Commit graph

550 commits

Author SHA1 Message Date
Christoph Oelckers
dcde91b0c9 - do not wrap the simple value wrappers into a JSON object when being serialized.
It only adds to the processing time - they can just be written out as-is.
2020-10-10 21:36:12 +02:00
Mitchell Richters
271eb1c3fa - binaryangle.h/cpp: Hook up FSerializer and use within Duke for saving objects. 2020-10-11 00:10:53 +11:00
Mitchell Richters
9c993b9104 - d_protocol: Change horz/avel pack/unpacking from long to float. 2020-10-09 16:18:28 +11:00
Mitchell Richters
44e4c5ff78 - Fix joystick scaling following shift to fixedhoriz and binangle.
* Remove joystick scaling from `CONTROL_GetInput()`.
* Store turnspeed as constant at top of `processMovement()` and use it for joystick yaw/pitch scaling. This adds the advantage of having the out-of-box turning speed match the keyboard's turn speed and also attenuates when the player is not running.
2020-10-09 11:34:14 +11:00
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
e53d58bd42 - gamecontrol: Clean up remainder of legacy angle code. 2020-10-08 14:29:50 +11:00
Mitchell Richters
40cb64cdcf - applylook(): Remove some forgotten debug lines. 2020-10-07 23:40:41 +11:00
Mitchell Richters
babd7b9556 - InputState: Proposed new sensitivity dividers now that mouse input is based on true pitch and true angle. 2020-10-07 23:25:36 +11:00
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
0c55a533be - PlayerHorizon: Change struct functions to declarations and define code in gamecontrol.cpp to reduce binary size. 2020-10-07 18:25:50 +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
6da756cc9f - Exhumed: Cut q16horiz over to PlayerHorizon struct. 2020-10-07 17:40:59 +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
082336e5f8 - buildhoriz: Implementation of pitch and BAM conversion code.
* Determined maximum horizon able to be handed by engine in Q16.16 format is 280039127.
* Re-did pitch math to work on this known maximum and standardised pitch around -90/90 degrees as it should be.
* Because pitch is now -90/90 and not ~-188/188, m_sensitivity_y probably requires re-scaling.
2020-10-07 13:29:04 +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
f8caf88089 - backend update. 2020-10-03 17:04:45 +02:00
Christoph Oelckers
89d5d18b9e - these parts were missed somehow. 2020-10-02 22:42:54 +02:00
Christoph Oelckers
e0717e30b4 - savegame version change for the new member in spritetype. 2020-10-02 22:19:32 +02:00
Christoph Oelckers
4e67197838 - added back the hijacked 'detail' member to spritetype.
This changes the Blood map loader to not use the in-game sprite structure for loading a level and moves the qsprite_filler array back into the sprite.
2020-10-02 22:18:08 +02:00
Christoph Oelckers
49642c3b3c - removed the slowdown killswitch from the ANM player.
This did not play well with SW and is generally not needed.
2020-09-30 00:28:17 +02:00
Christoph Oelckers
e8cd336f86 - same procedure for Blood.
This time there were 3 additional texts and the notify display, though, except for multiplayer content that wasn't touched yet.
The result is the same: No need to extend the tiny font with international characters
2020-09-29 22:20:25 +02:00
Christoph Oelckers
4c2ff2950a - for Duke/RR, when not using English force use of the regular text font for drawing the map label on the automap.
This essentially removes the tiny font which is simply too small to ever be able to receive a proper international extension from the equation for localization because the level name display was the only remaining relevant content using this font.
The only other screen where this font is still being used to draw text requiring translated content is the multiplayer summary which will have to be redesigned anyway if multiplayer becomes functional again.
2020-09-29 21:47:32 +02:00
Christoph Oelckers
a558703740 - bumped up the vertical mouse movement factor to 1/5 from 1/8.
1/8 was far too low for an average mouse
2020-09-29 18:14:22 +02:00
Mitchell Richters
0bb9904338 - Tune mouse input following changes in b57e13ff62.
* Reduce `hidInput->mouseturny` to previous scaling (0.25 of incoming input).
* Change `hidInput->mouseturnx` to be 0.5 of incoming input (33% slower than b57e13ff62, but matches what other ports by providing a 2:1 scale).
* Remove further divisions beyond m_side and m_forward and adjust code in `processMovement()` accordingly.
* Change scaling for `mousevelscale` in `processMovement()` to be 1/160th of keymove. Slightly lower for Duke and a lot faster for Blood where it's needed.
2020-09-29 21:02:36 +10:00
Christoph Oelckers
b57e13ff62 - mouse code update.
May still need some tweaking of the factors.
2020-09-28 22:36:43 +02:00
Christoph Oelckers
0ddf53a3ef Merge branch '0.7' 2020-09-28 21:26:43 +02:00
Christoph Oelckers
1a65be3ddc - 0.7.1 2020-09-27 20:45:54 +02:00
Christoph Oelckers
47c1c22ff7 - do not stop the music in the cross-game level-end handler.
Some maps require that it continues playing here.
2020-09-27 20:42:55 +02:00
Christoph Oelckers
9764c9de0b - use the proper variable for timer frequency only.
MinFPSRate was an obsolete leftover.
2020-09-27 16:12:52 +02:00
Christoph Oelckers
af5e3dd1b8 - render backend update from GZDoom, mostly minor stuff. 2020-09-27 16:12:51 +02:00
Christoph Oelckers
03a0cf943e -minor cleanup and backporting of con_pulsetext from Raze. 2020-09-27 16:12:49 +02:00
Christoph Oelckers
af8b7679b6 - bumped version numbers for 0.7. 2020-09-26 17:50:19 +02:00
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
Christoph Oelckers
1e12bca0a6 - route World Tour's texts through the string table by adding an indirection option
This way they can be translated into all languages without duplicating all relevant content.
The original text files are no longer being used.
2020-09-26 10:08:48 +02:00
Christoph Oelckers
8b9853ad28 - print cheat prompts to the regular message display. 2020-09-25 22:41:17 +02:00
Christoph Oelckers
3344e73fed - fixed some crashes in the .def parser and texture initialization code. 2020-09-25 20:51:02 +02:00
Christoph Oelckers
89bc194035 - added shareware checks to the "start game" menus. 2020-09-25 19:36:50 +02:00
Mitchell Richters
e9326fffe3 - processMovement(): Slightly adjust some ratios to provide proper average values. 2020-09-25 23:07:38 +10:00
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
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
ce269808dc - Remove leftover Ion Fury stuffs causing log errors like "Script error, 'D:/Program Files (x86)/Steam/steamapps/common/Ion Fury/fury.grpinfo" line 10: Warning: GRP without game defined. Ignoring'". 2020-09-25 18:06:06 +10:00
Mitchell Richters
71d667cdc9 - ApplyGlobalInput(): Fix const issue. 2020-09-25 13:33:44 +10:00
Mitchell Richters
67c8187d62 - processMovement(): Attenuate hidInput->dyaw when using for strafing. 2020-09-25 12:03:56 +10:00
Mitchell Richters
6aa494285d - processMovement(): Add scaling for Exhumed's keymove. Input was far too slow and didn't match the others. 2020-09-25 00:57:48 +10:00
Mitchell Richters
aa14ee1232 - InputState: Scale dyaw/dpitch with regards to ticrate. All testing on initial uplift was with Duke at 30Hz. SW running at 40Hz therefore is not at the same speed as the others. 2020-09-25 00:25:49 +10:00
Mitchell Richters
04af1d9ce8 - All Games: Unify processMovement(). 2020-09-24 22:32:37 +10:00
Christoph Oelckers
5a76dce5f8 - reinstated setuptile.
Apparently this is needed by some hires packs to fudge the sprite offsets.
Fortunately, setting sprite offsets is the only thing this was ever used for so it's relatively uninvasive.
2020-09-23 18:18:22 +02:00