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
Christoph Oelckers
5e6317b8b9
Merge remote-tracking branch 'remotes/Github_private/Blood_InputReworking'
2020-09-22 23:32:28 +02:00
Christoph Oelckers
880b811e0d
- rewrote map loader to work independently of data structure sizes.
...
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00
Mitchell Richters
d338e60841
- Exhumed: Hook up crouch action to applylook()
that was forgotten during initial implementation.
2020-09-22 16:06:12 +10:00
Mitchell Richters
46810ec490
- fix a few places where Q16.16 values were downscaled, only to be scaled back up again.
2020-09-22 15:51:48 +10:00
Mitchell Richters
d40a2d3e95
Merge branch 'back_to_basics2' into Blood_InputReworking
...
# Conflicts:
# source/blood/src/hudsprites.cpp
# source/exhumed/src/status.cpp
# source/games/duke/src/game_misc.cpp
# source/sw/src/draw.cpp
2020-09-22 07:34:39 +10:00
Mitchell Richters
9859571ded
- DrawCrosshair(): Factor in Blood's adjustable horizon which defaults to 90.
...
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=69920 .
2020-09-22 07:29:52 +10:00
Mitchell Richters
f8210ef8ee
- Exhumed: Clean out some old bools regarding old panning code.
2020-09-21 20:44:02 +10:00
Mitchell Richters
d46787cd96
- Exhumed: Restore synchronised input, hook up rest of backend input functions and get rid of nPlayerDAng
.
2020-09-21 20:37:09 +10:00
Mitchell Richters
5324d9680b
- Exhumed: Fixed a few missed constants when changing horizon to 100.
2020-09-21 19:59:20 +10:00
Mitchell Richters
fa1ce1c021
- Exhumed: Hooked up tic-rate input helpers. Also removed nDestVertPan[]
.
2020-09-21 19:29:16 +10:00
Mitchell Richters
8a4d4b6905
- Exhumed: Open game's constrained horizon as much as sky tile in first level permits.
2020-09-21 18:48:38 +10:00
Mitchell Richters
bdc53ed7b0
- Exhumed: Standardise horizon on 100 and remove backend extern'd polymostcenterhoriz
variable.
2020-09-21 18:41:56 +10:00
Mitchell Richters
3de787235d
- Exhumed: Initial uplift of player input. Still more to do.
2020-09-21 18:36:11 +10:00
Christoph Oelckers
6776508239
- widescreen asset setup and consolidation of .def file loading.
2020-09-16 19:13:06 +02:00
Christoph Oelckers
70a6fbe9be
- do not interpolate while playing the flash at Exhumed's exits.
...
Fixes #395
2020-09-14 22:31:15 +02:00
Christoph Oelckers
cddd5d3a4c
- Exhumed: added a white flash and fixed the accompanying sound when exiting a level.
...
See #375
2020-09-11 20:56:46 +02:00
Christoph Oelckers
e1291ad756
- Exhumed: Added air meter to alt HUD and fixed the one on the status bar.
...
Fixes #383
Fixes #259
2020-09-11 20:07:42 +02:00
Christoph Oelckers
d18dbdf7db
- Exhumed: Optimized the flow in the laptop cutscene.
2020-09-11 00:10:55 +02:00
Christoph Oelckers
072ab54b4a
- Exhumed: Fixed startup of the final map.
...
Fixes #279
2020-09-11 00:01:53 +02:00
Mitchell Richters
ee5689b07e
Merge branch 'back_to_basics2' into InputStuffs
2020-09-09 21:04:42 +10:00
Christoph Oelckers
2fc058e487
- don't autosave just after starting a new game.
2020-09-08 23:00:31 +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
5490be4f71
- draw a player sprite on Exhumed's automap.
...
Not particularly convincing yet, I first need to find out the specific sprites of the walk animation.
2020-09-08 21:41:02 +02:00
Christoph Oelckers
4ce6f42932
- new fullscreen HUD for Exhumed. Except for the ammo icons this should be complete.
...
Fixes #374
2020-09-08 21:00:47 +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
Christoph Oelckers
378846c7bd
- Exhumed: Replaced all checks for multiplayer levels with a single bool
...
This should make refactoring easier later.
2020-09-08 18:07:52 +02:00
Christoph Oelckers
29d990991b
- dug out Dynamo's BigFont for Exhumed from the forum.
...
This is not the font from GDX, it was a separate creation. The only character in here from GDX is the question mark because it was missing.
2020-09-08 01:12:23 +02:00
Christoph Oelckers
cd5443484a
- fixed the cutscenes in Exhumed by cleaning up the definition data.
...
Fixes #351
2020-09-07 23:03:18 +02:00
Mitchell Richters
92443806af
Merge branch 'back_to_basics2' into InputStuffs
2020-09-08 06:26:32 +10:00
Christoph Oelckers
04ec21d6b6
- fixed key alignment on Exhumed's status bar.
...
Fixes #281
2020-09-07 22:19:37 +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
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
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
8f6f368445
- cleaned out the remaining parts of automap handling in Duke and Exhumed.
2020-09-06 10:42:39 +02:00
Christoph Oelckers
df6d480519
- took automap code out of Exhumed's game module and added handling for cleaning movement in automap follow mode.
...
I cannot say I was surprised when discovering that this game had no handling for that at all...
2020-09-06 10:23:38 +02:00
Christoph Oelckers
07ea2ef350
- fixed Ramses head animation.
...
This now uses the DoSpiritHead variant from PowerslaveGDX because I was unable to determine where in that cryptic code something went wrong. The GDX version looks a lot more cleaned up by comparison.
Fixes #332
2020-09-06 09:48:26 +02:00
Christoph Oelckers
0b399fb384
- Exhumed: fixed time values for Ramses text scroll.
2020-09-06 09:10:45 +02:00
Christoph Oelckers
ac0eb92367
- fixed timer screwups in Exhumed.
...
The leveltime ticker only runs at 30 fps so all places where it replaces totalclock need to multiply it by 4.
2020-09-05 22:41:02 +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
8dfb7967e2
- use a more precise timer for Exhumed's text scroller.
2020-09-05 20:31:45 +02:00
Christoph Oelckers
b4dd006a40
- debug output for investigating Exhumed text crawl.
2020-09-05 18:41:40 +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
0263d8eed0
- Exhumed: Don't waste health powerup if fully healed.
...
Fixes #309
2020-09-05 12:29:09 +02:00
Christoph Oelckers
04dd939d65
- Exhumed: don't clear all button state when dead.
...
This makes it impossible to respawn.
Fixes #338
2020-09-05 12:14:30 +02:00
Christoph Oelckers
7c5635671e
- Exhumed: When Ramses is talking, hide the status bar.
2020-09-05 12:01:47 +02:00
Christoph Oelckers
adbedd30c4
- consolidated the 4 functions for handling the automap zoom.
2020-09-05 00:58:25 +02:00
Christoph Oelckers
6e6d74f058
- update the sector for the interpolated camera position in Exhumed.
...
Let's hope that fixes #272..
2020-09-05 00:21:10 +02:00
Christoph Oelckers
f72b283519
- fixed alignment of Exhumed's menu captions.
2020-09-04 23:31:41 +02:00
Christoph Oelckers
5a90f35aed
- fixed order of Exhumed cinema texts and their color.
...
Fixes #286
2020-09-04 23:16:21 +02:00
Christoph Oelckers
1eb99f69c2
- transitioned Exhumed to level change events.
2020-09-04 21:59:38 +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
e5e8c02f1d
- WIP level transition refactored to a game independent event system.
2020-09-04 19:43:35 +02:00
Christoph Oelckers
8f0a885f63
- route 'give' through the network for all games.
2020-09-03 17:39:41 +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
b3d89a6a0b
- removed the old main loop.
2020-09-02 23:03:48 +02:00
Christoph Oelckers
b49e050baf
- transitioned Exhumed to the new main loop.
...
Fixed #301
2020-09-02 22:55:57 +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
Christoph Oelckers
aabbbcb2ff
- reset the network timer after lengthy operations.
...
This includes loading a level and busy-waiting for a sound to play.
Also block these loops and the sounds they wait for in network games to avoid problems from longer delays here.
The problem seems to be directly inherited from ZDoom which shows the same issue with screen wipes.
Fixes #297
2020-09-02 10:00:07 +02:00