Commit graph

2187 commits

Author SHA1 Message Date
Mitchell Richters
984ae6b098 - SW: Shorten the setup in DoPlayerVehicleInputScaling(). 2023-10-03 23:07:45 +11:00
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
6cff02d33b - SW: Consistently apply SOP angle scaling to pitch as well as yaw. 2023-10-03 23:07:43 +11:00
Mitchell Richters
3c4eb21484 - SW: Remove DSWPlayer::drive_avel, we can just use DCoreActor::lastcmd for this. 2023-10-03 23:07:43 +11:00
Christoph Oelckers
8dc0505a65 made SW's panel sprites into actual DObjects
so that they can a) cleanly be exposed to scripting later and b) serialized for savegames without using gross hacks.
2023-10-03 12:27:15 +02:00
Christoph Oelckers
a8f2af7257 SW: fix serialization of panel sprites 2023-10-03 09:21:08 +02:00
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
656cafffb5 - SW: Remove some duplicated save variables. 2023-10-03 09:20:15 +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
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
789c4669f1 - SW: Initial setup to convert PlayerArray array to array of SWPlayer 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
6a7eabd23f - SW: Rename Player[] array to PlayerArray[] and wrap its access. 2023-10-02 15:42:59 +11:00
Mitchell Richters
2327e08acb - SW: Replace remaining Player + pointer arithmetic with array accesses. 2023-10-02 15:42:58 +11:00
Mitchell Richters
2733c90237 - SW: Replace all pp (.)\= Player \+ (.+)\) with array accesses. 2023-10-02 15:42:58 +11:00
Mitchell Richters
3c499b060f - SW: Replace all pp = Player \+ (.+); with array accesses. 2023-10-02 15:42:58 +11:00
Mitchell Richters
3cc2aa7af4 - SW: Replace remaining Player+ pointer arithmetic with array accesses. 2023-10-02 15:42:57 +11:00
Mitchell Richters
edd089cc0d - SW: Replace Player+pnum pointer arithmetic with array accesses. 2023-10-02 15:42:57 +11:00
Mitchell Richters
6a72b3dd83 - SW: Replace all pp (.)\= Player\+(.+)\) with array accesses. 2023-10-02 15:42:57 +11:00
Mitchell Richters
5d5327c427 - Replace direct pointer access to Player[] array with array accesses. 2023-10-02 15:42:57 +11:00
Mitchell Richters
dbb11eed4d - SW: Rename PLAYER struct to SWPlayer. 2023-10-02 15:42:55 +11:00
Mitchell Richters
a20e2b64f9 - SW: 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
19dfd84320 use global stat manager in SW 2023-10-01 10:33:07 +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
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
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
d34bad3045 - adapted game side code. 2023-08-19 19:41:40 +02:00
Christoph Oelckers
32ede813e9 - new files for backend update. 2023-08-19 18:17:17 +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
f0623c7098 - fix compilation 2023-08-06 09:22:07 +02:00
Christoph Oelckers
bd078cc3e6 - SW: Clear FinishTimer when starting a new level. 2023-08-03 17:53:25 +02:00
Christoph Oelckers
0380ef3b80 - SW: remove redundant ; in sector object serializer.
This caused the animtype field not to be saved.
2023-07-16 10:59:39 +02:00