This commit is contained in:
Rachael Alexanderson 2017-02-01 21:57:37 -05:00
commit 226e5238fc
28 changed files with 74 additions and 42 deletions

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@ -424,6 +424,7 @@ enum ActorRenderFlag
RF_MASKROTATION = 0x00200000, // [MC] Only draw the actor when viewed from a certain angle range.
RF_ABSMASKANGLE = 0x00400000, // [MC] The mask rotation does not offset by the actor's angle.
RF_ABSMASKPITCH = 0x00800000, // [MC] The mask rotation does not offset by the actor's pitch.
RF_INTERPOLATEANGLES = 0x01000000, // [MC] Allow interpolation of the actor's angle, pitch and roll.
RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)

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@ -1190,7 +1190,7 @@ static void PrintSecretString(const char *string, bool thislevel)
{
if (string[1] == 'S' || string[1] == 's')
{
auto secnum = strtoul(string+2, (char**)&string, 10);
auto secnum = (unsigned)strtoull(string+2, (char**)&string, 10);
if (*string == ';') string++;
if (thislevel && secnum < level.sectors.Size())
{
@ -1201,7 +1201,7 @@ static void PrintSecretString(const char *string, bool thislevel)
}
else if (string[1] == 'T' || string[1] == 't')
{
long tid = strtol(string+2, (char**)&string, 10);
long tid = (long)strtoll(string+2, (char**)&string, 10);
if (*string == ';') string++;
FActorIterator it(tid);
AActor *actor;

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@ -200,7 +200,7 @@ bool FBaseCVar::ToBool (UCVarValue value, ECVarType type)
else if (stricmp (value.String, "false") == 0)
return false;
else
return !!strtol (value.String, NULL, 0);
return !!strtoll (value.String, NULL, 0);
case CVAR_GUID:
return false;
@ -233,7 +233,7 @@ int FBaseCVar::ToInt (UCVarValue value, ECVarType type)
else if (stricmp (value.String, "false") == 0)
res = 0;
else
res = strtol (value.String, NULL, 0);
res = (int)strtoll (value.String, NULL, 0);
break;
}
case CVAR_GUID: res = 0; break;
@ -458,7 +458,7 @@ UCVarValue FBaseCVar::FromString (const char *value, ECVarType type)
else if (stricmp (value, "false") == 0)
ret.Bool = false;
else
ret.Bool = strtol (value, NULL, 0) != 0;
ret.Bool = strtoll (value, NULL, 0) != 0;
break;
case CVAR_Int:
@ -467,7 +467,7 @@ UCVarValue FBaseCVar::FromString (const char *value, ECVarType type)
else if (stricmp (value, "false") == 0)
ret.Int = 0;
else
ret.Int = strtol (value, NULL, 0);
ret.Int = (int)strtoll (value, NULL, 0);
break;
case CVAR_Float:

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@ -705,7 +705,7 @@ void AddCommandString (char *cmd, int keynum)
if (cmd[4] == ' ')
{
tics = strtol (cmd + 5, NULL, 0);
tics = (int)strtoll (cmd + 5, NULL, 0);
}
else
{

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@ -885,7 +885,7 @@ static int PatchThing (int thingy)
while ((result = GetLine ()) == 1)
{
char *endptr;
unsigned long val = strtoul (Line2, &endptr, 10);
unsigned long val = (unsigned long)strtoull (Line2, &endptr, 10);
size_t linelen = strlen (Line1);
if (linelen == 10 && stricmp (Line1, "Hit points") == 0)
@ -1064,11 +1064,7 @@ static int PatchThing (int thingy)
{
if (IsNum (strval))
{
// I have no idea why everyone insists on using strtol here even though it fails
// dismally if a value is parsed where the highest bit it set. Do people really
// use negative values here? Let's better be safe and check both.
if (strchr(strval, '-')) value[0] |= (unsigned long)strtol(strval, NULL, 10);
else value[0] |= (unsigned long)strtoul(strval, NULL, 10);
value[0] |= (unsigned long)strtoll(strval, NULL, 10);
vchanged[0] = true;
}
else

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@ -1059,6 +1059,7 @@ void D_PageTicker (void)
void D_PageDrawer (void)
{
screen->Clear(0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
if (Page != NULL)
{
screen->DrawTexture (Page, 0, 0,
@ -1066,11 +1067,9 @@ void D_PageDrawer (void)
DTA_Masked, false,
DTA_BilinearFilter, true,
TAG_DONE);
screen->FillBorder (NULL);
}
else
{
screen->Clear (0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
if (!PageBlank)
{
screen->DrawText (SmallFont, CR_WHITE, 0, 0, "Page graphic goes here", TAG_DONE);

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@ -192,7 +192,7 @@ void FS_EmulateCmd(char * string)
else if (sc.Compare("gr_fogcolor"))
{
sc.MustGetString();
level.fadeto = strtol(sc.String, NULL, 16);
level.fadeto = (uint32_t)strtoull(sc.String, NULL, 16);
}
else

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@ -1099,7 +1099,7 @@ void G_WorldDone (void)
if (strncmp (nextlevel, "enDSeQ", 6) == 0)
{
FName endsequence = ENamedName(strtol(nextlevel.GetChars()+6, NULL, 16));
FName endsequence = ENamedName(strtoll(nextlevel.GetChars()+6, NULL, 16));
// Strife needs a special case here to choose between good and sad ending. Bad is handled elsewhere.
if (endsequence == NAME_Inter_Strife)
{

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@ -386,7 +386,7 @@ void ADynamicLight::UpdateLocation()
intensity = m_currentRadius;
}
radius = intensity * 2.0f;
assert(radius >= m_currentRadius * 2);
if (radius < m_currentRadius * 2) radius = m_currentRadius * 2;
if (X() != oldx || Y() != oldy || radius != oldradius)
{

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@ -38,6 +38,7 @@
#include "r_state.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "r_utility.h"
//#include "resources/voxels.h"
//#include "gl/gl_intern.h"
@ -1011,6 +1012,13 @@ void gl_RenderModel(GLSprite * spr)
// Model space => World space
gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
if (spr->actor->renderflags & RF_INTERPOLATEANGLES)
{
// [Nash] use interpolated angles
DRotator Angles = spr->actor->InterpolatedAngles(r_TicFracF);
angle = Angles.Yaw.Degrees;
}
// Applying model transformations:
// 1) Applying actor angle, pitch and roll to the model
gl_RenderState.mModelMatrix.rotate(-angle, 0, 1, 0);

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@ -552,7 +552,7 @@ CCMD(skyfog)
{
if (argv.argc()>1)
{
skyfog=strtol(argv[1],NULL,0);
skyfog = MAX(0, (int)strtoull(argv[1], NULL, 0));
}
}

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@ -737,8 +737,11 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
if (clipres == GLPortal::PClip_InFront) return;
}
// disabled because almost none of the actual game code is even remotely prepared for this. Sorry for the few cases where it may be desired, but the overall effect is too bad.
Angles = thing->Angles;// InterpolatedAngles(r_TicFracF);
// disabled because almost none of the actual game code is even remotely prepared for this. If desired, use the INTERPOLATE flag.
if (thing->renderflags & RF_INTERPOLATEANGLES)
Angles = thing->InterpolatedAngles(r_TicFracF);
else
Angles = thing->Angles;
player_t *player = &players[consoleplayer];
FloatRect r;

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@ -65,7 +65,7 @@ CVAR (Bool, show_obituaries, true, CVAR_ARCHIVE)
CVAR (Float, snd_menuvolume, 0.6f, CVAR_ARCHIVE)
CVAR(Int, m_use_mouse, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Int, m_use_mouse, 2, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Int, m_show_backbutton, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
DMenu *DMenu::CurrentMenu;

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@ -666,7 +666,7 @@ static EColorRange ParseOptionColor(FScanner &sc, FOptionMenuDescriptor *desc)
cr = V_FindFontColor(sc.String);
if (cr == CR_UNTRANSLATED && !sc.Compare("untranslated") && isdigit(sc.String[0]))
{
if (strtol(sc.String, NULL, 0)) cr = OptionSettings.mFontColorHeader;
if (strtoll(sc.String, NULL, 0)) cr = OptionSettings.mFontColorHeader;
}
}
return cr;

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@ -366,8 +366,8 @@ static bool GetSelectedSize (int *width, int *height)
char *breakpt;
if (it->GetString(FOptionMenuScreenResolutionLine::SRL_INDEX+hsel, buffer, sizeof(buffer)))
{
*width = strtol (buffer, &breakpt, 10);
*height = strtol (breakpt+1, NULL, 10);
*width = (int)strtoll (buffer, &breakpt, 10);
*height = (int)strtoll (breakpt+1, NULL, 10);
return true;
}
}

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@ -982,7 +982,12 @@ CCMD (dump3df)
{
if (argv.argc() > 1)
{
int sec = strtol(argv[1], NULL, 10);
int sec = (int)strtoll(argv[1], NULL, 10);
if ((unsigned)sec >= level.sectors.Size())
{
Printf("Sector %d does not exist.\n", sec);
return;
}
sector_t *sector = &level.sectors[sec];
TArray<F3DFloor*> & ffloors=sector->e->XFloor.ffloors;

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@ -1086,12 +1086,12 @@ static void ReadArrayVars (FSerializer &file, FWorldGlobalArray *vars, size_t co
const char *arraykey;
while ((arraykey = file.GetKey()))
{
int i = (int)strtol(arraykey, nullptr, 10);
int i = (int)strtoll(arraykey, nullptr, 10);
if (file.BeginObject(nullptr))
{
while ((arraykey = file.GetKey()))
{
int k = (int)strtol(arraykey, nullptr, 10);
int k = (int)strtoll(arraykey, nullptr, 10);
int val;
file(nullptr, val);
vars[i].Insert(k, val);

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@ -2540,7 +2540,7 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmaps
case Sector_Set3DFloor:
if (msd->toptexture[0]=='#')
{
sd->SetTexture(side_t::top, FNullTextureID() +(-strtol(&msd->toptexture[1], NULL, 10))); // store the alpha as a negative texture index
sd->SetTexture(side_t::top, FNullTextureID() +(int)(-strtoll(&msd->toptexture[1], NULL, 10))); // store the alpha as a negative texture index
// This will be sorted out by the 3D-floor code later.
}
else
@ -2978,6 +2978,15 @@ static bool P_VerifyBlockMap(int count)
break;
}
// there's some node builder which carelessly removed the initial 0-entry.
// Rather than second-guessing the intent, let's just discard such blockmaps entirely
// to be on the safe side.
if (*list != 0)
{
Printf(PRINT_HIGH, "P_VerifyBlockMap: first entry is not 0.\n");
return false;
}
// scan the list for out-of-range linedef indicies in list
for(tmplist = list; *tmplist != -1; tmplist++)
{

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@ -731,7 +731,7 @@ FState *FStateDefinitions::ResolveGotoLabel (AActor *actor, PClassActor *mytype,
*pt = '\0';
offset = pt + 1;
}
v = offset ? strtol (offset, NULL, 0) : 0;
v = offset ? (int)strtoll (offset, NULL, 0) : 0;
// Get the state's address.
if (type == mytype)

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@ -103,7 +103,7 @@ loop:
c = *sourcep++;
if (c == 'x' || c == 'X')
{
yylval->val = (int)strtol(sourcep, &sourcep, 16);
yylval->val = (int)strtoll(sourcep, &sourcep, 16);
return TokenTrans[NUM];
}
else
@ -114,7 +114,7 @@ loop:
char *endp;
sourcep--;
yylval->val = (int)strtol(sourcep, &endp, 10);
yylval->val = (int)strtoll(sourcep, &endp, 10);
if (*endp == '.')
{
// It's a float

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@ -238,7 +238,7 @@ struct FUDMFKey
FUDMFKey& operator =(const FString &val)
{
Type = UDMF_String;
IntVal = strtol(val.GetChars(), NULL, 0);
IntVal = (int)strtoll(val.GetChars(), NULL, 0);
FloatVal = strtod(val.GetChars(), NULL);
StringVal = val;
return *this;

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@ -554,12 +554,12 @@ bool FScanner::GetToken ()
String[StringLen - 2] == 'u' || String[StringLen - 2] == 'U')
{
TokenType = TK_UIntConst;
Number = strtoul(String, &stopper, 0);
Number = (int)strtoull(String, &stopper, 0);
Float = (unsigned)Number;
}
else
{
Number = strtol(String, &stopper, 0);
Number = (int)strtoll(String, &stopper, 0);
Float = Number;
}
}
@ -660,7 +660,7 @@ bool FScanner::GetNumber ()
}
else
{
Number = strtol (String, &stopper, 0);
Number = (int)strtoll (String, &stopper, 0);
if (*stopper != 0)
{
ScriptError ("SC_GetNumber: Bad numeric constant \"%s\".", String);
@ -715,7 +715,7 @@ bool FScanner::CheckNumber ()
}
else
{
Number = strtol (String, &stopper, 0);
Number = (int)strtoll (String, &stopper, 0);
if (*stopper != 0)
{
UnGet();

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@ -635,7 +635,7 @@ static void ParseSpriteFrames (PClassActor *info, TArray<FState> &states, TArray
char *stop;
*colon = 0;
rate = strtol (token, &stop, 10);
rate = (int)strtoll (token, &stop, 10);
if (stop == token || rate < 1 || rate > 65534)
{
sc.ScriptError ("Rates must be in the range [0,65534]");

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@ -326,6 +326,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(RF, ABSMASKPITCH, AActor, renderflags),
DEFINE_FLAG(RF, XFLIP, AActor, renderflags),
DEFINE_FLAG(RF, YFLIP, AActor, renderflags),
DEFINE_FLAG(RF, INTERPOLATEANGLES, AActor, renderflags),
// Bounce flags
DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),

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@ -346,6 +346,16 @@ static void PrintProperty(FLispString &out, ZCC_TreeNode *node)
out.Close();
}
static void PrintStaticArrayState(FLispString &out, ZCC_TreeNode *node)
{
auto *snode = (ZCC_StaticArrayStatement *)node;
out.Break();
out.Open("static-array");
out.AddName(snode->Id);
PrintNodes(out, snode->Values, false, true);
out.Close();
}
static void PrintEnum(FLispString &out, ZCC_TreeNode *node)
{
ZCC_Enum *enode = (ZCC_Enum *)node;
@ -944,6 +954,7 @@ void (* const TreeNodePrinter[NUM_AST_NODE_TYPES])(FLispString &, ZCC_TreeNode *
PrintVectorInitializer,
PrintDeclFlags,
PrintExprClassCast,
PrintStaticArrayState,
PrintProperty,
};

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@ -2731,7 +2731,7 @@ static bool ReadResponse (HWND hDlg, char *header, SOCKET sock, char *buf, int b
char *lenhead = strstr (header, "content-length: ");
if (lenhead != 0)
{
len = strtol (lenhead + 16, NULL, 10);
len = (int)strtoll (lenhead + 16, NULL, 10);
if (file != INVALID_HANDLE_VALUE)
{
ShowWindow (GetDlgItem (hDlg, IDC_BOINGPROGRESS), SW_SHOW);

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@ -1104,12 +1104,12 @@ digits = [0-9];
long FString::ToLong (int base) const
{
return strtol (Chars, NULL, base);
return (long)strtoll (Chars, NULL, base);
}
unsigned long FString::ToULong (int base) const
{
return strtoul (Chars, NULL, base);
return (unsigned long)strtoull (Chars, NULL, base);
}
double FString::ToDouble () const

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@ -1,5 +1,4 @@
in vec4 pixelpos;
in vec2 glowdist;
out vec4 FragColor;
//===========================================================================