Add the camq16ang and camq16horiz fields to the player struct.
With the exception of DoPlayerTurn and DoPlayerHorizon, whenever
code in player.cpp updates player's q16ang/q16horiz, also write
the updated values to camq16ang/camq16horiz. These variables'
preceding values are never used in these functions.
related to the definitions of RANDOM_NEG in bunny.cpp, ripper.cpp
and ripper2.cpp. Do so in a way that isn't re-introducing compiler
warnings. This partially fixes compatibility with demos made for SW 1.2.
Additionally, replace the 3 separate definitions of RANDOM_NEG
with a common one within game.h.
From-SVN: r8798
This reverts commit e878c5bab8.
Revert "SW: Use Q16.16 for horiz."
This reverts commit f07a0ae01e.
Revert "SW: Use Q16.16 for angle."
This reverts commit 1ecc74c2ec.
Revert "SW: Minor repairs for Q16.16 implementation."
This reverts commit d78d046bad.
Revert "SW: Process input at frame rate."
This reverts commit c162014dab.
Revert "SW: Amendments to accommodate changes in master."
This reverts commit eaa51138ad.
Revert "SW: Fix incorrectly declared function input type."
This reverts commit 1cdd5b08d8.
Revert "SW: Amend scaleAdjustmentToInterval() with correct value for SW."
This reverts commit d4dd737cd5.
Revert "SW: Refinements to new input code."
This reverts commit 5ebc65a1fb.
Revert "SW: Adjust look and snap up/down keys and slightly tune PLAYER_TURN_AMOUNT."
This reverts commit 2852536dbf.
Revert "SW: Get PLAYER_TURN_SCALE to be just right."
This reverts commit 4630c8a0b7.
Revert "SW: Make map follow mode work better."
This reverts commit 8e94c48eff.
Revert "SW: Remove line accidentally left from 'MoveScrollMode2D()'."
This reverts commit 5db8047b41.
Revert "Fix multiplayer desync after the change to q16 angle and horiz."
This reverts commit 3bc46078b8.
Revert "SW: Revert commented out horiz->q16horiz renames in DSPRINTF strings"
This reverts commit 537313f620.
Revert "sw/src/draw.cpp:drawscreen: We can set the pp->si* fields just once,"
This reverts commit d2e9595980.
Revert "sw/src/game.cpp:LoadLevel: Rename q16ang -> ang"
This reverts commit a178961a3e.
Revert "SW: Minor tweaks."
This reverts commit 377ba68344.
Revert "SW: Further refine turning and optimise horizon adjustment."
This reverts commit 039022d9ac.
Revert "SW: Don't process input at frame rate if ScrollMode2D is true."
This reverts commit 1aa1e62c4d.
Revert "SW: Use a bit more Q16.16 in places."
This reverts commit 40ca656f38.
Revert "SW: Use the old interpolation path in drawscreen if player is dead"
This reverts commit 2d73466425.
Revert "SW: Smooth out 180 degree turn landing and replace some fix16_min/max with fix16_clamp."
This reverts commit 0996e87f79.
Revert "Change Next/Previous Weapon button handling for Shadow Warrior."
This reverts commit f6b8ca6a22.
Revert "SW: Make "Center_View" key return smoothly."
This reverts commit 23c401fbc2.
Revert "SW: Use the old interpolation path in drawscreen if player is dead"
This reverts commit 43ec16eb55.
Revert "Interpolation fixes for SW:"
This reverts commit ac8a7ecfbd.
Revert "SW: Reset the number of interpolations on level load"
This reverts commit 04bf8499e7.
Revert "Another change modifying saved game format in SW:"
This reverts commit e80888523e.
Revert "SW: Interpolate sector objects in non-demo, single player games."
This reverts commit 996ab77cf4.
Revert "- fixed merge errors in SW."
This reverts commit b8cfa94568.
Revert "- fix interpolation stutters when opening console for SW."
This reverts commit 99fdbfb6cb.
Revert "- reset buttonMap button states after returning from pause for SW (stops keys acting stuck down if down prior to pausing)."
This reverts commit 693b6955da.
Revert "SW: fix stupid input scaling bug"
This reverts commit 1c79e6e17c.
Revert "SW: Make vehicle input better."
This reverts commit 670a53c402.
Revert "SW: Change fix16_from_float() to fix16_from_int() that was changed in 4630c8a0b7 but should have been reverted in 377ba68344e34495638c6fa7685ff78c9a0ed6f8."
This reverts commit 423c9da071.
Revert "SW: Remove ScrollMode2D extern boolean and move into PLAYERp struct."
This reverts commit 31eb55c1fa.
- Define new boolean 'on_vehicle' in PLAYERp struct for use with interpolating while on vehicle and other checks.
- Move horizon code back into separate DoPlayerHorizon() function. Adjusting horizon while in vehicle must come at the end of the DoPlayerOperate*() function.
- Make DoPlayerHorizon() accessible in game.cpp.
- Change code in DoPlayerHorizon() to process according how 'pp->on_vehicle' is set.
- Make scaleAdjustmentToInterval available outside of getinput().
- Don't process input at frame-rate while on a vehicle. Vehicle code is too difficult to process outside of the game's clock.
Partially based on NY00123's upstream implementation of tying player input to frame-rate.
What 43ec16eb55 intends to do was already done via 2d73466425, however I applied the if statement in the opposite order so when it was cherry-picked again, the pathway was actually reversed - interpolating when alive and not when dead.
Rather than re-apply the opposite order, I've made the if statement match upstream for more consistency and to avoid further conflicts.
Better location for it since it never needs to be sent across the wire in a multiplayer situation. It's now also located where the other properties to do with input being tied to frame-rate are located.
Better location for it since it never needs to be sent across the wire in a multiplayer situation. It's now also located where the other properties to do with input being tied to frame-rate are located.
Had to move lastInputTicks to the DukePlayer_t struct. When first running P_GetInput(), the initial value of elapsedInputTicks is the actual value of timerGetHiTicks(), which is into the thousands. This high initial value was affecting how scaleAdjustmentToInterval() scales as it was taking an initial q16look_ang value of 512 and overflowing the fix16_t type, making it -32,768.
Had to move lastInputTicks to the DukePlayer_t struct. When first running P_GetInput(), the initial value of elapsedInputTicks is the actual value of timerGetHiTicks(), which is into the thousands. This high initial value was affecting how scaleAdjustmentToInterval() scales as it was taking an initial q16look_ang value of 512 and overflowing the fix16_t type, making it -32,768.
- Lock player horizon while returning to centre.
- Precisely scale player's horizon in time with rate at which 'pPlayer->return_to_center' decrements.
- Check player's horizon is between 99 and 101 degrees, not 99.9 and 100.1. The extra 0.9 degrees of precision is not noticeable and is dramatically slower.
- Reset 'pPlayer->return_to_center' to '0' when player's horizon is at 100.
- Match q16horizoff precision to precision of q16horiz.
- Lock player horizon while returning to centre.
- Precisely scale player's horizon in time with rate at which 'pPlayer->return_to_center' decrements.
- Check player's horizon is between 99 and 101 degrees, not 99.9 and 100.1. The extra 0.9 degrees of precision is not noticeable and is dramatically slower.
- Reset 'pPlayer->return_to_center' to '0' when player's horizon is at 100.
- Match q16horizoff precision to precision of q16horiz.