Commit Graph

780 Commits

Author SHA1 Message Date
Christoph Oelckers a4754d7f34 - rewrote the map hack parser using sc_man.
This unexpectedly turned out a complete rewrite so now it is under my own license.
Also moved the remaining parts of map hack loading into the engine.

Overall I have to say that the feature is not what I expected, it's merely used to fudge the positioning of model sprites and for adding Polymer lights.
2020-09-13 13:01:44 +02:00
Christoph Oelckers b4c297da2e - Blood: select inventory item when using it.
Fixes #310
2020-09-11 19:58:16 +02:00
Christoph Oelckers d5b9a9ee43 Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2 2020-09-10 23:25:43 +02:00
Christoph Oelckers 83eba019b8 - added support for Megaton's widescreen assets.
Fixes #386
2020-09-10 00:05:10 +02:00
Christoph Oelckers b52a2b0d9a - set up the loadscreen code.
This isn't active, though, because load times are so short these days that all this results in is an irritating screen flash before the level starts.
It may be activated later when hires assets are in use.

Fixes #10 (or not...? ;) )
2020-09-09 22:42:01 +02:00
Mitchell Richters b72a3326d0 Merge branch 'back_to_basics2' into InputStuffs
# Conflicts:
#	source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers 5d7a51df9d - use a local bit array in Blood's precacher. 2020-09-08 19:18:11 +02:00
Christoph Oelckers 298949ceb8 - more compat.h cleanup
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers ec1c42b04a - got rid of common.h
All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers 8d2d36457f - consolidated the map name display on startup
Fixes #275
2020-09-08 18:28:41 +02:00
Mitchell Richters fa9fa88fce Merge branch 'back_to_basics2' into InputStuffs
# Conflicts:
#	source/core/gamestruct.h
#	source/games/duke/src/duke3d.h
#	source/sw/src/input.cpp
#	source/sw/src/player.cpp
2020-09-07 07:51:37 +10:00
Christoph Oelckers 9d39f770d4 - reimplemented player sprite display on Blood's automap. 2020-09-06 21:15:59 +02:00
Christoph Oelckers 18b39fd952 - first stage of generic automap code.
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers e8452a79e8 - implemented the automap serializer.
Also optimized the base64 encoder to avoid creating endless memory copies, thanks to using std::string which is a really poor container for this kind of stuff when workig with larger blocks of data.
2020-09-06 13:39:57 +02:00
Christoph Oelckers 809f8b5d4b - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
Mitchell Richters 722537a1f0 - InputState: Make `CONTROL_GetInput()` return an object instead of accepting a pointer and provide to games as a function parameter.
* Provide read-only/const results from `CONTROL_GetInput()` so games can't change received input.
* Change non-descript `info` to `hidInput` (Human Interface Device).
* Remove a few unused prototypes.
2020-09-06 20:18:26 +10:00
Christoph Oelckers d61d279168 - excised Blood's entire automap code. 2020-09-06 10:59:45 +02:00
Christoph Oelckers 7dbae8b8f4 - enabled autosaves.
Fixes #55
This only creates them but does not auto-resume from them.
2020-09-05 22:39:27 +02:00
Christoph Oelckers a7b198d7ee - Stop music when ending a level, or when going back to the menu in Blood. Also play the sound on Blood's summary screen as an UI sound.
Fixes #349
2020-09-05 19:20:25 +02:00
Christoph Oelckers c1786001b2 - route all game state changes through game actions.
This is to avoid problems with the main loop not calling Ticker and Render in sync.
2020-09-05 15:43:34 +02:00
Christoph Oelckers 32ec9ff369 - consolidated crosshair drawing and added ZDoom's crosshair code.
For Exhumed this is the default, for the other games it is an option.
Fixes #269.
2020-09-05 13:57:26 +02:00
Christoph Oelckers adbedd30c4 - consolidated the 4 functions for handling the automap zoom. 2020-09-05 00:58:25 +02:00
Christoph Oelckers 2e8b808683 - added a C_ClearMessages function for the console and fixed game restart after death.
Fixes #322
2020-09-04 22:23:38 +02:00
Christoph Oelckers 8114309e89 - compat.h cleanup.
* use static_assert directly. Raze is C++17, no need for that macro shit.
* removed CONSTEXPR - I seriously fail to see the use here, many of the functions marked as CONSTEXPR cannot possibly even be constant evaluated so the declaration makes no sense. Removed most of these and replaced the valid ones with the official constexpr keyword.
* got rid of EDUKE_PREDICT_FALSE - this makes zero sense in script parsing code, at best it will save a few microseconds. Clean code wins.
* replaced Blrintf with xs_CRoundToInt. Shitty name is shitty name, even if derived from POSIX.
* replaced Bstr*casecmp with str*icmp. As these get defined in the CMake project based on actual compiler checks they are preferable here.
* removed lots of other stuff that is not needed with a minimum compiler requirement of C++17.
2020-09-04 21:24:48 +02:00
Christoph Oelckers fd2ce0321e - transitioned SW to level change event system 2020-09-04 21:15:15 +02:00
Christoph Oelckers 3eef0db6f6 - check if a map file exists before starting it. 2020-09-04 20:47:40 +02:00
Christoph Oelckers 97f395bd72 - transitioned Blood to the new level change messaging system 2020-09-04 20:46:44 +02:00
Christoph Oelckers e5e8c02f1d - WIP level transition refactored to a game independent event system. 2020-09-04 19:43:35 +02:00
Christoph Oelckers 1cf0ca3f75 - save the global view variables in a savegame.
I have no idea why but these did not get restored to something useful anymore.
2020-09-04 01:17:06 +02:00
Christoph Oelckers fb334e7f1a - transitioned Blood's give command and changed SW's not to call the cheat handler. 2020-09-03 16:31:31 +02:00
Christoph Oelckers 3e5e956b72 - run most cheats through the network.
The remaining excpetions are the "give" CCMD and any level change action.
Unfortunately the implementation of most cheats is not multiplayer safe so right now it'd only be useful for demo recording (assuming that worked to begin with... ;))
2020-09-03 01:32:51 +02:00
Christoph Oelckers a0874a26a7 - noclip cheat and splitting of Exhumed's cheat code into its own file. 2020-09-03 00:41:32 +02:00
Christoph Oelckers 66bf8113b8 - implemented the 'god' cheat as a network command.
This was mainly chosen as something simple to get the basics set up.
2020-09-03 00:29:17 +02:00
Christoph Oelckers b1a3080671 - migrated Exhumed to a local ticker as well.
gameclock is history - all games now run on a timer that increments once per tick under their own control and not independently of the ticker routine.
2020-09-02 21:42:12 +02:00
Mitchell Richters 6e6f5dbb5b - Blood: Further tweak positioning for when ammo remaining gets lower than 10. 2020-09-02 19:42:16 +10:00
Mitchell Richters 1e8066ac59 - Blood: Tweak positioning for when using `cl_showmagamt 1`.
This moves the ammo count and inventory item icon/count over by 9px to compensate.
2020-09-02 19:13:30 +10:00
Christoph Oelckers 4feae913cd -Blood: merge redundant gFrameCount and gLevelTime variables, reset the timers as the first thing when loading a level.
They need to be reset when level data gets set because the current value is used as base.
It was most easily observed at the start of the first level where the grave only would open after a lengthy delay - which was the play time of the last level being played.
2020-09-02 07:47:26 +02:00
Christoph Oelckers b21f49a1e1 - handle r_NoInterpolate in Blood's ticker so that the game isn't locked to 30 fps. 2020-09-02 07:11:47 +02:00
Mitchell Richters c5636e9917 - Blood: Partially revert b8b8e7a638 in case someone really wants to run with `cl_interpolate 0`. 2020-09-02 14:55:44 +10:00
Mitchell Richters b8b8e7a638 - Blood: Get synchronised input going in a testable way. This is not a complete re-factor, just enough to get it going. 2020-09-02 13:20:37 +10:00
Mitchell Richters 715a61adbd - Blood: Re-position actortime clocking and remove #ifdef guarded call to non-existent function.
I believe this is the right place and I got it wrong when doing e32cd81cc7. The change in this commit is more like where Duke times actortime.
2020-09-02 09:15:18 +10:00
Christoph Oelckers 921f4e54d9 - made a slash for the ammo display in Blood. 2020-09-02 00:45:27 +02:00
Christoph Oelckers e5612b82c7 - fixed: The tile manager created its backup arrays before loading .def files.
This could let such textures disappear with the new main loop.
2020-09-02 00:36:49 +02:00
Christoph Oelckers 8d63e735d0 - transitioned Blood to the new main loop.
Mostly working but interpolation is not correct yet and for some strange reason the numbers on the HUD are gone.
2020-09-01 23:34:04 +02:00
Christoph Oelckers 7747fc7fb0 - rewrote the EndMgr in Blood to work as a screen job.
This removes the special handling for it in the main loop.
Some functions and variables in the kill and secret managers were also given more meaningful names.

Fixes #313
2020-09-01 21:27:32 +02:00
Christoph Oelckers fda74a47b4 - use gFrameClock plus interpolation for third person view and tick the flash counter for the CTF HUD in the ticker, not the drawer.
This removes a lot of mess.
2020-09-01 20:15:34 +02:00
Christoph Oelckers e320e79df0 - use gFrameClock in DoSectorLighting
The higher precision of gameclock went totally unused in here.
2020-09-01 20:12:02 +02:00
Christoph Oelckers d0a3e1781e - Blood: eliminated gameclock in weapon draw code 2020-09-01 20:10:36 +02:00
Christoph Oelckers 4b45ee150f - Blood: replaced several uses of gameclock with gFrameClock
Mainly those which do not use its full precision.
Choke needs interpolation support, though.
2020-09-01 20:08:37 +02:00
Christoph Oelckers b19681b50c - use gFrameClock plus interpolation for angles in viewProcessSprites
Both more reliable and precise.
2020-09-01 20:02:37 +02:00