Commit graph

898 commits

Author SHA1 Message Date
Christoph Oelckers
867b8f006f Reverted key input changes from yesterday.
At least the SW version did not work right so let's take no chances here.
2020-09-15 21:54:10 +02:00
Christoph Oelckers
e7ddc4178a - fixed bad Printf formatting directives in swcustom parser. 2020-09-15 21:45:05 +02:00
Christoph Oelckers
eb4e0b1b83 - restrict keyboard input to the actual tic in SW as well.
Also fixed the blocking of the strafe key with sector objects - this must have gotten lost somewhere.
2020-09-14 21:25:53 +02:00
Mitchell Richters
c5648be2bd - SW: Properly scale controller input. 2020-09-14 19:29:12 +10:00
Mitchell Richters
3fc96e8840 - SW: Stop keyboard fvel/svel from allowing loc.fvel/loc.svel like Duke.
* Stops overshooting keymove when playing with `cl_syncinput 0`.
* Keymove is never as high as MAXFVEL/MAXSVEL, which is used as a thrash point for controller input.
* Fixes #390.
2020-09-14 18:54:03 +10:00
Christoph Oelckers
57a9419f8e - use FString for returning strings from the script parser.
This is mainly a preparation for merging the parser into sc_man, because sc_man does not keep token texts in a static variable.
This commit also fixes a handful of places that were flagged by the stricter conversion rules of FString.
2020-09-13 10:29:57 +02:00
Christoph Oelckers
89316aea33 - demoted the SWCustom parser to the primitive Hexen interface after finding out that this is all the Build parser can do.
This also meant I had to add symbol support to the old style number parsers.
2020-09-12 10:23:47 +02:00
Christoph Oelckers
af7ad28ad6 - fixed some warnings that came back through the backdoor. 2020-09-10 23:28:50 +02:00
Christoph Oelckers
d5b9a9ee43 Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2 2020-09-10 23:25:43 +02:00
Christoph Oelckers
ef5ac2319e - migrated SW's info script parser to sc_man. 2020-09-10 17:46:54 +02:00
Mitchell Richters
baeea5bf3c - SW: Fix angle speed while walking on sector objects like the bus in Seppuku Station.
* `playerSetAngle()` is too rigid since it continually sets angle until target reached, causing sluggish input. We only need to add a delta here.
2020-09-10 23:12:51 +10:00
Mitchell Richters
19fd0331d4 - SW: Interpolate vehicle sector objects for now, until something better can be determined. 2020-09-10 20:47:41 +10:00
Mitchell Richters
3df0d40312 - SW: Fix stupid issue with playerSetAngle() and tweak how angTarget/horizTarget is determined to have been met. 2020-09-10 20:26:19 +10:00
Mitchell Richters
be6e0d87d7 Revert "- SW: Attempt at making vehicle movement work nicely while uninterpolated."
This reverts commit 28a3ef131f.

I mostly added this to visualise an attempt at how I've attempted to make the vehicles work with unsynchronised input. I don't wish for this to be committed to the main branch as it's a net negative.
2020-09-10 19:56:13 +10:00
Christoph Oelckers
0c55c61b17 - SW load screen setup. 2020-09-09 23:10:18 +02:00
Christoph Oelckers
2ffb6a3580 - finally got rid of SWBOOL. 2020-09-09 20:32:24 +02:00
Christoph Oelckers
e044582aef - fixed all issues with SWBOOL as pointed out by a type-safe wrapper class. 2020-09-09 20:28:05 +02:00
Christoph Oelckers
1a647e8104 - globally search and replaced TRUE and FALSE in SW.
There were a handful of warnings afterward which were also addressed.
The SWBOOL type has not been handled yet.
2020-09-09 19:52:52 +02:00
Mitchell Richters
b2272bd377 SW: Partially revert 73d0772e87 and do in a way that's more fidele to the original workflow. 2020-09-09 23:01:37 +10:00
Mitchell Richters
28a3ef131f - SW: Attempt at making vehicle movement work nicely while uninterpolated. 2020-09-09 22:45:21 +10:00
Mitchell Richters
e24521b189 - SW: Uplift playerSetHoriz() similar to uplift to playerSetAngle() in b832442e31. 2020-09-09 22:04:59 +10:00
Mitchell Richters
b832442e31 - SW: New implementation of playerSetAngle() that works better for intended purpose. This corrects the issues with angle not being quite right when getting onto a ladder. 2020-09-09 21:29:03 +10:00
Mitchell Richters
b72a3326d0 Merge branch 'back_to_basics2' into InputStuffs
# Conflicts:
#	source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers
298949ceb8 - more compat.h cleanup
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Christoph Oelckers
ec1c42b04a - got rid of common.h
All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers
8d2d36457f - consolidated the map name display on startup
Fixes #275
2020-09-08 18:28:41 +02:00
Mitchell Richters
48630914b1 - SW: Remove boat code from new input code for cleanliness. 2020-09-09 00:34:51 +10:00
Mitchell Richters
1e3199413c - SW: Rename all Tank-related function code to Vehicle. 2020-09-08 21:54:48 +10:00
Mitchell Richters
8625ac573d - SW: Comment out all boat code, it's actually not used within the game at all and was very confusing... 2020-09-08 21:40:20 +10:00
Mitchell Richters
cb7e797842 - SW: Partially revert changes from df0331a4c3. 2020-09-08 20:48:01 +10:00
Mitchell Richters
73d0772e87 - SW: Call DoPlayerMoveTurret() in processMovement() in lieu of DoPlayerTurnTurret() and don't interpolate sector object's sprite while !cl_syncinput.
* Makes operating the tank silky smooth while unsynchronised.
2020-09-08 19:42:22 +10:00
Mitchell Richters
c00217163b - SW: Fix turret sound with unsynchronised input. 2020-09-08 19:38:32 +10:00
Mitchell Richters
cda79496ce - SW: Fix DoPlayerDeathHoriz() with unsynchronised input. 2020-09-08 18:12:45 +10:00
Mitchell Richters
083ed3e9b7 - SW: Handle angAdjust and horizAdjust directly in processMovement() instead of via DoPlayerTurn()/DoPlayerHorizon().
* Eliminates issues with when to call when player is dead, etc. Handles cases like climbing a ladder which doesn't trigger `DoPlayerTurn()`.
2020-09-08 06:50:38 +10:00
Mitchell Richters
f14405f9cc SW: getinput -> processMovement(). 2020-09-08 06:24:26 +10:00
Mitchell Richters
5145bf907a - SW: Hook up all vehicle turn code in processMovement() except for DoPlayerTurnTankRect(), which still needs considerations.
* Issue in `DoPlayerTurnTurret()` with `PlaySOsound()` calls occurring too frequently, still requires investigation on how to best handle this.
2020-09-08 06:22:47 +10:00
Mitchell Richters
0619281a34 - SW: Remove unused centering bool from PLAYERp struct. 2020-09-07 22:48:25 +10:00
Mitchell Richters
df0331a4c3 - SW: Promote all vehicle angle code to proper Q16.16.
* Input still rough with `cl_syncinput 0` for vehicles.
2020-09-07 22:36:11 +10:00
Mitchell Richters
e1a5e37126 - SW: Handle DoPlayerTurn()/DoPlayerHorizon() better while dead. 2020-09-07 21:50:43 +10:00
Mitchell Richters
681a8ebec2 - SW: Hook up horizAdjust and adjust all ticrate amendments of q16horiz via playerAddHoriz()/playerSetHoriz(). 2020-09-07 21:47:15 +10:00
Mitchell Richters
2e2ca03812 - SW: Promote recoil_horizoff to Q16.16 to avoid down-scaling only to upscale. 2020-09-07 21:34:13 +10:00
Mitchell Richters
e36c9fc78c - SW: Hook up angAdjust and adjust all ticrate amendments of q16ang via playerAddAngle()/playerSetAngle().
* Promoted some uses of `getangle()` upscaled to Q16.16 with `gethiq16angle()` for higher precision.
2020-09-07 21:30:06 +10:00
Mitchell Richters
1cc1c21029 - SW: Add resetinputhelpers() and hook up within game. 2020-09-07 21:15:53 +10:00
Mitchell Richters
77816bf3d3 - SW: Promote adjustment of helpers to double since some values will be coming in with higher precision. 2020-09-07 21:03:30 +10:00
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
40a00be202 - SW: Remove inputScale const from processMovement(). Isn't needed anymore since input scaling in DoPlayerTurn() has been removed. 2020-09-07 20:25:26 +10:00
Mitchell Richters
3667116274 - SW: Uplift of DoPlayerHorizon() and PlayerAutoLook().
* Set `PF2_INPUT_CAN_AIM` explicitly where `DoPlayerHorizon()` would have been done within the original game.
* Replace original centering code and route `SB_CENTERVIEW` through the `SB_LOOK_UP`/`SB_LOOK_DOWN` code.
* With this commit, first person input is now nice again. Vehicle code still to be looked at.
2020-09-07 20:20:41 +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
d1d40c6982 - SW: Move SW's input scaler into processMovement(). Doesn't need to be available to any other function. 2020-09-07 08:07:53 +10:00