Mitchell Richters
51a20211f3
- Duke: Tidy up some repeated bools in vehicle input code.
2023-03-18 19:19:21 +11:00
Mitchell Richters
37dda1aa0e
- Duke: Move input bit pre-processing into hud_input()
.
...
* Really, _really_ need to do something about this `crouch_toggle` malarkey...
2023-03-18 19:19:20 +11:00
Mitchell Richters
5a6495956f
- Duke: Move Quick_Kick
button test into ApplyGlobalInput()
as it doesn't seem to share a bit with any other game anymore.
2023-03-18 19:17:30 +11:00
Mitchell Richters
292030b59e
- Duke: Repair issues with going underwater after taking some stuff out of the global state.
...
* Really, need to do something about this `crouch_toggle` malarkey...
2023-03-18 19:17:28 +11:00
Mitchell Richters
a45890e064
- Move some Duke-specific stuff out of ApplyGlobalInput()
.
2023-03-18 09:15:15 +11:00
Mitchell Richters
eed9716d86
- Move joyaxes[]
array from getHidInput()
directly into ControlInfo
.
2023-03-17 20:58:38 +11:00
Mitchell Richters
fc069feac6
- Negate ControlInfo::dyaw
to match data out of backend.
2023-03-17 20:58:13 +11:00
Mitchell Richters
446218dd7b
- Get mouse/controller input by pointed variable and not copy on return.
2023-03-17 20:58:11 +11:00
Mitchell Richters
1f97e73501
- Rename ControlInfo joystick variables to names matching backend.
2023-03-17 20:16:58 +11:00
Mitchell Richters
686bec5664
- Duke: Make vehicle input functions work on floats and not doubles and FAngles.
...
* It's what's natively needed at the end of the day.
2023-03-17 19:40:46 +11:00
Mitchell Richters
d329328191
- Rename PlayerAngles::RenderAngles
to CameraAngles
.
...
* Better conveys what it is and separates it from the already established `getRender*()` methods around the place.
* Sorry Simon!
2023-03-17 14:20:36 +11:00
Mitchell Richters
d6b68dec5e
- Duke: Remove player_struct::resurrected
flag I added in 2021 and fix issue properly.
...
* The check for `player_struct::dead_flag` in `FinalizeInput()` was overzealous and is not checked in the original code in this instance.
2023-03-17 12:29:37 +11:00
Mitchell Richters
991ef5c27f
- Minor input tidy-up.
2023-02-04 17:05:18 +11:00
Mitchell Richters
9a27cf025f
- Duke: Fix bad setup for stopping Duke's scream when putting the jetpack on.
2023-01-06 22:17:14 +11:00
Mitchell Richters
de8353f085
- Eliminate BAngToDegree
constant.
2022-12-11 19:46:26 +01:00
Mitchell Richters
2c592405fa
- Separate pitch/yaw key input into separate functions and apply from the ticker.
2022-12-11 19:43:56 +01:00
Mitchell Richters
9437ea9622
- Move input vector rotation for Duke and SW into the playsim.
...
* The next commit needs this to ensure the vector is rotated using the most current angle.
2022-12-11 19:43:55 +01:00
Mitchell Richters
5a8612110d
- Process scaled angle adjustments in each game's render function, not from the input function.
...
* Previous config had the potential to call `I_GetInputFrac()` nearly twice in a row, which would have resulted in some hitching.
* Calling from each game's render function avoids the above and means we can start applying scaled angle changes one frame faster.
2022-12-11 18:42:01 +01:00
Mitchell Richters
dfb55c39ca
- Duke: Remove all remaining angle wrapper usage.
2022-12-11 18:42:00 +01:00
Mitchell Richters
abdeeac205
- Rework PlayerAngles::doViewPitch()
to apply at ticrate like PlayerAngles::doViewYaw()
.
2022-12-11 18:41:59 +01:00
Mitchell Richters
f9aeee5b4a
- Split out view angle stuff out of PlayerAngles::applyYaw()
into PlayerAngles::doViewYaw()
.
...
* Do all the view angle stuff as interpolated changes in the playsim as well, there's no need for these to be done at ticrate.
2022-12-11 18:41:59 +01:00
Mitchell Richters
630c10856e
- Re-write PlayerAngles
scaled adjustment methods.
2022-12-11 18:41:58 +01:00
Mitchell Richters
aa868232c8
- Clean up all previously annotated angle/yaw checks.
2022-12-11 18:41:58 +01:00
Mitchell Richters
be466fec8d
- Wrap access to current yaw.
2022-12-11 18:41:57 +01:00
Mitchell Richters
15f1d89855
- Wrap access to current pitch.
2022-12-11 18:41:56 +01:00
Mitchell Richters
b9f5bb71cc
- Merge PlayerHorizon
and PlayerAngle
structs into PlayerAngles
struct.
2022-12-11 18:41:56 +01:00
Mitchell Richters
d75ac9e445
- Rename PlayerAngle
prototypes in preparation for replacement work.
2022-12-11 18:41:56 +01:00
Mitchell Richters
353c2a20fd
- Rename remaining PlayerAngle
methods.
2022-12-11 18:41:55 +01:00
Mitchell Richters
a061f2baef
- Rename PlayerAngle::spin
to its destined final name.
2022-12-11 18:41:55 +01:00
Mitchell Richters
bd063de5f5
- Rename PlayerAngle::ang
in preparation for replacement work.
2022-12-11 18:41:54 +01:00
Mitchell Richters
d810afa2e9
- Rename PlayerHorizon
prototypes in preparation for replacement work.
2022-12-11 18:41:54 +01:00
Mitchell Richters
9ab8db04db
- Rename remaining PlayerHorizon
methods.
2022-12-11 18:41:54 +01:00
Mitchell Richters
401a829d54
- Rename PlayerHorizon::horiz
in preparation for replacement work.
2022-12-11 18:41:53 +01:00
Mitchell Richters
110cc5149d
- Annotate all sprite angles that are being set as the player angle to review later.
...
* Once the angles between player and sprite have been unified, these will be much harder to identify.
2022-12-11 18:41:53 +01:00
Mitchell Richters
2e0b9490e1
- Change spritetypebase::angle
to a DRotator named Angles
.
...
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
2022-12-11 18:41:52 +01:00
Mitchell Richters
27be72c7ec
- Duke: Remove player_struct::posGet()
.
2022-12-11 18:41:43 +01:00
Mitchell Richters
a3b1ab10fe
- Duke: Wrap calls that get player_struct::PlayerNowPosition
.
2022-12-11 18:41:39 +01:00
Mitchell Richters
4aa63b5446
- Duke: Rename player's pos to something identifiable.
2022-12-11 18:41:38 +01:00
Christoph Oelckers
f5ce60fa6e
- fixed issues with negative values being passed to sqrt für calculating RRRA's motorcyle and boat.
2022-11-02 13:32:07 +01:00
Christoph Oelckers
902f8c9706
- silenced lots of warnings for deliberate type conversions.
...
The ones in d_net.cpp are not in active code.
2022-10-30 16:51:35 +01:00
Christoph Oelckers
1a22127123
- refactoring CreateActor - part 1
2022-10-30 16:51:26 +01:00
Mitchell Richters
cea2b6b428
- Rename PlayerHorizon::__horiz
back to horiz
.
2022-10-30 16:51:12 +01:00
Mitchell Richters
619b8005ac
- Rename PlayerHorizon::horiz
in prep for negating this angle throughout code.
2022-10-30 16:51:11 +01:00
Mitchell Richters
41bbbd9df5
- Remove all remaining uses of fixedhoriz::asbuild()
.
2022-10-25 07:06:55 +02:00
Christoph Oelckers
cd6c524b90
- converted most of the remaining CreateActor calls.
2022-10-22 09:34:16 +02:00
Christoph Oelckers
b8efc5c563
- floatified RR noise code.
2022-10-22 09:34:14 +02:00
Christoph Oelckers
65b6b5ba71
- migrated all simple EGS calls to CreateActor
...
The remaining ones require more work on the weapon code first
2022-10-21 00:00:05 +02:00
Mitchell Richters
8bfcb8c939
- Floatify InputPacket::fvel
and InputPacket::svel
.
...
* Since all velocities are floated, we can now take each game's keymove scaling into its ticker and use a consistent keymove size, making non-mouselook and controller input truly identical across the games without having to try and fudge any values.
2022-10-20 00:48:09 +02:00
Mitchell Richters
a178ef1ff6
- Duke: Floatify player_struct::fric
.
2022-10-20 00:48:09 +02:00
Mitchell Richters
def2b9d483
- Flip svel
around in the input code so we can use proper anti-clockwise vector math.
2022-10-20 00:48:09 +02:00
Christoph Oelckers
2266ae1cd6
- converted vel use in player_d.cpp's main movement functions
...
Still using conversion factors until all code has been processed.
2022-10-20 00:47:31 +02:00
Christoph Oelckers
8171927c2a
- renamed player_struct::vel
2022-10-20 00:19:56 +02:00
Christoph Oelckers
9ba03ac53f
- renamed yvel to yint in Duke.
...
It's never used as velocity, but as an auxiliary parameter so name it appropriately.
2022-10-14 23:17:45 +02:00
Christoph Oelckers
8f5340c3a7
- set_int_ang(...int_ang())
2022-10-13 00:59:02 +02:00
Mitchell Richters
478e7a6801
- Eliminate some TAngle floating point Build method usage.
2022-10-05 00:36:31 +02:00
Mitchell Richters
ad908719ec
- Remaining manual changes to replace player's ang
with DAngle
object.
2022-10-05 00:36:27 +02:00
Mitchell Richters
b23e77d9c7
- Replace player's ang
with DAngle
object.
...
* This commit does not build. Committed items are everything that's been done by find and replace.
* Next commit has hand-performed changes that are better separated out for clarity.
2022-10-05 00:36:27 +02:00
Christoph Oelckers
150ab95a3a
- set_int_ang in Duke.
...
Also changed SOUNDFX actor to use a different variable for its index.
2022-10-04 23:56:43 +02:00
Christoph Oelckers
735b9a8fed
- renamed ang to __int_angle
2022-10-04 23:56:42 +02:00
Christoph Oelckers
9392e31b33
- remove C-style struct parameters.
2022-10-04 18:44:16 +02:00
Christoph Oelckers
312ee075d2
- use wrapper functions for pos/opos where possible.
2022-10-02 20:46:58 +02:00
Christoph Oelckers
5f4c35e9aa
- renamed player_struct::pos
2022-10-02 20:46:58 +02:00
Mitchell Richters
4324f923bc
- Call updateTurnHeldAmt()
after doing the turn, not before it. This gives one tic more preamble.
2022-07-23 10:37:32 +10:00
Mitchell Richters
00e12ea031
- Remove some uses of xs_Float.h
functions in game-side code where overflow protection isn't needed.
...
* Went a little bit nuts and just used this everywhere back way back when.
2022-07-23 10:37:32 +10:00
Mitchell Richters
fd8c7bfa52
- Duke: Replace player_struct
poszv
with vel.Z
calls.
2021-12-30 23:00:41 +11:00
Mitchell Richters
b2ab64bb62
- Capitalise vec3_t
z
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
68e2691be7
- Capitalise vec3_t
y
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
c549cc5276
- Capitalise vec3_t
x
variable.
2021-12-30 09:57:02 +01:00
Mitchell Richters
118ceb18ca
- Capitalise vec2_t
y
variable.
2021-12-30 09:57:02 +01:00
Mitchell Richters
3c9cd926ba
- Capitalise vec2_t
x
variable.
2021-12-30 09:57:02 +01:00
Christoph Oelckers
55cb5aaac6
- global search & replace of ->s-> with ->spr.
...
This is the largest part of uses of DDukeActor's 's' pointer.
2021-12-30 09:56:56 +01:00
Christoph Oelckers
8606045689
- Duke: made gamevars type safe and capable of managing actor pointers.
...
Also a few unrelated changes needed to make it compile again.
2021-12-26 23:09:56 +01:00
Mitch Richters
c6774d5efd
- Duke/RR: Re-add micro-movement cancellation for RR's vehicles that was dropped in 466bc84697
.
2021-12-26 23:09:50 +01:00
Christoph Oelckers
d1f7269ca8
replaced cursectnum with a cursector pointer
2021-12-25 21:28:56 +01:00
Christoph Oelckers
312b1fd39f
- cursectnum first half
2021-12-25 21:28:55 +01:00
Christoph Oelckers
09c2677fe7
- lots of EGS calls.
2021-11-29 00:56:29 +01:00
Christoph Oelckers
dcccb0d653
- Duke: added [[fallthrough]] annotations wherever needed.
2021-11-29 00:55:29 +01:00
Mitch Richters
e491d15ff9
- Move InputScale()
out of inputstate.cpp and into i_time.cpp
as I_GetInputFrac()
to make it available to GZDoom for potential future requirements.
...
* As part of this, feed the output of `I_GetInputFrac()` to `gi->GetInput()` instead of having each game's virtual override calling it locally.
2021-11-29 00:55:01 +01:00
Christoph Oelckers
35b9318580
- Duke/RR: checked the rest of the code for shorts and replaced most local ones with ints.
2021-11-07 16:33:13 +01:00
Christoph Oelckers
9a1c80c464
- Duke: added a wrapper for player_struct::cursectnum to directly return the sector pointer.
...
This eliminates more than 10% of the existing direct references to the sector[] array.
2021-11-06 21:59:42 +01:00
Christoph Oelckers
389f760d45
- address C++20 deprecation warnings with enums in floating point arithmetic.
2021-11-02 23:32:31 +01:00
Mitch Richters
a1570c185f
- Duke: Remove posx
/posy
/posz
variables and replace with points in the previously unionised pos
vec3_t
variable.
2021-10-31 17:52:52 +11:00
Mitch Richters
b02a6a3ec9
- Replace MIN()
from templates.h
with version provided in STL.
2021-10-30 10:36:15 +02:00
Christoph Oelckers
57b638f26f
- use std::clamp instead of our homegrown version.
2021-10-30 10:35:00 +02:00
Christoph Oelckers
07eda3cb4a
- Duke: don't process input when not in a game.
2021-08-30 08:06:26 +02:00
Mitchell Richters
bcff74f5e4
Revert "- Duke: Restore a little bit of original code to make comparisons between us and the source easier."
...
This reverts commit 7607190dad
.
* Not good in hindsight... We need the actual value from the backend to ensure we can match up against `WeaponSel_Next`/`WeaponSel_Prev`/`WeaponSel_Alt` as required.
2021-07-17 22:42:58 +10:00
Mitchell Richters
7607190dad
- Duke: Restore a little bit of original code to make comparisons between us and the source easier.
2021-07-17 12:12:36 +10:00
Christoph Oelckers
cb2bc7967a
- fixed the remaining warnings.
2021-05-12 21:50:01 +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
2f696e1a95
Merge branch 'master' into newrenderer
2021-04-19 20:50:37 +10:00
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
Mitchell Richters
4eaf05d95e
- Duke: Fix bad vehicle speed clamp change from e79c6bacd3
.
...
- Fixes #325 .
- 🤦
2021-04-19 19:33:13 +10:00
Christoph Oelckers
dc8b72b2ce
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/games/duke/src/actors.cpp
# source/games/duke/src/hudweapon_d.cpp
# source/games/duke/src/hudweapon_r.cpp
# source/games/duke/src/render.cpp
2021-04-15 19:34:03 +02:00
Christoph Oelckers
96d78ab9e6
- made DukeActor::s a pointer.
...
As a reference we would never be able to export this to scripting
2021-04-15 19:21:43 +02:00
Mitchell Richters
e79c6bacd3
- Duke: Clamp RRRA vehicle input in processVehicleInput()
.
2021-04-15 18:59:07 +10:00
Mitchell Richters
6cebd7fca2
Merge branch 'master' into newrenderer2
2021-04-15 18:01:26 +10:00
Mitchell Richters
aeb16e390c
- Duke: Add resurrected
flag to handle resurrection via cheating or when pissing in RR.
2021-04-15 18:00:58 +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
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
029f8807df
- Make 360. / 2048.
a constant expression and replace all uses throughout code.
2021-04-01 10:42:22 +11:00