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
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
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
dc1f56e8f9
Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into Packet
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# 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
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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
d73bf62465
Revert "- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible."
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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
.
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* 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.
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* 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.
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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.
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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.
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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
a2b51edcdb
- Duke: Delete enum created in 3e79e7b63f
and move CRACK_TIME
to miscConstants
.
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* 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.
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* 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.
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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.
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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
c7e667a17a
- transition weapon selection in SW.
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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
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
4e846f8d66
- do not print game init messages to the notify display.
2020-08-26 20:19:54 +02:00
Christoph Oelckers
abf715eace
- unified the packet structures of all games.
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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
b76168f673
- moved the main event processing functions into the global main loop.
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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
88a49b0d22
- Duke: Restore RPG harsh recoil behind a CVAR.
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# 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
62388e30be
- fix C_SetNotifyFontScale()
for RR.
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Fixes #264 .
2020-08-26 22:33:19 +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.
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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.
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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.
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* 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
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
.
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* Mostly so it doesn't come up on searches for `totalclock`.
2020-08-26 09:49:32 +10:00
Mitchell Richters
76b05dbcd6
- Build (and games): Remove totalclocklock
.
2020-08-26 09:48:56 +10:00
Christoph Oelckers
6b0e1baf02
- added a timerUpdateClock call to the main loop so that Blood and Exhumed work again.
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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
8256b54005
- applied a few fixes:
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* 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
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."
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This reverts commit 0cdd27b61534219a0d00b794a45a09f26a95afaa.
2020-08-25 19:51:12 +02:00
Mitchell Richters
d3b506eb2b
- Duke (and Engine): Eliminate use of totalclock for game.
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* 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.
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* 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