Commit graph

494 commits

Author SHA1 Message Date
Christoph Oelckers
747dac6c41 - Exhumed: Mark unused function arguments in standard C++ fashion. 2020-08-30 20:24:36 +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
536e7455f2 - moved I_StartFrame to the top of the loop and cleaned up baselayer.hj 2020-08-28 08:44:44 +02:00
Christoph Oelckers
78a024a50c - fixed: Exhumed's sound module did not check the 'sound disabled' CVAR. 2020-08-26 22:26:28 +02:00
Christoph Oelckers
b4df1fd662 - fixed Ramses text display.
Fixes #265.
2020-08-26 22:22:46 +02:00
Christoph Oelckers
1a25504d02 - looks like the nAngle field in the PLayerInput struct isn't used for anything anymore. 2020-08-26 21:32:18 +02:00
Christoph Oelckers
83c8770d02 - fixed Ramsed head display and not freezing the input when it is active. 2020-08-26 21:28:57 +02:00
Christoph Oelckers
096a2bd4e9 - fixed some of the sound issues in Exhumed
* ambient sounds were constantly restarted resulting in garbled sound.
* sound priorities were not checked. This was used to limit some sounds to one instance per actor or to allow terminating other sounds playing on the same actor.
2020-08-26 20:22:11 +02:00
Christoph Oelckers
e5a4276a5a - fixed infinite loop. 2020-08-26 20:20:36 +02:00
Christoph Oelckers
4e846f8d66 - do not print game init messages to the notify display. 2020-08-26 20:19:54 +02:00
Mitchell Richters
e3fe1b2b60 - Exhumed: Correctly transform player velocities when running on single 30Hz timer.
Thanks, Graf :)

# Conflicts:
#	source/exhumed/src/exhumed.cpp
2020-08-26 17:27:15 +02:00
Mitchell Richters
0c300c181f - Exhumed: Unify game with single timer instead of getting forward/side velocity at 120Hz.
* Player movement is close, but not exactly as it was. Requires more work if it is to be considered.

# Conflicts:
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/ps_input.h
2020-08-26 17:26:42 +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
Christoph Oelckers
2ae5f960c5 - renamed fields in Exhumed's packed struct.
One step closer to getting these merged.
2020-08-26 17:09:47 +02:00
Christoph Oelckers
5a77aace2f - strip the structure for local input off the fields not needed here.
Now it's basically the same as Dukes.
2020-08-26 16:59:42 +02:00
Christoph Oelckers
c1b1182f90 - fix weapon selection in Exhumed.
Like Blood it looks like the request isn't processed immediately so it needs to stick around.
2020-08-26 16:59:42 +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
60f334f57c - Exhumed: Partially restore sound issues following cc5e6d19c3.
* Restored call of `UpdateSounds()` to `GameLoop()` and not `DrawView()` like previously.

Partially addresses #253.
2020-08-26 23:22:44 +10:00
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
e0aaaf1f60 - All Games: Move gameclock and lastTic to gamecontrol. 2020-08-26 09:49:44 +10:00
Mitchell Richters
2bf11ad378 - All Games: Remove use of timerGetTicks(). 2020-08-26 09:49:38 +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
39541408f2 - Exhumed: Fix what I believe is a typo. 2020-08-26 09:49:02 +10:00
Mitchell Richters
2748d6dc64 - Exhumed: Rename remaining use of totalclock locally in screenjobs to currentclock like Duke. 2020-08-26 09:48:59 +10:00
Mitchell Richters
a6cc3c4128 - Exhumed: Migrate to GZDoom time code like Duke and SW. 2020-08-26 09:48:57 +10:00
Mitchell Richters
76b05dbcd6 - Build (and games): Remove totalclocklock. 2020-08-26 09:48:56 +10:00
Christoph Oelckers
d38a3a1fb1 - added autoaim switch for Exhumed.
Pointers for the needed change taken from GDX.
This applies only to hitscan weapons the rest do not appear to autoaim.
Fixes #260
2020-08-26 00:22:11 +02:00
Christoph Oelckers
5af71c0af2 - Exhumed: Implement "Quit to title".
Fixes #252
2020-08-25 21:34:12 +02:00
Christoph Oelckers
efc83e1a5f - Exhumed: properly terminate the "Ramses" save block.
Fixes #258
2020-08-25 21:30:00 +02:00
Christoph Oelckers
5df0a7241f - disabled a few menu options for unsupported features in Exhumed.
Fixes #255
2020-08-25 20:40:30 +02:00
Christoph Oelckers
435e13dfa4 cleanup of the timer interface.
* rewrote all uses of timerSetCallback. Most were unnecessary or long obsolete, the sound updates need to run per frame, not per tic and the UI tickers need to be handled in the main loop anyway.
* Use a more precise timer to animate the menu transition.
* uncouple other menu animations from the game timer.
2020-08-25 19:42:11 +02:00
Christoph Oelckers
1a633ce6a6 - give Exhumed some automap labels as well.
This game didn't have them originally so here the 'native' mode does not exist.
2020-08-25 00:27:14 +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
e158775e67 - … and for Exhumed
This game does not implement follow mode.
Note: Follow mode needs to be simplified across games!
2020-08-24 19:54:26 +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
Mitchell Richters
89a15335df - Exhumed: Clear the screen in the 2D drawer prior to drawing in menu_DoPlasma().
Fixes #237.
2020-08-24 17:44:39 +10:00
Mitchell Richters
e8057cd871 - Exhumed: Fix menu scaling upon opening following changes in 979cc63835.
Fixes #238.
2020-08-24 17:11:51 +10:00
Mitchell Richters
6cbd607f31 - Exhumed: Stop playing kSoundJonLaugh2 in DLobotomyScreen screenjob if skiprequest is true. 2020-08-24 16:51:38 +10:00
Mitchell Richters
b5823385e1 - Exhumed: Fix if statement in DrawWeapons() following changes in e225e85ae1. 2020-08-24 16:02:12 +10:00
Mitchell Richters
e225e85ae1 - Exhumed: Perform weapon bobbing with maximum precision and implement cl_weaponsway. 2020-08-24 13:22:52 +10:00
Christoph Oelckers
fed70e6df7 - make Exhumed's intro block the UI.
Fixes #235.
2020-08-24 00:36:47 +02:00
Christoph Oelckers
8b8f048393 - moved parts of videoNextPage to app_loop. 2020-08-23 18:08:08 +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
85875da77a - removed the old start-of-level-only savegame code.
This serves no purpose anymore, even with a checkpoint-based gameplay the full saves will do just as well.
2020-08-23 16:30:20 +02:00
Christoph Oelckers
f7fcd341ec - removed redundant levelnum variable.
Better use the global map record.
2020-08-23 16:24:54 +02:00
Christoph Oelckers
1a0e413d5c - use CCMDs for Exhumed's input where applicable.
- made crosshair toggle consistent across games.
2020-08-23 16:11:18 +02:00