Mitchell Richters
02dfa10d27
- remove redundant if statement left over from 2260c2353d
.
2020-07-30 08:49:01 +10:00
Mitchell Richters
2260c2353d
- re-factor interpolation backups into discrete functions for calling from multiple places.
...
Fixes #66 .
2020-07-30 08:24:27 +10:00
Christoph Oelckers
347ed51036
- refactored Blood's main loop.
...
* moved Smacker video playing code into the backend, so now all games can play all supported video formats
* logos and level intro/exit videos use ScreenJob
2020-07-29 23:18:08 +02:00
Christoph Oelckers
0958bccade
Disabled all adult censoring in Duke and RR.
...
Aside from being "authentic" the parental lock is just a stupid feature with often unwanted side effects.
2020-07-29 22:43:06 +02:00
Christoph Oelckers
5faf202b97
- fixed missing speech at the end of E1L2.
...
This was caused by a broken check for adult mode.
Fixes #33 .
2020-07-29 22:40:29 +02:00
Christoph Oelckers
e9b3e8ae09
- when in single player, always play talk sounds from the player actor.
...
It seems some places manage to play these sounds from undefined actors that may or may not be in range.
Fixes #75
2020-07-29 22:26:14 +02:00
Christoph Oelckers
a861126657
- fixed incorrect sprite being passed to reactor() function.
2020-07-29 20:59:32 +02:00
Christoph Oelckers
bd3b2bc5bf
- always align the "loogies" to a virtual 320x200 screen to render them consistently.
2020-07-29 20:04:57 +02:00
Christoph Oelckers
fb184388a2
- un-spam the "protective boots on" message
...
Fixes #72
2020-07-29 19:38:21 +02:00
Christoph Oelckers
5776f69d92
- transfer palette to gibs for LIZTROOP
...
EDuke did it for all actors - not sure if that is right. Needs checking.
2020-07-29 19:31:24 +02:00
Mitchell Richters
9f391c3e9f
- possible fix for continual rotscrnang thrashing when dead that was reported in #66 .
2020-07-29 18:57:06 +10:00
Mitchell Richters
9c1faaa3ac
- scaling consistency changes from uplifting Redneck Rampage HUDs.
2020-07-29 18:36:50 +10:00
Mitchell Richters
d72e69ac55
- FullscreenHUD1 tweaks for Redneck Rampage.
2020-07-29 18:36:23 +10:00
Mitchell Richters
f2fca857be
- FullscreenHUD2 tweaks for Redneck Rampage.
2020-07-29 15:38:56 +10:00
Mitchell Richters
b77a0809fa
- Statusbar tweaks for Redneck Rampage.
2020-07-29 15:09:08 +10:00
Mitchell Richters
742fab83df
- properly scale imgWeap x position based on length of ammo string.
...
* Simple divisor based on length of string was insufficient, ammo sprite was too close to ammo count when ammo string length was 1-2.
* Using chain-cannon with ammo levels at 100, 10 and 1, at 2560x1440 the sprite is always 48px from the 1 in the ammo count.
2020-07-29 14:13:35 +10:00
Mitchell Richters
72c4a5281c
- move inventory item used amount down 0.5px in Duke FullscreenHUD1 to perfectly line it up.
2020-07-29 09:17:57 +10:00
Mitchell Richters
1fc117341e
- add oq16ang
to weaponhit struct to allow interpolation of security cameras at full precision.
...
* Improves implementation from f64083bda9
.
2020-07-29 08:39:33 +10:00
Mitchell Richters
843cc94b6f
- readability improvements for all the long-winded interpolation code.
2020-07-29 07:10:28 +10:00
Mitchell Richters
f64083bda9
- backport camera interpolation from DukeGDX. Fixes #63 .
2020-07-29 06:57:01 +10:00
Christoph Oelckers
10e4482245
- fixed counter on summary screen.
2020-07-28 22:37:11 +02:00
Mitchell Richters
c26ab9fc36
- left-align health and armor values. Proportionally space ammo sprite depending on length of ammo string (15px * format.Len()).
2020-07-28 22:19:13 +02:00
Mitchell Richters
23c24b01a4
- new alignment for Fullscreen HUD1.
2020-07-28 22:19:13 +02:00
Mitchell Richters
6626323e3e
Revert "- possible fix for continual rotscrnang thrashing when dead that was reported in #66." What was I thinking?
...
This reverts commit e019939590
.
2020-07-29 05:50:19 +10:00
Mitchell Richters
9b51e29d20
Revert "Revert "- removed duplicate application in moving down code for the jetpack.". What was I thinking?"
...
This reverts commit 3b522e4c50
.
2020-07-29 05:50:06 +10:00
Mitchell Richters
3b522e4c50
Revert "- removed duplicate application in moving down code for the jetpack.". What was I thinking?
...
This reverts commit 34b213a99f
.
2020-07-29 05:49:38 +10:00
Christoph Oelckers
ea28356971
- avoid spamming the "Squished!" message.
2020-07-28 21:44:55 +02:00
Christoph Oelckers
34b213a99f
- removed duplicate application in moving down code for the jetpack.
...
Fixes #62
2020-07-28 21:41:37 +02:00
Mitchell Richters
e019939590
- possible fix for continual rotscrnang thrashing when dead that was reported in #66 .
2020-07-29 05:37:46 +10:00
Christoph Oelckers
7e8688ae2d
- fixed snd_channels menu entry.
...
Fixes #57
2020-07-28 20:59:17 +02:00
Christoph Oelckers
d531f4b029
- reduce message spam when holding down the quick_kick button.
...
If not kept in check this will flood the console with endless messages.
2020-07-28 20:43:33 +02:00
Christoph Oelckers
a2ff8b3354
- removed JFDuke-based kill count reduction for slimers because it doesn't seem to work right.
2020-07-28 20:31:08 +02:00
Mitchell Richters
27b3c8e0f8
- fix interpolation for p->q16rotscrnang
. Setting p->oq16rotscrnang
in displayrooms()
(at frame rate) isn't where it should be done.
2020-07-28 22:24:30 +10:00
Mitchell Richters
f49ded7962
- make cl_syncinput
work for Duke.
...
* Current setup was broken and unusable.
* Fixed interpolation issues.
* Only call `GetInput()` at frame-rate when `cl_syncinput` is 0.
* Create `oq16look_ang` and interpolate it for enhanced smoothness.
* Always reset `horizAngleAdjust` and `horizSkew` in `processinput_d()`.
* Don't pre-scale `sb_avel` in `processinput_d()` and `processinput_r()`.
* Promote `p->angvel` from short to fixed_t.
* Don't descale `sync[snum].q16horz` in `processinput_d()` and `processinput_r()`.
* Ensure `false` bool is provided to `sethorizon()` call in `processinput_d()` and `processinput_r()`.
* Reset `p->q16angvel` in `resetplayerstats()`.
2020-07-28 22:12:09 +10:00
Mitchell Richters
158fd46581
- change Duke's synchronized_input
to CVAR cl_syncinput
.
2020-07-28 21:38:28 +10:00
Mitchell Richters
4a3366d798
- slight pixel tweaks to FullscreenHUD2 and original status bar.
2020-07-28 16:47:34 +10:00
Mitchell Richters
ea98978ae7
- move p->wackedbyactor
chase-cam code into applylook()
for increased smoothness.
2020-07-28 12:30:09 +10:00
Mitchell Richters
baed75ff8a
- move p->actorsqu angle changes from moveplayers()
to applylook()
so that it can be applied when not running synchronous input.
...
Fixes #54 .
2020-07-28 12:21:35 +10:00
Christoph Oelckers
ecdc92e6b9
- copied some changes to kill count management from DukeGDX.
2020-07-27 20:53:31 +02:00
Christoph Oelckers
218a9c84fd
- removed the last remaining Blood helpers from the file system, also deleted a few short files whose contents could be moved.
2020-07-27 19:38:41 +02:00
Christoph Oelckers
aea6467d00
- call D_ProcessEvents in Blood's main loop.
2020-07-27 19:12:49 +02:00
Christoph Oelckers
63f4d82aeb
- removed the 8 pixel offset for the Scuba Gear in display modes with reduced viewport size.
...
I have no idea why this was originally done, it makes no sense.
Fixes #50
2020-07-27 18:59:05 +02:00
Christoph Oelckers
94b445db26
- The bonus screen's counter is a bit broken so help it to actually play Duke's speech.
...
(Hopefully) fixes #44
2020-07-27 18:17:40 +02:00
Christoph Oelckers
400169ef5e
- do not activate the inventory when giving all items.
...
Fixes #45
2020-07-27 18:02:39 +02:00
Christoph Oelckers
d177b0cd29
- fixed hud_messages 1 not sending messages to the notfy display.
...
Fixes #43
2020-07-27 17:56:55 +02:00
Christoph Oelckers
2d3bf87eff
- ported EDuke32's trip bomb fix
...
Still needs to be tested.
2020-07-27 17:52:17 +02:00
Mitchell Richters
4dc161cc08
- fix hands for Duke3D while shrunken. Unsure how to trigger this code path in RR, but for Duke3D hud_draw()
is only used when drawing the fists.
...
* Fixes #40 .
2020-07-27 18:39:33 +10:00
Mitchell Richters
31b7e7fa3d
- revert some inline if statement conversions when re-creating dobonus()
as a ScreenJob.
...
* Inline if statements were applying `DrawTexture()` calls to cases where they were not being called before, affecting animation.
* Repaired issue where with high frame rates, the code behind `if (totalclock > (1000000000L) && totalclock < (1000000320L))` wasn't triggered because `totalclock` hadn't become `1000000001` yet.
* Fixes #34 .
2020-07-27 17:51:36 +10:00
Christoph Oelckers
c0d46f6a69
- implemented proper scaling for the status bar.
...
Addresses #2 .
2020-07-26 23:06:27 +02:00
Christoph Oelckers
530debd24b
- properly increment the instruction pointer in 'endofgame'.
...
This made the bosses disappear after death, fixes #38
2020-07-26 21:28:42 +02:00
Christoph Oelckers
8af4cfd772
- skip all 3 parts of the E4 intro together.
...
Fixes #39 .
2020-07-26 18:39:18 +02:00
Christoph Oelckers
b120bade95
- fixed scuba gear display.
...
Fixes #37 .
2020-07-26 18:35:47 +02:00
Christoph Oelckers
feffc7c5c2
- fixed: The level number for a secret exit is 1-based, not 0-based as the internal map data.
...
Fixes #35 .
2020-07-26 18:13:21 +02:00
Christoph Oelckers
07a7cade70
- removed dead weaponswitch variable
2020-07-26 17:55:22 +02:00
Christoph Oelckers
f67d3270d8
- fixed a few cheat issues.
...
Fixes #29 .
2020-07-26 17:04:02 +02:00
Christoph Oelckers
5870d3d89d
- horizSkew is fixed point, dokneeattack ignored that.
...
fixes #14
2020-07-26 13:49:25 +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
b111ca5f96
- fixed the summary screen animation.
...
Fixes #21 .
2020-07-26 12:31:20 +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
1207e02e5d
- removed debug output. Fixes #24 .
2020-07-26 11:48:08 +02:00
Christoph Oelckers
54d3d8e96d
- play the camera switch sound as a UI sound to reduce problems.
...
Due to how sound positioning works, doing this in 3D will cause various problems with cameras too far away or random bleeps emanating from the cameras.
2020-07-26 11:44:31 +02:00
Christoph Oelckers
342b90c8f9
- fixed: With hud_messages == 1 no messages were printed.
2020-07-26 10:31:12 +02:00
Christoph Oelckers
8643459cbe
- re-added EDuke32's last_quick_kick to remove flicker during the animation. Fixes #7 .
2020-07-26 10:18:55 +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
c7a9b5678b
- reimplemented autoaim mode 2 (hitscan only)
2020-07-26 09:06:08 +02:00
Christoph Oelckers
2ea9811e0a
- fixed offsetting for flipped 2D sprites and reverted the offset change for the trip bomb.
2020-07-26 08:08:15 +02:00
Mitchell Richters
35327ee3aa
- fix pos of armor font and inventory icon.
...
* Inventory text color still requires discussion.
2020-07-26 07:53:14 +02:00
Mitchell Richters
c100e25578
- get Duke3D classic HUD pixel-perfect.
2020-07-26 07:53:14 +02:00
Mitchell Richters
dcf36f8f9d
- fix right hand sprite when displaying trip mine HUD weapon. Fixes #13 .
2020-07-26 15:03:14 +10:00
Christoph Oelckers
6df64f4ee3
- fixed RR status bar layout.
2020-07-25 16:43:03 +02:00
Christoph Oelckers
f7070f1e49
- fixed font alignment on the second fullscreen HUD variant.
2020-07-25 16:00:34 +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
8d622f9340
- fixed wall switch check.
2020-07-25 10:54:46 +02:00
Christoph Oelckers
9043123aab
- set proper engine compatibility mode.
2020-07-25 10:03:13 +02:00
Christoph Oelckers
a0cc798c9c
- cleaned up the sound system interface to have consistent naming and no aliases.
2020-07-25 09:32:54 +02:00
Christoph Oelckers
30a0fcfe46
- disable rotation for hud_drawpal.
...
This was just a Build crutch to do x-flipping, with that being handled in the backend now the rotation angle must be 0.
2020-07-25 09:02:47 +02:00
Mitchell Richters
9fe3af370b
- call renderSetRollAngle()
with full precision for Duke.
2020-07-25 15:29:10 +10:00
Mitchell Richters
0d0636b0a7
- set p->TiltStatus
in motoApplyTurn()
to 0 if less than factor, not previous hard-coded constant.
...
* Backport of same fix in d0f839060e
.
2020-07-25 09:51:52 +10:00
Christoph Oelckers
52cd2db4e7
- copied the flickering Coot fix from master.
2020-07-25 00:04:38 +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
a4ef7596e7
- fixed screen blend.
2020-07-24 20:21:51 +02:00
Christoph Oelckers
e9e4ebbfea
- cleanup
2020-07-24 19:58:21 +02:00
Christoph Oelckers
b9f0e35d4b
- fixed the crosshair.
2020-07-24 19:43:33 +02:00
Christoph Oelckers
c457f1aa8c
- hook up the sub-serializers.
2020-07-24 19:13:37 +02:00
Mitchell Richters
93fae3e43d
- fix a few remnant ang interpolation issues.
2020-07-24 22:20:04 +10:00
Mitchell Richters
d0f839060e
- set p->TiltStatus
in boatApplyTurn()
to 0 if less than factor, not previous hard-coded constant.
2020-07-24 21:38:11 +10:00
Mitchell Richters
4bf5c3d6b5
- uplift boatApplyTurn()
with changes from e0bc2c6c97
.
...
* Handle button-mashing to provide a better experience.
* Rename `bike_turn` to `boat_turn`.
* Move application of scale to returning value within `boatApplyTurn()`.
* Use doubled return values like Rednukem (20 -> 40, 10 -> 20, 6 -> 12, 3 -> 6, 2 -> 4, 1 -> 2).
* Return `p->TiltStatus` towards 0 if `p->MotoSpeed` == 0 and `p->NotOnWater`.
* Always test if `p->TiltStatus` < `0.025`.
2020-07-24 21:27:47 +10:00
Mitchell Richters
e0bc2c6c97
- handle button-mashing in motoApplyTurn()
.
...
* If player was turning left and right, only left was returned. Now, both apply (effectively cancelling each other out.
* Move application of scale to returning value within `motoApplyTurn()`.
2020-07-24 20:46:20 +10:00
Mitchell Richters
230332338c
- make RRRA motorbike turning speed consistent with varying framerates.
...
* Multiply returned value with scaleAdjust.
* Use doubled return values like Rednukem (20 -> 40, 10 -> 20, 3 -> 6).
2020-07-24 19:50:28 +10:00
Mitchell Richters
5bb7c7a647
- adjust elapsedInputTicks
in GetInput()
to be 1000.0 / REALGAMETICSPERSEC
.
...
* 1000 / 30 = 33.333~. This ensures that if 33.333 is the minimum value, the calculation for scaleAdjust always equals 1.0 (no scaling).
2020-07-24 19:38:09 +10:00
Mitchell Richters
25ca23f2e2
- fix keyboard input fvel/svel more in line with Graf's coding style.
...
* Essentially reverts e41041074d
and moves the use of `abs()` from keymove to fvel/svel itself.
2020-07-24 18:32:01 +10:00
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
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
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
Mitchell Richters
eadb31f9cd
- use REALGAMETICSPERSEC
as maximum value for elapsedInputTicks
in GetInput()
.
...
Hard-coded value of `10.0` was too low and was always being used instead of the value of `(now - lastCheck)`. This made `scaleAdjust` inaccurate and not fast enough.
2020-07-23 19:16:51 +10:00
Mitchell Richters
54d73ce9f8
- fix 'Quick Turn' for Duke.
2020-07-23 14:05:36 +10:00
Mitchell Richters
be0cbeed65
- ensure p->lookRight is reset to false in start checklook()
like lookLeft is.
...
Repairs issue where player never returned to centre when they pressed the look right key.
2020-07-23 13:34:47 +10:00
Christoph Oelckers
253dea7610
- removed parsing_ifelse sanity check because it breaks compilation in a few case.
...
if there ever needed to be proof that CON is broken beyond repair this should be it, this will allow broken code to slip through the parser and apparently some scripts exploit this bug.
NAM's soldiers won't work with the 'proper' code.
2020-07-22 22:27:51 +02:00
Mitchell Richters
77ff6f324c
- ensure rotscrnang turns right when looking right.
...
Doesn't repair issue when looking right doesn't return again, will isolate and repair.
2020-07-22 20:44:16 +10:00
Mitchell Richters
e41041074d
- ensure keyboard fvel/svel input never exceeds the range of keymove.
...
Repairs issue where keyboard input was accelerating to a value of 90 which was not possible in the original game.
2020-07-22 20:42:05 +10:00
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
9ace06ad81
. deleted the old savegame.h file.
2020-07-20 23:22:40 +02:00
Christoph Oelckers
7eb158bf72
- properly tabified everything.
2020-07-20 23:21:27 +02:00
Christoph Oelckers
ba7997b611
- implemented most of the savegame code and deleted the old one.
2020-07-20 23:07:44 +02:00
Christoph Oelckers
c16115d76c
- first stage of new savegame code.
...
This also refactors the animateptr array into something serializable. This kind of pointer lookup is virtually unrestorable without creating platform locked savegames.
2020-07-20 20:40:29 +02:00
Christoph Oelckers
2d78643c4d
- initial savegame work.
2020-07-20 18:43:50 +02:00
Christoph Oelckers
06fa1391f5
- did some cleanup on the global variables.
2020-07-20 18:43:50 +02:00
Christoph Oelckers
16efa87701
- started sorting variables in globals.h and removed player.h after cleaning it out.
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
3028b3f3fd
- merged game.h into global.h and game.cpp into global.cpp.
...
Meaning that all global declarations are in one file now.
2020-07-20 18:43:50 +02:00
Christoph Oelckers
08909f414a
- merged playerdata_t into player_struct
2020-07-20 18:43:49 +02:00
Christoph Oelckers
a40343ae00
- premap.h is also gone because it didn't contain anything relevant anymore.
2020-07-20 18:43:49 +02:00
Christoph Oelckers
c3fb679992
- more header cleanup work, macros.h is gone.
2020-07-20 18:43:49 +02:00
Christoph Oelckers
2dcaf25fea
- put the entire CON parser into a class to make its state local to the caller
2020-07-20 18:43:49 +02:00
Christoph Oelckers
9346b5de7e
- testing stuff.
2020-07-20 18:43:48 +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
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
Mitchell Richters
2ce612e8ab
- remove multiplier when finalising player's angle in FinalizeInput()
.
...
Not sure how this came to be but was causing rather accelerated angle adjustments compared to the stock game.
2020-07-20 20:38:38 +10:00
Christoph Oelckers
72bf70811e
- restructured exitlevel for asynchronous handling of the summary screen.
2020-07-19 00:53:13 +02:00
Christoph Oelckers
a1001c5fdd
- changed startnewgame to handle the screen jobs asynchronously.
2020-07-19 00:26:36 +02:00
Christoph Oelckers
a3e9ea97a8
- merged the two main loops into one.
...
Yet to do: Run the screen jobs from the main loop as well.
2020-07-18 23:50:46 +02:00
Christoph Oelckers
e97e663b49
- more restructuring of asynchronously playing sequences.
2020-07-18 22:38:19 +02:00
Christoph Oelckers
c767ead84f
- properly route gameexitfrommenu through the callbacks.
2020-07-18 21:28:57 +02:00
Christoph Oelckers
ded0edae0c
- fixed return_to_center
2020-07-18 14:30:17 +02:00
Christoph Oelckers
d88ae50923
- moved a few global variables around so that they don't get lost for handling savegames or a global state reset.
2020-07-18 13:38:16 +02:00
Christoph Oelckers
36d61fc662
- make sure that the static time counters in the input code do not accumulate while not in use.
...
The one for holding the turn key needs to be reset any time there is no turning and everything needs to be cleared when the input state is cleared. And all need to check for the case where the static state is not set yet.
2020-07-18 13:27:24 +02:00
Christoph Oelckers
e70115ff5c
- put the CON interpreter into a class to get rid of its global variables.
2020-07-18 12:37:35 +02:00
Christoph Oelckers
28965eefd5
- moved the main loop to gameloop.cpp.
2020-07-18 11:56:49 +02:00
Christoph Oelckers
f9e76ba178
- merged the last two functions of the input code with input.cpp.
2020-07-18 09:59:16 +02:00
Christoph Oelckers
ac3925f64d
- cleanup
2020-07-18 01:40:18 +02:00
Christoph Oelckers
ba69084aa5
- consolidated the movement block check after discovering that it wasn't handling things properly for all games.
2020-07-18 01:34:13 +02:00
Christoph Oelckers
47a0b14b43
- the main input function is also free of conflicts. That leaves 3 functions with roughly 4kb of code that cannot be redone without using EDuke code.
2020-07-18 00:59:10 +02:00
Christoph Oelckers
6c2600df51
- cleanup of the main input code.
...
Only 8 kb code left that is clearly recognizable as coming from EDuke32.
2020-07-18 00:34:20 +02:00
Christoph Oelckers
1d685d24e9
- fixed handling of BitsToSend.
2020-07-17 22:19:22 +02:00
Christoph Oelckers
7bc2befc84
- consolidated the finalizing parts of the input code and fully merged most of the bike/boat handlers.
...
Turned out that the only major difference was already split off into subfunctions.
2020-07-17 22:09:01 +02:00
Christoph Oelckers
d1b4c34ff9
- re-added the hud_input call that somehow got lost.
2020-07-17 21:09:07 +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
01d3ca870d
- more consolidation between old and new input paths.
...
This also simplifies the one_eighty handling to be closer to the original idea.
2020-07-17 11:46:23 +02:00
Christoph Oelckers
dc9c8a0e60
- consolidation of pitch code for aim mode 0.
2020-07-17 00:32:26 +02:00
Christoph Oelckers
7ba4e4de97
- weapon selection offloaded and cleaned up.
2020-07-16 23:32:00 +02:00
Christoph Oelckers
43c4c5eb5e
- consolidated some parts common to the 3 input routines.
2020-07-16 22:49:26 +02:00
Christoph Oelckers
ff9e2c3f5e
- same procedure for the motorcycle - and again roughly 10% of the input code down.
2020-07-16 19:16:56 +02:00
Christoph Oelckers
fca4bdcafb
- split out the main movement calculation out of P_PlayerInputBoat and used the original code for providing a replacement.
2020-07-16 18:58:31 +02:00
Christoph Oelckers
38751d19ac
- changed all SYNCINPUT #defines into runtime checks so that both parts can be used and consolidated the 4 versions of the SeaSick code.
2020-07-16 17:59:25 +02:00
Christoph Oelckers
2888f29e32
- reenable the logos.
2020-07-16 15:18:27 +02:00
Christoph Oelckers
f530732c46
- adjustments for input
2020-07-16 15:03:09 +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
a066c5bc4b
- make everything compile again.
2020-07-16 00:27:09 +02:00
Christoph Oelckers
39a6ab6f0e
- input update - safety commit
2020-07-15 23:44:07 +02:00
Christoph Oelckers
d139720607
- cleaned up the setup code and consolidated everything in a separate file.
2020-07-15 21:11:23 +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
381e15a9b2
- renamed playerdata_t::input back to sync and made it a static array again.
2020-07-15 13:10:18 +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
2fd2ad2212
- sky code cleanup and transitioning of Duke's.
2020-07-15 00:06:19 +02:00
Christoph Oelckers
4598cf13d7
- reverted the frags array to its original form, moved InitRRRASkies to zz_common.cpp and deleted zz_premap.cpp.
2020-07-14 21:42:46 +02:00
Christoph Oelckers
d5689d3926
- removed net.h as well.
2020-07-14 21:31:15 +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
424716bb88
- say goodbye to libdivide!
2020-07-14 20:21:16 +02:00
Christoph Oelckers
fedeec73c7
- cleaned out some unused parts of engine.cpp
2020-07-14 17:35:19 +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
2e05ff532b
- got rid of the struct trackers.
...
They were only used for handling an undefined case in the renderer but the overhead and side effects were too severe.
2020-07-14 13:51:03 +02:00
Christoph Oelckers
a24034e087
- removed some demo code from savegame.cpp.
2020-07-07 23:07:03 +02:00
Christoph Oelckers
319e2e2745
- minor cleanup
2020-07-07 23:01:34 +02:00
Christoph Oelckers
ecddd8687c
- newgame is clean now.
2020-07-07 22:41:31 +02:00
Christoph Oelckers
63eaec916b
- fixed a few things.
...
Basic level progression is working, special cases still need testing, but for now it's good enough.
2020-07-07 21:38:20 +02:00
Christoph Oelckers
01fce31f43
- everything compiles again.
...
Still needs testing.
2020-07-07 20:27:21 +02:00
Christoph Oelckers
915b566612
- another safety commit.
2020-07-07 17:56:20 +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
7f3c0ef16c
- safety commit
2020-07-07 09:39:33 +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
b6f410923e
- restored most of the original user_defs.
...
Most of the added EDuke things were gone anyway.
2020-07-07 00:16:54 +02:00
Christoph Oelckers
43ff87f47f
- lightened player.h a bit more.
2020-07-06 23:50:14 +02:00
Christoph Oelckers
dca7e158bb
- "po" reverted
2020-07-06 23:33:33 +02:00
Christoph Oelckers
e8ebeefaad
- started consolidating the struct types.h
2020-07-06 23:24:35 +02:00
Christoph Oelckers
642ae03d90
- use player_struct from JFDuke.
2020-07-06 23:05:48 +02:00
Christoph Oelckers
631398a35a
- renamed a few things.
2020-07-06 23:04:19 +02:00
Christoph Oelckers
1644c1d33a
- cleanup continues.
2020-07-06 23:02:41 +02:00
Christoph Oelckers
45f51b0c4b
-more header work.
2020-07-06 22:55:35 +02:00
Christoph Oelckers
0d0f6854c3
- cleaned out another header file.
2020-07-06 22:54:26 +02:00
Christoph Oelckers
83bcfcfd0c
- Big cleanup.
2020-07-06 22:53:20 +02:00
Christoph Oelckers
f1babcee95
- more header cleanup.
2020-07-06 16:24:22 +02:00
Christoph Oelckers
a4879fb338
- draw all overlay elements on the game screen.
2020-07-06 15:52:09 +02:00
Christoph Oelckers
e272245537
- fixing some HUD stuff.
2020-07-06 15:48:51 +02:00
Christoph Oelckers
928620ab91
- why was this missed?
2020-07-06 13:27:56 +02:00
Christoph Oelckers
f2380f8829
- constant cleanup.
2020-07-06 13:26:26 +02:00
Christoph Oelckers
5d93e946c2
- moved all prediction code into a separate (inactive) source file.
2020-07-06 11:39:39 +02:00
Christoph Oelckers
f4e763e252
- input code cleanup.
...
The input queues are mostly abstracted now and some EDuke specific handling that isn't needed anymore was removed.
2020-07-06 10:34:31 +02:00
Christoph Oelckers
9300c0bdeb
- stripped down the main menu loop to the minimum needed to be able to run it.
2020-07-06 08:55:56 +02:00
Christoph Oelckers
736a52f7b2
- startrts and domovethings.
2020-07-06 03:00:52 +02:00
Christoph Oelckers
827672a775
- moveclouds.
2020-07-06 02:05:31 +02:00
Christoph Oelckers
25bff01c70
- cleanup.
2020-07-06 00:54:06 +02:00
Christoph Oelckers
c6b619214f
- cleanup of viewborder code.
...
The view border will now only be rendered in one place - inside displayrooms. None of the 2D content still depends on what it is set to.
2020-07-06 00:15:22 +02:00
Christoph Oelckers
021799573e
- fixed sprite animations.
2020-07-05 23:22:35 +02:00
Christoph Oelckers
7bd2b33e39
- fixed centering of RR big text.
2020-07-05 21:40:51 +02:00
Christoph Oelckers
90d5d7ba75
. ugh.
2020-07-05 21:24:55 +02:00
Christoph Oelckers
cfe1e531c5
- activated the newly added render code and deleted the old one.
2020-07-05 21:21:39 +02:00
Christoph Oelckers
7ead48b9d9
- safety commit for displayrooms.
2020-07-05 16:49:00 +02:00
Christoph Oelckers
53f36e5c40
- fixed P_GetInput to work with the changed backend.
2020-07-05 12:26:00 +02:00
Christoph Oelckers
c08b8dc17b
- camera display fix.
...
This is one fucked up mess of code.
2020-07-05 11:54:50 +02:00
Christoph Oelckers
2b61b44188
- remove unused variable.
2020-07-05 08:58:13 +02:00
Christoph Oelckers
2105af8096
- deleted some garbage.
2020-07-05 00:39:34 +02:00
Christoph Oelckers
390afc9490
- SE150 for RRRA.
...
It's the same as original SE40. What kind of mess whas done here in Eduke?
2020-07-05 00:16:59 +02:00
Christoph Oelckers
1657d90ca9
- ror.cpp
2020-07-04 23:40:54 +02:00
Christoph Oelckers
119b9f5d02
- SE40
...
Not testable because no working map uses it.
2020-07-04 23:40:14 +02:00
Christoph Oelckers
78f88e460e
- G_DoThirdPerson replaced by the original 'view'.
2020-07-04 22:44:33 +02:00
Christoph Oelckers
2fba557a3d
- fixed menu loop
2020-07-04 22:30:18 +02:00
Christoph Oelckers
7688390b2d
- I hate it when MSVC doesn't recompile altered files... :(
2020-07-04 21:50:16 +02:00
Christoph Oelckers
7872b701ce
- CCMD cleanup.
2020-07-04 21:36:27 +02:00
Christoph Oelckers
39185300e7
- reimplemented cheats based on ZDoom's cheat parser.
2020-07-04 15:51:02 +02:00
Christoph Oelckers
c9d3a383a4
more
2020-07-04 00:32:09 +02:00
Christoph Oelckers
f5d363d914
- cleaned out demo code.
2020-07-04 00:12:24 +02:00
Christoph Oelckers
d13b2dc130
- got rid of the dynamic tilemap.
...
Most tile access is in game specific code, the remaining code only accesses 51 tiles
2020-07-03 23:56:14 +02:00
Christoph Oelckers
f1a2836877
- it continues.
...
cameratext and the last 3 __STATICs.
2020-07-03 23:16:12 +02:00
Christoph Oelckers
d6e021a63d
- statistics output
2020-07-03 21:44:57 +02:00
Christoph Oelckers
a3a8286857
- cleanup
2020-07-03 20:17:24 +02:00
Christoph Oelckers
1e24c4a22c
- vscrn, aka updateviewport.
...
Just a temporary patch - this function won't work with the new status bar.
2020-07-03 16:59:53 +02:00
Christoph Oelckers
7f96d182b7
- palette stuff, input functions corrected.
2020-07-03 16:17:37 +02:00
Christoph Oelckers
4fbd476b17
- refactored all text output to use DrawText.
...
No more screentext mess.
2020-07-03 10:53:35 +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
21da0816c5
- removed the overhead scoreboard because it's EDuke code. This should reuse the summary screen's output if redone.
...
- removed voting code for the same reason.
2020-07-02 21:28:09 +02:00
Christoph Oelckers
8d6278f845
- be gone, rotatesprite!
2020-07-02 21:12:02 +02:00
Christoph Oelckers
aaa8ae7306
- took care of the automap code.
...
This was virtually unchanged from JFDuke except for better formatting.
2020-07-02 20:58:56 +02:00
Christoph Oelckers
17c9513c98
- statusbar code cleanup.
...
- removed adult_lockout option because it is just a stupid relic from the 90's without any purpose. Were people even using this anymore?
2020-07-02 20:17:29 +02:00
Christoph Oelckers
6172978f13
- the menu code is clean.
2020-07-02 10:59:22 +02:00
Christoph Oelckers
68d7d57b3b
- fixed menu registration.
2020-07-02 01:24:46 +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
193260680f
- a bit more
2020-07-01 22:55:27 +02:00
Christoph Oelckers
54c29258d8
- removed a large bunch of unused dynamic tile names.
2020-07-01 22:44:09 +02:00
Christoph Oelckers
b281c34357
- some final fixes.
2020-07-01 22:27:38 +02:00
Christoph Oelckers
c09b4896a6
- made RR summary screens work.
2020-07-01 22:14:11 +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
4baf065370
- decrappification
2020-06-30 22:59:20 +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
e0bd85935a
- replaced user quotes with GZDoom's notification display entirely.
2020-06-30 20:59:24 +02:00
Christoph Oelckers
e04c5e5fad
- removed some demo control code.
2020-06-30 20:07:58 +02:00
Christoph Oelckers
1cc692284b
- removed remaining YAX code
2020-06-30 19:48:10 +02:00
Christoph Oelckers
a491b88074
- removed most of the demo code.
2020-06-30 19:34:58 +02:00
Christoph Oelckers
51ac1019d2
- ported RR's noise.c.
2020-06-30 17:30:48 +02:00
Christoph Oelckers
fc11447e59
- interpolations transitioned.
2020-06-30 11:55:01 +02:00
Christoph Oelckers
e92ca71fe5
- shareware screens
2020-06-30 00:15:48 +02:00
Christoph Oelckers
7253b4eb74
- added a serializer for the flamethrower's fire map.
2020-06-29 23:36:06 +02:00
Christoph Oelckers
0656beeb2b
- remove a bit more code.
2020-06-29 22:07:19 +02:00
Christoph Oelckers
9f33638804
- RR multiplayer screen.
2020-06-29 22:00:38 +02:00
Christoph Oelckers
ea59efd091
- Duke's multiplayer statistics screen.
2020-06-29 20:50:18 +02:00
Christoph Oelckers
e7da8e4bcf
- fixed red font for use with DrawText.
2020-06-29 13:19:36 +02:00
Christoph Oelckers
8cb8f85569
- deleted the old anim player.
2020-06-29 00:00:51 +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
7b7c64fc17
- FileStream cleanup
2020-06-28 14:42:06 +02:00
Christoph Oelckers
924816ac8d
- Inlined most of libsmackerdec's FileStream.
...
This should probably be removed altogether and use FileReader directly.
2020-06-28 10:59:11 +02:00
Christoph Oelckers
9aaf6b416d
- RR intro movies.
2020-06-28 10:14:42 +02:00
Christoph Oelckers
6be1a9a9e4
- copyright
2020-06-28 09:03:31 +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
8a06a09d05
anm adjustment
2020-06-27 11:48:44 +02:00
Christoph Oelckers
60cb8281cd
- more 2D screen adjustment
2020-06-27 11:48:32 +02:00
Christoph Oelckers
34c3838e62
- logo.
2020-06-26 22:49:56 +02:00
Christoph Oelckers
7490d6cd18
- 2d stuff
2020-06-25 21:51:44 +02:00
Christoph Oelckers
2bd4173716
- renamed a few headers.
2020-06-24 21:21:02 +02:00
Christoph Oelckers
28b2bcb444
- removed unused header.
2020-06-24 01:02:11 +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
4b743b4063
- use the original palette loader from RR.
2020-06-23 22:51:37 +02:00
Christoph Oelckers
22e4141395
- removed duplicate header.
2020-06-23 22:01:58 +02:00
Christoph Oelckers
18b272412a
- command line stuff can be traced back to JFDuke.
2020-06-23 21:56:42 +02:00
Christoph Oelckers
99067f3bd6
- a small bit more is gone.
2020-06-23 21:12:15 +02:00
Christoph Oelckers
73e436730d
- fixed interpolation and sprite setup.
...
Both caused quite noticable glitches on the first WW2GI map.
2020-06-22 21:07:20 +02:00
Christoph Oelckers
1993642ce8
- fixed precacher.
2020-06-22 01:07:19 +02:00
Christoph Oelckers
e113851a39
OnMotorcycle etc.
2020-06-22 00:40:16 +02:00
Christoph Oelckers
d6f1c76c9d
cleanup
2020-06-22 00:40:15 +02:00
Christoph Oelckers
92c5d73407
- removed sooundsdyn - this isn't needed because no sounds get remapped.
2020-06-22 00:40:05 +02:00
Christoph Oelckers
6a0e7c14ee
- fixed compile.
2020-06-22 00:37:32 +02:00
Christoph Oelckers
72e7bde578
- deleted old version.
...
# Conflicts:
# source/games/duke/src/zz_game.cpp
2020-06-22 00:27:12 +02:00
Christoph Oelckers
a343ceb5bc
animatesprites
2020-06-22 00:27:12 +02:00
Christoph Oelckers
17a548fc00
- cleanup
2020-06-22 00:27:11 +02:00
Christoph Oelckers
98fad20dd2
- removed old code.
2020-06-22 00:27:11 +02:00
Christoph Oelckers
9e08d81a6b
- prelevel
2020-06-22 00:27:11 +02:00
Christoph Oelckers
adaaea2951
- displayflamethrower
2020-06-22 00:16:22 +02:00
Christoph Oelckers
19b6064129
-resetpspritevars
2020-06-22 00:16:22 +02:00
Christoph Oelckers
913253bb0c
next...
2020-06-22 00:07:26 +02:00
Christoph Oelckers
42bbc1e6ce
resetprestat
2020-06-22 00:07:26 +02:00
Christoph Oelckers
4af227fec6
- resetinventory.
2020-06-22 00:07:25 +02:00
Christoph Oelckers
fe49d0d2d9
- resetinventory.
2020-06-22 00:07:25 +02:00
Christoph Oelckers
4c00e4cf7c
- got rid of the old precaching code.
...
# Conflicts:
# source/games/duke/src/zz_premap.cpp
2020-06-22 00:07:25 +02:00
Christoph Oelckers
4664d9f970
- deleted old version.
2020-06-22 00:06:52 +02:00
Christoph Oelckers
16bad04da8
- premap stuff.
...
# Conflicts:
# source/glbackend/glbackend.cpp
2020-06-22 00:06:51 +02:00