Commit Graph

999 Commits

Author SHA1 Message Date
Christoph Oelckers b97f12a2eb - did some global search & replace to reduce the number of accesses to the tilesiz wrapper. 2020-11-20 08:18:26 +01:00
Mitchell Richters 735d89bfb6 - SW: Ensure save code backs up `crouch_toggle` and player's current input.
* Fixes #166.
2020-11-12 23:31:32 +11:00
sinisterseed a7dd547dc1 - fixed some typos in SW's digi.h file. 2020-11-11 17:45:01 +02:00
sinisterseed 9e0e3c649c - marked a missed Wang speech line.
Sneaky one no less, took a while to find... (this was still playing on WT's Skyline when Wang was jumping between rooftops).
2020-11-11 17:37:21 +02:00
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 96fbfdcf86 - made hires replacements work for untranslated fonts. 2020-11-10 21:34:49 +01:00
Christoph Oelckers 40a9a4c86d - removed redundant local variable in SW status bar code. 2020-11-08 09:12:15 +01:00
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
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 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 668c34d4c1 - ensure for all games that deleting a sprite unlinks all sounds from it.
This was only present in Duke but is needed for all games.
2020-10-29 00:08:06 +01:00
sinisterseed 8b03abcd00 - allow Wang to make sounds when healing with "Player Speech" turned off.
Looks like I overlooked this one while doing the speeches, which left Wang completely silent when healing. This allows his relief sound to play when the toggle is off, but the "Acupuncture" joke will still be silenced.
2020-10-24 14:24:54 +03:00
Christoph Oelckers 8868be659f - make snd_speech toggle work in SW. 2020-10-23 22:53:02 +02:00
sinisterseed f78d9fb770 - marked most of Wang's speech lines to be used with the "Player Speech" toggle. 2020-10-23 22:38:57 +02:00
Mitchell Richters 666fe71201 - SW: Repair issues with sector object sounds following a506b45369.
* Fixes #132
2020-10-18 21:23:41 +11:00
Christoph Oelckers a8e7d1ef74 - the rest for SW. 2020-10-15 20:22:40 +02:00
Christoph Oelckers 6eb6938bbe - another batch in SW. 2020-10-15 20:22:40 +02:00
Christoph Oelckers 727e2ceb29 - iterator variable cleanup. 2020-10-15 20:22:39 +02:00
Christoph Oelckers 679c394b29 - the second third of SW. 2020-10-15 20:22:39 +02:00
Christoph Oelckers a506b45369 - one third of SW's iterators. 2020-10-15 20:22:39 +02:00
Christoph Oelckers 0a0a995cbd - some cleanup of build.h 2020-10-15 20:22:38 +02:00
Christoph Oelckers be3292d29b - removed the mostly unused macros for sprite iteration. 2020-10-15 20:22:38 +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 817fa8aba3 - save the entire engine state as JSON.
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
Christoph Oelckers 20248d8e08 - fixed a few CCMDs which were blocked in the console. 2020-10-12 19:48:47 +02:00
Mitchell Richters c08851e4c0 - Blood/Duke/RR/SW: Drop `resetinputhelpers()`. 2020-10-12 14:42:43 +11:00
Mitchell Richters 894feb1c80 - SW: When beginning to operate a sector object, just forcibly set the angle in the ticker.
* Angle transition is not meant to be smooth or scaled to a target, it's just meant to get the player to the necessary angle.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70191.
2020-10-12 13:15:19 +11:00
Mitchell Richters 1109a90273 - SW: Fix issues with sector object machine guns in `InitSobjMachineGun()` following changes in 6476430be6.
* Needed to account for rebase of horizon re-centering from 100 to 0.
* Horizon value here is only for projectile's z and not the player's z.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70199&p=1168858.
2020-10-12 13:06:21 +11:00
Christoph Oelckers 1757ef2aa6 - split the game input code off gamecontrol.cpp into its own file. 2020-10-11 16:33:43 +02:00
Christoph Oelckers 8e1c71b867 Merge branch 'InputContinuation' 2020-10-11 15:24:51 +02:00
Christoph Oelckers 67375cf79c - SW: renamed 3 duplicate constants 2020-10-11 14:30:42 +02:00
Christoph Oelckers f0a1ce4850 - SW: fix some include guards. 2020-10-11 14:30:42 +02:00
Mitchell Richters 5973391a51 - SW: Tune `DrawHUD2()` text positioning and image scaling.
Not sure how or when these came to be off. Perhaps additional chars have effected the overall font size?
2020-10-11 22:38:56 +11:00
Christoph Oelckers fe2e96d3a6 Merge branch 'master' into InputContinuation
# Conflicts:
#	source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00
Christoph Oelckers b06a847d9a Merge branch 'menu2'
# Conflicts:
#	source/exhumed/src/sound.cpp
2020-10-10 19:03:29 +02:00
Christoph Oelckers db21d5e946 - took all script exports out of the namespaces.
It looks like GCC cannot deal with this - on MSVC it works fine.
2020-10-10 10:11:22 +02:00
Christoph Oelckers 16fd505f9a - make sure that sfxinfo_t is always fully initialized by adding initializer values to all fields.
Let's hope this finally fixes those sound hiccups.
2020-10-10 09:47:00 +02:00
Christoph Oelckers 37d86d03f5 - fixed SW's skill-dependent startup lines 2020-10-10 00:09:18 +02:00
Christoph Oelckers 802d295e48 - Shadow Warrior credit screens. 2020-10-08 23:53:15 +02:00
Christoph Oelckers 15eaf86f5a - preparations for the image scroller menu. 2020-10-08 18:02:25 +02:00
Mitchell Richters f35bec4a5d - Fix interpolation issues and do other minor fixes following shift to fixedhoriz and binangle.
* When interpolating on the initial setup, when binangle reached an overflow point when going lower than zero, the engine was spinning the player around clockwise to the new angle (2047, for instance).
* Interpolating after casting as uint64_t with a workflow similar to the original games, the issue went away.
* Cleaned up other interpolation functions to be of a consistent workflow.
* Scale keyboard input turning down to degree speeds.
* Uplift some remaining Q16.16 code in `applylook()` to full BAM precision.
* Move static calculations of aim and look speeds for `sethorizon()` back into function since GameTicRate isn't set right before calculation is done.
* Simplify the angle target setup back to a basic value like before.
* Repair SW interpolation issues of weapon sprite drawer when rotating left/right.
* Fix SW death horizon constant values following change of horizon center to 0.
2020-10-08 21:12:21 +11:00
Mitchell Richters 9bcdeae6cd - InputPacket: Change `q16avel` to `avel`, changing type from fixed_t to float. 2020-10-08 14:47:30 +11:00
Mitchell Richters d758a0ae28 - SW: Cut `q16ang`/`q16look_ang`/`q16rotscrnang` over to PlayerAngle struct. 2020-10-08 14:23:44 +11:00
Christoph Oelckers a953404331 - SW's text menus done.
This also copies the Build texture animation info into the texture manager so that the 2D code can access it through existing interfaces.
2020-10-07 23:22:29 +02:00
Christoph Oelckers 2bb38f7d67 - get load and save game menus and related CCMDs working again. 2020-10-07 18:32:57 +02:00
Mitchell Richters fca846272e - gamecontrol: Initial setup of `PlayerAngle` struct and deployment within Duke.
* Struct made up of binangle class units.
* Create signed clone of binangle for use with look_ang and rotscrnang.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 23:13:29 +11:00