Commit graph

5434 commits

Author SHA1 Message Date
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."
This reverts commit 0cdd27b61534219a0d00b794a45a09f26a95afaa.
2020-08-25 19:51:12 +02:00
Mitchell Richters
d3b506eb2b - Duke (and Engine): Eliminate use of totalclock for game.
* 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
c5f523fb3c - Duke: Make a bit more use of the calculated smooth ratio. 2020-08-25 19:48:52 +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.
* 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
Mitchell Richters
be5419e77c - i_time: Add I_GetBuildTimeFrac().
* Currently not needed, but adding for feature parity.
2020-08-25 19:48:26 +02:00
Mitchell Richters
2231386830 - Duke: Create function to reset timer and apply in game where timer restarts are needed. 2020-08-25 19:48:15 +02:00
Mitchell Richters
7d1f021fcd - Duke: Remove left-over line. 2020-08-25 19:47:45 +02:00
Mitchell Richters
afb09456e0 - Duke: Migrate away from using totalclock and use new game-specific gameclock with underlying timer code in common.
* Build timer still requires initialisation due to multiple `timerSetCallback()` that still need to work.

# Conflicts:
#	source/core/menu/menu.cpp
#	source/games/duke/src/game.cpp
2020-08-25 19:47:31 +02:00
Mitchell Richters
ab06235971 - Duke: Demonstration of a re-timed game and associated interpolation improvements that come from it.
# Conflicts:
#	source/games/duke/src/game.cpp
2020-08-25 19:43:28 +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
a55da24277 - hooked up the chat display.
Currently not really useful, aside from being usable to enter cheats. For this the cheat must be prefixed with a '#' to be recognized.
2020-08-25 18:51:56 +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
ce853c5376 - Blood does not restart the intro sequence.
Fixes #247
2020-08-25 18:06:16 +02:00
Christoph Oelckers
a0e4d6f62c - implemented proper scaling support for the notify display - both the classic and advanced variant. 2020-08-25 18:03:15 +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
7c1e64757a - use generalized automap label code for Shadow Warrior, too. 2020-08-25 00:16:02 +02:00
Christoph Oelckers
faf23d8ff0 - proper defaults for Blood. 2020-08-25 00:01:33 +02:00
Christoph Oelckers
777bbd4bd8 - use the generalized code to display automap labels in Blood. 2020-08-24 23:59:09 +02:00
Christoph Oelckers
6672b8af99 - generalized the automap label code.
Using proper scaling and should be reusable from all games now.
2020-08-24 23:14:55 +02:00
Christoph Oelckers
25ade79b90 - stat display fine tuning. 2020-08-24 22:18:45 +02:00
Christoph Oelckers
fef7608705 - made a few fixes for the fullscreen HUD in Nam:
* the font was placed too low
* the Duke health icon is not a health icon in this game so it had to be exchanged for something proper.
2020-08-24 22:12:56 +02:00
Christoph Oelckers
88bcaf37ab - changed the scale range of hud_statscale so that 1 is for fullscreen 320x200. 2020-08-24 22:02:49 +02:00
Christoph Oelckers
e7c58a5b29 - make hud_scale a floating point CVAR. 2020-08-24 21:48:47 +02:00
Christoph Oelckers
3a6ccac8ea - fixed bad offset with vertically mirrored sprites.
Fixes #239
2020-08-24 21:15:22 +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
b88a279a57 - removed the mouse wheel up event hackery
With the weapon cycling commands being done as CCMDs this is no longer needed.
2020-08-24 20:26:32 +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
092fb55db3 - hooked up the automap bindings.
Now, with centralized state management these can finally work.
2020-08-24 19:55:21 +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
0ee042fb60 - same procedure for Blood 2020-08-24 19:47:09 +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
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
c60acd7af4 - fixed RR's HUD positioning when the weapon bar is active. 2020-08-24 00:35:04 +02:00
Christoph Oelckers
e25d1c4cda - improvements for automap labels.
* use a CVAR to decide whether to show them at the top or bottom
* draw them on top of the screen border so that they don't get overdrawn on smaller windows.
2020-08-24 00:25:42 +02:00
Christoph Oelckers
e7c1595531 - allow using a better font for the map name on the automap.
- allow displaying the map label on the automap.

So far only for Duke and related games, the rest will follow.
2020-08-24 00:05:36 +02:00
Christoph Oelckers
f6417f5876 - fixed bad texture validation in Duke automap. 2020-08-23 23:02:15 +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
41a1120033 - added a native style display mode to the notification message display.
Fixes #9
2020-08-23 22:39:53 +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
7417160abd - when closing the main menu, go directly to the full console.
Fixes #27
2020-08-23 20:48:48 +02:00