Commit Graph

12215 Commits

Author SHA1 Message Date
Christoph Oelckers e044582aef - fixed all issues with SWBOOL as pointed out by a type-safe wrapper class. 2020-09-09 20:28:05 +02:00
Christoph Oelckers 1a647e8104 - globally search and replaced TRUE and FALSE in SW.
There were a handful of warnings afterward which were also addressed.
The SWBOOL type has not been handled yet.
2020-09-09 19:52:52 +02:00
Mitchell Richters b2272bd377 SW: Partially revert 73d0772e87 and do in a way that's more fidele to the original workflow. 2020-09-09 23:01:37 +10:00
Mitchell Richters 28a3ef131f - SW: Attempt at making vehicle movement work nicely while uninterpolated. 2020-09-09 22:45:21 +10:00
Mitchell Richters e24521b189 - SW: Uplift `playerSetHoriz()` similar to uplift to `playerSetAngle()` in b832442e31. 2020-09-09 22:04:59 +10:00
Mitchell Richters b832442e31 - SW: New implementation of `playerSetAngle()` that works better for intended purpose. This corrects the issues with angle not being quite right when getting onto a ladder. 2020-09-09 21:29:03 +10:00
Mitchell Richters ee5689b07e Merge branch 'back_to_basics2' into InputStuffs 2020-09-09 21:04:42 +10:00
Christoph Oelckers d6c6561309 - that was for testing only. 2020-09-09 00:01:14 +02:00
Christoph Oelckers 9615308fb3 - Duke: fixed camera views glitching when changing their targets.
A nearly typical problem of this code. Not all relevant properties of the camera target were changed at once - there was a two frame discrepancy in which the camera pointed in some undefined direction after the change.

Fixes #15
2020-09-08 23:47:30 +02:00
Christoph Oelckers cef1f8275b - fixed backing off of monitor screens.
Although this is a blocking condition, it must not neutralize movement because it is needed to move away from the screen and end the camera view.
2020-09-08 23:09:40 +02:00
Christoph Oelckers 2fc058e487 - don't autosave just after starting a new game. 2020-09-08 23:00:31 +02:00
Mitchell Richters b72a3326d0 Merge branch 'back_to_basics2' into InputStuffs
# Conflicts:
#	source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers f15657cc6d - fixed missing widescreen sprite for shrinker/grower and bad light level for the incinerator.
Fixes #380
2020-09-08 22:50:38 +02:00
Christoph Oelckers d011a16c5b - added a menu option for WT's music switch.
Fixes #370
2020-09-08 22:37:21 +02:00
Christoph Oelckers 5490be4f71 - draw a player sprite on Exhumed's automap.
Not particularly convincing yet, I first need to find out the specific sprites of the walk animation.
2020-09-08 21:41:02 +02:00
Christoph Oelckers 4ce6f42932 - new fullscreen HUD for Exhumed. Except for the ammo icons this should be complete.
Fixes #374
2020-09-08 21:00:47 +02:00
Christoph Oelckers 5d7a51df9d - use a local bit array in Blood's precacher. 2020-09-08 19:18:11 +02:00
Christoph Oelckers 298949ceb8 - more compat.h cleanup
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers ec1c42b04a - got rid of common.h
All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers 5524d8eab7 - credits updated to the current state of things. 2020-09-08 18:36:47 +02:00
Christoph Oelckers 5d01be8258 - fixed incorrect panning setup for WASD 2020-09-08 18:35:21 +02:00
Christoph Oelckers 8d2d36457f - consolidated the map name display on startup
Fixes #275
2020-09-08 18:28:41 +02:00
Christoph Oelckers 378846c7bd - Exhumed: Replaced all checks for multiplayer levels with a single bool
This should make refactoring easier later.
2020-09-08 18:07:52 +02:00
Christoph Oelckers dbcbdf2bc6 - moved RR's pee key binding to the proper menu 2020-09-08 18:07:06 +02:00
Mitchell Richters 48630914b1 - SW: Remove boat code from new input code for cleanliness. 2020-09-09 00:34:51 +10:00
Christoph Oelckers d1f1bf2ae1 - fixed icorrect validation of give ccmd
Fixes #379
2020-09-08 16:18:17 +02:00
Mitchell Richters 1e3199413c - SW: Rename all Tank-related function code to Vehicle. 2020-09-08 21:54:48 +10:00
Mitchell Richters 8625ac573d - SW: Comment out all boat code, it's actually not used within the game at all and was very confusing... 2020-09-08 21:40:20 +10:00
Mitchell Richters cb7e797842 - SW: Partially revert changes from df0331a4c3. 2020-09-08 20:48:01 +10:00
Mitchell Richters 73d0772e87 - SW: Call `DoPlayerMoveTurret()` in `processMovement()` in lieu of `DoPlayerTurnTurret()` and don't interpolate sector object's sprite while `!cl_syncinput`.
* Makes operating the tank silky smooth while unsynchronised.
2020-09-08 19:42:22 +10:00
Mitchell Richters c00217163b - SW: Fix turret sound with unsynchronised input. 2020-09-08 19:38:32 +10:00
Mitchell Richters cda79496ce - SW: Fix `DoPlayerDeathHoriz()` with unsynchronised input. 2020-09-08 18:12:45 +10:00
Christoph Oelckers 29d990991b - dug out Dynamo's BigFont for Exhumed from the forum.
This is not the font from GDX, it was a separate creation. The only character in here from GDX is the question mark because it was missing.
2020-09-08 01:12:23 +02:00
Christoph Oelckers bf761af9aa - added missing terminator to Base64 encoder. 2020-09-07 23:32:58 +02:00
Christoph Oelckers 1b46a6fd9a - removed bogus assert in buffer code.
An empty buffer is a perfectly valid construct that may not be asserted upon. The 3D scene does not use indices so the buffer receives no data and remains empty.
This made the softpoly renderer fail in debug builds. Performance issues aside it works fine now.

Fixes #314
2020-09-07 23:17:06 +02:00
Christoph Oelckers cd5443484a - fixed the cutscenes in Exhumed by cleaning up the definition data.
Fixes  #351
2020-09-07 23:03:18 +02:00
Mitchell Richters 083ed3e9b7 - SW: Handle `angAdjust` and `horizAdjust` directly in `processMovement()` instead of via `DoPlayerTurn()`/`DoPlayerHorizon()`.
* Eliminates issues with when to call when player is dead, etc. Handles cases like climbing a ladder which doesn't trigger `DoPlayerTurn()`.
2020-09-08 06:50:38 +10:00
Mitchell Richters 92443806af Merge branch 'back_to_basics2' into InputStuffs 2020-09-08 06:26:32 +10:00
Mitchell Richters f14405f9cc SW: `getinput` -> `processMovement()`. 2020-09-08 06:24:26 +10:00
Mitchell Richters 5145bf907a - SW: Hook up all vehicle turn code in `processMovement()` except for `DoPlayerTurnTankRect()`, which still needs considerations.
* Issue in `DoPlayerTurnTurret()` with `PlaySOsound()` calls occurring too frequently, still requires investigation on how to best handle this.
2020-09-08 06:22:47 +10:00
Christoph Oelckers 04ec21d6b6 - fixed key alignment on Exhumed's status bar.
Fixes #281
2020-09-07 22:19:37 +02:00
Christoph Oelckers a2e3bb5725 - fixed WT's incinerator and a few other minor things I found while comparing Raze's WT support code with BuildGDX's.
Fixes #357
2020-09-07 21:38:17 +02:00
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 775c4a3b51 - fixed explosions in World Tour.
A classic result of trying to add new stuff to Duke's spaghetti code, shit like this would not happen if this code wasn't this poorly structured.
Fixes #360 and most of #357
2020-09-07 21:00:27 +02:00
Christoph Oelckers e4fa695b57 - fixed the movement factor for automap panning.
Fixes #363
2020-09-07 20:39:07 +02:00
Christoph Oelckers de7da0d4d7 - fixed: The summary screen in Duke and RR was blocking without explicit user input.
It must check for the actual sound that was played, because at least in Duke the looping music is still playing.
Fixes #367
2020-09-07 20:09:53 +02:00
Christoph Oelckers 9bb99e5c05 - fixed 361 - togglerotate CCMD still had some bugs. 2020-09-07 19:56:28 +02:00
Christoph Oelckers 6b89bf97fe fixed #362 - misnamed CVAR in MENUDEF. 2020-09-07 19:45:20 +02:00
Christoph Oelckers fc435565af - always use the narrow status bar for overlay mode. 2020-09-07 19:43:46 +02:00
Mitchell Richters 0619281a34 - SW: Remove unused `centering` bool from `PLAYERp` struct. 2020-09-07 22:48:25 +10:00