Commit graph

153 commits

Author SHA1 Message Date
Christoph Oelckers
25e8636a60 - eliminated a few smaller headers. 2020-08-16 23:21:24 +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
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
af2c836e54 - unused code cleanup. 2020-08-16 09:04:24 +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
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
aa8113cf06 - ported the level summary screens. Not hooked up yet. 2020-08-15 15:29:47 +02:00
Christoph Oelckers
249c5b5734 - removed some dead code. 2020-08-14 21:12:32 +02:00
Christoph Oelckers
a5d9886aa9 - cleaned up the remnants of the old statusbar code. 2020-08-14 00:56:34 +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
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
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
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
1a0b388570 - removed a few tabledivide uses in the game modules 2020-07-14 14:08:59 +02:00
Christoph Oelckers
d4cdb31464 - backend update to make the ZScript compiler work. 2020-06-14 18:58:30 +02:00
Christoph Oelckers
22aad4999c - use the engine backend to render the scene 2020-06-11 22:26:46 +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
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
edb2cb31ee - backend update with GZDoom model code. 2020-05-31 08:55:00 +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
Evan Ramos
9d11c7dfb1 SW: Add FOV support. 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
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
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
d467ce3eb8 SW: Interpolate the player's bob_z, based on suggestion by Striker.
Using pp instead of ppp seems to work better with prediction.
2020-05-21 18:47:37 +02:00
NY00123
10e4c3e121 sw/src/draw.cpp: Import from Duke3D the Polymost shadow drawing hacks 2020-05-21 18:47:37 +02:00
NY00123
63743eea67 sw/src/draw.cpp:analyzesprites: Interpolate other players' sprites, in a
similar manner to what's done in Duke3D (with the addition of the angle).

There seem to be some jitters with this, mostly in Master/Slave mode.
Decreasing PAKRATE in mmulti.cpp might also increase the frequency
of this occuring in Peer-2-Peer mode.
2020-05-21 18:47:37 +02:00
NY00123
bfd79d8bc2 sw/src/draw.cpp:drawscreen: Don't interpolate while the game is paused 2020-05-21 18:47:37 +02:00
NY00123
ef85bc58c3 sw/src/draw.cpp:drawscreen: Use GetQ16AngleFromVect for pointing
at a remote-controlled SO. In case PedanticMode == FALSE, this
leads to small improvements with aiming at the car in EXAMPLE.MAP.
2020-05-21 18:47:37 +02:00
NY00123
8e9130c31a sw/src/draw.cpp:drawscreen: Removing the check that pp->sop_control
is non-null seems to resolve the newly introduced interpolation
issue for looking up/down while controlling a sector object.
We can also remove the PF_DEAD test, since
game.cpp:getinput should lock any kind of aiming.

src/src/game.cpp:getinput: We now, however, need to further
lock turning here while controlling a sector object.
2020-05-21 18:47:37 +02:00
NY00123
4c73c11255 SW: Ensure the player's rendering angle is in sync with a rotating
sector. This re-introduces the angle interpolation in drawscreen
while sector object interpolation is in use.

A side-effect of this is that looking up/down is now less smooth
while controlling a sector object (e.g., a turret).
2020-05-21 18:47:37 +02:00
Mitchell Richters
979c4846a4 SW: Fixes and cleanups following backporting upstream's input changes. 2020-05-20 14:43:03 +02:00
Mitchell Richters
2c0ad0dd12 SW: Fix compilation after backporting upstream's input changes. 2020-05-20 14:43:03 +02:00
NY00123
7749b0f7b9 SW: Interpolate sector objects in non-demo, single player games.
Let's see if this is breaking anything.
2020-05-20 14:43:03 +02:00
NY00123
47ac981a3a SW: Let's replace the macro PEDANTIC_MODE with variable PedanticMode 2020-05-20 14:43:03 +02:00
NY00123
cc4f1f21f9 Interpolation fixes for SW:
draw.cpp: Fix the lack of interpolation while walking on a sector
object, like the bus roof or the floor of the train in Seppuku Station.
track.cpp: Make sure the player's location and angle aren't mistakenly
interpolated while standing on a moving sector object as a consequence.
2020-05-20 14:43:03 +02:00
NY00123
820e9ef5f9 SW: Use the old interpolation path in drawscreen if player is dead 2020-05-20 14:43:03 +02:00