Commit Graph

498 Commits

Author SHA1 Message Date
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
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 24d847f4ec - create Duke dynamic CCMD `warptocoords`. 2020-08-04 18:04:02 +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 d526c6401f - use the generic cheat system for Blood. 2020-08-03 20:51:31 +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
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 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
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
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 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