Commit graph

1901 commits

Author SHA1 Message Date
Christoph Oelckers
5b38343407 - fixed sprite exclusion logic in getzrange.
This was using the wrong flag.
2021-06-09 00:31:54 +02:00
Christoph Oelckers
89344a6023 - Exhumed: precache all frames of tile animations. 2021-06-02 21:31:38 +02:00
Christoph Oelckers
207298aeb4 - fixed compilation (again.) 2021-06-02 21:00:39 +02:00
NoOneBlood
73683b3ebe Remove viewSetSystemMessage() when setting dude flags via command
# Conflicts:
#	source/blood/src/nnexts.cpp
2021-06-02 20:52:49 +02:00
Christoph Oelckers
86082d4c10 - fixed last commit 2021-06-02 20:52:48 +02:00
NoOneBlood
f433c6ee11 Use dude physics as base for debris physics
Remove dude flags commands
Update kModernSlopeChanger
Add stealth dude flag
Update for sector pause/continue motion

# Conflicts:
#	source/blood/src/db.h
#	source/blood/src/nnexts.cpp
#	source/blood/src/nnexts.h

# Conflicts:
#	source/blood/src/nnexts.cpp
2021-06-02 20:52:48 +02:00
Christoph Oelckers
7fa690082e - fixed cherry picked commit.
# Conflicts:
#	source/core/gamecontrol.h
2021-06-02 20:52:47 +02:00
NoOneBlood
3a59243ea0 - Fixed getPlayeById() function in multiplayer.
- Fixed debris physics flags was not properly reset on level restart.
- Added new modern type "kModernSlopeChanger" that can manipulate sector and sprite slopes.
- Allow to drop items and keys for players in multiplayer (gModernMap only).
- Added event commands to manipulate dude flags.
- Patrol enemies (xsprite.dudeFlag4, gModernMap only):
  - Added path markers following.
  - Added stealth mechanics.
  - Added spot target progress bar.
  - Added alarm dude flag.
  - Added blind dude flag.
  - Added deaf dude flag.
  - Added conditions for kModernCondition related to patrol enemies.
- kModernDamager can work like generator and damage anyone in sectors or in map.
- kSectorDamage is not does the damage if in Off state (gModernMap only).
- Additional options kModernSeqSpawner.
- Effects that created with kModernEffectSpawner now inherits offset of the sprite.
- Added kCmdSectorMotionPause and kCmdSectorMotionContinue event commands that allows to pause or continue sector motion (gModernMap only, WIP).
- Various minor fixes.

# Conflicts:
#	source/blood/src/ai.cpp
#	source/blood/src/common_game.h
#	source/blood/src/eventq.cpp
#	source/blood/src/nnexts.cpp
#	source/blood/src/nnexts.h
#	source/blood/src/triggers.cpp
#	source/blood/src/triggers.h
#	source/blood/src/view.cpp

# Conflicts:
#	source/games/blood/src/ai.cpp
#	source/games/blood/src/nnexts.h

# Conflicts:
#	source/games/blood/src/actor.cpp
#	source/games/blood/src/ai.cpp
2021-06-02 20:51:47 +02:00
Christoph Oelckers
c4fa99c891 - ProcessTouchObjects 2021-06-02 20:44:55 +02:00
Christoph Oelckers
f7668fc074 - first pass over ProcessTouchObject 2021-06-02 20:44:54 +02:00
Christoph Oelckers
a7572bca0a - actImpactMissile. 2021-06-02 20:43:14 +02:00
Christoph Oelckers
dc846dcd49 - Duke: avoid clipping against self when executing script logic for floor sprites.
A good place to see the result is a kitchen knife in E4L2 that went missing due to the faulty check.
2021-06-01 21:21:39 +02:00
Christoph Oelckers
454816299e - reorganized loading of textures.
Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts.
This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data.
This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.

All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
2021-06-01 11:05:26 +02:00
Christoph Oelckers
8b507ed606 - enabled the ENDOOM-like text screens when quitting Duke and SW.
Turned out that all they needed was the font.
2021-05-31 23:16:52 +02:00
Christoph Oelckers
9c60ab791b - implemented all needed font overrides for localization. 2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422 - moved all font setup out of the C++ code.
All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
42b70a7d93 - added internationalized fonts.
This still needs a bit of fixing and tweaking but most is working.
2021-05-31 21:20:30 +02:00
Christoph Oelckers
f97b4e830d - pass fonts instead of indices to Blood's viewDrawText function.
As preparation for building a proper font system.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
a7921e4c01 - use the same formula as Duke to offset SW's shadows in Polymost. 2021-05-29 14:04:57 +02:00
Christoph Oelckers
1ea09cd3d2 - removed bogus assert in SW's track setup.
One of the stock maps (WT $airport map.) triggers this assert so it cannot remain.
2021-05-29 13:22:14 +02:00
Christoph Oelckers
db21313c96 - add some hackery to deal with WT's bosses.
This was the result of some gross change to the spawning code which suddenly changed the rules about minibosses.
To reduce the impact, it is only enabled for the "Alien World Order" maps.
2021-05-29 13:12:50 +02:00
Christoph Oelckers
8fae793341 - defined a new constant, CR_NATIVEPAL, to use the font functions with a predefined palette.
This is mainly for code clarification, the value is the same as CR_UNDEFINED.
2021-05-29 11:47:05 +02:00
Christoph Oelckers
d44500863b - removed the multiplayer scoreboard screens.
Since there is no plan to keep them in case MP gets implemented there's no need to maintain them.
These should later be replaced by a generic screen using a better font and a layout that takes higher resolutions into account.
2021-05-27 13:33:54 +02:00
Christoph Oelckers
e10bcf6294 - split the screen job code into a generic and a Raze specific part.
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
d572e56839 - removed the indirection for the global arrays.
No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
ec976d9db7 - RR: fixed double negation in pitch math when throwing dynamite. 2021-05-20 19:06:11 +02:00
Christoph Oelckers
e5236d3423 - SW: fixed sector transfers involving a portal for real this time.
It is not enough to just copy the properties - if this happens the entire portal needs to be reinitialized. The only way to do this is to run CollectPortals again to reset all portals in the map.
2021-05-20 18:52:27 +02:00
Rachael Alexanderson
a75ed91796 - this crash was handled by nothing more than an assert... 2021-05-20 11:02:11 -04:00
Christoph Oelckers
5ee4bc5cca - Blood: handle title screens so that mods changing the original one still display it.
The rules are:
* If CRC of tile 2518 has changed, use that.
* If CRC of tile 2046 has changed, use that.
* If tile 2518 is not present, use tile 2046
* otherwise use tile 2518.

This allows display of Cryptic Passage's title screen while still using the "with Plasma" version for the regular game.
2021-05-19 00:07:50 +02:00
Christoph Oelckers
1d7f4c1f2b - SW: fix sector property transfers involving a portal. 2021-05-18 00:26:57 +02:00
Christoph Oelckers
395de23b21 - Exhumed: Don't autoaim backwards. 2021-05-16 19:20:36 +02:00
Christoph Oelckers
60fe1d32fb - Blood: unpositioned sounds must be limited to one per channel. 2021-05-16 11:51:51 +02:00
Christoph Oelckers
ee559b7ba9 - removed all leftover parts of the native status bars. 2021-05-16 10:35:33 +02:00
Christoph Oelckers
83f151529b - fixed SW status bar. 2021-05-16 10:25:56 +02:00
Christoph Oelckers
8d8b3cda46 - scriptified SW's status bar.
Not tested yet. This just compiles without errors.
2021-05-16 09:34:08 +02:00
Christoph Oelckers
f136330628 - removed the native versions of Duke's and RR's status bar. 2021-05-15 17:15:29 +02:00
Christoph Oelckers
781cb32dcf - fixed all issues with Duke's/RR's status bar. 2021-05-15 16:46:08 +02:00
Christoph Oelckers
f84f58e714 - ported Duke and RR status bars.
Compiles but not tested yet.
2021-05-15 14:27:32 +02:00
Christoph Oelckers
d311792e06 - engine side preparations for Duke Statusbar scriptification.
Mainly, gotweapon had to be reverted to a flat bool array to avoid implementing FixedBitArray for the VM.
Also adding a few new tile names and PushV for string arrays.
2021-05-15 10:44:35 +02:00
Christoph Oelckers
b520d38bc0 - removed the native implementation od Exhumed's status bar. 2021-05-15 10:25:39 +02:00
Christoph Oelckers
663f330684 - fixed GetChunkFrame implementation and one bad GetString call.
Exhumed's status bar is fully working with this.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
b71c725e3e - ported Exhumed's status bar.
Not tested yet.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
5a6121d424 - status bar interface work. 2021-05-15 10:25:38 +02:00
Christoph Oelckers
c716900a3c - handled the remaining arrays that got accessed by the status bar. 2021-05-15 10:25:38 +02:00
Christoph Oelckers
12b7c73393 - turning some of the player arrays into Player members.
For script code we do not want the arrays accessible so all that get accessed need to be moved into the struct first.
2021-05-15 10:25:38 +02:00
Christoph Oelckers
4e182ea5ee - Exhumed: made the status bar independent of static global state.
It will now perform all state change checks itself
2021-05-15 10:25:38 +02:00
Christoph Oelckers
c9361aff76 - Exhumed: moved nPlayerItem into PlayerList 2021-05-15 10:25:37 +02:00
Christoph Oelckers
71f4946879 - Exhumed: changed lung display as well. 2021-05-15 10:25:37 +02:00
Christoph Oelckers
35c07500c3 -Exhumed: changed key display on status bar to be controlled from the status bar itself.
First of 6 externally controlled status bar indicators.
2021-05-15 10:25:37 +02:00
Christoph Oelckers
317238147b - Blood: fixed scriptified MP statusbar code to the point where it compiles.
Mainly to avoid code rot by future changes, this probably cannot remain as it is if MP gets reimplemented.
2021-05-15 10:25:37 +02:00
Christoph Oelckers
5ae1c334fa - Duke: fixed bad check in 'ifnotmoving' CON command. 2021-05-14 10:03:07 +02:00
Christoph Oelckers
645ea1e1ae - SW: better handling for bogus ladders.
If there is no back sector, use the front sector of the wall as the ladder sector.
This at least fixes the badly defined ladder in Wanton Destruction's first map.
2021-05-13 23:28:29 +02:00
Christoph Oelckers
e5dd4a8638 - made the scripted version of Blood's status bar functional. 2021-05-12 21:50:02 +02:00
Christoph Oelckers
778378fd5c - scriptified version of Blood's status bar compiles.
Not tested yet.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
4ad20e4c00 - more preparations for scriptification of Blood's status bar.
* restructured some code that could not be converted as-is due to access to data that should be off-limits to scripts.
* exporting most of PLAYER's member fields.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
5859188d3a - Blood: use names instead of indices to address textures in the status bar drawer.
This is a preparation for scriptification of the status bars. Blood's wasn't using any symbolic constants at all aside from the new HUD fonts.
2021-05-12 21:50:01 +02:00
Christoph Oelckers
cb2bc7967a - fixed the remaining warnings. 2021-05-12 21:50:01 +02:00
Christoph Oelckers
cf22a70d82 - fixed all warnings in Duke. 2021-05-12 21:50:01 +02:00
Christoph Oelckers
694066c4ec - fixed all warnings in Exhumed. 2021-05-12 21:50:01 +02:00
Christoph Oelckers
fb21e39de5 - fixed remaining SW warnings. 2021-05-12 21:50:00 +02:00
Christoph Oelckers
1085b0b7a2 - first batch of SW warning fixes. 2021-05-12 21:49:34 +02:00
Christoph Oelckers
3e2cacfaf6 - silenced warnings in Blood. 2021-05-12 21:49:06 +02:00
Christoph Oelckers
d097c8e635 - removed the non-functional and long abandoned level music alias feature.
With RMAPINFO such a hack is no longer needed for anything.
2021-05-12 21:48:40 +02:00
Christoph Oelckers
03289f5097 - silenced some warnings. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
4c161ae403 - SW: fixed signed-ness issues with SOP-related angle checks. 2021-05-12 00:10:02 +02:00
Christoph Oelckers
633d205d80 - SW: fixed ammo pickup amount. 2021-05-12 00:01:19 +02:00
Christoph Oelckers
bde644f77f - SW: replaced some asserts with proper value checks.
These asserts can actually be triggered by some maps with incorrect setups.
2021-05-11 00:59:23 +02:00
Christoph Oelckers
ae94fb921c - SW: Abort GetInput immediately if no valid sprite is attached to the given player. 2021-05-11 00:52:39 +02:00
Christoph Oelckers
3194efc646 - SW: processWeapon must check for valid player sprites.
On map start it can happen that this gets called with an incompletely set up map.
2021-05-11 00:21:50 +02:00
Christoph Oelckers
10a6515b9a - Exhumed: Fixed weapon swaying intensity, introduced by e76f63e2c0
Note that shifting right by 17 bits vs. shifting right by 16 bits and then multiplying the entire result by 0.5 is not the same here!
2021-05-11 00:12:03 +02:00
Christoph Oelckers
c6991add46 - Blood: fixed null pointer crash in actBurnSprite. 2021-05-11 00:02:26 +02:00
Christoph Oelckers
e40ed2262e - cleanup of 'gotpic' handling. 2021-05-10 20:13:28 +02:00
Christoph Oelckers
e74aca291c - position tweaking for Nam's skies.
Why is this such an utter mess to get skies placed correctly? :(
2021-05-10 20:13:28 +02:00
Christoph Oelckers
fc11f9327a - refactored actDamageSprite 2021-05-10 20:13:28 +02:00
Christoph Oelckers
b8dcd09f77 - reformatting. 2021-05-10 20:13:28 +02:00
Christoph Oelckers
965939957e - split up actKillSprite into several smaller functions.
The biggest problem in here was tracking the lifetime of local variables.
2021-05-10 20:13:28 +02:00
Cacodemon345
ce4b748ff0 Fix compilation with Clang on FreeBSD 2021-05-09 19:52:52 +02:00
Christoph Oelckers
0efe15ae98 - deleted some unused utilities. 2021-05-08 18:06:57 +02:00
Christoph Oelckers
43981bff85 - Duke: fixed mirror setup for new renderer.
A wall must be marked one-way to be used as a mirror.
2021-05-08 16:27:01 +02:00
Christoph Oelckers
de904d3052 . Duke: made the 'lonely effector' error non fatal.
Instead just move the bogus effector sprite out of the way.
2021-05-08 15:41:49 +02:00
Christoph Oelckers
3dfc3e73d2 - only process actually existing mirrors when updating their state. 2021-05-08 15:23:45 +02:00
Kevin Caccamo
6e1554d7ae Fix mirror updates in Shadow Warrior 2021-05-08 14:58:20 +02:00
Christoph Oelckers
8e070343c5 - added default crosshair for Exhumed.
See 1abadb6f1c
2021-05-08 14:49:49 +02:00
Christoph Oelckers
9a5a32c826 - Blood: split out the 'modern dude' part of actKillDude. 2021-05-08 14:43:09 +02:00
Christoph Oelckers
34b7bfc10b - handled the actDrop* functions. 2021-05-08 14:43:08 +02:00
Christoph Oelckers
d1cc7403b3 - actNapalmMove - another previously unnamed function.
# Conflicts:
#	source/games/blood/src/aiunicult.cpp
2021-05-08 14:43:08 +02:00
Christoph Oelckers
23df336ebe - complete cleanup of sub_2A620, now renamed to actRadiusDamage. 2021-05-08 14:43:08 +02:00
Christoph Oelckers
6110ec5cfd - redid ConcussSprite. 2021-05-08 14:43:08 +02:00
Christoph Oelckers
df6a9823e3 - fixed incorrect license in sw/d_menu.cpp.
Should be GPL 2+, not GPL 2.
2021-05-08 00:13:50 +02:00
Christoph Oelckers
db1cf63e7a - SW: fixed bad type for ceiling portals. 2021-05-07 00:23:56 +02:00
Christoph Oelckers
c679f83f75 - make all games return to the main menu when the game is ended with F10.
Duke still went to the intro movies which was a bit problematic.
2021-05-04 11:32:09 +02:00
Christoph Oelckers
0659bda6b6 - SW: clear old user content before allocating a new one.
If old data gets in here it may break the game.
https://github.com/coelckers/Raze/issues/349
2021-05-04 11:11:38 +02:00
Christoph Oelckers
a303da37a9 - added a mapinfo dumper and used it to verify correctness of the data generated from game-native definitions.
Also simplified the levelnumber setup a bit.
2021-05-03 23:00:24 +02:00
Christoph Oelckers
0db8fc6163 - removed UNREFERENCED_PARAMETER macro.
Using C++ standard of not naming such parameters instead.
2021-05-03 19:10:53 +02:00
Christoph Oelckers
7d77b2315f - merged the few remaining contents of mmulti.h into d_net.h 2021-05-03 19:01:00 +02:00
Christoph Oelckers
d206a767b2 - added render workaround for CP07. 2021-05-03 17:48:35 +02:00
Christoph Oelckers
56fcf904b5 - Backend update from GZDoom. 2021-05-03 14:48:55 +02:00
Christoph Oelckers
30b1b046e4 - added an intermediate data structure to decouple the rendering from the immediate map data.
This will be needed for sectors consisting of disjoint parts and for providing some help with addressing rendering anomalies
2021-05-03 00:04:36 +02:00
Christoph Oelckers
8003ab6fa3 Merge branch 'scriptable_cutscenes' into newrenderer 2021-05-02 22:37:46 +02:00
Christoph Oelckers
c9791bc148 - renamed PlayerHorizon function to deconflict with the same-named struct 2021-05-02 21:56:45 +02:00
Christoph Oelckers
698d62bbc6 - merged FixMapInfo into loadcons.
No need to delay the remaining content. The reasons for the separate function no longer exist.
2021-05-02 19:41:24 +02:00
Christoph Oelckers
60d007fa93 - Duke: fixed non-scrolling SE24. 2021-05-02 19:32:20 +02:00
Christoph Oelckers
a1381c0ff2 - fixed Blood cutscene setup to avoid dependency on the sound code initialization.
It now only stores the sound name or ID but not the internal index which is only looked up when needed.
2021-05-02 18:10:59 +02:00
Christoph Oelckers
dfd47ea33a - migrated SW to RMAPINFO as well.
Also removed the 'definecutscene' code from the .def parser as this was never meant to be more than a temporary solution.
2021-05-02 17:35:25 +02:00
Christoph Oelckers
4b064b9f34 - migrated Exhumed's level setup to RMAPINFO.
This game never had a proper setup so this also fixes the crashes with visiting the multiplayer maps.
2021-05-02 15:54:19 +02:00
Christoph Oelckers
bb9d492db6 - migrated RRRA as well. 2021-05-02 14:01:10 +02:00
Christoph Oelckers
6f4e380728 - migrated RR's cutscene definitions.
Also turned several level-specific init options into map flags or map parameters.
2021-05-02 13:12:24 +02:00
Christoph Oelckers
dbd179be5c - RR progression fixes.
* E1L7 abuses an 'end the game' command to progress to E2L1, this needs special treatment.
* handle ENDGAME.MAP more cleanly by injecting an 'engine.con' into the compilation chain to define its map record. The main issue with this is that it needs to be defined before the regular CONs run.
* check the already defined 'clearinventory' and 'clearweapons' flags that are exposed through RMAPINFO (Duke/RR only so far.)
2021-05-02 10:55:22 +02:00
Christoph Oelckers
9bc210fe35 - fixed RR weapon clearing in E2L2 and RRRA E1L3. 2021-05-02 10:37:20 +02:00
Christoph Oelckers
1798380f23 - adapted map transition in Duke/RR.
There's still some issues which will be taken care of by adding map flags.
2021-05-02 10:35:43 +02:00
Christoph Oelckers
e9385ed4e8 - adapted Blood to the new level progression features and simplified several parts, particularly the clumsy retrieval of the next level.
Some cheats in Duke will not work correctly with this commit!
2021-05-02 09:08:57 +02:00
Christoph Oelckers
93bfc35ad6 - use the volumes to find the starting maps for the menu and the clusters for the cutscenes. 2021-05-02 01:01:30 +02:00
Christoph Oelckers
825963661b - migrated volumes to the new storage. 2021-05-02 00:35:56 +02:00
Christoph Oelckers
727244d52d - changed 3 places to call the proper map progression function.
These ignored the explicit settings in the map definition.
2021-05-01 23:10:04 +02:00
Christoph Oelckers
f3eb476fbf - minor cleanup. 2021-05-01 23:09:24 +02:00
Christoph Oelckers
13b21d3ed9 - removed script access to variables that no longer contain what they once did. 2021-05-01 23:08:51 +02:00
Christoph Oelckers
f732d4ec64 - added MAPINFO parser, based on GZDoom's.
This isn't hooked up yet, but all necessary structures and fields have been added so that selected pieces can be tested.
2021-05-01 22:52:28 +02:00
Christoph Oelckers
e0ec0f24d0 - fixed Blood's HUD time display.
This somehow got lost.
2021-05-01 20:08:51 +02:00
Christoph Oelckers
10395688bf - must restore the laptop background of Exhumed's LEV20 cutscene each frame.
Also fixed the variable names in this function.
2021-04-30 20:08:36 +02:00
Christoph Oelckers
4069a5096a - scriptified Exhumed's 2D content (minus the programmatic textures.) 2021-04-30 20:08:36 +02:00
Christoph Oelckers
5b54e9c1ad - removed the 26 factor from Duke's par times.
What were they thinking?
2021-04-30 20:08:36 +02:00
Christoph Oelckers
5959543380 - hooked up SW's intermission handling. 2021-04-30 20:08:36 +02:00
Christoph Oelckers
aa148d602c - scriptified SW's 2D screens.
Compiles but not tested yet.
2021-04-30 20:08:35 +02:00
Christoph Oelckers
d5db898236 - fixed bad level number for weapon removal in RRRA. 2021-04-30 20:08:35 +02:00
Christoph Oelckers
fa2bcf563a - forgot to save these. 2021-04-30 20:08:35 +02:00
Christoph Oelckers
b65dfb6145 - check r_precache in all games. 2021-04-30 20:08:35 +02:00
Christoph Oelckers
eaf5e1fba5 - Cutscene support in Blood.
Intro tested, rest to do.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
869dbd70e5 - fixed the design by merging the episode start handler into ShowIntermission.
Tying the start-of-episode cutscene to the cluster does not really work because it gets triggered by all maps of the cluster.
All currently existing intro cutscenes are tied to the map anyway.
Also correcting transition movie name for RRRA E2L1.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
6d743ce921 - most of the summary screen is working 2021-04-30 20:08:33 +02:00
Christoph Oelckers
0dc6980e5c - made episode intro cutscenes a game independent feature.
So far only defined for Duke E4 but all the logic is outside the game code now and can be universally handled.
2021-04-30 20:08:33 +02:00
Christoph Oelckers
3c27ec8cbd - tested all of Duke's and RR's cutscenes. 2021-04-30 20:08:33 +02:00
Christoph Oelckers
1166b00af2 - switched intro movie playing over to the new system
Not tested yet.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
e05f900315 - added the data structures to hold the cutscene data. 2021-04-30 20:08:31 +02:00
Christoph Oelckers
21aa5c9234 - added game flags for all supported add-ons. 2021-04-30 20:08:31 +02:00
Christoph Oelckers
88dfb93865 - redid Duke cutscene code to use functions, not classes as exports and added the missing screens.
Functions are better because they allow doing more in the internal setup code.
2021-04-30 20:08:31 +02:00
Christoph Oelckers
66799d9a6d - more screen job setup work.
* interface for movie player done.
* first cutscene definition done.
* all converted classes removed from C++ code.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
4ff2010bd1 - moved the entire screen job management to the script side.
This isn't hooked up yet and lots of code is commented out, the games won't start with this commit.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
d853b63a1a - RR summary screen 2021-04-30 20:08:29 +02:00
Christoph Oelckers
c07fcbee08 - migrated level summary screen. 2021-04-30 20:08:24 +02:00
Christoph Oelckers
7fbe153ae7 - more Duke screen porting. 2021-04-30 20:08:24 +02:00
Christoph Oelckers
b0163ff729 - made the end of E1 cutscene a bit more scripting friendly. 2021-04-30 20:08:24 +02:00
Christoph Oelckers
e75f0c17e4 - ported the TitleScreen class. 2021-04-30 20:08:23 +02:00
Christoph Oelckers
1022564cab - initial framework for scriptification of screen jobs. 2021-04-30 20:08:23 +02:00
Christoph Oelckers
4a7430c8e4 - got rid of JobDesc. 2021-04-30 20:08:23 +02:00
Christoph Oelckers
71e5f9b70f - changed screen job list to work without per-job completion callbacks.
They made things more complex than necessary and do not translate well to scripting.
2021-04-30 20:08:22 +02:00
Christoph Oelckers
fb5e2fe0c0 - use flags instead of bools. 2021-04-30 20:08:22 +02:00
Christoph Oelckers
af3eac8456 - simplified screen job setup where all elements can be skipped in one go. 2021-04-30 20:08:22 +02:00
Mitchell Richters
9bebd7fabf - Remove max ammo fudging for when showing the magazine amount for Duke since it overrides ammo maximums set from CON. 2021-04-26 12:35:07 +10:00
Christoph Oelckers
8c379f7a44 Merge branch 'master' into newrenderer 2021-04-25 11:33:47 +02:00
Christoph Oelckers
ad28630df6 - offloaded map patches to data files.
This is a lot easier to manage than having them in the code.
For now it piggybacks on the map hack feature, later this should use the same scripted approach as GZDoom.
2021-04-24 23:07:35 +02:00
Christoph Oelckers
c05df44ad4 - fixed the check for RR's geometry effect.
This always got triggered for Duke which made the entire map render 3 times. The most obvious effect was reduced translucency.
2021-04-23 21:36:51 +02:00
Christoph Oelckers
3766c5aed0 - restored original palette handling for access cards that got broken in 242f958c41
Unlike all the other HUD sprites this one works differently.
2021-04-23 19:36:55 +02:00
Christoph Oelckers
bf23d6c3b0 - corrected level number for RR's summary screen. 2021-04-23 16:07:04 +02:00
Christoph Oelckers
14971f9569 Merge branch 'master' into newrenderer 2021-04-22 00:10:37 +02:00
Christoph Oelckers
729928c576 - SW: fixed bad serialization of sector object pointers 2021-04-22 00:03:18 +02:00
Christoph Oelckers
a4f5a32680 - fixed issue with restoring SO sprite array.
This array has -1 for empty entries so it cannot be saved partially.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
c3e5cf322e - SW: cleaned up the depth variable handling in SECT_USER which was endian dependent, including the savegame handler 2021-04-22 00:03:17 +02:00
Christoph Oelckers
c17ec5fa45 - cleanup of savegame framework 2021-04-22 00:03:17 +02:00
Christoph Oelckers
b85da221d7 - SW: save tracks as JSON. 2021-04-22 00:03:17 +02:00
Christoph Oelckers
bb8309831c - SW: eliminated the int pointer in ANIM.
# Conflicts:
#	source/games/sw/src/save.cpp
2021-04-22 00:03:16 +02:00
Christoph Oelckers
c49c5fcf1d - SW: serialize SO interpolations as JSON. 2021-04-22 00:03:16 +02:00
Christoph Oelckers
2d571586bd - save sector objects as JSON 2021-04-22 00:03:16 +02:00
Christoph Oelckers
e9b1342ffd - SW: save globals as JSON. 2021-04-22 00:03:16 +02:00
Christoph Oelckers
66e5b9ada7 - SW: save SectUser as JSON, also store in a managed array. 2021-04-22 00:03:16 +02:00
Christoph Oelckers
06b03f7301 - SW: save the player and related data as JSON. 2021-04-22 00:03:15 +02:00
Christoph Oelckers
9bae2295cc - better USER clearing. 2021-04-22 00:03:15 +02:00
Christoph Oelckers
8fee2b3ed7 - save SW's User array as JSON. 2021-04-22 00:03:15 +02:00
Christoph Oelckers
32955621f8 - removed all parental lock garbage from SW.
Better get rid of it as it's a major complication as implemented.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
bbb53bc717 - refactored the main User array into something that's automatically managed. 2021-04-22 00:03:14 +02:00
Christoph Oelckers
cd45a1f035 - made more parts of USER serialization friendly. 2021-04-22 00:03:14 +02:00
Christoph Oelckers
dcb393bc44 - started reorganizing SW's memory management.
Need to get rid of all those unmanaged allocations and present game data in an easily serializable form.
This adds a managed TPointer class that replicates the useful parts of std::unique_pointer but steers clear of its properties that often render it useless.
2021-04-22 00:03:14 +02:00
Mitchell Richters
93edeac791 - Clean-up of input functions.
* Remove unused `getincanglef()`.
* Remove unused `getincangleq16()`.
* In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload.
* Rename `PlayerAngle` method `applylook()` to `applyinput()`.
* Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`.
* In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0.
* In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin.
* In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
2021-04-21 20:41:04 +10:00
Christoph Oelckers
f51872db25 Merge branch 'master' into newrenderer 2021-04-20 20:46:06 +02:00
Christoph Oelckers
aaad546729 - palookup. 2021-04-20 20:21:51 +02:00
Christoph Oelckers
9e40e49c2c - generalized the special key handling for skipping cutscenes. 2021-04-20 15:01:26 +02:00
Mitchell Richters
0c5729b0f6 - SW: Ensure all sprite angles are backed up in the ticker.
* Fixes #326.
2021-04-20 21:33:42 +10:00
Mitchell Richters
d34070b8ae - gameinput.h: Remove precise bool from horizsumfrac(), look_anghalf() and looking_arc() added in a4895cb270.
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
2021-04-20 21:12:17 +10:00
Mitchell Richters
2f696e1a95 Merge branch 'master' into newrenderer 2021-04-19 20:50:37 +10:00
Mitchell Richters
de06030ea0 - gameinput.cpp: Make sethorizon(), applylook() and calcviewpitch() class functions of PlayerHorizon and PlayerAngle where appropriate. 2021-04-19 20:50:10 +10:00
Mitchell Richters
1daa346fdd - Exhumed: Make SB_CENTERVIEW work properly when cl_syncinput 1 is set. 2021-04-19 20:24:11 +10:00
Mitchell Richters
4eaf05d95e - Duke: Fix bad vehicle speed clamp change from e79c6bacd3.
- Fixes #325.
- 🤦
2021-04-19 19:33:13 +10:00
Mitchell Richters
171d541112 Merge branch 'master' into newrenderer 2021-04-18 10:05:10 +10:00
Mitchell Richters
3961fcc28a - Exhumed: When returning to center after going up/down stairs etc (slope tilting), don't use the backend's aim/look up/down return to center code as it's slower. 2021-04-18 10:04:17 +10:00
Christoph Oelckers
eb912604d2 - RFS compatibility with GDX: The outermost path component can be left out. 2021-04-17 23:59:10 +02:00
Christoph Oelckers
82194bbf6b Merge branch 'master' into newrenderer
# Conflicts:
#	source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
d2c9b5979d - gave key 7 a proper spawn record using the blue outline as image.
A proper definition here is needed to allow dropping this item.
The original code had a picnum of -1 here which caused crashes.
2021-04-17 12:05:37 +02:00
Christoph Oelckers
0cdb7a53ce - more char removal - mostly weapon.cpp 2021-04-17 10:34:12 +02:00
Christoph Oelckers
9828b0228e - made type of shade variables consistent.
Some were char, some signed char and the initializers needed type casts.
This wasn't serious but created a lot of casting noise.
2021-04-17 10:22:00 +02:00
Christoph Oelckers
ada28d8d04 - Blood: replaced 'unsigned char' with 'uint8_t' and 'signed char' with 'int8_t'.
Preparation for getting rid of all those excessively used plain chars which are a menace to code stability.
2021-04-17 10:14:03 +02:00
Christoph Oelckers
839547a9fc - Blood: gave FXDATA meaningful member names 2021-04-17 10:12:40 +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
091a9b7fef - fixed Exhumed laptop cutscene. 2021-04-17 00:01:28 +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
49e07a47c6 - now that everything is fixed, the map in Exhumed can be initiated from the console. 2021-04-16 22:40:21 +02:00
Christoph Oelckers
03d517c509 - removed debug assert. 2021-04-16 22:16:21 +02:00
Christoph Oelckers
1852c0b802 - properly pause the screen job player if the menu is open.
Still needs a bit of work for movies with embedded streaming sound.
2021-04-16 22:03:01 +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
e580407d7d - the remaining Exhumed screens.
These are not tested yet, a bit more work is needed to allow this.
2021-04-16 20:48:40 +02:00
Christoph Oelckers
a43259c40c - Exhumed's map. 2021-04-16 20:10:46 +02:00
Christoph Oelckers
fed15a79e4 - Exhumed's intro screens. 2021-04-16 20:08:20 +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
Mitchell Richters
be4fbbf9ec - Exhumed: Hide player panning code behind cl_slopetilting.
* Fixes #303. again.
2021-04-16 23:37:05 +10:00
Christoph Oelckers
9c5f3f3673 - Exhumed: Skip the map when changing levels from the console.
The current screen job implementation does not coexist well with UI elements.
More like a hotfix, the screen job framework needs to be redone for properly handling input.
2021-04-15 23:04:14 +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
9a58299bee Merge branch 'master' into newrenderer2 2021-04-14 22:37:59 +02:00
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
Mitchell Richters
7b57df3c8f - Exhumed: Redo player panning code.
* Initial implementation from d32dcd5f8e was not working properly and already had some workarounds for when the player was underwater, etc.
* Re-read implementation in GDX and rebased off of it.
* Fixes #303.
2021-04-13 21:56:01 +10:00
Christoph Oelckers
eaebcfcd7d - Exhumed: hotfix for moving on sloped floors 2021-04-13 00:31:50 +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
efe76a6647 - Blood: fixed crash with badly defined drop objects.
Got -1 for picnum there, this was causing crashes.
2021-04-12 16:32:42 +02:00
Christoph Oelckers
10d0de8dbf Merge branch 'master' into newrenderer2 2021-04-12 15:06:12 +02:00
Christoph Oelckers
f87e40131f - Blood: add a dummy sound entry at index 0.
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play.
This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
d25838fe15 - Blood: fixed issue with INI detection when having content added by RFS files. 2021-04-12 00:31:36 +02:00
Christoph Oelckers
9b977ba96e - fixed mixup of values 0 and -1 in sound code.
0 means 'default', -1 means 'silent'. This caused playback issues for useSoundGen. All other places were passing proper volume values along, this is the only one to read the volume from map data.
2021-04-11 22:42:24 +02:00
Christoph Oelckers
6142f9d795 - added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
2021-04-11 21:14:09 +02:00
Christoph Oelckers
fd6a71cac5 - fixed a random crash with an empty sprite I just experienced. 2021-04-11 21:14:09 +02:00
Christoph Oelckers
aebcc13c4a - migrated voxel parsing stuff. 2021-04-11 18:37:11 +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
Christoph Oelckers
0ee28fb45e - also handle SW's voxels. 2021-04-11 13:38:23 +02:00
Christoph Oelckers
32250f704f - mograted Blood's precaching to the backend's implementation. 2021-04-11 12:42:59 +02:00
Christoph Oelckers
6342926871 - disabled the QAV preload calls in Blood.
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +02:00
Christoph Oelckers
d663d84596 - changed precaching setup for Exhumed.
This looks overly simplistic - I doubt it's enough to catch everything.
2021-04-11 10:54:10 +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
387c62d584 - rewrote SW's precaching code.
* made it palette aware
* use backend facilities to track precached data.
* fixes bug in animation precaching loops - they only precached the base index over and over again.
2021-04-11 10:20:52 +02:00
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
057b8a7354 - cleanup of bvectan family of functions.
This can be greatly simplified to a single bvectangbam function using atan2 directly.
2021-04-10 12:54:29 +02:00
Christoph Oelckers
b4d89cbac3 - got rid of the remaining occurences of gethiq16angle and all related tables. 2021-04-10 12:10:28 +02:00
Christoph Oelckers
02dedaad46 - Blood: undid restriction for original QAV for Guns Akimbo shotgun fix. 2021-04-09 22:48:39 +02:00
Christoph Oelckers
19a4c12e6a - Blood: undid restriction for original QAV for Guns Akimbo shotgun fix. 2021-04-09 22:11:16 +02:00
Christoph Oelckers
333581a084 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
Christoph Oelckers
2820c50f3e - Blood: let the RFS parser handle forward slashes when cutting out the base directory of a given file name. 2021-04-09 18:25:32 +02:00
Christoph Oelckers
a530dfbe35 Merge branch 'master' into newrenderer2 2021-04-08 18:52:54 +02:00
Christoph Oelckers
a53ed46bae - fixed item placement on SW minihud.
Fixes #295
2021-04-08 17:43:56 +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
a80c5db02b - forgot to save the Exhumed part of the last commit 2021-04-07 21:37:01 +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
3a34043267 Merge branch 'master' into newrenderer2 2021-04-07 15:12:27 +02:00
Christoph Oelckers
4a6a999f89 - SW: fixed interpolation for sector object sprites.
When checking for an existing interpolation it needs to check the actual sprite, not just the interpolation type.
2021-04-07 15:08:26 +02:00
Christoph Oelckers
0b79649dc2 Merge branch 'master' into newrenderer2 2021-04-06 16:14:21 +02:00
Christoph Oelckers
bfcedc2177 - autodetect .inis when loading Blood mods.
This works as long as the loaded mods have one single .ini file in them - in that case it is assumed that it is supposed to replace blood.ini, which will allow dragging & dropping such archives without further user intervention.
2021-04-06 00:57:31 +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
ea91b5ba5d - added a map patch for SW:WT's 'skyline' map.
This contains a badly tagged sky sector that makes the new renderer glitch out.
2021-04-04 18:57:03 +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
a298a3d3df - disabled 'isRunning' in Blood entirely.
After discovering yet another misbehaving place in the game I think it can be safely concluded that this is better left off unconditionally.
The only remaining place where this still gets checked is in nnexts, but I wouldn't expect this to work either.
Fixes #292
2021-04-04 09:35:05 +02:00
Christoph Oelckers
ebac57fb4f - fixed music in Blood's menu
This is only supposed to play for the fade-in of the background but needs to stop when the menu appears.
Fixes #291
2021-04-04 09:25:41 +02:00
Christoph Oelckers
952bccbf5f - added a check for game-side-defined voxels when discarding one-sided wall sprites viewed from the back. 2021-04-03 21:49:28 +02:00
Christoph Oelckers
9c95c902c7 - added a check for game-side-defined voxels when discarding one-sided wall sprites viewed from the back. 2021-04-03 21:40:16 +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
7bea8ad6ba - fixed texture overlays for SW's sector portals. 2021-03-30 23:27:11 +02:00
Christoph Oelckers
a84060fda7 - SW: mark sector as dirty in wallmove. 2021-03-30 21:51:37 +02:00
Christoph Oelckers
f6984314b7 - SW: let sector objects properly invalidate the sector they are in. 2021-03-30 21:28:27 +02:00
Christoph Oelckers
92bb9c5319 - fixed display of player in mirrors. 2021-03-29 21:48:23 +02:00
Christoph Oelckers
18cf208b7d - fixed SW shadows in new renderer.
shade clamping and full sprite sort was missing,
2021-03-28 22:29:13 +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
81a690970b - SW: hide the player sprite before calling the renderer. 2021-03-28 15:28:08 +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
fd0e9824b6 - call the game specific analyzesprites functions. 2021-03-26 15:06:14 +01:00
Christoph Oelckers
be7bca8e9e - expose animatesprite set of functions to new renderer as a callback. 2021-03-26 10:05:01 +01:00
Christoph Oelckers
0b1e81023f - added sprite collection loop to ProcessSector and did a bit of cleanup on the TSprite code. 2021-03-25 23:16:32 +01:00
Christoph Oelckers
f6568fee0c - rewrote SW portal setup to use static data instead of ad-hoc setup.
This was by far the messiest game, there's two reasons for this.
First, the portal links do not need to be in an actual portal sector, so they cannot be used to detect portal sectors.
Second, the game moves portals in place, so all offsets are (0,0,0) so that not even these can be used for detection.

The only working method is the super-complicated original way to look up portals at run time, just being done at map start.
Having static portal links should reduce the render glitches quite significantly because the renderer knows now which sectors belong to a portal and can use this information to ensure proper processing.
2021-03-25 21:21:48 +01:00