Commit graph

586 commits

Author SHA1 Message Date
Christoph Oelckers
1573e6fb49 fix some bad English 2023-12-05 22:39:28 +01:00
Mitchell Richters
52b20e1f59 - Move syncinput mechanism into GameInput object. 2023-12-05 22:39:24 +01:00
Mitchell Richters
526db7f8b0 - Fix all GCC warnings in the game-side code.
* Most of these were due to mixed spaces/tabs playing nastiness with non-braced if/else statements.
2023-12-05 22:39:23 +01:00
Mitchell Richters
8c1e392afc - 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.
2023-12-05 22:39:12 +01:00
Mitchell Richters
592d416485 - Change InputPacket velocities to an FVector3. 2023-12-05 22:39:12 +01:00
Christoph Oelckers
5448f6ec2c 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.
2023-12-05 22:38:34 +01:00
Mitchell Richters
ac35e09d1c - Move each game's stored nPlayer/pnum value to CorePlayer. 2023-10-02 18:44:04 +11:00
Mitchell Richters
d90aca9640 - Directly store a ticcmd_t object within CorePlayer. 2023-10-02 17:00:50 +11:00
Mitchell Richters
0ed54ed719 - Blood: Rename gPlayer[] array to PlayerArray[] and wrap its access. 2023-10-02 15:31:05 +11:00
Mitchell Richters
49104f9b24 - Blood: Rename PLAYER struct to BloodPlayer. 2023-10-02 15:30:51 +11:00
Mitchell Richters
2755b17fd5 - Blood: Wrap access to player's actor pointer. 2023-10-02 15:30:34 +11:00
Christoph Oelckers
4af7a649b6 move kill/secret management into the shared code
Implemented for Blood so far, this gets rid of gKillMgr and gSecretMgr
2023-10-01 10:07:45 +02:00
Christoph Oelckers
f46db83ab3 removed two leftover floatification helpers. 2023-09-28 11:43:14 +02:00
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
Christoph Oelckers
a662a3bd12 - another bunch of picnums in Blood removed.
4 remaining after this.
2023-04-29 11:32:04 +02:00
Christoph Oelckers
f115f9427d - got rid of a few more picnum references in Blood. 2023-04-29 11:32:03 +02:00
Mitchell Richters
e5f3f5f149 - Make setForcedSyncInput() require a player index.
* This should only ever apply to the console player.
2023-03-23 17:09:02 +11:00
Christoph Oelckers
fc547f5ada - Blood: fixed bad array resize. 2023-01-28 10:59:27 +01:00
Christoph Oelckers
b7799a5a3c - fix kill counter in Blood (for real this time.) 2023-01-08 20:12:28 +01:00
Christoph Oelckers
d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00
Christoph Oelckers
c41dc29885 - eliminated half of the remaining tileWidth and tileHeight calls. 2022-12-18 14:45:09 +01:00
Christoph Oelckers
8dfbbc8220 - migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
e23a5095cb - moved the other tile info tables of Blood to the texExtInfo array as well.
The two fields are easily reusable for the other games so it's a welcome simplification.
2022-12-18 13:23:59 +01:00
Christoph Oelckers
e26d9106aa - handle all occurences of tileWidth and tileHeight using spritetypebase::picnum. 2022-12-11 19:44:01 +01:00
Christoph Oelckers
f479f995a1 - transitioned all tileLeftOffset and tileTopOffset calls to use the texture manager. 2022-12-11 19:44:01 +01:00
Christoph Oelckers
8b0e86e88b - wrap a few more accesses to picnum variables 2022-12-11 19:44:00 +01:00
Christoph Oelckers
a6db974a62 - refactored Blood's tile property arrays to texture IDs.
The data structure here can be optimized later when the other games get to the same point, but this allows to rid Blood of all references to wallpicnunm, floorpicnum and ceilingpicnum except one place in the precacher.
2022-12-11 19:44:00 +01:00
Christoph Oelckers
483617d3e1 - use the texture wrappers in a few places. 2022-12-11 19:44:00 +01:00
Christoph Oelckers
ede5b017ab - renamed walltype::picnum to wallpicnum for easier searching. 2022-12-11 19:43:58 +01:00
Christoph Oelckers
a08db47528 - exported all breakable ceilings.
Very simple stuff with instant profit. :)
2022-12-11 19:43:58 +01:00
Mitchell Richters
470b4efac8 - Remove PlayerAngles::setYaw() method usage and remaining associated code. 2022-12-11 19:43:56 +01:00
Mitchell Richters
f58e3c58aa - Remove PlayerAngles::setPitch() method usage. 2022-12-11 19:43:56 +01:00
Mitchell Richters
bb1113c251 - Remove the whole angle locking concept, we can just force synchronised input instead which is cleaner. 2022-12-11 18:42:01 +01:00
Mitchell Richters
d3bc2f39a4 - Blood: Remove all remaining angle wrapper usage. 2022-12-11 18:42:00 +01:00
Mitchell Richters
be466fec8d - Wrap access to current yaw. 2022-12-11 18:41:57 +01:00
Mitchell Richters
b9f5bb71cc - Merge PlayerHorizon and PlayerAngle structs into PlayerAngles struct. 2022-12-11 18:41:56 +01:00
Mitchell Richters
353c2a20fd - Rename remaining PlayerAngle methods. 2022-12-11 18:41:55 +01:00
Mitchell Richters
bd063de5f5 - Rename PlayerAngle::ang in preparation for replacement work. 2022-12-11 18:41:54 +01:00
Mitchell Richters
9ab8db04db - Rename remaining PlayerHorizon methods. 2022-12-11 18:41:54 +01:00
Mitchell Richters
2e0b9490e1 - Change spritetypebase::angle to a DRotator named Angles.
* Major pre-requisite for the next steps I'm undertaking, let's get it into the branch now.
2022-12-11 18:41:52 +01:00
Mitchell Richters
e55412f240 - Remove DCoreActor::ZeroVelocity(). 2022-12-11 18:41:45 +01:00
Mitchell Richters
39d1a758ed - Remove DCoreActor::ZeroVelocityXY(). 2022-12-11 18:41:44 +01:00
Mitchell Richters
f524abdf47 - Blood: Utilise new weapon drawing offsets from the backend. 2022-12-11 18:41:37 +01:00
Christoph Oelckers
ed4f49ac86 - fixed sound code for backend update. 2022-11-24 17:46:39 +01:00
Christoph Oelckers
c69e86d119 - Blood: unlimited the tracking conditions. 2022-11-16 11:55:41 +01:00
Christoph Oelckers
ef54579104 - Blood: updated nnexts with the parts not related to the condition rewrite. 2022-11-16 11:14:31 +01:00
Christoph Oelckers
e776e76ebf - Blood: applied all changes outside of nnexts.cpp from the latest modern update. 2022-11-16 07:53:21 +01:00
Christoph Oelckers
42e02d2956 - eliminated firstWall as well. 2022-11-15 15:44:33 +01:00
Christoph Oelckers
5798fa067f - cleaned up all -> accesses through firstWall(). 2022-11-15 15:33:35 +01:00
Christoph Oelckers
0c87bcb91b - renamed getzsofslopeptr to calcSlope and removed one redundant inline. 2022-10-30 16:51:40 +01:00