Christoph Oelckers
71213bf8bd
- added a missing code fragment for WT's lavapool.
...
This made them float in the air instead of being on the ground.
2020-09-23 18:18:23 +02:00
Mitchell Richters
8690c633d8
- Blood: Add extra call to inputState.ClearAllInput()
in StartLevel()
.
2020-09-24 00:20:40 +10:00
Mitchell Richters
e078ea6ebd
- Blood/Exhumed/SW: Hook up gi->clearlocalinputstate()
.
2020-09-24 00:15:51 +10:00
Mitchell Richters
9b85816f70
- Exhumed: Fix ordering issue in gi->GetInput()
preventing player from pressing use to start again.
2020-09-23 23:45:32 +10:00
Mitchell Richters
2bb5ef0d2e
- Exhumed: Don't return to center after jumping or having something of a fall while playing with mouselook enabled.
2020-09-23 23:37:06 +10:00
Christoph Oelckers
5e6317b8b9
Merge remote-tracking branch 'remotes/Github_private/Blood_InputReworking'
2020-09-22 23:32:28 +02:00
Christoph Oelckers
880b811e0d
- rewrote map loader to work independently of data structure sizes.
...
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00
Mitchell Richters
d338e60841
- Exhumed: Hook up crouch action to applylook()
that was forgotten during initial implementation.
2020-09-22 16:06:12 +10:00
Mitchell Richters
46810ec490
- fix a few places where Q16.16 values were downscaled, only to be scaled back up again.
2020-09-22 15:51:48 +10:00
Mitchell Richters
d40a2d3e95
Merge branch 'back_to_basics2' into Blood_InputReworking
...
# Conflicts:
# source/blood/src/hudsprites.cpp
# source/exhumed/src/status.cpp
# source/games/duke/src/game_misc.cpp
# source/sw/src/draw.cpp
2020-09-22 07:34:39 +10:00
Mitchell Richters
9859571ded
- DrawCrosshair(): Factor in Blood's adjustable horizon which defaults to 90.
...
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=69920 .
2020-09-22 07:29:52 +10:00
Mitchell Richters
f8210ef8ee
- Exhumed: Clean out some old bools regarding old panning code.
2020-09-21 20:44:02 +10:00
Mitchell Richters
d46787cd96
- Exhumed: Restore synchronised input, hook up rest of backend input functions and get rid of nPlayerDAng
.
2020-09-21 20:37:09 +10:00
Mitchell Richters
5324d9680b
- Exhumed: Fixed a few missed constants when changing horizon to 100.
2020-09-21 19:59:20 +10:00
Mitchell Richters
fa1ce1c021
- Exhumed: Hooked up tic-rate input helpers. Also removed nDestVertPan[]
.
2020-09-21 19:29:16 +10:00
Mitchell Richters
8a4d4b6905
- Exhumed: Open game's constrained horizon as much as sky tile in first level permits.
2020-09-21 18:48:38 +10:00
Mitchell Richters
bdc53ed7b0
- Exhumed: Standardise horizon on 100 and remove backend extern'd polymostcenterhoriz
variable.
2020-09-21 18:41:56 +10:00
Mitchell Richters
3de787235d
- Exhumed: Initial uplift of player input. Still more to do.
2020-09-21 18:36:11 +10:00
Christoph Oelckers
6776508239
- widescreen asset setup and consolidation of .def file loading.
2020-09-16 19:13:06 +02:00
Christoph Oelckers
70a6fbe9be
- do not interpolate while playing the flash at Exhumed's exits.
...
Fixes #395
2020-09-14 22:31:15 +02:00
Christoph Oelckers
cddd5d3a4c
- Exhumed: added a white flash and fixed the accompanying sound when exiting a level.
...
See #375
2020-09-11 20:56:46 +02:00
Christoph Oelckers
e1291ad756
- Exhumed: Added air meter to alt HUD and fixed the one on the status bar.
...
Fixes #383
Fixes #259
2020-09-11 20:07:42 +02:00
Christoph Oelckers
d18dbdf7db
- Exhumed: Optimized the flow in the laptop cutscene.
2020-09-11 00:10:55 +02:00
Christoph Oelckers
072ab54b4a
- Exhumed: Fixed startup of the final map.
...
Fixes #279
2020-09-11 00:01:53 +02:00
Mitchell Richters
ee5689b07e
Merge branch 'back_to_basics2' into InputStuffs
2020-09-09 21:04:42 +10:00
Christoph Oelckers
2fc058e487
- don't autosave just after starting a new game.
2020-09-08 23:00:31 +02:00
Mitchell Richters
b72a3326d0
Merge branch 'back_to_basics2' into InputStuffs
...
# Conflicts:
# source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers
5490be4f71
- draw a player sprite on Exhumed's automap.
...
Not particularly convincing yet, I first need to find out the specific sprites of the walk animation.
2020-09-08 21:41:02 +02:00
Christoph Oelckers
4ce6f42932
- new fullscreen HUD for Exhumed. Except for the ammo icons this should be complete.
...
Fixes #374
2020-09-08 21:00:47 +02:00
Christoph Oelckers
298949ceb8
- more compat.h cleanup
...
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers
ec1c42b04a
- got rid of common.h
...
All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers
8d2d36457f
- consolidated the map name display on startup
...
Fixes #275
2020-09-08 18:28:41 +02:00
Christoph Oelckers
378846c7bd
- Exhumed: Replaced all checks for multiplayer levels with a single bool
...
This should make refactoring easier later.
2020-09-08 18:07:52 +02:00
Christoph Oelckers
29d990991b
- dug out Dynamo's BigFont for Exhumed from the forum.
...
This is not the font from GDX, it was a separate creation. The only character in here from GDX is the question mark because it was missing.
2020-09-08 01:12:23 +02:00
Christoph Oelckers
cd5443484a
- fixed the cutscenes in Exhumed by cleaning up the definition data.
...
Fixes #351
2020-09-07 23:03:18 +02:00
Mitchell Richters
92443806af
Merge branch 'back_to_basics2' into InputStuffs
2020-09-08 06:26:32 +10:00
Christoph Oelckers
04ec21d6b6
- fixed key alignment on Exhumed's status bar.
...
Fixes #281
2020-09-07 22:19:37 +02:00
Mitchell Richters
fa9fa88fce
Merge branch 'back_to_basics2' into InputStuffs
...
# Conflicts:
# source/core/gamestruct.h
# source/games/duke/src/duke3d.h
# source/sw/src/input.cpp
# source/sw/src/player.cpp
2020-09-07 07:51:37 +10:00
Christoph Oelckers
18b39fd952
- first stage of generic automap code.
...
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers
809f8b5d4b
- hooked up the new automap framework.
2020-09-06 12:44:58 +02:00
Mitchell Richters
722537a1f0
- InputState: Make CONTROL_GetInput()
return an object instead of accepting a pointer and provide to games as a function parameter.
...
* Provide read-only/const results from `CONTROL_GetInput()` so games can't change received input.
* Change non-descript `info` to `hidInput` (Human Interface Device).
* Remove a few unused prototypes.
2020-09-06 20:18:26 +10:00
Christoph Oelckers
8f6f368445
- cleaned out the remaining parts of automap handling in Duke and Exhumed.
2020-09-06 10:42:39 +02:00
Christoph Oelckers
df6d480519
- took automap code out of Exhumed's game module and added handling for cleaning movement in automap follow mode.
...
I cannot say I was surprised when discovering that this game had no handling for that at all...
2020-09-06 10:23:38 +02:00
Christoph Oelckers
07ea2ef350
- fixed Ramses head animation.
...
This now uses the DoSpiritHead variant from PowerslaveGDX because I was unable to determine where in that cryptic code something went wrong. The GDX version looks a lot more cleaned up by comparison.
Fixes #332
2020-09-06 09:48:26 +02:00
Christoph Oelckers
0b399fb384
- Exhumed: fixed time values for Ramses text scroll.
2020-09-06 09:10:45 +02:00
Christoph Oelckers
ac0eb92367
- fixed timer screwups in Exhumed.
...
The leveltime ticker only runs at 30 fps so all places where it replaces totalclock need to multiply it by 4.
2020-09-05 22:41:02 +02:00
Christoph Oelckers
7dbae8b8f4
- enabled autosaves.
...
Fixes #55
This only creates them but does not auto-resume from them.
2020-09-05 22:39:27 +02:00
Christoph Oelckers
8dfb7967e2
- use a more precise timer for Exhumed's text scroller.
2020-09-05 20:31:45 +02:00
Christoph Oelckers
b4dd006a40
- debug output for investigating Exhumed text crawl.
2020-09-05 18:41:40 +02:00
Christoph Oelckers
c1786001b2
- route all game state changes through game actions.
...
This is to avoid problems with the main loop not calling Ticker and Render in sync.
2020-09-05 15:43:34 +02:00
Christoph Oelckers
32ec9ff369
- consolidated crosshair drawing and added ZDoom's crosshair code.
...
For Exhumed this is the default, for the other games it is an option.
Fixes #269 .
2020-09-05 13:57:26 +02:00
Christoph Oelckers
0263d8eed0
- Exhumed: Don't waste health powerup if fully healed.
...
Fixes #309
2020-09-05 12:29:09 +02:00
Christoph Oelckers
04dd939d65
- Exhumed: don't clear all button state when dead.
...
This makes it impossible to respawn.
Fixes #338
2020-09-05 12:14:30 +02:00
Christoph Oelckers
7c5635671e
- Exhumed: When Ramses is talking, hide the status bar.
2020-09-05 12:01:47 +02:00
Christoph Oelckers
adbedd30c4
- consolidated the 4 functions for handling the automap zoom.
2020-09-05 00:58:25 +02:00
Christoph Oelckers
6e6d74f058
- update the sector for the interpolated camera position in Exhumed.
...
Let's hope that fixes #272..
2020-09-05 00:21:10 +02:00
Christoph Oelckers
f72b283519
- fixed alignment of Exhumed's menu captions.
2020-09-04 23:31:41 +02:00
Christoph Oelckers
5a90f35aed
- fixed order of Exhumed cinema texts and their color.
...
Fixes #286
2020-09-04 23:16:21 +02:00
Christoph Oelckers
1eb99f69c2
- transitioned Exhumed to level change events.
2020-09-04 21:59:38 +02:00
Christoph Oelckers
8114309e89
- compat.h cleanup.
...
* use static_assert directly. Raze is C++17, no need for that macro shit.
* removed CONSTEXPR - I seriously fail to see the use here, many of the functions marked as CONSTEXPR cannot possibly even be constant evaluated so the declaration makes no sense. Removed most of these and replaced the valid ones with the official constexpr keyword.
* got rid of EDUKE_PREDICT_FALSE - this makes zero sense in script parsing code, at best it will save a few microseconds. Clean code wins.
* replaced Blrintf with xs_CRoundToInt. Shitty name is shitty name, even if derived from POSIX.
* replaced Bstr*casecmp with str*icmp. As these get defined in the CMake project based on actual compiler checks they are preferable here.
* removed lots of other stuff that is not needed with a minimum compiler requirement of C++17.
2020-09-04 21:24:48 +02:00
Christoph Oelckers
e5e8c02f1d
- WIP level transition refactored to a game independent event system.
2020-09-04 19:43:35 +02:00
Christoph Oelckers
8f0a885f63
- route 'give' through the network for all games.
2020-09-03 17:39:41 +02:00
Christoph Oelckers
fb334e7f1a
- transitioned Blood's give command and changed SW's not to call the cheat handler.
2020-09-03 16:31:31 +02:00
Christoph Oelckers
3e5e956b72
- run most cheats through the network.
...
The remaining excpetions are the "give" CCMD and any level change action.
Unfortunately the implementation of most cheats is not multiplayer safe so right now it'd only be useful for demo recording (assuming that worked to begin with... ;))
2020-09-03 01:32:51 +02:00
Christoph Oelckers
a0874a26a7
- noclip cheat and splitting of Exhumed's cheat code into its own file.
2020-09-03 00:41:32 +02:00
Christoph Oelckers
66bf8113b8
- implemented the 'god' cheat as a network command.
...
This was mainly chosen as something simple to get the basics set up.
2020-09-03 00:29:17 +02:00
Christoph Oelckers
b3d89a6a0b
- removed the old main loop.
2020-09-02 23:03:48 +02:00
Christoph Oelckers
b49e050baf
- transitioned Exhumed to the new main loop.
...
Fixed #301
2020-09-02 22:55:57 +02:00
Christoph Oelckers
b1a3080671
- migrated Exhumed to a local ticker as well.
...
gameclock is history - all games now run on a timer that increments once per tick under their own control and not independently of the ticker routine.
2020-09-02 21:42:12 +02:00
Christoph Oelckers
aabbbcb2ff
- reset the network timer after lengthy operations.
...
This includes loading a level and busy-waiting for a sound to play.
Also block these loops and the sounds they wait for in network games to avoid problems from longer delays here.
The problem seems to be directly inherited from ZDoom which shows the same issue with screen wipes.
Fixes #297
2020-09-02 10:00:07 +02:00
Christoph Oelckers
e5612b82c7
- fixed: The tile manager created its backup arrays before loading .def files.
...
This could let such textures disappear with the new main loop.
2020-09-02 00:36:49 +02:00
Mitchell Richters
1354d52c05
- Major cleanup of Q16.16 utilisation within games and engine.
...
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
Christoph Oelckers
d40e53eb53
- more Exhumed pitch change fixes.
2020-08-31 21:48:17 +02:00
Christoph Oelckers
6b1fa22aed
- fixed view centering in Exhumed.
...
Switched to GDX's code because the one present here looked quite weird.
This still does not feature interpolation.
Fixes #296
2020-08-31 21:41:39 +02:00
Christoph Oelckers
3204a3e5fc
- negated the meaning of SB_AIMMODE.
...
This is because 'classic' aim mode will reset the view if the mouseaim key is not pressed.
The problem with this is that an empty input packet will trigger a view reset. If the meaning is inverted the default aim mode is free mouse view which doesn't try to alter any view state and is therefore preferable for an empty packet.
Fixes #292
2020-08-31 20:51:22 +02:00
Christoph Oelckers
54d65bfcfc
- fixed some warnings
2020-08-31 19:28:05 +02:00
Christoph Oelckers
2f05a93547
Merge branch 'Packet' into back_to_basics2
...
# Conflicts:
# source/core/gamestruct.h
# source/games/duke/src/gameloop.cpp
# source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Christoph Oelckers
b8258da997
- cleaning out some trash from compat.h.
...
The header from hell...
2020-08-30 23:34:40 +02:00
Christoph Oelckers
ba8dc788fe
- hotfixing some Exhumed map transition issues.
...
This avoids crashing on LEV20, but the whole thing is simply too poorly implemented to actually work - this needs to be redone so that the map transition does not occur in the middle of the game ticker.
2020-08-30 21:45:21 +02:00
Christoph Oelckers
511cb51e7f
- these 2 variables no longer exist.
2020-08-30 21:20:05 +02:00
Christoph Oelckers
26f6bac060
- Exhumed: save the status variables to savegames again.
...
Since this status bar depends on explicit updates, this data needs to be restored after loading, and just saving it out is the easiest way to ensure that.
Fixes #274
Fixes #276
2020-08-30 21:16:37 +02:00
Christoph Oelckers
a9bf1ab4bc
- Exhumed: Renamed changelevel CCMD to Levelwarp for consistency.
...
Fixes #278
2020-08-30 21:07:00 +02:00
Mitchell Richters
e32cd81cc7
- Unify stat fps
for all games.
2020-08-30 20:24:36 +02:00
Christoph Oelckers
747dac6c41
- Exhumed: Mark unused function arguments in standard C++ fashion.
2020-08-30 20:24:36 +02:00
Christoph Oelckers
ffe5b114f3
- the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet.
2020-08-30 12:49:21 +02:00
Christoph Oelckers
d59284c96b
- transitioned Duke to the new main loop.
...
Everything compiles, but hasn't been tested. Doing a safety commit first.
2020-08-30 12:02:32 +02:00
Christoph Oelckers
d49aedacea
- continued work on main loop - added a few new entry points to the game interface.
2020-08-30 00:55:49 +02:00
Christoph Oelckers
56d0647412
- migrated the last 3 remaining UI controls to CCMDs.
2020-08-29 17:49:15 +02:00
Christoph Oelckers
694444b62a
- converted the remaining input bits.
...
Looks like it is working in all games except Blood (not that it surprises me that it's Blood again which has issues...)
2020-08-29 13:32:55 +02:00
Christoph Oelckers
3a9bcb0b64
- moved Exhumed's cheat bits back into the game module.
...
They are no longer part of the packet interface.
2020-08-29 02:17:28 +02:00
Christoph Oelckers
dc1f56e8f9
Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into Packet
...
# Conflicts:
# source/core/inputstate.cpp
# source/exhumed/src/exhumed.h
2020-08-29 01:19:48 +02:00
Christoph Oelckers
fe7f3a2f9e
- handle the run key.
2020-08-29 00:57:07 +02:00
Christoph Oelckers
b9e0f493b2
- transitioned the 5 primary action keys: Open, Jump, Crouch and Fire/AltFire.
2020-08-28 23:25:08 +02:00
Christoph Oelckers
847fa48724
- cleaned out the remaining parts of baselayer.h
...
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.
The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
2020-08-28 09:06:49 +02:00
Christoph Oelckers
536e7455f2
- moved I_StartFrame to the top of the loop and cleaned up baselayer.hj
2020-08-28 08:44:44 +02:00
Christoph Oelckers
d62d2eaec7
- processed all remaining local input CCMDs and removed some bits only needed for multiplayer.
...
These MP bits should be reimplemented as network commands later, they only take up valuable space in the bit field.
2020-08-28 00:03:35 +02:00
Christoph Oelckers
ee7d558282
- removed the remains of sending pause with the input packets.
...
None of this was really working anymore, but will have to be rethought once a network stream exists again.
But even then, this is better sent as a separate command, and in MP only.
2020-08-27 22:38:52 +02:00
Christoph Oelckers
447573aa36
- consolidation of invprev, invnext and invuse.
2020-08-27 22:19:24 +02:00
Christoph Oelckers
43de0d8312
- consolidation of inventory item activation through hotkeys.
...
This also adds hotkeys for Exhumed which never implemented them.
2020-08-27 21:25:09 +02:00
Christoph Oelckers
10df3e094a
- rework of weapon input to use common features in shared code.
...
This also adds stubs for all unimplemented features in the games for easier addition.
2020-08-27 00:53:35 +02:00
Christoph Oelckers
f597f7c265
- made the GameFunc constants global again.
...
With most of the more specific features being migrated to CCMDs the list is relatively clean now, with merely 2 buttons that are game specific.
2020-08-27 00:25:59 +02:00
Christoph Oelckers
4b299fa412
- Exhumed also handled.
2020-08-27 00:58:21 +02:00
Christoph Oelckers
78a024a50c
- fixed: Exhumed's sound module did not check the 'sound disabled' CVAR.
2020-08-26 22:26:28 +02:00
Christoph Oelckers
b4df1fd662
- fixed Ramses text display.
...
Fixes #265 .
2020-08-26 22:22:46 +02:00
Christoph Oelckers
1a25504d02
- looks like the nAngle field in the PLayerInput struct isn't used for anything anymore.
2020-08-26 21:32:18 +02:00
Christoph Oelckers
83c8770d02
- fixed Ramsed head display and not freezing the input when it is active.
2020-08-26 21:28:57 +02:00
Christoph Oelckers
096a2bd4e9
- fixed some of the sound issues in Exhumed
...
* ambient sounds were constantly restarted resulting in garbled sound.
* sound priorities were not checked. This was used to limit some sounds to one instance per actor or to allow terminating other sounds playing on the same actor.
2020-08-26 20:22:11 +02:00
Christoph Oelckers
e5a4276a5a
- fixed infinite loop.
2020-08-26 20:20:36 +02:00
Christoph Oelckers
4e846f8d66
- do not print game init messages to the notify display.
2020-08-26 20:19:54 +02:00
Mitchell Richters
e3fe1b2b60
- Exhumed: Correctly transform player velocities when running on single 30Hz timer.
...
Thanks, Graf :)
# Conflicts:
# source/exhumed/src/exhumed.cpp
2020-08-26 17:27:15 +02:00
Mitchell Richters
0c300c181f
- Exhumed: Unify game with single timer instead of getting forward/side velocity at 120Hz.
...
* Player movement is close, but not exactly as it was. Requires more work if it is to be considered.
# Conflicts:
# source/exhumed/src/exhumed.cpp
# source/exhumed/src/ps_input.h
2020-08-26 17:26:42 +02:00
Christoph Oelckers
abf715eace
- unified the packet structures of all games.
...
Currently the bit fields are still separate and they have to be merged, but for now the added memory does not matter.
Having this structure in the common parts will allow work on consolidating the input code, though.
2020-08-26 17:12:48 +02:00
Christoph Oelckers
2ae5f960c5
- renamed fields in Exhumed's packed struct.
...
One step closer to getting these merged.
2020-08-26 17:09:47 +02:00
Christoph Oelckers
5a77aace2f
- strip the structure for local input off the fields not needed here.
...
Now it's basically the same as Dukes.
2020-08-26 16:59:42 +02:00
Christoph Oelckers
c1b1182f90
- fix weapon selection in Exhumed.
...
Like Blood it looks like the request isn't processed immediately so it needs to stick around.
2020-08-26 16:59:42 +02:00
Christoph Oelckers
b76168f673
- moved the main event processing functions into the global main loop.
...
Now, with all the Build timer stuff removed these calls were all identical between games.
2020-08-26 16:59:41 +02:00
Mitchell Richters
60f334f57c
- Exhumed: Partially restore sound issues following cc5e6d19c3
.
...
* Restored call of `UpdateSounds()` to `GameLoop()` and not `DrawView()` like previously.
Partially addresses #253 .
2020-08-26 23:22:44 +10:00
Christoph Oelckers
cc5e6d19c3
- fixed sound updating by moving the engine's UpdateSound call into the main loop.
...
This needs to be called unconditionally for every frame being rendered, not all of the game modules did that.
Placing this call here ensures that it is independent of anything the games do.
2020-08-26 04:10:16 +02:00
Christoph Oelckers
de871c9ab9
- use the game timer, not the Build timer for the sound eviction delay.
...
This is supposed to wait for two game frames to be on the safe side.
2020-08-26 03:50:07 +02:00
Mitchell Richters
e0aaaf1f60
- All Games: Move gameclock
and lastTic
to gamecontrol.
2020-08-26 09:49:44 +10:00
Mitchell Richters
2bf11ad378
- All Games: Remove use of timerGetTicks()
.
2020-08-26 09:49:38 +10:00
Mitchell Richters
aba5c4c134
- All Games: Remove use of timerGetHiTicks()
.
2020-08-26 09:49:36 +10:00
Mitchell Richters
b883204f6a
- All Games: Remove remaining use of totalclock
and associated timing code.
2020-08-26 09:49:34 +10:00
Mitchell Richters
39541408f2
- Exhumed: Fix what I believe is a typo.
2020-08-26 09:49:02 +10:00
Mitchell Richters
2748d6dc64
- Exhumed: Rename remaining use of totalclock
locally in screenjobs to currentclock
like Duke.
2020-08-26 09:48:59 +10:00
Mitchell Richters
a6cc3c4128
- Exhumed: Migrate to GZDoom time code like Duke and SW.
2020-08-26 09:48:57 +10:00
Mitchell Richters
76b05dbcd6
- Build (and games): Remove totalclocklock
.
2020-08-26 09:48:56 +10:00
Christoph Oelckers
d38a3a1fb1
- added autoaim switch for Exhumed.
...
Pointers for the needed change taken from GDX.
This applies only to hitscan weapons the rest do not appear to autoaim.
Fixes #260
2020-08-26 00:22:11 +02:00
Christoph Oelckers
5af71c0af2
- Exhumed: Implement "Quit to title".
...
Fixes #252
2020-08-25 21:34:12 +02:00
Christoph Oelckers
efc83e1a5f
- Exhumed: properly terminate the "Ramses" save block.
...
Fixes #258
2020-08-25 21:30:00 +02:00
Christoph Oelckers
5df0a7241f
- disabled a few menu options for unsupported features in Exhumed.
...
Fixes #255
2020-08-25 20:40:30 +02:00
Christoph Oelckers
435e13dfa4
cleanup of the timer interface.
...
* rewrote all uses of timerSetCallback. Most were unnecessary or long obsolete, the sound updates need to run per frame, not per tic and the UI tickers need to be handled in the main loop anyway.
* Use a more precise timer to animate the menu transition.
* uncouple other menu animations from the game timer.
2020-08-25 19:42:11 +02:00
Christoph Oelckers
1a633ce6a6
- give Exhumed some automap labels as well.
...
This game didn't have them originally so here the 'native' mode does not exist.
2020-08-25 00:27:14 +02:00
Christoph Oelckers
76811a1881
- InputState cleanup
...
This removes most of the InputState class because it is no longer used.
The only remaining places still checking scan codes are the modifiers for sizeup and sizedown.
All the rest was remapped to safer methods. The multiplayer taunts are currently inoperable, they will need support of shift-bindings to get proper support.
2020-08-24 20:34:18 +02:00
Christoph Oelckers
c09a5150a9
- added some predefined fullscreen modes
...
This is to cut down on boilerplate code because these encode the virtual screen size in the mode parameter, making it unnecessary to specify a virtual size separately.
2020-08-24 20:25:53 +02:00
Christoph Oelckers
f1a988b221
- make use of map bindings
...
All automap controls have been moved there, and sizeup/sizedown have been made CCMDs, taking screen size management entirely out of the game modules
2020-08-24 20:20:15 +02:00
Christoph Oelckers
e158775e67
- … and for Exhumed
...
This game does not implement follow mode.
Note: Follow mode needs to be simplified across games!
2020-08-24 19:54:26 +02:00
Christoph Oelckers
7859a29e95
- use global variables to track automap state
...
So far implemented in Duke/RR.
2020-08-24 19:31:43 +02:00
Mitchell Richters
89a15335df
- Exhumed: Clear the screen in the 2D drawer prior to drawing in menu_DoPlasma()
.
...
Fixes #237 .
2020-08-24 17:44:39 +10:00
Mitchell Richters
e8057cd871
- Exhumed: Fix menu scaling upon opening following changes in 979cc63835
.
...
Fixes #238 .
2020-08-24 17:11:51 +10:00
Mitchell Richters
6cbd607f31
- Exhumed: Stop playing kSoundJonLaugh2
in DLobotomyScreen
screenjob if skiprequest
is true.
2020-08-24 16:51:38 +10:00
Mitchell Richters
b5823385e1
- Exhumed: Fix if statement in DrawWeapons()
following changes in e225e85ae1
.
2020-08-24 16:02:12 +10:00
Mitchell Richters
e225e85ae1
- Exhumed: Perform weapon bobbing with maximum precision and implement cl_weaponsway
.
2020-08-24 13:22:52 +10:00
Christoph Oelckers
fed70e6df7
- make Exhumed's intro block the UI.
...
Fixes #235 .
2020-08-24 00:36:47 +02:00
Christoph Oelckers
8b8f048393
- moved parts of videoNextPage to app_loop.
2020-08-23 18:08:08 +02:00
Christoph Oelckers
adb98a47ba
- restructured the main loop code so that the actual loop is in the common code.
2020-08-23 17:47:05 +02:00
Christoph Oelckers
85875da77a
- removed the old start-of-level-only savegame code.
...
This serves no purpose anymore, even with a checkpoint-based gameplay the full saves will do just as well.
2020-08-23 16:30:20 +02:00
Christoph Oelckers
f7fcd341ec
- removed redundant levelnum variable.
...
Better use the global map record.
2020-08-23 16:24:54 +02:00
Christoph Oelckers
1a0e413d5c
- use CCMDs for Exhumed's input where applicable.
...
- made crosshair toggle consistent across games.
2020-08-23 16:11:18 +02:00
Christoph Oelckers
a4a26ef6bc
- removed the last uses of the original rotatesprite function.
2020-08-23 14:55:19 +02:00