Commit graph

54 commits

Author SHA1 Message Date
Christoph Oelckers
5448f6ec2c turn players into DObjects and fix several bugs with bad memory access.
* DObjects may not be memset to 0.
* There was still code trying to retrieve the player index with pointer artithmetic. With an array of pointers this does not work.
2023-12-05 22:38:34 +01:00
Mitchell Richters
49104f9b24 - Blood: Rename PLAYER struct to BloodPlayer. 2023-10-02 15:30:51 +11:00
Christoph Oelckers
a662a3bd12 - another bunch of picnums in Blood removed.
4 remaining after this.
2023-04-29 11:32:04 +02:00
Christoph Oelckers
1a6f808fca - refactored all access to the fake picanm[] array.
Also use symbolic names in precache calls in Blood.
2022-12-18 13:26:29 +01:00
Christoph Oelckers
e23a5095cb - moved the other tile info tables of Blood to the texExtInfo array as well.
The two fields are easily reusable for the other games so it's a welcome simplification.
2022-12-18 13:23:59 +01:00
Christoph Oelckers
8a789b9015 - voxel management cleanup.
Moving the voxel index into the texExtInfo array and removing most of Blood's and SW's special handling.
2022-12-18 13:18:43 +01:00
Christoph Oelckers
20edd800f9 - big texture system refactor.
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00
Christoph Oelckers
a6db974a62 - refactored Blood's tile property arrays to texture IDs.
The data structure here can be optimized later when the other games get to the same point, but this allows to rid Blood of all references to wallpicnunm, floorpicnum and ceilingpicnum except one place in the precacher.
2022-12-11 19:44:00 +01:00
Christoph Oelckers
ffa265ae1d - gave Blood's and SW's mirror/ROR tiles proper names. 2022-12-11 19:44:00 +01:00
Mitchell Richters
f524abdf47 - Blood: Utilise new weapon drawing offsets from the backend. 2022-12-11 18:41:37 +01:00
Christoph Oelckers
310eff6e71 - clean out many wrappers. 2022-10-25 07:07:10 +02:00
Christoph Oelckers
4500fe6325 - Blood: replaced all calls to randomAngle with RandomAngle 2022-10-23 18:47:17 +02:00
Christoph Oelckers
fdb31fc2cc - missing declaration. 2022-10-22 20:41:27 +02:00
Mitchell Richters
b8b5fe9162 - Blood: Floatified playerStart() and ZONE::ang. 2022-10-22 12:17:04 +02:00
Christoph Oelckers
6dd7fac902 - eliminated the sine table and moved tilehasmodelorvoxel to a different file to delete engine.cpp. 2022-10-22 12:17:04 +02:00
Mitchell Richters
9eec69d810 - Blood: Floatify position drawing code and clean up now-unused wrappers.
* Still work to be done on bob/sway/zView variables.
2022-10-18 18:29:09 +02:00
Christoph Oelckers
fce956f83e - move stuff around 2022-10-14 23:55:31 +02:00
Christoph Oelckers
a69bdb3370 - eliminated Blood’s RotatePoint function 2022-10-14 23:55:31 +02:00
Christoph Oelckers
e7ec2c072a - floatified Blood’s startpos 2022-10-10 17:37:19 +02:00
Christoph Oelckers
2576de04b8 - Renamed checkFired6or7->checkLitSprayOrTNT
replicates NBlood 285ad39455556ede31a0a94796a324ac43d1e3ef
2022-05-06 01:16:10 +02:00
Christoph Oelckers
5061d5b37c - tabified the rest of Blood's code. 2021-12-30 09:58:48 +01:00
Christoph Oelckers
588f88c9cc - migrated the actors to DObjects.
No GC yet, only the classes have been altered and some GC-related features been added.
Full switchover will require adding GC support to all data in the game.
2021-12-26 23:09:57 +01:00
Christoph Oelckers
f855b1020f - actor lists refactored.
No more shorts, no more static arrays.
This was one of the biggest blockers for unlimiting the engine.
2021-12-26 23:09:54 +01:00
Christoph Oelckers
e543c70439 - replacement of BloodLinearSpriteIterator
Preparation for eliminating sprite[]. This array can later be created by the actual spawn function.
2021-12-26 23:09:51 +01:00
Christoph Oelckers
8ce34c7772 - use refactored Collision struct and clipmove in Blood, too. 2021-12-26 23:08:57 +01:00
Christoph Oelckers
9388f839b6 - main view render function and dependencies. 2021-12-26 23:08:40 +01:00
Christoph Oelckers
443cfc991c - actSpawnSprite, ZONE, startsectnum and dbLoadMap 2021-12-25 21:29:15 +01:00
Christoph Oelckers
28eca1a023 ‚char‘ review in Blood - part 2 2021-11-29 00:55:42 +01:00
Christoph Oelckers
5422bff683 ‚char‘ review in Blood - part 1 2021-11-29 00:55:42 +01:00
Christoph Oelckers
b685163ab1 - Blood: extend all 16 bit fields holding sector or wall indices to 32 bit. 2021-11-29 00:55:41 +01:00
Christoph Oelckers
7e8fc3fe65 - target in UpdateAimVector, teslaHit. 2021-11-29 00:53:56 +01:00
Christoph Oelckers
118b3e1d70 - all calls to CheckSpriteSect/Stat handled. 2021-11-29 00:53:44 +01:00
Christoph Oelckers
5b057415da - sanitized tileGetSurfType. 2021-11-09 21:42:51 +01:00
Mitch Richters
059a99f7c8 - Blood: Remove costable[]. 2021-10-30 10:24:16 +02:00
Mitch Richters
ad183b5a3e - Blood: Replace internals of Cos() to use sintable[] array instead of costable[] array. 2021-10-30 10:24:16 +02:00
Mitch Richters
79b3e10f2a - Blood: Replace internals of Sin() to use sintable[] array instead of costable[] array. 2021-10-30 10:24:15 +02:00
Mitch Richters
ead877450d - Blood: Replace CosScale16() with bsin() from backend. 2021-10-30 10:24:15 +02:00
Mitch Richters
3ec1767791 - Blood: Replace SinScale16() with bsin() from backend. 2021-10-30 10:24:15 +02:00
carnivoroussociety
049665e03e Fixed bug collecting lifeleech with ignited tnt/spray 2021-08-28 16:46:01 +10:00
Mitchell Richters
968708a649 - Blood: Remove the extern for weaponQAV[] and move kQAVEnd enum into new enum from 9e84dd1ef6051f4e54d99dcfc6e3468560175e16 2021-08-18 20:02:35 +10:00
Mitchell Richters
24fbaa527c - Blood: Re-time weapon and scene QAV code based on reworked timer and QAV struct code. 2021-08-18 20:00:44 +10:00
Mitchell Richters
99508e6f15 - Blood: Perform interpolation between frames for each tile coordinate when there is more than one frame and the picnum between frames match. 2021-07-29 17:39:22 +10:00
Christoph Oelckers
7a99b6376e - forgot to save this... 2021-07-13 12:31:14 +02:00
Christoph Oelckers
0db8fc6163 - removed UNREFERENCED_PARAMETER macro.
Using C++ standard of not naming such parameters instead.
2021-05-03 19:10:53 +02:00
Christoph Oelckers
82194bbf6b Merge branch 'master' into newrenderer
# Conflicts:
#	source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
0cdb7a53ce - more char removal - mostly weapon.cpp 2021-04-17 10:34:12 +02:00
Christoph Oelckers
ada28d8d04 - Blood: replaced 'unsigned char' with 'uint8_t' and 'signed char' with 'int8_t'.
Preparation for getting rid of all those excessively used plain chars which are a menace to code stability.
2021-04-17 10:14:03 +02:00
Christoph Oelckers
42d02834b1 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/include/build.h
#	source/build/src/polymost.cpp
#	source/build/src/voxmodel.cpp
#	source/core/gamecontrol.cpp
#	source/core/gamestruct.h
#	source/games/blood/src/animatesprite.cpp
#	source/games/blood/src/misc.h
#	source/games/blood/src/view.cpp
#	source/games/duke/src/render.cpp
#	source/games/sw/src/draw.cpp
#	source/games/sw/src/game.h
#	source/games/sw/src/jsector.cpp
#	source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers
32250f704f - mograted Blood's precaching to the backend's implementation. 2021-04-11 12:42:59 +02:00
Christoph Oelckers
6342926871 - disabled the QAV preload calls in Blood.
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +02:00