Commit graph

3137 commits

Author SHA1 Message Date
Mitchell Richters
8d11fef916 - Initial conversion of game input into class GameInput. 2023-04-03 18:46:36 +10:00
Christoph Oelckers
0706a8a5bb - exported LizTrooper and Lizman. 2023-04-02 17:37:30 +02:00
Christoph Oelckers
240b24d771 - exported all females. 2023-04-02 17:34:37 +02:00
Christoph Oelckers
810977f19f - made RR thunder effect also work for Duke.
This mainly meant adding support for random sounds and playing the thunder sound by name instead of by index.
2023-04-02 17:20:06 +02:00
Christoph Oelckers
0cd0f28317 - fixed initialization of RR's thunder effect 2023-04-02 17:09:28 +02:00
Christoph Oelckers
eee551ce15 - take care of the last tileGetTexture call in Duke. 2023-04-02 16:45:43 +02:00
Christoph Oelckers
6248c8813b - make RR's ingame thunder effect not depend on having seen one specific texture.
This really should check if the player has seen one sector where the effect is active.
2023-04-02 16:45:43 +02:00
Christoph Oelckers
8208c7fc0b - some texture name cleanup 2023-04-02 16:45:43 +02:00
Johan Mattsson
cebab8f85d
Small fixes (#910)
* Fix potential index out of bounds

* Fix potential index out of bounds

* Use 'MAXGEOSECTORS' instead of magic constant
2023-04-02 22:10:57 +10:00
Christoph Oelckers
52ea497b50 - fixed lotsofstuff VM export. 2023-04-02 13:19:35 +02:00
Christoph Oelckers
30d066cee9 - added script exports for Duke's bosses.
This allows removing a few hack checks.
2023-04-02 13:13:45 +02:00
Christoph Oelckers
26c8e948f7 deleted debug code 2023-04-02 13:13:45 +02:00
Christoph Oelckers
7f240a0a7a - converted all remaining classes used by PicForName.
This means all functions using this can now pass class pointers directly to the native code.
2023-04-02 13:13:45 +02:00
Christoph Oelckers
c9888ae6cb - exported several RR enemies/animals needed for the UFO spawner. 2023-04-02 13:13:06 +02:00
Christoph Oelckers
9b96f8312a - pig cop converted 2023-04-02 13:13:06 +02:00
Christoph Oelckers
bc50f596e8 - exported two more classes used by PicForName. 2023-04-02 13:10:34 +02:00
Christoph Oelckers
7b4d5eb26d - scriptified SHRINKEREXPLOSION and WATERBUBBLE. 2023-04-02 13:10:26 +02:00
Christoph Oelckers
673ea69d35 - scriptified a few more skeleton items needed by PicforName. 2023-04-02 13:00:13 +02:00
Christoph Oelckers
ccc048136f - exported TOILETWATER, BURNING and EXPLOSION2.
All types needed for cleaning up PicForName
2023-04-02 13:00:13 +02:00
Christoph Oelckers
e0bd038391 - scriptified the native parts of TRANSPORTERSTAR and TRANSPORTERBEAM 2023-04-02 13:00:13 +02:00
Mitchell Richters
10445635cf - Tidy up autosaving for all the games.
* There's not really any reason to need the game's world to tic once, it's already fully loaded during the `gi->NewGame()`/`gi->NextLevel()` calls.
2023-04-02 19:56:52 +10:00
Mitchell Richters
0052ae4172 - Duke: Ensure we backup player angles and not just pos when loading a save. 2023-04-02 19:51:12 +10:00
Mitchell Richters
9dfb805b38 - Duke: Fix potential null actor access in gi->CanSave(). 2023-04-02 19:51:12 +10:00
Mitchell Richters
7217ce6ff9 - Duke: Ensure hard landing check is done after pitch keys.
* Oversight from e9a5f745fc.
2023-04-02 19:51:12 +10:00
Mitchell Richters
272dfa762d - Remove backend crouch toggle solution redeploy with Duke/Exhumed/Blood using new ESyncBit bit.
* I tried to make this work in 2020 but its been nothing but headache. It's something for the game to control via a flag, not the backend to determine.
* For SW, this restores its original implementation.
2023-04-02 18:32:40 +10:00
Mitchell Richters
43febd5aa1 - Stop passing inputBuffer around within gameinput.cpp since everything's local now. 2023-04-02 18:32:38 +10:00
Mitchell Richters
359371527b - Move Duke's vehicle input processor into gameinput.cpp. 2023-04-02 18:32:36 +10:00
Mitchell Richters
563c79322d - Duke: Make vehicle input code work generically for possible reusage. 2023-04-02 18:25:04 +10:00
Mitchell Richters
5e153d6404 - Duke: Merge vehicle input code into one function. 2023-04-02 18:24:05 +10:00
Mitchell Richters
03eb105df1 - Duke: Move RRRA vehicle tilting out of the input code and into the playsim. 2023-04-02 18:24:05 +10:00
Mitchell Richters
46b5977a6a - Recover two ESyncBit values for other uses.
* By masking aiming+centering, we have look bits :)
2023-04-02 18:24:05 +10:00
Christoph Oelckers
5f3065d9f1 - Duke: fixed weapon spread with non-pistol hitscan weapons. 2023-04-01 09:49:22 +02:00
Mitchell Richters
7feb5a9a9b Revert "- Duke: Temporary workaround for last commit so the player returns to centre on level load."
This reverts commit 2b22e49a9b.

* It's no longer needed with 06dd971291.
2023-03-29 13:20:55 +11:00
Mitchell Richters
7caec5fa69 - Clean out where inputState.ClearAllInput() is called.
* We can do this from just a few places and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:05:49 +11:00
Mitchell Richters
d665037075 - Clean out where Net_ClearFifo() is called.
* We can do this from one place and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:04:38 +11:00
Mitchell Richters
96055fbc03 - Clean out all games setting gameaction = ga_level and do it centrally. 2023-03-29 03:10:16 +11:00
Mitchell Richters
9618ba1e78 - Don't serialise player angles twice. 2023-03-28 09:15:58 +11:00
Mitchell Richters
e9a5f745fc - Duke: Ensure pitch keys are done after adding player's input.
* As this function includes the actor's pitch clamp, it's important its done afterwards.
* Setup is already right for all the other games.
2023-03-26 16:40:25 +11:00
Mitchell Richters
776c58c58a - Duke: If we enter playerCenterView() and put SB_CENTERVIEW() back on, we need to null and lock input. 2023-03-26 14:36:23 +11:00
Mitchell Richters
0da2afe3d7 - Duke: Tidy up some of the pitch stuff.
* Remove some extern'd CVARs that didn't need externing.
* Change `player_struct::centeringView()` bool into proper method to handle the operation.
* Operation now properly unsets `SB_CENTERVIEW` if conditions aren't met instead of relying on implied behaviour from the rest of the playsim.
2023-03-26 13:35:12 +11:00
Mitchell Richters
a5a9882d9a - Duke: Add a myriad of pitch recentering CVARs.
* Needs to be reworked into some kind of MP-safe flagging once we have demos/MP going. This will do for now.
* Fixes #853.
2023-03-26 12:46:14 +11:00
Mitchell Richters
e5f3f5f149 - Make setForcedSyncInput() require a player index.
* This should only ever apply to the console player.
2023-03-23 17:09:02 +11:00
Mitchell Richters
183ad0c61c - Adjust a few setForcedSyncInput() calls. 2023-03-23 16:34:33 +11:00
Mitchell Richters
4d6419732a - Duke: Add CVAR to allow disabling pitch reset with pitch input.
* Need to add this to the menu to address #853.
2023-03-23 15:54:58 +11:00
Mitchell Richters
88e6a6e894 - Rework ff652f454c slightly to accept an InputPacket pointer. 2023-03-22 20:08:53 +11:00
Mitchell Richters
2b22e49a9b - Duke: Temporary workaround for last commit so the player returns to centre on level load. 2023-03-22 18:26:23 +11:00
Mitchell Richters
ff652f454c - Tidy up how games reapply needed bits at start of tic. 2023-03-22 18:17:50 +11:00
Mitchell Richters
e5bad9af2c - Duke/RR: Re-arrange the playsim angle calls.
* Make them precisely where they were originally called from.
2023-03-21 21:37:25 +11:00
Mitchell Richters
181f88b028 - Duke/RR: Remove the confusing VEH_HEELTOE bit. 2023-03-21 10:41:55 +11:00
Mitchell Richters
2918c34d42 - Duke/RR: Fix two typos. 2023-03-21 10:39:24 +11:00
Mitchell Richters
64a3141f6f - Duke/RR: Add VEH_TURNING flag instead of testing left/right in places. 2023-03-21 10:21:30 +11:00
Mitchell Richters
f240b6c623 - Duke/RR: Fix bad flag test that needed to confirm two flags set, not any one of the two. 2023-03-21 10:12:38 +11:00
Mitchell Richters
19ddc1ee51 - Duke/RR: Repair angle test when adjusting velocity.
* Initially figured I could just use the sign of the angle adjustment, but the vehicle code makes left/right reversals that necessitate using the flags for this.
2023-03-21 09:39:36 +11:00
Mitchell Richters
a24b8499fc - Duke/RR: Swap out all 5-6 bools for a bitfield. 2023-03-21 09:39:35 +11:00
Mitchell Richters
a3a150558b - Duke/RR: Consolidate (mostly) identical vehicle throttle code. 2023-03-20 21:54:47 +11:00
Mitchell Richters
c8238d9646 - Duke/RR: Consolidate (mostly) identical vehicle sound code. 2023-03-20 21:46:18 +11:00
Mitchell Richters
cc977d510a - Duke/RR: Consolidate identical vehicle drinking code. 2023-03-20 21:46:16 +11:00
Mitchell Richters
07b1ec518b - Duke/RR: Consolidate identical vehicle bumping code. 2023-03-20 21:07:52 +11:00
Mitchell Richters
d5bc7718d1 - Duke/RR: Tidy up angle changes/accesses in vehicle ticker code.
* Already have an actor pointer on the stack we can use.
* Other tidy-ups.
2023-03-20 21:07:52 +11:00
Mitchell Richters
134b635966 - Duke/RR: Ensure braking sync bit is always cleared in onBoat(). 2023-03-20 21:07:50 +11:00
Mitchell Richters
c6f6cf5933 - Duke/RR: Fix vehicle controller sign that got lost along the way.
* Issue from 9d74a5c60b.
2023-03-19 22:45:02 +11:00
Mitchell Richters
ebd8ab985e - Duke/RR: Don't archive off MotoSpeed for reuse at end of vehicle functions.
* Kept the workflow identical to the old setup in the other commits, but does not seem necessary and all it does is make the speed one tic behind where it would be otherwise.
2023-03-19 21:58:30 +11:00
Mitchell Richters
ba8f1069ab - Duke/RR: Fix an issue with reversing.
* Got the position of the bools wrong here when removing something unsafe from the input handler.
2023-03-19 21:35:39 +11:00
Mitchell Richters
a9e606ca68 - Duke/RR: Shorten a long ternary. 2023-03-19 21:08:43 +11:00
Mitchell Richters
81650036e6 - Duke/RR: Remove vehForward/Reverse variables from player struct.
* Back in 2020, I was trying to tidy stuff up and had no idea about network awareness, etc.
* The original game misused network bits here, however I don't see why the player's angle can't just be tested for signedness. Again, something I didn't see way back when...
2023-03-19 20:55:39 +11:00
Mitchell Richters
37e9cfed45 - Duke/RR: Remove vehBraking variable from player struct.
* Back in 2020, I was trying to tidy stuff up and had no idea about network awareness, etc.
* We must continue the misuse of network bits like the original game did to make sure the RRRA vehicles are network aware.
2023-03-19 20:54:43 +11:00
Mitchell Richters
31f8de3854 - Duke/RR: Remove vehTurn variables from player struct.
* Back in 2020, I was trying to tidy stuff up and had no idea about network awareness, etc.
* The original game misused network bits here, however I don't see why the player's angle can't just be tested for signedness. Something I didn't see way back when...
2023-03-19 20:54:19 +11:00
Mitchell Richters
76e6efd204 - Duke/RR: Fix oversight in previous commit.
* Unknowingly had forced synchronised input on!
2023-03-19 20:09:14 +11:00
Mitchell Richters
d380e73cfd - Duke: Consolidate boat/moto turn functions into one. 2023-03-19 14:59:35 +11:00
Mitchell Richters
c13c244dca - Simplify moto velocity sign determination. 2023-03-19 14:35:02 +11:00
Mitchell Richters
9d74a5c60b - Duke: Consolidate vehicle turning code between boat/moto. 2023-03-19 14:35:00 +11:00
Mitchell Richters
56b95a46f7 - Duke: Consolidate vehicle tilting code between boat/moto. 2023-03-19 13:31:47 +11:00
Mitchell Richters
056330863c - Duke: Eliminate GetActor() calls in playerisdead(). 2023-03-19 09:10:14 +11:00
Mitchell Richters
a7d829d539 - Duke: Change where centering view locks the input. 2023-03-19 09:08:24 +11:00
Mitchell Richters
3ad50d5045 - Duke: Don't reset synchronised input flag if centering view.
* The way the playsim works, because the horizon functions come after the yaw ones, yaw was not being applied while pitch was locked.
2023-03-18 22:21:38 +11:00
Mitchell Richters
5b382ac2c6 - Duke: Remove everyothertime global, we can just use PlayClock. 2023-03-18 22:21:38 +11:00
Christoph Oelckers
792f977d46 - fixed STAT_ACTORS must handle actors where scale.X is 0 as 'deleted' and destroy them. 2023-03-18 12:08:53 +01:00
Mitchell Richters
1147030bca - Remove concept of InputOptions, its messy and unnecessary. 2023-03-18 21:16:50 +11:00
Mitchell Richters
b3c27a177e - Consolidate each game's gi-GetInput() into a unified function.
* Eliminates a lot of boilerplate.
* Consolidation of input accumulation buffers discretely used in each game.
* Allows privatisation of `PlayerAngles::CameraAngles`.
2023-03-18 19:49:25 +11:00
Mitchell Richters
65ee4b14d6 - Move gi->getConsoleActor() directly into the header. 2023-03-18 19:29:29 +11:00
Mitchell Richters
4355a44721 - Duke: Rework input blocking setup.
* Takes the duplicated conditions out of the input handler and makes the ticker responsible by forcing synchronised input.
2023-03-18 19:29:29 +11:00
Mitchell Richters
bd3e9b305e - Adjust signatures of input functions slightly for consistency. 2023-03-18 19:29:29 +11:00
Mitchell Richters
401236980c - Duke: Tidy up some unnecessarily deep branches in vehicle input code. 2023-03-18 19:19:21 +11:00
Mitchell Richters
51a20211f3 - Duke: Tidy up some repeated bools in vehicle input code. 2023-03-18 19:19:21 +11:00
Mitchell Richters
37dda1aa0e - Duke: Move input bit pre-processing into hud_input().
* Really, _really_ need to do something about this `crouch_toggle` malarkey...
2023-03-18 19:19:20 +11:00
Mitchell Richters
5a6495956f - Duke: Move Quick_Kick button test into ApplyGlobalInput() as it doesn't seem to share a bit with any other game anymore. 2023-03-18 19:17:30 +11:00
Mitchell Richters
292030b59e - Duke: Repair issues with going underwater after taking some stuff out of the global state.
* Really, need to do something about this `crouch_toggle` malarkey...
2023-03-18 19:17:28 +11:00
Mitchell Richters
b07732bae4 - Duke: Remove duplicated call to SetupGameButtons() that's done globally in RunGame(). 2023-03-18 09:15:17 +11:00
Mitchell Richters
a45890e064 - Move some Duke-specific stuff out of ApplyGlobalInput(). 2023-03-18 09:15:15 +11:00
Mitchell Richters
eed9716d86 - Move joyaxes[] array from getHidInput() directly into ControlInfo. 2023-03-17 20:58:38 +11:00
Mitchell Richters
fc069feac6 - Negate ControlInfo::dyaw to match data out of backend. 2023-03-17 20:58:13 +11:00
Mitchell Richters
446218dd7b - Get mouse/controller input by pointed variable and not copy on return. 2023-03-17 20:58:11 +11:00
Mitchell Richters
1f97e73501 - Rename ControlInfo joystick variables to names matching backend. 2023-03-17 20:16:58 +11:00
Mitchell Richters
686bec5664 - Duke: Make vehicle input functions work on floats and not doubles and FAngles.
* It's what's natively needed at the end of the day.
2023-03-17 19:40:46 +11:00
Mitchell Richters
81caf74721 - Tidy up coord stat to use gi->getConsoleActor() and also print pitch. 2023-03-17 17:28:26 +11:00
Mitchell Richters
3c4b4e4483 - Tidy up warptocoords CCMD since everything is in an actor now.
* Now accepts floating point inputs.
* Restores lost pitch capability.
2023-03-17 17:28:04 +11:00
Mitchell Richters
e6cffbaefb - Duke: Remove unnecessary playrunning() test within a loop. 2023-03-17 14:41:17 +11:00
Mitchell Richters
130c5315e9 - Call PlayerAngles::resetCameraAngles() from within the player loop of each game.
* I was only thinking of the console player initially but since each game can draw the view of other players in network games, each game will need to update and reset the camera angles for all players.
2023-03-17 14:40:18 +11:00
Mitchell Richters
d329328191 - Rename PlayerAngles::RenderAngles to CameraAngles.
* Better conveys what it is and separates it from the already established `getRender*()` methods around the place.
* Sorry Simon!
2023-03-17 14:20:36 +11:00
Mitchell Richters
d6b68dec5e - Duke: Remove player_struct::resurrected flag I added in 2021 and fix issue properly.
* The check for `player_struct::dead_flag` in `FinalizeInput()` was overzealous and is not checked in the original code in this instance.
2023-03-17 12:29:37 +11:00