Christoph Oelckers
efc791ee00
- route all remaining calls to evPost and evKill through type specific variants.
2021-10-14 21:59:41 +02:00
Christoph Oelckers
b64aede68e
- made patrolBonkles local to the only function using this array.
2021-10-14 20:31:45 +02:00
Christoph Oelckers
71b144023d
- renamed evPost to evPostActor and evKill to evKillActor for clarity.
2021-10-14 20:31:17 +02:00
Christoph Oelckers
0ab33b7ffe
- need to pass the actor separately to getDataFieldOfObject.
...
We cannot use rxindex anymore.
2021-10-14 20:28:56 +02:00
Christoph Oelckers
b449e0a43b
- event redirectors for rxBuckets.
2021-10-14 20:26:42 +02:00
Christoph Oelckers
40a8cd7fa3
- playerQavSceneProcess handled for rxBuckets
2021-10-14 20:25:10 +02:00
Christoph Oelckers
db9d4efdc9
- handled 4 aiFight functions for rxBuckets.
2021-10-14 19:53:08 +02:00
Christoph Oelckers
0ef388538d
- refactored 'mate' function for rxBucket.
2021-10-14 19:51:49 +02:00
Christoph Oelckers
5d0086cb49
- renamed RXBUCKET.index to rxindex.
...
This will be needed for refactoring for easier lookup.
2021-10-14 19:41:22 +02:00
Christoph Oelckers
93e909dd58
- use actors in the CFX interface.
2021-10-14 19:41:01 +02:00
Christoph Oelckers
77c827e817
- renamed evKill and added an actor pointer to EVENT struct.
2021-10-14 19:37:53 +02:00
Christoph Oelckers
085bd3a165
- replaced all fxSpawn calls with fxSpawnActor.
2021-10-14 19:35:05 +02:00
Christoph Oelckers
fbe2373972
- started cleanup of evPost calls by renaming the internal functions.
...
This just renames things - no changes in functionality.
2021-10-14 19:07:51 +02:00
Christoph Oelckers
2a1f31581c
- added null pointer checks to all event callback functions.
2021-10-14 19:07:24 +02:00
Christoph Oelckers
add368433e
- sanitized callback interface.
2021-10-14 19:07:00 +02:00
Christoph Oelckers
143e947839
- renamed variable for consistency.
2021-10-14 19:02:48 +02:00
Christoph Oelckers
562968262c
- moved spriteMass into DBloodActor
2021-10-14 19:01:10 +02:00
Christoph Oelckers
5519596a94
- refactored global sprite index arrays into pointer arrays.
2021-10-14 18:43:56 +02:00
Christoph Oelckers
b60caa362e
- fixed bad merge
2021-10-14 01:15:05 +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
895ecc81bc
- const-ified some static arrays.
...
# Conflicts:
# source/games/blood/src/nnexts.cpp
2021-10-12 21:36:42 +02:00
Christoph Oelckers
3454fc397e
- a few target_i removed.
...
# Conflicts:
# source/games/blood/src/ai.cpp
2021-10-12 21:36:41 +02:00
Christoph Oelckers
13348ca428
- a tiny bit of code cleanup.
2021-10-12 21:36:41 +02:00
Christoph Oelckers
fb5916a3dd
- canSwim et.al.
2021-10-12 21:29:12 +02:00
Christoph Oelckers
c42e26351e
- genDudeSpawn, genDudeTransform and updateTargetOfLeech.
2021-10-12 21:29:11 +02:00
Christoph Oelckers
f4fd2a770b
- dudeLeechOperate
2021-10-12 21:29:11 +02:00
Christoph Oelckers
c715ded287
- dudeIsMelee
2021-10-12 19:23:24 +02:00
Christoph Oelckers
040049f83e
- more leech stuff.
...
# Conflicts:
# source/games/blood/src/ai.cpp
2021-10-12 19:23:23 +02:00
Christoph Oelckers
d2f16ec8ab
- leechIsDropped, pLifeLeech
2021-10-12 19:23:23 +02:00
Christoph Oelckers
d907627156
- spriteIsUnderwater
2021-10-12 19:23:23 +02:00
Christoph Oelckers
05571de93a
- genDudeUpdate handled.
2021-10-12 19:23:22 +02:00
Christoph Oelckers
c848518746
- use actor parameter in all calls to aiGenDudeNewState.
...
# Conflicts:
# source/games/blood/src/aiunicult.cpp
2021-10-12 19:23:22 +02:00
Christoph Oelckers
062b3dbf76
- route all access to genDudeExtra through the method in DBloodActor
2021-10-12 19:23:21 +02:00
Christoph Oelckers
351dabdb90
- actFireMissile.
2021-10-10 22:36:12 +02:00
Christoph Oelckers
62502439d7
- eliminated HITINFO.hitsprite.
...
This was one of the more annoying sprite index variables because it is part of static global data.
2021-10-09 23:09:09 +02:00
Christoph Oelckers
f712a674ce
- removed the few remaining uses of actDamageSprite_.
2021-10-09 23:09:08 +02:00
Christoph Oelckers
b8d55feb1e
- actor parameter substitution and a few bad constants.
2021-10-09 23:08:44 +02:00
Christoph Oelckers
fbae41ee0a
- renamed the sprite variant of aiDamageSprite.
2021-10-09 23:08:43 +02:00
Christoph Oelckers
44b0e59127
- aiProcessDudes and aiInitSprite done, completing the main pass over ai.cpp.
2021-10-09 23:08:43 +02:00
Christoph Oelckers
8606b2ea5a
- fixed warnings in Blood.
2021-10-08 19:09:26 +02:00
Christoph Oelckers
c8501f8ea6
- refactored aiSetTarget
2021-10-07 22:54:18 +02:00
carnivoroussociety
8dbd0f10d3
Refactored DUDEEXTRA struct and correctly init state
...
# Conflicts:
# source/games/blood/src/aiboneel.cpp
# source/games/blood/src/aicerber.cpp
# source/games/blood/src/aigarg.cpp
# source/games/blood/src/aighost.cpp
# source/games/blood/src/aitchern.cpp
2021-10-07 22:51:42 +02:00
Christoph Oelckers
a3a5e7e90b
- renamed aiSetTarget.
2021-10-07 22:48:08 +02:00
Christoph Oelckers
95acafdbac
- manual update of NBlood commit 24908021f3b844a73de05632565d55d5b71b577c
...
- Fix kModernCustomDude is not inheriting sprite size if SEQ have zero repeats
- Damage scale tweaks for kModernCustomDude
- Fix hitscan kModernCondition
2021-09-19 16:35:02 +02:00
Christoph Oelckers
261301bdea
- replacing target_i, batch 1.
...
This was the simple stuff, mostly done by search&replacing common patterns.
2021-09-17 20:49:27 +02:00
Christoph Oelckers
7a6629ce6a
- renamed XSPRITE::target to target_i.
...
This is to make searching for it easier as 'target' is a very common word in the source.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
774a015e6b
- aiChooseDirection and its subfunctions.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
00d0099333
- removed a few compatibility wrappers.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
c5d7455317
- actSpawnDude.
2021-09-16 00:01:16 +02:00
Christoph Oelckers
bac1480997
- Blood: fixed use of bad index variable in condCheckSector
2021-08-28 18:00:13 +02:00
Christoph Oelckers
dc0d201275
- Blood: added serialization for the tracking conditions array.
2021-08-27 18:23:04 +02:00
Christoph Oelckers
ddcb12a8b2
- MoveMissile + actExplodeSprite.
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:15:08 +02:00
Christoph Oelckers
c1d52f7393
- replaced all occurences of gDudeExtra and moved that struct into DBloodActor.
...
# Conflicts:
# source/games/blood/src/ai.cpp
2021-08-23 19:13:28 +02:00
Christoph Oelckers
3aa9d6f8be
- MoveThing.
...
# Conflicts:
# source/games/blood/src/actor.cpp
2021-08-23 19:12:58 +02:00
Mitchell Richters
ddc7b3d730
Merge branch 'master' into master
2021-08-23 11:40:05 +10:00
Mitchell Richters
5bfdd74844
- Blood: Revert "- Blood: Ensure looped QAVs interpolate using last frame in the array."
2021-08-23 09:32:00 +10:00
carnivoroussociety
44e6ccb3d4
Eliminate misused DemoRecordStatus usages
2021-08-21 20:29:01 +10:00
Mitchell Richters
cd5e01818a
- Blood: Replace all numerical constants for player's nextWeapon
with enum values.
2021-08-18 20:02:24 +10:00
Mitchell Richters
6f08eb2292
- Blood: Replace all numerical constants for player's newWeapon
with enum values.
2021-08-18 20:02:22 +10:00
Mitchell Richters
ba94614078
- Blood: Replace all numerical constants for player's curWeapon
with enum values.
2021-08-18 20:02:20 +10:00
Mitchell Richters
24fbaa527c
- Blood: Re-time weapon and scene QAV code based on reworked timer and QAV struct code.
2021-08-18 20:00:44 +10:00
Mitchell Richters
ab502ebc66
- Blood: Ensure looped QAVs interpolate using last frame in the array.
2021-08-18 20:00:36 +10:00
Mitchell Richters
99508e6f15
- Blood: Perform interpolation between frames for each tile coordinate when there is more than one frame and the picnum between frames match.
2021-07-29 17:39:22 +10:00
NoOneBlood
a40d036623
Fix max players range check for kModernPlayerControl
...
Add power up control for kModernPlayerControl
2021-07-27 08:05:31 +10:00
nukeykt
39547e2df5
Blood: fix OOB issue in aiPatrolSetMarker
2021-07-26 15:55:13 +10:00
Christoph Oelckers
b23db149e3
- use snprintf in condError.
...
While sprintf is generally problematic, it is particularly dangerous here where it is impossible to estimate the length of the messages.
2021-07-25 11:50:23 +02:00
Mitchell Richters
9fad44bab2
- Blood: Replace use of non-standard strupr()
from 754554a493
with an FString object.
2021-07-25 19:44:07 +10:00
Mitchell Richters
3b82a08123
Revert "- Fix non-Windows and non-MSVC builds due to missing header for strupr()
."
...
This reverts commit 2217dcb632
.
2021-07-25 19:38:06 +10:00
Mitchell Richters
2217dcb632
- Fix non-Windows and non-MSVC builds due to missing header for strupr()
.
2021-07-25 19:27:31 +10:00
Christoph Oelckers
7702b3bb92
- rewrote the sound handling in the patrolling code for Raze's sound backend.
2021-07-25 10:42:15 +02:00
Christoph Oelckers
b588abbca6
- deleted two unused functions that got back in again by accident.
2021-07-25 08:50:46 +02:00
Mitchell Richters
7329cb8f1f
- Blood: Comment out bonk
code from 754554a493
to get things building for now.
2021-07-25 13:12:29 +10:00
NoOneBlood
754554a493
Increase kMaxSuperXSprites from 128 to 512.
...
Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used.
Fix random item generator so items that inherits TX ID won't send command at respawn.
Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage.
Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings.
Corpses won't gib as gargoyles anymore (gModernMap).
kModernCondition:
- remove bool comparison (condCmpb).
- remove no extra comparison (condCmpne).
- remove "else if" search at level start.
- add global (game) conditions type.
- add more conditions.
- make error report a bit more informative.
Add more options and damage effects for kModernSpriteDamager.
Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location.
Add more options and vertical wind processing for kModernWindGen.
Add more options and effects for kModernEffectGen.
Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap).
Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location.
Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap).
Patrolling enemies:
- add turn AI state.
- add "return back" option for path markers.
- add "turning while waiting" option for markers.
- make enemies to hear some sounds assuming that player generates and hears it too.
- add kModernStealthRegion type to affect current spot progress velocity.
- replace AI's CanMove and aiChooseDirection to a better versions.
- make flying enemies to not spin around the marker.
- treat Phantasm as flying enemy!
- allow to continue patrol when falling in water.
Fix compile warnings
Various minor fixes / cleanup.
2021-07-25 13:11:55 +10:00
Mitchell Richters
0f5243c39e
- Blood: Lock input after setting angle/horizon targets in nnexts.cpp code, then unlock in ProcessInput()
where resetForcedSyncInput()
is called.
2021-07-18 19:26:24 +10:00
Mitchell Richters
58ed7f8745
- Blood: Restore original horizon algorithm in trPlayerCtrlSetLookAngle()
and adjust to Raze's backend input code.
2021-07-18 18:52:21 +10:00
Mitchell Richters
c62e5db2bc
- Blood: Fix angle issues with NHIS.
2021-07-18 17:35:11 +10:00
Christoph Oelckers
63bc36e3c4
- renamed some constants.
...
Manually copied from NBlood because the underlying code has changed too much already.
2021-06-24 14:14:16 +02:00
Christoph Oelckers
207298aeb4
- fixed compilation (again.)
2021-06-02 21:00:39 +02:00
NoOneBlood
73683b3ebe
Remove viewSetSystemMessage() when setting dude flags via command
...
# Conflicts:
# source/blood/src/nnexts.cpp
2021-06-02 20:52:49 +02:00
Christoph Oelckers
86082d4c10
- fixed last commit
2021-06-02 20:52:48 +02:00
NoOneBlood
f433c6ee11
Use dude physics as base for debris physics
...
Remove dude flags commands
Update kModernSlopeChanger
Add stealth dude flag
Update for sector pause/continue motion
# Conflicts:
# source/blood/src/db.h
# source/blood/src/nnexts.cpp
# source/blood/src/nnexts.h
# Conflicts:
# source/blood/src/nnexts.cpp
2021-06-02 20:52:48 +02:00
Christoph Oelckers
7fa690082e
- fixed cherry picked commit.
...
# Conflicts:
# source/core/gamecontrol.h
2021-06-02 20:52:47 +02:00
NoOneBlood
3a59243ea0
- Fixed getPlayeById() function in multiplayer.
...
- Fixed debris physics flags was not properly reset on level restart.
- Added new modern type "kModernSlopeChanger" that can manipulate sector and sprite slopes.
- Allow to drop items and keys for players in multiplayer (gModernMap only).
- Added event commands to manipulate dude flags.
- Patrol enemies (xsprite.dudeFlag4, gModernMap only):
- Added path markers following.
- Added stealth mechanics.
- Added spot target progress bar.
- Added alarm dude flag.
- Added blind dude flag.
- Added deaf dude flag.
- Added conditions for kModernCondition related to patrol enemies.
- kModernDamager can work like generator and damage anyone in sectors or in map.
- kSectorDamage is not does the damage if in Off state (gModernMap only).
- Additional options kModernSeqSpawner.
- Effects that created with kModernEffectSpawner now inherits offset of the sprite.
- Added kCmdSectorMotionPause and kCmdSectorMotionContinue event commands that allows to pause or continue sector motion (gModernMap only, WIP).
- Various minor fixes.
# Conflicts:
# source/blood/src/ai.cpp
# source/blood/src/common_game.h
# source/blood/src/eventq.cpp
# source/blood/src/nnexts.cpp
# source/blood/src/nnexts.h
# source/blood/src/triggers.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# Conflicts:
# source/games/blood/src/ai.cpp
# source/games/blood/src/nnexts.h
# Conflicts:
# source/games/blood/src/actor.cpp
# source/games/blood/src/ai.cpp
2021-06-02 20:51:47 +02:00
Christoph Oelckers
3e2cacfaf6
- silenced warnings in Blood.
2021-05-12 21:49:06 +02:00
Christoph Oelckers
fc11f9327a
- refactored actDamageSprite
2021-05-10 20:13:28 +02:00
Christoph Oelckers
0db8fc6163
- removed UNREFERENCED_PARAMETER macro.
...
Using C++ standard of not naming such parameters instead.
2021-05-03 19:10:53 +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
8003ab6fa3
Merge branch 'scriptable_cutscenes' into newrenderer
2021-05-02 22:37:46 +02:00
Christoph Oelckers
e9385ed4e8
- adapted Blood to the new level progression features and simplified several parts, particularly the clumsy retrieval of the next level.
...
Some cheats in Duke will not work correctly with this commit!
2021-05-02 09:08:57 +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
6342926871
- disabled the QAV preload calls in Blood.
...
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +02:00
Christoph Oelckers
d42ce0ee7e
- WIP
2021-03-20 23:01:16 +01:00
Mitchell Richters
2abda0e27d
- All Games: Migrate each game's clock counter to backend solution.
2021-02-18 21:47:33 +11:00
Christoph Oelckers
fc11f537f7
- project cleanup
...
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00