Commit graph

1242 commits

Author SHA1 Message Date
Mitchell Richters
d6de57095d - Take better advantage of InputPacket::ang's FRotator status.
* Change it to a DRotator 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 23:07:45 +11:00
Mitchell Richters
1732cd2e83 - Change InputPacket angles to an FRotator. 2023-10-03 23:07:45 +11:00
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
ec69e644f7 - Clean up a bunch of serialisers that were saving vector members, and not the whole vector. 2023-10-03 09:33:28 +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
559197a6d1 - Exhumed: Remove some duplicated save variables. 2023-10-03 09:20:16 +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
a941bbf89c fixed warning 2023-10-02 18:54:12 +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
f9c3a64f35 - Exhumed: Initial setup to convert PlayerArray array to array of ExhumedPlayer 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
d107b6a1fa - Exhumed: Rename PlayerList[] array to PlayerArray[] and wrap its access. 2023-10-02 15:42:09 +11:00
Mitchell Richters
5008ac08ac - Exhumed: Rename Player struct to ExhumedPlayer. 2023-10-02 15:41:15 +11:00
Mitchell Richters
61bc8c23cf - Exhumed: Wrap access to player's actor pointer. 2023-10-02 15:30:35 +11:00
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
da3df98484 use global stat manager in Exhumed 2023-10-01 10:17:27 +02:00
Mitchell Richters
dc8be29354 - Exhumed: Use range-based loop in seq_LoadSequences(). 2023-09-28 22:16:31 +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
7fa5df934b - Make playercmds[] non-global and pass through as pointer. 2023-09-28 22:16:30 +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
d96a928738 - Exhumed: fixed sprite positioning issues
Apparently tile #1 has some significance here.
2023-09-23 10:30:52 +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
20b96501b6 - moved rnd_plasma into global space again.
C++'s init rules for local static variables are so dumb that this will cause undefined behavior with the RNG management, it's also very inefficient.
2023-08-03 12:55:23 +02:00
Kevin Caccamo
80ac9f6416 Fix a memory write issue with plasma_{A,B,C}
plasma_A[5] = {}; will write the default value for int to the sixth element of plasma_A, causing a global-buffer-overflow.

I assume the intention here was to fill these three arrays with zeroes, which is what I did with the memset calls.
2023-07-12 19:13:05 +10:00
Christoph Oelckers
1b2a249243 - got rid of all tile index constants in Exhumed. 2023-05-21 07:42:26 +02:00
Christoph Oelckers
9bf028b7f0 - eliminated use of one more tile index in Exhumed. 2023-05-20 18:27:12 +02:00
Christoph Oelckers
fd9a9232af - cleanup of Exhumed's 2D code. 2023-05-20 18:08:59 +02:00
Christoph Oelckers
a2b2e2ec87 - got rid of tileHeight and tileWidth. 2023-05-20 18:08:40 +02:00
Christoph Oelckers
11ba136df1 - make autosaving happen immediately for other games than Blood only.
Blood does not like it, but for the others it should be ok.
2023-05-19 22:59:47 +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
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
9a703639cb - final cleanup of Blood/Exhumed changes. 2023-04-29 11:32:04 +02:00
Christoph Oelckers
01b6d9f27f - eliminated all remaining uses of picnum in Exhumed. 2023-04-29 11:32:03 +02:00
Christoph Oelckers
44e9a66319 - handle 3 more of Exhumed's picnums that were quick to refactor 2023-04-29 11:32:03 +02:00
Christoph Oelckers
0e097903c4 - got rid of a large chunk of picnum accesses in Exhumed. 2023-04-29 11:32:03 +02:00