Commit graph

317 commits

Author SHA1 Message Date
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
Christoph Oelckers
5c780e5c5f - fixed mixed up tile numbers.
For consistency all shared numbers now use the TILE_ prefix.
2020-06-21 23:07:43 +02:00
Christoph Oelckers
18d6a8e65d - another safety commit.
# Conflicts:
#	source/games/duke/src/zz_actors.cpp
2020-06-21 23:07:42 +02:00
Christoph Oelckers
e1c76e4c26 - safety commit.
# Conflicts:
#	source/games/duke/src/zz_sbar.cpp
2020-06-21 23:07:42 +02:00
Christoph Oelckers
e007b9bceb - safety commit 2020-06-21 23:07:41 +02:00
Christoph Oelckers
15c744f3da - movement code of the VM transitioned 2020-06-21 23:07:41 +02:00
Christoph Oelckers
c9bb23ee42 - more gamevar cleanup. 2020-06-21 22:59:10 +02:00
Christoph Oelckers
05360e14b5 - game startup, include and moving formerly global variables back to global.
# Conflicts:
#	source/games/duke/src/zz_gamedef.cpp
2020-06-21 22:56:36 +02:00
Christoph Oelckers
358d1a460f - tabification of new sources and replacement of the CON instruction symbols.
# Conflicts:
#	source/games/duke/src/zz_gamedef.cpp
2020-06-21 22:55:09 +02:00
Christoph Oelckers
8cc273955d - moveeffectors, actors.c complete. 2020-06-21 22:38:04 +02:00
Christoph Oelckers
4c99eae4f6 - moveexplosions 2020-06-21 22:38:04 +02:00
Christoph Oelckers
242f78de13 - make moveactors work and RR weapon name cleanup.
# Conflicts:
#	source/games/duke/src/sbar.cpp
2020-06-21 22:38:04 +02:00
Christoph Oelckers
7b75a0683a moveactors plus backing code. 2020-06-21 22:37:29 +02:00
Christoph Oelckers
63f45f57d8 - separated Duke and RR implementations because the more complex functions would become too messy otherwise. 2020-06-21 22:36:11 +02:00
Christoph Oelckers
37b496b971 - moveweapons. 2020-06-21 22:36:10 +02:00
Christoph Oelckers
4d89c076f3 - removed old movestandables version. 2020-06-21 22:36:10 +02:00
Christoph Oelckers
9104fda1a0 - movestandables - old code not removed yet. Plus some World Tour handling. 2020-06-21 22:36:10 +02:00
Christoph Oelckers
8d42055dd7 - moveplayer 2020-06-21 22:36:09 +02:00
Christoph Oelckers
4b235c0771 - ifhitbyweapon and shorter game checks with inline functions. 2020-06-21 22:36:09 +02:00
Christoph Oelckers
89e555761d - guts and moves 2020-06-21 22:36:09 +02:00
Christoph Oelckers
754c8bd9c1 - lotsofstuff 2020-06-21 22:36:09 +02:00
Christoph Oelckers
c11963b41a - movesprite 2020-06-21 22:36:08 +02:00
Christoph Oelckers
b29351f3bc - hitradius.
This one was really messy...
2020-06-21 22:36:08 +02:00
Christoph Oelckers
51d4853375 - checkavailweapon 2020-06-21 22:36:08 +02:00
Christoph Oelckers
2cc4176ed8 - addweapon. 2020-06-21 22:36:07 +02:00
Christoph Oelckers
294a7e4c9c - reinstated RR code after seeing that the weapon array can be shared without problems. 2020-06-21 22:36:07 +02:00
Christoph Oelckers
7493956613 - removed the dynamic weapon map indirection. 2020-06-21 22:36:07 +02:00
Christoph Oelckers
cb54a03d60 - wip
# Conflicts:
#	source/games/duke/src/sbar.cpp
2020-06-21 22:36:07 +02:00
Christoph Oelckers
cde100598c - two more functions reverted. 2020-06-21 22:36:06 +02:00
Christoph Oelckers
30cf62d9c2 - renamed all tile variables so that the engine can be reverted to the old constant setup instead of the mostly useless tile remapping feature.
If this is supposed to be made customizable it has to be done very differently.

# Conflicts:
#	source/games/duke/src/game.cpp
#	source/games/duke/src/sbar.cpp
2020-06-21 22:36:06 +02:00
Christoph Oelckers
bd6047a097 - started porting functions - using a simple one as the first case. 2020-06-21 22:36:05 +02:00
Christoph Oelckers
e72869c947 - renamed file to allow getting the right thing into its place. 2020-06-21 22:36:05 +02:00
Christoph Oelckers
0596078978 - prepared folder for merging. 2020-06-21 22:18:12 +02:00
Christoph Oelckers
99958342a9 - prepare the branch for adding new commits
# Conflicts:
#	source/core/gamecontrol.cpp
2020-06-21 20:59:16 +02:00
Christoph Oelckers
b8b38e075d - moving to the right place. 2020-06-21 20:59:08 +02:00
Renamed from source/duke/src/actors.cpp (Browse further)