Christoph Oelckers
9b932b2d91
- t[] replacement in actors_d.cpp and actors_r.cpp.
2021-12-30 09:57:22 +01:00
Christoph Oelckers
8c35224fe1
- Duke: removed all t-pointers to temp_data in actors.cpp.
2021-12-30 09:57:22 +01:00
Christoph Oelckers
bd47f56a5c
- x() is gone entirely.
2021-12-30 09:57:22 +01:00
Christoph Oelckers
e940fe1931
- the rest of nnexts.cpp
2021-12-30 09:57:22 +01:00
Christoph Oelckers
4177c31deb
- next batch of nnexts.cpp
2021-12-30 09:57:22 +01:00
Christoph Oelckers
d3e4f591f2
- third x() batch in nnexts.cpp.
2021-12-30 09:57:21 +01:00
Christoph Oelckers
60382d9992
- all pXCond's.
2021-12-30 09:57:21 +01:00
Christoph Oelckers
fd234984f5
- first batch of x() in nnexts.cpp.
2021-12-30 09:57:21 +01:00
Christoph Oelckers
a291364606
- the big 'pXSprite = &actor->x()' replacement.
2021-12-30 09:57:21 +01:00
Christoph Oelckers
8d8e0550df
- got rid of PLAYER::pXSprite.
...
Now the player references its actor through ONE pointer only.
2021-12-30 09:57:21 +01:00
Christoph Oelckers
b848a9c980
- some more.
2021-12-30 09:57:21 +01:00
Christoph Oelckers
0d5ea0f314
- handle most of PLAYER::pXSprite
2021-12-30 09:57:20 +01:00
Christoph Oelckers
aa3b930a4d
- several x()'s in nnexts.cpp.
2021-12-30 09:57:20 +01:00
Christoph Oelckers
812a4ccd7b
- handle sourceactor->x() in nnexts.cpp.
...
Almost exclusively done with search & replace.
2021-12-30 09:57:20 +01:00
Christoph Oelckers
5699488bea
- get rid of spritetype in inactive code. (Search noise removal)
2021-12-30 09:57:20 +01:00
Christoph Oelckers
2254dacdf1
- forgot to save the last change.
2021-12-30 09:57:20 +01:00
Christoph Oelckers
5ad43256cc
- the final s()'s in Blood.
2021-12-30 09:57:20 +01:00
Christoph Oelckers
582b83601d
- targets in weapon.cpp, plus removal of the now redundant spritetype variants of IsTargetTeammate.
2021-12-30 09:57:19 +01:00
Christoph Oelckers
bf25428225
- upper/lower in CheckLink.
2021-12-30 09:57:19 +01:00
Christoph Oelckers
c67c6ed3da
- the rest of triggers.cpp.
2021-12-30 09:57:19 +01:00
Christoph Oelckers
06d8db1470
- deal with the markers in triggers.cpp.
2021-12-30 09:57:19 +01:00
Christoph Oelckers
8d66c8468d
- the remaining s()'s of nnexts.cpp.
2021-12-30 09:57:19 +01:00
Christoph Oelckers
46320aabac
- third batch of nnexts.cpp.
2021-12-30 09:57:19 +01:00
Christoph Oelckers
b8bee4dfe5
- upper/lower stuff in nnexts.cpp.
2021-12-30 09:57:18 +01:00
Christoph Oelckers
929fd7be99
- another block in nnexts.cpp.
2021-12-30 09:57:18 +01:00
Christoph Oelckers
e460d90f37
- several s() in nnexts.cpp.
2021-12-30 09:57:18 +01:00
Christoph Oelckers
c4c6c1def1
- fix GCC warning.
2021-12-30 09:57:18 +01:00
Christoph Oelckers
6766a5922a
- pass actors to calcChaseCamPos.
2021-12-30 09:57:18 +01:00
Christoph Oelckers
87894a5640
- deleted PLAYER::pSprite.
2021-12-30 09:57:18 +01:00
Christoph Oelckers
648537a96b
- deal with most of PLAYER::pSprite.
2021-12-30 09:57:17 +01:00
Christoph Oelckers
f59af2cc2d
- deal with most of PLAYER::pSprite in weapon.cpp.
2021-12-30 09:57:17 +01:00
Christoph Oelckers
b7ee813712
- global search & replace for many uses of PLAYER's pSprite pointer.
2021-12-30 09:57:17 +01:00
Christoph Oelckers
8dac94326a
- s() stuff in player.cpp and gib.cpp
2021-12-30 09:57:17 +01:00
Christoph Oelckers
0a1184b388
- the last one in gameutil.cpp.
2021-12-30 09:57:17 +01:00
Christoph Oelckers
2f9848a459
- deal with pSource in nnexts.cpp.
2021-12-30 09:57:17 +01:00
Christoph Oelckers
5623832b17
- deleted the pSprite definitions from last commit.
2021-12-30 09:57:16 +01:00
Christoph Oelckers
6b8ec17017
- the ultimate 'replace pSprite-> with actor->spr. commit.
...
This takes care of the majority of s() uses in Blood with a single search&replace action after ensuring that pSprite never gets used for other things.
(There were two small functions in nnexts.cpp left that still did.)
2021-12-30 09:57:16 +01:00
Christoph Oelckers
1f11eb24dd
- use actor pointers in preload.cpp
2021-12-30 09:57:16 +01:00
Christoph Oelckers
d8134c3fe8
- handle a few pSprite assignments which are not &actor->s().
2021-12-30 09:57:16 +01:00
Christoph Oelckers
91214b5350
- xsprite in animatesprite.cpp.
2021-12-30 09:57:16 +01:00
Christoph Oelckers
773d7d118f
- pXSprite in callback.cpp
2021-12-30 09:57:16 +01:00
Christoph Oelckers
a0b6873446
- handle s() in callback.cpp.
2021-12-30 09:57:15 +01:00
Christoph Oelckers
a1f6b363fb
- asound.cpp, blood.cpp, db.cpp and parts of callback.cpp
2021-12-30 09:57:15 +01:00
Christoph Oelckers
40a307650d
- the really final parts of the shared code using s() cleaned up.
2021-12-30 09:57:15 +01:00
Christoph Oelckers
ed0c27b240
- Duke: deleted unused spritetype* variants of badguy() and bossguy()
2021-12-30 09:57:15 +01:00
Christoph Oelckers
09634c4993
- use actors instead of sprites in the new renderer's API.
2021-12-30 09:57:15 +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
Christoph Oelckers
1f57322d56
- the last one in aiunicult.cpp which the search did not show.
2021-12-30 09:57:14 +01:00
Christoph Oelckers
627318c39b
- handle pXSprite in aiunicult.cpp
2021-12-30 09:57:14 +01:00
Christoph Oelckers
be9d71ca6b
- non-pXSprite x()'s in aiunicult.cpp.
2021-12-30 09:57:14 +01:00
Christoph Oelckers
49c43297cd
- pXSprite in AI... code.
2021-12-30 09:57:14 +01:00
Christoph Oelckers
f678e55daa
- pSprite in aiunicult.cpp.
2021-12-30 09:57:14 +01:00
Christoph Oelckers
ff0b8ac5a9
- handle the hitactor parts missed in the last commit.
2021-12-30 09:57:13 +01:00
Christoph Oelckers
b1bd8f3eef
- non-pSprite occurences of s() in aiunicult.cpp.
2021-12-30 09:57:13 +01:00
Mitchell Richters
c01fab8c6c
- Fix compilation.
2021-12-30 09:57:13 +01:00
Christoph Oelckers
d0143db8fe
- got rid of sx() and sm() inlines.
2021-12-30 09:57:13 +01:00
Christoph Oelckers
f67e39450e
- deal with a handful of s() uses that do not match the more common patterns.
2021-12-30 09:57:13 +01:00
Christoph Oelckers
723e22743e
- handle all x() calls in AI code.
2021-12-30 09:57:12 +01:00
Christoph Oelckers
389933fe3a
- missed two...
2021-12-30 09:57:12 +01:00
Christoph Oelckers
1ebdb81e13
- deleted the actor->s() calls in AI code.
2021-12-30 09:57:12 +01:00
Christoph Oelckers
e123e61f99
- quick replace of 'pSprite->' with 'actor->spr.' in AI files.
2021-12-30 09:57:12 +01:00
Christoph Oelckers
612167cbf1
- handle all non- "pSprite = actor->s();" calls of s() in Blood AI code.
2021-12-30 09:57:12 +01:00
Christoph Oelckers
bff3bbea73
- handle all target sprites in AI code.
2021-12-30 09:57:12 +01:00
Christoph Oelckers
18c32d8fe9
- eliminated all x() in ai.cpp.
2021-12-30 09:57:11 +01:00
Christoph Oelckers
9e6943ec83
- eliminated all s() in ai.cpp.
2021-12-30 09:57:11 +01:00
Christoph Oelckers
41e003c831
- the remaining x() in actor.cpp.
2021-12-30 09:57:11 +01:00
Christoph Oelckers
bc42978295
- x() in actor.cpp callbacks.
2021-12-30 09:57:11 +01:00
Christoph Oelckers
bd07313017
- almost the last x() in actor.cpp.
2021-12-30 09:57:11 +01:00
Christoph Oelckers
692a269d92
- still more x() in actor.cpp.
2021-12-30 09:57:11 +01:00
Christoph Oelckers
3f65aee70b
- even more x() in actor.cpp.
2021-12-30 09:57:10 +01:00
Christoph Oelckers
3201f85ab9
- yet more x() in actor.cpp.
2021-12-30 09:57:10 +01:00
Christoph Oelckers
a1b2d4a21e
- more x() in actor.cpp.
2021-12-30 09:57:10 +01:00
Christoph Oelckers
ffeb52198a
- lots of ->x() calls removed in actor.cpp.
2021-12-30 09:57:10 +01:00
Christoph Oelckers
6e0128eb4c
- handle the remaining uses of s() in actor.cpp
2021-12-30 09:57:10 +01:00
Christoph Oelckers
b91fe45fc3
- handled all pSprite-> in actor.cpp.
2021-12-30 09:57:10 +01:00
Christoph Oelckers
27e9894ece
- handled all parts of actor.cpp which are not "pSprite = &actor->s();"
2021-12-30 09:57:10 +01:00
Christoph Oelckers
88c77ec71a
- some pSprite2's plus CheckSector.
2021-12-30 09:57:09 +01:00
Christoph Oelckers
fbb8f1ee70
- pSprite replacements in blood/src/actor.cpp
2021-12-30 09:57:09 +01:00
Christoph Oelckers
a87948677a
- globally replaced ->x(). with ->xspr.
2021-12-30 09:57:09 +01:00
Christoph Oelckers
a2fc415b30
- fixed Exhumed panning setup.
...
Converted it to floating point and removed the nonsensical & with the texture size that was clearing significant bits.
2021-12-30 09:57:09 +01:00
Mitchell Richters
6423684bfb
- SW: Replace PLAYERstruct
oposz
with opos.Z
calls.
2021-12-30 09:57:09 +01:00
Mitchell Richters
a2f2cc489a
- SW: Replace PLAYERstruct
oposy
with opos.Y
calls.
2021-12-30 09:57:08 +01:00
Mitchell Richters
ae50767c70
- SW: Replace PLAYERstruct
oposx
with opos.X
calls.
2021-12-30 09:57:08 +01:00
Mitchell Richters
05a4ad4729
- SW: Replace PLAYERstruct
posz
with pos.Z
calls and eliminate PLAYERstruct
pos
union.
2021-12-30 09:57:08 +01:00
Mitchell Richters
ae3369d2a3
- SW: Replace PLAYERstruct
posy
with pos.Y
calls.
2021-12-30 09:57:08 +01:00
Mitchell Richters
3a0ee322ae
- SW: Replace PLAYERstruct
posx
with pos.X
calls.
2021-12-30 09:57:07 +01:00
Mitchell Richters
3adf81e4f9
- Duke: Replace player_struct
oposz
with opos.Z
calls.
2021-12-30 09:57:07 +01:00
Mitchell Richters
111aa16e64
- Duke: Replace player_struct
oposy
with opos.Y
calls.
2021-12-30 09:57:07 +01:00
Mitchell Richters
0e897c29b0
- Duke: Replace player_struct
oposx
with opos.X
calls.
2021-12-30 09:57:07 +01:00
Mitchell Richters
dd0ff465b0
- Replace spritetypebase
oz
with opos.Z
calls and eliminate spritetypebase
opos
union.
2021-12-30 09:57:07 +01:00
Mitchell Richters
a79b4b5ffc
- Replace spritetypebase
oy
with opos.Y
calls.
2021-12-30 09:57:06 +01:00
Mitchell Richters
e0fb92bb01
- Replace spritetypebase
ox
with opos.X
calls.
2021-12-30 09:57:06 +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
cecb8dc48e
- Replace spritetypebase
y
with pos.Y
calls.
2021-12-30 09:57:05 +01:00
Mitchell Richters
33ca55023f
- Replace spritetypebase
x
with pos.X
calls.
2021-12-30 09:57:05 +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
cab4ddb1c8
- Eliminate some stale code out of intvec.h
.
2021-12-30 09:57:04 +01:00
Mitchell Richters
b24f07f281
- Capitalise vec2_16_t
y
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
e52c3e6d82
- Capitalise vec2_16_t
x
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
b2ab64bb62
- Capitalise vec3_t
z
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
68e2691be7
- Capitalise vec3_t
y
variable.
2021-12-30 09:57:03 +01:00
Mitchell Richters
c549cc5276
- Capitalise vec3_t
x
variable.
2021-12-30 09:57:02 +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
8ce4edc7ad
- fixed bad sprite offsetting in polymost.
...
This was introduced by incompletely merging the changes for sloped sprites.
2021-12-30 09:57:01 +01:00
Christoph Oelckers
e0e6efe0a0
- Exhumed: fixed some sound source issues.
2021-12-30 09:57:01 +01:00
Christoph Oelckers
3221ecf800
- refactored xsprite use in aibat.cpp.
2021-12-30 09:57:01 +01:00
Christoph Oelckers
6f9484a9ee
- fixed compilation on GCC.
...
error: operands to ?: have different types ‘std::nullptr_t’ and ‘TObjPtr<Duke3d::DDukeActor*>’
2021-12-30 09:57:01 +01:00
Christoph Oelckers
33a00869d8
- shortened the name of DBloodActor::xsprite to xspr.
2021-12-30 09:57:01 +01:00
Christoph Oelckers
f8171ac5d9
- eliminate pSprite pointers in aibat.cpp.
2021-12-30 09:57:01 +01:00
Christoph Oelckers
d9d05e90b5
- globally replaced all occurences of '->s().' with '->spr.'
2021-12-30 09:57:00 +01:00
Christoph Oelckers
56e56e9d2f
- removed the triangulator type visualization.
2021-12-30 09:57:00 +01:00
Christoph Oelckers
1240818122
- getting rid of DDukeActor::s, final part.
2021-12-30 09:57:00 +01:00
Christoph Oelckers
f216857f55
- Getting rid of DDukeActor::s, part 1.
2021-12-30 09:57:00 +01:00
Christoph Oelckers
99507ed048
- spawn_d.cpp
2021-12-30 09:57:00 +01:00
Christoph Oelckers
df2fc596f9
- spawn.cpp
2021-12-30 09:56:59 +01:00
Christoph Oelckers
45a2b9766e
- sectors_r.cpp
2021-12-30 09:56:59 +01:00
Christoph Oelckers
d532c496f1
- sectors_d.cpp
2021-12-30 09:56:59 +01:00
Christoph Oelckers
f816f2fb22
- ->s in non-gameplay files.
2021-12-30 09:56:59 +01:00
Christoph Oelckers
edf3fd0f82
- premap_r.cpp + dependencies.
2021-12-30 09:56:59 +01:00
Christoph Oelckers
1f40dfa411
- premap.cpp + premap_d.cpp
2021-12-30 09:56:59 +01:00
Christoph Oelckers
e76e28cdea
- the rest of player_r.cpp
2021-12-30 09:56:58 +01:00
Christoph Oelckers
0768c9e8b6
- non 'actor' parts of player_r.cpp
2021-12-30 09:56:58 +01:00
Christoph Oelckers
de22c8ca26
- 's->' in player_d.cpp
2021-12-30 09:56:58 +01:00
Christoph Oelckers
6b675cc849
- non 'actor' parts of player_d.cpp
2021-12-30 09:56:58 +01:00
Christoph Oelckers
b55e04d455
- game_misc.cpp + gameexec.cpp.
2021-12-30 09:56:58 +01:00
Christoph Oelckers
a982c7e590
- player.cpp + noise.cpp.
2021-12-30 09:56:58 +01:00
Christoph Oelckers
c0ea208ba3
- animatesprites_d.cpp and animatesprites_r.cpp.
2021-12-30 09:56:57 +01:00
Christoph Oelckers
9eb7c536ab
- the rest of actors_r.cpp
2021-12-30 09:56:57 +01:00
Christoph Oelckers
7d5cf6e631
- first third of actors_r.cpp
2021-12-30 09:56:57 +01:00
Christoph Oelckers
8ff53eae7d
- second half of actors_d.cpp
2021-12-30 09:56:57 +01:00
Christoph Oelckers
f1e608685e
- more parts of actor_d.cpp
2021-12-30 09:56:57 +01:00
Christoph Oelckers
b7a4c484e9
- large block of s = actor->s; in actors_d.cpp
2021-12-30 09:56:57 +01:00
Christoph Oelckers
44895411b9
- a large block of 'act->s' in actors_r.cpp.
2021-12-30 09:56:56 +01:00
Christoph Oelckers
8dcc128697
- deal with 'spri = actor->s;'
2021-12-30 09:56:56 +01:00
Christoph Oelckers
0df97f00ec
- the remaining 's's in actor.cpp.
2021-12-30 09:56:56 +01:00
Christoph Oelckers
f5151e31a5
- globally replaced all 's->' with 'actor->spr.' in duke/src/actors.cpp.
2021-12-30 09:56:56 +01:00
Christoph Oelckers
55cb5aaac6
- global search & replace of ->s-> with ->spr.
...
This is the largest part of uses of DDukeActor's 's' pointer.
2021-12-30 09:56:56 +01:00
Christoph Oelckers
0284ec1cb0
- replacement of DDukeActor::s and pointers to DCoreActor::spr, part 3.
2021-12-30 09:56:56 +01:00
Christoph Oelckers
0f7024e70e
- replacement of DDukeActor::s and pointers to DCoreActor::spr, part 2.
2021-12-30 09:56:55 +01:00
Christoph Oelckers
997c12f67a
- replacement of DDukeActor::s and pointers to DCoreActor::spr.
2021-12-30 09:56:55 +01:00
Christoph Oelckers
c16b090fbe
- Exhumed: clear lasthitsect when starting a new level.
2021-12-30 09:56:55 +01:00
Christoph Oelckers
e42c3afbea
- Exhumed: fixed trap setup.
...
Must clear the structure before the first return and iterate over the walls by reference, otherwise bad pointers will get copied.
2021-12-30 09:56:55 +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
156369ac8a
- Blood: don't crash when cultists accidentally target themselves.
2021-12-30 09:56:54 +01:00
Christoph Oelckers
785c7d4ceb
- removed numsectors and numwalls entirely.
...
With Blood's Polymost mirror hack the risk of getting out of sync with the arrays was a genuine issue, so now only the array size counts.
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
f1c0298825
- replaced numwalls with wall.Size in several places.
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
6608096ea3
- added a bit more debug validation to the new clipper code.
2021-12-30 09:56:53 +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
4904466fd6
- SW: forgot to enable the extended sector parts in CallbackSOsink.
...
That bit had somehow gone MiA.
2021-12-30 09:56:53 +01:00
Christoph Oelckers
b021aa9a02
- SW: don't try to render non-existent mirrors with Polymost.
...
We got a counter variable, WTF did this code not use it?
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
68c87db6ec
- SW: fixed crash in Polymost with badly set up cameras.
2021-12-30 09:56:52 +01:00
Christoph Oelckers
fd741c4d49
- Disable debug output
2021-12-30 09:56:52 +01:00
Christoph Oelckers
756ed1c14b
- removed the workaround to make Lunatic Fringe not glitch.
2021-12-30 09:56:52 +01:00
Christoph Oelckers
c141c89cfd
- fixed the clipper.
...
* must do proper checks for merged ranges when inserting new ones. The checking code assumes that closed ranges are contiguous.
* when discarding parts of overlapping ranges this may not use merged clip values for its checks.
* ranges that have their clip values altered must be released and reinserted to ensure everything is correct.
2021-12-30 09:56:52 +01:00
Christoph Oelckers
f152a4d9b5
- clipper clean up.
...
The horizontal part of the logic should work now.
2021-12-30 09:56:52 +01:00
Christoph Oelckers
213ed28398
- WindowClipper WIP
2021-12-30 09:56:52 +01:00
Mitchell Richters
1e63c8305b
- Fix build issues under GCC.
2021-12-30 09:56:51 +01:00
Christoph Oelckers
986fccfddc
- use symbolic constants for all places where globalorientation is checked for the alignment bits.
2021-12-30 09:56:51 +01:00
Christoph Oelckers
5ff36f491e
- fixed the remaining places where the compiler complained about cstat.
2021-12-30 09:56:51 +01:00
Christoph Oelckers
8b427e35c2
- stuff that needs FromInt
2021-12-30 09:56:51 +01:00
Christoph Oelckers
955996dddc
- the rest of Blood's flags, part II
2021-12-30 09:56:50 +01:00
Christoph Oelckers
13186cec6d
- the rest of Blood's flags.
2021-12-30 09:56:50 +01:00
Christoph Oelckers
092cb1e5a3
- second set of Blood flags.
2021-12-30 09:56:50 +01:00
Christoph Oelckers
3bc337264a
- flags in blood's actor.cpp
...
plus a few others caught by search&replace.
2021-12-30 09:56:50 +01:00
Christoph Oelckers
8039d81467
- the remaining Exhumed flags.
2021-12-30 09:56:50 +01:00
Christoph Oelckers
988a91904a
- a large of Exhumed flags, most search& replace plus a few local variable types.
2021-12-30 09:56:49 +01:00
Christoph Oelckers
2d648924e8
- the final Duke flags.
2021-12-30 09:56:49 +01:00
Christoph Oelckers
e02f4d8fd1
- randomFlip stuff.
...
To avoid casting from int to flags.
2021-12-30 09:56:49 +01:00
Christoph Oelckers
8f0f0e8816
- manual sprite flag replacements in Duke.
2021-12-30 09:56:49 +01:00
Christoph Oelckers
8e0b9f7ce6
- some automatic, some manual sprite flag replacements
2021-12-30 09:56:49 +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
5b65e214e0
- global search & replace of the more frequent sprite flag patterns.
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
1e30f461e6
- flags in Polymost
2021-12-30 09:56:47 +01:00
Christoph Oelckers
8fab2e1020
- fix bad flag management in usePropertiesChanger
...
Not sure if this is 100% correct, but the old code definitely wasn't.
2021-12-30 09:56:47 +01:00
Christoph Oelckers
76e944053b
- the (few) numeric flag literals in SW handled.
...
Virtually all of this was portal hackery.
2021-12-30 09:56:47 +01:00
Christoph Oelckers
d24b8d9ec8
- most wall flags in Blood.
2021-12-30 09:56:47 +01:00
Christoph Oelckers
1883aad7c2
- flag names in SetupGibWallState and TranslateSector
2021-12-30 09:56:47 +01:00
Christoph Oelckers
adbf5177a7
- flag combo stuff.
2021-12-30 09:56:46 +01:00
Christoph Oelckers
b263c3ac6b
- wall and sprite flags in Duke, just simple cases.
2021-12-30 09:56:46 +01:00
Christoph Oelckers
e41db411e4
- made TFlags mostly constexpr
2021-12-30 09:56:46 +01:00
Christoph Oelckers
6e32832428
- made sector ceiling/floor flags type safe.
...
- made sector flags type safe.
2021-12-30 09:56:46 +01:00
Christoph Oelckers
b0e3c6b5ec
- some remaining sector flag stuff
2021-12-30 09:56:45 +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
98f0886b3d
-Duke/RR: Automatic replacement for CSTAT_SPRITE_INVISIBLE and CSTAT_SPRITE_BLOCK_ALL
2021-12-30 09:56:45 +01:00
Christoph Oelckers
8d0013128e
- Exhumed: use symbolic constant CSTAT_SPRITE_INVISIBLE
2021-12-30 09:56:45 +01:00
Christoph Oelckers
1edccf1423
- added slope setter methods to sectortype.
...
To make sure that setting the slope flags is always done properly. (Why are the flags even needed?)
As a nice side effect, this, plus use of other inlines made the align*slope functions implode into virtually nothing.
2021-12-30 09:53:56 +01:00
Christoph Oelckers
24a6d45f97
- minor slope math optimization.
...
May save one division and merges the '<< 5' into the main calculation.
2021-12-30 09:53:56 +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
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
bea394a734
- replace SW specific sector flags with the global ones.
2021-12-30 09:53:55 +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
Christoph Oelckers
4a5de6f56e
- make sure that all changes of wall coordinates invalidate associated data.
...
walltype::move should be the preferred function to be used for this, otherwise walltype::moved needs to be called.
2021-12-30 09:53:11 +01:00
Christoph Oelckers
737291ce5f
- added stripped down version of EASTL's intrusive list.
...
This needed some editing and cleanup to get it to work without half of the rest of EASTL for mostly useless things.
This assumes C++17 and removes the sort function which was the main culprit for making the thing non self-contained.
2021-12-30 09:53:11 +01:00
Christoph Oelckers
0e6242626c
- removed the viewpoint from the clipper as we don't need this.
...
ClipWindow will go elsewhere, it has no place here.
2021-12-30 09:53:11 +01:00
Mitchell Richters
83000fab77
- Remove last remaining node builder code.
2021-12-30 09:53:11 +01:00
Mitchell Richters
95d60deecd
- Rename remaining hw_sections*.*
files to hw_sections.*
.
2021-12-30 09:53:11 +01:00
Mitchell Richters
520412075f
- Delete empty hw_sections.cpp
file.
2021-12-30 09:53:11 +01:00
Christoph Oelckers
46d7487a3b
- SW: clear all pointer variables the player may still hold when terminating a level.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
34bee8116c
- SW: fixed uninitialized variable in FAFhitscan
2021-12-30 09:53:10 +01:00
Christoph Oelckers
4700299fc6
- fixed bad assert.
...
This can indeed be called with both angles being identical and should accept this case.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
d1f088a858
- SW/Exhumed fixed sound relinking on actor destruction.
...
This still passed the sprites instead of the actors. Moved the relinking code to DCoreActor::Destroy because it is the same for all games.
Also did a little bit of sound cleanup to ensure the sound backend does not hold stale actor pointers.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
7c5080f654
- reimplemented sector splitting.
...
With the new setup this is a lot easier than with the old one.
2021-12-30 09:53:10 +01:00
Christoph Oelckers
d46e3c87e0
- removed development output of the loop grouping code.
2021-12-30 09:53:10 +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
f6d852b5a0
- removed the old section builder
2021-12-30 09:53:09 +01:00
Christoph Oelckers
b0e4b49771
- removed the node builder.
...
With libtess2 working we do not need this anymore.
2021-12-30 09:53:09 +01:00
Christoph Oelckers
bb9313454d
- removed SectorGeometry class.
2021-12-30 09:53:09 +01:00
Christoph Oelckers
7a9596ae81
- use SectionGeometry for 3D rendering.
2021-12-30 09:53:09 +01:00
Christoph Oelckers
d8a3035bcc
- invalidate plane meshes when the sector is retriangulated.
...
After this any old mesh has become invalid and needs to be rebuilt.
2021-12-30 09:53:09 +01:00
Christoph Oelckers
37e49ed775
After this any old mesh has become invalid and needs to be rebuilt.
...
- use only one Section type.
2021-12-30 09:53:09 +01:00
Christoph Oelckers
8e01d559e8
- store sector as an index in Section2 and renamed walls to lines.
...
Now everything has the same name and type as in the old section.
2021-12-30 09:53:08 +01:00
Christoph Oelckers
208ca4f783
- merge old SectionLine and new Section2Wall into one type and use the same global array.
2021-12-30 09:53:08 +01:00
Christoph Oelckers
d353787d31
- add a global list of section walls.
2021-12-30 09:53:08 +01:00
Christoph Oelckers
f8f6c345fc
- use index fields in Section2Wall.
...
There's little benefit of using pointers here - it inflates a critical render struct, does not make any code more readable and requires quite deep refactoring of hw_bunchdrawer.
Now, with all fields having the same tyoe and name a lot less code needs to be changed.
2021-12-30 09:53:08 +01:00
Christoph Oelckers
a407e86ff6
- migrated automap to new SectionGeometry class.
2021-12-30 09:53:08 +01:00
Christoph Oelckers
362b824775
- ClipWindow WIP
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
b3873be514
- added some utilities to the Plane class that will be needed soon.
2021-12-30 09:53:07 +01:00
Christoph Oelckers
411e3e6f9c
- make SectionGeometry create some data.
2021-12-30 09:53:07 +01:00
Christoph Oelckers
ca19c265f8
- interface from Section2 to the flat processing.
2021-12-30 09:53:07 +01:00
Christoph Oelckers
69593fd5c7
- Triangulation WIP
...
# Conflicts:
# source/core/sectorgeometry.cpp
2021-12-30 09:53:07 +01:00
Christoph Oelckers
931903e291
- added libtess2 to the project.
2021-12-30 09:53:07 +01:00
Christoph Oelckers
449362dcb3
- better debug output.
2021-12-30 09:53:07 +01:00
Christoph Oelckers
a255e90c96
- more work on the new section creator.
2021-12-30 09:53:06 +01:00
Christoph Oelckers
b1bf12df9d
- section fixes.
2021-12-30 09:53:06 +01:00
Christoph Oelckers
ad018db80a
- new section builder.
2021-12-30 09:53:06 +01:00
Christoph Oelckers
9397eb6a19
- automatically handle one specific case of bad wall loops.
...
Both RRRA E3L1.map and SW $yamato.map have this:
Wall x and Wall x+1 have identical properties and both reference Wall x+2 as point2.
The duplicate in this case can be safely deleted to make the sector well formed.
2021-12-30 09:53:06 +01:00
Christoph Oelckers
a733de618f
- new section WIP.
2021-12-30 09:53:06 +01:00
Christoph Oelckers
1bf654036a
- delete duplicated walls in RRRA E1L3 and E1L6.
2021-12-30 09:48:50 +01:00
Christoph Oelckers
504bb08a64
- we do not really need the old rintersect function.
...
Its only difference is using potentially overflowing 32 bit math for demo compatibility. Aside from that it has no real-life advantage.
2021-12-26 23:10:07 +01:00
Christoph Oelckers
88b660a70d
- removed compat.h entirely, all that was left was redundant #includes.
2021-12-26 23:10:07 +01:00
Christoph Oelckers
91cdd82c8a
- removed all #include "compat.h" except the one in build.h
...
Still all compiles fine.
2021-12-26 23:10:07 +01:00
Christoph Oelckers
6db1ba47c2
- SW: fixed some savegame issues:
...
* the saveable tables were initialized too late when reading in the actors.
* the abort messages for the saveables did not show. We need to use I_FatalError here, plus some actor list modifications to make this work.
2021-12-26 23:10:07 +01:00
Christoph Oelckers
ae622274bd
- SW: clear pointer holding variables in TerminateLevel.
...
Some survive the level transition and would point to invalid data.
2021-12-26 23:10:07 +01:00
Christoph Oelckers
a4ff7e5bd4
- SW: added some null checks to the SO interpolation code.
...
It looks like this was able to access deleted sprites - by only checking for the index this never registered as a problem, but with pointers it does.
2021-12-26 23:10:07 +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
Mitchell Richters
4562a0ca97
- SW: Add some nullptr checks to some inlines to prevent noclip crashes.
2021-12-26 23:10:06 +01:00
Mitchell Richters
3b099e09cd
- SW: Tidy some ‘newsect’ may be used uninitialized
warnings from GCC.
2021-12-26 23:10:06 +01:00
Mitchell Richters
9e51f911ab
- Blood: Clear writing to an object of type ‘class TObjPtr<Blood::DBloodActor*>’ with ‘private’ member ‘TObjPtr<Blood::DBloodActor*>::<anonymous>’
warning under GCC.
2021-12-26 23:10:06 +01:00
Mitchell Richters
2f567bdb74
- Exhumed: Fix two signed/unsigned comparison warnings in PlayFX2()
.
...
* Lines in question:
** 606 | if (chan->SoundID == nSound + 1)
** 621 | if (chan->SoundID == nSound + 1)
* All data sent to `PlayFX2()` and functions that wrap `PlayFX2()` are signed values, so keep signed all the way through.
2021-12-26 23:10:06 +01:00
Mitchell Richters
a4d165a84e
- Tidy some specified bound equals destination size
warnings from GCC.
2021-12-26 23:10:05 +01:00
Christoph Oelckers
b89bba5ed1
- Duke: DDukeActor::setActiveCrane must also clear ownerActor.
...
Apparently something in the crane code can cause a condition where this wasn't cleared before grabbing a player.
Formerly these two were the same variable but had to be separated.
2021-12-26 23:10:05 +01:00
Christoph Oelckers
9e94573ae3
- free the current level before taking down other things on exit.
...
Nor doing so can cause memory corruption when the object hierarchy gets deleted later which may still reference some stale data.
2021-12-26 23:10:05 +01:00
Christoph Oelckers
d8ccfa1a5f
- cleaned up nextsectorneighborz, added a safe variant and use this in all places where the sector pointer is not validated.
2021-12-26 23:10:05 +01:00
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
Mitchell Richters
1ee1c0c920
Revert "- fixed: updatesectorneighborz may not return -1."
...
This reverts commit c074b0995648a4057c516e5646f5fe7a11719317.
* The commit notes talk about `updatesectorneighborz()`, but the change is applied to `nextsectorneighborz()`. Further to this, `nextsectorneighborz()` is only called from some ptr wrappers in `build.h` and they both test against `-1` return values.
```
inline sectortype* nextsectorneighborzptr(int16_t sectnum, int32_t refz, int16_t topbottom, int16_t direction)
{
auto sect = nextsectorneighborz(sectnum, refz, topbottom, direction);
return sect == -1? nullptr : §or[sect];
}
inline sectortype* nextsectorneighborzptr(sectortype* sectp, int32_t refz, int16_t topbottom, int16_t direction)
{
auto sect = nextsectorneighborz(sector.IndexOf(sectp), refz, topbottom, direction);
return sect == -1? nullptr : §or[sect];
}
```
* Also fixes broken Duke elevators and possibly a whole raft of issues.
2021-12-26 23:10:04 +01:00
Mitchell Richters
953c7e4ed6
- Blood: Fix some collision issues found following refactoring.
...
* Originating from 9a2ca3f392e29fe8df4167c271a7b04ab5e8959c "- use refactored Collision struct and clipmove in Blood, too.".
2021-12-26 23:10:04 +01:00
Christoph Oelckers
7b14aacdf4
- match alignment of NPOT flat textures to the software renderer
...
Tested in RR E1L4, sector 224+40, probably needs more checking in other places as well to confirm that it is correct there as well.
2021-12-26 23:10:04 +01:00
Christoph Oelckers
b4a968841a
- missing null check in Blood's map loader.
2021-12-26 23:10:04 +01:00
Christoph Oelckers
5e09a43e91
- added auto-patcher for overlapping wall ranges.
...
This is for cases where the proper sector can be found by looking at the walls' point2 links.
2021-12-26 23:10:04 +01:00
Christoph Oelckers
fee8df8a1b
- fix range check for nextwall in map loader
2021-12-26 23:10:03 +01:00
Christoph Oelckers
177e84881e
- added a warning for multiple sectors referencing the same walls.
...
RR E3L1 contains such a setup, for example.
2021-12-26 23:10:03 +01:00
Mitchell Richters
14b8eda436
- Get rid of some now irrelevant comments.
2021-12-26 23:10:03 +01:00
Christoph Oelckers
106ec53d1f
- disabled sector splitter for now because it's broken and useless.
...
The entire section format needs to be redone for better triangulation so fixing this messy code is pointless.
2021-12-26 23:10:03 +01:00
Christoph Oelckers
8e2d324e85
- fixed: updatesectorneighborz may not return -1.
...
This value gets never validated by any caller and isn't really what is wanted in this situation.
2021-12-26 23:10:03 +01:00
Christoph Oelckers
74da3e5fa7
- added savegame support for the new actor management.
2021-12-26 23:10:03 +01:00
Mitchell Richters
2dda3ee505
- Tidy up some GCC warnings about ininitialised variables, memsetting non-trivial types and some others.
2021-12-26 23:10:02 +01:00
Mitchell Richters
38842994e0
- Remove the constructors from TObjPtr
class.
...
They're not used in Raze and were preventing build issues under POSIX environment as you can't use constructor objects in anonymous aggregate types (unnamed structs, etc).
2021-12-26 23:10:02 +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
1a3b9f8ac0
- made several arrays holding sector related data dynamic.
2021-12-26 23:10:02 +01:00
Christoph Oelckers
2a07159c8d
- removed some unused and obsolete content from engine files.
2021-12-26 23:10:02 +01:00
Christoph Oelckers
923a2b6a79
- unlimit the number of sectors/walls for real.
...
All remaining 16 bit values storing indices have been widened to 32 bit.
2021-12-26 23:10:01 +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
6d432fca0a
- made spritetype::sectnum a pointer.
2021-12-26 23:10:01 +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
2d913982da
- changed map loader to work without relying on spritetype::sectnum.
...
All access to this field is done through access functions now.
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
0dd756fa32
- added GC handling for all backend pointers in the map data.
...
GC is not active yet!
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
1d371b8cbf
- clear some data on init.
2021-12-26 23:09:59 +01:00
Christoph Oelckers
8dde6a3074
- Added GC support to Exhumed
2021-12-26 23:09:59 +01:00
Christoph Oelckers
138690d34e
- do not use auto to make local copies of TObjPtr's.
...
This will just copy the object without performing the read barrier on the source data which is not what we want here.
For these assignments the type must be explicit.
2021-12-26 23:09:59 +01:00
Christoph Oelckers
38c8f2a3b8
- the last 16 bit limits in the new renderer.
2021-12-26 23:09:59 +01:00
Christoph Oelckers
16a8746971
- GC setup for Blood.
2021-12-26 23:09:58 +01:00
Christoph Oelckers
fa62b20d76
- GC setup for Duke.
2021-12-26 23:09:58 +01:00
Christoph Oelckers
5d09748af9
- Duke: added some null pointer checks.
2021-12-26 23:09:58 +01:00
Christoph Oelckers
42e4e9288f
- deleted GetSpriteIndex.
...
It's not needed anymore.
2021-12-26 23:09:58 +01:00
Christoph Oelckers
382689e0a7
- moved the FireProj struct into DDukeActor to avoid the rather expensive TMap code.
...
Later this can be moved to a dedicated subclass.
2021-12-26 23:09:58 +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
b0ecf7e87b
- unlimit the wall index in sections.
2021-12-26 23:09:57 +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
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
8606045689
- Duke: made gamevars type safe and capable of managing actor pointers.
...
Also a few unrelated changes needed to make it compile again.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
d088ab05a9
- eliminate storage of actors in the sector's hitag for some of Duke's sector effectors.
...
Also demoted Blood's upperLink and lowerLink to DCoreActor pointers and use static_cast for access to avoid savegame problems. The core code cannot safely serialize a DBloodActor anymore.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
122a1f009d
- moved gamevar storage to player and actor objects respectively.
...
For actors this eliminates the need to for sprite indices which was the intended goal. It also properly associates the gamevars with their owners.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
fa05cfbaf1
- use a real pointer in DSWActor for owner tracking.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
ca10495d7c
- Blood: back up player state before ending the level, not just before loading the new one.
...
The latter is too late, the player's actor data may already be stale and invalid here.
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
c4d23188d5
- removed HitInfoBase::setFromEngine.
...
This value format no longer exists anywhere.
2021-12-26 23:09:55 +01:00
Christoph Oelckers
cf9d733994
- deleted insertAllSprites.
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
87ac9bee44
- 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.
# Conflicts:
# source/build/src/polymost.cpp
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
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
8c90f48b61
- cleanup of neartag, plus direct return of a HitInfoBase struct.
2021-12-26 23:09:52 +01:00
Christoph Oelckers
e13a275cfc
- got rid of the sole linear sprite iterator in Exhumed and deleted the iterator code entirely.
2021-12-26 23:09:52 +01:00
Christoph Oelckers
8c298de114
- Duke: replaced DukeLinearSpriteIterator and explicit loops over the sprite[] array.
2021-12-26 23:09:52 +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
Christoph Oelckers
a3493048e7
- refactoring of spawn code to prepare for the other games.
...
Map hacks do not work in this commit!
2021-12-26 23:09:51 +01:00
Christoph Oelckers
ec888c097c
- Blood: separated actor spawning from map loading.
2021-12-26 23:09:51 +01:00
Christoph Oelckers
e543c70439
- replacement of BloodLinearSpriteIterator
...
Preparation for eliminating sprite[]. This array can later be created by the actual spawn function.
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
Mitch Richters
c6774d5efd
- Duke/RR: Re-add micro-movement cancellation for RR's vehicles that was dropped in 466bc84697
.
2021-12-26 23:09:50 +01:00
Christoph Oelckers
379c4f1a60
- merged the cansee wrapper into the actual function and added sector validation.
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
2654a19cfd
- got rid of setspritez(x) and moved the implementation to SetActor(Z) without referencing the sprite array.
2021-12-26 23:09:49 +01:00
Christoph Oelckers
6773fa2189
- removed unused InitLists function.
...
# Conflicts:
# source/build/src/engine.cpp
2021-12-26 23:09:49 +01:00
Christoph Oelckers
58cd933d74
- pass sprite array to map hack parser as parameter.
...
This will later allow it to work on temporaries.
2021-12-26 23:09:49 +01:00
Christoph Oelckers
5dfc79bdbe
- MarkSectorSeen
2021-12-26 23:09:48 +01:00
Christoph Oelckers
f9b1164747
- use point2Wall wherever possible.
2021-12-26 23:09:48 +01:00
Christoph Oelckers
83cf2f3baf
-more index stuff.
2021-12-26 23:09:48 +01:00
Christoph Oelckers
ee1b574830
- engine stuff
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
4c13f24357
- rename FBunch's sectnum because it complicated searching for other stuff.
2021-12-26 23:09:47 +01:00
Christoph Oelckers
ed659df9d8
- pass sector pointer to Polymost's SectorVisibility function.
2021-12-26 23:09:47 +01:00
Christoph Oelckers
34373e9c70
- fixed use of wrong indexing function.
2021-12-26 23:09:47 +01:00
Christoph Oelckers
73243f95bb
- make Blood's burn source a pointer.
2021-12-26 23:09:46 +01:00
Christoph Oelckers
3a44f168e0
- Blood: Fix DeleteSprite
2021-12-26 23:09:46 +01:00
Christoph Oelckers
9213eae606
- deleted unused functions.
2021-12-26 23:09:46 +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
221d9fe28e
- adapted Duke's and Exhumed's sound code to directly work with actors.
...
This was already wrapped so all that needed to be done was removing the wrapper.
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
75b36cbd1c
- Duke: made player.i a real pointer
...
How could I overlook this one.
2021-12-26 23:09:45 +01:00