Commit graph

233 commits

Author SHA1 Message Date
Mitchell Richters
3c9cd926ba - Capitalise vec2_t x variable. 2021-12-30 09:57:02 +01:00
Christoph Oelckers
beddf1e1ca - add slope sprite support to the new renderer.
Some fudging was needed to avoid positioning problems as the renderer is more sensitive to this than Polymost.
2021-12-30 09:56:55 +01:00
Christoph Oelckers
6fd4d6d550 - ported slope sorite support from NBlood.
For Polymost only so far.
2021-12-30 09:56:54 +01:00
Christoph Oelckers
df0c577cf4 - replaced most of numsectors, too. 2021-12-30 09:56:54 +01:00
Christoph Oelckers
6e3b6028e9 - reinstated bug in pushmove not to check the first wall when scanning backwards.
For real this time
2021-12-30 09:56:53 +01:00
Christoph Oelckers
c546bfc1ca - reinstated bug in pushmove not to check the first wall when scanning backwards.
Seems we need this in a few places.
2021-12-30 09:56:53 +01:00
Christoph Oelckers
ace01d02bc - alignment flags and a few leftovers. 2021-12-30 09:56:48 +01:00
Christoph Oelckers
82fb03e399 - another batch of search&replace, with smaller results. 2021-12-30 09:56:48 +01:00
Christoph Oelckers
c5ae454207 - another big batch of automatic replacements. 2021-12-30 09:56:48 +01:00
Christoph Oelckers
8f012d1beb - made wall flags type safe 2021-12-30 09:56:47 +01:00
Christoph Oelckers
d0a06ae961 - deal with most of CSTAT_SECTOR_SKY and CSTAT_SECTOR_SLOPE 2021-12-30 09:56:45 +01:00
Christoph Oelckers
5f18109371 - consolidated all getslope code into a single function.
This also caches a wall's length to avoid taking the square root every single time for a slope calculation.
2021-12-30 09:53:55 +01:00
Christoph Oelckers
a23d2ae656 - fixed OOB access in pushmove.
The backwards search loop starts at one element behind the data it is supposed to check. If this is the last wall in the map it accesses undefined memory.

This tripped the range check in TArray for wall[].
2021-12-26 23:10:06 +01:00
Christoph Oelckers
1a3b9f8ac0 - made several arrays holding sector related data dynamic. 2021-12-26 23:10:02 +01:00
Christoph Oelckers
838bed7800 - final cleanup of sectnum related stuff.
Made sure that remaining uses of sector indices are safe to be kept and deleted a few redundant functions.
2021-12-26 23:10:01 +01:00
Christoph Oelckers
793dd032b0 - getzrange cleanup. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
bcc532d36f - eliminated the getzrange wrapper. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
2541425b9d - getzrange is free of hack values, too. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
9d85859a80 - finally got rid of the 16 bit hack return value of clipmove. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
d34a5179f1 - sprite cleanup in clip code.
Just using already available data instead of the indices.
2021-12-26 23:09:53 +01:00
Christoph Oelckers
19236b2526 - removed compatibility handling for the oldest level from hitscan.
This stuff isn't even slope aware so the only legitimate reason for keeping it would be demo playback.
2021-12-26 23:09:52 +01:00
Christoph Oelckers
183f554733 - hitscan cleanup.
Also removed a bit of leftover TROR code.
2021-12-26 23:09:52 +01:00
Christoph Oelckers
f9b1164747 - use point2Wall wherever possible. 2021-12-26 23:09:48 +01:00
Christoph Oelckers
12f6b05cbe - use access functions, all done by search & replace. 2021-12-26 23:09:44 +01:00
Christoph Oelckers
6748a39c8f - deprecate the sector index variant of pushmove 2021-12-26 23:09:43 +01:00
Christoph Oelckers
70d7e81f4f - adapted getzrange to the new interface.
This was mainly removing game side solutions in favor of a common one in the backend.
2021-12-26 23:09:42 +01:00
Christoph Oelckers
4788c7ba5e - made Collision derive from a common base class and refactored clipmove to a single engine-side entry point.
Done for Doom so far.
2021-12-26 23:08:57 +01:00
Christoph Oelckers
9380819e4e - initialize actorArray for all games.
- the foundation for an actor aware backend.
2021-12-26 23:08:56 +01:00
Christoph Oelckers
7e2431ebd8 - replaced the remaining content from compat.h 2021-12-14 10:15:58 +01:00
Christoph Oelckers
adf3133fdc - use sectnum and wallnum to get an index from pointers instead of subtracting the array base. 2021-11-29 00:56:26 +01:00
Christoph Oelckers
730b7492cb - moved bitmap_set and bitmap_test into clip.cpp and deleted unused inside_exclude_p function.
No longer used anywhere else and to be replaced with BitArray.
2021-11-29 00:55:45 +01:00
Christoph Oelckers
22e554e88a - use BFSSearch in clipupdatesector 2021-11-29 00:55:45 +01:00
Christoph Oelckers
01abe7b2ac - addressed most unused/uninitialized variable warnings from MSVC. 2021-11-29 00:55:30 +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
4aa0477574 - make internal pushmove use a 32 bit sector index. 2021-11-08 23:17:40 +01:00
Christoph Oelckers
567d054d42 - remove unused clipmovex function, extend clipmove sector return to 32bit, mark obsolete clipmove variants deprecated 2021-11-08 23:11:29 +01:00
Christoph Oelckers
eeaa7f98f0 - inlines for validating sector and wall indices. 2021-11-08 18:56:10 +01:00
Christoph Oelckers
57b638f26f - use std::clamp instead of our homegrown version. 2021-10-30 10:35:00 +02:00
Christoph Oelckers
29769dd673 - fixed engine code warnings pointed out by XCode 13. 2021-10-08 19:06:41 +02:00
Christoph Oelckers
7f485bfab1 - split off the extended sprite flags into their own word.
Some code overwrites the cstat field entirely (thanks Duke, for being sloppy with this...!)
2021-09-12 18:26:35 +02:00
Mitchell Richters
1dbf34fe56 - Repair some potential issues from 1354d52c05 that might be causing issues with #455. 2021-07-04 21:06:13 +10:00
Christoph Oelckers
5b38343407 - fixed sprite exclusion logic in getzrange.
This was using the wrong flag.
2021-06-09 00:31:54 +02:00
Christoph Oelckers
dc846dcd49 - Duke: avoid clipping against self when executing script logic for floor sprites.
A good place to see the result is a kitchen knife in E4L2 that went missing due to the faulty check.
2021-06-01 21:21:39 +02:00
Christoph Oelckers
b6dd834420 - fixed warnings in Build code. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
8c379f7a44 Merge branch 'master' into newrenderer 2021-04-25 11:33:47 +02:00
Christoph Oelckers
3ad4a869c1 - handle the case that a deleted sprite has inserted its bogus sector reference into the clip list.
We got one report of Blood crashing on this.
2021-04-23 20:11:46 +02:00
Christoph Oelckers
82194bbf6b Merge branch 'master' into newrenderer
# Conflicts:
#	source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
42b87362ee - When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes.
Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
2021-04-17 09:37:38 +02:00
Christoph Oelckers
e7d73fd8e7 - fixed clipping code.
This seems to require the old code as-is - the latest refactoring broke some stuff again and had to be reverted.
2021-03-27 15:04:16 +01:00
Christoph Oelckers
368b2319f2 - replaced 'static FORCE_INLINE' globally with 'inline'.
I have no idea what kind of compiler needs such a construct, it's totally not how C++ should be written.
2021-03-24 21:43:36 +01:00
Christoph Oelckers
8993095bc0 - got rid of pow2char 2021-03-24 20:37:20 +01:00
Christoph Oelckers
d8627a2b3f - removed all remains of projection math weirdness from the automap code in the games plus a bit more cleanup of the engine code. 2021-03-24 20:28:58 +01:00
Christoph Oelckers
fedfc2cfa4 - removed global variables that were only being used by the automap drawer plus a few other obsolete things. 2021-03-20 16:46:06 +01:00
Christoph Oelckers
30f4e2b29d - replaced the engine automap drawer with one leveraging the newly added sector geometry data.
This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00
Christoph Oelckers
a5b3a1dd3e - removed some unused things from engine.cpp. 2021-03-19 15:12:54 +01:00
Christoph Oelckers
b492cbcebb - ported my old Build-style renderer for Doom from 2008 and the wall renderer from GZDoom to work with Build data.
It renders walls, but y-panning is still broken.
2021-03-17 16:54:36 +01:00
Christoph Oelckers
a484e39e05 - removed integer square root code.
On modern systems using the sqrt function with a cast to int has no relevant performance disadvantage anymore so there's no need for all of this.
2021-03-15 19:02:08 +01:00
Mitchell Richters
5124c0daec - Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h. 2021-01-05 07:31:37 +11:00
Mitchell Richters
b36bea7c69 - Replace scale() calls with Scale() from common. 2021-01-05 07:31:34 +11:00
Mitchell Richters
d460f048fa - Remove klabs() define and replace with abs(). 2021-01-05 07:31:28 +11:00
Mitchell Richters
aae175f287 - Replace divscale##() calls with MulScale() from common.
* Regex for reference: divscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:20 +11:00
Mitchell Richters
f20daa2595 - Replace divscale64() calls with DivScaleU() from common. 2021-01-05 07:31:17 +11:00
Mitchell Richters
2396179dfc - Replace mulscale##() calls with MulScale() from common.
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
7d9f868e4c - Replace dmulscale##() calls with DMulScale() from common.
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Christoph Oelckers
bbf1352db1 - replaced approx 1/3 of all accesses to the tilesiz wrapper class. 2020-11-23 00:18:30 +01:00
Mitchell Richters
32a1796728 - buildutils: Replace sintable[] use within Build with bsin()/bcos(), using bsinf()/bcosf() where appropriate.
* Includes a few header include shuffles to make it all come together.
2020-11-22 21:18:02 +01:00
Christoph Oelckers
b97f12a2eb - did some global search & replace to reduce the number of accesses to the tilesiz wrapper. 2020-11-20 08:18:26 +01:00
Christoph Oelckers
4f7c0b696c - and finally the iterators in the backend. 2020-10-15 20:22:40 +02:00
Christoph Oelckers
9ce8202eb1 - Duke: Added a file check for the map to be entered when ending a level.
World Tour contains a map definition for E5L9 but no map for it.
2020-09-10 21:39:52 +02:00
Christoph Oelckers
298949ceb8 - more compat.h cleanup
Its elimination is getting closer. :)
2020-09-08 18:48:18 +02:00
Mitchell Richters
1354d52c05 - Major cleanup of Q16.16 utilisation within games and engine.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
Christoph Oelckers
b8258da997 - cleaning out some trash from compat.h.
The header from hell...
2020-08-30 23:34:40 +02:00
Christoph Oelckers
847fa48724 - cleaned out the remaining parts of baselayer.h
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.

The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
2020-08-28 09:06:49 +02:00
Christoph Oelckers
5655015691 - YAX is also gone now. 2020-07-14 16:06:14 +02:00
Christoph Oelckers
117e78cb3b - removed clipshape feature as it is a feature of modern EDuke32 maps only. 2020-07-14 15:36:25 +02:00
Richard C. Gobeille
a0876223ab Assignments
# Conflicts:
#	source/build/src/clip.cpp
2020-06-07 10:17:33 +02:00
Richard C. Gobeille
3ab314e95a engine: make cliptestsector() (used by clipmove(), etc) TROR aware
This is intended to help with issues where enemies get stuck in thin TROR layers.

# Conflicts:
#	source/build/src/clip.cpp
2020-05-22 17:00:55 +02:00
Richard C. Gobeille
f5788c331e Clarify clipupdatesector() log message a bit
# Conflicts:
#	source/build/src/clip.cpp
2020-05-22 16:52:08 +02:00
Christoph Oelckers
8e87674d4c - backend code matching with GZDoom 2020-04-12 08:30:40 +02:00
Christoph Oelckers
66ecb05eb8 - use Printf as the only command to print to the console.
All uses of OSD_Printf, initprintf etc. have been renamed.
2020-04-12 08:30:38 +02:00
Christoph Oelckers
0de4b134da - stripped out most of the software renderer.
Now that the camera textures can be handled through the hardware renderer this isn't needed anymore.
2020-03-29 14:55:09 +02:00
Christoph Oelckers
4d45117ca5 - removed pointless and non-functional null check
clipmapinfo is a static global variable, its address is never null.
2020-02-12 00:42:34 +01:00
Christoph Oelckers
744bd67616 - removed redundant check. 2020-02-11 18:26:58 +01:00
terminx
ff3ec2e66b Re-enable ignoring 256 units of curb when clipping against ceilings
This fixes getting stuck on tiny lips created by sloppy slopes in the undersized vents in DUKEDC3.MAP.

git-svn-id: https://svn.eduke32.com/eduke32@8639 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:24:05 +01:00
terminx
5a13be1f7b Avoid overflow in clipmove()
git-svn-id: https://svn.eduke32.com/eduke32@8633 1a8010ca-5511-0410-912e-c29ae57300e0
2020-02-11 18:22:41 +01:00
Christoph Oelckers
4e58265d21 - disabled parts of EDuke commit 7829 because its side effects are worse than what it tries to fix.
In particular this causes backwards sliding against walls.
2020-02-09 22:18:36 +01:00
terminx
d0640618fd Don't push sprites away from other clip objects when their clip areas overlap if the velocity passed to clipmove() is 0
This workaround should fix issues with stationary sprites moving around at map load when their clip area is overlapping solid walls.

git-svn-id: https://svn.eduke32.com/eduke32@8543 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/build/src/clip.cpp
2020-01-29 19:10:26 +01:00
nukeykt
5db1f95b29 Prevent OOB issues in old pushmove 2020-01-26 18:17:25 +01:00
nukeykt
dc9b37c847 More faithful old pushmove implementation
this fixes Daedalus's e3m1 demo
2020-01-26 18:10:03 +01:00
Rachael Alexanderson
929fc880ee - make "activatecheat" pass a raw string to shadow warrior's cheat processor
- added a nullptr check
2020-01-23 07:12:12 -05:00
Christoph Oelckers
1a8f11e01d Merge branch 'master' into powerslave
# Conflicts:
#	source/build/src/sdlayer.cpp
#	source/common/menu/menu.cpp
#	source/sw/src/config.cpp
#	source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers
0d908960ed - started fixing memory leaks: Console and clip shapes done. 2019-12-24 16:09:43 +01:00
nukeykt
5b50236d18 Fix movement issues when emulating old engine code 2019-11-22 00:10:35 +01:00
nukeykt
bef08f4442 Fix getflor/ceilingofslope_old 2019-11-22 00:10:31 +01:00
terminx
91dac5c73a I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes
git-svn-id: https://svn.eduke32.com/eduke32@8247 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:14 +02:00
terminx
69a3f9e884 Band-aid fix for Duke3d E4L4 map "corruption"
The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches.

Yeah, OK, it never picks the one that matches.

The area is a total clusterfuck.

git-svn-id: https://svn.eduke32.com/eduke32@8241 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:48 +02:00
Christoph Oelckers
9a52e8039c - rerouted tileCreate and tileSetExternal calls. 2019-10-15 23:18:52 +02:00
Christoph Oelckers
fbc22e0125 - sanitized walock.
Sorry, but having a globally writable pointer to every texture is just insane and makes any functional management impossible.
This is merely a preparation for adding a real texture manager. That cannot be done if any code can write over the data at will. For that, it now has to make the texture writable first or create a writable empty texture.
2019-10-11 23:31:59 +02:00
nukeykt
895fb719d9 blooddemohack -> enginecompatibility_mode 2019-09-23 01:30:07 +02:00
Christoph Oelckers
998ac01157 - manual merge of all NBlood changes that couldn't get cherry picked. 2019-09-21 13:02:17 +02:00