2014-03-15 16:59:03 +00:00
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2006 by James Haley
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2018-11-25 12:35:38 +00:00
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// Copyright (C) 2006-2018 by Sonic Team Junior.
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2014-03-15 16:59:03 +00:00
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_polyobj.c
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/// \brief Movable segs like in Hexen, but more flexible
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/// due to application of dynamic binary space partitioning theory.
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// haleyjd: temporary define
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#include "z_zone.h"
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#include "doomstat.h"
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#include "g_game.h"
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#include "m_bbox.h"
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#include "m_queue.h"
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#include "p_maputl.h"
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#include "p_setup.h"
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#include "p_tick.h"
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#include "p_local.h"
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#include "p_polyobj.h"
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Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
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#include "r_fps.h"
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2014-03-15 16:59:03 +00:00
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#include "r_main.h"
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#include "r_state.h"
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#include "r_defs.h"
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/*
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Theory behind Polyobjects:
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"The BSP tree hidden surface removal algorithm can easily be
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extended to allow for dynamic objects. For each frame, start with
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a BSP tree containing all the static objects in the scene, and
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reinsert the dynamic objects. While this is straightforward to
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implement, it can involve substantial computation.
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"If a dynamic object is separated from each static object by a
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plane, the dynamic object can be represented as a single point
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regardless of its complexity. This can dramatically reduce the
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computation per frame because only one node per dynamic object is
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inserted into the BSP tree. Compare that to one node for every
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polygon in the object, and the reason for the savings is obvious.
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During tree traversal, each point is expanded into the original
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object...
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"Inserting a point into the BSP tree is very cheap, because there
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is only one front/back test at each node. Points are never split,
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which explains the requirement of separation by a plane. The
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dynamic object will always be drawn completely in front of the
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static objects behind it.
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"...a different front/back test is necessary, because a point
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doesn't partition three dimesnional (sic) space. The correct
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front/back test is to simply compare distances to the eye. Once
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computed, this distance can be cached at the node until the frame
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is drawn."
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From http://www.faqs.org/faqs/graphics/bsptree-faq/ (The BSP FAQ)
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While Hexen had polyobjects, it put severe and artificial limits upon
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them by keeping them attached to one subsector, and allowing only one
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per subsector. Neither is necessary, and removing those limitations
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results in the free-moving polyobjects implemented here. The only
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true - and unavoidable - restriction is that polyobjects should never
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overlap with each other or with static walls.
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The reason that multiple polyobjects per subsector is viable is that
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with the above assumption that the objects will not overlap, if the
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center point of one polyobject is closer to the viewer than the center
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point of another, then the entire polyobject is closer to the viewer.
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In this way it is possible to impose an order on polyobjects within a
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subsector, as well as allowing the BSP tree to impose its natural
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ordering on polyobjects amongst all subsectors.
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*/
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//
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// Defines
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//
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#define BYTEANGLEMUL (ANGLE_11hh/8)
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//
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// Globals
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//
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// The Polyobjects
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polyobj_t *PolyObjects;
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INT32 numPolyObjects;
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// Polyobject Blockmap -- initialized in P_LoadBlockMap
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polymaplink_t **polyblocklinks;
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//
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// Static Data
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//
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// Polyobject Blockmap
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static polymaplink_t *bmap_freelist; // free list of blockmap links
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//
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// Static Functions
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//
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FUNCINLINE static ATTRINLINE void Polyobj_bboxAdd(fixed_t *bbox, vertex_t *add)
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{
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bbox[BOXTOP] += add->y;
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bbox[BOXBOTTOM] += add->y;
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bbox[BOXLEFT] += add->x;
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bbox[BOXRIGHT] += add->x;
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}
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FUNCINLINE static ATTRINLINE void Polyobj_bboxSub(fixed_t *bbox, vertex_t *sub)
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{
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bbox[BOXTOP] -= sub->y;
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bbox[BOXBOTTOM] -= sub->y;
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bbox[BOXLEFT] -= sub->x;
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bbox[BOXRIGHT] -= sub->x;
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}
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FUNCINLINE static ATTRINLINE void Polyobj_vecAdd(vertex_t *dst, vertex_t *add)
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{
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dst->x += add->x;
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dst->y += add->y;
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}
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FUNCINLINE static ATTRINLINE void Polyobj_vecSub(vertex_t *dst, vertex_t *sub)
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{
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dst->x -= sub->x;
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dst->y -= sub->y;
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}
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FUNCINLINE static ATTRINLINE void Polyobj_vecSub2(vertex_t *dst, vertex_t *v1, vertex_t *v2)
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{
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dst->x = v1->x - v2->x;
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dst->y = v1->y - v2->y;
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}
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2014-11-12 00:55:07 +00:00
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// Add the polyobject's thinker to the thinker list
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// Unlike P_AddThinker, this adds it to the front of the list instead of the back, so that carrying physics can work right. -Red
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FUNCINLINE static ATTRINLINE void PolyObj_AddThinker(thinker_t *th)
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{
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thinkercap.next->prev = th;
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th->next = thinkercap.next;
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th->prev = &thinkercap;
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thinkercap.next = th;
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}
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2014-03-15 16:59:03 +00:00
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//
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// P_PointInsidePolyobj
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//
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// Returns TRUE if the XY point is inside the polyobject
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//
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boolean P_PointInsidePolyobj(polyobj_t *po, fixed_t x, fixed_t y)
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{
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size_t i;
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for (i = 0; i < po->numLines; i++)
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{
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if (P_PointOnLineSide(x, y, po->lines[i]) == 0)
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return false;
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}
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return true;
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}
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//
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// P_MobjTouchingPolyobj
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//
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// Returns TRUE if the mobj is touching the edge of a polyobject
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//
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boolean P_MobjTouchingPolyobj(polyobj_t *po, mobj_t *mo)
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{
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fixed_t mbbox[4];
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size_t i;
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mbbox[BOXTOP] = mo->y + mo->radius;
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mbbox[BOXBOTTOM] = mo->y - mo->radius;
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mbbox[BOXRIGHT] = mo->x + mo->radius;
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mbbox[BOXLEFT] = mo->x - mo->radius;
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for (i = 0; i < po->numLines; i++)
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{
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if (P_BoxOnLineSide(mbbox, po->lines[i]) == -1)
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return true;
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}
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return false;
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}
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//
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// P_MobjInsidePolyobj
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//
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// Returns TRUE if the mobj is inside the polyobject
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//
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boolean P_MobjInsidePolyobj(polyobj_t *po, mobj_t *mo)
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{
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fixed_t mbbox[4];
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size_t i;
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mbbox[BOXTOP] = mo->y + mo->radius;
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mbbox[BOXBOTTOM] = mo->y - mo->radius;
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mbbox[BOXRIGHT] = mo->x + mo->radius;
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mbbox[BOXLEFT] = mo->x - mo->radius;
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for (i = 0; i < po->numLines; i++)
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{
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if (P_BoxOnLineSide(mbbox, po->lines[i]) == 0)
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return false;
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}
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return true;
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}
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//
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// P_BBoxInsidePolyobj
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//
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// Returns TRUE if the bbox is inside the polyobject
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//
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boolean P_BBoxInsidePolyobj(polyobj_t *po, fixed_t *bbox)
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{
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size_t i;
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for (i = 0; i < po->numLines; i++)
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{
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if (P_BoxOnLineSide(bbox, po->lines[i]) == 0)
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return false;
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}
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return true;
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}
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//
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// Polyobj_GetInfo
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//
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// Finds the 'polyobject settings' linedef that shares the same tag
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// as the polyobj linedef to get the settings for it.
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//
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void Polyobj_GetInfo(INT16 tag, INT32 *polyID, INT32 *mirrorID, UINT16 *exparg)
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{
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INT32 i = P_FindSpecialLineFromTag(POLYINFO_SPECIALNUM, tag, -1);
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if (i == -1)
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I_Error("Polyobject (tag: %d) needs line %d for information.\n", tag, POLYINFO_SPECIALNUM);
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if (polyID)
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*polyID = lines[i].frontsector->floorheight>>FRACBITS;
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if (mirrorID)
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*mirrorID = lines[i].frontsector->special;
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if (exparg)
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*exparg = (UINT16)lines[i].frontsector->lightlevel;
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}
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// Reallocating array maintenance
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//
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// Polyobj_addVertex
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//
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// Adds a vertex to a polyobject's reallocating vertex arrays, provided
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// that such a vertex isn't already in the array. Each vertex must only
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// be translated once during polyobject movement. Keeping track of them
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// this way results in much more clear and efficient code than what
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// Hexen used.
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//
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static void Polyobj_addVertex(polyobj_t *po, vertex_t *v)
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{
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size_t i;
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// First: search the existing vertex pointers for a match. If one is found,
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|
// do not add this vertex again.
|
|
|
|
for (i = 0; i < po->numVertices; ++i)
|
|
|
|
{
|
|
|
|
if (po->vertices[i] == v)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// add the vertex to all arrays (translation for origVerts is done later)
|
|
|
|
if (po->numVertices >= po->numVerticesAlloc)
|
|
|
|
{
|
|
|
|
po->numVerticesAlloc = po->numVerticesAlloc ? po->numVerticesAlloc * 2 : 4;
|
|
|
|
po->vertices =
|
|
|
|
(vertex_t **)Z_Realloc(po->vertices,
|
|
|
|
po->numVerticesAlloc * sizeof(vertex_t *),
|
|
|
|
PU_LEVEL, NULL);
|
|
|
|
po->origVerts =
|
|
|
|
(vertex_t *)Z_Realloc(po->origVerts,
|
|
|
|
po->numVerticesAlloc * sizeof(vertex_t),
|
|
|
|
PU_LEVEL, NULL);
|
|
|
|
|
|
|
|
po->tmpVerts =
|
|
|
|
(vertex_t *)Z_Realloc(po->tmpVerts,
|
|
|
|
po->numVerticesAlloc * sizeof(vertex_t),
|
|
|
|
PU_LEVEL, NULL);
|
|
|
|
}
|
|
|
|
po->vertices[po->numVertices] = v;
|
|
|
|
po->origVerts[po->numVertices] = *v;
|
|
|
|
po->numVertices++;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_addLine
|
|
|
|
//
|
|
|
|
// Adds a linedef to a polyobject's reallocating linedefs array, provided
|
|
|
|
// that such a linedef isn't already in the array. Each linedef must only
|
|
|
|
// be adjusted once during polyobject movement. Keeping track of them
|
|
|
|
// this way provides the same benefits as for vertices.
|
|
|
|
//
|
|
|
|
static void Polyobj_addLine(polyobj_t *po, line_t *l)
|
|
|
|
{
|
|
|
|
size_t i;
|
|
|
|
|
|
|
|
// First: search the existing line pointers for a match. If one is found,
|
|
|
|
// do not add this line again.
|
|
|
|
for (i = 0; i < po->numLines; ++i)
|
|
|
|
{
|
|
|
|
if (po->lines[i] == l)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// add the line to the array
|
|
|
|
if (po->numLines >= po->numLinesAlloc)
|
|
|
|
{
|
|
|
|
po->numLinesAlloc = po->numLinesAlloc ? po->numLinesAlloc * 2 : 4;
|
|
|
|
po->lines = (line_t **)Z_Realloc(po->lines,
|
|
|
|
po->numLinesAlloc * sizeof(line_t *),
|
|
|
|
PU_LEVEL, NULL);
|
|
|
|
}
|
|
|
|
l->polyobj = po;
|
|
|
|
po->lines[po->numLines++] = l;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_addSeg
|
|
|
|
//
|
|
|
|
// Adds a single seg to a polyobject's reallocating seg pointer array.
|
|
|
|
// Most polyobjects will have between 4 and 16 segs, so the array size
|
|
|
|
// begins much smaller than usual. Calls Polyobj_addVertex and Polyobj_addLine
|
|
|
|
// to add those respective structures for this seg, as well.
|
|
|
|
//
|
|
|
|
static void Polyobj_addSeg(polyobj_t *po, seg_t *seg)
|
|
|
|
{
|
|
|
|
if (po->segCount >= po->numSegsAlloc)
|
|
|
|
{
|
|
|
|
po->numSegsAlloc = po->numSegsAlloc ? po->numSegsAlloc * 2 : 4;
|
|
|
|
po->segs = (seg_t **)Z_Realloc(po->segs,
|
|
|
|
po->numSegsAlloc * sizeof(seg_t *),
|
|
|
|
PU_LEVEL, NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
seg->polyseg = po;
|
|
|
|
|
|
|
|
po->segs[po->segCount++] = seg;
|
|
|
|
|
|
|
|
// possibly add the lines and vertices for this seg. It may be technically
|
|
|
|
// unnecessary to add the v2 vertex of segs, but this makes sure that even
|
|
|
|
// erroneously open "explicit" segs will have both vertices added and will
|
|
|
|
// reduce problems.
|
|
|
|
Polyobj_addVertex(po, seg->v1);
|
|
|
|
Polyobj_addVertex(po, seg->v2);
|
|
|
|
Polyobj_addLine(po, seg->linedef);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Seg-finding functions
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_findSegs
|
|
|
|
//
|
|
|
|
// This method adds segs to a polyobject by following segs from vertex to
|
|
|
|
// vertex. The process stops when the original starting point is reached
|
|
|
|
// or if a particular search ends unexpectedly (ie, the polyobject is not
|
|
|
|
// closed).
|
|
|
|
//
|
|
|
|
static void Polyobj_findSegs(polyobj_t *po, seg_t *seg)
|
|
|
|
{
|
|
|
|
fixed_t startx, starty;
|
|
|
|
size_t i;
|
|
|
|
size_t s;
|
|
|
|
|
|
|
|
Polyobj_addSeg(po, seg);
|
|
|
|
|
|
|
|
if (!(po->flags & POF_ONESIDE))
|
|
|
|
{
|
|
|
|
// Find backfacings
|
|
|
|
for (s = 0; s < numsegs; s++)
|
|
|
|
{
|
|
|
|
if (segs[s].linedef == seg->linedef
|
|
|
|
&& segs[s].side == 1)
|
|
|
|
{
|
|
|
|
size_t r;
|
|
|
|
for (r = 0; r < po->segCount; r++)
|
|
|
|
{
|
|
|
|
if (po->segs[r] == &segs[s])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (r != po->segCount)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
segs[s].dontrenderme = true;
|
|
|
|
|
|
|
|
Polyobj_addSeg(po, &segs[s]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// on first seg, save the initial vertex
|
|
|
|
startx = seg->v1->x;
|
|
|
|
starty = seg->v1->y;
|
|
|
|
|
|
|
|
// use goto instead of recursion for maximum efficiency - thanks to lament
|
|
|
|
newseg:
|
|
|
|
|
|
|
|
// terminal case: we have reached a seg where v2 is the same as v1 of the
|
|
|
|
// initial seg
|
|
|
|
if (seg->v2->x == startx && seg->v2->y == starty)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// search the segs for one whose starting vertex is equal to the current
|
|
|
|
// seg's ending vertex.
|
|
|
|
for (i = 0; i < numsegs; ++i)
|
|
|
|
{
|
2016-07-06 04:09:17 +00:00
|
|
|
if (segs[i].side != 0) // needs to be frontfacing
|
|
|
|
continue;
|
2014-03-15 16:59:03 +00:00
|
|
|
if (segs[i].v1->x == seg->v2->x && segs[i].v1->y == seg->v2->y)
|
|
|
|
{
|
|
|
|
// Make sure you didn't already add this seg...
|
|
|
|
size_t q;
|
|
|
|
for (q = 0; q < po->segCount; q++)
|
|
|
|
{
|
|
|
|
if (po->segs[q] == &segs[i])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (q != po->segCount)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// add the new seg and recurse
|
|
|
|
Polyobj_addSeg(po, &segs[i]);
|
|
|
|
seg = &segs[i];
|
|
|
|
|
|
|
|
if (!(po->flags & POF_ONESIDE))
|
|
|
|
{
|
|
|
|
// Find backfacings
|
|
|
|
for (q = 0; q < numsegs; q++)
|
|
|
|
{
|
|
|
|
if (segs[q].linedef == segs[i].linedef
|
|
|
|
&& segs[q].side == 1)
|
|
|
|
{
|
|
|
|
size_t r;
|
|
|
|
for (r=0; r < po->segCount; r++)
|
|
|
|
{
|
|
|
|
if (po->segs[r] == &segs[q])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (r != po->segCount)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
segs[q].dontrenderme = true;
|
|
|
|
Polyobj_addSeg(po, &segs[q]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
goto newseg;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// error: if we reach here, the seg search never found another seg to
|
|
|
|
// continue the loop, and thus the polyobject is open. This isn't allowed.
|
|
|
|
po->isBad = true;
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "Polyobject %d is not closed\n", po->id);
|
|
|
|
}
|
|
|
|
|
|
|
|
// structure used to store segs during explicit search process
|
|
|
|
typedef struct segitem_s
|
|
|
|
{
|
|
|
|
seg_t *seg;
|
|
|
|
INT32 num;
|
|
|
|
} segitem_t;
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_segCompare
|
|
|
|
//
|
|
|
|
// Callback for qsort that compares two segitems.
|
|
|
|
//
|
|
|
|
static int Polyobj_segCompare(const void *s1, const void *s2)
|
|
|
|
{
|
|
|
|
const segitem_t *si1 = s1;
|
|
|
|
const segitem_t *si2 = s2;
|
|
|
|
|
|
|
|
return si2->num - si1->num;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_findExplicit
|
|
|
|
//
|
|
|
|
// Searches for segs to put into a polyobject in an explicitly provided order.
|
|
|
|
//
|
|
|
|
static void Polyobj_findExplicit(polyobj_t *po)
|
|
|
|
{
|
|
|
|
// temporary dynamic seg array
|
|
|
|
segitem_t *segitems = NULL;
|
|
|
|
size_t numSegItems = 0;
|
|
|
|
size_t numSegItemsAlloc = 0;
|
|
|
|
|
|
|
|
size_t i;
|
|
|
|
|
|
|
|
// first loop: save off all segs with polyobject's id number
|
|
|
|
for (i = 0; i < numsegs; ++i)
|
|
|
|
{
|
|
|
|
INT32 polyID, parentID;
|
|
|
|
|
|
|
|
if (segs[i].linedef->special != POLYOBJ_EXPLICIT_LINE)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Polyobj_GetInfo(segs[i].linedef->tag, &polyID, &parentID, NULL);
|
|
|
|
|
|
|
|
if (polyID == po->id && parentID > 0)
|
|
|
|
{
|
|
|
|
if (numSegItems >= numSegItemsAlloc)
|
|
|
|
{
|
|
|
|
numSegItemsAlloc = numSegItemsAlloc ? numSegItemsAlloc*2 : 4;
|
|
|
|
segitems = Z_Realloc(segitems, numSegItemsAlloc*sizeof(segitem_t), PU_STATIC, NULL);
|
|
|
|
}
|
|
|
|
segitems[numSegItems].seg = &segs[i];
|
|
|
|
segitems[numSegItems].num = parentID;
|
|
|
|
++numSegItems;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// make sure array isn't empty
|
|
|
|
if (numSegItems == 0)
|
|
|
|
{
|
|
|
|
po->isBad = true;
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "Polyobject %d is empty\n", po->id);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// sort the array if necessary
|
|
|
|
if (numSegItems >= 2)
|
|
|
|
qsort(segitems, numSegItems, sizeof(segitem_t), Polyobj_segCompare);
|
|
|
|
|
|
|
|
// second loop: put the sorted segs into the polyobject
|
|
|
|
for (i = 0; i < numSegItems; ++i)
|
|
|
|
Polyobj_addSeg(po, segitems[i].seg);
|
|
|
|
|
|
|
|
// free the temporary array
|
|
|
|
Z_Free(segitems);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Setup functions
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_spawnPolyObj
|
|
|
|
//
|
|
|
|
// Sets up a Polyobject.
|
|
|
|
//
|
|
|
|
static void Polyobj_spawnPolyObj(INT32 num, mobj_t *spawnSpot, INT32 id)
|
|
|
|
{
|
|
|
|
size_t i;
|
|
|
|
polyobj_t *po = &PolyObjects[num];
|
|
|
|
|
|
|
|
// don't spawn a polyobject more than once
|
|
|
|
if (po->segCount)
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "Polyobj %d has more than one spawn spot", po->id);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
po->id = id;
|
|
|
|
|
|
|
|
// TODO: support customized damage somehow?
|
|
|
|
if (spawnSpot->info->doomednum == POLYOBJ_SPAWNCRUSH_DOOMEDNUM)
|
|
|
|
po->damage = 3;
|
|
|
|
|
|
|
|
// set to default thrust; may be modified by attached thinkers
|
|
|
|
// TODO: support customized thrust?
|
|
|
|
po->thrust = FRACUNIT;
|
2014-11-12 00:55:07 +00:00
|
|
|
po->spawnflags = po->flags = 0;
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
// 1. Search segs for "line start" special with tag matching this
|
|
|
|
// polyobject's id number. If found, iterate through segs which
|
|
|
|
// share common vertices and record them into the polyobject.
|
|
|
|
for (i = 0; i < numsegs; ++i)
|
|
|
|
{
|
|
|
|
seg_t *seg = &segs[i];
|
|
|
|
INT32 polyID, parentID;
|
|
|
|
|
2016-07-06 04:09:17 +00:00
|
|
|
if (seg->side != 0) // needs to be frontfacing
|
|
|
|
continue;
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
if (seg->linedef->special != POLYOBJ_START_LINE)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Polyobj_GetInfo(seg->linedef->tag, &polyID, &parentID, NULL);
|
|
|
|
|
|
|
|
// is it a START line with this polyobject's id?
|
|
|
|
if (polyID == po->id)
|
|
|
|
{
|
|
|
|
po->flags = POF_SOLID|POF_TESTHEIGHT|POF_RENDERSIDES;
|
|
|
|
|
|
|
|
if (seg->linedef->flags & ML_EFFECT1)
|
|
|
|
po->flags |= POF_ONESIDE;
|
|
|
|
|
|
|
|
if (seg->linedef->flags & ML_EFFECT2)
|
|
|
|
po->flags &= ~POF_SOLID;
|
|
|
|
|
|
|
|
if (seg->linedef->flags & ML_EFFECT3)
|
|
|
|
po->flags |= POF_PUSHABLESTOP;
|
|
|
|
|
|
|
|
if (seg->linedef->flags & ML_EFFECT4)
|
|
|
|
po->flags |= POF_RENDERPLANES;
|
|
|
|
|
|
|
|
// TODO: Use a different linedef flag for this if we really need it!!
|
|
|
|
// This clashes with texture tiling, also done by Effect 5 flag
|
|
|
|
/*if (seg->linedef->flags & ML_EFFECT5)
|
|
|
|
po->flags &= ~POF_CLIPPLANES;*/
|
|
|
|
|
|
|
|
if (seg->linedef->flags & ML_NOCLIMB) // Has a linedef executor
|
|
|
|
po->flags |= POF_LDEXEC;
|
|
|
|
|
2014-11-12 00:55:07 +00:00
|
|
|
po->spawnflags = po->flags; // save original flags to reference later for netgames!
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
Polyobj_findSegs(po, seg);
|
|
|
|
po->parent = parentID;
|
|
|
|
if (po->parent == po->id) // do not allow a self-reference
|
|
|
|
po->parent = -1;
|
|
|
|
// TODO: sound sequence is in args[2]
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "PO ID: %d; Num verts: %s\n", po->id, sizeu1(po->numVertices));
|
|
|
|
|
|
|
|
// if an error occurred above, quit processing this object
|
|
|
|
if (po->isBad)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// 2. If no such line existed in the first step, look for a seg with the
|
|
|
|
// "explicit" special with tag matching this polyobject's id number. If
|
|
|
|
// found, continue to search for all such lines, storing them in a
|
|
|
|
// temporary list of segs which is then copied into the polyobject in
|
|
|
|
// sorted order.
|
|
|
|
if (po->segCount == 0)
|
|
|
|
{
|
|
|
|
UINT16 parent;
|
|
|
|
Polyobj_findExplicit(po);
|
|
|
|
// if an error occurred above, quit processing this object
|
|
|
|
if (po->isBad)
|
|
|
|
return;
|
|
|
|
|
|
|
|
Polyobj_GetInfo(po->segs[0]->linedef->tag, NULL, NULL, &parent);
|
|
|
|
po->parent = parent;
|
|
|
|
if (po->parent == po->id) // do not allow a self-reference
|
|
|
|
po->parent = -1;
|
|
|
|
// TODO: sound sequence is in args[3]
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// set the polyobject's spawn spot
|
|
|
|
po->spawnSpot.x = spawnSpot->x;
|
|
|
|
po->spawnSpot.y = spawnSpot->y;
|
|
|
|
|
|
|
|
// hash the polyobject by its numeric id
|
|
|
|
if (Polyobj_GetForNum(po->id))
|
|
|
|
{
|
|
|
|
// bad polyobject due to id conflict
|
|
|
|
po->isBad = true;
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "Polyobject id conflict: %d\n", id);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
INT32 hashkey = po->id % numPolyObjects;
|
|
|
|
po->next = PolyObjects[hashkey].first;
|
|
|
|
PolyObjects[hashkey].first = num;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void Polyobj_attachToSubsec(polyobj_t *po);
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_moveToSpawnSpot
|
|
|
|
//
|
|
|
|
// Translates the polyobject's vertices with respect to the difference between
|
|
|
|
// the anchor and spawn spots. Updates linedef bounding boxes as well.
|
|
|
|
//
|
|
|
|
static void Polyobj_moveToSpawnSpot(mapthing_t *anchor)
|
|
|
|
{
|
|
|
|
polyobj_t *po;
|
|
|
|
vertex_t dist, sspot;
|
|
|
|
size_t i;
|
|
|
|
|
|
|
|
if (!(po = Polyobj_GetForNum(anchor->angle)))
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "Bad polyobject %d for anchor point\n", anchor->angle);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// don't move any bad polyobject that may have gotten through
|
|
|
|
if (po->isBad)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// don't move any polyobject more than once
|
|
|
|
if (po->attached)
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "Polyobj %d has more than one anchor\n", po->id);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
sspot.x = po->spawnSpot.x;
|
|
|
|
sspot.y = po->spawnSpot.y;
|
|
|
|
|
|
|
|
// calculate distance from anchor to spawn spot
|
|
|
|
dist.x = (anchor->x << FRACBITS) - sspot.x;
|
|
|
|
dist.y = (anchor->y << FRACBITS) - sspot.y;
|
|
|
|
|
|
|
|
// update linedef bounding boxes
|
|
|
|
for (i = 0; i < po->numLines; ++i)
|
|
|
|
Polyobj_bboxSub(po->lines[i]->bbox, &dist);
|
|
|
|
|
|
|
|
// translate vertices and record original coordinates relative to spawn spot
|
|
|
|
for (i = 0; i < po->numVertices; ++i)
|
|
|
|
{
|
|
|
|
Polyobj_vecSub(po->vertices[i], &dist);
|
|
|
|
|
|
|
|
Polyobj_vecSub2(&(po->origVerts[i]), po->vertices[i], &sspot);
|
|
|
|
}
|
|
|
|
|
|
|
|
// attach to subsector
|
|
|
|
Polyobj_attachToSubsec(po);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_attachToSubsec
|
|
|
|
//
|
|
|
|
// Attaches a polyobject to its appropriate subsector.
|
|
|
|
//
|
|
|
|
static void Polyobj_attachToSubsec(polyobj_t *po)
|
|
|
|
{
|
|
|
|
subsector_t *ss;
|
|
|
|
fixed_t center_x = 0, center_y = 0;
|
|
|
|
fixed_t numVertices;
|
|
|
|
size_t i;
|
|
|
|
|
|
|
|
// never attach a bad polyobject
|
|
|
|
if (po->isBad)
|
|
|
|
return;
|
|
|
|
|
|
|
|
numVertices = (fixed_t)(po->numVertices*FRACUNIT);
|
|
|
|
|
|
|
|
for (i = 0; i < po->numVertices; ++i)
|
|
|
|
{
|
|
|
|
center_x += FixedDiv(po->vertices[i]->x, numVertices);
|
|
|
|
center_y += FixedDiv(po->vertices[i]->y, numVertices);
|
|
|
|
}
|
|
|
|
|
|
|
|
po->centerPt.x = center_x;
|
|
|
|
po->centerPt.y = center_y;
|
|
|
|
|
|
|
|
ss = R_PointInSubsector(po->centerPt.x, po->centerPt.y);
|
|
|
|
|
|
|
|
M_DLListInsert(&po->link, (mdllistitem_t **)(void *)(&ss->polyList));
|
|
|
|
|
|
|
|
#ifdef R_LINKEDPORTALS
|
|
|
|
// set spawnSpot's groupid for correct portal sound behavior
|
|
|
|
po->spawnSpot.groupid = ss->sector->groupid;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
po->attached = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_removeFromSubsec
|
|
|
|
//
|
|
|
|
// Removes a polyobject from the subsector to which it is attached.
|
|
|
|
//
|
|
|
|
static void Polyobj_removeFromSubsec(polyobj_t *po)
|
|
|
|
{
|
|
|
|
if (po->attached)
|
|
|
|
{
|
|
|
|
M_DLListRemove(&po->link);
|
|
|
|
po->attached = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Blockmap Functions
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_getLink
|
|
|
|
//
|
|
|
|
// Retrieves a polymaplink object from the free list or creates a new one.
|
|
|
|
//
|
|
|
|
static polymaplink_t *Polyobj_getLink(void)
|
|
|
|
{
|
|
|
|
polymaplink_t *l;
|
|
|
|
|
|
|
|
if (bmap_freelist)
|
|
|
|
{
|
|
|
|
l = bmap_freelist;
|
|
|
|
bmap_freelist = (polymaplink_t *)(l->link.next);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
l = Z_Malloc(sizeof(*l), PU_LEVEL, NULL);
|
|
|
|
memset(l, 0, sizeof(*l));
|
|
|
|
}
|
|
|
|
|
|
|
|
return l;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_putLink
|
|
|
|
//
|
|
|
|
// Puts a polymaplink object into the free list.
|
|
|
|
//
|
|
|
|
static void Polyobj_putLink(polymaplink_t *l)
|
|
|
|
{
|
|
|
|
memset(l, 0, sizeof(*l));
|
|
|
|
l->link.next = (mdllistitem_t *)bmap_freelist;
|
|
|
|
bmap_freelist = l;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_linkToBlockmap
|
|
|
|
//
|
|
|
|
// Inserts a polyobject into the polyobject blockmap. Unlike, mobj_t's,
|
|
|
|
// polyobjects need to be linked into every blockmap cell which their
|
|
|
|
// bounding box intersects. This ensures the accurate level of clipping
|
|
|
|
// which is present with linedefs but absent from most mobj interactions.
|
|
|
|
//
|
|
|
|
static void Polyobj_linkToBlockmap(polyobj_t *po)
|
|
|
|
{
|
|
|
|
fixed_t *blockbox = po->blockbox;
|
|
|
|
size_t i;
|
|
|
|
fixed_t x, y;
|
|
|
|
|
|
|
|
// never link a bad polyobject or a polyobject already linked
|
|
|
|
if (po->isBad || po->linked)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// 2/26/06: start line box with values of first vertex, not INT32_MIN/INT32_MAX
|
|
|
|
blockbox[BOXLEFT] = blockbox[BOXRIGHT] = po->vertices[0]->x;
|
|
|
|
blockbox[BOXBOTTOM] = blockbox[BOXTOP] = po->vertices[0]->y;
|
|
|
|
|
|
|
|
// add all vertices to the bounding box
|
|
|
|
for (i = 1; i < po->numVertices; ++i)
|
|
|
|
M_AddToBox(blockbox, po->vertices[i]->x, po->vertices[i]->y);
|
|
|
|
|
|
|
|
// adjust bounding box relative to blockmap
|
|
|
|
blockbox[BOXRIGHT] = (unsigned)(blockbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT;
|
|
|
|
blockbox[BOXLEFT] = (unsigned)(blockbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT;
|
|
|
|
blockbox[BOXTOP] = (unsigned)(blockbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT;
|
|
|
|
blockbox[BOXBOTTOM] = (unsigned)(blockbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT;
|
|
|
|
|
|
|
|
// link polyobject to every block its bounding box intersects
|
|
|
|
for (y = blockbox[BOXBOTTOM]; y <= blockbox[BOXTOP]; ++y)
|
|
|
|
{
|
|
|
|
for (x = blockbox[BOXLEFT]; x <= blockbox[BOXRIGHT]; ++x)
|
|
|
|
{
|
|
|
|
if (!(x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight))
|
|
|
|
{
|
|
|
|
polymaplink_t *l = Polyobj_getLink();
|
|
|
|
|
|
|
|
l->po = po;
|
|
|
|
|
|
|
|
M_DLListInsert(&l->link,
|
|
|
|
(mdllistitem_t **)(&polyblocklinks[y*bmapwidth + x]));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
po->linked = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_removeFromBlockmap
|
|
|
|
//
|
|
|
|
// Unlinks a polyobject from all blockmap cells it intersects and returns
|
|
|
|
// its polymaplink objects to the free list.
|
|
|
|
//
|
|
|
|
static void Polyobj_removeFromBlockmap(polyobj_t *po)
|
|
|
|
{
|
|
|
|
polymaplink_t *rover;
|
|
|
|
fixed_t *blockbox = po->blockbox;
|
|
|
|
INT32 x, y;
|
|
|
|
|
|
|
|
// don't bother trying to unlink one that's not linked
|
|
|
|
if (!po->linked)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// search all cells the polyobject touches
|
|
|
|
for (y = blockbox[BOXBOTTOM]; y <= blockbox[BOXTOP]; ++y)
|
|
|
|
{
|
|
|
|
for (x = blockbox[BOXLEFT]; x <= blockbox[BOXRIGHT]; ++x)
|
|
|
|
{
|
|
|
|
if (!(x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight))
|
|
|
|
{
|
|
|
|
rover = polyblocklinks[y * bmapwidth + x];
|
|
|
|
|
|
|
|
while (rover && rover->po != po)
|
|
|
|
rover = (polymaplink_t *)(rover->link.next);
|
|
|
|
|
|
|
|
// polyobject not in this cell? go on to next.
|
|
|
|
if (!rover)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// remove this link from the blockmap and put it on the freelist
|
|
|
|
M_DLListRemove(&rover->link);
|
|
|
|
Polyobj_putLink(rover);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
po->linked = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Movement functions
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_untouched
|
|
|
|
//
|
|
|
|
// A version of Lee's routine from p_maputl.c that accepts an mobj pointer
|
|
|
|
// argument instead of using tmthing. Returns true if the line isn't contacted
|
|
|
|
// and false otherwise.
|
|
|
|
//
|
|
|
|
static inline boolean Polyobj_untouched(line_t *ld, mobj_t *mo)
|
|
|
|
{
|
|
|
|
fixed_t x, y, ptmbbox[4];
|
|
|
|
|
|
|
|
return
|
|
|
|
(ptmbbox[BOXRIGHT] = (x = mo->x) + mo->radius) <= ld->bbox[BOXLEFT] ||
|
|
|
|
(ptmbbox[BOXLEFT] = x - mo->radius) >= ld->bbox[BOXRIGHT] ||
|
|
|
|
(ptmbbox[BOXTOP] = (y = mo->y) + mo->radius) <= ld->bbox[BOXBOTTOM] ||
|
|
|
|
(ptmbbox[BOXBOTTOM] = y - mo->radius) >= ld->bbox[BOXTOP] ||
|
|
|
|
P_BoxOnLineSide(ptmbbox, ld) != -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_pushThing
|
|
|
|
//
|
|
|
|
// Inflicts thrust and possibly damage on a thing which has been found to be
|
|
|
|
// blocking the motion of a polyobject. The default thrust amount is only one
|
|
|
|
// unit, but the motion of the polyobject can be used to change this.
|
|
|
|
//
|
|
|
|
static void Polyobj_pushThing(polyobj_t *po, line_t *line, mobj_t *mo)
|
|
|
|
{
|
|
|
|
angle_t lineangle;
|
|
|
|
fixed_t momx, momy;
|
|
|
|
vertex_t closest;
|
|
|
|
|
|
|
|
// calculate angle of line and subtract 90 degrees to get normal
|
|
|
|
lineangle = R_PointToAngle2(0, 0, line->dx, line->dy) - ANGLE_90;
|
|
|
|
lineangle >>= ANGLETOFINESHIFT;
|
|
|
|
momx = FixedMul(po->thrust, FINECOSINE(lineangle));
|
|
|
|
momy = FixedMul(po->thrust, FINESINE(lineangle));
|
|
|
|
mo->momx += momx;
|
|
|
|
mo->momy += momy;
|
|
|
|
|
|
|
|
// Prevent 'sticking'
|
|
|
|
P_UnsetThingPosition(mo);
|
|
|
|
P_ClosestPointOnLine(mo->x, mo->y, line, &closest);
|
|
|
|
mo->x = closest.x + FixedMul(mo->radius, FINECOSINE(lineangle));
|
|
|
|
mo->y = closest.y + FixedMul(mo->radius, FINESINE(lineangle));
|
|
|
|
mo->x += momx;
|
|
|
|
mo->y += momy;
|
|
|
|
P_SetThingPosition(mo);
|
|
|
|
|
|
|
|
// if object doesn't fit at desired location, possibly hurt it
|
|
|
|
if (po->damage && (mo->flags & MF_SHOOTABLE))
|
|
|
|
{
|
|
|
|
P_CheckPosition(mo, mo->x + momx, mo->y + momy);
|
|
|
|
mo->floorz = tmfloorz;
|
|
|
|
mo->ceilingz = tmceilingz;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-11-12 00:55:07 +00:00
|
|
|
//
|
|
|
|
// Polyobj_slideThing
|
|
|
|
//
|
|
|
|
// Moves an object resting on top of a polyobject by (x, y). Template function to make alteration easier.
|
|
|
|
//
|
|
|
|
static void Polyobj_slideThing(mobj_t *mo, fixed_t dx, fixed_t dy)
|
|
|
|
{
|
|
|
|
if (mo->player) { // Do something similar to conveyor movement. -Red
|
|
|
|
mo->player->cmomx += dx;
|
|
|
|
mo->player->cmomy += dy;
|
|
|
|
|
|
|
|
dx = FixedMul(dx, CARRYFACTOR);
|
|
|
|
dy = FixedMul(dy, CARRYFACTOR);
|
|
|
|
|
|
|
|
mo->player->cmomx -= dx;
|
|
|
|
mo->player->cmomy -= dy;
|
|
|
|
|
|
|
|
if (mo->player->pflags & PF_SPINNING && (mo->player->rmomx || mo->player->rmomy) && !(mo->player->pflags & PF_STARTDASH)) {
|
|
|
|
#define SPINMULT 5184 // Consider this a substitute for properly calculating FRACUNIT-friction. I'm tired. -Red
|
|
|
|
dx = FixedMul(dx, SPINMULT);
|
|
|
|
dy = FixedMul(dy, SPINMULT);
|
|
|
|
#undef SPINMULT
|
|
|
|
}
|
|
|
|
|
|
|
|
mo->momx += dx;
|
|
|
|
mo->momy += dy;
|
|
|
|
|
|
|
|
mo->player->onconveyor = 1;
|
|
|
|
} else
|
|
|
|
P_TryMove(mo, mo->x+dx, mo->y+dy, true);
|
|
|
|
}
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
//
|
|
|
|
// Polyobj_carryThings
|
|
|
|
//
|
|
|
|
// Causes objects resting on top of the polyobject to 'ride' with its movement.
|
|
|
|
//
|
|
|
|
static void Polyobj_carryThings(polyobj_t *po, fixed_t dx, fixed_t dy)
|
|
|
|
{
|
|
|
|
static INT32 pomovecount = 0;
|
|
|
|
INT32 x, y;
|
|
|
|
|
|
|
|
pomovecount++;
|
|
|
|
|
|
|
|
if (!(po->flags & POF_SOLID))
|
|
|
|
return;
|
|
|
|
|
|
|
|
for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y)
|
|
|
|
{
|
|
|
|
for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x)
|
|
|
|
{
|
|
|
|
mobj_t *mo;
|
|
|
|
|
|
|
|
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mo = blocklinks[y * bmapwidth + x];
|
|
|
|
|
|
|
|
for (; mo; mo = mo->bnext)
|
|
|
|
{
|
2020-11-03 15:41:00 +00:00
|
|
|
// lastlook is used by the SPB to determine targets, do not let it affect it
|
|
|
|
if (mo->type == MT_SPB)
|
|
|
|
continue;
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
if (mo->lastlook == pomovecount)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mo->lastlook = pomovecount;
|
|
|
|
|
2016-07-06 04:09:17 +00:00
|
|
|
// Don't scroll objects that aren't affected by gravity
|
|
|
|
if (mo->flags & MF_NOGRAVITY)
|
2014-03-15 16:59:03 +00:00
|
|
|
continue;
|
2016-07-06 04:09:17 +00:00
|
|
|
// (The above check used to only move MF_SOLID objects, but that's inconsistent with conveyor behavior. -Red)
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
if (mo->flags & MF_NOCLIP)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height != po->lines[0]->backsector->floorheight)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z != po->lines[0]->backsector->ceilingheight)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (!P_MobjInsidePolyobj(po, mo))
|
|
|
|
continue;
|
|
|
|
|
2014-11-12 00:55:07 +00:00
|
|
|
Polyobj_slideThing(mo, dx, dy);
|
2014-03-15 16:59:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_clipThings
|
|
|
|
//
|
|
|
|
// Checks for things that are in the way of a polyobject line move.
|
|
|
|
// Returns true if something was hit.
|
|
|
|
//
|
|
|
|
static INT32 Polyobj_clipThings(polyobj_t *po, line_t *line)
|
|
|
|
{
|
|
|
|
INT32 hitflags = 0;
|
|
|
|
fixed_t linebox[4];
|
|
|
|
INT32 x, y;
|
|
|
|
|
|
|
|
if (!(po->flags & POF_SOLID))
|
|
|
|
return hitflags;
|
|
|
|
|
|
|
|
// adjust linedef bounding box to blockmap, extend by MAXRADIUS
|
|
|
|
linebox[BOXLEFT] = (unsigned)(line->bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
|
|
|
|
linebox[BOXRIGHT] = (unsigned)(line->bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
|
|
|
|
linebox[BOXBOTTOM] = (unsigned)(line->bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
|
|
|
|
linebox[BOXTOP] = (unsigned)(line->bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
|
|
|
|
|
|
|
|
// check all mobj blockmap cells the line contacts
|
|
|
|
for (y = linebox[BOXBOTTOM]; y <= linebox[BOXTOP]; ++y)
|
|
|
|
{
|
|
|
|
for (x = linebox[BOXLEFT]; x <= linebox[BOXRIGHT]; ++x)
|
|
|
|
{
|
|
|
|
if (!(x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight))
|
|
|
|
{
|
|
|
|
mobj_t *mo = blocklinks[y * bmapwidth + x];
|
|
|
|
|
|
|
|
for (; mo; mo = mo->bnext)
|
|
|
|
{
|
2016-07-06 04:09:17 +00:00
|
|
|
|
|
|
|
// Don't scroll objects that aren't affected by gravity
|
|
|
|
if (mo->flags & MF_NOGRAVITY)
|
2014-03-15 16:59:03 +00:00
|
|
|
continue;
|
2016-07-06 04:09:17 +00:00
|
|
|
// (The above check used to only move MF_SOLID objects, but that's inconsistent with conveyor behavior. -Red)
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
if (mo->flags & MF_NOCLIP)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mo->z + mo->height <= line->backsector->floorheight)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mo->z >= line->backsector->ceilingheight)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (Polyobj_untouched(line, mo))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mo->flags & MF_PUSHABLE && (po->flags & POF_PUSHABLESTOP))
|
|
|
|
hitflags |= 2;
|
|
|
|
else
|
|
|
|
Polyobj_pushThing(po, line, mo);
|
|
|
|
|
|
|
|
if (mo->player && (po->lines[0]->backsector->flags & SF_TRIGGERSPECIAL_TOUCH) && !(po->flags & POF_NOSPECIALS))
|
|
|
|
P_ProcessSpecialSector(mo->player, mo->subsector->sector, po->lines[0]->backsector);
|
|
|
|
|
|
|
|
hitflags |= 1;
|
|
|
|
}
|
|
|
|
} // end if
|
|
|
|
} // end for (y)
|
|
|
|
} // end for (x)
|
|
|
|
|
|
|
|
return hitflags;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_moveXY
|
|
|
|
//
|
|
|
|
// Moves a polyobject on the x-y plane.
|
|
|
|
//
|
|
|
|
static boolean Polyobj_moveXY(polyobj_t *po, fixed_t x, fixed_t y)
|
|
|
|
{
|
|
|
|
size_t i;
|
|
|
|
vertex_t vec;
|
|
|
|
INT32 hitflags = 0;
|
|
|
|
|
|
|
|
vec.x = x;
|
|
|
|
vec.y = y;
|
|
|
|
|
|
|
|
// don't move bad polyobjects
|
|
|
|
if (po->isBad)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// translate vertices
|
|
|
|
for (i = 0; i < po->numVertices; ++i)
|
|
|
|
Polyobj_vecAdd(po->vertices[i], &vec);
|
|
|
|
|
|
|
|
// translate each line
|
|
|
|
for (i = 0; i < po->numLines; ++i)
|
|
|
|
Polyobj_bboxAdd(po->lines[i]->bbox, &vec);
|
|
|
|
|
|
|
|
// check for blocking things (yes, it needs to be done separately)
|
|
|
|
for (i = 0; i < po->numLines; ++i)
|
|
|
|
hitflags |= Polyobj_clipThings(po, po->lines[i]);
|
|
|
|
|
|
|
|
if (hitflags & 2)
|
|
|
|
{
|
|
|
|
// reset vertices
|
|
|
|
for (i = 0; i < po->numVertices; ++i)
|
|
|
|
Polyobj_vecSub(po->vertices[i], &vec);
|
|
|
|
|
|
|
|
// reset lines that have been moved
|
|
|
|
for (i = 0; i < po->numLines; ++i)
|
|
|
|
Polyobj_bboxSub(po->lines[i]->bbox, &vec);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// translate the spawnSpot as well
|
|
|
|
po->spawnSpot.x += vec.x;
|
|
|
|
po->spawnSpot.y += vec.y;
|
|
|
|
|
|
|
|
Polyobj_carryThings(po, x, y);
|
|
|
|
Polyobj_removeFromBlockmap(po); // unlink it from the blockmap
|
|
|
|
Polyobj_removeFromSubsec(po); // unlink it from its subsector
|
|
|
|
Polyobj_linkToBlockmap(po); // relink to blockmap
|
|
|
|
Polyobj_attachToSubsec(po); // relink to subsector
|
|
|
|
}
|
|
|
|
|
|
|
|
return !(hitflags & 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_rotatePoint
|
|
|
|
//
|
|
|
|
// Rotates a point and then translates it relative to point c.
|
|
|
|
// The formula for this can be found here:
|
|
|
|
// http://www.inversereality.org/tutorials/graphics%20programming/2dtransformations.html
|
|
|
|
// It is, of course, just a vector-matrix multiplication.
|
|
|
|
//
|
|
|
|
static inline void Polyobj_rotatePoint(vertex_t *v, const vertex_t *c, angle_t ang)
|
|
|
|
{
|
|
|
|
vertex_t tmp = *v;
|
|
|
|
|
|
|
|
v->x = FixedMul(tmp.x, FINECOSINE(ang)) - FixedMul(tmp.y, FINESINE(ang));
|
|
|
|
v->y = FixedMul(tmp.x, FINESINE(ang)) + FixedMul(tmp.y, FINECOSINE(ang));
|
|
|
|
|
|
|
|
v->x += c->x;
|
|
|
|
v->y += c->y;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_rotateLine
|
|
|
|
//
|
|
|
|
// Taken from P_LoadLineDefs; simply updates the linedef's dx, dy, slopetype,
|
|
|
|
// and bounding box to be consistent with its vertices.
|
|
|
|
//
|
|
|
|
static void Polyobj_rotateLine(line_t *ld)
|
|
|
|
{
|
|
|
|
vertex_t *v1, *v2;
|
|
|
|
|
|
|
|
v1 = ld->v1;
|
|
|
|
v2 = ld->v2;
|
|
|
|
|
|
|
|
// set dx, dy
|
|
|
|
ld->dx = v2->x - v1->x;
|
|
|
|
ld->dy = v2->y - v1->y;
|
|
|
|
|
|
|
|
// determine slopetype
|
|
|
|
ld->slopetype = !ld->dx ? ST_VERTICAL : !ld->dy ? ST_HORIZONTAL :
|
|
|
|
FixedDiv(ld->dy, ld->dx) > 0 ? ST_POSITIVE : ST_NEGATIVE;
|
|
|
|
|
|
|
|
// update bounding box
|
|
|
|
if (v1->x < v2->x)
|
|
|
|
{
|
|
|
|
ld->bbox[BOXLEFT] = v1->x;
|
|
|
|
ld->bbox[BOXRIGHT] = v2->x;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ld->bbox[BOXLEFT] = v2->x;
|
|
|
|
ld->bbox[BOXRIGHT] = v1->x;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (v1->y < v2->y)
|
|
|
|
{
|
|
|
|
ld->bbox[BOXBOTTOM] = v1->y;
|
|
|
|
ld->bbox[BOXTOP] = v2->y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ld->bbox[BOXBOTTOM] = v2->y;
|
|
|
|
ld->bbox[BOXTOP] = v1->y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-11-12 00:55:07 +00:00
|
|
|
//
|
|
|
|
// Polyobj_rotateThings
|
|
|
|
//
|
|
|
|
// Causes objects resting on top of the rotating polyobject to 'ride' with its movement.
|
|
|
|
//
|
|
|
|
static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta, UINT8 turnthings)
|
|
|
|
{
|
|
|
|
static INT32 pomovecount = 10000;
|
|
|
|
INT32 x, y;
|
2016-07-06 04:09:17 +00:00
|
|
|
angle_t deltafine = delta >> ANGLETOFINESHIFT;
|
2014-11-12 00:55:07 +00:00
|
|
|
|
|
|
|
pomovecount++;
|
|
|
|
|
|
|
|
if (!(po->flags & POF_SOLID))
|
|
|
|
return;
|
|
|
|
|
|
|
|
for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y)
|
|
|
|
{
|
|
|
|
for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x)
|
|
|
|
{
|
|
|
|
mobj_t *mo;
|
|
|
|
|
|
|
|
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mo = blocklinks[y * bmapwidth + x];
|
|
|
|
|
|
|
|
for (; mo; mo = mo->bnext)
|
|
|
|
{
|
2020-11-03 15:41:00 +00:00
|
|
|
// lastlook is used by the SPB to determine targets, do not let it affect it
|
|
|
|
if (mo->type == MT_SPB)
|
|
|
|
continue;
|
|
|
|
|
2014-11-12 00:55:07 +00:00
|
|
|
if (mo->lastlook == pomovecount)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mo->lastlook = pomovecount;
|
|
|
|
|
2016-07-06 04:09:17 +00:00
|
|
|
// Don't scroll objects that aren't affected by gravity
|
|
|
|
if (mo->flags & MF_NOGRAVITY)
|
2014-11-12 00:55:07 +00:00
|
|
|
continue;
|
2016-07-06 04:09:17 +00:00
|
|
|
// (The above check used to only move MF_SOLID objects, but that's inconsistent with conveyor behavior. -Red)
|
2014-11-12 00:55:07 +00:00
|
|
|
|
|
|
|
if (mo->flags & MF_NOCLIP)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height != po->lines[0]->backsector->floorheight)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z != po->lines[0]->backsector->ceilingheight)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (!P_MobjInsidePolyobj(po, mo))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
{
|
2016-07-06 04:09:17 +00:00
|
|
|
fixed_t oldxoff, oldyoff, newxoff, newyoff;
|
|
|
|
fixed_t c, s;
|
|
|
|
|
|
|
|
c = FINECOSINE(deltafine);
|
|
|
|
s = FINESINE(deltafine);
|
|
|
|
|
|
|
|
oldxoff = mo->x-origin.x;
|
|
|
|
oldyoff = mo->y-origin.y;
|
2014-11-12 00:55:07 +00:00
|
|
|
|
|
|
|
if (mo->player) // Hack to fix players sliding off of spinning polys -Red
|
|
|
|
{
|
2016-07-06 04:09:17 +00:00
|
|
|
fixed_t temp;
|
|
|
|
|
|
|
|
temp = FixedMul(oldxoff, c)-FixedMul(oldyoff, s);
|
|
|
|
oldyoff = FixedMul(oldyoff, c)+FixedMul(oldxoff, s);
|
|
|
|
oldxoff = temp;
|
2014-11-12 00:55:07 +00:00
|
|
|
}
|
|
|
|
|
2016-07-06 04:09:17 +00:00
|
|
|
newxoff = FixedMul(oldxoff, c)-FixedMul(oldyoff, s);
|
|
|
|
newyoff = FixedMul(oldyoff, c)+FixedMul(oldxoff, s);
|
2014-11-12 00:55:07 +00:00
|
|
|
|
2016-07-06 04:09:17 +00:00
|
|
|
Polyobj_slideThing(mo, newxoff-oldxoff, newyoff-oldyoff);
|
2014-11-12 00:55:07 +00:00
|
|
|
|
|
|
|
if (turnthings == 2 || (turnthings == 1 && !mo->player)) {
|
|
|
|
mo->angle += delta;
|
|
|
|
if (mo->player == &players[consoleplayer])
|
2019-05-02 04:48:01 +00:00
|
|
|
localangle[0] += delta;
|
2019-04-18 07:08:11 +00:00
|
|
|
else if (mo->player == &players[displayplayers[1]])
|
2019-05-02 04:48:01 +00:00
|
|
|
localangle[1] += delta;
|
2019-04-18 07:08:11 +00:00
|
|
|
else if (mo->player == &players[displayplayers[2]])
|
2019-05-02 04:48:01 +00:00
|
|
|
localangle[2] += delta;
|
2019-04-18 07:08:11 +00:00
|
|
|
else if (mo->player == &players[displayplayers[3]])
|
2019-05-02 04:48:01 +00:00
|
|
|
localangle[3] += delta;
|
2014-11-12 00:55:07 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
//
|
|
|
|
// Polyobj_rotate
|
|
|
|
//
|
|
|
|
// Rotates a polyobject around its start point.
|
|
|
|
//
|
2014-11-12 00:55:07 +00:00
|
|
|
static boolean Polyobj_rotate(polyobj_t *po, angle_t delta, UINT8 turnthings)
|
2014-03-15 16:59:03 +00:00
|
|
|
{
|
|
|
|
size_t i;
|
|
|
|
angle_t angle;
|
|
|
|
vertex_t origin;
|
|
|
|
INT32 hitflags = 0;
|
|
|
|
|
|
|
|
// don't move bad polyobjects
|
|
|
|
if (po->isBad)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
angle = (po->angle + delta) >> ANGLETOFINESHIFT;
|
|
|
|
|
|
|
|
// point about which to rotate is the spawn spot
|
|
|
|
origin.x = po->spawnSpot.x;
|
|
|
|
origin.y = po->spawnSpot.y;
|
|
|
|
|
|
|
|
// save current positions and rotate all vertices
|
|
|
|
for (i = 0; i < po->numVertices; ++i)
|
|
|
|
{
|
|
|
|
po->tmpVerts[i] = *(po->vertices[i]);
|
|
|
|
|
|
|
|
// use original pts to rotate to new position
|
|
|
|
*(po->vertices[i]) = po->origVerts[i];
|
|
|
|
|
|
|
|
Polyobj_rotatePoint(po->vertices[i], &origin, angle);
|
|
|
|
}
|
|
|
|
|
|
|
|
// rotate lines
|
|
|
|
for (i = 0; i < po->numLines; ++i)
|
|
|
|
Polyobj_rotateLine(po->lines[i]);
|
|
|
|
|
|
|
|
// check for blocking things
|
|
|
|
for (i = 0; i < po->numLines; ++i)
|
|
|
|
hitflags |= Polyobj_clipThings(po, po->lines[i]);
|
|
|
|
|
2014-11-12 00:55:07 +00:00
|
|
|
Polyobj_rotateThings(po, origin, delta, turnthings);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
if (hitflags & 2)
|
|
|
|
{
|
|
|
|
// reset vertices to previous positions
|
|
|
|
for (i = 0; i < po->numVertices; ++i)
|
|
|
|
*(po->vertices[i]) = po->tmpVerts[i];
|
|
|
|
|
|
|
|
// reset lines
|
|
|
|
for (i = 0; i < po->numLines; ++i)
|
|
|
|
Polyobj_rotateLine(po->lines[i]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// update seg angles (used only by renderer)
|
|
|
|
for (i = 0; i < po->segCount; ++i)
|
|
|
|
po->segs[i]->angle += delta;
|
|
|
|
|
|
|
|
// update polyobject's angle
|
|
|
|
po->angle += delta;
|
|
|
|
|
|
|
|
Polyobj_removeFromBlockmap(po); // unlink it from the blockmap
|
|
|
|
Polyobj_removeFromSubsec(po); // remove from subsector
|
|
|
|
Polyobj_linkToBlockmap(po); // relink to blockmap
|
|
|
|
Polyobj_attachToSubsec(po); // relink to subsector
|
|
|
|
}
|
|
|
|
|
|
|
|
return !(hitflags & 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Global Functions
|
|
|
|
//
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_GetForNum
|
|
|
|
//
|
|
|
|
// Retrieves a polyobject by its numeric id using hashing.
|
|
|
|
// Returns NULL if no such polyobject exists.
|
|
|
|
//
|
|
|
|
polyobj_t *Polyobj_GetForNum(INT32 id)
|
|
|
|
{
|
|
|
|
INT32 curidx = PolyObjects[id % numPolyObjects].first;
|
|
|
|
|
|
|
|
while (curidx != numPolyObjects && PolyObjects[curidx].id != id)
|
|
|
|
curidx = PolyObjects[curidx].next;
|
|
|
|
|
|
|
|
return curidx == numPolyObjects ? NULL : &PolyObjects[curidx];
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_GetParent
|
|
|
|
//
|
|
|
|
// Retrieves the parenting polyobject if one exists. Returns NULL
|
|
|
|
// otherwise.
|
|
|
|
//
|
|
|
|
#if 0 //unused function
|
|
|
|
static polyobj_t *Polyobj_GetParent(polyobj_t *po)
|
|
|
|
{
|
|
|
|
return (po && po->parent != -1) ? Polyobj_GetForNum(po->parent) : NULL;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_GetChild
|
|
|
|
//
|
|
|
|
// Iteratively retrieves the children POs of a parent,
|
|
|
|
// sorta like P_FindSectorSpecialFromTag.
|
|
|
|
//
|
|
|
|
static polyobj_t *Polyobj_GetChild(polyobj_t *po, INT32 *start)
|
|
|
|
{
|
|
|
|
for (; *start < numPolyObjects; (*start)++)
|
|
|
|
{
|
|
|
|
if (PolyObjects[*start].parent == po->id)
|
|
|
|
return &PolyObjects[(*start)++];
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// structure used to queue up mobj pointers in Polyobj_InitLevel
|
|
|
|
typedef struct mobjqitem_s
|
|
|
|
{
|
|
|
|
mqueueitem_t mqitem;
|
|
|
|
mobj_t *mo;
|
|
|
|
} mobjqitem_t;
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_InitLevel
|
|
|
|
//
|
|
|
|
// Called at the beginning of each map after all other line and thing
|
|
|
|
// processing is finished.
|
|
|
|
//
|
|
|
|
void Polyobj_InitLevel(void)
|
|
|
|
{
|
|
|
|
thinker_t *th;
|
|
|
|
mqueue_t spawnqueue;
|
|
|
|
mqueue_t anchorqueue;
|
|
|
|
mobjqitem_t *qitem;
|
|
|
|
INT32 i, numAnchors = 0;
|
|
|
|
|
|
|
|
M_QueueInit(&spawnqueue);
|
|
|
|
M_QueueInit(&anchorqueue);
|
|
|
|
|
|
|
|
// get rid of values from previous level
|
|
|
|
// note: as with msecnodes, it is very important to clear out the blockmap
|
|
|
|
// node freelist, otherwise it may contain dangling pointers to old objects
|
|
|
|
PolyObjects = NULL;
|
|
|
|
numPolyObjects = 0;
|
|
|
|
bmap_freelist = NULL;
|
|
|
|
|
|
|
|
// run down the thinker list, count the number of spawn points, and save
|
|
|
|
// the mobj_t pointers on a queue for use below.
|
|
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
|
|
{
|
|
|
|
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
|
|
|
|
{
|
|
|
|
mobj_t *mo = (mobj_t *)th;
|
|
|
|
|
|
|
|
if (mo->info->doomednum == POLYOBJ_SPAWN_DOOMEDNUM ||
|
|
|
|
mo->info->doomednum == POLYOBJ_SPAWNCRUSH_DOOMEDNUM)
|
|
|
|
{
|
|
|
|
++numPolyObjects;
|
|
|
|
|
|
|
|
qitem = malloc(sizeof(mobjqitem_t));
|
|
|
|
memset(qitem, 0, sizeof(mobjqitem_t));
|
|
|
|
qitem->mo = mo;
|
|
|
|
M_QueueInsert(&(qitem->mqitem), &spawnqueue);
|
|
|
|
}
|
|
|
|
else if (mo->info->doomednum == POLYOBJ_ANCHOR_DOOMEDNUM)
|
|
|
|
{
|
|
|
|
++numAnchors;
|
|
|
|
|
|
|
|
qitem = malloc(sizeof(mobjqitem_t));
|
|
|
|
memset(qitem, 0, sizeof(mobjqitem_t));
|
|
|
|
qitem->mo = mo;
|
|
|
|
M_QueueInsert(&(qitem->mqitem), &anchorqueue);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (numPolyObjects)
|
|
|
|
{
|
|
|
|
// allocate the PolyObjects array
|
|
|
|
PolyObjects = Z_Calloc(numPolyObjects * sizeof(polyobj_t),
|
|
|
|
PU_LEVEL, NULL);
|
|
|
|
|
|
|
|
// setup hash fields
|
|
|
|
for (i = 0; i < numPolyObjects; ++i)
|
|
|
|
PolyObjects[i].first = PolyObjects[i].next = numPolyObjects;
|
|
|
|
|
|
|
|
// setup polyobjects
|
|
|
|
for (i = 0; i < numPolyObjects; ++i)
|
|
|
|
{
|
|
|
|
qitem = (mobjqitem_t *)M_QueueIterator(&spawnqueue);
|
|
|
|
|
|
|
|
Polyobj_spawnPolyObj(i, qitem->mo, qitem->mo->spawnpoint->angle);
|
|
|
|
}
|
|
|
|
|
|
|
|
// move polyobjects to spawn points
|
|
|
|
for (i = 0; i < numAnchors; ++i)
|
|
|
|
{
|
|
|
|
qitem = (mobjqitem_t *)M_QueueIterator(&anchorqueue);
|
|
|
|
|
|
|
|
Polyobj_moveToSpawnSpot((qitem->mo->spawnpoint));
|
|
|
|
}
|
|
|
|
|
|
|
|
// setup polyobject clipping
|
|
|
|
for (i = 0; i < numPolyObjects; ++i)
|
|
|
|
Polyobj_linkToBlockmap(&PolyObjects[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
// haleyjd 02/22/06: temporary debug
|
|
|
|
printf("DEBUG: numPolyObjects = %d\n", numPolyObjects);
|
|
|
|
for (i = 0; i < numPolyObjects; ++i)
|
|
|
|
{
|
|
|
|
INT32 j;
|
|
|
|
polyobj_t *po = &PolyObjects[i];
|
|
|
|
|
|
|
|
printf("polyobj %d:\n", i);
|
|
|
|
printf("id = %d, first = %d, next = %d\n", po->id, po->first, po->next);
|
|
|
|
printf("segCount = %d, numSegsAlloc = %d\n", po->segCount, po->numSegsAlloc);
|
|
|
|
for (j = 0; j < po->segCount; ++j)
|
|
|
|
printf("\tseg %d: %p\n", j, po->segs[j]);
|
|
|
|
printf("numVertices = %d, numVerticesAlloc = %d\n", po->numVertices, po->numVerticesAlloc);
|
|
|
|
for (j = 0; j < po->numVertices; ++j)
|
|
|
|
{
|
|
|
|
printf("\tvtx %d: (%d, %d) / orig: (%d, %d)\n",
|
|
|
|
j, po->vertices[j]->x>>FRACBITS, po->vertices[j]->y>>FRACBITS,
|
|
|
|
po->origVerts[j].x>>FRACBITS, po->origVerts[j].y>>FRACBITS);
|
|
|
|
}
|
|
|
|
printf("numLines = %d, numLinesAlloc = %d\n", po->numLines, po->numLinesAlloc);
|
|
|
|
for (j = 0; j < po->numLines; ++j)
|
|
|
|
printf("\tline %d: %p\n", j, po->lines[j]);
|
|
|
|
printf("spawnSpot = (%d, %d)\n", po->spawnSpot.x >> FRACBITS, po->spawnSpot.y >> FRACBITS);
|
|
|
|
printf("centerPt = (%d, %d)\n", po->centerPt.x >> FRACBITS, po->centerPt.y >> FRACBITS);
|
|
|
|
printf("attached = %d, linked = %d, validcount = %d, isBad = %d\n",
|
|
|
|
po->attached, po->linked, po->validcount, po->isBad);
|
|
|
|
printf("blockbox: [%d, %d, %d, %d]\n",
|
|
|
|
po->blockbox[BOXLEFT], po->blockbox[BOXRIGHT], po->blockbox[BOXBOTTOM],
|
|
|
|
po->blockbox[BOXTOP]);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// done with mobj queues
|
|
|
|
M_QueueFree(&spawnqueue);
|
|
|
|
M_QueueFree(&anchorqueue);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_MoveOnLoad
|
|
|
|
//
|
|
|
|
// Called when a savegame is being loaded. Rotates and translates an
|
|
|
|
// existing polyobject to its position when the game was saved.
|
|
|
|
//
|
|
|
|
void Polyobj_MoveOnLoad(polyobj_t *po, angle_t angle, fixed_t x, fixed_t y)
|
|
|
|
{
|
|
|
|
fixed_t dx, dy;
|
|
|
|
|
|
|
|
// first, rotate to the saved angle
|
2014-11-12 00:55:07 +00:00
|
|
|
Polyobj_rotate(po, angle, false);
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
// determine component distances to translate
|
|
|
|
dx = x - po->spawnSpot.x;
|
|
|
|
dy = y - po->spawnSpot.y;
|
|
|
|
|
|
|
|
// translate
|
|
|
|
Polyobj_moveXY(po, dx, dy);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Thinker Functions
|
|
|
|
|
|
|
|
//
|
|
|
|
// T_PolyObjRotate
|
|
|
|
//
|
|
|
|
// Thinker function for PolyObject rotation.
|
|
|
|
//
|
|
|
|
void T_PolyObjRotate(polyrotate_t *th)
|
|
|
|
{
|
|
|
|
polyobj_t *po = Polyobj_GetForNum(th->polyObjNum);
|
|
|
|
|
|
|
|
if (!po)
|
|
|
|
#ifdef RANGECHECK
|
|
|
|
I_Error("T_PolyObjRotate: thinker has invalid id %d\n", th->polyObjNum);
|
|
|
|
#else
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "T_PolyObjRotate: thinker with invalid id %d removed.\n", th->polyObjNum);
|
|
|
|
P_RemoveThinkerDelayed(&th->thinker);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// check for displacement due to override and reattach when possible
|
|
|
|
if (po->thinker == NULL)
|
|
|
|
{
|
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// reset polyobject's thrust
|
|
|
|
po->thrust = abs(th->speed) >> 8;
|
|
|
|
if (po->thrust < FRACUNIT)
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
else if (po->thrust > 4*FRACUNIT)
|
|
|
|
po->thrust = 4*FRACUNIT;
|
|
|
|
}
|
|
|
|
|
|
|
|
// rotate by 'speed' angle per frame
|
|
|
|
// if distance == -1, this polyobject rotates perpetually
|
2014-11-12 00:55:07 +00:00
|
|
|
if (Polyobj_rotate(po, th->speed, th->turnobjs) && th->distance != -1)
|
2014-03-15 16:59:03 +00:00
|
|
|
{
|
|
|
|
INT32 avel = abs(th->speed);
|
|
|
|
|
|
|
|
// decrement distance by the amount it moved
|
|
|
|
th->distance -= avel;
|
|
|
|
|
|
|
|
// are we at or past the destination?
|
|
|
|
if (th->distance <= 0)
|
|
|
|
{
|
|
|
|
// remove thinker
|
|
|
|
if (po->thinker == &th->thinker)
|
|
|
|
{
|
|
|
|
po->thinker = NULL;
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
}
|
|
|
|
P_RemoveThinker(&th->thinker);
|
|
|
|
|
|
|
|
// TODO: notify scripts
|
|
|
|
// TODO: sound sequence stop event
|
|
|
|
}
|
|
|
|
else if (th->distance < avel)
|
|
|
|
{
|
|
|
|
// we have less than one multiple of 'speed' left to go,
|
|
|
|
// so change the speed so that it doesn't pass the destination
|
|
|
|
th->speed = th->speed >= 0 ? th->distance : -th->distance;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Polyobj_componentSpeed
|
|
|
|
//
|
|
|
|
// Calculates the speed components from the desired resultant velocity.
|
|
|
|
//
|
|
|
|
FUNCINLINE static ATTRINLINE void Polyobj_componentSpeed(INT32 resVel, INT32 angle,
|
|
|
|
fixed_t *xVel, fixed_t *yVel)
|
|
|
|
{
|
2014-11-12 00:55:07 +00:00
|
|
|
if (angle == 0)
|
|
|
|
{
|
|
|
|
*xVel = resVel;
|
|
|
|
*yVel = 0;
|
|
|
|
}
|
|
|
|
else if (angle == (INT32)(ANGLE_90>>ANGLETOFINESHIFT))
|
|
|
|
{
|
|
|
|
*xVel = 0;
|
|
|
|
*yVel = resVel;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*xVel = FixedMul(resVel, FINECOSINE(angle));
|
|
|
|
*yVel = FixedMul(resVel, FINESINE(angle));
|
|
|
|
}
|
2014-03-15 16:59:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void T_PolyObjMove(polymove_t *th)
|
|
|
|
{
|
|
|
|
polyobj_t *po = Polyobj_GetForNum(th->polyObjNum);
|
|
|
|
|
|
|
|
if (!po)
|
|
|
|
#ifdef RANGECHECK
|
|
|
|
I_Error("T_PolyObjMove: thinker has invalid id %d\n", th->polyObjNum);
|
|
|
|
#else
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "T_PolyObjMove: thinker with invalid id %d removed.\n", th->polyObjNum);
|
|
|
|
P_RemoveThinkerDelayed(&th->thinker);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// check for displacement due to override and reattach when possible
|
|
|
|
if (po->thinker == NULL)
|
|
|
|
{
|
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// reset polyobject's thrust
|
|
|
|
po->thrust = abs(th->speed) >> 3;
|
|
|
|
if (po->thrust < FRACUNIT)
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
else if (po->thrust > 4*FRACUNIT)
|
|
|
|
po->thrust = 4*FRACUNIT;
|
|
|
|
}
|
|
|
|
|
|
|
|
// move the polyobject one step along its movement angle
|
|
|
|
if (Polyobj_moveXY(po, th->momx, th->momy))
|
|
|
|
{
|
|
|
|
INT32 avel = abs(th->speed);
|
|
|
|
|
|
|
|
// decrement distance by the amount it moved
|
|
|
|
th->distance -= avel;
|
|
|
|
|
|
|
|
// are we at or past the destination?
|
|
|
|
if (th->distance <= 0)
|
|
|
|
{
|
|
|
|
// remove thinker
|
|
|
|
if (po->thinker == &th->thinker)
|
|
|
|
{
|
|
|
|
po->thinker = NULL;
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
}
|
|
|
|
P_RemoveThinker(&th->thinker);
|
|
|
|
|
|
|
|
// TODO: notify scripts
|
|
|
|
// TODO: sound sequence stop event
|
|
|
|
}
|
|
|
|
else if (th->distance < avel)
|
|
|
|
{
|
|
|
|
// we have less than one multiple of 'speed' left to go,
|
|
|
|
// so change the speed so that it doesn't pass the destination
|
|
|
|
th->speed = th->speed >= 0 ? th->distance : -th->distance;
|
|
|
|
Polyobj_componentSpeed(th->speed, th->angle, &th->momx, &th->momy);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// T_PolyObjWaypoint
|
|
|
|
//
|
|
|
|
// Kinda like 'Zoom Tubes for PolyObjects'
|
|
|
|
//
|
|
|
|
void T_PolyObjWaypoint(polywaypoint_t *th)
|
|
|
|
{
|
|
|
|
mobj_t *mo2;
|
|
|
|
mobj_t *target = NULL;
|
|
|
|
mobj_t *waypoint = NULL;
|
|
|
|
thinker_t *wp;
|
|
|
|
fixed_t adjustx, adjusty, adjustz;
|
|
|
|
fixed_t momx, momy, momz, dist;
|
|
|
|
INT32 start;
|
|
|
|
polyobj_t *po = Polyobj_GetForNum(th->polyObjNum);
|
|
|
|
polyobj_t *oldpo = po;
|
|
|
|
|
|
|
|
if (!po)
|
|
|
|
#ifdef RANGECHECK
|
|
|
|
I_Error("T_PolyObjWaypoint: thinker has invalid id %d\n", th->polyObjNum);
|
|
|
|
#else
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "T_PolyObjWaypoint: thinker with invalid id %d removed.", th->polyObjNum);
|
|
|
|
P_RemoveThinkerDelayed(&th->thinker);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// check for displacement due to override and reattach when possible
|
|
|
|
if (po->thinker == NULL)
|
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// Find out target first.
|
|
|
|
// We redo this each tic to make savegame compatibility easier.
|
|
|
|
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
|
|
|
|
{
|
|
|
|
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mo2 = (mobj_t *)wp;
|
|
|
|
|
|
|
|
if (mo2->type != MT_TUBEWAYPOINT)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mo2->threshold == th->sequence && mo2->health == th->pointnum)
|
|
|
|
{
|
|
|
|
target = mo2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!target)
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "T_PolyObjWaypoint: Unable to find target waypoint!\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Compensate for position offset
|
|
|
|
adjustx = po->centerPt.x + th->diffx;
|
|
|
|
adjusty = po->centerPt.y + th->diffy;
|
|
|
|
adjustz = po->lines[0]->backsector->floorheight + (po->lines[0]->backsector->ceilingheight - po->lines[0]->backsector->floorheight)/2 + th->diffz;
|
|
|
|
|
|
|
|
dist = P_AproxDistance(P_AproxDistance(target->x - adjustx, target->y - adjusty), target->z - adjustz);
|
|
|
|
|
|
|
|
if (dist < 1)
|
|
|
|
dist = 1;
|
|
|
|
|
|
|
|
momx = FixedMul(FixedDiv(target->x - adjustx, dist), (th->speed));
|
|
|
|
momy = FixedMul(FixedDiv(target->y - adjusty, dist), (th->speed));
|
|
|
|
momz = FixedMul(FixedDiv(target->z - adjustz, dist), (th->speed));
|
|
|
|
|
|
|
|
// Calculate the distance between the polyobject and the waypoint
|
|
|
|
// 'dist' already equals this.
|
|
|
|
|
|
|
|
// Will the polyobject be FURTHER away if the momx/momy/momz is added to
|
|
|
|
// its current coordinates, or closer? (shift down to fracunits to avoid approximation errors)
|
|
|
|
if (dist>>FRACBITS <= P_AproxDistance(P_AproxDistance(target->x - adjustx - momx, target->y - adjusty - momy), target->z - adjustz - momz)>>FRACBITS)
|
|
|
|
{
|
|
|
|
// If further away, set XYZ of polyobject to waypoint location
|
2014-11-12 00:55:07 +00:00
|
|
|
fixed_t amtx, amty, amtz;
|
|
|
|
fixed_t diffz;
|
2014-03-15 16:59:03 +00:00
|
|
|
amtx = (target->x - th->diffx) - po->centerPt.x;
|
|
|
|
amty = (target->y - th->diffy) - po->centerPt.y;
|
|
|
|
Polyobj_moveXY(po, amtx, amty);
|
|
|
|
// TODO: use T_MovePlane
|
2014-11-12 00:55:07 +00:00
|
|
|
amtz = (po->lines[0]->backsector->ceilingheight - po->lines[0]->backsector->floorheight)/2;
|
|
|
|
diffz = po->lines[0]->backsector->floorheight - (target->z - amtz);
|
|
|
|
po->lines[0]->backsector->floorheight = target->z - amtz;
|
|
|
|
po->lines[0]->backsector->ceilingheight = target->z + amtz;
|
2018-12-24 04:38:07 +00:00
|
|
|
// Sal: Remember to check your sectors!
|
|
|
|
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
|
|
|
|
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
|
2014-03-15 16:59:03 +00:00
|
|
|
// Apply action to mirroring polyobjects as well
|
|
|
|
start = 0;
|
|
|
|
while ((po = Polyobj_GetChild(oldpo, &start)))
|
|
|
|
{
|
|
|
|
if (po->isBad)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Polyobj_moveXY(po, amtx, amty);
|
|
|
|
// TODO: use T_MovePlane
|
2014-11-12 00:55:07 +00:00
|
|
|
po->lines[0]->backsector->floorheight += diffz; // move up/down by same amount as the parent did
|
|
|
|
po->lines[0]->backsector->ceilingheight += diffz;
|
2018-12-24 04:38:07 +00:00
|
|
|
// Sal: Remember to check your sectors!
|
|
|
|
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
|
|
|
|
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
|
2014-03-15 16:59:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
po = oldpo;
|
|
|
|
|
|
|
|
if (!th->stophere)
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "Looking for next waypoint...\n");
|
|
|
|
|
|
|
|
// Find next waypoint
|
|
|
|
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
|
|
|
|
{
|
|
|
|
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mo2 = (mobj_t *)wp;
|
|
|
|
|
|
|
|
if (mo2->type != MT_TUBEWAYPOINT)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mo2->threshold == th->sequence)
|
|
|
|
{
|
|
|
|
if (th->direction == -1)
|
|
|
|
{
|
|
|
|
if (mo2->health == target->health - 1)
|
|
|
|
{
|
|
|
|
waypoint = mo2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (mo2->health == target->health + 1)
|
|
|
|
{
|
|
|
|
waypoint = mo2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!waypoint && th->wrap) // If specified, wrap waypoints
|
|
|
|
{
|
|
|
|
if (!th->continuous)
|
|
|
|
{
|
|
|
|
th->wrap = 0;
|
|
|
|
th->stophere = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
|
|
|
|
{
|
|
|
|
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mo2 = (mobj_t *)wp;
|
|
|
|
|
|
|
|
if (mo2->type != MT_TUBEWAYPOINT)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mo2->threshold == th->sequence)
|
|
|
|
{
|
|
|
|
if (th->direction == -1)
|
|
|
|
{
|
|
|
|
if (waypoint == NULL)
|
|
|
|
waypoint = mo2;
|
|
|
|
else if (mo2->health > waypoint->health)
|
|
|
|
waypoint = mo2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (mo2->health == 0)
|
|
|
|
{
|
|
|
|
waypoint = mo2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (!waypoint && th->comeback) // Come back to the start
|
|
|
|
{
|
|
|
|
th->direction = -th->direction;
|
|
|
|
|
|
|
|
if (!th->continuous)
|
|
|
|
th->comeback = false;
|
|
|
|
|
|
|
|
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
|
|
|
|
{
|
|
|
|
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mo2 = (mobj_t *)wp;
|
|
|
|
|
|
|
|
if (mo2->type != MT_TUBEWAYPOINT)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mo2->threshold == th->sequence)
|
|
|
|
{
|
|
|
|
if (th->direction == -1)
|
|
|
|
{
|
|
|
|
if (mo2->health == target->health - 1)
|
|
|
|
{
|
|
|
|
waypoint = mo2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (mo2->health == target->health + 1)
|
|
|
|
{
|
|
|
|
waypoint = mo2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (waypoint)
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health);
|
|
|
|
|
|
|
|
target = waypoint;
|
|
|
|
th->pointnum = target->health;
|
|
|
|
|
|
|
|
// calculate MOMX/MOMY/MOMZ for next waypoint
|
|
|
|
// change slope
|
|
|
|
dist = P_AproxDistance(P_AproxDistance(target->x - adjustx, target->y - adjusty), target->z - adjustz);
|
|
|
|
|
|
|
|
if (dist < 1)
|
|
|
|
dist = 1;
|
|
|
|
|
|
|
|
momx = FixedMul(FixedDiv(target->x - adjustx, dist), (th->speed));
|
|
|
|
momy = FixedMul(FixedDiv(target->y - adjusty, dist), (th->speed));
|
|
|
|
momz = FixedMul(FixedDiv(target->z - adjustz, dist), (th->speed));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
momx = momy = momz = 0;
|
|
|
|
|
|
|
|
if (!th->stophere)
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "Next waypoint not found!\n");
|
|
|
|
|
|
|
|
if (po->thinker == &th->thinker)
|
|
|
|
po->thinker = NULL;
|
|
|
|
|
|
|
|
P_RemoveThinker(&th->thinker);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// momx/momy/momz already equals the right speed
|
|
|
|
}
|
|
|
|
|
|
|
|
// Move the polyobject
|
|
|
|
Polyobj_moveXY(po, momx, momy);
|
|
|
|
// TODO: use T_MovePlane
|
|
|
|
po->lines[0]->backsector->floorheight += momz;
|
|
|
|
po->lines[0]->backsector->ceilingheight += momz;
|
2018-12-24 04:38:07 +00:00
|
|
|
// Sal: Remember to check your sectors!
|
|
|
|
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); // frontsector is NEEDED for crushing
|
|
|
|
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // backsector may not be necessary, but just in case
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
// Apply action to mirroring polyobjects as well
|
|
|
|
start = 0;
|
|
|
|
while ((po = Polyobj_GetChild(oldpo, &start)))
|
|
|
|
{
|
|
|
|
if (po->isBad)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Polyobj_moveXY(po, momx, momy);
|
|
|
|
// TODO: use T_MovePlane
|
|
|
|
po->lines[0]->backsector->floorheight += momz;
|
|
|
|
po->lines[0]->backsector->ceilingheight += momz;
|
2018-12-24 04:38:07 +00:00
|
|
|
// Sal: Remember to check your sectors!
|
|
|
|
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
|
|
|
|
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
|
2014-03-15 16:59:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void T_PolyDoorSlide(polyslidedoor_t *th)
|
|
|
|
{
|
|
|
|
polyobj_t *po = Polyobj_GetForNum(th->polyObjNum);
|
|
|
|
|
|
|
|
if (!po)
|
|
|
|
#ifdef RANGECHECK
|
|
|
|
I_Error("T_PolyDoorSlide: thinker has invalid id %d\n", th->polyObjNum);
|
|
|
|
#else
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "T_PolyDoorSlide: thinker with invalid id %d removed.\n", th->polyObjNum);
|
|
|
|
P_RemoveThinkerDelayed(&th->thinker);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// check for displacement due to override and reattach when possible
|
|
|
|
if (po->thinker == NULL)
|
|
|
|
{
|
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// reset polyobject's thrust
|
|
|
|
po->thrust = abs(th->speed) >> 3;
|
|
|
|
if (po->thrust < FRACUNIT)
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
else if (po->thrust > 4*FRACUNIT)
|
|
|
|
po->thrust = 4*FRACUNIT;
|
|
|
|
}
|
|
|
|
|
|
|
|
// count down wait period
|
|
|
|
if (th->delayCount)
|
|
|
|
{
|
|
|
|
if (--th->delayCount == 0)
|
|
|
|
{
|
|
|
|
; // TODO: start sound sequence event
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// move the polyobject one step along its movement angle
|
|
|
|
if (Polyobj_moveXY(po, th->momx, th->momy))
|
|
|
|
{
|
|
|
|
INT32 avel = abs(th->speed);
|
|
|
|
|
|
|
|
// decrement distance by the amount it moved
|
|
|
|
th->distance -= avel;
|
|
|
|
|
|
|
|
|
|
|
|
// are we at or past the destination?
|
|
|
|
if (th->distance <= 0)
|
|
|
|
{
|
|
|
|
// does it need to close?
|
|
|
|
if (!th->closing)
|
|
|
|
{
|
|
|
|
th->closing = true;
|
|
|
|
|
|
|
|
// reset distance and speed
|
|
|
|
th->distance = th->initDistance;
|
|
|
|
th->speed = th->initSpeed;
|
|
|
|
|
|
|
|
// start delay
|
|
|
|
th->delayCount = th->delay;
|
|
|
|
|
|
|
|
// reverse angle
|
|
|
|
th->angle = th->revAngle;
|
|
|
|
|
|
|
|
// reset component speeds
|
|
|
|
Polyobj_componentSpeed(th->speed, th->angle, &th->momx, &th->momy);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// remove thinker
|
|
|
|
if (po->thinker == &th->thinker)
|
|
|
|
{
|
|
|
|
po->thinker = NULL;
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
}
|
|
|
|
P_RemoveThinker(&th->thinker);
|
|
|
|
// TODO: notify scripts
|
|
|
|
}
|
|
|
|
// TODO: sound sequence stop event
|
|
|
|
}
|
|
|
|
else if (th->distance < avel)
|
|
|
|
{
|
|
|
|
// we have less than one multiple of 'speed' left to go,
|
|
|
|
// so change the speed so that it doesn't pass the
|
|
|
|
// destination
|
|
|
|
th->speed = th->speed >= 0
|
|
|
|
? th->distance : -th->distance;
|
|
|
|
Polyobj_componentSpeed(th->speed, th->angle,
|
|
|
|
&th->momx, &th->momy);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (th->closing && th->distance != th->initDistance)
|
|
|
|
{
|
|
|
|
// move was blocked, special handling required -- make it reopen
|
|
|
|
th->distance = th->initDistance - th->distance;
|
|
|
|
th->speed = th->initSpeed;
|
|
|
|
th->angle = th->initAngle;
|
|
|
|
Polyobj_componentSpeed(th->speed, th->angle,
|
|
|
|
&th->momx, &th->momy);
|
|
|
|
th->closing = false;
|
|
|
|
// TODO: sound sequence start event
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void T_PolyDoorSwing(polyswingdoor_t *th)
|
|
|
|
{
|
|
|
|
polyobj_t *po = Polyobj_GetForNum(th->polyObjNum);
|
|
|
|
|
|
|
|
if (!po)
|
|
|
|
#ifdef RANGECHECK
|
|
|
|
I_Error("T_PolyDoorSwing: thinker has invalid id %d\n", th->polyObjNum);
|
|
|
|
#else
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "T_PolyDoorSwing: thinker with invalid id %d removed.\n", th->polyObjNum);
|
|
|
|
P_RemoveThinkerDelayed(&th->thinker);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// check for displacement due to override and reattach when possible
|
|
|
|
if (po->thinker == NULL)
|
|
|
|
{
|
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// reset polyobject's thrust
|
|
|
|
po->thrust = abs(th->speed) >> 3;
|
|
|
|
if (po->thrust < FRACUNIT)
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
else if (po->thrust > 4*FRACUNIT)
|
|
|
|
po->thrust = 4*FRACUNIT;
|
|
|
|
}
|
|
|
|
|
|
|
|
// count down wait period
|
|
|
|
if (th->delayCount)
|
|
|
|
{
|
|
|
|
if (--th->delayCount == 0)
|
|
|
|
{
|
|
|
|
; // TODO: start sound sequence event
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// rotate by 'speed' angle per frame
|
|
|
|
// if distance == -1, this polyobject rotates perpetually
|
2014-11-12 00:55:07 +00:00
|
|
|
if (Polyobj_rotate(po, th->speed, false) && th->distance != -1)
|
2014-03-15 16:59:03 +00:00
|
|
|
{
|
|
|
|
INT32 avel = abs(th->speed);
|
|
|
|
|
|
|
|
// decrement distance by the amount it moved
|
|
|
|
th->distance -= avel;
|
|
|
|
|
|
|
|
// are we at or past the destination?
|
|
|
|
if (th->distance <= 0)
|
|
|
|
{
|
|
|
|
// does it need to close?
|
|
|
|
if (!th->closing)
|
|
|
|
{
|
|
|
|
th->closing = true;
|
|
|
|
|
|
|
|
// reset distance and speed
|
|
|
|
th->distance = th->initDistance;
|
|
|
|
th->speed = -th->initSpeed; // reverse speed on close
|
|
|
|
|
|
|
|
// start delay
|
|
|
|
th->delayCount = th->delay;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// remove thinker
|
|
|
|
if (po->thinker == &th->thinker)
|
|
|
|
{
|
|
|
|
po->thinker = NULL;
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
}
|
|
|
|
P_RemoveThinker(&th->thinker);
|
|
|
|
// TODO: notify scripts
|
|
|
|
}
|
|
|
|
// TODO: sound sequence stop event
|
|
|
|
}
|
|
|
|
else if (th->distance < avel)
|
|
|
|
{
|
|
|
|
// we have less than one multiple of 'speed' left to go,
|
|
|
|
// so change the speed so that it doesn't pass the
|
|
|
|
// destination
|
|
|
|
th->speed = th->speed >= 0
|
|
|
|
? th->distance : -th->distance;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (th->closing && th->distance != th->initDistance)
|
|
|
|
{
|
|
|
|
// move was blocked, special handling required -- make it reopen
|
|
|
|
|
|
|
|
th->distance = th->initDistance - th->distance;
|
|
|
|
th->speed = th->initSpeed;
|
|
|
|
th->closing = false;
|
|
|
|
|
|
|
|
// TODO: sound sequence start event
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-11-12 00:55:07 +00:00
|
|
|
// T_PolyObjDisplace: shift a polyobject based on a control sector's heights. -Red
|
|
|
|
void T_PolyObjDisplace(polydisplace_t *th)
|
|
|
|
{
|
|
|
|
polyobj_t *po = Polyobj_GetForNum(th->polyObjNum);
|
|
|
|
fixed_t newheights, delta;
|
|
|
|
fixed_t dx, dy;
|
|
|
|
|
|
|
|
if (!po)
|
|
|
|
#ifdef RANGECHECK
|
|
|
|
I_Error("T_PolyDoorSwing: thinker has invalid id %d\n", th->polyObjNum);
|
|
|
|
#else
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "T_PolyDoorSwing: thinker with invalid id %d removed.\n", th->polyObjNum);
|
|
|
|
P_RemoveThinkerDelayed(&th->thinker);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// check for displacement due to override and reattach when possible
|
|
|
|
if (po->thinker == NULL)
|
|
|
|
{
|
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// reset polyobject's thrust
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
}
|
|
|
|
|
|
|
|
newheights = th->controlSector->floorheight+th->controlSector->ceilingheight;
|
|
|
|
delta = newheights-th->oldHeights;
|
|
|
|
|
|
|
|
if (!delta)
|
|
|
|
return;
|
|
|
|
|
|
|
|
dx = FixedMul(th->dx, delta);
|
|
|
|
dy = FixedMul(th->dy, delta);
|
|
|
|
|
|
|
|
if (Polyobj_moveXY(po, dx, dy))
|
|
|
|
th->oldHeights = newheights;
|
|
|
|
}
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
static inline INT32 Polyobj_AngSpeed(INT32 speed)
|
|
|
|
{
|
|
|
|
return (speed*ANG1)>>3; // no FixedAngle()
|
|
|
|
}
|
|
|
|
|
|
|
|
// Linedef Handlers
|
|
|
|
|
|
|
|
INT32 EV_DoPolyObjRotate(polyrotdata_t *prdata)
|
|
|
|
{
|
|
|
|
polyobj_t *po;
|
|
|
|
polyobj_t *oldpo;
|
|
|
|
polyrotate_t *th;
|
|
|
|
INT32 start;
|
|
|
|
|
|
|
|
if (!(po = Polyobj_GetForNum(prdata->polyObjNum)))
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyObjRotate: bad polyobj %d\n", prdata->polyObjNum);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// don't allow line actions to affect bad polyobjects
|
|
|
|
if (po->isBad)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
// check for override if this polyobj already has a thinker
|
|
|
|
if (po->thinker && !prdata->overRide)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
// create a new thinker
|
|
|
|
th = Z_Malloc(sizeof(polyrotate_t), PU_LEVSPEC, NULL);
|
|
|
|
th->thinker.function.acp1 = (actionf_p1)T_PolyObjRotate;
|
2014-11-12 00:55:07 +00:00
|
|
|
PolyObj_AddThinker(&th->thinker);
|
2014-03-15 16:59:03 +00:00
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// set fields
|
|
|
|
th->polyObjNum = prdata->polyObjNum;
|
|
|
|
|
|
|
|
// use Hexen-style byte angles for speed and distance
|
|
|
|
th->speed = Polyobj_AngSpeed(prdata->speed * prdata->direction);
|
|
|
|
|
|
|
|
if (prdata->distance == 360) // 360 means perpetual
|
|
|
|
th->distance = -1;
|
|
|
|
else if (prdata->distance == 0) // 0 means 360 degrees
|
|
|
|
th->distance = 0xffffffff - 1;
|
|
|
|
else
|
|
|
|
th->distance = FixedAngle(prdata->distance*FRACUNIT);
|
|
|
|
|
|
|
|
// set polyobject's thrust
|
|
|
|
po->thrust = abs(th->speed) >> 8;
|
|
|
|
if (po->thrust < FRACUNIT)
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
else if (po->thrust > 4*FRACUNIT)
|
|
|
|
po->thrust = 4*FRACUNIT;
|
|
|
|
|
|
|
|
// TODO: start sound sequence event
|
|
|
|
|
|
|
|
oldpo = po;
|
|
|
|
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
// interpolation
|
|
|
|
R_CreateInterpolator_Polyobj(&th->thinker, po);
|
|
|
|
|
2014-11-12 00:55:07 +00:00
|
|
|
th->turnobjs = prdata->turnobjs;
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
// apply action to mirroring polyobjects as well
|
|
|
|
start = 0;
|
|
|
|
while ((po = Polyobj_GetChild(oldpo, &start)))
|
2014-11-12 00:55:07 +00:00
|
|
|
{
|
|
|
|
prdata->polyObjNum = po->id; // change id to match child polyobject's
|
2014-03-15 16:59:03 +00:00
|
|
|
EV_DoPolyObjRotate(prdata);
|
2014-11-12 00:55:07 +00:00
|
|
|
}
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
// action was successful
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
INT32 EV_DoPolyObjMove(polymovedata_t *pmdata)
|
|
|
|
{
|
|
|
|
polyobj_t *po;
|
|
|
|
polyobj_t *oldpo;
|
|
|
|
polymove_t *th;
|
|
|
|
INT32 start;
|
|
|
|
|
|
|
|
if (!(po = Polyobj_GetForNum(pmdata->polyObjNum)))
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyObjMove: bad polyobj %d\n", pmdata->polyObjNum);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// don't allow line actions to affect bad polyobjects
|
|
|
|
if (po->isBad)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
// check for override if this polyobj already has a thinker
|
|
|
|
if (po->thinker && !pmdata->overRide)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
// create a new thinker
|
|
|
|
th = Z_Malloc(sizeof(polymove_t), PU_LEVSPEC, NULL);
|
|
|
|
th->thinker.function.acp1 = (actionf_p1)T_PolyObjMove;
|
2014-11-12 00:55:07 +00:00
|
|
|
PolyObj_AddThinker(&th->thinker);
|
2014-03-15 16:59:03 +00:00
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// set fields
|
|
|
|
th->polyObjNum = pmdata->polyObjNum;
|
|
|
|
th->distance = pmdata->distance;
|
|
|
|
th->speed = pmdata->speed;
|
|
|
|
th->angle = pmdata->angle >> ANGLETOFINESHIFT;
|
|
|
|
|
|
|
|
// set component speeds
|
|
|
|
Polyobj_componentSpeed(th->speed, th->angle, &th->momx, &th->momy);
|
|
|
|
|
|
|
|
// set polyobject's thrust
|
|
|
|
po->thrust = abs(th->speed) >> 3;
|
|
|
|
if (po->thrust < FRACUNIT)
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
else if (po->thrust > 4*FRACUNIT)
|
|
|
|
po->thrust = 4*FRACUNIT;
|
|
|
|
|
|
|
|
// TODO: start sound sequence event
|
|
|
|
|
|
|
|
oldpo = po;
|
|
|
|
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
// interpolation
|
|
|
|
R_CreateInterpolator_Polyobj(&th->thinker, po);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
// apply action to mirroring polyobjects as well
|
|
|
|
start = 0;
|
|
|
|
while ((po = Polyobj_GetChild(oldpo, &start)))
|
2014-11-12 00:55:07 +00:00
|
|
|
{
|
|
|
|
pmdata->polyObjNum = po->id; // change id to match child polyobject's
|
2014-03-15 16:59:03 +00:00
|
|
|
EV_DoPolyObjMove(pmdata);
|
2014-11-12 00:55:07 +00:00
|
|
|
}
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
// action was successful
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
|
|
|
|
{
|
|
|
|
polyobj_t *po;
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
polyobj_t *oldpo;
|
2014-03-15 16:59:03 +00:00
|
|
|
polywaypoint_t *th;
|
|
|
|
mobj_t *mo2;
|
|
|
|
mobj_t *first = NULL;
|
|
|
|
mobj_t *last = NULL;
|
|
|
|
mobj_t *target = NULL;
|
|
|
|
thinker_t *wp;
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
INT32 start;
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
if (!(po = Polyobj_GetForNum(pwdata->polyObjNum)))
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyObjWaypoint: bad polyobj %d\n", pwdata->polyObjNum);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// don't allow line actions to affect bad polyobjects
|
|
|
|
if (po->isBad)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
if (po->thinker) // Don't crowd out another thinker.
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
// create a new thinker
|
|
|
|
th = Z_Malloc(sizeof(polywaypoint_t), PU_LEVSPEC, NULL);
|
|
|
|
th->thinker.function.acp1 = (actionf_p1)T_PolyObjWaypoint;
|
2014-11-12 00:55:07 +00:00
|
|
|
PolyObj_AddThinker(&th->thinker);
|
2014-03-15 16:59:03 +00:00
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// set fields
|
|
|
|
th->polyObjNum = pwdata->polyObjNum;
|
|
|
|
th->speed = pwdata->speed;
|
|
|
|
th->sequence = pwdata->sequence; // Used to specify sequence #
|
|
|
|
if (pwdata->reverse)
|
|
|
|
th->direction = -1;
|
|
|
|
else
|
|
|
|
th->direction = 1;
|
|
|
|
|
|
|
|
th->comeback = pwdata->comeback;
|
|
|
|
th->continuous = pwdata->continuous;
|
|
|
|
th->wrap = pwdata->wrap;
|
|
|
|
th->stophere = false;
|
|
|
|
|
|
|
|
// Find the first waypoint we need to use
|
|
|
|
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
|
|
|
|
{
|
|
|
|
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mo2 = (mobj_t *)wp;
|
|
|
|
|
|
|
|
if (mo2->type != MT_TUBEWAYPOINT)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mo2->threshold == th->sequence)
|
|
|
|
{
|
|
|
|
if (th->direction == -1) // highest waypoint #
|
|
|
|
{
|
|
|
|
if (mo2->health == 0)
|
|
|
|
last = mo2;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (first == NULL)
|
|
|
|
first = mo2;
|
|
|
|
else if (mo2->health > first->health)
|
|
|
|
first = mo2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // waypoint 0
|
|
|
|
{
|
|
|
|
if (mo2->health == 0)
|
|
|
|
first = mo2;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (last == NULL)
|
|
|
|
last = mo2;
|
|
|
|
else if (mo2->health > last->health)
|
|
|
|
last = mo2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!first)
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyObjWaypoint: Missing starting waypoint!\n");
|
|
|
|
po->thinker = NULL;
|
|
|
|
P_RemoveThinker(&th->thinker);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2016-07-06 04:09:17 +00:00
|
|
|
// Hotfix to not crash on single-waypoint sequences -Red
|
|
|
|
if (!last)
|
|
|
|
last = first;
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
// Set diffx, diffy, diffz
|
|
|
|
// Put these at 0 for now...might not be needed after all.
|
|
|
|
th->diffx = 0;//first->x - po->centerPt.x;
|
|
|
|
th->diffy = 0;//first->y - po->centerPt.y;
|
|
|
|
th->diffz = 0;//first->z - (po->lines[0]->backsector->floorheight + (po->lines[0]->backsector->ceilingheight - po->lines[0]->backsector->floorheight)/2);
|
|
|
|
|
|
|
|
if (last->x == po->centerPt.x
|
|
|
|
&& last->y == po->centerPt.y
|
|
|
|
&& last->z == (po->lines[0]->backsector->floorheight + (po->lines[0]->backsector->ceilingheight - po->lines[0]->backsector->floorheight)/2))
|
|
|
|
{
|
|
|
|
// Already at the destination point...
|
|
|
|
if (!th->wrap)
|
|
|
|
{
|
|
|
|
po->thinker = NULL;
|
|
|
|
P_RemoveThinker(&th->thinker);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Find the actual target movement waypoint
|
|
|
|
target = first;
|
|
|
|
/*for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
|
|
|
|
{
|
|
|
|
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
|
|
continue;
|
|
|
|
|
|
|
|
mo2 = (mobj_t *)wp;
|
|
|
|
|
|
|
|
if (mo2->type != MT_TUBEWAYPOINT)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (mo2->threshold == th->sequence)
|
|
|
|
{
|
|
|
|
if (th->direction == -1) // highest waypoint #
|
|
|
|
{
|
|
|
|
if (mo2->health == first->health - 1)
|
|
|
|
{
|
|
|
|
target = mo2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // waypoint 0
|
|
|
|
{
|
|
|
|
if (mo2->health == first->health + 1)
|
|
|
|
{
|
|
|
|
target = mo2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}*/
|
|
|
|
|
|
|
|
if (!target)
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyObjWaypoint: Missing target waypoint!\n");
|
|
|
|
po->thinker = NULL;
|
|
|
|
P_RemoveThinker(&th->thinker);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
// interpolation
|
|
|
|
R_CreateInterpolator_Polyobj(&th->thinker, po);
|
|
|
|
// T_PolyObjWaypoint is the only polyobject movement
|
|
|
|
// that can adjust z, so we add these ones too.
|
|
|
|
R_CreateInterpolator_SectorPlane(&th->thinker, po->lines[0]->backsector, false);
|
|
|
|
R_CreateInterpolator_SectorPlane(&th->thinker, po->lines[0]->backsector, true);
|
|
|
|
|
|
|
|
// Most other polyobject functions handle children by recursively
|
|
|
|
// giving each child another thinker. T_PolyObjWaypoint handles
|
|
|
|
// it manually though, which means we need to manually give them
|
|
|
|
// interpolation here instead.
|
|
|
|
start = 0;
|
|
|
|
oldpo = po;
|
|
|
|
while ((po = Polyobj_GetChild(oldpo, &start)))
|
|
|
|
{
|
|
|
|
R_CreateInterpolator_Polyobj(&th->thinker, po);
|
|
|
|
R_CreateInterpolator_SectorPlane(&th->thinker, po->lines[0]->backsector, false);
|
|
|
|
R_CreateInterpolator_SectorPlane(&th->thinker, po->lines[0]->backsector, true);
|
|
|
|
}
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
// Set pointnum
|
|
|
|
th->pointnum = target->health;
|
|
|
|
|
|
|
|
// We don't deal with the mirror crap here, we'll
|
|
|
|
// handle that in the T_Thinker function.
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void Polyobj_doSlideDoor(polyobj_t *po, polydoordata_t *doordata)
|
|
|
|
{
|
|
|
|
polyslidedoor_t *th;
|
|
|
|
polyobj_t *oldpo;
|
|
|
|
angle_t angtemp;
|
|
|
|
INT32 start;
|
|
|
|
|
|
|
|
// allocate and add a new slide door thinker
|
|
|
|
th = Z_Malloc(sizeof(polyslidedoor_t), PU_LEVSPEC, NULL);
|
|
|
|
th->thinker.function.acp1 = (actionf_p1)T_PolyDoorSlide;
|
2014-11-12 00:55:07 +00:00
|
|
|
PolyObj_AddThinker(&th->thinker);
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
// point the polyobject to this thinker
|
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// setup fields of the thinker
|
|
|
|
th->polyObjNum = po->id;
|
|
|
|
th->closing = false;
|
|
|
|
th->delay = doordata->delay;
|
|
|
|
th->delayCount = 0;
|
|
|
|
th->distance = th->initDistance = doordata->distance;
|
|
|
|
th->speed = th->initSpeed = doordata->speed;
|
|
|
|
|
|
|
|
// haleyjd: do angle reverse calculation in full precision to avoid
|
|
|
|
// drift due to ANGLETOFINESHIFT.
|
|
|
|
angtemp = doordata->angle;
|
|
|
|
th->angle = angtemp >> ANGLETOFINESHIFT;
|
|
|
|
th->initAngle = th->angle;
|
|
|
|
th->revAngle = (angtemp + ANGLE_180) >> ANGLETOFINESHIFT;
|
|
|
|
|
|
|
|
Polyobj_componentSpeed(th->speed, th->angle, &th->momx, &th->momy);
|
|
|
|
|
|
|
|
// set polyobject's thrust
|
|
|
|
po->thrust = abs(th->speed) >> 3;
|
|
|
|
if (po->thrust < FRACUNIT)
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
else if (po->thrust > 4*FRACUNIT)
|
|
|
|
po->thrust = 4*FRACUNIT;
|
|
|
|
|
|
|
|
// TODO: sound sequence start event
|
|
|
|
|
|
|
|
oldpo = po;
|
|
|
|
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
// interpolation
|
|
|
|
R_CreateInterpolator_Polyobj(&th->thinker, po);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
// start action on mirroring polyobjects as well
|
|
|
|
start = 0;
|
|
|
|
while ((po = Polyobj_GetChild(oldpo, &start)))
|
|
|
|
Polyobj_doSlideDoor(po, doordata);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void Polyobj_doSwingDoor(polyobj_t *po, polydoordata_t *doordata)
|
|
|
|
{
|
|
|
|
polyswingdoor_t *th;
|
|
|
|
polyobj_t *oldpo;
|
|
|
|
INT32 start;
|
|
|
|
|
|
|
|
// allocate and add a new swing door thinker
|
|
|
|
th = Z_Malloc(sizeof(polyswingdoor_t), PU_LEVSPEC, NULL);
|
|
|
|
th->thinker.function.acp1 = (actionf_p1)T_PolyDoorSwing;
|
2014-11-12 00:55:07 +00:00
|
|
|
PolyObj_AddThinker(&th->thinker);
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
// point the polyobject to this thinker
|
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// setup fields of the thinker
|
|
|
|
th->polyObjNum = po->id;
|
|
|
|
th->closing = false;
|
|
|
|
th->delay = doordata->delay;
|
|
|
|
th->delayCount = 0;
|
|
|
|
th->distance = th->initDistance = FixedAngle(doordata->distance*FRACUNIT);
|
|
|
|
th->speed = Polyobj_AngSpeed(doordata->speed);
|
|
|
|
th->initSpeed = th->speed;
|
|
|
|
|
|
|
|
// set polyobject's thrust
|
|
|
|
po->thrust = abs(th->speed) >> 3;
|
|
|
|
if (po->thrust < FRACUNIT)
|
|
|
|
po->thrust = FRACUNIT;
|
|
|
|
else if (po->thrust > 4*FRACUNIT)
|
|
|
|
po->thrust = 4*FRACUNIT;
|
|
|
|
|
|
|
|
// TODO: sound sequence start event
|
|
|
|
|
|
|
|
oldpo = po;
|
|
|
|
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
// interpolation
|
|
|
|
R_CreateInterpolator_Polyobj(&th->thinker, po);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
// start action on mirroring polyobjects as well
|
|
|
|
start = 0;
|
|
|
|
while ((po = Polyobj_GetChild(oldpo, &start)))
|
|
|
|
Polyobj_doSwingDoor(po, doordata);
|
|
|
|
}
|
|
|
|
|
|
|
|
INT32 EV_DoPolyDoor(polydoordata_t *doordata)
|
|
|
|
{
|
|
|
|
polyobj_t *po;
|
|
|
|
|
|
|
|
if (!(po = Polyobj_GetForNum(doordata->polyObjNum)))
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyDoor: bad polyobj %d\n", doordata->polyObjNum);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// don't allow line actions to affect bad polyobjects;
|
|
|
|
// polyobject doors don't allow action overrides
|
|
|
|
if (po->isBad || po->thinker)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
switch (doordata->doorType)
|
|
|
|
{
|
|
|
|
case POLY_DOOR_SLIDE:
|
|
|
|
Polyobj_doSlideDoor(po, doordata);
|
|
|
|
break;
|
|
|
|
case POLY_DOOR_SWING:
|
|
|
|
Polyobj_doSwingDoor(po, doordata);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyDoor: unknown door type %d", doordata->doorType);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
2014-11-12 00:55:07 +00:00
|
|
|
INT32 EV_DoPolyObjDisplace(polydisplacedata_t *prdata)
|
|
|
|
{
|
|
|
|
polyobj_t *po;
|
|
|
|
polyobj_t *oldpo;
|
|
|
|
polydisplace_t *th;
|
|
|
|
INT32 start;
|
|
|
|
|
|
|
|
if (!(po = Polyobj_GetForNum(prdata->polyObjNum)))
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyObjRotate: bad polyobj %d\n", prdata->polyObjNum);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// don't allow line actions to affect bad polyobjects
|
|
|
|
if (po->isBad)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
// create a new thinker
|
|
|
|
th = Z_Malloc(sizeof(polydisplace_t), PU_LEVSPEC, NULL);
|
|
|
|
th->thinker.function.acp1 = (actionf_p1)T_PolyObjDisplace;
|
|
|
|
PolyObj_AddThinker(&th->thinker);
|
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// set fields
|
|
|
|
th->polyObjNum = prdata->polyObjNum;
|
|
|
|
|
|
|
|
th->controlSector = prdata->controlSector;
|
|
|
|
th->oldHeights = th->controlSector->floorheight+th->controlSector->ceilingheight;
|
|
|
|
|
|
|
|
th->dx = prdata->dx;
|
|
|
|
th->dy = prdata->dy;
|
|
|
|
|
|
|
|
oldpo = po;
|
|
|
|
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
// interpolation
|
|
|
|
R_CreateInterpolator_Polyobj(&th->thinker, po);
|
|
|
|
|
2014-11-12 00:55:07 +00:00
|
|
|
// apply action to mirroring polyobjects as well
|
|
|
|
start = 0;
|
|
|
|
while ((po = Polyobj_GetChild(oldpo, &start)))
|
|
|
|
{
|
|
|
|
prdata->polyObjNum = po->id; // change id to match child polyobject's
|
|
|
|
EV_DoPolyObjDisplace(prdata);
|
|
|
|
}
|
|
|
|
|
|
|
|
// action was successful
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
void T_PolyObjFlag(polymove_t *th)
|
|
|
|
{
|
|
|
|
polyobj_t *po = Polyobj_GetForNum(th->polyObjNum);
|
|
|
|
size_t i;
|
|
|
|
|
|
|
|
if (!po)
|
|
|
|
#ifdef RANGECHECK
|
|
|
|
I_Error("T_PolyObjFlag: thinker has invalid id %d\n", th->polyObjNum);
|
|
|
|
#else
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "T_PolyObjFlag: thinker with invalid id %d removed.\n", th->polyObjNum);
|
|
|
|
P_RemoveThinkerDelayed(&th->thinker);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// check for displacement due to override and reattach when possible
|
|
|
|
if (po->thinker == NULL)
|
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// Iterate through polyobject's vertices
|
|
|
|
for (i = 0; i < po->numVertices/2; i++)
|
|
|
|
{
|
|
|
|
vertex_t vec;
|
|
|
|
fixed_t sine = FINESINE(th->distance)*th->momx;
|
|
|
|
|
|
|
|
Polyobj_componentSpeed(sine, th->angle, &vec.x, &vec.y);
|
|
|
|
|
|
|
|
po->vertices[i]->x = po->tmpVerts[i].x;
|
|
|
|
po->vertices[i]->y = po->tmpVerts[i].y;
|
|
|
|
|
|
|
|
Polyobj_vecAdd(po->vertices[i], &vec);
|
|
|
|
|
|
|
|
th->distance += th->speed;
|
|
|
|
th->distance &= FINEMASK;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < po->numLines; i++)
|
|
|
|
Polyobj_rotateLine(po->lines[i]);
|
|
|
|
|
|
|
|
Polyobj_removeFromBlockmap(po); // unlink it from the blockmap
|
|
|
|
Polyobj_removeFromSubsec(po); // unlink it from its subsector
|
|
|
|
Polyobj_linkToBlockmap(po); // relink to blockmap
|
|
|
|
Polyobj_attachToSubsec(po); // relink to subsector
|
|
|
|
}
|
|
|
|
|
|
|
|
INT32 EV_DoPolyObjFlag(line_t *pfdata)
|
|
|
|
{
|
|
|
|
polyobj_t *po;
|
|
|
|
polyobj_t *oldpo;
|
|
|
|
polymove_t *th;
|
|
|
|
size_t i;
|
|
|
|
INT32 start;
|
|
|
|
|
|
|
|
if (!(po = Polyobj_GetForNum(pfdata->tag)))
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyFlag: bad polyobj %d\n", pfdata->tag);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// don't allow line actions to affect bad polyobjects,
|
|
|
|
// polyobject doors don't allow action overrides
|
|
|
|
if (po->isBad || po->thinker)
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
// Must have even # of vertices
|
|
|
|
if (po->numVertices & 1)
|
|
|
|
{
|
|
|
|
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyFlag: Polyobject has odd # of vertices!\n");
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// create a new thinker
|
|
|
|
th = Z_Malloc(sizeof(polymove_t), PU_LEVSPEC, NULL);
|
|
|
|
th->thinker.function.acp1 = (actionf_p1)T_PolyObjFlag;
|
2014-11-12 00:55:07 +00:00
|
|
|
PolyObj_AddThinker(&th->thinker);
|
2014-03-15 16:59:03 +00:00
|
|
|
po->thinker = &th->thinker;
|
|
|
|
|
|
|
|
// set fields
|
|
|
|
th->polyObjNum = pfdata->tag;
|
|
|
|
th->distance = 0;
|
|
|
|
th->speed = P_AproxDistance(pfdata->dx, pfdata->dy)>>FRACBITS;
|
|
|
|
th->angle = R_PointToAngle2(pfdata->v1->x, pfdata->v1->y, pfdata->v2->x, pfdata->v2->y)>>ANGLETOFINESHIFT;
|
|
|
|
th->momx = sides[pfdata->sidenum[0]].textureoffset>>FRACBITS;
|
|
|
|
|
|
|
|
// save current positions
|
|
|
|
for (i = 0; i < po->numVertices; ++i)
|
|
|
|
po->tmpVerts[i] = *(po->vertices[i]);
|
|
|
|
|
|
|
|
oldpo = po;
|
|
|
|
|
Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>
Place Frame Interpolation in "Experimental" video options header
This seems like an appropriate way to describe the feature for now.
Add smooth level platter under interpolation, `renderdeltatics`
`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.
Add smooth rendering to save select screen
Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll
Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
Ensure + commands get executed before map start
Always have precise_t defined
Fix misc dropshadow issues
Reset view interpolation on level load
Remove unnecessary precipmobj thinker hack
Add reset interpolation state functions
Reset precip interpolation on snap to ceil
Reset mobj interp state on TeleportMove
Only swap view interp state if a tick is run
Run anti-lag chasecam at tic frequency
Fixes jittery and unstable chasecam in high latency netgames
Homogenize mobj interpolations
Add sector plane level interpolations
Add SectorScroll interpolator
Add SideScroll interpolator
Add Polyobj interpolator
Intialize interpolator list at a better time
Delete interpolators associated with thinkers
Interpolate mobj angles and player drawangle
Interpolate HWR_DrawModel
Add functions to handle interpolation
Much less code duplication
P_InitAngle, to fix angle interpolation on spawning objects
Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
Do not speed up underwater/heatwave effect in OpenGL
Closer OpenGL underwater/heatwave effect to Software
Interpolate from time of previous tic
Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.
Consider this the proper fix to 54148a0dd0 too.
Calculate FPS stuff even if frame is skipped
I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.
Keep rect in memory
Feel better about this than creating one all da time
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.
(This also consolidates several more commits ahead of this
fixing various issues. -eid)
Misc changes after Kart cherry-picks
Fix renderdeltatics with new timing data
Update mobj oldstates before all thinkers
Allow FPS cap values
Adjust how FPS cap is checked to improve FPS stability
Fix precip crash from missing vars
Improve the framerate limiter's timing for extreme stable FPS
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
Reset mobj interp state on add
Add mobj interpolator on load netgame
Move mobj interpolators to r_fps
Dynamic slope interpolators
I_GetFrameTime to try and improve frame pace
(It doesn't feel that much better though.)
Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code
Fix plane interpolation light level flickering
Fix flickering plane interpolation for OpenGL in the exact same way
Funny OpenGL renderer being at least 50% copy-pasted Software code :)
P_SetOrigin & P_MoveOrigin to replace P_TeleportMove
Convert P_TeleportMove use to origin funcs
Revert "P_InitAngle, to fix angle interpolation on spawning objects"
This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.
Waypoint polyobjects interpolate z & children
Add interpolation to more moving plane types
Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)
Reset overlays interp states each TryRunTics
Interpolate model interpolation (lol)
Use interp tracer pos for GL linkdraw
Papersprite angle interpolation
Makes the ending signpost smooth
Move intermission emerald bounce to ticker
Bring back shadows on polyobjects
Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.
Fix a bunch of ticking in hu_ drawing functions
Revert "Reset overlays interp states each TryRunTics"
This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.
Move intro ticking out of the drawer
Adjust 1up monitor icon z offsets
Fixes interpolation issues with 1up monitors.
Delta time choose player menu animations
Add drawerlib deltaTime function
Interpolate afterimages further back
Use old sleep in dedicated mode
Clamp cechotimer to 0
Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).
Revert "Remove unnecessary precipmobj thinker hack"
This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.
Fix frame pacing when game lags behind
The frame timestamp should've been made at the start of the frame, not the end.
Fix I_FrameCapSleep not respecting cpusleep
Jonathan Joestar bruh
Allow dedicated to use precise sleep timing again
Instead of only using one old sleep, just enforce framerate cap to match TICRATE.
Make Lua TeleportMove call MoveOrigin
Reset Metal fume interp state on appear
Add interpdebug
Put interpdebug stuff in perfstats instead
Add timescale cvar
Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!
Enable timescale outside of DEVELOP builds
It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!
Force interpolation when timescale != 1.0
Reset old_z in MT_LOCKON think
Fixes interpolation artifacting due to spawn pos.
Fix cutscenes in interp
Fix boss1 laser in interp
Interpolate mobj scale
Precalculate refresh rate
Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well
Fix interp scaling crashing software
Reset interp scale when Lua sets .scale
Disable angle interp on fresh mobjs
Fix interp scale crash for hires sprites
Interp shadow scales
Copy interp state in P_SpawnMobjFromMobj
Fix multiplayer character select
Don't interpolate mobj state if frac = 1.0
Fix Mario block item placement
Interpolate spritescale/offset x/y
Fix offset copies for SpawnMobjFromMobj
THANKS SAL
Add Lua HUD drawlists
Buffers draw calls between tics to ensure hooks
run at the originally intended rate.
Rename drawerlib deltaTime to getDeltaTime
Make renderisnewtic is false between tics
I know what I'm doing! I swear
Completely refactor timing system
Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.
This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.
Ensure mobj interpolators reset on level load
Ensure view is not interpolated on first frame
Disable sprite offset interpolation (for now)
Refactor timing code even more
System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2019-10-06 22:40:52 +00:00
|
|
|
// interpolation
|
|
|
|
R_CreateInterpolator_Polyobj(&th->thinker, po);
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
// apply action to mirroring polyobjects as well
|
|
|
|
start = 0;
|
|
|
|
while ((po = Polyobj_GetChild(oldpo, &start)))
|
2014-11-12 00:55:07 +00:00
|
|
|
{
|
|
|
|
pfdata->tag = po->id;
|
2014-03-15 16:59:03 +00:00
|
|
|
EV_DoPolyObjFlag(pfdata);
|
2014-11-12 00:55:07 +00:00
|
|
|
}
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
// action was successful
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// EOF
|