Commit graph

7099 commits

Author SHA1 Message Date
Christoph Oelckers
06b00887f5 - added a menu control for Blood's dripping blood. 2020-10-06 23:49:34 +02:00
Christoph Oelckers
1ea6084478 - Exhumed also done.
Also using proper assets now.
2020-10-06 22:35:25 +02:00
Christoph Oelckers
17a68bc60a - SW's caption done, too.
In this case the font is squashed to be more narrow because otherwise many texts would not fit anymore.
2020-10-06 22:01:20 +02:00
Christoph Oelckers
5bcb72f7a9 - create names for several of SW's textures.
Not complete, but should cover most that is really needed.
2020-10-06 21:35:26 +02:00
Christoph Oelckers
b8941a09ad - we need this... 2020-10-06 21:11:37 +02:00
Christoph Oelckers
bec1f67178 - implemented the menu caption for Duke et.al. 2020-10-06 20:49:55 +02:00
Christoph Oelckers
d22bdf9dc7 - use an alias for the menu bar texture in Blood.
Direct tile access has been disabled for now, hopefully this can be buried deep in the engine for all eternity.
2020-10-06 20:05:51 +02:00
Christoph Oelckers
55e7e34707 - added texture aliases so that tiles can given real names in the texture manager.
Use this to turn Duke's and RR's tile enums into real names, leaving out RRTILExx - the few that are needed were renamed.
2020-10-06 19:26:22 +02:00
Mitchell Richters
bbc60e8424 - Duke: Ensure tripbomb's ammo_count decrements with use.
* Note: Unsure whether `isWW2GI()` was meant to be inversed but do not believe so. Have removed check for now.
* Fixes #104.
2020-10-06 16:31:28 +11:00
Mitchell Richters
478f20b845 - SW: Apply fix from c86af08a19 not to just when stopping operation of remote objects, but all objects.
* Fixes #105.
2020-10-06 16:23:54 +11:00
Mitchell Richters
d5bd7ba309 - Exhumed: Fix positioning of air level meter when underwater.
* Fixes #103.
2020-10-06 16:19:01 +11:00
Christoph Oelckers
1e131eda9e - implemented Blood's menu caption 2020-10-06 00:34:35 +02:00
Christoph Oelckers
3dbb8cbb11 - safety commit 2020-10-05 21:47:53 +02:00
Christoph Oelckers
29a4955f79 - missing global variables. 2020-10-05 20:44:30 +02:00
Christoph Oelckers
4d712cd5a0 - date code from GZDoom. 2020-10-05 20:28:19 +02:00
Christoph Oelckers
c03644ea76 - base.zs cleanup and extendable structs. 2020-10-05 20:03:28 +02:00
Christoph Oelckers
afea519b10 - fixed issues with underwater sound pitch.
This would repeatedly lower the pitch until the sound got inaudible.
2020-10-05 16:20:40 +02:00
Christoph Oelckers
53980787b6 - added global offset for 2D drawer.
This is needed to handle Duke's scrolling menus transparently to the menu code.
2020-10-05 01:42:47 +02:00
Christoph Oelckers
9606b09ddd - update of language code from GZDoom. 2020-10-05 00:46:24 +02:00
Christoph Oelckers
dd5c3eee91 - Exhumed: Fully initialize the sfxinfo struct for newly added sounds
This was using its own incomplete code instead of calling AddSoundLump for it.
2020-10-05 00:35:17 +02:00
Christoph Oelckers
7c89db69bd -menuCustomizer from GZDoom. 2020-10-05 00:23:30 +02:00
Christoph Oelckers
f670d35ba1 - added a game-module wide lump filter for Duke and related games. 2020-10-05 00:20:33 +02:00
Christoph Oelckers
16431e9f0a - SetupMenuColors restored. 2020-10-04 22:21:11 +02:00
Christoph Oelckers
6a4b72cfef - removed obsolete calls from menudef.cpp. 2020-10-04 22:14:20 +02:00
Christoph Oelckers
27ff78ed51 - removed the GZDoom menu CCMDs. 2020-10-04 22:02:10 +02:00
Christoph Oelckers
f233345ba1 - move most of the menu code into the backend. 2020-10-04 21:57:35 +02:00
Christoph Oelckers
26a31a626d - option menus are working, although all colors are still wrong and the captions are not displayed. 2020-10-04 21:42:40 +02:00
Christoph Oelckers
7f6b02c451 - merged string table and system callbacks. 2020-10-04 21:15:51 +02:00
Christoph Oelckers
5d76cbcbdb - game compiles and starts again (without menu, of course)
Now it's time to rebuild the menu.
2020-10-04 20:53:37 +02:00
Christoph Oelckers
9cc318da93 - ugh 2020-10-04 20:14:15 +02:00
Christoph Oelckers
b0301d6fc9 - progress. 2020-10-04 20:11:04 +02:00
Christoph Oelckers
7be2d44108 - corrected includes. 2020-10-04 20:11:03 +02:00
Christoph Oelckers
0b9c6fe559 - added GZDoom's menu script code. 2020-10-04 20:11:03 +02:00
Christoph Oelckers
82612a1330 - it compiles again (with lots of code commented out.) 2020-10-04 20:11:02 +02:00
Christoph Oelckers
46a1fe3826 - updated script definitions to silcence startup warnings. 2020-10-04 20:10:13 +02:00
Christoph Oelckers
dff8339ba3 - backend update from GZDoom. 2020-10-04 19:33:50 +02:00
Christoph Oelckers
58dcf0586b - scale weapons down to the original tile's size.
Needed because hires replacements contain no scaling info.
2020-10-04 15:33:12 +02:00
Christoph Oelckers
393b0a1db2 - added missing punctuation characters to Exhumed's SmallFont.
In particular this provides the required colon and slash characters for the level stats display.
2020-10-03 19:32:42 +02:00
Christoph Oelckers
7661720585 - fixed Blood map loading
Whoever designed that map format with its idiotic encryption should burn in Hell >)
It's a needless complication and open invitation for errors.
To avoid follow up problems it now uses its own local struct for loading in the sprites and the global spritetype no longer depends on any map format and can be changed as the need arises.

Fixes #101
2020-10-03 18:35:47 +02:00
Christoph Oelckers
ddc968f607 - disable palette emulation when map global fog is active.
This doesn't work well together and is pointless anyway as everything needs to be rendered at full brightness.
Fixes #99
2020-10-03 18:04:07 +02:00
Christoph Oelckers
f8caf88089 - backend update. 2020-10-03 17:04:45 +02:00
Christoph Oelckers
89d5d18b9e - these parts were missed somehow. 2020-10-02 22:42:54 +02:00
Christoph Oelckers
e0717e30b4 - savegame version change for the new member in spritetype. 2020-10-02 22:19:32 +02:00
Christoph Oelckers
57945d2baf - eliminated a few overlooked 'long's. 2020-10-02 22:18:08 +02:00
Christoph Oelckers
4e67197838 - added back the hijacked 'detail' member to spritetype.
This changes the Blood map loader to not use the in-game sprite structure for loading a level and moves the qsprite_filler array back into the sprite.
2020-10-02 22:18:08 +02:00
Mitchell Richters
c86af08a19 - SW: Repair occasional locked player angle after player stops operating a sector object. 2020-10-02 19:47:32 +10:00
Mitchell Richters
43e447d40b - Duke: Fix auto-aiming issues for shotgun and chaingun.
Fixes #98.
2020-10-02 17:05:50 +10:00
Christoph Oelckers
49642c3b3c - removed the slowdown killswitch from the ANM player.
This did not play well with SW and is generally not needed.
2020-09-30 00:28:17 +02:00
Christoph Oelckers
51f35550a9 - last but not least, for international display, use ConFont in Exhumed's laptop cutscene. 2020-09-29 23:02:32 +02:00
Christoph Oelckers
75281de42e - Shadow Warrior as well.
For the cookie text display with international characters the text font is used with 50% size to make it fit the available space.
2020-09-29 22:46:50 +02:00
Christoph Oelckers
e8cd336f86 - same procedure for Blood.
This time there were 3 additional texts and the notify display, though, except for multiplayer content that wasn't touched yet.
The result is the same: No need to extend the tiny font with international characters
2020-09-29 22:20:25 +02:00
Christoph Oelckers
4c2ff2950a - for Duke/RR, when not using English force use of the regular text font for drawing the map label on the automap.
This essentially removes the tiny font which is simply too small to ever be able to receive a proper international extension from the equation for localization because the level name display was the only remaining relevant content using this font.
The only other screen where this font is still being used to draw text requiring translated content is the multiplayer summary which will have to be redesigned anyway if multiplayer becomes functional again.
2020-09-29 21:47:32 +02:00
Christoph Oelckers
fe61ff09a4 - added remapping for Cyrillic characters to matching Latin counterparts. 2020-09-29 20:16:31 +02:00
Christoph Oelckers
6488f52055 - fixed: Restarting after dying unset the currently selected skill level. 2020-09-29 18:30:00 +02:00
Christoph Oelckers
a558703740 - bumped up the vertical mouse movement factor to 1/5 from 1/8.
1/8 was far too low for an average mouse
2020-09-29 18:14:22 +02:00
Mitchell Richters
0bb9904338 - Tune mouse input following changes in b57e13ff62.
* Reduce `hidInput->mouseturny` to previous scaling (0.25 of incoming input).
* Change `hidInput->mouseturnx` to be 0.5 of incoming input (33% slower than b57e13ff62, but matches what other ports by providing a 2:1 scale).
* Remove further divisions beyond m_side and m_forward and adjust code in `processMovement()` accordingly.
* Change scaling for `mousevelscale` in `processMovement()` to be 1/160th of keymove. Slightly lower for Duke and a lot faster for Blood where it's needed.
2020-09-29 21:02:36 +10:00
Christoph Oelckers
b57e13ff62 - mouse code update.
May still need some tweaking of the factors.
2020-09-28 22:36:43 +02:00
Christoph Oelckers
0ddf53a3ef Merge branch '0.7' 2020-09-28 21:26:43 +02:00
Christoph Oelckers
012bccd916 - indexed rendering fixes
backported from GZDoom.
2020-09-28 21:26:21 +02:00
Christoph Oelckers
dcae0c4103 - fixed incomplete merging of WW2GI/Duke code for the pistol animation 2020-09-28 08:55:59 +02:00
alexey.lysiuk
6cf921dbfe - restored old mouse scaling for Cocoa backend
This reverts commit df2b3b6b17.
2020-09-28 09:35:36 +03:00
Christoph Oelckers
1a65be3ddc - 0.7.1 2020-09-27 20:45:54 +02:00
Christoph Oelckers
47c1c22ff7 - do not stop the music in the cross-game level-end handler.
Some maps require that it continues playing here.
2020-09-27 20:42:55 +02:00
Christoph Oelckers
9ab29f5975 - reset ud.eog after playing the end of game cutscene.
If this persists, all following levels will also immediately end the game as well.
2020-09-27 20:34:48 +02:00
Christoph Oelckers
3a50f82498 - Duke: In the ending cutscene of the first episode, stop the music only when entering the summary screen. 2020-09-27 20:34:48 +02:00
Christoph Oelckers
5d35d02c87 - fixed overflow in first episode's end cutscene. 2020-09-27 20:34:48 +02:00
Christoph Oelckers
9dd26c8196 - fixed explosion distance of Hexen Cleric's firestorm weapon. 2020-09-27 16:30:06 +02:00
Christoph Oelckers
02afa90202 - another backend update from merging several GZDoom PRs. 2020-09-27 16:16:53 +02:00
Christoph Oelckers
9764c9de0b - use the proper variable for timer frequency only.
MinFPSRate was an obsolete leftover.
2020-09-27 16:12:52 +02:00
Christoph Oelckers
c326bcd308 - fixed i_net's GetPlayerName function's indexing. 2020-09-27 16:12:51 +02:00
Christoph Oelckers
af5e3dd1b8 - render backend update from GZDoom, mostly minor stuff. 2020-09-27 16:12:51 +02:00
Christoph Oelckers
4ca5bfdd46 - sanity check added for MoveLumpsInFolder 2020-09-27 16:12:51 +02:00
Christoph Oelckers
ba5da8ebc2 - UE1 model code update. 2020-09-27 16:12:51 +02:00
Christoph Oelckers
cb49bcb96d - updated VM from GZDoom.
Just to be up to date.
2020-09-27 16:12:50 +02:00
Christoph Oelckers
0314cdec55 - texture manager fixes from GZDoom
* missing null check in FPngTexture.
* ignore identity translations when creating textures.
2020-09-27 16:12:50 +02:00
Christoph Oelckers
f8ae35f8a5 - macOS backend update, plus moving base64.cpp around. 2020-09-27 16:12:50 +02:00
Christoph Oelckers
0795c79a3a - engine updates from GZDoom. 2020-09-27 16:12:50 +02:00
Christoph Oelckers
a9ca6c8081 - sound backend update from GZDoom. 2020-09-27 16:12:49 +02:00
Christoph Oelckers
03a0cf943e -minor cleanup and backporting of con_pulsetext from Raze. 2020-09-27 16:12:49 +02:00
Christoph Oelckers
9285d91918 - added timescale support from GZDoom. 2020-09-27 16:12:49 +02:00
Christoph Oelckers
a5984ddc7c - fixed sprite changing logic for developer commentaries and attenuate the music while commentaries are playing. 2020-09-27 12:52:26 +02:00
Mitchell Richters
392c9ec0d6 - Duke: Tune menu light amounts. 2020-09-27 17:52:20 +10:00
Mitchell Richters
bb4f46489f - Exhumed/SW: Adjust 9271444feb and 289b0a089c so that the games check the state of cl_syncinput prior to setting it. 2020-09-27 16:08:32 +10:00
Mitchell Richters
289b0a089c - SW: Do 19fd0331d4 in a better way.
* Will still need to review SOs and synchronised input. It would be good to be able to run them unsynchronised like the turret.
2020-09-27 16:00:06 +10:00
Mitchell Richters
9271444feb - Exhumed: Force synchronised input when using 3rd person mode until something better can be done for it. 2020-09-27 15:46:04 +10:00
Christoph Oelckers
f0678f4f4e - Font setup fix from GZDoom. 2020-09-27 07:33:43 +02:00
Christoph Oelckers
af8b7679b6 - bumped version numbers for 0.7. 2020-09-26 17:50:19 +02:00
Christoph Oelckers
b93a9b478a - implemented World Tour's developer commentaries. 2020-09-26 17:43:34 +02:00
Christoph Oelckers
3a459ac603 - added a parser for WT's developer commentary definitions. 2020-09-26 16:18:44 +02:00
Christoph Oelckers
e549aa0527 - fixed: concmd_actor wrote beyond the end of the ScriptCode array.
This was causing spurious crashes.
2020-09-26 12:46:56 +02:00
Christoph Oelckers
3210dd5782 - fixed the noisiest value truncation warnings after shortly re-enabling them in the compiler, plus a few places where the warning pointed to incorrect code. 2020-09-26 11:59:24 +02:00
Christoph Oelckers
696610fbc5 - Exhumed: When starting the training map, skip all intermission stuff.
This tends to screw up the target map with its selection option on the map.
2020-09-26 10:49:13 +02:00
Christoph Oelckers
1e12bca0a6 - route World Tour's texts through the string table by adding an indirection option
This way they can be translated into all languages without duplicating all relevant content.
The original text files are no longer being used.
2020-09-26 10:08:48 +02:00
Christoph Oelckers
18ce5bed60 - add line feed after PALETTE_EMULATION #define 2020-09-26 08:52:11 +02:00
Mitchell Richters
1c90d16aaf - Exhumed: Fix Training menu option. 2020-09-27 02:46:11 +10:00
Christoph Oelckers
8450369a22 - must reset file pointer before reading the size from a patch texture. 2020-09-26 08:42:40 +02:00
Mitchell Richters
40a89fb26f - Duke/RR: Fix alt HUD health flashing when > 100. 2020-09-27 02:27:03 +10:00
Mitchell Richters
837b7c0a30 - SW: Changed some downscaled and upscaled Q16.16 variables missed when doing 46810ec490. 2020-09-27 02:07:07 +10:00
Mitchell Richters
362fda4378 - Duke: Change fix in 6e9576b871 to be outside of donewgame() in case player is loading a map from the command line. 2020-09-26 09:17:50 +10:00
Mitchell Richters
6e9576b871 - Duke: Fix skill level coming in from main loop. 2020-09-26 08:55:10 +10:00
Christoph Oelckers
64607834f3 - Blood: fixed application of palette from the QAV data for HUD weapons. 2020-09-25 23:55:20 +02:00
Christoph Oelckers
1e63341c4d - fixed inverted checks for texture clamping. 2020-09-25 23:42:53 +02:00
Christoph Oelckers
8b9853ad28 - print cheat prompts to the regular message display. 2020-09-25 22:41:17 +02:00
Christoph Oelckers
047c5de286 - SW: layout tweaks for inventory display. 2020-09-25 22:31:16 +02:00
Christoph Oelckers
77841b3154 - fixed application of detail textures. 2020-09-25 22:03:11 +02:00
Christoph Oelckers
3344e73fed - fixed some crashes in the .def parser and texture initialization code. 2020-09-25 20:51:02 +02:00
Christoph Oelckers
73c57af9ca - added credit screen handling for Duke Nukem 1.3. 2020-09-25 20:22:30 +02:00
Christoph Oelckers
1fc919f5a1 - fixed episode startup on Duke so that the intro for ep. 4 plays. 2020-09-25 19:46:04 +02:00
Christoph Oelckers
89bc194035 - added shareware checks to the "start game" menus. 2020-09-25 19:36:50 +02:00
Christoph Oelckers
ccfd20e074 - added some quick rejection checks for Doom patch textures.
Since the checker reads all lumps completely into memory to check them, this can take quite a while. Reject everything that can be just by looking at the size fields immediately, without loading the rest.
2020-09-25 19:06:19 +02:00
Christoph Oelckers
e7f16f6ff7 - Duke: do not play 1.5 intro sounds in 1.3
- Duke: In 1.3, the Duke team image should stay until dismissed manually.
2020-09-25 18:40:45 +02:00
Mitchell Richters
e9326fffe3 - processMovement(): Slightly adjust some ratios to provide proper average values. 2020-09-25 23:07:38 +10:00
Mitchell Richters
9b12675f4e - processMovement(): Re-arrange parameter variables somewhat so game-specific parameters are at the end and to allow some common defaults so they don't need specifying. 2020-09-25 22:26:50 +10:00
Mitchell Richters
73f52b2cee - SW: Fix turn scaling while pp->sop_control and specify !pp->sop to processMovement()s allowstrafe bool instead of an unconditional true. 2020-09-25 22:17:21 +10:00
Rachael Alexanderson
c8a74a8f3f - sw: flykey: guard against non-godmode, bind to j by default 2020-09-25 13:50:29 +02:00
Rachael Alexanderson
410d392ba8 - enable fly cheat for shadow warrior. in other games it is currently ignored, but I think Redneck Rampage and Blood both need it at some point too 2020-09-25 13:50:29 +02:00
Mitchell Richters
ce269808dc - Remove leftover Ion Fury stuffs causing log errors like "Script error, 'D:/Program Files (x86)/Steam/steamapps/common/Ion Fury/fury.grpinfo" line 10: Warning: GRP without game defined. Ignoring'". 2020-09-25 18:06:06 +10:00
Mitchell Richters
4ff3810711 - Blood/Duke/RR/SW: Improvements to 3rd person viewing by modifying the rendered player's posz so the camera is looking further above the camera sprite as EDuke32 does. Blood just enables the crosshair when using 3rd person view. 2020-09-25 17:52:00 +10:00
Mitchell Richters
e7de0da36c - Duke: Changed some downscaled and upscaled Q16.16 variables missed when doing 46810ec490. 2020-09-25 17:08:44 +10:00
Mitchell Richters
0746b98886 - RR: Don't draw weapon on screen when in 3rd person view. 2020-09-25 16:17:55 +10:00
Mitchell Richters
9c0667a7ce - Duke: Don't display cracking knuckles while in 3rd person view. 2020-09-25 16:17:34 +10:00
Mitchell Richters
71d667cdc9 - ApplyGlobalInput(): Fix const issue. 2020-09-25 13:33:44 +10:00
Mitchell Richters
67c8187d62 - processMovement(): Attenuate hidInput->dyaw when using for strafing. 2020-09-25 12:03:56 +10:00
Mitchell Richters
038edfe972 - Exhumed: A few more positioning tweaks for the classic full and split HUDs. 2020-09-25 11:02:06 +10:00
Mitchell Richters
2679e28a2e - Exhumed: Tune positioning of classic full and split HUDs. 2020-09-25 10:42:46 +10:00
Mitchell Richters
c4f4468fd4 - Exhumed: Tune DrawHUD2() sizing positioning to match other games. 2020-09-25 09:42:02 +10:00
Mitchell Richters
ad1f0ce6c3 - Duke: Tune sizing in FullscreenHUD1 for Duke 3D 1.3D and Nam/WW2GI. 2020-09-25 09:26:55 +10:00
Mitchell Richters
5e947cd78f - Duke: Fix occasional flicker in corner of 'Completed' text. Need to do the text after all backdrop changes. 2020-09-25 09:08:22 +10:00
Mitchell Richters
439633e6db - Duke: Don't play 3rd pipebomb explosion if not Plutonium/Atomic. 2020-09-25 08:40:58 +10:00
Christoph Oelckers
8480aca6f1 Merge remote-tracking branch 'remotes/Github_private/Input_UnifyProcessMovement' 2020-09-24 20:21:45 +02:00
Christoph Oelckers
0f96d6a003 - fixed transition to the next level from Ramses cutscenes. 2020-09-24 20:14:25 +02:00
Mitchell Richters
6aa494285d - processMovement(): Add scaling for Exhumed's keymove. Input was far too slow and didn't match the others. 2020-09-25 00:57:48 +10:00
Mitchell Richters
aa14ee1232 - InputState: Scale dyaw/dpitch with regards to ticrate. All testing on initial uplift was with Duke at 30Hz. SW running at 40Hz therefore is not at the same speed as the others. 2020-09-25 00:25:49 +10:00
Mitchell Richters
9e0bd569f7 Merge branch 'back_to_basics2' into Input_UnifyProcessMovement
# Conflicts:
#	source/exhumed/src/input.cpp
2020-09-25 00:17:16 +10:00
Mitchell Richters
16cee1148b - Duke: Change a few ps[] to use the p alias available following changes in f4fff5ee30. 2020-09-25 00:09:31 +10:00
Mitchell Richters
f0262039b6 - Exhumed: Fixed issues with call to playerProcessHelpers() not occurring after dying. 2020-09-25 00:04:19 +10:00
Mitchell Richters
a4438fd218 - Exhumed: Actually fix ramses/spirit head issues... 2020-09-24 22:55:27 +10:00
Mitchell Richters
04af1d9ce8 - All Games: Unify processMovement(). 2020-09-24 22:32:37 +10:00
Mitchell Richters
081dfb187c - Duke: Make changes in ce7af5fe0e easier to read by way of aliases. 2020-09-24 09:05:42 +10:00
Mitchell Richters
ca2f1bb556 - Exhumed: Fix ramses/spirit head issues in DoSpiritHead() and clamp horizon in draw code in case for whatever reason (like before) we exceed the game's defined bounds. 2020-09-24 08:11:56 +10:00
Christoph Oelckers
44fc452747 - World Tour: Fixed missing smoke on burning monsters
Yay, another one-liner...
2020-09-23 19:24:40 +02:00
Christoph Oelckers
daabb31bff - more stat constants 2020-09-23 19:24:01 +02:00
Christoph Oelckers
67985b7819 - changespritestat literal number replacement 2020-09-23 18:51:43 +02:00
Christoph Oelckers
71213bf8bd - added a missing code fragment for WT's lavapool.
This made them float in the air instead of being on the ground.
2020-09-23 18:18:23 +02:00
Christoph Oelckers
f106f35598 - fixed interpolation of palette emulation. 2020-09-23 18:18:23 +02:00
Christoph Oelckers
a6c45a8e52 - Duke: must serialize SB_CENTERVIEW (but no other bits.) 2020-09-23 18:18:23 +02:00
Christoph Oelckers
f4fff5ee30 - moved sync structure into the playerstruct for easier maintenance. 2020-09-23 18:18:23 +02:00
Christoph Oelckers
5a76dce5f8 - reinstated setuptile.
Apparently this is needed by some hires packs to fudge the sprite offsets.
Fortunately, setting sprite offsets is the only thing this was ever used for so it's relatively uninvasive.
2020-09-23 18:18:22 +02:00
Mitchell Richters
8690c633d8 - Blood: Add extra call to inputState.ClearAllInput() in StartLevel(). 2020-09-24 00:20:40 +10:00
Mitchell Richters
e078ea6ebd - Blood/Exhumed/SW: Hook up gi->clearlocalinputstate(). 2020-09-24 00:15:51 +10:00
Mitchell Richters
9b85816f70 - Exhumed: Fix ordering issue in gi->GetInput() preventing player from pressing use to start again. 2020-09-23 23:45:32 +10:00
Mitchell Richters
2bb5ef0d2e - Exhumed: Don't return to center after jumping or having something of a fall while playing with mouselook enabled. 2020-09-23 23:37:06 +10:00
Mitchell Richters
64113f8f9c - Blood/Duke/SW: Smooth out player's zpos adjustment while in 3rd person view. 2020-09-23 23:12:59 +10:00
Mitchell Richters
ce7af5fe0e - Duke: Fix security cameras skewing over time.
* Fixes regression from e1ee9bc83c. +='ing the angle by 16 gave a noticeable hiccup, but was keeping the poor math before in-check so the angle didn't drift.
* Using more temp data fields in hittype, properly define a min/max using the initial camera angle and the hitag which is conveniently the camera's viewing arc.
2020-09-23 18:31:12 +10:00
Christoph Oelckers
5784ff6ef7 - fixed damage type of incinerator's fireball.
A one-liner, what else... :D
2020-09-23 07:37:08 +02:00
Mitchell Richters
470f481619 - Duke: Simplify entire camera angle setup. 2020-09-23 15:34:03 +10:00
Mitchell Richters
ed9c8af82f - Duke: Move changes performed in 53038e1b29 from FinalizeInput() to processInputBits(). 2020-09-23 15:03:34 +10:00
Mitchell Richters
53038e1b29 - Duke: Don't allow looking left/right when on a security camera screen. 2020-09-23 15:00:33 +10:00
Mitchell Richters
88608e0682 - Duke: Interpolate camera sprite angle in animatecamsprite(). Fixes a "fixme". 2020-09-23 14:42:33 +10:00
Mitchell Richters
407b5346e3 - Blood: Fix issues taking damage following level transitions.
Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=69919.
2020-09-23 13:28:07 +10:00
Mitchell Richters
d391e56d81 - Blood: Fix a few more issues following horizon change. Chase-cam now has proper z-pos. 2020-09-23 13:20:57 +10:00
Mitchell Richters
3d58a09aeb - Blood: Fix player's z-pos with changed horizon. 2020-09-23 08:54:19 +10:00
Christoph Oelckers
5e6317b8b9 Merge remote-tracking branch 'remotes/Github_private/Blood_InputReworking' 2020-09-22 23:32:28 +02:00
sinisterseed
0aa6b99287 - CMakeLists.txt fixes
Corrected some typos in the file.
2020-09-22 23:24:39 +02:00
Christoph Oelckers
2a2209b085 - cleanup and minor fixes. 2020-09-22 23:07:11 +02:00
Christoph Oelckers
d6bf4306eb - simplified the parser for blend modes 2020-09-22 23:05:43 +02:00
Christoph Oelckers
ec0e2be607 - better error message 2020-09-22 23:05:00 +02:00
Christoph Oelckers
880b811e0d - rewrote map loader to work independently of data structure sizes.
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00
Christoph Oelckers
28c5c72605 - fixed: black fog does not mean FogColor == 0 because its alpha component is non-0 2020-09-22 22:38:08 +02:00
Christoph Oelckers
43a9be0ad0 - removed Blood's loadboard replacement hook.
It never calls engineLoadBoard but always its own map loading function directly.
2020-09-22 22:38:08 +02:00
Mitchell Richters
fdbc4d0e67 - Build: Fix precision loss when calculating an angle in renderPrepareMirror(). 2020-09-22 23:12:31 +10:00
Mitchell Richters
7bb3ab8188 - Build: Remove unused inline function in-case it accidentally gets used... 2020-09-22 23:01:45 +10:00
Mitchell Richters
2f9783150c - Blood: Correctly set playerHorizMin() and playerHorizMax() with respect to horizon changing from 0 to 100 like the other games (min used to be -180, max used to be 120). 2020-09-22 22:55:23 +10:00
Mitchell Richters
639ad46af1 - Blood: When dead, ensure player's horizon scales to max horizon value like before (old horizon was based on 0, not 100, so 100+120 is gi->playerHorizMax(). 2020-09-22 22:52:17 +10:00
Mitchell Richters
ac635ebd0f - Blood/RR: Replace a few playerSet*() calls with playerAdd*(). Because the setters continually set until target is reached, can cause some perceivable smoothness issues if ticker re-targets's player's angle/horizon before input code has reached target. 2020-09-22 22:50:27 +10:00
Mitchell Richters
77265b3138 - SW: Fix regression from 1900cf1fcc where the conversion from GetDeltaAngle() to getincangle() got muddled up. 2020-09-22 20:02:58 +10:00
Mitchell Richters
f168373ecf - Blood: Repair some ROR regressions from 31fc39b051.
Potentially addresses #87 and #88.
2020-09-22 18:14:43 +10:00
Christoph Oelckers
b06fe35c56 - removed redundant null entry in 'give' types. 2020-09-22 08:40:33 +02:00
Mitchell Richters
d338e60841 - Exhumed: Hook up crouch action to applylook() that was forgotten during initial implementation. 2020-09-22 16:06:12 +10:00
Mitchell Richters
46810ec490 - fix a few places where Q16.16 values were downscaled, only to be scaled back up again. 2020-09-22 15:51:48 +10:00
Mitchell Richters
31bb9e4d8d - Blood: Open up MAXHORIZVEL to SW levels to compensate for removal of q16horz scaling in previous horizon code. 2020-09-22 07:46:30 +10:00
Mitchell Richters
d40a2d3e95 Merge branch 'back_to_basics2' into Blood_InputReworking
# Conflicts:
#	source/blood/src/hudsprites.cpp
#	source/exhumed/src/status.cpp
#	source/games/duke/src/game_misc.cpp
#	source/sw/src/draw.cpp
2020-09-22 07:34:39 +10:00
Mitchell Richters
9859571ded - DrawCrosshair(): Factor in Blood's adjustable horizon which defaults to 90.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=69920.
2020-09-22 07:29:52 +10:00
Mitchell Richters
5c097c4a74 - Blood: Fix player's slope with horizon now based on 100 and not 0. 2020-09-22 07:13:48 +10:00
Mitchell Richters
f8210ef8ee - Exhumed: Clean out some old bools regarding old panning code. 2020-09-21 20:44:02 +10:00
Mitchell Richters
d46787cd96 - Exhumed: Restore synchronised input, hook up rest of backend input functions and get rid of nPlayerDAng. 2020-09-21 20:37:09 +10:00
Mitchell Richters
5324d9680b - Exhumed: Fixed a few missed constants when changing horizon to 100. 2020-09-21 19:59:20 +10:00
Mitchell Richters
fa1ce1c021 - Exhumed: Hooked up tic-rate input helpers. Also removed nDestVertPan[]. 2020-09-21 19:29:16 +10:00
Mitchell Richters
8a4d4b6905 - Exhumed: Open game's constrained horizon as much as sky tile in first level permits. 2020-09-21 18:48:38 +10:00
Mitchell Richters
bdc53ed7b0 - Exhumed: Standardise horizon on 100 and remove backend extern'd polymostcenterhoriz variable. 2020-09-21 18:41:56 +10:00
Mitchell Richters
3de787235d - Exhumed: Initial uplift of player input. Still more to do. 2020-09-21 18:36:11 +10:00
Mitchell Richters
59e4fae064 - Game input: Fix miscellaneous issues.
* Duke/RR: Fix `SB_CENTERVIEW` not clearing while `cl_syncinput 1`.
* Duke/RR: Remove superfluous call to `apply_seasick()`.
* RR: Change two calls from `playerSetAngle()` to `playerAddAngle()` Updated version of `playerSetAngle()` doesn't stop setting angle until target is reached, a bit too strict for this and compromised vehicle turning.
* `applylook()`: Remove dead flag. Was only used with Duke, no other game called the function when dead anyway. Since the input helpers are processed outside of `applylook()` now this is not needed.
* `applylook()`: Extend function with a bit of commentary.
2020-09-21 17:12:53 +10:00
Mitchell Richters
f806cdcec6 - Blood/Duke/RR/SW: Unify the player's angle/horizon helper functions. 2020-09-21 17:12:51 +10:00
Mitchell Richters
7bf1cacc7f - Blood/Duke/RR/SW: Unify the player's angle function.
* For Blood/SW, exposes `SB_LOOK_LEFT`/`SB_LOOK_RIGHT` to games, hooking up `q16look_ang` and `q16rotscrnang` within.
* For SW, use Duke & Blood's return to center function and remove `PF_TURN_180` bit.
* For RR, replace a few misused bits with some bools inside of `player_struct`.
* Since bulk of functionality is sourced from Duke (30Hz), apply proper scaling so SW speed matches (40Hz).
2020-09-21 17:12:26 +10:00
Christoph Oelckers
3810c4cb51 - Blood: instead of running the indexer after saving a state, just save the pointer before indexing to directly restore it. 2020-09-20 22:00:39 +02:00
Christoph Oelckers
c1a8d55d24 - removed Softpoly from the startup screen and its enabling define in the project.
Since this not only crashes but also has totally unfitting lighting, which is unlikely to be fixed it really makes no sense offering this to the users.
Vulkan may also have to be disabled for release builds because it's not working yet but that needs to be fixed later and should eventually be supported.
2020-09-20 21:15:16 +02:00
Christoph Oelckers
78be8f866b - always use the containing sector's fog when rendering sprites.
This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value.
Currently this only has an effect in true color rendering mode.
2020-09-20 20:39:11 +02:00
Mitchell Richters
0ab3b33a6c - Blood/Duke/RR/SW: Unify the player's horizon function.
* For Duke/SW, we continually apply `SB_CENTERVIEW` only if it was previously a toggled action, similar to Blood.
* For SW, we remove two SW-specific bits (`PF_LOCK_HORIZ` and `PF_LOOKING`) that are no longer needed.
* For Duke, we remove `return_to_center` and just use the `SB_CENTERVIEW` action bit as required.
* For `sethorizon()`, feature set and adjustment speeds are an averaged out accumulation across Duke/SW:
** GameTicRate is factored in for adjustment decisions to provide consistency for SW being the faster game.
** Adjustment amounts are half way between Duke/SW.
2020-09-20 20:01:36 +10:00
Mitchell Richters
f0b32b6078 - SW: Implement cl_viewbob. 2020-09-20 18:25:16 +10:00
Mitchell Richters
0c4fe5f91b - Blood: Fix remaining issues such as starting horizon, remove q16look and clean up some remaining bits in nnexts.cpp. 2020-09-20 16:21:40 +10:00
Mitchell Richters
f7957fc237 - Blood: Factor in game's tic-rate when aiming/looking up/down.
* Doesn't matter for Blood, but will matter for SW in a unified approach. Might as well get it right here.
* Appreciate the literal doubles in lieu of the enums isn't great, but this function will go into the backend in due course.
2020-09-20 16:21:38 +10:00
Mitchell Richters
d2501007f2 - Blood: Adapt uplifted DoPlayerHorizon() from SW to Blood.
* Horizon now standardised on 100 like the other games.
* Need to determine where/why/how the player's horizon is starting out at 0 and get it to init at 100 like the other games.
2020-09-20 16:21:36 +10:00
Mitchell Richters
f2b48fe79c - SW: Uplift DoPlayerHorizon() with changes to serve as basis for standardised backend player horizon function.
* Pre-requisite to make it possible to stop using Q16.16 for horizon input.
* Perform look up/down and aim up/down using true pitch without the need for a helper.
* Adapt SW's return to center function to work based on true pitch (Duke's is a bit too fast for my liking).
* Duke's aim up/down and look up/down is 6 & 12 respectively, SW's is 8 & 16 respectively. Let's go half-way at 7 & 14.
2020-09-20 16:21:35 +10:00
Mitchell Richters
6a091deb67 - Blood: Re-apply input scaling removed in 495c522096e0c9b31bdf6952e612bc3d03030da2 until the entire return to centre function is standardised across games. 2020-09-20 16:21:31 +10:00
Mitchell Richters
40bbb61239 - Blood: Get death chase-cam going while unsynchronised using input helpers. 2020-09-20 16:21:28 +10:00
Mitchell Richters
6e4ee9e975 - Blood: Forbid unsynchronised input if dead. 2020-09-20 16:21:26 +10:00
Mitchell Richters
85e81c94c7 - Blood: Bring in SW's input helpers and hook up within input code. 2020-09-20 16:21:23 +10:00
Mitchell Richters
1900cf1fcc - Move Duke's getincangle() function to the backend, create Q16.16 variant (getincangleq16()) and replace Shadow Warrior's discrete implementations shared versions.
* Need SW's input helpers available for Blood but therefore also need an angle delta function that does not seem to exist in Blood.
* Realise that gamecontrol.h/cpp might not be the most appropriate place, but it's a shared location and these will go into binaryangle.h when its utilisation can be more realised.
* Because SW's logic was reversed, in that param #1 was the new angle and param #2 was the current, all calls have been reversed.
* By happenstance, also fixes an issue with multiple 180° turns in quick succession.
2020-09-20 16:21:13 +10:00
Mitchell Richters
db7793bf54 - Blood: Clean up remainder of control.cpp in-line with Duke/SW.
* Split input bits and movement into separate functions.
* Reordered movement to be more like Duke/SW for ease of comparison.
* Removed a global.
* Removed a few includes.
2020-09-20 16:20:20 +10:00
Mitchell Richters
9c56dfffe0 - Blood: Apply horizon input outside of pPlayer->q16look and fix some incorrectly declared types.
* Looking up/down is a bit rough at first as q16look is disproportionate to where the player is currently looking.
* Won't be an issue with a unified horizon algorithm in the backend.
2020-09-20 16:20:18 +10:00
Mitchell Richters
eb0bd9638b - Blood: Re-implement unsynchronised q16horiz. 2020-09-20 16:20:16 +10:00
Mitchell Richters
ae5b6b6a91 - Blood: Re-implement unsynchronised q16ang. 2020-09-20 16:20:14 +10:00
Mitchell Richters
547bf110b2 - Blood: Create high-precision Sinf() and Cosf() inlines and use for player's horizon, using calcSinTableValue() from the backend, bypassing game's costable[]. 2020-09-20 16:20:12 +10:00
Mitchell Richters
c38c1cb1f1 - Blood: Re-do interpolating code in viewDrawScreen() in preparation for returning unsynchronised input.
* Changed config so `cl_interpolate` bool doesn't apply to player's overall movement. While it might be handy for debugging moving sector objects, I see no valid reason why there'd be a need to ever un-interpolate the player's position.
2020-09-20 16:20:10 +10:00
Mitchell Richters
20c73e1249 - Blood: Remove r_horizcenter and standardise horizon in game to that of the default in the backend (currently 100).
* The use of this will go when the input is re-factored to operate on the standard horizon of 100, not 0.
2020-09-20 16:20:08 +10:00
Mitchell Richters
4d47fe7e85 - Blood: Remove bVanilla. 2020-09-20 16:20:06 +10:00
Mitchell Richters
c835d9cadc - Blood: Revert upstream unsynchronised input implementation. 2020-09-20 16:20:04 +10:00
Mitchell Richters
20f94c5895 - Blood: Use backend input scaling. 2020-09-20 16:20:00 +10:00
Mitchell Richters
5e484bddad - Blood: Make gInput static within controls.cpp. 2020-09-20 16:19:58 +10:00
Christoph Oelckers
bac357a6be - disable the weapon in SW's savepics.
The way the weapon drawer is implemented does not work well with save pictures.
2020-09-19 21:31:35 +02:00
Christoph Oelckers
a27211dc34 - added support for SSI containers to the file system. 2020-09-19 10:07:53 +02:00
Christoph Oelckers
2bf5933923 - fixed weapon sprite translation index when in paletted mode. 2020-09-19 00:06:07 +02:00
Christoph Oelckers
d8639a9a64 - fixed bad checks for uncapped frame rate. 2020-09-18 23:18:42 +02:00
Christoph Oelckers
005f8feceb - properly use the correct delay for an ANM's final frame. 2020-09-18 22:49:51 +02:00
Christoph Oelckers
29a10cabcb - fixed most issues with palette emulation.
Brightness is now correct - I have no idea why this factor of 1/0.85 is needed - something must reduce the brightness of the entire scene but I have no idea what.
2020-09-18 22:29:13 +02:00
Christoph Oelckers
7b879f6fe7 - removed now unused SavegameLoaded variable. 2020-09-18 01:11:38 +02:00
Christoph Oelckers
77a2bcb958 - SW: make ambients start properly.
This fell victim to some fudging code that was needed to avoid crashes with the original game loop.
All that fudging could easily be removed now because nothing of it is needed anymore.
2020-09-18 00:33:18 +02:00
Christoph Oelckers
af298411df - added widescreen titlepic for Duke Nukem 3D:
Also made some tweaks to the intro sequence drawer so that it recognizes image formats not depending on the game palette.
2020-09-17 23:20:50 +02:00
Christoph Oelckers
f5d14f826a - added the SHOOT event and fixed some issues with poor code generation for the game data accessors.
They created different code depending on the passed index, this was changed to always emit the optional parameter, even when not needed, so that the interpreter does not need to second-guess.
2020-09-17 23:06:54 +02:00
Christoph Oelckers
8fa5d3d9d2 - added the remaining CON features from EDuke 2.x
Not everything will do something, though. This was some incredibly careless code operating without a safety net allowing uncontrolled write access to the map structure.
Most of the critical fields have been made read-only, which has been the only mode of access in the mods I checked.

Note that this does not enable scripting of the weapon sprite drawer, only the gameplay related features were done.
2020-09-17 23:06:54 +02:00
Mitchell Richters
e1ee9bc83c - Duke: Fix camera advancing angle by 16 instead of 8 under circumstances. 2020-09-17 18:31:09 +10:00
Mitchell Richters
71a06b7cdd - SW: Fix quake intensity. 2020-09-17 09:01:19 +10:00
Christoph Oelckers
4dc7f8b142 - undid some formatting screwups from the merge. 2020-09-16 19:28:51 +02:00
Christoph Oelckers
942beea1ff Merge branch 'back_to_basics2' 2020-09-16 19:26:23 +02:00
Mitchell Richters
4370686c81 - SW: Allow disabling melee weapon blurring. 2020-09-16 19:18:08 +02:00
Christoph Oelckers
b0090b07fc - do not fade screen jobs in when in the menu.
This doesn't work properly because the timer is stopped, leading to visual artifacts with the fading.
2020-09-16 19:13:21 +02:00
Christoph Oelckers
6776508239 - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
Christoph Oelckers
2095e9e3c6 - code changes for last commit - they were not picked up automatically.
# Conflicts:
#	source/build/src/defs.cpp
2020-09-16 19:13:05 +02:00
Christoph Oelckers
5c777eeb38 - moved implementation of 'animtilerange' into buildtiles.cpp. 2020-09-16 19:13:05 +02:00
Christoph Oelckers
616838dd0a - little bit of cleanup on tileImport. 2020-09-16 19:13:05 +02:00
Mitchell Richters
ce82eaf899 - Duke/RR: Address weapon drawer interpolation concerns raised in #403. 2020-09-16 21:01:09 +10:00
Christoph Oelckers
b26a5b800e - make sure that changing the texture filter mode does not clobber the global state
Need to rebind the samplers after modifying them to avoid undefined behavior.

Fixes #397
2020-09-15 22:00:15 +02:00
Christoph Oelckers
867b8f006f Reverted key input changes from yesterday.
At least the SW version did not work right so let's take no chances here.
2020-09-15 21:54:10 +02:00
Christoph Oelckers
d74d65bece - clear the 2D drawers in the correct place. 2020-09-15 21:52:02 +02:00
Christoph Oelckers
8babdd6296 - fixed "pointers to temporary" errors reported by XCode 2020-09-15 21:45:54 +02:00
Christoph Oelckers
e7ddc4178a - fixed bad Printf formatting directives in swcustom parser. 2020-09-15 21:45:05 +02:00
Christoph Oelckers
c98f7d304b - added a list compare function to FScanner. 2020-09-15 21:21:16 +02:00
Christoph Oelckers
2c3041081d - remove indirection in picanm access. 2020-09-15 21:17:08 +02:00
Christoph Oelckers
d1293da8dc - connecting the dots for Blood's special tile features. 2020-09-15 01:27:24 +02:00
Christoph Oelckers
bc5d3eea88 - split the worker part for tileImportTexture out of the parser. 2020-09-15 01:21:17 +02:00
Christoph Oelckers
09a6534270 - redid scriptfile as a wrapper around FScanner
Another piece of Build licensed code gone, yay!
This will also allow gradual conversion of the DEF parser to our own code, unencumbered by the Build license. :)
2020-09-15 00:11:08 +02:00
Christoph Oelckers
e382690f9c - migrated defs error reporting to FScriptPosition
This not only prints better formatted texts, it also takes a lot of script maintenance out of the code.
2020-09-14 22:55:21 +02:00
Christoph Oelckers
8a7502c00d - I wish, MSVC flagged struct params to variadic functions properly…
XCode reported these as errors.
2020-09-14 22:44:21 +02:00
Christoph Oelckers
70a6fbe9be - do not interpolate while playing the flash at Exhumed's exits.
Fixes #395
2020-09-14 22:31:15 +02:00
Christoph Oelckers
cf6b497d02 - fixed animation of weapon sprites
This also disables palette emulation for weapons because it's too buggy right now. Will be re-enabled once fixed.
2020-09-14 22:16:33 +02:00
Christoph Oelckers
4485587088 - removed the palette remapping in the lookup texture generators because it is no longer needed.
Fixes #396
2020-09-14 21:54:29 +02:00
Christoph Oelckers
42d4e112a1 - clear the message display unconditionally when restarting the game.
It was only done when the level was reloaded.
Fixes #400
2020-09-14 21:32:36 +02:00
Christoph Oelckers
eb4e0b1b83 - restrict keyboard input to the actual tic in SW as well.
Also fixed the blocking of the strafe key with sector objects - this must have gotten lost somewhere.
2020-09-14 21:25:53 +02:00
Christoph Oelckers
1f4594b450 - Duke: Only read keyboard input for movement when called for the actual tic.
Since the added values are not scaled, doing this per frame has the potential risk of achieving too high total velocity when combined with other means of input.
The change here was kept as simple as possible.
2020-09-14 21:10:34 +02:00
Mitchell Richters
c5648be2bd - SW: Properly scale controller input. 2020-09-14 19:29:12 +10:00
Mitchell Richters
3fc96e8840 - SW: Stop keyboard fvel/svel from allowing loc.fvel/loc.svel like Duke.
* Stops overshooting keymove when playing with `cl_syncinput 0`.
* Keymove is never as high as MAXFVEL/MAXSVEL, which is used as a thrash point for controller input.
* Fixes #390.
2020-09-14 18:54:03 +10:00
Christoph Oelckers
7395110ae9 - replaced brace loop condition in def parser with an inline 2020-09-14 00:19:20 +02:00
Christoph Oelckers
c61a2c3486 - enable palette emulation for HUD weapon drawing.
Not correct yet but the basics are in.
2020-09-13 23:14:44 +02:00
Christoph Oelckers
1368c26d22 - fixed translation setup for palette mode. 2020-09-13 21:23:38 +02:00
Christoph Oelckers
fe329b0870 - fixed voxel rendering in palette emulation mode. 2020-09-13 21:08:10 +02:00
Christoph Oelckers
aeeec61f39 - fixed light level setup in palette emulation mode. 2020-09-13 20:48:54 +02:00
Christoph Oelckers
0e58203d92 - fixed rintersect and removed some unused bits from engine.cpp. 2020-09-13 20:15:46 +02:00
Christoph Oelckers
6ad8046b47 - dual license d_net.cpp and i_net.cpp
The same source was available under both in GZDoom, so keep it.
2020-09-13 19:38:31 +02:00
Christoph Oelckers
b289e6bc5e - cleanup. 2020-09-13 19:27:05 +02:00
Christoph Oelckers
4f0856c02b - fixed a typo. 2020-09-13 19:21:08 +02:00
Christoph Oelckers
a4754d7f34 - rewrote the map hack parser using sc_man.
This unexpectedly turned out a complete rewrite so now it is under my own license.
Also moved the remaining parts of map hack loading into the engine.

Overall I have to say that the feature is not what I expected, it's merely used to fudge the positioning of model sprites and for adding Polymer lights.
2020-09-13 13:01:44 +02:00
Christoph Oelckers
8ca0e9b97a - avoid using naked pointer for script positioning. 2020-09-13 11:28:32 +02:00
Christoph Oelckers
57a9419f8e - use FString for returning strings from the script parser.
This is mainly a preparation for merging the parser into sc_man, because sc_man does not keep token texts in a static variable.
This commit also fixes a handful of places that were flagged by the stricter conversion rules of FString.
2020-09-13 10:29:57 +02:00
Christoph Oelckers
aac87fc2cf - another unused function. 2020-09-13 09:45:37 +02:00
Christoph Oelckers
19a26f7959 - removed some unused code from engine.cpp.
Looks like editor utilities.
2020-09-13 08:30:03 +02:00
Christoph Oelckers
9e81fa89a8 - fixed some of the issues with palette emulation
* the palette shader was not bound.
* the palette textures were not bound.
* palette mode still used regular lighting on top of the palette emulation

This works a lot better than before but is still not complete.
2020-09-12 21:23:14 +02:00
Christoph Oelckers
adf4a25b38 ... 2020-09-12 12:42:08 +02:00
Christoph Oelckers
16deb64e32 - fixed bad file checks in defs parser. 2020-09-12 12:39:18 +02:00
Christoph Oelckers
89316aea33 - demoted the SWCustom parser to the primitive Hexen interface after finding out that this is all the Build parser can do.
This also meant I had to add symbol support to the old style number parsers.
2020-09-12 10:23:47 +02:00
Christoph Oelckers
222f82304d - fixed savegame image generation.
There were two errors:
1. The postprocessor was not run on the generated scene so that the target framebuffer never got set.
2. The generated PNG was not finalized and failed the integrity check of the savegame menu.

Fixes #48
2020-09-12 01:11:32 +02:00
Christoph Oelckers
1f7bc6d69e - interpolation fix from EDuke: "Patch from Striker to improve sprite interpolation"
Fixes #109
2020-09-11 22:54:52 +02:00
Christoph Oelckers
807dd17165 - forgotten debug output removed. 2020-09-11 21:20:44 +02:00
Christoph Oelckers
aba91b4f09 - avoid uninitialized data. 2020-09-11 21:16:29 +02:00
Christoph Oelckers
19b5e2464e - For World Tour allow falling back on the classic sounds if the Oggs cannot be found 2020-09-11 21:04:47 +02:00
Christoph Oelckers
cddd5d3a4c - Exhumed: added a white flash and fixed the accompanying sound when exiting a level.
See #375
2020-09-11 20:56:46 +02:00
Christoph Oelckers
1646e302d2 - fixed screenjob fadeout. 2020-09-11 20:55:58 +02:00
Christoph Oelckers
b7f0e2c3c3 - added sound FX remapping for World Tour so it can use the original VOCs.
Fixes #353
2020-09-11 20:17:36 +02:00
Christoph Oelckers
e1291ad756 - Exhumed: Added air meter to alt HUD and fixed the one on the status bar.
Fixes #383
Fixes #259
2020-09-11 20:07:42 +02:00
Christoph Oelckers
b4c297da2e - Blood: select inventory item when using it.
Fixes #310
2020-09-11 19:58:16 +02:00
Christoph Oelckers
8716fabe9c - fixed E5L1 sky definition having gone MiA.
Fixes #389
2020-09-11 19:56:20 +02:00
Christoph Oelckers
c4d7e68b4a - removed a bit more useless cruft from compat.h. 2020-09-11 19:45:17 +02:00
Christoph Oelckers
b2105f28e1 - replaced swapptr with std::swap. 2020-09-11 19:28:19 +02:00
Christoph Oelckers
e5cf57917e - FScanner::SkipToEndOfBlock 2020-09-11 00:18:13 +02:00
Christoph Oelckers
d18dbdf7db - Exhumed: Optimized the flow in the laptop cutscene. 2020-09-11 00:10:55 +02:00
Christoph Oelckers
072ab54b4a - Exhumed: Fixed startup of the final map.
Fixes #279
2020-09-11 00:01:53 +02:00
Christoph Oelckers
38cc094ac3 - adapt ClearAllInput to new globalized code. 2020-09-10 23:35:42 +02:00
Christoph Oelckers
af7ad28ad6 - fixed some warnings that came back through the backdoor. 2020-09-10 23:28:50 +02:00
Christoph Oelckers
d5b9a9ee43 Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2 2020-09-10 23:25:43 +02:00
Christoph Oelckers
52cbb5c9dc - implemented reloading from the last saved game, like in GZDoom.
Fixes #352
2020-09-10 22:45:42 +02:00
Christoph Oelckers
f829bc96c8 - Duke: Fixed E5L4's sky 2020-09-10 22:06:43 +02:00
Christoph Oelckers
f4bd30b972 - Duke: Fixed noclip cheat message. 2020-09-10 21:50:22 +02:00
Christoph Oelckers
9ce8202eb1 - Duke: Added a file check for the map to be entered when ending a level.
World Tour contains a map definition for E5L9 but no map for it.
2020-09-10 21:39:52 +02:00
Christoph Oelckers
59eb923c11 - fixed replacement of hires textures.
Fixes #107
2020-09-10 20:52:40 +02:00
Christoph Oelckers
41a2a63efd - moved the VP8 decoding loop into the movie player class and got rid of animvpx.
This allowed significant simplification of code data and many of the error checks could also be simplified because this player doesn't really need it all.
Also use nanoseconds to count frame delays, not milliseconds, as milliseconds can cause timing anomalies with common frame rates very easily.
2020-09-10 17:54:27 +02:00
Christoph Oelckers
ef5ac2319e - migrated SW's info script parser to sc_man. 2020-09-10 17:46:54 +02:00
Mitchell Richters
baeea5bf3c - SW: Fix angle speed while walking on sector objects like the bus in Seppuku Station.
* `playerSetAngle()` is too rigid since it continually sets angle until target reached, causing sluggish input. We only need to add a delta here.
2020-09-10 23:12:51 +10:00
Mitchell Richters
19fd0331d4 - SW: Interpolate vehicle sector objects for now, until something better can be determined. 2020-09-10 20:47:41 +10:00
Mitchell Richters
3df0d40312 - SW: Fix stupid issue with playerSetAngle() and tweak how angTarget/horizTarget is determined to have been met. 2020-09-10 20:26:19 +10:00
Mitchell Richters
be6e0d87d7 Revert "- SW: Attempt at making vehicle movement work nicely while uninterpolated."
This reverts commit 28a3ef131f.

I mostly added this to visualise an attempt at how I've attempted to make the vehicles work with unsynchronised input. I don't wish for this to be committed to the main branch as it's a net negative.
2020-09-10 19:56:13 +10:00
Christoph Oelckers
83eba019b8 - added support for Megaton's widescreen assets.
Fixes #386
2020-09-10 00:05:10 +02:00
Christoph Oelckers
0c55c61b17 - SW load screen setup. 2020-09-09 23:10:18 +02:00
Christoph Oelckers
b52a2b0d9a - set up the loadscreen code.
This isn't active, though, because load times are so short these days that all this results in is an irritating screen flash before the level starts.
It may be activated later when hires assets are in use.

Fixes #10 (or not...? ;) )
2020-09-09 22:42:01 +02:00
Mitchell Richters
6570366a97 - Duke: Fix camera interpolations following uplift in 9615308fb3. 2020-09-09 20:46:17 +02:00
Christoph Oelckers
2ffb6a3580 - finally got rid of SWBOOL. 2020-09-09 20:32:24 +02:00
Christoph Oelckers
e044582aef - fixed all issues with SWBOOL as pointed out by a type-safe wrapper class. 2020-09-09 20:28:05 +02:00
Christoph Oelckers
1a647e8104 - globally search and replaced TRUE and FALSE in SW.
There were a handful of warnings afterward which were also addressed.
The SWBOOL type has not been handled yet.
2020-09-09 19:52:52 +02:00
Mitchell Richters
b2272bd377 SW: Partially revert 73d0772e87 and do in a way that's more fidele to the original workflow. 2020-09-09 23:01:37 +10:00
Mitchell Richters
28a3ef131f - SW: Attempt at making vehicle movement work nicely while uninterpolated. 2020-09-09 22:45:21 +10:00
Mitchell Richters
e24521b189 - SW: Uplift playerSetHoriz() similar to uplift to playerSetAngle() in b832442e31. 2020-09-09 22:04:59 +10:00
Mitchell Richters
b832442e31 - SW: New implementation of playerSetAngle() that works better for intended purpose. This corrects the issues with angle not being quite right when getting onto a ladder. 2020-09-09 21:29:03 +10:00
Mitchell Richters
ee5689b07e Merge branch 'back_to_basics2' into InputStuffs 2020-09-09 21:04:42 +10:00
Christoph Oelckers
d6c6561309 - that was for testing only. 2020-09-09 00:01:14 +02:00
Christoph Oelckers
9615308fb3 - Duke: fixed camera views glitching when changing their targets.
A nearly typical problem of this code. Not all relevant properties of the camera target were changed at once - there was a two frame discrepancy in which the camera pointed in some undefined direction after the change.

Fixes #15
2020-09-08 23:47:30 +02:00
Christoph Oelckers
cef1f8275b - fixed backing off of monitor screens.
Although this is a blocking condition, it must not neutralize movement because it is needed to move away from the screen and end the camera view.
2020-09-08 23:09:40 +02:00
Christoph Oelckers
2fc058e487 - don't autosave just after starting a new game. 2020-09-08 23:00:31 +02:00
Mitchell Richters
b72a3326d0 Merge branch 'back_to_basics2' into InputStuffs
# Conflicts:
#	source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers
f15657cc6d - fixed missing widescreen sprite for shrinker/grower and bad light level for the incinerator.
Fixes #380
2020-09-08 22:50:38 +02:00
Christoph Oelckers
d011a16c5b - added a menu option for WT's music switch.
Fixes #370
2020-09-08 22:37:21 +02:00
Christoph Oelckers
5490be4f71 - draw a player sprite on Exhumed's automap.
Not particularly convincing yet, I first need to find out the specific sprites of the walk animation.
2020-09-08 21:41:02 +02:00
Christoph Oelckers
4ce6f42932 - new fullscreen HUD for Exhumed. Except for the ammo icons this should be complete.
Fixes #374
2020-09-08 21:00:47 +02:00
Christoph Oelckers
5d7a51df9d - use a local bit array in Blood's precacher. 2020-09-08 19:18:11 +02:00
Christoph Oelckers
298949ceb8 - more compat.h cleanup
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers
ec1c42b04a - got rid of common.h
All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers
8d2d36457f - consolidated the map name display on startup
Fixes #275
2020-09-08 18:28:41 +02:00
Christoph Oelckers
378846c7bd - Exhumed: Replaced all checks for multiplayer levels with a single bool
This should make refactoring easier later.
2020-09-08 18:07:52 +02:00
Mitchell Richters
48630914b1 - SW: Remove boat code from new input code for cleanliness. 2020-09-09 00:34:51 +10:00
Christoph Oelckers
d1f1bf2ae1 - fixed icorrect validation of give ccmd
Fixes #379
2020-09-08 16:18:17 +02:00
Mitchell Richters
1e3199413c - SW: Rename all Tank-related function code to Vehicle. 2020-09-08 21:54:48 +10:00
Mitchell Richters
8625ac573d - SW: Comment out all boat code, it's actually not used within the game at all and was very confusing... 2020-09-08 21:40:20 +10:00
Mitchell Richters
cb7e797842 - SW: Partially revert changes from df0331a4c3. 2020-09-08 20:48:01 +10:00
Mitchell Richters
73d0772e87 - SW: Call DoPlayerMoveTurret() in processMovement() in lieu of DoPlayerTurnTurret() and don't interpolate sector object's sprite while !cl_syncinput.
* Makes operating the tank silky smooth while unsynchronised.
2020-09-08 19:42:22 +10:00
Mitchell Richters
c00217163b - SW: Fix turret sound with unsynchronised input. 2020-09-08 19:38:32 +10:00
Mitchell Richters
cda79496ce - SW: Fix DoPlayerDeathHoriz() with unsynchronised input. 2020-09-08 18:12:45 +10:00
Christoph Oelckers
29d990991b - dug out Dynamo's BigFont for Exhumed from the forum.
This is not the font from GDX, it was a separate creation. The only character in here from GDX is the question mark because it was missing.
2020-09-08 01:12:23 +02:00
Christoph Oelckers
bf761af9aa - added missing terminator to Base64 encoder. 2020-09-07 23:32:58 +02:00
Christoph Oelckers
1b46a6fd9a - removed bogus assert in buffer code.
An empty buffer is a perfectly valid construct that may not be asserted upon. The 3D scene does not use indices so the buffer receives no data and remains empty.
This made the softpoly renderer fail in debug builds. Performance issues aside it works fine now.

Fixes #314
2020-09-07 23:17:06 +02:00
Christoph Oelckers
cd5443484a - fixed the cutscenes in Exhumed by cleaning up the definition data.
Fixes  #351
2020-09-07 23:03:18 +02:00
Mitchell Richters
083ed3e9b7 - SW: Handle angAdjust and horizAdjust directly in processMovement() instead of via DoPlayerTurn()/DoPlayerHorizon().
* Eliminates issues with when to call when player is dead, etc. Handles cases like climbing a ladder which doesn't trigger `DoPlayerTurn()`.
2020-09-08 06:50:38 +10:00
Mitchell Richters
92443806af Merge branch 'back_to_basics2' into InputStuffs 2020-09-08 06:26:32 +10:00
Mitchell Richters
f14405f9cc SW: getinput -> processMovement(). 2020-09-08 06:24:26 +10:00
Mitchell Richters
5145bf907a - SW: Hook up all vehicle turn code in processMovement() except for DoPlayerTurnTankRect(), which still needs considerations.
* Issue in `DoPlayerTurnTurret()` with `PlaySOsound()` calls occurring too frequently, still requires investigation on how to best handle this.
2020-09-08 06:22:47 +10:00
Christoph Oelckers
04ec21d6b6 - fixed key alignment on Exhumed's status bar.
Fixes #281
2020-09-07 22:19:37 +02:00
Christoph Oelckers
a2e3bb5725 - fixed WT's incinerator and a few other minor things I found while comparing Raze's WT support code with BuildGDX's.
Fixes #357
2020-09-07 21:38:17 +02:00
Christoph Oelckers
703b142bad - added a CVAR to disable WT's ogg music and a fallback for when it cannot be found.
Fixes #354
2020-09-07 21:26:07 +02:00
Christoph Oelckers
775c4a3b51 - fixed explosions in World Tour.
A classic result of trying to add new stuff to Duke's spaghetti code, shit like this would not happen if this code wasn't this poorly structured.
Fixes #360 and most of #357
2020-09-07 21:00:27 +02:00
Christoph Oelckers
e4fa695b57 - fixed the movement factor for automap panning.
Fixes #363
2020-09-07 20:39:07 +02:00
Christoph Oelckers
de7da0d4d7 - fixed: The summary screen in Duke and RR was blocking without explicit user input.
It must check for the actual sound that was played, because at least in Duke the looping music is still playing.
Fixes #367
2020-09-07 20:09:53 +02:00
Christoph Oelckers
9bb99e5c05 - fixed 361 - togglerotate CCMD still had some bugs. 2020-09-07 19:56:28 +02:00
Christoph Oelckers
fc435565af - always use the narrow status bar for overlay mode. 2020-09-07 19:43:46 +02:00
Mitchell Richters
0619281a34 - SW: Remove unused centering bool from PLAYERp struct. 2020-09-07 22:48:25 +10:00
Mitchell Richters
df0331a4c3 - SW: Promote all vehicle angle code to proper Q16.16.
* Input still rough with `cl_syncinput 0` for vehicles.
2020-09-07 22:36:11 +10:00
Mitchell Richters
e1a5e37126 - SW: Handle DoPlayerTurn()/DoPlayerHorizon() better while dead. 2020-09-07 21:50:43 +10:00
Mitchell Richters
681a8ebec2 - SW: Hook up horizAdjust and adjust all ticrate amendments of q16horiz via playerAddHoriz()/playerSetHoriz(). 2020-09-07 21:47:15 +10:00
Mitchell Richters
2e2ca03812 - SW: Promote recoil_horizoff to Q16.16 to avoid down-scaling only to upscale. 2020-09-07 21:34:13 +10:00
Mitchell Richters
e36c9fc78c - SW: Hook up angAdjust and adjust all ticrate amendments of q16ang via playerAddAngle()/playerSetAngle().
* Promoted some uses of `getangle()` upscaled to Q16.16 with `gethiq16angle()` for higher precision.
2020-09-07 21:30:06 +10:00
Mitchell Richters
1cc1c21029 - SW: Add resetinputhelpers() and hook up within game. 2020-09-07 21:15:53 +10:00
Mitchell Richters
77816bf3d3 - SW: Promote adjustment of helpers to double since some values will be coming in with higher precision. 2020-09-07 21:03:30 +10:00
Mitchell Richters
584ec935ed - SW: Add Duke's input helpers and adjust to suit SW.
* These are temporary until a backend solution is available after all games have had initial uplift.
2020-09-07 20:35:35 +10:00
Mitchell Richters
40a00be202 - SW: Remove inputScale const from processMovement(). Isn't needed anymore since input scaling in DoPlayerTurn() has been removed. 2020-09-07 20:25:26 +10:00
Mitchell Richters
3667116274 - SW: Uplift of DoPlayerHorizon() and PlayerAutoLook().
* Set `PF2_INPUT_CAN_AIM` explicitly where `DoPlayerHorizon()` would have been done within the original game.
* Replace original centering code and route `SB_CENTERVIEW` through the `SB_LOOK_UP`/`SB_LOOK_DOWN` code.
* With this commit, first person input is now nice again. Vehicle code still to be looked at.
2020-09-07 20:20:41 +10:00
Mitchell Richters
e84c8379d9 - SW: Uplift of DoPlayerTurn().
* Set `PF2_INPUT_CAN_TURN` explicitly where `DoPlayerTurn()` would have been done within the original game.
* Uplift the turn 180 code to full Q16.16.
* Eliminate stupid input scaling so input matches that provided by the input device.
* Ticrate angle adjustments outside of the player's control still to be uplifted.
2020-09-07 19:23:48 +10:00
Christoph Oelckers
bd183ad682 - fixed World Tour weapon display and property parsing, resulting in incorrect ammo count for the flamethrower.
Fixes #356
2020-09-07 00:45:11 +02:00
Mitchell Richters
6e6373deda - SW: Remove camq16* variables from game and backend code that supported them.
* `cl_syncinput 0` is very raw at the moment.
2020-09-07 08:40:14 +10:00
Mitchell Richters
d1d40c6982 - SW: Move SW's input scaler into processMovement(). Doesn't need to be available to any other function. 2020-09-07 08:07:53 +10:00
Mitchell Richters
6c091a116f - SW: Fix issues from fa9fa88fce while merging back_to_basics2 into working branch. 2020-09-07 07:56:42 +10:00
Christoph Oelckers
0c60b28ea1 - fixed positioning of World Tour status bar
Fixes #355.
2020-09-06 23:54:40 +02:00
Mitchell Richters
fa9fa88fce Merge branch 'back_to_basics2' into InputStuffs
# Conflicts:
#	source/core/gamestruct.h
#	source/games/duke/src/duke3d.h
#	source/sw/src/input.cpp
#	source/sw/src/player.cpp
2020-09-07 07:51:37 +10:00
Christoph Oelckers
57db150ed3 - SW: Fix player sprite on the automap.
Now where did that wrong number come from? I have no idea.
2020-09-06 23:30:19 +02:00
Christoph Oelckers
cbbbe2a09b - Duke+RR: Don't quit the level summary screen through timeout when a sound is still playing.
Fixes #359
2020-09-06 23:23:17 +02:00
Christoph Oelckers
38cd38f0eb Merge branch 'automap' into back_to_basics2 2020-09-06 23:13:36 +02:00
Christoph Oelckers
e63e134195 - fixed automap follow mode and added some menu entries for the new options and key bindings. 2020-09-06 23:12:47 +02:00
Christoph Oelckers
1060d74e08 - SW's automap sprite drawer. 2020-09-06 21:50:02 +02:00
Christoph Oelckers
2d547a4ef1 - re-added the sprite drawer for Duke's automap. 2020-09-06 21:31:05 +02:00
Mitchell Richters
cc3551dcaa - SW: Ensure player's fvel/svel is calculated using q16ang, and not camq16ang.
Fixes #328, again.
2020-09-07 05:21:00 +10:00
Mitchell Richters
613c32e6a2 - SW: Ensure player's fvel/svel is calculated using q16ang, and not camq16ang.
Fixes #328, again.
2020-09-07 05:19:49 +10:00
Christoph Oelckers
9d39f770d4 - reimplemented player sprite display on Blood's automap. 2020-09-06 21:15:59 +02:00
Christoph Oelckers
18b39fd952 - first stage of generic automap code.
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers
2395749192 - restored the automap texture drawer in the backend.
While ultimately this needs to be tossed into the deepest bowels of hell for being one gargantuan piece of bad code, it is still needed and does not really work when placed in a separate source file, due to its endless list of global dependencies.
2020-09-06 17:35:08 +02:00
Mitchell Richters
c183143ec6 - SW: Clear out the local input buffer while paused like Duke does. 2020-09-06 21:57:33 +10:00
Mitchell Richters
07d4c78e1f - SW: Manually remove call to MoveScrollMode2D() in anticipation of branch automap being merged. 2020-09-06 21:55:37 +10:00
Mitchell Richters
46a12cf58a - SW: Clean up gi->GetInput() by removing some unneeded local variables. 2020-09-06 21:47:00 +10:00
Mitchell Richters
dfc3a13428 - SW: Finalise cleanup from remaining code in getinput() to processWeapopn(). 2020-09-06 21:46:26 +10:00
Christoph Oelckers
e8452a79e8 - implemented the automap serializer.
Also optimized the base64 encoder to avoid creating endless memory copies, thanks to using std::string which is a really poor container for this kind of stuff when workig with larger blocks of data.
2020-09-06 13:39:57 +02:00
Mitchell Richters
e94bd9da04 - SW: Replace use of scaleAdjustmentToInterval() in lieu of backend solution from 290e615807. 2020-09-06 21:30:47 +10:00
Mitchell Richters
256e23673d - SW: Clean up all the game's scaling stuff in processMovement(). 2020-09-06 21:21:12 +10:00
Mitchell Richters
348be65399 - SW: Commence re-factoring getinput() into processMovement(), starting with top-most code. 2020-09-06 21:03:27 +10:00
Mitchell Richters
dd4251da09 - SW: Split getinput()'s input bits code into its own static function. 2020-09-06 20:52:58 +10:00
Mitchell Richters
ce160f7ac1 - SW: Split getinput()'s weapon code into its own static function. 2020-09-06 20:49:21 +10:00
Christoph Oelckers
809f8b5d4b - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
Mitchell Richters
0ef9da6a0c - SW: Make game's local input buffer static within input.cpp. 2020-09-06 20:19:29 +10:00
Mitchell Richters
290e615807 - Move Duke's input scaling for unsynchronised input to backend as InputScale(). 2020-09-06 20:19:26 +10:00
Mitchell Richters
722537a1f0 - InputState: Make CONTROL_GetInput() return an object instead of accepting a pointer and provide to games as a function parameter.
* Provide read-only/const results from `CONTROL_GetInput()` so games can't change received input.
* Change non-descript `info` to `hidInput` (Human Interface Device).
* Remove a few unused prototypes.
2020-09-06 20:18:26 +10:00
Christoph Oelckers
a6c92aec64 - removed all automap code from SW and the flat drawer from the backend.
This should have been the last parts of automap code.
Now on to rebuild this thing in a cleaner fashion...
2020-09-06 12:14:08 +02:00
Christoph Oelckers
2c183bf504 Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into automap 2020-09-06 11:47:35 +02:00
Mitchell Richters
677efb20ba - SW: Don't check SB_RUN as player action in ChopsCheck().
Fixes #312.
2020-09-06 19:18:14 +10:00
Mitchell Richters
d73ea118df - SW: Get cl_syncinput 0 (default) working properly.
* Joystick input probably not appropriately scaled. Refactor is coming but lets just get the game workable for now.
* Fixes #328.
2020-09-06 19:17:58 +10:00
Christoph Oelckers
d61d279168 - excised Blood's entire automap code. 2020-09-06 10:59:45 +02:00
Christoph Oelckers
8f6f368445 - cleaned out the remaining parts of automap handling in Duke and Exhumed. 2020-09-06 10:42:39 +02:00
Christoph Oelckers
df6d480519 - took automap code out of Exhumed's game module and added handling for cleaning movement in automap follow mode.
I cannot say I was surprised when discovering that this game had no handling for that at all...
2020-09-06 10:23:38 +02:00
Christoph Oelckers
d947cc4765 - also took out the zoom variable so that no automap data remains in the playsim code. 2020-09-06 10:22:05 +02:00
Christoph Oelckers
c1a995822d - took all automap related code out of Duke's game module. 2020-09-06 10:08:47 +02:00
Christoph Oelckers
07ea2ef350 - fixed Ramses head animation.
This now uses the DoSpiritHead variant from PowerslaveGDX because I was unable to determine where in that cryptic code something went wrong. The GDX version looks a lot more cleaned up by comparison.
Fixes #332
2020-09-06 09:48:26 +02:00
Christoph Oelckers
0b399fb384 - Exhumed: fixed time values for Ramses text scroll. 2020-09-06 09:10:45 +02:00
Mitchell Richters
72771aeb40 - Fix broken krand() follow changes in 1354d52c05 due to truncation occuring from FixedToInt() inline function.
Very very sorry... :'(
Fixes #321.
2020-09-06 16:37:04 +10:00
Christoph Oelckers
d6b80bda52 - force the renderer to use radial fog.
Plane-distance based fog does not work with Polymost's projection settings - the distance value appears to be completely off and useless.
Fixes #243
2020-09-06 00:19:38 +02:00
Christoph Oelckers
dc0968bf61 - fixed fog on RRRA E2L1
Fixes #183
2020-09-05 23:20:48 +02:00
Christoph Oelckers
ac0eb92367 - fixed timer screwups in Exhumed.
The leveltime ticker only runs at 30 fps so all places where it replaces totalclock need to multiply it by 4.
2020-09-05 22:41:02 +02:00
Christoph Oelckers
7dbae8b8f4 - enabled autosaves.
Fixes #55
This only creates them but does not auto-resume from them.
2020-09-05 22:39:27 +02:00
Christoph Oelckers
45882a02cc - fix WT level name display. 2020-09-05 22:14:00 +02:00
Christoph Oelckers
8b2302ec67 - backslash eradication in sound definitions.
World Tour does this badly, even using double backslashes.
2020-09-05 22:01:19 +02:00
Christoph Oelckers
d5b7935ca1 - fixed the CON parser to treat tabs as whitespace.
Fixes #287.

World Tour starts now but still has issues.
2020-09-05 21:53:48 +02:00
Christoph Oelckers
36b9ac54b7 - added a parser for World Tour's language files. 2020-09-05 21:33:04 +02:00
Christoph Oelckers
8dfb7967e2 - use a more precise timer for Exhumed's text scroller. 2020-09-05 20:31:45 +02:00
Christoph Oelckers
a7b198d7ee - Stop music when ending a level, or when going back to the menu in Blood. Also play the sound on Blood's summary screen as an UI sound.
Fixes #349
2020-09-05 19:20:25 +02:00
Christoph Oelckers
b4dd006a40 - debug output for investigating Exhumed text crawl. 2020-09-05 18:41:40 +02:00
Christoph Oelckers
f36ac1dc90 - fixed issues with console on top of intermissions not appearing. 2020-09-05 18:41:18 +02:00
Christoph Oelckers
443ddf670b - let the ANM player wait until the sound has finished if it has reached the last frame before the sound ends.
In Shadow Warrior there's a few where the sound plays a bit longer than the video.
Fixes #341
2020-09-05 18:14:50 +02:00
Christoph Oelckers
607d30ef8e - fixed broken end of level timer in Duke.
Fixes #342
2020-09-05 17:56:35 +02:00
Christoph Oelckers
55c7c56709 - fixed bad sound check in Duke's E3 ending. 2020-09-05 17:56:09 +02:00
Christoph Oelckers
27acd430aa - reset the screen job clock when advancing.
Fixes #347
2020-09-05 17:37:37 +02:00
Christoph Oelckers
fa50cde93f - fixed skill selection in Duke.
Screw these old shadowing menu variables. Well, the one for skill is gone now.
Fixes #344
2020-09-05 16:31:01 +02:00
Christoph Oelckers
9af093b818 - fixed screen job timer when paused
Fixes #343
2020-09-05 16:21:53 +02:00
Christoph Oelckers
e0b4dde3cd - fixed: A screen job that fades out was not rendering its final (black) frame which could result in visual glitches.
Fixes #320
2020-09-05 15:59:32 +02:00
Christoph Oelckers
c1786001b2 - route all game state changes through game actions.
This is to avoid problems with the main loop not calling Ticker and Render in sync.
2020-09-05 15:43:34 +02:00
Christoph Oelckers
7a5dca7d5d - renamed startgame CCMD to levelstart. 2020-09-05 14:02:07 +02:00
Christoph Oelckers
32ec9ff369 - consolidated crosshair drawing and added ZDoom's crosshair code.
For Exhumed this is the default, for the other games it is an option.
Fixes #269.
2020-09-05 13:57:26 +02:00
Christoph Oelckers
0263d8eed0 - Exhumed: Don't waste health powerup if fully healed.
Fixes #309
2020-09-05 12:29:09 +02:00
Christoph Oelckers
04dd939d65 - Exhumed: don't clear all button state when dead.
This makes it impossible to respawn.
Fixes #338
2020-09-05 12:14:30 +02:00
Christoph Oelckers
7c5635671e - Exhumed: When Ramses is talking, hide the status bar. 2020-09-05 12:01:47 +02:00
Christoph Oelckers
b23424485a - re-implemented VP8 support.
Since the decoder cannot handle sound, there's two options:

1: Use the same sounds as the video it replaces.
2: If an identifiable streamable sound with the same base name is found, it will be played along with the video.
Fixes #133
2020-09-05 11:58:19 +02:00
Christoph Oelckers
80cea90854 - implemented zoom by mouse wheel for the automap.
Fixes #121
2020-09-05 09:10:24 +02:00
Christoph Oelckers
adbedd30c4 - consolidated the 4 functions for handling the automap zoom. 2020-09-05 00:58:25 +02:00
Christoph Oelckers
6e6d74f058 - update the sector for the interpolated camera position in Exhumed.
Let's hope that fixes #272..
2020-09-05 00:21:10 +02:00
Christoph Oelckers
b54fd2f054 - fixed: Entering the menu from SW's intro may not stop the sound.
This is a singular special case, everything else must do it.
Fixes #335
2020-09-05 00:07:06 +02:00
Christoph Oelckers
cdd2329b63 - fixed levelwarp for games with linear level counting.
Fixes #337
2020-09-05 00:00:55 +02:00
Christoph Oelckers
d2de11cd99 - hide the message display on intermission screens.
Fixes #336
2020-09-04 23:56:04 +02:00
Christoph Oelckers
f72b283519 - fixed alignment of Exhumed's menu captions. 2020-09-04 23:31:41 +02:00
Christoph Oelckers
5a90f35aed - fixed order of Exhumed cinema texts and their color.
Fixes #286
2020-09-04 23:16:21 +02:00
Christoph Oelckers
b7db8b988d - SW: Ignore follow mode setting when not on the automap.
Fixes #311.
2020-09-04 22:54:11 +02:00
Christoph Oelckers
2e8b808683 - added a C_ClearMessages function for the console and fixed game restart after death.
Fixes #322
2020-09-04 22:23:38 +02:00
Christoph Oelckers
1eb99f69c2 - transitioned Exhumed to level change events. 2020-09-04 21:59:38 +02:00
Christoph Oelckers
8114309e89 - compat.h cleanup.
* use static_assert directly. Raze is C++17, no need for that macro shit.
* removed CONSTEXPR - I seriously fail to see the use here, many of the functions marked as CONSTEXPR cannot possibly even be constant evaluated so the declaration makes no sense. Removed most of these and replaced the valid ones with the official constexpr keyword.
* got rid of EDUKE_PREDICT_FALSE - this makes zero sense in script parsing code, at best it will save a few microseconds. Clean code wins.
* replaced Blrintf with xs_CRoundToInt. Shitty name is shitty name, even if derived from POSIX.
* replaced Bstr*casecmp with str*icmp. As these get defined in the CMake project based on actual compiler checks they are preferable here.
* removed lots of other stuff that is not needed with a minimum compiler requirement of C++17.
2020-09-04 21:24:48 +02:00
Christoph Oelckers
5bc80d2468 - macro cleanup 2020-09-04 21:17:24 +02:00
Christoph Oelckers
fd2ce0321e - transitioned SW to level change event system 2020-09-04 21:15:15 +02:00
Christoph Oelckers
b8d2d626ca - cleaned out some leftover network variables 2020-09-04 20:48:29 +02:00
Christoph Oelckers
3eef0db6f6 - check if a map file exists before starting it. 2020-09-04 20:47:40 +02:00
Christoph Oelckers
97f395bd72 - transitioned Blood to the new level change messaging system 2020-09-04 20:46:44 +02:00
Christoph Oelckers
77f96a1c75 - fixing some issues. Level transitions in Duke are working now. 2020-09-04 19:43:36 +02:00
Christoph Oelckers
e5e8c02f1d - WIP level transition refactored to a game independent event system. 2020-09-04 19:43:35 +02:00
Christoph Oelckers
1cf0ca3f75 - save the global view variables in a savegame.
I have no idea why but these did not get restored to something useful anymore.
2020-09-04 01:17:06 +02:00
Christoph Oelckers
b253ae123f - run screen jobs with uncapped frame rate.
Fixes #325
2020-09-03 18:36:37 +02:00
Christoph Oelckers
8f0a885f63 - route 'give' through the network for all games. 2020-09-03 17:39:41 +02:00
Christoph Oelckers
fb334e7f1a - transitioned Blood's give command and changed SW's not to call the cheat handler. 2020-09-03 16:31:31 +02:00
Christoph Oelckers
3e5e956b72 - run most cheats through the network.
The remaining excpetions are the "give" CCMD and any level change action.
Unfortunately the implementation of most cheats is not multiplayer safe so right now it'd only be useful for demo recording (assuming that worked to begin with... ;))
2020-09-03 01:32:51 +02:00
Christoph Oelckers
a0874a26a7 - noclip cheat and splitting of Exhumed's cheat code into its own file. 2020-09-03 00:41:32 +02:00
Christoph Oelckers
66bf8113b8 - implemented the 'god' cheat as a network command.
This was mainly chosen as something simple to get the basics set up.
2020-09-03 00:29:17 +02:00
Christoph Oelckers
66d8eae8e1 - implemented the framework for freeform network commands.
Unlike ZDoom this uses callbacks for implementation to keep game specific parts encapsulated to the game code.
2020-09-02 23:27:02 +02:00
Christoph Oelckers
b3d89a6a0b - removed the old main loop. 2020-09-02 23:03:48 +02:00
Christoph Oelckers
b49e050baf - transitioned Exhumed to the new main loop.
Fixed #301
2020-09-02 22:55:57 +02:00
Christoph Oelckers
b1a3080671 - migrated Exhumed to a local ticker as well.
gameclock is history - all games now run on a timer that increments once per tick under their own control and not independently of the ticker routine.
2020-09-02 21:42:12 +02:00
Christoph Oelckers
a222a7d7c9 - transitioned Shadow Warrior to new main loop.
Problem: Does not work yet with cl_syncinput = 0. Something about those angle and horizon settings is not right yet.
2020-09-02 20:58:37 +02:00
Christoph Oelckers
141b5c00cd - cleanup. 2020-09-02 20:58:37 +02:00
Christoph Oelckers
4d5e2f5bda - dead data removal in network.cpp and the player struct. 2020-09-02 20:58:21 +02:00
Christoph Oelckers
b3d4bab4dd - deleted sync.cpp. 2020-09-02 20:57:03 +02:00
Christoph Oelckers
621a1e0b3d - removed the packet averaging code.
This is also part of the backend code and won't be needed here anymore.
2020-09-02 20:57:03 +02:00
Christoph Oelckers
e19923ce4b - removed setGameClockStart.
This won't be needed anymore.
2020-09-02 20:57:03 +02:00
Mitchell Richters
6e6f5dbb5b - Blood: Further tweak positioning for when ammo remaining gets lower than 10. 2020-09-02 19:42:16 +10:00
Mitchell Richters
1e8066ac59 - Blood: Tweak positioning for when using cl_showmagamt 1.
This moves the ammo count and inventory item icon/count over by 9px to compensate.
2020-09-02 19:13:30 +10:00
Christoph Oelckers
aabbbcb2ff - reset the network timer after lengthy operations.
This includes loading a level and busy-waiting for a sound to play.
Also block these loops and the sounds they wait for in network games to avoid problems from longer delays here.
The problem seems to be directly inherited from ZDoom which shows the same issue with screen wipes.

Fixes #297
2020-09-02 10:00:07 +02:00
Christoph Oelckers
4feae913cd -Blood: merge redundant gFrameCount and gLevelTime variables, reset the timers as the first thing when loading a level.
They need to be reset when level data gets set because the current value is used as base.
It was most easily observed at the start of the first level where the grave only would open after a lengthy delay - which was the play time of the last level being played.
2020-09-02 07:47:26 +02:00
Christoph Oelckers
b21f49a1e1 - handle r_NoInterpolate in Blood's ticker so that the game isn't locked to 30 fps. 2020-09-02 07:11:47 +02:00
Mitchell Richters
c5636e9917 - Blood: Partially revert b8b8e7a638 in case someone really wants to run with cl_interpolate 0. 2020-09-02 14:55:44 +10:00
Mitchell Richters
b8b8e7a638 - Blood: Get synchronised input going in a testable way. This is not a complete re-factor, just enough to get it going. 2020-09-02 13:20:37 +10:00
Mitchell Richters
253d1a3989 - SW: Re-position actortime clocking.
I believe this is the right place and I got it wrong when doing e32cd81cc7. The change in this commit is more like where Duke times actortime.
2020-09-02 09:28:41 +10:00
Mitchell Richters
715a61adbd - Blood: Re-position actortime clocking and remove #ifdef guarded call to non-existent function.
I believe this is the right place and I got it wrong when doing e32cd81cc7. The change in this commit is more like where Duke times actortime.
2020-09-02 09:15:18 +10:00
Christoph Oelckers
921f4e54d9 - made a slash for the ammo display in Blood. 2020-09-02 00:45:27 +02:00
Christoph Oelckers
e5612b82c7 - fixed: The tile manager created its backup arrays before loading .def files.
This could let such textures disappear with the new main loop.
2020-09-02 00:36:49 +02:00
Christoph Oelckers
8d63e735d0 - transitioned Blood to the new main loop.
Mostly working but interpolation is not correct yet and for some strange reason the numbers on the HUD are gone.
2020-09-01 23:34:04 +02:00
Christoph Oelckers
7747fc7fb0 - rewrote the EndMgr in Blood to work as a screen job.
This removes the special handling for it in the main loop.
Some functions and variables in the kill and secret managers were also given more meaningful names.

Fixes #313
2020-09-01 21:27:32 +02:00
Christoph Oelckers
fda74a47b4 - use gFrameClock plus interpolation for third person view and tick the flash counter for the CTF HUD in the ticker, not the drawer.
This removes a lot of mess.
2020-09-01 20:15:34 +02:00
Christoph Oelckers
e320e79df0 - use gFrameClock in DoSectorLighting
The higher precision of gameclock went totally unused in here.
2020-09-01 20:12:02 +02:00
Christoph Oelckers
d0a3e1781e - Blood: eliminated gameclock in weapon draw code 2020-09-01 20:10:36 +02:00
Christoph Oelckers
4b45ee150f - Blood: replaced several uses of gameclock with gFrameClock
Mainly those which do not use its full precision.
Choke needs interpolation support, though.
2020-09-01 20:08:37 +02:00
Christoph Oelckers
b19681b50c - use gFrameClock plus interpolation for angles in viewProcessSprites
Both more reliable and precise.
2020-09-01 20:02:37 +02:00
Christoph Oelckers
0fa742f0ca - Blood: fixed some issues with precaching.
This code was still unaware of hardware rendering and created useless software buffers for some textures.
2020-09-01 19:59:15 +02:00
Christoph Oelckers
31fc39b051 - Blood code cleanup
deleting blocks of unused code, in particular some networking leftovers.
Also moving a few functions around
2020-09-01 19:49:05 +02:00
Christoph Oelckers
6726c19f9c - removed constexpr from FloatToAngle.
I overlooked the xs_CRoundToInt call in there.
2020-09-01 19:48:21 +02:00
Christoph Oelckers
c957397573 - undid the workarounds for undefined-ness of negative shifts.
For any mainstream platform that is totally irrelevant and besides, in C++20 it will be well defined and all current compilers on the relevant platforms treat it accordingly.
This is not worth deoptimizing the code.
2020-09-01 19:47:01 +02:00
Christoph Oelckers
dfb6c0d6fa - Blood: moved the precaching code to its own file. 2020-09-01 19:39:30 +02:00
Christoph Oelckers
0cc019686d - minor optimization of m_fixed.h
Use constexpr where possible to allow using these function in static initializers.
Avoid dividing by constant values. Better multiply with the inverse which is quite a bit faster.
2020-09-01 19:37:05 +02:00
Christoph Oelckers
763be58134 - tinkering with the savepic code.
This was definitely missing but it's not the cause of the empty savepic.
2020-09-01 19:21:00 +02:00
Mitchell Richters
3f886ad818 - SW: Fix change in 1354d52c05 that accidentally caused minor loss of precision in the panel code. 2020-09-01 23:35:00 +10:00
Mitchell Richters
9605e41f9f - SW: Fix Q16.16 operation not using m_fixed inlines. The one that got away... 2020-09-01 23:28:47 +10:00
Mitchell Richters
17da849add - SW: Get synchronised input going in a testable way. This is not a complete re-factor, just enough to get it going.
* Remove bool `PedanticMode`.
* Transition appropriate lines to `cl_syncinput`.
* Remove inlines added purely only to maintain DOS demo compatibility.
* Fix a few pedantic Q16.16 >> Int >> Q16.16 conversions.
2020-09-01 23:08:23 +10:00
Mitchell Richters
1354d52c05 - Major cleanup of Q16.16 utilisation within games and engine.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
Christoph Oelckers
d40e53eb53 - more Exhumed pitch change fixes. 2020-08-31 21:48:17 +02:00
Christoph Oelckers
6b1fa22aed - fixed view centering in Exhumed.
Switched to GDX's code because the one present here looked quite weird.
This still does not feature interpolation.
Fixes #296
2020-08-31 21:41:39 +02:00
Christoph Oelckers
3204a3e5fc - negated the meaning of SB_AIMMODE.
This is because 'classic' aim mode will reset the view if the mouseaim key is not pressed.
The problem with this is that an empty input packet will trigger a view reset. If the meaning is inverted the default aim mode is free mouse view which doesn't try to alter any view state and is therefore preferable for an empty packet.

Fixes #292
2020-08-31 20:51:22 +02:00
Christoph Oelckers
ac5abd8aac - removed ready2send variable.
It's a leftover from the old netcode.
2020-08-31 20:25:08 +02:00
Christoph Oelckers
827c406437 - don't play activation sound when not having a Holoduke powerup. 2020-08-31 20:04:20 +02:00
Christoph Oelckers
f0ca87dc82 - fixed mixed up Holoduke messages.
Fixes #289
2020-08-31 20:01:55 +02:00
Christoph Oelckers
923833ccec - animated menus without frame rate cap
The frame rate cap is only deactivated if there's actual animations running so that leaving the game in the menu won't make the engine run at high frame rates.
Fixes #288.
2020-08-31 19:56:13 +02:00
Christoph Oelckers
54d65bfcfc - fixed some warnings 2020-08-31 19:28:05 +02:00
Christoph Oelckers
e5d963c515 - refactored third person view to only access the clock in its worker function
Timer values in interface code are undefined, these should not access anything that changes at real time.
Also use smoothratio to do the calculation in frame time, not tic time.
2020-08-31 19:27:22 +02:00
Christoph Oelckers
a8bb6ba515 - base the turbo turn timer on the actual level tic rate
This has a threshold that could lead to different behavior, depending on whether synchronized or unsynchronized input is used, it also used an undefined state of gameclock for its calculations.

By basing this on the levelclock consistency is ensured.
2020-08-31 19:23:05 +02:00
Christoph Oelckers
71c3441b1e - transitioned cloudclock.
This timer runs at 60 Hz in the render code, so it needs to take smoothratio into account.
2020-08-31 19:22:21 +02:00
Christoph Oelckers
9a208185d6 - levelclock increment after tick.
This ensures that the first tick always gets a value of 0.
2020-08-31 19:21:02 +02:00
Christoph Oelckers
bf4f538c61 - a few more places where gameclock could be substituted.
Nothing here needs higher precision.
2020-08-31 19:20:04 +02:00
Christoph Oelckers
2bf368d49b - redid the timer for the automap zoom
Add more precision and uncouple from the game timer
2020-08-31 19:18:53 +02:00
Christoph Oelckers
45a22eb3cd - do proper interpolation of the snorkel in RR. 2020-08-31 19:06:53 +02:00
Christoph Oelckers
03aad6559b - added a global leveltimer variable to Duke.
This timer only gets incremented by the main game ticker when the playsim is running.

This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
2020-08-31 00:33:41 +02:00
Christoph Oelckers
34104a74d8 reduce dependency of code on global gameclock variable
passing it as parameter to operateweapon*
2020-08-31 00:17:40 +02:00
Christoph Oelckers
007c6e122d - gameclock abstraction
This may need more work to have a reliable timer
2020-08-31 00:16:43 +02:00
Christoph Oelckers
7684f9e3e6 - fixed duplicate symbol error on macOS 2020-08-31 00:15:48 +02:00
Christoph Oelckers
2f05a93547 Merge branch 'Packet' into back_to_basics2
# Conflicts:
#	source/core/gamestruct.h
#	source/games/duke/src/gameloop.cpp
#	source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Christoph Oelckers
b8258da997 - cleaning out some trash from compat.h.
The header from hell...
2020-08-30 23:34:40 +02:00
Christoph Oelckers
00d35bc42c - fixed the number pulsing on Duke's and RR's HUD. 2020-08-30 22:52:50 +02:00
Christoph Oelckers
98557947da - gameclock must also be set before calling gi->Render.
This runs at the display's frame rate so the timer value from the Ticker call is not precise enough to do all the work.
2020-08-30 22:52:20 +02:00
Christoph Oelckers
ba8dc788fe - hotfixing some Exhumed map transition issues.
This avoids crashing on LEV20, but the whole thing is simply too poorly implemented to actually work - this needs to be redone so that the map transition does not occur in the middle of the game ticker.
2020-08-30 21:45:21 +02:00
Mitchell Richters
5daaa1fc06 - fix issues with cl_syncinput 0. 2020-08-31 05:24:29 +10:00
Christoph Oelckers
511cb51e7f - these 2 variables no longer exist. 2020-08-30 21:20:05 +02:00
Christoph Oelckers
26f6bac060 - Exhumed: save the status variables to savegames again.
Since this status bar depends on explicit updates, this data needs to be restored after loading, and just saving it out is the easiest way to ensure that.
Fixes #274
Fixes #276
2020-08-30 21:16:37 +02:00
Christoph Oelckers
a9bf1ab4bc - Exhumed: Renamed changelevel CCMD to Levelwarp for consistency.
Fixes #278
2020-08-30 21:07:00 +02:00
Christoph Oelckers
5136e7dc2d - SW: Moved the key display on the fullscreen HUD above the ammo display.
Space is a bit too tight when activating the clip display otherwise, especially on 4:3 screens.
2020-08-30 21:01:29 +02:00
Mitchell Richters
d0e390c554 - Blood: Don't treat akimbo shotguns as a reloading weapon. It doesn't go through the reload sequence like when the player doesn't have the power-up. 2020-08-30 20:24:39 +02:00
Mitchell Richters
c0374cf890 - SW: Move static function DoReloadStatus() into the class as private function 2020-08-30 20:24:38 +02:00
Mitchell Richters
26ffc82cc0 - SW: Remove duplicated code from dd832aaea3f688b375c74643606f299c76d92f3b. 2020-08-30 20:24:38 +02:00
Mitchell Richters
c555540e24 - Blood: Implement cl_showmagamt for the game's shotgun.
* Tile set for `kSBarNumberAmmo` does not include a slash. Hack put in place to get me a slash from a specific tile of a different font. It "works" and I don't think it looks too bad.
2020-08-30 20:24:38 +02:00
Mitchell Richters
1617938d4f - Duke: When using cl_showmagamt 1, increase pistol maximum by 4 so that when you have full ammunition, you have a full clip.
* On the fence about this. Lower makes the game harder, and higher could mean the difference between life and death. I do think that if we're showing amounts in the magazine, full ammo should constitute a full magazine. I think the max of 200 is an oversight from the original devs as all other games have proper defaults that reflect the magazine or cylinder capacity.
2020-08-30 20:24:38 +02:00
Mitchell Richters
10962e2193 - SW: Implement cl_showmagamt for the game's shotgun and uzi.
* SW does not have any special characters in its BigFont, so currently there's no divider between ammunition amounts. This is to be discussed on the PR.
2020-08-30 20:24:37 +02:00
Mitchell Richters
eb3a21e677 - Duke: Implement cl_showmagamt for the RR's pistol and shotgun. 2020-08-30 20:24:37 +02:00
Mitchell Richters
161647ed5b - Duke: Implement cl_showmagamt for the game's pistol. 2020-08-30 20:24:37 +02:00
Mitchell Richters
6f653da0fc - DBaseStatusBar: Create function DBaseStatusBar::CalcMagazineAmount() for use with calculating magazine values when drawing the HUD. 2020-08-30 20:24:37 +02:00
Mitchell Richters
aeb807bea1 - gamecvars.cpp: Create CVAR cl_showmagamt. 2020-08-30 20:24:37 +02:00
Mitchell Richters
e32cd81cc7 - Unify stat fps for all games. 2020-08-30 20:24:36 +02:00
Christoph Oelckers
59a964bb83 - same for SW 2020-08-30 20:24:36 +02:00
Christoph Oelckers
747dac6c41 - Exhumed: Mark unused function arguments in standard C++ fashion. 2020-08-30 20:24:36 +02:00
Christoph Oelckers
84e54e4fdb - deleted several unused local variables
None of the initializers here is modifying gamestate, this looks like overcautious preservation for demo compatibility.
2020-08-30 20:24:23 +02:00
Christoph Oelckers
3a7b23f655 remove unused stuff 2020-08-30 20:23:48 +02:00
Christoph Oelckers
765f211e05 - things are mostly working again.
Rendering produces an image again, input gets properly processed, but unsynchronised mouse input isn't properly applied yet.
2020-08-30 19:59:46 +02:00
Christoph Oelckers
c3fa9b76c4 - fixed: The render style must be set to a defined value at the start of rendering a scene. 2020-08-30 17:40:04 +02:00
Christoph Oelckers
2602774571 - fixed: The render style must be set to a defined value at the start of rendering a scene. 2020-08-30 17:38:24 +02:00
Christoph Oelckers
38d10cc591 - game input works, but still no 3D scene rendered. 2020-08-30 13:04:07 +02:00
Christoph Oelckers
ffe5b114f3 - the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet. 2020-08-30 12:49:21 +02:00
Christoph Oelckers
d59284c96b - transitioned Duke to the new main loop.
Everything compiles, but hasn't been tested. Doing a safety commit first.
2020-08-30 12:02:32 +02:00
Christoph Oelckers
0c455acaa2 - more work to switch over to the new loop.
Mainly separation of ticker and render calls
2020-08-30 10:42:44 +02:00
Christoph Oelckers
367b4ce051 - this should be all we need from GZDoom to hook up the main loop. 2020-08-30 09:32:34 +02:00
Christoph Oelckers
1e0b8038e5 - removed I_ResetTime entirely and refactored SW's use of it. 2020-08-30 08:13:34 +02:00
Christoph Oelckers
49106c5b5e - Duke: Do not reset the global ticker.
The new main loop code cannot handle that. Instead set a start value for gameclock so that gameclock can be based on an arbitrary time value instead of directly representing global time.
2020-08-30 08:04:33 +02:00
Christoph Oelckers
34510ae9b3 - added ticker stub to the game interface. 2020-08-30 08:03:03 +02:00
Christoph Oelckers
cc04d41903 - Duke: moved the clock reset to a separate function and deleted the unused lockclock variable. 2020-08-30 07:53:20 +02:00
Christoph Oelckers
d49aedacea - continued work on main loop - added a few new entry points to the game interface. 2020-08-30 00:55:49 +02:00
Christoph Oelckers
c0ebe3e08b - hooked up ZDoom's d_net.cpp file.
Still not active but this contains some code needed to do a proper main loop that can work with the networker.
2020-08-29 23:24:18 +02:00
Christoph Oelckers
15adf1f6e5 - hooked up ZDoom's i_net.cpp to compile within the project.
Note about the license: This file was available from GZDoom 2.4.x under the Doom source license which is compatible with Build.
This isn't used yet.
2020-08-29 22:07:47 +02:00
Christoph Oelckers
fab561d757 - cleaned up Duke's main GameTicker function.
* moved the part that alters the input before queuing it to GetInput
* moved moveloop into the main function
* reshuffled a few things for better grouping by task.
2020-08-29 21:20:10 +02:00
Christoph Oelckers
20426a5a4f Revert "- pass loc as a parameter to Duke's GetInput function to uncouple it from the global variable."
This reverts commit a03b6cf57c.

Turns out this wasn't really useful.
2020-08-29 21:09:04 +02:00
Christoph Oelckers
e3839b01bc - removed in_mousesmoothing.
This not only was redundant with m_filter, even worse, it was in the wrong place.
Control_GetInput is used to read the current input state from the backend and can get called at uneven intervals, or even multiple times during the same frame, so smoothing the movement here can lead to erratic behavior.
With this change CONTROL_GetInput will return the same data unless it gets updated between calls.
2020-08-29 18:37:22 +02:00
Christoph Oelckers
a03b6cf57c - pass loc as a parameter to Duke's GetInput function to uncouple it from the global variable. 2020-08-29 18:07:49 +02:00
Christoph Oelckers
56d0647412 - migrated the last 3 remaining UI controls to CCMDs. 2020-08-29 17:49:15 +02:00
Christoph Oelckers
eb34b41716 - fixed keyboard look in Blood. 2020-08-29 17:07:25 +02:00
Mitchell Richters
be33872b42 - Blood: Implement WeaponSel_Alt for game. 2020-08-29 22:51:20 +10:00
Mitchell Richters
7ff73ae2f1 - Duke: Add missing World Tour flamethrower from alt weapon mode implementation completed in 51a08fbaf3. 2020-08-29 22:30:45 +10:00
Christoph Oelckers
694444b62a - converted the remaining input bits.
Looks like it is working in all games except Blood (not that it surprises me that it's Blood again which has issues...)
2020-08-29 13:32:55 +02:00
Mitchell Richters
51a08fbaf3 - Duke: Implement WeaponSel_Alt for Duke and RR. 2020-08-29 21:27:58 +10:00
Christoph Oelckers
7659107b75 - removed SW's SK_AUTO_AIM for good.
When networking becomes a thing again this can be done as a server CVAR without such a messy approach.
2020-08-29 02:19:41 +02:00
Christoph Oelckers
3a9bcb0b64 - moved Exhumed's cheat bits back into the game module.
They are no longer part of the packet interface.
2020-08-29 02:17:28 +02:00
Christoph Oelckers
dc1f56e8f9 Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into Packet
# Conflicts:
#	source/core/inputstate.cpp
#	source/exhumed/src/exhumed.h
2020-08-29 01:19:48 +02:00
Christoph Oelckers
fe7f3a2f9e - handle the run key. 2020-08-29 00:57:07 +02:00
Mitchell Richters
c47b60e193 - Fix compile regression from 847fa48724.
Fixes #283.
2020-08-29 08:16:05 +10:00
Christoph Oelckers
b9e0f493b2 - transitioned the 5 primary action keys: Open, Jump, Crouch and Fire/AltFire. 2020-08-28 23:25:08 +02:00
Christoph Oelckers
847fa48724 - cleaned out the remaining parts of baselayer.h
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.

The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
2020-08-28 09:06:49 +02:00
Christoph Oelckers
536e7455f2 - moved I_StartFrame to the top of the loop and cleaned up baselayer.hj 2020-08-28 08:44:44 +02:00
Christoph Oelckers
d73bf62465 Revert "- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible."
This reverts commit 97feb483ab.
2020-08-28 08:25:51 +02:00
Mitchell Richters
ea2790ce08 - Duke: Switch game tic back to a while loop. I didn't mean to commit it this way in ab06235971.
* I doubt anyone will be running this on a system where computing a tic might take longer than a tic, but it's more consistent with the other games and is what it was.
2020-08-28 15:29:41 +10:00
Mitchell Richters
97feb483ab - Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible.
* Micro-optimisation, but was getting a very occasional jitter in Duke 3D that seems to have gone with this.
2020-08-28 15:27:16 +10:00
Christoph Oelckers
d62d2eaec7 - processed all remaining local input CCMDs and removed some bits only needed for multiplayer.
These MP bits should be reimplemented as network commands later, they only take up valuable space in the bit field.
2020-08-28 00:03:35 +02:00
Christoph Oelckers
ee7d558282 - removed the remains of sending pause with the input packets.
None of this was really working anymore, but will have to be rethought once a network stream exists again.
But even then, this is better sent as a separate command, and in MP only.
2020-08-27 22:38:52 +02:00
Christoph Oelckers
e0ca98602d - made Blood's inventory cycle-able.
IMO it's a totally annoying limitations to block wraparound of the cursor.
2020-08-27 22:29:45 +02:00
Christoph Oelckers
447573aa36 - consolidation of invprev, invnext and invuse. 2020-08-27 22:19:24 +02:00
Christoph Oelckers
43de0d8312 - consolidation of inventory item activation through hotkeys.
This also adds hotkeys for Exhumed which never implemented them.
2020-08-27 21:25:09 +02:00
Mitchell Richters
0c55c3983c - Duke: Fix potential interpolation issues for RR's shotgun observed while working on something else. 2020-08-27 22:47:18 +10:00
Mitchell Richters
8bb13bc4c2 - InputState: Exclude volume keys from setting AnyKeyStatus to true. 2020-08-27 13:05:05 +02:00
Mitchell Richters
a2b51edcdb - Duke: Delete enum created in 3e79e7b63f and move CRACK_TIME to miscConstants.
* Didn't have a very good look, apparently...
2020-08-27 16:09:18 +10:00
Mitchell Richters
65a54361b4 - Duke: Apply same fix in 3e79e7b63f for RR, accidentally missed. 2020-08-27 15:55:32 +10:00
Mitchell Richters
3e79e7b63f - Duke: Fix bug where player wasn't cracking knuckles after 777 idle tics while cl_syncinput was 1.
* Use opportunity to replace the literal constant of `777` with an enum.
2020-08-27 15:54:49 +10:00
Christoph Oelckers
10df3e094a - rework of weapon input to use common features in shared code.
This also adds stubs for all unimplemented features in the games for easier addition.
2020-08-27 00:53:35 +02:00
Christoph Oelckers
89f5b26988 - fixed badly placed include. 2020-08-27 00:27:10 +02:00
Christoph Oelckers
f597f7c265 - made the GameFunc constants global again.
With most of the more specific features being migrated to CCMDs the list is relatively clean now, with merely 2 buttons that are game specific.
2020-08-27 00:25:59 +02:00
Christoph Oelckers
4b299fa412 - Exhumed also handled. 2020-08-27 00:58:21 +02:00
Christoph Oelckers
99486cba7e - gave Blood the same treatment. 2020-08-27 00:21:11 +02:00
Christoph Oelckers
c7e667a17a - transition weapon selection in SW.
Thanks to the macro insanity for trivial operations in this code base this turned out to be a lot more troublesome than Duke...
2020-08-27 00:06:59 +02:00
Mitchell Richters
55f688b13f - SW: Rename q16horz to q16horiz and q16aimvel to q16horz for consistency and to avoid confusion down the track. 2020-08-27 08:00:50 +10:00
Christoph Oelckers
e768a2bf24 - use new bitmask for weapon selection in Duke. 2020-08-26 23:02:55 +02:00
Christoph Oelckers
36d676ca20 - renamed ESyncBits so that the replacement can take that name later. 2020-08-26 22:39:15 +02:00
Christoph Oelckers
78a024a50c - fixed: Exhumed's sound module did not check the 'sound disabled' CVAR. 2020-08-26 22:26:28 +02:00
Christoph Oelckers
b4df1fd662 - fixed Ramses text display.
Fixes #265.
2020-08-26 22:22:46 +02:00
Christoph Oelckers
1a25504d02 - looks like the nAngle field in the PLayerInput struct isn't used for anything anymore. 2020-08-26 21:32:18 +02:00
Christoph Oelckers
83c8770d02 - fixed Ramsed head display and not freezing the input when it is active. 2020-08-26 21:28:57 +02:00
Christoph Oelckers
096a2bd4e9 - fixed some of the sound issues in Exhumed
* ambient sounds were constantly restarted resulting in garbled sound.
* sound priorities were not checked. This was used to limit some sounds to one instance per actor or to allow terminating other sounds playing on the same actor.
2020-08-26 20:22:11 +02:00
Christoph Oelckers
e5a4276a5a - fixed infinite loop. 2020-08-26 20:20:36 +02:00
Christoph Oelckers
4e846f8d66 - do not print game init messages to the notify display. 2020-08-26 20:19:54 +02:00
Mitchell Richters
e3fe1b2b60 - Exhumed: Correctly transform player velocities when running on single 30Hz timer.
Thanks, Graf :)

# Conflicts:
#	source/exhumed/src/exhumed.cpp
2020-08-26 17:27:15 +02:00
Mitchell Richters
0c300c181f - Exhumed: Unify game with single timer instead of getting forward/side velocity at 120Hz.
* Player movement is close, but not exactly as it was. Requires more work if it is to be considered.

# Conflicts:
#	source/exhumed/src/exhumed.cpp
#	source/exhumed/src/ps_input.h
2020-08-26 17:26:42 +02:00
Christoph Oelckers
f90d953ab5 default cl_smoothsway to false. 2020-08-26 17:23:08 +02:00
Christoph Oelckers
abf715eace - unified the packet structures of all games.
Currently the bit fields are still separate and they have to be merged, but for now the added memory does not matter.
Having this structure in the common parts will allow work on consolidating the input code, though.
2020-08-26 17:12:48 +02:00
Christoph Oelckers
2ae5f960c5 - renamed fields in Exhumed's packed struct.
One step closer to getting these merged.
2020-08-26 17:09:47 +02:00
Christoph Oelckers
c7f5f05e14 - cleaned up gamecvars.cpp and deleted a large amount of unused ones. 2020-08-26 17:05:17 +02:00
Mitchell Richters
4fcec5f6d3 - SW: Alt implementation for preparing a nuke.
* Given the original code in `pNukeAction()` (poorly named), the intent appeared to be that the weapon should go off-screen for preparation, returning once weapon initialised.
* Commit restores that behaviour behind a CVAR.

# Conflicts:
#	source/core/gamecvars.cpp
#	source/core/gamecvars.h
2020-08-26 17:00:19 +02:00
Christoph Oelckers
5a77aace2f - strip the structure for local input off the fields not needed here.
Now it's basically the same as Dukes.
2020-08-26 16:59:42 +02:00
Christoph Oelckers
c1b1182f90 - fix weapon selection in Exhumed.
Like Blood it looks like the request isn't processed immediately so it needs to stick around.
2020-08-26 16:59:42 +02:00
Christoph Oelckers
d0655a1068 - renamed the fields in Blood's packet structure to match Duke's. 2020-08-26 16:59:41 +02:00
Christoph Oelckers
3fc79940f2 - merged the bit fields in Blood's packet structure.
Whatever this was for it made that thing extremely unwieldy.
With these merged the resulting structure doesn't look much different from Duke's anymore.
2020-08-26 16:59:41 +02:00
Christoph Oelckers
b76168f673 - moved the main event processing functions into the global main loop.
Now, with all the Build timer stuff removed these calls were all identical between games.
2020-08-26 16:59:41 +02:00
Mitchell Richters
a9f556c1bd - SW: Restore random element to player's weapon left/right bobbing behind a CVAR.
# Conflicts:
#	source/core/gamecvars.cpp
#	source/core/gamecvars.h
2020-08-26 16:45:42 +02:00
Mitchell Richters
50793184ee - SW: Remove random element from player's weapon left/right bobbing causing bob value to be between 24-48 and lock to 36. 2020-08-26 16:45:42 +02:00
Mitchell Richters
88a49b0d22 - Duke: Restore RPG harsh recoil behind a CVAR.
# Conflicts:
#	source/core/gamecvars.cpp
#	source/core/gamecvars.h
2020-08-26 16:45:41 +02:00
Mitchell Richters
839a7bcbe4 - subjective fix to Duke 3D's RPG harsh recoil. 2020-08-26 16:45:41 +02:00
Mitchell Richters
60f334f57c - Exhumed: Partially restore sound issues following cc5e6d19c3.
* Restored call of `UpdateSounds()` to `GameLoop()` and not `DrawView()` like previously.

Partially addresses #253.
2020-08-26 23:22:44 +10:00
Mitchell Richters
62388e30be - fix C_SetNotifyFontScale() for RR.
Fixes #264.
2020-08-26 22:33:19 +10:00
Mitchell Richters
5bfd4069ef - Blood: Cleanup some timing variables following timing uplift.
* Remove cast of int on `gFrameClock` since gFrameClock is now just an int.
* Remove unused `gFrameTicks`.
* Remove unused `gFrameRate`.
* Rename `gFrame` to `gFrameCount` so it's easier to search and distinguish from `gFrameClock` without relying on regex.
2020-08-26 20:55:46 +10:00
Christoph Oelckers
ddd6a300ab - added UpdateSounds calls to the blocking loops in Duke's and SW's StartGame functions. 2020-08-26 04:15:33 +02:00
Christoph Oelckers
cc5e6d19c3 - fixed sound updating by moving the engine's UpdateSound call into the main loop.
This needs to be called unconditionally for every frame being rendered, not all of the game modules did that.
Placing this call here ensures that it is independent of anything the games do.
2020-08-26 04:10:16 +02:00
Christoph Oelckers
de871c9ab9 - use the game timer, not the Build timer for the sound eviction delay.
This is supposed to wait for two game frames to be on the safe side.
2020-08-26 03:50:07 +02:00
Mitchell Richters
e1424d454f - Duke: Clean out some left over stub code during initial testing. 2020-08-26 11:23:57 +10:00
Mitchell Richters
4eec9dca63 - Duke/SW: Use I_GetBuildTime() instead of gameclock in game-side sound code.
* Code is called where `gameclock` might not be set.
2020-08-26 10:09:02 +10:00
Mitchell Richters
ef728429e0 - Core: Remove legacy smoothratio calculator CalcSmoothRatio(). 2020-08-26 09:49:47 +10:00
Mitchell Richters
e0aaaf1f60 - All Games: Move gameclock and lastTic to gamecontrol. 2020-08-26 09:49:44 +10:00
Mitchell Richters
76776d24d7 - All Games: Remove use of ClockTicks and replace with int. 2020-08-26 09:49:42 +10:00
Mitchell Richters
1c8b0a20fb - Build: Remove all timer code. 2020-08-26 09:49:40 +10:00
Mitchell Richters
2bf11ad378 - All Games: Remove use of timerGetTicks(). 2020-08-26 09:49:38 +10:00
Mitchell Richters
aba5c4c134 - All Games: Remove use of timerGetHiTicks(). 2020-08-26 09:49:36 +10:00
Mitchell Richters
b883204f6a - All Games: Remove remaining use of totalclock and associated timing code. 2020-08-26 09:49:34 +10:00
Mitchell Richters
c207437a57 - Duke: Rename cloudtotalclock to cloudclock.
* Mostly so it doesn't come up on searches for `totalclock`.
2020-08-26 09:49:32 +10:00
Mitchell Richters
d358c71f82 - Blood: Migrate to GZDoom time code like Duke, SW and Exhumed. 2020-08-26 09:49:23 +10:00
Mitchell Richters
39541408f2 - Exhumed: Fix what I believe is a typo. 2020-08-26 09:49:02 +10:00
Mitchell Richters
2748d6dc64 - Exhumed: Rename remaining use of totalclock locally in screenjobs to currentclock like Duke. 2020-08-26 09:48:59 +10:00
Mitchell Richters
a6cc3c4128 - Exhumed: Migrate to GZDoom time code like Duke and SW. 2020-08-26 09:48:57 +10:00
Mitchell Richters
76b05dbcd6 - Build (and games): Remove totalclocklock. 2020-08-26 09:48:56 +10:00
Mitchell Richters
576b13248e - Build: Use I_GetBuildTime() in place of totalclocklock in animateoffs(). This makes the SW menu work pre-game. 2020-08-26 09:48:54 +10:00
Mitchell Richters
40739d9176 - SW: Add ogameclock and use in places where ototalclock was used.
* Duke used `ototalclock` only to keep track of when the game ticked. SW uses it in the rendering code for differentials between tics so we should preserve that to prevent issues down the track.
2020-08-26 09:48:51 +10:00
Christoph Oelckers
d38a3a1fb1 - added autoaim switch for Exhumed.
Pointers for the needed change taken from GDX.
This applies only to hitscan weapons the rest do not appear to autoaim.
Fixes #260
2020-08-26 00:22:11 +02:00
Christoph Oelckers
9440ddb68f - thinned out Blood's network code. 2020-08-25 23:04:08 +02:00
Christoph Oelckers
84b6af24d3 - renamed the fields in SW's packet structure to match Duke's.
Preparation for moving the packet management into public code.
2020-08-25 22:06:01 +02:00
Christoph Oelckers
70cac1db54 - removed unused parts from timer.cpp. 2020-08-25 21:47:03 +02:00
Christoph Oelckers
5af71c0af2 - Exhumed: Implement "Quit to title".
Fixes #252
2020-08-25 21:34:12 +02:00
Christoph Oelckers
efc83e1a5f - Exhumed: properly terminate the "Ramses" save block.
Fixes #258
2020-08-25 21:30:00 +02:00
Christoph Oelckers
6b0e1baf02 - added a timerUpdateClock call to the main loop so that Blood and Exhumed work again.
This may only be removed when nothing uses totalclock anymore. We're not there yet.
2020-08-25 21:24:45 +02:00
Christoph Oelckers
a323591d5a - call C_RunDelayedCommands() from a centralized place. 2020-08-25 21:16:37 +02:00
Christoph Oelckers
fd12ad382f - add shadows to the statistics display.
Fixes #256
2020-08-25 20:58:32 +02:00
Christoph Oelckers
5df0a7241f - disabled a few menu options for unsupported features in Exhumed.
Fixes #255
2020-08-25 20:40:30 +02:00
Christoph Oelckers
e97fb2ab7f - reduce message spam in the notification display. 2020-08-25 20:21:18 +02:00
Christoph Oelckers
8256b54005 - applied a few fixes:
* removed the timer callback stuff that came back through the backdoor.
* do not use gameclock in the UI code - use the underlying timer directly.
* UpdateSounds must still use totalclock, until this can be refactored in its entirety.
2020-08-25 20:20:35 +02:00
Mitchell Richters
c888bc802d - SW: Make a bit more use of the calculated smooth ratio. 2020-08-25 19:51:32 +02:00
Mitchell Richters
386661f1ba - SW: Migrate to GZDoom time code like Duke. 2020-08-25 19:51:32 +02:00
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
Christoph Oelckers
c777fea1af - added back the player sprites in Duke/RR's player setup menu.
Fixes #46
2020-08-23 20:44:17 +02:00
Christoph Oelckers
8b8f048393 - moved parts of videoNextPage to app_loop. 2020-08-23 18:08:08 +02:00
Christoph Oelckers
adb98a47ba - restructured the main loop code so that the actual loop is in the common code. 2020-08-23 17:47:05 +02:00
Christoph Oelckers
85875da77a - removed the old start-of-level-only savegame code.
This serves no purpose anymore, even with a checkpoint-based gameplay the full saves will do just as well.
2020-08-23 16:30:20 +02:00
Christoph Oelckers
f7fcd341ec - removed redundant levelnum variable.
Better use the global map record.
2020-08-23 16:24:54 +02:00
Christoph Oelckers
1a0e413d5c - use CCMDs for Exhumed's input where applicable.
- made crosshair toggle consistent across games.
2020-08-23 16:11:18 +02:00
Christoph Oelckers
7fe7b9b8e0 - be gone, rotatesprite. 2020-08-23 14:59:34 +02:00
Christoph Oelckers
a4a26ef6bc - removed the last uses of the original rotatesprite function. 2020-08-23 14:55:19 +02:00
Christoph Oelckers
2a3f7a48c9 - implemented a proper kill counter.
Unfortunately the display is a bit limited by the available font characters.
2020-08-23 14:39:14 +02:00
Christoph Oelckers
e75cfd82f9 - the training map could not be started. 2020-08-23 14:00:53 +02:00
Christoph Oelckers
979cc63835 - use DrawTexture for rendering the menu items. 2020-08-23 13:57:56 +02:00
Christoph Oelckers
4d477bc15b - fixed uninitialized GameAction variable. 2020-08-23 13:57:31 +02:00
Christoph Oelckers
212b3ae0f9 - Exhumed: fixed map startuo 2020-08-23 12:59:01 +02:00
Christoph Oelckers
5c7b613aa7 - reworked the main loop. 2020-08-23 12:26:52 +02:00
Christoph Oelckers
7889605ff4 - condensed main loop further, started laying out the new one. 2020-08-23 09:11:32 +02:00
Christoph Oelckers
9e5ca8c408 - moved game and level init code out of app_main. 2020-08-23 08:22:59 +02:00
Christoph Oelckers
5ba384db35 - moved the main game ticker out of app_main. 2020-08-23 07:49:58 +02:00
Christoph Oelckers
3a3ba43985 - Exhumed: moved the input code out of the main loop 2020-08-23 07:41:29 +02:00
Christoph Oelckers
fccd054381 - split off the entire game loop related code into its own file.
This should make it easier to work on this.
2020-08-22 22:40:22 +02:00
Christoph Oelckers
7401c0e133 - moved Ramses head code into its own file. 2020-08-22 21:39:14 +02:00
Christoph Oelckers
8589d43835 - migrated Exhumed's cheats to the global system.
This also eliminates the last pieces using that global string list. All relevant text is now in the external string table.
2020-08-22 21:13:11 +02:00
Christoph Oelckers
6d852c33dd - added CCMDs for all 'holly' cheats that didn't have an equivalent yet. 2020-08-22 20:34:58 +02:00
Christoph Oelckers
6b1d6a44d7 - exported the item pickup messages to the string table and use the global 'nomonsters' flag. 2020-08-22 20:14:00 +02:00
Christoph Oelckers
bddd196539 - ported the credits screen. 2020-08-22 19:50:04 +02:00
Christoph Oelckers
d94077f833 - exported cinema texts to the string table as well. 2020-08-22 18:30:48 +02:00
Christoph Oelckers
0843f5f04a - ported the final level's text screen and exported its text to the string table. 2020-08-22 18:12:19 +02:00
Christoph Oelckers
6f039164a3 - set up the computer font as SmallFont2.
Unlike the sheet font, this one is needed.
2020-08-22 16:24:42 +02:00
Christoph Oelckers
7e7f9670c1 - transitioned the text intermission screen to use DScreenJob and interpolate the scrolling text display. 2020-08-22 11:56:54 +02:00
Christoph Oelckers
8e34288a1c - moved the end level handler further out in the main loop. 2020-08-22 10:39:37 +02:00
Christoph Oelckers
8b3e3b6d4a - cleaned out some waiting code.
There's still too many loops but this at least gets rid of the empty ones.
2020-08-22 10:17:24 +02:00
Christoph Oelckers
c74a1f03e3 - defer FinishLevel handling to the main loop instead of doing it deep inside the game logic code. 2020-08-22 10:03:21 +02:00
Christoph Oelckers
9f682083c8 - same procedure as last time. 2020-08-22 09:41:18 +02:00
sirlemonhead
80dd794550 PCExhumed: Handle integer overflow in PlotCourseToSprite() 2020-08-22 09:40:35 +02:00
Christoph Oelckers
2a1ef00542 - redirect messages from last commit to debug mode. 2020-08-22 09:39:49 +02:00
sirlemonhead
b1c9ec1f47 PCExhumed: Handle the rest of the possible overflows for ksqrt() 2020-08-22 09:38:11 +02:00
sirlemonhead
fc530a362d PCExhumed: Fix Selkis boss AI stupid typo 2020-08-22 09:34:09 +02:00
Christoph Oelckers
b96f12aa34 - removed Exhumed's demo loop.
It was broken already anyway and also looks like a first grade refactoring blocker.
2020-08-22 09:31:17 +02:00
Christoph Oelckers
e1fd0d8d80 - replaced most of the old text and graphics display functionality in Exhumed. 2020-08-21 22:40:09 +02:00
Christoph Oelckers
ca943317e7 - ported Exhumed's map to the ScreenJob interface. 2020-08-21 22:30:51 +02:00
Christoph Oelckers
4467547c8c - fixed fortune cookie message display.
Fixes #219.
2020-08-21 21:15:32 +02:00
Christoph Oelckers
a3915c6861 - added missing menu sounds for SW.
Fixes #220.
2020-08-21 21:04:16 +02:00
Christoph Oelckers
a4d0e47389 - Exhumed: Play sound on Lobotomy logo
Fixes #224.
2020-08-21 19:40:18 +02:00
Christoph Oelckers
0f3555fc7c - fixed speed of SW's credits.
Fixes #229.
2020-08-21 19:38:38 +02:00
Mitchell Richters
b9038db433 - remove all the discrete definitions of variables from alt HUDs in Duke/RR/SW. 2020-08-21 22:20:54 +10:00
Mitchell Richters
8e10bb8856 - SW: Don't flash the weapon's ammo icon when flashing text for low ammo in DrawHUD2. 2020-08-21 10:18:31 +02:00
Mitchell Richters
d8db31bdd8 - Duke: Don't flash the weapon's ammo icon when flashing text for low ammo in RR FullscreenHUD1. 2020-08-21 10:18:31 +02:00
Mitchell Richters
2cabc4b14d - Duke: Don't flash the weapon's ammo icon when flashing text for low ammo in Duke FullscreenHUD1. 2020-08-21 10:18:31 +02:00
Mitchell Richters
4e0bef35c0 - simplify some of my math in the the fullscreen HUD drawers.
May no one ever see the original code again... :S
2020-08-21 16:23:44 +10:00
Mitchell Richters
3067bad9b9 - Blood/Duke/Exhumed/SW: Fix map CCMD so the game doesn't return to the menu if incorrect map specified (or crash in the case of Exhumed). 2020-08-21 15:11:02 +10:00
Christoph Oelckers
2713c2d3c3 - deleted unused printext function. 2020-08-21 00:54:57 +02:00
Christoph Oelckers
33dcb413d8 - final cleanup on Exhumed's intro sequence. 2020-08-21 00:49:07 +02:00
Christoph Oelckers
80055b97e8 - fixed the title screen 2020-08-21 00:30:46 +02:00
Christoph Oelckers
98c064dcbc - fixed the missing plasma effect in Exhumed's title screen. 2020-08-21 00:13:05 +02:00
Christoph Oelckers
6947b9cf98 - title screen WIP 2020-08-20 23:45:52 +02:00
Christoph Oelckers
d9e23c0ab9 - missing null check 2020-08-20 23:41:45 +02:00
Christoph Oelckers
31e792223a - converted Exhumed intro to use the ScreenJob framework. 2020-08-20 21:05:14 +02:00
Christoph Oelckers
da90bd3b6a - fixed: When drawing fullscreen, ignore texture offsets.
Fixes #218.
Exhumed also has a fullscreen image with bogus offsets.
2020-08-20 20:43:17 +02:00
Christoph Oelckers
4267b7d5fc - put the movie player in a class so that it can be allocated on the stack. 2020-08-20 18:35:52 +02:00
Christoph Oelckers
966cf5e262 - fixed the sound in Exhumed's intro movie.
Taking a cue from GDX to properly synchronize it because PCExhumed's approach looked broken by design.
It had no frame rate sync and solely depended on the low level audio stream for it.
2020-08-20 17:52:56 +02:00
Christoph Oelckers
3a5c0b30bb - statusbar fixup. 2020-08-20 17:04:21 +02:00
Christoph Oelckers
78bfbdb253 - Exhumed status bar work.
Unfortunately this is a bit limited due to how the data was designed.
2020-08-20 17:04:21 +02:00
Mitchell Richters
37d687e4e9 - Blood: Repair regression in VectorScan() from 266364fc2e causing demo regressions and other game issues.
Fixes #216.
2020-08-20 22:17:28 +10:00
Mitchell Richters
cc15de3ed9 - SW: Comment out code block causing interpolation issues when initialising a nuke.
* If there was a `pNukePresent()` function, that's where the commented out code belongs.
* I believe the rocket switching type was simplified during development and this is just an omission that's now obvious with interpolation. Only just, but you can notice this in an uninterpolated state while bobbing.
* Fixes #212.
2020-08-20 08:52:22 +10:00
Mitchell Richters
7698723e43 - SW: Fix cheats via the console following changes in e22d9b21e4. 2020-08-20 07:43:57 +10:00
Christoph Oelckers
70bc99dba7 - Duke: draw the screen border after all the content it's supposed to mask. 2020-08-19 22:16:57 +02:00
Christoph Oelckers
f888df9f5b - fixed screen resize actions to work outside the automap. 2020-08-19 20:38:36 +02:00
Christoph Oelckers
d645674c1c - consolidated the DEF parser parts in the backend.
Only Blood had some special handling - better implement callbacks here instead of requiring a second parsing pass.
2020-08-19 20:29:37 +02:00
Christoph Oelckers
dd20d74c51 - revert unintended change of text labels. 2020-08-19 19:18:47 +02:00
Christoph Oelckers
cbe4618a91 - do not play the random sword selection sounds on a map's very first tic.
This tends to interfere with map specific voice lines.
Fixes #214
2020-08-19 19:07:06 +02:00
Christoph Oelckers
c2fd4d3d18 - SW: reset screen blend when resetting a level.
Fixes #211
2020-08-19 17:31:05 +02:00
Christoph Oelckers
5cfd427e42 - renamed local totalclock variables to reduce noise for the forthcoming timer cleanup. 2020-08-19 17:23:18 +02:00
Christoph Oelckers
91cc6a657b - tick the fortune cookie display within the playsim code to ensure its duration is handled properly.
Fixes #204
2020-08-19 17:10:54 +02:00
Christoph Oelckers
f327e3832a - fixed Blood's weapon drawer.
It didn't clear its custom flags and applied the wrong shade.
2020-08-19 16:56:36 +02:00
Christoph Oelckers
e22d9b21e4 - changed SW's cheat prefix from 'sw' to 'lw' (i.e. Lo Wang) so that the cheats do not start with two movement keys. 2020-08-19 16:51:15 +02:00
Christoph Oelckers
94beac937d - scale down the notify display by 2 in RR.
Its fonts are double the size as the other games and this must be factored in here for HUD scaling to work as expected.
2020-08-19 16:40:54 +02:00
NY00123
829bc10ccb SW: If a saved load is loaded at a point which is right after killing
a boss, ensure that FinishTimer and FinishAnim are appropriately
updated. This commit bumps GameVersion.
Additionally, the set of FinishAnim to 0 in NewLevel had
to move to a different location (InitLevelGlobals2), so
it doesn't override the value stored in the saved game.

# Conflicts:
#	source/sw/src/game.cpp
2020-08-19 14:24:56 +02:00
Mitchell Richters
042caf1b21 - SW: Implement cl_weaponsway for game. 2020-08-19 15:35:04 +10:00
Christoph Oelckers
0a8f7e60b6 - fixed incompatibility of FindDistance3D with Shadow Warrior.
Fixes #200 and most likely many other issues as well.
2020-08-18 23:49:44 +02:00
Christoph Oelckers
57cdcda253 - initiate a proper game state reset when ending an episode.
Fixes #207.
2020-08-18 20:56:18 +02:00
Christoph Oelckers
6eba7dc410 - play music on the summary screen and check for advancing every frame.
Fixes #203
2020-08-18 20:26:16 +02:00
Christoph Oelckers
5acd7cf5e1 - SW: Stop music when ending game.
Fixes #205
2020-08-18 20:15:06 +02:00
Christoph Oelckers
b417ad2f6d - 0 is a valid level number.
Fixes #206.
2020-08-18 20:12:04 +02:00
Christoph Oelckers
aa5f42e5f4 - more header consolidation and cleanup.
In particular, this removes the pointless kTrue and kFalse constants.
2020-08-18 18:56:56 +02:00
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
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
67b3a38fa3 - draw all menu elements with DrawTexture instead of rotatesprite 2020-08-15 21:09:21 +02:00
Christoph Oelckers
5e81f88907 - replaced SW's stats display with the shared version. 2020-08-15 21:03:42 +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
f0150569a4 - ported the load level screen and deleted some dead code in game.cpp 2020-08-15 16:41:08 +02:00
Christoph Oelckers
aa8113cf06 - ported the level summary screens. Not hooked up yet. 2020-08-15 15:29:47 +02:00
Christoph Oelckers
8595b9fa47 -play SW's intro through the screen job framework. 2020-08-15 13:04:15 +02:00
Christoph Oelckers
3f9cc1412c - transitioning helper for screen jobs. 2020-08-15 10:55:21 +02:00
Christoph Oelckers
53cf248269 - added a few missing World Tour bits.
Looks like GDX missed the redefined new types of the old bosses.
Also guard the commentary sprites by a CVAR.
2020-08-15 10:25:30 +02:00
Christoph Oelckers
a690f44fc8 - use constexpr for translation utilities 2020-08-15 10:22:07 +02:00
Christoph Oelckers
c3ddde02b2 - use consistent types in FileReader's ReadInt* functions. 2020-08-15 07:33:21 +02:00
Christoph Oelckers
3d4177fbb2 - fixed return type of FileReader::ReadUInt64.
fixes #181.
2020-08-14 23:56:31 +02:00
Christoph Oelckers
ff38cfe179 - open the in-game menu only when really inside a game and actually playing.
Fixes #182
This isn't foolproof but it's probably the best that can be done.
2020-08-14 22:41:32 +02:00
Christoph Oelckers
2403e8cb2c - fixed RRRA summary screens. 2020-08-14 22:31:54 +02:00
Christoph Oelckers
37ea207d5a - fixed another one of those stupidly badly designed iterator loops.
Fixes #176.
2020-08-14 21:49:12 +02:00
Christoph Oelckers
52ddac21b0 - fixed RR's transition to its final map. 2020-08-14 21:30:09 +02:00
Christoph Oelckers
3455610031 - base palette cleanup.
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite.
Also make the palette override CVARs 3D view only in debug mode.
2020-08-14 21:18:14 +02:00
Christoph Oelckers
249c5b5734 - removed some dead code. 2020-08-14 21:12:32 +02:00
Christoph Oelckers
19635c7bdf - render Blood's choking hands in the 3D view.
This may not be faithful but it looks a lot less buggy than placing these on top of the entire HUD.
2020-08-14 21:08:28 +02:00
Christoph Oelckers
66cb7f61a4 - fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed. 2020-08-14 21:01:27 +02:00
Christoph Oelckers
a5d9886aa9 - cleaned up the remnants of the old statusbar code. 2020-08-14 00:56:34 +02:00
Christoph Oelckers
67c340b573 - ported the inventory bar.
Now the panel system is only used for displaying the weapons.
2020-08-14 00:38:27 +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
9ccf717311 - ported the inventory display on the status bar. 2020-08-13 21:57:53 +02:00
Christoph Oelckers
eafaa56834 - armor and key display. 2020-08-13 21:14:01 +02:00
Christoph Oelckers
188b2d2daa - ammo and weapon display ported. 2020-08-13 20:14:53 +02:00
Christoph Oelckers
b50bdb1ca1 - SW: started transition of the status bar. 2020-08-13 18:45:55 +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
4538068bcc - more SW cleanup, removed two more files. 2020-08-13 00:04:55 +02:00
Christoph Oelckers
bb6972abb4 - SW: get rid of redundant common_game.h 2020-08-12 23:43:21 +02:00
Christoph Oelckers
9c40c2f6af - don't draw screenblends when not in a 3D view.
Fixed #174.
2020-08-12 22:52:41 +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
80d1b71899 - fixed sounds disappearing when the owning actor was deleted.
These sounds now get unlinked so that they can play out normally.

Fixes #119.
2020-08-12 20:15:02 +02:00
Evan Ramos
81f85ee480 SW: Fix regression causing the last heat seeker to be a normal missile
It was caused by the fix for crashing when firing outside the map.

Also port said fix to the bunny rockets.
2020-08-12 19:16:25 +02:00
Christoph Oelckers
09a3567f14 - fix some more sloppiness with Blood's global game state.
Fixes #171.
2020-08-12 19:11:16 +02:00
Christoph Oelckers
2dad86a304 - made some adjustments to DMessageBoxMenu to handle screens that must close the menu before performing their option.
Fixes #173. The "End Game" menu option needs this.
2020-08-12 19:04:19 +02:00
Christoph Oelckers
2d545767ef - completely clear all texture data when setting a frame size.
SMK tries to draw a texture from it before the first frame has been rendered. This ensures that it gets a fully black frame.
Fixes #167.
2020-08-12 01:32:05 +02:00
Christoph Oelckers
05fbfa3f25 - Blood: When starting a new game, reset the global flag immediately.
Otherwise the game can get stuck in an endless loop when trying to set up a level.
Fixes 168.
2020-08-12 01:16:29 +02:00
Christoph Oelckers
57edd370a7 - fixed: When quitting the game, first clear the menu.
This is to ensure that the menu stack is empty.
Fixes 170
2020-08-12 01:15:03 +02:00
Christoph Oelckers
cbfa8abd34 - fixed some messed up conditionals in RR's switch code.
Fixes #166
2020-08-12 00:31:04 +02:00
Christoph Oelckers
83796e9eed - changed map startup order to first play a cutscene before loading the level.
Something with the timers is screwing up here if a cutscene gets played - Blood's timer code is even worse than Duke's.
Fixes #151.
2020-08-11 23:21:08 +02:00
Christoph Oelckers
4c01f1e073 - don't count chickens as kill.
Fixes #160.
2020-08-11 21:42:41 +02:00
Christoph Oelckers
0686928ee8 - fixed transition to credits in blood.
Fixes #150.
2020-08-11 20:26:50 +02:00
Christoph Oelckers
fcc271ed7b - treat 100 as maximum volume for 2D sounds when coming from the SFX data.
Without this, many sounds are way too quiet, e.g. at tne beginning of E2M1 or the end of E3M7.

Fixes #146.
2020-08-11 20:17:56 +02:00
Christoph Oelckers
85364c2bb6 - let all video players respect the SoundEnabled setting.
Fixes #164.
2020-08-11 19:52:54 +02:00
Mitchell Richters
e083f78f8e - stop Duke screaming while falling if player puts the jet pack on.
No need to keep screaming if the player has saved themselves.
2020-08-11 15:40:02 +02:00
Christoph Oelckers
6a10a7f266 - changed the rules for dimming the menu to be more clear
It will no longer depend on the game state when the menu was opened but the current game state - only on the dedicated menu screen there's no dimming - everywhere else a dim gets applied.

Also renamed GS_DEMOSCREEN to GS_MENUSCREEN for clarity
2020-08-11 00:46:27 +02:00
Christoph Oelckers
000c00dc91 - block game input during intro cutscenes
Fixes #158
2020-08-11 00:42:08 +02:00
Mitchell Richters
7243c08379 - stop weapon from moving up and down while cl_weaponsway 0 is set.
* Default zDelta is -2048, so only add (zDelta / 128.) if `cl_weaponsway 1` and add (-2048. / 128.) otherwise.
* Fixes #134 a bit better.
2020-08-11 08:40:42 +10:00
Christoph Oelckers
1d03d3d6a2 - fixed HUD meter and crosshair default size.
Fixes #137
2020-08-10 23:06:24 +02:00
Christoph Oelckers
7a2b1ee0aa - moved Blood's updatePauseStatus call to the main loop.
Fixes #149
2020-08-10 22:44:24 +02:00
Christoph Oelckers
030ca6f75d - reset the timer after the initial cutscene in Blood 2020-08-10 22:22:27 +02:00
Christoph Oelckers
070f04093a - clear the buffer for the cutscene textures when starting a new cutscene.
Otherwise the first frame may display garbage.
2020-08-10 22:16:02 +02:00
Christoph Oelckers
97b202955c - strip the drive letter off WAV names for cutscenes. 2020-08-10 22:11:00 +02:00
Christoph Oelckers
5165834441 - handle GS_FULLCONSOLE in Blood 2020-08-10 22:02:58 +02:00
Christoph Oelckers
cf5be7fbfa - default gl_control_tear to false.
This doesn't work that well with animated cutscenes.
2020-08-10 22:02:37 +02:00
Christoph Oelckers
e93ec79608 - Blood: restart music after level warp. 2020-08-10 21:41:16 +02:00
Christoph Oelckers
3ba5ca46c9 - fixed font alignment in Blood 2020-08-10 21:14:42 +02:00
Christoph Oelckers
ca740ad709 - increase volume for summary screen's speeches in Duke.
Fixes #125
2020-08-10 20:59:04 +02:00
Christoph Oelckers
b1c8046470 - fixed dimming checks for menu.
Now with proper game state management this can be done better.
2020-08-10 20:43:51 +02:00
Christoph Oelckers
28b9aafe69 - disable translucency for menu text shadows.
It didn't look that great.
2020-08-10 20:27:00 +02:00
Christoph Oelckers
7317caf567 - do not loop the scream sound on the summary screen.
Fixes 143.
2020-08-10 20:24:49 +02:00
Christoph Oelckers
8a2d34cceb - fixed typo in BUNZ cheat. 2020-08-10 20:22:12 +02:00
Christoph Oelckers
ddf238ff19 - fixed cheat args parser.
Fixes 139
2020-08-10 20:18:21 +02:00
Mitchell Richters
09f347353a - fix cl_weaponsway() for Blood.
Fixes #134.
2020-08-10 22:08:44 +10:00
Mitchell Richters
db6d2e4d89 - fix cl_viewbob() for Blood.
Fixes #134.
2020-08-10 22:08:44 +10:00
Mitchell Richters
4c74c172e3 - fix screenjob.cpp PlayVideo() returning after stripping drive letter without checking whether it was able to re-open the file thereafter successfully.
Fixes #128.
2020-08-10 21:15:17 +10:00
Christoph Oelckers
d3df4e580c - do not restart one-page image scrollers with Enter
Instead go back one menu level.

Fixed #129
2020-08-10 01:12:53 +02:00
Christoph Oelckers
c7e664d3a6 - animate status bar elements
Fixes #127
2020-08-10 00:36:50 +02:00
Christoph Oelckers
0492c5f4d3 - optimized reverb settings.
Fixes #124
2020-08-09 13:26:48 +02:00
Mitchell Richters
a3a7a8f6be - repeat of cf548e055e for RR. 2020-08-09 16:41:42 +10:00
Mitchell Richters
fb6a58904a - Set glcycle_t class as active when stat fps is active.
Fixes #122.
2020-08-09 16:39:15 +10:00
Mitchell Richters
cf548e055e - clamp player sprite's xvel between 0 and 512 to stop it going into the negative with rapid posx/posy changes due to teleporting.
* With steroids and a controller (controllers have a slightly higher max fvel/svel than a keyboard), I could not get xvel to exceed 503.
* Fixes #123.
2020-08-09 16:24:48 +10:00
Christoph Oelckers
d731bf4e57 - fixed typo in floor damage check.
This rendered the boots ineffective on lava.
Fixes #114
2020-08-07 23:30:08 +02:00
Christoph Oelckers
dfa3519ebc - stop screaming sound when landing.
Fixes #116
2020-08-07 22:20:29 +02:00
Christoph Oelckers
596367f10f - Screenblend fixes. 2020-08-07 22:00:43 +02:00
Christoph Oelckers
f8c65839f0 - fixed broken jumping.
This was a nasty, but typical case for Duke where a variable did not contain what the name said and was carried along way too much code.

Fixes #112
2020-08-07 21:59:11 +02:00
Christoph Oelckers
4b69a181c3 - use symbolic constants for some statnums 2020-08-06 20:54:51 +02:00
Christoph Oelckers
4cfeb9b2cc - fixed bouncing flame in VACA2.
Taking a hint from EDuke32 here.
2020-08-06 20:54:02 +02:00
Mitchell Richters
47dbc46213 - fixed the interpolation issues while on a crane.
* Partially addresses issues discussed in #105 and #106.
2020-08-06 15:39:45 +10:00
Christoph Oelckers
9060abbafd - 8 more SW headers gone. 2020-08-06 00:18:45 +02:00
Mitchell Richters
bbe05b0c81 - harden FinalizeInput() with else blocks on each if statement after checking whether all movement is blocked.
Fixes #105.
2020-08-06 07:25:04 +10:00
Christoph Oelckers
3e8ff96e6b - added workaround for DukeDC's ending cutscene which was abusing undefined behavior in the original code. 2020-08-05 22:57:45 +02:00
Christoph Oelckers
514c029e47 - this wasn't supposed to get committed. 2020-08-05 22:40:47 +02:00
Christoph Oelckers
a30933871e - fixed most end of game cutscenes. 2020-08-05 22:36:39 +02:00
Christoph Oelckers
ba3c353198 - use the correct code for the devastator in operateweapon.
The code present was from EDuke 2.1, I have no idea if it ever worked there. It was replaced with JFDuke's.
Fixes #104.
2020-08-05 22:36:38 +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
4a0e155637 - fixed starting of bonus screen music.
It must not be done in the constructor of the screen but when actually playing the first frame.
2020-08-05 22:36:38 +02:00
Christoph Oelckers
4fef66c78a - SW script parser cleanup 2020-08-05 22:36:37 +02:00
Mitchell Richters
a3dfa58662 - correct typo in Blood text string because I'm OCD like that. 2020-08-05 23:17:57 +10:00
Mitchell Richters
ddd30e742c - ensure player's angle input while playing with cl_syncinput 0 is scaled appropriately when sector's lotag is ST_2_UNDERWATER. 2020-08-05 22:57:47 +10:00
Mitchell Richters
d1a68421bd - fix cl_weaponsway for Duke. 2020-08-05 20:04:14 +10:00
Mitchell Richters
2919cdcb44 - clamp the calculated horizAngle to -180/180 to stop overflowing if player moves the mouse stupidly quick while cl_syncinput 1 is set. 2020-08-05 19:56:49 +10:00
Mitchell Richters
03bccb3a06 - functionalise significant portions of 0ee3ab4df8. 2020-08-05 19:24:42 +10:00
Mitchell Richters
0142449d95 - clamp angle velocity as originally intended. 2020-08-05 17:59:46 +10:00
Mitchell Richters
736811e864 - properly tune sethorizon() so that 'frominput' bool can be removed. Returning to centre function is essentially consistent between input states now. 2020-08-05 17:59:01 +10:00
Mitchell Richters
0ee3ab4df8 - revert most of e474ebc2b7 and adjust player's angle/horizon in a way that's compatible with cl_syncinput 0 and cl_syncinput 1.
Previous attempts at leveraging `applylook()` and `sethorizon()` in different spots had pros and cons, but ultimately changing where these functions were called from was a net negative and had hard to diagnose issues.

Maintaining two types of player input is considerable work. Lessons have been learned and will be beneficial when it comes time to re-doing the other games. Ideas from PR #98 for optimising RRRA vehicle experience while `cl_syncinput 0` is in use have been implemented here.
2020-08-05 17:53:41 +10:00
Mitchell Richters
65428a2d1a - revert ea98978ae7 and baed75ff8a, and do in a more compatible way with synchronised and unsychronised input. 2020-08-05 17:43:14 +10:00
Mitchell Richters
bb0129c331 - add missed savegame addition when doing 9f8d50c0a1. 2020-08-05 17:39:02 +10:00
Mitchell Richters
9f8d50c0a1 - add horizAdjust after processing pitch adjustments and call sethorizon() in processinput_d() after dokneeattack().
Fixes #101.
2020-08-05 14:23:07 +10:00
Christoph Oelckers
454e0e36c9 - added a sound for advancing multi-screen menus.
Fixes #100.
2020-08-05 00:32:29 +02:00
Christoph Oelckers
f363aca1b7 - fixed the crane in Duke3D.
Fixes #92
2020-08-05 00:28:14 +02:00
NY00123
22b492a5b3 SW: If a saved load is loaded at a point which is right after killing
a boss, ensure that FinishTimer and FinishAnim are appropriately
updated. This commit bumps GameVersion.
Additionally, the set of FinishAnim to 0 in NewLevel had
to move to a different location (InitLevelGlobals2), so
it doesn't override the value stored in the saved game.

# Conflicts:
#	source/sw/src/game.cpp
2020-08-04 20:11:37 +02:00
Mitchell Richters
157933e902 - fixed regression from b9eef9c6a3 where the angle wouldn't apply if horizon was specified. 2020-08-04 23:13:22 +10:00
Mitchell Richters
b9eef9c6a3 - make ang and horiz optional on each game's warptocoords CCMD as suggested in commentary for 1dc6edfa56. 2020-08-04 22:33:17 +10:00
Mitchell Richters
8817914744 - add printcoords as an ADD_STAT() define and move string code into static function for shared use between CCMD and ADD_STAT. 2020-08-04 21:56:32 +10:00
Mitchell Richters
b08d571be9 - create Blood dynamic CCMD warptocoords.
* The setting of the player's horizon/viewangle probably still requires work, but warping to pos x/y/z works fine.
2020-08-04 19:10:43 +10:00
Mitchell Richters
a9b05eff86 - fix coolie death issues raised in https://forum.zdoom.org/viewtopic.php?f=340&t=69254 in manner suggested by OP. 2020-08-04 19:02:26 +10:00
Mitchell Richters
3e44d850b3 - fix issues with Exhumed and SW warptocoords CCMDs when cherry-picking from public branch. 2020-08-04 18:04:44 +10:00
Mitchell Richters
24d847f4ec - create Duke dynamic CCMD warptocoords. 2020-08-04 18:04:02 +10:00
Mitchell Richters
af830518a6 - create Exhumed dynamic CCMD warptocoords. 2020-08-04 17:53:37 +10:00
Mitchell Richters
1dc6edfa56 - create SW dynamic CCMD warptocoords. 2020-08-04 17:53:34 +10:00
Mitchell Richters
38fa10326d - create engine CCMD printcoords. 2020-08-04 17:53:31 +10:00
Mitchell Richters
2bdf5f38e5 - remove code meant to have been deleted when performing e474ebc2b7. Makes processinput_r() match processinput_d(). 2020-08-04 17:13:28 +10:00
Mitchell Richters
bc103595ce - force scaleAdjust to be 1 when cl_syncinput is 1.
* Above calculation has some micro variances to it which were leading to strange behaviour like the bike's tilting not working properly with `cl_syncinput 1`.
2020-08-04 17:11:32 +10:00
Mitchell Richters
293c1af4c2 - interpolate p->TiltStatus for RR(RA). 2020-08-04 17:11:00 +10:00
Mitchell Richters
cdb8e5b94e - do these in the order that processinput() does them in. 2020-08-04 16:30:20 +10:00
Mitchell Richters
a2a668cd7b - fix vehicle turning issues following cl_syncinput changes/fixes in e474ebc2b7. 2020-08-04 16:28:57 +10:00
Mitchell Richters
cb93560a4a - fix regression from e474ebc2b7 by which the player could adjust their angle on a camera while cl_syncinput 0 (default) was set.
* Issue doesn't occur with `cl_syncinput 1` because `processinput()` returns when p->newowner >= 0 before `applylook()` is called from within it.
* Fixes #96.
2020-08-04 13:02:19 +10:00
Christoph Oelckers
41cc5cac34 - fixed responsiveness issues with Blood's weapon selection.
This shouldn't really do anything and might point to some deeper implementation flaw.
2020-08-04 00:06:36 +02:00
Christoph Oelckers
b0c1140649 - fixed bad default for viewDrawText's alpha.
Like so many other things in Build the concept of alpha is hopelessly stupid and really makes no sense, and this was carried over here.
2020-08-03 21:26:19 +02:00
Christoph Oelckers
4bab061bd0 - removed some dead code from SW. 2020-08-03 20:53:00 +02:00
Christoph Oelckers
d526c6401f - use the generic cheat system for Blood. 2020-08-03 20:51:31 +02:00
Christoph Oelckers
d729bc898c - fixed character counter in MakeUTF8. 2020-08-03 20:18:33 +02:00
Christoph Oelckers
724c811de3 - Moved message storage to the map records. 2020-08-03 20:16:32 +02:00
Christoph Oelckers
35a5c4e23c - undid hardcoded coupling of Mapinfo slots with episode/level pairs in Blood.
This both lifts the imposed limit of 16 levels and will allow dynamic management of global mapinfo data.
2020-08-03 20:11:30 +02:00
Christoph Oelckers
d87f0dc0b0 - uninitialized variable fixed 2020-08-03 20:07:23 +02:00
Christoph Oelckers
0036402be8 - removed most of the network code in Blood.
Mainly to expose the parts that still get used in single player because there's some problems here that need addressing.
ENet is also gone now.
2020-08-03 20:06:27 +02:00
Christoph Oelckers
dea0804f9a - how could this compile? 2020-08-03 19:14:33 +02:00
Christoph Oelckers
825b286424 - removed some redundant parts in level.cpp
Let's use the underlying data directly.
2020-08-03 19:11:48 +02:00
Christoph Oelckers
5704c57fe0 - changed the byte order swappers to use ZDoom's versions
This is to reduce redundancy, plus, these are native on Windows and macOS.
2020-08-03 19:09:57 +02:00
Christoph Oelckers
3c8da8c421 - moved LocalKeys to controls.cpp
to consolidate input code in one file.
2020-08-03 19:08:49 +02:00
Mitchell Richters
7493d4e334 - remove unused getters from player_struct. 2020-08-03 23:01:53 +10:00
Mitchell Richters
aead65183c - draw the crosshair using getHalfLookAng() inline function, making use of its double precision and optionally interpolated result. 2020-08-03 22:56:43 +10:00
Mitchell Richters
d3d9bb0823 - partially revert 19e4393a4f by adding the player's mouse input after calculating the true pitch of p->q16horiz.
* Need to add `p->horizAdjust` in with `p->q16horiz` because the values passed to that variable are the same as what would have been directly added to `p->q16horiz` in `processinput()`.
* Leaving mouse input to apply after calculating the pitch lets us take advantage of the calculated pitch's accuracy to provide consistent mouse input across the pitch's range.
2020-08-03 22:39:09 +10:00
Mitchell Richters
1556e80dd2 - apply same RR horizon workaround from e474ebc2b7 for when cl_syncinput 1 is set for angle as well. 2020-08-03 22:31:44 +10:00
Mitchell Richters
19e4393a4f - add all the horizon values before converting into true pitch inside sethorizon(). 2020-08-03 22:13:10 +10:00
Mitchell Richters
573cb363ae - add new weapon interpolation variable from player_struct into savegame code. 2020-08-03 21:26:28 +10:00
Mitchell Richters
e474ebc2b7 - multiple input fixes for both games, and for both cl_syncinput 0 and cl_syncinput 1 modes.
* For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode.
* Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments.
* Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable.
* Removed `horizSkew` variable, can just use `horizAdjust` for this.
* Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively.
* Removed now unused `addang()` and `addhoriz()` setters from `player_struct`.
* Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions.
* Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`.
* Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1.
* Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1.
* Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342.
* Re-work returning to center to work off the true pitch code and always ensure that the player returns to center.
* Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 21:19:45 +10:00
Mitchell Richters
d9fab07c31 - interpolate p->hard_landing for RR. 2020-08-03 17:27:09 +10:00
Mitchell Richters
c600295c93 - apply same fix from c63564eb7a for returning interpolated value for the player's q16horiz - q16horizoff if cl_syncinput is true.
* Also changed `gethalflookang()` to camel case `getHalfLookAng()` for easier reading.
* Also broke a very long if statement down into smaller chunks for readability.
2020-08-03 17:06:28 +10:00
Mitchell Richters
c63564eb7a - replace lookanghalf() player_struct getter with inline that can accept cl_syncinput as a bool for whether to return an interpolated calculation or not.
New HUD was being let down by using an uninterpolated `q16look_ang` regardless of whether `cl_syncinput` was true.
2020-08-03 16:27:14 +10:00
Mitchell Richters
6bd050e201 - fix some interpolation harshness with p->weapon_pos. 2020-08-03 15:06:25 +10:00
Mitchell Richters
7efa905a01 - fix some interpolation harshness with p->kickback_pic. 2020-08-03 15:06:25 +10:00
Mitchell Richters
531df48d38 - interpolate p->hard_landing for Duke 3D. 2020-08-03 15:06:25 +10:00
Mitchell Richters
43ff42b330 - interpolate p->random_club_frame for Duke 3D. 2020-08-03 15:06:25 +10:00
Mitchell Richters
038039eb3f - interpolate p->kickback_pic for Duke 3D. 2020-08-03 15:06:25 +10:00
Mitchell Richters
8cc4b5062a Revert "- remove duplicate line.". In hindsight, I believe this was by design.
This reverts commit 6fd6926d8d.
2020-08-03 15:06:25 +10:00
Mitchell Richters
6ad3237b62 - backup p->kickback_pic in prep for interpolation and tidy up other weapon interpolation variables. 2020-08-03 15:06:25 +10:00
Mitchell Richters
11a10c1d87 - change calc_smoothratio() inline function from int to double that was missed in 0c12436092. 2020-08-03 11:57:39 +10:00
Mitchell Richters
034d6e129a - always calculate smoothratio while paused, but only return it during play. This is so the time keeps elapsing and you don't get a large delta between the first call back to CalcSmoothRatio() after the previous call. 2020-08-03 11:54:59 +10:00
Mitchell Richters
5792a2389a - consistency cleanup with a use of calcSinTableView() use within hudweapon_d.cpp. 2020-08-03 11:07:55 +10:00
Mitchell Richters
80291f9cb7 - For RR, pass vehicle TiltStatus through to backend as the double that it is. 2020-08-03 11:06:23 +10:00
Mitchell Richters
8526bd6a17 - interpolate weapon HUD for RR and make full use of calcSinTableValue()'s double precision. 2020-08-03 11:05:41 +10:00
Mitchell Richters
48e4bccc6d - oops. Missed change of hudDraw() zDelta from int to double while implementing ae2d2c7948. 2020-08-03 10:23:15 +10:00
Mitchell Richters
348acf95e0 - change division of delta between currentTime and lastTime from 8 to 72 to ensure smoothratio doesn't clip at 65536.
* Divisor of delta is there so smoothratio always starts off with some kind of value. After 10 minutes at 1100 fps, closest final result to 65536 was:

ototalclk: 4573
totalclk: 4576
gametics: 33.333 ms
elapsedTime: 33.331 ms
ratio: 0.999938
result: 65531.941356
2020-08-03 10:00:06 +10:00
Mitchell Richters
70794df76c - remove bitwise & operations on calls to calcSinTableValue() since they're no longer necessary, and remove last use of sintable[] from hudweapon_d.cpp. 2020-08-03 09:19:14 +10:00
Mitchell Richters
ae2d2c7948 - interpolate zDelta with higher precision from updated CalcSmoothRatio() function that returns a double instead of an int. 2020-08-03 09:07:19 +10:00
Mitchell Richters
61820ddef5 - interpolate bobx and boby with higher precision from updated CalcSmoothRatio() function that returns a double instead of an int. 2020-08-03 08:50:48 +10:00
Christoph Oelckers
8a31e96602 - use all available precision to render Blood's weapon animations mpre smoothly, instead of throwing it away by needlessly storing it in some integer fields. 2020-08-03 00:25:40 +02:00
Christoph Oelckers
be9402c4e0 - fixed Blood not accepting any input after loading a saved game. 2020-08-03 00:10:18 +02:00
Christoph Oelckers
38616d90a3 - renamed some members of Blood's EPISODEINFO struct. 2020-08-02 23:47:21 +02:00
Christoph Oelckers
e434df5328 - always play menu sounds by calling M_MenuSound to check the menu_sounds CVAR. 2020-08-02 22:16:26 +02:00
Christoph Oelckers
d083e12967 - added the "back" sound to the menu. 2020-08-02 22:14:58 +02:00
Christoph Oelckers
8acc4101be - simplified calcSinTableValue and inlined it.
There's no need for all this magic voodoo - the sin function already returns the proper values all by itself.
2020-08-02 22:03:22 +02:00
Christoph Oelckers
9606601554 - wraooed "q16look_ang / (2. * FRACUNIT)" in an inline function.
No need to write it out each time, this wpuld be a nightmare if it ever had to be refactored.
2020-08-02 21:45:57 +02:00
Christoph Oelckers
6a305748ff - removed some C cruft from compat.h. 2020-08-02 21:25:03 +02:00
Mitchell Richters
0bcb37860a - interpolate p->weapon_pos for smooth switching of weapons. 2020-08-02 21:20:54 +02:00
Mitchell Richters
85dcffc442 - use new fmulscale16() static inline for high precision interpolation in place of manual code. 2020-08-02 21:20:54 +02:00
Mitchell Richters
3d165ee182 - extend mulscale/divscale pragmas with double versions of each. 2020-08-02 21:20:54 +02:00
Mitchell Richters
9c8593018b - define new function calcSinTableValue() to calculate an equivalent sintable[] entry.
* Returns a true double result.
* Also supports fractional input for fractional input. That is, if `sintable[1]` = 50 and `sintable[2]` = 100, `calcSinTableValue(1.5)` = 75.
* Increased precision of `BANG2RAD` define to use double and not float.
* As such, revert addition of `sintablef[]`.
2020-08-02 21:20:54 +02:00
Mitchell Richters
abb23a7bd0 - fix remaining interpolation issue with weapon swaying when taking off again from a stand-still. 2020-08-02 21:20:53 +02:00
Mitchell Richters
6fd6926d8d - remove duplicate line. 2020-08-02 21:20:53 +02:00
Mitchell Richters
11b3f5a78a - increase precision of local variable x for displaypistol(). 2020-08-02 21:20:53 +02:00
Mitchell Richters
184465460e - make full use of sintablef[2048]. 2020-08-02 21:20:53 +02:00
Mitchell Richters
977ddc5aa8 - make full use of Q16.16 resolution for player's angle and horizon values. 2020-08-02 21:20:52 +02:00
Mitchell Richters
3a4a224877 - interpolate p->weapon_sway. 2020-08-02 21:20:52 +02:00
Mitchell Richters
4499e05b06 - pass smoothratio through to displayweapon(). 2020-08-02 21:20:52 +02:00
Mitchell Richters
0c12436092 - change returned value for CalcSmoothRatio() from int to double and pass through to displayrest() for future use with displayweapon().
* `displayrooms()` ultimately should be adjusted as well. For now, just relying on integer truncation as this is just a proof of concept.

# Conflicts:
#	source/core/gamecontrol.cpp
#	source/core/gamecontrol.h
2020-08-02 21:20:52 +02:00
Mitchell Richters
4301706e00 - promote fclamp() and fclamp2() to double. 2020-08-02 21:20:06 +02:00
Mitchell Richters
7b8e40c7e1 - create sintable sintablef[2048] as sintables of doubles.
* Also change BANG2RAD define to be a double and not a float.
2020-08-02 21:20:06 +02:00
Christoph Oelckers
18c3d9b240 - get the frame time right at the start of the frame, not when performing interpolations.
This is to factor think time out of the time span between frames and to avoid changes if the smoothratio gets calculated multiple times.
2020-08-02 21:16:01 +02:00
Mitchell Richters
3861064f62 - use 1/8 of delta time as initial elapsed time when calculating smoothratio on a new ototalclk.
* Pushes final result closer to 65536 and always ensures smoothratio never starts at 0.
2020-08-02 20:57:09 +02:00
Mitchell Richters
4830989d32 - remove all code used to get current display's refresh rate.
* Serves no purpose in Raze or GZDoom and appears to only have been added to the backend to facilitate the older interpolation code that was excised in 893686709b.
2020-08-02 20:57:09 +02:00
Mitchell Richters
f8952d5cae - directly cast steady_clock::now() to nanoseconds instead of microseconds then multiplying by 1000. 2020-08-02 20:57:08 +02:00
Mitchell Richters
5000fde281 - restore legacy interpolation path behind CVAR cl_legacyintrpl.
* Hoping the old path being available will allow the new code to be merged.
* Applied offset to sum of `(totalclk - ototalclk)` of 0.5 to ensure calculated smoothratio under legacy path always returns a value.
* For the above, consider Duke 3D with 4 game tics per ticrate, the returned values would be:
0
16384
32768
49152
* With offset of 0.5, the following values are returned depending on how far advanced `totalclk` is from `ototalclk`:
8192
24576
40960
57344
2020-08-02 20:57:08 +02:00
Mitchell Richters
0aca26e197 - determine smoothRatio immediately after a potential change to ototalclock has occurred. 2020-08-02 20:57:08 +02:00
Mitchell Richters
52d9fd4cda - add cl_debugintrpl CVAR to print interpolation information to the console.
* Also revert back to use of `xs_CRoundToInt()` that was accidentally removed previously.
2020-08-02 20:57:08 +02:00
Mitchell Richters
1cf857e788 - create an enum for MaxSmoothRatio and replace multiple hard-coded uses of '65536' constant. 2020-08-02 20:57:08 +02:00
Mitchell Richters
733f3aa490 - increase granularity of CalcSmoothRatio(). 2020-08-02 20:57:07 +02:00
Christoph Oelckers
00ecea47aa - use CCMDs for input in Blood where appropriate. 2020-08-02 20:44:37 +02:00
Christoph Oelckers
4a049c1a4d - split sprite animation off view.cpp 2020-08-02 19:59:14 +02:00
Christoph Oelckers
e2498a53a9 - split Blood prediction code into its own file. 2020-08-02 19:43:45 +02:00
Christoph Oelckers
a9820abcae - migrated the remaining 2D content in Blood away from rotatesprite. 2020-08-02 19:00:32 +02:00
Christoph Oelckers
4e9ea9ef60 - fixed bad merge from some time agp. 2020-08-02 18:12:43 +02:00
Christoph Oelckers
1392f4db01 - handle the view frame with backend features. 2020-08-02 18:02:13 +02:00
Christoph Oelckers
fc390e244f - background for text screens. 2020-08-02 17:45:03 +02:00
Christoph Oelckers
1150e3ee0d - removed unused stuff from screen.cpp and deleted screen.h. 2020-08-02 13:54:36 +02:00