Christoph Oelckers
7ad0750839
- grouped all of Duke's constant per-session state in a single struct.
...
Mainly done so later the script export can be done more easily.
This also renames a few of the affected variables for clarity.
2020-11-29 13:54:58 +01:00
Christoph Oelckers
b9477f147e
- migrated Duke's interpolations to the common system and added handling for texture scrollers.
2020-11-26 18:32:36 +01:00
Christoph Oelckers
d0db810ab0
- ud.camerasprite -> actor.
2020-11-04 20:40:08 +01:00
Christoph Oelckers
294a806793
- fixed some issues with prematurely terminated sounds.
2020-10-10 12:57:43 +02:00
Mitchell Richters
362fda4378
- Duke: Change fix in 6e9576b871
to be outside of donewgame()
in case player is loading a map from the command line.
2020-09-26 09:17:50 +10:00
Christoph Oelckers
1fc919f5a1
- fixed episode startup on Duke so that the intro for ep. 4 plays.
2020-09-25 19:46:04 +02:00
Christoph Oelckers
f4fff5ee30
- moved sync structure into the playerstruct for easier maintenance.
2020-09-23 18:18:23 +02:00
Mitchell Richters
0ab3b33a6c
- Blood/Duke/RR/SW: Unify the player's horizon function.
...
* For Duke/SW, we continually apply `SB_CENTERVIEW` only if it was previously a toggled action, similar to Blood.
* For SW, we remove two SW-specific bits (`PF_LOCK_HORIZ` and `PF_LOOKING`) that are no longer needed.
* For Duke, we remove `return_to_center` and just use the `SB_CENTERVIEW` action bit as required.
* For `sethorizon()`, feature set and adjustment speeds are an averaged out accumulation across Duke/SW:
** GameTicRate is factored in for adjustment decisions to provide consistency for SW being the faster game.
** Adjustment amounts are half way between Duke/SW.
2020-09-20 20:01:36 +10:00
Christoph Oelckers
b52a2b0d9a
- set up the loadscreen code.
...
This isn't active, though, because load times are so short these days that all this results in is an irritating screen flash before the level starts.
It may be activated later when hires assets are in use.
Fixes #10 (or not...? ;) )
2020-09-09 22:42:01 +02:00
Christoph Oelckers
8d2d36457f
- consolidated the map name display on startup
...
Fixes #275
2020-09-08 18:28:41 +02:00
Christoph Oelckers
d947cc4765
- also took out the zoom variable so that no automap data remains in the playsim code.
2020-09-06 10:22:05 +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
fa50cde93f
- fixed skill selection in Duke.
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Screw these old shadowing menu variables. Well, the one for skill is gone now.
Fixes #344
2020-09-05 16:31:01 +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
adbedd30c4
- consolidated the 4 functions for handling the automap zoom.
2020-09-05 00:58:25 +02:00
Christoph Oelckers
fd2ce0321e
- transitioned SW to level change event system
2020-09-04 21:15:15 +02:00
Christoph Oelckers
77f96a1c75
- fixing some issues. Level transitions in Duke are working now.
2020-09-04 19:43:36 +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
e19923ce4b
- removed setGameClockStart.
...
This won't be needed anymore.
2020-09-02 20:57:03 +02:00
Christoph Oelckers
9a208185d6
- levelclock increment after tick.
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This ensures that the first tick always gets a value of 0.
2020-08-31 19:21:02 +02:00
Christoph Oelckers
2bf368d49b
- redid the timer for the automap zoom
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Add more precision and uncouple from the game timer
2020-08-31 19:18:53 +02:00
Christoph Oelckers
03aad6559b
- added a global leveltimer variable to Duke.
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This timer only gets incremented by the main game ticker when the playsim is running.
This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
2020-08-31 00:33:41 +02:00
Christoph Oelckers
007c6e122d
- gameclock abstraction
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This may need more work to have a reliable timer
2020-08-31 00:16:43 +02:00
Christoph Oelckers
2f05a93547
Merge branch 'Packet' into back_to_basics2
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# Conflicts:
# source/core/gamestruct.h
# source/games/duke/src/gameloop.cpp
# source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Mitchell Richters
e32cd81cc7
- Unify stat fps
for all games.
2020-08-30 20:24:36 +02:00
Christoph Oelckers
765f211e05
- things are mostly working again.
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Rendering produces an image again, input gets properly processed, but unsynchronised mouse input isn't properly applied yet.
2020-08-30 19:59:46 +02:00
Christoph Oelckers
38d10cc591
- game input works, but still no 3D scene rendered.
2020-08-30 13:04:07 +02:00
Christoph Oelckers
d59284c96b
- transitioned Duke to the new main loop.
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Everything compiles, but hasn't been tested. Doing a safety commit first.
2020-08-30 12:02:32 +02:00
Christoph Oelckers
0c455acaa2
- more work to switch over to the new loop.
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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
49106c5b5e
- Duke: Do not reset the global ticker.
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The new main loop code cannot handle that. Instead set a start value for gameclock so that gameclock can be based on an arbitrary time value instead of directly representing global time.
2020-08-30 08:04:33 +02:00
Christoph Oelckers
cc04d41903
- Duke: moved the clock reset to a separate function and deleted the unused lockclock variable.
2020-08-30 07:53:20 +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
fab561d757
- cleaned up Duke's main GameTicker function.
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* moved the part that alters the input before queuing it to GetInput
* moved moveloop into the main function
* reshuffled a few things for better grouping by task.
2020-08-29 21:20:10 +02:00
Christoph Oelckers
20426a5a4f
Revert "- pass loc as a parameter to Duke's GetInput function to uncouple it from the global variable."
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This reverts commit a03b6cf57c
.
Turns out this wasn't really useful.
2020-08-29 21:09:04 +02:00
Christoph Oelckers
a03b6cf57c
- pass loc as a parameter to Duke's GetInput function to uncouple it from the global variable.
2020-08-29 18:07:49 +02:00
Christoph Oelckers
dc1f56e8f9
Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into Packet
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# Conflicts:
# source/core/inputstate.cpp
# source/exhumed/src/exhumed.h
2020-08-29 01:19:48 +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
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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."
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This reverts commit 97feb483ab
.
2020-08-28 08:25:51 +02:00
Mitchell Richters
ea2790ce08
- Duke: Switch game tic back to a while loop. I didn't mean to commit it this way in ab06235971
.
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* I doubt anyone will be running this on a system where computing a tic might take longer than a tic, but it's more consistent with the other games and is what it was.
2020-08-28 15:29:41 +10:00
Mitchell Richters
97feb483ab
- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible.
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* 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.
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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
abf715eace
- unified the packet structures of all games.
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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
b76168f673
- moved the main event processing functions into the global main loop.
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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
e1424d454f
- Duke: Clean out some left over stub code during initial testing.
2020-08-26 11:23:57 +10:00
Christoph Oelckers
a323591d5a
- call C_RunDelayedCommands() from a centralized place.
2020-08-25 21:16:37 +02:00
Mitchell Richters
d04aa603dd
Revert "Revert "- Duke: Remove left-over line." and re-do as a multiplier of TICSPERFRAME
for better clarity as to what's happening rather than a bit-shift."
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This reverts commit 0cdd27b61534219a0d00b794a45a09f26a95afaa.
2020-08-25 19:51:12 +02:00
Mitchell Richters
d3b506eb2b
- Duke (and Engine): Eliminate use of totalclock for game.
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* Breaks every other game except Duke unless/until they get migrated. Done for the purpose of demonstrating PR #244 .
# Conflicts:
# source/build/src/timer.cpp
# source/games/duke/src/game.cpp
2020-08-25 19:51:12 +02:00
Mitchell Richters
e9c0831ccc
Revert "- Duke: Remove left-over line." and re-do as a multiplier of TICSPERFRAME
for better clarity as to what's happening rather than a bit-shift.
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* It's also better that everything be based off the one tic clock and not call `I_GetBuildTime()` to set `gameclock`. This also ensures that `gameclock` always increases in intervals of 4.
This reverts commit 63eac13d6442357fdab57067ec913a2ce8ce72db.
2020-08-25 19:48:38 +02:00