Christoph Oelckers
ac655abc42
- search & replace only.
2021-12-26 23:08:41 +01:00
Christoph Oelckers
82447233a7
- several getangle(delta) blocks.
2021-12-26 23:08:41 +01:00
Christoph Oelckers
0a0cc85407
- renamed HITINFO fields.
2021-12-26 23:08:41 +01:00
Christoph Oelckers
993d460420
- another delta.
2021-12-26 23:08:41 +01:00
Christoph Oelckers
fe3a02420a
- major cleanup and condensing of DoSlidorInterp
...
The logic here still looks very weird but let's keep it to ensure proper functioning.
2021-12-26 23:08:41 +01:00
Christoph Oelckers
a93dbaf5fe
- SW: simplified rotation interpolation functions.
2021-12-26 23:08:40 +01:00
Christoph Oelckers
41506f35db
- calcviewpitch
2021-12-26 23:08:40 +01:00
Christoph Oelckers
40ae38c173
- calcChaseCamPos.
2021-12-25 21:29:03 +01:00
Christoph Oelckers
9c7eecb55f
- the rest of Duke’s sectnum, except RR's geo hack
2021-12-25 21:28:57 +01:00
Christoph Oelckers
16bdea1b2e
More SW shorts
2021-12-25 21:28:54 +01:00
Christoph Oelckers
6a9b377724
SW de-shortification
2021-12-25 21:28:53 +01:00
Christoph Oelckers
4d7b45b68e
- SW: first batch of short handling.
2021-12-25 21:28:53 +01:00
Christoph Oelckers
8cca55c24a
- made wall a TArray.
2021-12-25 21:28:50 +01:00
Christoph Oelckers
fded90c491
- SW: deleted SECT_USER.
2021-12-25 21:28:49 +01:00
Christoph Oelckers
7d2404ce76
- made sector a TArray.
2021-12-25 21:28:49 +01:00
Christoph Oelckers
14907a9a97
- sector extension basics.
2021-12-25 21:28:48 +01:00
Christoph Oelckers
56a1836e68
- all SectUsers replaced, except for the maintenance code of the array.
2021-12-25 21:28:47 +01:00
Christoph Oelckers
bd43f49c29
- replaced half of the remaining SectUser accesses.
2021-12-25 21:28:46 +01:00
Christoph Oelckers
5cda292d98
- lots of search& replace actions.
...
This takes care of roughly 2/3 of the SectUser accesses.
2021-12-25 21:28:46 +01:00
Christoph Oelckers
4266edfa04
- SW: automatic ->sector() replacements (lots of them)
2021-12-25 21:28:46 +01:00
Christoph Oelckers
5b87370b5e
- SW: wall[] replacements in CopySectorWalls
2021-12-25 21:28:45 +01:00
Christoph Oelckers
a5fac26a90
- DIVx macro removal.
...
Only DIV2 left because there are too many calls to quickly remove them.
2021-12-25 21:28:45 +01:00
Christoph Oelckers
f6db4a8e51
- SW: move User into DSWActor.
2021-12-25 21:28:39 +01:00
Christoph Oelckers
fe83487c77
- missed one bit of old savegame
2021-12-25 21:28:39 +01:00
Christoph Oelckers
999ec3c95a
use validSectorIndex checks where appropriate.
...
Let’s hope that this sloppiness doesn’t have negative effects with broken maps.
# Conflicts:
# source/games/sw/src/sprite.cpp
# Conflicts:
# source/games/duke/src/prediction.cpp
# source/games/duke/src/render.cpp
2021-12-25 21:28:37 +01:00
Christoph Oelckers
2d7c085617
- SW: fixed bad user in SpawnSplash
2021-12-25 21:27:36 +01:00
Christoph Oelckers
d1c6c783a6
- SW: fixed user spawned for wrong actor.
2021-12-25 20:35:53 +01:00
Christoph Oelckers
3ec904d5c0
- SW: fixed several bad User references in missile seeking code.
2021-12-25 20:11:40 +01:00
Christoph Oelckers
1c5fc16fa5
- SW: fixed two bad user assignments
2021-12-25 19:54:45 +01:00
Christoph Oelckers
7f1a3431ca
- SW: fixed accidentally inverted colliision check in DoMirvMissile.
2021-12-15 20:51:31 +01:00
Christoph Oelckers
4daad25e5c
- use WORDS_BIGENDIAN directly in place of B_BIG_ENDIAN
2021-12-14 12:27:41 +01:00
Christoph Oelckers
7daa501a4d
- removed all #include "compat.h" except the one in build.h
...
Still all compiles fine.
2021-12-14 12:24:10 +01:00
Mitchell Richters
6aecc18c35
- SW: Use floating point radians instead of converting integer Build angle into radians for when updating a sound's angle.
2021-12-13 23:37:11 +11:00
Christoph Oelckers
8abd67a3b1
- fixed sound listener angle for the remote control case.
...
It was taking the angle of the rotating sector object instead of the angle from the listener's position to it.
2021-12-13 13:24:33 +01:00
Christoph Oelckers
c2baa68160
- fixed camera textures breaking in SW when restarting a level.
...
This was caused by attempting to delete the camera textures when cleaning up the mirror array.
The Build tile manager was not prepared for such a use case and left a broken texture behind.
To allow this to function it now resets the texture replacement type when deleting a tile and to avoid creating new camera textures these will now be stored in a cache and recycled later.
2021-12-02 21:40:43 +01:00
Christoph Oelckers
60630f5b84
- do not init pointers to 0xffffffffffffffff.
...
These will most certainly crash when used in any way.
2021-12-02 18:42:02 +01:00
Christoph Oelckers
cb099b1b66
- added two missing semicolons.
...
Unbelievable that this was legal C++ and didn't even get a warning!
2021-12-01 23:30:02 +01:00
Christoph Oelckers
57aca0ed07
- SW: fixed sector object setup with vator effect.
...
This used some weird initialization logic that was missed when first modifying this code.
2021-12-01 21:00:00 +01:00
Christoph Oelckers
324e35e776
- SW: fixed use of uninitialized variable in WallSetup
2021-12-01 19:55:18 +01:00
Christoph Oelckers
71dfe7ecfe
- fixed handling for cl_capfps and cl_nointerpolate to never use any smoothratio value other than 1.0.
2021-11-29 00:57:11 +01:00
Christoph Oelckers
1de9c63d45
- fixed center aligned rendering of 2D content.
...
This calculates the centered pivot point in integer texel coordinate space so for odd numbers it must round down instead of using a fractional position.
2021-11-29 00:57:10 +01:00
Christoph Oelckers
ec63dd4cb3
- SW: precacheMap cleanup
2021-11-29 00:57:09 +01:00
Christoph Oelckers
b73ea76c18
- cleaned out Bunny_Count declarations.
...
One is enough.
2021-11-29 00:57:09 +01:00
Christoph Oelckers
cd3288860a
- fixed automap player drawing for follpw mode off in all games.
2021-11-29 00:56:32 +01:00
Christoph Oelckers
adf3133fdc
- use sectnum and wallnum to get an index from pointers instead of subtracting the array base.
2021-11-29 00:56:26 +01:00
Christoph Oelckers
4e31360fe4
- cleaned up dragpoint
...
This still contained some code for EDuke32's TROR and used a shared static global array.
It now uses the BFSSearch class to manage its bit array to unlimit the size of its working set and to avoid reallocation.
2021-11-29 00:56:25 +01:00
Christoph Oelckers
399f254629
- the definitely last bit: There was still a spritenum reference in NEAR_TAG_INFO
...
SW done!
2021-11-29 00:56:17 +01:00
Christoph Oelckers
b97760db29
- forgotten cleanup.
2021-11-29 00:56:17 +01:00
Christoph Oelckers
ed2d8373fc
- final cleanup.
2021-11-29 00:56:17 +01:00
Christoph Oelckers
e12ae040de
- collision code cleanup.
...
# Conflicts:
# source/games/sw/src/game.h
# source/games/sw/src/sprite.cpp
# Conflicts:
# source/games/sw/src/game.h
2021-11-29 00:56:17 +01:00
Christoph Oelckers
898f56dd86
- User[] is mostly gone.
...
All access is now through the actor.
2021-11-29 00:56:16 +01:00
Christoph Oelckers
cd73cd616e
- ActorDrop.
2021-11-29 00:56:16 +01:00
Christoph Oelckers
56760d1824
- CanGetWeapon
2021-11-29 00:56:16 +01:00
Christoph Oelckers
88a5a95cde
- SpriteNum cleanup.
2021-11-29 00:56:16 +01:00
Christoph Oelckers
03c9ef6d20
- SetGunQuake
2021-11-29 00:56:16 +01:00
Christoph Oelckers
2f1e23a654
- replaced PLAYER::PlayerSprite with PLAYER::actor
...
# Conflicts:
# source/games/sw/src/save.cpp
2021-11-29 00:56:15 +01:00
Christoph Oelckers
5b10e9f2d5
- got rid of SpriteP pointers in PLAYER and USER.
2021-11-29 00:56:15 +01:00
Christoph Oelckers
8d95b9cb98
- got rid of the PlaySound variant taking a sprite pointer.
2021-11-29 00:56:15 +01:00
Christoph Oelckers
580b7002fb
- PlaySound calls in DoGet.
2021-11-29 00:56:15 +01:00
Christoph Oelckers
6f8480ebc3
- KillGet... functions.
2021-11-29 00:56:15 +01:00
Christoph Oelckers
95b7949f7d
- minor sprite.cpp cleanup.
2021-11-29 00:56:14 +01:00
Christoph Oelckers
cb477d4ab7
- ActorSpawn cleanup.
2021-11-29 00:56:14 +01:00
Christoph Oelckers
d8ea4db5b2
- Got rid of SpawnSprite.
2021-11-29 00:56:14 +01:00
Christoph Oelckers
a57af58d4c
- get rid of KillSprite.
2021-11-29 00:56:14 +01:00
Christoph Oelckers
431103032f
- SpriteOverlapZ
2021-11-29 00:56:14 +01:00
Christoph Oelckers
66e61d799d
- handle the remaining SectIterators.
2021-11-29 00:56:14 +01:00
Christoph Oelckers
df5d980f79
- handle all remaining StatIterators.
2021-11-29 00:56:13 +01:00
Christoph Oelckers
69223af7b0
- SpriteControl and subfunctions.
2021-11-29 00:56:13 +01:00
Christoph Oelckers
591a3f623d
- dead code removal.
2021-11-29 00:56:13 +01:00
Christoph Oelckers
79dcd2c178
- iterators in CollectPortals
2021-11-29 00:56:13 +01:00
Christoph Oelckers
8df851c3e3
- unsaved bits.
2021-11-29 00:56:13 +01:00
Christoph Oelckers
f8105dc92b
- track.cpp complete.
2021-11-29 00:56:12 +01:00
Christoph Oelckers
4796ebc73c
- track setup code
2021-11-29 00:56:12 +01:00
Christoph Oelckers
92c497ac29
- TrackSetup
2021-11-29 00:56:12 +01:00
Christoph Oelckers
c34f0ab210
- SectorObjectSetupBounds
...
Note: Do proper checks on crashing mapping errors. Asserts are insufficient for these!
2021-11-29 00:56:12 +01:00
Christoph Oelckers
41f8c6f4af
- owner fixes in weapons.cpp.
...
# Conflicts:
# source/games/sw/src/game.h
# Conflicts:
# source/games/sw/src/game.h
# source/games/sw/src/weapon.cpp
2021-11-29 00:56:12 +01:00
Christoph Oelckers
e908e4ff44
- final bit of weapon.cpp cleanup.
2021-11-29 00:56:12 +01:00
Christoph Oelckers
31f4a7464a
- finishing up with DoDamage.
2021-11-29 00:56:11 +01:00
Christoph Oelckers
487e2b7a1e
- ActorHealth + ActorPain
2021-11-29 00:56:11 +01:00
Christoph Oelckers
93ad08a167
- ActorStdMissile + ActorDamageSlide
...
# Conflicts:
# source/games/sw/src/weapon.cpp
2021-11-29 00:56:11 +01:00
Christoph Oelckers
2c39177c07
- ActorChooseDeath
2021-11-29 00:56:11 +01:00
Christoph Oelckers
604731bc08
- GetDamage
...
# Conflicts:
# source/games/sw/src/weapon.cpp
2021-11-29 00:56:11 +01:00
Christoph Oelckers
2b4ed0eaf3
- PlayerCheckDeath
2021-11-29 00:56:10 +01:00
Christoph Oelckers
14b3a68e8c
- DoDamage API.
...
# Conflicts:
# source/games/sw/src/weapon.cpp
2021-11-29 00:56:10 +01:00
Christoph Oelckers
f8eac8c8eb
- SpriteOverlap
2021-11-29 00:56:10 +01:00
Christoph Oelckers
2c4862b220
- DoDamageTest + DoHitscanDamage + DoFlamesDamageTest
2021-11-29 00:56:10 +01:00
Christoph Oelckers
ddd6f881f0
- DoExpDamageTest + DoMineExpMine
2021-11-29 00:56:10 +01:00
Christoph Oelckers
15e7e784c5
- did the internal movement helpers.
2021-11-29 00:56:09 +01:00
Christoph Oelckers
a073ef65e7
- low level move functions now return a Collision struct.
...
# Conflicts:
# source/games/sw/src/sprite.cpp
2021-11-29 00:56:09 +01:00
Christoph Oelckers
606ce997ac
- cleanup of collision maintenance.
...
u->ret is gone, and for clearing the collision info the proper utilities are being called now.
2021-11-29 00:56:09 +01:00
Christoph Oelckers
5f32bc17ef
- WeaponMoveHit
2021-11-29 00:56:09 +01:00
Christoph Oelckers
edf84c6fbc
- DoStar, DoCrossBolt, DoPlasmaDone
2021-11-29 00:56:09 +01:00
Christoph Oelckers
f516a538d4
- Seekers + BlurExtend.
2021-11-29 00:56:08 +01:00
Christoph Oelckers
7d99745cd6
- DoPlasmaFountain + InitPlasmaFountain
2021-11-29 00:56:08 +01:00
Christoph Oelckers
f888375e2a
- several u->ret replaced.
2021-11-29 00:56:08 +01:00
Christoph Oelckers
05a812f066
- DoPlasma, DoCoolgFire, DoEelFire.
2021-11-29 00:56:08 +01:00
Christoph Oelckers
0377f3348c
- DoGrenade
2021-11-29 00:56:08 +01:00
Christoph Oelckers
45c2129ac4
- DoVulcanBoulder
2021-11-29 00:56:07 +01:00
Christoph Oelckers
c015e6691a
- DoMineStuck + subfunctions.
2021-11-29 00:56:07 +01:00
Christoph Oelckers
01609b8e9f
- DoMine
2021-11-29 00:56:07 +01:00
Christoph Oelckers
4d5569d785
- several very simple functions.
2021-11-29 00:56:07 +01:00
Christoph Oelckers
a0fd5bef66
- DoLaserStart, DoRail, DoRailStart, DoRocket
2021-11-29 00:56:07 +01:00
Christoph Oelckers
35579a9f08
- SpawnExoZAdjust arguments.
2021-11-29 00:56:06 +01:00
Christoph Oelckers
dd528c5eab
- DoMicroMini, SpawnExtraMicroMini, DoMicro, DoUziBullet, DoBoltSeeker
2021-11-29 00:56:06 +01:00
Christoph Oelckers
acc9a09db9
- DoElectro, DoLavaBoulder, DoSpear, SpawnCoolieExp.
...
# Conflicts:
# source/games/sw/src/weapon.cpp
2021-11-29 00:56:06 +01:00
Christoph Oelckers
151306d763
- SpawnFireballFlames
...
# Conflicts:
# source/games/sw/src/weapon.cpp
# source/games/sw/src/weapon.h
2021-11-29 00:56:06 +01:00
Christoph Oelckers
b863901037
- Spawn*flames
2021-11-29 00:56:06 +01:00
Christoph Oelckers
e56b055e2e
- Spawn(Goro)FireballExp
2021-11-29 00:56:06 +01:00
Christoph Oelckers
818bdc3b03
- WeaponMoveHit plus some smaller functions.
2021-11-29 00:56:05 +01:00
Christoph Oelckers
8af0455f92
- VehicleMoveHit
2021-11-29 00:56:05 +01:00
Christoph Oelckers
57fc6ce53a
- several smaller Shrap functions.
2021-11-29 00:56:05 +01:00
Christoph Oelckers
10b18d8a9b
- SpawnShrap
2021-11-29 00:56:05 +01:00
Christoph Oelckers
e523c78269
- MissileHitMatch
2021-11-29 00:56:04 +01:00
Christoph Oelckers
4568564150
- SpawnTankShellExp, SpawnBunnyExp, SpawnBoltExp
2021-11-29 00:56:04 +01:00
Christoph Oelckers
3a16ac673c
- SpawnNuclearExp
2021-11-29 00:56:04 +01:00
Christoph Oelckers
2480beebcf
- owner checks in PlayerTakeDamage
2021-11-29 00:56:04 +01:00
Christoph Oelckers
f0c670603e
- DoNapalm, DoBloodWorm
2021-11-29 00:56:04 +01:00
Christoph Oelckers
a96cffc4ef
- SpawnTracerExp + SpawnMicroExp.
2021-11-29 00:56:03 +01:00
Christoph Oelckers
a40fca5398
- SpawnBigGunFlames
2021-11-29 00:56:03 +01:00
Christoph Oelckers
120a14a9a7
- SpawnGrenadeSecondaryExp
2021-11-29 00:56:03 +01:00
Christoph Oelckers
f3037a0b0c
- SpawnGrenadeExp
...
# Conflicts:
# source/games/sw/src/weapon.h
2021-11-29 00:56:03 +01:00
Christoph Oelckers
28c07b6b3c
- more explosions.
2021-11-29 00:56:03 +01:00
Christoph Oelckers
aa8b217f07
- SpawnMeteorExp
2021-11-29 00:56:02 +01:00
Christoph Oelckers
28e10656b2
- DoFireball + SpawnLittleExp
2021-11-29 00:56:02 +01:00
Christoph Oelckers
cbf8d2324a
- DoFindGround(Point)
2021-11-29 00:56:02 +01:00
Christoph Oelckers
6a25b4a560
- getzrange wrappers.
...
# Conflicts:
# source/games/sw/src/game.h
2021-11-29 00:56:02 +01:00
Christoph Oelckers
057de89b9b
- u->ret cleanup.
2021-11-29 00:56:02 +01:00
Christoph Oelckers
f8a74df87e
- Mirvs and Meteors.
2021-11-29 00:56:01 +01:00
Christoph Oelckers
6f0c477e85
- getting rid of COVERinsertsprite, plus cleanup.
2021-11-29 00:56:01 +01:00
Christoph Oelckers
e2c5b33ae1
- MissileSetPos
...
This removes a lot of GetSpriteIndex references. :)
2021-11-29 00:56:01 +01:00
Christoph Oelckers
6a31b93434
- ring stuff
2021-11-29 00:56:01 +01:00
Christoph Oelckers
512bc7ddbb
- InitLavaThrow + InitVulcanBoulder + InitSerpRing.
2021-11-29 00:56:01 +01:00
Christoph Oelckers
79ff267391
- Napalm stuff
2021-11-29 00:56:00 +01:00
Christoph Oelckers
ac277a8ecc
- MIRVs.
2021-11-29 00:56:00 +01:00
Christoph Oelckers
78e45e889a
- InitSwordAttack
2021-11-29 00:56:00 +01:00
Christoph Oelckers
74b94f4bf3
- InitFistAttack.
2021-11-29 00:56:00 +01:00
Christoph Oelckers
d72bcfec97
- WeaponAutoAimZvel
2021-11-29 00:56:00 +01:00
Christoph Oelckers
674e4b9499
- AimHitscanToTarget, WeaponHitscanShootFeet, InitStar
2021-11-29 00:56:00 +01:00
Christoph Oelckers
d94ed87e43
- WeaponAutoAim
2021-11-29 00:55:59 +01:00
Christoph Oelckers
ee8eb238d2
- TestMissileSetPos
2021-11-29 00:55:59 +01:00
Christoph Oelckers
7f031f06ef
- HelpMissileLateral.
...
# Conflicts:
# source/games/sw/src/weapon.cpp
2021-11-29 00:55:59 +01:00
Christoph Oelckers
514baa9a8f
- InitHeartAttack plus some cleanup.
2021-11-29 00:55:59 +01:00
Christoph Oelckers
aec3b40e7b
- ContinueHitscan
2021-11-29 00:55:59 +01:00
Christoph Oelckers
105ef08384
- Init(Bunny)Rocket
2021-11-29 00:55:58 +01:00
Christoph Oelckers
0690a5c035
- InitShotgun + InitLaser
...
InitLaser is unused but fully functional, so let's keep it for modding.
2021-11-29 00:55:58 +01:00
Christoph Oelckers
3b49b053d7
- Init(Zilla)Rail
2021-11-29 00:55:58 +01:00
Christoph Oelckers
35d6f7efd5
- Init(Enemy)Nuke
2021-11-29 00:55:58 +01:00
Christoph Oelckers
7436c17469
- InitMicro
2021-11-29 00:55:58 +01:00
Christoph Oelckers
ecc2da58d5
- 4 more damage functions.
2021-11-29 00:55:57 +01:00
Christoph Oelckers
290482ffb1
- several damage functions.
2021-11-29 00:55:57 +01:00
Christoph Oelckers
a662f8b076
- InitSerpSpell + SpawnDemonFist
2021-11-29 00:55:57 +01:00
Christoph Oelckers
3cd05147e5
- InitEnemyRocket + InitSerpMonstSpell
2021-11-29 00:55:57 +01:00
Christoph Oelckers
63870b6077
- InitEnemyRail, InitZillaRocket, InitEnemyStar
2021-11-29 00:55:57 +01:00
Christoph Oelckers
289856a1fc
- InitEnemyCrossbow, InitSkelSpell, InitCoolgFire
2021-11-29 00:55:56 +01:00
Christoph Oelckers
f66dcd8d53
- fixed deletion of FAF_COPY actors.
...
This called the wrong function.
2021-11-29 00:55:56 +01:00
Christoph Oelckers
845cf124e1
- drips and eels.
2021-11-29 00:55:56 +01:00
Christoph Oelckers
84e99a377d
- Init*Trap.
2021-11-29 00:55:56 +01:00
Christoph Oelckers
6e922b2851
- InitTracerUzi
2021-11-29 00:55:56 +01:00
Christoph Oelckers
e8791001e4
- InitTracerTurret + InitTracerAutoTurret
2021-11-29 00:55:55 +01:00
Christoph Oelckers
70adfe43bf
- BulletHitSprite
2021-11-29 00:55:55 +01:00
Christoph Oelckers
ff60bf0430
- MissileWaterAdjust
...
# Conflicts:
# source/games/sw/src/weapon.cpp
2021-11-29 00:55:55 +01:00
Christoph Oelckers
81131f7a71
- HitscanSpriteAdjust
2021-11-29 00:55:55 +01:00
Christoph Oelckers
9c0a5312eb
- InitUzi
2021-11-29 00:55:55 +01:00
Christoph Oelckers
c053b46a6d
- removed the disabled and mostly non-functional code for the EMP gun (secondary fire of railgun)
2021-11-29 00:55:54 +01:00
Christoph Oelckers
5900ac7db4
- InitTankShell + InitEMP.
2021-11-29 00:55:54 +01:00
Christoph Oelckers
a25bdf2354
- InitTurretMicro
2021-11-29 00:55:54 +01:00
Christoph Oelckers
4141b5d609
- InitTurretRocket + InitTurretFireball
2021-11-29 00:55:54 +01:00
Christoph Oelckers
6e7892c326
- InitTurretRail + InitTurretLaser
2021-11-29 00:55:54 +01:00
Christoph Oelckers
9eb1f9963a
- InitSobjMachineGun
2021-11-29 00:55:53 +01:00
Christoph Oelckers
60d5490654
- Init SobjGun
2021-11-29 00:55:53 +01:00
Christoph Oelckers
2c0a597f06
- WeaponAutoAimHitscan
...
# Conflicts:
# source/games/sw/src/weapon.cpp
2021-11-29 00:55:53 +01:00
Christoph Oelckers
9d0056f8c7
- Spawn*Sparks functions.
2021-11-29 00:55:53 +01:00
Christoph Oelckers
ddd682aee6
- InitTurretMgun
2021-11-29 00:55:53 +01:00
Christoph Oelckers
da1e97469e
- FAFhitscan migration to HITINFO.
2021-11-29 00:55:52 +01:00
Christoph Oelckers
63f9330f53
- InitEnemyUzi
2021-11-29 00:55:52 +01:00
Christoph Oelckers
614757cda4
- InitGrenade
2021-11-29 00:55:52 +01:00
Christoph Oelckers
2515a663cd
- InitSpriteGrenade
2021-11-29 00:55:52 +01:00
Christoph Oelckers
7d352d2387
- InitMine
2021-11-29 00:55:52 +01:00
Christoph Oelckers
1491b9ef95
- InitEnemyMine
2021-11-29 00:55:51 +01:00
Christoph Oelckers
f9ea4874ed
- InitFireball
2021-11-29 00:55:51 +01:00
Christoph Oelckers
a42e44d662
- InitEnemyFireball
2021-11-29 00:55:51 +01:00
Christoph Oelckers
1b02c9e533
- WarpToUnderwater + WarpToSurface
2021-11-29 00:55:51 +01:00
Christoph Oelckers
5264c6540c
- SpriteWarpToUnderwater + SpriteWarpToSurface
2021-11-29 00:55:51 +01:00
Christoph Oelckers
130028fa82
- SpawnSplash(XY)
...
# Conflicts:
# source/games/sw/src/weapon.cpp
2021-11-29 00:55:50 +01:00
Christoph Oelckers
7411e7e9ba
- MissileHitDiveArea
2021-11-29 00:55:50 +01:00
Christoph Oelckers
f438773af9
- internal cleanup of some spawn functions.
2021-11-29 00:55:50 +01:00
Christoph Oelckers
96ebfe808c
- turned some macros into functions.
2021-11-29 00:55:50 +01:00
Christoph Oelckers
64e812bd33
- TestDontStick.
2021-11-29 00:55:50 +01:00
Christoph Oelckers
dfb5d07459
- QueueHole
2021-11-29 00:55:49 +01:00
Christoph Oelckers
83d0930a2e
- QueueFootPrint + QueuefloorBlood.
2021-11-29 00:55:49 +01:00
Christoph Oelckers
01d2967378
- QueueWallBlood.
2021-11-29 00:55:49 +01:00
Christoph Oelckers
deddd7d514
- it is not necessary to clear the owner of a freshly spawned actor.
...
They are always spawned owner-less.
2021-11-29 00:55:49 +01:00
Christoph Oelckers
9cefc351a1
- bloody stuff.
2021-11-29 00:55:49 +01:00
Christoph Oelckers
2455c197bf
- DoShrapVelocity + SlopeBounce.
2021-11-29 00:55:48 +01:00
Christoph Oelckers
0d45e50ea6
- QueueGeneric + ShrapKillSprite.
2021-11-29 00:55:48 +01:00
Christoph Oelckers
95d3095f8d
- DoItemFly
2021-11-29 00:55:48 +01:00
Christoph Oelckers
c14fb9e93f
- QueueLoWangs
2021-11-29 00:55:48 +01:00
Christoph Oelckers
58749b2770
- NewStateGroup wrappers replaced.
2021-11-29 00:55:48 +01:00
Christoph Oelckers
a85a1e497f
- ActorCoughItem.
2021-11-29 00:55:47 +01:00
Christoph Oelckers
cd8e8e4f67
- removed index based version of SpawnUser.
2021-11-29 00:55:47 +01:00
Christoph Oelckers
3a3c6a4395
- IconDefault
2021-11-29 00:55:47 +01:00
Christoph Oelckers
947f5f1d78
- ItemSpotClear.
2021-11-29 00:55:47 +01:00
Christoph Oelckers
374d0524d2
- first pass over SpawnItemsMatch.
...
This was purely search & replace.
2021-11-29 00:55:47 +01:00
Christoph Oelckers
6489c60905
- lots of search & replace, plus a few fixes on ActorSpawn.
2021-11-29 00:55:46 +01:00
Christoph Oelckers
d49ae699f8
- ChangeSpriteState + change_sprite_stat.
2021-11-29 00:55:46 +01:00
Christoph Oelckers
e41f49d46d
KillSprite internals.
2021-11-29 00:55:46 +01:00
Christoph Oelckers
b705ff3b97
- WallBounce
2021-11-29 00:55:46 +01:00
Christoph Oelckers
300e6df6c3
- MissileHitDiveArea calls.
2021-11-29 00:55:46 +01:00
Christoph Oelckers
0b3b30170c
- DoActorZRange parameters.
2021-11-29 00:55:45 +01:00
Christoph Oelckers
7111b2470c
- SW: use BFSSearch in TraverseBreakableWalls
2021-11-29 00:55:45 +01:00
Christoph Oelckers
3e558c2295
- use BFSSearch for PreMapCombineFloors.
2021-11-29 00:55:44 +01:00
Christoph Oelckers
1b3b8ab7cc
- use wallsofsector in PreMapCombineFloors
2021-11-29 00:55:44 +01:00
Christoph Oelckers
269f2580b9
- obsolete prototypes in Exhumed
2021-11-29 00:55:43 +01:00
Christoph Oelckers
1d9d70613f
- char review in SW
2021-11-29 00:55:43 +01:00
Christoph Oelckers
b878bf8aac
- SW: renamed all unsigned chars to uint8_t
...
Also deletes some unused declarations
2021-11-29 00:55:43 +01:00
Christoph Oelckers
aadbca8e5d
- zombie.cpp.
2021-11-29 00:55:38 +01:00
Christoph Oelckers
95c92153ad
- zilla.cpp
2021-11-29 00:55:38 +01:00
Christoph Oelckers
e98e1a6fea
- warp.cpp
2021-11-29 00:55:38 +01:00
Christoph Oelckers
21af63dfcc
- wallmove.cpp
2021-11-29 00:55:38 +01:00
Christoph Oelckers
10ea8b0fb5
- vator.cpp
2021-11-29 00:55:38 +01:00
Christoph Oelckers
2c94259603
- BossSpriteNum
2021-11-29 00:55:37 +01:00
Christoph Oelckers
36067baedd
- owner cleanup.
2021-11-29 00:55:37 +01:00
Christoph Oelckers
411c814dc3
- vis.cpp
2021-11-29 00:55:37 +01:00
Christoph Oelckers
02bdba71fc
- spike.cpp.
2021-11-29 00:55:37 +01:00
Christoph Oelckers
e2e697e9bb
- do better owner checks in weapon code.
...
Due to poor data clearing logic there is a chance that the owner of a sprite is 0 if invalid, but this code never properly checked all conditions before accessing the owner's user's ID.
2021-11-29 00:55:37 +01:00
Christoph Oelckers
cb31127df5
- removed Set3DSoundOwner entirely.
2021-11-29 00:55:36 +01:00
Christoph Oelckers
0df721f331
- sumo.cpp + associated code elsewhere.
2021-11-29 00:55:36 +01:00
Christoph Oelckers
e32a1af7b2
- lots of PlaySound calls migrated to actors.
2021-11-29 00:55:36 +01:00
Christoph Oelckers
e6c625f6e8
- second part of slidor.cpp.
2021-11-29 00:55:36 +01:00
Christoph Oelckers
2397e4c2a5
- one third of slidor.cpp
2021-11-29 00:55:35 +01:00
Christoph Oelckers
dfc557e0ec
- StarQueue
2021-11-29 00:55:35 +01:00
Christoph Oelckers
bd161f155c
- skull.cpp
2021-11-29 00:55:35 +01:00
Christoph Oelckers
a728555ec7
- skel.cpp
2021-11-29 00:55:35 +01:00
Christoph Oelckers
07f61e061e
- serp.cpp
2021-11-29 00:55:35 +01:00
Christoph Oelckers
7704042df4
- the rest of sector.cpp.
2021-11-29 00:55:35 +01:00
Christoph Oelckers
98c1684c13
- OperateSprite
2021-11-29 00:55:34 +01:00
Christoph Oelckers
1e00a4ff18
- second batch of sector.cpp
2021-11-29 00:55:34 +01:00
Christoph Oelckers
2b8ea7ae1b
- first half of sector.cpp.
...
Mostly iterators replaced.
2021-11-29 00:55:34 +01:00
Christoph Oelckers
edf8ba0aa1
- cleanup pass on sector.cpp.
...
No functional changes here.
2021-11-29 00:55:34 +01:00
Christoph Oelckers
cfebfbca8a
- rest of rotator.cpp.
2021-11-29 00:55:34 +01:00
Christoph Oelckers
1388794032
- first half of rotator.cpp.
2021-11-29 00:55:34 +01:00
Christoph Oelckers
0a18edfdad
- iterators in rooms.cpp.
2021-11-29 00:55:33 +01:00
Christoph Oelckers
6b92ee1ee6
- InitPlayerSprite
2021-11-29 00:55:33 +01:00
Christoph Oelckers
eb3131df97
- cleanup
...
mostly redundant comments.
2021-11-29 00:55:33 +01:00
Christoph Oelckers
da683ddf7a
- ripper2.cpp
2021-11-29 00:55:33 +01:00
Christoph Oelckers
3ed3029345
-some overlooked User’s.
2021-11-29 00:55:32 +01:00
Christoph Oelckers
82b4385ede
- ripper.cpp
2021-11-29 00:55:32 +01:00
Christoph Oelckers
4661f6d7c5
- iterators in quake.cpp
2021-11-29 00:55:32 +01:00
Christoph Oelckers
0e629eb322
- sop.match_event_sprite
2021-11-29 00:55:32 +01:00
Christoph Oelckers
04657ab559
- QueueWallBlood callers.
2021-11-29 00:55:32 +01:00
Christoph Oelckers
74fce3bf58
- sector object sprite list
2021-11-29 00:55:31 +01:00
Christoph Oelckers
78e0719eca
- SW: removed unused SpawnUnderSplash function.
2021-11-29 00:55:30 +01:00
Christoph Oelckers
01abe7b2ac
- addressed most unused/uninitialized variable warnings from MSVC.
2021-11-29 00:55:30 +01:00
Christoph Oelckers
c6bd5c04c7
- fixed most warnings GCC pointed out in game code.
2021-11-29 00:55:29 +01:00
Christoph Oelckers
910a51b290
- proper actor handling in all of SOP interpolation
2021-11-29 00:55:28 +01:00
Christoph Oelckers
e4e164a07f
- use a dedicated type for SOP angle interpolation
...
This allows reusing the already existing pointer.
2021-11-29 00:55:28 +01:00
Christoph Oelckers
e75258f57b
- SOP spriteofang
...
Still needs work
2021-11-29 00:55:28 +01:00
Christoph Oelckers
5078750569
- sprite indices in mirrors converted to actor pointers
2021-11-29 00:55:28 +01:00
Christoph Oelckers
1152ec0b54
- use actor pointers in animation system.
2021-11-29 00:55:28 +01:00
Christoph Oelckers
826b514571
- removed a few pointless or unused macros.
2021-11-29 00:55:27 +01:00
Christoph Oelckers
1011f10c0b
- SpriteP fully replaced in player.cpp
2021-11-29 00:55:27 +01:00
Christoph Oelckers
a583a9cb14
- some smaller changes in various places.
2021-11-29 00:55:27 +01:00
Christoph Oelckers
bc584f6ff6
- the rest pf player.cpp
2021-11-29 00:55:27 +01:00
Christoph Oelckers
ba4b5bbbcb
- PLAYER::Killer
2021-11-29 00:55:27 +01:00
Christoph Oelckers
f2058933ed
- DoPlayerBeginDie
2021-11-29 00:55:26 +01:00
Christoph Oelckers
c40fc488e5
- SpawnBubble.
2021-11-29 00:55:26 +01:00
Christoph Oelckers
d3302d6cf9
- minor changes in multiple functions in player.cpp
2021-11-29 00:55:26 +01:00
Christoph Oelckers
7d7000f6ab
- FindNearSprite + PLAYER::remote_sprite.
2021-11-29 00:55:26 +01:00
Christoph Oelckers
0e37e0904e
- sop::sp_child.
2021-11-29 00:55:26 +01:00
Christoph Oelckers
b6c741892e
- player movement functions.
2021-11-29 00:55:25 +01:00
Christoph Oelckers
89ef1c0961
- DoPlayerZRange + DoPlayerSlide.
2021-11-29 00:55:25 +01:00
Christoph Oelckers
48b1ce0c62
- savegame compatibility.
2021-11-29 00:55:25 +01:00
Christoph Oelckers
02671dbe2f
- PlayerUnderSprite.
2021-11-29 00:55:25 +01:00
Christoph Oelckers
dd684f36a4
- a few player functions.
2021-11-29 00:55:25 +01:00
Christoph Oelckers
448e57c86c
- PickEnemyTarget
...
prioritized to get rid of some recent mess.
2021-11-29 00:55:24 +01:00
Christoph Oelckers
8780be4ee4
- WpnGoal + sprite_num.
2021-11-29 00:55:24 +01:00
Christoph Oelckers
8336f689dd
- DoPickTarget.
2021-11-29 00:55:24 +01:00
Christoph Oelckers
f4d813b0c7
- reformatting function headers + deletion of unused code in player.cpp.
2021-11-29 00:55:24 +01:00
Christoph Oelckers
4ab13dcbea
- player.cpp global search & replace.
2021-11-29 00:55:24 +01:00
Christoph Oelckers
8ac0eed08a
- panel.cpp
2021-11-29 00:55:23 +01:00
Christoph Oelckers
b4d298874a
- most of ninja.cpp, except the player stuff.
2021-11-29 00:55:23 +01:00
Christoph Oelckers
5eca574bba
- got rid of some rarely used macros.
2021-11-29 00:55:23 +01:00
Christoph Oelckers
d10919704a
- miscactr.cpp
...
Mostly done with search & replace.
2021-11-29 00:55:23 +01:00
Christoph Oelckers
ac8df2f9f6
- light.cpp
2021-11-29 00:55:23 +01:00
Christoph Oelckers
65da74538c
- ActorFollowTrack.
2021-11-29 00:55:23 +01:00
Christoph Oelckers
69c97a88d3
- lava.cpp
2021-11-29 00:55:22 +01:00
Christoph Oelckers
e7dcd279af
- PickJumpMaxSpeed.
2021-11-29 00:55:22 +01:00
Christoph Oelckers
f09cf97822
- ScaleSpriteVector
2021-11-29 00:55:22 +01:00
Christoph Oelckers
e94785e571
- cleanup.
2021-11-29 00:55:22 +01:00
Christoph Oelckers
7012a77685
- InitShell / SpawnShell
2021-11-29 00:55:21 +01:00
Christoph Oelckers
aef68363b4
- FlagOwner refactoring.
...
Only those parts which use it as a sprite index, seveal actors recycle it as a general purpose variable.
2021-11-29 00:55:21 +01:00
Christoph Oelckers
e9fc342c93
- flag stuff.
2021-11-29 00:55:21 +01:00
Christoph Oelckers
3e91ac6417
- InitBloodSpray
2021-11-29 00:55:21 +01:00
Christoph Oelckers
5efb63b780
- InitCaltrops + InitPhosphorus
2021-11-29 00:55:21 +01:00
Christoph Oelckers
0b77a73976
- InitFlashBomb + PlayerInitCaltrops
2021-11-29 00:55:20 +01:00
Christoph Oelckers
3d04e332fc
- InitChemBomb + PlayerInitFlashBomb
2021-11-29 00:55:20 +01:00
Christoph Oelckers
0e1e29d768
- ChemBomb stuff.
2021-11-29 00:55:20 +01:00
Christoph Oelckers
93fde48abb
- SpawnRadiationCloud
2021-11-29 00:55:20 +01:00
Christoph Oelckers
5aaa0ce971
- collision stuff in jweapon.cpp migrated to Collision struct.
2021-11-29 00:55:20 +01:00
Christoph Oelckers
9872f7e5d1
- DoCaltrops
2021-11-29 00:55:20 +01:00
Christoph Oelckers
3e45549fe7
- DoChemBomb
2021-11-29 00:55:19 +01:00
Christoph Oelckers
f21cb1f3f6
- DoPhosphorus
2021-11-29 00:55:19 +01:00
Christoph Oelckers
3717a38779
- DoBloodSpray
2021-11-29 00:55:19 +01:00
Christoph Oelckers
e3e9e4030e
- splash functions.
2021-11-29 00:55:19 +01:00
Christoph Oelckers
cf8aaf7ff2
- JS_ProcessEchoSpot + UnlockKeyLock
2021-11-29 00:55:19 +01:00
Christoph Oelckers
f401d4bb44
- SW: don't spawn sprites to play wall sounds.
...
This function isn't really necessary because we got a sound playing variant that takes a world coordinate, which is far more practical here. Worse, this was leaking sprites.
2021-11-29 00:55:19 +01:00
Christoph Oelckers
a7cde2fd96
- SpriteP in inv.cpp.
2021-11-29 00:55:18 +01:00
Christoph Oelckers
babdae682f
- input.cpp cleanup.
2021-11-29 00:55:18 +01:00
Christoph Oelckers
928b5d2ee8
- SW: un-flag mirrors that got smashed.
...
The new renderer cannot check tilenums.
2021-11-29 00:55:18 +01:00
Christoph Oelckers
141428f583
- goro.cpp + hornet.cpp.
2021-11-29 00:55:18 +01:00
Christoph Oelckers
0437d92f3e
- girlninj.cpp
2021-11-29 00:55:18 +01:00
Christoph Oelckers
711f8123a1
- game.cpp.
2021-11-29 00:55:18 +01:00
Christoph Oelckers
0f60e3b4ec
- eel.cpp.
2021-11-29 00:55:17 +01:00
Christoph Oelckers
e192f4d40f
- rest of draw.cpp.
...
This file is very messy...
2021-11-29 00:55:17 +01:00
Christoph Oelckers
919a08448e
- first half pf draw.cpp
2021-11-29 00:55:17 +01:00
Christoph Oelckers
32fa3c52ea
- copysect.cpp iterators.
2021-11-29 00:55:17 +01:00
Christoph Oelckers
f41d68b376
- coolie.cpp
2021-11-29 00:55:17 +01:00
Christoph Oelckers
ef23f69072
- EnemyDefaults.
2021-11-29 00:55:16 +01:00
Christoph Oelckers
7b778f692b
- leftover SpriteNum's in coolg.cpp.
2021-11-29 00:55:16 +01:00
Christoph Oelckers
cde4b1f19e
- cache, cheats, colormap and enums.
2021-11-29 00:55:16 +01:00
Christoph Oelckers
f5c7ccd6af
- bunny.cpp
2021-11-29 00:55:16 +01:00
Christoph Oelckers
4231119717
- owner stuff
2021-11-29 00:55:15 +01:00
Christoph Oelckers
a69a45523f
- HitBreakSprite
2021-11-29 00:55:15 +01:00
Christoph Oelckers
aa13619087
- SpawnBreakFlames
2021-11-29 00:55:15 +01:00
Christoph Oelckers
8daa825aa1
- SpriteQueueDelete + DeleteNoSoundOwner.
2021-11-29 00:55:15 +01:00
Christoph Oelckers
6628ec9459
- DriveCrush
2021-11-29 00:55:14 +01:00
Christoph Oelckers
68e95eb292
- most of break.cpp.
2021-11-29 00:55:14 +01:00
Christoph Oelckers
13f0b08aeb
- AutoBreakWall and SpawnShrap cleanup.
2021-11-29 00:55:14 +01:00
Christoph Oelckers
d63ac59fa0
- FindBreakSpriteMatch
2021-11-29 00:55:14 +01:00
Christoph Oelckers
6a4049e33c
- SetupSpriteForBreak, extra sprite flags as enum
2021-11-29 00:55:14 +01:00
Christoph Oelckers
5bf77ddb2b
- make breakflags an enum.
2021-11-29 00:55:13 +01:00
Christoph Oelckers
de12433809
- USER::Attach and SetAttach.
2021-11-29 00:55:13 +01:00
Christoph Oelckers
bd47d61615
- replaced some changespritesect with ChangeActorSect.
2021-11-29 00:55:13 +01:00
Christoph Oelckers
a48b45143e
- ActorFindTrack
2021-11-29 00:55:13 +01:00
Christoph Oelckers
b3558d8925
- eliminated SetEnemy(In)active.
...
Both were only used once, so they are now inlined.
2021-11-29 00:55:13 +01:00
Christoph Oelckers
6c867e23ee
- PlayerTakeDamage
2021-11-29 00:55:12 +01:00
Christoph Oelckers
98fe147d7a
- PlaySpriteSound.
2021-11-29 00:55:12 +01:00
Christoph Oelckers
c15da92544
- add a Collision member to USER.
2021-11-29 00:55:12 +01:00
Christoph Oelckers
d5f1ec9ad7
- wrapped all assignments to USER::ret.
...
To allow more complex operations like filling a Collision struct and changing the calling code piece by piece.
2021-11-29 00:55:12 +01:00
Christoph Oelckers
af81a9e175
- DropAhead, DoActorActionDecide and ai.cpp cleanup.
2021-11-29 00:55:11 +01:00
Christoph Oelckers
c88524884c
- made USER::flame an actor pointer.
2021-11-29 00:55:11 +01:00
Christoph Oelckers
6db11ff2d5
- removed DebugMoveHit.
2021-11-29 00:55:11 +01:00
Christoph Oelckers
0de816d308
- replaced tgt_sp wrapper.
2021-11-29 00:55:11 +01:00
Christoph Oelckers
84b83ad9b8
- replaced hi_sp with an actor pointer.
2021-11-29 00:55:10 +01:00
Christoph Oelckers
c0c27dfd1a
- replaced lo_sp with an actor pointer, both in USER and PLAYER.
2021-11-29 00:55:10 +01:00
Christoph Oelckers
64d77945f9
- DoFindGroundPoint
...
This removes the last SpriteNum occurence in actpr.cpp
2021-11-29 00:55:10 +01:00
Christoph Oelckers
06b4e8cf08
- cleanup.
2021-11-29 00:55:10 +01:00
Christoph Oelckers
d60d3cd307
- second large batch of NewStateGroup calls.
2021-11-29 00:55:10 +01:00
Christoph Oelckers
02031c77d0
- first large batch of NewStateGroup calls.
2021-11-29 00:55:09 +01:00
Christoph Oelckers
d98fe4af73
- renamed NewStateGroup.
...
As refactoring aid.
2021-11-29 00:55:09 +01:00
Christoph Oelckers
fdcff8002d
- move_actor
2021-11-29 00:55:09 +01:00
Christoph Oelckers
5062dc6aa8
- a second large batch of KillSprite calls.
2021-11-29 00:55:09 +01:00
Christoph Oelckers
3e1e5fb343
- a large batch of KillSprite calls.
2021-11-29 00:55:08 +01:00
Christoph Oelckers
740c5e1e56
- DoSuicide
2021-11-29 00:55:08 +01:00
Christoph Oelckers
400f822df3
- SpawnShrap callers
...
Function itself still needs work.
2021-11-29 00:55:08 +01:00
Christoph Oelckers
1db4be60f0
- UpdateSinglePlayKills
2021-11-29 00:55:08 +01:00
Christoph Oelckers
49d43727ba
- SpawnBlood.
2021-11-29 00:55:07 +01:00
Christoph Oelckers
8d5243bd64
- most calls of SetState
2021-11-29 00:55:07 +01:00
Christoph Oelckers
771b4bcf43
- renamed ChangeState to ChangeSpriteState.
2021-11-29 00:55:07 +01:00
Christoph Oelckers
9602ee6c39
- most of change_sprite_stat.
2021-11-29 00:55:07 +01:00
Christoph Oelckers
7fc9ad1edb
- Coolie ghost function interface.
2021-11-29 00:55:06 +01:00
Christoph Oelckers
119d4393db
- Initial SetOwner WIP.
2021-11-29 00:55:06 +01:00
Christoph Oelckers
ae874275ec
- iterator in DoActorPickClosePlayer
2021-11-29 00:55:06 +01:00
Christoph Oelckers
c0a72c7243
- FindNewAngle and move_scan
2021-11-29 00:55:06 +01:00
Christoph Oelckers
34d0c12b60
- removed all references to tgt_sp from ai.cpp, plus a few others found with search&replace.
2021-11-29 00:55:06 +01:00
Christoph Oelckers
b8b90d2825
- track functions in ai.cpp plus some cleanup.
2021-11-29 00:55:06 +01:00
Christoph Oelckers
b0a59bf665
- CloseRangeDist + DoSectorOperate
2021-11-29 00:55:05 +01:00
Christoph Oelckers
4d12bbbb56
- GetPlayerSpriteNum
2021-11-29 00:55:05 +01:00
Christoph Oelckers
602048b41d
- more simple tgt_sp replacements.
2021-11-29 00:55:05 +01:00
Christoph Oelckers
76f0724d24
- global search & replace for all occurences of tgt_sp where it is only used to access a field in the sprite.
2021-11-29 00:55:05 +01:00
Christoph Oelckers
697d4f2253
- replaced USER::tgt_sp with an actor pointer.
...
Most access is still through a wrapper.
2021-11-29 00:55:04 +01:00
Christoph Oelckers
d819d5c862
- DoActorPickClosePlayer
2021-11-29 00:55:04 +01:00
Christoph Oelckers
125159772d
- CanHitPlayer
2021-11-29 00:55:04 +01:00
Christoph Oelckers
ceb3ac2e5b
- CanSeePlayer
2021-11-29 00:55:04 +01:00
Christoph Oelckers
a2dee7681a
- DoActorNoise
2021-11-29 00:55:04 +01:00
Christoph Oelckers
3dbd002319
- DoActorSetSpeed + ActorFlaming.
2021-11-29 00:55:03 +01:00
Christoph Oelckers
ec9ab56ece
- use collision struct in ActorMoveHitReact
2021-11-29 00:55:03 +01:00
Christoph Oelckers
2a897c0582
- SW hit code abstraction.
2021-11-29 00:55:03 +01:00
Christoph Oelckers
077c4f19a7
- ActorMoveHitReact + DebugMoveHit
2021-11-29 00:55:03 +01:00
Christoph Oelckers
c7f6b7a8c2
- DoFall + DoBeginFall.
2021-11-29 00:55:03 +01:00
Christoph Oelckers
dc6ea40911
- DoFall
2021-11-29 00:55:02 +01:00
Christoph Oelckers
2a56479e3e
- DoBeginJump
2021-11-29 00:55:02 +01:00
Christoph Oelckers
9375a64ccc
- cleanup only.
2021-11-29 00:55:02 +01:00
Christoph Oelckers
9e438b4042
- DoActorBeginSlide
2021-11-29 00:55:02 +01:00
Christoph Oelckers
ad0ed0c377
- KeepActorOnFloor
2021-11-29 00:55:02 +01:00
Christoph Oelckers
2ba98dc03c
- minor cleanup, DoDebrisCurrent, move_debris, DoGenerateSewerDebris
2021-11-29 00:55:01 +01:00
Christoph Oelckers
ee8f6460c1
- DoActorDie
2021-11-29 00:55:01 +01:00
Mitch Richters
5d07c768b2
- SW: Tidy up use of cl_nomeleeblur
use within panel code.
2021-11-29 00:55:01 +01:00
Mitch Richters
e491d15ff9
- Move InputScale()
out of inputstate.cpp and into i_time.cpp
as I_GetInputFrac()
to make it available to GZDoom for potential future requirements.
...
* As part of this, feed the output of `I_GetInputFrac()` to `gi->GetInput()` instead of having each game's virtual override calling it locally.
2021-11-29 00:55:01 +01:00
Christoph Oelckers
dc1d97b6bd
- SW: fix bad return value in QueueWallBlood.
...
Had been known for some time, it just wasn't unclear if this is bad.
Now I was able to confirm that this is indeed bad and can cause crashes.
2021-11-13 19:30:16 +01:00
Christoph Oelckers
01deb13694
- SW: fixed NORM_xxx macros
...
kHitIndexMask already has the -1 considered, it is 0x3fff.
2021-11-12 11:09:24 +01:00
Christoph Oelckers
8f19dc12d8
- SW: code/data pointer saving cleanup.
...
* a large number of code pointer records were removed because none of these functions ever gets assigned to a pointer
* instead of looking up entries by index, do it by name. This is far less fragile and will survive deeper refactoring. The old storage by table index will break as soon as a single entry gets removed.
Since the old savegames got broken due to this problem recently it was a good time to change the setup.
2021-11-11 23:28:28 +01:00
Christoph Oelckers
2164d244d2
- SW: removed 3 unused global arrays.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
25a6774540
- SW: got rid of MAXWALLS.
...
Only places left are declarations of global arrays.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
b6579809ad
- SW: eliminated all remaining MAXSECTORS references, except static array declarations.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
75e2d801a7
- SW: only check valid sectors for SecUser entries.
2021-11-11 21:58:14 +01:00
Christoph Oelckers
6bd239c5b7
- SW: use the global sector list in PreMapCombineFloors
2021-11-11 21:58:14 +01:00
Christoph Oelckers
a79f7a3784
- SW: use a dynamic array to track already visited sectors in TraverseBreakableWalls.
2021-11-11 21:57:55 +01:00
Christoph Oelckers
f2e344a235
- removed magic flags added to sector indices in Polymost.
...
These are better done as separate function arguments.
2021-11-11 21:28:53 +01:00
Mitch Richters
3c4afaa6ee
- InputScale()
: Add enabled-by-default scaler to returned value from function to correct drift that occurs as the frame-rate increases, taking into account different scaling ratios needed for differing ticrates.
2021-11-10 20:27:19 +11:00
Christoph Oelckers
a35900362e
- only use un-deprecated variants of updatesector(z) in SW.
2021-11-09 00:09:48 +01:00
Christoph Oelckers
94b2b0af31
- widen sector index in engineLoadBoard to 32 bit
2021-11-09 00:07:00 +01:00
Christoph Oelckers
762ebafc2a
- made clipmoveboxtracenum a function argument of clipmove
...
There’e zero need for hackery here.
2021-11-08 23:22:48 +01:00
Christoph Oelckers
2d91786516
- changed all sector variables being passed to pushmove to full ints
2021-11-08 23:18:40 +01:00
Christoph Oelckers
a5f51cfd88
- SW: migrate everything to the main clipmove function
2021-11-08 23:11:30 +01:00
Christoph Oelckers
16f9d4ec36
- got rid of COVERupdatesector
...
Not needed as it just forwards to the engine’s updatesector - and it gets in the way of other changes
2021-11-08 23:11:30 +01:00
Christoph Oelckers
d20aa47adf
- made sector parameter of updatesectorz an int and deprecated the short version.
2021-11-06 19:27:51 +01:00
Christoph Oelckers
83fe41e71e
- made updatesector receive a 32 bit int pointer and deprecated the 16 bit variant.
2021-11-06 15:53:16 +01:00
Christoph Oelckers
389f760d45
- address C++20 deprecation warnings with enums in floating point arithmetic.
2021-11-02 23:32:31 +01:00
Mitch Richters
59850fa768
- SW: When adjusting horizon in DoPlayerDeathHoriz()
, just use integer horizon values and not Q16.16.
2021-11-02 10:29:31 +11:00
Christoph Oelckers
86166f5e67
Revert "- xs_Float.h
: Make all inlines return an unsigned value, and change previous unsigned inlines to signed."
...
Revert "- `xs_Float.h`: Add `getint()` getter to `_xs_doubleints` struct."
Revert "- SW: When adjusting horizon in `DoPlayerDeathHoriz()`, just use integer horizon values and not Q16.16."
Revert "- Duke (RR): Clean up some unnecessary `FixedToFloat()` usage with the `fixedhoriz` `asbuildf()` method."
Revert "- `binaryangle.h`: Use `constexpr` on inline functions where it was previously not possible to do so."
Revert "- `m_fixed.h`: Use `constexpr` on inline functions where it was previously not possible to do so."
Revert "- `xs_Float.h`: Convert header to `constexpr`."
This does nor work as it violates the constexpr rules for unions. The code will error out on compilation for accessing an inactive member of a union.
2021-11-01 20:25:38 +01:00
Mitch Richters
3e25637385
- SW: When adjusting horizon in DoPlayerDeathHoriz()
, just use integer horizon values and not Q16.16.
2021-11-01 23:37:32 +11:00
Mitch Richters
eb8b075727
- binaryangle.h
: Change binangle
bitshift operators to operate on signed value to properly handle angles > 1024.
2021-11-01 22:13:39 +11:00
Mitch Richters
6ca6d5639b
- SW: Fix horizon of camera screens originating from changes in 09a05f354c
.
2021-10-31 11:06:13 +11:00
Mitch Richters
9495b9e6d0
- SW: Interpolate the player's weapon recoil.
...
* Reported as missing by @nashmuhandes.
2021-10-31 08:53:26 +11:00
Christoph Oelckers
e8f9afb174
- DoScaleSprite.
2021-10-30 17:30:03 +02:00
Christoph Oelckers
e84d61e80a
- redid the iterators in _polymost.cpp.
2021-10-30 17:30:03 +02:00
Mitch Richters
f0a347263a
- SW: Replace use of getzrange_old()
inline wrapper with getzrange()
and remove inline wrappers.
2021-10-30 17:30:02 +02:00
Mitch Richters
add3481e40
- SW: Replace use of pushmove_old()
inline wrapper with pushmove()
and remove inline wrappers.
2021-10-30 17:30:02 +02:00
Mitch Richters
adcdbdc931
- SW: Replace use of clipmove_old()
inline wrapper with clipmove()
and remove inline wrappers.
2021-10-30 17:30:02 +02:00
Christoph Oelckers
57b638f26f
- use std::clamp instead of our homegrown version.
2021-10-30 10:35:00 +02:00
Christoph Oelckers
509124c1dd
- redid SW action interface to use a separate wrapper class from USER.
...
Turned out that not all sprites in the world have a USER, so we need something different to wrap the game's sprite data.
2021-10-29 20:55:31 +02:00
Christoph Oelckers
8bad95c7c6
- reinstated deleted saveable_code entries with dummy pointers.
...
This is to preserve savegame compatibility for now.
Later the code pointer saving needs a thorough cleanup.
2021-10-29 09:16:07 +02:00
Christoph Oelckers
e241e7dc52
- SW: changed Animator interface to use USERp parameters.
2021-10-28 23:37:07 +02:00
Christoph Oelckers
62d0d3712e
- use a sprite flag to mark mapped sprites.
...
This avoids another global array which needs to be addressed by sprite index.
2021-10-14 15:09:43 +02:00
Christoph Oelckers
a358cf8516
- SW: eliminated all SPRITE_TAG# macros.
2021-10-12 22:21:08 +02:00
Christoph Oelckers
afce1aba88
- SW: eliminated the only use of the SPRITE_TAG1 macro.
2021-10-11 23:02:54 +02:00
Christoph Oelckers
7eac8b71d5
- removed unused constants
2021-10-10 11:47:19 +02:00
Christoph Oelckers
2af688dd62
- replaced RANDOM_RANGE macro with direct calls to RandomRange
2021-10-10 11:47:19 +02:00
Christoph Oelckers
cc912fbf93
- removed pointless BOUND_4PIX macro
2021-10-10 11:47:19 +02:00
Christoph Oelckers
3220a6d786
- some SW cleanup
2021-10-10 11:47:19 +02:00
Christoph Oelckers
6f8a5ee2d2
- Exhumed: replaced a large amount of sprite array accesses with pointers.
...
No logic changes, this is mainly search & replace.
2021-10-10 11:47:18 +02:00
Christoph Oelckers
948f194064
- fixed warnings in Duke.
2021-10-08 19:21:29 +02:00
Christoph Oelckers
0e82d75325
- SW: fixed recursive saving of panel sprites
2021-09-12 18:17:50 +02:00
Christoph Oelckers
bad57f6a5f
- clear pspAsArray at the beginning of a save/load operation, not at the end.
...
If done at the end it may leave behind some stale data if saving or loading fails for some reason.
2021-09-12 18:17:50 +02:00
Christoph Oelckers
e13426ec6e
- SW: avoid crashing when unwinding from a savegame loading error.
...
The linked list may be incomplete in this case.
Also kept the macro unmangling done to debug this code.
2021-09-12 18:17:50 +02:00
Christoph Oelckers
90b7524706
- SW: fixed episode indexing resulting in bad display on the automap.
2021-08-24 09:57:36 +02:00
Christoph Oelckers
5aa27bad3b
- flag SW's cutscenes as 'boss death only'.
2021-08-13 22:25:13 +02:00
Mitchell Richters
32215ba570
- SW: Tidy some extra panel coordinate math that was missed in 4d4946fb6b
.
2021-07-29 17:53:57 +10:00
Christoph Oelckers
9a8ee00aec
- set currentLevel before calling engineLoadBoard.
...
This is needed if the compatibility patcher needs to alter mapinfo data.
2021-07-27 22:12:29 +02:00
Christoph Oelckers
1fde9f2173
- workaround to allow playing SW's Last Warrior mod in one go.
...
This disables the boss's death in L4 ending the game and just advances to the next level.
This seems to be the intent with this mod as the second episode starting at L5 is not defined and the first episode's subtitle advertises the full game.
2021-07-26 00:58:00 +02:00
Mitchell Richters
d9a7465c08
- SW: Remove gi->FreeGameData()
from game as its inside code wasn't freeing game data but level data already freed in gi->FreeLevelData()
.
...
* This was causing `GameMain()` to try to call `TerminateLevel()` after tile data had been freed, causing a hard stop.
* Fixes #464 .
2021-07-20 20:11:29 +10:00
Mitchell Richters
675356be1a
- Ensure g_nextskill
is used everywhere so that setting skill for next level works properly.
2021-07-20 18:51:34 +10:00
Mitchell Richters
33845c4a23
- Add skill
CCMD to return player's current skill, while also being able to set skill for next game.
...
* Fixes #332 .
2021-07-20 18:50:58 +10:00
Mitchell Richters
77630dcbc7
- Rename DeferedStartGame()
to DeferredStartGame()
.
2021-07-20 18:43:17 +10:00
Mitchell Richters
5441272bec
- SW: Create inline function pspPresentRetractScale()
to scale the rate at which weapons present and retract based on the current tile's height vs. the original asset's height.
...
* Reported to me by @Phredreeke, who had it reported to him from someone else.
* The sword in the widescreen assets pack we load by default has a height of 216px vs 136px of the default tile.
* Because the game presents and retracts weapons at a set rate, the time it took to swap between the sword and other weapons took ~1.58x longer than the original assets.
* This speeds up the present/retract rate based on the loaded asset's height to ensure the weapon switches in the same elapsed time.
* This may be extended to other weapons if required but the sword is the only one I'm aware of that has more height.
* Confirmed no matter what motion the sword was performing, `psp->picndx` was always 2080 so we shouldn't need a hashtable or anything like this.
2021-07-11 19:22:59 +10:00
Christoph Oelckers
1b45c83d59
- SW: fixed countermeasure for empty lower skills
2021-07-11 08:24:10 +02:00
Mitchell Richters
172b77b9e7
- SW: Ensure PANEL_SPRITEstruct
's ox
/oy
values are in the save data.
2021-07-11 12:05:53 +10:00
Mitchell Richters
9d64779da0
- SW: Replace all uses of NULL
with nullptr
.
2021-07-10 22:25:18 +10:00
Mitchell Richters
e3f2d76378
- SW: Declare and initialise variables in pWeaponBob()
vs declaring and initialising later on to reduce warnings about variables being uninitialised.
2021-07-10 22:16:51 +10:00
Mitchell Richters
5d7938c24e
- SW: Rename cl_smoothsway
to cl_swsmoothsway
and enable by default
2021-07-10 22:07:05 +10:00
Mitchell Richters
55cef642b6
- SW: Factor out bob coordinate backups.
2021-07-10 22:01:42 +10:00
Mitchell Richters
9575f8a3d3
- SW: Factor out panel interpolation backups;
2021-07-10 22:01:40 +10:00
Mitchell Richters
4d4946fb6b
- SW: Factor out repeated panel coordinate math into inline functions.
2021-07-10 22:01:37 +10:00
Mitchell Richters
27f1e487a2
- SW: Remove fixed-point math from panel x/y coordinate updating.
2021-07-10 22:01:35 +10:00
Christoph Oelckers
64fc0b66b2
- SW: added countermeasure to re-enable lower skills on mods not implementing them.
...
Aside from spawning the enemies from the lowest supported skill it will also reduce the threat level by reducing health of some enemies or by replacing the harder Ninja variants with the base type.
2021-07-06 10:26:43 +02:00
Mitchell Richters
0724b3326c
- SW: Promote PANEL_SPRITEstruct
's xorig
/yorig
values from int to double to match x
/ox
and y
/oy
respectively.
...
* Makes bobbing a touch smoother.
* Removes 47 explicit casts.
2021-06-27 22:40:33 +10:00
Christoph Oelckers
5e96e955f3
- add hitscan only autoaim for SW.
...
# Conflicts:
# source/games/sw/src/weapon.cpp
2021-06-26 12:22:10 +02:00
Christoph Oelckers
2af2d29084
- add hitscan only autoaim for SW.
2021-06-26 12:18:27 +02:00
Christoph Oelckers
454816299e
- reorganized loading of textures.
...
Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts.
This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data.
This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.
All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
2021-06-01 11:05:26 +02:00
Christoph Oelckers
8b507ed606
- enabled the ENDOOM-like text screens when quitting Duke and SW.
...
Turned out that all they needed was the font.
2021-05-31 23:16:52 +02:00
Christoph Oelckers
9c60ab791b
- implemented all needed font overrides for localization.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422
- moved all font setup out of the C++ code.
...
All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
42b70a7d93
- added internationalized fonts.
...
This still needs a bit of fixing and tweaking but most is working.
2021-05-31 21:20:30 +02:00
Christoph Oelckers
a7921e4c01
- use the same formula as Duke to offset SW's shadows in Polymost.
2021-05-29 14:04:57 +02:00
Christoph Oelckers
1ea09cd3d2
- removed bogus assert in SW's track setup.
...
One of the stock maps (WT $airport map.) triggers this assert so it cannot remain.
2021-05-29 13:22:14 +02:00
Christoph Oelckers
8fae793341
- defined a new constant, CR_NATIVEPAL, to use the font functions with a predefined palette.
...
This is mainly for code clarification, the value is the same as CR_UNDEFINED.
2021-05-29 11:47:05 +02:00
Christoph Oelckers
d44500863b
- removed the multiplayer scoreboard screens.
...
Since there is no plan to keep them in case MP gets implemented there's no need to maintain them.
These should later be replaced by a generic screen using a better font and a layout that takes higher resolutions into account.
2021-05-27 13:33:54 +02:00
Christoph Oelckers
e10bcf6294
- split the screen job code into a generic and a Raze specific part.
...
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
e5236d3423
- SW: fixed sector transfers involving a portal for real this time.
...
It is not enough to just copy the properties - if this happens the entire portal needs to be reinitialized. The only way to do this is to run CollectPortals again to reset all portals in the map.
2021-05-20 18:52:27 +02:00
Rachael Alexanderson
a75ed91796
- this crash was handled by nothing more than an assert...
2021-05-20 11:02:11 -04:00
Christoph Oelckers
1d7f4c1f2b
- SW: fix sector property transfers involving a portal.
2021-05-18 00:26:57 +02:00
Christoph Oelckers
ee559b7ba9
- removed all leftover parts of the native status bars.
2021-05-16 10:35:33 +02:00
Christoph Oelckers
83f151529b
- fixed SW status bar.
2021-05-16 10:25:56 +02:00
Christoph Oelckers
8d8b3cda46
- scriptified SW's status bar.
...
Not tested yet. This just compiles without errors.
2021-05-16 09:34:08 +02:00
Christoph Oelckers
d311792e06
- engine side preparations for Duke Statusbar scriptification.
...
Mainly, gotweapon had to be reverted to a flat bool array to avoid implementing FixedBitArray for the VM.
Also adding a few new tile names and PushV for string arrays.
2021-05-15 10:44:35 +02:00
Christoph Oelckers
645ea1e1ae
- SW: better handling for bogus ladders.
...
If there is no back sector, use the front sector of the wall as the ladder sector.
This at least fixes the badly defined ladder in Wanton Destruction's first map.
2021-05-13 23:28:29 +02:00
Christoph Oelckers
fb21e39de5
- fixed remaining SW warnings.
2021-05-12 21:50:00 +02:00
Christoph Oelckers
1085b0b7a2
- first batch of SW warning fixes.
2021-05-12 21:49:34 +02:00
Christoph Oelckers
d097c8e635
- removed the non-functional and long abandoned level music alias feature.
...
With RMAPINFO such a hack is no longer needed for anything.
2021-05-12 21:48:40 +02:00
Christoph Oelckers
03289f5097
- silenced some warnings.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
4c161ae403
- SW: fixed signed-ness issues with SOP-related angle checks.
2021-05-12 00:10:02 +02:00
Christoph Oelckers
633d205d80
- SW: fixed ammo pickup amount.
2021-05-12 00:01:19 +02:00
Christoph Oelckers
bde644f77f
- SW: replaced some asserts with proper value checks.
...
These asserts can actually be triggered by some maps with incorrect setups.
2021-05-11 00:59:23 +02:00
Christoph Oelckers
ae94fb921c
- SW: Abort GetInput immediately if no valid sprite is attached to the given player.
2021-05-11 00:52:39 +02:00
Christoph Oelckers
3194efc646
- SW: processWeapon must check for valid player sprites.
...
On map start it can happen that this gets called with an incompletely set up map.
2021-05-11 00:21:50 +02:00
Christoph Oelckers
e40ed2262e
- cleanup of 'gotpic' handling.
2021-05-10 20:13:28 +02:00
Cacodemon345
ce4b748ff0
Fix compilation with Clang on FreeBSD
2021-05-09 19:52:52 +02:00
Christoph Oelckers
3dfc3e73d2
- only process actually existing mirrors when updating their state.
2021-05-08 15:23:45 +02:00
Kevin Caccamo
6e1554d7ae
Fix mirror updates in Shadow Warrior
2021-05-08 14:58:20 +02:00
Christoph Oelckers
df6a9823e3
- fixed incorrect license in sw/d_menu.cpp.
...
Should be GPL 2+, not GPL 2.
2021-05-08 00:13:50 +02:00
Christoph Oelckers
db1cf63e7a
- SW: fixed bad type for ceiling portals.
2021-05-07 00:23:56 +02:00
Christoph Oelckers
c679f83f75
- make all games return to the main menu when the game is ended with F10.
...
Duke still went to the intro movies which was a bit problematic.
2021-05-04 11:32:09 +02:00
Christoph Oelckers
0659bda6b6
- SW: clear old user content before allocating a new one.
...
If old data gets in here it may break the game.
https://github.com/coelckers/Raze/issues/349
2021-05-04 11:11:38 +02:00
Christoph Oelckers
7d77b2315f
- merged the few remaining contents of mmulti.h into d_net.h
2021-05-03 19:01:00 +02:00
Christoph Oelckers
56fcf904b5
- Backend update from GZDoom.
2021-05-03 14:48:55 +02:00
Christoph Oelckers
8003ab6fa3
Merge branch 'scriptable_cutscenes' into newrenderer
2021-05-02 22:37:46 +02:00
Christoph Oelckers
dfd47ea33a
- migrated SW to RMAPINFO as well.
...
Also removed the 'definecutscene' code from the .def parser as this was never meant to be more than a temporary solution.
2021-05-02 17:35:25 +02:00
Christoph Oelckers
1798380f23
- adapted map transition in Duke/RR.
...
There's still some issues which will be taken care of by adding map flags.
2021-05-02 10:35:43 +02:00
Christoph Oelckers
93bfc35ad6
- use the volumes to find the starting maps for the menu and the clusters for the cutscenes.
2021-05-02 01:01:30 +02:00
Christoph Oelckers
825963661b
- migrated volumes to the new storage.
2021-05-02 00:35:56 +02:00
Christoph Oelckers
727244d52d
- changed 3 places to call the proper map progression function.
...
These ignored the explicit settings in the map definition.
2021-05-01 23:10:04 +02:00
Christoph Oelckers
5959543380
- hooked up SW's intermission handling.
2021-04-30 20:08:36 +02:00
Christoph Oelckers
aa148d602c
- scriptified SW's 2D screens.
...
Compiles but not tested yet.
2021-04-30 20:08:35 +02:00
Christoph Oelckers
0dc6980e5c
- made episode intro cutscenes a game independent feature.
...
So far only defined for Duke E4 but all the logic is outside the game code now and can be universally handled.
2021-04-30 20:08:33 +02:00
Christoph Oelckers
1166b00af2
- switched intro movie playing over to the new system
...
Not tested yet.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
e05f900315
- added the data structures to hold the cutscene data.
2021-04-30 20:08:31 +02:00
Christoph Oelckers
4ff2010bd1
- moved the entire screen job management to the script side.
...
This isn't hooked up yet and lots of code is commented out, the games won't start with this commit.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
4a7430c8e4
- got rid of JobDesc.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
71e5f9b70f
- changed screen job list to work without per-job completion callbacks.
...
They made things more complex than necessary and do not translate well to scripting.
2021-04-30 20:08:22 +02:00
Christoph Oelckers
fb5e2fe0c0
- use flags instead of bools.
2021-04-30 20:08:22 +02:00
Christoph Oelckers
ad28630df6
- offloaded map patches to data files.
...
This is a lot easier to manage than having them in the code.
For now it piggybacks on the map hack feature, later this should use the same scripted approach as GZDoom.
2021-04-24 23:07:35 +02:00
Christoph Oelckers
14971f9569
Merge branch 'master' into newrenderer
2021-04-22 00:10:37 +02:00
Christoph Oelckers
729928c576
- SW: fixed bad serialization of sector object pointers
2021-04-22 00:03:18 +02:00
Christoph Oelckers
a4f5a32680
- fixed issue with restoring SO sprite array.
...
This array has -1 for empty entries so it cannot be saved partially.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
c3e5cf322e
- SW: cleaned up the depth variable handling in SECT_USER which was endian dependent, including the savegame handler
2021-04-22 00:03:17 +02:00
Christoph Oelckers
c17ec5fa45
- cleanup of savegame framework
2021-04-22 00:03:17 +02:00
Christoph Oelckers
b85da221d7
- SW: save tracks as JSON.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
bb8309831c
- SW: eliminated the int pointer in ANIM.
...
# Conflicts:
# source/games/sw/src/save.cpp
2021-04-22 00:03:16 +02:00
Christoph Oelckers
c49c5fcf1d
- SW: serialize SO interpolations as JSON.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
2d571586bd
- save sector objects as JSON
2021-04-22 00:03:16 +02:00
Christoph Oelckers
e9b1342ffd
- SW: save globals as JSON.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
66e5b9ada7
- SW: save SectUser as JSON, also store in a managed array.
2021-04-22 00:03:16 +02:00
Christoph Oelckers
06b03f7301
- SW: save the player and related data as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
9bae2295cc
- better USER clearing.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
8fee2b3ed7
- save SW's User array as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
32955621f8
- removed all parental lock garbage from SW.
...
Better get rid of it as it's a major complication as implemented.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
bbb53bc717
- refactored the main User array into something that's automatically managed.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
cd45a1f035
- made more parts of USER serialization friendly.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
dcb393bc44
- started reorganizing SW's memory management.
...
Need to get rid of all those unmanaged allocations and present game data in an easily serializable form.
This adds a managed TPointer class that replicates the useful parts of std::unique_pointer but steers clear of its properties that often render it useless.
2021-04-22 00:03:14 +02:00
Mitchell Richters
93edeac791
- Clean-up of input functions.
...
* Remove unused `getincanglef()`.
* Remove unused `getincangleq16()`.
* In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload.
* Rename `PlayerAngle` method `applylook()` to `applyinput()`.
* Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`.
* In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0.
* In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin.
* In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
2021-04-21 20:41:04 +10:00
Christoph Oelckers
f51872db25
Merge branch 'master' into newrenderer
2021-04-20 20:46:06 +02:00
Christoph Oelckers
9e40e49c2c
- generalized the special key handling for skipping cutscenes.
2021-04-20 15:01:26 +02:00
Mitchell Richters
0c5729b0f6
- SW: Ensure all sprite angles are backed up in the ticker.
...
* Fixes #326 .
2021-04-20 21:33:42 +10:00
Mitchell Richters
d34070b8ae
- gameinput.h: Remove precise bool from horizsumfrac()
, look_anghalf()
and looking_arc()
added in a4895cb270
.
...
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
2021-04-20 21:12:17 +10:00
Mitchell Richters
de06030ea0
- gameinput.cpp: Make sethorizon()
, applylook()
and calcviewpitch()
class functions of PlayerHorizon
and PlayerAngle
where appropriate.
2021-04-19 20:50:10 +10:00
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
2b9a527aba
- added a 'Start' method to DScreenJob.
...
Since the menu pauses the ticker this is needed to perform initial setup before the first frame.
2021-04-16 23:29:53 +02:00
Christoph Oelckers
4950b556c9
- handled SW's screens.
2021-04-16 18:43:59 +02:00
Christoph Oelckers
dc8b72b2ce
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/games/duke/src/actors.cpp
# source/games/duke/src/hudweapon_d.cpp
# source/games/duke/src/hudweapon_r.cpp
# source/games/duke/src/render.cpp
2021-04-15 19:34:03 +02:00
Christoph Oelckers
61a6321cd6
- Exhumed: Change map command to start the level directly without going through the scrolling map.
2021-04-15 18:55:54 +02:00
Mitchell Richters
a4895cb270
- All Games: Allow for HUD interpolation to be disabled.
...
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00
Christoph Oelckers
f83e678ea0
- use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.
...
Unlike the higher level code this does not check for game over conditions.
2021-04-14 21:17:32 +02:00
Christoph Oelckers
798cf2f973
Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2
2021-04-12 20:25:56 +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
0ee28fb45e
- also handle SW's voxels.
2021-04-11 13:38:23 +02:00
Christoph Oelckers
387c62d584
- rewrote SW's precaching code.
...
* made it palette aware
* use backend facilities to track precached data.
* fixes bug in animation precaching loops - they only precached the base index over and over again.
2021-04-11 10:20:52 +02:00
Christoph Oelckers
9fd3ab6b5e
- fixed texture precaching.
...
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Mitchell Richters
f343bd8d5e
- Fix death camera issues stemming from f254eeb465
.
...
* Adjustment in `__addadjustment()` needs to be signed.
* Output of `bvectangbam()` needs to be signed before Duke/SW left-shift the value.
2021-04-11 17:52:29 +10:00
Mitchell Richters
e76f63e2c0
- Consolidate all game interpolation code into inline functions.
2021-04-11 16:45:35 +10:00