Mitchell Richters
968d0ae0d2
- Implement new scaled angle change setup and remove enforcement of synchronised input.
2022-12-11 19:43:55 +01:00
Christoph Oelckers
67e807de26
- exported the tile flag setters to .def.
2022-12-11 18:42:01 +01:00
Mitchell Richters
397acfa242
- Blood: Migrate to new actor viewzoffset
property (sort of).
...
* The way this game does it player Z in a distinct variable needs to be maintained as it's impossible to maintain proper Z velocities when trying to do without it.
2022-12-11 18:41:50 +01:00
Christoph Oelckers
4af4983d3e
- floatified clipdist and replaced fClipdist wrapper.
...
This uses a new variable because a few things use clipdist as a flag byte
2022-10-30 16:51:14 +01:00
Christoph Oelckers
d41e370aad
- angular cleanup.
2022-10-25 07:07:13 +02:00
Mitchell Richters
b8b5fe9162
- Blood: Floatified playerStart()
and ZONE::ang
.
2022-10-22 12:17:04 +02:00
Mitchell Richters
95cd74bdc0
- renamed slope functions so that the int versions get a special name.
2022-10-22 12:17:02 +02:00
Christoph Oelckers
ac2a3c443f
- got rid of all deprecated updatesector variants.
...
This required a few changes in the map loader and render interface.
2022-10-22 12:17:02 +02:00
Christoph Oelckers
d03e890833
- fixed: The GC must mark the SprInSect actor lists
2022-10-22 12:16:55 +02:00
Christoph Oelckers
96a5954c80
- fixed: gView references gViewIndex, not myconnectindex.
2022-10-18 18:29:09 +02:00
Mitchell Richters
59bee2f9f6
- Blood: Eliminate gView
extern'd pointer.
2022-10-18 18:29:09 +02:00
Mitchell Richters
6356aeafc2
- Blood: Eliminate gMe
extern'd pointer.
2022-10-18 18:29:08 +02:00
Christoph Oelckers
d573ba4cad
- pass map start as DVector3
2022-10-13 00:59:01 +02:00
Christoph Oelckers
e7ec2c072a
- floatified Blood’s startpos
2022-10-10 17:37:19 +02:00
Christoph Oelckers
aab13addb7
-renamed spritetype’s owner field to ‚intowner‘
...
Mainly for easier searching.
Also remove the duplicate ‚detail‘ field.
2022-05-24 00:30:41 +02:00
Christoph Oelckers
3114059145
- fixed sprite indices for map spawned sprites.
2022-03-20 12:08:47 +01:00
Rachael Alexanderson
735740e453
- add level names to title bar (and by proxy, to RPC)
2022-03-18 05:06:58 -04:00
Christoph Oelckers
f194fb6c90
- added a name to tilenum function so that we can define picnums by name in scripted actors.
2022-01-24 00:24:47 +01:00
Christoph Oelckers
b683c31ef7
- fixed bad GC setup for Blood's collision struct.
...
This is a union so the pointers must also be conditionally marked based on the union's state.
2022-01-03 16:18:07 +01:00
Christoph Oelckers
17de3a08e8
- deal with bad start sectors.
...
The engine will now try to find a proper sector in the map loader if there's a mismatch.
2022-01-01 10:39:59 +01:00
Christoph Oelckers
6c381d4392
- removed sector() method from low level sprite type.
2021-12-30 16:58:48 +01:00
Christoph Oelckers
69283bfb0c
- tabified several Blood source files.
2021-12-30 09:58:47 +01:00
Christoph Oelckers
8d8e0550df
- got rid of PLAYER::pXSprite.
...
Now the player references its actor through ONE pointer only.
2021-12-30 09:57:21 +01:00
Christoph Oelckers
0d5ea0f314
- handle most of PLAYER::pXSprite
2021-12-30 09:57:20 +01:00
Christoph Oelckers
91214b5350
- xsprite in animatesprite.cpp.
2021-12-30 09:57:16 +01:00
Christoph Oelckers
a1f6b363fb
- asound.cpp, blood.cpp, db.cpp and parts of callback.cpp
2021-12-30 09:57:15 +01:00
Christoph Oelckers
f67e39450e
- deal with a handful of s() uses that do not match the more common patterns.
2021-12-30 09:57:13 +01:00
Mitchell Richters
b2ab64bb62
- Capitalise vec3_t
z
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
68e2691be7
- Capitalise vec3_t
y
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
c549cc5276
- Capitalise vec3_t
x
variable.
2021-12-30 09:57:02 +01:00
Christoph Oelckers
33a00869d8
- shortened the name of DBloodActor::xsprite to xspr.
2021-12-30 09:57:01 +01:00
Christoph Oelckers
d9d05e90b5
- globally replaced all occurences of '->s().' with '->spr.'
2021-12-30 09:57:00 +01:00
Christoph Oelckers
df0c577cf4
- replaced most of numsectors, too.
2021-12-30 09:56:54 +01:00
Christoph Oelckers
8ee5d1b0d7
- activated the garbage collector
...
This finally gets rid of all static storage for actors - so no more indices ever! :)
2021-12-26 23:10:00 +01:00
Christoph Oelckers
16a8746971
- GC setup for Blood.
2021-12-26 23:09:58 +01:00
Christoph Oelckers
42e4e9288f
- deleted GetSpriteIndex.
...
It's not needed anymore.
2021-12-26 23:09:58 +01:00
Christoph Oelckers
588f88c9cc
- migrated the actors to DObjects.
...
No GC yet, only the classes have been altered and some GC-related features been added.
Full switchover will require adding GC support to all data in the game.
2021-12-26 23:09:57 +01:00
Christoph Oelckers
ca10495d7c
- Blood: back up player state before ending the level, not just before loading the new one.
...
The latter is too late, the player's actor data may already be stale and invalid here.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
8a2385dd89
- actor clearing cleaned up.
...
We still need this until we can get rid of the static arrays...
2021-12-26 23:09:55 +01:00
Christoph Oelckers
f855b1020f
- actor lists refactored.
...
No more shorts, no more static arrays.
This was one of the biggest blockers for unlimiting the engine.
2021-12-26 23:09:54 +01:00
Christoph Oelckers
a3493048e7
- refactoring of spawn code to prepare for the other games.
...
Map hacks do not work in this commit!
2021-12-26 23:09:51 +01:00
Christoph Oelckers
ec888c097c
- Blood: separated actor spawning from map loading.
2021-12-26 23:09:51 +01:00
Christoph Oelckers
e543c70439
- replacement of BloodLinearSpriteIterator
...
Preparation for eliminating sprite[]. This array can later be created by the actual spawn function.
2021-12-26 23:09:51 +01:00
Christoph Oelckers
52c80f187a
- added coreactor.h
2021-12-26 23:08:55 +01:00
Christoph Oelckers
443cfc991c
- actSpawnSprite, ZONE, startsectnum and dbLoadMap
2021-12-25 21:29:15 +01:00
Christoph Oelckers
6705e8e51e
- moved xsprite into DBloodActor and save all relevant parts of DBloodActor.
...
This completes Blood's transition.
2021-12-25 21:28:37 +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
Christoph Oelckers
b685163ab1
- Blood: extend all 16 bit fields holding sector or wall indices to 32 bit.
2021-11-29 00:55:41 +01:00
Christoph Oelckers
c6bd5c04c7
- fixed most warnings GCC pointed out in game code.
2021-11-29 00:55:29 +01:00
Christoph Oelckers
40b22a90e9
- Blood: cleaned out some crutches needed to deal with the broken vanilla savegame code.
...
Raze has fixed its savegame format so that it can fully restore a game session from it.
As a result, nnExtInitModernStuff was never called with 'saveload' set to true and none of this code ever executed.
2021-11-29 00:55:00 +01:00