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
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
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
1060d74e08
- SW's automap sprite drawer.
2020-09-06 21:50:02 +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
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
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
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
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
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
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
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
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
694444b62a
- converted the remaining input bits.
...
Looks like it is working in all games except Blood (not that it surprises me that it's Blood again which has issues...)
2020-08-29 13:32:55 +02:00
Christoph Oelckers
dc1f56e8f9
Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into Packet
...
# Conflicts:
# source/core/inputstate.cpp
# source/exhumed/src/exhumed.h
2020-08-29 01:19:48 +02:00
Christoph Oelckers
847fa48724
- cleaned out the remaining parts of baselayer.h
...
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.
The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
2020-08-28 09:06:49 +02:00
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
f597f7c265
- made the GameFunc constants global again.
...
With most of the more specific features being migrated to CCMDs the list is relatively clean now, with merely 2 buttons that are game specific.
2020-08-27 00:25:59 +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
Mitchell Richters
e0aaaf1f60
- All Games: Move gameclock
and lastTic
to gamecontrol.
2020-08-26 09:49:44 +10:00
Mitchell Richters
76776d24d7
- All Games: Remove use of ClockTicks
and replace with int
.
2020-08-26 09:49:42 +10:00
Mitchell Richters
40739d9176
- SW: Add ogameclock
and use in places where ototalclock
was used.
...
* Duke used `ototalclock` only to keep track of when the game ticked. SW uses it in the rendering code for differentials between tics so we should preserve that to prevent issues down the track.
2020-08-26 09:48:51 +10:00
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
Mitchell Richters
386661f1ba
- SW: Migrate to GZDoom time code like Duke.
2020-08-25 19:51:32 +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
7859a29e95
- use global variables to track automap state
...
So far implemented in Duke/RR.
2020-08-24 19:31:43 +02:00
Christoph Oelckers
adb98a47ba
- restructured the main loop code so that the actual loop is in the common code.
2020-08-23 17:47:05 +02:00
Mitchell Richters
da2b1347ef
- SW: Change smoothratio
from int to double for storing returned result from CalcSmoothRatio()
with full precision.
2020-08-18 18:25:58 +10:00
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
522d8af6ca
- SW: implement the "end game" function.
...
Fixes #189
2020-08-17 20:38:46 +02:00
Christoph Oelckers
25e8636a60
- eliminated a few smaller headers.
2020-08-16 23:21:24 +02:00
Christoph Oelckers
85538b467b
- fixed some initialization issues with the new main loop.
...
Looks like all map starting cases are working now.
2020-08-16 22:45:19 +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
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
af2c836e54
- unused code cleanup.
2020-08-16 09:04:24 +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
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
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
9ccf717311
- ported the inventory display on the status bar.
2020-08-13 21:57:53 +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
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
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
4fef66c78a
- SW script parser cleanup
2020-08-05 22:36:37 +02:00
Christoph Oelckers
f9d48e1f68
- removed all the intermediate variables for the status bar size.
...
hud_size now gets used directly by the status bar code.
2020-07-25 13:26:56 +02:00
Christoph Oelckers
2e98b2f8da
- quote cleanup.
2020-06-30 22:53:15 +02:00
Christoph Oelckers
68c97e3c25
Merge branch 'master' of https://github.com/coelckers/Raze
...
# Conflicts:
# source/core/gamecontrol.h
# source/duke3d/src/game.cpp
# source/exhumed/src/exhumed.cpp
# source/rr/src/game.cpp
2020-05-31 23:30:10 +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
29db3febb8
- updated the platform code to be mostly identical with GZDoom
2020-05-26 00:08:26 +02:00
Christoph Oelckers
266364fc2e
- properly implement texture offsets
2020-05-24 13:26:45 +02:00
Christoph Oelckers
8bd5f12b42
- matching sound backend code with GZDoom.
...
# Conflicts:
# source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00
NY00123
37c3f1cc46
SW: Add the macro SO_EMPTY and use it instead of
...
separate checks of the form sop->xmid == INT32_MAX
2020-05-22 23:41:09 +02:00
NY00123
7e2484f603
SW: Remove FAKETIMERHANDLER and calls to faketimerhandler via this macro
...
# Conflicts:
# source/sw/src/sprite.cpp
2020-05-22 23:39:28 +02:00
Mitchell Richters
45cc95401f
SW: Make game compile after upstream backports.
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
890a737152
SW: Add the oangdiff field to USER struct as suggested by Hendricks,
...
and use it in MovePoints. This will be used for interpolating
the angles of sprites carried by SOs soon.
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
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
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
5a0e54b63e
SW: Migrate the player's RevolveAng field to Q16.16 format.
...
This fixes truncations of q16ang in MovePlayer. One known
fixed issue is a minor micro-shaking effect, reproduced
while standing on a non-moving SO (e.g., the bus in level 1).
The latter is also related to the use of camq16ang.
Based in idea on patch from mjr4077au.
2020-05-21 18:47:37 +02:00
NY00123
207240f277
Add GetQ16AngleFromVect wrapper function to sw/src/game.h
2020-05-21 18:47:37 +02:00
NY00123
7749b0f7b9
SW: Interpolate sector objects in non-demo, single player games.
...
Let's see if this is breaking anything.
2020-05-20 14:43:03 +02:00
NY00123
47ac981a3a
SW: Let's replace the macro PEDANTIC_MODE with variable PedanticMode
2020-05-20 14:43:03 +02:00
NY00123
eaefc2576c
SW: Rename q16avel -> q16angvel and q16horz -> q16aimvel.
...
While it is understandable that avel and horz came from Duke3D,
having both q16horiz and q16horz in the updated SW_PACKET struct
can be confusing, and the alternative notation is more consistent
with the original struct field names of angvel and aimvel, as well
as the differing uses of the name angvel still present in player.cpp.
2020-05-20 14:43:03 +02:00
NY00123
8085c8473d
SW: Add the q16ang and q16horiz fields to SW_PACKET. These
...
will be filled by faketimerhandler with the current player's
most recent camq16ang and camq16horiz values, respectively.
2020-05-20 14:43:03 +02:00
NY00123
1f9e319d39
SW - First step in tying player input to frame rate:
...
Add the camq16ang and camq16horiz fields to the player struct.
With the exception of DoPlayerTurn and DoPlayerHorizon, whenever
code in player.cpp updates player's q16ang/q16horiz, also write
the updated values to camq16ang/camq16horiz. These variables'
preceding values are never used in these functions.
2020-05-20 14:43:03 +02:00
NY00123
a2a1642f3d
SW: We can revert the change of siang to q16 now
2020-05-20 14:43:03 +02:00
NY00123
6faa73286f
SW: Trim q16 angle and horiz during demo playback/recording.
...
This uses the newly introduced PEDANTIC_MODE macro.
2020-05-20 14:43:03 +02:00
NY00123
8284fcba9a
sw/src/player.cpp:DoPlayerTurn: Increase turning precision
...
with q16 angle. This uses the new NORM_Q16ANGLE macro.
2020-05-20 14:43:03 +02:00
NY00123
1a46afaf27
Fix compatibility with existing demo files after the migration
...
to q16 angle and horiz. The original SW_PACKET structure,
named OLD_SW_PACKET here, is used while accessing demo files.
2020-05-20 14:43:03 +02:00