Commit graph

391 commits

Author SHA1 Message Date
Mitchell Richters
4bf5c3d6b5 - uplift boatApplyTurn() with changes from e0bc2c6c97.
* Handle button-mashing to provide a better experience.
* Rename `bike_turn` to `boat_turn`.
* Move application of scale to returning value within `boatApplyTurn()`.
* Use doubled return values like Rednukem (20 -> 40, 10 -> 20, 6 -> 12, 3 -> 6, 2 -> 4, 1 -> 2).
* Return `p->TiltStatus` towards 0 if `p->MotoSpeed` == 0 and `p->NotOnWater`.
* Always test if `p->TiltStatus` < `0.025`.
2020-07-24 21:27:47 +10:00
Mitchell Richters
e0bc2c6c97 - handle button-mashing in motoApplyTurn().
* If player was turning left and right, only left was returned. Now, both apply (effectively cancelling each other out.
* Move application of scale to returning value within `motoApplyTurn()`.
2020-07-24 20:46:20 +10:00
Mitchell Richters
230332338c - make RRRA motorbike turning speed consistent with varying framerates.
* Multiply returned value with scaleAdjust.
* Use doubled return values like Rednukem (20 -> 40, 10 -> 20, 3 -> 6).
2020-07-24 19:50:28 +10:00
Mitchell Richters
5bb7c7a647 - adjust elapsedInputTicks in GetInput() to be 1000.0 / REALGAMETICSPERSEC.
* 1000 / 30 = 33.333~. This ensures that if 33.333 is the minimum value, the calculation for scaleAdjust always equals 1.0 (no scaling).
2020-07-24 19:38:09 +10:00
Mitchell Richters
25ca23f2e2 - fix keyboard input fvel/svel more in line with Graf's coding style.
* Essentially reverts e41041074d and moves the use of `abs()` from keymove to fvel/svel itself.
2020-07-24 18:32:01 +10:00
Christoph Oelckers
928a16983d - adapted the MVE player.
Video appears to work, but has quite severe artifacting  I cannot tell if it's the video or the decoder which causes it.
2020-07-23 22:26:07 +02:00
Christoph Oelckers
945dbc9f7e Use type safe angle and horizon classes for the render interface
These need to be robust and not allow implicit conversions.
2020-07-23 17:03:11 +02:00
Christoph Oelckers
ab8006cc40 - make binaryangle.h compile. 2020-07-23 17:02:59 +02:00
Christoph Oelckers
be9094cb97 Silenced lots of warnings pointed out by XCode. 2020-07-23 17:02:59 +02:00
Christoph Oelckers
d16d8f0d0e - fixed issues reported by XCode 2020-07-23 17:02:59 +02:00
Mitchell Richters
eadb31f9cd - use REALGAMETICSPERSEC as maximum value for elapsedInputTicks in GetInput().
Hard-coded value of `10.0` was too low and was always being used instead of the value of `(now - lastCheck)`. This made `scaleAdjust` inaccurate and not fast enough.
2020-07-23 19:16:51 +10:00
Mitchell Richters
54d73ce9f8 - fix 'Quick Turn' for Duke. 2020-07-23 14:05:36 +10:00
Mitchell Richters
be0cbeed65 - ensure p->lookRight is reset to false in start checklook() like lookLeft is.
Repairs issue where player never returned to centre when they pressed the look right key.
2020-07-23 13:34:47 +10:00
Christoph Oelckers
253dea7610 - removed parsing_ifelse sanity check because it breaks compilation in a few case.
if there ever needed to be proof that CON is broken beyond repair this should be it, this will allow broken code to slip through the parser and apparently some scripts exploit this bug.
NAM's soldiers won't work with the 'proper' code.
2020-07-22 22:27:51 +02:00
Mitchell Richters
77ff6f324c - ensure rotscrnang turns right when looking right.
Doesn't repair issue when looking right doesn't return again, will isolate and repair.
2020-07-22 20:44:16 +10:00
Mitchell Richters
e41041074d - ensure keyboard fvel/svel input never exceeds the range of keymove.
Repairs issue where keyboard input was accelerating to a value of 90 which was not possible in the original game.
2020-07-22 20:42:05 +10:00
Christoph Oelckers
368298d02d - enable the menu and console everywhere, except on the intro logos. 2020-07-22 00:42:50 +02:00
Christoph Oelckers
902fbf6f5d - got rid of MODE_TYPE since this will be handled in the backend in the future. 2020-07-21 22:59:24 +02:00
Christoph Oelckers
61f5247b71 -let's hope this will solve the pausing problem for good.
The checks for game pause were totally inconsistent, so now there is a utility function that tells whether the game is supposed to run or not.
pause can also take 3 values now - 0 for no pause, 1 for pause from opening the menu or console or 2 for hitting the pause button.
2020-07-21 22:46:26 +02:00
Christoph Oelckers
6227f9f7fd - optimizations for better savegame performance. 2020-07-21 21:32:38 +02:00
Christoph Oelckers
1869a7930e - hooked up the new savegame code.
Not tested yet.
2020-07-21 00:07:02 +02:00
Christoph Oelckers
9ace06ad81 . deleted the old savegame.h file. 2020-07-20 23:22:40 +02:00
Christoph Oelckers
7eb158bf72 - properly tabified everything. 2020-07-20 23:21:27 +02:00
Christoph Oelckers
ba7997b611 - implemented most of the savegame code and deleted the old one. 2020-07-20 23:07:44 +02:00
Christoph Oelckers
c16115d76c - first stage of new savegame code.
This also refactors the animateptr array into something serializable. This kind of pointer lookup is virtually unrestorable without creating platform locked savegames.
2020-07-20 20:40:29 +02:00
Christoph Oelckers
2d78643c4d - initial savegame work. 2020-07-20 18:43:50 +02:00
Christoph Oelckers
06fa1391f5 - did some cleanup on the global variables. 2020-07-20 18:43:50 +02:00
Christoph Oelckers
16efa87701 - started sorting variables in globals.h and removed player.h after cleaning it out. 2020-07-20 18:43:50 +02:00
Christoph Oelckers
7d7ae9e463 - fixed gamestartup parser so that it can detect script versions again. 2020-07-20 18:43:50 +02:00
Christoph Oelckers
3028b3f3fd - merged game.h into global.h and game.cpp into global.cpp.
Meaning that all global declarations are in one file now.
2020-07-20 18:43:50 +02:00
Christoph Oelckers
08909f414a - merged playerdata_t into player_struct 2020-07-20 18:43:49 +02:00
Christoph Oelckers
a40343ae00 - premap.h is also gone because it didn't contain anything relevant anymore. 2020-07-20 18:43:49 +02:00
Christoph Oelckers
c3fb679992 - more header cleanup work, macros.h is gone. 2020-07-20 18:43:49 +02:00
Christoph Oelckers
2dcaf25fea - put the entire CON parser into a class to make its state local to the caller 2020-07-20 18:43:49 +02:00
Christoph Oelckers
9346b5de7e - testing stuff. 2020-07-20 18:43:48 +02:00
Christoph Oelckers
f9842fc4a8 - implemented running screen jobs from the main loop.
The entire game now has only one single place where videoNextPage gets called.
2020-07-20 18:43:48 +02:00
Christoph Oelckers
31b9995406 - rewrote the ScreenJob player as a class that can be called by an asynchronous dispatcher.
Works, except for timing issues with ANMs.
2020-07-20 18:43:48 +02:00
Mitchell Richters
2ce612e8ab - remove multiplier when finalising player's angle in FinalizeInput().
Not sure how this came to be but was causing rather accelerated angle adjustments compared to the stock game.
2020-07-20 20:38:38 +10:00
Christoph Oelckers
72bf70811e - restructured exitlevel for asynchronous handling of the summary screen. 2020-07-19 00:53:13 +02:00
Christoph Oelckers
a1001c5fdd - changed startnewgame to handle the screen jobs asynchronously. 2020-07-19 00:26:36 +02:00
Christoph Oelckers
a3e9ea97a8 - merged the two main loops into one.
Yet to do: Run the screen jobs from the main loop as well.
2020-07-18 23:50:46 +02:00
Christoph Oelckers
e97e663b49 - more restructuring of asynchronously playing sequences. 2020-07-18 22:38:19 +02:00
Christoph Oelckers
c767ead84f - properly route gameexitfrommenu through the callbacks. 2020-07-18 21:28:57 +02:00
Christoph Oelckers
ded0edae0c - fixed return_to_center 2020-07-18 14:30:17 +02:00
Christoph Oelckers
d88ae50923 - moved a few global variables around so that they don't get lost for handling savegames or a global state reset. 2020-07-18 13:38:16 +02:00
Christoph Oelckers
36d61fc662 - make sure that the static time counters in the input code do not accumulate while not in use.
The one for holding the turn key needs to be reset any time there is no turning and everything needs to be cleared when the input state is cleared. And all need to check for the case where the static state is not set yet.
2020-07-18 13:27:24 +02:00
Christoph Oelckers
e70115ff5c - put the CON interpreter into a class to get rid of its global variables. 2020-07-18 12:37:35 +02:00
Christoph Oelckers
28965eefd5 - moved the main loop to gameloop.cpp. 2020-07-18 11:56:49 +02:00
Christoph Oelckers
f9e76ba178 - merged the last two functions of the input code with input.cpp. 2020-07-18 09:59:16 +02:00
Christoph Oelckers
ac3925f64d - cleanup 2020-07-18 01:40:18 +02:00
Christoph Oelckers
ba69084aa5 - consolidated the movement block check after discovering that it wasn't handling things properly for all games. 2020-07-18 01:34:13 +02:00
Christoph Oelckers
47a0b14b43 - the main input function is also free of conflicts. That leaves 3 functions with roughly 4kb of code that cannot be redone without using EDuke code. 2020-07-18 00:59:10 +02:00
Christoph Oelckers
6c2600df51 - cleanup of the main input code.
Only 8 kb code left that is clearly recognizable as coming from EDuke32.
2020-07-18 00:34:20 +02:00
Christoph Oelckers
1d685d24e9 - fixed handling of BitsToSend. 2020-07-17 22:19:22 +02:00
Christoph Oelckers
7bc2befc84 - consolidated the finalizing parts of the input code and fully merged most of the bike/boat handlers.
Turned out that the only major difference was already split off into subfunctions.
2020-07-17 22:09:01 +02:00
Christoph Oelckers
d1b4c34ff9 - re-added the hud_input call that somehow got lost. 2020-07-17 21:09:07 +02:00
Christoph Oelckers
29e107ad24 - use CCMDs for weapon and inventory selection, courtesy of ZDuke. 2020-07-17 20:56:10 +02:00
Christoph Oelckers
01d3ca870d - more consolidation between old and new input paths.
This also simplifies the one_eighty handling to be closer to the original idea.
2020-07-17 11:46:23 +02:00
Christoph Oelckers
dc9c8a0e60 - consolidation of pitch code for aim mode 0. 2020-07-17 00:32:26 +02:00
Christoph Oelckers
7ba4e4de97 - weapon selection offloaded and cleaned up. 2020-07-16 23:32:00 +02:00
Christoph Oelckers
43c4c5eb5e - consolidated some parts common to the 3 input routines. 2020-07-16 22:49:26 +02:00
Christoph Oelckers
ff9e2c3f5e - same procedure for the motorcycle - and again roughly 10% of the input code down. 2020-07-16 19:16:56 +02:00
Christoph Oelckers
fca4bdcafb - split out the main movement calculation out of P_PlayerInputBoat and used the original code for providing a replacement. 2020-07-16 18:58:31 +02:00
Christoph Oelckers
38751d19ac - changed all SYNCINPUT #defines into runtime checks so that both parts can be used and consolidated the 4 versions of the SeaSick code. 2020-07-16 17:59:25 +02:00
Christoph Oelckers
2888f29e32 - reenable the logos. 2020-07-16 15:18:27 +02:00
Christoph Oelckers
f530732c46 - adjustments for input 2020-07-16 15:03:09 +02:00
Christoph Oelckers
55feadd11c - render the weapons with the DrawTexture interface and properly handle rotatesprite's alignment modes 2020-07-16 13:23:26 +02:00
Christoph Oelckers
a066c5bc4b - make everything compile again. 2020-07-16 00:27:09 +02:00
Christoph Oelckers
39a6ab6f0e - input update - safety commit 2020-07-15 23:44:07 +02:00
Christoph Oelckers
d139720607 - cleaned up the setup code and consolidated everything in a separate file. 2020-07-15 21:11:23 +02:00
Christoph Oelckers
ea6c74d0e6 - transitioned the local input handler.
There wasn't anything EDuke32-specific in there - nearly everything mapped perfectly to JFDuke.
2020-07-15 19:48:04 +02:00
Christoph Oelckers
a0cd407632 - cleanup on pausing code. 2020-07-15 18:10:31 +02:00
Christoph Oelckers
381e15a9b2 - renamed playerdata_t::input back to sync and made it a static array again. 2020-07-15 13:10:18 +02:00
Christoph Oelckers
a9f152c1fe - added JFDuke's label type checker and did some cleanup on the CON init code.
Most importantly: Use dynamic buffers for managing the labels instead of hijacking some other storage space.
2020-07-15 12:34:42 +02:00
Christoph Oelckers
866be28da0 - clear the input state when starting a new map or loading a savegame. 2020-07-15 09:21:47 +02:00
Christoph Oelckers
99161e2e4a - made ps an array of player_struct like it originally was. 2020-07-15 00:26:58 +02:00
Christoph Oelckers
2fd2ad2212 - sky code cleanup and transitioning of Duke's. 2020-07-15 00:06:19 +02:00
Christoph Oelckers
4598cf13d7 - reverted the frags array to its original form, moved InitRRRASkies to zz_common.cpp and deleted zz_premap.cpp. 2020-07-14 21:42:46 +02:00
Christoph Oelckers
d5689d3926 - removed net.h as well. 2020-07-14 21:31:15 +02:00
Christoph Oelckers
1e9679aceb - removed faketimerhandler and the last static remains of EDuke's netcode. 2020-07-14 21:15:37 +02:00
Christoph Oelckers
424716bb88 - say goodbye to libdivide! 2020-07-14 20:21:16 +02:00
Christoph Oelckers
fedeec73c7 - cleaned out some unused parts of engine.cpp 2020-07-14 17:35:19 +02:00
Christoph Oelckers
aa01adb2f1 - removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers
2e05ff532b - got rid of the struct trackers.
They were only used for handling an undefined case in the renderer but the overhead and side effects were too severe.
2020-07-14 13:51:03 +02:00
Christoph Oelckers
a24034e087 - removed some demo code from savegame.cpp. 2020-07-07 23:07:03 +02:00
Christoph Oelckers
319e2e2745 - minor cleanup 2020-07-07 23:01:34 +02:00
Christoph Oelckers
ecddd8687c - newgame is clean now. 2020-07-07 22:41:31 +02:00
Christoph Oelckers
63eaec916b - fixed a few things.
Basic level progression is working, special cases still need testing, but for now it's good enough.
2020-07-07 21:38:20 +02:00
Christoph Oelckers
01fce31f43 - everything compiles again.
Still needs testing.
2020-07-07 20:27:21 +02:00
Christoph Oelckers
915b566612 - another safety commit. 2020-07-07 17:56:20 +02:00
Christoph Oelckers
6b86d7606f - safety commit - does not compile! 2020-07-07 13:19:09 +02:00
Christoph Oelckers
dd45749650 - got rid of m_level_number and m_volume_number.
These were only needed so that G_NewGame_EnterLevel could be called without parameters. Ouch!
2020-07-07 10:17:02 +02:00
Christoph Oelckers
7f3c0ef16c - safety commit 2020-07-07 09:39:33 +02:00
Christoph Oelckers
34874d1a21 - migrated displayrest and took the opportunity to un-fuck the palette management. 2020-07-07 04:54:12 +02:00
Christoph Oelckers
b6f410923e - restored most of the original user_defs.
Most of the added EDuke things were gone anyway.
2020-07-07 00:16:54 +02:00
Christoph Oelckers
43ff87f47f - lightened player.h a bit more. 2020-07-06 23:50:14 +02:00
Christoph Oelckers
dca7e158bb - "po" reverted 2020-07-06 23:33:33 +02:00
Christoph Oelckers
e8ebeefaad - started consolidating the struct types.h 2020-07-06 23:24:35 +02:00
Christoph Oelckers
642ae03d90 - use player_struct from JFDuke. 2020-07-06 23:05:48 +02:00
Christoph Oelckers
631398a35a - renamed a few things. 2020-07-06 23:04:19 +02:00