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
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
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
c05df44ad4
- fixed the check for RR's geometry effect.
...
This always got triggered for Duke which made the entire map render 3 times. The most obvious effect was reduced translucency.
2021-04-23 21:36:51 +02:00
Christoph Oelckers
3766c5aed0
- restored original palette handling for access cards that got broken in 242f958c41
...
Unlike all the other HUD sprites this one works differently.
2021-04-23 19:36:55 +02:00
Christoph Oelckers
bf23d6c3b0
- corrected level number for RR's summary screen.
2021-04-23 16:07:04 +02:00
Mitchell Richters
93edeac791
- Clean-up of input functions.
...
* Remove unused `getincanglef()`.
* Remove unused `getincangleq16()`.
* In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload.
* Rename `PlayerAngle` method `applylook()` to `applyinput()`.
* Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`.
* In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0.
* In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin.
* In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
2021-04-21 20:41:04 +10:00
Christoph Oelckers
f51872db25
Merge branch 'master' into newrenderer
2021-04-20 20:46:06 +02:00
Christoph Oelckers
aaad546729
- palookup.
2021-04-20 20:21:51 +02:00
Christoph Oelckers
9e40e49c2c
- generalized the special key handling for skipping cutscenes.
2021-04-20 15:01:26 +02:00
Mitchell Richters
d34070b8ae
- gameinput.h: Remove precise bool from horizsumfrac()
, look_anghalf()
and looking_arc()
added in a4895cb270
.
...
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
2021-04-20 21:12:17 +10:00
Mitchell Richters
2f696e1a95
Merge branch 'master' into newrenderer
2021-04-19 20:50:37 +10:00
Mitchell Richters
de06030ea0
- gameinput.cpp: Make sethorizon()
, applylook()
and calcviewpitch()
class functions of PlayerHorizon
and PlayerAngle
where appropriate.
2021-04-19 20:50:10 +10:00
Mitchell Richters
4eaf05d95e
- Duke: Fix bad vehicle speed clamp change from e79c6bacd3
.
...
- Fixes #325 .
- 🤦
2021-04-19 19:33:13 +10:00
Christoph Oelckers
82194bbf6b
Merge branch 'master' into newrenderer
...
# Conflicts:
# source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
42b87362ee
- When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
...
This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes.
Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
2021-04-17 09:37:38 +02:00
Christoph Oelckers
2b9a527aba
- added a 'Start' method to DScreenJob.
...
Since the menu pauses the ticker this is needed to perform initial setup before the first frame.
2021-04-16 23:29:53 +02:00
Christoph Oelckers
2942e011bf
- cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer.
2021-04-16 21:27:54 +02:00
Christoph Oelckers
4950b556c9
- handled SW's screens.
2021-04-16 18:43:59 +02:00
Christoph Oelckers
9dff494e6c
- handle all of RR's screens.
2021-04-16 17:38:05 +02:00
Christoph Oelckers
f4b089b776
- fixed bad sound checkin Duke's intermission.
2021-04-16 17:37:08 +02:00
Christoph Oelckers
7895d67b18
- ported the Duke intermission screen.
...
This also got its timing code thoroughly cleaned up.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
a78af92959
- migrated the Duke end of episode animations.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
2a2c85c082
- migrated Duke's intro images and the first episode's ending animation.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
6ed1d5e678
- DBlackScreen and DImageScreen migrated to event-based handling.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
dc8b72b2ce
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/games/duke/src/actors.cpp
# source/games/duke/src/hudweapon_d.cpp
# source/games/duke/src/hudweapon_r.cpp
# source/games/duke/src/render.cpp
2021-04-15 19:34:03 +02:00
Christoph Oelckers
96d78ab9e6
- made DukeActor::s a pointer.
...
As a reference we would never be able to export this to scripting
2021-04-15 19:21:43 +02:00
Christoph Oelckers
61a6321cd6
- Exhumed: Change map command to start the level directly without going through the scrolling map.
2021-04-15 18:55:54 +02:00
Mitchell Richters
e79c6bacd3
- Duke: Clamp RRRA vehicle input in processVehicleInput()
.
2021-04-15 18:59:07 +10:00
Mitchell Richters
2176435831
- Duke: Replace sprite z pos numeric values with correct enum values for each game.
2021-04-15 18:02:16 +10:00
Mitchell Richters
6cebd7fca2
Merge branch 'master' into newrenderer2
2021-04-15 18:01:26 +10:00
Mitchell Richters
aeb16e390c
- Duke: Add resurrected
flag to handle resurrection via cheating or when pissing in RR.
2021-04-15 18:00:58 +10:00
Mitchell Richters
d5b14a8de3
- Duke: Remove some direct array accesses in lieu of player_struct
pointer.
2021-04-15 16:34:24 +10:00
Mitchell Richters
242f958c41
- Duke: Clean up some duplicated code in hudweapon_*.cpp files.
2021-04-15 15:49:36 +10:00
Mitchell Richters
a4895cb270
- All Games: Allow for HUD interpolation to be disabled.
...
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00
Christoph Oelckers
f83e678ea0
- use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.
...
Unlike the higher level code this does not check for game over conditions.
2021-04-14 21:17:32 +02:00
Christoph Oelckers
798cf2f973
Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2
2021-04-12 20:25:56 +02:00
Christoph Oelckers
9598b626c9
Merge branch 'master' into newrenderer2
2021-04-12 20:03:50 +02:00
Christoph Oelckers
1e40e93da4
- fixed the vertical offsets of the World Tour skies.
...
They were rendered too low.
2021-04-12 19:47:16 +02:00
Christoph Oelckers
42d02834b1
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/build/include/build.h
# source/build/src/polymost.cpp
# source/build/src/voxmodel.cpp
# source/core/gamecontrol.cpp
# source/core/gamestruct.h
# source/games/blood/src/animatesprite.cpp
# source/games/blood/src/misc.h
# source/games/blood/src/view.cpp
# source/games/duke/src/render.cpp
# source/games/sw/src/draw.cpp
# source/games/sw/src/game.h
# source/games/sw/src/jsector.cpp
# source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Mitchell Richters
e959226914
- Fix RRRA bike/boat angle adjustments following changes in f343bd8d5e
.
...
* Because we're wrapping a negative number around to be unsigned, we need to do that after we've done our bit-shift operations.
2021-04-11 18:34:07 +10:00
Christoph Oelckers
9fd3ab6b5e
- fixed texture precaching.
...
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Mitchell Richters
f343bd8d5e
- Fix death camera issues stemming from f254eeb465
.
...
* Adjustment in `__addadjustment()` needs to be signed.
* Output of `bvectangbam()` needs to be signed before Duke/SW left-shift the value.
2021-04-11 17:52:29 +10:00
Mitchell Richters
e76f63e2c0
- Consolidate all game interpolation code into inline functions.
2021-04-11 16:45:35 +10:00
Christoph Oelckers
b3bcedda6c
- moved backend independent HUD code out of glbackend.cpp.
2021-04-11 08:40:18 +02:00
Mitchell Richters
f254eeb465
- binaryangle.h: Remove lookangle
class and replace use with binangle
.
...
* Added in fca846272e
to deal with signed adjustments but its just not needed.
* Made better use of `binangle`/`fixedhoriz` class getters and setters than before as well.
2021-04-11 15:45:53 +10:00
Christoph Oelckers
a530dfbe35
Merge branch 'master' into newrenderer2
2021-04-08 18:52:54 +02:00
Christoph Oelckers
fc1fbfe8b3
- fixed .def 'music' parsing.
...
This was incomplete and just ignored Duke's special music, and the levelnum generation used an outdated formula so that it never managed to assign any music to the maps.
2021-04-08 16:35:26 +02:00
Christoph Oelckers
4cdc39c9b9
Merge branch 'master' into newrenderer2
2021-04-08 08:55:41 +02:00
Christoph Oelckers
68b7628f56
- RRRA: Sector effector type 156 is not supposed to scroll the floor texture.
2021-04-07 18:12:25 +02:00
Christoph Oelckers
e30dc82676
- Cleanup of the voxel code.
...
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Christoph Oelckers
090b52f783
- fixed animatesprites call in Duke.
...
This passed z instead of angle.
2021-04-05 12:25:09 +02:00
Christoph Oelckers
ba2defeb14
Merge branch 'master' into newrenderer2
2021-04-05 10:34:34 +02:00
Christoph Oelckers
eb2e77fb75
- Apply fix from EDuke32 commit 7225643e.
...
Fix undefined behavior/potential OOB access in ST_21_FLOOR_DOOR. g_AnimateGoal does not take a sector number, it takes an animation index, and caps at 1024, not 4096.
2021-04-05 00:14:15 +02:00
Christoph Oelckers
c303884274
- better handling for Duke's scrolling cloudy skies.
...
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
55ad51ee1f
Merge branch 'master' into newrenderer2
2021-04-04 13:23:51 +02:00
Christoph Oelckers
9828cd7129
- this better have a null check...
2021-04-04 13:02:26 +02:00
Christoph Oelckers
6ebbf1288d
- Duke/RR: Don't delete master switch sprites.
...
The sound system may play sounds on them after their deletion - this resulted in undefined behavior. To ensure properly defined behavior the sprite needs to be retained at least as long as the sound controller may still need it - which cannot be reliably determined so it has to be kept around forever. This would be easier if the sound controller code had proper start and stop events instead of inferring what to do from secondary information.
Fixes #288 .
2021-04-04 13:01:32 +02:00
Christoph Oelckers
97a0cb2a10
- handle voxel rotation in the backend to enable it for all games.
...
This was previously only present in the Blood module and missed in Exhumed from upstream so the entire option was rather pointless.
Fixes #290
2021-04-04 10:33:29 +02:00
Christoph Oelckers
ab36b86a59
- sky tweaking
...
* Build skies need a different mesh for the dome - the one from GZDoom distorts them too much.
* made adjustment to the positioning math after redoing the mesh
* Exhumed abuses some strange effect of the original sky placement math which means the y-offsetting must be disabled for this game.
* RRRA sky initialization fixed. It must be done after setting up the tiles.
2021-04-03 21:06:02 +02:00
Christoph Oelckers
dc234ea72d
- implemented RR's geometry effect.
...
The grossest of all gross render hack that were ever done with Build...
2021-04-02 22:52:46 +02:00
Mitchell Richters
9c01bde44e
- gameinput.cpp: Block player input within sethorizon()
and applylook()
if target for each has been set by the ticker.
...
* Stops players having the ability to provide input and fight the system trying to set an input.
2021-04-02 22:47:19 +11:00
Christoph Oelckers
c8a75a8664
- give each DrawInfo its own list of tsprites.
...
Since these do not fully get processed sequentially the contents need to be preserved until needed.
This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
2021-04-02 10:28:40 +02:00
Christoph Oelckers
80e5cd0dc5
- fixed some automap issues:
...
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00
Mitchell Richters
88695ef554
Merge branch 'master' into newrenderer2
2021-04-01 16:49:07 +11:00
Mitchell Richters
029f8807df
- Make 360. / 2048.
a constant expression and replace all uses throughout code.
2021-04-01 10:42:22 +11:00
Mitchell Richters
c630ad9110
Revert "- subjective fix to Duke 3D's RPG harsh recoil."
...
This reverts commit 839a7bcbe4
.
Revert "- Duke: Restore RPG harsh recoil behind a CVAR."
This reverts commit 88a49b0d22
.
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2021-03-31 20:35:18 +11:00
Mitchell Richters
760c918e75
- Duke: Remove unnecessary int casts from gameexec.cpp
.
...
* Incoming vars are already int and called functions only accept an int so really just no need at all.
2021-03-31 20:07:36 +11:00
Mitchell Richters
16886895b0
- Duke: DoPlayer()
: Ensure SB_CENTERVIEW
bit is cleared when setting a horiz target from CON.
...
* Repairs horizon issues raised in https://forum.zdoom.org/viewtopic.php?f=340&p=1185365 .
2021-03-31 19:48:38 +11:00
Christoph Oelckers
92bb9c5319
- fixed display of player in mirrors.
2021-03-29 21:48:23 +02:00
Christoph Oelckers
e8edb32e0d
- fixed camera texture setup.
...
They still are upside-down but aside from that work as expected.
2021-03-28 19:22:51 +02:00
Christoph Oelckers
d3e0a9590c
- renderDrawMasks may only be called for Polymost.
2021-03-28 15:14:32 +02:00
Mitchell Richters
6f65eb2270
- Duke: Amend 7e8ef99ec9
to adjust view height where it was originally adjusted.
...
* Doing this in `renderView()` unconditionally isn't correct as it can lead to a double adjustment if `p->spritebridge == 0 && p->newOwner == nullptr`.
2021-03-28 23:21:07 +11:00
Christoph Oelckers
7e8ef99ec9
- fixed view height in Duke.
2021-03-28 13:38:27 +02:00
Christoph Oelckers
be7bca8e9e
- expose animatesprite set of functions to new renderer as a callback.
2021-03-26 10:05:01 +01:00
Christoph Oelckers
168b0385cf
- moved shadeToLight out of build.h.
2021-03-25 09:13:59 +01:00
Mitchell Richters
957f7e9487
- Accept binangle, fixedhoriz and lookangle classes in SetupViewpoint()
vs. Q16.16 variables.
...
* Allows for more precision than Q16.16.
* Used as opportunity for `rollang` to be set using the `asdeg()` method, not `asbuildf()`.
2021-03-25 19:06:01 +11:00
Christoph Oelckers
13bbf0a4f9
- sector portals in RRRA are working.
2021-03-24 23:55:10 +01:00
Christoph Oelckers
d8627a2b3f
- removed all remains of projection math weirdness from the automap code in the games plus a bit more cleanup of the engine code.
2021-03-24 20:28:58 +01:00
Christoph Oelckers
a36377111c
- engine-side portal setup for Blood and RRRA.
2021-03-21 14:48:35 +01:00
Christoph Oelckers
b91441f849
- same render interface rework for Shadow Warrior.
2021-03-21 12:22:50 +01:00
Christoph Oelckers
6f7e7459ea
- did some cleanup on Duke's render code to prepare for the new way of handling portals.
...
Like for Blood, the Polymost-only code has been moved aside.
Closer examination of the preparations the engine is doing for rendering SE40/150-portals shows that all this was merely done to avoid glitches with a two-phase rendering setup - nothing of this will be needed for doing it properly.
They can just be treated as run-of-the-mill stacked sectors. when using hardware rendering capabilities for clipping.
2021-03-21 10:58:11 +01:00
Christoph Oelckers
5a0c8da6bf
- Duke: fixed some incorrect assignments in CON parser
2021-03-19 23:18:09 +01:00
Christoph Oelckers
547ed4e415
- route everything through the full backend, now completely bypassing the intermediate GLInstance layer.
2021-03-18 17:18:03 +01:00
Christoph Oelckers
25bf0854cf
- allow game specific music names for all games supporting an Ogg-format CD audio soundtrack.
...
New names are:
REDNECKxx.ogg for Redneck Rampage
REDNECKRIDESxx.ogg for RR Rides Again.
SHADOWxx.ogg for Shadow Warrior.
The motivation here is to allow copying all this music to a single folder or .zip file and reference it from all games.
2021-03-12 23:15:34 +01:00
Christoph Oelckers
80404558f6
- RR: Fixed the drink and eat meters on the status bar.
...
Turned out that the status bar's DrawGraphic cannot handle it with its coordinate hackery, this needs a separate, cleaner interface function that does not mess around with the pivot which needs to be passed unaltered to the backend to properly rotate around it
2021-02-28 22:34:52 +01:00
Christoph Oelckers
d28d5a5e1f
- use real fog, even in palette emulation mode.
...
Using the palette to apply fog is just far too broken and cannot be kept in check with all the hacks the Build engine allows.
This only works if all elements on screen use the identity translation lookup which is basically never the case.
Real fog, on the other hand, can easily be applied to everything.
2021-02-27 13:30:52 +01:00
Christoph Oelckers
a46792e519
- fixed SE21 handler.
...
This one is most prominently noticeable in WW2GI's first map where blowing up a crack has no effect.
This must have happened when removing all those dangerous pointer to long casts that were so popular back in the bad old days.
Fixes #266
2021-02-26 13:14:44 +01:00
Mitchell Richters
cff97c9cf3
- calcChaseCamPos(): Restore original algorithms for new position via GameInterface struct.
...
* Averaging out the values was a net negative for all games. Each games' original value is tuned to the specific games.
2021-02-18 21:47:39 +11:00
Mitchell Richters
ba57429ac6
- Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
...
* Based off SW's implementation.
2021-02-18 21:47:37 +11:00
Mitchell Richters
2abda0e27d
- All Games: Migrate each game's clock counter to backend solution.
2021-02-18 21:47:33 +11:00
Mitchell Richters
b1290448c5
- Duke: Slightly tune texty
in FullscreenHUD1()
to line it up perfectly.
2021-02-01 18:42:41 +11:00
Christoph Oelckers
8ffda1c9d1
- Duke: Calculate the true font height of the numbers for alignment in the Statusbar.
...
The original tiles are all 15 pixels tall, but depending on the games can vary in their true height, so use CheckRealHeight on them to get their true dimensions.
Fixes #250
2021-02-01 00:09:22 +01:00
Christoph Oelckers
30e8111979
- fix inventory selector positioning in WW2GI.
...
This must have abused some quirk of the original code to be this far off...
2021-01-30 23:51:50 +01:00
Christoph Oelckers
40593b866f
- WW2GI: fixed event numbering.
...
There is a typo in the CON files that assigns EVENT_AIMUP and EVENT_AIMDOWN the same number. The source did not replicate this which caused several events to call the wrong handler.
Fixes #252
2021-01-30 23:42:44 +01:00
Mitchell Richters
c267c214c2
- Duke: Repair jumping zvel issue originating from 5e45f988e3
for Duke and 1c5c90d00f
for RR.
...
* Thanks for backtracing, Graf :)
* Fixes #259 .
2021-01-29 20:00:15 +11:00
Christoph Oelckers
1ab11a02e2
- RR: fixed player input for diving.
...
Fixes #260
2021-01-24 08:59:08 +01:00
Mitchell Richters
18fbc8996b
- Duke: Remove a few redundant sprite backups and change some backups to what's actually needed.
2021-01-06 06:22:31 +11:00
Mitchell Richters
97159c20c1
- Duke: Leverage new spritetype
methods within Duke, removing bposx
/bposy
/bposz
from hittype.
2021-01-06 06:22:29 +11:00
Mitchell Richters
5124c0daec
- Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h.
2021-01-05 07:31:37 +11:00
Mitchell Richters
b36bea7c69
- Replace scale()
calls with Scale()
from common.
2021-01-05 07:31:34 +11:00
Mitchell Richters
d460f048fa
- Remove klabs()
define and replace with abs()
.
2021-01-05 07:31:28 +11:00
Mitchell Richters
868aa7f07a
- Replace mulscale()
calls with MulScale()
from common.
2021-01-05 07:31:24 +11:00
Mitchell Richters
aae175f287
- Replace divscale##()
calls with MulScale()
from common.
...
* Regex for reference: divscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:20 +11:00
Mitchell Richters
2396179dfc
- Replace mulscale##()
calls with MulScale()
from common.
...
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
8cf2588bad
- Replace fmulscale##()
calls with MulScaleF()
from common.
...
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +11:00
Mitchell Richters
7d9f868e4c
- Replace dmulscale##()
calls with DMulScale()
from common.
...
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Christoph Oelckers
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
Mitchell Richters
6fba78c123
- buildutils: Replace sintable[]
use within Duke's sectors_d.cpp with bsin()
/bcos()
.
2020-11-22 21:18:05 +01:00
Mitchell Richters
6ccf925429
- buildutils: Replace sintable[]
use within Duke's sectors.cpp with bsin()
/bcos()
.
2020-11-22 21:18:05 +01:00
Mitchell Richters
410c2cf41f
- buildutils: Replace sintable[]
use within Duke's sbar_*.cpp with bsin()
/bcos()
.
2020-11-22 21:18:05 +01:00
Mitchell Richters
0781d627dc
- buildutils: Replace sintable[]
use within Duke's prediction.cpp with bsin()
/bcos()
.
2020-11-22 21:18:05 +01:00
Mitchell Richters
6800e192e1
- buildutils: Replace sintable[]
use within Duke's player_w.cpp with bsin()
/bcos()
.
2020-11-22 21:18:05 +01:00
Mitchell Richters
1c5c90d00f
- buildutils: Replace sintable[]
use within Duke's player_r.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
5e45f988e3
- buildutils: Replace sintable[]
use within Duke's player_d.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
50b4d8cc99
- buildutils: Replace sintable[]
use within Duke's player.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
fd4e1b3b28
- buildutils: Replace sintable[]
use within Duke's input.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
d934bfd985
- buildutils: Replace sintable[]
use within Duke's gameexec.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
f1f0b42172
- buildutils: Replace sintable[]
use within Duke's game_misc.cpp with bsin()
/bcos()
.
2020-11-22 21:18:04 +01:00
Mitchell Richters
95fa3a6f52
- buildutils: Replace sintable[]
use within Duke's animatesprites_*.cpp with bsin()
/bcos()
.
2020-11-22 21:18:03 +01:00
Mitchell Richters
b6e8030307
- buildutils: Replace sintable[]
use within Duke's actors_r.cpp with bsin()
/bcos()
.
2020-11-22 21:18:03 +01:00
Mitchell Richters
abc49fed62
- buildutils: Replace sintable[]
use within Duke's actors_d.cpp with bsin()
/bcos()
.
2020-11-22 21:18:03 +01:00
Mitchell Richters
bf8b1238c6
- buildutils: Replace sintable[]
use within Duke's actors.cpp with bsin()
/bcos()
.
2020-11-22 21:18:03 +01:00
Christoph Oelckers
a906067102
- Duke WT: attenuate sound volume when commentaties are playing
2020-11-22 21:14:36 +01:00
Christoph Oelckers
921a7a7166
- RRRA: fixed progression from E1L7 to E2L1 plus a texture related crash.
...
Fixes #189 .
2020-11-22 18:46:20 +01:00
Christoph Oelckers
24c797b7e3
- Duke World Tour: Exiting E1L7 should go back to E1L5.
...
fixes #187
2020-11-22 18:27:52 +01:00
Christoph Oelckers
7df20ee047
- RR: Give ammo for the secondary ripsaw mode when picking up the weapon in standard RR, too.
2020-11-22 17:50:38 +01:00
Christoph Oelckers
034ef2290b
- RR: screen should not turn green when being attacked with alien poo.
2020-11-22 17:38:07 +01:00
Christoph Oelckers
18352a760c
- more renames.
2020-11-22 12:48:42 +01:00
Christoph Oelckers
dced173cda
- JSON serializer for actor.
...
Also cleaned up use of gAffectedSectors and gAffectedXWalls. These are merely needed as local worker variables, not as global persistent status.
2020-11-22 12:48:42 +01:00
Christoph Oelckers
b97f12a2eb
- did some global search & replace to reduce the number of accesses to the tilesiz wrapper.
2020-11-20 08:18:26 +01:00
Christoph Oelckers
9a43886be6
- Duke: fixed parsing of overlong CON identifiers.
2020-11-15 07:35:39 +01:00
Mitchell Richters
7673766d19
- Duke: Apply same zvel fix from 13839fc3e9
to shootgrowspark()
that was accidentally changed in f276a5f443
. I don't believe this to be an issue in any other spot for Duke.
2020-11-13 10:02:12 +11:00
Christoph Oelckers
f9a776e71c
- iterate linearly over sector effectors.
...
Apparently they aren't all properly linked into the required statnums.
Fixes #179
2020-11-12 19:12:58 +01:00
Mitchell Richters
70b75f72b5
- Duke: Fix issues with crane angle adjustment in movecrane()
following changes in fca846272e
.
...
* Fixes #170 .
2020-11-12 23:21:03 +11:00
Mitchell Richters
13839fc3e9
- Duke: Fix shootstuff()
zvel calculation error following changes in badf536fef
.
...
* Fixes #177 .
2020-11-12 22:07:16 +11:00
Mitchell Richters
4dc1797345
- Duke: Reset p->dead_flag
when enabling the god cheat as per original behaviour.
...
* Fixes #172 .
2020-11-12 18:21:42 +11:00
Christoph Oelckers
a92b4943f9
- Duke: use original colors for inventory status display.
...
I took one liberty and still use green/yellow/red for the percentage, but this now uses palette translations so that it works better with hires replacements.
2020-11-11 11:49:05 +01:00
Christoph Oelckers
96fbfdcf86
- made hires replacements work for untranslated fonts.
2020-11-10 21:34:49 +01:00
Christoph Oelckers
ed599d0f05
- moved the hires texture replacement logic into a backend callback.
...
This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
59c72c923e
- added null pointer checks to locked door sound checks in RR.
...
This originally accessed undefined memory when no sprite was involved.
Fixes #157
2020-11-07 10:25:41 +01:00
Christoph Oelckers
976675c816
- added some helper code to deal with the fact that the sound system still needs to operate on sprites.
2020-11-07 10:25:40 +01:00
Mitchell Richters
ade1a80515
- gameinput.cpp: Remove crouch bool from applylook()
since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust
in the prototype to 1
.
2020-11-07 18:25:06 +11:00
Mitchell Richters
6e3d414b3c
- inputstate.cpp: Move checkCrouchToggle()
from gameinput.ccp into ApplyGlobalInput()
and use static bool for crouch toggling vs. game-side bool.
2020-11-07 18:16:16 +11:00
Mitchell Richters
4ef0d20e0e
- gameinput.cpp: Consolidate checkCrouchToggle()
from Duke with discrete implementations from Blood in 7c8efde38c
and Exhumed in 032db82f82
to unify the functionality.
2020-11-07 13:44:25 +11:00
Mitchell Richters
a52ee89969
- Duke/RR: Add scaling to mouse input within motoApplyTurn()
and boatApplyTurn()
.
2020-11-07 09:56:57 +11:00
Mitchell Richters
f0b9029726
- Duke/RR: Fix incorrect boolean used in boatApplyTurn()
when implementing fcc2521347bb528d7a5bcd3996c509db85e993f0.
2020-11-07 09:56:57 +11:00
Mitchell Richters
74dfbfe6f8
- Duke/RR: Ensure p->vehForwardScale
/p->vehReverseScale
can only be a maximum of 1. Controller input with high sensitivity could effectively turbo-charge the bike ;)
2020-11-07 09:56:57 +11:00
Mitchell Richters
466bc84697
- Duke/RR: Completely revamped vehicle mouse/controller input.
...
* Original algorithm now used purely for keyboard input only.
* Mouse and controller input is no longer a scaled double version of the keyboard input.
* Mouse input is the square root of the base angle adjustment (20) multiplied by (mouse input divided by the input scale factor). As such, mouse input is completely consistent between synchronised and unsynchronised input.
* Controller input is base angle adjustment (20) multiplied by itself.
* Renamed `turnl`/`turnr` variables to `kbdLeft`/`kbdRight` respectively.
* Fixed issue where `p->TiltStatus` wasn't being backed up in `boatApplyTurn()`.
2020-11-07 09:56:57 +11:00
Mitchell Richters
6f5f66ad35
- Duke/RR: Partially revert c9d875327850e839e3ad1f367ede15497d44fda3 by truncating p->MotoSpeed
to integer when calculating xvel/yvel to preserve original vehicle feel.
2020-11-07 09:56:57 +11:00
Mitchell Richters
567738f3ad
- Duke/RR: Tidy formatting of onMotorcycle()
, onBoat()
, onMotorcycleMove()
and onBoatMove()
.
2020-11-07 09:56:57 +11:00
Mitchell Richters
1545610501
- Duke/RR: Convert remaining vehicle function local ints to bools where appropriate.
2020-11-07 09:56:57 +11:00
Mitchell Richters
c223a50b29
- Duke/RR: Clean up vehicle turn left/right bools used in ticker functions.
2020-11-07 09:56:57 +11:00
Mitchell Richters
ad10ea4cb5
- Duke/RR: Initial implementation of scaled p->MotoSpeed
controller input.
2020-11-07 09:56:57 +11:00
Mitchell Richters
578ded1db3
- Duke/RR: Promote p->MotoSpeed
from short
to double
in prep for applying scaled controller input.
2020-11-07 09:56:57 +11:00
Mitchell Richters
c46ad10bb1
- Duke/RR: Clean up some disassembly variable names in vehicle so it's easier to understand what's going on.
2020-11-07 09:56:57 +11:00
Christoph Oelckers
94341e8582
- fixed missing null check in SetOwner and SetHitOwner.
2020-11-06 20:13:06 +01:00
Mitchell Richters
71be467065
- Duke: Fix missing ammo counter on modern HUD for WT's flamethrower.
...
* Fixes #156 .
2020-11-06 22:07:11 +11:00
Mitchell Richters
c823e33bb3
- Duke/RR: Fix remaining issues with drug mode.
...
* Primary issue was call to `renderSetAspect()` within `setdrugmode()` wasn't mulscaling with `viewingrange`.
* Changed `setdrugmode()` to `getdrugmode()` to return `p->drug_aspect`. This is so `renderSetAspect()` needs to only be called from one place only.
2020-11-06 20:52:43 +11:00
Christoph Oelckers
d5ff87fa4f
- RRRA: fixed vehicle collision with psychedelic cactuses.
...
This did not fully match the original source which had a critical difference here between RR and RRRA.
2020-11-05 14:31:55 +01:00
Christoph Oelckers
977223287e
- cap the frame rate of RRRA's cactus drug mode.
...
This was running at full render speed.
2020-11-05 07:31:48 +01:00
Christoph Oelckers
d8e331ef0f
- changed Duke/RR palette handling to only retrieve the currently active palette right before rendering.
...
Storing this in the player_struct is pointless and a relic from having to use real hardware palette switches.
With this now just being a translation index being passed to the backend it can be cheaply retrieved right when used and nowhere else.
Also making some changes to how RRRA's psychedelic cactus handles the projection. This fixes issues with occasionally passing a bad matrix.
2020-11-05 07:31:48 +01:00
Mitchell Richters
e8ccd9bc8c
- Fix compilation.
2020-11-05 11:14:04 +11:00
Christoph Oelckers
60263ccad9
- fixed destroyit.
...
This caused parts of the exploding house in RRRA E1L5 not to disappear.
2020-11-04 21:53:56 +01:00
Christoph Oelckers
6729859e39
- fixed the crane.
...
Cannot take the special value out of the owner field. :(
2020-11-04 21:25:59 +01:00
Christoph Oelckers
721efae0d3
- fixed camera loop.
2020-11-04 20:44:12 +01:00
Christoph Oelckers
083454986b
- made camsprite an actor variable.
2020-11-04 20:40:26 +01:00
Christoph Oelckers
25c93e65fc
- more script ID wrappers for sectors.
2020-11-04 20:40:26 +01:00
Christoph Oelckers
aac5ab55a3
- movesprite cleanup.
2020-11-04 20:40:25 +01:00
Christoph Oelckers
7a95c1661e
- wrap actor index storage in sector in the script index API.
2020-11-04 20:40:25 +01:00
Christoph Oelckers
471a25f819
- operaterespawns.
...
# Conflicts:
# source/games/duke/src/sectors_d.cpp
# source/games/duke/src/sectors_r.cpp
2020-11-04 20:40:25 +01:00
Christoph Oelckers
5cf288a05c
- changed the trip bomb indexing to use a separate counter for robustness.
2020-11-04 20:40:25 +01:00
Christoph Oelckers
0eb10f0313
- newowner and related code.
2020-11-04 20:40:25 +01:00
Christoph Oelckers
c90e7d9b5f
- almost the last owners
2020-11-04 20:40:08 +01:00
Christoph Oelckers
d0db810ab0
- ud.camerasprite -> actor.
2020-11-04 20:40:08 +01:00
Christoph Oelckers
212b99d0f3
- use owner wrappers in spawn code.
2020-11-04 20:40:08 +01:00
Christoph Oelckers
24cfd841f2
- lotsofglass - final function in spawn.cpp
2020-11-04 20:40:07 +01:00
Christoph Oelckers
4add2b5839
- two more
2020-11-04 20:40:07 +01:00
Christoph Oelckers
ac5ea2f1c9
- 3 more wrappers gone.
2020-11-04 20:40:07 +01:00
Christoph Oelckers
8f754d163d
- removed inline wrappers that are not needed anymore.
...
# Conflicts:
# source/games/duke/src/spawn_r.cpp
2020-11-04 20:40:07 +01:00
Christoph Oelckers
f3f0fd0a3a
- ported the sound code to actors and removed the inline helpers.
2020-11-04 20:40:07 +01:00
Christoph Oelckers
4c3435bacf
- moved some non-owner info out of the owner field.
...
This only handles items where both reading and writing can be located.
2020-11-04 20:40:07 +01:00
Christoph Oelckers
15fc884909
- owners in spawn.cpp
2020-11-04 20:40:06 +01:00
Christoph Oelckers
90511a97e7
- initcrane and spawneffector.
2020-11-04 20:40:06 +01:00
Christoph Oelckers
e2e24fc508
- spawn.cpp part 2.
...
(Beware of the crane! That one's hacky!)
2020-11-04 20:40:06 +01:00
Christoph Oelckers
edb991e47d
- first part of spawn.cpp.
2020-11-04 20:40:06 +01:00
Christoph Oelckers
60977ef4dc
- the spawn dispatcher is no longer used.
2020-11-04 20:40:06 +01:00
Christoph Oelckers
c54f17a6d5
- hittype in spawn code.
2020-11-04 20:40:05 +01:00
Christoph Oelckers
e427668373
- the remaining iterators in sectors_r.cpp
2020-11-04 20:39:43 +01:00
Christoph Oelckers
6a8dc8217f
- 6 simple loops in sectors_r.cpp.
2020-11-04 20:39:43 +01:00
Christoph Oelckers
bb23d9131e
- player.i, part 4.
2020-11-04 20:39:43 +01:00
Christoph Oelckers
d773601d81
- player.i, part 3
2020-11-04 20:39:43 +01:00
Christoph Oelckers
cc0a668da3
- player.i, part 2
...
# Conflicts:
# source/games/duke/src/sectors_r.cpp
2020-11-04 20:39:43 +01:00
Christoph Oelckers
770897b8b9
- player.i, part 1
2020-11-04 20:39:42 +01:00
Christoph Oelckers
d5a74e4290
- handled several GetIndex calls.
2020-11-04 20:39:39 +01:00
Christoph Oelckers
64c83d166e
- fixed a few parameters
2020-11-04 20:39:39 +01:00
Christoph Oelckers
eb5cd98d9a
- fixed a few bad parameters.
2020-11-04 20:39:39 +01:00
Christoph Oelckers
a8212f0756
- crash fix in spawn and camera fix.
2020-11-04 20:25:02 +01:00
Christoph Oelckers
afd059d6a1
- the remaining loops in sectors_d.cpp
2020-11-04 19:55:18 +01:00
Christoph Oelckers
7c6ea9cff7
- activatebysector.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
7aca51a6c4
- 6 more loops.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
d8a7821b4f
- cleaned up a few more loops.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
618c739318
- spawninitdefault.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
4d4cb2da9b
- handle the cheap-ass ROR code.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
10d4f92232
- use a dedicated variable to store the vehicle ammo for RRRA's bike and boat.
...
owner should be reserved for pointers.
2020-11-04 19:55:17 +01:00
Christoph Oelckers
803cf4aece
- the last two loops in premap_r.cpp
2020-11-04 19:55:16 +01:00