Commit graph

154 commits

Author SHA1 Message Date
Christoph Oelckers
2838fa3e72 - floatified sectortype::ang 2022-10-14 17:17:37 +02:00
Christoph Oelckers
fe6fcdff1f - use DAngle for actors
Note that intangle needs to be kept - primarily for SW's ST tags.
2022-10-05 00:36:29 +02:00
Christoph Oelckers
735b9a8fed - renamed ang to __int_angle 2022-10-04 23:56:42 +02:00
Christoph Oelckers
a59a771209 - use floats for ceilingz/floorz storage. 2022-08-27 10:49:59 +02:00
Christoph Oelckers
0672572e63 - renamed sectortype::floorz and ceilingz as preparation for floatification 2022-08-27 09:47:48 +02:00
Christoph Oelckers
02ae6476de - changed the pos vector of spritetype to floating point. 2022-08-27 09:26:13 +02:00
Christoph Oelckers
dc94dedc6b - renaming spritetype::pos 2022-08-26 19:53:10 +02:00
Christoph Oelckers
4ec748a92b - removed some unused variables and declarations. 2022-08-05 17:04:45 +02:00
Christoph Oelckers
9e6fe2cbaa - added workaround to render the crane in WT's 'Docks' map correctly.
This one violates engine specifications by creating overlapping walls when the crane is rotated.
2022-06-26 09:36:01 +02:00
Christoph Oelckers
aab13addb7 -renamed spritetype’s owner field to ‚intowner‘
Mainly for easier searching.
Also remove the duplicate ‚detail‘ field.
2022-05-24 00:30:41 +02:00
Christoph Oelckers
21fddd6c54 - spriteset management. 2022-02-15 22:34:48 +01:00
Christoph Oelckers
02d508baef - renamed floatified wall coordinate to 'pos'. 2022-02-15 22:18:24 +01:00
Christoph Oelckers
cd55658786 - use floats for vertices. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
f44736a5b6 -use an access function for reading wall positions so that we have a non-modifiable value wherever this is possible. 2022-02-15 22:18:23 +01:00
Christoph Oelckers
89ef81da55 - renamed walltype::pos as preparation for refactoring.
no functional changes here
2022-02-15 22:18:22 +01:00
Christoph Oelckers
04a380ce14 - added script exports for DCoreActor's member variables. 2022-01-24 00:24:46 +01:00
Christoph Oelckers
3aff12cf4c - sky management rework. 2022-01-16 12:12:43 +01:00
Christoph Oelckers
ddcee4ecbf - split up g_visibility into two variables.
This is preparation for experimenting with the weapon flashes that can be quite annoying with how they brighten distant parts of the level far more than nearby parts.
2022-01-11 00:12:32 +01:00
Christoph Oelckers
415dc5246d - fixed sprting of non-translucent sprites. 2022-01-08 21:18:18 +01:00
Mitchell Richters
9bbb54fe2e - Replace every line that just contains spaces or tabs with an empty line feed in all files except 3rd party libraries. 2021-12-30 20:30:21 +11:00
Christoph Oelckers
fb53f32603 - handle the remaining write accesses to ceilingz and floorz.
Everything is routed through the wrapper functions now.
2021-12-30 09:58:14 +01:00
Christoph Oelckers
059412b75e - first batch of routing all write access to sectortype::ceilingz and floorz through a function interface.
We need this for implementing "precise" rendering to flag vertices as dirty.
2021-12-30 09:58:14 +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
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
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
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
f6d852b5a0 - removed the old section builder 2021-12-30 09:53:09 +01:00
Christoph Oelckers
bb9313454d - removed SectorGeometry class. 2021-12-30 09:53:09 +01:00
Christoph Oelckers
a733de618f - new section WIP. 2021-12-30 09:53:06 +01:00
Christoph Oelckers
74da3e5fa7 - added savegame support for the new actor management. 2021-12-26 23:10:03 +01:00
Christoph Oelckers
1a3b9f8ac0 - made several arrays holding sector related data dynamic. 2021-12-26 23:10:02 +01:00
Christoph Oelckers
6d432fca0a - made spritetype::sectnum a pointer. 2021-12-26 23:10:01 +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
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
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.
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
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
109ff8c3cb - Above and Below 2021-12-25 21:29:01 +01:00
Christoph Oelckers
0b254255e2 - sector ambience 2021-12-25 21:28:59 +01:00
Christoph Oelckers
8cca55c24a - made wall a TArray. 2021-12-25 21:28:50 +01:00
Christoph Oelckers
7d2404ce76 - made sector a TArray. 2021-12-25 21:28:49 +01:00
Christoph Oelckers
a21f6b6240 - migrated Exhumed's sector extensions to the actual struct. 2021-12-25 21:28:49 +01:00
Christoph Oelckers
993821b75f - migrated Blood's other non-X sector properties. 2021-12-25 21:28:48 +01:00
Christoph Oelckers
f7e61eeef7 - migrated Blood's portal links into sectortype. 2021-12-25 21:28:48 +01:00
Christoph Oelckers
14907a9a97 - sector extension basics. 2021-12-25 21:28:48 +01:00
Christoph Oelckers
94a37dfcdc - extended walltype to directly manage Blood's XWALL.
Unfortunately this had to be done in the base class so that we can still maintain the walls in a global array.
The tradeoffs of better abstractions would be far too costly here than the added 16 bytes to the wall struct.
2021-12-25 21:28:47 +01:00
Mitch Richters
719724da53 - Ensure g_nextskill is re-initialised everytime a save is loaded.
* Fixes #582.
2021-11-18 20:06:33 +11:00
Christoph Oelckers
7f485bfab1 - split off the extended sprite flags into their own word.
Some code overwrites the cstat field entirely (thanks Duke, for being sloppy with this...!)
2021-09-12 18:26:35 +02:00
Christoph Oelckers
24ce5d6130 - Exhumed: fix animation stopping for inventory torch item.
I have no idea how the old code could ever work...
2021-05-16 20:25:56 +02:00
Christoph Oelckers
98ca5d5db4 - added 'load' and 'save' CCMDs. 2021-05-16 11:24:08 +02:00
Christoph Oelckers
c9361aff76 - Exhumed: moved nPlayerItem into PlayerList 2021-05-15 10:25:37 +02:00
Christoph Oelckers
9dd9dc8efd - handle savegame loads like GZDoom.
They are synchronized with the game loop and should not be initiated directly from the menu.
2021-05-12 00:31:49 +02:00
Christoph Oelckers
499ed52972 - route savegame requests through the newwork, just like GZDoom does.
Although a bit overkill for single player saves only, this will ensure consistent behavior between both engines regarding the menu.
2021-05-12 00:21:26 +02:00
Christoph Oelckers
d90b23ba9a - take down the savegame loader's resources in proper order. 2021-05-10 20:14:38 +02:00
Christoph Oelckers
d466ec081a - fixed incorrect order of resource deallocation in savegame reader. 2021-05-08 09:22:08 +02:00
Christoph Oelckers
7d77b2315f - merged the few remaining contents of mmulti.h into d_net.h 2021-05-03 19:01:00 +02:00
Christoph Oelckers
d206a767b2 - added render workaround for CP07. 2021-05-03 17:48:35 +02:00
Christoph Oelckers
30b1b046e4 - added an intermediate data structure to decouple the rendering from the immediate map data.
This will be needed for sectors consisting of disjoint parts and for providing some help with addressing rendering anomalies
2021-05-03 00:04:36 +02:00
Christoph Oelckers
14971f9569 Merge branch 'master' into newrenderer 2021-04-22 00:10:37 +02:00
Christoph Oelckers
c17ec5fa45 - cleanup of savegame framework 2021-04-22 00:03:17 +02:00
Christoph Oelckers
97d8aee2e8 - savegame code cleanup. 2021-04-22 00:03:17 +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
Christoph Oelckers
fd0e9824b6 - call the game specific analyzesprites functions. 2021-03-26 15:06:14 +01:00
Christoph Oelckers
e47b4507e4 - serialize the sector portal offset table.
Due to where this happens, the init code for these portals cannot be run when loading a savegame so it has to be saved.
2021-03-24 18:42:00 +01:00
Christoph Oelckers
a36377111c - engine-side portal setup for Blood and RRRA. 2021-03-21 14:48:35 +01:00
Christoph Oelckers
d42ce0ee7e - WIP 2021-03-20 23:01:16 +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
5850c7b284 - let SyncInput return a combination of gamesetinput and cl_syncinput - also serialize gamesetinput. 2020-11-30 23:45:21 +01:00
Christoph Oelckers
2cd3927613 - use floats for wall panning offsets. 2020-11-26 18:32:35 +01:00
Christoph Oelckers
357199ecc1 - cross-game, serialization-friendly and pointer free interpolation implementation.
Not hooked up yet.
2020-11-26 18:32:35 +01:00
Christoph Oelckers
d545eb7aa9 - make sector panning variables floats and added some convenience wrappers. 2020-11-26 18:32:35 +01:00
Christoph Oelckers
1535182577 - simplified the event management further and added a JSON serializer for it. 2020-11-21 15:09:38 +01:00
Mitchell Richters
f9f365a593 - Ensure crouch_toggle bool from 6e3d414b3c is serialised when saving game, and cleared when InputState::ClearAllInput() is called. 2020-11-08 07:30:48 +11:00
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
2bb38f7d67 - get load and save game menus and related CCMDs working again. 2020-10-07 18:32:57 +02:00
Christoph Oelckers
82612a1330 - it compiles again (with lots of code commented out.) 2020-10-04 20:11:02 +02:00
Christoph Oelckers
222f82304d - fixed savegame image generation.
There were two errors:
1. The postprocessor was not run on the generated scene so that the target framebuffer never got set.
2. The generated PNG was not finalized and failed the integrity check of the savegame menu.

Fixes #48
2020-09-12 01:11:32 +02:00
Christoph Oelckers
8d2d36457f - consolidated the map name display on startup
Fixes #275
2020-09-08 18:28:41 +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
Christoph Oelckers
a6c92aec64 - removed all automap code from SW and the flat drawer from the backend.
This should have been the last parts of automap code.
Now on to rebuild this thing in a cleaner fashion...
2020-09-06 12:14:08 +02:00
Christoph Oelckers
8b8f048393 - moved parts of videoNextPage to app_loop. 2020-08-23 18:08:08 +02:00
Christoph Oelckers
6e276545cd - fixed typo in savegame metadata reader and an issue with code execution order when exiting a level. 2020-07-26 12:15:24 +02:00
Christoph Oelckers
6227f9f7fd - optimizations for better savegame performance. 2020-07-21 21:32:38 +02:00
Christoph Oelckers
1869a7930e - hooked up the new savegame code.
Not tested yet.
2020-07-21 00:07:02 +02:00
Christoph Oelckers
5655015691 - YAX is also gone now. 2020-07-14 16:06:14 +02:00
Christoph Oelckers
01fce31f43 - everything compiles again.
Still needs testing.
2020-07-07 20:27:21 +02:00
Christoph Oelckers
83a760874b - removed some Build related includes from core code. 2020-06-20 18:01:02 +02:00
Christoph Oelckers
5728241c1c - updated backend from GZDoom. 2020-05-30 23:10:17 +02:00
Christoph Oelckers
d6786cf0eb - final cleanup of picanm code. 2020-05-24 13:53:27 +02:00
Christoph Oelckers
266364fc2e - properly implement texture offsets 2020-05-24 13:26:45 +02:00