Merge branch 'zmaster'

This commit is contained in:
Christoph Oelckers 2016-02-27 23:36:52 +01:00
commit e305f5211a
20 changed files with 465 additions and 47 deletions

View file

@ -480,7 +480,7 @@ if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
set( CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -pg" )
set( CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -pg" )
endif()
set( REL_CXX_FLAGS "-fno-rtti" )
if( NOT PROFILE AND NOT APPLE )
# On OS X frame pointers are required for exception handling, at least with Clang
@ -497,6 +497,30 @@ if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
set( CMAKE_C_FLAGS "-Wall -Wextra -Wno-unused -Wno-unused-parameter -Wno-missing-field-initializers ${CMAKE_C_FLAGS}" )
set( CMAKE_CXX_FLAGS "-Wall -Wextra -Wno-unused -Wno-unused-parameter -Wno-missing-field-initializers ${CMAKE_CXX_FLAGS}" )
# Use the highest C++ standard available since VS2015 compiles with C++14
# but we only require C++11. The recommended way to do this in CMake is to
# probably to use target_compile_features, but I don't feel like maintaining
# a list of features we use.
CHECK_CXX_COMPILER_FLAG( "-std=c++14" CAN_DO_CPP14 )
if ( CAN_DO_CPP14 )
set ( CMAKE_CXX_FLAGS "-std=c++14 ${CMAKE_CXX_FLAGS}" )
else ()
CHECK_CXX_COMPILER_FLAG( "-std=c++1y" CAN_DO_CPP1Y )
if ( CAN_DO_CPP1Y )
set ( CMAKE_CXX_FLAGS "-std=c++1y ${CMAKE_CXX_FLAGS}" )
else ()
CHECK_CXX_COMPILER_FLAG( "-std=c++11" CAN_DO_CPP11 )
if ( CAN_DO_CPP11 )
set ( CMAKE_CXX_FLAGS "-std=c++11 ${CMAKE_CXX_FLAGS}" )
else ()
CHECK_CXX_COMPILER_FLAG( "-std=c++0x" CAN_DO_CPP0X )
if ( CAN_DO_CPP0X )
set ( CMAKE_CXX_FLAGS "-std=c++0x ${CMAKE_CXX_FLAGS}" )
endif ()
endif ()
endif ()
endif ()
# Remove extra warnings when using the official DirectX headers.
# Also, TDM-GCC 4.4.0 no longer accepts glibc-style printf formats as valid,
# which is a royal pain. The previous version I had been using was fine with them.

View file

@ -1695,9 +1695,9 @@ bool AM_clipMline (mline_t *ml, fline_t *fl)
TOP =8
};
register int outcode1 = 0;
register int outcode2 = 0;
register int outside;
int outcode1 = 0;
int outcode2 = 0;
int outside;
fpoint_t tmp = { 0, 0 };
int dx;

View file

@ -302,7 +302,7 @@ enum
};
// [RH] Compatibility flags.
enum
enum : unsigned int
{
COMPATF_SHORTTEX = 1 << 0, // Use Doom's shortest texture around behavior?
COMPATF_STAIRINDEX = 1 << 1, // Don't fix loop index for stair building?

View file

@ -125,7 +125,7 @@ struct FMapOptInfo
bool old;
};
enum ELevelFlags
enum ELevelFlags : unsigned int
{
LEVEL_NOINTERMISSION = 0x00000001,
LEVEL_NOINVENTORYBAR = 0x00000002, // This effects Doom only, since it's the only one without a standard inventory bar.

View file

@ -166,7 +166,7 @@ void MD5Context::Final(BYTE digest[16])
void
MD5Transform(DWORD buf[4], const DWORD in[16])
{
register DWORD a, b, c, d;
DWORD a, b, c, d;
a = buf[0];
b = buf[1];

View file

@ -243,6 +243,7 @@ extern msecnode_t *sector_list; // phares 3/16/98
struct spechit_t
{
line_t *line;
fixedvec2 oldrefpos;
fixedvec2 refpos;
};

View file

@ -808,6 +808,18 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
if (!ld->backsector)
{ // One sided line
// Needed for polyobject portals. Having two-sided lines just for portals on otherwise solid polyobjects is a messy subject.
if ((cres.line->sidedef[0]->Flags & WALLF_POLYOBJ) && cres.line->isLinePortal())
{
spechit_t spec;
spec.line = ld;
spec.refpos = cres.position;
spec.oldrefpos = tm.thing->PosRelative(ld);
portalhit.Push(spec);
return true;
}
if (((cres.portalflags & FFCF_NOFLOOR) && LineIsAbove(cres.line, tm.thing) != 0) ||
((cres.portalflags & FFCF_NOCEILING) && LineIsBelow(cres.line, tm.thing) != 0))
{
@ -969,18 +981,122 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
{
spec.line = ld;
spec.refpos = cres.position;
spec.oldrefpos = tm.thing->PosRelative(ld);
spechit.Push(spec);
}
if (ld->portalindex >= 0 && ld->portalindex != UINT_MAX)
if (ld->portalindex != UINT_MAX)
{
spec.line = ld;
spec.refpos = cres.position;
spec.oldrefpos = tm.thing->PosRelative(ld);
portalhit.Push(spec);
}
return true;
}
//==========================================================================
//
//
// PIT_CheckPortal
// This checks the destination side of a non-static line portal
// We cannot run a full P_CheckPosition there because it'd set
// multiple fields to values that can cause problems in other
// parts of the code
//
// What this does is starting a separate BlockLinesIterator
// and only taking the absolutely necessary information
// (i.e. floor and ceiling height plus terrain)
//
//
//==========================================================================
static bool PIT_CheckPortal(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::CheckResult cres, const FBoundingBox &box, FCheckPosition &tm)
{
// if in another vertical section let's just ignore it.
if (cres.portalflags & (FFCF_NOCEILING | FFCF_NOFLOOR)) return false;
if (box.Right() <= cres.line->bbox[BOXLEFT]
|| box.Left() >= cres.line->bbox[BOXRIGHT]
|| box.Top() <= cres.line->bbox[BOXBOTTOM]
|| box.Bottom() >= cres.line->bbox[BOXTOP])
return false;
if (box.BoxOnLineSide(cres.line) != -1)
return false;
line_t *lp = cres.line->getPortalDestination();
fixed_t zofs = 0;
P_TranslatePortalXY(cres.line, lp, cres.position.x, cres.position.y);
P_TranslatePortalZ(cres.line, lp, zofs);
// fudge a bit with the portal line so that this gets included in the checks that normally only get run on two-sided lines
sector_t *sec = lp->backsector;
if (lp->backsector == NULL) lp->backsector = lp->frontsector;
tm.thing->AddZ(zofs);
FBoundingBox pbox(cres.position.x, cres.position.y, tm.thing->radius);
FBlockLinesIterator it(pbox);
bool ret = false;
line_t *ld;
// Check all lines at the destination
while ((ld = it.Next()))
{
if (pbox.Right() <= ld->bbox[BOXLEFT]
|| pbox.Left() >= ld->bbox[BOXRIGHT]
|| pbox.Top() <= ld->bbox[BOXBOTTOM]
|| pbox.Bottom() >= ld->bbox[BOXTOP])
continue;
if (pbox.BoxOnLineSide(ld) != -1)
continue;
if (ld->backsector == NULL)
continue;
fixedvec2 ref = FindRefPoint(ld, cres.position);
FLineOpening open;
P_LineOpening(open, tm.thing, ld, ref.x, ref.y, cres.position.x, cres.position.y, 0);
// adjust floor / ceiling heights
if (open.top - zofs < tm.ceilingz)
{
tm.ceilingz = open.top - zofs;
tm.ceilingpic = open.ceilingpic;
/*
tm.ceilingsector = open.topsec;
tm.ceilingline = ld;
tm.thing->BlockingLine = ld;
*/
ret = true;
}
if (open.bottom - zofs > tm.floorz)
{
tm.floorz = open.bottom - zofs;
tm.floorpic = open.floorpic;
tm.floorterrain = open.floorterrain;
/*
tm.floorsector = open.bottomsec;
tm.touchmidtex = open.touchmidtex;
tm.abovemidtex = open.abovemidtex;
tm.thing->BlockingLine = ld;
*/
ret = true;
}
if (open.lowfloor - zofs < tm.dropoffz)
tm.dropoffz = open.lowfloor - zofs;
}
tm.thing->AddZ(-zofs);
lp->backsector = sec;
return ret;
}
//==========================================================================
//
@ -1526,7 +1642,6 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
tm.touchmidtex = false;
tm.abovemidtex = false;
validcount++;
spechit.Clear();
if ((thing->flags & MF_NOCLIP) && !(thing->flags & MF_SKULLFLY))
return true;
@ -1610,6 +1725,9 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
if (actorsonly || (thing->flags & MF_NOCLIP))
return (thing->BlockingMobj = thingblocker) == NULL;
spechit.Clear();
portalhit.Clear();
FMultiBlockLinesIterator it(pcheck, x, y, thing->Z(), thing->height, thing->radius);
FMultiBlockLinesIterator::CheckResult lcres;
@ -1621,7 +1739,22 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
while (it.Next(&lcres))
{
good &= PIT_CheckLine(it, lcres, it.Box(), tm);
bool thisresult = PIT_CheckLine(it, lcres, it.Box(), tm);
good &= thisresult;
if (thisresult)
{
FLinePortal *port = lcres.line->getPortal();
if (port != NULL && port->mFlags & PORTF_PASSABLE && port->mType != PORTT_LINKED)
{
// Checking the other side of the portal completely is too costly,
// but checking the portal's destination line is necessary to
// retrieve the proper sector heights on the other side.
if (PIT_CheckPortal(it, lcres, it.Box(), tm))
{
tm.thing->BlockingLine = lcres.line;
}
}
}
}
if (!good)
{
@ -2132,22 +2265,126 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
return false;
}
// the move is ok, so link the thing into its new position
thing->UnlinkFromWorld();
oldpos = thing->Pos();
oldsector = thing->Sector;
thing->floorz = tm.floorz;
thing->ceilingz = tm.ceilingz;
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
thing->floorpic = tm.floorpic;
thing->floorterrain = tm.floorterrain;
thing->floorsector = tm.floorsector;
thing->ceilingpic = tm.ceilingpic;
thing->ceilingsector = tm.ceilingsector;
thing->SetXY(x, y);
// Check for crossed portals
bool portalcrossed;
portalcrossed = false;
thing->LinkToWorld();
while (true)
{
fixed_t bestfrac = FIXED_MAX;
spechit_t besthit;
// find the portal nearest to the crossing actor
for (auto &spec : portalhit)
{
line_t *ld = spec.line;
if (ld->frontsector->PortalGroup != thing->Sector->PortalGroup) continue; // must be in the same group to be considered valid.
// see if the line was crossed
oldside = P_PointOnLineSide(spec.oldrefpos.x, spec.oldrefpos.y, ld);
side = P_PointOnLineSide(spec.refpos.x, spec.refpos.y, ld);
if (oldside == 0 && side == 1)
{
divline_t dl2 = { ld->v1->x, ld->v1->y, ld->dx, ld->dy };
divline_t dl1 = { spec.oldrefpos.x, spec.oldrefpos.y, spec.refpos.x - spec.oldrefpos.x, spec.refpos.y - spec.oldrefpos.y };
fixed_t frac = P_InterceptVector(&dl1, &dl2);
if (frac < bestfrac)
{
besthit = spec;
bestfrac = frac;
}
}
}
if (bestfrac < FIXED_MAX)
{
line_t *ld = besthit.line;
FLinePortal *port = ld->getPortal();
if (port->mType == PORTT_LINKED)
{
thing->UnlinkFromWorld();
thing->SetXY(tm.x + port->mXDisplacement, tm.y + port->mYDisplacement);
thing->PrevX += port->mXDisplacement;
thing->PrevY += port->mYDisplacement;
thing->LinkToWorld();
P_FindFloorCeiling(thing);
portalcrossed = true;
}
else if (!portalcrossed)
{
line_t *out = port->mDestination;
fixedvec3 pos = { tm.x, tm.y, thing->Z() };
fixedvec3 oldthingpos = thing->Pos();
fixedvec2 thingpos = oldthingpos;
P_TranslatePortalXY(ld, out, pos.x, pos.y);
P_TranslatePortalXY(ld, out, thingpos.x, thingpos.y);
P_TranslatePortalZ(ld, out, pos.z);
thing->SetXYZ(thingpos.x, thingpos.y, pos.z);
if (!P_CheckPosition(thing, pos.x, pos.y, true)) // check if some actor blocks us on the other side. (No line checks, because of the mess that'd create.)
{
thing->SetXYZ(oldthingpos);
thing->flags6 &= ~MF6_INTRYMOVE;
return false;
}
thing->UnlinkFromWorld();
thing->SetXYZ(pos);
P_TranslatePortalVXVY(ld, out, thing->velx, thing->vely);
P_TranslatePortalAngle(ld, out, thing->angle);
thing->LinkToWorld();
P_FindFloorCeiling(thing);
thing->ClearInterpolation();
portalcrossed = true;
}
// if this is the current camera we need to store the point where the portal was crossed and the exit
// so that the renderer can properly calculate an interpolated position along the movement path.
if (thing == players[consoleplayer].camera)
{
divline_t dl1 = { besthit.oldrefpos.x,besthit. oldrefpos.y, besthit.refpos.x - besthit.oldrefpos.x, besthit.refpos.y - besthit.oldrefpos.y };
fixedvec3a hit = { dl1.x + FixedMul(dl1.dx, bestfrac), dl1.y + FixedMul(dl1.dy, bestfrac), 0, 0 };
line_t *out = port->mDestination;
R_AddInterpolationPoint(hit);
if (port->mType == PORTT_LINKED)
{
hit.x += port->mXDisplacement;
hit.y += port->mYDisplacement;
}
else
{
P_TranslatePortalXY(ld, out, hit.x, hit.y);
P_TranslatePortalZ(ld, out, hit.z);
players[consoleplayer].viewz += hit.z; // needs to be done here because otherwise the renderer will not catch the change.
P_TranslatePortalAngle(ld, out, hit.angle);
}
R_AddInterpolationPoint(hit);
}
if (port->mType == PORTT_LINKED) continue;
}
break;
}
if (!portalcrossed)
{
// the move is ok, so link the thing into its new position
thing->UnlinkFromWorld();
oldpos = thing->Pos();
oldsector = thing->Sector;
thing->floorz = tm.floorz;
thing->ceilingz = tm.ceilingz;
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
thing->floorpic = tm.floorpic;
thing->floorterrain = tm.floorterrain;
thing->floorsector = tm.floorsector;
thing->ceilingpic = tm.ceilingpic;
thing->ceilingsector = tm.ceilingsector;
thing->SetXY(x, y);
thing->LinkToWorld();
}
if (thing->flags2 & MF2_FLOORCLIP)
{
@ -2161,10 +2398,9 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
while (spechit.Pop(spec))
{
line_t *ld = spec.line;
fixedvec3 oldrelpos = PosRelative(oldpos, ld, oldsector);
// see if the line was crossed
side = P_PointOnLineSide(spec.refpos.x, spec.refpos.y, ld);
oldside = P_PointOnLineSide(oldrelpos.x, oldrelpos.y, ld);
oldside = P_PointOnLineSide(spec.oldrefpos.x, spec.oldrefpos.y, ld);
if (side != oldside && ld->special && !(thing->flags6 & MF6_NOTRIGGER))
{
if (thing->player && (thing->player->cheats & CF_PREDICTING))
@ -5344,7 +5580,7 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
}
if (thing->player && thing->player->mo == thing)
{
thing->player->viewz += thing->Z() - oldz;
//thing->player->viewz += thing->Z() - oldz;
}
}

View file

@ -152,7 +152,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
sector_t *front, *back;
fixed_t fc, ff, bc, bf;
if (linedef->sidedef[1] == NULL)
if (linedef->backsector == NULL)
{
// single sided line
open.range = 0;

View file

@ -4045,7 +4045,8 @@ void P_SetupLevel (const char *lumpname, int position)
times[16].Clock();
if (reloop) P_LoopSidedefs (false);
PO_Init (); // Initialize the polyobjs
PO_Init (); // Initialize the polyobjs
P_FinalizePortals(); // finalize line portals after polyobjects have been initialized. This info is needed for properly flagging them.
times[16].Unclock();
assert(sidetemp != NULL);

View file

@ -1558,8 +1558,6 @@ void P_SpawnSpecials (void)
}
// [RH] Start running any open scripts on this map
FBehavior::StaticStartTypedScripts (SCRIPT_Open, NULL, false);
P_FinalizePortals();
P_CreateLinkedPortals();
}
// killough 2/28/98:
@ -1888,7 +1886,7 @@ static void P_SpawnScrollers(void)
switch (special)
{
register int s;
int s;
case Scroll_Ceiling:
{
@ -2420,7 +2418,7 @@ static void P_SpawnPushers ()
{
int i;
line_t *l = lines;
register int s;
int s;
for (i = 0; i < numlines; i++, l++)
{

View file

@ -112,6 +112,7 @@ void P_Ticker (void)
S_ResumeSound (false);
P_ResetSightCounters (false);
R_ClearInterpolationPath();
// Since things will be moving, it's okay to interpolate them in the renderer.
r_NoInterpolate = false;

View file

@ -323,6 +323,12 @@ void P_UpdatePortal(FLinePortal *port)
// Portal has no destination: switch it off
port->mFlags = 0;
}
else if ((port->mOrigin->backsector == NULL && !(port->mOrigin->sidedef[0]->Flags & WALLF_POLYOBJ)) ||
(port->mDestination->backsector == NULL && !(port->mOrigin->sidedef[0]->Flags & WALLF_POLYOBJ)))
{
// disable teleporting capability if a portal is or links to a one-sided wall (unless part of a polyobject.)
port->mFlags = PORTF_VISIBLE;
}
else if (port->mDestination->getPortalDestination() != port->mOrigin)
{
//portal doesn't link back. This will be a simple teleporter portal.
@ -387,6 +393,7 @@ void P_FinalizePortals()
}
P_CollectLinkedPortals();
BuildBlockmap();
P_CreateLinkedPortals();
}
//============================================================================

View file

@ -208,12 +208,12 @@ void I_PrintStr(const char* const message)
else if (0x1d == *srcp || 0x1f == *srcp) // Opening and closing bar character
{
*dstp++ = '-';
*srcp++;
++srcp;
}
else if (0x1e == *srcp) // Middle bar character
{
*dstp++ = '=';
*srcp++;
++srcp;
}
else
{

View file

@ -213,7 +213,7 @@ void FConsoleWindow::AddText(const char* message)
if (TEXTCOLOR_ESCAPE == *message)
{
const BYTE* colorID = reinterpret_cast<const BYTE*>(message) + 1;
if ('\0' == colorID)
if ('\0' == *colorID)
{
break;
}

View file

@ -1401,7 +1401,8 @@ inline void AActor::ClearInterpolation()
PrevY = Y();
PrevZ = Z();
PrevAngle = angle;
PrevPortalGroup = Sector->PortalGroup;
if (Sector) PrevPortalGroup = Sector->PortalGroup;
else PrevPortalGroup = 0;
}

View file

@ -81,6 +81,7 @@ static TArray<InterpolationViewer> PastViewers;
static FRandom pr_torchflicker ("TorchFlicker");
static FRandom pr_hom;
static bool NoInterpolateView;
static TArray<fixedvec3a> InterpolationPath;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
@ -574,6 +575,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
// frac = tf;
if (NoInterpolateView)
{
InterpolationPath.Clear();
NoInterpolateView = false;
iview->oviewx = iview->nviewx;
iview->oviewy = iview->nviewy;
@ -583,10 +585,76 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
}
int oldgroup = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector->PortalGroup;
int newgroup = R_PointInSubsector(iview->nviewx, iview->nviewy)->sector->PortalGroup;
fixedvec2 disp = Displacements.getOffset(oldgroup, newgroup);
viewx = iview->oviewx + FixedMul (frac, iview->nviewx - iview->oviewx - disp.x);
viewy = iview->oviewy + FixedMul (frac, iview->nviewy - iview->oviewy - disp.y);
viewz = iview->oviewz + FixedMul (frac, iview->nviewz - iview->oviewz);
fixed_t oviewangle = iview->oviewangle;
fixed_t nviewangle = iview->nviewangle;
if ((iview->oviewx != iview->nviewx || iview->oviewy != iview->nviewy) && InterpolationPath.Size() > 0)
{
viewx = iview->nviewx;
viewy = iview->nviewy;
viewz = iview->nviewz;
// Interpolating through line portals is a messy affair.
// What needs be done is to store the portal transitions of the camera actor as waypoints
// and then find out on which part of the path the current view lies.
// Needless to say, this doesn't work for chasecam mode.
if (!r_showviewer)
{
fixed_t pathlen = 0;
fixed_t zdiff = 0;
fixed_t totalzdiff = 0;
angle_t adiff = 0;
angle_t totaladiff = 0;
fixed_t oviewz = iview->oviewz;
fixed_t nviewz = iview->nviewz;
fixedvec3a oldpos = { iview->oviewx, iview->oviewy, 0, 0 };
fixedvec3a newpos = { iview->nviewx, iview->nviewy, 0, 0 };
InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
{
fixedvec3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
fixedvec3a &end = InterpolationPath[i];
pathlen += xs_CRoundToInt(TVector2<double>(end.x - start.x, end.y - start.y).Length());
totalzdiff += start.z;
totaladiff += start.angle;
}
fixed_t interpolatedlen = FixedMul(frac, pathlen);
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
{
fixedvec3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
fixedvec3a &end = InterpolationPath[i];
fixed_t fraglen = xs_CRoundToInt(TVector2<double>(end.x - start.x, end.y - start.y).Length());
zdiff += start.z;
adiff += start.angle;
if (fraglen <= interpolatedlen)
{
interpolatedlen -= fraglen;
}
else
{
fixed_t fragfrac = FixedDiv(interpolatedlen, fraglen);
oviewz += zdiff;
nviewz -= totalzdiff - zdiff;
oviewangle += adiff;
nviewangle -= totaladiff - adiff;
viewx = start.x + FixedMul(fragfrac, end.x - start.x);
viewy = start.y + FixedMul(fragfrac, end.y - start.y);
viewz = oviewz + FixedMul(frac, nviewz - oviewz);
break;
}
}
InterpolationPath.Pop();
}
}
else
{
fixedvec2 disp = Displacements.getOffset(oldgroup, newgroup);
viewx = iview->oviewx + FixedMul(frac, iview->nviewx - iview->oviewx - disp.x);
viewy = iview->oviewy + FixedMul(frac, iview->nviewy - iview->oviewy - disp.y);
viewz = iview->oviewz + FixedMul(frac, iview->nviewz - iview->oviewz);
}
if (player != NULL &&
!(player->cheats & CF_INTERPVIEW) &&
player - players == consoleplayer &&
@ -602,7 +670,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
(!netgame || !cl_noprediction) &&
!LocalKeyboardTurner)
{
viewangle = iview->nviewangle + (LocalViewAngle & 0xFFFF0000);
viewangle = nviewangle + (LocalViewAngle & 0xFFFF0000);
fixed_t delta = player->centering ? 0 : -(signed)(LocalViewPitch & 0xFFFF0000);
@ -635,7 +703,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
else
{
viewpitch = iview->oviewpitch + FixedMul (frac, iview->nviewpitch - iview->oviewpitch);
viewangle = iview->oviewangle + FixedMul (frac, iview->nviewangle - iview->oviewangle);
viewangle = oviewangle + FixedMul (frac, nviewangle - oviewangle);
}
// Due to interpolation this is not necessarily the same as the sector the camera is in.
@ -678,6 +746,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
void R_ResetViewInterpolation ()
{
InterpolationPath.Clear();
NoInterpolateView = true;
}
@ -718,6 +787,7 @@ static InterpolationViewer *FindPastViewer (AActor *actor)
InterpolationViewer iview = { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
iview.ViewActor = actor;
iview.otic = -1;
InterpolationPath.Clear();
return &PastViewers[PastViewers.Push (iview)];
}
@ -729,6 +799,7 @@ static InterpolationViewer *FindPastViewer (AActor *actor)
void R_FreePastViewers ()
{
InterpolationPath.Clear();
PastViewers.Clear ();
}
@ -742,6 +813,7 @@ void R_FreePastViewers ()
void R_ClearPastViewer (AActor *actor)
{
InterpolationPath.Clear();
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
@ -781,6 +853,7 @@ void R_RebuildViewInterpolation(player_t *player)
iview->oviewz = iview->nviewz;
iview->oviewpitch = iview->nviewpitch;
iview->oviewangle = iview->nviewangle;
InterpolationPath.Clear();
}
//==========================================================================
@ -794,6 +867,29 @@ bool R_GetViewInterpolationStatus()
return NoInterpolateView;
}
//==========================================================================
//
// R_ClearInterpolationPath
//
//==========================================================================
void R_ClearInterpolationPath()
{
InterpolationPath.Clear();
}
//==========================================================================
//
// R_AddInterpolationPoint
//
//==========================================================================
void R_AddInterpolationPoint(const fixedvec3a &vec)
{
InterpolationPath.Push(vec);
}
//==========================================================================
//
// QuakePower

View file

@ -63,11 +63,21 @@ inline angle_t R_PointToAnglePrecise (fixed_t viewx, fixed_t viewy, fixed_t x, f
return xs_RoundToUInt(atan2(double(y-viewy), double(x-viewx)) * (ANGLE_180/M_PI));
}
// Used for interpolation waypoints.
struct fixedvec3a
{
fixed_t x, y, z;
angle_t angle;
};
subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy);
void R_ResetViewInterpolation ();
void R_RebuildViewInterpolation(player_t *player);
bool R_GetViewInterpolationStatus();
void R_ClearInterpolationPath();
void R_AddInterpolationPoint(const fixedvec3a &vec);
void R_SetViewSize (int blocks);
void R_SetFOV (float fov);
float R_GetFOV ();

View file

@ -50,6 +50,23 @@
class FArchive;
template<typename T> class TIterator
{
public:
TIterator(T* ptr = nullptr) { m_ptr = ptr; }
bool operator==(const TIterator<T>& other) const { return (m_ptr == other.m_ptr); }
bool operator!=(const TIterator<T>& other) const { return (m_ptr != other.m_ptr); }
TIterator<T> &operator++() { ++m_ptr; return (*this); }
T &operator*() { return *m_ptr; }
const T &operator*() const { return *m_ptr; }
T* operator->() { return m_ptr; }
protected:
T* m_ptr;
};
// TArray -------------------------------------------------------------------
// Must match TArray's layout.
@ -68,6 +85,32 @@ class TArray
template<class U, class UU> friend FArchive &operator<< (FArchive &arc, TArray<U,UU> &self);
public:
typedef TIterator<T> iterator;
typedef TIterator<const T> const_iterator;
iterator begin()
{
return &Array[0];
}
iterator end()
{
return &Array[Count];
}
const_iterator cbegin() const
{
return &Array[0];
}
const_iterator cend() const
{
return &Array[Count];
}
////////
// This is a dummy constructor that does nothing. The purpose of this
// is so you can create a global TArray in the data segment that gets

View file

@ -841,7 +841,7 @@ class FxFlopFunctionCall : public FxExpression
public:
FxFlopFunctionCall(int index, FArgumentList *args, const FScriptPosition &pos);
FxFlopFunctionCall(size_t index, FArgumentList *args, const FScriptPosition &pos);
~FxFlopFunctionCall();
FxExpression *Resolve(FCompileContext&);
ExpEmit Emit(VMFunctionBuilder *build);

View file

@ -3176,7 +3176,7 @@ FxFunctionCall::~FxFunctionCall()
FxExpression *FxFunctionCall::Resolve(FCompileContext& ctx)
{
for (int i = 0; i < countof(FxFlops); ++i)
for (size_t i = 0; i < countof(FxFlops); ++i)
{
if (MethodName == FxFlops[i].Name)
{
@ -3514,10 +3514,10 @@ ExpEmit FxVMFunctionCall::Emit(VMFunctionBuilder *build, bool tailcall)
//
//==========================================================================
FxFlopFunctionCall::FxFlopFunctionCall(int index, FArgumentList *args, const FScriptPosition &pos)
FxFlopFunctionCall::FxFlopFunctionCall(size_t index, FArgumentList *args, const FScriptPosition &pos)
: FxExpression(pos)
{
assert(index >= 0 && index < countof(FxFlops) && "FLOP index out of range");
assert(index < countof(FxFlops) && "FLOP index out of range");
Index = index;
ArgList = args;
}