Commit graph

90 commits

Author SHA1 Message Date
Christoph Oelckers
8d63e735d0 - transitioned Blood to the new main loop.
Mostly working but interpolation is not correct yet and for some strange reason the numbers on the HUD are gone.
2020-09-01 23:34:04 +02:00
Christoph Oelckers
31fc39b051 - Blood code cleanup
deleting blocks of unused code, in particular some networking leftovers.
Also moving a few functions around
2020-09-01 19:49:05 +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
3204a3e5fc - negated the meaning of SB_AIMMODE.
This is because 'classic' aim mode will reset the view if the mouseaim key is not pressed.
The problem with this is that an empty input packet will trigger a view reset. If the meaning is inverted the default aim mode is free mouse view which doesn't try to alter any view state and is therefore preferable for an empty packet.

Fixes #292
2020-08-31 20:51:22 +02:00
Christoph Oelckers
56d0647412 - migrated the last 3 remaining UI controls to CCMDs. 2020-08-29 17:49:15 +02:00
Christoph Oelckers
694444b62a - converted the remaining input bits.
Looks like it is working in all games except Blood (not that it surprises me that it's Blood again which has issues...)
2020-08-29 13:32:55 +02:00
Christoph Oelckers
dc1f56e8f9 Merge remote-tracking branch 'remotes/Github_private/back_to_basics2' into Packet
# Conflicts:
#	source/core/inputstate.cpp
#	source/exhumed/src/exhumed.h
2020-08-29 01:19:48 +02:00
Christoph Oelckers
fe7f3a2f9e - handle the run key. 2020-08-29 00:57:07 +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
847fa48724 - cleaned out the remaining parts of baselayer.h
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.

The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
2020-08-28 09:06:49 +02:00
Christoph Oelckers
d62d2eaec7 - processed all remaining local input CCMDs and removed some bits only needed for multiplayer.
These MP bits should be reimplemented as network commands later, they only take up valuable space in the bit field.
2020-08-28 00:03:35 +02:00
Christoph Oelckers
ee7d558282 - removed the remains of sending pause with the input packets.
None of this was really working anymore, but will have to be rethought once a network stream exists again.
But even then, this is better sent as a separate command, and in MP only.
2020-08-27 22:38:52 +02:00
Christoph Oelckers
447573aa36 - consolidation of invprev, invnext and invuse. 2020-08-27 22:19:24 +02:00
Christoph Oelckers
43de0d8312 - consolidation of inventory item activation through hotkeys.
This also adds hotkeys for Exhumed which never implemented them.
2020-08-27 21:25:09 +02:00
Christoph Oelckers
10df3e094a - rework of weapon input to use common features in shared code.
This also adds stubs for all unimplemented features in the games for easier addition.
2020-08-27 00:53:35 +02:00
Christoph Oelckers
99486cba7e - gave Blood the same treatment. 2020-08-27 00:21:11 +02:00
Christoph Oelckers
abf715eace - unified the packet structures of all games.
Currently the bit fields are still separate and they have to be merged, but for now the added memory does not matter.
Having this structure in the common parts will allow work on consolidating the input code, though.
2020-08-26 17:12:48 +02:00
Christoph Oelckers
d0655a1068 - renamed the fields in Blood's packet structure to match Duke's. 2020-08-26 16:59:41 +02:00
Christoph Oelckers
3fc79940f2 - merged the bit fields in Blood's packet structure.
Whatever this was for it made that thing extremely unwieldy.
With these merged the resulting structure doesn't look much different from Duke's anymore.
2020-08-26 16:59:41 +02:00
Mitchell Richters
aba5c4c134 - All Games: Remove use of timerGetHiTicks(). 2020-08-26 09:49:36 +10:00
Mitchell Richters
d358c71f82 - Blood: Migrate to GZDoom time code like Duke, SW and Exhumed. 2020-08-26 09:49:23 +10:00
Christoph Oelckers
76811a1881 - InputState cleanup
This removes most of the InputState class because it is no longer used.
The only remaining places still checking scan codes are the modifiers for sizeup and sizedown.
All the rest was remapped to safer methods. The multiplayer taunts are currently inoperable, they will need support of shift-bindings to get proper support.
2020-08-24 20:34:18 +02:00
Christoph Oelckers
f1a988b221 - make use of map bindings
All automap controls have been moved there, and sizeup/sizedown have been made CCMDs, taking screen size management entirely out of the game modules
2020-08-24 20:20:15 +02:00
Christoph Oelckers
0ee042fb60 - same procedure for Blood 2020-08-24 19:47:09 +02:00
Christoph Oelckers
7859a29e95 - use global variables to track automap state
So far implemented in Duke/RR.
2020-08-24 19:31:43 +02:00
Christoph Oelckers
1a0e413d5c - use CCMDs for Exhumed's input where applicable.
- made crosshair toggle consistent across games.
2020-08-23 16:11:18 +02:00
Christoph Oelckers
ef78e8602a - major cleanup and consolidation of the screen/hud resizing code.
This is now being handled by the backend, except for the processing of the key bindings which cannot be done yet.
2020-08-16 02:55:50 +02:00
Christoph Oelckers
7a2b1ee0aa - moved Blood's updatePauseStatus call to the main loop.
Fixes #149
2020-08-10 22:44:24 +02:00
Christoph Oelckers
41cc5cac34 - fixed responsiveness issues with Blood's weapon selection.
This shouldn't really do anything and might point to some deeper implementation flaw.
2020-08-04 00:06:36 +02:00
Christoph Oelckers
0036402be8 - removed most of the network code in Blood.
Mainly to expose the parts that still get used in single player because there's some problems here that need addressing.
ENet is also gone now.
2020-08-03 20:06:27 +02:00
Christoph Oelckers
3c8da8c421 - moved LocalKeys to controls.cpp
to consolidate input code in one file.
2020-08-03 19:08:49 +02:00
Christoph Oelckers
00ecea47aa - use CCMDs for input in Blood where appropriate. 2020-08-02 20:44:37 +02:00
Christoph Oelckers
b259b94300 - implemented status bar scale control for Blood. 2020-08-02 08:48:23 +02:00
Christoph Oelckers
347ed51036 - refactored Blood's main loop.
* moved Smacker video playing code into the backend, so now all games can play all supported video formats
* logos and level intro/exit videos use ScreenJob
2020-07-29 23:18:08 +02:00
Christoph Oelckers
218a9c84fd - removed the last remaining Blood helpers from the file system, also deleted a few short files whose contents could be moved. 2020-07-27 19:38:41 +02:00
Christoph Oelckers
aea6467d00 - call D_ProcessEvents in Blood's main loop. 2020-07-27 19:12:49 +02:00
Christoph Oelckers
f9d48e1f68 - removed all the intermediate variables for the status bar size.
hud_size now gets used directly by the status bar code.
2020-07-25 13:26:56 +02:00
Mitchell Richters
c70cc474a0 - change mouse input from int to float and adjust games accordingly.
* Calculate game-side mousex/mousey divisions into the calculations performed in `InputState::GetMouseDelta()`.
* Fix mouse speed when `in_mousesmoothing` is true (wasn't factoring in / 3.f division used in non-true vector.
* Standard mouse forward/side movement speeds in Exhumed & SW with that of other games.
* Remove `strafeyaw` code from Duke/Exhumed/RR as it's not necessary and was leading to situations where the player would continually keep moving sideways even without input.
* Change mouse forward/side velocities to -= current value as is done with controller input and the player's angle/aim velocities.
2020-07-04 18:28:00 +02:00
Mitchell Richters
8c723f52d1 - make controller input identical across all games.
* Convert axes in ControlInfo struct from int32_t to float as what's received from the backend.
* Remove all the scale up/down math since we don't need that with floats and replace with float constants that match old behaviour.
* Store q16mlook scaling as a constant for use with mouse and upcoming controller code.
* Add required controller code to Blood as the only game not to have working controllers.
* Fix typos in (gInput.forward > input.forward) for `ctrlGetInput()` in Blood.
* Remove use of `scaleAdjustmentToInterval()` on Exhumed and Shadow Warrior as they only process forward/side velocities within the game's ticrate.
* Repair angvel/aimvel scaling mistakes from d79a5d256d.
* Scale dyaw and dpitch by 25% for Shadow Warrior as the game runs 25% faster than the other games, leading to faster input.
2020-06-24 20:08:56 +02:00
Mitchell Richters
c05eb6dbb6 Blood: Fix issues with weapon not switching properly if cycling the weapons too quickly.
- This means that while weapons can't be changed mid-animation, they switch consistently. I feel they animate quick enough, anyway.
2020-06-23 12:19:53 +02:00
nukeykt
b907791558 Blood: input code improvements
Repairs interpolation issues introduced in 96c9ca657e as reported in https://forum.zdoom.org/viewtopic.php?f=340&t=69009
2020-06-17 12:22:23 +02:00
Mitchell Richters
daa862240d Blood: Amend how game pauses. 2020-05-31 23:19:54 +02:00
Mitchell Richters
db428a4f03 All Games: Make more precise use of 'scaleAdjustmentToInterval()'.
- Inline function returns a double, therefore we should use it and not potentially truncate the mantissa.
- Use divisors to get true numbers of some floats (3.333 -> 10/3, etc).
- Remove a few brackets/parentheses where possible from what are already exceedingly bracketed lines.
2020-04-14 00:00:21 +02:00
Mitchell Richters
f302ccb715 Change Next/Previous Weapon button handling for Blood.
- Makes consistent with Duke 3D and RR.
- Makes weapon selection work in Windows until refactoring can occur.
2020-04-13 23:59:48 +02:00
Christoph Oelckers
57cb22f135 - console code matching with GZDoom
Refactored the buttons to be definable locally per game for easier handling of differing input.
2020-04-12 08:30:41 +02:00
Mitchell Richters
68bf97462a Blood: Remove constexpr on player horizon values. 2020-04-01 22:34:57 +02:00
Mitchell Richters
e6420e1eb4 Blood: Rebalance q16mlook.
- Make scaling more consistent with other games.
- Fix CONSTEXPR to constexpr.
- Remove usage of macro 'F16()' by using explicit fix16_from_*() type.
2020-04-01 22:34:57 +02:00
Mitchell Richters
533d5dd42f Blood: Repair issue with strafing following cherry pick merge conflicts. 2020-03-31 08:56:36 +02:00
nukeykt
c50f54d064 Blood: don't update view angle when game is paused 2020-03-31 08:56:36 +02:00
nukeykt
c8372c233e Blood: Tie player input to the frame rate instead of the game tickrate
Look up/down and spin180 are a bit broken right now.
Big thanks to terminx for similar commit for eduke32.
2020-03-31 08:56:36 +02:00