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- fixed: The node builder did not check if all segs could be split properly.
Also removed some fudging that tried to work around this case but produced a broken BSP tree on other maps. SVN r2071 (trunk)
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4 changed files with 94 additions and 7 deletions
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@ -1,3 +1,10 @@
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January 1, 2010 (Changes by Graf Zahl)
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- fixed: The node builder did not check if all segs could be split properly.
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Also removed some fudging that tried to work around this case but produced
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a broken BSP tree on other maps.
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- Added Blzut3's Solaris patch.
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- Fixed: Heretic's Weredragon (Beast) should not have a melee state.
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January 1, 2010 (SBARINFO update)
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- Reorganized the SBarInfo code.
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- Added interpolate(<speed>) flag to drawnumber, drawbar, and drawgem. The old
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@ -6,10 +13,6 @@ January 1, 2010 (SBARINFO update)
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- As an extension to the previous you can now use comparison operators on
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inventory items and armortype in drawswitchableimage.
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January 1, 2010 (Changes by Graf Zahl)
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- Added Blzut3's Solaris patch.
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- Fixed: Heretic's Weredragon (Beast) should not have a melee state.
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December 31, 2009 (Changes by Graf Zahl)
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- fixed: FastProjectile was missing all sky checks when the projectile's move
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was blocked.
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@ -114,6 +114,17 @@ int FNodeBuilder::CreateNode (DWORD set, fixed_t bbox[4])
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DWORD set1, set2;
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SplitSegs (set, node, splitseg, set1, set2);
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// Check if the set could be split. It may happen that all segs end up on the same side
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// in which case we need to create a subsector from such a set.
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if (set1 == DWORD_MAX)
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{
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return 0x80000000 | CreateSubsector (set2, bbox);
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}
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else if (set2 == DWORD_MAX)
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{
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return 0x80000000 | CreateSubsector (set1, bbox);
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}
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D(PrintSet (1, set1));
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D(Printf (PRINT_LOG, "(%d,%d) delta (%d,%d) from seg %d\n", node.x>>16, node.y>>16, node.dx>>16, node.dy>>16, splitseg));
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D(PrintSet (2, set2));
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@ -490,7 +501,9 @@ int FNodeBuilder::SelectSplitter (DWORD set, node_t &node, DWORD &splitseg, int
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int FNodeBuilder::Heuristic (node_t &node, DWORD set, bool honorNoSplit)
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{
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int score = 0;
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int score = 1000000; // a high base so that segs that come too close to a splitter
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// still can be weighed extremely negatively but preventing
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// them from creating a negative score.
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int segsInSet = 0;
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int counts[2] = { 0, 0 };
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int realSegs[2] = { 0, 0 };
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@ -767,6 +780,27 @@ void FNodeBuilder::SplitSegs (DWORD set, node_t &node, DWORD splitseg, DWORD &ou
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newvert.y += fixed_t(frac * double(Vertices[seg->v2].y - newvert.y));
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vertnum = VertexMap->SelectVertexClose (newvert);
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if (vertnum == seg->v1 || vertnum == seg->v2)
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{
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// Check if the resulting split vertex matches one of the line's ends.
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// In this case this seg must not be split
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if ((vertnum == seg->v1 && sidev2 == -1) || (vertnum == seg->v2 && sidev1 == -1))
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{
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side = 0;
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sidev1 = 0;
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seg->next = outset0;
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outset0 = set;
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}
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else
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{
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side = 1;
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sidev2 = 0;
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seg->next = outset1;
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outset1 = set;
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}
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break;
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}
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seg2 = SplitSeg (set, vertnum, sidev1);
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Segs[seg2].next = outset0;
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@ -841,7 +875,7 @@ void FNodeBuilder::SplitSegs (DWORD set, node_t &node, DWORD splitseg, DWORD &ou
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set = next;
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}
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FixSplitSharers (node);
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if (GLNodes)
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if (GLNodes && outset0 != DWORD_MAX && outset1 != DWORD_MAX)
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{
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AddMinisegs (node, splitseg, outset0, outset1);
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}
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@ -2712,6 +2712,7 @@ static void P_GroupLines (bool buildmap)
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FBoundingBox bbox;
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bool flaggedNoFronts = false;
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unsigned int ii, jj;
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TArray<int> nosector;
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for (i = 0; i < (int)countof(times); ++i)
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{
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@ -2722,7 +2723,13 @@ static void P_GroupLines (bool buildmap)
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times[0].Clock();
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for (i = 0; i < numsubsectors; i++)
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{
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subsectors[i].sector = segs[subsectors[i].firstline].sidedef->sector;
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side_t *side = segs[subsectors[i].firstline].sidedef;
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if (side != NULL) subsectors[i].sector = side->sector;
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else
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{
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subsectors[i].sector = NULL;
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nosector.Push(i);
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}
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subsectors[i].validcount = validcount;
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double accumx = 0.0, accumy = 0.0;
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@ -2737,6 +2744,48 @@ static void P_GroupLines (bool buildmap)
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subsectors[i].CenterX = fixed_t(accumx * 0.5 / subsectors[i].numlines);
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subsectors[i].CenterY = fixed_t(accumy * 0.5 / subsectors[i].numlines);
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}
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for(unsigned i=0;i<nosector.Size(); i++)
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{
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subsector_t *sub = &subsectors[nosector[i]];
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for(unsigned j=0;j<sub->numlines; j++)
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{
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seg_t *seg = &segs[sub->firstline + j];
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if (seg->frontsector != NULL)
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{
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sub->sector = seg->frontsector;
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break;
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}
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if (seg->PartnerSeg != NULL && seg->PartnerSeg->backsector != NULL)
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{
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sub->sector = seg->PartnerSeg->backsector;
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break;
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}
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}
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// we still haven't found a matching sector. Check the back sides of this subsector's segs next
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if (sub->sector == NULL)
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{
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for(unsigned j=0;j<sub->numlines; j++)
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{
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seg_t *seg = &segs[sub->firstline + j];
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if (seg->backsector != NULL)
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{
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sub->sector = seg->backsector;
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break;
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}
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if (seg->PartnerSeg != NULL && seg->PartnerSeg->frontsector != NULL)
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{
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sub->sector = seg->PartnerSeg->frontsector;
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break;
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}
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}
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}
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if (sub->sector == NULL)
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{
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sub->sector = §ors[0]; // prevent crashes. This hopefully does not matter because
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// any subsector going through here is malformed.
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Printf("Unable to assign a sector to subsector %d\n", subsectors[i].firstline);
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}
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}
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times[0].Unclock();
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// count number of lines in each sector
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@ -1026,6 +1026,7 @@ void R_Subsector (subsector_t *sub)
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#endif
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frontsector = sub->sector;
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if (sub->sector == NULL) return;
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frontsector->MoreFlags |= SECF_DRAWN;
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count = sub->numlines;
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line = &segs[sub->firstline];
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