Replaces g_splitscreen.c with g_party.cpp. Simplifies
party management functions.
Moves externs out of already bloated doomstat.h and
g_game.h into g_party.h.
Cuts down on globals spam.
Ultra mega hacked in, by saving all "discarded" joysticks to an array so they don't get totally closed & we can still poll them. Events now properly send the device number instead of the player number, which means we can store all controllers pressing buttons, and thus, can detect when ANY controller is pressing anything, and THUS we can make the character select work like we wanted to :V
Did not bother fixing any of the bugs, however. First of all, the opening menus do not properly fallback to default controls. Yet again, we may need a more robust system -- storing all keys from gamekeydown separately? Additionally it seems like when I input gamepad it makes me use keyboard anyway, so I think something fishy is up.
(G: finally, a commit that mostly survived... deviceResponding is useless
for us right now but might as well keep it. maybe easier assignment on
the multiplayer setup menu in the future?)
More or less a port with gamecontrols left untouched.
Some notable differences:
* ev_joystick now has a separate data1 for each axis, rather than having you
check which of data2/3 is INT32_MAX and which one isn't
(pissed me off when updating menu code...)
* Gutted the 1.6 upgrade code, since we're not upgrading from anything :P
* G_GetControlForKey, a helper for menu code
* Turn smoothing code left unused as a reminder to fix it
* Various small fixes so this commit is playable and doesn't segfault
Menu changes:
* Max 4 binds, joystick axes are now bindable like any other button
* The gamepad options submenu has been replaced by its two remaining options
after the removal of axis cvars (gamepad select and deadzone)
See cd8862f0's message for more details
Many new options have been added.
You can now specify "menucolor" when creating a gametype. This accepts a V_ colorchar flag (IE V_PURPLEMAP) and will be used to color hud elements in menus and on the HUD.
Encore is now controlled by GTR_ENCORE. This allows for custom modes that don't accept encore.
Itemodds are now controlled by GTR_RACEODDS and GTR_BATTLEODDS respectively. If neither is specified on gametype creation, completely random items will be rolled.
General GTR_FREEROAM adjustments
- Generates "MINIMAP.png" in your srb2home
- Uses inherited automap code to render to a temporary buffer
- Because am_map.c is a mess of filescope static variables right now, this only works when the automap is disabled.
- Currently an equal alternate method to SLADE's map image export, but because we're in control, additional features can be added later...
- TODO: Off vertically by one pixel on GHZ. Otherwise effectively identical in shape
- TODO: the colours are rancid, I wonder if they were even updated for the 2.2 palette
Related:
- Use identical linear-time mechanisms for detecting borders of map geometry between automap and minimap
- Automap was previously using iteration over all vertices
- Minimap was previously pointlessly writing min/max values twice
* Instead of doing constant G_MapNumbers when finding the relationship between maps and cups...
* Add a cache of level IDs to cups, to go with the strings.
* Add a cache of the cup pointer to maps, so we don't have to search through all cups to find our map. (done in P_InitMapData)
* Pre-emptive work: G_IsSpecialStage and P_GetNextEmerald now reference cup data instead of a hardcoded ID set.
* Remove a bunch of old stuff from mapheaderinfo_t/associated, and reorder what stays
* Countdowntimer? 💥
* Startrings? 💥
* sstimer/ssspheres? 💥
* forcecharacter? 💥 (distinct from forceskin)
* interscreen? 💥
* sstage_start/end and smpstage_start/end? 💥💥💥💥
* You've been blocked
* G_MapNumber now returns a special NEXTMAP_INVALID if not found, for more consistent reference.
* Incorporate a good chunk of the `edit-headers` branch. Can't clear maps individually because of the new restrictions on sequential mapheaders, but we can add a "disable in vote screen, not even for map hell/archive" flag to a map at some future juncture for equivalent functionality...
Also:
- improved error prints for SOC condition definitions
- improved bounds checking to use `nummapheaders` for iterating over mapheaderinfo
There are still situations that use NUMMAPS like mapvisited, randmapbuffer, etc, which need to be addressed before merger.
* Register cv_netdemosize so it actually works
* Replace all the raw Z_Frees on demobuf with the appropriate function
* Free demobuf in G_CheckDemoStatus (yay, no more buffer == NULL asserts)
* ...allocating a buffer of uninitialized length? what
I would've liked to make it use a single allocate function to do this very cleanly, but these cases were very clearly not meant to be standardized and use wildly different methods to allocate & free...
This caused some scary issues with P_SaveNetGame the other day, and it's making ACS net sync harder. Let's just cut this off right now.
Also fixed some scary mix-ups in some of the Lua archiving code.
- Default color definitions are now parsed properly
- Fallback color value is now default color instead of player color
- Player setup now renders follower with right color
Selecting the first follower in the list is currently broken, will
fix later
All the code from k_respawn.c has been nuked. The gameplay of respawning works but it doesn't currently drop the player in the right spot for both legacy and new waypoints
- Implementation details:
- grandprixinfo.eventmode is the reference point
- All bots have spectator applied and removed at map start depending on eventmode, and I've done my best to guard against side effects of not removing them entirely
- You shouldn't turn off grandprixinfo.gp when turning on things like specialStage.active or bossinfo.boss when pursuing eventmode behaviour
- Probably needs to be integrated into XD_MAP for any future netplay support, is currently disabled.
- You technically don't have to assign a Capsules map to be the bonus and a Special Stage to be the special. A Capsules map can be assigned to a Special Stage too, and a Boss can be assigned to either of them.
- Special Stages are still just as incomplete as they were before.
- Break the Capsules has special behaviour.
- Timelimit starts at 20 seconds.
- Earn 10 seconds (plus a little extra cheaty time) every capsule you destroy.
- WIN + extra life if you bust all the capsules, COOL if you get some but run out of time, LOSE if you lose your bumper or run out of time without breaking a single capsule.
- Supposed to also give you rings, but ran into a LOT of difficulty with this and didn't want to commit half-baked stuff, so it'll be a later project.
Also:
- Fix a long standing bug where totalring was reset between maps, preventing the sum from adding up across GP rounds and depriving you of extra lives you were owed.
- Fix an issue where Break the Capsules record attack was KARTSPEED_HARD.
- Send timelimitintics in savegames, since it's handled seperately now.
renderhitbox
- Tangible - collision activating objects, minus rings
- All - every object
- Intangible - the opposite of Tangible, also no rings
- Rings - rings
* Allow colorisation types to not completely crowd each other out.
* For example, it's possible for invincibility + grow to flicker Invincibility, Eggman mark, and grow colours if the conditions for each type of flash are true on different frames!
- Rename to Lightning Shield (it keeps fucking me up when I want to kartgiveitem it to myself)
- Fix inflictors causing damage being considered damage hitlag. Fixes the player using Lightning Shield being in damage hitlag state (most notable in the DI branch because hurting someone with it lets you DI afterwards, which also fucks with your turning)
- Rewrote attack function to use custom blockmap search instead of P_NukeEnemies.
- It can no longer attack below you, only above & around you.
- Increased the attack radius, so that it actually lines up with the sprites...
- Fixed extremely inconsistent ring blockmap search by moving it to playerafterthink (don't ask me why)
- Rings get joulsted by Lightning Shield when you pass by them without
- Added MAXRADIUS to the blockmap checks for lightning shield & mines, to reduce blockmap inconsistencies
Squashed SRB2 2.2 Public uncapped without UDMF merge
Implement interpolation at the renderer level
Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 6ecac4159a too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
Adjust spawned mobj z by gravity inversion
Only check VERTICALFLIP for old_z calc
Fix Marathon Mode menu for uncapped
Move screenshot code before timing
Only play emerald hunt sounds on new tics
Restore deleted zofs (fixes signpost sparkles etc)
Revert to before screenUpdate boolean was added
Was done this way for the sake of an older version of uncapped's timing; now that the new timing is much better, I decided it should remain as close to pre-uncapped as it can be.
Run UpdateLevelInterpolators in preticker
FixesKartKrew/Kart-Public#10
Run UpdateMobjInterpolators in preticker
Reset view interp in preticker
Add per-split player view resets
While I finally pushed to do this because of the epic Blue Sphere reference, I was kinda thinking about doing this for a while, because it gives more room for bots to level up during Hard GP.
I thought about just making the new level cap go up normally, but I decided on keeping the bots' passive buffs (like top speed & ring boosts) go up linearly, while rubberbanding range is kept the same.
I don't think I can properly explain it, but this basically means level 13s are a touch harder than old level 9s before, and new level 9s are touch easier than old level 9s. Basically think of it as more level range than actually making the bots harder.
The expanded range means that Hard GP can start off easier, but end harder. (And of course, Master is even more ridiculous c:)
* Actually add descriptions for the boss-related functions into k_boss.h.
* Introduce K_ResetBossInfo, an internal-only function for handling situations where it needs to be cleared.
* Fix a bug where bossinfo wasn't reset when using the map command to go to a battle map after having been in a boss.
* Fix some bugs where you could provide magnitudes out of the desired range to K_InitBossHealthBar and K_UpdateBossHealthBar.
This will be necessary when newmenus comes around and it is no longer advantageous to have a menu for testing bosses, given they won't be a headline feature in v2 or accessible via multiplayer at this time.
This is the function that controls whether a bunch of music-related function (and also whether certain error messages get printed).
* P_IsLocalPlayer now supports party players (currently untested, but the code is pretty airtight).
* P_IsLocalPlayer now always returns false in replays.
* P_IsMachineLocalPlayer now exists for the one situation the game determines local players that actually has a net-related function (kicking illegal character changes).
* Invincibility/grow sfx now operates based on whether the player is NOT local (it used to be whether it was NOT a displayplayer).
* Refactored P_SpectatorJoinGame to make future team support easier, and also reset the relevant camera focus, rather than always the consoleplayer's.
* Fix viewpoints on non-local players having overlapping viewpoint text.