Commit graph

661 commits

Author SHA1 Message Date
Christoph Oelckers
a92b4943f9 - Duke: use original colors for inventory status display.
I took one liberty and still use green/yellow/red for the percentage, but this now uses palette translations so that it works better with hires replacements.
2020-11-11 11:49:05 +01:00
Christoph Oelckers
85edf38eba - do not grayscale all hires tinting. 2020-11-11 07:57:25 +01:00
Christoph Oelckers
e2b6ebec91 - partially fixed colorization for hires replacements. 2020-11-10 23:59:04 +01:00
Christoph Oelckers
96fbfdcf86 - made hires replacements work for untranslated fonts. 2020-11-10 21:34:49 +01:00
Christoph Oelckers
8ac6a4d321 - removed redundant declaration of PickTexture. 2020-11-10 20:30:37 +01:00
Christoph Oelckers
873f4d7c0c - link hires replacements to textures instead of tile numbers.
This is needed to connect them to fonts as well because its glyphs have no tile index.
2020-11-10 20:12:46 +01:00
Christoph Oelckers
ed599d0f05 - moved the hires texture replacement logic into a backend callback.
This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
601680d08e - moved widthBits and heightBits into engine.
These functions will go away with the rest of the renderer when the time comes, so this is the right place.
2020-11-09 20:56:28 +01:00
Christoph Oelckers
61b42ea448 - fixed font color in SW's menus
fixes #165
2020-11-09 16:56:59 +01:00
Christoph Oelckers
aed8a450fd - SW: fixed episode menu display.
The subtitle needs to use the game specific drawer, not the generic one.
Fixes #162
2020-11-08 10:12:12 +01:00
Mitchell Richters
8178d20f97 - c_notifybuffer.cpp: Center and pulse text for all RR games in DrawNative().
* Fixes #163.
2020-11-08 10:39:45 +11:00
Mitchell Richters
f9f365a593 - Ensure crouch_toggle bool from 6e3d414b3c is serialised when saving game, and cleared when InputState::ClearAllInput() is called. 2020-11-08 07:30:48 +11:00
Mitchell Richters
ade1a80515 - gameinput.cpp: Remove crouch bool from applylook() since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust in the prototype to 1. 2020-11-07 18:25:06 +11:00
Mitchell Richters
6e3d414b3c - inputstate.cpp: Move checkCrouchToggle() from gameinput.ccp into ApplyGlobalInput() and use static bool for crouch toggling vs. game-side bool. 2020-11-07 18:16:16 +11:00
Mitchell Richters
a153ebab7e - SW: Migrate crouch toggling to backend solution implemented in 4ef0d20e0e. 2020-11-07 17:53:11 +11:00
Mitchell Richters
4ef0d20e0e - gameinput.cpp: Consolidate checkCrouchToggle() from Duke with discrete implementations from Blood in 7c8efde38c and Exhumed in 032db82f82 to unify the functionality. 2020-11-07 13:44:25 +11:00
Mitchell Richters
c9708a5464 - CONTROL_GetInput(): Reverse polarity of dx/dz and update processMovement() appropriately. 2020-11-07 09:56:57 +11:00
Christoph Oelckers
7a482c6284 - make DHUDFont an object. 2020-10-31 13:20:54 +01:00
Christoph Oelckers
7de6528a1f - the status bars work as objects.
# Conflicts:
#	source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers
3b7ce26c86 - final function moves and renamed hud_scale to hud_scalefactor. 2020-10-31 13:20:00 +01:00
Christoph Oelckers
0270dcd5f6 - cleaned up leftovers. 2020-10-31 13:20:00 +01:00
Christoph Oelckers
37024df405 - Status bar draw code is now identical with GZDoom's. 2020-10-31 13:20:00 +01:00
Christoph Oelckers
3a0c84d3ca - split statusbar.cpp in two.
To keep Raze-exclusive content out of the main file that's about to be edited.
2020-10-31 13:19:59 +01:00
Christoph Oelckers
c53653106e - fixed compilation. 2020-10-31 12:46:53 +01:00
Christoph Oelckers
e5ce1da9a3 - this is 0.7.3. 2020-10-31 12:41:17 +01:00
Christoph Oelckers
74df8f55da - moved c_console.cpp to 'common'. 2020-10-25 13:26:40 +01:00
Christoph Oelckers
8d3585afe1 - console cleanup.
The bulk of the console is now free of game dependencies.
2020-10-25 13:14:42 +01:00
Christoph Oelckers
273ad5e133 - backend update 2020-10-25 09:20:26 +01:00
Christoph Oelckers
570897005c - added sound playback to the Smacker video player.
Thanks to Blood's weird setup and the resulting lack of sound support in NBlood's player I never realized that this is a fully featured movie format that actually has sound support.
Now the soundtrack will play if present.
2020-10-25 00:46:39 +02:00
Christoph Oelckers
aeda977bc2 - fixed incomplete font initialization. 2020-10-24 21:02:00 +02:00
Christoph Oelckers
f02cf7e067 - fixed issues with fog setup and added missing fog to Exhumed's red palette.
Foggy lookups should not attempt to calculate a fade ramp, that does not work if the color gets brighter with distance.
Fixes #143
2020-10-24 20:33:33 +02:00
Christoph Oelckers
8868be659f - make snd_speech toggle work in SW. 2020-10-23 22:53:02 +02:00
Christoph Oelckers
e702a13ef4 - close the quickload and quicksave confirmation screens after selection.
Fixes #139
2020-10-22 01:01:28 +02:00
Mitchell Richters
c98f7ac491 - gameinput.cpp: Don't set a target when serialising PlayerHorizon struct.
* Fixes #131.
2020-10-22 09:41:21 +11:00
Christoph Oelckers
699c32ff4a - fixed quicksave setup
Fixes #133
2020-10-20 23:34:30 +02:00
Mitchell Richters
a00da23654 - searchpaths.cpp: When filtering duplicate games to delete, if CRC matches and CRC == 0, test whether name matches as well.
* Cryptic Passage for Blood has no CRC and therefore was failing this catch.
* Fixes #130
2020-10-19 20:46:22 +11:00
Mitchell Richters
ff9c7bf0bb - binaryangle.h: Create osum() for PlayerHorizon and PlayerAngle structs and use within each struct's interpolatedsum() method.
* Already doubled up by calculating `sum()` again within `interpolatedsum()` and no point changing that out without an `osum()`.
2020-10-18 22:43:42 +11:00
Mitchell Richters
cd683e6511 - binaryangle.h: Add missed line from 4e07942cff to calculate interpolation ratio using multiply instead of divide. Hopefully in the future we can just use a true double between 0 and 1 like GZDoom... 2020-10-18 22:05:21 +11:00
Mitchell Richters
4e07942cff - binaryangle.h: Minor clean up of PlayerHorizon/PlayerAngle structs.
* Sync PlayerHorizon's `settarget()` with changes to PlayerAngle's from 19d9e1a947.
* For each struct's `addadjustment()`, multiply value by unit there rather than always within `processhelpers()`.
* Properly use `xs_CRoundToUInt()` within PlayerAngle's `processhelpers()` method instead of the signed version.
* Use `abs()` within PlayerAngle's `processhelpers()` like PlayerHorizon's.
2020-10-18 22:00:39 +11:00
Mitchell Richters
19d9e1a947 - binaryangle.h: Fix issues with PlayerAngle.settarget() following changes in bf5bd01164.
* Just was not working whatsoever, really...
2020-10-18 21:31:36 +11:00
Christoph Oelckers
c2828fe2e3 fixed undefined end of list behavior of iterators
Also fixed a few warnings
2020-10-18 12:14:05 +02:00
Mitchell Richters
a9ad043c36 - Partially resolve issues loading autoexec.cfg files.
* This works for Raze's running directory, but is not pulling in autoexec.cfg files from subdirectories from Raze's running directory (Duke, Duke.Duke) or paths where game content resides (Steam, for instance).
* Partially addresses #110
2020-10-17 12:58:00 +11:00
Mitchell Richters
6385539144 - Port over i_timescale CVAR from GZDoom for use with debugging.
* Had situations where this would have been useful instead of manipulating GameTicRate and rebuilding.
2020-10-16 10:31:11 +11:00
Christoph Oelckers
eb78b88598 - all Blood stat iterators ported. 2020-10-15 20:22:39 +02:00
Mitchell Richters
fb91fc49a3 - processMovement(): Add commentary around avel constants used within function and how they came to be. Also clean up some left-over code. 2020-10-15 20:12:34 +11:00
Christoph Oelckers
25d79285a3 - added the resource file name to the listmaps printout. 2020-10-14 01:13:36 +02:00
Christoph Oelckers
c17808d789 - extended 'listmaps' by also printing the display name for the map. 2020-10-14 00:58:43 +02:00
Mitchell Richters
fcfeafdbe9 - mapinfo.cpp: Create CCMD listmaps to return map filenames. 2020-10-14 09:38:37 +11:00
Christoph Oelckers
129aa864dd - do not accept any input in the first 0.1 seconds of running a screen job.
This is to avoid accidental skipping by pending game input.
2020-10-13 23:36:27 +02:00
Christoph Oelckers
df86a11d23 - fixed palette of Exhumed's game over screen. 2020-10-13 23:29:12 +02:00