Commit graph

158 commits

Author SHA1 Message Date
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
04af1d9ce8 - All Games: Unify processMovement(). 2020-09-24 22:32:37 +10:00
Christoph Oelckers
f4fff5ee30 - moved sync structure into the playerstruct for easier maintenance. 2020-09-23 18:18:23 +02:00
Mitchell Richters
8690c633d8 - Blood: Add extra call to inputState.ClearAllInput() in StartLevel(). 2020-09-24 00:20:40 +10:00
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
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
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
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
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
Christoph Oelckers
38cc094ac3 - adapt ClearAllInput to new globalized code. 2020-09-10 23:35:42 +02:00
Mitchell Richters
ee5689b07e Merge branch 'back_to_basics2' into InputStuffs 2020-09-09 21:04:42 +10:00
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
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
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
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
d61d279168 - excised Blood's entire automap code. 2020-09-06 10:59:45 +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
adbedd30c4 - consolidated the 4 functions for handling the automap zoom. 2020-09-05 00:58:25 +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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
7859a29e95 - use global variables to track automap state
So far implemented in Duke/RR.
2020-08-24 19:31:43 +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
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
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
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
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
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
0bcb37860a - interpolate p->weapon_pos for smooth switching of weapons. 2020-08-02 21:20:54 +02:00
Christoph Oelckers
0958bccade Disabled all adult censoring in Duke and RR.
Aside from being "authentic" the parental lock is just a stupid feature with often unwanted side effects.
2020-07-29 22:43:06 +02:00
Christoph Oelckers
d531f4b029 - reduce message spam when holding down the quick_kick button.
If not kept in check this will flood the console with endless messages.
2020-07-28 20:43:33 +02:00
Mitchell Richters
158fd46581 - change Duke's synchronized_input to CVAR cl_syncinput. 2020-07-28 21:38:28 +10:00
Mitchell Richters
ea98978ae7 - move p->wackedbyactor chase-cam code into applylook() for increased smoothness. 2020-07-28 12:30:09 +10:00
Christoph Oelckers
aea6467d00 - call D_ProcessEvents in Blood's main loop. 2020-07-27 19:12:49 +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
a0cc798c9c - cleaned up the sound system interface to have consistent naming and no aliases. 2020-07-25 09:32:54 +02:00
Mitchell Richters
0d0636b0a7 - set p->TiltStatus in motoApplyTurn() to 0 if less than factor, not previous hard-coded constant.
* Backport of same fix in d0f839060e.
2020-07-25 09:51:52 +10:00
Christoph Oelckers
b9f0e35d4b - fixed the crosshair. 2020-07-24 19:43:33 +02:00
Mitchell Richters
d0f839060e - set p->TiltStatus in boatApplyTurn() to 0 if less than factor, not previous hard-coded constant. 2020-07-24 21:38:11 +10:00
Mitchell Richters
4bf5c3d6b5 - uplift boatApplyTurn() with changes from e0bc2c6c97.
* Handle button-mashing to provide a better experience.
* Rename `bike_turn` to `boat_turn`.
* Move application of scale to returning value within `boatApplyTurn()`.
* Use doubled return values like Rednukem (20 -> 40, 10 -> 20, 6 -> 12, 3 -> 6, 2 -> 4, 1 -> 2).
* Return `p->TiltStatus` towards 0 if `p->MotoSpeed` == 0 and `p->NotOnWater`.
* Always test if `p->TiltStatus` < `0.025`.
2020-07-24 21:27:47 +10:00
Mitchell Richters
e0bc2c6c97 - handle button-mashing in motoApplyTurn().
* If player was turning left and right, only left was returned. Now, both apply (effectively cancelling each other out.
* Move application of scale to returning value within `motoApplyTurn()`.
2020-07-24 20:46:20 +10:00
Mitchell Richters
230332338c - make RRRA motorbike turning speed consistent with varying framerates.
* Multiply returned value with scaleAdjust.
* Use doubled return values like Rednukem (20 -> 40, 10 -> 20, 3 -> 6).
2020-07-24 19:50:28 +10:00
Mitchell Richters
5bb7c7a647 - adjust elapsedInputTicks in GetInput() to be 1000.0 / REALGAMETICSPERSEC.
* 1000 / 30 = 33.333~. This ensures that if 33.333 is the minimum value, the calculation for scaleAdjust always equals 1.0 (no scaling).
2020-07-24 19:38:09 +10:00
Mitchell Richters
25ca23f2e2 - fix keyboard input fvel/svel more in line with Graf's coding style.
* Essentially reverts e41041074d and moves the use of `abs()` from keymove to fvel/svel itself.
2020-07-24 18:32:01 +10:00
Christoph Oelckers
be9094cb97 Silenced lots of warnings pointed out by XCode. 2020-07-23 17:02:59 +02:00
Mitchell Richters
eadb31f9cd - use REALGAMETICSPERSEC as maximum value for elapsedInputTicks in GetInput().
Hard-coded value of `10.0` was too low and was always being used instead of the value of `(now - lastCheck)`. This made `scaleAdjust` inaccurate and not fast enough.
2020-07-23 19:16:51 +10:00
Mitchell Richters
e41041074d - ensure keyboard fvel/svel input never exceeds the range of keymove.
Repairs issue where keyboard input was accelerating to a value of 90 which was not possible in the original game.
2020-07-22 20:42:05 +10:00
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
16efa87701 - started sorting variables in globals.h and removed player.h after cleaning it out. 2020-07-20 18:43:50 +02:00
Christoph Oelckers
3028b3f3fd - merged game.h into global.h and game.cpp into global.cpp.
Meaning that all global declarations are in one file now.
2020-07-20 18:43:50 +02:00
Mitchell Richters
2ce612e8ab - remove multiplier when finalising player's angle in FinalizeInput().
Not sure how this came to be but was causing rather accelerated angle adjustments compared to the stock game.
2020-07-20 20:38:38 +10:00
Christoph Oelckers
c767ead84f - properly route gameexitfrommenu through the callbacks. 2020-07-18 21:28:57 +02:00
Christoph Oelckers
36d61fc662 - make sure that the static time counters in the input code do not accumulate while not in use.
The one for holding the turn key needs to be reset any time there is no turning and everything needs to be cleared when the input state is cleared. And all need to check for the case where the static state is not set yet.
2020-07-18 13:27:24 +02:00
Christoph Oelckers
f9e76ba178 - merged the last two functions of the input code with input.cpp. 2020-07-18 09:59:16 +02:00
Christoph Oelckers
47a0b14b43 - the main input function is also free of conflicts. That leaves 3 functions with roughly 4kb of code that cannot be redone without using EDuke code. 2020-07-18 00:59:10 +02:00
Christoph Oelckers
6c2600df51 - cleanup of the main input code.
Only 8 kb code left that is clearly recognizable as coming from EDuke32.
2020-07-18 00:34:20 +02:00
Christoph Oelckers
1d685d24e9 - fixed handling of BitsToSend. 2020-07-17 22:19:22 +02:00
Christoph Oelckers
7bc2befc84 - consolidated the finalizing parts of the input code and fully merged most of the bike/boat handlers.
Turned out that the only major difference was already split off into subfunctions.
2020-07-17 22:09:01 +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
01d3ca870d - more consolidation between old and new input paths.
This also simplifies the one_eighty handling to be closer to the original idea.
2020-07-17 11:46:23 +02:00
Christoph Oelckers
7ba4e4de97 - weapon selection offloaded and cleaned up. 2020-07-16 23:32:00 +02:00
Christoph Oelckers
43c4c5eb5e - consolidated some parts common to the 3 input routines. 2020-07-16 22:49:26 +02:00
Christoph Oelckers
ff9e2c3f5e - same procedure for the motorcycle - and again roughly 10% of the input code down. 2020-07-16 19:16:56 +02:00
Christoph Oelckers
fca4bdcafb - split out the main movement calculation out of P_PlayerInputBoat and used the original code for providing a replacement. 2020-07-16 18:58:31 +02:00
Christoph Oelckers
a066c5bc4b - make everything compile again. 2020-07-16 00:27:09 +02:00