Commit graph

144 commits

Author SHA1 Message Date
Mitchell Richters
44e4c5ff78 - Fix joystick scaling following shift to fixedhoriz and binangle.
* Remove joystick scaling from `CONTROL_GetInput()`.
* Store turnspeed as constant at top of `processMovement()` and use it for joystick yaw/pitch scaling. This adds the advantage of having the out-of-box turning speed match the keyboard's turn speed and also attenuates when the player is not running.
2020-10-09 11:34:14 +11:00
Mitchell Richters
f35bec4a5d - Fix interpolation issues and do other minor fixes following shift to fixedhoriz and binangle.
* When interpolating on the initial setup, when binangle reached an overflow point when going lower than zero, the engine was spinning the player around clockwise to the new angle (2047, for instance).
* Interpolating after casting as uint64_t with a workflow similar to the original games, the issue went away.
* Cleaned up other interpolation functions to be of a consistent workflow.
* Scale keyboard input turning down to degree speeds.
* Uplift some remaining Q16.16 code in `applylook()` to full BAM precision.
* Move static calculations of aim and look speeds for `sethorizon()` back into function since GameTicRate isn't set right before calculation is done.
* Simplify the angle target setup back to a basic value like before.
* Repair SW interpolation issues of weapon sprite drawer when rotating left/right.
* Fix SW death horizon constant values following change of horizon center to 0.
2020-10-08 21:12:21 +11:00
Mitchell Richters
9bcdeae6cd - InputPacket: Change q16avel to avel, changing type from fixed_t to float. 2020-10-08 14:47:30 +11:00
Mitchell Richters
e53d58bd42 - gamecontrol: Clean up remainder of legacy angle code. 2020-10-08 14:29:50 +11:00
Mitchell Richters
40cb64cdcf - applylook(): Remove some forgotten debug lines. 2020-10-07 23:40:41 +11:00
Mitchell Richters
fca846272e - gamecontrol: Initial setup of PlayerAngle struct and deployment within Duke.
* Struct made up of binangle class units.
* Create signed clone of binangle for use with look_ang and rotscrnang.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 23:13:29 +11:00
Mitchell Richters
0c55a533be - PlayerHorizon: Change struct functions to declarations and define code in gamecontrol.cpp to reduce binary size. 2020-10-07 18:25:50 +11:00
Mitchell Richters
6a30d6880e - InputPacket: Change q16horz to horz, changing type from fixed_t to float. 2020-10-07 18:22:07 +11:00
Mitchell Richters
d16b4651bb - gamecontrol: Remove old horizon code left behind while cutting over each game. 2020-10-07 18:12:09 +11:00
Mitchell Richters
f39939d114 - gamecontrol: Initial setup of PlayerHorizon struct and deployment within Duke.
* Started with the most complicated game first.
* Struct made up of fixedhoriz class units.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 17:12:48 +11:00
Mitchell Richters
082336e5f8 - buildhoriz: Implementation of pitch and BAM conversion code.
* Determined maximum horizon able to be handed by engine in Q16.16 format is 280039127.
* Re-did pitch math to work on this known maximum and standardised pitch around -90/90 degrees as it should be.
* Because pitch is now -90/90 and not ~-188/188, m_sensitivity_y probably requires re-scaling.
2020-10-07 13:29:04 +11:00
Mitchell Richters
09a05f354c - Re-standardise horizon around 0 and not 100.
* Blood had this right. It makes sense that the horizon be based around as it's easier to work with.
* Removed all associated game math to deduct default horizon of 100 when doing weapon zvel etc, meaning actual horizon can just be used.
* Re-did return to center function to work on the already converted pitch. Return speed should be 1:1 with previous code.
2020-10-07 13:28:45 +11:00
Christoph Oelckers
f8caf88089 - backend update. 2020-10-03 17:04:45 +02:00
Mitchell Richters
0bb9904338 - Tune mouse input following changes in b57e13ff62.
* Reduce `hidInput->mouseturny` to previous scaling (0.25 of incoming input).
* Change `hidInput->mouseturnx` to be 0.5 of incoming input (33% slower than b57e13ff62, but matches what other ports by providing a 2:1 scale).
* Remove further divisions beyond m_side and m_forward and adjust code in `processMovement()` accordingly.
* Change scaling for `mousevelscale` in `processMovement()` to be 1/160th of keymove. Slightly lower for Duke and a lot faster for Blood where it's needed.
2020-09-29 21:02:36 +10:00
Christoph Oelckers
b57e13ff62 - mouse code update.
May still need some tweaking of the factors.
2020-09-28 22:36:43 +02:00
Christoph Oelckers
9764c9de0b - use the proper variable for timer frequency only.
MinFPSRate was an obsolete leftover.
2020-09-27 16:12:52 +02:00
Christoph Oelckers
1e12bca0a6 - route World Tour's texts through the string table by adding an indirection option
This way they can be translated into all languages without duplicating all relevant content.
The original text files are no longer being used.
2020-09-26 10:08:48 +02:00
Mitchell Richters
e9326fffe3 - processMovement(): Slightly adjust some ratios to provide proper average values. 2020-09-25 23:07:38 +10:00
Mitchell Richters
9b12675f4e - processMovement(): Re-arrange parameter variables somewhat so game-specific parameters are at the end and to allow some common defaults so they don't need specifying. 2020-09-25 22:26:50 +10:00
Mitchell Richters
73f52b2cee - SW: Fix turn scaling while pp->sop_control and specify !pp->sop to processMovement()s allowstrafe bool instead of an unconditional true. 2020-09-25 22:17:21 +10:00
Mitchell Richters
67c8187d62 - processMovement(): Attenuate hidInput->dyaw when using for strafing. 2020-09-25 12:03:56 +10:00
Mitchell Richters
6aa494285d - processMovement(): Add scaling for Exhumed's keymove. Input was far too slow and didn't match the others. 2020-09-25 00:57:48 +10:00
Mitchell Richters
04af1d9ce8 - All Games: Unify processMovement(). 2020-09-24 22:32:37 +10:00
Mitchell Richters
d40a2d3e95 Merge branch 'back_to_basics2' into Blood_InputReworking
# Conflicts:
#	source/blood/src/hudsprites.cpp
#	source/exhumed/src/status.cpp
#	source/games/duke/src/game_misc.cpp
#	source/sw/src/draw.cpp
2020-09-22 07:34:39 +10:00
Mitchell Richters
9859571ded - DrawCrosshair(): Factor in Blood's adjustable horizon which defaults to 90.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=69920.
2020-09-22 07:29:52 +10:00
Mitchell Richters
59e4fae064 - Game input: Fix miscellaneous issues.
* Duke/RR: Fix `SB_CENTERVIEW` not clearing while `cl_syncinput 1`.
* Duke/RR: Remove superfluous call to `apply_seasick()`.
* RR: Change two calls from `playerSetAngle()` to `playerAddAngle()` Updated version of `playerSetAngle()` doesn't stop setting angle until target is reached, a bit too strict for this and compromised vehicle turning.
* `applylook()`: Remove dead flag. Was only used with Duke, no other game called the function when dead anyway. Since the input helpers are processed outside of `applylook()` now this is not needed.
* `applylook()`: Extend function with a bit of commentary.
2020-09-21 17:12:53 +10:00
Mitchell Richters
f806cdcec6 - Blood/Duke/RR/SW: Unify the player's angle/horizon helper functions. 2020-09-21 17:12:51 +10:00
Mitchell Richters
7bf1cacc7f - Blood/Duke/RR/SW: Unify the player's angle function.
* For Blood/SW, exposes `SB_LOOK_LEFT`/`SB_LOOK_RIGHT` to games, hooking up `q16look_ang` and `q16rotscrnang` within.
* For SW, use Duke & Blood's return to center function and remove `PF_TURN_180` bit.
* For RR, replace a few misused bits with some bools inside of `player_struct`.
* Since bulk of functionality is sourced from Duke (30Hz), apply proper scaling so SW speed matches (40Hz).
2020-09-21 17:12:26 +10:00
Mitchell Richters
0ab3b33a6c - Blood/Duke/RR/SW: Unify the player's horizon function.
* For Duke/SW, we continually apply `SB_CENTERVIEW` only if it was previously a toggled action, similar to Blood.
* For SW, we remove two SW-specific bits (`PF_LOCK_HORIZ` and `PF_LOOKING`) that are no longer needed.
* For Duke, we remove `return_to_center` and just use the `SB_CENTERVIEW` action bit as required.
* For `sethorizon()`, feature set and adjustment speeds are an averaged out accumulation across Duke/SW:
** GameTicRate is factored in for adjustment decisions to provide consistency for SW being the faster game.
** Adjustment amounts are half way between Duke/SW.
2020-09-20 20:01:36 +10:00
Mitchell Richters
1900cf1fcc - Move Duke's getincangle() function to the backend, create Q16.16 variant (getincangleq16()) and replace Shadow Warrior's discrete implementations shared versions.
* Need SW's input helpers available for Blood but therefore also need an angle delta function that does not seem to exist in Blood.
* Realise that gamecontrol.h/cpp might not be the most appropriate place, but it's a shared location and these will go into binaryangle.h when its utilisation can be more realised.
* Because SW's logic was reversed, in that param #1 was the new angle and param #2 was the current, all calls have been reversed.
* By happenstance, also fixes an issue with multiple 180° turns in quick succession.
2020-09-20 16:21:13 +10:00
Christoph Oelckers
6776508239 - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
Christoph Oelckers
0e58203d92 - fixed rintersect and removed some unused bits from engine.cpp. 2020-09-13 20:15:46 +02:00
Christoph Oelckers
9e81fa89a8 - fixed some of the issues with palette emulation
* the palette shader was not bound.
* the palette textures were not bound.
* palette mode still used regular lighting on top of the palette emulation

This works a lot better than before but is still not complete.
2020-09-12 21:23:14 +02:00
Christoph Oelckers
d011a16c5b - added a menu option for WT's music switch.
Fixes #370
2020-09-08 22:37:21 +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
36b9ac54b7 - added a parser for World Tour's language files. 2020-09-05 21:33:04 +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
80cea90854 - implemented zoom by mouse wheel for the automap.
Fixes #121
2020-09-05 09:10:24 +02:00
Christoph Oelckers
adbedd30c4 - consolidated the 4 functions for handling the automap zoom. 2020-09-05 00:58:25 +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
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
b3d89a6a0b - removed the old main loop. 2020-09-02 23:03:48 +02:00
Christoph Oelckers
b49e050baf - transitioned Exhumed to the new main loop.
Fixed #301
2020-09-02 22:55:57 +02:00
Christoph Oelckers
b1a3080671 - migrated Exhumed to a local ticker as well.
gameclock is history - all games now run on a timer that increments once per tick under their own control and not independently of the ticker routine.
2020-09-02 21:42:12 +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
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
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
Mitchell Richters
e32cd81cc7 - Unify stat fps for all games. 2020-08-30 20:24:36 +02:00