Mitchell Richters
d78d046bad
SW: Minor repairs for Q16.16 implementation.
2020-03-30 09:52:14 +02:00
Mitchell Richters
1ecc74c2ec
SW: Use Q16.16 for angle.
2020-03-30 09:52:14 +02:00
Mitchell Richters
f07a0ae01e
SW: Use Q16.16 for horiz.
2020-03-30 09:52:14 +02:00
Mitchell Richters
e878c5bab8
SW: Improve main game loop.
...
- Remove MoveLoop() as it's only ever called by RunLevel().
- Continuously call getinput() and domovethings() within the game's tic rate.
2020-03-30 09:52:14 +02:00
Christoph Oelckers
41545b644a
- cleaned out most of the software renderer's static global variables.
2020-03-29 16:59:49 +02:00
ny00123
4842f18f1b
SW: Mark function parameters as unused in cases we can't easily change
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the functions' signatures (often due to being used as callbacks/hooks)
git-svn-id: https://svn.eduke32.com/eduke32@8696 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/jnstub.cpp
# source/sw/src/menus.cpp
# source/sw/src/panel.cpp
# source/sw/src/text.cpp
2020-03-07 19:48:14 +01:00
ny00123
3e8dc4e509
SW: Remove a bunch of unused function parameters
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git-svn-id: https://svn.eduke32.com/eduke32@8694 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/brooms.cpp
# source/sw/src/draw.cpp
# source/sw/src/game.cpp
# source/sw/src/inv.cpp
# source/sw/src/save.cpp
# source/sw/src/spike.cpp
# source/sw/src/text.cpp
# source/sw/src/weapon.cpp
2020-03-07 19:45:38 +01:00
Christoph Oelckers
73a4e0d1fe
- made Blood's FullMap flag global and removed the hacks to show the full automap.
...
Also refactor show2dsector into a bit array to get rid of the bit shifting code at play here.
2020-03-07 19:30:18 +01:00
ny00123
d55871927a
SW: Comment out unused vars, which would become
...
used if previously commented out code was uncommented
(including a few instances of uninitialized var reads).
git-svn-id: https://svn.eduke32.com/eduke32@8686 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/brooms.cpp
# source/sw/src/cheats.cpp
# source/sw/src/draw.cpp
# source/sw/src/game.cpp
# source/sw/src/jnstub.cpp
# source/sw/src/menus.cpp
# source/sw/src/rts.cpp
# source/sw/src/sector.cpp
# source/sw/src/setup.cpp
# source/sw/src/sounds.cpp
# source/sw/src/weapon.cpp
2020-03-07 19:30:17 +01:00
ny00123
896de8aa1c
SW: Remove a ton of unused vars
...
git-svn-id: https://svn.eduke32.com/eduke32@8685 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/anim.cpp
# source/sw/src/border.cpp
# source/sw/src/brooms.cpp
# source/sw/src/config.cpp
# source/sw/src/console.cpp
# source/sw/src/coolie.cpp
# source/sw/src/draw.cpp
# source/sw/src/game.cpp
# source/sw/src/hornet.cpp
# source/sw/src/jbhlp.cpp
# source/sw/src/jnstub.cpp
# source/sw/src/jsector.cpp
# source/sw/src/menus.cpp
# source/sw/src/miscactr.cpp
# source/sw/src/network.cpp
# source/sw/src/ninja.cpp
# source/sw/src/player.cpp
# source/sw/src/save.cpp
# source/sw/src/serp.cpp
# source/sw/src/setup.cpp
# source/sw/src/sounds.cpp
# source/sw/src/sprite.cpp
# source/sw/src/swconfig.cpp
# source/sw/src/weapon.cpp
2020-03-07 19:30:17 +01:00
Christoph Oelckers
ee191f0681
- SW: map cheat partially reimplemented.
2020-03-01 16:33:06 +01:00
Christoph Oelckers
69e018d0c4
- added serialization of playing sounds.
...
For ambient sounds that can be cleanly restarted a new 'transient' flag was added so that these do not get written out.
Tested on SW so far, other games yet to do.
2020-02-29 12:33:35 +01:00
Christoph Oelckers
9fab46b7d7
- initialize the secret hint system for each level.
2020-02-22 08:57:18 +01:00
Christoph Oelckers
3cd2b92dd1
- pause all game sounds while the menu or console are open and marked SW's UI sounds as such.
2020-02-16 20:08:04 +01:00
Christoph Oelckers
071a364d83
- SW: Stop all sound before starting a cutscene
2020-02-14 00:52:57 +01:00
hendricks266
9269295102
SW: Don't restart the music when loading a save playing the same track
...
git-svn-id: https://svn.eduke32.com/eduke32@8627 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/game.cpp
# source/sw/src/save.cpp
2020-02-11 18:21:58 +01:00
hendricks266
5d475c2788
SW: Add handleevents to end credits
...
From JFSW commit 0c651743f8371fade0231e9c3206ca25e6ae5269
git-svn-id: https://svn.eduke32.com/eduke32@8626 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:21:00 +01:00
hendricks266
0b23c14b9d
SW: Fix potential blank 3DR logo
...
From JFSW commit 18d1c68893693e68d0ce7d41bd1eacbec5655d4f
git-svn-id: https://svn.eduke32.com/eduke32@8625 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/sw/src/game.cpp
2020-02-11 18:20:59 +01:00
Christoph Oelckers
41f2c62ed1
- use the original Build engine compatibility for Shadow Warrior.
...
The 'modern' code causes problems with the tank in the fourth map and probably elsewhere, too.
2020-02-10 22:38:17 +01:00
Christoph Oelckers
803e57c3b3
- fixed: Reverb must be fully disabled when starting the SW intermission.
2020-02-05 20:25:18 +01:00
Christoph Oelckers
ca21852945
- hook up -nologo.
2020-02-02 20:44:57 +01:00
Christoph Oelckers
a594ba32d4
- added assignment to an unused scratch variable to the InitActor*Noise functions.
...
They are used a state identifiers but identical content-wise so MSVC's linker would merge them all together into one if some code wasn't added to make them different.
A global check for the scratch variable was added in a harmless place to ensure that whole program optimization algorithms won't optimize it out anyway after discovering that the variable is never used.
2020-02-02 08:53:28 +01:00
Christoph Oelckers
0e1eeea037
- use the game palette directly for palette lookups.
...
The setup here is far too messy for having a copy in a better format - it can be changed in some non-obvious places.
2020-02-01 23:05:43 +01:00
Christoph Oelckers
1cce5d8de2
- fixed RR was still generating input events when the game was paused.
2020-02-01 13:07:58 +01:00
Christoph Oelckers
77ad7dfb81
- fixed incomplete savegame restoration from inside the game.
...
This now quits the game loop instead of trying to set up the loaded level from inside it.
2020-02-01 10:50:40 +01:00
Christoph Oelckers
a32da009bd
- moved V_Init2 in SW a little further up so that the cache calls are being made with an initialized renderer.
2020-01-29 19:06:26 +01:00
Rachael Alexanderson
1c8c2543cb
- fixed: Shadow Warrior: End sequence was still 'hung'
2020-01-27 11:11:21 -05:00
Christoph Oelckers
245aa5d3bc
- reworked global palette state for robustness.
2020-01-26 10:58:00 +01:00
Christoph Oelckers
fd1e63b996
- allow skipping in the end of game sequence.
2020-01-24 21:41:47 +01:00
Rachael Alexanderson
0f3b3300fb
- not yet finished: this enables some console cheats in Blood and Shadow Warrior
2020-01-23 05:50:12 -05:00
Christoph Oelckers
dcbb936a9b
- fixed hud_scale for Shadow Warrior.
2020-01-22 15:21:07 +01:00
Christoph Oelckers
83292c9dd6
- fixed a few issues and added some savegame debug code for Shadow Warrior.
2020-01-05 18:49:19 +01:00
Christoph Oelckers
746aa4da82
- added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case.
2020-01-05 10:48:44 +01:00
Christoph Oelckers
d464017363
- cleaned up the input code a bit.
2020-01-01 11:35:47 +01:00
Christoph Oelckers
bcb48d8441
- added handling for changing the screen size (dragging the window borders / change scale factor)
2020-01-01 09:49:06 +01:00
Christoph Oelckers
f106505344
- fixed the broken alignment between lines and sectors on the Shadow Warrior automap.
2019-12-31 22:11:04 +01:00
Christoph Oelckers
9543c2cbb9
- fixed the broken automap defaults in Shadow Warrior.
...
Now it will properly reveal the map as the player progresses and not show everything from the start.
2019-12-31 22:05:23 +01:00
Christoph Oelckers
d3a57e6e74
- route all clearscreen calls that happen after drawing the scene through the 2D drawer.
...
Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
Christoph Oelckers
3a6d0b8f84
- more cleanup.
2019-12-29 17:04:38 +01:00
Christoph Oelckers
6373b75d22
Merge branch 'master' into powerslave
...
# Conflicts:
# source/common/gamecontrol.cpp
# source/common/version.h
# wadsrc/static/engine/grpinfo.txt
2019-12-26 14:46:14 +01:00
Christoph Oelckers
62e9112133
- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
...
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
hendricks266
846c7eaff2
SW: Run all allocations through Xmalloc et al
...
git-svn-id: https://svn.eduke32.com/eduke32@8515 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/audiolib/src/driver_winmm.cpp
# source/audiolib/src/flac.cpp
# source/sw/src/StartupWinController.game.mm
# source/sw/src/bldscript.cpp
# source/sw/src/game.cpp
# source/sw/src/game.h
# source/sw/src/grpscan.cpp
# source/sw/src/jbhlp.cpp
# source/sw/src/rts.cpp
# source/sw/src/scrip2.cpp
# source/sw/src/sounds.cpp
2019-12-26 08:47:09 +01:00
Christoph Oelckers
1a8f11e01d
Merge branch 'master' into powerslave
...
# Conflicts:
# source/build/src/sdlayer.cpp
# source/common/menu/menu.cpp
# source/sw/src/config.cpp
# source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers
e180d9afd3
Merge commit '40a533402e443a0de1673543642c892ab9c731fd' into powerslave
...
# Conflicts:
# source/audiolib/include/fx_man.h
# source/audiolib/include/multivoc.h
# source/audiolib/src/_multivc.h
# source/audiolib/src/fx_man.cpp
# source/audiolib/src/multivoc.cpp
2019-12-25 19:24:55 +01:00
Christoph Oelckers
b0cefdedce
- plugged all memory leaks that were reported with Shadow Warrior when starting the first level.
2019-12-25 11:26:19 +01:00
Christoph Oelckers
055b310d60
- rewrote all remaining places that used wm_msgbox to throw a fatal error instead so that the global error handler can deal with the messages.
...
This eliminates another piece of hideous code.
This commit also moves the memory error handler to the common code, so that all games can call it if triggered.
2019-12-24 19:59:14 +01:00
Christoph Oelckers
1b9a2f5932
- disabled the message entering code.
...
This needs to be replaced with the game independent ZDoom version and hooked up properly, but it of low priority because it's a multiplayer only feature.
2019-12-24 13:21:36 +01:00
Christoph Oelckers
a870df840e
- hooked up the input system and did a major cleanup.
...
Much of the old system is no longer needed with all buttons being handled as keys.
Mouse axis movement is not working yet.
2019-12-24 12:59:26 +01:00
Christoph Oelckers
3b98635170
- removed all remaining references to SDL. The Windows version is now fully native.
2019-12-23 20:03:03 +01:00
Christoph Oelckers
62ecedf1f8
- got it to the point where it can render to the GL surface from the native backend.
2019-12-23 19:37:40 +01:00