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
Christoph Oelckers
af54cf3a3c
- made SW's sector portals operational.
...
Unlike the other games these are so poorly defined that the engine has to rely on the original fudging to pick the proper portal to link to. As a result they are just as limited as they always were.
In addition all the portal search code had to be reinstated.
2021-03-25 16:45:40 +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
dbbdfaa4ba
- sector portals in Blood are working.
2021-03-24 23:11:06 +01:00
Christoph Oelckers
b7e8815133
- some further lightening of compat.h.
2021-03-24 21:13:36 +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
09a9e14feb
- set up engine portals for SW.
...
Also moving more code to _polymost.cpp which is only needed for ad-hoc lookup of portals with a client side implementation of a two-layer renderer.
2021-03-21 17:04:06 +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
ecd6e68d69
- made render call adjustments to Exhumed.
...
This one was easy - no special cases at all. :)
2021-03-21 11:48:18 +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
9f36ef69e6
- fixed variable name clash caused by viewUpdateShake's global variables.
...
removed the redundant call in the Ticker, because all its results are discarded.
Use arguments instead of global variables to pass data around.
2021-03-21 08:58:38 +01:00
Christoph Oelckers
d42ce0ee7e
- WIP
2021-03-20 23:01:16 +01:00
Christoph Oelckers
4109a256ac
- Blood: cleanup of render code.
...
Renaming of disassembly variables and moving of disabled Crystal Ball renderer to a separate function.
2021-03-20 19:20:42 +01:00
Christoph Oelckers
91957e40f1
- moved some original Raze code out if the Build folder.
2021-03-20 17:08:55 +01:00
Christoph Oelckers
30f4e2b29d
- replaced the engine automap drawer with one leveraging the newly added sector geometry data.
...
This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00
Christoph Oelckers
5a0c8da6bf
- Duke: fixed some incorrect assignments in CON parser
2021-03-19 23:18:09 +01:00
Christoph Oelckers
3df5c440f9
- added some helpers to make it easier to determine if a sector's geometry has been altered.
...
Walls had no sector reference so this was added for marking the sector as altered when a vertex gets dragged around.
2021-03-19 23:18:09 +01:00
Christoph Oelckers
a5b3a1dd3e
- removed some unused things from engine.cpp.
2021-03-19 15:12:54 +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
9ebd8fd4a5
- put all of Polymost in a namespace.
...
So that its static variables are properly separated from the rest.
2021-03-17 15:55:25 +01:00
Christoph Oelckers
7c68261fbf
- redirect Exhumed's shareware exit to the main menu.
2021-03-15 18:58:28 +01:00
Christoph Oelckers
834da8b83b
- Exhumed: refresh the status bar after loading a saved game.
...
It is actually not necessary to save the state - but the RefreshStatus function must be called to update all current values.
Fixes #282
2021-03-14 12:57:23 +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
d7f720664a
- Exhumed: fixed uninitialized variables in Queen boss when reloading a savegame.
2021-03-09 22:18:43 +01:00
Christoph Oelckers
df742d25db
- Exhumed: Replace asserts for range checks with if's.
...
Asserts are mere debugging aids, the code was still trashing valid date in release builds.
2021-03-09 20:02:08 +01:00
Christoph Oelckers
e375c799ce
- CommonLoon102's weapon fixes from NBlood:
...
Fix bug when switching to another weapon from the spray while firing with primary fire won't switch to the new weapon. And telling Caleb not to put away his lighter if the spray is being switched to TNT.
Do not put away lighter after TNT is thrown if while throwing the weapon was switched already to spray.
Do not put away lighter if TNT was selected while throwing a spray can.
Fix next/prev weapon
2021-03-09 09:31:04 +01:00
Christoph Oelckers
ad8654ed06
- fixed maphack loader.
...
The duplicate 'currentSprite' variable prevented it from doing anything.
Also cleaned up the interface a bit to avoid using a global variable for parameter passing.
Fixes #279
2021-03-07 09:39:16 +01:00
Christoph Oelckers
5b85105762
- re-added the fix for the inverted card reader in Twin Dragon's Map 10.
...
This accidentally got lost when the one-sided key fix was generalized.
2021-03-06 12:20:03 +01:00
Christoph Oelckers
57a6bfcdcd
- Blood: fixed typo in map loader that overwrote the floor y panning offset with its fractional part.
2021-03-03 13:26:58 +01:00
Christoph Oelckers
bbd5c0ac8b
- transitioned voxel rendering to use the backend's implementation.
2021-03-02 17:10:34 +01:00
Christoph Oelckers
4b59acd251
- Blood: Check the sound's internal loop flag when playing a sound.
...
Fixes #275
2021-03-02 11:59:20 +01:00
Mitchell Richters
e0f1a83f40
Revert "- SW: Alt implementation for preparing a nuke."
...
This reverts commit 4fcec5f6d3
.
Functionality wasn't working properly, most players will never use it and care only for 100% originality. Was a nice idea, though.
# Conflicts:
# source/core/gamecvars.cpp
# source/games/sw/src/panel.cpp
2021-03-02 20:02:20 +11:00
Christoph Oelckers
b9050b1a35
- Blood: properly clip the gauge for throwing dynamite force instead of stretching it.
2021-03-02 03:31:10 +01:00
Christoph Oelckers
a7dc86583f
- Blood: commented out cultist code that should not be entered due to the 'isrunning' bug.
2021-03-02 03:04:14 +01:00
Christoph Oelckers
34bda2c962
- address excessive view swaying in Blood.
...
It is totally unclear what happened here in the original code, but the info apparently never reached the place where it's being checked. BloodGDX just ignores it so we do now, too.
2021-03-01 19:28:47 +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
fa8ca81460
- SW: added persistent copy of oz.
...
The door movement code uses oz for its position checks so we need a persistent version of it that survives uncontrolled changes from the engine side.
2021-02-28 12:35:34 +01:00
Christoph Oelckers
d31fe01b6d
- skill stuff for Exhumed.
...
Just for fun. ;)
2021-02-27 14:08:08 +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
1e8ebf2306
- removed unused variables in Exhumed's status bar code.
2021-02-27 12:37:25 +01:00
Christoph Oelckers
d0cf9d65e7
- use 2D size in 2D code, not the engine's screen dimensions.
2021-02-27 12:33:47 +01:00
Christoph Oelckers
e470c59263
- Exhumed: Set opos for all dynamically spawned sprites.
...
Fixes #253
Let's hope this covers everything, the code is a bit scattered...
2021-02-27 00:16:03 +01:00
Christoph Oelckers
b15810e173
- SW: fixed crash with credits screen and CD tracks missing.
2021-02-26 18:58:13 +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
Christoph Oelckers
99f1f0952a
- little bit of engine cleanup.
2021-02-25 12:16:21 +01:00
Mitchell Richters
1d48ac537a
- Exhumed: Replace original chasecam code with calcChaseCamPos()
within game.
2021-02-18 22:14:39 +11:00
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
Christoph Oelckers
a0be30facb
Revert "- Exhumed: Tune x offset alignment in DrawStatusAnims()
following changes in 220283d1ec3cba03f455bd96bcf130df777b5635."
...
This reverts commit c08583ebc1
.
This does not work as intended.
Fixes #261
# Conflicts:
# source/games/exhumed/src/status.cpp
2021-01-30 10:55:58 +01:00
sinisterseed
19e7419896
- Exhumed: Fixed key offsets.
...
An int can't store a float, effectively truncating to 0 and not holding the 0.5. Thanks MJ :) .
Partially addresses #262 - The Torch icon bouncing in the HUD still remains.
2021-01-30 11:50:33 +02:00
Mitchell Richters
f11501883d
- Exhumed: Make 3rd person camera properly interpolated.
2021-01-30 11:23:38 +11:00
Mitchell Richters
e66960d9fc
- Exhumed: Ensure ox/oy/oz sprite positions are set when warping to coordinates.
2021-01-30 11:22:46 +11:00
Mitchell Richters
c08583ebc1
- Exhumed: Tune x offset alignment in DrawStatusAnims()
following changes in 220283d1ec
.
2021-01-29 22:11:03 +11:00
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
8cf3e50ade
- removed bad 'pos' setup in PreDrawStackedWater
...
This was a) supposed to set 'opos' not 'pos' and is b) redundant because here both Users point to the same sprite.
Fixes #261
2021-01-25 18:07:49 +01:00
Christoph Oelckers
981a2c7e5c
- Exhumed: restored old static switch array.
...
There's side effects in here that broke the door logic and made doors automatically open sometimes.
2021-01-24 14:49:51 +01:00
Christoph Oelckers
1ab11a02e2
- RR: fixed player input for diving.
...
Fixes #260
2021-01-24 08:59:08 +01:00
Christoph Oelckers
7f75b2274f
- code updates from PCExhumed.
2021-01-19 09:44:16 +01:00
Rachael Alexanderson
47f0370512
- add some 21:9 presets
2021-01-18 06:25:04 -05:00
Christoph Oelckers
042795612e
- Exhumed: Refined sector movement code so that pickups get always moved even when not touching the floor.
...
... because it seems to be inevitable that games have to exploit some implementation shortcomings...
2021-01-16 23:42:34 +01:00
Christoph Oelckers
c342594691
- Exhumed: fixed wall scrollers.
2021-01-14 23:55:45 +01:00
Christoph Oelckers
91f8df48c6
- Exhumed: changed MoveSectorSprites so it only moves sprites that actually stand on the sector's floor.
...
Since this had no check for z it even moved things floating above a lift or players hanging over a dropoff with the lift below.
2021-01-12 20:57:28 +01:00
Christoph Oelckers
fc11f537f7
- project cleanup
...
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +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
0f3da7194a
- actually compile the game code as larger units and integrate them in the main project.
...
This eliminates the problematic subprojects for good.
Compiling the games as larger units is necessary because otherwise compile times will break down on MSVC.
2021-01-04 11:52:10 +01:00
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