Commit Graph

447 Commits

Author SHA1 Message Date
Christoph Oelckers 703b142bad - added a CVAR to disable WT's ogg music and a fallback for when it cannot be found.
Fixes #354
2020-09-07 21:26:07 +02:00
Christoph Oelckers e4fa695b57 - fixed the movement factor for automap panning.
Fixes #363
2020-09-07 20:39:07 +02:00
Christoph Oelckers 9bb99e5c05 - fixed 361 - togglerotate CCMD still had some bugs. 2020-09-07 19:56:28 +02:00
Christoph Oelckers e63e134195 - fixed automap follow mode and added some menu entries for the new options and key bindings. 2020-09-06 23:12:47 +02:00
Christoph Oelckers 2d547a4ef1 - re-added the sprite drawer for Duke's automap. 2020-09-06 21:31:05 +02:00
Christoph Oelckers 9d39f770d4 - reimplemented player sprite display on Blood's automap. 2020-09-06 21:15:59 +02:00
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 e8452a79e8 - implemented the automap serializer.
Also optimized the base64 encoder to avoid creating endless memory copies, thanks to using std::string which is a really poor container for this kind of stuff when workig with larger blocks of data.
2020-09-06 13:39:57 +02:00
Christoph Oelckers 809f8b5d4b - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
Christoph Oelckers a6c92aec64 - removed all automap code from SW and the flat drawer from the backend.
This should have been the last parts of automap code.
Now on to rebuild this thing in a cleaner fashion...
2020-09-06 12:14:08 +02:00
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 c1a995822d - took all automap related code out of Duke's game module. 2020-09-06 10:08:47 +02:00
Christoph Oelckers 36b9ac54b7 - added a parser for World Tour's language files. 2020-09-05 21:33:04 +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 a7b198d7ee - Stop music when ending a level, or when going back to the menu in Blood. Also play the sound on Blood's summary screen as an UI sound.
Fixes #349
2020-09-05 19:20:25 +02:00
Christoph Oelckers f36ac1dc90 - fixed issues with console on top of intermissions not appearing. 2020-09-05 18:41:18 +02:00
Christoph Oelckers 443ddf670b - let the ANM player wait until the sound has finished if it has reached the last frame before the sound ends.
In Shadow Warrior there's a few where the sound plays a bit longer than the video.
Fixes #341
2020-09-05 18:14:50 +02:00
Christoph Oelckers 27acd430aa - reset the screen job clock when advancing.
Fixes #347
2020-09-05 17:37:37 +02:00
Christoph Oelckers fa50cde93f - fixed skill selection in Duke.
Screw these old shadowing menu variables. Well, the one for skill is gone now.
Fixes #344
2020-09-05 16:31:01 +02:00
Christoph Oelckers 9af093b818 - fixed screen job timer when paused
Fixes #343
2020-09-05 16:21:53 +02:00
Christoph Oelckers e0b4dde3cd - fixed: A screen job that fades out was not rendering its final (black) frame which could result in visual glitches.
Fixes #320
2020-09-05 15:59:32 +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 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 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 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 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 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 b253ae123f - run screen jobs with uncapped frame rate.
Fixes #325
2020-09-03 18:36:37 +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 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 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