Commit graph

2114 commits

Author SHA1 Message Date
Mitchell Richters
39624da390 - SW: Remove getViewHeightDiff() call in player sprite draw code.
* I added this when removing the player's pos vector in lieu of the sprite vector to further smooth out the sprite's Z in chase cam mode, but it just doesn't look good.
2023-03-15 19:42:33 +11:00
Mitchell Richters
a90665732c - Clean up other PlayerAngles interfaces for consistency. 2023-03-14 21:45:38 +11:00
Mitchell Richters
62561d863e - Tidy up PlayerAngles::doPitchKeys() interface by passing the whole sync packet through. 2023-03-14 21:45:37 +11:00
Mitchell Richters
18ef460a99 - Tidy up interface for PlayerAngles::doViewPitch() since we have internal access to the player's actor. 2023-03-14 21:45:36 +11:00
Mitchell Richters
cbcc4f7729 - SW: Repair pitch setup for all weapons not accounting for the player's view pitch offset.
* Long-standing omission from back in 0e3604ac9e.
2023-02-04 17:18:47 +11:00
Simon
e28088380f Fix crash in Shadow Warrior when player dies 2023-02-04 17:05:20 +11:00
Christoph Oelckers
2198782ecb - SW: make player sounds always follow the source.
Let's hope this fixes the issues with weapon sounds.
2023-01-21 12:01:32 +01:00
Christoph Oelckers
81f6899e72 - C++20 constant fixes.
Use of enums is deprecated in floating point calculations.
2023-01-21 10:34:44 +01:00
Mitchell Richters
4f8909db96 - SW: Don't interpolate the player's sprite in InterpSectorSprites(), it's interpolated elsewhere.
* Fixes #845.
2023-01-08 23:25:45 +11:00
Mitchell Richters
3271c2011e - SW: Tune shadow drawing code so that it by default uses the sector's interpolated floorz when possible.
* Partially addresses #845.
2023-01-08 23:03:59 +11:00
Christoph Oelckers
7262184d53 - SW: account for invalid player actors being passed to the sound engine. 2023-01-08 12:41:34 +01:00
Mitchell Richters
1f489d5dbe - SW: Don't back up the actor's Z after changing it in KeepActorOnFloor().
* This seems completely wrong and kills Z interpolation on slopes, vators, etc.
* Thanks Graf 😁
* Fixes #844.
* Partially addresses #845.
2023-01-08 22:24:17 +11:00
Mitchell Richters
165afbbfa9 - SW: Restore lost SetAngleFromChange(actor) call from previous commit. 2023-01-07 22:49:22 +11:00
Christoph Oelckers
ae6af08cf1 - SW: cleaned up SlopeBounce and fixed some bad math. 2023-01-07 12:23:29 +01:00
Mitchell Richters
f69bfe4959 - SW: Remove leftover debug prints from previous commit. 2023-01-06 12:10:19 +11:00
Christoph Oelckers
32ce8a97bf - SW: do not double interpolate sectors that are both part of a sector object but also have a global interpolation attached.
In this case the SO interpolation must be skipped. The only use case for this combination is sine-wave animated water.
2023-01-05 19:26:42 +01:00
Mitchell Richters
179ec32d5f - SW: Fix automap sprite angle which was not right with unsynchronised input. 2023-01-05 21:00:32 +11:00
Mitchell Richters
c5f27f28b7 - SW: Tidy up the player sprite pos variable a little. 2023-01-02 17:06:01 +11:00
Mitchell Richters
577099284f - SW: Increment PlayClock at the end of the tic, not at the start. 2023-01-02 16:49:02 +11:00
Mitchell Richters
b03d674a74 - SW: Fix tank track velocity.
* Originating from 8efe6f638b.
* Velocity was correctly floatified initially but because it was unwrapped, it never got adjusted for Q28.4 later on.
2023-01-02 14:41:43 +11:00
Mitchell Richters
56d9ccfc9c - SW: Fix tank tracks not working.
* Originating from 0c146e7ccb.
2023-01-02 14:39:43 +11:00
Mitchell Richters
7760eff4ba - SW: Fix issue with RC tank in $seabase.
* Originated from 8efe6f638b.
* I'm sure this was meant to be 0.05, but became 0.5 by mistake.
* Use something closer to `12800. / 262144.`.
* Fixes #831.
2023-01-02 14:36:55 +11:00
Mitchell Richters
f431d51c2f - SW: Add inertia correction to PlayerWarpUpdatePos().
* Warping between sectors such as the clouds in $volcano now maintains perfect velocity, etc.
2023-01-02 11:53:10 +11:00
Mitchell Richters
ac13bd81af - Fix bad Z test in WarpPlane().
* Originates from incomplete change in 7eba7aacbd.
* Fixes #832.
2023-01-02 11:00:47 +11:00
Christoph Oelckers
c72f5e2242 - SW: SECT_WALL_MOVE must consider tilenum 0 as 'no change'. 2022-12-29 14:40:18 +01:00
Christoph Oelckers
d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00
Christoph Oelckers
f5e9e7d981 - got rid of most remaining references to wallpicnum and overpicnum.
What remains now needs changing the variables to texture IDs first.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
bfdfff7a42 - named all of SW's breakable wall textures.
We need this later when these get exported.
2022-12-29 14:14:53 +01:00
Mitchell Richters
e528c3fbb8 - SW: Repair whoopsie in BunnyCheat(). 2022-12-29 21:50:29 +11:00
Mitchell Richters
fbee05e760 - SW: Restore two original cheat codes lost long ago.
* Fixes #810.
2022-12-29 20:59:19 +11:00
Mitchell Richters
9d5bae0c8e - SW: Fix clipmove call within DoPlayerMoveVehicle().
* Originating from 05ad1e38e9.
* Fixes #829.
2022-12-29 20:32:58 +11:00
Mitchell Richters
ca2a427379 - SW: Re-add CVAR_SERVERINFO back to sw_ninjahack but leave commented out, it may be needed later. 2022-12-29 19:41:41 +11:00
Mitchell Richters
6065140f68 - SW: Remove CVAR_SERVERINFO flag from sw_ninjahack and take them out of the global space. 2022-12-29 19:36:18 +11:00
Mitchell Richters
b0b2f1bf1b - SW: Only bring the weapon back up after doing chops if not on a vehicle with a weapon. 2022-12-29 19:25:17 +11:00
Mitchell Richters
c240c8e6ee - SW: Fix two bad calls to pushmove() where a fixed point adjustment was used.
* Came in from 3ac4e7ed2d.
* Fixes #816.
2022-12-29 19:02:56 +11:00
Mitchell Richters
dcd0e62466 - SW: Remove call to doYawKeys() from DoPlayerDeathFollowKiller(). 2022-12-29 14:35:42 +11:00
Mitchell Richters
572ec96467 - SW: Reset player's render angle state only for the console player. 2022-12-29 14:35:41 +11:00
Mitchell Richters
7593114fc7 - SW: Tidy up UpdatePlayerSprite() a bit. 2022-12-29 14:35:41 +11:00
Mitchell Richters
774c7795b1 - SW: Apply same fix to DoPlayerClimb(). 2022-12-29 14:35:38 +11:00
Mitchell Richters
7e1e447f98 - SW: Apply same fix to DoPlayerFly(). 2022-12-29 14:27:59 +11:00
Mitchell Richters
09304ef298 - SW: Fix player diving height issues.
* Fixes #822.
2022-12-29 14:27:59 +11:00
Mitchell Richters
6c7797a9f0 - SW: Clean up some noisy commented out calls to DoPlayerHeight(). 2022-12-29 13:50:27 +11:00
Mitchell Richters
0b3076d2b4 - SW: Fix PreMapCombineFloors() setup due to player actor not yet being initialised.
* Fixes #804.
2022-12-23 19:18:08 +11:00
Mitchell Richters
4890f1d9dc - SW: Adjustments to the death height code on the back of the last commit. 2022-12-23 19:18:07 +11:00
Mitchell Richters
5f1581be9d - SW: Rework the player's height adjustment to use the pos.Z setter from during the refactor.
* I tried to get smart during the refactor when I should have kept it simple.
* Fixes #813.
2022-12-23 19:18:07 +11:00
Christoph Oelckers
8c41294cb0 - overpicnum lightening.
Especially make sure that it is never set to tile 0. There seems to have been some undefined behavior here treating 0 as 'no texture', but doing so inconsistently.
2022-12-18 15:13:22 +01:00
Christoph Oelckers
837e4d1438 - eliminated many uses of wallpicnum.
The ones left require a bit more work on the data first.
2022-12-18 15:11:08 +01:00
Christoph Oelckers
a9ea2cd5c0 - moved GetReservedScreenSpace function into the scripted status bar where it belongs.
Since this is supposed to return the height of the status bar, keeping it native is a bit pointless as it cannot be modified that way.
2022-12-18 14:47:38 +01:00
Christoph Oelckers
e78fd90f67 - adapted sky code for using texture IDs. 2022-12-18 14:42:27 +01:00
Christoph Oelckers
8dfbbc8220 - migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
4ea252c227 - simplified SW's mirror setup a bit to take advantage of Raze's in-engine mirror handling.
We only need one label texture and no special treatment of the backsector.
2022-12-18 14:06:34 +01:00
Christoph Oelckers
9d62951cf3 - SW: use surface types for detecting water and lava sectors 2022-12-18 14:05:17 +01:00
Christoph Oelckers
32ad16f84d - SW's first texture flag, yay!
Removes two floorpicnum accesses
2022-12-18 14:04:33 +01:00
Christoph Oelckers
5b8dd84361 - use setceilingtexture where textures are simply copied around 2022-12-18 13:52:10 +01:00
Christoph Oelckers
f3e652da84 - preparations and annotations for places in SW where textures are stored in tags. 2022-12-18 13:44:36 +01:00
Christoph Oelckers
5147826eeb - consolidated precaching code and rewrote the core to work on texture IDs. 2022-12-18 13:37:54 +01:00
Christoph Oelckers
c34756e5f2 - cleanup of voxel init code.
The voxreserve array was never properly set up so it is gone now.
nextvoxid now gets set right before loading .def files.
2022-12-18 13:18:44 +01:00
Christoph Oelckers
8a789b9015 - voxel management cleanup.
Moving the voxel index into the texExtInfo array and removing most of Blood's and SW's special handling.
2022-12-18 13:18:43 +01:00
Christoph Oelckers
20edd800f9 - big texture system refactor.
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00
Mitchell Richters
cf5ba0886a - SW: Properly guard the call to PlayerDeathReset() in TerminateLevel().
* Stems from an oversight in 28b97486cd.
* Fixes #796.
2022-12-17 06:32:03 +11:00
Mitchell Richters
8bbf7f4e00 Revert "- SW: Revert last commit and apply changes directly in pp->setHeightAndZ() so all bases are covered."
This reverts commit a643a74083.

* Fixes #795
2022-12-16 08:44:38 +11:00
Mitchell Richters
a643a74083 - SW: Revert last commit and apply changes directly in pp->setHeightAndZ() so all bases are covered. 2022-12-15 18:16:38 +11:00
Mitchell Richters
b83d321c4b - SW: Don't use pp->setHeightAndZ() when setting PLAYER_CRAWL_HEIGHTF. 2022-12-15 18:06:07 +11:00
Mitchell Richters
28b97486cd - SW: For single player games, call PlayerDeathReset() from TerminateLevel() and not DoPlayerDeathCheckKeys().
* This fixes issues where player stats like health, etc are shown onscreen as reset before the entire view reloads.
2022-12-11 19:46:27 +01:00
Mitchell Richters
b8a8164b24 - SW: Don't call DoSpawnTeleporterEffect() upon death.
* This causes an air bubble to spawn above the player for a single tic, even while on land until the level truly restarts.
* Since we're restarting, its better to just not do this.
2022-12-11 19:46:27 +01:00
Mitchell Richters
9b73f46aff - SW: Don't reset player pitch upon death.
* This _somewhat_ addresses #770 by hiding the effects of it.
* Since we re-init `Player::Angles` when a new actor is spawned, this all resets anyway.
2022-12-11 19:46:27 +01:00
Mitchell Richters
7d6eb2bae6 - Remove some pitch/yaw deltaangle additions in lieu of setting the angle directly.
* This deltaangle addition was needed with the old input setup.
2022-12-11 19:46:27 +01:00
Mitchell Richters
67b40ee1d5 - Convert angle in hud_drawsprite() to work on true degrees, and in the right direction. 2022-12-11 19:46:26 +01:00
Christoph Oelckers
97d76a01e4 - SW: do a proper implementation for sprites which do not want texture animations.
Instead of hacking the picanm table it is far more preferable to flag the sprite as non-animating and let the renderer handle it.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
281b102fac - gave all textures that were accessed with their "#0xxxx" name a descriptive names.
Only the fallback fonts were intentionally excluded because these are supposed to get the ART file content.
2022-12-11 19:45:18 +01:00
Christoph Oelckers
e26d9106aa - handle all occurences of tileWidth and tileHeight using spritetypebase::picnum. 2022-12-11 19:44:01 +01:00
Christoph Oelckers
1258ddc551 - cleaned out tileHeight calls in SW's panel.cpp.
Direct access to tile numbers has been significantly reduced.
2022-12-11 19:44:01 +01:00
Christoph Oelckers
f479f995a1 - transitioned all tileLeftOffset and tileTopOffset calls to use the texture manager. 2022-12-11 19:44:01 +01:00
Christoph Oelckers
8b0e86e88b - wrap a few more accesses to picnum variables 2022-12-11 19:44:00 +01:00
Christoph Oelckers
ffa265ae1d - gave Blood's and SW's mirror/ROR tiles proper names. 2022-12-11 19:44:00 +01:00
Christoph Oelckers
e5225e98e0 - migrated SW's portal setup code to texture IDs. 2022-12-11 19:43:59 +01:00
Christoph Oelckers
fe3a32d692 - SW: fixed camera validation 2022-12-11 19:43:59 +01:00
Christoph Oelckers
a0722c55ea - removed canvas hack stuff from Buildtiles after cleaning up the mess in SW. 2022-12-11 19:43:58 +01:00
Christoph Oelckers
ede5b017ab - renamed walltype::picnum to wallpicnum for easier searching. 2022-12-11 19:43:58 +01:00
Christoph Oelckers
51ad64f71e - initialize all special tiles to their intended type before starting the game.
This ensures that we have an immutable mapping of tile number to texture ID now.
2022-12-11 19:43:58 +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
470b4efac8 - Remove PlayerAngles::setYaw() method usage and remaining associated code. 2022-12-11 19:43:56 +01:00
Mitchell Richters
491a42d2bb - Remove PlayerAngles::addYaw() method usage. 2022-12-11 19:43:56 +01:00
Mitchell Richters
7a7758efaa - Remove PlayerAngles::addPitch() method usage. 2022-12-11 19:43:56 +01:00
Mitchell Richters
968d0ae0d2 - Implement new scaled angle change setup and remove enforcement of synchronised input. 2022-12-11 19:43:55 +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
15b101870d - Completely remove current scaled angle change setup.
* During this transition, temporarily enforce synchronised input at all times.
2022-12-11 19:43:55 +01:00
Christoph Oelckers
67e807de26 - exported the tile flag setters to .def. 2022-12-11 18:42:01 +01:00
Mitchell Richters
6c0493868e - Implement new method for applying scaled angle changes.
* This method works more accurately to how an angle change would occur under interpolated circumstances.
2022-12-11 18:42:01 +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
2a284c73c9 - SW: Remove all remaining angle wrapper usage and the wrappers themselves. 2022-12-11 18:42:00 +01:00
Mitchell Richters
1aad5eacfa - Remove all remaining legacy wrappers. 2022-12-11 18:42:00 +01:00
Mitchell Richters
e972818db5 - Tidy up modern crosshair/weapon offset drawers. 2022-12-11 18:41:59 +01:00
Mitchell Richters
25de63ffb5 - Cleanup of render draw code to use new angle getter. 2022-12-11 18:41:59 +01:00
Mitchell Richters
599a375d67 - Rename DCoreActor::interpolatedangle() to DCoreActor::interpolatedyaw() 2022-12-11 18:41:59 +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
d7d76d5fc4 - Move all PlayerAngles view angle properties into new DRotator objects. 2022-12-11 18:41:58 +01:00
Mitchell Richters
175b182805 - Invert rotscrnang so it rolls forward, consistent with all other angles. 2022-12-11 18:41:58 +01:00
Mitchell Richters
bef4536c1f - Remove old PlayerAngles backup/restore methods. 2022-12-11 18:41:58 +01:00