Commit graph

146 commits

Author SHA1 Message Date
Mitchell Richters
571583ca9c - Duke: Store velocity scale in motoApplyTurn() as a variable like boatApplyTurn(). 2021-01-01 21:21:26 +11:00
Mitchell Richters
f2c6a23f38 - Duke: Allow horz input to go through when returning to center and horiz is abs(5) or less. This mimics the original behaviour where Duke would stop returning to center at 95/105. This allows faster mouse input to be applied instead of waiting for player's horizon to return to 0. 2020-12-30 18:04:30 +11:00
Mitchell Richters
0afaff2663 Revert "- Duke: Don't block horz input while returning to center."
This reverts commit 5f62058020.
2020-12-30 17:07:59 +11:00
Mitchell Richters
5f62058020 - Duke: Don't block horz input while returning to center.
* Player still returns to center after a fall or by looking/aiming up/down, but input breaks the return just like the other games.
* Fixes #220.
2020-12-29 16:48:28 +11:00
Christoph Oelckers
ae36ea88c3 - wrap all checks of cl_syncinput in an inline function. 2020-11-30 23:40:16 +01:00
Christoph Oelckers
7ad0750839 - grouped all of Duke's constant per-session state in a single struct.
Mainly done so later the script export can be done more easily.
This also renames a few of the affected variables for clarity.
2020-11-29 13:54:58 +01:00
Christoph Oelckers
48b16d5233 - cleanup on player CVAR use. 2020-11-29 13:22:04 +01:00
Mitchell Richters
fd4e1b3b28 - buildutils: Replace sintable[] use within Duke's input.cpp with bsin()/bcos(). 2020-11-22 21:18:04 +01:00
Mitchell Richters
ade1a80515 - gameinput.cpp: Remove crouch bool from applylook() since we can now just rely in the actions bitfield that's already incoming as required and default scaleAdjust in the prototype to 1. 2020-11-07 18:25:06 +11:00
Mitchell Richters
6e3d414b3c - inputstate.cpp: Move checkCrouchToggle() from gameinput.ccp into ApplyGlobalInput() and use static bool for crouch toggling vs. game-side bool. 2020-11-07 18:16:16 +11:00
Mitchell Richters
4ef0d20e0e - gameinput.cpp: Consolidate checkCrouchToggle() from Duke with discrete implementations from Blood in 7c8efde38c and Exhumed in 032db82f82 to unify the functionality. 2020-11-07 13:44:25 +11:00
Mitchell Richters
a52ee89969 - Duke/RR: Add scaling to mouse input within motoApplyTurn() and boatApplyTurn(). 2020-11-07 09:56:57 +11:00
Mitchell Richters
f0b9029726 - Duke/RR: Fix incorrect boolean used in boatApplyTurn() when implementing fcc2521347bb528d7a5bcd3996c509db85e993f0. 2020-11-07 09:56:57 +11:00
Mitchell Richters
74dfbfe6f8 - Duke/RR: Ensure p->vehForwardScale/p->vehReverseScale can only be a maximum of 1. Controller input with high sensitivity could effectively turbo-charge the bike ;) 2020-11-07 09:56:57 +11:00
Mitchell Richters
466bc84697 - Duke/RR: Completely revamped vehicle mouse/controller input.
* Original algorithm now used purely for keyboard input only.
* Mouse and controller input is no longer a scaled double version of the keyboard input.
* Mouse input is the square root of the base angle adjustment (20) multiplied by (mouse input divided by the input scale factor). As such, mouse input is completely consistent between synchronised and unsynchronised input.
* Controller input is base angle adjustment (20) multiplied by itself.
* Renamed `turnl`/`turnr` variables to `kbdLeft`/`kbdRight` respectively.
* Fixed issue where `p->TiltStatus` wasn't being backed up in `boatApplyTurn()`.
2020-11-07 09:56:57 +11:00
Mitchell Richters
c223a50b29 - Duke/RR: Clean up vehicle turn left/right bools used in ticker functions. 2020-11-07 09:56:57 +11:00
Mitchell Richters
ad10ea4cb5 - Duke/RR: Initial implementation of scaled p->MotoSpeed controller input. 2020-11-07 09:56:57 +11:00
Mitchell Richters
578ded1db3 - Duke/RR: Promote p->MotoSpeed from short to double in prep for applying scaled controller input. 2020-11-07 09:56:57 +11:00
Christoph Oelckers
d8e331ef0f - changed Duke/RR palette handling to only retrieve the currently active palette right before rendering.
Storing this in the player_struct is pointless and a relic from having to use real hardware palette switches.
With this now just being a translation index being passed to the backend it can be cheaply retrieved right when used and nowhere else.
Also making some changes to how RRRA's psychedelic cactus handles the projection. This fixes issues with occasionally passing a bad matrix.
2020-11-05 07:31:48 +01:00
Christoph Oelckers
0eb10f0313 - newowner and related code. 2020-11-04 20:40:25 +01:00
Christoph Oelckers
d773601d81 - player.i, part 3 2020-11-04 20:39:43 +01:00
Christoph Oelckers
f5cccb0df2 - actorflag, actorfella, automap, animateaccess, holoduke spawn, initreactor.
# Conflicts:
#	source/games/duke/src/game_misc.cpp
2020-11-03 19:21:43 +01:00
Christoph Oelckers
a514910aa4 - use an actor pointer in Get/SetGameVarID's parameters to weed out the ordering screwups. 2020-11-03 19:21:43 +01:00
Christoph Oelckers
de92287d0b - fixed the messed up parameter order of OnEvent.
This should serve as a textbook example why passing around indices is a very, very bad idea!
2020-11-03 19:21:42 +01:00
Christoph Oelckers
33f730baf3 - replaced "sprite[p->i]" globally. 2020-11-03 19:21:42 +01:00
Mitchell Richters
63cb7dd2bd - Duke: Fix rotscrnang locked when reviving player after death via DNKROZ cheat.
* Fixes #138.
2020-10-22 09:21:35 +11:00
Christoph Oelckers
e94274a543 - holoduke_on is now a pointer as well. 2020-10-21 16:31:18 +02:00
Christoph Oelckers
d7604a3160 - made on_crane a pointer as well. 2020-10-21 16:31:17 +02:00
Mitchell Richters
db419fd618 - Duke (RRRA): Fix vehicle avel while cl_syncinput 1.
* Fully fixes #128.
2020-10-15 20:12:48 +11:00
Mitchell Richters
fb91fc49a3 - processMovement(): Add commentary around avel constants used within function and how they came to be. Also clean up some left-over code. 2020-10-15 20:12:34 +11:00
Mitchell Richters
1bc51a7367 - Duke (RR): Repair issues with horizon following changes in 09a05f354c and partially address vehicle turning speed in processVehicleInput().
* Issues with vehicle input handling with `cl_syncinput 1` still remain. Will address after work.
* Partially addresses #128.
2020-10-15 10:20:52 +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
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
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
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
Christoph Oelckers
b57e13ff62 - mouse code update.
May still need some tweaking of the factors.
2020-09-28 22:36:43 +02:00
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
9e0bd569f7 Merge branch 'back_to_basics2' into Input_UnifyProcessMovement
# Conflicts:
#	source/exhumed/src/input.cpp
2020-09-25 00:17:16 +10:00
Mitchell Richters
16cee1148b - Duke: Change a few ps[] to use the p alias available following changes in f4fff5ee30. 2020-09-25 00:09:31 +10:00
Mitchell Richters
04af1d9ce8 - All Games: Unify processMovement(). 2020-09-24 22:32:37 +10:00
Christoph Oelckers
f4fff5ee30 - moved sync structure into the playerstruct for easier maintenance. 2020-09-23 18:18:23 +02:00
Mitchell Richters
8690c633d8 - Blood: Add extra call to inputState.ClearAllInput() in StartLevel(). 2020-09-24 00:20:40 +10:00
Mitchell Richters
470f481619 - Duke: Simplify entire camera angle setup. 2020-09-23 15:34:03 +10:00
Mitchell Richters
ed9c8af82f - Duke: Move changes performed in 53038e1b29 from FinalizeInput() to processInputBits(). 2020-09-23 15:03:34 +10:00
Mitchell Richters
53038e1b29 - Duke: Don't allow looking left/right when on a security camera screen. 2020-09-23 15:00:33 +10:00
Mitchell Richters
59e4fae064 - Game input: Fix miscellaneous issues.
* Duke/RR: Fix `SB_CENTERVIEW` not clearing while `cl_syncinput 1`.
* Duke/RR: Remove superfluous call to `apply_seasick()`.
* RR: Change two calls from `playerSetAngle()` to `playerAddAngle()` Updated version of `playerSetAngle()` doesn't stop setting angle until target is reached, a bit too strict for this and compromised vehicle turning.
* `applylook()`: Remove dead flag. Was only used with Duke, no other game called the function when dead anyway. Since the input helpers are processed outside of `applylook()` now this is not needed.
* `applylook()`: Extend function with a bit of commentary.
2020-09-21 17:12:53 +10:00
Mitchell Richters
f806cdcec6 - Blood/Duke/RR/SW: Unify the player's angle/horizon helper functions. 2020-09-21 17:12:51 +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
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