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()
.
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* 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
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.
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* 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
953c7e4ed6
- Blood: Fix some collision issues found following refactoring.
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* Originating from 9a2ca3f392e29fe8df4167c271a7b04ab5e8959c "- use refactored Collision struct and clipmove in Blood, too.".
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
Mitchell Richters
14b8eda436
- Get rid of some now irrelevant comments.
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
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
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.
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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
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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.
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GC is not active yet!
2021-12-26 23:10:00 +01:00
Christoph Oelckers
db240ea2b0
- GC support in SW.
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- 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
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.
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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
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.
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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
d3b1e34d78
- moved sprite[], spriteext[] and spritesmooth[] into DCoreActor.
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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.
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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.
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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
eaff9e359f
- refactored the owner index in tspritetype.
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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
183f554733
- hitscan cleanup.
...
Also removed a bit of leftover TROR code.
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.
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Map hacks do not work in this commit!
2021-12-26 23:09:51 +01:00