Commit graph

5459 commits

Author SHA1 Message Date
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