Mitchell Richters
26ffc82cc0
- SW: Remove duplicated code from dd832aaea3f688b375c74643606f299c76d92f3b.
2020-08-30 20:24:38 +02:00
Mitchell Richters
10962e2193
- SW: Implement cl_showmagamt
for the game's shotgun and uzi.
...
* SW does not have any special characters in its BigFont, so currently there's no divider between ammunition amounts. This is to be discussed on the PR.
2020-08-30 20:24:37 +02:00
Mitchell Richters
e32cd81cc7
- Unify stat fps
for all games.
2020-08-30 20:24:36 +02:00
Christoph Oelckers
59a964bb83
- same for SW
2020-08-30 20:24:36 +02:00
Christoph Oelckers
ffe5b114f3
- the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet.
2020-08-30 12:49:21 +02:00
Christoph Oelckers
0c455acaa2
- more work to switch over to the new loop.
...
Mainly separation of ticker and render calls
2020-08-30 10:42:44 +02:00
Christoph Oelckers
1e0b8038e5
- removed I_ResetTime entirely and refactored SW's use of it.
2020-08-30 08:13:34 +02:00
Christoph Oelckers
d49aedacea
- continued work on main loop - added a few new entry points to the game interface.
2020-08-30 00:55:49 +02:00
Christoph Oelckers
56d0647412
- migrated the last 3 remaining UI controls to CCMDs.
2020-08-29 17:49:15 +02:00
Christoph Oelckers
694444b62a
- converted the remaining input bits.
...
Looks like it is working in all games except Blood (not that it surprises me that it's Blood again which has issues...)
2020-08-29 13:32:55 +02:00
Christoph Oelckers
7659107b75
- removed SW's SK_AUTO_AIM for good.
...
When networking becomes a thing again this can be done as a server CVAR without such a messy approach.
2020-08-29 02:19:41 +02:00
Christoph Oelckers
dc1f56e8f9
Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into Packet
...
# Conflicts:
# source/core/inputstate.cpp
# source/exhumed/src/exhumed.h
2020-08-29 01:19:48 +02:00
Christoph Oelckers
fe7f3a2f9e
- handle the run key.
2020-08-29 00:57:07 +02:00
Christoph Oelckers
b9e0f493b2
- transitioned the 5 primary action keys: Open, Jump, Crouch and Fire/AltFire.
2020-08-28 23:25:08 +02:00
Christoph Oelckers
847fa48724
- cleaned out the remaining parts of baselayer.h
...
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.
The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
2020-08-28 09:06:49 +02:00
Christoph Oelckers
d73bf62465
Revert "- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible."
...
This reverts commit 97feb483ab
.
2020-08-28 08:25:51 +02:00
Mitchell Richters
97feb483ab
- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible.
...
* Micro-optimisation, but was getting a very occasional jitter in Duke 3D that seems to have gone with this.
2020-08-28 15:27:16 +10:00
Christoph Oelckers
d62d2eaec7
- processed all remaining local input CCMDs and removed some bits only needed for multiplayer.
...
These MP bits should be reimplemented as network commands later, they only take up valuable space in the bit field.
2020-08-28 00:03:35 +02:00
Christoph Oelckers
ee7d558282
- removed the remains of sending pause with the input packets.
...
None of this was really working anymore, but will have to be rethought once a network stream exists again.
But even then, this is better sent as a separate command, and in MP only.
2020-08-27 22:38:52 +02:00
Christoph Oelckers
447573aa36
- consolidation of invprev, invnext and invuse.
2020-08-27 22:19:24 +02:00
Christoph Oelckers
43de0d8312
- consolidation of inventory item activation through hotkeys.
...
This also adds hotkeys for Exhumed which never implemented them.
2020-08-27 21:25:09 +02:00
Christoph Oelckers
10df3e094a
- rework of weapon input to use common features in shared code.
...
This also adds stubs for all unimplemented features in the games for easier addition.
2020-08-27 00:53:35 +02:00
Christoph Oelckers
f597f7c265
- made the GameFunc constants global again.
...
With most of the more specific features being migrated to CCMDs the list is relatively clean now, with merely 2 buttons that are game specific.
2020-08-27 00:25:59 +02:00
Christoph Oelckers
c7e667a17a
- transition weapon selection in SW.
...
Thanks to the macro insanity for trivial operations in this code base this turned out to be a lot more troublesome than Duke...
2020-08-27 00:06:59 +02:00
Mitchell Richters
55f688b13f
- SW: Rename q16horz
to q16horiz
and q16aimvel
to q16horz
for consistency and to avoid confusion down the track.
2020-08-27 08:00:50 +10:00
Christoph Oelckers
4e846f8d66
- do not print game init messages to the notify display.
2020-08-26 20:19:54 +02:00
Christoph Oelckers
abf715eace
- unified the packet structures of all games.
...
Currently the bit fields are still separate and they have to be merged, but for now the added memory does not matter.
Having this structure in the common parts will allow work on consolidating the input code, though.
2020-08-26 17:12:48 +02:00
Mitchell Richters
4fcec5f6d3
- SW: Alt implementation for preparing a nuke.
...
* Given the original code in `pNukeAction()` (poorly named), the intent appeared to be that the weapon should go off-screen for preparation, returning once weapon initialised.
* Commit restores that behaviour behind a CVAR.
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2020-08-26 17:00:19 +02:00
Christoph Oelckers
b76168f673
- moved the main event processing functions into the global main loop.
...
Now, with all the Build timer stuff removed these calls were all identical between games.
2020-08-26 16:59:41 +02:00
Mitchell Richters
a9f556c1bd
- SW: Restore random element to player's weapon left/right bobbing behind a CVAR.
...
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2020-08-26 16:45:42 +02:00
Mitchell Richters
50793184ee
- SW: Remove random element from player's weapon left/right bobbing causing bob value to be between 24-48 and lock to 36.
2020-08-26 16:45:42 +02:00
Christoph Oelckers
ddd6a300ab
- added UpdateSounds calls to the blocking loops in Duke's and SW's StartGame functions.
2020-08-26 04:15:33 +02:00
Christoph Oelckers
cc5e6d19c3
- fixed sound updating by moving the engine's UpdateSound call into the main loop.
...
This needs to be called unconditionally for every frame being rendered, not all of the game modules did that.
Placing this call here ensures that it is independent of anything the games do.
2020-08-26 04:10:16 +02:00
Christoph Oelckers
de871c9ab9
- use the game timer, not the Build timer for the sound eviction delay.
...
This is supposed to wait for two game frames to be on the safe side.
2020-08-26 03:50:07 +02:00
Mitchell Richters
4eec9dca63
- Duke/SW: Use I_GetBuildTime()
instead of gameclock
in game-side sound code.
...
* Code is called where `gameclock` might not be set.
2020-08-26 10:09:02 +10:00
Mitchell Richters
e0aaaf1f60
- All Games: Move gameclock
and lastTic
to gamecontrol.
2020-08-26 09:49:44 +10:00
Mitchell Richters
76776d24d7
- All Games: Remove use of ClockTicks
and replace with int
.
2020-08-26 09:49:42 +10:00
Mitchell Richters
aba5c4c134
- All Games: Remove use of timerGetHiTicks()
.
2020-08-26 09:49:36 +10:00
Mitchell Richters
b883204f6a
- All Games: Remove remaining use of totalclock
and associated timing code.
2020-08-26 09:49:34 +10:00
Mitchell Richters
76b05dbcd6
- Build (and games): Remove totalclocklock
.
2020-08-26 09:48:56 +10:00
Mitchell Richters
40739d9176
- SW: Add ogameclock
and use in places where ototalclock
was used.
...
* Duke used `ototalclock` only to keep track of when the game ticked. SW uses it in the rendering code for differentials between tics so we should preserve that to prevent issues down the track.
2020-08-26 09:48:51 +10:00
Christoph Oelckers
84b6af24d3
- renamed the fields in SW's packet structure to match Duke's.
...
Preparation for moving the packet management into public code.
2020-08-25 22:06:01 +02:00
Christoph Oelckers
8256b54005
- applied a few fixes:
...
* removed the timer callback stuff that came back through the backdoor.
* do not use gameclock in the UI code - use the underlying timer directly.
* UpdateSounds must still use totalclock, until this can be refactored in its entirety.
2020-08-25 20:20:35 +02:00
Mitchell Richters
c888bc802d
- SW: Make a bit more use of the calculated smooth ratio.
2020-08-25 19:51:32 +02:00
Mitchell Richters
386661f1ba
- SW: Migrate to GZDoom time code like Duke.
2020-08-25 19:51:32 +02:00
Christoph Oelckers
cf36e7d770
- SW: stop cutscene sound before going to the summary screen.
2020-08-25 18:28:50 +02:00
Christoph Oelckers
7d30218d8e
- fixed: In SW the automap follow mode blocked all game input, even when the automap was off.
2020-08-25 18:09:57 +02:00
Christoph Oelckers
7c1e64757a
- use generalized automap label code for Shadow Warrior, too.
2020-08-25 00:16:02 +02:00
Christoph Oelckers
e7c58a5b29
- make hud_scale a floating point CVAR.
2020-08-24 21:48:47 +02:00
Christoph Oelckers
6d1e3e77fc
- fixed item percentage display on SW's status bar.
...
Fixes #242
2020-08-24 20:46:14 +02:00
Christoph Oelckers
76811a1881
- InputState cleanup
...
This removes most of the InputState class because it is no longer used.
The only remaining places still checking scan codes are the modifiers for sizeup and sizedown.
All the rest was remapped to safer methods. The multiplayer taunts are currently inoperable, they will need support of shift-bindings to get proper support.
2020-08-24 20:34:18 +02:00
Christoph Oelckers
c09a5150a9
- added some predefined fullscreen modes
...
This is to cut down on boilerplate code because these encode the virtual screen size in the mode parameter, making it unnecessary to specify a virtual size separately.
2020-08-24 20:25:53 +02:00
Christoph Oelckers
f1a988b221
- make use of map bindings
...
All automap controls have been moved there, and sizeup/sizedown have been made CCMDs, taking screen size management entirely out of the game modules
2020-08-24 20:20:15 +02:00
Christoph Oelckers
debb4b17b6
- transitioned SW's automap to the global variables
...
Also copied the automap label output to the status bar for proper ordering.
2020-08-24 19:36:17 +02:00
Christoph Oelckers
7859a29e95
- use global variables to track automap state
...
So far implemented in Duke/RR.
2020-08-24 19:31:43 +02:00
Christoph Oelckers
91b31cec39
- fixed: hud_messages completely blocked the messages, even from going to the console.
...
It should only block the on-screen notification display, which the backend already implements. The game code should not check this CVAR again.
2020-08-23 22:46:53 +02:00
Christoph Oelckers
4469cf7edb
- only go from menu to console when closing with Escape.
2020-08-23 21:24:31 +02:00
Christoph Oelckers
c0da85d0ff
- SW: fixed: When entering the summary screen, clear the FinishedLevel variable immediately.
...
So that its value won't stick around and trigger the screen again. Same when an exception occurs.
Fixes #232 .
2020-08-23 20:55:21 +02:00
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
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
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
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
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
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
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
NY00123
829bc10ccb
SW: If a saved load is loaded at a point which is right after killing
...
a boss, ensure that FinishTimer and FinishAnim are appropriately
updated. This commit bumps GameVersion.
Additionally, the set of FinishAnim to 0 in NewLevel had
to move to a different location (InitLevelGlobals2), so
it doesn't override the value stored in the saved game.
# Conflicts:
# source/sw/src/game.cpp
2020-08-19 14:24:56 +02:00
Mitchell Richters
042caf1b21
- SW: Implement cl_weaponsway
for game.
2020-08-19 15:35:04 +10:00
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
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
Christoph Oelckers
8011526e71
- SW: fixed crosshair size.
...
Fixes #186
2020-08-17 20:28:12 +02:00
Mitchell Richters
77825b4927
- SW: Remove duplicate if statement line.
2020-08-17 21:11:53 +10:00
Mitchell Richters
d0ed88221d
- SW: Alt HUD positioning tweaks.
2020-08-17 21:10:40 +10:00
Christoph Oelckers
d6701d91a3
- aded Alt. HUD icon tiles
...
Not tested yet, this merely uses the numbers from the item pickup function.
2020-08-17 01:06:29 +02:00
Christoph Oelckers
f7291960c3
- draft version of the secondary fullscreen HUD.
...
All elements are present, but the icons are still missing because I do not know the proper numbers yet.
2020-08-16 23:52:44 +02:00
Christoph Oelckers
25e8636a60
- eliminated a few smaller headers.
2020-08-16 23:21:24 +02:00
Christoph Oelckers
736f1461ca
- fixed the summary screen.
2020-08-16 23:00:05 +02:00
Christoph Oelckers
85538b467b
- fixed some initialization issues with the new main loop.
...
Looks like all map starting cases are working now.
2020-08-16 22:45:19 +02:00
Christoph Oelckers
695d81f88c
- main loop WIP.
2020-08-16 21:55:26 +02:00
Christoph Oelckers
60275c9b6b
- started with SW's new main loop.
...
Intro and menu are done, the game loop is quite a mess, unfortunately.
2020-08-16 20:10:26 +02:00
Christoph Oelckers
01d9bde7f4
- more cleanup of game.cpp.
...
The game init code is done.
2020-08-16 19:11:04 +02:00
Christoph Oelckers
baf1166319
- trying to bring order to game.cpp
...
Some reshuffling, plus moving the automap drawer to its own file.
2020-08-16 18:18:56 +02:00
Christoph Oelckers
78d3afb0bf
- cleaning out more garbage.
2020-08-16 17:09:59 +02:00
Christoph Oelckers
ab7774c6d7
- thinning out some garbage.
2020-08-16 16:57:42 +02:00
Christoph Oelckers
a8b0839592
- switch SW to CCMD based input.
2020-08-16 16:00:40 +02:00
Christoph Oelckers
8c98d44620
- handle console-based map changes directly instead of the cheat handler.
...
This allows handling user maps again.
2020-08-16 14:54:33 +02:00
Christoph Oelckers
532b11467f
- handle all level access and indexing through the mapinfo data.
...
No more level numbers will be stored in the game code.
2020-08-16 14:39:18 +02:00
Christoph Oelckers
90a4d0dcb8
- removed the non-functional user map handling.
...
This will have to be redone in a more flexible manner
2020-08-16 11:42:13 +02:00
Christoph Oelckers
f9b953eeae
- removed SW's network code.
2020-08-16 10:40:20 +02:00
Christoph Oelckers
7bb6b6a1ee
- do not call handleEvents outside the main loop.
...
In other places I_GetEvent should be used to call the system's message pump and keep the app responsive, but all game side processing should be skipped.
2020-08-16 10:00:13 +02:00
Christoph Oelckers
4b44e6e392
- removed redundant calls to timerUpdateClock.
2020-08-16 09:16:38 +02:00
Christoph Oelckers
da38ad4554
- more dead code removal.
...
SW really has a lot of leftover commented out code...
2020-08-16 09:14:07 +02:00
Christoph Oelckers
af2c836e54
- unused code cleanup.
2020-08-16 09:04:24 +02:00
Christoph Oelckers
af4464ba16
- remove all sound precaching code in SW
...
We're loading all sounds at game startup anyway so there's no point to do this.
2020-08-16 08:46:51 +02:00
Christoph Oelckers
ef78e8602a
- major cleanup and consolidation of the screen/hud resizing code.
...
This is now being handled by the backend, except for the processing of the key bindings which cannot be done yet.
2020-08-16 02:55:50 +02:00
Christoph Oelckers
5cf54033ed
- removed the demo code.
2020-08-15 22:31:44 +02:00
Christoph Oelckers
deb9b74ce2
- got rid of all remaining rotatesprite calls in SW.
...
Also removed some dead code from player.cpp.
2020-08-15 22:04:37 +02:00
Christoph Oelckers
67b3a38fa3
- draw all menu elements with DrawTexture instead of rotatesprite
2020-08-15 21:09:21 +02:00
Christoph Oelckers
5e81f88907
- replaced SW's stats display with the shared version.
2020-08-15 21:03:42 +02:00
Christoph Oelckers
910ca69484
- migrated all of SW's text display to the backend and removed the various redundant printing functions.
2020-08-15 20:29:13 +02:00
Christoph Oelckers
f0150569a4
- ported the load level screen and deleted some dead code in game.cpp
2020-08-15 16:41:08 +02:00
Christoph Oelckers
aa8113cf06
- ported the level summary screens. Not hooked up yet.
2020-08-15 15:29:47 +02:00
Christoph Oelckers
8595b9fa47
-play SW's intro through the screen job framework.
2020-08-15 13:04:15 +02:00
Christoph Oelckers
3f9cc1412c
- transitioning helper for screen jobs.
2020-08-15 10:55:21 +02:00
Christoph Oelckers
3455610031
- base palette cleanup.
...
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite.
Also make the palette override CVARs 3D view only in debug mode.
2020-08-14 21:18:14 +02:00
Christoph Oelckers
249c5b5734
- removed some dead code.
2020-08-14 21:12:32 +02:00
Christoph Oelckers
66cb7f61a4
- fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed.
2020-08-14 21:01:27 +02:00
Christoph Oelckers
a5d9886aa9
- cleaned up the remnants of the old statusbar code.
2020-08-14 00:56:34 +02:00
Christoph Oelckers
67c340b573
- ported the inventory bar.
...
Now the panel system is only used for displaying the weapons.
2020-08-14 00:38:27 +02:00
Christoph Oelckers
70b2215f4e
- ported the minibar HUD.
2020-08-13 22:37:58 +02:00
Christoph Oelckers
8c7b93ceef
- ported the compass.
2020-08-13 22:13:56 +02:00
Christoph Oelckers
9ccf717311
- ported the inventory display on the status bar.
2020-08-13 21:57:53 +02:00
Christoph Oelckers
eafaa56834
- armor and key display.
2020-08-13 21:14:01 +02:00
Christoph Oelckers
188b2d2daa
- ammo and weapon display ported.
2020-08-13 20:14:53 +02:00
Christoph Oelckers
b50bdb1ca1
- SW: started transition of the status bar.
2020-08-13 18:45:55 +02:00
Christoph Oelckers
dc653bbdc0
- thinning out some crap.
2020-08-13 18:19:44 +02:00
Christoph Oelckers
d7f8d1a5bf
- replaced the border drawing code in SW with Blood's.
2020-08-13 17:54:17 +02:00
Christoph Oelckers
0b6f299d0e
- removed the bot code.
...
This would become a refactoring hassle, maybe re-add it later?
2020-08-13 00:45:50 +02:00
Christoph Oelckers
4538068bcc
- more SW cleanup, removed two more files.
2020-08-13 00:04:55 +02:00
Christoph Oelckers
bb6972abb4
- SW: get rid of redundant common_game.h
2020-08-12 23:43:21 +02:00
Christoph Oelckers
aef59ef523
- migrated SW cheats to the generic system, removed the more pointless of SWP's cheats and filled in a few blanks.
2020-08-12 22:24:51 +02:00
Evan Ramos
81f85ee480
SW: Fix regression causing the last heat seeker to be a normal missile
...
It was caused by the fix for crashing when firing outside the map.
Also port said fix to the bunny rockets.
2020-08-12 19:16:25 +02:00
Christoph Oelckers
d3df4e580c
- do not restart one-page image scrollers with Enter
...
Instead go back one menu level.
Fixed #129
2020-08-10 01:12:53 +02:00
Christoph Oelckers
4b69a181c3
- use symbolic constants for some statnums
2020-08-06 20:54:51 +02:00
Christoph Oelckers
9060abbafd
- 8 more SW headers gone.
2020-08-06 00:18:45 +02:00
Christoph Oelckers
72806e27eb
- cleanup work on SW
...
* consolidating smaller headers to reduce number of files
* remap all unmapped keyboard checks to corresponding buttons
2020-08-05 22:36:38 +02:00
Christoph Oelckers
4fef66c78a
- SW script parser cleanup
2020-08-05 22:36:37 +02:00
NY00123
22b492a5b3
SW: If a saved load is loaded at a point which is right after killing
...
a boss, ensure that FinishTimer and FinishAnim are appropriately
updated. This commit bumps GameVersion.
Additionally, the set of FinishAnim to 0 in NewLevel had
to move to a different location (InitLevelGlobals2), so
it doesn't override the value stored in the saved game.
# Conflicts:
# source/sw/src/game.cpp
2020-08-04 20:11:37 +02:00
Mitchell Richters
157933e902
- fixed regression from b9eef9c6a3
where the angle wouldn't apply if horizon was specified.
2020-08-04 23:13:22 +10:00
Mitchell Richters
b9eef9c6a3
- make ang and horiz optional on each game's warptocoords
CCMD as suggested in commentary for 1dc6edfa56
.
2020-08-04 22:33:17 +10:00
Mitchell Richters
a9b05eff86
- fix coolie death issues raised in https://forum.zdoom.org/viewtopic.php?f=340&t=69254 in manner suggested by OP.
2020-08-04 19:02:26 +10:00
Mitchell Richters
3e44d850b3
- fix issues with Exhumed and SW warptocoords
CCMDs when cherry-picking from public branch.
2020-08-04 18:04:44 +10:00
Mitchell Richters
1dc6edfa56
- create SW dynamic CCMD warptocoords
.
2020-08-04 17:53:34 +10:00
Christoph Oelckers
4bab061bd0
- removed some dead code from SW.
2020-08-03 20:53:00 +02:00
Christoph Oelckers
d526c6401f
- use the generic cheat system for Blood.
2020-08-03 20:51:31 +02:00
Mitchell Richters
f0e0a3db41
- quick and dirty fix to get SW menu input cranking again (mostly for testing PR #77 under SW since it's the only game with a clock of 120/3).
2020-07-31 16:26:16 +10:00
Christoph Oelckers
218a9c84fd
- removed the last remaining Blood helpers from the file system, also deleted a few short files whose contents could be moved.
2020-07-27 19:38:41 +02:00
Christoph Oelckers
f9d48e1f68
- removed all the intermediate variables for the status bar size.
...
hud_size now gets used directly by the status bar code.
2020-07-25 13:26:56 +02:00
Christoph Oelckers
6227f9f7fd
- optimizations for better savegame performance.
2020-07-21 21:32:38 +02:00
Christoph Oelckers
29e107ad24
- use CCMDs for weapon and inventory selection, courtesy of ZDuke.
2020-07-17 20:56:10 +02:00
Christoph Oelckers
a0cd407632
- cleanup on pausing code.
2020-07-15 18:10:31 +02:00
Christoph Oelckers
99161e2e4a
- made ps an array of player_struct like it originally was.
2020-07-15 00:26:58 +02:00
Christoph Oelckers
1e9679aceb
- removed faketimerhandler and the last static remains of EDuke's netcode.
2020-07-14 21:15:37 +02:00
Christoph Oelckers
1a0b388570
- removed a few tabledivide uses in the game modules
2020-07-14 14:08:59 +02:00
Christoph Oelckers
aa01adb2f1
- removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
...
Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers
34874d1a21
- migrated displayrest and took the opportunity to un-fuck the palette management.
2020-07-07 04:54:12 +02:00
Christoph Oelckers
8a1206edbc
Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2
2020-07-05 11:55:41 +02:00
Mitchell Richters
c70cc474a0
- change mouse input from int to float and adjust games accordingly.
...
* Calculate game-side mousex/mousey divisions into the calculations performed in `InputState::GetMouseDelta()`.
* Fix mouse speed when `in_mousesmoothing` is true (wasn't factoring in / 3.f division used in non-true vector.
* Standard mouse forward/side movement speeds in Exhumed & SW with that of other games.
* Remove `strafeyaw` code from Duke/Exhumed/RR as it's not necessary and was leading to situations where the player would continually keep moving sideways even without input.
* Change mouse forward/side velocities to -= current value as is done with controller input and the player's angle/aim velocities.
2020-07-04 18:28:00 +02:00
Christoph Oelckers
2e98b2f8da
- quote cleanup.
2020-06-30 22:53:15 +02:00
Christoph Oelckers
67fa7f8275
- work on Duke intro sequence.
...
Now without any Build drawing code, it goes directly to DrawTexture now. :)
2020-06-28 00:32:28 +02:00
Christoph Oelckers
e0ad1aa0cd
- cleanup of animlib.
...
* operate on a parameter-specified data structure instead of a global one
* moved error checks into the library code.
2020-06-27 11:47:31 +02:00
Mitchell Richters
8c723f52d1
- make controller input identical across all games.
...
* Convert axes in ControlInfo struct from int32_t to float as what's received from the backend.
* Remove all the scale up/down math since we don't need that with floats and replace with float constants that match old behaviour.
* Store q16mlook scaling as a constant for use with mouse and upcoming controller code.
* Add required controller code to Blood as the only game not to have working controllers.
* Fix typos in (gInput.forward > input.forward) for `ctrlGetInput()` in Blood.
* Remove use of `scaleAdjustmentToInterval()` on Exhumed and Shadow Warrior as they only process forward/side velocities within the game's ticrate.
* Repair angvel/aimvel scaling mistakes from d79a5d256d
.
* Scale dyaw and dpitch by 25% for Shadow Warrior as the game runs 25% faster than the other games, leading to faster input.
2020-06-24 20:08:56 +02:00
Mitchell Richters
91cc97ced0
Change Next/Previous Weapon button handling for Shadow Warrior.
...
- Makes consistent with Duke 3D, RR and Blood.
2020-06-22 07:47:58 +02:00
Christoph Oelckers
990cb2acb8
-'shoot' replaced.
...
# Conflicts:
# source/build/src/palette.cpp
2020-06-21 23:24:49 +02:00
Christoph Oelckers
198ed45357
- clean up redundancy
2020-06-20 10:58:47 +02:00
Christoph Oelckers
2c2b871083
- fixed texture validation checks.
2020-06-17 12:26:02 +02:00
Christoph Oelckers
2a29dbf793
- use backend independent code to render the camera textures.
2020-06-14 21:57:21 +02:00
Christoph Oelckers
946da7d622
- moved the textures used for the animations into the texture manager.
...
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
2020-06-14 20:27:13 +02:00
Christoph Oelckers
d4cdb31464
- backend update to make the ZScript compiler work.
2020-06-14 18:58:30 +02:00
Mitchell Richters
d79a5d256d
- fix joystick scaling for all games.
...
* Repairs https://forum.zdoom.org/viewtopic.php?f=340&t=67239 and https://forum.zdoom.org/viewtopic.php?f=340&t=67933
* Values that come from GZDoom backend are too low to be suitable for the Build games which were dividing by 'analogExtent'.
* Remove definition of analogExtent from all games and define in inputstate.h, then define joyaxesScale as 75% of analogExtent to provide a bit of headroom and not have a scale of 1.0 be full speed.
* Invert the returned results of GetAxes() as the returned floats are reversed for build games.
* Leverage scaleAdjustmentToInverval() on game-side code to consistently scale the input irrespective of frame rate, vsync etc.
2020-06-12 16:44:08 +02:00
Christoph Oelckers
22aad4999c
- use the engine backend to render the scene
2020-06-11 22:26:46 +02:00
Christoph Oelckers
f0d208bf56
- fixed compile error.
2020-06-07 10:46:35 +02:00
NY00123
1a1039a2d3
Fix a possible jitter upon changing the player's action
...
(e.g., beginning to jump, or landing on ground);
Reproduced with the input being tied to framerate
while SO interpolation is toggled on.
This involves the following modifications:
- PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set
from various DoPlayerBegin* functions, allowing the player to continue
turning/aiming as usual (right before the next call to domovethings),
even in specific instances of player action changes.
- If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and
after calling pp->DoPlayerAction from domovethings altogether,
ensure that the player's oq16ang/oq16horiz is updated by
making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This
is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed.
This change is not applied for a dead player, though.
2020-06-07 10:19:49 +02:00
NY00123
039458d14d
sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test
...
in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake.
The interpolation should still apply, albeit not while
the viewing angle is changed via the player's own input.
We should also continue interpolating in coop view.
2020-06-07 10:19:48 +02:00
NY00123
ce2aee49df
SW: This should hopefully be a better way of fixing the lack of
...
interpolation of player turning/aiming/movement, while being carried
by a sector object, without SO interpolation. This is a continuation of
73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1,
aiming to fix a jitter in case the player is continuously
getting pushed by a wall (e.g., on the boat in level 5).
Basically, this moves the relevant assignments from track.cpp:MovePlayer
and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these
functions has been missed, pushwall and clipmove can be called from
player.cpp in the following instances, which should be covered:
- Via DoPlayerMove, which is the function getting the fix now.
- Via DoPlayerSlide, which is called in the beginning of DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade,
followed by DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerDive,
followed by DoPlayerMove if the player doesn't stop diving.
# Conflicts:
# source/sw/src/track.cpp
2020-06-07 10:19:48 +02:00
Christoph Oelckers
cf6855904d
- took projection and view matrix out of the render state.
...
This is a preparation to migrate to GZDoom's HWViewpointUniforms buffer.
2020-06-04 18:46:44 +02:00
Christoph Oelckers
68c97e3c25
Merge branch 'master' of https://github.com/coelckers/Raze
...
# Conflicts:
# source/core/gamecontrol.h
# source/duke3d/src/game.cpp
# source/exhumed/src/exhumed.cpp
# source/rr/src/game.cpp
2020-05-31 23:30:10 +02:00
Mitchell Richters
33b6b85d57
SW: Amend how game pauses.
...
- Pausing game with Pause key now works again.
2020-05-31 23:19:54 +02:00
Christoph Oelckers
efa1cd3048
- moved video files to 'common'.
...
# Conflicts:
# source/blood/src/screen.cpp
2020-05-31 09:19:16 +02:00
Christoph Oelckers
1e2a3da5fd
- video base code unified.
...
# Conflicts:
# source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
Christoph Oelckers
edb2cb31ee
- backend update with GZDoom model code.
2020-05-31 08:55:00 +02:00
NY00123
8a812cc329
SW: Call OSD_DisplayQueued in DemoPlayback,
...
so OSD commands can have an effect from here
2020-05-30 23:28:24 +02:00
NY00123
9bf5ee046e
SW: Remove TitleLevel (probably dating back to 1995 prototype builds)
...
# Conflicts:
# source/sw/src/game.cpp
2020-05-30 23:28:24 +02:00
NY00123
6aeb366a93
SW: Remove DemoOverride, ScenePlayBack and SceneLevel
...
# Conflicts:
# source/sw/src/demo.cpp
# source/sw/src/game.cpp
2020-05-30 23:28:04 +02:00
NY00123
6920ef8fc3
SW - interpso.cpp: Imperfect hack for jittery coolies in level 1's train
...
(with SO interpolation turned on). It would be nicer to have something
better structured than the given hack, but this currently seems to work,
while not breaking the sprites on the boat in the beginning of level 5.
2020-05-30 23:27:18 +02:00
NY00123
217bf454f4
sw/src/interpso.cpp:so_dointerpolations:
...
Move ratio calculation out of inner loop.
2020-05-30 23:27:18 +02:00
Christoph Oelckers
193b940eef
- palette code cleanup.
2020-05-27 22:19:02 +02:00
Christoph Oelckers
29db3febb8
- updated the platform code to be mostly identical with GZDoom
2020-05-26 00:08:26 +02:00
Christoph Oelckers
55a3c62b59
- use GZDoom's 2D drawer.
...
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers
a70b7fa698
- use the texture manager to handle texture data.
2020-05-24 23:26:47 +02:00
Christoph Oelckers
266364fc2e
- properly implement texture offsets
2020-05-24 13:26:45 +02:00
Christoph Oelckers
cbeb481d59
- what is it with passing data to subfunctions through global variables? :(
2020-05-24 09:04:25 +02:00
Christoph Oelckers
00e7b2fa25
- simple stuff from the texture manager inclusion commit.
...
To get this out of the way first...
2020-05-24 00:27:24 +02:00
Christoph Oelckers
ae6403a205
- added a level of abstraction to the lookup table code to ease later refactoring.
2020-05-23 22:43:05 +02:00
Christoph Oelckers
f929419a0a
- refactoring of the lookup tables.
2020-05-23 22:43:04 +02:00
Christoph Oelckers
b971bc2717
- avoid using global palette settings when drawing 2D content with a custom palette.
...
Instead pass the palette info with the render call to avoid stale global state.
2020-05-23 22:43:01 +02:00
Christoph Oelckers
8d3199514d
- removed some 'pragma' cruft.
2020-05-23 13:08:10 +02:00
Christoph Oelckers
8bd5f12b42
- matching sound backend code with GZDoom.
...
# Conflicts:
# source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00
Christoph Oelckers
6a8efb7520
- update of music code, in particular separating the engine-specific lookup from the backend.
...
# Conflicts:
# source/core/music/music.cpp
# Conflicts:
# source/build/src/palette.cpp
2020-05-23 12:37:47 +02:00
Christoph Oelckers
d0406e27b6
- all base palette data has been transitioned to GPalette.
2020-05-23 12:31:05 +02:00
Christoph Oelckers
6f9ee4b60f
- store palettes in the palette container.
2020-05-23 12:31:05 +02:00
NY00123
cf22b4da0a
sw/src/demo.cpp:DemoPlayBack: Add a call to timerUpdateClock, which
...
is now required. Previously, it would be called from faketimerhandler,
which in turn is called from the engine.
2020-05-22 23:41:13 +02:00
NY00123
a69f738287
sw/src/copysect.cpp: Temporarily disable interpolation of sector object
...
if any of its sectors is impacted by CopySectorWalls. Fixes
a possible flicker with the drill at the end of level 2.
2020-05-22 23:41:11 +02:00
NY00123
ccf6722b70
SW: Don't interpolate a sector object if the corresponding lasttic value is 0
2020-05-22 23:41:10 +02:00
NY00123
37c3f1cc46
SW: Add the macro SO_EMPTY and use it instead of
...
separate checks of the form sop->xmid == INT32_MAX
2020-05-22 23:41:09 +02:00
NY00123
d510b9b95a
sw/src/sync.cpp:SOSync: Remove commented out code
2020-05-22 23:41:08 +02:00
NY00123
d43bffd118
SW: Remove unused DoubleInitAWE32 variable
2020-05-22 23:41:07 +02:00
NY00123
f94b38b138
SW: Modify getinput to update oq16ang/oq16horiz with the same amount
...
of change that camq16ang/camq16horiz gets. Such an update is possible
after making sure that UpdateInputs (faketimerhandler) is
never called from domovethings.
# Conflicts:
# source/sw/src/game.cpp
2020-05-22 23:41:05 +02:00
NY00123
6b5cf9525b
sw/src/network.cpp: Remove from UpdateInputs the checks of totalclock
...
and ready2send and the call to timerUpdateClock, which are now done
before calling UpdateInputs itself from RunLevel.
# Conflicts:
# source/sw/src/network.cpp
2020-05-22 23:40:00 +02:00
NY00123
ae2bcdd1a6
Rename faketimerhandler -> UpdateInputs and keep an empty
...
faketimerhandler stub in SW. This basically deprecates
the usage of faketimerhandler in the game.
2020-05-22 23:39:45 +02:00
NY00123
6daf42a959
sw/src/game.cpp:RunLevel: Call faketimerhandler in a loop, based on code
...
from EDuke32-OldMP. Main difference from EDuke32-OldMP is that this is
done even while staying in the menu; Behaviors will otherwise break.
We should also call timerUpdateClock() before the loop, especially
after removing the call to this function from faketimerhandler soon.
2020-05-22 23:39:43 +02:00
NY00123
25b5d69cab
SW: Remove commented out code accessing non-existing variable
...
# Conflicts:
# source/sw/src/network.cpp
2020-05-22 23:39:42 +02:00
NY00123
7e2484f603
SW: Remove FAKETIMERHANDLER and calls to faketimerhandler via this macro
...
# Conflicts:
# source/sw/src/sprite.cpp
2020-05-22 23:39:28 +02:00
NY00123
916cd01550
SW: While not exactly a favorite of mine, this fixes the floorz updates
...
of the secret rotating pillar in level 1 with SO interpolation.
The drill in level 2 is also covered. So far, SetVatorActive seems
to be the only place where interpolation of ceiling/floorz
may be set, outside of the SO interpolation code.
2020-05-22 23:39:12 +02:00
Christoph Oelckers
f53b348782
- stop the railgun's active sound if another weapon is selected.
2020-05-22 23:02:25 +02:00
Evan Ramos
71dc4ff5a4
SW: Fail gracefully from WarpToArea instead of aborting
2020-05-22 18:29:21 +02:00
Evan Ramos
f318d2282a
SW: Clear the background during cinematics
...
# Conflicts:
# source/sw/src/anim.cpp
2020-05-22 18:29:20 +02:00
Mitchell Richters
d98813f00f
SW: Allow sector object interpolations to be disabled for debugging.
...
New code is causing some issues. Upstream allow it to be toggled, so let's do that also.
2020-05-22 16:43:34 +02:00
Mitchell Richters
45cc95401f
SW: Make game compile after upstream backports.
2020-05-21 18:47:37 +02:00
Evan Ramos
0ab81904c2
SW: Allow Strafe Left and Right to turn vehicles
2020-05-21 18:47:37 +02:00
Evan Ramos
9d11c7dfb1
SW: Add FOV support.
2020-05-21 18:47:37 +02:00
Evan Ramos
edccdccfb4
SW: Fall back gracefully if map mirror tags are not fully correct
2020-05-21 18:47:37 +02:00
Evan Ramos
e6dd2741f3
SW: Instrument Saveables with debug_break
2020-05-21 18:47:37 +02:00
Evan Ramos
9eefd3d892
SW: Add PanelSpriteFunc values to saveables
2020-05-21 18:47:37 +02:00
NY00123
024d4e7297
SW: Afraid that we should disable almost all kinds of SOs in multiplayer
...
for now, due to possible jitters. Currently leaving remote-controlled SOs.
2020-05-21 18:47:37 +02:00
NY00123
ab99b3b79d
SW: Call FunctionKeys from getinput only if the latter is called
...
from faketimerhandler. This should fix the timing of playing an
RTS file's sound and sending the corresponding message.
2020-05-21 18:47:37 +02:00
NY00123
75c76f073a
SW: Fix aiming in coop view
2020-05-21 18:47:37 +02:00
NY00123
5baba6b9f3
SW: Don't interpolate a non-remote sector object controlled
...
by the player. Make sure looking up/down is still smooth.
2020-05-21 18:47:37 +02:00
NY00123
bdacab366a
SW: Disable interpolation of sector objects that
...
don't move as smooth as possible in multiplayer
2020-05-21 18:47:37 +02:00
NY00123
f3654d80e7
Store sector object interpolation data in saved game
2020-05-21 18:47:37 +02:00
NY00123
27675d9f4f
Remove the preceding sprite interpolation functions, not needed anymore
2020-05-21 18:47:37 +02:00
NY00123
221172311c
SW: Let's make use of interpso.*. Still need to do a few more things.
2020-05-21 18:47:37 +02:00
NY00123
2b1e32bf3d
SW: Add the currently-unused interpso.* files, enabling interpolation
...
of sector objects as whole groups of points and sprite angles.
The following goals are intended to be achieved with this code:
- Make it easy to let the user toggle sector object interpolation.
- Interpolate the angles of sprites carried by sector objects.
- Use the right amount of samples for interpolating a sector object,
depending on the players' locations, as done in the checks within
DoSector. Unfortunately, modifying DoSector itself to
unconditionally call MoveSectorObjects(sop, synctics) technically
changes the way sectors move (in the logical sense), and was
found out to make a specifically constructed user map unbeatable.
- Make it easy to disable interpolation of a whole sector object in
case of a need. This is especially important if such an object
is controlled by a player in multiplayer, mostly since this
isn't compatible with the way player prediction is working.
2020-05-21 18:47:37 +02:00