Commit graph

389 commits

Author SHA1 Message Date
Christoph Oelckers
fc11f537f7 - project cleanup
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00
Mitchell Richters
3ec41e776c - SW: Clean up old auto aim/mouse aim bits. 2021-01-01 22:37:40 +11:00
Christoph Oelckers
0f8e73ce77 - inlined calc_globalshifts to get rid of two global variables. 2020-12-30 09:55:57 +01:00
Christoph Oelckers
06a069750f - addressed more type casting issues in SW.
This should cover everything with coordinates.
2020-12-01 19:01:38 +01:00
Christoph Oelckers
b52668ecdf - SW: added some simple allocation wrappers around common code sequences. 2020-12-01 16:53:29 +01:00
Christoph Oelckers
6dfe869614 - shorten the struct for puser to what actually gets used from it.
This is preparation for making USER more serialization friendly as it was copied to puser.
2020-12-01 16:22:32 +01:00
Christoph Oelckers
48b16d5233 - cleanup on player CVAR use. 2020-11-29 13:22:04 +01:00
Christoph Oelckers
a587a1a888 - SW: generalize the resetting of the one-sided flag for pickup items instead of trying to handle each case explicitly.
Fixes #202
2020-11-27 20:21:13 +01:00
Christoph Oelckers
bf4cc9c6af - migrated SW to the common interpolation system.
So far only the existing pieces - animations and sector objects still to do.
2020-11-26 18:32:36 +01:00
Christoph Oelckers
b9477f147e - migrated Duke's interpolations to the common system and added handling for texture scrollers. 2020-11-26 18:32:36 +01:00
Christoph Oelckers
aac4fcefa2 - fixed comment 2020-11-25 00:09:13 +01:00
Christoph Oelckers
6549f05127 - SW: silence an apparently misplaced ambient sound in level 9. 2020-11-24 22:39:50 +01:00
Christoph Oelckers
3ad37631a6 - SW: fixed several keycards that were accidentally flagged one-sided. 2020-11-22 23:18:45 +01:00
Christoph Oelckers
2db60ae847 - SW-TD: added a hack to flip an inverted card reader in level 10.
For now this is just inserted into the level loader - it should use more sophisticated checks.
Fixes #173.
2020-11-22 19:47:20 +01:00
Christoph Oelckers
96fbfdcf86 - made hires replacements work for untranslated fonts. 2020-11-10 21:34:49 +01:00
Christoph Oelckers
727e2ceb29 - iterator variable cleanup. 2020-10-15 20:22:39 +02:00
Christoph Oelckers
a506b45369 - one third of SW's iterators. 2020-10-15 20:22:39 +02:00
Christoph Oelckers
fe2e96d3a6 Merge branch 'master' into InputContinuation
# Conflicts:
#	source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00
Christoph Oelckers
db21d5e946 - took all script exports out of the namespaces.
It looks like GCC cannot deal with this - on MSVC it works fine.
2020-10-10 10:11:22 +02:00
Mitchell Richters
d758a0ae28 - SW: Cut q16ang/q16look_ang/q16rotscrnang over to PlayerAngle struct. 2020-10-08 14:23:44 +11:00
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
82612a1330 - it compiles again (with lots of code commented out.) 2020-10-04 20:11:02 +02:00
Christoph Oelckers
5e6317b8b9 Merge remote-tracking branch 'remotes/Github_private/Blood_InputReworking' 2020-09-22 23:32:28 +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
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
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
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
Christoph Oelckers
6776508239 - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +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
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
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
809f8b5d4b - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
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
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
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
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
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
e5e8c02f1d - WIP level transition refactored to a game independent event system. 2020-09-04 19:43:35 +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
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
e19923ce4b - removed setGameClockStart.
This won't be needed anymore.
2020-09-02 20:57:03 +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