Commit graph

101 commits

Author SHA1 Message Date
NY00123
1d2aadd229 sw/src/draw.cpp:drawscreen: We can set the pp->si* fields just once,
a bit later.
2020-05-20 14:43:03 +02:00
Mitchell Richters
0431f5ffed SW: Refinements for Q16.16 implementation. 2020-05-20 14:43:03 +02:00
Mitchell Richters
a4fdabd860 SW: Use Q16.16 for angle. 2020-05-20 14:43:03 +02:00
Mitchell Richters
2bf2055c65 SW: Use Q16.16 for horiz. 2020-05-20 14:43:03 +02:00
Mitchell Richters
83936bf5eb Revert "SW: Improve main game loop."
This reverts commit e878c5bab8.

Revert "SW: Use Q16.16 for horiz."

This reverts commit f07a0ae01e.

Revert "SW: Use Q16.16 for angle."

This reverts commit 1ecc74c2ec.

Revert "SW: Minor repairs for Q16.16 implementation."

This reverts commit d78d046bad.

Revert "SW: Process input at frame rate."

This reverts commit c162014dab.

Revert "SW: Amendments to accommodate changes in master."

This reverts commit eaa51138ad.

Revert "SW: Fix incorrectly declared function input type."

This reverts commit 1cdd5b08d8.

Revert "SW: Amend scaleAdjustmentToInterval() with correct value for SW."

This reverts commit d4dd737cd5.

Revert "SW: Refinements to new input code."

This reverts commit 5ebc65a1fb.

Revert "SW: Adjust look and snap up/down keys and slightly tune PLAYER_TURN_AMOUNT."

This reverts commit 2852536dbf.

Revert "SW: Get PLAYER_TURN_SCALE to be just right."

This reverts commit 4630c8a0b7.

Revert "SW: Make map follow mode work better."

This reverts commit 8e94c48eff.

Revert "SW: Remove line accidentally left from 'MoveScrollMode2D()'."

This reverts commit 5db8047b41.

Revert "Fix multiplayer desync after the change to q16 angle and horiz."

This reverts commit 3bc46078b8.

Revert "SW: Revert commented out horiz->q16horiz renames in DSPRINTF strings"

This reverts commit 537313f620.

Revert "sw/src/draw.cpp:drawscreen: We can set the pp->si* fields just once,"

This reverts commit d2e9595980.

Revert "sw/src/game.cpp:LoadLevel: Rename q16ang -> ang"

This reverts commit a178961a3e.

Revert "SW: Minor tweaks."

This reverts commit 377ba68344.

Revert "SW: Further refine turning and optimise horizon adjustment."

This reverts commit 039022d9ac.

Revert "SW: Don't process input at frame rate if ScrollMode2D is true."

This reverts commit 1aa1e62c4d.

Revert "SW: Use a bit more Q16.16 in places."

This reverts commit 40ca656f38.

Revert "SW: Use the old interpolation path in drawscreen if player is dead"

This reverts commit 2d73466425.

Revert "SW: Smooth out 180 degree turn landing and replace some fix16_min/max with fix16_clamp."

This reverts commit 0996e87f79.

Revert "Change Next/Previous Weapon button handling for Shadow Warrior."

This reverts commit f6b8ca6a22.

Revert "SW: Make "Center_View" key return smoothly."

This reverts commit 23c401fbc2.

Revert "SW: Use the old interpolation path in drawscreen if player is dead"

This reverts commit 43ec16eb55.

Revert "Interpolation fixes for SW:"

This reverts commit ac8a7ecfbd.

Revert "SW: Reset the number of interpolations on level load"

This reverts commit 04bf8499e7.

Revert "Another change modifying saved game format in SW:"

This reverts commit e80888523e.

Revert "SW: Interpolate sector objects in non-demo, single player games."

This reverts commit 996ab77cf4.

Revert "- fixed merge errors in SW."

This reverts commit b8cfa94568.

Revert "- fix interpolation stutters when opening console for SW."

This reverts commit 99fdbfb6cb.

Revert "- reset buttonMap button states after returning from pause for SW (stops keys acting stuck down if down prior to pausing)."

This reverts commit 693b6955da.

Revert "SW: fix stupid input scaling bug"

This reverts commit 1c79e6e17c.

Revert "SW: Make vehicle input better."

This reverts commit 670a53c402.

Revert "SW: Change fix16_from_float() to fix16_from_int() that was changed in 4630c8a0b7 but should have been reverted in 377ba68344e34495638c6fa7685ff78c9a0ed6f8."

This reverts commit 423c9da071.

Revert "SW: Remove ScrollMode2D extern boolean and move into PLAYERp struct."

This reverts commit 31eb55c1fa.
2020-05-20 14:43:03 +02:00
Mitchell Richters
31eb55c1fa SW: Remove ScrollMode2D extern boolean and move into PLAYERp struct. 2020-05-19 12:55:32 +02:00
Mitchell Richters
670a53c402 SW: Make vehicle input better.
- Define new boolean 'on_vehicle' in PLAYERp struct for use with interpolating while on vehicle and other checks.
- Move horizon code back into separate DoPlayerHorizon() function. Adjusting horizon while in vehicle must come at the end of the DoPlayerOperate*() function.
- Make DoPlayerHorizon() accessible in game.cpp.
- Change code in DoPlayerHorizon() to process according how 'pp->on_vehicle' is set.
- Make scaleAdjustmentToInterval available outside of getinput().
- Don't process input at frame-rate while on a vehicle. Vehicle code is too difficult to process outside of the game's clock.

Partially based on NY00123's upstream implementation of tying player input to frame-rate.
2020-05-19 12:55:32 +02:00
Mitchell Richters
58bb2e149b SW: Fix broken interpolation pathway following changes in 43ec16eb55.
What 43ec16eb55 intends to do was already done via 2d73466425, however I applied the if statement in the opposite order so when it was cherry-picked again, the pathway was actually reversed - interpolating when alive and not when dead.

Rather than re-apply the opposite order, I've made the if statement match upstream for more consistency and to avoid further conflicts.
2020-05-15 15:00:58 +02:00
Christoph Oelckers
b8cfa94568 - fixed merge errors in SW. 2020-05-04 00:04:54 +02:00
NY00123
996ab77cf4 SW: Interpolate sector objects in non-demo, single player games.
Let's see if this is breaking anything.

# Conflicts:
#	source/sw/src/draw.cpp
#	source/sw/src/game.cpp
#	source/sw/src/game.h
#	source/sw/src/interp.cpp
#	source/sw/src/track.cpp
2020-04-16 00:03:05 +02:00
NY00123
ac8a7ecfbd Interpolation fixes for SW:
draw.cpp: Fix the lack of interpolation while walking on a sector
object, like the bus roof or the floor of the train in Seppuku Station.
track.cpp: Make sure the player's location and angle aren't mistakenly
interpolated while standing on a moving sector object as a consequence.

# Conflicts:
#	source/sw/src/track.cpp
2020-04-16 00:03:03 +02:00
NY00123
43ec16eb55 SW: Use the old interpolation path in drawscreen if player is dead
# Conflicts:
#	source/sw/src/draw.cpp
2020-04-16 00:03:02 +02:00
Mitchell Richters
0996e87f79 SW: Smooth out 180 degree turn landing and replace some fix16_min/max with fix16_clamp. 2020-04-13 23:59:17 +02:00
NY00123
2d73466425 SW: Use the old interpolation path in drawscreen if player is dead 2020-04-13 23:59:16 +02:00
Christoph Oelckers
fac004b4d2 - palette code cleanup 2020-04-13 23:58:44 +02:00
Christoph Oelckers
66ecb05eb8 - use Printf as the only command to print to the console.
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Mitchell Richters
c750614211 SW: Workaround for map view showing 1px of non-border at the bottom. 2020-04-09 08:14:10 +02:00
Mitchell Richters
377ba68344 SW: Minor tweaks. 2020-04-05 21:28:25 +02:00
NY00123
d2e9595980 sw/src/draw.cpp:drawscreen: We can set the pp->si* fields just once,
a bit later.
2020-04-05 21:28:25 +02:00
Mitchell Richters
8e94c48eff SW: Make map follow mode work better.
- Input was too fast following input code changes.
- Speed of input can now be changed with toggling the run key.
- Remove function 'MoveScrollMode2D()' and incorporate into 'getinput()' to reduce code duplication.
- Store map follow coordinates in PLAYERp struct and remove old globals.
2020-04-01 13:05:54 +02:00
Mitchell Richters
5ebc65a1fb SW: Refinements to new input code.
- videoNextPage() moved to after restoring interpolations.
- Properly use Q16.16 in as many places as possible. This fixes the angle/X-axis issues.
- Remove unnecessary call to timerUpdate() in main loop, only needs calling once and is called by eventhandlers().
2020-03-30 16:20:25 +02:00
ny00123
28e69d0793 Revert the change of call to FAF_DrawRooms into a conditional one,
as done in r8766, since this breaks status bar output in tiled
overhead map with Polymost. Do add comment about this for now.

git-svn-id: https://svn.eduke32.com/eduke32@8779 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/draw.cpp
2020-03-30 09:55:30 +02:00
Mitchell Richters
eaa51138ad SW: Amendments to accommodate changes in master. 2020-03-30 09:52:14 +02:00
Mitchell Richters
c162014dab SW: Process input at frame rate. 2020-03-30 09:52:14 +02:00
Mitchell Richters
d78d046bad SW: Minor repairs for Q16.16 implementation. 2020-03-30 09:52:14 +02:00
Mitchell Richters
1ecc74c2ec SW: Use Q16.16 for angle. 2020-03-30 09:52:14 +02:00
Mitchell Richters
f07a0ae01e SW: Use Q16.16 for horiz. 2020-03-30 09:52:14 +02:00
Christoph Oelckers
621a9338e5 - render camera textures with the hardware renderer.
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
2020-03-29 14:01:46 +02:00
ny00123
da1d97ba9c sw/src/draw.cpp: Don't draw rooms if textured overhead map is drawn
later. This also turns out to fix a Polymost-specific bug revealed
in SVN r8711. Further remove a call to PicInView which does nothing.

git-svn-id: https://svn.eduke32.com/eduke32@8766 1a8010ca-5511-0410-912e-c29ae57300e0
2020-03-20 17:39:35 +01:00
ny00123
d98bf9ba62 sw/src/draw.cpp:ResizeView: Make map zooming less dependent
on the frame rate

git-svn-id: https://svn.eduke32.com/eduke32@8700 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/draw.cpp
2020-03-08 08:02:01 +01:00
ny00123
3e8dc4e509 SW: Remove a bunch of unused function parameters
git-svn-id: https://svn.eduke32.com/eduke32@8694 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/brooms.cpp
#	source/sw/src/draw.cpp
#	source/sw/src/game.cpp
#	source/sw/src/inv.cpp
#	source/sw/src/save.cpp
#	source/sw/src/spike.cpp
#	source/sw/src/text.cpp
#	source/sw/src/weapon.cpp
2020-03-07 19:45:38 +01:00
Christoph Oelckers
73a4e0d1fe - made Blood's FullMap flag global and removed the hacks to show the full automap.
Also refactor show2dsector into a bit array to get rid of the bit shifting code at play here.
2020-03-07 19:30:18 +01:00
ny00123
d55871927a SW: Comment out unused vars, which would become
used if previously commented out code was uncommented
(including a few instances of uninitialized var reads).

git-svn-id: https://svn.eduke32.com/eduke32@8686 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/brooms.cpp
#	source/sw/src/cheats.cpp
#	source/sw/src/draw.cpp
#	source/sw/src/game.cpp
#	source/sw/src/jnstub.cpp
#	source/sw/src/menus.cpp
#	source/sw/src/rts.cpp
#	source/sw/src/sector.cpp
#	source/sw/src/setup.cpp
#	source/sw/src/sounds.cpp
#	source/sw/src/weapon.cpp
2020-03-07 19:30:17 +01:00
ny00123
896de8aa1c SW: Remove a ton of unused vars
git-svn-id: https://svn.eduke32.com/eduke32@8685 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/anim.cpp
#	source/sw/src/border.cpp
#	source/sw/src/brooms.cpp
#	source/sw/src/config.cpp
#	source/sw/src/console.cpp
#	source/sw/src/coolie.cpp
#	source/sw/src/draw.cpp
#	source/sw/src/game.cpp
#	source/sw/src/hornet.cpp
#	source/sw/src/jbhlp.cpp
#	source/sw/src/jnstub.cpp
#	source/sw/src/jsector.cpp
#	source/sw/src/menus.cpp
#	source/sw/src/miscactr.cpp
#	source/sw/src/network.cpp
#	source/sw/src/ninja.cpp
#	source/sw/src/player.cpp
#	source/sw/src/save.cpp
#	source/sw/src/serp.cpp
#	source/sw/src/setup.cpp
#	source/sw/src/sounds.cpp
#	source/sw/src/sprite.cpp
#	source/sw/src/swconfig.cpp
#	source/sw/src/weapon.cpp
2020-03-07 19:30:17 +01:00
Christoph Oelckers
dff86c7e38 - removed some coordinate fudging for drawing SW's automap background
The current code does not need this
2020-02-14 00:41:36 +01:00
Christoph Oelckers
84bf6ad785 - unused code removed 2020-02-14 00:38:22 +01:00
hendricks266
060d19ae35 SW: Clamp tsprz of blood pool floor decals
git-svn-id: https://svn.eduke32.com/eduke32@8598 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/names2.h
2020-02-02 20:50:39 +01:00
hendricks266
364b41bd55 SW: Clamp tsprz of Bouncing Betty mines to their floorz if beneath the floor
This fixes their invisibility in Polymost.

git-svn-id: https://svn.eduke32.com/eduke32@8597 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/draw.cpp
2020-02-02 20:49:54 +01:00
Christoph Oelckers
4d7a43004c - use the new SW interpolation function for all games. 2020-02-02 10:27:47 +01:00
Christoph Oelckers
f76d139207 - fixed SW's interpolation math. 2020-02-02 09:51:44 +01:00
Christoph Oelckers
8db6a4331b - added savepic generation for Blood. 2020-01-14 21:20:46 +01:00
Christoph Oelckers
e30975581b - enabled savegame pictures in Shadow Warrior.
Unlike the original game this enables mirrors - no idea why they were disabled, some limitation of the software renderer, maybe?
2020-01-14 20:44:20 +01:00
Christoph Oelckers
95f917a408 - added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Christoph Oelckers
05e381ff6d - fixed screen clearing for the automap.
This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers
d3a57e6e74 - route all clearscreen calls that happen after drawing the scene through the 2D drawer.
Otherwise they aren't synchronized with the remaining content.
2019-12-31 19:25:49 +01:00
hendricks266
6465feb438 Refactor tsprite creation into renderAddTSpriteFromSprite
git-svn-id: https://svn.eduke32.com/eduke32@8521 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/polymer.cpp
#	source/duke3d/src/m32exec.cpp
2019-12-29 22:22:19 +01:00
hendricks266
8e6a54a1e4 Mostly clean up the codebase in preparation for tspritetype != uspritetype
Remaining exceptions:
SW - ConnectCopySprite
CON and M32Script - pSprite/pUSprite

git-svn-id: https://svn.eduke32.com/eduke32@8519 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/include/polymer.h
#	source/build/src/engine.cpp
#	source/build/src/engine_priv.h
#	source/build/src/polymer.cpp
#	source/build/src/polymost.cpp
#	source/duke3d/src/astub.cpp
#	source/duke3d/src/game.h
#	source/duke3d/src/m32common.cpp
#	source/duke3d/src/m32exec.cpp
#	source/duke3d/src/m32structures.cpp
#	source/kenbuild/src/bstub.cpp
#	source/kenbuild/src/game.cpp
#	source/sw/src/jnstub.cpp
#	source/sw/src/jsector.cpp
2019-12-26 08:58:25 +01:00
hendricks266
ae94566fb5 SW: Draw the crosshair actually centered
Thanks to Striker for the tip.

git-svn-id: https://svn.eduke32.com/eduke32@8524 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/sw/src/draw.cpp
2019-12-26 08:53:36 +01:00
Christoph Oelckers
b0cefdedce - plugged all memory leaks that were reported with Shadow Warrior when starting the first level. 2019-12-25 11:26:19 +01:00
Christoph Oelckers
9ab8a8c737 - refactored the coordinate printout to a stat and removed printext256 and the associated font. 2019-12-23 20:55:12 +01:00