Commit graph

117 commits

Author SHA1 Message Date
Mitchell Richters
3951407b68 - Fix issue with memset calls from 0eba341ac1. 2023-04-05 07:39:31 +10:00
Mitchell Richters
6403c7291f - Update player camera angles right before drawing a frame.
* Also stops situations where `GameInput::getInput()` was being called incessantly while in the menu, during screenjobs, etc.
2023-04-04 20:55:09 +10:00
Mitchell Richters
69c65dfe7e - Internalise InputPacket used in movement functions. 2023-04-03 19:35:35 +10:00
Mitchell Richters
8d11fef916 - Initial conversion of game input into class GameInput. 2023-04-03 18:46:36 +10:00
Mitchell Richters
10445635cf - Tidy up autosaving for all the games.
* There's not really any reason to need the game's world to tic once, it's already fully loaded during the `gi->NewGame()`/`gi->NextLevel()` calls.
2023-04-02 19:56:52 +10:00
Mitchell Richters
06dd971291 - When the gameaction is ga_level, return and don't break.
* This was causing the first input packet to only be sent to the playsim after the first tic occurred.
* Previous: player 1 of 1 (1 nodes); E1L1: Hollywood Holocaust; PlayClock: 4; PlayClock: 4; PlayClock: 12;, etc.
* Current: player 1 of 1 (1 nodes); E1L1: Hollywood Holocaust; PlayClock: 0; PlayClock: 4; PlayClock: 8;, etc.
* Fixes #900.
2023-03-29 13:20:47 +11:00
Mitchell Richters
7caec5fa69 - Clean out where inputState.ClearAllInput() is called.
* We can do this from just a few places and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:05:49 +11:00
Mitchell Richters
9f8cda4be3 - Move call to I_GetInputFrac() to ensure we're never stalled waiting for a tic. 2023-03-29 09:04:40 +11:00
Mitchell Richters
d665037075 - Clean out where Net_ClearFifo() is called.
* We can do this from one place and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:04:38 +11:00
Mitchell Richters
96055fbc03 - Clean out all games setting gameaction = ga_level and do it centrally. 2023-03-29 03:10:16 +11:00
Mitchell Richters
b3c27a177e - Consolidate each game's gi-GetInput() into a unified function.
* Eliminates a lot of boilerplate.
* Consolidation of input accumulation buffers discretely used in each game.
* Allows privatisation of `PlayerAngles::CameraAngles`.
2023-03-18 19:49:25 +11:00
Mitchell Richters
3442290fa2 - Repair bad setup for global input scale uncovered after making Duke better.
* `I_GetInputFrac()` must always be called, even if we don't use it otherwise the value grows too large.
2023-03-18 19:29:29 +11:00
Mitchell Richters
446218dd7b - Get mouse/controller input by pointed variable and not copy on return. 2023-03-17 20:58:11 +11:00
Mitchell Richters
2020860ffe - For I_GetInputFrac(), just have the caller check if input is synchronised. 2023-02-05 08:40:25 +11:00
Mitchell Richters
9961a66a1f - Remove inputScale global and make static in mainloop.cpp. 2023-02-05 08:37:37 +11:00
Christoph Oelckers
90702ae2f5 - consolidated the animwall code by using texture flags.
This is way too hacky for generalization. For that newly defined control actors are surely a better option.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
20edd800f9 - big texture system refactor.
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00
Christoph Oelckers
c1abd6fe22 - rewrote drawtile CVAR handling to render the image larger and allow using aliases. 2022-12-11 19:45:38 +01:00
Christoph Oelckers
6a690849e6 - cleanup on the tile management.
* removed the long defunct EDuke32-based map art system. With our move to named textures this will not work anymore so fixing the existing problems would be pointless.
* moving .def related parsing stuff out of buildtiles.cpp.
* some initial refactoring to make the tile store a static, non-modifyable resource after initial setup.
2022-12-11 19:43:58 +01:00
Mitchell Richters
15b101870d - Completely remove current scaled angle change setup.
* During this transition, temporarily enforce synchronised input at all times.
2022-12-11 19:43:55 +01:00
Christoph Oelckers
dbb7965550 - added two new flags for later use. 2022-12-11 19:43:46 +01:00
Mitchell Richters
5a8612110d - Process scaled angle adjustments in each game's render function, not from the input function.
* Previous config had the potential to call `I_GetInputFrac()` nearly twice in a row, which would have resulted in some hitching.
* Calling from each game's render function avoids the above and means we can start applying scaled angle changes one frame faster.
2022-12-11 18:42:01 +01:00
Christoph Oelckers
ef6c39ec55 - added a CVAR that allows drawing any tile to the top of the screen.
For quick examination of tiles.
2022-11-14 12:08:02 +01:00
Christoph Oelckers
a4dd5bb4ce - rewrote the model storage code.
Using proper C++ containers now.
2022-10-27 16:55:54 +02:00
Christoph Oelckers
c1d603e1e9 - backend update from GZDoom. 2022-10-02 20:33:18 +02:00
Christoph Oelckers
291726cc55 - removed the Polymost renderer. 2022-08-03 15:50:27 +02:00
Christoph Oelckers
0dc670da8e - added wipe transitions to screen job
Mainly to have the crossfade, the other styles are mostly bonus.
This also adds proper scoping to the cutscene code, which needs to run in UI scope.
2022-04-25 17:26:17 +02:00
Christoph Oelckers
4b9ea92969 - gracefully handle when a map tries to exit twice.
This case left a broken ScreenJobRunner behind which later crashed on garbage collection.
2022-01-15 19:20:58 +01:00
Christoph Oelckers
44e64a6a12 - backend update from GZDoom.
* GC fix
* better sound range check
* UE model loader license change.
2022-01-11 22:54:37 +01:00
Christoph Oelckers
70087ebc12 - fixed: The new renderer still called the Polymost screen finish function.
This led to a second, redundant postprocessing step with incorrect matrix values.
It now calls screen->Update() directly without the unneeded stuff, but this required a bit of reordering in the game code to ensure that the renderer receives the weapon data to display.
2022-01-08 13:50:47 +01:00
Mitchell Richters
9bbb54fe2e - Replace every line that just contains spaces or tabs with an empty line feed in all files except 3rd party libraries. 2021-12-30 20:30:21 +11:00
Christoph Oelckers
9e14b168bb - addressed more shadowed variables in common code. 2021-12-30 09:57:32 +01:00
Christoph Oelckers
8ee5d1b0d7 - activated the garbage collector
This finally gets rid of all static storage for actors - so no more indices ever! :)
2021-12-26 23:10:00 +01:00
Christoph Oelckers
ca10495d7c - Blood: back up player state before ending the level, not just before loading the new one.
The latter is too late, the player's actor data may already be stale and invalid here.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
f7fdc5af41 - address several warnings reported by GCC 11. 2021-11-29 00:55:29 +01:00
Mitch Richters
e491d15ff9 - Move InputScale() out of inputstate.cpp and into i_time.cpp as I_GetInputFrac() to make it available to GZDoom for potential future requirements.
* As part of this, feed the output of `I_GetInputFrac()` to `gi->GetInput()` instead of having each game's virtual override calling it locally.
2021-11-29 00:55:01 +01:00
Christoph Oelckers
5d0c9a9fc8 - flush the network timer righr after loading and before starting a level.
Without this the entire load time may get registered as skipped frames-
2021-11-07 22:51:02 +01:00
Mitch Richters
b02a6a3ec9 - Replace MIN() from templates.h with version provided in STL. 2021-10-30 10:36:15 +02:00
Mitchell Richters
675356be1a - Ensure g_nextskill is used everywhere so that setting skill for next level works properly. 2021-07-20 18:51:34 +10:00
Mitchell Richters
77630dcbc7 - Rename DeferedStartGame() to DeferredStartGame(). 2021-07-20 18:43:17 +10:00
Mitchell Richters
39983f8144 - Fix maps loaded from the command line starting with corrupted sectors.
* Starting game same way `map` CCMD does it for now.
2021-06-24 18:50:10 +10:00
Mitchell Richters
9645009b28 - Fix -map command-line argument not working.
* Fixes #441.
2021-06-24 18:49:26 +10:00
Christoph Oelckers
d98a567597 - halt the game timer when setting up a cutscene and when starting movie playback.
These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly.
With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
2021-05-23 14:36:54 +02:00
Christoph Oelckers
d7a47b2f3a - route all accesses to gameaction from the backend through the sysCallbacks.
gameactions are frontend specific so this needs to be decoupled.
2021-05-22 13:02:34 +02:00
Christoph Oelckers
e10bcf6294 - split the screen job code into a generic and a Raze specific part.
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
5a6121d424 - status bar interface work. 2021-05-15 10:25:38 +02:00
Christoph Oelckers
9dd9dc8efd - handle savegame loads like GZDoom.
They are synchronized with the game loop and should not be initiated directly from the menu.
2021-05-12 00:31:49 +02:00
Christoph Oelckers
499ed52972 - route savegame requests through the newwork, just like GZDoom does.
Although a bit overkill for single player saves only, this will ensure consistent behavior between both engines regarding the menu.
2021-05-12 00:21:26 +02:00
Christoph Oelckers
7d77b2315f - merged the few remaining contents of mmulti.h into d_net.h 2021-05-03 19:01:00 +02:00
Christoph Oelckers
b21dadeef0 - we need to wait a bit before starting the intro scene.
The game timer actually starts before the main loop is ready so we have to wait with the cutscene until the loop is in sync with the timer.
2021-05-01 19:46:17 +02:00