Mitchell Richters
28a3ef131f
- SW: Attempt at making vehicle movement work nicely while uninterpolated.
2020-09-09 22:45:21 +10:00
Mitchell Richters
e24521b189
- SW: Uplift playerSetHoriz()
similar to uplift to playerSetAngle()
in b832442e31
.
2020-09-09 22:04:59 +10:00
Mitchell Richters
b832442e31
- SW: New implementation of playerSetAngle()
that works better for intended purpose. This corrects the issues with angle not being quite right when getting onto a ladder.
2020-09-09 21:29:03 +10:00
Mitchell Richters
b72a3326d0
Merge branch 'back_to_basics2' into InputStuffs
...
# Conflicts:
# source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers
298949ceb8
- more compat.h cleanup
...
Its elimination is getting closer. :)
2020-09-08 18:48:18 +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
Mitchell Richters
48630914b1
- SW: Remove boat code from new input code for cleanliness.
2020-09-09 00:34:51 +10:00
Mitchell Richters
1e3199413c
- SW: Rename all Tank-related function code to Vehicle.
2020-09-08 21:54:48 +10:00
Mitchell Richters
8625ac573d
- SW: Comment out all boat code, it's actually not used within the game at all and was very confusing...
2020-09-08 21:40:20 +10:00
Mitchell Richters
cb7e797842
- SW: Partially revert changes from df0331a4c3
.
2020-09-08 20:48:01 +10:00
Mitchell Richters
73d0772e87
- SW: Call DoPlayerMoveTurret()
in processMovement()
in lieu of DoPlayerTurnTurret()
and don't interpolate sector object's sprite while !cl_syncinput
.
...
* Makes operating the tank silky smooth while unsynchronised.
2020-09-08 19:42:22 +10:00
Mitchell Richters
c00217163b
- SW: Fix turret sound with unsynchronised input.
2020-09-08 19:38:32 +10:00
Mitchell Richters
cda79496ce
- SW: Fix DoPlayerDeathHoriz()
with unsynchronised input.
2020-09-08 18:12:45 +10:00
Mitchell Richters
083ed3e9b7
- SW: Handle angAdjust
and horizAdjust
directly in processMovement()
instead of via DoPlayerTurn()
/DoPlayerHorizon()
.
...
* Eliminates issues with when to call when player is dead, etc. Handles cases like climbing a ladder which doesn't trigger `DoPlayerTurn()`.
2020-09-08 06:50:38 +10:00
Mitchell Richters
f14405f9cc
SW: getinput
-> processMovement()
.
2020-09-08 06:24:26 +10:00
Mitchell Richters
5145bf907a
- SW: Hook up all vehicle turn code in processMovement()
except for DoPlayerTurnTankRect()
, which still needs considerations.
...
* Issue in `DoPlayerTurnTurret()` with `PlaySOsound()` calls occurring too frequently, still requires investigation on how to best handle this.
2020-09-08 06:22:47 +10:00
Mitchell Richters
0619281a34
- SW: Remove unused centering
bool from PLAYERp
struct.
2020-09-07 22:48:25 +10:00
Mitchell Richters
df0331a4c3
- SW: Promote all vehicle angle code to proper Q16.16.
...
* Input still rough with `cl_syncinput 0` for vehicles.
2020-09-07 22:36:11 +10:00
Mitchell Richters
e1a5e37126
- SW: Handle DoPlayerTurn()
/DoPlayerHorizon()
better while dead.
2020-09-07 21:50:43 +10:00
Mitchell Richters
681a8ebec2
- SW: Hook up horizAdjust
and adjust all ticrate amendments of q16horiz
via playerAddHoriz()
/playerSetHoriz()
.
2020-09-07 21:47:15 +10:00
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
38cd38f0eb
Merge branch 'automap' into back_to_basics2
2020-09-06 23:13:36 +02:00
Christoph Oelckers
1060d74e08
- SW's automap sprite drawer.
2020-09-06 21:50:02 +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
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
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
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
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
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
7dbae8b8f4
- enabled autosaves.
...
Fixes #55
This only creates them but does not auto-resume from them.
2020-09-05 22:39:27 +02:00
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
32ec9ff369
- consolidated crosshair drawing and added ZDoom's crosshair code.
...
For Exhumed this is the default, for the other games it is an option.
Fixes #269 .
2020-09-05 13:57:26 +02:00
Christoph Oelckers
adbedd30c4
- consolidated the 4 functions for handling the automap zoom.
2020-09-05 00:58:25 +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
b7db8b988d
- SW: Ignore follow mode setting when not on the automap.
...
Fixes #311 .
2020-09-04 22:54:11 +02:00
Christoph Oelckers
2e8b808683
- added a C_ClearMessages function for the console and fixed game restart after death.
...
Fixes #322
2020-09-04 22:23:38 +02:00
Christoph Oelckers
8114309e89
- compat.h cleanup.
...
* use static_assert directly. Raze is C++17, no need for that macro shit.
* removed CONSTEXPR - I seriously fail to see the use here, many of the functions marked as CONSTEXPR cannot possibly even be constant evaluated so the declaration makes no sense. Removed most of these and replaced the valid ones with the official constexpr keyword.
* got rid of EDUKE_PREDICT_FALSE - this makes zero sense in script parsing code, at best it will save a few microseconds. Clean code wins.
* replaced Blrintf with xs_CRoundToInt. Shitty name is shitty name, even if derived from POSIX.
* replaced Bstr*casecmp with str*icmp. As these get defined in the CMake project based on actual compiler checks they are preferable here.
* removed lots of other stuff that is not needed with a minimum compiler requirement of C++17.
2020-09-04 21:24:48 +02:00
Christoph Oelckers
5bc80d2468
- macro cleanup
2020-09-04 21:17:24 +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
8f0a885f63
- route 'give' through the network for all games.
2020-09-03 17:39:41 +02:00
Christoph Oelckers
fb334e7f1a
- transitioned Blood's give command and changed SW's not to call the cheat handler.
2020-09-03 16:31:31 +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
a0874a26a7
- noclip cheat and splitting of Exhumed's cheat code into its own file.
2020-09-03 00:41:32 +02:00
Christoph Oelckers
66bf8113b8
- implemented the 'god' cheat as a network command.
...
This was mainly chosen as something simple to get the basics set up.
2020-09-03 00:29:17 +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
4d5e2f5bda
- dead data removal in network.cpp and the player struct.
2020-09-02 20:58:21 +02:00
Christoph Oelckers
b3d4bab4dd
- deleted sync.cpp.
2020-09-02 20:57:03 +02:00
Christoph Oelckers
621a1e0b3d
- removed the packet averaging code.
...
This is also part of the backend code and won't be needed here anymore.
2020-09-02 20:57:03 +02:00
Christoph Oelckers
e19923ce4b
- removed setGameClockStart.
...
This won't be needed anymore.
2020-09-02 20:57:03 +02:00
Christoph Oelckers
aabbbcb2ff
- reset the network timer after lengthy operations.
...
This includes loading a level and busy-waiting for a sound to play.
Also block these loops and the sounds they wait for in network games to avoid problems from longer delays here.
The problem seems to be directly inherited from ZDoom which shows the same issue with screen wipes.
Fixes #297
2020-09-02 10:00:07 +02:00
Mitchell Richters
253d1a3989
- SW: Re-position actortime clocking.
...
I believe this is the right place and I got it wrong when doing e32cd81cc7
. The change in this commit is more like where Duke times actortime.
2020-09-02 09:28:41 +10:00
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
Christoph Oelckers
8d63e735d0
- transitioned Blood to the new main loop.
...
Mostly working but interpolation is not correct yet and for some strange reason the numbers on the HUD are gone.
2020-09-01 23:34:04 +02:00
Mitchell Richters
3f886ad818
- SW: Fix change in 1354d52c05
that accidentally caused minor loss of precision in the panel code.
2020-09-01 23:35:00 +10:00
Mitchell Richters
9605e41f9f
- SW: Fix Q16.16 operation not using m_fixed inlines. The one that got away...
2020-09-01 23:28:47 +10:00
Mitchell Richters
17da849add
- SW: Get synchronised input going in a testable way. This is not a complete re-factor, just enough to get it going.
...
* Remove bool `PedanticMode`.
* Transition appropriate lines to `cl_syncinput`.
* Remove inlines added purely only to maintain DOS demo compatibility.
* Fix a few pedantic Q16.16 >> Int >> Q16.16 conversions.
2020-09-01 23:08:23 +10:00
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
007c6e122d
- gameclock abstraction
...
This may need more work to have a reliable timer
2020-08-31 00:16:43 +02:00
Christoph Oelckers
2f05a93547
Merge branch 'Packet' into back_to_basics2
...
# Conflicts:
# source/core/gamestruct.h
# source/games/duke/src/gameloop.cpp
# source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Christoph Oelckers
b8258da997
- cleaning out some trash from compat.h.
...
The header from hell...
2020-08-30 23:34:40 +02:00
Christoph Oelckers
5136e7dc2d
- SW: Moved the key display on the fullscreen HUD above the ammo display.
...
Space is a bit too tight when activating the clip display otherwise, especially on 4:3 screens.
2020-08-30 21:01:29 +02:00
Mitchell Richters
c0374cf890
- SW: Move static function DoReloadStatus()
into the class as private function
2020-08-30 20:24:38 +02:00
Mitchell Richters
26ffc82cc0
- SW: Remove duplicated code from dd832aaea3f688b375c74643606f299c76d92f3b.
2020-08-30 20:24:38 +02:00
Mitchell Richters
10962e2193
- SW: Implement cl_showmagamt
for the game's shotgun and uzi.
...
* SW does not have any special characters in its BigFont, so currently there's no divider between ammunition amounts. This is to be discussed on the PR.
2020-08-30 20:24:37 +02:00
Mitchell Richters
e32cd81cc7
- Unify stat fps
for all games.
2020-08-30 20:24:36 +02:00
Christoph Oelckers
59a964bb83
- same for SW
2020-08-30 20:24:36 +02:00
Christoph Oelckers
ffe5b114f3
- the engine starts on the new main loop and is capable of running the intros and the menu, but not the game yet.
2020-08-30 12:49:21 +02:00
Christoph Oelckers
0c455acaa2
- more work to switch over to the new loop.
...
Mainly separation of ticker and render calls
2020-08-30 10:42:44 +02:00
Christoph Oelckers
1e0b8038e5
- removed I_ResetTime entirely and refactored SW's use of it.
2020-08-30 08:13:34 +02:00
Christoph Oelckers
d49aedacea
- continued work on main loop - added a few new entry points to the game interface.
2020-08-30 00:55:49 +02:00
Christoph Oelckers
56d0647412
- migrated the last 3 remaining UI controls to CCMDs.
2020-08-29 17:49:15 +02:00