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
3b7ce26c86
- final function moves and renamed hud_scale to hud_scalefactor.
2020-10-31 13:20:00 +01:00
Christoph Oelckers
0270dcd5f6
- cleaned up leftovers.
2020-10-31 13:20:00 +01:00
Christoph Oelckers
37024df405
- Status bar draw code is now identical with GZDoom's.
2020-10-31 13:20:00 +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
c53653106e
- fixed compilation.
2020-10-31 12:46:53 +01:00
Christoph Oelckers
e5ce1da9a3
- this is 0.7.3.
2020-10-31 12:41:17 +01:00
Christoph Oelckers
668c34d4c1
- ensure for all games that deleting a sprite unlinks all sounds from it.
...
This was only present in Duke but is needed for all games.
2020-10-29 00:08:06 +01:00
Christoph Oelckers
f341fbc1fb
- backend update.
2020-10-28 21:46:43 +01:00
Christoph Oelckers
5abc5c0509
- option menu positioning fix.
2020-10-25 17:11:45 +01:00
Christoph Oelckers
7dda316391
- define console background for Blood.
2020-10-25 15:31:20 +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
74df8f55da
- moved c_console.cpp to 'common'.
2020-10-25 13:26:40 +01:00
Christoph Oelckers
8d3585afe1
- console cleanup.
...
The bulk of the console is now free of game dependencies.
2020-10-25 13:14:42 +01:00
Christoph Oelckers
8bfb0b1e20
- do not dim the objects of the Exhumed background screen.
...
This was for dimming the console background but since the console already dims its background itself it made the background nearly opaque black.
2020-10-25 09:22:17 +01:00
Christoph Oelckers
273ad5e133
- backend update
2020-10-25 09:20:26 +01:00
Christoph Oelckers
570897005c
- added sound playback to the Smacker video player.
...
Thanks to Blood's weird setup and the resulting lack of sound support in NBlood's player I never realized that this is a fully featured movie format that actually has sound support.
Now the soundtrack will play if present.
2020-10-25 00:46:39 +02:00
Christoph Oelckers
1a21e73cd9
- fixed bad collision state check in movesprite.
...
Fixes #147
2020-10-24 21:36:27 +02:00
Christoph Oelckers
aeda977bc2
- fixed incomplete font initialization.
2020-10-24 21:02:00 +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
f02cf7e067
- fixed issues with fog setup and added missing fog to Exhumed's red palette.
...
Foggy lookups should not attempt to calculate a fade ramp, that does not work if the color gets brighter with distance.
Fixes #143
2020-10-24 20:33:33 +02:00
Christoph Oelckers
acda4b7799
- fixed Duke's RPG explosion
...
Fixes #146
2020-10-24 19:44:10 +02:00
Christoph Oelckers
28a926eb9a
- Blood: Copy the 'shade' member for sprites.
...
This got lost when the loader was transitioned to using a local buffer to read the map data.
Fixes #140
2020-10-24 19:11:58 +02:00
Christoph Oelckers
c33525381e
- undid the native part of GetFullscreenRect because the functions are not compatible.
2020-10-24 18:13:45 +02:00
Christoph Oelckers
ce03813ab1
- Exhumed: Fixed the invulnerability item.
...
Fixes #137
2020-10-24 18:03:06 +02:00
Christoph Oelckers
c82d9d2908
- backend update from GZDoom.
2020-10-24 17:30:47 +02:00
sinisterseed
8b03abcd00
- allow Wang to make sounds when healing with "Player Speech" turned off.
...
Looks like I overlooked this one while doing the speeches, which left Wang completely silent when healing. This allows his relief sound to play when the toggle is off, but the "Acupuncture" joke will still be silenced.
2020-10-24 14:24:54 +03:00
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
8868be659f
- make snd_speech toggle work in SW.
2020-10-23 22:53:02 +02:00
sinisterseed
f78d9fb770
- marked most of Wang's speech lines to be used with the "Player Speech" toggle.
2020-10-23 22:38:57 +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
d90badef6f
- Exhumed: Amend b6ec41e2b1
to ensure next/prev weapon is actually available before trying to switch to it.
...
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70266 .
2020-10-22 19:30:04 +11:00
Christoph Oelckers
e702a13ef4
- close the quickload and quicksave confirmation screens after selection.
...
Fixes #139
2020-10-22 01:01:28 +02:00
Mitchell Richters
c98f7ac491
- gameinput.cpp: Don't set a target when serialising PlayerHorizon
struct.
...
* Fixes #131 .
2020-10-22 09:41:21 +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
699c32ff4a
- fixed quicksave setup
...
Fixes #133
2020-10-20 23:34:30 +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
Mitchell Richters
a00da23654
- searchpaths.cpp: When filtering duplicate games to delete, if CRC matches and CRC == 0, test whether name matches as well.
...
* Cryptic Passage for Blood has no CRC and therefore was failing this catch.
* Fixes #130
2020-10-19 20:46:22 +11:00
Christoph Oelckers
66c097b3b8
- fixed bad Holoduke check in alterang.
2020-10-18 21:54:30 +02:00
Mitchell Richters
ff9c7bf0bb
- binaryangle.h: Create osum()
for PlayerHorizon
and PlayerAngle
structs and use within each struct's interpolatedsum()
method.
...
* Already doubled up by calculating `sum()` again within `interpolatedsum()` and no point changing that out without an `osum()`.
2020-10-18 22:43:42 +11:00
Mitchell Richters
cd683e6511
- binaryangle.h: Add missed line from 4e07942cff
to calculate interpolation ratio using multiply instead of divide. Hopefully in the future we can just use a true double between 0 and 1 like GZDoom...
2020-10-18 22:05:21 +11:00
Mitchell Richters
4e07942cff
- binaryangle.h: Minor clean up of PlayerHorizon/PlayerAngle structs.
...
* Sync PlayerHorizon's `settarget()` with changes to PlayerAngle's from 19d9e1a947
.
* For each struct's `addadjustment()`, multiply value by unit there rather than always within `processhelpers()`.
* Properly use `xs_CRoundToUInt()` within PlayerAngle's `processhelpers()` method instead of the signed version.
* Use `abs()` within PlayerAngle's `processhelpers()` like PlayerHorizon's.
2020-10-18 22:00:39 +11:00
Mitchell Richters
19d9e1a947
- binaryangle.h: Fix issues with PlayerAngle.settarget()
following changes in bf5bd01164
.
...
* Just was not working whatsoever, really...
2020-10-18 21:31:36 +11:00
Mitchell Richters
666fe71201
- SW: Repair issues with sector object sounds following a506b45369
.
...
* Fixes #132
2020-10-18 21:23:41 +11:00
Christoph Oelckers
a8eaf3575f
- warning fixed and constants used.
2020-10-18 12:18:19 +02:00
Christoph Oelckers
c2828fe2e3
fixed undefined end of list behavior of iterators
...
Also fixed a few warnings
2020-10-18 12:14:05 +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
Christoph Oelckers
bc0a55de41
- backend update.
2020-10-17 16:01:31 +02:00
Mitchell Richters
a9ad043c36
- Partially resolve issues loading autoexec.cfg files.
...
* This works for Raze's running directory, but is not pulling in autoexec.cfg files from subdirectories from Raze's running directory (Duke, Duke.Duke) or paths where game content resides (Steam, for instance).
* Partially addresses #110
2020-10-17 12:58:00 +11:00
Mitchell Richters
3582717c43
- Duke: Fix issues in recordoldspritepos()
following changes in 7043092fd0
.
...
* Fixes #129 .
2020-10-16 14:17:19 +11:00
Mitchell Richters
6385539144
- Port over i_timescale
CVAR from GZDoom for use with debugging.
...
* Had situations where this would have been useful instead of manipulating GameTicRate and rebuilding.
2020-10-16 10:31:11 +11:00
Christoph Oelckers
197a5f642a
- properly delete backing images in the texture manager.
...
Although the images themselves are automatically taken down, any memory they allocate is not - and some of the special tile classes do need dynamic storage.
2020-10-15 20:22:41 +02:00
Christoph Oelckers
4f7c0b696c
- and finally the iterators in the backend.
2020-10-15 20:22:40 +02:00
Christoph Oelckers
db4f0d041e
- all iterators in Exhumed handled.
2020-10-15 20:22:40 +02:00
Christoph Oelckers
a8e7d1ef74
- the rest for SW.
2020-10-15 20:22:40 +02:00
Christoph Oelckers
6eb6938bbe
- another batch in SW.
2020-10-15 20:22:40 +02:00
Christoph Oelckers
727e2ceb29
- iterator variable cleanup.
2020-10-15 20:22:39 +02:00
Christoph Oelckers
679c394b29
- the second third of SW.
2020-10-15 20:22:39 +02:00
Christoph Oelckers
a506b45369
- one third of SW's iterators.
2020-10-15 20:22:39 +02:00
Christoph Oelckers
eb78b88598
- all Blood stat iterators ported.
2020-10-15 20:22:39 +02:00
Christoph Oelckers
33164694b9
- use iterator class for all stat loops in Blood's actor.cpp.
2020-10-15 20:22:38 +02:00
Christoph Oelckers
0a0a995cbd
- some cleanup of build.h
2020-10-15 20:22:38 +02:00
Christoph Oelckers
be3292d29b
- removed the mostly unused macros for sprite iteration.
2020-10-15 20:22:38 +02:00
Christoph Oelckers
aa5c7c3e34
- replaced all sector sprite iterators in Blood.
2020-10-15 20:22:38 +02:00
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
0c95aee8f5
- some quick renames.
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
Mitchell Richters
38c0af4d34
- D_AddFile()
: Check the existence of the file before enumerating entire directory to find it as input might be coming in correctly.
2020-10-15 06:50:41 +11:00
Christoph Oelckers
ec5762f024
- do not use index 0 of Blood's X arrays.
...
This can be written to through uninitialized data and break things quite badly.
2020-10-14 13:51:59 +02:00
Mitchell Richters
be42a6e28d
- Amend 9d84f92c0e
to just do true case-insensitivity.
...
* adding /home/mrichters/.config/raze/Blood/sOuNdS.rFf, 1747 lumps
2020-10-14 20:18:53 +11:00
Mitchell Richters
9d84f92c0e
- Amend bce15428d5
to only check case on the filename, not the full path.
...
* Still to be tested when I get home, but need it committed to get it off my laptop anyway.
2020-10-14 18:58:55 +11:00
Christoph Oelckers
25d79285a3
- added the resource file name to the listmaps printout.
2020-10-14 01:13:36 +02:00
Christoph Oelckers
c17808d789
- extended 'listmaps' by also printing the display name for the map.
2020-10-14 00:58:43 +02:00
Christoph Oelckers
d368d734d3
- prototyping some refactoring helpers.
2020-10-14 00:58:21 +02:00
Mitchell Richters
fcfeafdbe9
- mapinfo.cpp: Create CCMD listmaps
to return map filenames.
2020-10-14 09:38:37 +11:00
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
a34525574c
- Exhumed: Cleanup of RestartPlayer
...
Use pointers instead of endless array accesses to the same element.
2020-10-14 00:19:39 +02:00
Christoph Oelckers
b6149f88f7
- added sprite iterator classes.
...
The code base currently contains roughly 600 iterator loops directly referencing Build's global variables.
That state of things is not refactorable - these iterator wrappers are supposed to get rid of these explicit references.
2020-10-14 00:05:25 +02:00
Christoph Oelckers
bca29ed402
- no bit fields, please!
...
The memory savings are not worth the negative side effects.
2020-10-13 23:56:30 +02:00
Christoph Oelckers
129aa864dd
- do not accept any input in the first 0.1 seconds of running a screen job.
...
This is to avoid accidental skipping by pending game input.
2020-10-13 23:36:27 +02:00
Christoph Oelckers
df86a11d23
- fixed palette of Exhumed's game over screen.
2020-10-13 23:29:12 +02:00
Christoph Oelckers
ef15ac8b6e
- fixed: For the episode and skill menu, autoselection for single entries did not work.
2020-10-13 22:16:43 +02:00
Christoph Oelckers
1637157f46
- removed some unused variables.
2020-10-13 21:45:21 +02:00
Christoph Oelckers
f0ef7a1322
- tabified animatesprites_d.cpp and animatesprites_r.cpp.
2020-10-13 21:44:05 +02:00
Christoph Oelckers
99b4a64a67
- removed the PSPTwoDSetter
...
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
53481fb9a3
- Blood: simplified management of XSectors and XWalls.
...
This does not need a free list - they get statically allocated per level, so a simple counter is enough.
2020-10-13 20:36:57 +02:00
Christoph Oelckers
2b1284e8fa
- reorganized Blood's level structures to not use bitfields.
...
Only the single bits are still a bitfield, combined with an int in a union - all other fields are 8, 16 or 32 bit now.
For serialization this is necessary - I have to wonder anyway if the added code to process the bit fields wasn’t even more than the data savings…
2020-10-13 20:23:51 +02:00
Christoph Oelckers
817fa8aba3
- save the entire engine state as JSON.
...
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
Christoph Oelckers
bdc1f66131
- missed an include.
2020-10-12 20:30:12 +02:00
Christoph Oelckers
bce15428d5
- for Unix-like systems, check added resources for lower and uppercase variants if the specified one cannot be found.
2020-10-12 20:01:40 +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
742917c6d7
- re-enabled the autoload-after-death function.
...
This had to be disabled for the menu but somehow was missed when reenabling these things again.
2020-10-12 19:42:16 +02:00
Mitchell Richters
b6ec41e2b1
- Exhumed: Make WeaponSel_Prev
/WeaponSel_Next
operable.
2020-10-12 22:31:57 +11:00
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
a792f329ca
- binaryangle.h/PlayerAngle: Fix incorrect variable declaration on dang
within interpolatedsum()
method.
...
* Didn't seem to be causing an issue but better it be correct.
2020-10-12 16:28:05 +11:00
Mitchell Richters
bf5bd01164
- binaryangle.h/PlayerAngle: Make settarget()
method consistent with PlayerHorizon
class and fix incorrect variable declaration.
2020-10-12 14:51:53 +11:00
Mitchell Richters
c08851e4c0
- Blood/Duke/RR/SW: Drop resetinputhelpers()
.
2020-10-12 14:42:43 +11:00
Mitchell Richters
894feb1c80
- SW: When beginning to operate a sector object, just forcibly set the angle in the ticker.
...
* Angle transition is not meant to be smooth or scaled to a target, it's just meant to get the player to the necessary angle.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70191 .
2020-10-12 13:15:19 +11:00
Mitchell Richters
1109a90273
- SW: Fix issues with sector object machine guns in InitSobjMachineGun()
following changes in 6476430be6
.
...
* Needed to account for rebase of horizon re-centering from 100 to 0.
* Horizon value here is only for projectile's z and not the player's z.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70199&p=1168858 .
2020-10-12 13:06:21 +11:00
Christoph Oelckers
b4a011300a
- implemented proper delta serialization for sectors and walls.
2020-10-11 21:11:38 +02:00
Christoph Oelckers
f12c6b0319
- removed wallext because its only member 'blend' is not used by anything.
...
This is a feature not worth preserving, render style + alpha should be done directly, not via indirect lookup tables.
2020-10-11 18:44:16 +02:00
Christoph Oelckers
e6bd5989c2
- removed some unused parts from Blood's map loader.
2020-10-11 18:34:58 +02:00
Christoph Oelckers
fd31da3115
- save sectors and walls as JSON
...
This is not optimized yet so saves are a bit larger than necessary.
2020-10-11 18:10:52 +02:00