Christoph Oelckers
642088ed80
- let ValidateSprite print better messages when developer mode is set to warning and also call it for Blood.
2021-11-11 21:28:53 +01:00
Mitch Richters
6581d9d709
- InputScale()
: Tidy up some math I just put in.
...
* Time for bed... *yarns*.
2021-11-10 22:23:59 +11:00
Mitch Richters
3c4afaa6ee
- InputScale()
: Add enabled-by-default scaler to returned value from function to correct drift that occurs as the frame-rate increases, taking into account different scaling ratios needed for differing ticrates.
2021-11-10 20:27:19 +11:00
Mitch Richters
5a33caa635
- InputScale()
: Add enabled-by-default scaler to returned value from function to correct drift that occurs as the frame-rate increases, taking into account different scaling ratios needed for differing ticrates.
2021-11-10 20:13:06 +11:00
Christoph Oelckers
94b2b0af31
- widen sector index in engineLoadBoard to 32 bit
2021-11-09 00:07:00 +01:00
Christoph Oelckers
a5f51cfd88
- SW: migrate everything to the main clipmove function
2021-11-08 23:11:30 +01:00
Christoph Oelckers
5ba005276f
Revert "- redid the 'inside' function."
...
This reverts commit c034c2a299
.
While the function works, it is subtly different for points exactly on a line - enough to cause problems with Shadow Warrior's waypoint implementation.
2021-11-08 23:11:20 +01:00
Christoph Oelckers
c034c2a299
- redid the 'inside' function.
...
This is based on external information and does not use any of the original Build code.
Despite being a lot clearer than Build's bit masking voodoo and using 64 bit math to avoid overflows it is roughly 10% faster. :)
Code was moved to gamefuncs.cpp because this no longer falls under the Build license.
2021-11-08 21:29:21 +01:00
Christoph Oelckers
eeaa7f98f0
- inlines for validating sector and wall indices.
2021-11-08 18:56:10 +01:00
Christoph Oelckers
5d0c9a9fc8
- flush the network timer righr after loading and before starting a level.
...
Without this the entire load time may get registered as skipped frames-
2021-11-07 22:51:02 +01:00
Christoph Oelckers
60faceaf59
- Exhumed: fixed serialization.
...
The exhumedActors array was not written out, resulting in all kinds of strange effects.
2021-11-07 21:45:51 +01:00
Christoph Oelckers
6b6c3f26a5
- use wallsofsector in a few more places.
2021-11-07 18:08:22 +01:00
Christoph Oelckers
59df3b0e19
- added a little utility that allows iterating over the walls of a sector with C++ for's.
2021-11-07 17:27:05 +01:00
Christoph Oelckers
ae08ae1d8d
- some leftover shorts plus utilities that ended up unused but may be useful later.
2021-11-07 16:46:23 +01:00
Mitch Richters
bb20827027
- processMovement()
: Fix prescaling for Exhumed when using mouse or controller.
...
* Controller input before was too fast compared to other games, now it's 1:1.
* Mouse input when used without mouse look was too slow, now it's also 1:1 with the other games.
* `hid` in the context of `hidprescale` refers to 'Human Interface Device'.
2021-11-07 18:32:02 +11:00
Mitch Richters
b27f5e3be0
- gameinput.cpp/h: Internalise if statements used before calling PlayerHorizon
and PlayerAngle
class method scaletozero()
into method itself.
2021-11-07 18:25:37 +11:00
Mitch Richters
72531e61db
- gameinput.cpp/h: Consolidate all the return to zero code for angles and horizons into class members, using technique from horizoff
as basis.
2021-11-07 11:37:12 +11:00
Christoph Oelckers
d20aa47adf
- made sector parameter of updatesectorz an int and deprecated the short version.
2021-11-06 19:27:51 +01:00
Christoph Oelckers
83fe41e71e
- made updatesector receive a 32 bit int pointer and deprecated the 16 bit variant.
2021-11-06 15:53:16 +01:00
Mitch Richters
a2a75fccc2
- Add support for Duke Nukem's Penthouse Paradise as shipped with the Zoom release of Duke Nukem 3D Atomic.
2021-11-06 23:26:56 +11:00
Mitch Richters
8cf115c444
- searchpaths.cpp: Patch in registry detection for Duke 3D Atomic + Expansions from Zoom on Windows.
...
* Fixes #567 .
2021-11-06 22:59:56 +11:00
Mitch Richters
5050947dca
- PlayerAngle::applyinput()
: Consolidate some mostly duplicated code into a lambda.
2021-11-06 17:57:00 +11:00
Mitch Richters
1bb0c04e61
Revert "- Blood: Add mechanism to be able to force QAV interpolation based on picnum for testing purposes and not for end-user usage."
...
This reverts commit 276c000f9f
.
* This was added for testing/debugging etc but it really doesn't work unless the QAV is built for it. As such, just get rid of it.
2021-11-06 17:32:55 +11:00
Mitch Richters
ed67d5d395
- PlayerHorizon::applyinput()
: Only run through all the horizon to pitch and back code if we have input to process.
2021-11-06 15:34:10 +11:00
Mitch Richters
5f8c8fe0a4
- PlayerHorizon::applyinput()
: Consolidate some mostly duplicated code into a lambda.
2021-11-06 15:07:28 +11:00
Mitch Richters
7499c84d0b
- Add interpolatedhorizon()
inlines to handle interpolating fixedhoriz
objects without having to convert old and new values back to Q16.16 first.
2021-11-06 14:07:58 +11:00
Mitch Richters
5ec5321034
- gameinput.h/cpp: Abstract the angle/horizon adjustment math into a few inlines to avoid repetition and having to cast enums as doubles for C++20 compliance.
2021-11-06 14:07:53 +11:00
Mitch Richters
4c02663842
- PlayerAngle::applyinput()
: Re-add addition of +/- 1. when returning rotscrnang to 0 lost long, long ago.
2021-11-06 14:07:36 +11:00
Mitch Richters
ab99b6b29d
- PlayerHorizon::calcviewpitch()
: Make returning horizoff
to 0 speed uniform across all games.
2021-11-06 13:31:29 +11:00
Mitch Richters
91f6b2954c
- binangle
class: Tidy up missed C++20 warning fixed about enum used in floating-point arithmetic.
2021-11-06 10:27:04 +11:00
Mitch Richters
0eb4ff4ad2
- PlayerHorizon::calcviewpitch()
: Provide commentary on how numeric literals used in function came to be and place into an enum for clarity.
2021-11-06 10:27:00 +11:00
Mitch Richters
1df2ba80ed
- PlayerAngle::applyinput()
: Provide commentary on how numeric literals used in rotscrnang/look_ang/spin math came to be and place into an enum for clarity.
2021-11-06 10:26:54 +11:00
Mitch Richters
8e8dfa9f9a
- PlayerHorizon::applyinput()
: Provide commentary on how numeric literals used in aim/look up/down and return to centre math came to be and place into an enum for clarity.
2021-11-06 09:30:03 +11:00
Mitch Richters
c424f7c8dd
- processMovement()
. Remove cl_exhumedoldturn
CVAR and tidy up numeric literals in use.
...
* In our older codebase before the input code was refactored, Exhumed's turning was broken and was only applying the base factor of 12, significantly slower than the other games.
* Upon doing some testing in PCExhumed, I noticed their turning was faster as when the counter meets its target, the turn value is shifted left by 2, effectively making it 48: b90417ed8e/source/exhumed/src/player.cpp (L336-L337)
* Removed this CVAR because of this.
* Reworked turning code so that pressing left+right together cancel each other out and that pressing both doesn't call `updateTurnHeldAmt(scaleAdjust)` twice.
* Redid turn averages factoring in Exhumed's speeds, rounded off values and stored in an enum for clarity.
2021-11-06 09:28:47 +11:00
Christoph Oelckers
389f760d45
- address C++20 deprecation warnings with enums in floating point arithmetic.
2021-11-02 23:32:31 +01:00
Christoph Oelckers
86166f5e67
Revert "- xs_Float.h
: Make all inlines return an unsigned value, and change previous unsigned inlines to signed."
...
Revert "- `xs_Float.h`: Add `getint()` getter to `_xs_doubleints` struct."
Revert "- SW: When adjusting horizon in `DoPlayerDeathHoriz()`, just use integer horizon values and not Q16.16."
Revert "- Duke (RR): Clean up some unnecessary `FixedToFloat()` usage with the `fixedhoriz` `asbuildf()` method."
Revert "- `binaryangle.h`: Use `constexpr` on inline functions where it was previously not possible to do so."
Revert "- `m_fixed.h`: Use `constexpr` on inline functions where it was previously not possible to do so."
Revert "- `xs_Float.h`: Convert header to `constexpr`."
This does nor work as it violates the constexpr rules for unions. The code will error out on compilation for accessing an inactive member of a union.
2021-11-01 20:25:38 +01:00
Mitch Richters
f3a2de92a4
- binaryangle.h
: Use constexpr
on inline functions where it was previously not possible to do so.
2021-11-01 23:37:31 +11:00
Mitch Richters
eb8b075727
- binaryangle.h
: Change binangle
bitshift operators to operate on signed value to properly handle angles > 1024.
2021-11-01 22:13:39 +11:00
Mitch Richters
0fe5ac6a56
- gameinput.h: Correctly use targetset()
in PlayerHorizon
and PlayerAngle
structs.
2021-10-30 17:30:01 +02:00
Mitch Richters
15c4d38694
- gameinput.h: Add initial structure for PlayerPosition
as companion to PlayerAngle
and PlayerHorizon
structs.
2021-10-30 17:30:01 +02:00
Mitch Richters
7ee4f49649
- gameinput.h: Remove some of the verticality from the PlayerHorizon
and PlayerAngle
structs.
2021-10-30 17:30:01 +02:00
Christoph Oelckers
6e0fbb2043
- removed templates.h includes.
2021-10-30 10:51:03 +02:00
Mitch Richters
b02a6a3ec9
- Replace MIN()
from templates.h
with version provided in STL.
2021-10-30 10:36:15 +02:00
Mitch Richters
9894729fc2
- Replace MAX()
from templates.h
with version provided in STL.
...
# Conflicts:
# source/common/textures/hw_ihwtexture.cpp
# source/common/utility/templates.h
2021-10-30 10:36:02 +02:00
Christoph Oelckers
57b638f26f
- use std::clamp instead of our homegrown version.
2021-10-30 10:35:00 +02:00
Mitch Richters
879e2f3ce4
- Build: Promote sintable[]
array values to precision Blood uses in prep for replacing Blood's costable[]
.
2021-10-30 10:24:15 +02:00
Mitch Richters
3663c4c742
- Split out sine/cosine scaling from bsinf()
and bcosf()
into its own inline.
2021-10-30 10:24:14 +02:00
Mitch Richters
07fc3b77b1
- Privatise tosigned()
method in binangle
class.
2021-10-30 10:24:14 +02:00
Christoph Oelckers
f1b40b7878
- bumped savegame version for Exhumed.
2021-10-28 18:59:40 +02:00
Christoph Oelckers
c7d4779b7e
- fixed some warnings.
2021-10-26 18:54:43 +02:00