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
85875da77a
- removed the old start-of-level-only savegame code.
...
This serves no purpose anymore, even with a checkpoint-based gameplay the full saves will do just as well.
2020-08-23 16:30:20 +02:00
Christoph Oelckers
f7fcd341ec
- removed redundant levelnum variable.
...
Better use the global map record.
2020-08-23 16:24:54 +02:00
Christoph Oelckers
1a0e413d5c
- use CCMDs for Exhumed's input where applicable.
...
- made crosshair toggle consistent across games.
2020-08-23 16:11:18 +02:00
Christoph Oelckers
7fe7b9b8e0
- be gone, rotatesprite.
2020-08-23 14:59:34 +02:00
Christoph Oelckers
a4a26ef6bc
- removed the last uses of the original rotatesprite function.
2020-08-23 14:55:19 +02:00
Christoph Oelckers
2a3f7a48c9
- implemented a proper kill counter.
...
Unfortunately the display is a bit limited by the available font characters.
2020-08-23 14:39:14 +02:00
Christoph Oelckers
e75cfd82f9
- the training map could not be started.
2020-08-23 14:00:53 +02:00
Christoph Oelckers
979cc63835
- use DrawTexture for rendering the menu items.
2020-08-23 13:57:56 +02:00
Christoph Oelckers
4d477bc15b
- fixed uninitialized GameAction variable.
2020-08-23 13:57:31 +02:00
Christoph Oelckers
212b3ae0f9
- Exhumed: fixed map startuo
2020-08-23 12:59:01 +02:00
Christoph Oelckers
5c7b613aa7
- reworked the main loop.
2020-08-23 12:26:52 +02:00
Christoph Oelckers
7889605ff4
- condensed main loop further, started laying out the new one.
2020-08-23 09:11:32 +02:00
Christoph Oelckers
9e5ca8c408
- moved game and level init code out of app_main.
2020-08-23 08:22:59 +02:00
Christoph Oelckers
5ba384db35
- moved the main game ticker out of app_main.
2020-08-23 07:49:58 +02:00
Christoph Oelckers
3a3ba43985
- Exhumed: moved the input code out of the main loop
2020-08-23 07:41:29 +02:00
Christoph Oelckers
fccd054381
- split off the entire game loop related code into its own file.
...
This should make it easier to work on this.
2020-08-22 22:40:22 +02:00
Christoph Oelckers
7401c0e133
- moved Ramses head code into its own file.
2020-08-22 21:39:14 +02:00
Christoph Oelckers
8589d43835
- migrated Exhumed's cheats to the global system.
...
This also eliminates the last pieces using that global string list. All relevant text is now in the external string table.
2020-08-22 21:13:11 +02:00
Christoph Oelckers
6d852c33dd
- added CCMDs for all 'holly' cheats that didn't have an equivalent yet.
2020-08-22 20:34:58 +02:00
Christoph Oelckers
6b1d6a44d7
- exported the item pickup messages to the string table and use the global 'nomonsters' flag.
2020-08-22 20:14:00 +02:00
Christoph Oelckers
bddd196539
- ported the credits screen.
2020-08-22 19:50:04 +02:00
Christoph Oelckers
d94077f833
- exported cinema texts to the string table as well.
2020-08-22 18:30:48 +02:00
Christoph Oelckers
0843f5f04a
- ported the final level's text screen and exported its text to the string table.
2020-08-22 18:12:19 +02:00
Christoph Oelckers
6f039164a3
- set up the computer font as SmallFont2.
...
Unlike the sheet font, this one is needed.
2020-08-22 16:24:42 +02:00
Christoph Oelckers
7e7f9670c1
- transitioned the text intermission screen to use DScreenJob and interpolate the scrolling text display.
2020-08-22 11:56:54 +02:00
Christoph Oelckers
8e34288a1c
- moved the end level handler further out in the main loop.
2020-08-22 10:39:37 +02:00
Christoph Oelckers
8b3e3b6d4a
- cleaned out some waiting code.
...
There's still too many loops but this at least gets rid of the empty ones.
2020-08-22 10:17:24 +02:00
Christoph Oelckers
c74a1f03e3
- defer FinishLevel handling to the main loop instead of doing it deep inside the game logic code.
2020-08-22 10:03:21 +02:00
Christoph Oelckers
9f682083c8
- same procedure as last time.
2020-08-22 09:41:18 +02:00
sirlemonhead
80dd794550
PCExhumed: Handle integer overflow in PlotCourseToSprite()
2020-08-22 09:40:35 +02:00
Christoph Oelckers
2a1ef00542
- redirect messages from last commit to debug mode.
2020-08-22 09:39:49 +02:00
sirlemonhead
b1c9ec1f47
PCExhumed: Handle the rest of the possible overflows for ksqrt()
2020-08-22 09:38:11 +02:00
sirlemonhead
fc530a362d
PCExhumed: Fix Selkis boss AI stupid typo
2020-08-22 09:34:09 +02:00
Christoph Oelckers
b96f12aa34
- removed Exhumed's demo loop.
...
It was broken already anyway and also looks like a first grade refactoring blocker.
2020-08-22 09:31:17 +02:00
Christoph Oelckers
e1fd0d8d80
- replaced most of the old text and graphics display functionality in Exhumed.
2020-08-21 22:40:09 +02:00
Christoph Oelckers
ca943317e7
- ported Exhumed's map to the ScreenJob interface.
2020-08-21 22:30:51 +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
a4d0e47389
- Exhumed: Play sound on Lobotomy logo
...
Fixes #224 .
2020-08-21 19:40:18 +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
d8db31bdd8
- Duke: Don't flash the weapon's ammo icon when flashing text for low ammo in RR FullscreenHUD1.
2020-08-21 10:18:31 +02:00
Mitchell Richters
2cabc4b14d
- Duke: Don't flash the weapon's ammo icon when flashing text for low ammo in Duke FullscreenHUD1.
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
Mitchell Richters
3067bad9b9
- Blood/Duke/Exhumed/SW: Fix map
CCMD so the game doesn't return to the menu if incorrect map specified (or crash in the case of Exhumed).
2020-08-21 15:11:02 +10:00
Christoph Oelckers
2713c2d3c3
- deleted unused printext function.
2020-08-21 00:54:57 +02:00
Christoph Oelckers
33dcb413d8
- final cleanup on Exhumed's intro sequence.
2020-08-21 00:49:07 +02:00
Christoph Oelckers
80055b97e8
- fixed the title screen
2020-08-21 00:30:46 +02:00
Christoph Oelckers
98c064dcbc
- fixed the missing plasma effect in Exhumed's title screen.
2020-08-21 00:13:05 +02:00
Christoph Oelckers
6947b9cf98
- title screen WIP
2020-08-20 23:45:52 +02:00
Christoph Oelckers
d9e23c0ab9
- missing null check
2020-08-20 23:41:45 +02:00
Christoph Oelckers
31e792223a
- converted Exhumed intro to use the ScreenJob framework.
2020-08-20 21:05:14 +02:00
Christoph Oelckers
da90bd3b6a
- fixed: When drawing fullscreen, ignore texture offsets.
...
Fixes #218 .
Exhumed also has a fullscreen image with bogus offsets.
2020-08-20 20:43:17 +02:00
Christoph Oelckers
4267b7d5fc
- put the movie player in a class so that it can be allocated on the stack.
2020-08-20 18:35:52 +02:00
Christoph Oelckers
966cf5e262
- fixed the sound in Exhumed's intro movie.
...
Taking a cue from GDX to properly synchronize it because PCExhumed's approach looked broken by design.
It had no frame rate sync and solely depended on the low level audio stream for it.
2020-08-20 17:52:56 +02:00
Christoph Oelckers
3a5c0b30bb
- statusbar fixup.
2020-08-20 17:04:21 +02:00
Christoph Oelckers
78bfbdb253
- Exhumed status bar work.
...
Unfortunately this is a bit limited due to how the data was designed.
2020-08-20 17:04:21 +02:00
Mitchell Richters
37d687e4e9
- Blood: Repair regression in VectorScan()
from 266364fc2e
causing demo regressions and other game issues.
...
Fixes #216 .
2020-08-20 22:17:28 +10:00
Mitchell Richters
cc15de3ed9
- SW: Comment out code block causing interpolation issues when initialising a nuke.
...
* If there was a `pNukePresent()` function, that's where the commented out code belongs.
* I believe the rocket switching type was simplified during development and this is just an omission that's now obvious with interpolation. Only just, but you can notice this in an uninterpolated state while bobbing.
* Fixes #212 .
2020-08-20 08:52:22 +10:00
Mitchell Richters
7698723e43
- SW: Fix cheats via the console following changes in e22d9b21e4
.
2020-08-20 07:43:57 +10:00
Christoph Oelckers
70bc99dba7
- Duke: draw the screen border after all the content it's supposed to mask.
2020-08-19 22:16:57 +02:00
Christoph Oelckers
f888df9f5b
- fixed screen resize actions to work outside the automap.
2020-08-19 20:38:36 +02:00
Christoph Oelckers
d645674c1c
- consolidated the DEF parser parts in the backend.
...
Only Blood had some special handling - better implement callbacks here instead of requiring a second parsing pass.
2020-08-19 20:29:37 +02:00
Christoph Oelckers
dd20d74c51
- revert unintended change of text labels.
2020-08-19 19:18:47 +02:00
Christoph Oelckers
cbe4618a91
- do not play the random sword selection sounds on a map's very first tic.
...
This tends to interfere with map specific voice lines.
Fixes #214
2020-08-19 19:07:06 +02:00
Christoph Oelckers
c2fd4d3d18
- SW: reset screen blend when resetting a level.
...
Fixes #211
2020-08-19 17:31:05 +02:00
Christoph Oelckers
5cfd427e42
- renamed local totalclock variables to reduce noise for the forthcoming timer cleanup.
2020-08-19 17:23:18 +02:00
Christoph Oelckers
91cc6a657b
- tick the fortune cookie display within the playsim code to ensure its duration is handled properly.
...
Fixes #204
2020-08-19 17:10:54 +02:00
Christoph Oelckers
f327e3832a
- fixed Blood's weapon drawer.
...
It didn't clear its custom flags and applied the wrong shade.
2020-08-19 16:56:36 +02:00
Christoph Oelckers
e22d9b21e4
- changed SW's cheat prefix from 'sw' to 'lw' (i.e. Lo Wang) so that the cheats do not start with two movement keys.
2020-08-19 16:51:15 +02:00
Christoph Oelckers
94beac937d
- scale down the notify display by 2 in RR.
...
Its fonts are double the size as the other games and this must be factored in here for HUD scaling to work as expected.
2020-08-19 16:40:54 +02:00
Mitchell Richters
042caf1b21
- SW: Implement cl_weaponsway
for game.
2020-08-19 15:35:04 +10:00
Christoph Oelckers
0a8f7e60b6
- fixed incompatibility of FindDistance3D with Shadow Warrior.
...
Fixes #200 and most likely many other issues as well.
2020-08-18 23:49:44 +02:00
Christoph Oelckers
57cdcda253
- initiate a proper game state reset when ending an episode.
...
Fixes #207 .
2020-08-18 20:56:18 +02:00
Christoph Oelckers
6eba7dc410
- play music on the summary screen and check for advancing every frame.
...
Fixes #203
2020-08-18 20:26:16 +02:00
Christoph Oelckers
5acd7cf5e1
- SW: Stop music when ending game.
...
Fixes #205
2020-08-18 20:15:06 +02:00
Christoph Oelckers
b417ad2f6d
- 0 is a valid level number.
...
Fixes #206 .
2020-08-18 20:12:04 +02:00
Christoph Oelckers
aa5f42e5f4
- more header consolidation and cleanup.
...
In particular, this removes the pointless kTrue and kFalse constants.
2020-08-18 18:56:56 +02:00
Christoph Oelckers
4ea93ebccc
Exhumed code cleanup
...
merging all AI headers and removing several unused files
2020-08-18 18:56:39 +02:00
Mitchell Richters
8d101a4a57
- SW: Properly fix the Uzi when reloading.
2020-08-18 22:48:58 +10:00
Mitchell Richters
471355dc2b
- SW: Fix some typos in pUziReload()
, fix some interpolation issues in pUziClip()
and fix sequence of events in InitWeaponUzi2()
.
2020-08-18 21:40:48 +10:00
Mitchell Richters
a29d7bd3cd
- SW: Change pSpawnSprite()
x/y coordinates from int to double to preserve precision for some calls.
2020-08-18 21:39:20 +10:00
Mitchell Richters
7af5d26feb
- SW: Fix the Uzi's reload interpolation issues.
2020-08-18 20:58:58 +10:00
Mitchell Richters
78e0e94f58
- SW: Fix interpolation issues with sword, fists and heart.
2020-08-18 20:49:12 +10:00
Mitchell Richters
5cc30ad7c6
- SW: Increase precision of x/y coordinates where possible.
2020-08-18 18:26:04 +10:00
Mitchell Richters
d79c61d559
- SW: Interpolate between ox
/x
and oy
/y
coordinates in pDisplaySprites()
.
2020-08-18 18:26:02 +10:00
Mitchell Richters
df6f27530e
- SW: Define ox
and oy
in PANEL_SPRITEstruct
and back up panel sprite x/y coordinates where appropriate.
2020-08-18 18:26:00 +10:00
Mitchell Richters
da2b1347ef
- SW: Change smoothratio
from int to double for storing returned result from CalcSmoothRatio()
with full precision.
2020-08-18 18:25:58 +10:00
Mitchell Richters
e8faca52a2
- SW: Prepare draw and panel code for interpolation of weapon's x/y coordinates.
2020-08-18 18:25:56 +10:00
Christoph Oelckers
a535f62d4a
- fixed: SW's intro cutscene must not terminate its sound.
...
Fixes #201 .
2020-08-18 00:04:48 +02:00
Christoph Oelckers
65cb267d56
- save the cookie texts in a savegame and clear them on level exit. Also handle them on a per-player basis.
...
Fixes #196
2020-08-17 22:05:14 +02:00
Christoph Oelckers
9159855957
- SW: set the main view's projection after rendering the camera texture, not before.
...
Otherwise the main view will take over the projection settings from the camera texture.
Fixes #194 .
2020-08-17 21:33:42 +02:00
Christoph Oelckers
ba2ff12f5b
- fixed summary screen properly this time.
...
Fixes #195
2020-08-17 21:19:18 +02:00
Christoph Oelckers
55de06ab2f
- fixed a few incorrect text labels.
...
Fixes #193
2020-08-17 20:55:57 +02:00
Christoph Oelckers
ca66e70d65
- print stats on secondary HUD.
2020-08-17 20:47:42 +02:00
Christoph Oelckers
ebc16ffe14
- do not display ammo for fists and sword
...
Fixes #192
2020-08-17 20:43:31 +02:00
Christoph Oelckers
522d8af6ca
- SW: implement the "end game" function.
...
Fixes #189
2020-08-17 20:38:46 +02:00
Christoph Oelckers
17f9bc8a8a
- initiate a full game reset when respawning after death.
...
This was done with the old code but we now have to set the respective flag explicitly because the init code is inside the main loop, not outside.
Fixes #188
2020-08-17 20:30:44 +02:00