Commit graph

61 commits

Author SHA1 Message Date
Christoph Oelckers
2a1a175305 - fixed compilation. 2021-11-12 11:26:00 +01:00
Christoph Oelckers
7ba152e588 Merge branch 'master' into whaven
# Conflicts:
#	source/core/gameinput.h
#	source/core/version.h
#	source/games/exhumed/src/enginesubs.cpp
#	source/games/sw/src/game.cpp
2021-11-12 11:19:23 +01:00
Mitch Richters
b27f5e3be0 - gameinput.cpp/h: Internalise if statements used before calling PlayerHorizon and PlayerAngle class method scaletozero() into method itself. 2021-11-07 18:25:37 +11:00
Mitch Richters
72531e61db - gameinput.cpp/h: Consolidate all the return to zero code for angles and horizons into class members, using technique from horizoff as basis. 2021-11-07 11:37:12 +11:00
Mitch Richters
7499c84d0b - Add interpolatedhorizon() inlines to handle interpolating fixedhoriz objects without having to convert old and new values back to Q16.16 first. 2021-11-06 14:07:58 +11:00
Mitch Richters
5ec5321034 - gameinput.h/cpp: Abstract the angle/horizon adjustment math into a few inlines to avoid repetition and having to cast enums as doubles for C++20 compliance. 2021-11-06 14:07:53 +11:00
Mitch Richters
c424f7c8dd - processMovement(). Remove cl_exhumedoldturn CVAR and tidy up numeric literals in use.
* In our older codebase before the input code was refactored, Exhumed's turning was broken and was only applying the base factor of 12, significantly slower than the other games.
* Upon doing some testing in PCExhumed, I noticed their turning was faster as when the counter meets its target, the turn value is shifted left by 2, effectively making it 48: b90417ed8e/source/exhumed/src/player.cpp (L336-L337)
* Removed this CVAR because of this.
* Reworked turning code so that pressing left+right together cancel each other out and that pressing both doesn't call `updateTurnHeldAmt(scaleAdjust)` twice.
* Redid turn averages factoring in Exhumed's speeds, rounded off values and stored in an enum for clarity.
2021-11-06 09:28:47 +11:00
Mitch Richters
0fe5ac6a56 - gameinput.h: Correctly use targetset() in PlayerHorizon and PlayerAngle structs. 2021-10-30 17:30:01 +02:00
Mitch Richters
15c4d38694 - gameinput.h: Add initial structure for PlayerPosition as companion to PlayerAngle and PlayerHorizon structs. 2021-10-30 17:30:01 +02:00
Mitch Richters
7ee4f49649 - gameinput.h: Remove some of the verticality from the PlayerHorizon and PlayerAngle structs. 2021-10-30 17:30:01 +02:00
Mitch Richters
4030a18245 Merge branch 'master' into whaven 2021-10-28 09:45:52 +11:00
Christoph Oelckers
29769dd673 - fixed engine code warnings pointed out by XCode 13. 2021-10-08 19:06:41 +02:00
Mitchell Richters
ca65c4c9da - Allow ticker to lock input to player's angle and horizon without having to force use of synchronised input. 2021-07-18 19:25:41 +10:00
Mitchell Richters
d7dbb4bb8b - gameinput.h: Fix some mangled formatting from merging of master into branch. 2021-05-12 11:44:05 +10:00
Christoph Oelckers
5784e45f41 Merge commit 'aa6bd8ffcc11c0ae3de1dae1ab530a999dd510c9' into whaven
# Conflicts:
#	source/core/gameinput.h
2021-04-25 12:18:39 +02:00
Mitchell Richters
93edeac791 - Clean-up of input functions.
* Remove unused `getincanglef()`.
* Remove unused `getincangleq16()`.
* In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload.
* Rename `PlayerAngle` method `applylook()` to `applyinput()`.
* Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`.
* In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0.
* In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin.
* In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
2021-04-21 20:41:04 +10:00
Mitchell Richters
d34070b8ae - gameinput.h: Remove precise bool from horizsumfrac(), look_anghalf() and looking_arc() added in a4895cb270.
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
2021-04-20 21:12:17 +10:00
Christoph Oelckers
ba5b8b3d6f Merge commit '2f696e1a95997f2969d1ddb49cd2827bde58479f' into whaven
# Conflicts:
#	source/core/gameinput.h
2021-04-19 13:11:41 +02:00
Mitchell Richters
de06030ea0 - gameinput.cpp: Make sethorizon(), applylook() and calcviewpitch() class functions of PlayerHorizon and PlayerAngle where appropriate. 2021-04-19 20:50:10 +10:00
Christoph Oelckers
e82f17f9c6 Merge commit 'e89761d2d526581e4599f564b26a6eb983fd92ec' into whaven
# Conflicts:
#	source/core/d_protocol.h
#	source/core/gameinput.h
2021-04-17 14:59:12 +02:00
Mitchell Richters
a4895cb270 - All Games: Allow for HUD interpolation to be disabled.
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00
Christoph Oelckers
e9ab48aa93 Merge commit 'e959226914b3e1243cbb52ebbe90c5f7e91f85c2' into whaven
# Conflicts:
#	source/core/gameinput.h
2021-04-11 11:32:31 +02:00
Mitchell Richters
f343bd8d5e - Fix death camera issues stemming from f254eeb465.
* Adjustment in `__addadjustment()` needs to be signed.
* Output of `bvectangbam()` needs to be signed before Duke/SW left-shift the value.
2021-04-11 17:52:29 +10:00
Mitchell Richters
534271c62a - PlayerHorizon::interpolatedsum(): Cut over interpolation code to inline functions that was missed when doing e76f63e2c0. 2021-04-11 17:50:32 +10:00
Mitchell Richters
e76f63e2c0 - Consolidate all game interpolation code into inline functions. 2021-04-11 16:45:35 +10:00
Mitchell Richters
f254eeb465 - binaryangle.h: Remove lookangle class and replace use with binangle.
* Added in fca846272e to deal with signed adjustments but its just not needed.
* Made better use of `binangle`/`fixedhoriz` class getters and setters than before as well.
2021-04-11 15:45:53 +10:00
Christoph Oelckers
56eda9928c Merge commit 'ba90f444ddc85aaafab595915353362f6e181855' into whaven
# Conflicts:
#	source/core/gameinput.h
2021-04-05 14:12:44 +02:00
Mitchell Richters
ba90f444dd - PlayerAngle: Repair issues with addadjustment() method following changes in 4ffe004483 that were affecting negative input. 2021-04-05 21:41:11 +10:00
Mitchell Richters
9c01bde44e - gameinput.cpp: Block player input within sethorizon() and applylook() if target for each has been set by the ticker.
* Stops players having the ability to provide input and fight the system trying to set an input.
2021-04-02 22:47:19 +11:00
Mitchell Richters
4ffe004483 - Further work within PlayerAngle and PlayerHorizon structs following 39fe9efaff and bf2d8078a4.
* Reduce code repetition.
* Clamp incoming horizon when using `settarget()` methods.
* Eliminate double calculation that was occurring in `processhelpers()`.
2021-04-02 22:47:17 +11:00
Mitchell Richters
bf2d8078a4 - PlayerHorizon: Replicate changes to settarget() and processhelpers() methods from 39fe9efaff. 2021-03-31 19:44:50 +11:00
Mitchell Richters
39fe9efaff - PlayerAngle: Adjust how settarget() methods store angle for unsynchronised angle adjustments and adjust processhelpers() method accordingly.
* Repairs angle issues raised in https://forum.zdoom.org/viewtopic.php?f=340&p=1185365.
2021-03-31 19:43:41 +11:00
Mitchell Richters
5fc7c7b1d7 Merge branch 'master' into whaven
# Conflicts:
#	source/CMakeLists.txt
#	source/build/include/buildtypes.h
#	source/common/utility/m_fixed.h
#	source/core/console/c_notifybuffer.cpp
#	source/core/gamecontrol.h
#	source/core/inputstate.cpp
#	source/core/version.h
2021-02-13 18:59:58 +11:00
Mitchell Richters
7fcf1c94a1 - Exhumed: Minor fixes to panning code.
* Stop panning if underwater.
* Remove overload from PlayerHorizon from d32dcd5f8e that was causing problems for other games.
* Remove static bool `plrFalling` also from d32dcd5f8e and add `bIsFalling` to `Player` struct, hooking up with save code as well.
2021-01-05 17:07:56 +11:00
Mitchell Richters
d32dcd5f8e - Exhumed: Fix player panning when walking up/down steps while horizon is 0. 2021-01-05 11:01:41 +11:00
Mitchell Richters
36c25ee2a0 - gameinput.cpp: Break out processMovement()'s turnheldamt calculations into functions. 2021-01-02 09:53:03 +11:00
Mitchell Richters
3a801cbf5c - calcviewpitch(): Set scaleAdjust to default to 1 in prototype like other functions in gameinput.cpp. 2021-01-02 09:32:19 +11:00
Mitchell Richters
6d12159006 - Duke/SW: Consolidate each game's slopetilting function into backend solution.
* Based on SW's implementation purely for its commentary, but includes a fix from Duke's.
* Allow disabling Duke's slopetilting via `cl_slopetilting` like SW.
2021-01-02 00:30:11 +11:00
Mitchell Richters
a515426c68 Merge branch 'master' into witchaven2 2021-01-01 17:32:32 +11:00
Christoph Oelckers
ae36ea88c3 - wrap all checks of cl_syncinput in an inline function. 2020-11-30 23:40:16 +01:00
Mitchell Richters
80ff918b17 - gameinput.h: For PlayerAngle struct methods settarget(), properly set target as angle + delta between angle & target within method and not game-side. 2020-11-26 17:26:29 +11:00
Mitchell Richters
e9e4590f6a - gameinput.h: For PlayerHorizon and PlayerAngle struct methods settarget(), always set the angle directly if backup set to true. 2020-11-26 16:42:07 +11:00
Mitchell Richters
b9e1cbb5de - gamecontrol.h: Move getHalfLookAng() into PlayerAngle struct as look_anghalf().
* Uses internal struct variables at full BAM precision.
2020-11-26 16:37:37 +11:00
Mitchell Richters
5ba2e7863d - binaryangle.h: Add asbuildf() method to all classes and use where appropriate. 2020-11-22 21:18:12 +01:00
Mitchell Richters
e57d6f8785 - Duke: Fix crane's angle settarget() call.
* Fixes #185.
2020-11-22 21:18:12 +01:00
Mitchell Richters
3b3e926fd3 - gameinput.h: For PlayerAngle struct, add int settarget() overload and change one true call with a float to bvectangf(). 2020-11-22 21:18:11 +01:00
Mitchell Richters
2341ed4e25 - gameinput.h: For PlayerAngle struct, add extra addadjustment() overloads to remove type conversions game-side, and when incoming. 2020-11-22 21:18:11 +01:00
Mitchell Richters
42689e02c4 - gameinput.cpp: Define getincanglebam() and slightly clean up other getincangle*() functions. 2020-11-22 21:18:11 +01:00
Christoph Oelckers
5d77b1fd25 Merge branch 'master' into witchaven2
# Conflicts:
#	source/core/packet.h
#	wadsrc/static/menudef.txt
2020-11-08 10:44:19 +01:00
Mitchell Richters
3813913970 - WHaven: Uplift of horiz to backend code. 2020-11-08 17:51:38 +11:00