Commit Graph

292 Commits

Author SHA1 Message Date
Christoph Oelckers 775eabcd3d - fixed incorrect 'twodonly' flag set for the base palettes.
This let the palette creator skip all translations for the water and slime palette. Fixes #28.
2020-07-26 17:56:33 +02:00
Christoph Oelckers af970b091e - set proper game state after ending the level summary screen.
Fixes #20.
2020-07-26 12:43:32 +02:00
Christoph Oelckers 6e276545cd - fixed typo in savegame metadata reader and an issue with code execution order when exiting a level. 2020-07-26 12:15:24 +02:00
Christoph Oelckers 342b90c8f9 - fixed: With hud_messages == 1 no messages were printed. 2020-07-26 10:31:12 +02:00
Mitchell Richters f67a53a7c0 - fix sound and music pausing with tweaks to `updatePauseStatus()`. Also removed unneeded game-side function. Fixes #11. 2020-07-26 17:20:53 +10:00
Christoph Oelckers 8a5427abed - fixed the cheat handler. 2020-07-25 17:25:21 +02:00
Christoph Oelckers 6df64f4ee3 - fixed RR status bar layout. 2020-07-25 16:43:03 +02:00
Christoph Oelckers 654391a278 - fixed layout for classic Duke fullscreen HUD. 2020-07-25 15:41:11 +02:00
Christoph Oelckers f9d48e1f68 - removed all the intermediate variables for the status bar size.
hud_size now gets used directly by the status bar code.
2020-07-25 13:26:56 +02:00
Christoph Oelckers 9043123aab - set proper engine compatibility mode. 2020-07-25 10:03:13 +02:00
Christoph Oelckers 1e8b8443b0 - implemented 2D rotation and fixed offset calculation for drawing scaled sprites on the status bar. 2020-07-24 23:08:48 +02:00
Christoph Oelckers e2de6d9dc3 - changed status bar drawer to pass the texture offsets to the low level code instead of adding them itself.
This is needed for rotating around the pivot point, if the offset is applied here the low level code cannot do the rotation properly anymore.
2020-07-24 21:08:33 +02:00
Christoph Oelckers b56f74bf32 - actually call the postAction callback for the screen job.
Fixes missing title music.
2020-07-24 20:11:50 +02:00
Christoph Oelckers d10bf41b03 - removed some obsolete stuff. 2020-07-24 19:44:05 +02:00
Christoph Oelckers 25d383ac73 - re-enabled skipping of MVE movies which was disabled for easier debugging. 2020-07-24 19:05:34 +02:00
Christoph Oelckers 940413524b - tweaks to synchronize video and audio with MVE. 2020-07-24 00:01:50 +02:00
Christoph Oelckers 200db367ec - fixed MVE audio by simplifying the audio buffer to a simple ring buffer of sufficient size. 2020-07-23 23:48:26 +02:00
Christoph Oelckers 75e8a71905 - some progress with sound. Still glitchy. 2020-07-23 23:22:09 +02:00
Christoph Oelckers 928a16983d - adapted the MVE player.
Video appears to work, but has quite severe artifacting  I cannot tell if it's the video or the decoder which causes it.
2020-07-23 22:26:07 +02:00
Mitchell Richters f046c5eb6b - fix compiler warnings and actual issues with in-game horizon.
* Can't have a - operator on unsigned int in the binangle class.
* Changed fixed horiz class from unsigned to signed as in-game horizon is a signed integer.
2020-07-24 01:08:50 +10:00
Christoph Oelckers 945dbc9f7e Use type safe angle and horizon classes for the render interface
These need to be robust and not allow implicit conversions.
2020-07-23 17:03:11 +02:00
Christoph Oelckers 9742bc72aa - created a horizon class as well. 2020-07-23 17:02:59 +02:00
Christoph Oelckers ab8006cc40 - make binaryangle.h compile. 2020-07-23 17:02:59 +02:00
Christoph Oelckers be9094cb97 Silenced lots of warnings pointed out by XCode. 2020-07-23 17:02:59 +02:00
Christoph Oelckers d16d8f0d0e - fixed issues reported by XCode 2020-07-23 17:02:59 +02:00
Christoph Oelckers 7d414fcfa5 - binary angle class draft. 2020-07-22 21:16:29 +02:00
Christoph Oelckers 368298d02d - enable the menu and console everywhere, except on the intro logos. 2020-07-22 00:42:50 +02:00
Christoph Oelckers 902fbf6f5d - got rid of MODE_TYPE since this will be handled in the backend in the future. 2020-07-21 22:59:24 +02:00
Christoph Oelckers 61f5247b71 -let's hope this will solve the pausing problem for good.
The checks for game pause were totally inconsistent, so now there is a utility function that tells whether the game is supposed to run or not.
pause can also take 3 values now - 0 for no pause, 1 for pause from opening the menu or console or 2 for hitting the pause button.
2020-07-21 22:46:26 +02:00
Christoph Oelckers 6227f9f7fd - optimizations for better savegame performance. 2020-07-21 21:32:38 +02:00
Christoph Oelckers 1869a7930e - hooked up the new savegame code.
Not tested yet.
2020-07-21 00:07:02 +02:00
Christoph Oelckers 2d78643c4d - initial savegame work. 2020-07-20 18:43:50 +02:00
Christoph Oelckers 7d7ae9e463 - fixed gamestartup parser so that it can detect script versions again. 2020-07-20 18:43:50 +02:00
Christoph Oelckers f9842fc4a8 - implemented running screen jobs from the main loop.
The entire game now has only one single place where videoNextPage gets called.
2020-07-20 18:43:48 +02:00
Christoph Oelckers e2e9c8ad01 - fixed the timer. 2020-07-20 18:43:48 +02:00
Christoph Oelckers 31b9995406 - rewrote the ScreenJob player as a class that can be called by an asynchronous dispatcher.
Works, except for timing issues with ANMs.
2020-07-20 18:43:48 +02:00
Christoph Oelckers c767ead84f - properly route gameexitfrommenu through the callbacks. 2020-07-18 21:28:57 +02:00
Christoph Oelckers 29e107ad24 - use CCMDs for weapon and inventory selection, courtesy of ZDuke. 2020-07-17 20:56:10 +02:00
Christoph Oelckers 55feadd11c - render the weapons with the DrawTexture interface and properly handle rotatesprite's alignment modes 2020-07-16 13:23:26 +02:00
Christoph Oelckers ea6c74d0e6 - transitioned the local input handler.
There wasn't anything EDuke32-specific in there - nearly everything mapped perfectly to JFDuke.
2020-07-15 19:48:04 +02:00
Christoph Oelckers a0cd407632 - cleanup on pausing code. 2020-07-15 18:10:31 +02:00
Christoph Oelckers a9f152c1fe - added JFDuke's label type checker and did some cleanup on the CON init code.
Most importantly: Use dynamic buffers for managing the labels instead of hijacking some other storage space.
2020-07-15 12:34:42 +02:00
Christoph Oelckers 866be28da0 - clear the input state when starting a new map or loading a savegame. 2020-07-15 09:21:47 +02:00
Christoph Oelckers 99161e2e4a - made ps an array of player_struct like it originally was. 2020-07-15 00:26:58 +02:00
Christoph Oelckers 1e9679aceb - removed faketimerhandler and the last static remains of EDuke's netcode. 2020-07-14 21:15:37 +02:00
Christoph Oelckers fedeec73c7 - cleaned out some unused parts of engine.cpp 2020-07-14 17:35:19 +02:00
Christoph Oelckers 5655015691 - YAX is also gone now. 2020-07-14 16:06:14 +02:00
Christoph Oelckers 1d9d1396ac - got rid of print.h (a.k.a. 'how not do design a text formatting library'.) 2020-07-14 15:41:19 +02:00
Christoph Oelckers 117e78cb3b - removed clipshape feature as it is a feature of modern EDuke32 maps only. 2020-07-14 15:36:25 +02:00
Christoph Oelckers 19ef0cd295 - removed screentext and reverted Blood to its original text output. 2020-07-14 15:25:35 +02:00
Christoph Oelckers aa01adb2f1 - removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers f307b2a954 - removed the old Duke and RR subprojects.
These seriously stand in the way of backend cleanup that is needed to do a release based on the new code.
2020-07-14 13:09:34 +02:00
Christoph Oelckers a93ed1e502 Merge branch 'master' into back_to_basics2
# Conflicts:
#	source/blood/src/view.cpp
#	source/core/gamecontrol.cpp
2020-07-14 12:57:38 +02:00
Christoph Oelckers 893686709b - removed the redundant rfreq factor from CalcSmoothRatio.
I never realized it was redundant when consolidating the interpolation math into one function - originally this was done in a way that it wasn't obvious.
This also eliminates the dependency on refreshFreq which never actually made any sense.
2020-07-14 12:32:59 +02:00
Christoph Oelckers 481ac965cf - reverted ClockTicks to an integer so that interpolation can be reimplemented without it affecting the global game timer.
The entire method at use here is essentially not correct. Interpolation should be handled independently of the game timer directly based on the underlying clock, like in ZDoom.
There's interpolation bugs in the Build games that cannot be fixed if totalclock is used for it, but if we use something else we do not need a fractional totalclock.
2020-07-14 11:52:38 +02:00
Christoph Oelckers 01fce31f43 - everything compiles again.
Still needs testing.
2020-07-07 20:27:21 +02:00
Christoph Oelckers 6b86d7606f - safety commit - does not compile! 2020-07-07 13:19:09 +02:00
Christoph Oelckers dd45749650 - got rid of m_level_number and m_volume_number.
These were only needed so that G_NewGame_EnterLevel could be called without parameters. Ouch!
2020-07-07 10:17:02 +02:00
Christoph Oelckers 34874d1a21 - migrated displayrest and took the opportunity to un-fuck the palette management. 2020-07-07 04:54:12 +02:00
Christoph Oelckers 8a1206edbc Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2 2020-07-05 11:55:41 +02:00
Christoph Oelckers 2e78c08856 - fixed palette transparency checks 2020-07-05 10:15:55 +02:00
Christoph Oelckers 2c494245ad - cheat list fixed. 2020-07-04 22:03:22 +02:00
Mitchell Richters c70cc474a0 - change mouse input from int to float and adjust games accordingly.
* Calculate game-side mousex/mousey divisions into the calculations performed in `InputState::GetMouseDelta()`.
* Fix mouse speed when `in_mousesmoothing` is true (wasn't factoring in / 3.f division used in non-true vector.
* Standard mouse forward/side movement speeds in Exhumed & SW with that of other games.
* Remove `strafeyaw` code from Duke/Exhumed/RR as it's not necessary and was leading to situations where the player would continually keep moving sideways even without input.
* Change mouse forward/side velocities to -= current value as is done with controller input and the player's angle/aim velocities.
2020-07-04 18:28:00 +02:00
Christoph Oelckers 39185300e7 - reimplemented cheats based on ZDoom's cheat parser. 2020-07-04 15:51:02 +02:00
Christoph Oelckers dbd3202433 - simplified the generic cheat code.
This is both closer to ZDoom and more robust.
2020-07-04 10:22:20 +02:00
Christoph Oelckers d6e021a63d - statistics output 2020-07-03 21:44:57 +02:00
Christoph Oelckers 5144e8c355 - ported the 'entering level' screen. 2020-07-03 09:59:24 +02:00
Christoph Oelckers d2595582d4 - fixed coordinates. 2020-07-03 00:32:10 +02:00
Christoph Oelckers e833360b65 - ported the level stats display to be game independent. 2020-07-02 23:56:22 +02:00
Christoph Oelckers 6172978f13 - the menu code is clean. 2020-07-02 10:59:22 +02:00
Christoph Oelckers 247c9fb786 - transitioned most parts of the menu to the backend's draw functionality. 2020-07-02 01:17:45 +02:00
Christoph Oelckers b281c34357 - some final fixes. 2020-07-01 22:27:38 +02:00
Christoph Oelckers bb303c6469 - cleaned up the rest of the summary screen code, particularly the totally redundant second variant for RRRA. 2020-07-01 20:31:29 +02:00
Christoph Oelckers 197a35291a - added level summary screens and made the fade for the screens an engine feature.
This also hijacks one free element in the shader uniforms for the newly added factor.
2020-07-01 12:55:32 +02:00
Christoph Oelckers 2e98b2f8da - quote cleanup. 2020-06-30 22:53:15 +02:00
Christoph Oelckers 8aaadfad1b - fixed the notification display. 2020-06-30 22:01:43 +02:00
Christoph Oelckers 726ebec9ec - RR bonus screens. 2020-06-28 22:17:27 +02:00
Christoph Oelckers 69d9a98ead - Duke end of episode animations ported 2020-06-28 21:38:25 +02:00
Christoph Oelckers 6767b383e7 - safety commit. 2020-06-28 14:42:31 +02:00
Christoph Oelckers 2ddec37098 - added a texture format for single frame ANMs so that they can be handled like normal images.
The intermission code is doing weird things with them that isn't really portable.
2020-06-28 14:41:44 +02:00
Christoph Oelckers 9aaf6b416d - RR intro movies. 2020-06-28 10:14:42 +02:00
Christoph Oelckers 67fa7f8275 - work on Duke intro sequence.
Now without any Build drawing code, it goes directly to DrawTexture now. :)
2020-06-28 00:32:28 +02:00
Christoph Oelckers 4f6ab45e35 - screenjob start. 2020-06-27 11:48:55 +02:00
Christoph Oelckers e0ad1aa0cd - cleanup of animlib.
* operate on a parameter-specified data structure instead of a global one
* moved error checks into the library code.
2020-06-27 11:47:31 +02:00
Christoph Oelckers 16db8195d5 - fixed incomplete texts in inventory.
This didn't properly discover bad lowercase entries in the font.
2020-06-26 12:20:24 +02:00
Mitchell Richters 8c723f52d1 - make controller input identical across all games.
* Convert axes in ControlInfo struct from int32_t to float as what's received from the backend.
* Remove all the scale up/down math since we don't need that with floats and replace with float constants that match old behaviour.
* Store q16mlook scaling as a constant for use with mouse and upcoming controller code.
* Add required controller code to Blood as the only game not to have working controllers.
* Fix typos in (gInput.forward > input.forward) for `ctrlGetInput()` in Blood.
* Remove use of `scaleAdjustmentToInterval()` on Exhumed and Shadow Warrior as they only process forward/side velocities within the game's ticrate.
* Repair angvel/aimvel scaling mistakes from d79a5d256d.
* Scale dyaw and dpitch by 25% for Shadow Warrior as the game runs 25% faster than the other games, leading to faster input.
2020-06-24 20:08:56 +02:00
Christoph Oelckers e146e73345 - consolidated the 'music' parsing in Defs (pending a refactor of the MAPINFO system.)
- removed the remaining parts of the game Defs parser because we do not want anything EDuke in here.
2020-06-24 00:40:22 +02:00
Christoph Oelckers 99067f3bd6 - a small bit more is gone. 2020-06-23 21:12:15 +02:00
Christoph Oelckers eb6aac4c43 - fixed compile 2020-06-21 23:46:17 +02:00
Christoph Oelckers 2e15cec17a - safety commit 2020-06-21 23:28:47 +02:00
Christoph Oelckers 985fa2a159 - cheat and chat code from ZDoom.
Not active yet because it does not integrate with the current input code, but at least it's there now.

# Conflicts:
#	source/build/include/baselayer.h
2020-06-21 23:28:45 +02:00
Christoph Oelckers 990cb2acb8 -'shoot' replaced.
# Conflicts:
#	source/build/src/palette.cpp
2020-06-21 23:24:49 +02:00
Christoph Oelckers c8cb0e4efd - the beginning of sector.cpp
The math backend functions have been moved out of Build because they originally have a good license.

# Conflicts:
#	source/build/src/mdsprite.cpp
#	source/build/src/polymost.cpp
2020-06-21 22:39:05 +02:00
Christoph Oelckers 7b75a0683a moveactors plus backing code. 2020-06-21 22:37:29 +02:00
Christoph Oelckers 9104fda1a0 - movestandables - old code not removed yet. Plus some World Tour handling. 2020-06-21 22:36:10 +02:00
Christoph Oelckers 4b235c0771 - ifhitbyweapon and shorter game checks with inline functions. 2020-06-21 22:36:09 +02:00
Christoph Oelckers 27c313d74e - moved interpolation code to its own file.
Mainly to get it out of the way. This needs to be redone later in a more serialization-friendly way.
2020-06-21 22:36:05 +02:00
Christoph Oelckers 92c2ab50d3 - statusbar.cpp 2020-06-21 22:35:41 +02:00
Christoph Oelckers 99958342a9 - prepare the branch for adding new commits
# Conflicts:
#	source/core/gamecontrol.cpp
2020-06-21 20:59:16 +02:00
Christoph Oelckers e9925eee0f - preparation work.
# Conflicts:
#	source/core/gamecontrol.cpp
2020-06-21 20:59:07 +02:00