Commit graph

103 commits

Author SHA1 Message Date
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