Commit graph

109 commits

Author SHA1 Message Date
Christoph Oelckers
31e5023004 - dodge, furthestcanseepoint, furthestangle. 2020-11-01 10:41:25 +01:00
Christoph Oelckers
34e39dd221 - pass spawner as an actor pointer to 'lotsofstuff'.
Allows doing this without using sprite indices.
2020-10-24 09:36:35 +02:00
Christoph Oelckers
9cdaaff42b - migrated EGS and deletesprite to new actor interface.
Inline wrappers for old code exist.
The backupplayer inline was moved into player.cpp because that's the only place it gets used.
2020-10-21 19:14:41 +02:00
Christoph Oelckers
d7604a3160 - made on_crane a pointer as well. 2020-10-21 16:31:17 +02:00
Christoph Oelckers
05c095e448 - fixed parameter ordering for WW2GI's change weapon event call.
This happens when variables are ambiguously named... :?
2020-10-21 07:31:21 +02:00
Christoph Oelckers
99e3eeb19e - split up shoot_r as well and consolidated both blood splat functions. 2020-10-21 01:03:38 +02:00
Mitchell Richters
b1536d8a0b - Duke (RRRA): Fix potential issue originating from 1bc51a7367 where horizon might have needed adjustment to 0 but wouldn't have done so.
* Previously used to determine whether to apply a horizon adjustment on whether local variable `horiz` was 0 or not (since baseline horizon was 100).
* For no particular reason, initalise `horiz` as FRACUNIT and process if it is not equal to one.
2020-10-15 20:33:28 +11:00
Christoph Oelckers
3d36381752 - converted all stat iterators outside sector*.cpp. 2020-10-15 01:34:28 +02:00
Christoph Oelckers
760a557f73 - converted the remaining sector iterators in Duke. 2020-10-15 01:34:27 +02:00
Christoph Oelckers
758fab1804 - replaced several sector iterators in Duke code. 2020-10-15 01:34:27 +02:00
Christoph Oelckers
13093aef56 - a few quick ones, mostly simple search & replace. 2020-10-15 01:34:26 +02:00
Mitchell Richters
e4af4f28ce - Duke (RR): Avoid integer truncation when dividing p->VBumpNow. 2020-10-15 10:27:08 +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
c08851e4c0 - Blood/Duke/RR/SW: Drop resetinputhelpers(). 2020-10-12 14:42:43 +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
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
Mitchell Richters
8be8bcc87a - Duke/SW: Fix InitTracerTurret() to use player's q16horiz with full precision and replace some manually expressed mulscales with mulscale16() inline from pragmas.h. 2020-10-07 13:28:58 +11:00
Mitchell Richters
09a05f354c - Re-standardise horizon around 0 and not 100.
* Blood had this right. It makes sense that the horizon be based around as it's easier to work with.
* Removed all associated game math to deduct default horizon of 100 when doing weapon zvel etc, meaning actual horizon can just be used.
* Re-did return to center function to work on the already converted pitch. Return speed should be 1:1 with previous code.
2020-10-07 13:28:45 +11:00
Christoph Oelckers
57945d2baf - eliminated a few overlooked 'long's. 2020-10-02 22:18:08 +02:00
Mitchell Richters
837b7c0a30 - SW: Changed some downscaled and upscaled Q16.16 variables missed when doing 46810ec490. 2020-09-27 02:07:07 +10:00
Mitchell Richters
e7de0da36c - Duke: Changed some downscaled and upscaled Q16.16 variables missed when doing 46810ec490. 2020-09-25 17:08:44 +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
Christoph Oelckers
f4fff5ee30 - moved sync structure into the playerstruct for easier maintenance. 2020-09-23 18:18:23 +02:00
Mitchell Richters
470f481619 - Duke: Simplify entire camera angle setup. 2020-09-23 15:34:03 +10:00
Mitchell Richters
ac635ebd0f - Blood/RR: Replace a few playerSet*() calls with playerAdd*(). Because the setters continually set until target is reached, can cause some perceivable smoothness issues if ticker re-targets's player's angle/horizon before input code has reached target. 2020-09-22 22:50:27 +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
Christoph Oelckers
f5d14f826a - added the SHOOT event and fixed some issues with poor code generation for the game data accessors.
They created different code depending on the passed index, this was changed to always emit the optional parameter, even when not needed, so that the interpreter does not need to second-guess.
2020-09-17 23:06:54 +02:00
Mitchell Richters
ce82eaf899 - Duke/RR: Address weapon drawer interpolation concerns raised in #403. 2020-09-16 21:01:09 +10:00
Christoph Oelckers
03aad6559b - added a global leveltimer variable to Duke.
This timer only gets incremented by the main game ticker when the playsim is running.

This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
2020-08-31 00:33:41 +02:00
Christoph Oelckers
34104a74d8 reduce dependency of code on global gameclock variable
passing it as parameter to operateweapon*
2020-08-31 00:17:40 +02:00
Christoph Oelckers
38d10cc591 - game input works, but still no 3D scene rendered. 2020-08-30 13:04:07 +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
Mitchell Richters
51a08fbaf3 - Duke: Implement WeaponSel_Alt for Duke and RR. 2020-08-29 21:27:58 +10:00
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
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
Mitchell Richters
0c55c3983c - Duke: Fix potential interpolation issues for RR's shotgun observed while working on something else. 2020-08-27 22:47:18 +10:00
Mitchell Richters
65a54361b4 - Duke: Apply same fix in 3e79e7b63f for RR, accidentally missed. 2020-08-27 15:55:32 +10:00
Mitchell Richters
3e79e7b63f - Duke: Fix bug where player wasn't cracking knuckles after 777 idle tics while cl_syncinput was 1.
* Use opportunity to replace the literal constant of `777` with an enum.
2020-08-27 15:54:49 +10:00
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
36d676ca20 - renamed ESyncBits so that the replacement can take that name later. 2020-08-26 22:39:15 +02:00
Mitchell Richters
afb09456e0 - Duke: Migrate away from using totalclock and use new game-specific gameclock with underlying timer code in common.
* Build timer still requires initialisation due to multiple `timerSetCallback()` that still need to work.

# Conflicts:
#	source/core/menu/menu.cpp
#	source/games/duke/src/game.cpp
2020-08-25 19:47:31 +02:00
Mitchell Richters
a3a7a8f6be - repeat of cf548e055e for RR. 2020-08-09 16:41:42 +10:00
Christoph Oelckers
d731bf4e57 - fixed typo in floor damage check.
This rendered the boots ineffective on lava.
Fixes #114
2020-08-07 23:30:08 +02:00
Christoph Oelckers
dfa3519ebc - stop screaming sound when landing.
Fixes #116
2020-08-07 22:20:29 +02:00