Commit graph

5647 commits

Author SHA1 Message Date
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
Mitchell Richters
4eec9dca63 - Duke/SW: Use I_GetBuildTime() instead of gameclock in game-side sound code.
* Code is called where `gameclock` might not be set.
2020-08-26 10:09:02 +10:00
Mitchell Richters
ef728429e0 - Core: Remove legacy smoothratio calculator CalcSmoothRatio(). 2020-08-26 09:49:47 +10:00
Mitchell Richters
e0aaaf1f60 - All Games: Move gameclock and lastTic to gamecontrol. 2020-08-26 09:49:44 +10:00
Mitchell Richters
76776d24d7 - All Games: Remove use of ClockTicks and replace with int. 2020-08-26 09:49:42 +10:00
Mitchell Richters
1c8b0a20fb - Build: Remove all timer code. 2020-08-26 09:49:40 +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
c207437a57 - Duke: Rename cloudtotalclock to cloudclock.
* Mostly so it doesn't come up on searches for `totalclock`.
2020-08-26 09:49:32 +10:00
Mitchell Richters
d358c71f82 - Blood: Migrate to GZDoom time code like Duke, SW and Exhumed. 2020-08-26 09:49:23 +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
Mitchell Richters
576b13248e - Build: Use I_GetBuildTime() in place of totalclocklock in animateoffs(). This makes the SW menu work pre-game. 2020-08-26 09:48:54 +10:00
Mitchell Richters
40739d9176 - SW: Add ogameclock and use in places where ototalclock was used.
* Duke used `ototalclock` only to keep track of when the game ticked. SW uses it in the rendering code for differentials between tics so we should preserve that to prevent issues down the track.
2020-08-26 09:48:51 +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
9440ddb68f - thinned out Blood's network code. 2020-08-25 23:04:08 +02:00
Christoph Oelckers
84b6af24d3 - renamed the fields in SW's packet structure to match Duke's.
Preparation for moving the packet management into public code.
2020-08-25 22:06:01 +02:00
Christoph Oelckers
70cac1db54 - removed unused parts from timer.cpp. 2020-08-25 21:47:03 +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
6b0e1baf02 - added a timerUpdateClock call to the main loop so that Blood and Exhumed work again.
This may only be removed when nothing uses totalclock anymore. We're not there yet.
2020-08-25 21:24:45 +02:00
Christoph Oelckers
a323591d5a - call C_RunDelayedCommands() from a centralized place. 2020-08-25 21:16:37 +02:00
Christoph Oelckers
fd12ad382f - add shadows to the statistics display.
Fixes #256
2020-08-25 20:58:32 +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
e97fb2ab7f - reduce message spam in the notification display. 2020-08-25 20:21:18 +02:00
Christoph Oelckers
8256b54005 - applied a few fixes:
* removed the timer callback stuff that came back through the backdoor.
* do not use gameclock in the UI code - use the underlying timer directly.
* UpdateSounds must still use totalclock, until this can be refactored in its entirety.
2020-08-25 20:20:35 +02:00
Mitchell Richters
c888bc802d - SW: Make a bit more use of the calculated smooth ratio. 2020-08-25 19:51:32 +02:00
Mitchell Richters
386661f1ba - SW: Migrate to GZDoom time code like Duke. 2020-08-25 19:51:32 +02:00
Mitchell Richters
d04aa603dd Revert "Revert "- Duke: Remove left-over line." and re-do as a multiplier of TICSPERFRAME for better clarity as to what's happening rather than a bit-shift."
This reverts commit 0cdd27b61534219a0d00b794a45a09f26a95afaa.
2020-08-25 19:51:12 +02:00
Mitchell Richters
d3b506eb2b - Duke (and Engine): Eliminate use of totalclock for game.
* Breaks every other game except Duke unless/until they get migrated. Done for the purpose of demonstrating PR #244.

# Conflicts:
#	source/build/src/timer.cpp
#	source/games/duke/src/game.cpp
2020-08-25 19:51:12 +02:00
Mitchell Richters
c5f523fb3c - Duke: Make a bit more use of the calculated smooth ratio. 2020-08-25 19:48:52 +02:00
Mitchell Richters
e9c0831ccc Revert "- Duke: Remove left-over line." and re-do as a multiplier of TICSPERFRAME for better clarity as to what's happening rather than a bit-shift.
* It's also better that everything be based off the one tic clock and not call `I_GetBuildTime()` to set `gameclock`. This also ensures that `gameclock` always increases in intervals of 4.

This reverts commit 63eac13d6442357fdab57067ec913a2ce8ce72db.
2020-08-25 19:48:38 +02:00
Mitchell Richters
be5419e77c - i_time: Add I_GetBuildTimeFrac().
* Currently not needed, but adding for feature parity.
2020-08-25 19:48:26 +02:00
Mitchell Richters
2231386830 - Duke: Create function to reset timer and apply in game where timer restarts are needed. 2020-08-25 19:48:15 +02:00
Mitchell Richters
7d1f021fcd - Duke: Remove left-over line. 2020-08-25 19:47:45 +02:00
Mitchell Richters
afb09456e0 - Duke: Migrate away from using totalclock and use new game-specific gameclock with underlying timer code in common.
* Build timer still requires initialisation due to multiple `timerSetCallback()` that still need to work.

# Conflicts:
#	source/core/menu/menu.cpp
#	source/games/duke/src/game.cpp
2020-08-25 19:47:31 +02:00
Mitchell Richters
ab06235971 - Duke: Demonstration of a re-timed game and associated interpolation improvements that come from it.
# Conflicts:
#	source/games/duke/src/game.cpp
2020-08-25 19:43:28 +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
a55da24277 - hooked up the chat display.
Currently not really useful, aside from being usable to enter cheats. For this the cheat must be prefixed with a '#' to be recognized.
2020-08-25 18:51:56 +02:00
Christoph Oelckers
cf36e7d770 - SW: stop cutscene sound before going to the summary screen. 2020-08-25 18:28:50 +02:00
Christoph Oelckers
7d30218d8e - fixed: In SW the automap follow mode blocked all game input, even when the automap was off. 2020-08-25 18:09:57 +02:00
Christoph Oelckers
ce853c5376 - Blood does not restart the intro sequence.
Fixes #247
2020-08-25 18:06:16 +02:00
Christoph Oelckers
a0e4d6f62c - implemented proper scaling support for the notify display - both the classic and advanced variant. 2020-08-25 18:03:15 +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
7c1e64757a - use generalized automap label code for Shadow Warrior, too. 2020-08-25 00:16:02 +02:00
Christoph Oelckers
faf23d8ff0 - proper defaults for Blood. 2020-08-25 00:01:33 +02:00
Christoph Oelckers
777bbd4bd8 - use the generalized code to display automap labels in Blood. 2020-08-24 23:59:09 +02:00
Christoph Oelckers
6672b8af99 - generalized the automap label code.
Using proper scaling and should be reusable from all games now.
2020-08-24 23:14:55 +02:00
Christoph Oelckers
25ade79b90 - stat display fine tuning. 2020-08-24 22:18:45 +02:00
Christoph Oelckers
fef7608705 - made a few fixes for the fullscreen HUD in Nam:
* the font was placed too low
* the Duke health icon is not a health icon in this game so it had to be exchanged for something proper.
2020-08-24 22:12:56 +02:00
Christoph Oelckers
88bcaf37ab - changed the scale range of hud_statscale so that 1 is for fullscreen 320x200. 2020-08-24 22:02:49 +02:00
Christoph Oelckers
e7c58a5b29 - make hud_scale a floating point CVAR. 2020-08-24 21:48:47 +02:00
Christoph Oelckers
3a6ccac8ea - fixed bad offset with vertically mirrored sprites.
Fixes #239
2020-08-24 21:15:22 +02:00
Christoph Oelckers
6d1e3e77fc - fixed item percentage display on SW's status bar.
Fixes #242
2020-08-24 20:46:14 +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
b88a279a57 - removed the mouse wheel up event hackery
With the weapon cycling commands being done as CCMDs this is no longer needed.
2020-08-24 20:26:32 +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
092fb55db3 - hooked up the automap bindings.
Now, with centralized state management these can finally work.
2020-08-24 19:55:21 +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
0ee042fb60 - same procedure for Blood 2020-08-24 19:47:09 +02:00
Christoph Oelckers
debb4b17b6 - transitioned SW's automap to the global variables
Also copied the automap label output to the status bar for proper ordering.
2020-08-24 19:36:17 +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