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- replaced numwalls with wall.Size in several places.
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parent
65bc6e6aef
commit
f1c0298825
9 changed files with 14 additions and 17 deletions
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@ -79,7 +79,7 @@ static int32_t LoadMapHack(const char *filename, SpawnSpriteDef& sprites)
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auto validateWall = [&]()
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{
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if (currentwall < 0 || currentwall >= numwalls)
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if (currentwall < 0 || currentwall >= (int)wall.Size())
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{
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sc.ScriptMessage("Using %s without a valid wall", token.GetChars());
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return false;
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@ -89,7 +89,7 @@ static int32_t LoadMapHack(const char *filename, SpawnSpriteDef& sprites)
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auto validateSector = [&]()
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{
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if (currentsector < 0 || currentsector >= numsectors)
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if (currentsector < 0 || currentsector >= (int)sector.Size())
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{
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sc.ScriptMessage("Using %s without a valid sector", token.GetChars());
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return false;
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@ -394,7 +394,7 @@ void allocateMapArrays(int numsprites)
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sector.Resize(numsectors);
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memset(sector.Data(), 0, sizeof(sectortype) * numsectors);
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wall.Resize(numwalls);
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memset(wall.Data(), 0, sizeof(walltype) * numwalls);
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memset(wall.Data(), 0, sizeof(walltype) * wall.Size());
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ClearAutomap();
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}
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@ -466,7 +466,7 @@ void loadMap(const char* filename, int flags, vec3_t* pos, int16_t* ang, int* cu
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}
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fr.Seek(wallpos, FileReader::SeekSet);
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for (int i = 0; i < numwalls; i++)
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for (unsigned i = 0; i < wall.Size(); i++)
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{
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switch (mapversion)
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{
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@ -311,8 +311,6 @@ public:
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HWLineToSpritePortal(FPortalSceneState* state, walltype* from, spritetype* to)
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: HWLinePortal(state, &wall[numwalls]), origin(from), camera(to)
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{
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// todo: set up two fake walls at the end of the walls array to be used for backside clipping.
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// Not really needed for vanilla support but maybe later for feature enhancement.
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}
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};
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@ -209,7 +209,7 @@ void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int
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{
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case 0:
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{
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numwalls += 4; // hack alert. Blood adds some dummy walls and sectors that must not be among the counter, but here they have to be valid.
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numwalls += 4; // hack alert. Blood adds some dummy walls and sectors that must not be among the counted, but here they have to be valid.
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numsectors++;
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int nWall = mirror[i].link;
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walltype* pWall = &wall[nWall];
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@ -328,14 +328,14 @@ void InitPolymostMirrorHack()
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mirrorsector = numsectors;
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for (int i = 0; i < 4; i++)
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{
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mirrorwall[i] = numwalls + i;
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mirrorwall[i] = wall.Size() + i;
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auto pWall = &(wall.Data()[mirrorwall[i]]);
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pWall->picnum = 504;
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pWall->overpicnum = 504;
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pWall->cstat = 0;
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pWall->nextsector = -1;
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pWall->nextwall = -1;
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pWall->point2 = numwalls + i + 1;
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pWall->point2 = wall.Size() + i + 1;
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}
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wall.Data()[mirrorwall[3]].point2 = mirrorwall[0];
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sector.Data()[mirrorsector].ceilingpicnum = 504;
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@ -272,7 +272,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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if (encrypted)
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{
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fr.Read(&byte_19AE44, 128);
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dbCrypt((char*)&byte_19AE44, 128, numwalls);
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dbCrypt((char*)&byte_19AE44, 128, wall.Size());
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byte_19AE44.numxsprites = LittleLong(byte_19AE44.numxsprites);
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byte_19AE44.numxwalls = LittleLong(byte_19AE44.numxwalls);
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@ -431,7 +431,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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}
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}
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for (int i = 0; i < numwalls; i++)
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for (unsigned i = 0; i < wall.Size(); i++)
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{
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walltype* pWall = &wall[i];
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walltypedisk load;
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@ -65,7 +65,7 @@ void InitMirrors(void)
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pWalli->cstat |= CSTAT_WALL_1WAY;
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int tmp = pWalli->xw().data;
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int j;
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for (j = numwalls - 1; j >= 0; j--)
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for (j = (int)wall.Size() - 1; j >= 0; j--)
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{
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if (j == i)
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continue;
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@ -762,7 +762,7 @@ void DragPoint(walltype* pWall, int x, int y)
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viewInterpolateWall(pWall);
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pWall->move(x, y);
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int vsi = numwalls;
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int vsi = wall.Size();
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auto prevWall = pWall;
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do
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{
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@ -1965,7 +1965,6 @@ void trInit(TArray<DBloodActor*>& actors)
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{
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gBusy.Clear();
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for(auto& wal : wall)
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for (int i = 0; i < numwalls; i++)
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{
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wal.baseWall.x = wal.x;
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wal.baseWall.y = wal.y;
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@ -951,9 +951,9 @@ void DoWall(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, i
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{
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auto lValue = GetGameVarID(lVar2, sActor, sPlayer).safeValue();
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auto vWall = GetGameVarID(lVar1, sActor, sPlayer);
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auto iWall = vWall.safeValue();
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iWall = vWall.safeValue();
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if (iWall < 0 || iWall >= numwalls || vWall.isActor())
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if (iWall < 0 || iWall >= (int)wall.Size() || vWall.isActor())
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{
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if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer);
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return;
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@ -335,7 +335,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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if (nFreeze != 3)
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{
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TArray<uint8_t> paldata(numsectors * 2 + numwalls, true);
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TArray<uint8_t> paldata(sector.Size() * 2 + wall.Size(), true);
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int const viewingRange = viewingrange;
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int const vr = xs_CRoundToInt(65536. * tan(r_fov * (pi::pi() / 360.)));
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