Commit graph

21407 commits

Author SHA1 Message Date
Mitchell Richters
61bc8c23cf - Exhumed: Wrap access to player's actor pointer. 2023-10-02 15:30:35 +11:00
Mitchell Richters
6d6872fea7 - Duke: Ensure player_struct::GetActor() is exclusively used to get the player's actor. 2023-10-02 15:30:34 +11:00
Mitchell Richters
2755b17fd5 - Blood: Wrap access to player's actor pointer. 2023-10-02 15:30:34 +11:00
Mitchell Richters
719cc75fd2 - Duke: Rename player_struct::sync to player_struct::input to match the other games. 2023-10-02 15:30:32 +11:00
Mitchell Richters
eeb9f48436 - Fix uncommitted change missed from 7fa5df934b. 2023-10-02 15:30:32 +11:00
Rachael Alexanderson
1fa628b47e - do same change as d33f2697a3 2023-10-01 10:47:15 -04:00
Christoph Oelckers
295d9e690b remove unneeded non-standard includes from inifile.cpp 2023-10-01 14:00:26 +02:00
Christoph Oelckers
716e059374 use shared SplitPath function 2023-10-01 13:09:22 +02:00
Christoph Oelckers
ee07ae35aa retrieve time in fillSummary. 2023-10-01 12:10:56 +02:00
Christoph Oelckers
4dcf0fd3c4 get rid of the GetStats interface function.
Now that all data it retrieves is available in shared code it is no longer needed.
2023-10-01 11:48:32 +02:00
Christoph Oelckers
19dfd84320 use global stat manager in SW 2023-10-01 10:33:07 +02:00
Christoph Oelckers
da3df98484 use global stat manager in Exhumed 2023-10-01 10:17:27 +02:00
Christoph Oelckers
3e821c5849 use global stat manager in Duke 2023-10-01 10:07:54 +02:00
Christoph Oelckers
4af7a649b6 move kill/secret management into the shared code
Implemented for Blood so far, this gets rid of gKillMgr and gSecretMgr
2023-10-01 10:07:45 +02:00
Christoph Oelckers
26ba62dc62 Blood: cleanup of INI loading
* use snprintf instead of sprintf
* keep the IniFile object local
* get rid of the FreeGameData interface function, it only existed to free the global INI object.
2023-09-30 22:34:09 +02:00
Christoph Oelckers
bb6d6ae83b replaced Ini-parser with a reworked version from Blood RE.
This was mainly for the license.
2023-09-30 21:47:17 +02:00
Christoph Oelckers
31541fd8ae correct else placement in calebSwimChase. 2023-09-29 20:22:56 +02:00
Christoph Oelckers
e072380470 Blood: fixed bad order of random numbers. 2023-09-29 20:11:34 +02:00
Mitchell Richters
88939a9c60 - Do a memset() in PlayerAngles::initialize() instead of value initialisation. 2023-09-29 08:31:48 +10:00
Mitchell Richters
092d8e7937 Revert "- Favour value initialisation in GameInput::Clear() instead of a memset()."
This reverts commit 59acdde9c9.

Apparently this can generate terrible code with MSVC for some reason.
2023-09-29 08:31:03 +10:00
Mitchell Richters
f8ee893529 - Move I_GetEvent() call into GameInput::getInput(). 2023-09-28 22:16:31 +10:00
Mitchell Richters
dc8be29354 - Exhumed: Use range-based loop in seq_LoadSequences(). 2023-09-28 22:16:31 +10:00
Mitchell Richters
ad87f9ba54 - Duke: Adjust doVehicleTilting() somewhat.
* Don't adjust and scale the player's roll, we can rely on `player_struct::TiltStatus` alone for this.
* Ensure maximum tilt via full keyboard turn == (20. * 360. / 2048. * 0.5), same as original code.
2023-09-28 22:16:31 +10:00
Mitchell Richters
04ac4561a8 - Exhumed: Set up cl_viewbob so its disabled by default since the game never had it. 2023-09-28 22:16:30 +10:00
Mitchell Richters
8f9b413d38 - Always clear object in PlayerAngles::initialize() rather than expecting the caller to do it. 2023-09-28 22:16:30 +10:00
Mitchell Richters
59acdde9c9 - Favour value initialisation in GameInput::Clear() instead of a memset(). 2023-09-28 22:16:30 +10:00
Mitchell Richters
7fa5df934b - Make playercmds[] non-global and pass through as pointer. 2023-09-28 22:16:30 +10:00
Mitchell Richters
80da809e0c - Apply cl_noturnscaling CVAR from feaaf2c15a to GameInput::processVehicle(). 2023-09-28 22:16:29 +10:00
Mitchell Richters
ae39645169 - Duke: Slight cleanup on e0e459216d. 2023-09-28 22:16:29 +10:00
Mitchell Richters
4958241c57 - Blood: Slight cleanup on 32480dde16. 2023-09-28 22:16:29 +10:00
Christoph Oelckers
b05b409695 Blood: removed 3 unused members in PLAYER 2023-09-28 11:45:16 +02:00
Christoph Oelckers
f46db83ab3 removed two leftover floatification helpers. 2023-09-28 11:43:14 +02:00
Christoph Oelckers
aea46548bd moved all Is***Sprite function to animatesprite.cpp because that's the only place they still get used from.
Naked sprite pointers have been removed everywhere else.
2023-09-28 11:41:35 +02:00
Christoph Oelckers
7e63ccd57a Blood: get rid of the mirror struct and related data.
This is a relic of Polymost.
2023-09-26 23:34:08 +02:00
Christoph Oelckers
bcad8a85d2 renamed at* fields in gib.cpp 2023-09-26 23:34:08 +02:00
Christoph Oelckers
3625a510d2 took a hint from Blood-RE and replaced that awful reconstructed sorting function with the qsort call it most likely originally was. 2023-09-26 23:34:08 +02:00
Christoph Oelckers
8a0f79141b code cleanup
* gave reverb functions the proper 'S_' prefix for consistency.
* Blood: fixed license of 4 files which do not contain any NBlood code anymore (sound code was completely rewritten, and all such code has long been moved out of d_menu.cpp)
* Blood: renamed VIEWPOS_* constants
2023-09-26 23:30:38 +02:00
Mitchell Richters
e0e459216d - Reduce GameInput::processVehicle() interface by changing three bools to a bitfield. 2023-09-25 19:51:53 +10:00
Mitchell Richters
ce236c795f - Blood: Don't attenuate view rolling when swimming.
* Blood's input and drag system is much more developed than the other games and further attenuation is not needed here.
2023-09-25 17:00:10 +10:00
Mitchell Richters
9ad0af4479 - Blood: Better fix for view rolling under all circumstances.
* Why is everything so difficult in Blood? 😕
* Do StrafeVel drag/resistance before `MoveDude()` as it may never be called if there's no velocity.
* Avoid using `mulscale16r()` in algorithm as we simply don't need to here.
* Move `doRollInput()` call into same area where drag is applied so all the code is concentrated in one spot.
2023-09-25 16:42:11 +10:00
Mitchell Richters
2916fe596f - Blood: Fix view rolling while underwater. 2023-09-24 20:00:11 +10:00
Mitchell Richters
8d8c30d10e - Reset the crouch toggle only when loading a new game, not every time we clear out the input.
* We need to preserve the crouch toggle when loading saves.
* Deliberately not resetting during level transitions as each level in an episode is interconnecting.
2023-09-24 17:51:22 +10:00
Mitchell Richters
ae192df7b7 - Consolidate two gi->FreeLevelData() into NewGame(). 2023-09-24 17:28:52 +10:00
Mitchell Richters
32480dde16 - Ensure all games preserve SB_CENTERVIEW and SB_CROUCH bits upon loading. 2023-09-24 17:22:38 +10:00
Mitchell Richters
ff8cea673e - Duke: Ensure player_struct Serialiser only attempts to set variables when reading, not unconditionally. 2023-09-24 17:21:17 +10:00
Mitchell Richters
22077c5b50 - Ensure crouch_toggle is cleared when clearing all input. 2023-09-24 15:53:39 +10:00
Mitchell Richters
f35e8eecf1 - Fix incomplete backend update in 4a87003408 that broke Linux builds. 2023-09-24 14:38:30 +10:00
Mitchell Richters
feaaf2c15a - Allow disabling turn scaling (turbo turn). 2023-09-24 14:15:50 +10:00
Mitchell Richters
29e021b5bf - Move crouch toggling back into the backend so the toggle key can be used as a swim key.
* Reverts 272dfa762d, but is a fresh implementation.
* I doubted anyone was doing this but apparently not.
* Exhumed needed a bit more work as it has very specific underwater checks.
2023-09-24 14:15:49 +10:00
Christoph Oelckers
615267dbd4 - fixed incorrect setup in Blood map loader. 2023-09-23 21:13:03 +02:00