Commit graph

4254 commits

Author SHA1 Message Date
Evan Ramos
9eefd3d892 SW: Add PanelSpriteFunc values to saveables 2020-05-21 18:47:37 +02:00
NY00123
024d4e7297 SW: Afraid that we should disable almost all kinds of SOs in multiplayer
for now, due to possible jitters. Currently leaving remote-controlled SOs.
2020-05-21 18:47:37 +02:00
NY00123
ab99b3b79d SW: Call FunctionKeys from getinput only if the latter is called
from faketimerhandler. This should fix the timing of playing an
RTS file's sound and sending the corresponding message.
2020-05-21 18:47:37 +02:00
NY00123
75c76f073a SW: Fix aiming in coop view 2020-05-21 18:47:37 +02:00
NY00123
5baba6b9f3 SW: Don't interpolate a non-remote sector object controlled
by the player. Make sure looking up/down is still smooth.
2020-05-21 18:47:37 +02:00
NY00123
bdacab366a SW: Disable interpolation of sector objects that
don't move as smooth as possible in multiplayer
2020-05-21 18:47:37 +02:00
NY00123
f3654d80e7 Store sector object interpolation data in saved game 2020-05-21 18:47:37 +02:00
NY00123
27675d9f4f Remove the preceding sprite interpolation functions, not needed anymore 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
2b1e32bf3d SW: Add the currently-unused interpso.* files, enabling interpolation
of sector objects as whole groups of points and sprite angles.

The following goals are intended to be achieved with this code:
- Make it easy to let the user toggle sector object interpolation.
- Interpolate the angles of sprites carried by sector objects.
- Use the right amount of samples for interpolating a sector object,
depending on the players' locations, as done in the checks within
DoSector. Unfortunately, modifying DoSector itself to
unconditionally call MoveSectorObjects(sop, synctics) technically
changes the way sectors move (in the logical sense), and was
found out to make a specifically constructed user map unbeatable.
- Make it easy to disable interpolation of a whole sector object in
case of a need. This is especially important if such an object
is controlled by a player in multiplayer, mostly since this
isn't compatible with the way player prediction is working.
2020-05-21 18:47:37 +02:00
NY00123
f6a5572775 SW: Add the currently unused InterpolateSO option.
A known issue, which also applies to existing settings like the voxel
toggle, is that its value gets written to the saved game, and when such
a game is loaded, the its value gets overwritten by the one in the
saved game. Options should move to settings.cfg later, anyway.
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
NY00123
10e4c3e121 sw/src/draw.cpp: Import from Duke3D the Polymost shadow drawing hacks 2020-05-21 18:47:37 +02:00
NY00123
33043b3b05 sw/src/network.cpp: Fix waitforeverybody in Master/Slave
modes. This uses SVN r1135 and r1143 as a reference.
2020-05-21 18:47:37 +02:00
NY00123
dea7c83361 sw/src/network.cpp: Fix sending of messages in Master/Slave.
Thanks Dynamo for spotting the bug.
2020-05-21 18:47:37 +02:00
NY00123
63743eea67 sw/src/draw.cpp:analyzesprites: Interpolate other players' sprites, in a
similar manner to what's done in Duke3D (with the addition of the angle).

There seem to be some jitters with this, mostly in Master/Slave mode.
Decreasing PAKRATE in mmulti.cpp might also increase the frequency
of this occuring in Peer-2-Peer mode.
2020-05-21 18:47:37 +02:00
NY00123
5a6dd2224f sw/src/jsector.cpp:JS_DrawCameras: Make camera oscilation
less dependent on the frame rate.
It would probably be better to update this from the game loop side,
like in Duke3D, but it's still better than the preceding situation.
2020-05-21 18:47:37 +02:00
Mitchell Richters
471f0df69d SW: Q16.16 refinements in DoPlayerDeathFollowKiller. 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
e3197d206d SW: Temporarily lock angle and horiz right upon player death 2020-05-21 18:47:37 +02:00
NY00123
bfd79d8bc2 sw/src/draw.cpp:drawscreen: Don't interpolate while the game is paused 2020-05-21 18:47:37 +02:00
NY00123
656e059c86 sw/src/game.cpp: Remove unused ReloadPromptMode variable 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
ef85bc58c3 sw/src/draw.cpp:drawscreen: Use GetQ16AngleFromVect for pointing
at a remote-controlled SO. In case PedanticMode == FALSE, this
leads to small improvements with aiming at the car in EXAMPLE.MAP.
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
6fcb8f7a6a Add gethiq16angle and the getq16angle wrapper to the engine 2020-05-21 18:47:37 +02:00
NY00123
e2a789b8cc SW: Lock angle and horiz right after teleporting to sprite 2020-05-21 18:47:37 +02:00
NY00123
8e9130c31a sw/src/draw.cpp:drawscreen: Removing the check that pp->sop_control
is non-null seems to resolve the newly introduced interpolation
issue for looking up/down while controlling a sector object.
We can also remove the PF_DEAD test, since
game.cpp:getinput should lock any kind of aiming.

src/src/game.cpp:getinput: We now, however, need to further
lock turning here while controlling a sector object.
2020-05-21 18:47:37 +02:00
NY00123
4c73c11255 SW: Ensure the player's rendering angle is in sync with a rotating
sector. This re-introduces the angle interpolation in drawscreen
while sector object interpolation is in use.

A side-effect of this is that looking up/down is now less smooth
while controlling a sector object (e.g., a turret).
2020-05-21 18:47:37 +02:00
NY00123
0c4deb9298 sw/src/track.cpp:MovePlayer: We also need to update pp->camq16ang here.
Note that this angle is currently not interpolated,
as done for the sector.
2020-05-21 18:47:37 +02:00
NY00123
fd6df8e509 sw/src/track.cpp:MovePlayer: Missed this in preceding interpolation fixes 2020-05-21 18:47:37 +02:00
NY00123
1d1aa4581b sw/src/track.cpp: If interpolation is enabled, also cover
the SO's midpoint. Fixes aiming at a remote controlled SO.
2020-05-21 18:47:37 +02:00
alexey.lysiuk
2974af3178 - fixed a bunch of compilation errors with MSVC 16.6.0 2020-05-21 10:29:59 +03:00
Mitchell Richters
559539bed2 - bump save versions for SW following the massive amount of changes. 2020-05-20 14:43:03 +02:00
Mitchell Richters
979c4846a4 SW: Fixes and cleanups following backporting upstream's input changes. 2020-05-20 14:43:03 +02:00
Mitchell Richters
2c0ad0dd12 SW: Fix compilation after backporting upstream's input changes. 2020-05-20 14:43:03 +02:00
NY00123
3913a05713 Use pragma pack in sw/src/network.h instead of the locally defined
PACKED macro. This is more consistent with the current Duke3D codebase,
and further fixes build with older versions of MinGW GCC, in which
attribute packed is broken without specifying -mno-ms-bitfields.
2020-05-20 14:43:03 +02:00
NY00123
ff49bc2209 SW: Remove unused wfe_Clock variable 2020-05-20 14:43:03 +02:00
NY00123
b0318afbdb Fix usage of possibly wrong address in sw/src/player.cpp:DoPlayerHorizon 2020-05-20 14:43:03 +02:00
NY00123
10a5120e40 sw/src/network.cpp: I think that it's safe to enable
the sync check on the slave side in Master/Slave mode.
2020-05-20 14:43:03 +02:00
NY00123
0f761cdc77 SW: This hopefully resolves issues with leaving multiplayer games 2020-05-20 14:43:03 +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
25be14ccc0 Another change modifying saved game format in SW:
Increase MAXINTERPOLATIONS from 1024 to MAXSPRITES.
2020-05-20 14:43:03 +02:00
NY00123
bf0ace3748 SW change breaking compatibility with existing saved games:
Remove startofdynamicinterpolations and short_startofdynamicinterpolations.
2020-05-20 14:43:03 +02:00
NY00123
18602d41c9 SW: Reset the number of interpolations on level load 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
cc4f1f21f9 Interpolation fixes for SW:
draw.cpp: Fix the lack of interpolation while walking on a sector
object, like the bus roof or the floor of the train in Seppuku Station.
track.cpp: Make sure the player's location and angle aren't mistakenly
interpolated while standing on a moving sector object as a consequence.
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
952c578957 SW (DoPlayerTurn): The 180-degrees turns should be clockwise 2020-05-20 14:43:03 +02:00
NY00123
d07470ec4a sw/src/player.cpp:PlayerAutoLook: Modify function to
test for PF_MOUSE_AIMING_ON only if PEDANTIC_MODE == FALSE
2020-05-20 14:43:03 +02:00
NY00123
6d9c657b11 SW: This is a better place for a slave which quits to set QuitFlag 2020-05-20 14:43:03 +02:00
NY00123
d50410f06b SW: With the input tied to frame rate, disable aiming while the
player is dead, and also disable horizontal aiming while on a ladder.
2020-05-20 14:43:03 +02:00
NY00123
820e9ef5f9 SW: Use the old interpolation path in drawscreen if player is dead 2020-05-20 14:43:03 +02:00
NY00123
701b33da0d SW: Make horiz centering a bit less immediate again 2020-05-20 14:43:03 +02:00
Mitchell Richters
cba38c5cfc SW: Tie player input to frame rate. 2020-05-20 14:43:03 +02:00
Mitchell Richters
8b10f53450 SW: Add and use elapsedInputTicks and scaleAdjustmentToInterval
as one more step before tying input to frame rate.
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
de0ed067f5 SW: Modify DoPlayerTurn/DoPlayerHorizon to make it possible
for them to modify the player's camq16ang/camq16horiz field
instead of q16ang/q16horiz. Additionally, pass to them the
change in angle/horiz via a parameter, as an alternative
to direct access to the corresponding player input field.
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
b447feef91 sw/src/game.cpp:LoadLevel: Rename q16ang -> ang 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
1d2aadd229 sw/src/draw.cpp:drawscreen: We can set the pp->si* fields just once,
a bit later.
2020-05-20 14:43:03 +02:00
NY00123
2d4766555c SW: Revert commented out horiz->q16horiz renames in DSPRINTF strings 2020-05-20 14:43:03 +02:00
NY00123
a8a47a9eb0 SW: Fix typo in DoPlayerTeleportToSprite, following the migration to q16 angles 2020-05-20 14:43:03 +02:00
NY00123
4a8ad9b550 Fix multiplayer desync after the change to q16 angle and horiz.
Note that this includes non-portable unaligned accesses, but this
already applies to surrounding code. Just add comments for 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
Mitchell Richters
0431f5ffed SW: Refinements for Q16.16 implementation. 2020-05-20 14:43:03 +02:00
Mitchell Richters
a4fdabd860 SW: Use Q16.16 for angle. 2020-05-20 14:43:03 +02:00
Mitchell Richters
2bf2055c65 SW: Use Q16.16 for horiz. 2020-05-20 14:43:03 +02:00
NY00123
c32a8cab29 SW: Revert the changes from JFSW commit 7d0deafe81b0ffa30d77cfe242e454f8b4487a1f
related to the definitions of RANDOM_NEG in bunny.cpp, ripper.cpp
and ripper2.cpp. Do so in a way that isn't re-introducing compiler
warnings. This partially fixes compatibility with demos made for SW 1.2.
Additionally, replace the 3 separate definitions of RANDOM_NEG
with a common one within game.h.

From-SVN: r8798
2020-05-20 14:43:03 +02:00
NY00123
00daf6295e SW: Fix a few memory access errors related to demo support
From-SVN: r8797
2020-05-20 14:43:03 +02:00
NY00123
6d537f6d75 Pack the struct SW_PACKET. While this makes demo playback
functional with existing demo files, the code is known
to be incompatible with demos made for SW 1.2.

From-SVN: r8792
2020-05-20 14:43:03 +02:00
Mitchell Richters
83936bf5eb Revert "SW: Improve main game loop."
This reverts commit e878c5bab8.

Revert "SW: Use Q16.16 for horiz."

This reverts commit f07a0ae01e.

Revert "SW: Use Q16.16 for angle."

This reverts commit 1ecc74c2ec.

Revert "SW: Minor repairs for Q16.16 implementation."

This reverts commit d78d046bad.

Revert "SW: Process input at frame rate."

This reverts commit c162014dab.

Revert "SW: Amendments to accommodate changes in master."

This reverts commit eaa51138ad.

Revert "SW: Fix incorrectly declared function input type."

This reverts commit 1cdd5b08d8.

Revert "SW: Amend scaleAdjustmentToInterval() with correct value for SW."

This reverts commit d4dd737cd5.

Revert "SW: Refinements to new input code."

This reverts commit 5ebc65a1fb.

Revert "SW: Adjust look and snap up/down keys and slightly tune PLAYER_TURN_AMOUNT."

This reverts commit 2852536dbf.

Revert "SW: Get PLAYER_TURN_SCALE to be just right."

This reverts commit 4630c8a0b7.

Revert "SW: Make map follow mode work better."

This reverts commit 8e94c48eff.

Revert "SW: Remove line accidentally left from 'MoveScrollMode2D()'."

This reverts commit 5db8047b41.

Revert "Fix multiplayer desync after the change to q16 angle and horiz."

This reverts commit 3bc46078b8.

Revert "SW: Revert commented out horiz->q16horiz renames in DSPRINTF strings"

This reverts commit 537313f620.

Revert "sw/src/draw.cpp:drawscreen: We can set the pp->si* fields just once,"

This reverts commit d2e9595980.

Revert "sw/src/game.cpp:LoadLevel: Rename q16ang -> ang"

This reverts commit a178961a3e.

Revert "SW: Minor tweaks."

This reverts commit 377ba68344.

Revert "SW: Further refine turning and optimise horizon adjustment."

This reverts commit 039022d9ac.

Revert "SW: Don't process input at frame rate if ScrollMode2D is true."

This reverts commit 1aa1e62c4d.

Revert "SW: Use a bit more Q16.16 in places."

This reverts commit 40ca656f38.

Revert "SW: Use the old interpolation path in drawscreen if player is dead"

This reverts commit 2d73466425.

Revert "SW: Smooth out 180 degree turn landing and replace some fix16_min/max with fix16_clamp."

This reverts commit 0996e87f79.

Revert "Change Next/Previous Weapon button handling for Shadow Warrior."

This reverts commit f6b8ca6a22.

Revert "SW: Make "Center_View" key return smoothly."

This reverts commit 23c401fbc2.

Revert "SW: Use the old interpolation path in drawscreen if player is dead"

This reverts commit 43ec16eb55.

Revert "Interpolation fixes for SW:"

This reverts commit ac8a7ecfbd.

Revert "SW: Reset the number of interpolations on level load"

This reverts commit 04bf8499e7.

Revert "Another change modifying saved game format in SW:"

This reverts commit e80888523e.

Revert "SW: Interpolate sector objects in non-demo, single player games."

This reverts commit 996ab77cf4.

Revert "- fixed merge errors in SW."

This reverts commit b8cfa94568.

Revert "- fix interpolation stutters when opening console for SW."

This reverts commit 99fdbfb6cb.

Revert "- reset buttonMap button states after returning from pause for SW (stops keys acting stuck down if down prior to pausing)."

This reverts commit 693b6955da.

Revert "SW: fix stupid input scaling bug"

This reverts commit 1c79e6e17c.

Revert "SW: Make vehicle input better."

This reverts commit 670a53c402.

Revert "SW: Change fix16_from_float() to fix16_from_int() that was changed in 4630c8a0b7 but should have been reverted in 377ba68344e34495638c6fa7685ff78c9a0ed6f8."

This reverts commit 423c9da071.

Revert "SW: Remove ScrollMode2D extern boolean and move into PLAYERp struct."

This reverts commit 31eb55c1fa.
2020-05-20 14:43:03 +02:00
Mitchell Richters
31eb55c1fa SW: Remove ScrollMode2D extern boolean and move into PLAYERp struct. 2020-05-19 12:55:32 +02:00
Mitchell Richters
423c9da071 SW: Change fix16_from_float() to fix16_from_int() that was changed in 4630c8a0b7 but should have been reverted in 377ba68344. 2020-05-19 12:55:32 +02:00
Mitchell Richters
670a53c402 SW: Make vehicle input better.
- Define new boolean 'on_vehicle' in PLAYERp struct for use with interpolating while on vehicle and other checks.
- Move horizon code back into separate DoPlayerHorizon() function. Adjusting horizon while in vehicle must come at the end of the DoPlayerOperate*() function.
- Make DoPlayerHorizon() accessible in game.cpp.
- Change code in DoPlayerHorizon() to process according how 'pp->on_vehicle' is set.
- Make scaleAdjustmentToInterval available outside of getinput().
- Don't process input at frame-rate while on a vehicle. Vehicle code is too difficult to process outside of the game's clock.

Partially based on NY00123's upstream implementation of tying player input to frame-rate.
2020-05-19 12:55:32 +02:00
Mitchell Richters
58bb2e149b SW: Fix broken interpolation pathway following changes in 43ec16eb55.
What 43ec16eb55 intends to do was already done via 2d73466425, however I applied the if statement in the opposite order so when it was cherry-picked again, the pathway was actually reversed - interpolating when alive and not when dead.

Rather than re-apply the opposite order, I've made the if statement match upstream for more consistency and to avoid further conflicts.
2020-05-15 15:00:58 +02:00
Mitchell Richters
9a144a9afb - bump save versions for Duke3D following changes to DukePlayer_t struct. 2020-05-14 15:15:59 +02:00
Mitchell Richters
10142eee6b RR: Move lastInputTicks from DukePlayer_t struct to PlayerData_t struct.
Better location for it since it never needs to be sent across the wire in a multiplayer situation. It's now also located where the other properties to do with input being tied to frame-rate are located.
2020-05-14 10:00:16 +02:00
Mitchell Richters
1f807792af Duke3D: Move lastInputTicks from DukePlayer_t struct to PlayerData_t struct.
Better location for it since it never needs to be sent across the wire in a multiplayer situation. It's now also located where the other properties to do with input being tied to frame-rate are located.
2020-05-14 10:00:16 +02:00
Mitchell Richters
22ae4182b5 RR: Properly reset pPlayer->lastInputTicks in G_EnterLevel() since all calls to P_ResetPlayer() are commented out.
Repairs issue with player spinning out of control when entering a new level.
2020-05-13 15:12:44 +02:00
Mitchell Richters
d411defd04 RR: Reset one_eighty_count if player angle input is detected. 2020-05-13 15:12:44 +02:00
Mitchell Richters
2c13e746c5 Duke3D: Reset one_eighty_count if player angle input is detected. 2020-05-13 15:12:44 +02:00
Mitchell Richters
5f59c1364c RR: Process one_eighty_count (Turn-around key) at frame-rate. 2020-05-13 15:12:44 +02:00
Mitchell Richters
2129d3b4e7 Duke3D: Process one_eighty_count (Turn-around key) at frame-rate. 2020-05-13 15:12:44 +02:00
Mitchell Richters
5299a0625d RR: Process q16rotscrnang and q16look_ang at frame-rate.
Had to move lastInputTicks to the DukePlayer_t struct. When first running P_GetInput(), the initial value of elapsedInputTicks is the actual value of timerGetHiTicks(), which is into the thousands. This high initial value was affecting how scaleAdjustmentToInterval() scales as it was taking an initial q16look_ang value of 512 and overflowing the fix16_t type, making it -32,768.
2020-05-13 15:12:44 +02:00
Mitchell Richters
22e9396feb RR: Promote look_ang to Q16.16. 2020-05-13 15:12:44 +02:00
Mitchell Richters
21e58160bf RR: Promote rotscrnang to Q16.16. 2020-05-13 15:12:44 +02:00
Mitchell Richters
3af6ad697b Duke3D: Process q16rotscrnang and q16look_ang at frame-rate.
Had to move lastInputTicks to the DukePlayer_t struct. When first running P_GetInput(), the initial value of elapsedInputTicks is the actual value of timerGetHiTicks(), which is into the thousands. This high initial value was affecting how scaleAdjustmentToInterval() scales as it was taking an initial q16look_ang value of 512 and overflowing the fix16_t type, making it -32,768.
2020-05-13 15:12:44 +02:00
Mitchell Richters
de0cc8f164 Duke3D: Promote look_ang to Q16.16. 2020-05-13 15:12:44 +02:00
Mitchell Richters
ac4b33a770 Duke3D: Promote rotscrnang to Q16.16. 2020-05-13 15:12:44 +02:00
Mitchell Richters
3749a89d6a Build: Change renderSetRollAngle() to take a float and not an int32_t. 2020-05-13 15:12:44 +02:00
Mitchell Richters
bece408548 Exhumed: Set scaleAdjustmentToInterval to correct value for game's ticrate. 2020-05-13 15:10:18 +02:00
Richard C. Gobeille
98f4bac708 Exhumed: fix stupid input scaling bug 2020-05-11 21:27:29 +02:00
Richard C. Gobeille
1c79e6e17c SW: fix stupid input scaling bug 2020-05-11 21:27:29 +02:00
Richard C. Gobeille
c5e4c9631d RR: fix stupid input scaling bug 2020-05-11 21:27:29 +02:00
Mitchell Richters
e7621b4e05 RR: Properly scale tilt_status on vehicles with input being tied to frame-rate. 2020-05-11 21:27:29 +02:00
Mitchell Richters
da04a1d0aa RR: Return to centre improvements.
- Lock player horizon while returning to centre.
- Precisely scale player's horizon in time with rate at which 'pPlayer->return_to_center' decrements.
- Check player's horizon is between 99 and 101 degrees, not 99.9 and 100.1. The extra 0.9 degrees of precision is not noticeable and is dramatically slower.
- Reset 'pPlayer->return_to_center' to '0' when player's horizon is at 100.
- Match q16horizoff precision to precision of q16horiz.
2020-05-11 21:27:29 +02:00
Mitchell Richters
549ff75b99 RR: Change horizSkew from fix16_t to int8_t.
- No point converting an int to fix16, only to convert it back. It's only ever an unrounded integer.
2020-05-11 21:27:29 +02:00
Mitchell Richters
742974c61c Duke3D: Return to centre improvements.
- Lock player horizon while returning to centre.
- Precisely scale player's horizon in time with rate at which 'pPlayer->return_to_center' decrements.
- Check player's horizon is between 99 and 101 degrees, not 99.9 and 100.1. The extra 0.9 degrees of precision is not noticeable and is dramatically slower.
- Reset 'pPlayer->return_to_center' to '0' when player's horizon is at 100.
- Match q16horizoff precision to precision of q16horiz.
2020-05-11 21:27:29 +02:00
Mitchell Richters
ae353b93fb Duke3D: Change horizSkew from fix16_t to int8_t.
- No point converting an int to fix16, only to convert it back. It's only ever an unrounded integer.
2020-05-11 21:27:29 +02:00
Mitchell Richters
c7d3753c2b Revert "RR: Fix hard landing from preventing vertical mouse movement with player input tied to frame-rate."
This reverts commit 4bc105ec07.
2020-05-11 21:27:29 +02:00
Mitchell Richters
d088795f28 Revert "Duke3D: Fix hard landing from preventing vertical mouse movement with player input tied to frame-rate."
This reverts commit 6dcd83b734.
2020-05-11 21:27:29 +02:00
Mitchell Richters
9cc86bd003 RR: Restore old interpolations when camera is chasing actor who whacked you (idea from NY00123). 2020-05-11 21:26:34 +02:00
Mitchell Richters
d30bf548bd Duke3D: Restore old interpolations when camera is chasing actor who whacked you (idea from NY00123). 2020-05-11 21:26:34 +02:00
Richard C. Gobeille
3b6b1a3063 Fix stupid typo that broke the camera aiming at the enemy that killed you in Duke3D 2020-05-11 21:26:34 +02:00
Mitchell Richters
aad2b3a782 - hacks to make IF launch again after gamefunc changes in 57cb22f135.
Also re-ordered gamefuncs to 1:1 match EDuke32.
2020-05-11 13:30:14 +02:00
Mitchell Richters
8730bd9dda - allow game's clock to keep running while paused (restores interpolations/animations in menus). 2020-05-08 21:23:02 +02:00
Mitchell Richters
401e87f3d9 RR: Remove left-over else statement that should have been removed in 0ec2b87. 2020-05-08 10:51:59 +02:00
Mitchell Richters
d58f90de19 RR: Properly lock player movement when necessary while in a vehicle.
- This makes map follow mode work as expected again.
2020-05-08 10:51:59 +02:00
Mitchell Richters
9c27f49d42 RR: restore proper vehicle accuracy to RedNukem code-base.
- I tried to do something smarter originally but want the values to be 100% accurate to upstream.
2020-05-08 10:51:59 +02:00
Mitchell Richters
4bc105ec07 RR: Fix hard landing from preventing vertical mouse movement with player input tied to frame-rate. 2020-05-08 10:51:59 +02:00
Mitchell Richters
6dcd83b734 Duke3D: Fix hard landing from preventing vertical mouse movement with player input tied to frame-rate. 2020-05-08 10:51:59 +02:00
Mitchell Richters
2e3bcdadd6 Duke 3D & RR: Repair issue where player would not return to centre following hard landing.
- Accidentally left in while merging changes from upstream.
- Change restores accuracy to game play in that a hard landing now returns the player's view to center.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille
08bc2fbbcd RR: set .horizRecenter when handling SK_CENTER_VIEW
This seems so obvious that I almost think I intentionally left it out before, but I can't remember why I would have.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille
8225d20e23 RR: zero .horizAngleAdjust and .horizSkew after checking playerquitflag instead of before
I don't think this actually makes a difference, but it's more consistent.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille
bcf4903505 RR: zero .horizSkew in P_DoJetpack() 2020-05-08 10:51:59 +02:00
Richard C. Gobeille
818e14448d RR: zero player .horizRecenter, .horizSkew, and .horizAngleAdjust in P_ResetPlayer() 2020-05-08 10:51:59 +02:00
Richard C. Gobeille
3f7914ad57 Duke3d: set .horizRecenter when handling SK_CENTER_VIEW
This seems so obvious that I almost think I intentionally left it out before, but I can't remember why I would have.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille
c53edd9e5a Duke3d: zero .horizAngleAdjust and .horizSkew after checking playerquitflag instead of before
I don't think this actually makes a difference, but it's more consistent.
2020-05-08 10:51:59 +02:00
Richard C. Gobeille
26b87e3aa0 Duke3d: zero .horizSkew in P_DoJetpack() 2020-05-08 10:51:59 +02:00
Richard C. Gobeille
0ec9dd9a14 Duke3d: zero player .horizRecenter, .horizSkew, and .horizAngleAdjust in P_ResetPlayer() 2020-05-08 10:51:59 +02:00
Mitchell Richters
ca994b31c9 SW: Set certain sync keys prior to checking them in the same function.
- Ensures action occurs within the requested frame and not the next.
2020-05-08 10:51:59 +02:00
Mitchell Richters
7b35e04c0c - reset buttonMap button states after returning from pause for Exhumed (stops keys acting stuck down if down prior to pausing). 2020-05-06 10:51:08 +02:00
Mitchell Richters
419329b5b2 - standardise main loop for Exhumed following changes to Duke3D/RR/SW main loops. 2020-05-06 10:51:08 +02:00
Mitchell Richters
693b6955da - reset buttonMap button states after returning from pause for SW (stops keys acting stuck down if down prior to pausing). 2020-05-06 10:51:08 +02:00
Mitchell Richters
99fdbfb6cb - fix interpolation stutters when opening console for SW. 2020-05-06 10:51:08 +02:00
Mitchell Richters
d99c907acb - reset buttonMap button states after returning from pause for Duke3D (stops keys acting stuck down if down prior to pausing). 2020-05-06 10:51:08 +02:00
Mitchell Richters
1bb3640bc9 - fix interpolation stutters when opening console for Duke3D. 2020-05-06 10:51:08 +02:00
Mitchell Richters
4e1905e630 - reset buttonMap button states after returning from pause for RR (stops keys acting stuck down if down prior to pausing). 2020-05-06 10:51:08 +02:00
Mitchell Richters
e0e06284a5 - fix interpolation stutters when opening console for RR. 2020-05-06 10:51:08 +02:00
alexey.lysiuk
d8e3d60e85 - fixed compilation of Cocoa backend 2020-05-05 10:55:35 +03:00
Mitchell Richters
68a0ead5f0
- fix Linux builds following reset of master branch. (#44)
* - fix Linux builds following reset of master branch.

* - fix Linux Clang CI failure.

* - change '#ifdef __linux__' to '#ifndef _WIN32' as requested/required.

* - initialise batchrun in proper spot.
2020-05-05 10:45:21 +03:00
Christoph Oelckers
44519cc877 - added missing dirent.h include to findfile.h. 2020-05-04 00:25:27 +02:00
Christoph Oelckers
b8cfa94568 - fixed merge errors in SW. 2020-05-04 00:04:54 +02:00
Christoph Oelckers
e6031654f2 - uncommented the compatibility case in updatesector.
In the RedNukem frontend this was causing view interpolation glitches, this probably should be disabled a bit more targeted but right now I do not know yet which call causes the problem
2020-05-04 00:03:51 +02:00
Richard C. Gobeille
b21a4d5880 Duke3d: fix stupid input scaling bug 2020-04-16 00:03:06 +02:00
NY00123
996ab77cf4 SW: Interpolate sector objects in non-demo, single player games.
Let's see if this is breaking anything.

# Conflicts:
#	source/sw/src/draw.cpp
#	source/sw/src/game.cpp
#	source/sw/src/game.h
#	source/sw/src/interp.cpp
#	source/sw/src/track.cpp
2020-04-16 00:03:05 +02:00
NY00123
e80888523e Another change modifying saved game format in SW:
Increase MAXINTERPOLATIONS from 1024 to MAXSPRITES.

# Conflicts:
#	source/sw/src/interp.cpp
#	source/sw/src/interp.h
2020-04-16 00:03:04 +02:00
NY00123
04bf8499e7 SW: Reset the number of interpolations on level load 2020-04-16 00:03:04 +02:00
NY00123
ac8a7ecfbd Interpolation fixes for SW:
draw.cpp: Fix the lack of interpolation while walking on a sector
object, like the bus roof or the floor of the train in Seppuku Station.
track.cpp: Make sure the player's location and angle aren't mistakenly
interpolated while standing on a moving sector object as a consequence.

# Conflicts:
#	source/sw/src/track.cpp
2020-04-16 00:03:03 +02:00
NY00123
43ec16eb55 SW: Use the old interpolation path in drawscreen if player is dead
# Conflicts:
#	source/sw/src/draw.cpp
2020-04-16 00:03:02 +02:00
Mitchell Richters
1ce4081d37 - change 'refreshfreq' from int to double.
A double is already used in CalcSmoothRatio. Further to this, displays that use TV standard frequencies do not use perfect 60Hz frequencies, but frequencies such as 59.94Hz, 23.976Hz (precisely, 24*(1000/1001) = 23.9760239760239760...) etc.

Reference: 'https://www.ghacks.net/2010/04/28/59-hertz-refresh-rate/', 'http://www.paradiso-design.net/videostandards_en.html'.

# Conflicts:
#	source/build/include/baselayer.h
#	source/platform/posix/cocoa/i_main.mm
2020-04-16 00:03:00 +02:00