Commit graph

423 commits

Author SHA1 Message Date
Christoph Oelckers
c79dace730 - eliminated sector[] in position checkers 2021-11-29 00:56:24 +01:00
Christoph Oelckers
b68c66dae6 -Duke/RR: started migrating hitscan to pointer usage. 2021-11-29 00:56:21 +01:00
Christoph Oelckers
53998c9cb7 - Blood: remove unneeded replacement functions.
changespritesect is the only one called from the engine.
2021-11-29 00:55:42 +01:00
Christoph Oelckers
ad030d7e23 - Duke: SE20 + SE128 are wall-free
Also use symbolic constantfor SE_128 to make it easier to find.
2021-11-29 00:55:39 +01:00
Christoph Oelckers
ec9ab56ece - use collision struct in ActorMoveHitReact 2021-11-29 00:55:03 +01:00
Christoph Oelckers
2a897c0582 - SW hit code abstraction. 2021-11-29 00:55:03 +01:00
Christoph Oelckers
642088ed80 - let ValidateSprite print better messages when developer mode is set to warning and also call it for Blood. 2021-11-11 21:28:53 +01:00
Christoph Oelckers
c46c8a68cd - fixed nextsectorneighborzptr 2021-11-09 17:29:03 +01:00
Christoph Oelckers
a35900362e - only use un-deprecated variants of updatesector(z) in SW. 2021-11-09 00:09:48 +01:00
Christoph Oelckers
94b2b0af31 - widen sector index in engineLoadBoard to 32 bit 2021-11-09 00:07:00 +01:00
Christoph Oelckers
0ffe52791e - delete deprecated pushmove variants 2021-11-08 23:22:06 +01:00
Christoph Oelckers
5510efd920 - removed TROR specific parts of updatesectorz
None of this is ever called, in particular the parts that muck around with the sectorindex and add magic bits to it.
2021-11-08 23:11:29 +01:00
Christoph Oelckers
eeaa7f98f0 - inlines for validating sector and wall indices. 2021-11-08 18:56:10 +01:00
Christoph Oelckers
477a2a23e6 - nextSector in runlist 2021-11-08 18:37:21 +01:00
Christoph Oelckers
ae08ae1d8d - some leftover shorts plus utilities that ended up unused but may be useful later. 2021-11-07 16:46:23 +01:00
Christoph Oelckers
fd2764dc6e - Duke: eliminated all local short variables in actors*.cpp. 2021-11-07 16:30:55 +01:00
Christoph Oelckers
0eba3335c6 - eliminated some leftover 16 bit values used for storing indices. 2021-11-07 16:30:44 +01:00
Christoph Oelckers
a594e6465c - added nextSector access function to walltype and used it to eliminate a few more sector[] references. 2021-11-07 15:56:29 +01:00
Christoph Oelckers
d20aa47adf - made sector parameter of updatesectorz an int and deprecated the short version. 2021-11-06 19:27:51 +01:00
Christoph Oelckers
13306e900d - silence some warnings. 2021-11-06 18:26:47 +01:00
Christoph Oelckers
83fe41e71e - made updatesector receive a 32 bit int pointer and deprecated the 16 bit variant. 2021-11-06 15:53:16 +01:00
Christoph Oelckers
ba2d4acc18 - added a sector() method to spritetype.
For making game code working with sectors a bit easier to read.
2021-11-06 14:19:55 +01:00
Mitch Richters
f0a347263a - SW: Replace use of getzrange_old() inline wrapper with getzrange() and remove inline wrappers. 2021-10-30 17:30:02 +02:00
Mitch Richters
add3481e40 - SW: Replace use of pushmove_old() inline wrapper with pushmove() and remove inline wrappers. 2021-10-30 17:30:02 +02:00
Mitch Richters
adcdbdc931 - SW: Replace use of clipmove_old() inline wrapper with clipmove() and remove inline wrappers. 2021-10-30 17:30:02 +02:00
Mitch Richters
879e2f3ce4 - Build: Promote sintable[] array values to precision Blood uses in prep for replacing Blood's costable[]. 2021-10-30 10:24:15 +02:00
Christoph Oelckers
c4ea5cf336 - restore original krand formula.
Note: The only game module actually using this is Duke/RR.
2021-10-26 18:48:54 +02:00
Christoph Oelckers
0bd0923f44 - cleaned up some dirty code. 2021-08-30 08:07:40 +02:00
Mitchell Richters
4298399e00 - Build: Change MAXSPRITESONSCREEN from constant of 2560 to 1/4 of MAXSPRITES.
* Mods like Blood's Eviction are pushing these limits hard. Bumping the onscreen limit resolved recurring crash on `sstation.map` with no apparent ill-effects.
2021-07-25 15:38:51 +10:00
Mitchell Richters
1dbf34fe56 - Repair some potential issues from 1354d52c05 that might be causing issues with #455. 2021-07-04 21:06:13 +10:00
Brian Koropoff
e4e949877d Fix buffer overflow at maploader.cpp:392 2021-05-22 22:31:16 +02:00
Christoph Oelckers
d572e56839 - removed the indirection for the global arrays.
No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
5ae1c334fa - Duke: fixed bad check in 'ifnotmoving' CON command. 2021-05-14 10:03:07 +02:00
Christoph Oelckers
b6dd834420 - fixed warnings in Build code. 2021-05-12 21:47:32 +02:00
Christoph Oelckers
e40ed2262e - cleanup of 'gotpic' handling. 2021-05-10 20:13:28 +02:00
Christoph Oelckers
e74aca291c - position tweaking for Nam's skies.
Why is this such an utter mess to get skies placed correctly? :(
2021-05-10 20:13:28 +02:00
Christoph Oelckers
020a636c2f - removed some more useless stuff from headers. 2021-05-03 19:16:26 +02:00
Christoph Oelckers
9092b5c392 - removed some unused stuff from engine. 2021-04-21 22:32:27 +02:00
Christoph Oelckers
1ea25e5d0e - reworked the def parser's main loop. 2021-04-21 18:15:25 +02:00
Christoph Oelckers
aaad546729 - palookup. 2021-04-20 20:21:51 +02:00
Christoph Oelckers
f4ec9a1921 - 4 more .def commands ported 2021-04-13 18:14:46 +02:00
Christoph Oelckers
aebcc13c4a - migrated voxel parsing stuff. 2021-04-11 18:37:11 +02:00
Christoph Oelckers
42d02834b1 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/include/build.h
#	source/build/src/polymost.cpp
#	source/build/src/voxmodel.cpp
#	source/core/gamecontrol.cpp
#	source/core/gamestruct.h
#	source/games/blood/src/animatesprite.cpp
#	source/games/blood/src/misc.h
#	source/games/blood/src/view.cpp
#	source/games/duke/src/render.cpp
#	source/games/sw/src/draw.cpp
#	source/games/sw/src/game.h
#	source/games/sw/src/jsector.cpp
#	source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers
9fd3ab6b5e - fixed texture precaching.
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Christoph Oelckers
b4d89cbac3 - got rid of the remaining occurences of gethiq16angle and all related tables. 2021-04-10 12:10:28 +02:00
Christoph Oelckers
333581a084 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
Christoph Oelckers
fb02b38279 - better .def loading logic.
To allow cumulative loading without interfering with other ports, Raze will now look for files called xxxx-raze.def, where xxxx is the default .def name (e.g. duke3d-raze.def for Duke3D.) and if that is found, cumulatively load all same-named files - it will fall back on the default name if no such thing is found.
-def still overrides both and will not cumulatively load.
2021-04-09 14:30:01 +02:00
Christoph Oelckers
e30dc82676 - Cleanup of the voxel code.
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Mitchell Richters
be8df3488d - build.h: Remove function prototypes for now static functions within engine.cpp. 2021-04-05 20:28:57 +10:00
Christoph Oelckers
c8a75a8664 - give each DrawInfo its own list of tsprites.
Since these do not fully get processed sequentially the contents need to be preserved until needed.
This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
2021-04-02 10:28:40 +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
fd0e9824b6 - call the game specific analyzesprites functions. 2021-03-26 15:06:14 +01:00
Christoph Oelckers
0b1e81023f - added sprite collection loop to ProcessSector and did a bit of cleanup on the TSprite code. 2021-03-25 23:16:32 +01:00
Christoph Oelckers
168b0385cf - moved shadeToLight out of build.h. 2021-03-25 09:13:59 +01:00
Christoph Oelckers
368b2319f2 - replaced 'static FORCE_INLINE' globally with 'inline'.
I have no idea what kind of compiler needs such a construct, it's totally not how C++ should be written.
2021-03-24 21:43:36 +01:00
Christoph Oelckers
b7e8815133 - some further lightening of compat.h. 2021-03-24 21:13:36 +01:00
Christoph Oelckers
8993095bc0 - got rid of pow2char 2021-03-24 20:37:20 +01:00
Christoph Oelckers
d8627a2b3f - removed all remains of projection math weirdness from the automap code in the games plus a bit more cleanup of the engine code. 2021-03-24 20:28:58 +01:00
Christoph Oelckers
022edd2dc2 - cleaned engine.cpp off all code exclusive to the Polymost renderer. 2021-03-24 19:45:42 +01:00
Christoph Oelckers
0c7f05a416 - let the clipper work exclusively on Build coordinates. 2021-03-22 23:40:25 +01:00
Christoph Oelckers
63f057d93f - portal and sky WIP. 2021-03-21 22:48:01 +01:00
Christoph Oelckers
fedfc2cfa4 - removed global variables that were only being used by the automap drawer plus a few other obsolete things. 2021-03-20 16:46:06 +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
3df5c440f9 - added some helpers to make it easier to determine if a sector's geometry has been altered.
Walls had no sector reference so this was added for marking the sector as altered when a vertex gets dragged around.
2021-03-19 23:18:09 +01:00
Christoph Oelckers
a5b3a1dd3e - removed some unused things from engine.cpp. 2021-03-19 15:12:54 +01:00
Christoph Oelckers
b492cbcebb - ported my old Build-style renderer for Doom from 2008 and the wall renderer from GZDoom to work with Build data.
It renders walls, but y-panning is still broken.
2021-03-17 16:54:36 +01:00
Christoph Oelckers
a484e39e05 - removed integer square root code.
On modern systems using the sqrt function with a cast to int has no relevant performance disadvantage anymore so there's no need for all of this.
2021-03-15 19:02:08 +01:00
Christoph Oelckers
ac82838859 - removed unused 'wallvisible' function. 2021-03-15 18:58:14 +01:00
Christoph Oelckers
ad8654ed06 - fixed maphack loader.
The duplicate 'currentSprite' variable prevented it from doing anything.
Also cleaned up the interface a bit to avoid using a global variable for parameter passing.

Fixes #279
2021-03-07 09:39:16 +01:00
Christoph Oelckers
783328c5fa - removed some unused declarations. 2021-02-27 12:29:07 +01:00
Christoph Oelckers
99f1f0952a - little bit of engine cleanup. 2021-02-25 12:16:21 +01:00
Christoph Oelckers
cf672b508f - removed unused 'updatesectorexclude' function. 2021-02-02 23:13:40 +01:00
Mitchell Richters
5124c0daec - Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h. 2021-01-05 07:31:37 +11:00
Mitchell Richters
b36bea7c69 - Replace scale() calls with Scale() from common. 2021-01-05 07:31:34 +11:00
Mitchell Richters
b191a482d6 - Remove hw_detailmapping and hw_glowmapping since they're no longer relevant with GZDoom's backend (they're always in an on state). 2021-01-03 21:39:21 +11:00
Mitchell Richters
d3b95d4d70 - Build/Duke: Remove the only use case for drawrooms() inline wrapper and change getcamspriteang() to return binangle instead of a build angle. 2021-01-03 17:35:19 +11:00
Christoph Oelckers
d04013066c - build a composite texture of all the segments for sky rendering to reduce the seams between the single segments. 2020-12-04 22:29:25 +01:00
Christoph Oelckers
396e3cd524 - actually call the model animation timer somewhere.
Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
25ef58f897 - re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine. 2020-12-01 23:57:39 +01:00
Christoph Oelckers
9a4073508d - Blood: Savegame fully transitioned to JSON
not tested yet.
2020-11-23 09:53:58 +01:00
Mitchell Richters
0190a98a10 - Remove calcSinTableValue() inline function and clean up use of PI/fPI and BANG2RAD #defines. 2020-11-22 21:18:10 +01:00
Mitchell Richters
32a1796728 - buildutils: Replace sintable[] use within Build with bsin()/bcos(), using bsinf()/bcosf() where appropriate.
* Includes a few header include shuffles to make it all come together.
2020-11-22 21:18:02 +01:00
Christoph Oelckers
5f54eac297 - made palette loader part of the game interface.
This gets rid of the Blood 'replace' hook for thus.
2020-11-21 12:54:09 +01:00
Christoph Oelckers
a5b3681630 - foundation for a better collision info management.
The way this is handled is the main reason why Build maps are size limited, but since it is extremely invasive it needs to be taken out of the game code piece by piece, this is the framework for doing this for Duke.
2020-10-24 09:31:15 +02:00
Christoph Oelckers
08e29396e5 - split moveweapons_d further up into more smaller parts. 2020-10-18 09:45:41 +02:00
Christoph Oelckers
eb78b88598 - all Blood stat iterators ported. 2020-10-15 20:22:39 +02:00
Christoph Oelckers
0a0a995cbd - some cleanup of build.h 2020-10-15 20:22:38 +02:00
Christoph Oelckers
be3292d29b - removed the mostly unused macros for sprite iteration. 2020-10-15 20:22:38 +02:00
Christoph Oelckers
760a557f73 - converted the remaining sector iterators in Duke. 2020-10-15 01:34:27 +02:00
Christoph Oelckers
91fdf160b6 - fixed clearing of actorinfo.
It overwrote memory beyond its end.
2020-10-15 01:34:24 +02:00
Christoph Oelckers
d368d734d3 - prototyping some refactoring helpers. 2020-10-14 00:58:21 +02:00
Christoph Oelckers
b6149f88f7 - added sprite iterator classes.
The code base currently contains roughly 600 iterator loops directly referencing Build's global variables.
That state of things is not refactorable - these iterator wrappers are supposed to get rid of these explicit references.
2020-10-14 00:05:25 +02:00
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
817fa8aba3 - save the entire engine state as JSON.
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
Christoph Oelckers
b4a011300a - implemented proper delta serialization for sectors and walls. 2020-10-11 21:11:38 +02:00
Christoph Oelckers
f12c6b0319 - removed wallext because its only member 'blend' is not used by anything.
This is a feature not worth preserving, render style + alpha should be done directly, not via indirect lookup tables.
2020-10-11 18:44:16 +02:00
Christoph Oelckers
fd31da3115 - save sectors and walls as JSON
This is not optimized yet so saves are a bit larger than necessary.
2020-10-11 18:10:52 +02:00
Christoph Oelckers
4e67197838 - added back the hijacked 'detail' member to spritetype.
This changes the Blood map loader to not use the in-game sprite structure for loading a level and moves the qsprite_filler array back into the sprite.
2020-10-02 22:18:08 +02:00
Christoph Oelckers
5e6317b8b9 Merge remote-tracking branch 'remotes/Github_private/Blood_InputReworking' 2020-09-22 23:32:28 +02:00
Christoph Oelckers
880b811e0d - rewrote map loader to work independently of data structure sizes.
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00