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