Commit graph

472 commits

Author SHA1 Message Date
Mitchell Richters
d9fab07c31 - interpolate p->hard_landing for RR. 2020-08-03 17:27:09 +10:00
Mitchell Richters
c600295c93 - apply same fix from c63564eb7a for returning interpolated value for the player's q16horiz - q16horizoff if cl_syncinput is true.
* Also changed `gethalflookang()` to camel case `getHalfLookAng()` for easier reading.
* Also broke a very long if statement down into smaller chunks for readability.
2020-08-03 17:06:28 +10:00
Mitchell Richters
c63564eb7a - replace lookanghalf() player_struct getter with inline that can accept cl_syncinput as a bool for whether to return an interpolated calculation or not.
New HUD was being let down by using an uninterpolated `q16look_ang` regardless of whether `cl_syncinput` was true.
2020-08-03 16:27:14 +10:00
Mitchell Richters
6bd050e201 - fix some interpolation harshness with p->weapon_pos. 2020-08-03 15:06:25 +10:00
Mitchell Richters
7efa905a01 - fix some interpolation harshness with p->kickback_pic. 2020-08-03 15:06:25 +10:00
Mitchell Richters
531df48d38 - interpolate p->hard_landing for Duke 3D. 2020-08-03 15:06:25 +10:00
Mitchell Richters
43ff42b330 - interpolate p->random_club_frame for Duke 3D. 2020-08-03 15:06:25 +10:00
Mitchell Richters
038039eb3f - interpolate p->kickback_pic for Duke 3D. 2020-08-03 15:06:25 +10:00
Mitchell Richters
8cc4b5062a Revert "- remove duplicate line.". In hindsight, I believe this was by design.
This reverts commit 6fd6926d8d.
2020-08-03 15:06:25 +10:00
Mitchell Richters
6ad3237b62 - backup p->kickback_pic in prep for interpolation and tidy up other weapon interpolation variables. 2020-08-03 15:06:25 +10:00
Mitchell Richters
11a10c1d87 - change calc_smoothratio() inline function from int to double that was missed in 0c12436092. 2020-08-03 11:57:39 +10:00
Mitchell Richters
034d6e129a - always calculate smoothratio while paused, but only return it during play. This is so the time keeps elapsing and you don't get a large delta between the first call back to CalcSmoothRatio() after the previous call. 2020-08-03 11:54:59 +10:00
Mitchell Richters
5792a2389a - consistency cleanup with a use of calcSinTableView() use within hudweapon_d.cpp. 2020-08-03 11:07:55 +10:00
Mitchell Richters
80291f9cb7 - For RR, pass vehicle TiltStatus through to backend as the double that it is. 2020-08-03 11:06:23 +10:00
Mitchell Richters
8526bd6a17 - interpolate weapon HUD for RR and make full use of calcSinTableValue()'s double precision. 2020-08-03 11:05:41 +10:00
Mitchell Richters
70794df76c - remove bitwise & operations on calls to calcSinTableValue() since they're no longer necessary, and remove last use of sintable[] from hudweapon_d.cpp. 2020-08-03 09:19:14 +10:00
Christoph Oelckers
d083e12967 - added the "back" sound to the menu. 2020-08-02 22:14:58 +02:00
Christoph Oelckers
8acc4101be - simplified calcSinTableValue and inlined it.
There's no need for all this magic voodoo - the sin function already returns the proper values all by itself.
2020-08-02 22:03:22 +02:00
Christoph Oelckers
9606601554 - wraooed "q16look_ang / (2. * FRACUNIT)" in an inline function.
No need to write it out each time, this wpuld be a nightmare if it ever had to be refactored.
2020-08-02 21:45:57 +02:00
Mitchell Richters
0bcb37860a - interpolate p->weapon_pos for smooth switching of weapons. 2020-08-02 21:20:54 +02:00
Mitchell Richters
85dcffc442 - use new fmulscale16() static inline for high precision interpolation in place of manual code. 2020-08-02 21:20:54 +02:00
Mitchell Richters
9c8593018b - define new function calcSinTableValue() to calculate an equivalent sintable[] entry.
* Returns a true double result.
* Also supports fractional input for fractional input. That is, if `sintable[1]` = 50 and `sintable[2]` = 100, `calcSinTableValue(1.5)` = 75.
* Increased precision of `BANG2RAD` define to use double and not float.
* As such, revert addition of `sintablef[]`.
2020-08-02 21:20:54 +02:00
Mitchell Richters
abb23a7bd0 - fix remaining interpolation issue with weapon swaying when taking off again from a stand-still. 2020-08-02 21:20:53 +02:00
Mitchell Richters
6fd6926d8d - remove duplicate line. 2020-08-02 21:20:53 +02:00
Mitchell Richters
11b3f5a78a - increase precision of local variable x for displaypistol(). 2020-08-02 21:20:53 +02:00
Mitchell Richters
184465460e - make full use of sintablef[2048]. 2020-08-02 21:20:53 +02:00
Mitchell Richters
977ddc5aa8 - make full use of Q16.16 resolution for player's angle and horizon values. 2020-08-02 21:20:52 +02:00
Mitchell Richters
3a4a224877 - interpolate p->weapon_sway. 2020-08-02 21:20:52 +02:00
Mitchell Richters
4499e05b06 - pass smoothratio through to displayweapon(). 2020-08-02 21:20:52 +02:00
Mitchell Richters
0c12436092 - change returned value for CalcSmoothRatio() from int to double and pass through to displayrest() for future use with displayweapon().
* `displayrooms()` ultimately should be adjusted as well. For now, just relying on integer truncation as this is just a proof of concept.

# Conflicts:
#	source/core/gamecontrol.cpp
#	source/core/gamecontrol.h
2020-08-02 21:20:52 +02:00
Mitchell Richters
0aca26e197 - determine smoothRatio immediately after a potential change to ototalclock has occurred. 2020-08-02 20:57:08 +02:00
Mitchell Richters
1cf857e788 - create an enum for MaxSmoothRatio and replace multiple hard-coded uses of '65536' constant. 2020-08-02 20:57:08 +02:00
Christoph Oelckers
9dac66b6f0 - fudging for the broken FIRE animation.
Unfortunately the only thing that can be done here from inside the engine is to increase the likelihood of the animation actually starting.
Ideally the broken script should be replaced but with the way CON replacements are done this is not possible.
2020-08-01 17:54:38 +02:00
Christoph Oelckers
4332d02885 - fixed sound playback for doors etc.
The play code locked out the MUSICANDSFX actor but never properly checked for the sound being finished.
Fixes #87
2020-08-01 11:56:02 +02:00
Christoph Oelckers
76ba45ac8d - fixed the reactor for good.
Fixes #70
2020-08-01 09:55:48 +02:00
Christoph Oelckers
f75d30d858 - partial reactor fix.
This fixes the position of the debris - but there's still something else as the lightning beam still doesn't get removed.
2020-08-01 01:04:17 +02:00
Christoph Oelckers
c7c59d33ff - always set the spam timer when a quote is supposed to be printed, even if it gets rejected. 2020-07-31 21:16:07 +02:00
Christoph Oelckers
6d24a20f5c - QUOTE_DEAD may never repeat.
This gets spammed hard enough to get past the timer filter.
2020-07-31 21:14:43 +02:00
Christoph Oelckers
b6cb0ce1a1 - consolidated shade to light conversion 2020-07-31 20:58:55 +02:00
Mitchell Richters
24b0e4438e - Reset p->oq16horizoff to p->q16horizoff in resetplayerstats(). 2020-07-31 14:23:58 +10:00
Mitchell Richters
ecf8bb699a - Reset p->oq16look_ang to p->q16look_ang in resetplayerstats(). 2020-07-31 14:21:10 +10:00
Christoph Oelckers
d0909b8224 - calculate proper distances in the sound code.
The original code didn't factor in that z has a different scale than x and y and use a function  with severe precision issues.
Fixes #81
2020-07-31 00:08:39 +02:00
Christoph Oelckers
0ac11955df - improve message spam prevention. 2020-07-30 21:09:11 +02:00
Christoph Oelckers
6980c64f7b - BONUS_SPEECH1-4 are not continuous.
Fixes #83
2020-07-30 18:36:52 +02:00
Mitchell Richters
02dfa10d27 - remove redundant if statement left over from 2260c2353d. 2020-07-30 08:49:01 +10:00
Mitchell Richters
2260c2353d - re-factor interpolation backups into discrete functions for calling from multiple places.
Fixes #66.
2020-07-30 08:24:27 +10:00
Christoph Oelckers
347ed51036 - refactored Blood's main loop.
* moved Smacker video playing code into the backend, so now all games can play all supported video formats
* logos and level intro/exit videos use ScreenJob
2020-07-29 23:18:08 +02:00
Christoph Oelckers
0958bccade Disabled all adult censoring in Duke and RR.
Aside from being "authentic" the parental lock is just a stupid feature with often unwanted side effects.
2020-07-29 22:43:06 +02:00
Christoph Oelckers
5faf202b97 - fixed missing speech at the end of E1L2.
This was caused by a broken check for adult mode.
Fixes #33.
2020-07-29 22:40:29 +02:00
Christoph Oelckers
e9b3e8ae09 - when in single player, always play talk sounds from the player actor.
It seems some places manage to play these sounds from undefined actors that may or may not be in range.
Fixes #75
2020-07-29 22:26:14 +02:00