Merge branch 'master' into sw_planefixes

This commit is contained in:
Jimita 2018-12-17 17:45:36 -02:00 committed by GitHub
commit f3956ffb4c
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 136 additions and 132 deletions

3
debian/rules vendored
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@ -59,6 +59,7 @@ DBGNAME = debug/$(EXENAME)
PKGDIR = usr/games/SRB2
DBGDIR = usr/lib/debug/$(PKGDIR)
LINKDIR = usr/games
PIXMAPS_DIR = usr/share/pixmaps
DESKTOP_DIR = usr/share/applications
PREFIX = $(shell test "$(CROSS_COMPILE_BUILD)" != "$(CROSS_COMPILE_HOST)" && echo "PREFIX=$(CROSS_COMPILE_HOST)")
@ -133,7 +134,7 @@ binary-arch:
# dh_installcron
# dh_installinfo
# dh_installman
# dh_link
dh_link $(PKGDIR)/$(EXENAME) $(LINKDIR)/$(EXENAME)
dh_compress
dh_fixperms
# dh_perl

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@ -8303,6 +8303,7 @@ static inline int lib_getenum(lua_State *L)
LUA_PushUserdata(L, &players[serverplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"admin")) { // BACKWARDS COMPATIBILITY HACK: This was replaced with IsPlayerAdmin(), but some 2.1 Lua scripts still use the admin variable. It now points to the first admin player in the array.
LUA_Deprecated(L, "admin", "IsPlayerAdmin(player)");
if (!playeringame[adminplayers[0]] || IsPlayerAdmin(serverplayer))
return 0;
LUA_PushUserdata(L, &players[adminplayers[0]], META_PLAYER);

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@ -193,14 +193,14 @@ static polyvertex_t *fracdivline(fdivline_t *bsp, polyvertex_t *v1,
v2dy = bsp->dy;
den = v2dy*v1dx - v2dx*v1dy;
if (den == 0)
if (fabs(den) < 1.0E-36f) // avoid checking exactly for 0.0
return NULL; // parallel
// first check the frac along the polygon segment,
// (do not accept hit with the extensions)
num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
frac = num / den;
if (frac < 0 || frac > 1)
if (frac < 0.0 || frac > 1.0)
return NULL;
// now get the frac along the BSP line
@ -217,29 +217,6 @@ static polyvertex_t *fracdivline(fdivline_t *bsp, polyvertex_t *v1,
return &pt;
}
#if 0
//Hurdler: it's not used anymore
static boolean NearVertice (polyvertex_t *p1, polyvertex_t *p2)
{
#if 1
float diff;
diff = p2->x - p1->x;
if (diff < -1.5f || diff > 1.5f)
return false;
diff = p2->y - p1->y;
if (diff < -1.5f || diff > 1.5f)
return false;
#else
if (p1->x != p2->x)
return false;
if (p1->y != p2->y)
return false;
#endif
// p1 and p2 are considered the same vertex
return true;
}
#endif
// if two vertice coords have a x and/or y difference
// of less or equal than 1 FRACUNIT, they are considered the same
// point. Note: hardcoded value, 1.0f could be anything else.
@ -253,11 +230,18 @@ static boolean SameVertice (polyvertex_t *p1, polyvertex_t *p2)
diff = p2->y - p1->y;
if (diff < -1.5f || diff > 1.5f)
return false;
#else
#elif 0
if (p1->x != p2->x)
return false;
if (p1->y != p2->y)
return false;
#else
#define DIVLINE_VERTEX_DIFF 0.45f
float ep = DIVLINE_VERTEX_DIFF;
if (fabsf( p2->x - p1->x ) > ep )
return false;
if (fabsf( p2->y - p1->y ) > ep )
return false;
#endif
// p1 and p2 are considered the same vertex
return true;
@ -294,57 +278,57 @@ static void SplitPoly (fdivline_t *bsp, //splitting parametric line
// start & end points
pv = fracdivline(bsp, &poly->pts[i], &poly->pts[j]);
if (pv)
if (pv == NULL)
continue;
if (ps < 0)
{
if (ps < 0)
// first point
ps = i;
vs = *pv;
fracs = bspfrac;
}
else
{
//the partition line traverse a junction between two segments
// or the two points are so close, they can be considered as one
// thus, don't accept, since split 2 must be another vertex
if (SameVertice(pv, &lastpv))
{
// first point
ps = i;
vs = *pv;
fracs = bspfrac;
}
else
{
//the partition line traverse a junction between two segments
// or the two points are so close, they can be considered as one
// thus, don't accept, since split 2 must be another vertex
if (SameVertice(pv, &lastpv))
if (pe < 0)
{
if (pe < 0)
{
ps = i;
psonline = 1;
}
else
{
pe = i;
peonline = 1;
}
ps = i;
psonline = 1;
}
else
{
if (pe < 0)
{
pe = i;
ve = *pv;
frace = bspfrac;
}
else
{
// a frac, not same vertice as last one
// we already got pt2 so pt 2 is not on the line,
// so we probably got back to the start point
// which is on the line
if (SameVertice(pv, &vs))
psonline = 1;
break;
}
pe = i;
peonline = 1;
}
}
else
{
if (pe < 0)
{
pe = i;
ve = *pv;
frace = bspfrac;
}
else
{
// a frac, not same vertice as last one
// we already got pt2 so pt 2 is not on the line,
// so we probably got back to the start point
// which is on the line
if (SameVertice(pv, &vs))
psonline = 1;
break;
}
}
// remember last point intercept to detect identical points
lastpv = *pv;
}
// remember last point intercept to detect identical points
lastpv = *pv;
}
// no split: the partition line is either parallel and
@ -368,7 +352,7 @@ static void SplitPoly (fdivline_t *bsp, //splitting parametric line
return;
}
if (ps >= 0 && pe < 0)
if (pe < 0)
{
//I_Error("SplitPoly: only one point for split line (%d %d)", ps, pe);
*frontpoly = poly;
@ -387,7 +371,7 @@ static void SplitPoly (fdivline_t *bsp, //splitting parametric line
*backpoly = HWR_AllocPoly(2 + nptback);
else
*backpoly = NULL;
if (nptfront)
if (nptfront > 0)
*frontpoly = HWR_AllocPoly(2 + nptfront);
else
*frontpoly = NULL;
@ -482,42 +466,42 @@ static poly_t *CutOutSubsecPoly(seg_t *lseg, INT32 count, poly_t *poly)
pv = fracdivline(&cutseg, &poly->pts[i], &poly->pts[j]);
if (pv)
if (pv == NULL)
continue;
if (ps < 0)
{
if (ps < 0)
ps = i;
vs = *pv;
fracs = bspfrac;
}
else
{
//frac 1 on previous segment,
// 0 on the next,
//the split line goes through one of the convex poly
// vertices, happens quite often since the convex
// poly is already adjacent to the subsector segs
// on most borders
if (SameVertice(pv, &vs))
continue;
if (fracs <= bspfrac)
{
nump = 2 + poly->numpts - (i-ps);
pe = ps;
ps = i;
vs = *pv;
fracs = bspfrac;
ve = *pv;
}
else
{
//frac 1 on previous segment,
// 0 on the next,
//the split line goes through one of the convex poly
// vertices, happens quite often since the convex
// poly is already adjacent to the subsector segs
// on most borders
if (SameVertice(pv, &vs))
continue;
if (fracs <= bspfrac)
{
nump = 2 + poly->numpts - (i-ps);
pe = ps;
ps = i;
ve = *pv;
}
else
{
nump = 2 + (i-ps);
pe = i;
ve = vs;
vs = *pv;
}
//found 2nd point
break;
nump = 2 + (i-ps);
pe = i;
ve = vs;
vs = *pv;
}
//found 2nd point
break;
}
}
@ -581,18 +565,42 @@ static inline void HWR_SubsecPoly(INT32 num, poly_t *poly)
// search for the segs source of this divline
static inline void SearchDivline(node_t *bsp, fdivline_t *divline)
{
#if 0 // MAR - If you don't use the same partition line that the BSP uses, the front/back polys won't match the subsectors in the BSP!
#endif
divline->x = FIXED_TO_FLOAT(bsp->x);
divline->y = FIXED_TO_FLOAT(bsp->y);
divline->dx = FIXED_TO_FLOAT(bsp->dx);
divline->dy = FIXED_TO_FLOAT(bsp->dy);
}
#ifdef HWR_LOADING_SCREEN
//Hurdler: implement a loading status
static size_t ls_count = 0;
static UINT8 ls_percent = 0;
static void loading_status(void)
{
char s[16];
int x, y;
I_OsPolling();
CON_Drawer();
sprintf(s, "%d%%", (++ls_percent)<<1);
x = BASEVIDWIDTH/2;
y = BASEVIDHEIGHT/2;
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // Black background to match fade in effect
//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
M_DrawTextBox(x-58, y-8, 13, 1);
V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");
V_DrawRightAlignedString(x+50, y, V_YELLOWMAP, s);
// Is this really necessary at this point..?
V_DrawCenteredString(BASEVIDWIDTH/2, 40, V_YELLOWMAP, "OPENGL MODE IS INCOMPLETE AND MAY");
V_DrawCenteredString(BASEVIDWIDTH/2, 50, V_YELLOWMAP, "NOT DISPLAY SOME SURFACES.");
V_DrawCenteredString(BASEVIDWIDTH/2, 70, V_YELLOWMAP, "USE AT SONIC'S RISK.");
I_UpdateNoVsync();
}
#endif
// poly : the convex polygon that encloses all child subsectors
static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *bbox)
{
@ -630,38 +638,19 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
}
else
{
HWR_SubsecPoly(bspnum&(~NF_SUBSECTOR), poly);
//Hurdler: implement a loading status
HWR_SubsecPoly(bspnum & ~NF_SUBSECTOR, poly);
//Hurdler: implement a loading status
#ifdef HWR_LOADING_SCREEN
if (ls_count-- <= 0)
{
char s[16];
int x, y;
I_OsPolling();
ls_count = numsubsectors/50;
CON_Drawer();
sprintf(s, "%d%%", (++ls_percent)<<1);
x = BASEVIDWIDTH/2;
y = BASEVIDHEIGHT/2;
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // Black background to match fade in effect
//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
M_DrawTextBox(x-58, y-8, 13, 1);
V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");
V_DrawRightAlignedString(x+50, y, V_YELLOWMAP, s);
// Is this really necessary at this point..?
V_DrawCenteredString(BASEVIDWIDTH/2, 40, V_YELLOWMAP, "OPENGL MODE IS INCOMPLETE AND MAY");
V_DrawCenteredString(BASEVIDWIDTH/2, 50, V_YELLOWMAP, "NOT DISPLAY SOME SURFACES.");
V_DrawCenteredString(BASEVIDWIDTH/2, 70, V_YELLOWMAP, "USE AT SONIC'S RISK.");
I_UpdateNoVsync();
loading_status();
}
#endif
}
M_ClearBox(bbox);
poly = extrasubsectors[bspnum&~NF_SUBSECTOR].planepoly;
poly = extrasubsectors[bspnum & ~NF_SUBSECTOR].planepoly;
for (i = 0, pt = poly->pts; i < poly->numpts; i++,pt++)
M_AddToBox(bbox, FLOAT_TO_FIXED(pt->x), FLOAT_TO_FIXED(pt->y));
@ -693,14 +682,13 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
if (backpoly)
{
// Correct back bbox to include floor/ceiling convex polygon
WalkBSPNode(bsp->children[1], backpoly, &bsp->children[1],
bsp->bbox[1]);
WalkBSPNode(bsp->children[1], backpoly, &bsp->children[1], bsp->bbox[1]);
// enlarge bbox with seconde child
// enlarge bbox with second child
M_AddToBox(bbox, bsp->bbox[1][BOXLEFT ],
bsp->bbox[1][BOXTOP ]);
bsp->bbox[1][BOXTOP ]);
M_AddToBox(bbox, bsp->bbox[1][BOXRIGHT ],
bsp->bbox[1][BOXBOTTOM]);
bsp->bbox[1][BOXBOTTOM]);
}
}
@ -780,9 +768,9 @@ static void SearchSegInBSP(INT32 bspnum,polyvertex_t *p,poly_t *poly)
if (bspnum & NF_SUBSECTOR)
{
if (bspnum!=-1)
if (bspnum != -1)
{
bspnum&=~NF_SUBSECTOR;
bspnum &= ~NF_SUBSECTOR;
q = extrasubsectors[bspnum].planepoly;
if (poly == q || !q)
return;
@ -968,7 +956,9 @@ void HWR_CreatePlanePolygons(INT32 bspnum)
fixed_t rootbbox[4];
CONS_Debug(DBG_RENDER, "Creating polygons, please wait...\n");
#ifdef HWR_LOADING_SCREEN
ls_count = ls_percent = 0; // reset the loading status
#endif
CON_Drawer(); //let the user know what we are doing
I_FinishUpdate(); // page flip or blit buffer

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@ -92,6 +92,12 @@ void I_StartupSound(void)
{
I_Assert(!sound_started);
#ifdef _WIN32
// Force DirectSound instead of WASAPI
// SDL 2.0.6+ defaults to the latter and it screws up our sound effects
SDL_setenv("SDL_AUDIODRIVER", "directsound", 1);
#endif
// EE inits audio first so we're following along.
if (SDL_WasInit(SDL_INIT_AUDIO) == SDL_INIT_AUDIO)
{

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@ -1186,6 +1186,12 @@ void I_StartupSound(void)
// Configure sound device
CONS_Printf("I_StartupSound:\n");
#ifdef _WIN32
// Force DirectSound instead of WASAPI
// SDL 2.0.6+ defaults to the latter and it screws up our sound effects
SDL_setenv("SDL_AUDIODRIVER", "directsound", 1);
#endif
// EE inits audio first so we're following along.
if (SDL_WasInit(SDL_INIT_AUDIO) == SDL_INIT_AUDIO)
CONS_Printf("SDL Audio already started\n");