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
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