Commit Graph

5414 Commits

Author SHA1 Message Date
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 9700b8435b - handle Blood's level progression by the actual level data, not some episode/level pair.
This should allow loading user maps again.
2020-08-16 13:49:28 +02:00
Christoph Oelckers 598ea99441 - simplify the music starting code in Blood. 2020-08-16 12:35:46 +02:00
Christoph Oelckers 0ac8568be0 - removed redundant fields from Blood's startup info struct. 2020-08-16 11:58:42 +02:00
Christoph Oelckers 90a4d0dcb8 - removed the non-functional user map handling.
This will have to be redone in a more flexible manner
2020-08-16 11:42:13 +02:00
Christoph Oelckers f9b953eeae - removed SW's network code. 2020-08-16 10:40:20 +02:00
Christoph Oelckers 7bb6b6a1ee - do not call handleEvents outside the main loop.
In other places I_GetEvent should be used to call the system's message pump and keep the app responsive, but all game side processing should be skipped.
2020-08-16 10:00:13 +02:00
Christoph Oelckers fbdc6c7a6c - removed dead Polymer handling in model code. 2020-08-16 09:36:32 +02:00
Christoph Oelckers 4b44e6e392 - removed redundant calls to timerUpdateClock. 2020-08-16 09:16:38 +02:00
Christoph Oelckers da38ad4554 - more dead code removal.
SW really has a lot of leftover commented out code...
2020-08-16 09:14:07 +02:00
Christoph Oelckers af2c836e54 - unused code cleanup. 2020-08-16 09:04:24 +02:00
Christoph Oelckers af4464ba16 - remove all sound precaching code in SW
We're loading all sounds at game startup anyway so there's no point to do this.
2020-08-16 08:46:51 +02:00
Christoph Oelckers ef78e8602a - major cleanup and consolidation of the screen/hud resizing code.
This is now being handled by the backend, except for the processing of the key bindings which cannot be done yet.
2020-08-16 02:55:50 +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 67b3a38fa3 - draw all menu elements with DrawTexture instead of rotatesprite 2020-08-15 21:09:21 +02:00
Christoph Oelckers 5e81f88907 - replaced SW's stats display with the shared version. 2020-08-15 21:03:42 +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 f0150569a4 - ported the load level screen and deleted some dead code in game.cpp 2020-08-15 16:41:08 +02:00
Christoph Oelckers aa8113cf06 - ported the level summary screens. Not hooked up yet. 2020-08-15 15:29:47 +02:00
Christoph Oelckers 8595b9fa47 -play SW's intro through the screen job framework. 2020-08-15 13:04:15 +02:00
Christoph Oelckers 3f9cc1412c - transitioning helper for screen jobs. 2020-08-15 10:55:21 +02:00
Christoph Oelckers 53cf248269 - added a few missing World Tour bits.
Looks like GDX missed the redefined new types of the old bosses.
Also guard the commentary sprites by a CVAR.
2020-08-15 10:25:30 +02:00
Christoph Oelckers a690f44fc8 - use constexpr for translation utilities 2020-08-15 10:22:07 +02:00
Christoph Oelckers c3ddde02b2 - use consistent types in FileReader's ReadInt* functions. 2020-08-15 07:33:21 +02:00
Christoph Oelckers 3d4177fbb2 - fixed return type of FileReader::ReadUInt64.
fixes #181.
2020-08-14 23:56:31 +02:00
Christoph Oelckers ff38cfe179 - open the in-game menu only when really inside a game and actually playing.
Fixes #182
This isn't foolproof but it's probably the best that can be done.
2020-08-14 22:41:32 +02:00
Christoph Oelckers 2403e8cb2c - fixed RRRA summary screens. 2020-08-14 22:31:54 +02:00
Christoph Oelckers 37ea207d5a - fixed another one of those stupidly badly designed iterator loops.
Fixes #176.
2020-08-14 21:49:12 +02:00
Christoph Oelckers 52ddac21b0 - fixed RR's transition to its final map. 2020-08-14 21:30:09 +02:00
Christoph Oelckers 3455610031 - base palette cleanup.
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite.
Also make the palette override CVARs 3D view only in debug mode.
2020-08-14 21:18:14 +02:00
Christoph Oelckers 249c5b5734 - removed some dead code. 2020-08-14 21:12:32 +02:00
Christoph Oelckers 19635c7bdf - render Blood's choking hands in the 3D view.
This may not be faithful but it looks a lot less buggy than placing these on top of the entire HUD.
2020-08-14 21:08:28 +02:00
Christoph Oelckers 66cb7f61a4 - fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed. 2020-08-14 21:01:27 +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 70b2215f4e - ported the minibar HUD. 2020-08-13 22:37:58 +02:00
Christoph Oelckers 8c7b93ceef - ported the compass. 2020-08-13 22:13:56 +02:00
Christoph Oelckers 9ccf717311 - ported the inventory display on the status bar. 2020-08-13 21:57:53 +02:00
Christoph Oelckers eafaa56834 - armor and key display. 2020-08-13 21:14:01 +02:00
Christoph Oelckers 188b2d2daa - ammo and weapon display ported. 2020-08-13 20:14:53 +02:00
Christoph Oelckers b50bdb1ca1 - SW: started transition of the status bar. 2020-08-13 18:45:55 +02:00
Christoph Oelckers dc653bbdc0 - thinning out some crap. 2020-08-13 18:19:44 +02:00
Christoph Oelckers d7f8d1a5bf - replaced the border drawing code in SW with Blood's. 2020-08-13 17:54:17 +02:00
Christoph Oelckers 0b6f299d0e - removed the bot code.
This would become a refactoring hassle, maybe re-add it later?
2020-08-13 00:45:50 +02:00
Christoph Oelckers 4538068bcc - more SW cleanup, removed two more files. 2020-08-13 00:04:55 +02:00
Christoph Oelckers bb6972abb4 - SW: get rid of redundant common_game.h 2020-08-12 23:43:21 +02:00
Christoph Oelckers 9c40c2f6af - don't draw screenblends when not in a 3D view.
Fixed #174.
2020-08-12 22:52:41 +02:00
Christoph Oelckers aef59ef523 - migrated SW cheats to the generic system, removed the more pointless of SWP's cheats and filled in a few blanks. 2020-08-12 22:24:51 +02:00
Christoph Oelckers 80d1b71899 - fixed sounds disappearing when the owning actor was deleted.
These sounds now get unlinked so that they can play out normally.

Fixes #119.
2020-08-12 20:15:02 +02:00
Evan Ramos 81f85ee480 SW: Fix regression causing the last heat seeker to be a normal missile
It was caused by the fix for crashing when firing outside the map.

Also port said fix to the bunny rockets.
2020-08-12 19:16:25 +02:00
Christoph Oelckers 09a3567f14 - fix some more sloppiness with Blood's global game state.
Fixes #171.
2020-08-12 19:11:16 +02:00
Christoph Oelckers 2dad86a304 - made some adjustments to DMessageBoxMenu to handle screens that must close the menu before performing their option.
Fixes #173. The "End Game" menu option needs this.
2020-08-12 19:04:19 +02:00
Christoph Oelckers 2d545767ef - completely clear all texture data when setting a frame size.
SMK tries to draw a texture from it before the first frame has been rendered. This ensures that it gets a fully black frame.
Fixes #167.
2020-08-12 01:32:05 +02:00
Christoph Oelckers 05fbfa3f25 - Blood: When starting a new game, reset the global flag immediately.
Otherwise the game can get stuck in an endless loop when trying to set up a level.
Fixes 168.
2020-08-12 01:16:29 +02:00
Christoph Oelckers 57edd370a7 - fixed: When quitting the game, first clear the menu.
This is to ensure that the menu stack is empty.
Fixes 170
2020-08-12 01:15:03 +02:00
Christoph Oelckers cbfa8abd34 - fixed some messed up conditionals in RR's switch code.
Fixes #166
2020-08-12 00:31:04 +02:00
Christoph Oelckers 83796e9eed - changed map startup order to first play a cutscene before loading the level.
Something with the timers is screwing up here if a cutscene gets played - Blood's timer code is even worse than Duke's.
Fixes #151.
2020-08-11 23:21:08 +02:00
Christoph Oelckers 4c01f1e073 - don't count chickens as kill.
Fixes #160.
2020-08-11 21:42:41 +02:00
Christoph Oelckers 0686928ee8 - fixed transition to credits in blood.
Fixes #150.
2020-08-11 20:26:50 +02:00
Christoph Oelckers fcc271ed7b - treat 100 as maximum volume for 2D sounds when coming from the SFX data.
Without this, many sounds are way too quiet, e.g. at tne beginning of E2M1 or the end of E3M7.

Fixes #146.
2020-08-11 20:17:56 +02:00
Christoph Oelckers 85364c2bb6 - let all video players respect the SoundEnabled setting.
Fixes #164.
2020-08-11 19:52:54 +02:00
Mitchell Richters e083f78f8e - stop Duke screaming while falling if player puts the jet pack on.
No need to keep screaming if the player has saved themselves.
2020-08-11 15:40:02 +02:00
Christoph Oelckers 6a10a7f266 - changed the rules for dimming the menu to be more clear
It will no longer depend on the game state when the menu was opened but the current game state - only on the dedicated menu screen there's no dimming - everywhere else a dim gets applied.

Also renamed GS_DEMOSCREEN to GS_MENUSCREEN for clarity
2020-08-11 00:46:27 +02:00
Christoph Oelckers 000c00dc91 - block game input during intro cutscenes
Fixes #158
2020-08-11 00:42:08 +02:00
Mitchell Richters 7243c08379 - stop weapon from moving up and down while `cl_weaponsway 0` is set.
* Default zDelta is -2048, so only add (zDelta / 128.) if `cl_weaponsway 1` and add (-2048. / 128.) otherwise.
* Fixes #134 a bit better.
2020-08-11 08:40:42 +10:00
Christoph Oelckers 1d03d3d6a2 - fixed HUD meter and crosshair default size.
Fixes #137
2020-08-10 23:06:24 +02:00
Christoph Oelckers 7a2b1ee0aa - moved Blood's updatePauseStatus call to the main loop.
Fixes #149
2020-08-10 22:44:24 +02:00
Christoph Oelckers 030ca6f75d - reset the timer after the initial cutscene in Blood 2020-08-10 22:22:27 +02:00
Christoph Oelckers 070f04093a - clear the buffer for the cutscene textures when starting a new cutscene.
Otherwise the first frame may display garbage.
2020-08-10 22:16:02 +02:00
Christoph Oelckers 97b202955c - strip the drive letter off WAV names for cutscenes. 2020-08-10 22:11:00 +02:00
Christoph Oelckers 5165834441 - handle GS_FULLCONSOLE in Blood 2020-08-10 22:02:58 +02:00
Christoph Oelckers cf5be7fbfa - default gl_control_tear to false.
This doesn't work that well with animated cutscenes.
2020-08-10 22:02:37 +02:00
Christoph Oelckers e93ec79608 - Blood: restart music after level warp. 2020-08-10 21:41:16 +02:00
Christoph Oelckers 3ba5ca46c9 - fixed font alignment in Blood 2020-08-10 21:14:42 +02:00
Christoph Oelckers ca740ad709 - increase volume for summary screen's speeches in Duke.
Fixes #125
2020-08-10 20:59:04 +02:00
Christoph Oelckers b1c8046470 - fixed dimming checks for menu.
Now with proper game state management this can be done better.
2020-08-10 20:43:51 +02:00
Christoph Oelckers 28b9aafe69 - disable translucency for menu text shadows.
It didn't look that great.
2020-08-10 20:27:00 +02:00
Christoph Oelckers 7317caf567 - do not loop the scream sound on the summary screen.
Fixes 143.
2020-08-10 20:24:49 +02:00
Christoph Oelckers 8a2d34cceb - fixed typo in BUNZ cheat. 2020-08-10 20:22:12 +02:00
Christoph Oelckers ddf238ff19 - fixed cheat args parser.
Fixes 139
2020-08-10 20:18:21 +02:00
Mitchell Richters 09f347353a - fix `cl_weaponsway()` for Blood.
Fixes #134.
2020-08-10 22:08:44 +10:00
Mitchell Richters db6d2e4d89 - fix `cl_viewbob()` for Blood.
Fixes #134.
2020-08-10 22:08:44 +10:00
Mitchell Richters 4c74c172e3 - fix screenjob.cpp `PlayVideo()` returning after stripping drive letter without checking whether it was able to re-open the file thereafter successfully.
Fixes #128.
2020-08-10 21:15:17 +10:00
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 c7e664d3a6 - animate status bar elements
Fixes #127
2020-08-10 00:36:50 +02:00
Christoph Oelckers 0492c5f4d3 - optimized reverb settings.
Fixes #124
2020-08-09 13:26:48 +02:00
Mitchell Richters a3a7a8f6be - repeat of cf548e055e for RR. 2020-08-09 16:41:42 +10:00
Mitchell Richters fb6a58904a - Set `glcycle_t` class as active when `stat fps` is active.
Fixes #122.
2020-08-09 16:39:15 +10:00
Mitchell Richters cf548e055e - clamp player sprite's xvel between 0 and 512 to stop it going into the negative with rapid posx/posy changes due to teleporting.
* With steroids and a controller (controllers have a slightly higher max fvel/svel than a keyboard), I could not get xvel to exceed 503.
* Fixes #123.
2020-08-09 16:24:48 +10:00
Christoph Oelckers d731bf4e57 - fixed typo in floor damage check.
This rendered the boots ineffective on lava.
Fixes #114
2020-08-07 23:30:08 +02:00
Christoph Oelckers dfa3519ebc - stop screaming sound when landing.
Fixes #116
2020-08-07 22:20:29 +02:00
Christoph Oelckers 596367f10f - Screenblend fixes. 2020-08-07 22:00:43 +02:00
Christoph Oelckers f8c65839f0 - fixed broken jumping.
This was a nasty, but typical case for Duke where a variable did not contain what the name said and was carried along way too much code.

Fixes #112
2020-08-07 21:59:11 +02:00
Christoph Oelckers 4b69a181c3 - use symbolic constants for some statnums 2020-08-06 20:54:51 +02:00
Christoph Oelckers 4cfeb9b2cc - fixed bouncing flame in VACA2.
Taking a hint from EDuke32 here.
2020-08-06 20:54:02 +02:00
Mitchell Richters 47dbc46213 - fixed the interpolation issues while on a crane.
* Partially addresses issues discussed in #105 and #106.
2020-08-06 15:39:45 +10:00
Christoph Oelckers 9060abbafd - 8 more SW headers gone. 2020-08-06 00:18:45 +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
Christoph Oelckers 3e8ff96e6b - added workaround for DukeDC's ending cutscene which was abusing undefined behavior in the original code. 2020-08-05 22:57:45 +02:00
Christoph Oelckers 514c029e47 - this wasn't supposed to get committed. 2020-08-05 22:40:47 +02:00
Christoph Oelckers a30933871e - fixed most end of game cutscenes. 2020-08-05 22:36:39 +02:00
Christoph Oelckers ba3c353198 - use the correct code for the devastator in operateweapon.
The code present was from EDuke 2.1, I have no idea if it ever worked there. It was replaced with JFDuke's.
Fixes #104.
2020-08-05 22:36:38 +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
Christoph Oelckers 4a0e155637 - fixed starting of bonus screen music.
It must not be done in the constructor of the screen but when actually playing the first frame.
2020-08-05 22:36:38 +02:00
Christoph Oelckers 4fef66c78a - SW script parser cleanup 2020-08-05 22:36:37 +02:00
Mitchell Richters a3dfa58662 - correct typo in Blood text string because I'm OCD like that. 2020-08-05 23:17:57 +10:00
Mitchell Richters ddd30e742c - ensure player's angle input while playing with `cl_syncinput 0` is scaled appropriately when sector's lotag is ST_2_UNDERWATER. 2020-08-05 22:57:47 +10:00
Mitchell Richters d1a68421bd - fix `cl_weaponsway` for Duke. 2020-08-05 20:04:14 +10:00
Mitchell Richters 2919cdcb44 - clamp the calculated `horizAngle` to -180/180 to stop overflowing if player moves the mouse stupidly quick while `cl_syncinput 1` is set. 2020-08-05 19:56:49 +10:00
Mitchell Richters 03bccb3a06 - functionalise significant portions of 0ee3ab4df8. 2020-08-05 19:24:42 +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 65428a2d1a - revert ea98978ae7 and baed75ff8a, and do in a more compatible way with synchronised and unsychronised input. 2020-08-05 17:43:14 +10:00
Mitchell Richters bb0129c331 - add missed savegame addition when doing 9f8d50c0a1. 2020-08-05 17:39:02 +10:00
Mitchell Richters 9f8d50c0a1 - add horizAdjust after processing pitch adjustments and call `sethorizon()` in `processinput_d()` after `dokneeattack()`.
Fixes #101.
2020-08-05 14:23:07 +10:00
Christoph Oelckers 454e0e36c9 - added a sound for advancing multi-screen menus.
Fixes #100.
2020-08-05 00:32:29 +02:00
Christoph Oelckers f363aca1b7 - fixed the crane in Duke3D.
Fixes #92
2020-08-05 00:28:14 +02:00
NY00123 22b492a5b3 SW: If a saved load is loaded at a point which is right after killing
a boss, ensure that FinishTimer and FinishAnim are appropriately
updated. This commit bumps GameVersion.
Additionally, the set of FinishAnim to 0 in NewLevel had
to move to a different location (InitLevelGlobals2), so
it doesn't override the value stored in the saved game.

# Conflicts:
#	source/sw/src/game.cpp
2020-08-04 20:11:37 +02:00
Mitchell Richters 157933e902 - fixed regression from b9eef9c6a3 where the angle wouldn't apply if horizon was specified. 2020-08-04 23:13:22 +10:00
Mitchell Richters b9eef9c6a3 - make ang and horiz optional on each game's `warptocoords` CCMD as suggested in commentary for 1dc6edfa56. 2020-08-04 22:33:17 +10:00
Mitchell Richters 8817914744 - add printcoords as an `ADD_STAT()` define and move string code into static function for shared use between CCMD and ADD_STAT. 2020-08-04 21:56:32 +10:00
Mitchell Richters b08d571be9 - create Blood dynamic CCMD `warptocoords`.
* The setting of the player's horizon/viewangle probably still requires work, but warping to pos x/y/z works fine.
2020-08-04 19:10:43 +10:00
Mitchell Richters a9b05eff86 - fix coolie death issues raised in https://forum.zdoom.org/viewtopic.php?f=340&t=69254 in manner suggested by OP. 2020-08-04 19:02:26 +10:00
Mitchell Richters 3e44d850b3 - fix issues with Exhumed and SW `warptocoords` CCMDs when cherry-picking from public branch. 2020-08-04 18:04:44 +10:00
Mitchell Richters 24d847f4ec - create Duke dynamic CCMD `warptocoords`. 2020-08-04 18:04:02 +10:00
Mitchell Richters af830518a6 - create Exhumed dynamic CCMD `warptocoords`. 2020-08-04 17:53:37 +10:00
Mitchell Richters 1dc6edfa56 - create SW dynamic CCMD `warptocoords`. 2020-08-04 17:53:34 +10:00
Mitchell Richters 38fa10326d - create engine CCMD `printcoords`. 2020-08-04 17:53:31 +10:00
Mitchell Richters 2bdf5f38e5 - remove code meant to have been deleted when performing e474ebc2b7. Makes `processinput_r()` match `processinput_d()`. 2020-08-04 17:13:28 +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
Christoph Oelckers 41cc5cac34 - fixed responsiveness issues with Blood's weapon selection.
This shouldn't really do anything and might point to some deeper implementation flaw.
2020-08-04 00:06:36 +02:00
Christoph Oelckers b0c1140649 - fixed bad default for viewDrawText's alpha.
Like so many other things in Build the concept of alpha is hopelessly stupid and really makes no sense, and this was carried over here.
2020-08-03 21:26:19 +02:00
Christoph Oelckers 4bab061bd0 - removed some dead code from SW. 2020-08-03 20:53:00 +02:00
Christoph Oelckers d526c6401f - use the generic cheat system for Blood. 2020-08-03 20:51:31 +02:00
Christoph Oelckers d729bc898c - fixed character counter in MakeUTF8. 2020-08-03 20:18:33 +02:00
Christoph Oelckers 724c811de3 - Moved message storage to the map records. 2020-08-03 20:16:32 +02:00
Christoph Oelckers 35a5c4e23c - undid hardcoded coupling of Mapinfo slots with episode/level pairs in Blood.
This both lifts the imposed limit of 16 levels and will allow dynamic management of global mapinfo data.
2020-08-03 20:11:30 +02:00
Christoph Oelckers d87f0dc0b0 - uninitialized variable fixed 2020-08-03 20:07:23 +02:00
Christoph Oelckers 0036402be8 - removed most of the network code in Blood.
Mainly to expose the parts that still get used in single player because there's some problems here that need addressing.
ENet is also gone now.
2020-08-03 20:06:27 +02:00
Christoph Oelckers dea0804f9a - how could this compile? 2020-08-03 19:14:33 +02:00
Christoph Oelckers 825b286424 - removed some redundant parts in level.cpp
Let's use the underlying data directly.
2020-08-03 19:11:48 +02:00
Christoph Oelckers 5704c57fe0 - changed the byte order swappers to use ZDoom's versions
This is to reduce redundancy, plus, these are native on Windows and macOS.
2020-08-03 19:09:57 +02:00
Christoph Oelckers 3c8da8c421 - moved LocalKeys to controls.cpp
to consolidate input code in one file.
2020-08-03 19:08:49 +02:00
Mitchell Richters 7493d4e334 - remove unused getters from `player_struct`. 2020-08-03 23:01:53 +10:00
Mitchell Richters aead65183c - draw the crosshair using `getHalfLookAng()` inline function, making use of its double precision and optionally interpolated result. 2020-08-03 22:56:43 +10:00
Mitchell Richters d3d9bb0823 - partially revert 19e4393a4f by adding the player's mouse input after calculating the true pitch of `p->q16horiz`.
* Need to add `p->horizAdjust` in with `p->q16horiz` because the values passed to that variable are the same as what would have been directly added to `p->q16horiz` in `processinput()`.
* Leaving mouse input to apply after calculating the pitch lets us take advantage of the calculated pitch's accuracy to provide consistent mouse input across the pitch's range.
2020-08-03 22:39:09 +10:00
Mitchell Richters 1556e80dd2 - apply same RR horizon workaround from e474ebc2b7 for when `cl_syncinput 1` is set for angle as well. 2020-08-03 22:31:44 +10:00
Mitchell Richters 19e4393a4f - add all the horizon values before converting into true pitch inside `sethorizon()`. 2020-08-03 22:13:10 +10:00
Mitchell Richters 573cb363ae - add new weapon interpolation variable from `player_struct` into savegame code. 2020-08-03 21:26:28 +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 d9fab07c31 - interpolate `p->hard_landing` for RR. 2020-08-03 17:27:09 +10:00
Mitchell Richters c600295c93 - apply same fix from c63564eb7a for returning interpolated value for the player's `q16horiz - q16horizoff` if `cl_syncinput` is true.
* Also changed `gethalflookang()` to camel case `getHalfLookAng()` for easier reading.
* Also broke a very long if statement down into smaller chunks for readability.
2020-08-03 17:06:28 +10:00
Mitchell Richters c63564eb7a - replace `lookanghalf()` player_struct getter with inline that can accept `cl_syncinput` as a bool for whether to return an interpolated calculation or not.
New HUD was being let down by using an uninterpolated `q16look_ang` regardless of whether `cl_syncinput` was true.
2020-08-03 16:27:14 +10:00
Mitchell Richters 6bd050e201 - fix some interpolation harshness with `p->weapon_pos`. 2020-08-03 15:06:25 +10:00
Mitchell Richters 7efa905a01 - fix some interpolation harshness with `p->kickback_pic`. 2020-08-03 15:06:25 +10:00
Mitchell Richters 531df48d38 - interpolate `p->hard_landing` for Duke 3D. 2020-08-03 15:06:25 +10:00
Mitchell Richters 43ff42b330 - interpolate `p->random_club_frame` for Duke 3D. 2020-08-03 15:06:25 +10:00
Mitchell Richters 038039eb3f - interpolate `p->kickback_pic` for Duke 3D. 2020-08-03 15:06:25 +10:00
Mitchell Richters 8cc4b5062a Revert "- remove duplicate line.". In hindsight, I believe this was by design.
This reverts commit 6fd6926d8d.
2020-08-03 15:06:25 +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 11a10c1d87 - change `calc_smoothratio()` inline function from int to double that was missed in 0c12436092. 2020-08-03 11:57:39 +10:00
Mitchell Richters 034d6e129a - always calculate smoothratio while paused, but only return it during play. This is so the time keeps elapsing and you don't get a large delta between the first call back to `CalcSmoothRatio()` after the previous call. 2020-08-03 11:54:59 +10:00
Mitchell Richters 5792a2389a - consistency cleanup with a use of `calcSinTableView()` use within hudweapon_d.cpp. 2020-08-03 11:07:55 +10:00
Mitchell Richters 80291f9cb7 - For RR, pass vehicle TiltStatus through to backend as the double that it is. 2020-08-03 11:06:23 +10:00
Mitchell Richters 8526bd6a17 - interpolate weapon HUD for RR and make full use of `calcSinTableValue()`'s double precision. 2020-08-03 11:05:41 +10:00
Mitchell Richters 48e4bccc6d - oops. Missed change of `hudDraw()` `zDelta` from int to double while implementing ae2d2c7948. 2020-08-03 10:23:15 +10:00
Mitchell Richters 348acf95e0 - change division of delta between currentTime and lastTime from 8 to 72 to ensure smoothratio doesn't clip at 65536.
* Divisor of delta is there so smoothratio always starts off with some kind of value. After 10 minutes at 1100 fps, closest final result to 65536 was:

ototalclk: 4573
totalclk: 4576
gametics: 33.333 ms
elapsedTime: 33.331 ms
ratio: 0.999938
result: 65531.941356
2020-08-03 10:00:06 +10:00
Mitchell Richters 70794df76c - remove bitwise & operations on calls to `calcSinTableValue()` since they're no longer necessary, and remove last use of `sintable[]` from hudweapon_d.cpp. 2020-08-03 09:19:14 +10:00
Mitchell Richters ae2d2c7948 - interpolate zDelta with higher precision from updated `CalcSmoothRatio()` function that returns a double instead of an int. 2020-08-03 09:07:19 +10:00
Mitchell Richters 61820ddef5 - interpolate bobx and boby with higher precision from updated `CalcSmoothRatio()` function that returns a double instead of an int. 2020-08-03 08:50:48 +10:00
Christoph Oelckers 8a31e96602 - use all available precision to render Blood's weapon animations mpre smoothly, instead of throwing it away by needlessly storing it in some integer fields. 2020-08-03 00:25:40 +02:00
Christoph Oelckers be9402c4e0 - fixed Blood not accepting any input after loading a saved game. 2020-08-03 00:10:18 +02:00
Christoph Oelckers 38616d90a3 - renamed some members of Blood's EPISODEINFO struct. 2020-08-02 23:47:21 +02:00
Christoph Oelckers e434df5328 - always play menu sounds by calling M_MenuSound to check the menu_sounds CVAR. 2020-08-02 22:16:26 +02:00
Christoph Oelckers d083e12967 - added the "back" sound to the menu. 2020-08-02 22:14:58 +02:00
Christoph Oelckers 8acc4101be - simplified calcSinTableValue and inlined it.
There's no need for all this magic voodoo - the sin function already returns the proper values all by itself.
2020-08-02 22:03:22 +02:00
Christoph Oelckers 9606601554 - wraooed "q16look_ang / (2. * FRACUNIT)" in an inline function.
No need to write it out each time, this wpuld be a nightmare if it ever had to be refactored.
2020-08-02 21:45:57 +02:00
Christoph Oelckers 6a305748ff - removed some C cruft from compat.h. 2020-08-02 21:25:03 +02:00
Mitchell Richters 0bcb37860a - interpolate `p->weapon_pos` for smooth switching of weapons. 2020-08-02 21:20:54 +02:00
Mitchell Richters 85dcffc442 - use new `fmulscale16()` static inline for high precision interpolation in place of manual code. 2020-08-02 21:20:54 +02:00
Mitchell Richters 3d165ee182 - extend mulscale/divscale pragmas with double versions of each. 2020-08-02 21:20:54 +02:00
Mitchell Richters 9c8593018b - define new function `calcSinTableValue()` to calculate an equivalent `sintable[]` entry.
* Returns a true double result.
* Also supports fractional input for fractional input. That is, if `sintable[1]` = 50 and `sintable[2]` = 100, `calcSinTableValue(1.5)` = 75.
* Increased precision of `BANG2RAD` define to use double and not float.
* As such, revert addition of `sintablef[]`.
2020-08-02 21:20:54 +02:00
Mitchell Richters abb23a7bd0 - fix remaining interpolation issue with weapon swaying when taking off again from a stand-still. 2020-08-02 21:20:53 +02:00
Mitchell Richters 6fd6926d8d - remove duplicate line. 2020-08-02 21:20:53 +02:00
Mitchell Richters 11b3f5a78a - increase precision of local variable `x` for `displaypistol()`. 2020-08-02 21:20:53 +02:00
Mitchell Richters 184465460e - make full use of `sintablef[2048]`. 2020-08-02 21:20:53 +02:00
Mitchell Richters 977ddc5aa8 - make full use of Q16.16 resolution for player's angle and horizon values. 2020-08-02 21:20:52 +02:00
Mitchell Richters 3a4a224877 - interpolate `p->weapon_sway`. 2020-08-02 21:20:52 +02:00
Mitchell Richters 4499e05b06 - pass `smoothratio` through to `displayweapon()`. 2020-08-02 21:20:52 +02:00
Mitchell Richters 0c12436092 - change returned value for `CalcSmoothRatio()` from int to double and pass through to `displayrest()` for future use with `displayweapon()`.
* `displayrooms()` ultimately should be adjusted as well. For now, just relying on integer truncation as this is just a proof of concept.

# Conflicts:
#	source/core/gamecontrol.cpp
#	source/core/gamecontrol.h
2020-08-02 21:20:52 +02:00
Mitchell Richters 4301706e00 - promote `fclamp()` and `fclamp2()` to double. 2020-08-02 21:20:06 +02:00
Mitchell Richters 7b8e40c7e1 - create sintable `sintablef[2048]` as sintables of doubles.
* Also change BANG2RAD define to be a double and not a float.
2020-08-02 21:20:06 +02:00
Christoph Oelckers 18c3d9b240 - get the frame time right at the start of the frame, not when performing interpolations.
This is to factor think time out of the time span between frames and to avoid changes if the smoothratio gets calculated multiple times.
2020-08-02 21:16:01 +02:00
Mitchell Richters 3861064f62 - use 1/8 of delta time as initial elapsed time when calculating smoothratio on a new ototalclk.
* Pushes final result closer to 65536 and always ensures smoothratio never starts at 0.
2020-08-02 20:57:09 +02:00