Christoph Oelckers
4bc32e2777
- use actors in the sloped sprite utilities.
2021-12-30 16:11:14 +01:00
Christoph Oelckers
ca9d73ffee
- renamed some shadowing variables in common code.
2021-12-30 09:57:32 +01:00
Christoph Oelckers
f602cf3806
- deal with s() in shared code.
...
clip.cpp was left alone, except for the actual call.
2021-12-30 09:57:14 +01:00
Mitchell Richters
baf78848eb
- Replace spritetypebase
z
with pos.Z
calls and eliminate spritetypebase
pos
union.
2021-12-30 09:57:06 +01:00
Mitchell Richters
09e00a69fe
- Replace walltype
y
with pos.Y
calls and eliminate walltype
pos
union.
2021-12-30 09:57:04 +01:00
Mitchell Richters
51b647da87
- Replace walltype
x
with pos.X
calls.
2021-12-30 09:57:04 +01:00
Mitchell Richters
118ceb18ca
- Capitalise vec2_t
y
variable.
2021-12-30 09:57:02 +01:00
Mitchell Richters
3c9cd926ba
- Capitalise vec2_t
x
variable.
2021-12-30 09:57:02 +01:00
Christoph Oelckers
56e56e9d2f
- removed the triangulator type visualization.
2021-12-30 09:57:00 +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
65bc6e6aef
- removed the now redundant wall() and sector() interator helper functions.
...
With both wall and sector now being TArrays they are not needed anymore.
2021-12-30 09:56:53 +01:00
Christoph Oelckers
adbf5177a7
- flag combo stuff.
2021-12-30 09:56:46 +01:00
Christoph Oelckers
11f41a97d5
- made gotpic a FixedBitArray.
...
gets rid of some inline garbage.
2021-12-30 09:53:56 +01:00
Christoph Oelckers
dddf48fd3e
- cleaned up and renamed buildtypes.h.
...
Content was reordered so that the file can contain the inlines belonging to the map data types that previously had to be stored elsewhere.
Also moved out of the Build folder because virtually everything in here can be traced to content available in Duke Nukem 3D's and Shadow Warrior's source releases.
2021-12-30 09:53:46 +01:00
Mitchell Richters
95d60deecd
- Rename remaining hw_sections*.*
files to hw_sections.*
.
2021-12-30 09:53:11 +01:00
Christoph Oelckers
fc41a2bd85
- renamed sections2 and sections2PerSector.
...
No more need for a '2'.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
a407e86ff6
- migrated automap to new SectionGeometry class.
2021-12-30 09:53:08 +01:00
Christoph Oelckers
4364e68d05
- automap work to transition to new sections.
2021-12-30 09:53:08 +01:00
Christoph Oelckers
a2e280e188
- use wallsofsector in 4 more places.
...
# Conflicts:
# source/build/src/polymost.cpp
2021-12-26 23:09:57 +01:00
Christoph Oelckers
5dfc79bdbe
- MarkSectorSeen
2021-12-26 23:09:48 +01:00
Christoph Oelckers
d33ae89c4a
- minor backend cleanup.
2021-12-26 23:09:45 +01:00
Christoph Oelckers
12f6b05cbe
- use access functions, all done by search & replace.
2021-12-26 23:09:44 +01:00
Christoph Oelckers
714b5ac872
- movesprite handled
2021-12-25 21:28:56 +01:00
Christoph Oelckers
1665e340be
- serialization support for BitArray.
2021-12-25 21:28:50 +01:00
Christoph Oelckers
d5c27e6239
- unlimited the bit arrays for the automap and the bunch drawer, removed some leftover constants/declarations.
2021-12-25 21:28:50 +01:00
Christoph Oelckers
f765783437
- various small bits of cleanup.
2021-11-29 00:57:11 +01:00
Christoph Oelckers
cd3288860a
- fixed automap player drawing for follpw mode off in all games.
2021-11-29 00:56:32 +01:00
Christoph Oelckers
01abe7b2ac
- addressed most unused/uninitialized variable warnings from MSVC.
2021-11-29 00:55:30 +01:00
Christoph Oelckers
c7d4779b7e
- fixed some warnings.
2021-10-26 18:54:43 +02:00
Christoph Oelckers
62d0d3712e
- use a sprite flag to mark mapped sprites.
...
This avoids another global array which needs to be addressed by sprite index.
2021-10-14 15:09:43 +02:00
Hugo Locurcio
91ce22931d
Add cvars to control automap line alpha and thickness
...
This can be used to improve automap readability on high-resolution
displays.
2021-10-11 22:30:39 +02:00
Mitchell Richters
6894be4ad1
- Use the new isSWALL()
wrapper everywhere.
2021-07-11 12:40:01 +10:00
Christoph Oelckers
1168341d5a
- fixed more warnings in 'core'.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
389340f97c
- use sections for rendering.
2021-05-03 00:15:09 +02:00
Christoph Oelckers
9a58299bee
Merge branch 'master' into newrenderer2
2021-04-14 22:37:59 +02:00
Christoph Oelckers
92cdec077d
- fixed some bogus range checks in automap code.
2021-04-12 20:54:12 +02:00
Christoph Oelckers
7a9e58c31e
- removed redundant cstat.h file.
...
Constants are already defined in buildtypes.h
2021-04-05 18:05:43 +02:00
Christoph Oelckers
dc234ea72d
- implemented RR's geometry effect.
...
The grossest of all gross render hack that were ever done with Build...
2021-04-02 22:52:46 +02:00
Christoph Oelckers
80e5cd0dc5
- fixed some automap issues:
...
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00
Christoph Oelckers
1dfb2672a8
- flat sprite rendering!
2021-03-26 20:28:44 +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
2094b6420f
- use local screen size variables in automap code.
2021-02-27 12:30:20 +01:00
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
2396179dfc
- Replace mulscale##()
calls with MulScale()
from common.
...
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
8cf2588bad
- Replace fmulscale##()
calls with MulScaleF()
from common.
...
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +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
Mitchell Richters
be12da6bfb
- Automap: Put in framework to interpolate automap player.
2021-01-02 18:23:01 +11:00
Mitchell Richters
25eaeff0db
- Wrap all g_gameType & GAMEFLAG_BLOOD
checks into isBlood()
inline.
2021-01-02 14:46:58 +11:00
Mitchell Richters
d6d74c2712
- buildutils: Replace sintable[]
use within core with bsin()
/bcos()
.
2020-11-22 21:18:02 +01:00
Christoph Oelckers
99b4a64a67
- removed the PSPTwoDSetter
...
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
e4fa695b57
- fixed the movement factor for automap panning.
...
Fixes #363
2020-09-07 20:39:07 +02:00
Christoph Oelckers
9bb99e5c05
- fixed 361 - togglerotate CCMD still had some bugs.
2020-09-07 19:56:28 +02:00
Christoph Oelckers
e63e134195
- fixed automap follow mode and added some menu entries for the new options and key bindings.
2020-09-06 23:12:47 +02:00
Christoph Oelckers
9d39f770d4
- reimplemented player sprite display on Blood's automap.
2020-09-06 21:15:59 +02:00
Christoph Oelckers
18b39fd952
- first stage of generic automap code.
...
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers
e8452a79e8
- implemented the automap serializer.
...
Also optimized the base64 encoder to avoid creating endless memory copies, thanks to using std::string which is a really poor container for this kind of stuff when workig with larger blocks of data.
2020-09-06 13:39:57 +02:00
Christoph Oelckers
809f8b5d4b
- hooked up the new automap framework.
2020-09-06 12:44:58 +02:00