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- made wall a TArray.
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parent
fded90c491
commit
8cca55c24a
11 changed files with 14 additions and 25 deletions
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@ -148,7 +148,7 @@ extern spriteext_t spriteext[MAXSPRITES];
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extern spritesmooth_t spritesmooth[MAXSPRITES + MAXUNIQHUDID];
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extern TArray<sectortype> sector;
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extern walltype wall[MAXWALLS];
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extern TArray<walltype> wall;
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extern spritetype sprite[MAXSPRITES];
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EXTERN int leveltimer;
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@ -183,8 +183,7 @@ inline walltype* sectortype::firstWall() const
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extern TArray<sectortype> sectorbackup;
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//extern TArray<walltype> wallbackup;
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extern walltype wallbackup[MAXWALLS];
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extern TArray<walltype> wallbackup;
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inline tspriteptr_t renderAddTSpriteFromSprite(spritetype* tsprite, int& spritesortcnt, uint16_t const spritenum)
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{
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@ -56,11 +56,6 @@ BEGIN_BLD_NS
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class DBloodActor;
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END_BLD_NS
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namespace ShadowWarrior
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{
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struct SECT_USER;
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};
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//40 bytes
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struct walltype;
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struct sectortype
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@ -44,7 +44,7 @@ spriteext_t spriteext[MAXSPRITES];
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spritesmooth_t spritesmooth[MAXSPRITES + MAXUNIQHUDID];
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TArray<sectortype> sector;
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walltype wall[MAXWALLS];
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TArray<walltype> wall;
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spritetype sprite[MAXSPRITES];
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int32_t r_rortexture = 0;
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@ -2268,7 +2268,7 @@ void polymost_drawrooms()
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maskwallcnt = 0;
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// NOTE: globalcursectnum has been already adjusted in ADJUST_GLOBALCURSECTNUM.
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assert((unsigned)globalcursectnum < MAXSECTORS);
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assert(validSectorIndex(globalcursectnum));
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polymost_scansector(globalcursectnum);
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grhalfxdown10x = grhalfxdown10;
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@ -265,7 +265,7 @@ inline TArrayView<walltype> wallsofsector(int sec)
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// these are mainly meant as refactoring aids to mark function calls to work on.
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inline int wallnum(const walltype* wal)
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{
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return int(wal - wall);
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return wall.IndexOf(wal);
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}
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inline int sectnum(const sectortype* sect)
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@ -117,7 +117,7 @@ static int32_t LoadMapHack(const char *filename)
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if (sc.CheckNumber())
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{
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currentwall = sc.Number;
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if (currentwall < 0 || currentwall >= MAXWALLS)
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if (!validWallIndex(currentwall))
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{
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sc.ScriptMessage("Invalid wall number %d", currentwall);
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currentwall = -1;
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@ -132,7 +132,7 @@ static int32_t LoadMapHack(const char *filename)
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if (sc.CheckNumber())
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{
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currentsector = sc.Number;
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if (currentsector < 0 || currentsector >= MAXSECTORS)
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if (!validSectorIndex(currentsector))
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{
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sc.ScriptMessage("Invalid sector number %d", currentsector);
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currentsector = -1;
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@ -414,7 +414,8 @@ void allocateMapArrays(int numsprites)
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mapDataArena.FreeAll();
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sector.Resize(numsectors);
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memset(sector.Data(), 0, sizeof(sectortype) * numsectors);
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memset(wall, 0, sizeof(*wall) * MAXWALLS);
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wall.Resize(numwalls);
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memset(wall.Data(), 0, sizeof(walltype) * numwalls);
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memset(sprite, 0, sizeof(*sprite) * MAXSPRITES);
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memset(spriteext, 0, sizeof(spriteext_t) * MAXSPRITES);
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memset(spritesmooth, 0, sizeof(spritesmooth_t) * (MAXSPRITES + MAXUNIQHUDID));
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@ -443,11 +444,9 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
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// Get the basics out before loading the data so that we can set up the global storage.
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numsectors = fr.ReadUInt16();
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if ((unsigned)numsectors > MAXSECTORS) I_Error("%s: Invalid map, too many sectors", filename);
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auto sectorpos = fr.Tell();
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fr.Seek((mapversion == 5 ? sectorsize5 : mapversion == 6 ? sectorsize6 : sectorsize7) * numsectors, FileReader::SeekCur);
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numwalls = fr.ReadUInt16();
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if ((unsigned)numwalls > MAXWALLS) I_Error("%s: Invalid map, too many walls", filename);
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auto wallpos = fr.Tell();
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fr.Seek((mapversion == 5 ? wallsize5 : mapversion == 6 ? wallsize6 : wallsize7)* numwalls, FileReader::SeekCur);
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int numsprites = fr.ReadUInt16();
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@ -521,7 +520,7 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
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sectorGeometry.SetSize(numsections);
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memcpy(wallbackup, wall, sizeof(wallbackup));
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wallbackup = wall;
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sectorbackup = sector;
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}
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@ -66,8 +66,7 @@
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TArray<sectortype> sectorbackup;
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//TArray<walltype> wallbackup;
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walltype wallbackup[MAXWALLS];
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TArray<walltype> wallbackup;
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void WriteSavePic(FileWriter* file, int width, int height);
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bool WriteZip(const char* filename, TArray<FString>& filenames, TArray<FCompressedBuffer>& content);
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@ -692,7 +691,7 @@ void SerializeMap(FSerializer& arc)
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("numsectors", numsectors)
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("sectors", sector, sectorbackup)
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("numwalls", numwalls)
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.Array("walls", wall, wallbackup, numwalls)
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("walls", wall, wallbackup)
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.Array("headspritestat", headspritestat, MAXSTATUS + 1)
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.Array("nextspritestat", nextspritestat, MAXSPRITES)
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.Array("prevspritestat", prevspritestat, MAXSPRITES)
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@ -958,7 +958,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, int*
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setWallSectors();
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hw_BuildSections();
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sectorGeometry.SetSize(numsections);
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memcpy(wallbackup, wall, sizeof(wallbackup));
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wallbackup = wall;
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sectorbackup = sector;
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}
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@ -710,7 +710,6 @@ void SerializeState(FSerializer& arc)
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arc("visibility", gVisibility)
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("frameclock", PlayClock)
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("framecount", gFrameCount)
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.Array("basewall", baseWall, numwalls)
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("hitinfo", gHitInfo)
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.Array("statcount", gStatCount, kMaxStatus + 1)
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("fogmode", gFogMode)
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@ -454,11 +454,9 @@ void TerminateLevel(void)
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KillActor(actor);
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}
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// Free SectUser memory
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TRAVERSE_CONNECT(pnum)
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{
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PLAYERp pp = Player + pnum;
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PLAYERp pp = &Player[pnum];
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// Free panel sprites for players
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pClearSpriteList(pp);
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