Commit graph

11667 commits

Author SHA1 Message Date
Christoph Oelckers
4ea93ebccc Exhumed code cleanup
merging all AI headers and removing several unused files
2020-08-18 18:56:39 +02:00
Mitchell Richters
8d101a4a57 - SW: Properly fix the Uzi when reloading. 2020-08-18 22:48:58 +10:00
Mitchell Richters
471355dc2b - SW: Fix some typos in pUziReload(), fix some interpolation issues in pUziClip() and fix sequence of events in InitWeaponUzi2(). 2020-08-18 21:40:48 +10:00
Mitchell Richters
a29d7bd3cd - SW: Change pSpawnSprite() x/y coordinates from int to double to preserve precision for some calls. 2020-08-18 21:39:20 +10:00
Mitchell Richters
7af5d26feb - SW: Fix the Uzi's reload interpolation issues. 2020-08-18 20:58:58 +10:00
Mitchell Richters
78e0e94f58 - SW: Fix interpolation issues with sword, fists and heart. 2020-08-18 20:49:12 +10:00
Mitchell Richters
5cc30ad7c6 - SW: Increase precision of x/y coordinates where possible. 2020-08-18 18:26:04 +10:00
Mitchell Richters
d79c61d559 - SW: Interpolate between ox/x and oy/y coordinates in pDisplaySprites(). 2020-08-18 18:26:02 +10:00
Mitchell Richters
df6f27530e - SW: Define ox and oy in PANEL_SPRITEstruct and back up panel sprite x/y coordinates where appropriate. 2020-08-18 18:26:00 +10:00
Mitchell Richters
da2b1347ef - SW: Change smoothratio from int to double for storing returned result from CalcSmoothRatio() with full precision. 2020-08-18 18:25:58 +10:00
Mitchell Richters
e8faca52a2 - SW: Prepare draw and panel code for interpolation of weapon's x/y coordinates. 2020-08-18 18:25:56 +10:00
Christoph Oelckers
a535f62d4a - fixed: SW's intro cutscene must not terminate its sound.
Fixes #201.
2020-08-18 00:04:48 +02:00
Christoph Oelckers
65cb267d56 - save the cookie texts in a savegame and clear them on level exit. Also handle them on a per-player basis.
Fixes #196
2020-08-17 22:05:14 +02:00
Christoph Oelckers
9159855957 - SW: set the main view's projection after rendering the camera texture, not before.
Otherwise the main view will take over the projection settings from the camera texture.
Fixes #194.
2020-08-17 21:33:42 +02:00
Christoph Oelckers
ba2ff12f5b - fixed summary screen properly this time.
Fixes #195
2020-08-17 21:19:18 +02:00
Christoph Oelckers
55de06ab2f - fixed a few incorrect text labels.
Fixes #193
2020-08-17 20:55:57 +02:00
Christoph Oelckers
ca66e70d65 - print stats on secondary HUD. 2020-08-17 20:47:42 +02:00
Christoph Oelckers
ebc16ffe14 - do not display ammo for fists and sword
Fixes #192
2020-08-17 20:43:31 +02:00
Christoph Oelckers
522d8af6ca - SW: implement the "end game" function.
Fixes #189
2020-08-17 20:38:46 +02:00
Christoph Oelckers
17f9bc8a8a - initiate a full game reset when respawning after death.
This was done with the old code but we now have to set the respective flag explicitly because the init code is inside the main loop, not outside.
Fixes #188
2020-08-17 20:30:44 +02:00
Christoph Oelckers
8011526e71 - SW: fixed crosshair size.
Fixes #186
2020-08-17 20:28:12 +02:00
Mitchell Richters
b03450f200 - Repair minor Duke3D regression where timerUpdateClock() was no longer called in newgame() once 7bb6b6a1ee removed `handleevents()'.
Repairs issue when starting new games and the clock isn't right (particularly noticable on E1L1 start).
2020-08-17 21:53:47 +10:00
Mitchell Richters
77825b4927 - SW: Remove duplicate if statement line. 2020-08-17 21:11:53 +10:00
Mitchell Richters
d0ed88221d - SW: Alt HUD positioning tweaks. 2020-08-17 21:10:40 +10:00
Christoph Oelckers
d6701d91a3 - aded Alt. HUD icon tiles
Not tested yet, this merely uses the numbers from the item pickup function.
2020-08-17 01:06:29 +02:00
Christoph Oelckers
f7291960c3 - draft version of the secondary fullscreen HUD.
All elements are present, but the icons are still missing because I do not know the proper numbers yet.
2020-08-16 23:52:44 +02:00
Christoph Oelckers
25e8636a60 - eliminated a few smaller headers. 2020-08-16 23:21:24 +02:00
Christoph Oelckers
736f1461ca - fixed the summary screen. 2020-08-16 23:00:05 +02:00
Christoph Oelckers
85538b467b - fixed some initialization issues with the new main loop.
Looks like all map starting cases are working now.
2020-08-16 22:45:19 +02:00
Christoph Oelckers
695d81f88c - main loop WIP. 2020-08-16 21:55:26 +02:00
Christoph Oelckers
60275c9b6b - started with SW's new main loop.
Intro and menu are done, the game loop is quite a mess, unfortunately.
2020-08-16 20:10:26 +02:00
Christoph Oelckers
57efb26567 - wrap Blood's main loop into an exception handler for recoverable errors. 2020-08-16 20:04:27 +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
8c98d44620 - handle console-based map changes directly instead of the cheat handler.
This allows handling user maps again.
2020-08-16 14:54:33 +02:00
Christoph Oelckers
532b11467f - handle all level access and indexing through the mapinfo data.
No more level numbers will be stored in the game code.
2020-08-16 14:39:18 +02:00
Christoph Oelckers
9700b8435b - handle Blood's level progression by the actual level data, not some episode/level pair.
This should allow loading user maps again.
2020-08-16 13:49:28 +02:00
Christoph Oelckers
598ea99441 - simplify the music starting code in Blood. 2020-08-16 12:35:46 +02:00
Christoph Oelckers
0ac8568be0 - removed redundant fields from Blood's startup info struct. 2020-08-16 11:58:42 +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
f9b953eeae - removed SW's network code. 2020-08-16 10:40:20 +02:00
Christoph Oelckers
7bb6b6a1ee - do not call handleEvents outside the main loop.
In other places I_GetEvent should be used to call the system's message pump and keep the app responsive, but all game side processing should be skipped.
2020-08-16 10:00:13 +02:00
Christoph Oelckers
fbdc6c7a6c - removed dead Polymer handling in model code. 2020-08-16 09:36:32 +02:00
Christoph Oelckers
4b44e6e392 - removed redundant calls to timerUpdateClock. 2020-08-16 09:16:38 +02:00
Christoph Oelckers
da38ad4554 - more dead code removal.
SW really has a lot of leftover commented out code...
2020-08-16 09:14:07 +02:00
Christoph Oelckers
af2c836e54 - unused code cleanup. 2020-08-16 09:04:24 +02:00
Christoph Oelckers
af4464ba16 - remove all sound precaching code in SW
We're loading all sounds at game startup anyway so there's no point to do this.
2020-08-16 08:46:51 +02:00