gzdoom/src/r_main.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Rendering main loop and setup functions,
// utility functions (BSP, geometry, trigonometry).
// See tables.c, too.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <math.h>
#include "templates.h"
#include "m_alloc.h"
#include "doomdef.h"
#include "d_net.h"
#include "doomstat.h"
#include "m_random.h"
#include "m_bbox.h"
#include "p_local.h"
#include "r_local.h"
#include "r_sky.h"
#include "st_stuff.h"
#include "c_cvars.h"
#include "v_video.h"
#include "stats.h"
#include "i_video.h"
#include "i_system.h"
#include "vectors.h"
#include "a_sharedglobal.h"
#include "r_translate.h"
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
#include "p_3dmidtex.h"
// MACROS ------------------------------------------------------------------
#if 0
#define TEST_X 32343794
#define TEST_Y 111387517
#define TEST_Z 2164524
#define TEST_ANGLE 2468347904
#endif
// TYPES -------------------------------------------------------------------
struct InterpolationViewer
{
AActor *ViewActor;
int otic;
fixed_t oviewx, oviewy, oviewz;
fixed_t nviewx, nviewy, nviewz;
int oviewpitch, nviewpitch;
angle_t oviewangle, nviewangle;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void R_SpanInitData ();
void RP_RenderBSPNode (void *node);
bool RP_SetupFrame (bool backside);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void R_Shutdown();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
extern short *openings;
extern bool r_fakingunderwater;
extern "C" int fuzzviewheight;
EXTERN_CVAR (Bool, r_particles)
EXTERN_CVAR (Bool, cl_capfps)
// PRIVATE DATA DECLARATIONS -----------------------------------------------
static float CurrentVisibility = 8.f;
static fixed_t MaxVisForWall;
static fixed_t MaxVisForFloor;
static FRandom pr_torchflicker ("TorchFlicker");
static TArray<InterpolationViewer> PastViewers;
static int centerxwide;
static bool polyclipped;
static bool r_showviewer;
bool r_dontmaplines;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CVAR (String, r_viewsize, "", CVAR_NOSET)
CVAR (Int, r_polymost, 0, 0)
2006-04-30 21:49:18 +00:00
CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
fixed_t r_BaseVisibility;
fixed_t r_WallVisibility;
fixed_t r_FloorVisibility;
float r_TiltVisibility;
fixed_t r_SpriteVisibility;
fixed_t r_ParticleVisibility;
fixed_t r_SkyVisibility;
fixed_t r_TicFrac; // [RH] Fractional tic to render
DWORD r_FrameTime; // [RH] Time this frame started drawing (in ms)
bool r_NoInterpolate;
angle_t LocalViewAngle;
int LocalViewPitch;
bool LocalKeyboardTurner;
float LastFOV;
int WidescreenRatio;
fixed_t GlobVis;
fixed_t FocalTangent;
fixed_t FocalLengthX;
fixed_t FocalLengthY;
float FocalLengthXfloat;
int viewangleoffset;
int validcount = 1; // increment every time a check is made
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
FDynamicColormap*basecolormap; // [RH] colormap currently drawing with
int fixedlightlev;
lighttable_t *fixedcolormap;
float WallTMapScale;
float WallTMapScale2;
extern "C" {
int centerx;
int centery;
}
DCanvas *RenderTarget; // [RH] canvas to render to
bool bRenderingToCanvas; // [RH] True if rendering to a special canvas
fixed_t globaluclip, globaldclip;
fixed_t centerxfrac;
fixed_t centeryfrac;
fixed_t yaspectmul;
float iyaspectmulfloat;
fixed_t InvZtoScale;
// just for profiling purposes
int framecount;
int linecount;
int loopcount;
fixed_t viewx;
fixed_t viewy;
fixed_t viewz;
int viewpitch;
int otic;
angle_t viewangle;
sector_t *viewsector;
fixed_t viewcos, viewtancos;
fixed_t viewsin, viewtansin;
AActor *camera; // [RH] camera to draw from. doesn't have to be a player
int r_Yaspect = 200; // Why did I make this a variable? It's never set anywhere.
//
// precalculated math tables
//
int FieldOfView = 2048; // Fineangles in the SCREENWIDTH wide window
// The xtoviewangleangle[] table maps a screen pixel
// to the lowest viewangle that maps back to x ranges
// from clipangle to -clipangle.
angle_t xtoviewangle[MAXWIDTH+1];
int extralight; // bumped light from gun blasts
bool foggy; // [RH] ignore extralight and fullbright?
int r_actualextralight;
bool setsizeneeded;
int setblocks, setdetail = -1;
fixed_t freelookviewheight;
unsigned int R_OldBlend = ~0;
void (*colfunc) (void);
void (*basecolfunc) (void);
void (*fuzzcolfunc) (void);
void (*transcolfunc) (void);
void (*spanfunc) (void);
void (*hcolfunc_pre) (void);
void (*hcolfunc_post1) (int hx, int sx, int yl, int yh);
void (*hcolfunc_post2) (int hx, int sx, int yl, int yh);
void (STACK_ARGS *hcolfunc_post4) (int sx, int yl, int yh);
cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
FCanvasTextureInfo *FCanvasTextureInfo::List;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static int lastcenteryfrac;
static bool NoInterpolateView;
// CODE --------------------------------------------------------------------
//==========================================================================
//
// R_PointToAngle
//
// To get a global angle from cartesian coordinates, the coordinates are
// flipped until they are in the first octant of the coordinate system,
// then the y (<=x) is scaled and divided by x to get a tangent (slope)
// value which is looked up in the tantoangle[] table.
//
//==========================================================================
angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x, fixed_t y)
{
x -= x1;
y -= y1;
if ((x | y) == 0)
{
return 0;
}
fixed_t ax = abs (x);
fixed_t ay = abs (y);
int div;
angle_t angle;
if (ax > ay)
{
swap (ax, ay);
}
div = SlopeDiv (ax, ay);
angle = tantoangle[div];
if (x >= 0)
{
if (y >= 0)
{
if (x > y)
{ // octant 0
return angle;
}
else
{ // octant 1
return ANG90 - 1 - angle;
}
}
else // y < 0
{
if (x > -y)
{ // octant 8
return (angle_t)-(SDWORD)angle;
}
else
{ // octant 7
return ANG270 + angle;
}
}
}
else // x < 0
{
if (y >= 0)
{
if (-x > y)
{ // octant 3
return ANG180 - 1 - angle;
}
else
{ // octant 2
return ANG90 + angle;
}
}
else // y < 0
{
if (x < y)
{ // octant 4
return ANG180 + angle;
}
else
{ // octant 5
return ANG270 - 1 - angle;
}
}
}
}
//==========================================================================
//
// R_InitPointToAngle
//
//==========================================================================
void R_InitPointToAngle (void)
{
double f;
int i;
//
// slope (tangent) to angle lookup
//
for (i = 0; i <= SLOPERANGE; i++)
{
f = atan2 ((double)i, (double)SLOPERANGE) / (6.28318530718 /* 2*pi */);
tantoangle[i] = (angle_t)(0xffffffff*f);
}
}
//==========================================================================
//
// R_PointToDist2
//
// Returns the distance from (0,0) to some other point. In a
// floating point environment, we'd probably be better off using the
// Pythagorean Theorem to determine the result.
//
// killough 5/2/98: simplified
// [RH] Simplified further [sin (t + 90 deg) == cos (t)]
// Not used. Should it go away?
//
//==========================================================================
fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy)
{
dx = abs (dx);
dy = abs (dy);
if ((dx | dy) == 0)
{
return 0;
}
if (dy > dx)
{
swap (dx, dy);
}
return FixedDiv (dx, finecosine[tantoangle[FixedDiv (dy, dx) >> DBITS] >> ANGLETOFINESHIFT]);
}
//==========================================================================
//
// R_InitTables
//
//==========================================================================
void R_InitTables (void)
{
int i;
const double pimul = PI*2/FINEANGLES;
// viewangle tangent table
finetangent[0] = (angle_t)(FRACUNIT*tan ((0.5-FINEANGLES/4)*pimul)+0.5);
for (i = 1; i < FINEANGLES/2; i++)
{
finetangent[i] = (angle_t)(FRACUNIT*tan ((i-FINEANGLES/4)*pimul)+0.5);
}
// finesine table
for (i = 0; i < FINEANGLES/4; i++)
{
finesine[i] = (angle_t)(FRACUNIT * sin (i*pimul));
}
for (i = 0; i < FINEANGLES/4; i++)
{
finesine[i+FINEANGLES/4] = finesine[FINEANGLES/4-1-i];
}
for (i = 0; i < FINEANGLES/2; i++)
{
finesine[i+FINEANGLES/2] = -finesine[i];
}
finesine[FINEANGLES/4] = FRACUNIT;
finesine[FINEANGLES*3/4] = -FRACUNIT;
memcpy (&finesine[FINEANGLES], &finesine[0], sizeof(angle_t)*FINEANGLES/4);
}
//==========================================================================
//
// R_InitTextureMapping
//
//==========================================================================
void R_InitTextureMapping ()
{
int i;
fixed_t slope;
int fov = FieldOfView;
// For widescreen displays, increase the FOV so that the middle part of the
// screen that would be visible on a 4:3 display has the requested FOV.
if (centerxwide != centerx)
{ // centerxwide is what centerx would be if the display was not widescreen
fov = int(atan(double(centerx)*tan(double(fov)*M_PI/(FINEANGLES))/double(centerxwide))*(FINEANGLES)/M_PI);
if (fov > 170*FINEANGLES/360)
fov = 170*FINEANGLES/360;
}
/*
default: break;
case 1: fov = MIN (fov * 512/433, 170 * FINEANGLES / 360); break; // 16:9
case 2: fov = MIN (fov * 512/459, 170 * FINEANGLES / 360); break; // 16:10
}
*/
const int hitan = finetangent[FINEANGLES/4+fov/2];
// Calc focallength so FieldOfView fineangles covers viewwidth.
FocalTangent = hitan;
FocalLengthX = FixedDiv (centerxfrac, hitan);
FocalLengthY = Scale (centerxfrac, yaspectmul, hitan);
FocalLengthXfloat = (float)FocalLengthX / 65536.f;
// Now generate xtoviewangle for sky texture mapping.
// [RH] Do not generate viewangletox, because texture mapping is no
// longer done with trig, so it's not needed.
const int t = MIN<int> ((FocalLengthX >> FRACBITS) + centerx, viewwidth);
const fixed_t slopestep = hitan / centerx;
const fixed_t dfocus = FocalLengthX >> DBITS;
for (i = centerx, slope = 0; i <= t; i++, slope += slopestep)
{
xtoviewangle[i] = (angle_t)-(signed)tantoangle[slope >> DBITS];
}
for (; i <= viewwidth; i++)
{
xtoviewangle[i] = ANG270+tantoangle[dfocus / (i - centerx)];
}
for (i = 0; i < centerx; i++)
{
xtoviewangle[i] = (angle_t)(-(signed)xtoviewangle[viewwidth-i-1]);
}
}
//==========================================================================
//
// R_SetFOV
//
// Changes the field of view in degrees
//
//==========================================================================
void R_SetFOV (float fov)
{
if (fov < 5.f)
fov = 5.f;
else if (fov > 170.f)
fov = 170.f;
if (fov != LastFOV)
{
LastFOV = fov;
FieldOfView = (int)(fov * (float)FINEANGLES / 360.f);
setsizeneeded = true;
}
}
//==========================================================================
//
// R_GetFOV
//
// Returns the current field of view in degrees
//
//==========================================================================
float R_GetFOV ()
{
return LastFOV;
}
//==========================================================================
//
// R_SetVisibility
//
// Changes how rapidly things get dark with distance
//
//==========================================================================
void R_SetVisibility (float vis)
{
// Allow negative visibilities, just for novelty's sake
//vis = clamp (vis, -204.7f, 204.7f);
CurrentVisibility = vis;
if (FocalTangent == 0)
{ // If r_visibility is called before the renderer is all set up, don't
// divide by zero. This will be called again later, and the proper
// values can be initialized then.
return;
}
r_BaseVisibility = toint (vis * 65536.f);
// Prevent overflow on walls
if (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForWall)
r_WallVisibility = -MaxVisForWall;
else if (r_BaseVisibility > 0 && r_BaseVisibility > MaxVisForWall)
r_WallVisibility = MaxVisForWall;
else
r_WallVisibility = r_BaseVisibility;
r_WallVisibility = FixedMul (Scale (InvZtoScale, SCREENWIDTH*(BaseRatioSizes[WidescreenRatio][1]<<detailyshift),
(viewwidth<<detailxshift)*SCREENHEIGHT*3), FixedMul (r_WallVisibility, FocalTangent));
// Prevent overflow on floors/ceilings. Note that the calculation of
// MaxVisForFloor means that planes less than two units from the player's
// view could still overflow, but there is no way to totally eliminate
// that while still using fixed point math.
if (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForFloor)
r_FloorVisibility = -MaxVisForFloor;
else if (r_BaseVisibility > 0 && r_BaseVisibility > MaxVisForFloor)
r_FloorVisibility = MaxVisForFloor;
else
r_FloorVisibility = r_BaseVisibility;
r_FloorVisibility = Scale (160*FRACUNIT, r_FloorVisibility, FocalLengthY);
r_TiltVisibility = vis * (float)FocalTangent * (16.f * 320.f) / (float)viewwidth;
r_SpriteVisibility = r_WallVisibility;
}
//==========================================================================
//
// R_GetVisibility
//
//==========================================================================
float R_GetVisibility ()
{
return CurrentVisibility;
}
//==========================================================================
//
// R_SetViewSize
//
// Do not really change anything here, because it might be in the middle
// of a refresh. The change will take effect next refresh.
//
//==========================================================================
void R_SetViewSize (int blocks)
{
setsizeneeded = true;
setblocks = blocks;
}
//==========================================================================
//
// CVAR r_detail
//
// Selects a pixel doubling mode
//
//==========================================================================
CUSTOM_CVAR (Int, r_detail, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
static bool badrecovery = false;
if (badrecovery)
{
badrecovery = false;
return;
}
if (self < 0 || self > 3)
{
Printf ("Bad detail mode. (Use 0-3)\n");
badrecovery = true;
self = (detailyshift << 1) | detailxshift;
return;
}
setdetail = self;
setsizeneeded = true;
}
//==========================================================================
//
// R_SetDetail
//
//==========================================================================
void R_SetDetail (int detail)
{
detailxshift = detail & 1;
detailyshift = (detail >> 1) & 1;
}
//==========================================================================
//
// R_SetWindow
//
//==========================================================================
void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
{
int virtheight, virtwidth;
if (windowSize >= 11)
{
realviewwidth = fullWidth;
freelookviewheight = realviewheight = fullHeight;
}
else if (windowSize == 10)
{
realviewwidth = fullWidth;
realviewheight = stHeight;
freelookviewheight = fullHeight;
}
else
{
realviewwidth = ((setblocks*fullWidth)/10) & (~15);
realviewheight = ((setblocks*stHeight)/10)&~7;
freelookviewheight = ((setblocks*fullHeight)/10)&~7;
}
// If the screen is approximately 16:9 or 16:10, consider it widescreen.
WidescreenRatio = CheckRatio (fullWidth, fullHeight);
DrawFSHUD = (windowSize == 11);
viewwidth = realviewwidth >> detailxshift;
viewheight = realviewheight >> detailyshift;
fuzzviewheight = viewheight - 2; // Maximum row the fuzzer can draw to
freelookviewheight >>= detailyshift;
halfviewwidth = (viewwidth >> 1) - 1;
if (!bRenderingToCanvas)
{ // Set r_viewsize cvar to reflect the current view size
UCVarValue value;
char temp[16];
sprintf (temp, "%d x %d", viewwidth, viewheight);
value.String = temp;
r_viewsize.ForceSet (value, CVAR_String);
}
lastcenteryfrac = 1<<30;
centery = viewheight/2;
centerx = viewwidth/2;
centerxfrac = centerx<<FRACBITS;
centeryfrac = centery<<FRACBITS;
virtwidth = fullWidth >> detailxshift;
virtheight = fullHeight >> detailyshift;
if (WidescreenRatio & 4)
{
virtheight = virtheight * BaseRatioSizes[WidescreenRatio][3] / 48;
centerxwide = centerx;
}
else
{
virtwidth = virtwidth * BaseRatioSizes[WidescreenRatio][3] / 48;
centerxwide = centerx * BaseRatioSizes[WidescreenRatio][3] / 48;
}
yaspectmul = Scale ((320<<FRACBITS), virtheight, r_Yaspect * virtwidth);
iyaspectmulfloat = (float)virtwidth * r_Yaspect / 320.f / (float)virtheight;
InvZtoScale = yaspectmul * centerx;
WallTMapScale = (float)centerx * 32.f;
WallTMapScale2 = iyaspectmulfloat * 2.f / (float)centerx;
// psprite scales
pspritexscale = (centerxwide << FRACBITS) / 160;
pspriteyscale = FixedMul (pspritexscale, yaspectmul);
pspritexiscale = FixedDiv (FRACUNIT, pspritexscale);
// thing clipping
clearbufshort (screenheightarray, viewwidth, (short)viewheight);
// [RH] Sky height fix for screens not 200 (or 240) pixels tall
R_InitSkyMap ();
R_InitTextureMapping ();
MaxVisForWall = FixedMul (Scale (InvZtoScale, SCREENWIDTH*(r_Yaspect<<detailyshift),
(viewwidth<<detailxshift)*SCREENHEIGHT), FocalTangent);
MaxVisForWall = FixedDiv (0x7fff0000, MaxVisForWall);
MaxVisForFloor = Scale (FixedDiv (0x7fff0000, viewheight<<(FRACBITS-2)), FocalLengthY, 160*FRACUNIT);
// Reset r_*Visibility vars
R_SetVisibility (R_GetVisibility ());
}
//==========================================================================
//
// R_ExecuteSetViewSize
//
//==========================================================================
void R_ExecuteSetViewSize ()
{
setsizeneeded = false;
BorderNeedRefresh = screen->GetPageCount ();
if (setdetail >= 0)
{
R_SetDetail (setdetail);
setdetail = -1;
}
R_SetWindow (setblocks, SCREENWIDTH, SCREENHEIGHT, ST_Y);
// Handle resize, e.g. smaller view windows with border and/or status bar.
viewwindowx = (screen->GetWidth() - (viewwidth<<detailxshift))>>1;
// Same with base row offset.
viewwindowy = ((viewwidth<<detailxshift) == screen->GetWidth()) ?
0 : (ST_Y-(viewheight<<detailyshift)) >> 1;
}
//==========================================================================
//
// CVAR screenblocks
//
// Selects the size of the visible window
//
//==========================================================================
CUSTOM_CVAR (Int, screenblocks, 10, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self > 12)
self = 12;
else if (self < 3)
self = 3;
else
R_SetViewSize (self);
}
//==========================================================================
//
// CVAR r_columnmethod
//
// Selects which version of the seg renderers to use.
//
//==========================================================================
CUSTOM_CVAR (Int, r_columnmethod, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self != 0 && self != 1)
{
self = 1;
}
else
{ // Trigger the change
r_detail.Callback ();
}
}
//==========================================================================
//
// R_Init
//
//==========================================================================
void R_Init ()
{
atterm (R_Shutdown);
R_InitData ();
R_InitPointToAngle ();
R_InitTables ();
// viewwidth / viewheight are set by the defaults
R_SetViewSize (screenblocks);
R_InitPlanes ();
R_InitTranslationTables ();
R_InitParticles (); // [RH] Setup particle engine
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
R_InitColumnDrawers ();
colfunc = basecolfunc = R_DrawColumn;
fuzzcolfunc = R_DrawFuzzColumn;
transcolfunc = R_DrawTranslatedColumn;
spanfunc = R_DrawSpan;
// [RH] Horizontal column drawers
hcolfunc_pre = R_DrawColumnHoriz;
hcolfunc_post1 = rt_map1col;
hcolfunc_post4 = rt_map4cols;
framecount = 0;
}
//==========================================================================
//
// R_Shutdown
//
//==========================================================================
static void R_Shutdown ()
{
R_DeinitParticles();
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
R_DeinitTranslationTables();
R_DeinitPlanes();
R_DeinitData();
}
//==========================================================================
//
// R_PointInSubsector
//
//==========================================================================
subsector_t *R_PointInSubsector (fixed_t x, fixed_t y)
{
node_t *node;
int side;
// single subsector is a special case
if (numnodes == 0)
return subsectors;
node = nodes + numnodes - 1;
do
{
side = R_PointOnSide (x, y, node);
node = (node_t *)node->children[side];
}
while (!((size_t)node & 1));
return (subsector_t *)((BYTE *)node - 1);
}
//==========================================================================
//
// R_InterpolateView
//
//==========================================================================
//CVAR (Int, tf, 0, 0)
EXTERN_CVAR (Bool, cl_noprediction)
void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *iview)
{
// frac = tf;
if (NoInterpolateView)
{
NoInterpolateView = false;
iview->oviewx = iview->nviewx;
iview->oviewy = iview->nviewy;
iview->oviewz = iview->nviewz;
iview->oviewpitch = iview->nviewpitch;
iview->oviewangle = iview->nviewangle;
}
viewx = iview->oviewx + FixedMul (frac, iview->nviewx - iview->oviewx);
viewy = iview->oviewy + FixedMul (frac, iview->nviewy - iview->oviewy);
viewz = iview->oviewz + FixedMul (frac, iview->nviewz - iview->oviewz);
if (player != NULL &&
player - players == consoleplayer &&
camera == player->mo &&
!demoplayback &&
iview->nviewx == camera->x &&
iview->nviewy == camera->y &&
!(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) &&
player->playerstate == PST_LIVE &&
player->mo->reactiontime == 0 &&
!NoInterpolateView &&
!paused &&
(!netgame || !cl_noprediction) &&
!LocalKeyboardTurner)
{
viewangle = iview->nviewangle + (LocalViewAngle & 0xFFFF0000);
fixed_t delta = -(signed)(LocalViewPitch & 0xFFFF0000);
viewpitch = iview->nviewpitch;
if (delta > 0)
{
// Avoid overflowing viewpitch (can happen when a netgame is stalled)
if (viewpitch + delta <= viewpitch)
{
viewpitch = +ANGLE_1*MAX_DN_ANGLE;
}
else
{
viewpitch = MIN(viewpitch + delta, +ANGLE_1*MAX_DN_ANGLE);
}
}
else if (delta < 0)
{
// Avoid overflowing viewpitch (can happen when a netgame is stalled)
if (viewpitch + delta >= viewpitch)
{
viewpitch = -ANGLE_1*MAX_UP_ANGLE;
}
else
{
viewpitch = MAX(viewpitch + delta, -ANGLE_1*MAX_UP_ANGLE);
}
}
}
else
{
viewpitch = iview->oviewpitch + FixedMul (frac, iview->nviewpitch - iview->oviewpitch);
viewangle = iview->oviewangle + FixedMul (frac, iview->nviewangle - iview->oviewangle);
}
2006-04-11 08:36:23 +00:00
// Due to interpolation this is not necessarily the same as the sector the camera is in.
viewsector = R_PointInSubsector(viewx, viewy)->sector;
}
//==========================================================================
//
// R_ResetViewInterpolation
//
//==========================================================================
void R_ResetViewInterpolation ()
{
NoInterpolateView = true;
}
//==========================================================================
//
// R_SetViewAngle
//
//==========================================================================
void R_SetViewAngle ()
{
angle_t ang = viewangle >> ANGLETOFINESHIFT;
viewsin = finesine[ang];
viewcos = finecosine[ang];
viewtansin = FixedMul (FocalTangent, viewsin);
viewtancos = FixedMul (FocalTangent, viewcos);
}
//==========================================================================
//
// FindPastViewer
//
//==========================================================================
static InterpolationViewer *FindPastViewer (AActor *actor)
{
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
{
return &PastViewers[i];
}
}
// Not found, so make a new one
InterpolationViewer iview = { 0 };
iview.ViewActor = actor;
iview.otic = -1;
return &PastViewers[PastViewers.Push (iview)];
}
//==========================================================================
//
// R_FreePastViewers
//
//==========================================================================
void R_FreePastViewers ()
{
PastViewers.Clear ();
}
//==========================================================================
//
// R_ClearPastViewer
//
// If the actor changed in a non-interpolatable way, remove it.
//
//==========================================================================
void R_ClearPastViewer (AActor *actor)
{
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
{
// Found it, so remove it.
if (i == PastViewers.Size())
{
PastViewers.Delete (i);
}
else
{
PastViewers.Pop (PastViewers[i]);
}
}
}
}
//==========================================================================
//
// R_CopyStackedViewParameters
//
//==========================================================================
void R_CopyStackedViewParameters()
{
stacked_viewx = viewx;
stacked_viewy = viewy;
stacked_viewz = viewz;
stacked_angle = viewangle;
stacked_extralight = extralight;
stacked_visibility = R_GetVisibility();
}
//==========================================================================
//
// R_SetupFrame
//
//==========================================================================
void R_SetupFrame (AActor *actor)
{
if (actor == NULL)
{
I_Error ("Tried to render from a NULL actor.");
}
player_t *player = actor->player;
unsigned int newblend;
InterpolationViewer *iview;
if (player != NULL && player->mo == actor)
{ // [RH] Use camera instead of viewplayer
camera = player->camera;
if (camera == NULL)
{
camera = player->camera = player->mo;
}
if (camera == actor)
{
P_PredictPlayer (player);
}
}
else
{
camera = actor;
}
if (camera == NULL)
{
I_Error ("You lost your body. Bad dehacked work is likely to blame.");
}
iview = FindPastViewer (camera);
int nowtic = I_GetTime (false);
if (iview->otic != -1 && nowtic > iview->otic)
{
iview->otic = nowtic;
iview->oviewx = iview->nviewx;
iview->oviewy = iview->nviewy;
iview->oviewz = iview->nviewz;
iview->oviewpitch = iview->nviewpitch;
iview->oviewangle = iview->nviewangle;
}
if (player != NULL && gamestate != GS_TITLELEVEL &&
2006-04-30 21:49:18 +00:00
((player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) &&
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
(camera->RenderStyle.BlendOp != STYLEOP_None) &&
!(camera->renderflags & RF_INVISIBLE) &&
camera->sprite != 0) // Sprite 0 is always TNT1
{
// [RH] Use chasecam view
P_AimCamera (camera);
iview->nviewx = CameraX;
iview->nviewy = CameraY;
iview->nviewz = CameraZ;
viewsector = CameraSector;
r_showviewer = true;
}
else
{
iview->nviewx = camera->x;
iview->nviewy = camera->y;
iview->nviewz = camera->player ? camera->player->viewz : camera->z + camera->GetClass()->Meta.GetMetaFixed(AMETA_CameraHeight);
viewsector = camera->Sector;
r_showviewer = false;
}
iview->nviewpitch = camera->pitch;
if (camera->player != 0)
{
player = camera->player;
}
iview->nviewangle = camera->angle + viewangleoffset;
if (iview->otic == -1 || r_NoInterpolate)
{
R_ResetViewInterpolation ();
iview->otic = nowtic;
}
R_UpdateAnimations (I_MSTime());
r_TicFrac = I_GetTimeFrac (&r_FrameTime);
if (cl_capfps || r_NoInterpolate)
{
r_TicFrac = FRACUNIT;
}
R_InterpolateView (player, r_TicFrac, iview);
#ifdef TEST_X
viewx = TEST_X;
viewy = TEST_Y;
viewz = TEST_Z;
viewangle = TEST_ANGLE;
#endif
R_CopyStackedViewParameters();
R_SetViewAngle ();
dointerpolations (r_TicFrac);
// Keep the view within the sector's floor and ceiling
fixed_t theZ = viewsector->ceilingplane.ZatPoint (viewx, viewy) - 4*FRACUNIT;
if (viewz > theZ)
{
viewz = theZ;
}
theZ = viewsector->floorplane.ZatPoint (viewx, viewy) + 4*FRACUNIT;
if (viewz < theZ)
{
viewz = theZ;
}
if (!paused)
{
int intensity = DEarthquake::StaticGetQuakeIntensity (camera);
if (intensity != 0)
{
viewx += ((pr_torchflicker() % (intensity<<2))
-(intensity<<1))<<FRACBITS;
viewy += ((pr_torchflicker() % (intensity<<2))
-(intensity<<1))<<FRACBITS;
}
}
extralight = camera->player ? camera->player->extralight : 0;
// killough 3/20/98, 4/4/98: select colormap based on player status
// [RH] Can also select a blend
if (viewsector->heightsec &&
!(viewsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
const sector_t *s = viewsector->heightsec;
newblend = viewz < s->floorplane.ZatPoint (viewx, viewy)
? s->bottommap
: viewz > s->ceilingplane.ZatPoint (viewx, viewy)
? s->topmap
: s->midmap;
if (APART(newblend) == 0 && newblend >= numfakecmaps)
newblend = 0;
}
else
{
newblend = 0;
}
// [RH] Don't override testblend unless entering a sector with a
// blend different from the previous sector's. Same goes with
// NormalLight's maps pointer.
if (R_OldBlend != newblend)
{
R_OldBlend = newblend;
if (APART(newblend))
{
BaseBlendR = RPART(newblend);
BaseBlendG = GPART(newblend);
BaseBlendB = BPART(newblend);
BaseBlendA = APART(newblend) / 255.f;
NormalLight.Maps = realcolormaps;
}
else
{
NormalLight.Maps = realcolormaps + NUMCOLORMAPS*256*newblend;
BaseBlendR = BaseBlendG = BaseBlendB = 0;
BaseBlendA = 0.f;
}
}
fixedcolormap = NULL;
fixedlightlev = 0;
if (player != NULL && camera == player->mo && player->fixedcolormap)
{
if (player->fixedcolormap < NUMCOLORMAPS)
{
fixedlightlev = player->fixedcolormap*256;
fixedcolormap = NormalLight.Maps;
}
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
else switch (player->fixedcolormap)
{
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
case INVERSECOLORMAP:
fixedcolormap = InverseColormap;
break;
case REDCOLORMAP:
fixedcolormap = RedColormap;
break;
case GREENCOLORMAP:
fixedcolormap = GreenColormap;
break;
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
case GOLDCOLORMAP:
fixedcolormap = GoldColormap;
break;
default:
break;
}
}
// [RH] Inverse light for shooting the Sigil
else if (extralight == INT_MIN)
{
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
fixedcolormap = InverseColormap;
extralight = 0;
}
// [RH] freelook stuff
{
fixed_t dy;
if (camera != NULL)
{
dy = FixedMul (FocalLengthY, finetangent[(ANGLE_90-viewpitch)>>ANGLETOFINESHIFT]);
}
else
{
dy = 0;
}
centeryfrac = (viewheight << (FRACBITS-1)) + dy;
centery = centeryfrac >> FRACBITS;
globaluclip = FixedDiv (-centeryfrac, InvZtoScale);
globaldclip = FixedDiv ((viewheight<<FRACBITS)-centeryfrac, InvZtoScale);
//centeryfrac &= 0xffff0000;
int e, i;
i = 0;
e = viewheight;
fixed_t focus = FocalLengthY;
fixed_t den;
if (i < centery)
{
den = centeryfrac - (i << FRACBITS) - FRACUNIT/2;
if (e <= centery)
{
do {
yslope[i] = FixedDiv (focus, den);
den -= FRACUNIT;
} while (++i < e);
}
else
{
do {
yslope[i] = FixedDiv (focus, den);
den -= FRACUNIT;
} while (++i < centery);
den = (i << FRACBITS) - centeryfrac + FRACUNIT/2;
do {
yslope[i] = FixedDiv (focus, den);
den += FRACUNIT;
} while (++i < e);
}
}
else
{
den = (i << FRACBITS) - centeryfrac + FRACUNIT/2;
do {
yslope[i] = FixedDiv (focus, den);
den += FRACUNIT;
} while (++i < e);
}
}
P_UnPredictPlayer ();
framecount++;
validcount++;
if (r_polymost)
{
polyclipped = RP_SetupFrame (false);
}
}
//==========================================================================
//
// R_RefreshViewBorder
//
// Draws the border around the player view, if needed.
//
//==========================================================================
void R_RefreshViewBorder ()
{
if (setblocks < 10)
{
if (BorderNeedRefresh)
{
BorderNeedRefresh--;
if (BorderTopRefresh)
{
BorderTopRefresh--;
}
R_DrawViewBorder();
}
else if (BorderTopRefresh)
{
BorderTopRefresh--;
R_DrawTopBorder();
}
}
}
//==========================================================================
//
// R_EnterMirror
//
// [RH] Draw the reflection inside a mirror
//
//==========================================================================
void R_EnterMirror (drawseg_t *ds, int depth)
{
angle_t startang = viewangle;
fixed_t startx = viewx;
fixed_t starty = viewy;
unsigned int mirrorsAtStart = WallMirrors.Size ();
vertex_t *v1 = ds->curline->v1;
// Reflect the current view behind the mirror.
if (ds->curline->linedef->dx == 0)
{ // vertical mirror
viewx = v1->x - startx + v1->x;
}
else if (ds->curline->linedef->dy == 0)
{ // horizontal mirror
viewy = v1->y - starty + v1->y;
}
else
{ // any mirror--use floats to avoid integer overflow
vertex_t *v2 = ds->curline->v2;
float dx = FIXED2FLOAT(v2->x - v1->x);
float dy = FIXED2FLOAT(v2->y - v1->y);
float x1 = FIXED2FLOAT(v1->x);
float y1 = FIXED2FLOAT(v1->y);
float x = FIXED2FLOAT(startx);
float y = FIXED2FLOAT(starty);
// the above two cases catch len == 0
float r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy);
viewx = FLOAT2FIXED((x1 + r * dx)*2 - x);
viewy = FLOAT2FIXED((y1 + r * dy)*2 - y);
}
viewangle = 2*R_PointToAngle2 (ds->curline->v1->x, ds->curline->v1->y,
ds->curline->v2->x, ds->curline->v2->y) - startang;
viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];
viewtansin = FixedMul (FocalTangent, viewsin);
viewtancos = FixedMul (FocalTangent, viewcos);
R_CopyStackedViewParameters();
validcount++;
ActiveWallMirror = ds->curline;
R_ClearPlanes (false);
R_ClearClipSegs (ds->x1, ds->x2 + 1);
memcpy (ceilingclip + ds->x1, openings + ds->sprtopclip, (ds->x2 - ds->x1 + 1)*sizeof(*ceilingclip));
memcpy (floorclip + ds->x1, openings + ds->sprbottomclip, (ds->x2 - ds->x1 + 1)*sizeof(*floorclip));
WindowLeft = ds->x1;
WindowRight = ds->x2;
MirrorFlags = (depth + 1) & 1;
R_RenderBSPNode (nodes + numnodes - 1);
R_DrawPlanes ();
R_DrawSkyBoxes ();
// Allow up to 4 recursions through a mirror
if (depth < 4)
{
unsigned int mirrorsAtEnd = WallMirrors.Size ();
for (; mirrorsAtStart < mirrorsAtEnd; mirrorsAtStart++)
{
R_EnterMirror (drawsegs + WallMirrors[mirrorsAtStart], depth + 1);
}
}
else
{
depth = depth;
}
viewangle = startang;
viewx = startx;
viewy = starty;
}
//==========================================================================
//
// R_SetupBuffer
//
// Precalculate all row offsets and fuzz table.
//
//==========================================================================
void R_SetupBuffer (bool inview)
{
static BYTE *lastbuff = NULL;
int pitch = RenderTarget->GetPitch();
BYTE *lineptr = RenderTarget->GetBuffer() + viewwindowy*pitch + viewwindowx;
if (inview)
{
pitch <<= detailyshift;
}
if (detailxshift)
{
lineptr += viewwidth;
}
if (dc_pitch != pitch || lineptr != lastbuff)
{
if (dc_pitch != pitch)
{
dc_pitch = pitch;
R_InitFuzzTable (pitch);
#ifdef USEASM
ASM_PatchPitch ();
#endif
}
dc_destorg = lineptr;
for (int i = 0; i < RenderTarget->GetHeight(); i++)
{
ylookup[i] = i * pitch;
}
}
}
//==========================================================================
//
// R_RenderActorView
//
//==========================================================================
void R_RenderActorView (AActor *actor, bool dontmaplines)
{
WallCycles = PlaneCycles = MaskedCycles = WallScanCycles = 0;
R_SetupBuffer (true);
R_SetupFrame (actor);
// Clear buffers.
R_ClearClipSegs (0, viewwidth);
R_ClearDrawSegs ();
R_ClearPlanes (true);
R_ClearSprites ();
NetUpdate ();
// [RH] Show off segs if r_drawflat is 1
if (r_drawflat)
{
hcolfunc_pre = R_FillColumnHorizP;
hcolfunc_post1 = rt_copy1col;
hcolfunc_post4 = rt_copy4cols;
colfunc = R_FillColumnP;
spanfunc = R_FillSpan;
}
else
{
hcolfunc_pre = R_DrawColumnHoriz;
hcolfunc_post1 = rt_map1col;
hcolfunc_post4 = rt_map4cols;
colfunc = basecolfunc;
spanfunc = R_DrawSpan;
}
WindowLeft = 0;
WindowRight = viewwidth - 1;
MirrorFlags = 0;
ActiveWallMirror = NULL;
r_dontmaplines = dontmaplines;
// [RH] Hack to make windows into underwater areas possible
r_fakingunderwater = false;
// [RH] Setup particles for this frame
R_FindParticleSubsectors ();
clock (WallCycles);
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
DWORD savedflags = camera->renderflags;
// Never draw the player unless in chasecam mode
if (!r_showviewer)
{
camera->renderflags |= RF_INVISIBLE;
}
if (r_polymost < 2)
{
R_RenderBSPNode (nodes + numnodes - 1); // The head node is the last node output.
}
camera->renderflags = savedflags;
unclock (WallCycles);
NetUpdate ();
if (viewactive)
{
clock (PlaneCycles);
R_DrawPlanes ();
R_DrawSkyBoxes ();
unclock (PlaneCycles);
// [RH] Walk through mirrors
size_t lastmirror = WallMirrors.Size ();
for (unsigned int i = 0; i < lastmirror; i++)
{
R_EnterMirror (drawsegs + WallMirrors[i], 0);
}
NetUpdate ();
clock (MaskedCycles);
R_DrawMasked ();
unclock (MaskedCycles);
NetUpdate ();
if (r_polymost)
{
RP_RenderBSPNode (nodes + numnodes - 1);
if (polyclipped)
{
RP_SetupFrame (true);
RP_RenderBSPNode (nodes + numnodes - 1);
}
}
}
WallMirrors.Clear ();
restoreinterpolations ();
// If there is vertical doubling, and the view window is not an even height,
// draw a black line at the bottom of the view window.
if (detailyshift && viewwindowy == 0 && (realviewheight & 1))
{
screen->Clear (0, realviewheight-1, realviewwidth, realviewheight, 0, 0);
}
R_SetupBuffer (false);
}
//==========================================================================
//
// R_RenderViewToCanvas
//
// Pre: Canvas is already locked.
//
//==========================================================================
void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
int x, int y, int width, int height, bool dontmaplines)
{
const int saveddetail = detailxshift | (detailyshift << 1);
const bool savedviewactive = viewactive;
detailxshift = detailyshift = 0;
realviewwidth = viewwidth = width;
RenderTarget = canvas;
bRenderingToCanvas = true;
R_SetDetail (0);
R_SetWindow (12, width, height, height);
viewwindowx = x;
viewwindowy = y;
viewactive = true;
R_RenderActorView (actor, dontmaplines);
RenderTarget = screen;
bRenderingToCanvas = false;
R_SetDetail (saveddetail);
R_ExecuteSetViewSize ();
screen->Lock (true);
R_SetupBuffer (false);
screen->Unlock ();
viewactive = savedviewactive;
}
//==========================================================================
//
// FCanvasTextureInfo :: Add
//
// Assigns a camera to a canvas texture.
//
//==========================================================================
void FCanvasTextureInfo::Add (AActor *viewpoint, int picnum, int fov)
{
FCanvasTextureInfo *probe;
FCanvasTexture *texture;
if (picnum < 0)
{
return;
}
texture = static_cast<FCanvasTexture *>(TexMan[picnum]);
if (!texture->bHasCanvas)
{
Printf ("%s is not a valid target for a camera\n", texture->Name);
return;
}
// Is this texture already assigned to a camera?
for (probe = List; probe != NULL; probe = probe->Next)
{
if (probe->Texture == texture)
{
// Yes, change its assignment to this new camera
if (probe->Viewpoint != viewpoint || probe->FOV != fov)
{
texture->bFirstUpdate = true;
}
probe->Viewpoint = viewpoint;
probe->FOV = fov;
return;
}
}
// No, create a new assignment
probe = new FCanvasTextureInfo;
probe->Viewpoint = viewpoint;
probe->Texture = texture;
probe->PicNum = picnum;
probe->FOV = fov;
probe->Next = List;
texture->bFirstUpdate = true;
List = probe;
}
//==========================================================================
//
// FCanvasTextureInfo :: UpdateAll
//
// Updates all canvas textures that were visible in the last frame.
//
//==========================================================================
void FCanvasTextureInfo::UpdateAll ()
{
FCanvasTextureInfo *probe;
for (probe = List; probe != NULL; probe = probe->Next)
{
if (probe->Viewpoint != NULL && probe->Texture->bNeedsUpdate)
{
probe->Texture->RenderView (probe->Viewpoint, probe->FOV);
}
}
}
//==========================================================================
//
// FCanvasTextureInfo :: EmptyList
//
// Removes all camera->texture assignments.
//
//==========================================================================
void FCanvasTextureInfo::EmptyList ()
{
FCanvasTextureInfo *probe, *next;
for (probe = List; probe != NULL; probe = next)
{
next = probe->Next;
delete probe;
}
List = NULL;
}
//==========================================================================
//
// FCanvasTextureInfo :: Serialize
//
// Reads or writes the current set of mappings in an archive.
//
//==========================================================================
void FCanvasTextureInfo::Serialize (FArchive &arc)
{
if (arc.IsStoring ())
{
FCanvasTextureInfo *probe;
for (probe = List; probe != NULL; probe = probe->Next)
{
if (probe->Texture != NULL && probe->Viewpoint != NULL)
{
arc << probe->Viewpoint << probe->FOV;
TexMan.WriteTexture (arc, probe->PicNum);
}
}
AActor *nullactor = NULL;
arc << nullactor;
}
else
{
AActor *viewpoint;
int picnum, fov;
EmptyList ();
arc << viewpoint;
while (viewpoint != NULL)
{
arc << fov;
picnum = TexMan.ReadTexture (arc);
Add (viewpoint, picnum, fov);
arc << viewpoint;
}
}
}
//==========================================================================
//
// FCanvasTextureInfo :: Mark
//
// Marks all viewpoints in the list for the collector.
//
//==========================================================================
void FCanvasTextureInfo::Mark()
{
for (FCanvasTextureInfo *probe = List; probe != NULL; probe = probe->Next)
{
GC::Mark(probe->Viewpoint);
}
}
//==========================================================================
//
// R_MultiresInit
//
// Called from V_SetResolution()
//
//==========================================================================
void R_MultiresInit ()
{
R_PlaneInitData ();
R_OldBlend = ~0;
}
// Stuff from BUILD to interpolate floors and ceilings
//
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
// Ken Silverman's official web site: "http://www.advsys.net/ken"
// See the included license file "BUILDLIC.TXT" for license info.
// This code has been modified from its original form.
static bool didInterp;
FActiveInterpolation *FActiveInterpolation::curiposhash[INTERPOLATION_BUCKETS];
void FActiveInterpolation::CopyInterpToOld ()
{
switch (Type)
{
case INTERP_SectorFloor:
oldipos[0] = ((sector_t*)Address)->floorplane.d;
oldipos[1] = ((sector_t*)Address)->floortexz;
break;
case INTERP_SectorCeiling:
oldipos[0] = ((sector_t*)Address)->ceilingplane.d;
oldipos[1] = ((sector_t*)Address)->ceilingtexz;
break;
case INTERP_Vertex:
oldipos[0] = ((vertex_t*)Address)->x;
oldipos[1] = ((vertex_t*)Address)->y;
break;
case INTERP_FloorPanning:
oldipos[0] = ((sector_t*)Address)->floor_xoffs;
oldipos[1] = ((sector_t*)Address)->floor_yoffs;
break;
case INTERP_CeilingPanning:
oldipos[0] = ((sector_t*)Address)->ceiling_xoffs;
oldipos[1] = ((sector_t*)Address)->ceiling_yoffs;
break;
case INTERP_WallPanning:
oldipos[0] = ((side_t*)Address)->rowoffset;
oldipos[1] = ((side_t*)Address)->textureoffset;
break;
}
}
void FActiveInterpolation::CopyBakToInterp ()
{
switch (Type)
{
case INTERP_SectorFloor:
((sector_t*)Address)->floorplane.d = bakipos[0];
((sector_t*)Address)->floortexz = bakipos[1];
break;
case INTERP_SectorCeiling:
((sector_t*)Address)->ceilingplane.d = bakipos[0];
((sector_t*)Address)->ceilingtexz = bakipos[1];
break;
case INTERP_Vertex:
((vertex_t*)Address)->x = bakipos[0];
((vertex_t*)Address)->y = bakipos[1];
break;
case INTERP_FloorPanning:
((sector_t*)Address)->floor_xoffs = bakipos[0];
((sector_t*)Address)->floor_yoffs = bakipos[1];
break;
case INTERP_CeilingPanning:
((sector_t*)Address)->ceiling_xoffs = bakipos[0];
((sector_t*)Address)->ceiling_yoffs = bakipos[1];
break;
case INTERP_WallPanning:
((side_t*)Address)->rowoffset = bakipos[0];
((side_t*)Address)->textureoffset = bakipos[1];
break;
}
}
void FActiveInterpolation::DoAnInterpolation (fixed_t smoothratio)
{
fixed_t *adr1, *adr2, pos;
switch (Type)
{
case INTERP_SectorFloor:
adr1 = &((sector_t*)Address)->floorplane.d;
adr2 = &((sector_t*)Address)->floortexz;
break;
case INTERP_SectorCeiling:
adr1 = &((sector_t*)Address)->ceilingplane.d;
adr2 = &((sector_t*)Address)->ceilingtexz;
break;
case INTERP_Vertex:
adr1 = &((vertex_t*)Address)->x;
adr2 = &((vertex_t*)Address)->y;
break;
case INTERP_FloorPanning:
adr1 = &((sector_t*)Address)->floor_xoffs;
adr2 = &((sector_t*)Address)->floor_yoffs;
break;
case INTERP_CeilingPanning:
adr1 = &((sector_t*)Address)->ceiling_xoffs;
adr2 = &((sector_t*)Address)->ceiling_yoffs;
break;
case INTERP_WallPanning:
adr1 = &((side_t*)Address)->rowoffset;
adr2 = &((side_t*)Address)->textureoffset;
break;
default:
return;
}
pos = bakipos[0] = *adr1;
*adr1 = oldipos[0] + FixedMul (pos - oldipos[0], smoothratio);
pos = bakipos[1] = *adr2;
*adr2 = oldipos[1] + FixedMul (pos - oldipos[1], smoothratio);
}
2006-04-12 01:50:09 +00:00
size_t FActiveInterpolation::HashKey (EInterpType type, void *interptr)
{
2006-04-12 01:50:09 +00:00
return (size_t)type * ((size_t)interptr>>5);
}
int FActiveInterpolation::CountInterpolations ()
{
int d1, d2, d3;
return CountInterpolations (&d1, &d2, &d3);
}
int FActiveInterpolation::CountInterpolations (int *usedbuckets, int *minbucketfill, int *maxbucketfill)
{
int count = 0;
int inuse = 0;
int minuse = INT_MAX;
int maxuse = INT_MIN;
for (int i = INTERPOLATION_BUCKETS-1; i >= 0; --i)
{
int use = 0;
FActiveInterpolation *probe = FActiveInterpolation::curiposhash[i];
if (probe != NULL)
{
inuse++;
}
while (probe != NULL)
{
count++;
use++;
probe = probe->Next;
}
if (use > 0 && use < minuse)
{
minuse = use;
}
if (use > maxuse)
{
maxuse = use;
}
}
*usedbuckets = inuse;
*minbucketfill = minuse == INT_MAX ? 0 : minuse;
*maxbucketfill = maxuse;
return count;
}
FActiveInterpolation *FActiveInterpolation::FindInterpolation (EInterpType type, void *interptr, FActiveInterpolation **&interp_p)
{
2006-04-12 01:50:09 +00:00
size_t hash = HashKey (type, interptr) % INTERPOLATION_BUCKETS;
FActiveInterpolation *probe, **probe_p;
for (probe_p = &curiposhash[hash], probe = *probe_p;
probe != NULL;
probe_p = &probe->Next, probe = *probe_p)
{
if (probe->Address > interptr)
{ // We passed the place it would have been, so it must not be here.
probe = NULL;
break;
}
if (probe->Address == interptr && probe->Type == type)
{ // Found it.
break;
}
}
interp_p = probe_p;
return probe;
}
void clearinterpolations()
{
for (int i = INTERPOLATION_BUCKETS-1; i >= 0; --i)
{
for (FActiveInterpolation *probe = FActiveInterpolation::curiposhash[i];
probe != NULL; )
{
FActiveInterpolation *next = probe->Next;
delete probe;
probe = next;
}
FActiveInterpolation::curiposhash[i] = NULL;
}
}
void updateinterpolations() //Stick at beginning of domovethings
{
for (int i = INTERPOLATION_BUCKETS-1; i >= 0; --i)
{
for (FActiveInterpolation *probe = FActiveInterpolation::curiposhash[i];
probe != NULL; probe = probe->Next)
{
probe->CopyInterpToOld ();
}
}
}
void setinterpolation(EInterpType type, void *posptr)
{
FActiveInterpolation **interp_p;
FActiveInterpolation *interp = FActiveInterpolation::FindInterpolation (type, posptr, interp_p);
if (interp != NULL) return; // It's already active
interp = new FActiveInterpolation;
interp->Type = type;
interp->Address = posptr;
interp->Next = *interp_p;
*interp_p = interp;
interp->CopyInterpToOld ();
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
if (type == INTERP_SectorFloor) P_Start3dMidtexInterpolations((sector_t*)posptr, false);
else if (type == INTERP_SectorCeiling) P_Start3dMidtexInterpolations((sector_t*)posptr, true);
}
void stopinterpolation(EInterpType type, void *posptr)
{
FActiveInterpolation **interp_p;
FActiveInterpolation *interp = FActiveInterpolation::FindInterpolation (type, posptr, interp_p);
if (interp != NULL)
{
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
if (type == INTERP_SectorFloor) P_Start3dMidtexInterpolations((sector_t*)posptr, false);
else if (type == INTERP_SectorCeiling) P_Start3dMidtexInterpolations((sector_t*)posptr, true);
*interp_p = interp->Next;
delete interp;
}
}
void dointerpolations(fixed_t smoothratio) //Stick at beginning of drawscreen
{
if (smoothratio == FRACUNIT)
{
didInterp = false;
return;
}
didInterp = true;
for (int i = INTERPOLATION_BUCKETS-1; i >= 0; --i)
{
for (FActiveInterpolation *probe = FActiveInterpolation::curiposhash[i];
probe != NULL; probe = probe->Next)
{
probe->DoAnInterpolation (smoothratio);
}
}
}
void restoreinterpolations() //Stick at end of drawscreen
{
if (didInterp)
{
didInterp = false;
for (int i = INTERPOLATION_BUCKETS-1; i >= 0; --i)
{
for (FActiveInterpolation *probe = FActiveInterpolation::curiposhash[i];
probe != NULL; probe = probe->Next)
{
probe->CopyBakToInterp ();
}
}
}
}
void SerializeInterpolations (FArchive &arc)
{
FActiveInterpolation *interp;
int numinterpolations;
int i;
if (arc.IsStoring ())
{
numinterpolations = FActiveInterpolation::CountInterpolations();
arc.WriteCount (numinterpolations);
for (i = INTERPOLATION_BUCKETS-1; i >= 0; --i)
{
for (interp = FActiveInterpolation::curiposhash[i];
interp != NULL; interp = interp->Next)
{
arc << interp;
}
}
}
else
{
clearinterpolations ();
numinterpolations = arc.ReadCount ();
for (i = numinterpolations; i > 0; --i)
{
FActiveInterpolation **interp_p;
arc << interp;
if (FActiveInterpolation::FindInterpolation (interp->Type, interp->Address, interp_p) == NULL)
{ // Should always return NULL, because there should never be any duplicates stored.
interp->Next = *interp_p;
*interp_p = interp;
}
}
}
}
FArchive &operator << (FArchive &arc, FActiveInterpolation *&interp)
{
BYTE type;
union
{
vertex_t *vert;
sector_t *sect;
side_t *side;
void *ptr;
} ptr;
if (arc.IsStoring ())
{
type = interp->Type;
ptr.ptr = interp->Address;
arc << type;
switch (type)
{
case INTERP_Vertex: arc << ptr.vert; break;
case INTERP_WallPanning: arc << ptr.side; break;
default: arc << ptr.sect; break;
}
}
else
{
interp = new FActiveInterpolation;
arc << type;
interp->Type = (EInterpType)type;
switch (type)
{
case INTERP_Vertex: arc << ptr.vert; break;
case INTERP_WallPanning: arc << ptr.side; break;
default: arc << ptr.sect; break;
}
interp->Address = ptr.ptr;
}
return arc;
}
ADD_STAT (interpolations)
{
int inuse, minuse, maxuse, total;
FString out;
total = FActiveInterpolation::CountInterpolations (&inuse, &minuse, &maxuse);
out.Format ("%d interpolations buckets:%3d min:%3d max:%3d avg:%3d %d%% full %d%% buckfull",
total, inuse, minuse, maxuse, inuse?total/inuse:0, total*100/INTERPOLATION_BUCKETS, inuse*100/INTERPOLATION_BUCKETS);
return out;
}