Mitchell Richters
a6cfdea480
- Improved weapon drawing, based on the new crosshair drawing offset code, starting with Duke's pistol.
2022-11-30 10:03:52 +01:00
Mitchell Richters
ef52694365
- Improved crosshair drawing that factor's in look_ang better I've had stashed away for a little bit.
2022-11-30 10:03:52 +01:00
Mitchell Richters
cea2b6b428
- Rename PlayerHorizon::__horiz
back to horiz
.
2022-10-30 16:51:12 +01:00
Mitchell Richters
619b8005ac
- Rename PlayerHorizon::horiz
in prep for negating this angle throughout code.
2022-10-30 16:51:11 +01:00
Mitchell Richters
13d643deb5
- Duke: Move Duke-exclusive code from PlayerHorizon
struct into displayweapon_d()
and clamp tangent to handle high pitches.
...
* Clamped range is slightly higher than original (200 vs. 256), however when tested with idle knuckle cracking, etc, hands were drawn not above the screen unlike unclamped tangent.
2022-10-25 07:07:15 +02:00
Mitchell Richters
8d3f3c6025
- Cut over to DAngle
from fixedhoriz
and remove the latter.
2022-10-25 07:06:55 +02:00
Mitchell Richters
ca8f8d6d36
- Remove all remaining q16horiz()
calls, also correcting a long-standing Duke bug.
2022-10-25 07:06:54 +02:00
Mitchell Richters
8697e5f054
- Replace all q16horiz(0)
calls.
2022-10-25 07:06:54 +02:00
Mitchell Richters
22a9f89b64
- Remove all uses of fixedhoriz::asq16()
.
2022-10-25 07:06:54 +02:00
Mitchell Richters
5851c0f2c6
- Clean up some q16horiz usage and how the view pitch is clamped.
2022-10-25 07:06:53 +02:00
Mitchell Richters
d8a6471680
- Add fixedhoriz::Tan()
and replace most asbuildf()
calls with it.
2022-10-25 07:06:53 +02:00
Mitchell Richters
85f716e49b
- floatify calcviewpitch
2022-10-22 12:17:00 +02:00
Mitchell Richters
5e410ff738
- Eliminate most uses of DAngle::Buildfang()
.
2022-10-15 13:32:03 +02:00
Mitchell Richters
b05b98826b
- Rename some smoothratio
variables to indicate that they've been processed.
2022-10-15 13:32:03 +02:00
Mitchell Richters
45d4d3e41a
- Eliminate __interpvalue()
and clean up Q16.16 smoothratio values where it made sense to do so.
...
* Also eliminates a now empty header.
2022-10-15 13:32:02 +02:00
Mitchell Richters
39ac3b44b0
- Add scaler operators to fixedhorizon
class and eliminate class-specific interpolatedhorizon()
inlines.
2022-10-15 13:32:01 +02:00
Mitchell Richters
74167e1a7c
- Remove interpolators for TVector and TAngle objects, replacing with single generic version.
2022-10-15 13:32:01 +02:00
Mitchell Richters
1e36aa0e7f
- Move TAngle<>
interpolation function to common and add ones for TVector<>
classes.
2022-10-13 00:59:03 +02:00
Mitchell Richters
5f586ee40c
- Tiny bit of abstraction in PlayerAngle
struct.
2022-10-05 00:36:32 +02:00
Mitchell Richters
2757140ad1
- Convert all remaining angle internals of PlayerAngle
into DAngle
units.
...
* With the old setup, we needed to use primitives to get the desired outcome, but since DAngle stores a proper angle in true degrees, we can use it all the way.
2022-10-05 00:36:32 +02:00
Mitchell Richters
bd7a004c4c
- Convert delta test in PlayerAngle::processhelpers()
to degrees, missed during cf2788b14b3d5c2e0533ad4cdc7912253848a5b9.
2022-10-05 00:36:32 +02:00
Mitchell Richters
69dff8658f
- Move getincangle()
from gameinput.h
to gamefuncs.h
.
...
* Should be eliminated fairly soon, anyway.
2022-10-05 00:36:32 +02:00
Mitchell Richters
3de1d2156d
- Rename binaryangle.h
to fixedhorizon.h
and sanitise places where previous header was included.
2022-10-05 00:36:31 +02:00
Mitchell Richters
442d1f3bd3
- Move Build interpolation helper inlines into new header file.
...
* Needed to be in new header to avoid some circular dependencies.
2022-10-05 00:36:31 +02:00
Mitchell Richters
478e7a6801
- Eliminate some TAngle floating point Build method usage.
2022-10-05 00:36:31 +02:00
Mitchell Richters
5c84f93c08
- Use the static constexpr nullAngle
everywhere possible.
2022-10-05 00:36:30 +02:00
Mitchell Richters
0edc6024e6
- Remove superfluous use of Normalized180()
method on an angle.
2022-10-05 00:36:29 +02:00
Mitchell Richters
dd55569915
- Eliminate getincanglebam()
.
2022-10-05 00:36:28 +02:00
Mitchell Richters
b23e77d9c7
- Replace player's ang
with DAngle
object.
...
* This commit does not build. Committed items are everything that's been done by find and replace.
* Next commit has hand-performed changes that are better separated out for clarity.
2022-10-05 00:36:27 +02:00
Mitchell Richters
7a6f5c0864
- Replace binangle
usage in PlayerHorizon::calcviewpitch()
with DAngle
object.
2022-10-05 00:36:27 +02:00
Mitchell Richters
dbc46e2a75
- Change out PlayerAngle::settarget()
's input from binangle
to DAngle
.
2022-10-05 00:36:27 +02:00
Mitchell Richters
a090f31bc4
- Change out PlayerAngle::addadjustment()
's input from binangle
to DAngle
.
2022-10-05 00:36:26 +02:00
Mitchell Richters
13ea55b4cb
- Replace player's rotscrnang
and look_ang
angles with DAngle
objects.
...
* Went the el cheapo route and added some floating point Build angle methods. As these and the integer build methods are really just refactoring aids, we'll come back to this in due course.
2022-10-05 00:36:26 +02:00
Christoph Oelckers
fb4da6bbd4
- added some utilities.
...
This also had to use explicit types in a few places to clear ambiguities.
2022-10-02 20:46:58 +02:00
Mitchell Richters
79022e8afa
- Clean up and simplify getincangle()
/getincanglebam()
functions and inline them.
2022-07-23 12:57:45 +10:00
Mitchell Richters
1906491129
- Move some PlayerHorizon
/PlayerAngle
class methods out into inlines in gameinput.cpp
.
...
* These class methods did nothing with the objects inside the class, they worked generically so they're better as inlines.
* Also tidied up some of the internals so they're easier to read.
2022-07-23 10:37:32 +10:00
Mitchell Richters
71fb91940d
Revert "- Simplify PlayerHorizon::settarget()
by adding a dedicated angle setter that resets interpolated value as well."
...
This reverts commit 0416834d9d
.
Revert "- Simplify `PlayerAngle::settarget()` by adding a dedicated angle setter that resets interpolated value as well."
This reverts commit 5a550613f3
.
Revert "- Add bool `lock` to `PlayerHorizon::settarget()` when setting target from the ticker without having to call setters and resetters."
This reverts commit 18541d1ab4
.
Revert "- Add bool `lock` to `PlayerAngle::settarget()` when setting target from the ticker without having to call setters and resetters."
This reverts commit 1ac58dc41c
.
* We need to ensure only the ticker can unlock the player's input if it's telling us to lock the input.
2022-06-06 18:41:45 +10:00
Mitchell Richters
0359d49df2
- Move repeated input code algorithm into an inline function.
2022-06-06 18:40:17 +10:00
Mitchell Richters
dcf1c540e6
- Another amendment to 18541d1ab4
and 1ac58dc41c
to ensure input lock is only set when we're running unsynchronised input.
2022-06-05 21:31:02 +10:00
Mitchell Richters
990c8287fc
- Amendment to 18541d1ab4
and 1ac58dc41c
to reset inputdisabled
once target is reached.
2022-05-30 22:13:42 +10:00
Mitchell Richters
612dd049f9
- Remove unused PlayerPosition
structure.
...
* There were some plans around this being in use for all the various player structs in each game, but it hasn't come to be.
* Code remains in the commit history, it can come back if it's of use in the future.
2022-05-30 21:33:14 +10:00
Mitchell Richters
1ac58dc41c
- Add bool lock
to PlayerAngle::settarget()
when setting target from the ticker without having to call setters and resetters.
2022-05-30 21:24:02 +10:00
Mitchell Richters
18541d1ab4
- Add bool lock
to PlayerHorizon::settarget()
when setting target from the ticker without having to call setters and resetters.
2022-05-30 21:22:24 +10:00
Mitchell Richters
5a550613f3
- Simplify PlayerAngle::settarget()
by adding a dedicated angle setter that resets interpolated value as well.
2022-05-30 21:22:10 +10:00
Mitchell Richters
0416834d9d
- Simplify PlayerHorizon::settarget()
by adding a dedicated angle setter that resets interpolated value as well.
2022-05-30 21:21:52 +10:00
Mitchell Richters
70d2a8dc78
- Remove a seldom-used getTicrateScale()
overload.
2022-05-30 21:06:32 +10:00
Mitchell Richters
7282e0d8bf
- Remove multiple addadjustment()
/settarget()
overloads in favour of native binangle
/fixedhoriz
versions only.
...
* Simplifies these classes a bit.
* Better shows intent in actual game code.
* Removes unnecessary int to double conversions.
2022-05-30 20:35:41 +10:00
Mitchell Richters
b2ab64bb62
- Capitalise vec3_t
z
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
68e2691be7
- Capitalise vec3_t
y
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
c549cc5276
- Capitalise vec3_t
x
variable.
2021-12-30 09:57:02 +01:00
Christoph Oelckers
41506f35db
- calcviewpitch
2021-12-26 23:08:40 +01:00
Mitch Richters
1906de5d0c
- Adjust PlayerHorizon
and PlayerAngle
struct member scaletozero()
to consistently return to zero at the same speed for synchronised and unsynchronised input at any framerate from 60 fps to at least 1000 fps.
2021-11-29 00:55:15 +01:00
Mitch Richters
b27f5e3be0
- gameinput.cpp/h: Internalise if statements used before calling PlayerHorizon
and PlayerAngle
class method scaletozero()
into method itself.
2021-11-07 18:25:37 +11:00
Mitch Richters
72531e61db
- gameinput.cpp/h: Consolidate all the return to zero code for angles and horizons into class members, using technique from horizoff
as basis.
2021-11-07 11:37:12 +11:00
Mitch Richters
7499c84d0b
- Add interpolatedhorizon()
inlines to handle interpolating fixedhoriz
objects without having to convert old and new values back to Q16.16 first.
2021-11-06 14:07:58 +11:00
Mitch Richters
5ec5321034
- gameinput.h/cpp: Abstract the angle/horizon adjustment math into a few inlines to avoid repetition and having to cast enums as doubles for C++20 compliance.
2021-11-06 14:07:53 +11:00
Mitch Richters
c424f7c8dd
- processMovement()
. Remove cl_exhumedoldturn
CVAR and tidy up numeric literals in use.
...
* In our older codebase before the input code was refactored, Exhumed's turning was broken and was only applying the base factor of 12, significantly slower than the other games.
* Upon doing some testing in PCExhumed, I noticed their turning was faster as when the counter meets its target, the turn value is shifted left by 2, effectively making it 48: b90417ed8e/source/exhumed/src/player.cpp (L336-L337)
* Removed this CVAR because of this.
* Reworked turning code so that pressing left+right together cancel each other out and that pressing both doesn't call `updateTurnHeldAmt(scaleAdjust)` twice.
* Redid turn averages factoring in Exhumed's speeds, rounded off values and stored in an enum for clarity.
2021-11-06 09:28:47 +11:00
Mitch Richters
0fe5ac6a56
- gameinput.h: Correctly use targetset()
in PlayerHorizon
and PlayerAngle
structs.
2021-10-30 17:30:01 +02:00
Mitch Richters
15c4d38694
- gameinput.h: Add initial structure for PlayerPosition
as companion to PlayerAngle
and PlayerHorizon
structs.
2021-10-30 17:30:01 +02:00
Mitch Richters
7ee4f49649
- gameinput.h: Remove some of the verticality from the PlayerHorizon
and PlayerAngle
structs.
2021-10-30 17:30:01 +02:00
Christoph Oelckers
29769dd673
- fixed engine code warnings pointed out by XCode 13.
2021-10-08 19:06:41 +02:00
Mitchell Richters
ca65c4c9da
- Allow ticker to lock input to player's angle and horizon without having to force use of synchronised input.
2021-07-18 19:25:41 +10:00
Mitchell Richters
93edeac791
- Clean-up of input functions.
...
* Remove unused `getincanglef()`.
* Remove unused `getincangleq16()`.
* In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload.
* Rename `PlayerAngle` method `applylook()` to `applyinput()`.
* Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`.
* In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0.
* In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin.
* In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
2021-04-21 20:41:04 +10:00
Mitchell Richters
d34070b8ae
- gameinput.h: Remove precise bool from horizsumfrac()
, look_anghalf()
and looking_arc()
added in a4895cb270
.
...
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
2021-04-20 21:12:17 +10:00
Mitchell Richters
de06030ea0
- gameinput.cpp: Make sethorizon()
, applylook()
and calcviewpitch()
class functions of PlayerHorizon
and PlayerAngle
where appropriate.
2021-04-19 20:50:10 +10:00
Mitchell Richters
a4895cb270
- All Games: Allow for HUD interpolation to be disabled.
...
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00
Mitchell Richters
f343bd8d5e
- Fix death camera issues stemming from f254eeb465
.
...
* Adjustment in `__addadjustment()` needs to be signed.
* Output of `bvectangbam()` needs to be signed before Duke/SW left-shift the value.
2021-04-11 17:52:29 +10:00
Mitchell Richters
534271c62a
- PlayerHorizon::interpolatedsum(): Cut over interpolation code to inline functions that was missed when doing e76f63e2c0
.
2021-04-11 17:50:32 +10:00
Mitchell Richters
e76f63e2c0
- Consolidate all game interpolation code into inline functions.
2021-04-11 16:45:35 +10:00
Mitchell Richters
f254eeb465
- binaryangle.h: Remove lookangle
class and replace use with binangle
.
...
* Added in fca846272e
to deal with signed adjustments but its just not needed.
* Made better use of `binangle`/`fixedhoriz` class getters and setters than before as well.
2021-04-11 15:45:53 +10:00
Mitchell Richters
ba90f444dd
- PlayerAngle: Repair issues with addadjustment()
method following changes in 4ffe004483
that were affecting negative input.
2021-04-05 21:41:11 +10:00
Mitchell Richters
9c01bde44e
- gameinput.cpp: Block player input within sethorizon()
and applylook()
if target for each has been set by the ticker.
...
* Stops players having the ability to provide input and fight the system trying to set an input.
2021-04-02 22:47:19 +11:00
Mitchell Richters
4ffe004483
- Further work within PlayerAngle
and PlayerHorizon
structs following 39fe9efaff
and bf2d8078a4
.
...
* Reduce code repetition.
* Clamp incoming horizon when using `settarget()` methods.
* Eliminate double calculation that was occurring in `processhelpers()`.
2021-04-02 22:47:17 +11:00
Mitchell Richters
bf2d8078a4
- PlayerHorizon: Replicate changes to settarget()
and processhelpers()
methods from 39fe9efaff
.
2021-03-31 19:44:50 +11:00
Mitchell Richters
39fe9efaff
- PlayerAngle: Adjust how settarget()
methods store angle for unsynchronised angle adjustments and adjust processhelpers()
method accordingly.
...
* Repairs angle issues raised in https://forum.zdoom.org/viewtopic.php?f=340&p=1185365 .
2021-03-31 19:43:41 +11:00
Mitchell Richters
7fcf1c94a1
- Exhumed: Minor fixes to panning code.
...
* Stop panning if underwater.
* Remove overload from PlayerHorizon from d32dcd5f8e
that was causing problems for other games.
* Remove static bool `plrFalling` also from d32dcd5f8e
and add `bIsFalling` to `Player` struct, hooking up with save code as well.
2021-01-05 17:07:56 +11:00
Mitchell Richters
d32dcd5f8e
- Exhumed: Fix player panning when walking up/down steps while horizon is 0.
2021-01-05 11:01:41 +11:00
Mitchell Richters
36c25ee2a0
- gameinput.cpp: Break out processMovement()
's turnheldamt calculations into functions.
2021-01-02 09:53:03 +11:00
Mitchell Richters
3a801cbf5c
- calcviewpitch(): Set scaleAdjust
to default to 1 in prototype like other functions in gameinput.cpp.
2021-01-02 09:32:19 +11:00
Mitchell Richters
6d12159006
- Duke/SW: Consolidate each game's slopetilting function into backend solution.
...
* Based on SW's implementation purely for its commentary, but includes a fix from Duke's.
* Allow disabling Duke's slopetilting via `cl_slopetilting` like SW.
2021-01-02 00:30:11 +11:00
Christoph Oelckers
ae36ea88c3
- wrap all checks of cl_syncinput in an inline function.
2020-11-30 23:40:16 +01:00
Mitchell Richters
80ff918b17
- gameinput.h: For PlayerAngle struct methods settarget()
, properly set target as angle + delta between angle & target within method and not game-side.
2020-11-26 17:26:29 +11:00
Mitchell Richters
e9e4590f6a
- gameinput.h: For PlayerHorizon and PlayerAngle struct methods settarget()
, always set the angle directly if backup set to true.
2020-11-26 16:42:07 +11:00
Mitchell Richters
b9e1cbb5de
- gamecontrol.h: Move getHalfLookAng()
into PlayerAngle
struct as look_anghalf()
.
...
* Uses internal struct variables at full BAM precision.
2020-11-26 16:37:37 +11:00
Mitchell Richters
5ba2e7863d
- binaryangle.h: Add asbuildf()
method to all classes and use where appropriate.
2020-11-22 21:18:12 +01:00
Mitchell Richters
e57d6f8785
- Duke: Fix crane's angle settarget()
call.
...
* Fixes #185 .
2020-11-22 21:18:12 +01:00
Mitchell Richters
3b3e926fd3
- gameinput.h: For PlayerAngle
struct, add int settarget()
overload and change one true call with a float to bvectangf()
.
2020-11-22 21:18:11 +01:00
Mitchell Richters
2341ed4e25
- gameinput.h: For PlayerAngle
struct, add extra addadjustment()
overloads to remove type conversions game-side, and when incoming.
2020-11-22 21:18:11 +01:00
Mitchell Richters
42689e02c4
- gameinput.cpp: Define getincanglebam()
and slightly clean up other getincangle*() functions.
2020-11-22 21:18:11 +01:00
Mitchell Richters
ade1a80515
- gameinput.cpp: Remove crouch bool from applylook()
since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust
in the prototype to 1
.
2020-11-07 18:25:06 +11:00
Mitchell Richters
6e3d414b3c
- inputstate.cpp: Move checkCrouchToggle()
from gameinput.ccp into ApplyGlobalInput()
and use static bool for crouch toggling vs. game-side bool.
2020-11-07 18:16:16 +11:00
Mitchell Richters
4ef0d20e0e
- gameinput.cpp: Consolidate checkCrouchToggle()
from Duke with discrete implementations from Blood in 7c8efde38c
and Exhumed in 032db82f82
to unify the functionality.
2020-11-07 13:44:25 +11:00
Mitchell Richters
ff9c7bf0bb
- binaryangle.h: Create osum()
for PlayerHorizon
and PlayerAngle
structs and use within each struct's interpolatedsum()
method.
...
* Already doubled up by calculating `sum()` again within `interpolatedsum()` and no point changing that out without an `osum()`.
2020-10-18 22:43:42 +11:00
Mitchell Richters
cd683e6511
- binaryangle.h: Add missed line from 4e07942cff
to calculate interpolation ratio using multiply instead of divide. Hopefully in the future we can just use a true double between 0 and 1 like GZDoom...
2020-10-18 22:05:21 +11:00
Mitchell Richters
4e07942cff
- binaryangle.h: Minor clean up of PlayerHorizon/PlayerAngle structs.
...
* Sync PlayerHorizon's `settarget()` with changes to PlayerAngle's from 19d9e1a947
.
* For each struct's `addadjustment()`, multiply value by unit there rather than always within `processhelpers()`.
* Properly use `xs_CRoundToUInt()` within PlayerAngle's `processhelpers()` method instead of the signed version.
* Use `abs()` within PlayerAngle's `processhelpers()` like PlayerHorizon's.
2020-10-18 22:00:39 +11:00
Mitchell Richters
19d9e1a947
- binaryangle.h: Fix issues with PlayerAngle.settarget()
following changes in bf5bd01164
.
...
* Just was not working whatsoever, really...
2020-10-18 21:31:36 +11:00
Mitchell Richters
a792f329ca
- binaryangle.h/PlayerAngle: Fix incorrect variable declaration on dang
within interpolatedsum()
method.
...
* Didn't seem to be causing an issue but better it be correct.
2020-10-12 16:28:05 +11:00
Mitchell Richters
bf5bd01164
- binaryangle.h/PlayerAngle: Make settarget()
method consistent with PlayerHorizon
class and fix incorrect variable declaration.
2020-10-12 14:51:53 +11:00
Christoph Oelckers
cb8d2eb94c
- added serializers for PlayerAngle and PlayerHorizon.
2020-10-11 16:55:12 +02:00
Christoph Oelckers
1757ef2aa6
- split the game input code off gamecontrol.cpp into its own file.
2020-10-11 16:33:43 +02:00