Commit graph

776 commits

Author SHA1 Message Date
Mitchell Richters
18bd2e4d07 - SW: Destroy actor in KillActor() after clearing the pointed to sprite, not before it.
* No idea if it matters but it seems logical that this is how it should be.
2021-12-26 23:10:05 +01:00
Mitchell Richters
65a55d3589 - SW: Tidy up function declarations where return type was on its own line. 2021-12-26 23:10:05 +01:00
Christoph Oelckers
b8c4354691 - got rid of the MAX... constants and adjusted all places still using them. 2021-12-26 23:10:02 +01:00
Christoph Oelckers
6a43a270fa - use sectno() access function where we really need a sector index. 2021-12-26 23:10:01 +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
db240ea2b0 - GC support in SW.
- SW GC WIP
2021-12-26 23:10:00 +01:00
Christoph Oelckers
6cb260d916 - SW GC preparation commit noise. 2021-12-26 23:10:00 +01:00
Christoph Oelckers
30786360bb - derive spritetype and tspritetype from a common base class to consolidate their common content. 2021-12-26 23:09:57 +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
fa05cfbaf1 - use a real pointer in DSWActor for owner tracking. 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
d3b1e34d78 - moved sprite[], spriteext[] and spritesmooth[] into DCoreActor.
Also removed the last remaining sprite pointer in saveable data.
2021-12-26 23:09:55 +01:00
Christoph Oelckers
4cecb6f955 - removed the old actor savegame code and instead implemented a virtual Serialize function.
This isn't hooked up yet, currently savegames are non-functional. They will come back once the global actor arrays are no longer relevant for maintenance.
2021-12-26 23:09:55 +01:00
Christoph Oelckers
e79cd8d87f - don't store sprite indices in walltype::portalnum 2021-12-26 23:09:54 +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
eaff9e359f - refactored the owner index in tspritetype.
This is now a separate type from spritetype which contains an actor pointer instead so that sprite display can be handled without requiring a static sprite array.
2021-12-26 23:09:53 +01:00
Christoph Oelckers
6600f55543 - separate map loading from actor spawning for the other games, too.
It still uses the horribly messed up original spawn logic, though.
2021-12-26 23:09:51 +01:00
Mitchell Richters
0c6e55d1b8 - Silence all the -Wuninitialized and -Wmaybe-uninitialized warnings relating to HitInfo objects passed through to functions by reference. 2021-12-26 23:09:50 +01:00
Christoph Oelckers
363d062685 - minor sanity check improvements. 2021-12-26 23:09:50 +01:00
Mitch Richters
12a0f587a3 - SW: Add nullptr check inside WarpSectorInfo() to prevent crashes while noclipping through level. 2021-12-26 23:09:50 +01:00
Mitch Richters
10e28b8a53 - SW: Add nullptr check inside ActorTrackDecide() for walltype's nextSector() to prevent crashes while noclipping through level. 2021-12-26 23:09:49 +01:00
Mitch Richters
5085dcd866 - SW: Add nullptr check inside DoPlayerHorizon() for canslopetilt to prevent crashes while noclipping through level. 2021-12-26 23:09:49 +01:00
Christoph Oelckers
e223466f4a - removed Interp_Sprite_Z.
This was redundant and interfered with the reworked automatic sprite interpolation.
2021-12-26 23:09:49 +01:00
Christoph Oelckers
5dfc79bdbe - MarkSectorSeen 2021-12-26 23:09:48 +01:00
Christoph Oelckers
b663b8ea26 - wallptr reduction. 2021-12-26 23:09:48 +01:00
Christoph Oelckers
eb0f91e26b - pass sector pointer to render_camtex. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
a22634f228 - sectnum reduction. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
a59173ac31 - SW: fixed DeleteNoSoundOwner still checking for sprites as sound origins. 2021-12-26 23:09:46 +01:00
Christoph Oelckers
0a9792ac28 - adapted SW's sound system to actors. 2021-12-26 23:09:46 +01:00
Christoph Oelckers
97b19a5cb1 - adapted Blood's sound engine to using actors.
Note: Savegames won't work on this commit for the other games!
2021-12-26 23:09:45 +01:00
Christoph Oelckers
b7a5ea8ef6 - moved some common utilities into the backend. 2021-12-26 23:09:44 +01:00
Christoph Oelckers
bbb860ccf3 - consolidate the iterators in the backend.
Using a template class that can adapt to the game specific types.
2021-12-26 23:09:44 +01:00
Christoph Oelckers
12f6b05cbe - use access functions, all done by search & replace. 2021-12-26 23:09:44 +01:00
Christoph Oelckers
02ef323086 - SW: handle getzrangepoint 2021-12-26 23:09:43 +01:00
Christoph Oelckers
53be5d1622 - use a sector pointer in FAFgetzrange. 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
729076b79d - adapted neartag in SW and Exhumed. 2021-12-26 23:09:42 +01:00
Christoph Oelckers
91e2391911 - adapted neartag in Duke. 2021-12-26 23:09:42 +01:00
Christoph Oelckers
1840ab0d05 - deal with a few ->sectnum's in SW. 2021-12-26 23:09:42 +01:00
Christoph Oelckers
321608e5ac - made cursectnum et. al. real pointers. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
f19f656dd9 - deal with SW's Warp functions. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
10d0ea29ce - renamed some sectnum variables. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
ef6bc9db56 - do the remaining clipmove calls. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
bdbb3b4004 - handled the main actor movement functions. 2021-12-26 23:09:40 +01:00
Christoph Oelckers
afd05add96 - adapted several clipmove calls in SW. 2021-12-26 23:09:40 +01:00
Christoph Oelckers
c0b0b00f96 fixed collision access. 2021-12-26 23:09:09 +01:00
Christoph Oelckers
30f36e4871 - use backend's collision struct in SW. 2021-12-26 23:08:58 +01:00
Christoph Oelckers
96b9572905 - moved parts of the HitInfo subclasses into the backend.
All the game code now needs to do is a single 'using' statement.
2021-12-26 23:08:57 +01:00
Christoph Oelckers
a5ccd2ccd2 - adapted FAFhitscan to the new backend API.
Lots of search & replace to change the names of the HitInfo struct, no manual edits outside of FAFhitscan.
2021-12-26 23:08:57 +01:00
Christoph Oelckers
3f43f48b57 - adapted all SW hitscan calls outside of FAFhitscan. 2021-12-26 23:08:56 +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
52c80f187a - added coreactor.h 2021-12-26 23:08:55 +01:00
Christoph Oelckers
e526686d1e - the really final ones. 2021-12-26 23:08:55 +01:00
Christoph Oelckers
7dd2f79676 - the final ones before moving to the backend. 2021-12-26 23:08:55 +01:00
Christoph Oelckers
33d2d80c42 - sector references in remote, some cursectnum replacements. 2021-12-26 23:08:55 +01:00
Christoph Oelckers
104e80e34a - NEAR_TAG_LIST, also deleted useless OperateWall code. 2021-12-26 23:08:55 +01:00
Christoph Oelckers
b7cfb07245 - all sectnums that can trivially be replaced.
Most of the rest is in backend calling code and should be done while cleaning up the backend API.
2021-12-26 23:08:54 +01:00
Christoph Oelckers
19f8458f01 - FindCeilingView, FindFloorView and related things. 2021-12-26 23:08:54 +01:00
Christoph Oelckers
db95dc95d1 - FAF_Sector + SpawnQuake 2021-12-26 23:08:54 +01:00
Christoph Oelckers
98c3d57b73 - ->sectnum in ai.cpp and draw.cpp. 2021-12-26 23:08:54 +01:00
Christoph Oelckers
cf6e75ad54 - the final doable sector[] replacements.
The rest needs to be done with the backend.
2021-12-26 23:08:54 +01:00
Christoph Oelckers
e2e0f69393 - deleted deprecated Warp... functions. 2021-12-26 23:08:54 +01:00
Christoph Oelckers
c4f29772ae - SpawnVis 2021-12-26 23:08:53 +01:00
Christoph Oelckers
1457cf2c0d - track stuff 2021-12-26 23:08:53 +01:00
Christoph Oelckers
b3eceb3b56 - the remaining trivial sector[] replacements 2021-12-26 23:08:53 +01:00
Christoph Oelckers
1a7cc6d782 - FAFgetzrangepoint + ActorDrop 2021-12-26 23:08:53 +01:00
Christoph Oelckers
959c3bc18b - springboard 2021-12-26 23:08:53 +01:00
Christoph Oelckers
0345615518 - some smaller changes. 2021-12-26 23:08:52 +01:00
Christoph Oelckers
9a6bd0b7e1 - SectorWallBits 2021-12-26 23:08:52 +01:00
Christoph Oelckers
1763fbc7ff - OperateSector 2021-12-26 23:08:52 +01:00
Christoph Oelckers
df558bd9a2 - GetUpperLowerSector 2021-12-26 23:08:52 +01:00
Christoph Oelckers
0c9d465e4c - FAF_Connect* functions and related code. 2021-12-26 23:08:52 +01:00
Christoph Oelckers
96915a646b - SectorZadjust 2021-12-26 23:08:52 +01:00
Christoph Oelckers
b076edcc6f - PlayerRemoteReset 2021-12-26 23:08:51 +01:00
Christoph Oelckers
75af6966c9 - FAFHitscan cleanup. 2021-12-26 23:08:51 +01:00
Christoph Oelckers
1a7c70cbbd - use pointers in FAFHitscan 2021-12-26 23:08:51 +01:00
Christoph Oelckers
6ae8e93de8 - hitinfo.hitwall is also gone. 2021-12-26 23:08:51 +01:00
Christoph Oelckers
270a443c88 - hitinfo.hitsect is gone. 2021-12-26 23:08:51 +01:00
Christoph Oelckers
bcc61470a2 - mostly deal with hitinfo.hitsect. 2021-12-26 23:08:50 +01:00
Christoph Oelckers
f495097663 - first step of replacing hitinfo.hitsect with a pointer.
This takes care of easy to handle common patterns
2021-12-26 23:08:50 +01:00
Christoph Oelckers
1162442068 - handle most GetOverlapSector callers. 2021-12-26 23:08:50 +01:00
Christoph Oelckers
11d3a660ad - GetOverlapSector internals. 2021-12-26 23:08:50 +01:00
Christoph Oelckers
4d5c255b08 - adjust a few warp functions. 2021-12-26 23:08:50 +01:00
Christoph Oelckers
c4e388ef56 - merged SpawnActor wrapper. 2021-12-26 23:08:50 +01:00
Christoph Oelckers
d447e3e86f - make the sector reference in SINE_WAVE_FLOOR a pointer. 2021-12-26 23:08:49 +01:00
Christoph Oelckers
16480ccfcc - use sector wrappers where applicable. 2021-12-26 23:08:49 +01:00
Christoph Oelckers
52d9451cbc - SOP::op_main_sector 2021-12-26 23:08:49 +01:00
Christoph Oelckers
f388efc5ef - eliminated the redundant SOP::sector array. 2021-12-26 23:08:49 +01:00
Christoph Oelckers
c43d594f34 - SectorIsUnderwaterArea 2021-12-26 23:08:49 +01:00
Christoph Oelckers
4149a335a3 - SOP::mid_sector 2021-12-26 23:08:48 +01:00
Christoph Oelckers
b936345e11 - sectnum() cleanup and AnimSet return type. 2021-12-26 23:08:48 +01:00
Christoph Oelckers
f68d17133a - SectorSetup, SetupSectorObject 2021-12-26 23:08:48 +01:00
Christoph Oelckers
3b16db7a0f - SectorMidPoint 2021-12-26 23:08:48 +01:00
Christoph Oelckers
da8a5f282d - CopySectorMatch 2021-12-26 23:08:48 +01:00
Christoph Oelckers
de5377cb2c - WallBreakPosition 2021-12-26 23:08:48 +01:00
Christoph Oelckers
d6cd291030 - use a wall pointer in SINE_WAVE 2021-12-26 23:08:47 +01:00
Christoph Oelckers
33b3864d14 - final wall not related to hitscan/neartag. 2021-12-26 23:08:47 +01:00
Christoph Oelckers
f0dd018ad4 - use pointers in sparks interface. 2021-12-26 23:08:47 +01:00
Christoph Oelckers
4acca06c71 - the final wall iterators. 2021-12-26 23:08:47 +01:00
Christoph Oelckers
bb315f8148 - more wall cleanup 2021-12-26 23:08:47 +01:00