Mitchell Richters
f88d435335
- Take better advantage of InputPacket::vel
's FVector3
status.
...
* Change it to a DVector3 as that's what the game is expecting. Too many narrowings against DAngle objects needed.
* Utilise object methods where possible.
* Do all math against the object where possible, not its members.
2023-10-03 23:07:44 +11:00
Mitchell Richters
828e46a8da
- Remove the TVector2 (const TVector3<vec_t> &other)
constructor.
...
* This narrowing constructor was causing a problem with a `clamp()` overload in the next commit.
* Believe this is a product of a by-gone time before we had the `XY()` method on `TVector3<T>` objects.
2023-10-03 23:07:44 +11:00
Mitchell Richters
f570cb5d21
- Change InputPacket
velocities to an FVector3
.
2023-10-03 23:07:44 +11:00
Mitchell Richters
03d957ffdf
- Centralise the saving of player actions within DCorePlayer
's serialiser.
2023-10-03 09:28:01 +11:00
Mitchell Richters
27ae6a4c20
- Blood: Fix missing call to Super while saving.
2023-10-03 09:20:17 +11:00
Christoph Oelckers
d815eff5d1
fix saving.
2023-10-02 21:38:58 +02:00
Christoph Oelckers
dd2ea96d6c
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.
2023-10-02 21:03:59 +02:00
Christoph Oelckers
d60834be3d
fixed GC handling of players.
...
These were missing null checks, the player pointers also weren't nulled after deleting the objects.
2023-10-02 19:03:27 +02:00
Christoph Oelckers
02c6b68581
Merge remote-tracking branch 'remotes/origin/playerArray' into blood-script-export
2023-10-02 18:51:51 +02:00
Mitchell Richters
ac35e09d1c
- Move each game's stored nPlayer/pnum value to CorePlayer
.
2023-10-02 18:44:04 +11:00
Mitchell Richters
16189ff7f9
- Remove GameInterface::getConsoleActor()
in place of direct access.
2023-10-02 18:11:53 +11:00
Mitchell Richters
6de8fc91d6
- Remove GameInterface::reapplyInputBits()
and directly perform operation in GameTicker()
.
2023-10-02 18:11:51 +11:00
Mitchell Richters
02bd017d07
- Directly set CorePlayer::ucmd
rather than copying it to a temporary array.
2023-10-02 17:00:50 +11:00
Mitchell Richters
d90aca9640
- Directly store a ticcmd_t
object within CorePlayer
.
2023-10-02 17:00:50 +11:00
Mitchell Richters
23d4cbc3bd
- Remove all game-side PlayerArray[]
objects and store within common code.
2023-10-02 15:43:00 +11:00
Mitchell Richters
0aac044da6
- Blood: Initial setup to convert PlayerArray
array to array of BloodPlayer
pointers.
2023-10-02 15:43:00 +11:00
Mitchell Richters
1604cf009c
- Move the actor pointer for each game's player structures into CorePlayer
.
...
* Something strange was going on here with Blood where the static_cast would not work... Moved the player structure into `bloodactor.h` for now to work around it.
2023-10-02 15:42:59 +11:00
Mitchell Richters
6beec5eed2
- Set up initial implementation of CorePlayer
struct and make game-side player structs inherit from it.
2023-10-02 15:42:59 +11:00
Mitchell Richters
0ed54ed719
- Blood: Rename gPlayer[]
array to PlayerArray[]
and wrap its access.
2023-10-02 15:31:05 +11:00
Mitchell Richters
49104f9b24
- Blood: Rename PLAYER
struct to BloodPlayer
.
2023-10-02 15:30:51 +11:00
Mitchell Richters
2755b17fd5
- Blood: Wrap access to player's actor pointer.
2023-10-02 15:30:34 +11:00
Christoph Oelckers
762263671a
exported the main structures in Blood that make up a BloodActor.
...
nnext stuff was omitted for now.
This also eliminates the DUDEEXTRA_STATS substructure and integrates its content directly into DUDEEXTRA.
2023-10-01 22:25:08 +02:00
Christoph Oelckers
3aafcb94f1
exported XSECTOR and XWALL.
...
this required an extension to the ZScript front end to allow defining the bitfield flag variables which cannot have their address taken.
2023-10-01 20:39:40 +02:00
Christoph Oelckers
5a26989d06
exported the game specific sector/wall properties.
2023-10-01 18:54:10 +02:00
Christoph Oelckers
30d259f8b4
actually use the shifted type range for FX actors, now that the spawning is handled.
2023-10-01 14:06:59 +02:00
Christoph Oelckers
72bab35ab4
spawn the actual classes assigned to the various actor types.
2023-10-01 14:06:59 +02:00
Christoph Oelckers
f71000fe6f
wrapped all remaining access to type.
2023-10-01 14:06:59 +02:00
Christoph Oelckers
0dd22f3071
Blood: make sure FX sprites have a unique type.
...
There were overlaps with other types which for ZScript would be a problem, this also caused undefined behavior with the kSectorCounter event callback.
2023-10-01 14:06:58 +02:00
Christoph Oelckers
eb043f7fab
wrapped all remaining spr.type not related to kStatFX
2023-10-01 14:06:58 +02:00
Christoph Oelckers
e5d8b097fc
wrapped many more accesses to spr.type.
2023-10-01 14:06:58 +02:00
Christoph Oelckers
93df21bca1
replaced a few more spr.type's.
2023-10-01 14:06:58 +02:00
Christoph Oelckers
8f8e8c4d87
replaced more access to spr.type.
2023-10-01 14:06:58 +02:00
Christoph Oelckers
9b22d9a811
add a getDudeInfo variant that only takes an actor pointer as parameter
2023-10-01 14:06:57 +02:00
Christoph Oelckers
658646323c
use IsDudeActor where appropriate.
2023-10-01 14:06:57 +02:00
Christoph Oelckers
b2582dcb84
quick replacements of many spr.type uses
2023-10-01 14:06:48 +02:00
Christoph Oelckers
95290c65b2
wrap all write access to spr.type.
2023-10-01 14:04:01 +02:00
Christoph Oelckers
7379288f4b
directory structure cleanup
2023-10-01 14:03:44 +02:00
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
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
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
7fa5df934b
- Make playercmds[]
non-global and pass through as pointer.
2023-09-28 22:16:30 +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
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
32480dde16
- Ensure all games preserve SB_CENTERVIEW
and SB_CROUCH
bits upon loading.
2023-09-24 17:22:38 +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
Christoph Oelckers
82057bcd5a
- Backend update from GZDoom-
...
This compiles but doesn't run.
2023-08-23 20:36:19 +02:00
Christoph Oelckers
d34bad3045
- adapted game side code.
2023-08-19 19:41:40 +02:00
Christoph Oelckers
2095a2120c
- consolidated the 4 ReadSound functions.
2023-08-19 18:11:19 +02:00
Christoph Oelckers
3c695a5abd
- adapted to backend changes.
2023-08-19 18:08:27 +02:00
Christoph Oelckers
0b158dbdd0
- Blood: use texture IDs in drawElements.
2023-05-30 19:05:33 +02:00
Christoph Oelckers
117874bb72
- Blood: fixed bad scaling in viewBurnTime.
2023-05-30 18:57:44 +02:00
Christoph Oelckers
6866e86e3e
- missed change for Blood
2023-05-27 09:11:26 +02:00
Christoph Oelckers
92f2503160
- did a bit of optimization on sfxinfo_t.
...
Using two bytes of alignment gap to add a userval variable.
2023-05-27 09:03:10 +02:00
Christoph Oelckers
c707167c94
- eliminated all uses of tile index constants in Blood.
...
The literal numbers still remain, though.
2023-05-20 18:28:29 +02:00
Christoph Oelckers
4e4be4f3d0
- use the global texture ID array where available.
2023-05-20 18:08:58 +02:00
Christoph Oelckers
6de41eec46
- get rid of last tileGetTexture calls in Blood.
2023-05-20 18:08:58 +02:00
Christoph Oelckers
2f2021f5d2
- Blood: simplify burnTable.
2023-05-20 13:17:55 +02:00
Christoph Oelckers
058f1b4233
- handle exclusion of tilenum 0 for sprites in the backend.
2023-05-20 12:55:58 +02:00
Christoph Oelckers
22415d0d22
- Duke: for camera textures, set display_mirror
to 2, not 1.
...
This avoids actually mirroring the sprites while otherwise retaining the effects on player visibility. Although a value of 1 was working previously it was merely by happenstance, not by design.
Also remove two redundant local copies of display_mirror in Blood and SW.
2023-05-19 22:53:17 +02:00
Christoph Oelckers
6e060c2e83
Revert "- Tidy up autosaving for all the games."
...
This reverts commit 10445635cf
.
Contrary to what the reverted commit states, it is absolutely essential to have this delay. Duke and Blood initialize a lot of things in their first tick that are necessary before the world is stable to save.
2023-05-19 22:53:17 +02:00
Christoph Oelckers
5d4e6696ca
- Blood: clear gHitInfo when starting a level.
2023-05-19 22:53:17 +02:00
Christoph Oelckers
ff24711710
-put the remaining directly accessed textures into the aTexIDs arrays for Blood and Exhumed.
2023-05-19 22:51:32 +02:00
Christoph Oelckers
481f139962
- put texture ID lists into a namespace.
...
These conflicted with each other.
2023-05-19 22:51:31 +02:00
Christoph Oelckers
4e8dfe8986
- got rid of the laat picnums in Blood.
2023-04-29 11:32:04 +02:00
Christoph Oelckers
a662a3bd12
- another bunch of picnums in Blood removed.
...
4 remaining after this.
2023-04-29 11:32:04 +02:00
Christoph Oelckers
83dfd77bd0
- eliminate picnums in QAV code.
2023-04-29 11:32:04 +02:00
Christoph Oelckers
9a703639cb
- final cleanup of Blood/Exhumed changes.
2023-04-29 11:32:04 +02:00
Christoph Oelckers
f115f9427d
- got rid of a few more picnum references in Blood.
2023-04-29 11:32:03 +02:00
Christoph Oelckers
76c0de2ef1
- moved some of Blood's precaching info to external data.
2023-04-29 11:32:03 +02:00
Christoph Oelckers
52706e9afd
- handle the direct assignments of values to picnum in Blood.
2023-04-29 11:32:02 +02:00
Christoph Oelckers
36c07aaca5
- did some simple picnum replacements in Blood.
2023-04-29 11:32:02 +02:00
Christoph Oelckers
44f4104eda
- got rid of the last tilenum uses in Duke.
...
This meant refactoring the crosshair drawer to work on a named texture called "CROSSHAIR" and hard coding the magic numbers for spawndebris.
2023-04-29 09:54:15 +02:00
Christoph Oelckers
5d4f137623
- migrated Duke's entire HUD weapon code to texture names.
2023-04-29 09:16:46 +02:00
Mitchell Richters
11181f51f8
- Allow roll input through the packet system, giving us 6DOF for VR usage, etc.
2023-04-24 21:31:21 +10:00
Mitchell Richters
67390511b7
- Blood: Hook up InputPacket::uvel
to relevant code.
2023-04-24 19:06:48 +10:00
Christoph Oelckers
b2493116f8
- use texture IDs in the model interface.
2023-04-23 09:52:56 +02:00
Mitchell Richters
71d833f9ea
- Make Exhumed's new view tilting features accessible for all games.
2023-04-22 19:34:53 +10:00
Mitchell Richters
bb19997a2c
- Apply pitch/yaw input along-side the key inputs.
...
* Removes a lot of duplicated code.
2023-04-21 21:13:18 +10:00
Mitchell Richters
b803a8299d
Revert "- Blood: Repair velocity scaling in ConcussSprite()
."
...
This reverts commit 7da3c62ea8
.
* 7554808104
has the proper fix.
2023-04-16 16:11:57 +10:00
Christoph Oelckers
7554808104
- Blood: fixed bad damage scaling in ConcussSprite
...
This uses the square of the distance, so the factor between Build's Q28.4 format and floats is not 16, but 16*16 = 256.
2023-04-08 10:46:35 +02:00
Mitchell Richters
12c50b4af0
- Blood: Fix missing input bit in GameInteface::reapplyInputBits()
.
2023-04-04 16:55:44 +10:00
Mitchell Richters
a68fcfc71c
- Remove GameInterface::getConsoleAngles()
, it's not needed anymore.
2023-04-04 07:02:39 +10:00
Christoph Oelckers
8208c7fc0b
- some texture name cleanup
2023-04-02 16:45:43 +02:00