Commit graph

84 commits

Author SHA1 Message Date
Christoph Oelckers
fe2e96d3a6 Merge branch 'master' into InputContinuation
# Conflicts:
#	source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00
Christoph Oelckers
78d5b2aa95 - Duke: fixed: The Recon's roaming sound was poorly checked resulting in garbled output.
It checked for two instances globally, which made the same actor repeat its sound all over again, but if more recons were present some were silent.
Now each one is allowed to play its effect separately.
2020-10-10 19:17:23 +02:00
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
Christoph Oelckers
57945d2baf - eliminated a few overlooked 'long's. 2020-10-02 22:18:08 +02:00
Mitchell Richters
081dfb187c - Duke: Make changes in ce7af5fe0e easier to read by way of aliases. 2020-09-24 09:05:42 +10:00
Mitchell Richters
ce7af5fe0e - Duke: Fix security cameras skewing over time.
* Fixes regression from e1ee9bc83c. +='ing the angle by 16 gave a noticeable hiccup, but was keeping the poor math before in-check so the angle didn't drift.
* Using more temp data fields in hittype, properly define a min/max using the initial camera angle and the hitag which is conveniently the camera's viewing arc.
2020-09-23 18:31:12 +10:00
Mitchell Richters
470f481619 - Duke: Simplify entire camera angle setup. 2020-09-23 15:34:03 +10:00
Mitchell Richters
88608e0682 - Duke: Interpolate camera sprite angle in animatecamsprite(). Fixes a "fixme". 2020-09-23 14:42:33 +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
1900cf1fcc - Move Duke's getincangle() function to the backend, create Q16.16 variant (getincangleq16()) and replace Shadow Warrior's discrete implementations shared versions.
* Need SW's input helpers available for Blood but therefore also need an angle delta function that does not seem to exist in Blood.
* Realise that gamecontrol.h/cpp might not be the most appropriate place, but it's a shared location and these will go into binaryangle.h when its utilisation can be more realised.
* Because SW's logic was reversed, in that param #1 was the new angle and param #2 was the current, all calls have been reversed.
* By happenstance, also fixes an issue with multiple 180° turns in quick succession.
2020-09-20 16:21:13 +10:00
Mitchell Richters
e1ee9bc83c - Duke: Fix camera advancing angle by 16 instead of 8 under circumstances. 2020-09-17 18:31:09 +10:00
Mitchell Richters
ce82eaf899 - Duke/RR: Address weapon drawer interpolation concerns raised in #403. 2020-09-16 21:01:09 +10:00
Christoph Oelckers
1f7bc6d69e - interpolation fix from EDuke: "Patch from Striker to improve sprite interpolation"
Fixes #109
2020-09-11 22:54:52 +02:00
Christoph Oelckers
b9e0f493b2 - transitioned the 5 primary action keys: Open, Jump, Crouch and Fire/AltFire. 2020-08-28 23:25:08 +02:00
Christoph Oelckers
80d1b71899 - fixed sounds disappearing when the owning actor was deleted.
These sounds now get unlinked so that they can play out normally.

Fixes #119.
2020-08-12 20:15:02 +02:00
Mitchell Richters
47dbc46213 - fixed the interpolation issues while on a crane.
* Partially addresses issues discussed in #105 and #106.
2020-08-06 15:39:45 +10:00
Mitchell Richters
03bccb3a06 - functionalise significant portions of 0ee3ab4df8. 2020-08-05 19:24:42 +10:00
Mitchell Richters
0ee3ab4df8 - revert most of e474ebc2b7 and adjust player's angle/horizon in a way that's compatible with cl_syncinput 0 and cl_syncinput 1.
Previous attempts at leveraging `applylook()` and `sethorizon()` in different spots had pros and cons, but ultimately changing where these functions were called from was a net negative and had hard to diagnose issues.

Maintaining two types of player input is considerable work. Lessons have been learned and will be beneficial when it comes time to re-doing the other games. Ideas from PR #98 for optimising RRRA vehicle experience while `cl_syncinput 0` is in use have been implemented here.
2020-08-05 17:53:41 +10:00
Mitchell Richters
65428a2d1a - revert ea98978ae7 and baed75ff8a, and do in a more compatible way with synchronised and unsychronised input. 2020-08-05 17:43:14 +10:00
Christoph Oelckers
f363aca1b7 - fixed the crane in Duke3D.
Fixes #92
2020-08-05 00:28:14 +02:00
Mitchell Richters
e474ebc2b7 - multiple input fixes for both games, and for both cl_syncinput 0 and cl_syncinput 1 modes.
* For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode.
* Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments.
* Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable.
* Removed `horizSkew` variable, can just use `horizAdjust` for this.
* Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively.
* Removed now unused `addang()` and `addhoriz()` setters from `player_struct`.
* Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions.
* Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`.
* Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1.
* Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1.
* Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342.
* Re-work returning to center to work off the true pitch code and always ensure that the player returns to center.
* Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 21:19:45 +10:00
Christoph Oelckers
76ba45ac8d - fixed the reactor for good.
Fixes #70
2020-08-01 09:55:48 +02:00
Christoph Oelckers
f75d30d858 - partial reactor fix.
This fixes the position of the debris - but there's still something else as the lightning beam still doesn't get removed.
2020-08-01 01:04:17 +02:00
Mitchell Richters
f49ded7962 - make cl_syncinput work for Duke.
* Current setup was broken and unusable.
* Fixed interpolation issues.
* Only call `GetInput()` at frame-rate when `cl_syncinput` is 0.
* Create `oq16look_ang` and interpolate it for enhanced smoothness.
* Always reset `horizAngleAdjust` and `horizSkew` in `processinput_d()`.
* Don't pre-scale `sb_avel` in `processinput_d()` and `processinput_r()`.
* Promote `p->angvel` from short to fixed_t.
* Don't descale `sync[snum].q16horz` in `processinput_d()` and `processinput_r()`.
* Ensure `false` bool is provided to `sethorizon()` call  in `processinput_d()` and `processinput_r()`.
* Reset `p->q16angvel` in `resetplayerstats()`.
2020-07-28 22:12:09 +10:00
Mitchell Richters
ea98978ae7 - move p->wackedbyactor chase-cam code into applylook() for increased smoothness. 2020-07-28 12:30:09 +10:00
Mitchell Richters
baed75ff8a - move p->actorsqu angle changes from moveplayers() to applylook() so that it can be applied when not running synchronous input.
Fixes #54.
2020-07-28 12:21:35 +10:00
Christoph Oelckers
a0cc798c9c - cleaned up the sound system interface to have consistent naming and no aliases. 2020-07-25 09:32:54 +02:00
Christoph Oelckers
be9094cb97 Silenced lots of warnings pointed out by XCode. 2020-07-23 17:02:59 +02:00
Christoph Oelckers
d16d8f0d0e - fixed issues reported by XCode 2020-07-23 17:02:59 +02:00
Christoph Oelckers
7eb158bf72 - properly tabified everything. 2020-07-20 23:21:27 +02:00
Christoph Oelckers
c16115d76c - first stage of new savegame code.
This also refactors the animateptr array into something serializable. This kind of pointer lookup is virtually unrestorable without creating platform locked savegames.
2020-07-20 20:40:29 +02:00
Christoph Oelckers
c3fb679992 - more header cleanup work, macros.h is gone. 2020-07-20 18:43:49 +02:00
Christoph Oelckers
9346b5de7e - testing stuff. 2020-07-20 18:43:48 +02:00
Christoph Oelckers
d88ae50923 - moved a few global variables around so that they don't get lost for handling savegames or a global state reset. 2020-07-18 13:38:16 +02:00
Christoph Oelckers
f530732c46 - adjustments for input 2020-07-16 15:03:09 +02:00
Christoph Oelckers
83bcfcfd0c - Big cleanup. 2020-07-06 22:53:20 +02:00
Christoph Oelckers
f1babcee95 - more header cleanup. 2020-07-06 16:24:22 +02:00
Christoph Oelckers
e272245537 - fixing some HUD stuff. 2020-07-06 15:48:51 +02:00
Christoph Oelckers
f2380f8829 - constant cleanup. 2020-07-06 13:26:26 +02:00
Christoph Oelckers
7872b701ce - CCMD cleanup. 2020-07-04 21:36:27 +02:00
Christoph Oelckers
d13b2dc130 - got rid of the dynamic tilemap.
Most tile access is in game specific code, the remaining code only accesses 51 tiles
2020-07-03 23:56:14 +02:00
Christoph Oelckers
51ac1019d2 - ported RR's noise.c. 2020-06-30 17:30:48 +02:00
Christoph Oelckers
7253b4eb74 - added a serializer for the flamethrower's fire map. 2020-06-29 23:36:06 +02:00
Christoph Oelckers
99067f3bd6 - a small bit more is gone. 2020-06-23 21:12:15 +02:00
Christoph Oelckers
990cb2acb8 -'shoot' replaced.
# Conflicts:
#	source/build/src/palette.cpp
2020-06-21 23:24:49 +02:00
Christoph Oelckers
f56a8360b0 - spawnglass functions and fta_sounds. 2020-06-21 23:23:21 +02:00
Christoph Oelckers
26f3bc1857 - spawn function transitioned. 2020-06-21 23:21:10 +02:00
Christoph Oelckers
693b15a556 - use 4 byte entries for the script.
We no longer store pointers in here.
2020-06-21 23:17:51 +02:00
Christoph Oelckers
cb1824ca25 - store script code in a dynamic array.
# Conflicts:
#	source/games/duke/src/zz_game.cpp
2020-06-21 23:17:50 +02:00
Christoph Oelckers
6b2fdf24fd - cleanup after removing EDukes's script code.
# Conflicts:
#	source/games/duke/src/zz_game.cpp
#	source/games/duke/src/zz_gameexec.cpp
2020-06-21 23:07:46 +02:00