Commit graph

12008 commits

Author SHA1 Message Date
Mitchell Richters
2e2ca03812 - SW: Promote recoil_horizoff to Q16.16 to avoid down-scaling only to upscale. 2020-09-07 21:34:13 +10:00
Mitchell Richters
e36c9fc78c - SW: Hook up angAdjust and adjust all ticrate amendments of q16ang via playerAddAngle()/playerSetAngle().
* Promoted some uses of `getangle()` upscaled to Q16.16 with `gethiq16angle()` for higher precision.
2020-09-07 21:30:06 +10:00
Mitchell Richters
1cc1c21029 - SW: Add resetinputhelpers() and hook up within game. 2020-09-07 21:15:53 +10:00
Mitchell Richters
77816bf3d3 - SW: Promote adjustment of helpers to double since some values will be coming in with higher precision. 2020-09-07 21:03:30 +10:00
Mitchell Richters
584ec935ed - SW: Add Duke's input helpers and adjust to suit SW.
* These are temporary until a backend solution is available after all games have had initial uplift.
2020-09-07 20:35:35 +10:00
Mitchell Richters
40a00be202 - SW: Remove inputScale const from processMovement(). Isn't needed anymore since input scaling in DoPlayerTurn() has been removed. 2020-09-07 20:25:26 +10:00
Mitchell Richters
3667116274 - SW: Uplift of DoPlayerHorizon() and PlayerAutoLook().
* Set `PF2_INPUT_CAN_AIM` explicitly where `DoPlayerHorizon()` would have been done within the original game.
* Replace original centering code and route `SB_CENTERVIEW` through the `SB_LOOK_UP`/`SB_LOOK_DOWN` code.
* With this commit, first person input is now nice again. Vehicle code still to be looked at.
2020-09-07 20:20:41 +10:00
Mitchell Richters
e84c8379d9 - SW: Uplift of DoPlayerTurn().
* Set `PF2_INPUT_CAN_TURN` explicitly where `DoPlayerTurn()` would have been done within the original game.
* Uplift the turn 180 code to full Q16.16.
* Eliminate stupid input scaling so input matches that provided by the input device.
* Ticrate angle adjustments outside of the player's control still to be uplifted.
2020-09-07 19:23:48 +10:00
Mitchell Richters
6e6373deda - SW: Remove camq16* variables from game and backend code that supported them.
* `cl_syncinput 0` is very raw at the moment.
2020-09-07 08:40:14 +10:00
Mitchell Richters
d1d40c6982 - SW: Move SW's input scaler into processMovement(). Doesn't need to be available to any other function. 2020-09-07 08:07:53 +10:00
Mitchell Richters
6c091a116f - SW: Fix issues from fa9fa88fce while merging back_to_basics2 into working branch. 2020-09-07 07:56:42 +10:00
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
57db150ed3 - SW: Fix player sprite on the automap.
Now where did that wrong number come from? I have no idea.
2020-09-06 23:30:19 +02:00
Christoph Oelckers
cbbbe2a09b - Duke+RR: Don't quit the level summary screen through timeout when a sound is still playing.
Fixes #359
2020-09-06 23:23:17 +02:00
Christoph Oelckers
38cd38f0eb Merge branch 'automap' into back_to_basics2 2020-09-06 23:13:36 +02:00
Christoph Oelckers
e63e134195 - fixed automap follow mode and added some menu entries for the new options and key bindings. 2020-09-06 23:12:47 +02:00
Christoph Oelckers
1060d74e08 - SW's automap sprite drawer. 2020-09-06 21:50:02 +02:00
Christoph Oelckers
2d547a4ef1 - re-added the sprite drawer for Duke's automap. 2020-09-06 21:31:05 +02:00
Mitchell Richters
cc3551dcaa - SW: Ensure player's fvel/svel is calculated using q16ang, and not camq16ang.
Fixes #328, again.
2020-09-07 05:21:00 +10:00
Mitchell Richters
613c32e6a2 - SW: Ensure player's fvel/svel is calculated using q16ang, and not camq16ang.
Fixes #328, again.
2020-09-07 05:19:49 +10:00
Christoph Oelckers
9d39f770d4 - reimplemented player sprite display on Blood's automap. 2020-09-06 21:15:59 +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
2395749192 - restored the automap texture drawer in the backend.
While ultimately this needs to be tossed into the deepest bowels of hell for being one gargantuan piece of bad code, it is still needed and does not really work when placed in a separate source file, due to its endless list of global dependencies.
2020-09-06 17:35:08 +02:00
Mitchell Richters
c183143ec6 - SW: Clear out the local input buffer while paused like Duke does. 2020-09-06 21:57:33 +10:00
Mitchell Richters
07d4c78e1f - SW: Manually remove call to MoveScrollMode2D() in anticipation of branch automap being merged. 2020-09-06 21:55:37 +10:00
Mitchell Richters
46a12cf58a - SW: Clean up gi->GetInput() by removing some unneeded local variables. 2020-09-06 21:47:00 +10:00
Mitchell Richters
dfc3a13428 - SW: Finalise cleanup from remaining code in getinput() to processWeapopn(). 2020-09-06 21:46:26 +10:00
Christoph Oelckers
e8452a79e8 - implemented the automap serializer.
Also optimized the base64 encoder to avoid creating endless memory copies, thanks to using std::string which is a really poor container for this kind of stuff when workig with larger blocks of data.
2020-09-06 13:39:57 +02:00
Mitchell Richters
e94bd9da04 - SW: Replace use of scaleAdjustmentToInterval() in lieu of backend solution from 290e615807. 2020-09-06 21:30:47 +10:00
Mitchell Richters
256e23673d - SW: Clean up all the game's scaling stuff in processMovement(). 2020-09-06 21:21:12 +10:00
Mitchell Richters
348be65399 - SW: Commence re-factoring getinput() into processMovement(), starting with top-most code. 2020-09-06 21:03:27 +10:00
Mitchell Richters
dd4251da09 - SW: Split getinput()'s input bits code into its own static function. 2020-09-06 20:52:58 +10:00
Mitchell Richters
ce160f7ac1 - SW: Split getinput()'s weapon code into its own static function. 2020-09-06 20:49:21 +10:00
Christoph Oelckers
809f8b5d4b - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
Mitchell Richters
0ef9da6a0c - SW: Make game's local input buffer static within input.cpp. 2020-09-06 20:19:29 +10:00
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
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
Christoph Oelckers
2c183bf504 Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into automap 2020-09-06 11:47:35 +02:00
Mitchell Richters
677efb20ba - SW: Don't check SB_RUN as player action in ChopsCheck().
Fixes #312.
2020-09-06 19:18:14 +10:00
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
d61d279168 - excised Blood's entire automap code. 2020-09-06 10:59:45 +02:00
Christoph Oelckers
8f6f368445 - cleaned out the remaining parts of automap handling in Duke and Exhumed. 2020-09-06 10:42:39 +02:00
Christoph Oelckers
df6d480519 - took automap code out of Exhumed's game module and added handling for cleaning movement in automap follow mode.
I cannot say I was surprised when discovering that this game had no handling for that at all...
2020-09-06 10:23:38 +02:00
Christoph Oelckers
d947cc4765 - also took out the zoom variable so that no automap data remains in the playsim code. 2020-09-06 10:22:05 +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
07ea2ef350 - fixed Ramses head animation.
This now uses the DoSpiritHead variant from PowerslaveGDX because I was unable to determine where in that cryptic code something went wrong. The GDX version looks a lot more cleaned up by comparison.
Fixes #332
2020-09-06 09:48:26 +02:00
Christoph Oelckers
0b399fb384 - Exhumed: fixed time values for Ramses text scroll. 2020-09-06 09:10:45 +02:00
Mitchell Richters
72771aeb40 - Fix broken krand() follow changes in 1354d52c05 due to truncation occuring from FixedToInt() inline function.
Very very sorry... :'(
Fixes #321.
2020-09-06 16:37:04 +10:00
Christoph Oelckers
d6b80bda52 - force the renderer to use radial fog.
Plane-distance based fog does not work with Polymost's projection settings - the distance value appears to be completely off and useless.
Fixes #243
2020-09-06 00:19:38 +02:00