Commit graph

133 commits

Author SHA1 Message Date
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
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
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
Christoph Oelckers
84b6af24d3 - renamed the fields in SW's packet structure to match Duke's.
Preparation for moving the packet management into public code.
2020-08-25 22:06:01 +02:00
Christoph Oelckers
c09a5150a9 - added some predefined fullscreen modes
This is to cut down on boilerplate code because these encode the virtual screen size in the mode parameter, making it unnecessary to specify a virtual size separately.
2020-08-24 20:25:53 +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
debb4b17b6 - transitioned SW's automap to the global variables
Also copied the automap label output to the status bar for proper ordering.
2020-08-24 19:36:17 +02:00
Christoph Oelckers
91cc6a657b - tick the fortune cookie display within the playsim code to ensure its duration is handled properly.
Fixes #204
2020-08-19 17:10:54 +02:00
Christoph Oelckers
65cb267d56 - save the cookie texts in a savegame and clear them on level exit. Also handle them on a per-player basis.
Fixes #196
2020-08-17 22:05:14 +02:00
Christoph Oelckers
17f9bc8a8a - initiate a full game reset when respawning after death.
This was done with the old code but we now have to set the respective flag explicitly because the init code is inside the main loop, not outside.
Fixes #188
2020-08-17 20:30:44 +02:00
Christoph Oelckers
25e8636a60 - eliminated a few smaller headers. 2020-08-16 23:21:24 +02:00
Christoph Oelckers
baf1166319 - trying to bring order to game.cpp
Some reshuffling, plus moving the automap drawer to its own file.
2020-08-16 18:18:56 +02:00
Christoph Oelckers
78d3afb0bf - cleaning out more garbage. 2020-08-16 17:09:59 +02:00
Christoph Oelckers
ab7774c6d7 - thinning out some garbage. 2020-08-16 16:57:42 +02:00
Christoph Oelckers
a8b0839592 - switch SW to CCMD based input. 2020-08-16 16:00:40 +02:00
Christoph Oelckers
532b11467f - handle all level access and indexing through the mapinfo data.
No more level numbers will be stored in the game code.
2020-08-16 14:39:18 +02:00
Christoph Oelckers
af2c836e54 - unused code cleanup. 2020-08-16 09:04:24 +02:00
Christoph Oelckers
5cf54033ed - removed the demo code. 2020-08-15 22:31:44 +02:00
Christoph Oelckers
deb9b74ce2 - got rid of all remaining rotatesprite calls in SW.
Also removed some dead code from player.cpp.
2020-08-15 22:04:37 +02:00
Christoph Oelckers
910ca69484 - migrated all of SW's text display to the backend and removed the various redundant printing functions. 2020-08-15 20:29:13 +02:00
Christoph Oelckers
249c5b5734 - removed some dead code. 2020-08-14 21:12:32 +02:00
Christoph Oelckers
a5d9886aa9 - cleaned up the remnants of the old statusbar code. 2020-08-14 00:56:34 +02:00
Christoph Oelckers
67c340b573 - ported the inventory bar.
Now the panel system is only used for displaying the weapons.
2020-08-14 00:38:27 +02:00
Christoph Oelckers
188b2d2daa - ammo and weapon display ported. 2020-08-13 20:14:53 +02:00
Christoph Oelckers
dc653bbdc0 - thinning out some crap. 2020-08-13 18:19:44 +02:00
Christoph Oelckers
bb6972abb4 - SW: get rid of redundant common_game.h 2020-08-12 23:43:21 +02:00
Christoph Oelckers
d3df4e580c - do not restart one-page image scrollers with Enter
Instead go back one menu level.

Fixed #129
2020-08-10 01:12:53 +02:00
Christoph Oelckers
9060abbafd - 8 more SW headers gone. 2020-08-06 00:18:45 +02:00
Christoph Oelckers
72806e27eb - cleanup work on SW
* consolidating smaller headers to reduce number of files
* remap all unmapped keyboard checks to corresponding buttons
2020-08-05 22:36:38 +02:00
Mitchell Richters
8c723f52d1 - make controller input identical across all games.
* Convert axes in ControlInfo struct from int32_t to float as what's received from the backend.
* Remove all the scale up/down math since we don't need that with floats and replace with float constants that match old behaviour.
* Store q16mlook scaling as a constant for use with mouse and upcoming controller code.
* Add required controller code to Blood as the only game not to have working controllers.
* Fix typos in (gInput.forward > input.forward) for `ctrlGetInput()` in Blood.
* Remove use of `scaleAdjustmentToInterval()` on Exhumed and Shadow Warrior as they only process forward/side velocities within the game's ticrate.
* Repair angvel/aimvel scaling mistakes from d79a5d256d.
* Scale dyaw and dpitch by 25% for Shadow Warrior as the game runs 25% faster than the other games, leading to faster input.
2020-06-24 20:08:56 +02:00
Christoph Oelckers
d4cdb31464 - backend update to make the ZScript compiler work. 2020-06-14 18:58:30 +02:00
Christoph Oelckers
f0d208bf56 - fixed compile error. 2020-06-07 10:46:35 +02:00
NY00123
1a1039a2d3 Fix a possible jitter upon changing the player's action
(e.g., beginning to jump, or landing on ground);
Reproduced with the input being tied to framerate
while SO interpolation is toggled on.

This involves the following modifications:
- PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set
from various DoPlayerBegin* functions, allowing the player to continue
turning/aiming as usual (right before the next call to domovethings),
even in specific instances of player action changes.
- If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and
after calling pp->DoPlayerAction from domovethings altogether,
ensure that the player's oq16ang/oq16horiz is updated by
making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This
is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed.
This change is not applied for a dead player, though.
2020-06-07 10:19:49 +02:00
NY00123
ce2aee49df SW: This should hopefully be a better way of fixing the lack of
interpolation of player turning/aiming/movement, while being carried
by a sector object, without SO interpolation. This is a continuation of
73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1,
aiming to fix a jitter in case the player is continuously
getting pushed by a wall (e.g., on the boat in level 5).

Basically, this moves the relevant assignments from track.cpp:MovePlayer
and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these
functions has been missed, pushwall and clipmove can be called from
player.cpp in the following instances, which should be covered:
- Via DoPlayerMove, which is the function getting the fix now.
- Via DoPlayerSlide, which is called in the beginning of DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade,
followed by DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerDive,
followed by DoPlayerMove if the player doesn't stop diving.

# Conflicts:
#	source/sw/src/track.cpp
2020-06-07 10:19:48 +02:00
Mitchell Richters
33b6b85d57 SW: Amend how game pauses.
- Pausing game with Pause key now works again.
2020-05-31 23:19:54 +02:00
Christoph Oelckers
6a8efb7520 - update of music code, in particular separating the engine-specific lookup from the backend.
# Conflicts:
#	source/core/music/music.cpp

# Conflicts:
#	source/build/src/palette.cpp
2020-05-23 12:37:47 +02:00
NY00123
75c76f073a SW: Fix aiming in coop view 2020-05-21 18:47:37 +02:00
NY00123
221172311c SW: Let's make use of interpso.*. Still need to do a few more things. 2020-05-21 18:47:37 +02:00
NY00123
d467ce3eb8 SW: Interpolate the player's bob_z, based on suggestion by Striker.
Using pp instead of ppp seems to work better with prediction.
2020-05-21 18:47:37 +02:00
Mitchell Richters
471f0df69d SW: Q16.16 refinements in DoPlayerDeathFollowKiller. 2020-05-21 18:47:37 +02:00
Mitchell Richters
14273dd200 SW: Add GetDeltaQ16Angle. 2020-05-21 18:47:37 +02:00
NY00123
36e6dee64c Add PedanticQ16AngleFloor to sw/src/game.h and use it in DoPlayerTurn 2020-05-21 18:47:37 +02:00
NY00123
b84975e406 SW: Remove drive_oangvel from PLAYERstruct. We can use local variables instead. 2020-05-21 18:47:37 +02:00
NY00123
6aecd46dbc SW - Hopefully a better way to decide if getinput should call
DoPlayerTurn/DoPlayerHorizon while input is tied to the frame rate:
Introduce the new player flags PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM.
Set PF2_INPUT_CAN_TURN if DoPlayerTurn can be called outside
of getinput. Similarly set PF2_INPUT_CAN_AIM if DoPlayerHorizon
can be called in this manner.
getinput will only call DoPlayerTurn/DoPlayerHorizon
if PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM is set. These flags are reset
right before the call to the player's current DoPlayerAction function.

For one example in which this assists, it's not always the
case that DoPlayerDeathFollowKiller may call DoPlayerTurn,
even if we assume that pp->input.q16angvel is never zero.
2020-05-21 18:47:37 +02:00
NY00123
e3197d206d SW: Temporarily lock angle and horiz right upon player death 2020-05-21 18:47:37 +02:00
NY00123
8d748c19e4 Minor SW cleanup: Have a single declaration of
GamePaused within game.h. Do the same with ReloadPrompt.
2020-05-21 18:47:37 +02:00
NY00123
e2a789b8cc SW: Lock angle and horiz right after teleporting to sprite 2020-05-21 18:47:37 +02:00
NY00123
4c73c11255 SW: Ensure the player's rendering angle is in sync with a rotating
sector. This re-introduces the angle interpolation in drawscreen
while sector object interpolation is in use.

A side-effect of this is that looking up/down is now less smooth
while controlling a sector object (e.g., a turret).
2020-05-21 18:47:37 +02:00
Mitchell Richters
979c4846a4 SW: Fixes and cleanups following backporting upstream's input changes. 2020-05-20 14:43:03 +02:00
NY00123
b0318afbdb Fix usage of possibly wrong address in sw/src/player.cpp:DoPlayerHorizon 2020-05-20 14:43:03 +02:00