Commit graph

987 commits

Author SHA1 Message Date
Mitchell Richters
2396179dfc - Replace mulscale##() calls with MulScale() from common.
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
8cf2588bad - Replace fmulscale##() calls with MulScaleF() from common.
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +11:00
Mitchell Richters
7d9f868e4c - Replace dmulscale##() calls with DMulScale() from common.
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Mitchell Richters
8f75f06efd - Replace tmulscale##() calls with TMulScale() from common. 2021-01-05 07:31:08 +11:00
Christoph Oelckers
0f3da7194a - actually compile the game code as larger units and integrate them in the main project.
This eliminates the problematic subprojects for good.
Compiling the games as larger units is necessary because otherwise compile times will break down on MSVC.
2021-01-04 11:52:10 +01:00
Mitchell Richters
8e62d585eb - Blood: Fix glitched akimbo shotguns by removing code that needed to go with 182b8023ca.
* Fixes #200.
2021-01-04 15:15:19 +11:00
Mitchell Richters
aef6fddd3f - Blood: Fix automap player smoothness. 2021-01-02 19:41:48 +11:00
Mitchell Richters
b5e197d9be - Blood: Interpolate x/y/ang coordinates before passing to DrawOverheadMap(). 2021-01-02 19:36:46 +11:00
Mitchell Richters
be12da6bfb - Automap: Put in framework to interpolate automap player. 2021-01-02 18:23:01 +11:00
Mitchell Richters
2fa2d93084 - Blood: Move synchronised input call to doslopetilting() above call to resetForcedSyncInput(). 2021-01-02 14:54:54 +11:00
Mitchell Richters
532d128afd - Blood: Migrate game's slopetilting code to calcviewpitch(). 2021-01-02 14:40:35 +11:00
Mitchell Richters
3516e4c3b0 - Blood: Don't use cl_viewbob to control bobbing overall, only cl_viewhbob and cl_viewvbob as exposed via the menus. 2021-01-02 13:16:15 +11:00
Nikolay Ambartsumov
591f593888 [Blood] Fix negative priority event processing
Some sprites (for example, "Blood Drip" sprite type 702) cause
negative priority events to be added added to the event queue
on map initialization. Despite them being the highest priority
entries in the event queue, comparision with the game timer performs an
implicit unsigned conversion, which wrongly results in their priority
being considered much higher than the current in-game time, causing the
event loop to never advance. This commit fixes this problem.
2020-12-31 20:43:18 +01:00
Nikolay Ambartsumov
edd5b92c94 [Blood] Fix wrong sector path marker stat lookup 2020-12-31 20:43:18 +01:00
Christoph Oelckers
5b78f84bd7 - Blood: only set 'isrunning' when the player is actually running and not when just the run key is held down.
The old logic does not work because the run toggle results in this button being continuously held down.
2020-12-10 19:23:38 +01:00
Christoph Oelckers
f41fe7c692 - Blood: fixed double inventory display on overlay status bar.
Fixes #230
2020-12-10 19:02:09 +01:00
Christoph Oelckers
b98e06cd20 - Blood: header dependency cleanup.
These are extremely ordering dependent so now blood.h serves as an umbrella header for most.
2020-12-09 15:56:32 +01:00
Christoph Oelckers
51205fbdac - split actInit into several smaller functions. 2020-12-06 12:52:08 +01:00
Christoph Oelckers
eee972d446 - removed some unused functions from actor.cpp. 2020-12-06 12:51:46 +01:00
Christoph Oelckers
19b731bc8f - removed the owner fuckery in Blood.
Par for course I'd say - instead of checking for replaced player actors at the only time it really matters - i.e. when respawning, it was encoded into the stored value, making the entire thing very messy.
For mow, multiplayer handling is not needed, but when it does, better go over all actors and manually substitute the two relevant fields, i.e. sprite.owner and xsprite.burnsource.
2020-12-06 12:51:46 +01:00
Christoph Oelckers
045e487859 - actInit cleanup, new iterators returning DBloodActor. 2020-12-06 12:51:46 +01:00
Christoph Oelckers
5fc8859342 - Blood: instead of messing around with the damage factors when toggling god mode, let the game check the actual god mode flag itself.
This was just too volatile and prone to breakage.
Fixes #210.
2020-12-06 08:36:54 +01:00
Christoph Oelckers
2f4abf93af - fixed loading of Blood savegames.
This was a strange case of C++ not doing what was to be expected due to hidden semantics.
Note: never assign {} to a type that has a non-default constructor!
Fixes #212
2020-12-06 08:18:03 +01:00
Christoph Oelckers
aba3539275 - moved dudeSlope fully into DBloodActor. 2020-12-04 18:03:02 +01:00
Christoph Oelckers
99c0b77cf2 - rerouted all accesses to gDudeSlope. 2020-12-04 18:03:02 +01:00
Christoph Oelckers
7e78bc1c14 - refactored the SEQ callback to receive an actor pointer instead of an xsprite index. 2020-12-04 18:03:01 +01:00
Christoph Oelckers
44805e29b3 - changed parameter of aiNewState to DBloodActor 2020-12-04 18:03:01 +01:00
Christoph Oelckers
502d911a95 - refactored Blood's AI callback interface to only use a single DBloodActor parameter. 2020-12-04 18:03:01 +01:00
Christoph Oelckers
0ac41e0b5a - drafted a DBloodActor to wrap the multitude of arrays (12 overall!) in which an actor is split up. 2020-12-04 18:03:01 +01:00
Christoph Oelckers
bc1adc9c51 - Blood: fixed cl_autorun affecting bobbing intensity even when no movement takes place.
Blood uses the state of the 'run' bit as the sole information that the player is running, which leads to very different behavior with cl_autorun on or off.
Apparently Raze's semantics here do not agree with how it was handled originally and the residual bobbing when coming to a stop was more than a little bit distracting.
2020-12-04 00:06:23 +01:00
Christoph Oelckers
25ef58f897 - re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine. 2020-12-01 23:57:39 +01:00
Christoph Oelckers
92a72cef8b - Blood: only trigger a secret if the hint system hasn't registered it.
There's some bugs in Blood that allow a secret to be triggered multiple times. However, since the hint system already knows which secrets were triggered, use that info to avoid retriggers.
Fixes #206
2020-12-01 12:52:42 +01:00
Mitchell Richters
f9866f4a21 - Blood: Call resetForcedSyncInput() after sethorizon() in ProcessInput() vs. playerProcess(). Call was too early and causing player not to be able to look while synchronised input is being forced. 2020-12-01 22:02:20 +11:00
Christoph Oelckers
ae36ea88c3 - wrap all checks of cl_syncinput in an inline function. 2020-11-30 23:40:16 +01:00
Mitchell Richters
f429871cc6 - Blood: Promote pPlayer->angold to binangle class. 2020-12-01 07:43:31 +11:00
Mitchell Richters
232dd5e07a - Blood: Force synchronised input while a revolving door is busy/in-use.
* Fixes #205.
2020-12-01 07:43:25 +11:00
Christoph Oelckers
3ba0a242bf - Blood: do not recreate the bucket list when loading a savegame.
It has been read from the savegame already, and creating a new one will not produce a correct list because not all data has been loaded yet.
2020-11-29 16:22:29 +01:00
Christoph Oelckers
1b1449605f - fixed: Blood did not serialize its mirror data (which is also used for certain portals.)
Fixes #203
2020-11-29 16:05:23 +01:00
Christoph Oelckers
a34f5debe8 - route the shared control CCMDs through the game interface instead of registering local variants for each game. 2020-11-29 13:35:09 +01:00
Christoph Oelckers
48b16d5233 - cleanup on player CVAR use. 2020-11-29 13:22:04 +01:00
Christoph Oelckers
f2f095c469 - Blood: Only clear global state before reading a savegame.
Doing it before writing permanently trashes it.
2020-11-28 00:20:12 +01:00
Christoph Oelckers
7143f62cb1 - Blood: restore pointers after loading all sequences. 2020-11-27 23:47:39 +01:00
Christoph Oelckers
6a29c38240 - Blood: write out the buckethead array to the savegame instead of trying to restore it afterward.
It looks like this cannot be reliably reconstructed from a running level anymore.
2020-11-27 23:34:36 +01:00
Christoph Oelckers
82a0e95485 - made the new interpolation system work in Blood.
The panning interpolations need wraparuound handling due to their small value range.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
2cd3927613 - use floats for wall panning offsets. 2020-11-26 18:32:35 +01:00
Christoph Oelckers
d545eb7aa9 - make sector panning variables floats and added some convenience wrappers. 2020-11-26 18:32:35 +01:00
Christoph Oelckers
82d80f3f07 - Blood: handle super secrets properly in the statistics display.
Fixes #198
2020-11-26 07:48:34 +01:00
Mitchell Richters
b9e1cbb5de - gamecontrol.h: Move getHalfLookAng() into PlayerAngle struct as look_anghalf().
* Uses internal struct variables at full BAM precision.
2020-11-26 16:37:37 +11:00
Mitchell Richters
4ad227c7d6 - Blood: Remove orphaned/unincluded loadsave.h header file. 2020-11-23 22:47:43 +11:00
Christoph Oelckers
88666c3e95 - Blood: always compare xsector and xwall serialization against a null base to reduce file size. 2020-11-23 12:23:19 +01:00