Commit graph

603 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
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
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
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
Mitchell Richters
5daaa1fc06 - fix issues with cl_syncinput 0. 2020-08-31 05:24:29 +10:00
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
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
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
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
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
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
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
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
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
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
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
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
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
8bb13bc4c2 - InputState: Exclude volume keys from setting AnyKeyStatus to true. 2020-08-27 13:05:05 +02:00
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
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
4e846f8d66 - do not print game init messages to the notify display. 2020-08-26 20:19:54 +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
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
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
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
62388e30be - fix C_SetNotifyFontScale() for RR.
Fixes #264.
2020-08-26 22:33:19 +10:00
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
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
b883204f6a - All Games: Remove remaining use of totalclock and associated timing code. 2020-08-26 09:49:34 +10:00
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
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
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
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
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
faf23d8ff0 - proper defaults for Blood. 2020-08-25 00:01:33 +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
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
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
7859a29e95 - use global variables to track automap state
So far implemented in Duke/RR.
2020-08-24 19:31:43 +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
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
7417160abd - when closing the main menu, go directly to the full console.
Fixes #27
2020-08-23 20:48:48 +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
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
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
ca943317e7 - ported Exhumed's map to the ScreenJob interface. 2020-08-21 22:30:51 +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
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
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
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
b417ad2f6d - 0 is a valid level number.
Fixes #206.
2020-08-18 20:12:04 +02:00
Mitchell Richters
5cc30ad7c6 - SW: Increase precision of x/y coordinates where possible. 2020-08-18 18:26:04 +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
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
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
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
8595b9fa47 -play SW's intro through the screen job framework. 2020-08-15 13:04:15 +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
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
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
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
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
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
85364c2bb6 - let all video players respect the SoundEnabled setting.
Fixes #164.
2020-08-11 19:52:54 +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
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
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
0492c5f4d3 - optimized reverb settings.
Fixes #124
2020-08-09 13:26:48 +02:00
Christoph Oelckers
596367f10f - Screenblend fixes. 2020-08-07 22:00:43 +02:00
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
454e0e36c9 - added a sound for advancing multi-screen menus.
Fixes #100.
2020-08-05 00:32:29 +02:00
Christoph Oelckers
d526c6401f - use the generic cheat system for Blood. 2020-08-03 20:51:31 +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
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
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
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
6a305748ff - removed some C cruft from compat.h. 2020-08-02 21:25:03 +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
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
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
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
3a32e8840f - ported Blood's status bar to the Status bar class.
Now it allows downscaling just like Duke's.
2020-08-02 13:35:34 +02:00
Christoph Oelckers
cc8798f6e2 - preparations for rendering Blood's status bar through the Statusbar class. 2020-08-02 08:39:51 +02:00
Christoph Oelckers
347ed51036 - refactored Blood's main loop.
* moved Smacker video playing code into the backend, so now all games can play all supported video formats
* logos and level intro/exit videos use ScreenJob
2020-07-29 23:18:08 +02:00
Christoph Oelckers
b49d04fd6e - fixed: The video player did not check the sound CVARs.
Fixes #58
2020-07-28 21:05:14 +02:00
Mitchell Richters
158fd46581 - change Duke's synchronized_input to CVAR cl_syncinput. 2020-07-28 21:38:28 +10:00
Christoph Oelckers
371a808d9e - set MP taunt texts as CVAR defaults to ensure they won't get deleted by user actions. 2020-07-27 18:12:24 +02:00
Christoph Oelckers
4836744d26 - language update. 2020-07-26 23:27:39 +02:00
Christoph Oelckers
c0d46f6a69 - implemented proper scaling for the status bar.
Addresses #2.
2020-07-26 23:06:27 +02:00
Christoph Oelckers
102f473821 - clear the input state before starting a cutscene to ensure that it won't get skipped by residual input data. 2020-07-26 19:55:06 +02:00
Christoph Oelckers
c8cde7fb3b - stop sound in all paths of the ANM player.
Fixes #36.
2020-07-26 18:02:24 +02:00
Christoph Oelckers
775eabcd3d - fixed incorrect 'twodonly' flag set for the base palettes.
This let the palette creator skip all translations for the water and slime palette. Fixes #28.
2020-07-26 17:56:33 +02:00
Christoph Oelckers
af970b091e - set proper game state after ending the level summary screen.
Fixes #20.
2020-07-26 12:43:32 +02:00
Christoph Oelckers
6e276545cd - fixed typo in savegame metadata reader and an issue with code execution order when exiting a level. 2020-07-26 12:15:24 +02:00
Christoph Oelckers
342b90c8f9 - fixed: With hud_messages == 1 no messages were printed. 2020-07-26 10:31:12 +02:00
Mitchell Richters
f67a53a7c0 - fix sound and music pausing with tweaks to updatePauseStatus(). Also removed unneeded game-side function. Fixes #11. 2020-07-26 17:20:53 +10:00
Christoph Oelckers
8a5427abed - fixed the cheat handler. 2020-07-25 17:25:21 +02:00
Christoph Oelckers
6df64f4ee3 - fixed RR status bar layout. 2020-07-25 16:43:03 +02:00
Christoph Oelckers
654391a278 - fixed layout for classic Duke fullscreen HUD. 2020-07-25 15:41:11 +02:00
Christoph Oelckers
f9d48e1f68 - removed all the intermediate variables for the status bar size.
hud_size now gets used directly by the status bar code.
2020-07-25 13:26:56 +02:00
Christoph Oelckers
9043123aab - set proper engine compatibility mode. 2020-07-25 10:03:13 +02:00
Christoph Oelckers
1e8b8443b0 - implemented 2D rotation and fixed offset calculation for drawing scaled sprites on the status bar. 2020-07-24 23:08:48 +02:00
Christoph Oelckers
e2de6d9dc3 - changed status bar drawer to pass the texture offsets to the low level code instead of adding them itself.
This is needed for rotating around the pivot point, if the offset is applied here the low level code cannot do the rotation properly anymore.
2020-07-24 21:08:33 +02:00
Christoph Oelckers
b56f74bf32 - actually call the postAction callback for the screen job.
Fixes missing title music.
2020-07-24 20:11:50 +02:00
Christoph Oelckers
d10bf41b03 - removed some obsolete stuff. 2020-07-24 19:44:05 +02:00
Christoph Oelckers
25d383ac73 - re-enabled skipping of MVE movies which was disabled for easier debugging. 2020-07-24 19:05:34 +02:00
Christoph Oelckers
940413524b - tweaks to synchronize video and audio with MVE. 2020-07-24 00:01:50 +02:00
Christoph Oelckers
200db367ec - fixed MVE audio by simplifying the audio buffer to a simple ring buffer of sufficient size. 2020-07-23 23:48:26 +02:00
Christoph Oelckers
75e8a71905 - some progress with sound. Still glitchy. 2020-07-23 23:22:09 +02:00
Christoph Oelckers
928a16983d - adapted the MVE player.
Video appears to work, but has quite severe artifacting  I cannot tell if it's the video or the decoder which causes it.
2020-07-23 22:26:07 +02:00
Mitchell Richters
f046c5eb6b - fix compiler warnings and actual issues with in-game horizon.
* Can't have a - operator on unsigned int in the binangle class.
* Changed fixed horiz class from unsigned to signed as in-game horizon is a signed integer.
2020-07-24 01:08:50 +10:00
Christoph Oelckers
945dbc9f7e Use type safe angle and horizon classes for the render interface
These need to be robust and not allow implicit conversions.
2020-07-23 17:03:11 +02:00
Christoph Oelckers
9742bc72aa - created a horizon class as well. 2020-07-23 17:02:59 +02:00
Christoph Oelckers
ab8006cc40 - make binaryangle.h compile. 2020-07-23 17:02:59 +02:00
Christoph Oelckers
be9094cb97 Silenced lots of warnings pointed out by XCode. 2020-07-23 17:02:59 +02:00
Christoph Oelckers
d16d8f0d0e - fixed issues reported by XCode 2020-07-23 17:02:59 +02:00
Christoph Oelckers
7d414fcfa5 - binary angle class draft. 2020-07-22 21:16:29 +02:00
Christoph Oelckers
368298d02d - enable the menu and console everywhere, except on the intro logos. 2020-07-22 00:42:50 +02:00
Christoph Oelckers
902fbf6f5d - got rid of MODE_TYPE since this will be handled in the backend in the future. 2020-07-21 22:59:24 +02:00
Christoph Oelckers
61f5247b71 -let's hope this will solve the pausing problem for good.
The checks for game pause were totally inconsistent, so now there is a utility function that tells whether the game is supposed to run or not.
pause can also take 3 values now - 0 for no pause, 1 for pause from opening the menu or console or 2 for hitting the pause button.
2020-07-21 22:46:26 +02:00
Christoph Oelckers
6227f9f7fd - optimizations for better savegame performance. 2020-07-21 21:32:38 +02:00
Christoph Oelckers
1869a7930e - hooked up the new savegame code.
Not tested yet.
2020-07-21 00:07:02 +02:00
Christoph Oelckers
2d78643c4d - initial savegame work. 2020-07-20 18:43:50 +02:00
Christoph Oelckers
7d7ae9e463 - fixed gamestartup parser so that it can detect script versions again. 2020-07-20 18:43:50 +02:00
Christoph Oelckers
f9842fc4a8 - implemented running screen jobs from the main loop.
The entire game now has only one single place where videoNextPage gets called.
2020-07-20 18:43:48 +02:00
Christoph Oelckers
e2e9c8ad01 - fixed the timer. 2020-07-20 18:43:48 +02:00
Christoph Oelckers
31b9995406 - rewrote the ScreenJob player as a class that can be called by an asynchronous dispatcher.
Works, except for timing issues with ANMs.
2020-07-20 18:43:48 +02:00
Christoph Oelckers
c767ead84f - properly route gameexitfrommenu through the callbacks. 2020-07-18 21:28:57 +02:00
Christoph Oelckers
29e107ad24 - use CCMDs for weapon and inventory selection, courtesy of ZDuke. 2020-07-17 20:56:10 +02:00
Christoph Oelckers
55feadd11c - render the weapons with the DrawTexture interface and properly handle rotatesprite's alignment modes 2020-07-16 13:23:26 +02:00
Christoph Oelckers
ea6c74d0e6 - transitioned the local input handler.
There wasn't anything EDuke32-specific in there - nearly everything mapped perfectly to JFDuke.
2020-07-15 19:48:04 +02:00
Christoph Oelckers
a0cd407632 - cleanup on pausing code. 2020-07-15 18:10:31 +02:00
Christoph Oelckers
a9f152c1fe - added JFDuke's label type checker and did some cleanup on the CON init code.
Most importantly: Use dynamic buffers for managing the labels instead of hijacking some other storage space.
2020-07-15 12:34:42 +02:00
Christoph Oelckers
866be28da0 - clear the input state when starting a new map or loading a savegame. 2020-07-15 09:21:47 +02:00
Christoph Oelckers
99161e2e4a - made ps an array of player_struct like it originally was. 2020-07-15 00:26:58 +02:00
Christoph Oelckers
1e9679aceb - removed faketimerhandler and the last static remains of EDuke's netcode. 2020-07-14 21:15:37 +02:00
Christoph Oelckers
fedeec73c7 - cleaned out some unused parts of engine.cpp 2020-07-14 17:35:19 +02:00
Christoph Oelckers
5655015691 - YAX is also gone now. 2020-07-14 16:06:14 +02:00
Christoph Oelckers
1d9d1396ac - got rid of print.h (a.k.a. 'how not do design a text formatting library'.) 2020-07-14 15:41:19 +02:00
Christoph Oelckers
117e78cb3b - removed clipshape feature as it is a feature of modern EDuke32 maps only. 2020-07-14 15:36:25 +02:00
Christoph Oelckers
19ef0cd295 - removed screentext and reverted Blood to its original text output. 2020-07-14 15:25:35 +02:00
Christoph Oelckers
aa01adb2f1 - removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers
f307b2a954 - removed the old Duke and RR subprojects.
These seriously stand in the way of backend cleanup that is needed to do a release based on the new code.
2020-07-14 13:09:34 +02:00
Christoph Oelckers
a93ed1e502 Merge branch 'master' into back_to_basics2
# Conflicts:
#	source/blood/src/view.cpp
#	source/core/gamecontrol.cpp
2020-07-14 12:57:38 +02:00
Christoph Oelckers
893686709b - removed the redundant rfreq factor from CalcSmoothRatio.
I never realized it was redundant when consolidating the interpolation math into one function - originally this was done in a way that it wasn't obvious.
This also eliminates the dependency on refreshFreq which never actually made any sense.
2020-07-14 12:32:59 +02:00
Christoph Oelckers
481ac965cf - reverted ClockTicks to an integer so that interpolation can be reimplemented without it affecting the global game timer.
The entire method at use here is essentially not correct. Interpolation should be handled independently of the game timer directly based on the underlying clock, like in ZDoom.
There's interpolation bugs in the Build games that cannot be fixed if totalclock is used for it, but if we use something else we do not need a fractional totalclock.
2020-07-14 11:52:38 +02:00
Christoph Oelckers
01fce31f43 - everything compiles again.
Still needs testing.
2020-07-07 20:27:21 +02:00
Christoph Oelckers
6b86d7606f - safety commit - does not compile! 2020-07-07 13:19:09 +02:00
Christoph Oelckers
dd45749650 - got rid of m_level_number and m_volume_number.
These were only needed so that G_NewGame_EnterLevel could be called without parameters. Ouch!
2020-07-07 10:17:02 +02:00
Christoph Oelckers
34874d1a21 - migrated displayrest and took the opportunity to un-fuck the palette management. 2020-07-07 04:54:12 +02:00
Christoph Oelckers
8a1206edbc Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2 2020-07-05 11:55:41 +02:00
Christoph Oelckers
2e78c08856 - fixed palette transparency checks 2020-07-05 10:15:55 +02:00
Christoph Oelckers
2c494245ad - cheat list fixed. 2020-07-04 22:03:22 +02:00
Mitchell Richters
c70cc474a0 - change mouse input from int to float and adjust games accordingly.
* Calculate game-side mousex/mousey divisions into the calculations performed in `InputState::GetMouseDelta()`.
* Fix mouse speed when `in_mousesmoothing` is true (wasn't factoring in / 3.f division used in non-true vector.
* Standard mouse forward/side movement speeds in Exhumed & SW with that of other games.
* Remove `strafeyaw` code from Duke/Exhumed/RR as it's not necessary and was leading to situations where the player would continually keep moving sideways even without input.
* Change mouse forward/side velocities to -= current value as is done with controller input and the player's angle/aim velocities.
2020-07-04 18:28:00 +02:00
Christoph Oelckers
39185300e7 - reimplemented cheats based on ZDoom's cheat parser. 2020-07-04 15:51:02 +02:00
Christoph Oelckers
dbd3202433 - simplified the generic cheat code.
This is both closer to ZDoom and more robust.
2020-07-04 10:22:20 +02:00
Christoph Oelckers
d6e021a63d - statistics output 2020-07-03 21:44:57 +02:00
Christoph Oelckers
5144e8c355 - ported the 'entering level' screen. 2020-07-03 09:59:24 +02:00
Christoph Oelckers
d2595582d4 - fixed coordinates. 2020-07-03 00:32:10 +02:00
Christoph Oelckers
e833360b65 - ported the level stats display to be game independent. 2020-07-02 23:56:22 +02:00
Christoph Oelckers
6172978f13 - the menu code is clean. 2020-07-02 10:59:22 +02:00
Christoph Oelckers
247c9fb786 - transitioned most parts of the menu to the backend's draw functionality. 2020-07-02 01:17:45 +02:00
Christoph Oelckers
b281c34357 - some final fixes. 2020-07-01 22:27:38 +02:00
Christoph Oelckers
bb303c6469 - cleaned up the rest of the summary screen code, particularly the totally redundant second variant for RRRA. 2020-07-01 20:31:29 +02:00
Christoph Oelckers
197a35291a - added level summary screens and made the fade for the screens an engine feature.
This also hijacks one free element in the shader uniforms for the newly added factor.
2020-07-01 12:55:32 +02:00
Christoph Oelckers
2e98b2f8da - quote cleanup. 2020-06-30 22:53:15 +02:00
Christoph Oelckers
8aaadfad1b - fixed the notification display. 2020-06-30 22:01:43 +02:00
Christoph Oelckers
726ebec9ec - RR bonus screens. 2020-06-28 22:17:27 +02:00
Christoph Oelckers
69d9a98ead - Duke end of episode animations ported 2020-06-28 21:38:25 +02:00
Christoph Oelckers
6767b383e7 - safety commit. 2020-06-28 14:42:31 +02:00
Christoph Oelckers
2ddec37098 - added a texture format for single frame ANMs so that they can be handled like normal images.
The intermission code is doing weird things with them that isn't really portable.
2020-06-28 14:41:44 +02:00
Christoph Oelckers
9aaf6b416d - RR intro movies. 2020-06-28 10:14:42 +02:00
Christoph Oelckers
67fa7f8275 - work on Duke intro sequence.
Now without any Build drawing code, it goes directly to DrawTexture now. :)
2020-06-28 00:32:28 +02:00
Christoph Oelckers
4f6ab45e35 - screenjob start. 2020-06-27 11:48:55 +02:00
Christoph Oelckers
e0ad1aa0cd - cleanup of animlib.
* operate on a parameter-specified data structure instead of a global one
* moved error checks into the library code.
2020-06-27 11:47:31 +02:00
Christoph Oelckers
16db8195d5 - fixed incomplete texts in inventory.
This didn't properly discover bad lowercase entries in the font.
2020-06-26 12:20:24 +02:00
Mitchell Richters
8c723f52d1 - make controller input identical across all games.
* Convert axes in ControlInfo struct from int32_t to float as what's received from the backend.
* Remove all the scale up/down math since we don't need that with floats and replace with float constants that match old behaviour.
* Store q16mlook scaling as a constant for use with mouse and upcoming controller code.
* Add required controller code to Blood as the only game not to have working controllers.
* Fix typos in (gInput.forward > input.forward) for `ctrlGetInput()` in Blood.
* Remove use of `scaleAdjustmentToInterval()` on Exhumed and Shadow Warrior as they only process forward/side velocities within the game's ticrate.
* Repair angvel/aimvel scaling mistakes from d79a5d256d.
* Scale dyaw and dpitch by 25% for Shadow Warrior as the game runs 25% faster than the other games, leading to faster input.
2020-06-24 20:08:56 +02:00
Christoph Oelckers
e146e73345 - consolidated the 'music' parsing in Defs (pending a refactor of the MAPINFO system.)
- removed the remaining parts of the game Defs parser because we do not want anything EDuke in here.
2020-06-24 00:40:22 +02:00
Christoph Oelckers
99067f3bd6 - a small bit more is gone. 2020-06-23 21:12:15 +02:00
Christoph Oelckers
eb6aac4c43 - fixed compile 2020-06-21 23:46:17 +02:00