Commit graph

88 commits

Author SHA1 Message Date
Mitchell Richters
0ab3b33a6c - Blood/Duke/RR/SW: Unify the player's horizon function.
* For Duke/SW, we continually apply `SB_CENTERVIEW` only if it was previously a toggled action, similar to Blood.
* For SW, we remove two SW-specific bits (`PF_LOCK_HORIZ` and `PF_LOOKING`) that are no longer needed.
* For Duke, we remove `return_to_center` and just use the `SB_CENTERVIEW` action bit as required.
* For `sethorizon()`, feature set and adjustment speeds are an averaged out accumulation across Duke/SW:
** GameTicRate is factored in for adjustment decisions to provide consistency for SW being the faster game.
** Adjustment amounts are half way between Duke/SW.
2020-09-20 20:01:36 +10:00
Christoph Oelckers
f5d14f826a - added the SHOOT event and fixed some issues with poor code generation for the game data accessors.
They created different code depending on the passed index, this was changed to always emit the optional parameter, even when not needed, so that the interpreter does not need to second-guess.
2020-09-17 23:06:54 +02:00
Christoph Oelckers
8fa5d3d9d2 - added the remaining CON features from EDuke 2.x
Not everything will do something, though. This was some incredibly careless code operating without a safety net allowing uncontrolled write access to the map structure.
Most of the critical fields have been made read-only, which has been the only mode of access in the mods I checked.

Note that this does not enable scripting of the weapon sprite drawer, only the gameplay related features were done.
2020-09-17 23:06:54 +02:00
Mitchell Richters
ce82eaf899 - Duke/RR: Address weapon drawer interpolation concerns raised in #403. 2020-09-16 21:01:09 +10:00
Christoph Oelckers
d6c6561309 - that was for testing only. 2020-09-09 00:01:14 +02:00
Christoph Oelckers
d011a16c5b - added a menu option for WT's music switch.
Fixes #370
2020-09-08 22:37:21 +02:00
Christoph Oelckers
a2e3bb5725 - fixed WT's incinerator and a few other minor things I found while comparing Raze's WT support code with BuildGDX's.
Fixes #357
2020-09-07 21:38:17 +02:00
Christoph Oelckers
03aad6559b - added a global leveltimer variable to Duke.
This timer only gets incremented by the main game ticker when the playsim is running.

This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
2020-08-31 00:33:41 +02:00
Christoph Oelckers
34104a74d8 reduce dependency of code on global gameclock variable
passing it as parameter to operateweapon*
2020-08-31 00:17:40 +02:00
Christoph Oelckers
2f05a93547 Merge branch 'Packet' into back_to_basics2
# Conflicts:
#	source/core/gamestruct.h
#	source/games/duke/src/gameloop.cpp
#	source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Mitchell Richters
1617938d4f - Duke: When using cl_showmagamt 1, increase pistol maximum by 4 so that when you have full ammunition, you have a full clip.
* On the fence about this. Lower makes the game harder, and higher could mean the difference between life and death. I do think that if we're showing amounts in the magazine, full ammo should constitute a full magazine. I think the max of 200 is an oversight from the original devs as all other games have proper defaults that reflect the magazine or cylinder capacity.
2020-08-30 20:24:38 +02:00
Christoph Oelckers
38d10cc591 - game input works, but still no 3D scene rendered. 2020-08-30 13:04:07 +02:00
Mitchell Richters
7ff73ae2f1 - Duke: Add missing World Tour flamethrower from alt weapon mode implementation completed in 51a08fbaf3. 2020-08-29 22:30:45 +10:00
Christoph Oelckers
694444b62a - converted the remaining input bits.
Looks like it is working in all games except Blood (not that it surprises me that it's Blood again which has issues...)
2020-08-29 13:32:55 +02:00
Mitchell Richters
51a08fbaf3 - Duke: Implement WeaponSel_Alt for Duke and RR. 2020-08-29 21:27:58 +10:00
Christoph Oelckers
dc1f56e8f9 Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into Packet
# Conflicts:
#	source/core/inputstate.cpp
#	source/exhumed/src/exhumed.h
2020-08-29 01:19:48 +02:00
Christoph Oelckers
fe7f3a2f9e - handle the run key. 2020-08-29 00:57:07 +02:00
Christoph Oelckers
b9e0f493b2 - transitioned the 5 primary action keys: Open, Jump, Crouch and Fire/AltFire. 2020-08-28 23:25:08 +02:00
Christoph Oelckers
d62d2eaec7 - processed all remaining local input CCMDs and removed some bits only needed for multiplayer.
These MP bits should be reimplemented as network commands later, they only take up valuable space in the bit field.
2020-08-28 00:03:35 +02:00
Mitchell Richters
3e79e7b63f - Duke: Fix bug where player wasn't cracking knuckles after 777 idle tics while cl_syncinput was 1.
* Use opportunity to replace the literal constant of `777` with an enum.
2020-08-27 15:54:49 +10:00
Christoph Oelckers
10df3e094a - rework of weapon input to use common features in shared code.
This also adds stubs for all unimplemented features in the games for easier addition.
2020-08-27 00:53:35 +02:00
Christoph Oelckers
36d676ca20 - renamed ESyncBits so that the replacement can take that name later. 2020-08-26 22:39:15 +02:00
Mitchell Richters
88a49b0d22 - Duke: Restore RPG harsh recoil behind a CVAR.
# Conflicts:
#	source/core/gamecvars.cpp
#	source/core/gamecvars.h
2020-08-26 16:45:41 +02:00
Mitchell Richters
839a7bcbe4 - subjective fix to Duke 3D's RPG harsh recoil. 2020-08-26 16:45:41 +02:00
Mitchell Richters
afb09456e0 - Duke: Migrate away from using totalclock and use new game-specific gameclock with underlying timer code in common.
* Build timer still requires initialisation due to multiple `timerSetCallback()` that still need to work.

# Conflicts:
#	source/core/menu/menu.cpp
#	source/games/duke/src/game.cpp
2020-08-25 19:47:31 +02:00
Mitchell Richters
e083f78f8e - stop Duke screaming while falling if player puts the jet pack on.
No need to keep screaming if the player has saved themselves.
2020-08-11 15:40:02 +02:00
Mitchell Richters
cf548e055e - clamp player sprite's xvel between 0 and 512 to stop it going into the negative with rapid posx/posy changes due to teleporting.
* With steroids and a controller (controllers have a slightly higher max fvel/svel than a keyboard), I could not get xvel to exceed 503.
* Fixes #123.
2020-08-09 16:24:48 +10:00
Christoph Oelckers
d731bf4e57 - fixed typo in floor damage check.
This rendered the boots ineffective on lava.
Fixes #114
2020-08-07 23:30:08 +02:00
Christoph Oelckers
dfa3519ebc - stop screaming sound when landing.
Fixes #116
2020-08-07 22:20:29 +02:00
Christoph Oelckers
f8c65839f0 - fixed broken jumping.
This was a nasty, but typical case for Duke where a variable did not contain what the name said and was carried along way too much code.

Fixes #112
2020-08-07 21:59:11 +02:00
Christoph Oelckers
ba3c353198 - use the correct code for the devastator in operateweapon.
The code present was from EDuke 2.1, I have no idea if it ever worked there. It was replaced with JFDuke's.
Fixes #104.
2020-08-05 22:36:38 +02:00
Mitchell Richters
ddd30e742c - ensure player's angle input while playing with cl_syncinput 0 is scaled appropriately when sector's lotag is ST_2_UNDERWATER. 2020-08-05 22:57:47 +10:00
Mitchell Richters
d1a68421bd - fix cl_weaponsway for Duke. 2020-08-05 20:04:14 +10:00
Mitchell Richters
03bccb3a06 - functionalise significant portions of 0ee3ab4df8. 2020-08-05 19:24:42 +10:00
Mitchell Richters
0ee3ab4df8 - revert most of e474ebc2b7 and adjust player's angle/horizon in a way that's compatible with cl_syncinput 0 and cl_syncinput 1.
Previous attempts at leveraging `applylook()` and `sethorizon()` in different spots had pros and cons, but ultimately changing where these functions were called from was a net negative and had hard to diagnose issues.

Maintaining two types of player input is considerable work. Lessons have been learned and will be beneficial when it comes time to re-doing the other games. Ideas from PR #98 for optimising RRRA vehicle experience while `cl_syncinput 0` is in use have been implemented here.
2020-08-05 17:53:41 +10:00
Mitchell Richters
9f8d50c0a1 - add horizAdjust after processing pitch adjustments and call sethorizon() in processinput_d() after dokneeattack().
Fixes #101.
2020-08-05 14:23:07 +10:00
Mitchell Richters
e474ebc2b7 - multiple input fixes for both games, and for both cl_syncinput 0 and cl_syncinput 1 modes.
* For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode.
* Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments.
* Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable.
* Removed `horizSkew` variable, can just use `horizAdjust` for this.
* Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively.
* Removed now unused `addang()` and `addhoriz()` setters from `player_struct`.
* Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions.
* Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`.
* Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1.
* Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1.
* Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342.
* Re-work returning to center to work off the true pitch code and always ensure that the player returns to center.
* Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 21:19:45 +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
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
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
3a4a224877 - interpolate p->weapon_sway. 2020-08-02 21:20:52 +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
Mitchell Richters
1fc117341e - add oq16ang to weaponhit struct to allow interpolation of security cameras at full precision.
* Improves implementation from f64083bda9.
2020-07-29 08:39:33 +10:00
Mitchell Richters
f64083bda9 - backport camera interpolation from DukeGDX. Fixes #63. 2020-07-29 06:57:01 +10:00
Mitchell Richters
9b51e29d20 Revert "Revert "- removed duplicate application in moving down code for the jetpack.". What was I thinking?"
This reverts commit 3b522e4c50.
2020-07-29 05:50:06 +10:00
Mitchell Richters
3b522e4c50 Revert "- removed duplicate application in moving down code for the jetpack.". What was I thinking?
This reverts commit 34b213a99f.
2020-07-29 05:49:38 +10:00
Christoph Oelckers
34b213a99f - removed duplicate application in moving down code for the jetpack.
Fixes #62
2020-07-28 21:41:37 +02:00
Mitchell Richters
f49ded7962 - make cl_syncinput work for Duke.
* Current setup was broken and unusable.
* Fixed interpolation issues.
* Only call `GetInput()` at frame-rate when `cl_syncinput` is 0.
* Create `oq16look_ang` and interpolate it for enhanced smoothness.
* Always reset `horizAngleAdjust` and `horizSkew` in `processinput_d()`.
* Don't pre-scale `sb_avel` in `processinput_d()` and `processinput_r()`.
* Promote `p->angvel` from short to fixed_t.
* Don't descale `sync[snum].q16horz` in `processinput_d()` and `processinput_r()`.
* Ensure `false` bool is provided to `sethorizon()` call  in `processinput_d()` and `processinput_r()`.
* Reset `p->q16angvel` in `resetplayerstats()`.
2020-07-28 22:12:09 +10:00