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
7a5dca7d5d
- renamed startgame CCMD to levelstart.
2020-09-05 14:02:07 +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
b23424485a
- re-implemented VP8 support.
...
Since the decoder cannot handle sound, there's two options:
1: Use the same sounds as the video it replaces.
2: If an identifiable streamable sound with the same base name is found, it will be played along with the video.
Fixes #133
2020-09-05 11:58:19 +02:00
Christoph Oelckers
80cea90854
- implemented zoom by mouse wheel for the automap.
...
Fixes #121
2020-09-05 09:10:24 +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
b54fd2f054
- fixed: Entering the menu from SW's intro may not stop the sound.
...
This is a singular special case, everything else must do it.
Fixes #335
2020-09-05 00:07:06 +02:00
Christoph Oelckers
cdd2329b63
- fixed levelwarp for games with linear level counting.
...
Fixes #337
2020-09-05 00:00:55 +02:00
Christoph Oelckers
d2de11cd99
- hide the message display on intermission screens.
...
Fixes #336
2020-09-04 23:56:04 +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
b7db8b988d
- SW: Ignore follow mode setting when not on the automap.
...
Fixes #311 .
2020-09-04 22:54:11 +02:00
Christoph Oelckers
2e8b808683
- added a C_ClearMessages function for the console and fixed game restart after death.
...
Fixes #322
2020-09-04 22:23:38 +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
5bc80d2468
- macro cleanup
2020-09-04 21:17:24 +02:00
Christoph Oelckers
fd2ce0321e
- transitioned SW to level change event system
2020-09-04 21:15:15 +02:00
Christoph Oelckers
b8d2d626ca
- cleaned out some leftover network variables
2020-09-04 20:48:29 +02:00
Christoph Oelckers
3eef0db6f6
- check if a map file exists before starting it.
2020-09-04 20:47:40 +02:00
Christoph Oelckers
97f395bd72
- transitioned Blood to the new level change messaging system
2020-09-04 20:46:44 +02:00
Christoph Oelckers
77f96a1c75
- fixing some issues. Level transitions in Duke are working now.
2020-09-04 19:43:36 +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
1cf0ca3f75
- save the global view variables in a savegame.
...
I have no idea why but these did not get restored to something useful anymore.
2020-09-04 01:17:06 +02:00
Christoph Oelckers
b253ae123f
- run screen jobs with uncapped frame rate.
...
Fixes #325
2020-09-03 18:36:37 +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
66d8eae8e1
- implemented the framework for freeform network commands.
...
Unlike ZDoom this uses callbacks for implementation to keep game specific parts encapsulated to the game code.
2020-09-02 23:27:02 +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
a222a7d7c9
- transitioned Shadow Warrior to new main loop.
...
Problem: Does not work yet with cl_syncinput = 0. Something about those angle and horizon settings is not right yet.
2020-09-02 20:58:37 +02:00
Christoph Oelckers
141b5c00cd
- cleanup.
2020-09-02 20:58:37 +02:00
Christoph Oelckers
4d5e2f5bda
- dead data removal in network.cpp and the player struct.
2020-09-02 20:58:21 +02:00
Christoph Oelckers
b3d4bab4dd
- deleted sync.cpp.
2020-09-02 20:57:03 +02:00
Christoph Oelckers
621a1e0b3d
- removed the packet averaging code.
...
This is also part of the backend code and won't be needed here anymore.
2020-09-02 20:57:03 +02:00
Christoph Oelckers
e19923ce4b
- removed setGameClockStart.
...
This won't be needed anymore.
2020-09-02 20:57:03 +02:00
Mitchell Richters
6e6f5dbb5b
- Blood: Further tweak positioning for when ammo remaining gets lower than 10.
2020-09-02 19:42:16 +10:00
Mitchell Richters
1e8066ac59
- Blood: Tweak positioning for when using cl_showmagamt 1
.
...
This moves the ammo count and inventory item icon/count over by 9px to compensate.
2020-09-02 19:13:30 +10:00
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
4feae913cd
-Blood: merge redundant gFrameCount and gLevelTime variables, reset the timers as the first thing when loading a level.
...
They need to be reset when level data gets set because the current value is used as base.
It was most easily observed at the start of the first level where the grave only would open after a lengthy delay - which was the play time of the last level being played.
2020-09-02 07:47:26 +02:00
Christoph Oelckers
b21f49a1e1
- handle r_NoInterpolate in Blood's ticker so that the game isn't locked to 30 fps.
2020-09-02 07:11:47 +02:00
Mitchell Richters
c5636e9917
- Blood: Partially revert b8b8e7a638
in case someone really wants to run with cl_interpolate 0
.
2020-09-02 14:55:44 +10:00
Mitchell Richters
b8b8e7a638
- Blood: Get synchronised input going in a testable way. This is not a complete re-factor, just enough to get it going.
2020-09-02 13:20:37 +10:00
Mitchell Richters
253d1a3989
- SW: Re-position actortime clocking.
...
I believe this is the right place and I got it wrong when doing e32cd81cc7
. The change in this commit is more like where Duke times actortime.
2020-09-02 09:28:41 +10:00
Mitchell Richters
715a61adbd
- Blood: Re-position actortime clocking and remove #ifdef guarded call to non-existent function.
...
I believe this is the right place and I got it wrong when doing e32cd81cc7
. The change in this commit is more like where Duke times actortime.
2020-09-02 09:15:18 +10:00
Christoph Oelckers
921f4e54d9
- made a slash for the ammo display in Blood.
2020-09-02 00:45:27 +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
Christoph Oelckers
8d63e735d0
- transitioned Blood to the new main loop.
...
Mostly working but interpolation is not correct yet and for some strange reason the numbers on the HUD are gone.
2020-09-01 23:34:04 +02:00
Christoph Oelckers
7747fc7fb0
- rewrote the EndMgr in Blood to work as a screen job.
...
This removes the special handling for it in the main loop.
Some functions and variables in the kill and secret managers were also given more meaningful names.
Fixes #313
2020-09-01 21:27:32 +02:00
Christoph Oelckers
fda74a47b4
- use gFrameClock plus interpolation for third person view and tick the flash counter for the CTF HUD in the ticker, not the drawer.
...
This removes a lot of mess.
2020-09-01 20:15:34 +02:00
Christoph Oelckers
e320e79df0
- use gFrameClock in DoSectorLighting
...
The higher precision of gameclock went totally unused in here.
2020-09-01 20:12:02 +02:00
Christoph Oelckers
d0a3e1781e
- Blood: eliminated gameclock in weapon draw code
2020-09-01 20:10:36 +02:00
Christoph Oelckers
4b45ee150f
- Blood: replaced several uses of gameclock with gFrameClock
...
Mainly those which do not use its full precision.
Choke needs interpolation support, though.
2020-09-01 20:08:37 +02:00
Christoph Oelckers
b19681b50c
- use gFrameClock plus interpolation for angles in viewProcessSprites
...
Both more reliable and precise.
2020-09-01 20:02:37 +02:00
Christoph Oelckers
0fa742f0ca
- Blood: fixed some issues with precaching.
...
This code was still unaware of hardware rendering and created useless software buffers for some textures.
2020-09-01 19:59:15 +02:00
Christoph Oelckers
31fc39b051
- Blood code cleanup
...
deleting blocks of unused code, in particular some networking leftovers.
Also moving a few functions around
2020-09-01 19:49:05 +02:00
Christoph Oelckers
6726c19f9c
- removed constexpr from FloatToAngle.
...
I overlooked the xs_CRoundToInt call in there.
2020-09-01 19:48:21 +02:00
Christoph Oelckers
c957397573
- undid the workarounds for undefined-ness of negative shifts.
...
For any mainstream platform that is totally irrelevant and besides, in C++20 it will be well defined and all current compilers on the relevant platforms treat it accordingly.
This is not worth deoptimizing the code.
2020-09-01 19:47:01 +02:00
Christoph Oelckers
dfb6c0d6fa
- Blood: moved the precaching code to its own file.
2020-09-01 19:39:30 +02:00
Christoph Oelckers
0cc019686d
- minor optimization of m_fixed.h
...
Use constexpr where possible to allow using these function in static initializers.
Avoid dividing by constant values. Better multiply with the inverse which is quite a bit faster.
2020-09-01 19:37:05 +02:00
Christoph Oelckers
763be58134
- tinkering with the savepic code.
...
This was definitely missing but it's not the cause of the empty savepic.
2020-09-01 19:21:00 +02:00
Mitchell Richters
3f886ad818
- SW: Fix change in 1354d52c05
that accidentally caused minor loss of precision in the panel code.
2020-09-01 23:35:00 +10:00
Mitchell Richters
9605e41f9f
- SW: Fix Q16.16 operation not using m_fixed inlines. The one that got away...
2020-09-01 23:28:47 +10:00
Mitchell Richters
17da849add
- SW: Get synchronised input going in a testable way. This is not a complete re-factor, just enough to get it going.
...
* Remove bool `PedanticMode`.
* Transition appropriate lines to `cl_syncinput`.
* Remove inlines added purely only to maintain DOS demo compatibility.
* Fix a few pedantic Q16.16 >> Int >> Q16.16 conversions.
2020-09-01 23:08:23 +10:00
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
ac5abd8aac
- removed ready2send variable.
...
It's a leftover from the old netcode.
2020-08-31 20:25:08 +02:00
Christoph Oelckers
827c406437
- don't play activation sound when not having a Holoduke powerup.
2020-08-31 20:04:20 +02:00
Christoph Oelckers
f0ca87dc82
- fixed mixed up Holoduke messages.
...
Fixes #289
2020-08-31 20:01:55 +02:00
Christoph Oelckers
923833ccec
- animated menus without frame rate cap
...
The frame rate cap is only deactivated if there's actual animations running so that leaving the game in the menu won't make the engine run at high frame rates.
Fixes #288 .
2020-08-31 19:56:13 +02:00
Christoph Oelckers
54d65bfcfc
- fixed some warnings
2020-08-31 19:28:05 +02:00
Christoph Oelckers
e5d963c515
- refactored third person view to only access the clock in its worker function
...
Timer values in interface code are undefined, these should not access anything that changes at real time.
Also use smoothratio to do the calculation in frame time, not tic time.
2020-08-31 19:27:22 +02:00
Christoph Oelckers
a8bb6ba515
- base the turbo turn timer on the actual level tic rate
...
This has a threshold that could lead to different behavior, depending on whether synchronized or unsynchronized input is used, it also used an undefined state of gameclock for its calculations.
By basing this on the levelclock consistency is ensured.
2020-08-31 19:23:05 +02:00
Christoph Oelckers
71c3441b1e
- transitioned cloudclock.
...
This timer runs at 60 Hz in the render code, so it needs to take smoothratio into account.
2020-08-31 19:22:21 +02:00
Christoph Oelckers
9a208185d6
- levelclock increment after tick.
...
This ensures that the first tick always gets a value of 0.
2020-08-31 19:21:02 +02:00
Christoph Oelckers
bf4f538c61
- a few more places where gameclock could be substituted.
...
Nothing here needs higher precision.
2020-08-31 19:20:04 +02:00
Christoph Oelckers
2bf368d49b
- redid the timer for the automap zoom
...
Add more precision and uncouple from the game timer
2020-08-31 19:18:53 +02:00
Christoph Oelckers
45a22eb3cd
- do proper interpolation of the snorkel in RR.
2020-08-31 19:06:53 +02:00
Christoph Oelckers
03aad6559b
- added a global leveltimer variable to Duke.
...
This timer only gets incremented by the main game ticker when the playsim is running.
This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
2020-08-31 00:33:41 +02:00
Christoph Oelckers
34104a74d8
reduce dependency of code on global gameclock variable
...
passing it as parameter to operateweapon*
2020-08-31 00:17:40 +02:00
Christoph Oelckers
007c6e122d
- gameclock abstraction
...
This may need more work to have a reliable timer
2020-08-31 00:16:43 +02:00
Christoph Oelckers
7684f9e3e6
- fixed duplicate symbol error on macOS
2020-08-31 00:15:48 +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
00d35bc42c
- fixed the number pulsing on Duke's and RR's HUD.
2020-08-30 22:52:50 +02:00
Christoph Oelckers
98557947da
- gameclock must also be set before calling gi->Render.
...
This runs at the display's frame rate so the timer value from the Ticker call is not precise enough to do all the work.
2020-08-30 22:52:20 +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
Mitchell Richters
5daaa1fc06
- fix issues with cl_syncinput 0
.
2020-08-31 05:24:29 +10:00
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
Christoph Oelckers
5136e7dc2d
- SW: Moved the key display on the fullscreen HUD above the ammo display.
...
Space is a bit too tight when activating the clip display otherwise, especially on 4:3 screens.
2020-08-30 21:01:29 +02:00
Mitchell Richters
d0e390c554
- Blood: Don't treat akimbo shotguns as a reloading weapon. It doesn't go through the reload sequence like when the player doesn't have the power-up.
2020-08-30 20:24:39 +02:00
Mitchell Richters
c0374cf890
- SW: Move static function DoReloadStatus()
into the class as private function
2020-08-30 20:24:38 +02:00
Mitchell Richters
26ffc82cc0
- SW: Remove duplicated code from dd832aaea3f688b375c74643606f299c76d92f3b.
2020-08-30 20:24:38 +02:00
Mitchell Richters
c555540e24
- Blood: Implement cl_showmagamt
for the game's shotgun.
...
* Tile set for `kSBarNumberAmmo` does not include a slash. Hack put in place to get me a slash from a specific tile of a different font. It "works" and I don't think it looks too bad.
2020-08-30 20:24:38 +02:00
Mitchell Richters
1617938d4f
- Duke: When using cl_showmagamt 1
, increase pistol maximum by 4 so that when you have full ammunition, you have a full clip.
...
* On the fence about this. Lower makes the game harder, and higher could mean the difference between life and death. I do think that if we're showing amounts in the magazine, full ammo should constitute a full magazine. I think the max of 200 is an oversight from the original devs as all other games have proper defaults that reflect the magazine or cylinder capacity.
2020-08-30 20:24:38 +02:00
Mitchell Richters
10962e2193
- SW: Implement cl_showmagamt
for the game's shotgun and uzi.
...
* SW does not have any special characters in its BigFont, so currently there's no divider between ammunition amounts. This is to be discussed on the PR.
2020-08-30 20:24:37 +02:00
Mitchell Richters
eb3a21e677
- Duke: Implement cl_showmagamt
for the RR's pistol and shotgun.
2020-08-30 20:24:37 +02:00
Mitchell Richters
161647ed5b
- Duke: Implement cl_showmagamt
for the game's pistol.
2020-08-30 20:24:37 +02:00
Mitchell Richters
6f653da0fc
- DBaseStatusBar: Create function DBaseStatusBar::CalcMagazineAmount()
for use with calculating magazine values when drawing the HUD.
2020-08-30 20:24:37 +02:00
Mitchell Richters
aeb807bea1
- gamecvars.cpp: Create CVAR cl_showmagamt
.
2020-08-30 20:24:37 +02:00
Mitchell Richters
e32cd81cc7
- Unify stat fps
for all games.
2020-08-30 20:24:36 +02:00
Christoph Oelckers
59a964bb83
- same for SW
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
84e54e4fdb
- deleted several unused local variables
...
None of the initializers here is modifying gamestate, this looks like overcautious preservation for demo compatibility.
2020-08-30 20:24:23 +02:00
Christoph Oelckers
3a7b23f655
remove unused stuff
2020-08-30 20:23:48 +02:00
Christoph Oelckers
765f211e05
- things are mostly working again.
...
Rendering produces an image again, input gets properly processed, but unsynchronised mouse input isn't properly applied yet.
2020-08-30 19:59:46 +02:00
Christoph Oelckers
c3fa9b76c4
- fixed: The render style must be set to a defined value at the start of rendering a scene.
2020-08-30 17:40:04 +02:00
Christoph Oelckers
38d10cc591
- game input works, but still no 3D scene rendered.
2020-08-30 13:04:07 +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
0c455acaa2
- more work to switch over to the new loop.
...
Mainly separation of ticker and render calls
2020-08-30 10:42:44 +02:00
Christoph Oelckers
367b4ce051
- this should be all we need from GZDoom to hook up the main loop.
2020-08-30 09:32:34 +02:00
Christoph Oelckers
1e0b8038e5
- removed I_ResetTime entirely and refactored SW's use of it.
2020-08-30 08:13:34 +02:00
Christoph Oelckers
49106c5b5e
- Duke: Do not reset the global ticker.
...
The new main loop code cannot handle that. Instead set a start value for gameclock so that gameclock can be based on an arbitrary time value instead of directly representing global time.
2020-08-30 08:04:33 +02:00
Christoph Oelckers
34510ae9b3
- added ticker stub to the game interface.
2020-08-30 08:03:03 +02:00
Christoph Oelckers
cc04d41903
- Duke: moved the clock reset to a separate function and deleted the unused lockclock variable.
2020-08-30 07:53:20 +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
c0ebe3e08b
- hooked up ZDoom's d_net.cpp file.
...
Still not active but this contains some code needed to do a proper main loop that can work with the networker.
2020-08-29 23:24:18 +02:00
Christoph Oelckers
15adf1f6e5
- hooked up ZDoom's i_net.cpp to compile within the project.
...
Note about the license: This file was available from GZDoom 2.4.x under the Doom source license which is compatible with Build.
This isn't used yet.
2020-08-29 22:07:47 +02:00
Christoph Oelckers
fab561d757
- cleaned up Duke's main GameTicker function.
...
* moved the part that alters the input before queuing it to GetInput
* moved moveloop into the main function
* reshuffled a few things for better grouping by task.
2020-08-29 21:20:10 +02:00
Christoph Oelckers
20426a5a4f
Revert "- pass loc as a parameter to Duke's GetInput function to uncouple it from the global variable."
...
This reverts commit a03b6cf57c
.
Turns out this wasn't really useful.
2020-08-29 21:09:04 +02:00
Christoph Oelckers
e3839b01bc
- removed in_mousesmoothing.
...
This not only was redundant with m_filter, even worse, it was in the wrong place.
Control_GetInput is used to read the current input state from the backend and can get called at uneven intervals, or even multiple times during the same frame, so smoothing the movement here can lead to erratic behavior.
With this change CONTROL_GetInput will return the same data unless it gets updated between calls.
2020-08-29 18:37:22 +02:00
Christoph Oelckers
a03b6cf57c
- pass loc as a parameter to Duke's GetInput function to uncouple it from the global variable.
2020-08-29 18:07:49 +02:00
Christoph Oelckers
56d0647412
- migrated the last 3 remaining UI controls to CCMDs.
2020-08-29 17:49:15 +02:00
Christoph Oelckers
eb34b41716
- fixed keyboard look in Blood.
2020-08-29 17:07:25 +02:00
Mitchell Richters
be33872b42
- Blood: Implement WeaponSel_Alt
for game.
2020-08-29 22:51:20 +10:00
Mitchell Richters
7ff73ae2f1
- Duke: Add missing World Tour flamethrower from alt weapon mode implementation completed in 51a08fbaf3
.
2020-08-29 22:30:45 +10:00
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
Mitchell Richters
51a08fbaf3
- Duke: Implement WeaponSel_Alt
for Duke and RR.
2020-08-29 21:27:58 +10:00
Christoph Oelckers
7659107b75
- removed SW's SK_AUTO_AIM for good.
...
When networking becomes a thing again this can be done as a server CVAR without such a messy approach.
2020-08-29 02:19:41 +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
Mitchell Richters
c47b60e193
- Fix compile regression from 847fa48724
.
...
Fixes #283 .
2020-08-29 08:16:05 +10:00
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
d73bf62465
Revert "- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible."
...
This reverts commit 97feb483ab
.
2020-08-28 08:25:51 +02:00
Mitchell Richters
ea2790ce08
- Duke: Switch game tic back to a while loop. I didn't mean to commit it this way in ab06235971
.
...
* I doubt anyone will be running this on a system where computing a tic might take longer than a tic, but it's more consistent with the other games and is what it was.
2020-08-28 15:29:41 +10:00
Mitchell Richters
97feb483ab
- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible.
...
* Micro-optimisation, but was getting a very occasional jitter in Duke 3D that seems to have gone with this.
2020-08-28 15:27:16 +10:00
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
e0ca98602d
- made Blood's inventory cycle-able.
...
IMO it's a totally annoying limitations to block wraparound of the cursor.
2020-08-27 22:29:45 +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
Mitchell Richters
0c55c3983c
- Duke: Fix potential interpolation issues for RR's shotgun observed while working on something else.
2020-08-27 22:47:18 +10:00
Mitchell Richters
8bb13bc4c2
- InputState: Exclude volume keys from setting AnyKeyStatus
to true.
2020-08-27 13:05:05 +02:00
Mitchell Richters
a2b51edcdb
- Duke: Delete enum created in 3e79e7b63f
and move CRACK_TIME
to miscConstants
.
...
* Didn't have a very good look, apparently...
2020-08-27 16:09:18 +10:00
Mitchell Richters
65a54361b4
- Duke: Apply same fix in 3e79e7b63f
for RR, accidentally missed.
2020-08-27 15:55:32 +10:00
Mitchell Richters
3e79e7b63f
- Duke: Fix bug where player wasn't cracking knuckles after 777 idle tics while cl_syncinput
was 1.
...
* Use opportunity to replace the literal constant of `777` with an enum.
2020-08-27 15:54:49 +10:00
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
89f5b26988
- fixed badly placed include.
2020-08-27 00:27:10 +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
99486cba7e
- gave Blood the same treatment.
2020-08-27 00:21:11 +02:00
Christoph Oelckers
c7e667a17a
- transition weapon selection in SW.
...
Thanks to the macro insanity for trivial operations in this code base this turned out to be a lot more troublesome than Duke...
2020-08-27 00:06:59 +02:00
Mitchell Richters
55f688b13f
- SW: Rename q16horz
to q16horiz
and q16aimvel
to q16horz
for consistency and to avoid confusion down the track.
2020-08-27 08:00:50 +10:00
Christoph Oelckers
e768a2bf24
- use new bitmask for weapon selection in Duke.
2020-08-26 23:02:55 +02:00
Christoph Oelckers
36d676ca20
- renamed ESyncBits so that the replacement can take that name later.
2020-08-26 22:39:15 +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
f90d953ab5
default cl_smoothsway to false.
2020-08-26 17:23:08 +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
c7f5f05e14
- cleaned up gamecvars.cpp and deleted a large amount of unused ones.
2020-08-26 17:05:17 +02:00
Mitchell Richters
4fcec5f6d3
- SW: Alt implementation for preparing a nuke.
...
* Given the original code in `pNukeAction()` (poorly named), the intent appeared to be that the weapon should go off-screen for preparation, returning once weapon initialised.
* Commit restores that behaviour behind a CVAR.
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2020-08-26 17:00:19 +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
d0655a1068
- renamed the fields in Blood's packet structure to match Duke's.
2020-08-26 16:59:41 +02:00
Christoph Oelckers
3fc79940f2
- merged the bit fields in Blood's packet structure.
...
Whatever this was for it made that thing extremely unwieldy.
With these merged the resulting structure doesn't look much different from Duke's anymore.
2020-08-26 16:59:41 +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
a9f556c1bd
- SW: Restore random element to player's weapon left/right bobbing behind a CVAR.
...
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2020-08-26 16:45:42 +02:00
Mitchell Richters
50793184ee
- SW: Remove random element from player's weapon left/right bobbing causing bob value to be between 24-48 and lock to 36.
2020-08-26 16:45:42 +02:00
Mitchell Richters
88a49b0d22
- Duke: Restore RPG harsh recoil behind a CVAR.
...
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2020-08-26 16:45:41 +02:00
Mitchell Richters
839a7bcbe4
- subjective fix to Duke 3D's RPG harsh recoil.
2020-08-26 16:45:41 +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
Mitchell Richters
62388e30be
- fix C_SetNotifyFontScale()
for RR.
...
Fixes #264 .
2020-08-26 22:33:19 +10:00
Mitchell Richters
5bfd4069ef
- Blood: Cleanup some timing variables following timing uplift.
...
* Remove cast of int on `gFrameClock` since gFrameClock is now just an int.
* Remove unused `gFrameTicks`.
* Remove unused `gFrameRate`.
* Rename `gFrame` to `gFrameCount` so it's easier to search and distinguish from `gFrameClock` without relying on regex.
2020-08-26 20:55:46 +10:00
Christoph Oelckers
ddd6a300ab
- added UpdateSounds calls to the blocking loops in Duke's and SW's StartGame functions.
2020-08-26 04:15:33 +02:00
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
e1424d454f
- Duke: Clean out some left over stub code during initial testing.
2020-08-26 11:23:57 +10:00