47 +02:00
Christoph Oelckers
a30933871e
- fixed most end of game cutscenes.
2020-08-05 22:36:39 +02:00
Christoph Oelckers
ba3c353198
- use the correct code for the devastator in operateweapon.
...
The code present was from EDuke 2.1, I have no idea if it ever worked there. It was replaced with JFDuke's.
Fixes #104 .
2020-08-05 22:36:38 +02:00
Christoph Oelckers
4a0e155637
- fixed starting of bonus screen music.
...
It must not be done in the constructor of the screen but when actually playing the first frame.
2020-08-05 22:36:38 +02:00
Mitchell Richters
ddd30e742c
- ensure player's angle input while playing with cl_syncinput 0
is scaled appropriately when sector's lotag is ST_2_UNDERWATER.
2020-08-05 22:57:47 +10:00
Mitchell Richters
d1a68421bd
- fix cl_weaponsway
for Duke.
2020-08-05 20:04:14 +10:00
Mitchell Richters
2919cdcb44
- clamp the calculated horizAngle
to -180/180 to stop overflowing if player moves the mouse stupidly quick while cl_syncinput 1
is set.
2020-08-05 19:56:49 +10:00
Mitchell Richters
03bccb3a06
- functionalise significant portions of 0ee3ab4df8
.
2020-08-05 19:24:42 +10:00
Mitchell Richters
0142449d95
- clamp angle velocity as originally intended.
2020-08-05 17:59:46 +10:00
Mitchell Richters
736811e864
- properly tune sethorizon()
so that 'frominput' bool can be removed. Returning to centre function is essentially consistent between input states now.
2020-08-05 17:59:01 +10:00
Mitchell Richters
0ee3ab4df8
- revert most of e474ebc2b7
and adjust player's angle/horizon in a way that's compatible with cl_syncinput 0
and cl_syncinput 1
.
...
Previous attempts at leveraging `applylook()` and `sethorizon()` in different spots had pros and cons, but ultimately changing where these functions were called from was a net negative and had hard to diagnose issues.
Maintaining two types of player input is considerable work. Lessons have been learned and will be beneficial when it comes time to re-doing the other games. Ideas from PR #98 for optimising RRRA vehicle experience while `cl_syncinput 0` is in use have been implemented here.
2020-08-05 17:53:41 +10:00
Mitchell Richters
65428a2d1a
- revert ea98978ae7
and baed75ff8a
, and do in a more compatible way with synchronised and unsychronised input.
2020-08-05 17:43:14 +10:00
Mitchell Richters
bb0129c331
- add missed savegame addition when doing 9f8d50c0a1
.
2020-08-05 17:39:02 +10:00
Mitchell Richters
9f8d50c0a1
- add horizAdjust after processing pitch adjustments and call sethorizon()
in processinput_d()
after dokneeattack()
.
...
Fixes #101 .
2020-08-05 14:23:07 +10:00
Christoph Oelckers
454e0e36c9
- added a sound for advancing multi-screen menus.
...
Fixes #100 .
2020-08-05 00:32:29 +02:00
Christoph Oelckers
f363aca1b7
- fixed the crane in Duke3D.
...
Fixes #92
2020-08-05 00:28:14 +02:00
Mitchell Richters
157933e902
- fixed regression from b9eef9c6a3
where the angle wouldn't apply if horizon was specified.
2020-08-04 23:13:22 +10:00
Mitchell Richters
b9eef9c6a3
- make ang and horiz optional on each game's warptocoords
CCMD as suggested in commentary for 1dc6edfa56
.
2020-08-04 22:33:17 +10:00
Mitchell Richters
24d847f4ec
- create Duke dynamic CCMD warptocoords
.
2020-08-04 18:04:02 +10:00
Mitchell Richters
2bdf5f38e5
- remove code meant to have been deleted when performing e474ebc2b7
. Makes processinput_r()
match processinput_d()
.
2020-08-04 17:13:28 +10:00
Mitchell Richters
bc103595ce
- force scaleAdjust
to be 1 when cl_syncinput
is 1.
...
* Above calculation has some micro variances to it which were leading to strange behaviour like the bike's tilting not working properly with `cl_syncinput 1`.
2020-08-04 17:11:32 +10:00
Mitchell Richters
293c1af4c2
- interpolate p->TiltStatus
for RR(RA).
2020-08-04 17:11:00 +10:00
Mitchell Richters
cdb8e5b94e
- do these in the order that processinput()
does them in.
2020-08-04 16:30:20 +10:00
Mitchell Richters
a2a668cd7b
- fix vehicle turning issues following cl_syncinput
changes/fixes in e474ebc2b7
.
2020-08-04 16:28:57 +10:00
Mitchell Richters
cb93560a4a
- fix regression from e474ebc2b7
by which the player could adjust their angle on a camera while cl_syncinput 0
(default) was set.
...
* Issue doesn't occur with `cl_syncinput 1` because `processinput()` returns when p->newowner >= 0 before `applylook()` is called from within it.
* Fixes #96 .
2020-08-04 13:02:19 +10:00
Christoph Oelckers
d526c6401f
- use the generic cheat system for Blood.
2020-08-03 20:51:31 +02:00
Christoph Oelckers
35a5c4e23c
- undid hardcoded coupling of Mapinfo slots with episode/level pairs in Blood.
...
This both lifts the imposed limit of 16 levels and will allow dynamic management of global mapinfo data.
2020-08-03 20:11:30 +02:00
Christoph Oelckers
d87f0dc0b0
- uninitialized variable fixed
2020-08-03 20:07:23 +02:00
Mitchell Richters
7493d4e334
- remove unused getters from player_struct
.
2020-08-03 23:01:53 +10:00
Mitchell Richters
aead65183c
- draw the crosshair using getHalfLookAng()
inline function, making use of its double precision and optionally interpolated result.
2020-08-03 22:56:43 +10:00
Mitchell Richters
d3d9bb0823
- partially revert 19e4393a4f
by adding the player's mouse input after calculating the true pitch of p->q16horiz
.
...
* Need to add `p->horizAdjust` in with `p->q16horiz` because the values passed to that variable are the same as what would have been directly added to `p->q16horiz` in `processinput()`.
* Leaving mouse input to apply after calculating the pitch lets us take advantage of the calculated pitch's accuracy to provide consistent mouse input across the pitch's range.
2020-08-03 22:39:09 +10:00
Mitchell Richters
1556e80dd2
- apply same RR horizon workaround from e474ebc2b7
for when cl_syncinput 1
is set for angle as well.
2020-08-03 22:31:44 +10:00
Mitchell Richters
19e4393a4f
- add all the horizon values before converting into true pitch inside sethorizon()
.
2020-08-03 22:13:10 +10:00
Mitchell Richters
573cb363ae
- add new weapon interpolation variable from player_struct
into savegame code.
2020-08-03 21:26:28 +10:00
Mitchell Richters
e474ebc2b7
- multiple input fixes for both games, and for both cl_syncinput 0
and cl_syncinput 1
modes.
...
* For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode.
* Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments.
* Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable.
* Removed `horizSkew` variable, can just use `horizAdjust` for this.
* Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively.
* Removed now unused `addang()` and `addhoriz()` setters from `player_struct`.
* Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions.
* Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`.
* Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1.
* Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1.
* Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342.
* Re-work returning to center to work off the true pitch code and always ensure that the player returns to center.
* Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 21:19:45 +10:00
Mitchell Richters
d9fab07c31
- interpolate p->hard_landing
for RR.
2020-08-03 17:27:09 +10:00
Mitchell Richters
c600295c93
- apply same fix from c63564eb7a
for returning interpolated value for the player's q16horiz - q16horizoff
if cl_syncinput
is true.
...
* Also changed `gethalflookang()` to camel case `getHalfLookAng()` for easier reading.
* Also broke a very long if statement down into smaller chunks for readability.
2020-08-03 17:06:28 +10:00
Mitchell Richters
c63564eb7a
- replace lookanghalf()
player_struct getter with inline that can accept cl_syncinput
as a bool for whether to return an interpolated calculation or not.
...
New HUD was being let down by using an uninterpolated `q16look_ang` regardless of whether `cl_syncinput` was true.
2020-08-03 16:27:14 +10:00
Mitchell Richters
6bd050e201
- fix some interpolation harshness with p->weapon_pos
.
2020-08-03 15:06:25 +10:00
Mitchell Richters
7efa905a01
- fix some interpolation harshness with p->kickback_pic
.
2020-08-03 15:06:25 +10:00
Mitchell Richters
531df48d38
- interpolate p->hard_landing
for Duke 3D.
2020-08-03 15:06:25 +10:00
Mitchell Richters
43ff42b330
- interpolate p->random_club_frame
for Duke 3D.
2020-08-03 15:06:25 +10:00
Mitchell Richters
038039eb3f
- interpolate p->kickback_pic
for Duke 3D.
2020-08-03 15:06:25 +10:00
Mitchell Richters
8cc4b5062a
Revert "- remove duplicate line.". In hindsight, I believe this was by design.
...
This reverts commit 6fd6926d8d
.
2020-08-03 15:06:25 +10:00
Mitchell Richters
6ad3237b62
- backup p->kickback_pic
in prep for interpolation and tidy up other weapon interpolation variables.
2020-08-03 15:06:25 +10:00
Mitchell Richters
11a10c1d87
- change calc_smoothratio()
inline function from int to double that was missed in 0c12436092
.
2020-08-03 11:57:39 +10:00
Mitchell Richters
034d6e129a
- always calculate smoothratio while paused, but only return it during play. This is so the time keeps elapsing and you don't get a large delta between the first call back to CalcSmoothRatio()
after the previous call.
2020-08-03 11:54:59 +10:00
Mitchell Richters
5792a2389a
- consistency cleanup with a use of calcSinTableView()
use within hudweapon_d.cpp.
2020-08-03 11:07:55 +10:00
Mitchell Richters
80291f9cb7
- For RR, pass vehicle TiltStatus through to backend as the double that it is.
2020-08-03 11:06:23 +10:00
Mitchell Richters
8526bd6a17
- interpolate weapon HUD for RR and make full use of calcSinTableValue()
's double precision.
2020-08-03 11:05:41 +10:00
Mitchell Richters
70794df76c
- remove bitwise & operations on calls to calcSinTableValue()
since they're no longer necessary, and remove last use of sintable[]
from hudweapon_d.cpp.
2020-08-03 09:19:14 +10:00
Christoph Oelckers
d083e12967
- added the "back" sound to the menu.
2020-08-02 22:14:58 +02:00
Christoph Oelckers
8acc4101be
- simplified calcSinTableValue and inlined it.
...
There's no need for all this magic voodoo - the sin function already returns the proper values all by itself.
2020-08-02 22:03:22 +02:00
Christoph Oelckers
9606601554
- wraooed "q16look_ang / (2. * FRACUNIT)" in an inline function.
...
No need to write it out each time, this wpuld be a nightmare if it ever had to be refactored.
2020-08-02 21:45:57 +02:00
Mitchell Richters
0bcb37860a
- interpolate p->weapon_pos
for smooth switching of weapons.
2020-08-02 21:20:54 +02:00
Mitchell Richters
85dcffc442
- use new fmulscale16()
static inline for high precision interpolation in place of manual code.
2020-08-02 21:20:54 +02:00
Mitchell Richters
9c8593018b
- define new function calcSinTableValue()
to calculate an equivalent sintable[]
entry.
...
* Returns a true double result.
* Also supports fractional input for fractional input. That is, if `sintable[1]` = 50 and `sintable[2]` = 100, `calcSinTableValue(1.5)` = 75.
* Increased precision of `BANG2RAD` define to use double and not float.
* As such, revert addition of `sintablef[]`.
2020-08-02 21:20:54 +02:00
Mitchell Richters
abb23a7bd0
- fix remaining interpolation issue with weapon swaying when taking off again from a stand-still.
2020-08-02 21:20:53 +02:00
Mitchell Richters
6fd6926d8d
- remove duplicate line.
2020-08-02 21:20:53 +02:00
Mitchell Richters
11b3f5a78a
- increase precision of local variable x
for displaypistol()
.
2020-08-02 21:20:53 +02:00
Mitchell Richters
184465460e
- make full use of sintablef[2048]
.
2020-08-02 21:20:53 +02:00
Mitchell Richters
977ddc5aa8
- make full use of Q16.16 resolution for player's angle and horizon values.
2020-08-02 21:20:52 +02:00
Mitchell Richters
3a4a224877
- interpolate p->weapon_sway
.
2020-08-02 21:20:52 +02:00
Mitchell Richters
4499e05b06
- pass smoothratio
through to displayweapon()
.
2020-08-02 21:20:52 +02:00
Mitchell Richters
0c12436092
- change returned value for CalcSmoothRatio()
from int to double and pass through to displayrest()
for future use with displayweapon()
.
...
* `displayrooms()` ultimately should be adjusted as well. For now, just relying on integer truncation as this is just a proof of concept.
# Conflicts:
# source/core/gamecontrol.cpp
# source/core/gamecontrol.h
2020-08-02 21:20:52 +02:00
Mitchell Richters
0aca26e197
- determine smoothRatio
immediately after a potential change to ototalclock
has occurred.
2020-08-02 20:57:08 +02:00
Mitchell Richters
1cf857e788
- create an enum for MaxSmoothRatio and replace multiple hard-coded uses of '65536' constant.
2020-08-02 20:57:08 +02:00
Christoph Oelckers
9dac66b6f0
- fudging for the broken FIRE animation.
...
Unfortunately the only thing that can be done here from inside the engine is to increase the likelihood of the animation actually starting.
Ideally the broken script should be replaced but with the way CON replacements are done this is not possible.
2020-08-01 17:54:38 +02:00
Christoph Oelckers
4332d02885
- fixed sound playback for doors etc.
...
The play code locked out the MUSICANDSFX actor but never properly checked for the sound being finished.
Fixes #87
2020-08-01 11:56:02 +02:00
Christoph Oelckers
76ba45ac8d
- fixed the reactor for good.
...
Fixes #70
2020-08-01 09:55:48 +02:00
Christoph Oelckers
f75d30d858
- partial reactor fix.
...
This fixes the position of the debris - but there's still something else as the lightning beam still doesn't get removed.
2020-08-01 01:04:17 +02:00
Christoph Oelckers
c7c59d33ff
- always set the spam timer when a quote is supposed to be printed, even if it gets rejected.
2020-07-31 21:16:07 +02:00
Christoph Oelckers
6d24a20f5c
- QUOTE_DEAD may never repeat.
...
This gets spammed hard enough to get past the timer filter.
2020-07-31 21:14:43 +02:00
Christoph Oelckers
b6cb0ce1a1
- consolidated shade to light conversion
2020-07-31 20:58:55 +02:00
Mitchell Richters
24b0e4438e
- Reset p->oq16horizoff
to p->q16horizoff
in resetplayerstats()
.
2020-07-31 14:23:58 +10:00
Mitchell Richters
ecf8bb699a
- Reset p->oq16look_ang
to p->q16look_ang
in resetplayerstats()
.
2020-07-31 14:21:10 +10:00
Christoph Oelckers
d0909b8224
- calculate proper distances in the sound code.
...
The original code didn't factor in that z has a different scale than x and y and use a function with severe precision issues.
Fixes #81
2020-07-31 00:08:39 +02:00
Christoph Oelckers
0ac11955df
- improve message spam prevention.
2020-07-30 21:09:11 +02:00
Christoph Oelckers
6980c64f7b
- BONUS_SPEECH1-4 are not continuous.
...
Fixes #83
2020-07-30 18:36:52 +02:00
Mitchell Richters
02dfa10d27
- remove redundant if statement left over from 2260c2353d
.
2020-07-30 08:49:01 +10:00
Mitchell Richters
2260c2353d
- re-factor interpolation backups into discrete functions for calling from multiple places.
...
Fixes #66 .
2020-07-30 08:24:27 +10:00
Christoph Oelckers
347ed51036
- refactored Blood's main loop.
...
* moved Smacker video playing code into the backend, so now all games can play all supported video formats
* logos and level intro/exit videos use ScreenJob
2020-07-29 23:18:08 +02:00
Christoph Oelckers
0958bccade
Disabled all adult censoring in Duke and RR.
...
Aside from being "authentic" the parental lock is just a stupid feature with often unwanted side effects.
2020-07-29 22:43:06 +02:00
Christoph Oelckers
5faf202b97
- fixed missing speech at the end of E1L2.
...
This was caused by a broken check for adult mode.
Fixes #33 .
2020-07-29 22:40:29 +02:00
Christoph Oelckers
e9b3e8ae09
- when in single player, always play talk sounds from the player actor.
...
It seems some places manage to play these sounds from undefined actors that may or may not be in range.
Fixes #75
2020-07-29 22:26:14 +02:00
Christoph Oelckers
a861126657
- fixed incorrect sprite being passed to reactor() function.
2020-07-29 20:59:32 +02:00
Christoph Oelckers
bd3b2bc5bf
- always align the "loogies" to a virtual 320x200 screen to render them consistently.
2020-07-29 20:04:57 +02:00
Christoph Oelckers
fb184388a2
- un-spam the "protective boots on" message
...
Fixes #72
2020-07-29 19:38:21 +02:00
Christoph Oelckers
5776f69d92
- transfer palette to gibs for LIZTROOP
...
EDuke did it for all actors - not sure if that is right. Needs checking.
2020-07-29 19:31:24 +02:00
Mitchell Richters
9f391c3e9f
- possible fix for continual rotscrnang thrashing when dead that was reported in #66 .
2020-07-29 18:57:06 +10:00
Mitchell Richters
9c1faaa3ac
- scaling consistency changes from uplifting Redneck Rampage HUDs.
2020-07-29 18:36:50 +10:00
Mitchell Richters
d72e69ac55
- FullscreenHUD1 tweaks for Redneck Rampage.
2020-07-29 18:36:23 +10:00
Mitchell Richters
f2fca857be
- FullscreenHUD2 tweaks for Redneck Rampage.
2020-07-29 15:38:56 +10:00
Mitchell Richters
b77a0809fa
- Statusbar tweaks for Redneck Rampage.
2020-07-29 15:09:08 +10:00
Mitchell Richters
742fab83df
- properly scale imgWeap x position based on length of ammo string.
...
* Simple divisor based on length of string was insufficient, ammo sprite was too close to ammo count when ammo string length was 1-2.
* Using chain-cannon with ammo levels at 100, 10 and 1, at 2560x1440 the sprite is always 48px from the 1 in the ammo count.
2020-07-29 14:13:35 +10:00
Mitchell Richters
72c4a5281c
- move inventory item used amount down 0.5px in Duke FullscreenHUD1 to perfectly line it up.
2020-07-29 09:17:57 +10:00
Mitchell Richters
1fc117341e
- add oq16ang
to weaponhit struct to allow interpolation of security cameras at full precision.
...
* Improves implementation from f64083bda9
.
2020-07-29 08:39:33 +10:00
Mitchell Richters
843cc94b6f
- readability improvements for all the long-winded interpolation code.
2020-07-29 07:10:28 +10:00
Mitchell Richters
f64083bda9
- backport camera interpolation from DukeGDX. Fixes #63 .
2020-07-29 06:57:01 +10:00
Christoph Oelckers
10e4482245
- fixed counter on summary screen.
2020-07-28 22:37:11 +02:00
Mitchell Richters
c26ab9fc36
- left-align health and armor values. Proportionally space ammo sprite depending on length of ammo string (15px * format.Len()).
2020-07-28 22:19:13 +02:00
Mitchell Richters
23c24b01a4
- new alignment for Fullscreen HUD1.
2020-07-28 22:19:13 +02:00
Mitchell Richters
6626323e3e
Revert "- possible fix for continual rotscrnang thrashing when dead that was reported in #66." What was I thinking?
...
This reverts commit e019939590
.
2020-07-29 05:50:19 +10:00
Mitchell Richters
9b51e29d20
Revert "Revert "- removed duplicate application in moving down code for the jetpack.". What was I thinking?"
...
This reverts commit 3b522e4c50
.
2020-07-29 05:50:06 +10:00
Mitchell Richters
3b522e4c50
Revert "- removed duplicate application in moving down code for the jetpack.". What was I thinking?
...
This reverts commit 34b213a99f
.
2020-07-29 05:49:38 +10:00
Christoph Oelckers
ea28356971
- avoid spamming the "Squished!" message.
2020-07-28 21:44:55 +02:00
Christoph Oelckers
34b213a99f
- removed duplicate application in moving down code for the jetpack.
...
Fixes #62
2020-07-28 21:41:37 +02:00
Mitchell Richters
e019939590
- possible fix for continual rotscrnang thrashing when dead that was reported in #66 .
2020-07-29 05:37:46 +10:00
Christoph Oelckers
7e8688ae2d
- fixed snd_channels menu entry.
...
Fixes #57
2020-07-28 20:59:17 +02:00
Christoph Oelckers
d531f4b029
- reduce message spam when holding down the quick_kick button.
...
If not kept in check this will flood the console with endless messages.
2020-07-28 20:43:33 +02:00
Christoph Oelckers
a2ff8b3354
- removed JFDuke-based kill count reduction for slimers because it doesn't seem to work right.
2020-07-28 20:31:08 +02:00
Mitchell Richters
27b3c8e0f8
- fix interpolation for p->q16rotscrnang
. Setting p->oq16rotscrnang
in displayrooms()
(at frame rate) isn't where it should be done.
2020-07-28 22:24:30 +10:00
Mitchell Richters
f49ded7962
- make cl_syncinput
work for Duke.
...
* Current setup was broken and unusable.
* Fixed interpolation issues.
* Only call `GetInput()` at frame-rate when `cl_syncinput` is 0.
* Create `oq16look_ang` and interpolate it for enhanced smoothness.
* Always reset `horizAngleAdjust` and `horizSkew` in `processinput_d()`.
* Don't pre-scale `sb_avel` in `processinput_d()` and `processinput_r()`.
* Promote `p->angvel` from short to fixed_t.
* Don't descale `sync[snum].q16horz` in `processinput_d()` and `processinput_r()`.
* Ensure `false` bool is provided to `sethorizon()` call in `processinput_d()` and `processinput_r()`.
* Reset `p->q16angvel` in `resetplayerstats()`.
2020-07-28 22:12:09 +10:00
Mitchell Richters
158fd46581
- change Duke's synchronized_input
to CVAR cl_syncinput
.
2020-07-28 21:38:28 +10:00
Mitchell Richters
4a3366d798
- slight pixel tweaks to FullscreenHUD2 and original status bar.
2020-07-28 16:47:34 +10:00
Mitchell Richters
ea98978ae7
- move p->wackedbyactor
chase-cam code into applylook()
for increased smoothness.
2020-07-28 12:30:09 +10:00
Mitchell Richters
baed75ff8a
- move p->actorsqu angle changes from moveplayers()
to applylook()
so that it can be applied when not running synchronous input.
...
Fixes #54 .
2020-07-28 12:21:35 +10:00
Christoph Oelckers
ecdc92e6b9
- copied some changes to kill count management from DukeGDX.
2020-07-27 20:53:31 +02:00
Christoph Oelckers
218a9c84fd
- removed the last remaining Blood helpers from the file system, also deleted a few short files whose contents could be moved.
2020-07-27 19:38:41 +02:00
Christoph Oelckers
aea6467d00
- call D_ProcessEvents in Blood's main loop.
2020-07-27 19:12:49 +02:00
Christoph Oelckers
63f4d82aeb
- removed the 8 pixel offset for the Scuba Gear in display modes with reduced viewport size.
...
I have no idea why this was originally done, it makes no sense.
Fixes #50
2020-07-27 18:59:05 +02:00
Christoph Oelckers
94b445db26
- The bonus screen's counter is a bit broken so help it to actually play Duke's speech.
...
(Hopefully) fixes #44
2020-07-27 18:17:40 +02:00
Christoph Oelckers
400169ef5e
- do not activate the inventory when giving all items.
...
Fixes #45
2020-07-27 18:02:39 +02:00
Christoph Oelckers
d177b0cd29
- fixed hud_messages 1 not sending messages to the notfy display.
...
Fixes #43
2020-07-27 17:56:55 +02:00
Christoph Oelckers
2d3bf87eff
- ported EDuke32's trip bomb fix
...
Still needs to be tested.
2020-07-27 17:52:17 +02:00
Mitchell Richters
4dc161cc08
- fix hands for Duke3D while shrunken. Unsure how to trigger this code path in RR, but for Duke3D hud_draw()
is only used when drawing the fists.
...
* Fixes #40 .
2020-07-27 18:39:33 +10:00
Mitchell Richters
31b7e7fa3d
- revert some inline if statement conversions when re-creating dobonus()
as a ScreenJob.
...
* Inline if statements were applying `DrawTexture()` calls to cases where they were not being called before, affecting animation.
* Repaired issue where with high frame rates, the code behind `if (totalclock > (1000000000L) && totalclock < (1000000320L))` wasn't triggered because `totalclock` hadn't become `1000000001` yet.
* Fixes #34 .
2020-07-27 17:51:36 +10:00
Christoph Oelckers
c0d46f6a69
- implemented proper scaling for the status bar.
...
Addresses #2 .
2020-07-26 23:06:27 +02:00
Christoph Oelckers
530debd24b
- properly increment the instruction pointer in 'endofgame'.
...
This made the bosses disappear after death, fixes #38
2020-07-26 21:28:42 +02:00
Christoph Oelckers
8af4cfd772
- skip all 3 parts of the E4 intro together.
...
Fixes #39 .
2020-07-26 18:39:18 +02:00
Christoph Oelckers
b120bade95
- fixed scuba gear display.
...
Fixes #37 .
2020-07-26 18:35:47 +02:00
Christoph Oelckers
feffc7c5c2
- fixed: The level number for a secret exit is 1-based, not 0-based as the internal map data.
...
Fixes #35 .
2020-07-26 18:13:21 +02:00
Christoph Oelckers
07a7cade70
- removed dead weaponswitch variable
2020-07-26 17:55:22 +02:00
Christoph Oelckers
f67d3270d8
- fixed a few cheat issues.
...
Fixes #29 .
2020-07-26 17:04:02 +02:00
Christoph Oelckers
5870d3d89d
- horizSkew is fixed point, dokneeattack ignored that.
...
fixes #14
2020-07-26 13:49:25 +02:00
Christoph Oelckers
af970b091e
- set proper game state after ending the level summary screen.
...
Fixes #20 .
2020-07-26 12:43:32 +02:00
Christoph Oelckers
b111ca5f96
- fixed the summary screen animation.
...
Fixes #21 .
2020-07-26 12:31:20 +02:00
Christoph Oelckers
6e276545cd
- fixed typo in savegame metadata reader and an issue with code execution order when exiting a level.
2020-07-26 12:15:24 +02:00
Christoph Oelckers
1207e02e5d
- removed debug output. Fixes #24 .
2020-07-26 11:48:08 +02:00
Christoph Oelckers
54d3d8e96d
- play the camera switch sound as a UI sound to reduce problems.
...
Due to how sound positioning works, doing this in 3D will cause various problems with cameras too far away or random bleeps emanating from the cameras.
2020-07-26 11:44:31 +02:00
Christoph Oelckers
342b90c8f9
- fixed: With hud_messages == 1 no messages were printed.
2020-07-26 10:31:12 +02:00
Christoph Oelckers
8643459cbe
- re-added EDuke32's last_quick_kick to remove flicker during the animation. Fixes #7 .
2020-07-26 10:18:55 +02:00
Mitchell Richters
f67a53a7c0
- fix sound and music pausing with tweaks to updatePauseStatus()
. Also removed unneeded game-side function. Fixes #11 .
2020-07-26 17:20:53 +10:00
Christoph Oelckers
c7a9b5678b
- reimplemented autoaim mode 2 (hitscan only)
2020-07-26 09:06:08 +02:00
Christoph Oelckers
2ea9811e0a
- fixed offsetting for flipped 2D sprites and reverted the offset change for the trip bomb.
2020-07-26 08:08:15 +02:00
Mitchell Richters
35327ee3aa
- fix pos of armor font and inventory icon.
...
* Inventory text color still requires discussion.
2020-07-26 07:53:14 +02:00
Mitchell Richters
c100e25578
- get Duke3D classic HUD pixel-perfect.
2020-07-26 07:53:14 +02:00
Mitchell Richters
dcf36f8f9d
- fix right hand sprite when displaying trip mine HUD weapon. Fixes #13 .
2020-07-26 15:03:14 +10:00
Christoph Oelckers
6df64f4ee3
- fixed RR status bar layout.
2020-07-25 16:43:03 +02:00
Christoph Oelckers
f7070f1e49
- fixed font alignment on the second fullscreen HUD variant.
2020-07-25 16:00:34 +02:00
Christoph Oelckers
654391a278
- fixed layout for classic Duke fullscreen HUD.
2020-07-25 15:41:11 +02:00
Christoph Oelckers
f9d48e1f68
- removed all the intermediate variables for the status bar size.
...
hud_size now gets used directly by the status bar code.
2020-07-25 13:26:56 +02:00
Christoph Oelckers
8d622f9340
- fixed wall switch check.
2020-07-25 10:54:46 +02:00
Christoph Oelckers
9043123aab
- set proper engine compatibility mode.
2020-07-25 10:03:13 +02:00
Christoph Oelckers
a0cc798c9c
- cleaned up the sound system interface to have consistent naming and no aliases.
2020-07-25 09:32:54 +02:00
Christoph Oelckers
30a0fcfe46
- disable rotation for hud_drawpal.
...
This was just a Build crutch to do x-flipping, with that being handled in the backend now the rotation angle must be 0.
2020-07-25 09:02:47 +02:00
Mitchell Richters
9fe3af370b
- call renderSetRollAngle()
with full precision for Duke.
2020-07-25 15:29:10 +10:00
Mitchell Richters
0d0636b0a7
- set p->TiltStatus
in motoApplyTurn()
to 0 if less than factor, not previous hard-coded constant.
...
* Backport of same fix in d0f839060e
.
2020-07-25 09:51:52 +10:00
Christoph Oelckers
52cd2db4e7
- copied the flickering Coot fix from master.
2020-07-25 00:04:38 +02:00
Christoph Oelckers
1e8b8443b0
- implemented 2D rotation and fixed offset calculation for drawing scaled sprites on the status bar.
2020-07-24 23:08:48 +02:00
Christoph Oelckers
a4ef7596e7
- fixed screen blend.
2020-07-24 20:21:51 +02:00
Christoph Oelckers
e9e4ebbfea
- cleanup
2020-07-24 19:58:21 +02:00
Christoph Oelckers
b9f0e35d4b
- fixed the crosshair.
2020-07-24 19:43:33 +02:00
Christoph Oelckers
c457f1aa8c
- hook up the sub-serializers.
2020-07-24 19:13:37 +02:00
Mitchell Richters
93fae3e43d
- fix a few remnant ang interpolation issues.
2020-07-24 22:20:04 +10:00
Mitchell Richters
d0f839060e
- set p->TiltStatus
in boatApplyTurn()
to 0 if less than factor, not previous hard-coded constant.
2020-07-24 21:38:11 +10:00
Mitchell Richters
4bf5c3d6b5
- uplift boatApplyTurn()
with changes from e0bc2c6c97
.
...
* Handle button-mashing to provide a better experience.
* Rename `bike_turn` to `boat_turn`.
* Move application of scale to returning value within `boatApplyTurn()`.
* Use doubled return values like Rednukem (20 -> 40, 10 -> 20, 6 -> 12, 3 -> 6, 2 -> 4, 1 -> 2).
* Return `p->TiltStatus` towards 0 if `p->MotoSpeed` == 0 and `p->NotOnWater`.
* Always test if `p->TiltStatus` < `0.025`.
2020-07-24 21:27:47 +10:00
Mitchell Richters
e0bc2c6c97
- handle button-mashing in motoApplyTurn()
.
...
* If player was turning left and right, only left was returned. Now, both apply (effectively cancelling each other out.
* Move application of scale to returning value within `motoApplyTurn()`.
2020-07-24 20:46:20 +10:00
Mitchell Richters
230332338c
- make RRRA motorbike turning speed consistent with varying framerates.
...
* Multiply returned value with scaleAdjust.
* Use doubled return values like Rednukem (20 -> 40, 10 -> 20, 3 -> 6).
2020-07-24 19:50:28 +10:00
Mitchell Richters
5bb7c7a647
- adjust elapsedInputTicks
in GetInput()
to be 1000.0 / REALGAMETICSPERSEC
.
...
* 1000 / 30 = 33.333~. This ensures that if 33.333 is the minimum value, the calculation for scaleAdjust always equals 1.0 (no scaling).
2020-07-24 19:38:09 +10:00
Mitchell Richters
25ca23f2e2
- fix keyboard input fvel/svel more in line with Graf's coding style.
...
* Essentially reverts e41041074d
and moves the use of `abs()` from keymove to fvel/svel itself.
2020-07-24 18:32:01 +10:00
Christoph Oelckers
928a16983d
- adapted the MVE player.
...
Video appears to work, but has quite severe artifacting I cannot tell if it's the video or the decoder which causes it.
2020-07-23 22:26:07 +02:00
Christoph Oelckers
945dbc9f7e
Use type safe angle and horizon classes for the render interface
...
These need to be robust and not allow implicit conversions.
2020-07-23 17:03:11 +02:00
Christoph Oelckers
ab8006cc40
- make binaryangle.h compile.
2020-07-23 17:02:59 +02:00
Christoph Oelckers
be9094cb97
Silenced lots of warnings pointed out by XCode.
2020-07-23 17:02:59 +02:00
Christoph Oelckers
d16d8f0d0e
- fixed issues reported by XCode
2020-07-23 17:02:59 +02:00
Mitchell Richters
eadb31f9cd
- use REALGAMETICSPERSEC
as maximum value for elapsedInputTicks
in GetInput()
.
...
Hard-coded value of `10.0` was too low and was always being used instead of the value of `(now - lastCheck)`. This made `scaleAdjust` inaccurate and not fast enough.
2020-07-23 19:16:51 +10:00
Mitchell Richters
54d73ce9f8
- fix 'Quick Turn' for Duke.
2020-07-23 14:05:36 +10:00
Mitchell Richters
be0cbeed65
- ensure p->lookRight is reset to false in start checklook()
like lookLeft is.
...
Repairs issue where player never returned to centre when they pressed the look right key.
2020-07-23 13:34:47 +10:00
Christoph Oelckers
253dea7610
- removed parsing_ifelse sanity check because it breaks compilation in a few case.
...
if there ever needed to be proof that CON is broken beyond repair this should be it, this will allow broken code to slip through the parser and apparently some scripts exploit this bug.
NAM's soldiers won't work with the 'proper' code.
2020-07-22 22:27:51 +02:00
Mitchell Richters
77ff6f324c
- ensure rotscrnang turns right when looking right.
...
Doesn't repair issue when looking right doesn't return again, will isolate and repair.
2020-07-22 20:44:16 +10:00
Mitchell Richters
e41041074d
- ensure keyboard fvel/svel input never exceeds the range of keymove.
...
Repairs issue where keyboard input was accelerating to a value of 90 which was not possible in the original game.
2020-07-22 20:42:05 +10:00
Christoph Oelckers
368298d02d
- enable the menu and console everywhere, except on the intro logos.
2020-07-22 00:42:50 +02:00
Christoph Oelckers
902fbf6f5d
- got rid of MODE_TYPE since this will be handled in the backend in the future.
2020-07-21 22:59:24 +02:00
Christoph Oelckers
61f5247b71
-let's hope this will solve the pausing problem for good.
...
The checks for game pause were totally inconsistent, so now there is a utility function that tells whether the game is supposed to run or not.
pause can also take 3 values now - 0 for no pause, 1 for pause from opening the menu or console or 2 for hitting the pause button.
2020-07-21 22:46:26 +02:00
Christoph Oelckers
6227f9f7fd
- optimizations for better savegame performance.
2020-07-21 21:32:38 +02:00
Christoph Oelckers
1869a7930e
- hooked up the new savegame code.
...
Not tested yet.
2020-07-21 00:07:02 +02:00
Christoph Oelckers
9ace06ad81
. deleted the old savegame.h file.
2020-07-20 23:22:40 +02:00
Christoph Oelckers
7eb158bf72
- properly tabified everything.
2020-07-20 23:21:27 +02:00
Christoph Oelckers
ba7997b611
- implemented most of the savegame code and deleted the old one.
2020-07-20 23:07:44 +02:00
Christoph Oelckers
c16115d76c
- first stage of new savegame code.
...
This also refactors the animateptr array into something serializable. This kind of pointer lookup is virtually unrestorable without creating platform locked savegames.
2020-07-20 20:40:29 +02:00
Christoph Oelckers
2d78643c4d
- initial savegame work.
2020-07-20 18:43:50 +02:00
Christoph Oelckers
06fa1391f5
- did some cleanup on the global variables.
2020-07-20 18:43:50 +02:00
Christoph Oelckers
16efa87701
- started sorting variables in globals.h and removed player.h after cleaning it out.
2020-07-20 18:43:50 +02:00
Christoph Oelckers
7d7ae9e463
- fixed gamestartup parser so that it can detect script versions again.
2020-07-20 18:43:50 +02:00
Christoph Oelckers
3028b3f3fd
- merged game.h into global.h and game.cpp into global.cpp.
...
Meaning that all global declarations are in one file now.
2020-07-20 18:43:50 +02:00
Christoph Oelckers
08909f414a
- merged playerdata_t into player_struct
2020-07-20 18:43:49 +02:00
Christoph Oelckers
a40343ae00
- premap.h is also gone because it didn't contain anything relevant anymore.
2020-07-20 18:43:49 +02:00
Christoph Oelckers
c3fb679992
- more header cleanup work, macros.h is gone.
2020-07-20 18:43:49 +02:00
Christoph Oelckers
2dcaf25fea
- put the entire CON parser into a class to make its state local to the caller
2020-07-20 18:43:49 +02:00
Christoph Oelckers
9346b5de7e
- testing stuff.
2020-07-20 18:43:48 +02:00
Christoph Oelckers
f9842fc4a8
- implemented running screen jobs from the main loop.
...
The entire game now has only one single place where videoNextPage gets called.
2020-07-20 18:43:48 +02:00
Christoph Oelckers
31b9995406
- rewrote the ScreenJob player as a class that can be called by an asynchronous dispatcher.
...
Works, except for timing issues with ANMs.
2020-07-20 18:43:48 +02:00
Mitchell Richters
2ce612e8ab
- remove multiplier when finalising player's angle in FinalizeInput()
.
...
Not sure how this came to be but was causing rather accelerated angle adjustments compared to the stock game.
2020-07-20 20:38:38 +10:00
Christoph Oelckers
72bf70811e
- restructured exitlevel for asynchronous handling of the summary screen.
2020-07-19 00:53:13 +02:00
Christoph Oelckers
a1001c5fdd
- changed startnewgame to handle the screen jobs asynchronously.
2020-07-19 00:26:36 +02:00
Christoph Oelckers
a3e9ea97a8
- merged the two main loops into one.
...
Yet to do: Run the screen jobs from the main loop as well.
2020-07-18 23:50:46 +02:00
Christoph Oelckers
e97e663b49
- more restructuring of asynchronously playing sequences.
2020-07-18 22:38:19 +02:00
Christoph Oelckers
c767ead84f
- properly route gameexitfrommenu through the callbacks.
2020-07-18 21:28:57 +02:00
Christoph Oelckers
ded0edae0c
- fixed return_to_center
2020-07-18 14:30:17 +02:00
Christoph Oelckers
d88ae50923
- moved a few global variables around so that they don't get lost for handling savegames or a global state reset.
2020-07-18 13:38:16 +02:00
Christoph Oelckers
36d61fc662
- make sure that the static time counters in the input code do not accumulate while not in use.
...
The one for holding the turn key needs to be reset any time there is no turning and everything needs to be cleared when the input state is cleared. And all need to check for the case where the static state is not set yet.
2020-07-18 13:27:24 +02:00
Christoph Oelckers
e70115ff5c
- put the CON interpreter into a class to get rid of its global variables.
2020-07-18 12:37:35 +02:00
Christoph Oelckers
28965eefd5
- moved the main loop to gameloop.cpp.
2020-07-18 11:56:49 +02:00
Christoph Oelckers
f9e76ba178
- merged the last two functions of the input code with input.cpp.
2020-07-18 09:59:16 +02:00