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- Use a flood-fill algorithm to define polyobjects with PolyObj_StartLine instead of a simple
loop-following algorithm. This fixes the polyobjects in http://www.doomworld.com/idgames/index.php?id=6291 SVN r2482 (trunk)
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8ce9e178d4
commit
58269a18f0
3 changed files with 69 additions and 44 deletions
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@ -128,27 +128,8 @@ FLightStack* LightStacks;
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TArray<FMapThing> MapThingsConverted;
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int sidecount;
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struct sidei_t // [RH] Only keep BOOM sidedef init stuff around for init
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{
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union
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{
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// Used when unpacking sidedefs and assigning
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// properties based on linedefs.
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struct
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{
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short tag, special;
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short alpha;
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DWORD map;
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} a;
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sidei_t *sidetemp;
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// Used when grouping sidedefs into loops.
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struct
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{
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DWORD first, next;
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char lineside;
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} b;
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};
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} *sidetemp;
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TArray<int> linemap;
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bool UsingGLNodes;
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@ -2261,9 +2242,8 @@ static void P_LoopSidedefs ()
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sides[right].LeftSide = i;
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}
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// Throw away sidedef init info now that we're done with it
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delete[] sidetemp;
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sidetemp = NULL;
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// We keep the sidedef init info around until after polyobjects are initialized,
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// so don't delete just yet.
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}
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int P_DetermineTranslucency (int lumpnum)
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@ -3866,6 +3846,10 @@ void P_SetupLevel (char *lumpname, int position)
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PO_Init (); // Initialize the polyobjs
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times[16].Unclock();
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assert(sidetemp != NULL);
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delete[] sidetemp;
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sidetemp = NULL;
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// if deathmatch, randomly spawn the active players
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if (deathmatch)
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{
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@ -111,4 +111,27 @@ int P_TranslateSectorSpecial (int);
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int GetUDMFInt(int type, int index, const char *key);
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fixed_t GetUDMFFixed(int type, int index, const char *key);
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struct sidei_t // [RH] Only keep BOOM sidedef init stuff around for init
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{
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union
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{
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// Used when unpacking sidedefs and assigning
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// properties based on linedefs.
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struct
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{
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short tag, special;
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short alpha;
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DWORD map;
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} a;
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// Used when grouping sidedefs into loops.
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struct
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{
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DWORD first, next;
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char lineside;
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} b;
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};
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};
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extern sidei_t *sidetemp;
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#endif
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@ -27,6 +27,7 @@
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#include "r_interpolate.h"
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#include "g_level.h"
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#include "po_man.h"
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#include "p_setup.h"
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// MACROS ------------------------------------------------------------------
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@ -1334,41 +1335,58 @@ static void KillSideLists ()
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KnownPolySides.ShrinkToFit ();
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}
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//==========================================================================
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//
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// AddPolyVert
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//
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// Helper function for IterFindPolySides()
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//
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//==========================================================================
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static void AddPolyVert(TArray<DWORD> &vnum, DWORD vert)
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{
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for (unsigned int i = vnum.Size() - 1; i-- != 0; )
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{
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if (vnum[i] == vert)
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{ // Already in the set. No need to add it.
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return;
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}
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}
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vnum.Push(vert);
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}
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//==========================================================================
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//
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// IterFindPolySides
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//
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// Beginning with the first vertex of the starting side, for each vertex
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// in vnum, add all the sides that use it as a first vertex to the polyobj,
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// and add all their second vertices to vnum. This continues until there
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// are no new vertices in vnum.
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//
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//==========================================================================
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static void IterFindPolySides (FPolyObj *po, side_t *side)
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{
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SDWORD j;
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int i;
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vertex_t *v1 = side->V1();
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static TArray<DWORD> vnum;
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unsigned int vnumat;
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po->Sidedefs.Push(side);
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assert(sidetemp != NULL);
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// This for loop exists solely to avoid infinitely looping on badly
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// formed polyobjects.
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for (i = 0; i < numsides; i++)
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vnum.Clear();
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vnum.Push(DWORD(side->V1() - vertexes));
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vnumat = 0;
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while (vnum.Size() != vnumat)
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{
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int v2 = int(side->V2() - vertexes);
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j = side->RightSide;
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if (j == NO_SIDE)
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DWORD sidenum = sidetemp[vnum[vnumat++]].b.first;
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while (sidenum != NO_SIDE)
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{
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break;
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po->Sidedefs.Push(&sides[sidenum]);
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AddPolyVert(vnum, DWORD(sides[sidenum].V2() - vertexes));
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sidenum = sidetemp[sidenum].b.next;
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}
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side = &sides[j];
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if (side->V1() == v1)
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{
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return;
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}
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po->Sidedefs.Push(side);
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}
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I_Error ("IterFindPolySides: Non-closed Polyobj at linedef %d.\n",
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side->linedef-lines);
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}
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