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Significant rework of main seg-rendering code, to eliminate the possibility of drawing off-screen and crashing the game as result
NOTE: HOMs sometimes appear in the sky in maps like AGZ (map40), so this isn't completely fine yet. I'll fix that later
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d1aab2e418
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a2aeece419
1 changed files with 68 additions and 42 deletions
46
src/r_segs.c
46
src/r_segs.c
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@ -1453,9 +1453,11 @@ static void R_RenderSegLoop (void)
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frontscale[rw_x] = rw_scale;
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// draw the wall tiers
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if (midtexture && yl <= yh && yh < vid.height && yh > 0)
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if (midtexture)
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{
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// single sided line
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if (yl <= yh && yh >= 0 && yl < viewheight)
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{
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dc_yl = yl;
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dc_yh = yh;
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dc_texturemid = rw_midtexturemid;
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@ -1483,6 +1485,15 @@ static void R_RenderSegLoop (void)
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floorclip[rw_x] = -1;
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}
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else
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{
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// note: don't use min/max macros here
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if (markceiling && yl >= 0)
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ceilingclip[rw_x] = (yl-1 > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1);
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if (markfloor && yh < viewheight)
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floorclip[rw_x] = (yh < -1) ? -1 : (INT16)((INT16)yh + 1);
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}
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}
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else
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{
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// two sided line
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if (toptexture)
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@ -1494,7 +1505,11 @@ static void R_RenderSegLoop (void)
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if (mid >= floorclip[rw_x])
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mid = floorclip[rw_x]-1;
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if (mid >= yl && yh < vid.height && yh > 0)
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if (yl < 0)
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; // do nothing, off-screen
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else if (mid >= yl && yl < viewheight)
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{
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if (mid >= 0)
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{
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dc_yl = yl;
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dc_yh = mid;
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@ -1504,11 +1519,13 @@ static void R_RenderSegLoop (void)
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colfunc();
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ceilingclip[rw_x] = (INT16)mid;
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}
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else
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ceilingclip[rw_x] = (INT16)((INT16)yl - 1);
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// else do nothing, off-screen
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}
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else if (markceiling) // no top wall
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ceilingclip[rw_x] = (INT16)((INT16)yl - 1);
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else
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ceilingclip[rw_x] = (yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1);
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}
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else if (markceiling && yl >= 0) // no top wall
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ceilingclip[rw_x] = (yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1);
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if (bottomtexture)
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{
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@ -1520,7 +1537,11 @@ static void R_RenderSegLoop (void)
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if (mid <= ceilingclip[rw_x])
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mid = ceilingclip[rw_x]+1;
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if (mid <= yh && yh < vid.height && yh > 0)
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if (yh >= viewheight)
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; // do nothing, off-screen
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else if (mid <= yh && yh >= 0)
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{
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if (mid < viewheight)
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{
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dc_yl = mid;
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dc_yh = yh;
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@ -1531,13 +1552,18 @@ static void R_RenderSegLoop (void)
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colfunc();
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floorclip[rw_x] = (INT16)mid;
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}
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// else do nothing, off-screen
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}
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else
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floorclip[rw_x] = (INT16)((INT16)yh + 1);
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floorclip[rw_x] = (yh < -1) ? -1 : (INT16)((INT16)yh + 1);
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}
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else if (markfloor) // no bottom wall
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floorclip[rw_x] = (INT16)((INT16)yh + 1);
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else if (markfloor && yh < viewheight) // no bottom wall
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floorclip[rw_x] = (yh < -1) ? -1 : (INT16)((INT16)yh + 1), -1;
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}
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if (floorclip[rw_x] > viewheight)
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I_Error("floorclip[%d] > viewheight (value is %d)", rw_x, floorclip[rw_x]);
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if (maskedtexture || numthicksides)
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{
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// save texturecol
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