Commit graph

1122 commits

Author SHA1 Message Date
Mitchell Richters
78489dbc78 - Exhumed: Wrap all access to ChunkXpos[] and ChunkYpos[] arrays and make static. 2023-04-17 08:52:53 +10:00
Mitchell Richters
924ac25df1 - Exhumed: Wrap all access to FrameSize[] array and make static. 2023-04-17 08:52:53 +10:00
Mitchell Richters
93fe699b78 - Exhumed: Wrap all access to FrameFlag[] array and make static. 2023-04-17 08:52:53 +10:00
Mitchell Richters
3e38d01e4b - Exhumed: Wrap all access to FrameBase[] array and make static. 2023-04-17 08:52:53 +10:00
Mitchell Richters
fbddddcccc - Exhumed: Mark unused array SeqFlag[] as static and annotate it. 2023-04-17 08:52:53 +10:00
Mitchell Richters
e9c9f070eb - Exhumed: Wrap all access to SeqStatic[] array and make static. 2023-04-17 08:52:52 +10:00
Mitchell Richters
8df52e1265 - Exhumed: Wrap all access to SeqBase[] array and make static. 2023-04-17 08:52:52 +10:00
Mitchell Richters
53b7235adf - Exhumed: Wrap all access to SeqOffsets[] array and make static. 2023-04-17 08:52:52 +10:00
Mitchell Richters
4cc3664287 - Exhumed: Minor tidy-up for seq_ReadSequence() prior to start. 2023-04-17 08:52:52 +10:00
Mitchell Richters
e82981929d - Exhumed: Make overridesect global local to movespritez().
* Fixes #933.
2023-04-16 19:30:35 +10:00
Christoph Oelckers
ecd0c8c1ff - fixed a few bad scaling values. 2023-04-15 12:20:10 +02:00
Christoph Oelckers
ec9ed9588c - Exhumed: don't pass uninitialized data to the sound engine.
This was creating very noisy warnings.
2023-04-10 09:49:38 +02:00
Mitchell Richters
a68fcfc71c - Remove GameInterface::getConsoleAngles(), it's not needed anymore. 2023-04-04 07:02:39 +10:00
Mitchell Richters
8d11fef916 - Initial conversion of game input into class GameInput. 2023-04-03 18:46:36 +10:00
Mitchell Richters
2c6d8b50ea - Exhumed: Tidy up bubbles.cpp.
* Extend `BuildBubbles()` to use the actual player's angle for if we ever get multiplayer going.
2023-04-02 19:56:54 +10:00
Mitchell Richters
4c11fb1b2a - Exhumed: Tidy up remainder of anubis.cpp. 2023-04-02 19:56:54 +10:00
Mitchell Richters
754d27a8f0 - Exhumed: Tidy up AIAnubis::Tick(). 2023-04-02 19:56:54 +10:00
Mitchell Richters
8d48252f1a - Exhumed: Backup actor location in BuildAnubis(). 2023-04-02 19:56:54 +10:00
Mitchell Richters
b10b909440 - Exhumed: Rename last argument in seq_MoveSequence() to nFrame. 2023-04-02 19:56:53 +10:00
Mitchell Richters
cf63d1ab74 - Exhumed: Tidy up remainder of anims.cpp. 2023-04-02 19:56:53 +10:00
Mitchell Richters
a2bd2b17a2 - Exhumed: Tidy up BuildAnim().
* Also rename two rather unnamed args to something more appropriate.
2023-04-02 19:56:53 +10:00
Mitchell Richters
b5d4bc8573 - Exhumed: Tidy up 2d.cpp. 2023-04-02 19:56:53 +10:00
Mitchell Richters
10445635cf - Tidy up autosaving for all the games.
* There's not really any reason to need the game's world to tic once, it's already fully loaded during the `gi->NewGame()`/`gi->NextLevel()` calls.
2023-04-02 19:56:52 +10:00
Mitchell Richters
272dfa762d - Remove backend crouch toggle solution redeploy with Duke/Exhumed/Blood using new ESyncBit bit.
* I tried to make this work in 2020 but its been nothing but headache. It's something for the game to control via a flag, not the backend to determine.
* For SW, this restores its original implementation.
2023-04-02 18:32:40 +10:00
Mitchell Richters
86711f666b - Exhumed: Tidy up StartDeathSeq(). 2023-03-29 19:41:05 +11:00
Mitchell Richters
3e4dd94fe5 - Exhumed: Tidy up a bunch of small player functions. 2023-03-29 19:40:42 +11:00
Mitchell Richters
0467b02393 - Exhumed: Mark all player static arrays as const. 2023-03-29 19:39:54 +11:00
Mitchell Richters
7caec5fa69 - Clean out where inputState.ClearAllInput() is called.
* We can do this from just a few places and achieve the same result as having it sprinkled everywhere did.
2023-03-29 09:05:49 +11:00
Mitchell Richters
96055fbc03 - Clean out all games setting gameaction = ga_level and do it centrally. 2023-03-29 03:10:16 +11:00
Mitchell Richters
9618ba1e78 - Don't serialise player angles twice. 2023-03-28 09:15:58 +11:00
Mitchell Richters
72be2623c3 - Exhumed: Remove useless sectortype extern pointer. 2023-03-28 08:51:51 +11:00
Mitchell Richters
c6a53265eb - Exhumed: Misc tidy-ups.
* The setting of `Player::bIsFiring` needs to be done before setting a new weapon.
* Tidy up some weird reverse engineering `while (1)` loop which GDX doesn't do.
2023-03-28 08:45:14 +11:00
Mitchell Richters
42d791e7c2 - Exhumed: Fix clip calculation setup.
* Since game maintains its own clip capacities, we need to use them instead of the generic handler for the games that do not.
* Clean up the game-side code in `CheckClip()` to use `min()`.
* Repair issue with pistol clip calculation that was using modulo when it shouldn't. A full weapon with 300 will divide into 6 with no remainder, therefore nothing in the clip.
* Fixes #906.
2023-03-27 22:05:35 +11:00
Mitchell Richters
79745668a6 - Exhumed: Take advantage of getWrappedIndex() in updatePlayerInventory() as well. 2023-03-27 18:47:30 +11:00
Mitchell Richters
1ed655e0e7 - Exhumed: Further clean up updatePlayerWeapon().
* Rename a few variables for better clarity as to what's going on.
* Add new inline to the backend `getWrappedIndex()` that properly wraps around negative values based on the supplied maximum using modulo.
* Directly set the weapon when doing the next/prev tests to avoid unnecessary tests to see whether the player has the weapon or not.
2023-03-27 18:47:05 +11:00
Mitchell Richters
ebedf46434 - Exhumed: Reset view pitch back to 0 when doing Ramses, using game's formula.
* Ensure's a smooth return to 0 so the player's actual pitch can be targeted towards Ramses.
* In situations where the player had their view pitch changed in the ticker, this would have never reset.
2023-03-27 18:08:56 +11:00
Mitchell Richters
0594a5cb91 - Exhumed: Properly repair height test after reviewing GDX.
* The code in this game is so much tidier to understand what's what...
2023-03-27 18:08:55 +11:00
Mitchell Richters
bd8b033120 - Exhumed: Logic fixes to some underwater tests following review of GDX.
* Necessitated a little bit of rearranging in the player ticker but the grouping of all inputs into one function makes sense.
2023-03-27 18:08:55 +11:00
Mitchell Richters
94f188c926 - Exhumed: Restore original grenade pickup code.
* When I read this against the generic weapon pickup code, it looked similar enough but the grenade's logic is reversed. That is, after picking up the weapon, equip the player. The generic weapon handler equips the player, then gives them ammo.
* Fixes #904.
2023-03-27 18:08:55 +11:00
Mitchell Richters
99e23a8d24 - Exhumed: Move Player::nCurrentItem usage into the right spot.
* Originally, `updatePlayerInventory()` was in the main loop and not the player ticker. Now that it's been relocated, this makes sense.
2023-03-27 18:06:35 +11:00
Mitchell Richters
d66f97e5dc - Exhumed: Clean up weapon selection code a bit.
* Concentrate it all in the `updatePlayerWeapon()` function.
2023-03-27 17:08:59 +11:00
Mitchell Richters
cb3fec39df - Exhumed: Move a line out of doPlayerMovement() and into updatePlayerViewSector().
* It needs to come after the function it's been moved into, but its confusing why its calculating a new pos delta when there's one on the stack.
* By directly nesting it in, it's a lot clearer.
2023-03-27 08:36:04 +11:00
Mitchell Richters
d858856e06 - Exhumed: Store a pos delta on the stack in `doPlayerMovement().
* We need this in a few places.
* Z is inverted because pitch is negated. Previously I just swapped the operation around.
2023-03-27 08:32:52 +11:00
Mitchell Richters
4fa12a9e30 - Exhumed/SW: Make sure the pitch keys are done after the slope tilting.
* Pitch key code does player horizon bounding.
2023-03-27 08:28:32 +11:00
Mitchell Richters
4bf2f70d7b - Exhumed: Remove Player::nDestVertPan entirely.
* We can just pass the needed value into `doPlayerPitch()`.
* For Ramses, no need to set `nDestVertPan` to the map value, just use the map value.
* Avoids an excess `atan2()` call by way of `maphoriz()`.
2023-03-27 08:14:42 +11:00
Mitchell Richters
b5123ac69f - Exhumed: Split pitch and yaw input again.
* They need to be called in different places inside of `doPlayerMovement()`.
2023-03-27 08:03:35 +11:00
Mitchell Richters
6aceb7bda3 - Exhumed: Clean up some of the repeated sector gets in doPlayerMovement(). 2023-03-27 08:03:14 +11:00
Mitchell Richters
d45be79c24 - Exhumed: Adjust yaw adjustment for Ramses to use the same formula as pitch.
* Rather than just snapping the angle, the player's yaw and pitch move evenly towards Ramses.
2023-03-26 22:13:57 +11:00
Mitchell Richters
b5a9085aed - Exhumed: Restore more accurate pitch adjustment for Ramses.
* Use `maphoriz(-11)` instead of some voodoo degree amount so it's clear when comparing sources.
* Don't stop interpolating while doing Ramses.
* Apply Ramses pitch amount to `nVertDestPan`, just like the original.
* Don't reset all angles when initialising Ramses, just set the yaw angle.
* Don't return player's view to center when doing Ramses, use the delta between `nDestVertPan` and the player's pitch, using same formula as original.
* Comment in how normal/non-ramses `nDestVertPan` setting should be 8x the sprite Z move delta, not 2x. I know it's not correct, but its been this way for a long time and we probably should CVAR it.
* When doing the player's death pitch, it's 40.156 degrees (horizon of 108), not 38 degrees (horizon of 100). This was a misread of mine way back when.
2023-03-26 22:13:57 +11:00
Mitchell Richters
0840e547b7 - Exhumed: Reset the player actor's pitch with the rest of the actor resets. 2023-03-26 20:12:59 +11:00