Commit graph

19 commits

Author SHA1 Message Date
Mitchell Richters
4ff3810711 - Blood/Duke/RR/SW: Improvements to 3rd person viewing by modifying the rendered player's posz so the camera is looking further above the camera sprite as EDuke32 does. Blood just enables the crosshair when using 3rd person view. 2020-09-25 17:52:00 +10:00
Mitchell Richters
d40a2d3e95 Merge branch 'back_to_basics2' into Blood_InputReworking
# Conflicts:
#	source/blood/src/hudsprites.cpp
#	source/exhumed/src/status.cpp
#	source/games/duke/src/game_misc.cpp
#	source/sw/src/draw.cpp
2020-09-22 07:34:39 +10:00
Mitchell Richters
9859571ded - DrawCrosshair(): Factor in Blood's adjustable horizon which defaults to 90.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=69920.
2020-09-22 07:29:52 +10:00
Mitchell Richters
7bf1cacc7f - Blood/Duke/RR/SW: Unify the player's angle function.
* For Blood/SW, exposes `SB_LOOK_LEFT`/`SB_LOOK_RIGHT` to games, hooking up `q16look_ang` and `q16rotscrnang` within.
* For SW, use Duke & Blood's return to center function and remove `PF_TURN_180` bit.
* For RR, replace a few misused bits with some bools inside of `player_struct`.
* Since bulk of functionality is sourced from Duke (30Hz), apply proper scaling so SW speed matches (40Hz).
2020-09-21 17:12:26 +10:00
Mitchell Richters
20c73e1249 - Blood: Remove r_horizcenter and standardise horizon in game to that of the default in the backend (currently 100).
* The use of this will go when the input is re-factored to operate on the standard horizon of 100, not 0.
2020-09-20 16:20:08 +10:00
Christoph Oelckers
d61d279168 - excised Blood's entire automap code. 2020-09-06 10:59:45 +02:00
Christoph Oelckers
32ec9ff369 - consolidated crosshair drawing and added ZDoom's crosshair code.
For Exhumed this is the default, for the other games it is an option.
Fixes #269.
2020-09-05 13:57:26 +02:00
Christoph Oelckers
d0a3e1781e - Blood: eliminated gameclock in weapon draw code 2020-09-01 20:10:36 +02:00
Mitchell Richters
1354d52c05 - Major cleanup of Q16.16 utilisation within games and engine.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
Christoph Oelckers
c09a5150a9 - added some predefined fullscreen modes
This is to cut down on boilerplate code because these encode the virtual screen size in the mode parameter, making it unnecessary to specify a virtual size separately.
2020-08-24 20:25:53 +02:00
Christoph Oelckers
3455610031 - base palette cleanup.
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite.
Also make the palette override CVARs 3D view only in debug mode.
2020-08-14 21:18:14 +02:00
Christoph Oelckers
66cb7f61a4 - fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed. 2020-08-14 21:01:27 +02:00
Mitchell Richters
7243c08379 - stop weapon from moving up and down while cl_weaponsway 0 is set.
* Default zDelta is -2048, so only add (zDelta / 128.) if `cl_weaponsway 1` and add (-2048. / 128.) otherwise.
* Fixes #134 a bit better.
2020-08-11 08:40:42 +10:00
Christoph Oelckers
1d03d3d6a2 - fixed HUD meter and crosshair default size.
Fixes #137
2020-08-10 23:06:24 +02:00
Mitchell Richters
09f347353a - fix cl_weaponsway() for Blood.
Fixes #134.
2020-08-10 22:08:44 +10:00
Mitchell Richters
48e4bccc6d - oops. Missed change of hudDraw() zDelta from int to double while implementing ae2d2c7948. 2020-08-03 10:23:15 +10:00
Mitchell Richters
61820ddef5 - interpolate bobx and boby with higher precision from updated CalcSmoothRatio() function that returns a double instead of an int. 2020-08-03 08:50:48 +10:00
Christoph Oelckers
8a31e96602 - use all available precision to render Blood's weapon animations mpre smoothly, instead of throwing it away by needlessly storing it in some integer fields. 2020-08-03 00:25:40 +02:00
Christoph Oelckers
a9820abcae - migrated the remaining 2D content in Blood away from rotatesprite. 2020-08-02 19:00:32 +02:00