Commit graph

773 commits

Author SHA1 Message Date
Christoph Oelckers
5136e7dc2d - SW: Moved the key display on the fullscreen HUD above the ammo display.
Space is a bit too tight when activating the clip display otherwise, especially on 4:3 screens.
2020-08-30 21:01:29 +02:00
Mitchell Richters
c0374cf890 - SW: Move static function DoReloadStatus() into the class as private function 2020-08-30 20:24:38 +02:00
Mitchell Richters
26ffc82cc0 - SW: Remove duplicated code from dd832aaea3f688b375c74643606f299c76d92f3b. 2020-08-30 20:24:38 +02:00
Mitchell Richters
10962e2193 - SW: Implement cl_showmagamt for the game's shotgun and uzi.
* SW does not have any special characters in its BigFont, so currently there's no divider between ammunition amounts. This is to be discussed on the PR.
2020-08-30 20:24:37 +02:00
Mitchell Richters
e32cd81cc7 - Unify stat fps for all games. 2020-08-30 20:24:36 +02:00
Christoph Oelckers
59a964bb83 - same for SW 2020-08-30 20:24:36 +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
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
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
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
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.
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
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
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
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
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
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
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
76b05dbcd6 - Build (and games): Remove totalclocklock. 2020-08-26 09:48:56 +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
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
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
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
7c1e64757a - use generalized automap label code for Shadow Warrior, too. 2020-08-25 00:16:02 +02:00
Christoph Oelckers
e7c58a5b29 - make hud_scale a floating point CVAR. 2020-08-24 21:48:47 +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
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
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
Christoph Oelckers
91b31cec39 - fixed: hud_messages completely blocked the messages, even from going to the console.
It should only block the on-screen notification display, which the backend already implements. The game code should not check this CVAR again.
2020-08-23 22:46:53 +02:00
Christoph Oelckers
4469cf7edb - only go from menu to console when closing with Escape. 2020-08-23 21:24:31 +02:00
Christoph Oelckers
c0da85d0ff - SW: fixed: When entering the summary screen, clear the FinishedLevel variable immediately.
So that its value won't stick around and trigger the screen again. Same when an exception occurs.
Fixes #232.
2020-08-23 20:55:21 +02:00
Christoph Oelckers
adb98a47ba - restructured the main loop code so that the actual loop is in the common code. 2020-08-23 17:47:05 +02:00
Christoph Oelckers
4467547c8c - fixed fortune cookie message display.
Fixes #219.
2020-08-21 21:15:32 +02:00
Christoph Oelckers
a3915c6861 - added missing menu sounds for SW.
Fixes #220.
2020-08-21 21:04:16 +02:00
Christoph Oelckers
0f3555fc7c - fixed speed of SW's credits.
Fixes #229.
2020-08-21 19:38:38 +02:00
Mitchell Richters
b9038db433 - remove all the discrete definitions of variables from alt HUDs in Duke/RR/SW. 2020-08-21 22:20:54 +10:00
Mitchell Richters
8e10bb8856 - SW: Don't flash the weapon's ammo icon when flashing text for low ammo in DrawHUD2. 2020-08-21 10:18:31 +02:00
Mitchell Richters
4e0bef35c0 - simplify some of my math in the the fullscreen HUD drawers.
May no one ever see the original code again... :S
2020-08-21 16:23:44 +10:00