Commit graph

638 commits

Author SHA1 Message Date
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
91e23b3ab5 - Exhumed: play the menu advance sound when starting a game 2020-10-10 13:30:23 +02:00
Christoph Oelckers
294a806793 - fixed some issues with prematurely terminated sounds. 2020-10-10 12:57:43 +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
03e57fa3d7 - fixed Exhumed's game startup. 2020-10-09 23:58:34 +02:00
Christoph Oelckers
2f8284f10b - added filler help and credit menus for Exhumed.
They should not be empty, so that they do not crash when opened from the console.
2020-10-09 00:21:06 +02:00
Christoph Oelckers
15eaf86f5a - preparations for the image scroller menu. 2020-10-08 18:02:25 +02:00
Mitchell Richters
9bcdeae6cd - InputPacket: Change q16avel to avel, changing type from fixed_t to float. 2020-10-08 14:47:30 +11:00
Christoph Oelckers
56eae0b42d - got the basics working for Exhumed's main menu. 2020-10-08 00:21:07 +02:00
Mitchell Richters
3bc6777cf4 - Exhumed: Cut q16ang/q16look_ang/q16rotscrnang over to PlayerAngle struct. 2020-10-08 08:08:40 +11:00
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
Mitchell Richters
6a30d6880e - InputPacket: Change q16horz to horz, changing type from fixed_t to float. 2020-10-07 18:22:07 +11:00
Mitchell Richters
d16b4651bb - gamecontrol: Remove old horizon code left behind while cutting over each game. 2020-10-07 18:12:09 +11:00
Mitchell Richters
6da756cc9f - Exhumed: Cut q16horiz over to PlayerHorizon struct. 2020-10-07 17:40:59 +11:00
Mitchell Richters
f39939d114 - gamecontrol: Initial setup of PlayerHorizon struct and deployment within Duke.
* Started with the most complicated game first.
* Struct made up of fixedhoriz class units.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 17:12:48 +11:00
Mitchell Richters
09a05f354c - Re-standardise horizon around 0 and not 100.
* Blood had this right. It makes sense that the horizon be based around as it's easier to work with.
* Removed all associated game math to deduct default horizon of 100 when doing weapon zvel etc, meaning actual horizon can just be used.
* Re-did return to center function to work on the already converted pitch. Return speed should be 1:1 with previous code.
2020-10-07 13:28:45 +11:00
Christoph Oelckers
1ea6084478 - Exhumed also done.
Also using proper assets now.
2020-10-06 22:35:25 +02:00
Mitchell Richters
d5bd7ba309 - Exhumed: Fix positioning of air level meter when underwater.
* Fixes #103.
2020-10-06 16:19:01 +11:00
Christoph Oelckers
3dbb8cbb11 - safety commit 2020-10-05 21:47:53 +02:00
Christoph Oelckers
afea519b10 - fixed issues with underwater sound pitch.
This would repeatedly lower the pitch until the sound got inaudible.
2020-10-05 16:20:40 +02:00
Christoph Oelckers
dd5c3eee91 - Exhumed: Fully initialize the sfxinfo struct for newly added sounds
This was using its own incomplete code instead of calling AddSoundLump for it.
2020-10-05 00:35:17 +02:00
Christoph Oelckers
82612a1330 - it compiles again (with lots of code commented out.) 2020-10-04 20:11:02 +02:00
Christoph Oelckers
393b0a1db2 - added missing punctuation characters to Exhumed's SmallFont.
In particular this provides the required colon and slash characters for the level stats display.
2020-10-03 19:32:42 +02:00
Christoph Oelckers
51f35550a9 - last but not least, for international display, use ConFont in Exhumed's laptop cutscene. 2020-09-29 23:02:32 +02:00
Christoph Oelckers
75281de42e - Shadow Warrior as well.
For the cookie text display with international characters the text font is used with 50% size to make it fit the available space.
2020-09-29 22:46:50 +02:00
Christoph Oelckers
47c1c22ff7 - do not stop the music in the cross-game level-end handler.
Some maps require that it continues playing here.
2020-09-27 20:42:55 +02:00
Mitchell Richters
bb4f46489f - Exhumed/SW: Adjust 9271444feb and 289b0a089c so that the games check the state of cl_syncinput prior to setting it. 2020-09-27 16:08:32 +10:00
Mitchell Richters
9271444feb - Exhumed: Force synchronised input when using 3rd person mode until something better can be done for it. 2020-09-27 15:46:04 +10:00
Christoph Oelckers
696610fbc5 - Exhumed: When starting the training map, skip all intermission stuff.
This tends to screw up the target map with its selection option on the map.
2020-09-26 10:49:13 +02:00
Mitchell Richters
1c90d16aaf - Exhumed: Fix Training menu option. 2020-09-27 02:46:11 +10:00
Christoph Oelckers
89bc194035 - added shareware checks to the "start game" menus. 2020-09-25 19:36:50 +02:00
Mitchell Richters
9b12675f4e - processMovement(): Re-arrange parameter variables somewhat so game-specific parameters are at the end and to allow some common defaults so they don't need specifying. 2020-09-25 22:26:50 +10:00
Mitchell Richters
038edfe972 - Exhumed: A few more positioning tweaks for the classic full and split HUDs. 2020-09-25 11:02:06 +10:00
Mitchell Richters
2679e28a2e - Exhumed: Tune positioning of classic full and split HUDs. 2020-09-25 10:42:46 +10:00
Mitchell Richters
c4f4468fd4 - Exhumed: Tune DrawHUD2() sizing positioning to match other games. 2020-09-25 09:42:02 +10:00
Christoph Oelckers
8480aca6f1 Merge remote-tracking branch 'remotes/Github_private/Input_UnifyProcessMovement' 2020-09-24 20:21:45 +02:00
Christoph Oelckers
0f96d6a003 - fixed transition to the next level from Ramses cutscenes. 2020-09-24 20:14:25 +02:00
Mitchell Richters
9e0bd569f7 Merge branch 'back_to_basics2' into Input_UnifyProcessMovement
# Conflicts:
#	source/exhumed/src/input.cpp
2020-09-25 00:17:16 +10:00
Mitchell Richters
f0262039b6 - Exhumed: Fixed issues with call to playerProcessHelpers() not occurring after dying. 2020-09-25 00:04:19 +10:00
Mitchell Richters
a4438fd218 - Exhumed: Actually fix ramses/spirit head issues... 2020-09-24 22:55:27 +10:00
Mitchell Richters
04af1d9ce8 - All Games: Unify processMovement(). 2020-09-24 22:32:37 +10:00
Mitchell Richters
ca2f1bb556 - Exhumed: Fix ramses/spirit head issues in DoSpiritHead() and clamp horizon in draw code in case for whatever reason (like before) we exceed the game's defined bounds. 2020-09-24 08:11:56 +10:00
Christoph Oelckers
71213bf8bd - added a missing code fragment for WT's lavapool.
This made them float in the air instead of being on the ground.
2020-09-23 18:18:23 +02:00
Mitchell Richters
8690c633d8 - Blood: Add extra call to inputState.ClearAllInput() in StartLevel(). 2020-09-24 00:20:40 +10:00
Mitchell Richters
e078ea6ebd - Blood/Exhumed/SW: Hook up gi->clearlocalinputstate(). 2020-09-24 00:15:51 +10:00
Mitchell Richters
9b85816f70 - Exhumed: Fix ordering issue in gi->GetInput() preventing player from pressing use to start again. 2020-09-23 23:45:32 +10:00
Mitchell Richters
2bb5ef0d2e - Exhumed: Don't return to center after jumping or having something of a fall while playing with mouselook enabled. 2020-09-23 23:37:06 +10:00