Ported RenderRadius and related code from gzdoom branch

This commit is contained in:
ZZYZX 2016-12-25 13:09:32 +02:00
parent 4ee2d4a1a4
commit 87b23d160b
12 changed files with 133 additions and 6 deletions

10
game-music-emu/gme/gme_types.h Normal file → Executable file
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@ -1,11 +1,13 @@
#ifndef GME_TYPES_H
#define GME_TYPES_H
/*
* This is a default gme_types.h for use when *not* using
* CMake. If CMake is in use gme_types.h.in will be
* processed instead.
/* CMake will either define the following to 1, or #undef it,
* depending on the options passed to CMake. This is used to
* conditionally compile in the various emulator types.
*
* See gme_type_list() in gme.cpp
*/
#define USE_GME_AY
#define USE_GME_GBS
#define USE_GME_GYM

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@ -33,6 +33,7 @@
// States are tied to finite states are tied to animation frames.
#include "info.h"
#include <forward_list>
#include "doomdef.h"
#include "textures/textures.h"
#include "r_data/renderstyle.h"
@ -1035,6 +1036,7 @@ public:
struct sector_t *ceilingsector;
FTextureID ceilingpic; // contacted sec ceilingpic
double radius, Height; // for movement checking
double renderradius;
double projectilepassheight; // height for clipping projectile movement against this actor
@ -1141,6 +1143,8 @@ public:
struct msecnode_t *touching_sectorlist; // phares 3/14/98
struct msecnode_t *render_sectorlist; // same for cross-sectorportal rendering
struct portnode_t *render_portallist; // and for cross-lineportal
std::forward_list<sector_t*>* touching_render_sectors; // this is the list of sectors that this thing interesects with it's max(radius, renderradius).
int validcount;
TObjPtr<AInventory> Inventory; // [RH] This actor's inventory

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@ -400,6 +400,8 @@ void P_DelSeclist(msecnode_t *); // phares 3/16/98
msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist);
msecnode_t* P_DelSecnode(msecnode_t *, msecnode_t *sector_t::*head);
void P_CreateSecNodeList(AActor*); // phares 3/14/98
void P_LinkRenderSectors(AActor*);
void P_UnlinkRenderSectors(AActor*);
double P_GetMoveFactor(const AActor *mo, double *frictionp); // phares 3/6/98
double P_GetFriction(const AActor *mo, double *frictionfactor);

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@ -6640,6 +6640,97 @@ void P_CreateSecNodeList(AActor *thing)
}
//=============================================================================
//
// P_LinkRenderSectors
//
// Alters/creates the list of touched sectors for thing's render radius.
//
//=============================================================================
void P_LinkRenderSectors(AActor* thing)
{
FBoundingBox box(thing->X(), thing->Y(), std::max(thing->renderradius, thing->radius));
FBlockLinesIterator it(box);
line_t *ld;
// add to surrounding sectors
while ((ld = it.Next()))
{
if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
continue;
//
// create necessary lists.
if (!thing->touching_render_sectors) thing->touching_render_sectors = new std::forward_list<sector_t*>();
//
if (ld->frontsector != thing->Sector)
{
if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->frontsector) == thing->touching_render_sectors->end())
thing->touching_render_sectors->push_front(ld->frontsector);
if (!ld->frontsector->touching_render_things) ld->frontsector->touching_render_things = new std::forward_list<AActor*>();
ld->frontsector->touching_render_things->push_front(thing);
}
if (ld->backsector && ld->backsector != thing->Sector)
{
if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->backsector) == thing->touching_render_sectors->end())
thing->touching_render_sectors->push_front(ld->backsector);
if (!ld->backsector->touching_render_things) ld->backsector->touching_render_things = new std::forward_list<AActor*>();
ld->backsector->touching_render_things->push_front(thing);
}
}
// add to own sector
if (!thing->Sector->touching_render_things) thing->Sector->touching_render_things = new std::forward_list<AActor*>();
thing->Sector->touching_render_things->push_front(thing);
}
//=============================================================================
//
// P_UnlinkRenderSectors
//
// Reverses P_LinkRenderSectors.
//
//=============================================================================
void P_UnlinkRenderSectors(AActor* thing)
{
if (thing->touching_render_sectors)
{
for (std::forward_list<sector_t*>::iterator it = thing->touching_render_sectors->begin();
it != thing->touching_render_sectors->end(); it++)
{
sector_t* sec = (*it);
if (sec->touching_render_things)
{
sec->touching_render_things->remove(thing);
if (sec->touching_render_things->empty())
{
delete sec->touching_render_things;
sec->touching_render_things = NULL;
}
}
}
delete thing->touching_render_sectors;
thing->touching_render_sectors = NULL;
}
if (thing->Sector->touching_render_things)
{
thing->Sector->touching_render_things->remove(thing);
if (thing->Sector->touching_render_things->empty())
{
delete thing->Sector->touching_render_things;
thing->Sector->touching_render_things = NULL;
}
}
}
//=============================================================================
//
// P_DelPortalnode

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@ -277,6 +277,8 @@ void AActor::UnlinkFromWorld ()
sector_list = touching_sectorlist;
touching_sectorlist = NULL; //to be restored by P_SetThingPosition
P_UnlinkRenderSectors(this);
}
}
@ -456,6 +458,8 @@ void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
P_CreateSecNodeList(this);
touching_sectorlist = sector_list; // Attach to thing
sector_list = NULL; // clear for next time
P_LinkRenderSectors(this);
}

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@ -204,6 +204,7 @@ DEFINE_FIELD(AActor, ceilingsector)
DEFINE_FIELD(AActor, ceilingpic)
DEFINE_FIELD(AActor, Height)
DEFINE_FIELD(AActor, radius)
DEFINE_FIELD(AActor, renderradius)
DEFINE_FIELD(AActor, projectilepassheight)
DEFINE_FIELD(AActor, tics)
DEFINE_FIELD_NAMED(AActor, state, curstate) // clashes with type 'state'.
@ -510,6 +511,8 @@ void AActor::Serialize(FSerializer &arc)
void AActor::PostSerialize()
{
touching_sectorlist = NULL;
if (touching_render_sectors) delete touching_render_sectors;
touching_render_sectors = NULL;
LinkToWorld(false, Sector);
AddToHash();
@ -4544,6 +4547,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
actor->frame = st->GetFrame();
actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
actor->touching_render_sectors = NULL;
if (G_SkillProperty(SKILLP_FastMonsters) && actor->GetClass()->FastSpeed >= 0)
actor->Speed = actor->GetClass()->FastSpeed;

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@ -1512,6 +1512,7 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
ss->thinglist = NULL;
ss->touching_thinglist = NULL; // phares 3/14/98
ss->render_thinglist = NULL;
ss->touching_render_things = NULL;
ss->seqType = defSeqType;
ss->SeqName = NAME_None;
ss->nextsec = -1; //jff 2/26/98 add fields to support locking out

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@ -1297,6 +1297,7 @@ public:
sec->thinglist = NULL;
sec->touching_thinglist = NULL; // phares 3/14/98
sec->render_thinglist = NULL;
sec->touching_render_things = NULL;
sec->seqType = (level.flags & LEVEL_SNDSEQTOTALCTRL) ? 0 : -1;
sec->nextsec = -1; //jff 2/26/98 add fields to support locking out
sec->prevsec = -1; // stair retriggering until build completes

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@ -23,6 +23,7 @@
#ifndef __R_DEFS_H__
#define __R_DEFS_H__
#include <forward_list>
#include "doomdef.h"
#include "templates.h"
#include "memarena.h"
@ -1001,6 +1002,7 @@ public:
// thinglist is a subset of touching_thinglist
struct msecnode_t *touching_thinglist; // phares 3/14/98
struct msecnode_t *render_thinglist; // for cross-portal rendering.
std::forward_list<AActor*>* touching_render_things; // this is used to allow wide things to be rendered not only from their main sector.
double gravity; // [RH] Sector gravity (1.0 is normal)
FNameNoInit damagetype; // [RH] Means-of-death for applied damage

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@ -1225,7 +1225,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
// A sector might have been split into several
// subsectors during BSP building.
// Thus we check whether it was already added.
if (sec->thinglist == NULL || sec->validcount == validcount)
if (sec->touching_render_things == NULL || sec->validcount == validcount)
return;
// Well, now it will be done.
@ -1234,8 +1234,13 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
// Handle all things in sector.
for (thing = sec->thinglist; thing; thing = thing->snext)
for (std::forward_list<AActor*>::iterator it = sec->touching_render_things->begin();
it != sec->touching_render_things->end(); it++)
{
thing = (*it);
if (thing->validcount == validcount) continue;
thing->validcount = validcount;
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != NULL && *cvar >= 0)
{

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@ -713,6 +713,15 @@ DEFINE_PROPERTY(radius, F, Actor)
defaults->radius = id;
}
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(renderradius, F, Actor)
{
PROP_DOUBLE_PARM(id, 0);
defaults->renderradius = id;
}
//==========================================================================
//
//==========================================================================

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@ -45,6 +45,7 @@ class Actor : Thinker native
native TextureID ceilingpic;
native double Height;
native readonly double Radius;
native readonly double RenderRadius;
native double projectilepassheight;
native int tics;
native readonly State CurState;
@ -201,6 +202,7 @@ class Actor : Thinker native
Health DEFAULT_HEALTH;
Reactiontime 8;
Radius 20;
RenderRadius 0;
Height 16;
Mass 100;
RenderStyle 'Normal';