Christoph Oelckers
20248d8e08
- fixed a few CCMDs which were blocked in the console.
2020-10-12 19:48:47 +02:00
Mitchell Richters
c08851e4c0
- Blood/Duke/RR/SW: Drop resetinputhelpers()
.
2020-10-12 14:42:43 +11:00
Mitchell Richters
894feb1c80
- SW: When beginning to operate a sector object, just forcibly set the angle in the ticker.
...
* Angle transition is not meant to be smooth or scaled to a target, it's just meant to get the player to the necessary angle.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70191 .
2020-10-12 13:15:19 +11:00
Mitchell Richters
1109a90273
- SW: Fix issues with sector object machine guns in InitSobjMachineGun()
following changes in 6476430be6
.
...
* Needed to account for rebase of horizon re-centering from 100 to 0.
* Horizon value here is only for projectile's z and not the player's z.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=70199&p=1168858 .
2020-10-12 13:06:21 +11:00
Christoph Oelckers
1757ef2aa6
- split the game input code off gamecontrol.cpp into its own file.
2020-10-11 16:33:43 +02:00
Christoph Oelckers
8e1c71b867
Merge branch 'InputContinuation'
2020-10-11 15:24:51 +02:00
Christoph Oelckers
67375cf79c
- SW: renamed 3 duplicate constants
2020-10-11 14:30:42 +02:00
Christoph Oelckers
f0a1ce4850
- SW: fix some include guards.
2020-10-11 14:30:42 +02:00
Mitchell Richters
5973391a51
- SW: Tune DrawHUD2()
text positioning and image scaling.
...
Not sure how or when these came to be off. Perhaps additional chars have effected the overall font size?
2020-10-11 22:38:56 +11:00
Christoph Oelckers
fe2e96d3a6
Merge branch 'master' into InputContinuation
...
# Conflicts:
# source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00
Christoph Oelckers
b06a847d9a
Merge branch 'menu2'
...
# Conflicts:
# source/exhumed/src/sound.cpp
2020-10-10 19:03:29 +02:00
Christoph Oelckers
db21d5e946
- took all script exports out of the namespaces.
...
It looks like GCC cannot deal with this - on MSVC it works fine.
2020-10-10 10:11:22 +02:00
Christoph Oelckers
16fd505f9a
- make sure that sfxinfo_t is always fully initialized by adding initializer values to all fields.
...
Let's hope this finally fixes those sound hiccups.
2020-10-10 09:47:00 +02:00
Christoph Oelckers
37d86d03f5
- fixed SW's skill-dependent startup lines
2020-10-10 00:09:18 +02:00
Christoph Oelckers
802d295e48
- Shadow Warrior credit screens.
2020-10-08 23:53:15 +02:00
Christoph Oelckers
15eaf86f5a
- preparations for the image scroller menu.
2020-10-08 18:02:25 +02:00
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
d758a0ae28
- SW: Cut q16ang
/q16look_ang
/q16rotscrnang
over to PlayerAngle struct.
2020-10-08 14:23:44 +11:00
Christoph Oelckers
a953404331
- SW's text menus done.
...
This also copies the Build texture animation info into the texture manager so that the 2D code can access it through existing interfaces.
2020-10-07 23:22:29 +02:00
Christoph Oelckers
2bb38f7d67
- get load and save game menus and related CCMDs working again.
2020-10-07 18:32:57 +02:00
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
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
6476430be6
- SW: Cut q16horiz
/q16horizoff
over to PlayerHorizon struct.
2020-10-07 18:08:57 +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
0e3604ac9e
- SW: Remove q16horizbase
and apply q16horizoff
in draw code like Duke & Blood.
...
* Standardisation is needed here for upcoming horizon changes.
2020-10-07 13:33:16 +11:00
Mitchell Richters
8be8bcc87a
- Duke/SW: Fix InitTracerTurret()
to use player's q16horiz with full precision and replace some manually expressed mulscales with mulscale16()
inline from pragmas.h.
2020-10-07 13:28:58 +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
17a68bc60a
- SW's caption done, too.
...
In this case the font is squashed to be more narrow because otherwise many texts would not fit anymore.
2020-10-06 22:01:20 +02:00
Christoph Oelckers
5bcb72f7a9
- create names for several of SW's textures.
...
Not complete, but should cover most that is really needed.
2020-10-06 21:35:26 +02:00
Mitchell Richters
478f20b845
- SW: Apply fix from c86af08a19
not to just when stopping operation of remote objects, but all objects.
...
* Fixes #105 .
2020-10-06 16:23:54 +11:00
Christoph Oelckers
3dbb8cbb11
- safety commit
2020-10-05 21:47:53 +02:00
Christoph Oelckers
82612a1330
- it compiles again (with lots of code commented out.)
2020-10-04 20:11:02 +02:00
Mitchell Richters
c86af08a19
- SW: Repair occasional locked player angle after player stops operating a sector object.
2020-10-02 19:47:32 +10:00
Christoph Oelckers
75281de42e
- Shadow Warrior as well.
...
For the cookie text display with international characters the text font is used with 50% size to make it fit the available space.
2020-09-29 22:46:50 +02:00
Mitchell Richters
bb4f46489f
- Exhumed/SW: Adjust 9271444feb
and 289b0a089c
so that the games check the state of cl_syncinput
prior to setting it.
2020-09-27 16:08:32 +10:00
Mitchell Richters
289b0a089c
- SW: Do 19fd0331d4
in a better way.
...
* Will still need to review SOs and synchronised input. It would be good to be able to run them unsynchronised like the turret.
2020-09-27 16:00:06 +10:00
Christoph Oelckers
3210dd5782
- fixed the noisiest value truncation warnings after shortly re-enabling them in the compiler, plus a few places where the warning pointed to incorrect code.
2020-09-26 11:59:24 +02:00
Mitchell Richters
837b7c0a30
- SW: Changed some downscaled and upscaled Q16.16 variables missed when doing 46810ec490
.
2020-09-27 02:07:07 +10:00
Christoph Oelckers
047c5de286
- SW: layout tweaks for inventory display.
2020-09-25 22:31:16 +02:00
Christoph Oelckers
89bc194035
- added shareware checks to the "start game" menus.
2020-09-25 19:36:50 +02:00
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
Rachael Alexanderson
c8a74a8f3f
- sw: flykey: guard against non-godmode, bind to j by default
2020-09-25 13:50:29 +02:00
Rachael Alexanderson
410d392ba8
- enable fly cheat for shadow warrior. in other games it is currently ignored, but I think Redneck Rampage and Blood both need it at some point too
2020-09-25 13:50:29 +02:00
Mitchell Richters
4ff3810711
- Blood/Duke/RR/SW: Improvements to 3rd person viewing by modifying the rendered player's posz so the camera is looking further above the camera sprite as EDuke32 does. Blood just enables the crosshair when using 3rd person view.
2020-09-25 17:52:00 +10:00
Mitchell Richters
04af1d9ce8
- All Games: Unify processMovement()
.
2020-09-24 22:32:37 +10:00
Mitchell Richters
8690c633d8
- Blood: Add extra call to inputState.ClearAllInput()
in StartLevel()
.
2020-09-24 00:20:40 +10:00
Mitchell Richters
e078ea6ebd
- Blood/Exhumed/SW: Hook up gi->clearlocalinputstate()
.
2020-09-24 00:15:51 +10:00