Christoph Oelckers
a8b0839592
- switch SW to CCMD based input.
2020-08-16 16:00:40 +02:00
Christoph Oelckers
532b11467f
- handle all level access and indexing through the mapinfo data.
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No more level numbers will be stored in the game code.
2020-08-16 14:39:18 +02:00
Christoph Oelckers
90a4d0dcb8
- removed the non-functional user map handling.
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This will have to be redone in a more flexible manner
2020-08-16 11:42:13 +02:00
Christoph Oelckers
f9b953eeae
- removed SW's network code.
2020-08-16 10:40:20 +02:00
Christoph Oelckers
af2c836e54
- unused code cleanup.
2020-08-16 09:04:24 +02:00
Christoph Oelckers
ef78e8602a
- major cleanup and consolidation of the screen/hud resizing code.
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This is now being handled by the backend, except for the processing of the key bindings which cannot be done yet.
2020-08-16 02:55:50 +02:00
Christoph Oelckers
5cf54033ed
- removed the demo code.
2020-08-15 22:31:44 +02:00
Christoph Oelckers
deb9b74ce2
- got rid of all remaining rotatesprite calls in SW.
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Also removed some dead code from player.cpp.
2020-08-15 22:04:37 +02:00
Christoph Oelckers
910ca69484
- migrated all of SW's text display to the backend and removed the various redundant printing functions.
2020-08-15 20:29:13 +02:00
Christoph Oelckers
f0150569a4
- ported the load level screen and deleted some dead code in game.cpp
2020-08-15 16:41:08 +02:00
Christoph Oelckers
aa8113cf06
- ported the level summary screens. Not hooked up yet.
2020-08-15 15:29:47 +02:00
Christoph Oelckers
8595b9fa47
-play SW's intro through the screen job framework.
2020-08-15 13:04:15 +02:00
Christoph Oelckers
249c5b5734
- removed some dead code.
2020-08-14 21:12:32 +02:00
Christoph Oelckers
a5d9886aa9
- cleaned up the remnants of the old statusbar code.
2020-08-14 00:56:34 +02:00
Christoph Oelckers
67c340b573
- ported the inventory bar.
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Now the panel system is only used for displaying the weapons.
2020-08-14 00:38:27 +02:00
Christoph Oelckers
9ccf717311
- ported the inventory display on the status bar.
2020-08-13 21:57:53 +02:00
Christoph Oelckers
dc653bbdc0
- thinning out some crap.
2020-08-13 18:19:44 +02:00
Christoph Oelckers
d7f8d1a5bf
- replaced the border drawing code in SW with Blood's.
2020-08-13 17:54:17 +02:00
Christoph Oelckers
aef59ef523
- migrated SW cheats to the generic system, removed the more pointless of SWP's cheats and filled in a few blanks.
2020-08-12 22:24:51 +02:00
Christoph Oelckers
72806e27eb
- cleanup work on SW
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* consolidating smaller headers to reduce number of files
* remap all unmapped keyboard checks to corresponding buttons
2020-08-05 22:36:38 +02:00
Christoph Oelckers
4fef66c78a
- SW script parser cleanup
2020-08-05 22:36:37 +02:00
Christoph Oelckers
f9d48e1f68
- removed all the intermediate variables for the status bar size.
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hud_size now gets used directly by the status bar code.
2020-07-25 13:26:56 +02:00
Christoph Oelckers
2e98b2f8da
- quote cleanup.
2020-06-30 22:53:15 +02:00
Christoph Oelckers
68c97e3c25
Merge branch 'master' of https://github.com/coelckers/Raze
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# Conflicts:
# source/core/gamecontrol.h
# source/duke3d/src/game.cpp
# source/exhumed/src/exhumed.cpp
# source/rr/src/game.cpp
2020-05-31 23:30:10 +02:00
Mitchell Richters
33b6b85d57
SW: Amend how game pauses.
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- Pausing game with Pause key now works again.
2020-05-31 23:19:54 +02:00
Christoph Oelckers
29db3febb8
- updated the platform code to be mostly identical with GZDoom
2020-05-26 00:08:26 +02:00
Christoph Oelckers
266364fc2e
- properly implement texture offsets
2020-05-24 13:26:45 +02:00
Christoph Oelckers
8bd5f12b42
- matching sound backend code with GZDoom.
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# Conflicts:
# source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00
NY00123
37c3f1cc46
SW: Add the macro SO_EMPTY and use it instead of
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separate checks of the form sop->xmid == INT32_MAX
2020-05-22 23:41:09 +02:00
NY00123
7e2484f603
SW: Remove FAKETIMERHANDLER and calls to faketimerhandler via this macro
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# Conflicts:
# source/sw/src/sprite.cpp
2020-05-22 23:39:28 +02:00
Mitchell Richters
45cc95401f
SW: Make game compile after upstream backports.
2020-05-21 18:47:37 +02:00
NY00123
221172311c
SW: Let's make use of interpso.*. Still need to do a few more things.
2020-05-21 18:47:37 +02:00
NY00123
890a737152
SW: Add the oangdiff field to USER struct as suggested by Hendricks,
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and use it in MovePoints. This will be used for interpolating
the angles of sprites carried by SOs soon.
2020-05-21 18:47:37 +02:00
NY00123
d467ce3eb8
SW: Interpolate the player's bob_z, based on suggestion by Striker.
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Using pp instead of ppp seems to work better with prediction.
2020-05-21 18:47:37 +02:00
Mitchell Richters
14273dd200
SW: Add GetDeltaQ16Angle.
2020-05-21 18:47:37 +02:00
NY00123
36e6dee64c
Add PedanticQ16AngleFloor to sw/src/game.h and use it in DoPlayerTurn
2020-05-21 18:47:37 +02:00
NY00123
b84975e406
SW: Remove drive_oangvel from PLAYERstruct. We can use local variables instead.
2020-05-21 18:47:37 +02:00
NY00123
6aecd46dbc
SW - Hopefully a better way to decide if getinput should call
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DoPlayerTurn/DoPlayerHorizon while input is tied to the frame rate:
Introduce the new player flags PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM.
Set PF2_INPUT_CAN_TURN if DoPlayerTurn can be called outside
of getinput. Similarly set PF2_INPUT_CAN_AIM if DoPlayerHorizon
can be called in this manner.
getinput will only call DoPlayerTurn/DoPlayerHorizon
if PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM is set. These flags are reset
right before the call to the player's current DoPlayerAction function.
For one example in which this assists, it's not always the
case that DoPlayerDeathFollowKiller may call DoPlayerTurn,
even if we assume that pp->input.q16angvel is never zero.
2020-05-21 18:47:37 +02:00
NY00123
8d748c19e4
Minor SW cleanup: Have a single declaration of
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GamePaused within game.h. Do the same with ReloadPrompt.
2020-05-21 18:47:37 +02:00
NY00123
5a0e54b63e
SW: Migrate the player's RevolveAng field to Q16.16 format.
...
This fixes truncations of q16ang in MovePlayer. One known
fixed issue is a minor micro-shaking effect, reproduced
while standing on a non-moving SO (e.g., the bus in level 1).
The latter is also related to the use of camq16ang.
Based in idea on patch from mjr4077au.
2020-05-21 18:47:37 +02:00
NY00123
207240f277
Add GetQ16AngleFromVect wrapper function to sw/src/game.h
2020-05-21 18:47:37 +02:00
NY00123
7749b0f7b9
SW: Interpolate sector objects in non-demo, single player games.
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Let's see if this is breaking anything.
2020-05-20 14:43:03 +02:00
NY00123
47ac981a3a
SW: Let's replace the macro PEDANTIC_MODE with variable PedanticMode
2020-05-20 14:43:03 +02:00
NY00123
eaefc2576c
SW: Rename q16avel -> q16angvel and q16horz -> q16aimvel.
...
While it is understandable that avel and horz came from Duke3D,
having both q16horiz and q16horz in the updated SW_PACKET struct
can be confusing, and the alternative notation is more consistent
with the original struct field names of angvel and aimvel, as well
as the differing uses of the name angvel still present in player.cpp.
2020-05-20 14:43:03 +02:00
NY00123
8085c8473d
SW: Add the q16ang and q16horiz fields to SW_PACKET. These
...
will be filled by faketimerhandler with the current player's
most recent camq16ang and camq16horiz values, respectively.
2020-05-20 14:43:03 +02:00
NY00123
1f9e319d39
SW - First step in tying player input to frame rate:
...
Add the camq16ang and camq16horiz fields to the player struct.
With the exception of DoPlayerTurn and DoPlayerHorizon, whenever
code in player.cpp updates player's q16ang/q16horiz, also write
the updated values to camq16ang/camq16horiz. These variables'
preceding values are never used in these functions.
2020-05-20 14:43:03 +02:00
NY00123
a2a1642f3d
SW: We can revert the change of siang to q16 now
2020-05-20 14:43:03 +02:00
NY00123
6faa73286f
SW: Trim q16 angle and horiz during demo playback/recording.
...
This uses the newly introduced PEDANTIC_MODE macro.
2020-05-20 14:43:03 +02:00
NY00123
8284fcba9a
sw/src/player.cpp:DoPlayerTurn: Increase turning precision
...
with q16 angle. This uses the new NORM_Q16ANGLE macro.
2020-05-20 14:43:03 +02:00
NY00123
1a46afaf27
Fix compatibility with existing demo files after the migration
...
to q16 angle and horiz. The original SW_PACKET structure,
named OLD_SW_PACKET here, is used while accessing demo files.
2020-05-20 14:43:03 +02:00