Commit graph

194 commits

Author SHA1 Message Date
Christoph Oelckers
626deed960 - VectorScan 2021-11-29 00:53:53 +01:00
Christoph Oelckers
0466186440 - HitScan 2021-11-29 00:53:53 +01:00
Christoph Oelckers
c2916259d7 - CheckProximity
# Conflicts:
#	source/games/blood/src/aibeast.cpp
2021-11-29 00:53:53 +01:00
Christoph Oelckers
f4b900c540 - moved velocity data into DBloodActor. 2021-11-29 00:53:52 +01:00
Christoph Oelckers
1cb98593f1 - removed compatible savegame handling for SPRITEHIT.
This does not need to be preserved, unlike the other refactored global arrays.
2021-11-29 00:53:51 +01:00
Christoph Oelckers
54f70ec1bb - moved baseSprite into DBloodActor. 2021-11-29 00:53:51 +01:00
Christoph Oelckers
14ace49c3e - owner stuff.
This reduces the number of direct references to spritetype.owner by half in the Blood code.
2021-11-29 00:53:51 +01:00
Christoph Oelckers
3b1ba88a41 - gib stuff. 2021-11-29 00:53:51 +01:00
Christoph Oelckers
245581e00d - cleanup 2021-11-29 00:53:50 +01:00
Christoph Oelckers
b2de1e5209 - added BloodSpriteIterator and BloodLinearSpriteIterator to get rid of explicit loops over the sprite array. 2021-11-29 00:53:50 +01:00
Christoph Oelckers
484d016172 - cleaned up burn code. 2021-11-29 00:53:50 +01:00
Christoph Oelckers
c0b013ac0c - moved gSpriteHit into DBloodActor. 2021-11-29 00:53:50 +01:00
Christoph Oelckers
118b3e1d70 - all calls to CheckSpriteSect/Stat handled. 2021-11-29 00:53:44 +01:00
Christoph Oelckers
48073a2cd6 - sanitized the abuse of using XSPRITE's target field to pass along some info with explosions.
This is neither safe nor future proof, so now it uses a separate variable.
2021-11-29 00:53:44 +01:00
Christoph Oelckers
146de69169 - some more patrol code. 2021-11-29 00:53:44 +01:00
Christoph Oelckers
2044f591f2 - formatting and cleanup. 2021-11-29 00:53:43 +01:00
Christoph Oelckers
3928407eae - several is...() functions. 2021-11-29 00:53:43 +01:00
Christoph Oelckers
ca131f2dcf - fixed a few oversights. 2021-11-29 00:53:40 +01:00
Christoph Oelckers
c2f6084988 - merged genDudeExtra into DBloodActor. 2021-11-29 00:53:40 +01:00
Christoph Oelckers
a4f7fabbfa - modernTypeOperateSprite 2021-11-29 00:53:39 +01:00
Christoph Oelckers
9714febaab - eliminated the actPostSprite wrapper with an index parameter. 2021-11-29 00:53:36 +01:00
Christoph Oelckers
e0f1948ccc - wrapped all setsprite calls in Blood and adapted a few leftover uses of the index version of actPostSprite. 2021-11-29 00:53:35 +01:00
Christoph Oelckers
63ae861765 - DropVoodooCb 2021-11-29 00:53:34 +01:00
Christoph Oelckers
bb094fd003 - 3 smaller functions. 2021-11-09 23:10:34 +01:00
Christoph Oelckers
942e93b2e7 - debris functions. 2021-11-09 22:51:01 +01:00
Christoph Oelckers
5558c3e896 - debrisGetIndex and some related code. 2021-11-09 22:18:38 +01:00
Christoph Oelckers
5b057415da - sanitized tileGetSurfType. 2021-11-09 21:42:51 +01:00
Christoph Oelckers
9221262dfc - refactoring of all getzrange code to use the Collision struct. 2021-11-09 21:39:59 +01:00
Christoph Oelckers
6f8fe44bb0 - getSpriteMassBySize 2021-11-09 20:59:52 +01:00
Christoph Oelckers
762ebafc2a - made clipmoveboxtracenum a function argument of clipmove
There’e zero need for hackery here.
2021-11-08 23:22:48 +01:00
Christoph Oelckers
2d91786516 - changed all sector variables being passed to pushmove to full ints 2021-11-08 23:18:40 +01:00
Christoph Oelckers
b8f8c0fe04 - more changesprite* renaming. 2021-11-06 18:13:16 +01:00
Christoph Oelckers
83fe41e71e - made updatesector receive a 32 bit int pointer and deprecated the 16 bit variant. 2021-11-06 15:53:16 +01:00
Mitch Richters
0ee3b5af1c - Blood: Replace use of pushmove_old() inline wrapper with pushmove(). 2021-10-30 17:30:02 +02:00
Mitch Richters
b793bc8327 - Blood: Replace use of clipmove_old() inline wrapper with clipmove(). 2021-10-30 17:30:01 +02:00
Mitch Richters
ead877450d - Blood: Replace CosScale16() with bsin() from backend. 2021-10-30 10:24:15 +02:00
Mitch Richters
3ec1767791 - Blood: Replace SinScale16() with bsin() from backend. 2021-10-30 10:24:15 +02:00
Christoph Oelckers
da817a234b - fixed bad actor use in actCheckDudes. 2021-10-24 00:06:02 +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
e32ac93d96 - use the actor pointer in rxBuckets. 2021-10-14 20:27:36 +02:00
Christoph Oelckers
1d04ce90e4 - first batch of rxBucket refactoring. 2021-10-14 19:49:18 +02:00
Christoph Oelckers
93e909dd58 - use actors in the CFX interface. 2021-10-14 19:41:01 +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
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
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
3ea4c94266 - removed a few static array references. 2021-10-12 21:36:42 +02:00
Christoph Oelckers
dc5d32f510 - two missed iterators. 2021-10-12 21:36:41 +02:00
Christoph Oelckers
b240d2b5bd - aiunicult.cpp is done. 2021-10-12 21:36:41 +02:00
Christoph Oelckers
013eadfd9f - genDudePrepare 2021-10-12 21:36:18 +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
e415d93283 - doexplosion 2021-10-12 19:23:25 +02:00
Christoph Oelckers
eb478ba580 - getNextIncarnation
Event queue handling not refactored yet.
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
d907627156 - spriteIsUnderwater 2021-10-12 19:23:23 +02:00
Christoph Oelckers
75258c8b29 - playGenDudeSound. 2021-10-12 19:23:23 +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
c485fce958 - reformatted the actor and ai sources. 2021-10-10 11:47:18 +02:00
Christoph Oelckers
0ee81b2bb8 - refactored the remaining pieces in the ai code to use actors. 2021-10-10 11:47:18 +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
3ab636a13a - sfxPlay3DSound calls partially migrated. 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
fe92188b0c - removed the dudeIsPlayingSeq variant taking a sprite parameter. 2021-10-09 23:03:09 +02:00
Christoph Oelckers
61d9cd1b17 - switched all aiPlay3DSound calls to use actors. 2021-10-09 23:02:40 +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
8168c6f85c - use the vel() wrappers in a few more places. 2021-10-07 22:48:08 +02:00
Christoph Oelckers
1732d206bd - Blood: fixed flare gun no longer being able to set trees on fire.
Somehow a bad damage type got in here...
2021-09-18 20:13:05 +02:00
Christoph Oelckers
90091965ba - replaced most occurences of target_i in already refactored code. 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
a79d362b40 - dudeIsPlayingSeq + aiPlay3DSound. 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
6a1ffca34f - actCheckExplosion, removed array access from SEQ callbacks in actor.cpp and renamed the two which still had assembly names. 2021-09-17 20:49:25 +02:00
Christoph Oelckers
663ecc79d1 - actFireVector 2021-09-17 20:49:25 +02:00
Christoph Oelckers
d7078dda48 - actGetRespawnTime + actCheckRespawn. 2021-09-17 20:49:25 +02:00
Christoph Oelckers
6db18e61d9 - Blood: use a TArray for gPost and store actors as pointers.
This also does not need to be serialized because it gets cleared at the end of each game tick and will always be empty when saving is done.
2021-09-17 20:49:05 +02:00
Christoph Oelckers
4526f4149b - actSpawnThing and actFireThing. 2021-09-16 00:11:20 +02:00
Christoph Oelckers
c5d7455317 - actSpawnDude. 2021-09-16 00:01:16 +02:00
Christoph Oelckers
f3e10a595d - Blood: fixed pod fireballs not exploding.
Looks like something went wrong with cleaning out the broken code that once was here.
2021-08-27 13:25:01 +02:00
Christoph Oelckers
e010dce812 - Blood: fixed occasionally disappearing sprites when hitting something with the tesla gun. 2021-08-26 09:31:32 +02:00
Christoph Oelckers
9b061f9829 - Blood: fixed crash with Gargoyle projectiles.
Thanks, MSVC, for not warning about this... :(
2021-08-26 08:18:24 +02:00
Christoph Oelckers
1fbaeceada - Blood: avoid double free of sprites.
This happened to me once in Death Wish.
2021-08-26 08:18:23 +02:00
Christoph Oelckers
c80831555c - Blood: fixed broken missile collision checks.
Curse that stupid bit masking madness in clipmove. As long as this code isn't properly abstracted, we still need to handle it on the game side.
2021-08-25 08:47:40 +02:00
Christoph Oelckers
0cad0b9258 - reformatting the mess created by TortoiseMerge. 2021-08-25 08:46:31 +02:00
Christoph Oelckers
feb11a2f9a - fixed one merge conflict that managed to slip through. 2021-08-23 19:24:56 +02:00
Christoph Oelckers
0e7c61dc33 - tabified code. 2021-08-23 19:21:41 +02:00
Christoph Oelckers
ac40e86ab2 - actSpawnSprite
# Conflicts:
#	source/games/blood/src/actor.cpp

# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:20:05 +02:00
Christoph Oelckers
ebdb4927cc - got rid of a few sprite/xsprite references.
# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:19:36 +02:00
Christoph Oelckers
2cfb4f908e - actProcessSprites done.
# Conflicts:
#	source/games/blood/src/actor.cpp

# Conflicts:
#	source/games/blood/src/actor.cpp

# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:18:22 +02:00
Christoph Oelckers
7faebdcbf1 - first two loops of actProcessSprites split off and redone.
# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:15:18 +02:00
Christoph Oelckers
ddcb12a8b2 - MoveMissile + actExplodeSprite.
# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:15:08 +02:00
Christoph Oelckers
29c2e68270 - tabified MoveDude
# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:13:29 +02:00
Christoph Oelckers
8c01c363a9 - replaced remaining access to sprite[] and xsprite[] in processed code.
# Conflicts:
#	source/games/blood/src/actor.cpp

# Conflicts:
#	source/games/blood/src/actor.cpp

# Conflicts:
#	source/games/blood/src/actor.cpp
2021-08-23 19:13:28 +02:00