mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 21:11:52 +00:00
Merge branch 'zmaster'
This commit is contained in:
commit
e305f5211a
20 changed files with 465 additions and 47 deletions
|
@ -480,7 +480,7 @@ if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
|
|||
set( CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -pg" )
|
||||
set( CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -pg" )
|
||||
endif()
|
||||
|
||||
|
||||
set( REL_CXX_FLAGS "-fno-rtti" )
|
||||
if( NOT PROFILE AND NOT APPLE )
|
||||
# On OS X frame pointers are required for exception handling, at least with Clang
|
||||
|
@ -497,6 +497,30 @@ if( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE )
|
|||
set( CMAKE_C_FLAGS "-Wall -Wextra -Wno-unused -Wno-unused-parameter -Wno-missing-field-initializers ${CMAKE_C_FLAGS}" )
|
||||
set( CMAKE_CXX_FLAGS "-Wall -Wextra -Wno-unused -Wno-unused-parameter -Wno-missing-field-initializers ${CMAKE_CXX_FLAGS}" )
|
||||
|
||||
# Use the highest C++ standard available since VS2015 compiles with C++14
|
||||
# but we only require C++11. The recommended way to do this in CMake is to
|
||||
# probably to use target_compile_features, but I don't feel like maintaining
|
||||
# a list of features we use.
|
||||
CHECK_CXX_COMPILER_FLAG( "-std=c++14" CAN_DO_CPP14 )
|
||||
if ( CAN_DO_CPP14 )
|
||||
set ( CMAKE_CXX_FLAGS "-std=c++14 ${CMAKE_CXX_FLAGS}" )
|
||||
else ()
|
||||
CHECK_CXX_COMPILER_FLAG( "-std=c++1y" CAN_DO_CPP1Y )
|
||||
if ( CAN_DO_CPP1Y )
|
||||
set ( CMAKE_CXX_FLAGS "-std=c++1y ${CMAKE_CXX_FLAGS}" )
|
||||
else ()
|
||||
CHECK_CXX_COMPILER_FLAG( "-std=c++11" CAN_DO_CPP11 )
|
||||
if ( CAN_DO_CPP11 )
|
||||
set ( CMAKE_CXX_FLAGS "-std=c++11 ${CMAKE_CXX_FLAGS}" )
|
||||
else ()
|
||||
CHECK_CXX_COMPILER_FLAG( "-std=c++0x" CAN_DO_CPP0X )
|
||||
if ( CAN_DO_CPP0X )
|
||||
set ( CMAKE_CXX_FLAGS "-std=c++0x ${CMAKE_CXX_FLAGS}" )
|
||||
endif ()
|
||||
endif ()
|
||||
endif ()
|
||||
endif ()
|
||||
|
||||
# Remove extra warnings when using the official DirectX headers.
|
||||
# Also, TDM-GCC 4.4.0 no longer accepts glibc-style printf formats as valid,
|
||||
# which is a royal pain. The previous version I had been using was fine with them.
|
||||
|
|
|
@ -1695,9 +1695,9 @@ bool AM_clipMline (mline_t *ml, fline_t *fl)
|
|||
TOP =8
|
||||
};
|
||||
|
||||
register int outcode1 = 0;
|
||||
register int outcode2 = 0;
|
||||
register int outside;
|
||||
int outcode1 = 0;
|
||||
int outcode2 = 0;
|
||||
int outside;
|
||||
|
||||
fpoint_t tmp = { 0, 0 };
|
||||
int dx;
|
||||
|
|
|
@ -302,7 +302,7 @@ enum
|
|||
};
|
||||
|
||||
// [RH] Compatibility flags.
|
||||
enum
|
||||
enum : unsigned int
|
||||
{
|
||||
COMPATF_SHORTTEX = 1 << 0, // Use Doom's shortest texture around behavior?
|
||||
COMPATF_STAIRINDEX = 1 << 1, // Don't fix loop index for stair building?
|
||||
|
|
|
@ -125,7 +125,7 @@ struct FMapOptInfo
|
|||
bool old;
|
||||
};
|
||||
|
||||
enum ELevelFlags
|
||||
enum ELevelFlags : unsigned int
|
||||
{
|
||||
LEVEL_NOINTERMISSION = 0x00000001,
|
||||
LEVEL_NOINVENTORYBAR = 0x00000002, // This effects Doom only, since it's the only one without a standard inventory bar.
|
||||
|
|
|
@ -166,7 +166,7 @@ void MD5Context::Final(BYTE digest[16])
|
|||
void
|
||||
MD5Transform(DWORD buf[4], const DWORD in[16])
|
||||
{
|
||||
register DWORD a, b, c, d;
|
||||
DWORD a, b, c, d;
|
||||
|
||||
a = buf[0];
|
||||
b = buf[1];
|
||||
|
|
|
@ -243,6 +243,7 @@ extern msecnode_t *sector_list; // phares 3/16/98
|
|||
struct spechit_t
|
||||
{
|
||||
line_t *line;
|
||||
fixedvec2 oldrefpos;
|
||||
fixedvec2 refpos;
|
||||
};
|
||||
|
||||
|
|
276
src/p_map.cpp
276
src/p_map.cpp
|
@ -808,6 +808,18 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
|
|||
|
||||
if (!ld->backsector)
|
||||
{ // One sided line
|
||||
|
||||
// Needed for polyobject portals. Having two-sided lines just for portals on otherwise solid polyobjects is a messy subject.
|
||||
if ((cres.line->sidedef[0]->Flags & WALLF_POLYOBJ) && cres.line->isLinePortal())
|
||||
{
|
||||
spechit_t spec;
|
||||
spec.line = ld;
|
||||
spec.refpos = cres.position;
|
||||
spec.oldrefpos = tm.thing->PosRelative(ld);
|
||||
portalhit.Push(spec);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (((cres.portalflags & FFCF_NOFLOOR) && LineIsAbove(cres.line, tm.thing) != 0) ||
|
||||
((cres.portalflags & FFCF_NOCEILING) && LineIsBelow(cres.line, tm.thing) != 0))
|
||||
{
|
||||
|
@ -969,18 +981,122 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
|
|||
{
|
||||
spec.line = ld;
|
||||
spec.refpos = cres.position;
|
||||
spec.oldrefpos = tm.thing->PosRelative(ld);
|
||||
spechit.Push(spec);
|
||||
}
|
||||
if (ld->portalindex >= 0 && ld->portalindex != UINT_MAX)
|
||||
if (ld->portalindex != UINT_MAX)
|
||||
{
|
||||
spec.line = ld;
|
||||
spec.refpos = cres.position;
|
||||
spec.oldrefpos = tm.thing->PosRelative(ld);
|
||||
portalhit.Push(spec);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
// PIT_CheckPortal
|
||||
// This checks the destination side of a non-static line portal
|
||||
// We cannot run a full P_CheckPosition there because it'd set
|
||||
// multiple fields to values that can cause problems in other
|
||||
// parts of the code
|
||||
//
|
||||
// What this does is starting a separate BlockLinesIterator
|
||||
// and only taking the absolutely necessary information
|
||||
// (i.e. floor and ceiling height plus terrain)
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static bool PIT_CheckPortal(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::CheckResult cres, const FBoundingBox &box, FCheckPosition &tm)
|
||||
{
|
||||
// if in another vertical section let's just ignore it.
|
||||
if (cres.portalflags & (FFCF_NOCEILING | FFCF_NOFLOOR)) return false;
|
||||
|
||||
if (box.Right() <= cres.line->bbox[BOXLEFT]
|
||||
|| box.Left() >= cres.line->bbox[BOXRIGHT]
|
||||
|| box.Top() <= cres.line->bbox[BOXBOTTOM]
|
||||
|| box.Bottom() >= cres.line->bbox[BOXTOP])
|
||||
return false;
|
||||
|
||||
if (box.BoxOnLineSide(cres.line) != -1)
|
||||
return false;
|
||||
|
||||
line_t *lp = cres.line->getPortalDestination();
|
||||
fixed_t zofs = 0;
|
||||
|
||||
P_TranslatePortalXY(cres.line, lp, cres.position.x, cres.position.y);
|
||||
P_TranslatePortalZ(cres.line, lp, zofs);
|
||||
|
||||
// fudge a bit with the portal line so that this gets included in the checks that normally only get run on two-sided lines
|
||||
sector_t *sec = lp->backsector;
|
||||
if (lp->backsector == NULL) lp->backsector = lp->frontsector;
|
||||
tm.thing->AddZ(zofs);
|
||||
|
||||
FBoundingBox pbox(cres.position.x, cres.position.y, tm.thing->radius);
|
||||
FBlockLinesIterator it(pbox);
|
||||
bool ret = false;
|
||||
line_t *ld;
|
||||
|
||||
// Check all lines at the destination
|
||||
while ((ld = it.Next()))
|
||||
{
|
||||
if (pbox.Right() <= ld->bbox[BOXLEFT]
|
||||
|| pbox.Left() >= ld->bbox[BOXRIGHT]
|
||||
|| pbox.Top() <= ld->bbox[BOXBOTTOM]
|
||||
|| pbox.Bottom() >= ld->bbox[BOXTOP])
|
||||
continue;
|
||||
|
||||
if (pbox.BoxOnLineSide(ld) != -1)
|
||||
continue;
|
||||
|
||||
if (ld->backsector == NULL)
|
||||
continue;
|
||||
|
||||
fixedvec2 ref = FindRefPoint(ld, cres.position);
|
||||
FLineOpening open;
|
||||
|
||||
P_LineOpening(open, tm.thing, ld, ref.x, ref.y, cres.position.x, cres.position.y, 0);
|
||||
|
||||
// adjust floor / ceiling heights
|
||||
if (open.top - zofs < tm.ceilingz)
|
||||
{
|
||||
tm.ceilingz = open.top - zofs;
|
||||
tm.ceilingpic = open.ceilingpic;
|
||||
/*
|
||||
tm.ceilingsector = open.topsec;
|
||||
tm.ceilingline = ld;
|
||||
tm.thing->BlockingLine = ld;
|
||||
*/
|
||||
ret = true;
|
||||
}
|
||||
|
||||
if (open.bottom - zofs > tm.floorz)
|
||||
{
|
||||
tm.floorz = open.bottom - zofs;
|
||||
tm.floorpic = open.floorpic;
|
||||
tm.floorterrain = open.floorterrain;
|
||||
/*
|
||||
tm.floorsector = open.bottomsec;
|
||||
tm.touchmidtex = open.touchmidtex;
|
||||
tm.abovemidtex = open.abovemidtex;
|
||||
tm.thing->BlockingLine = ld;
|
||||
*/
|
||||
ret = true;
|
||||
}
|
||||
|
||||
if (open.lowfloor - zofs < tm.dropoffz)
|
||||
tm.dropoffz = open.lowfloor - zofs;
|
||||
}
|
||||
tm.thing->AddZ(-zofs);
|
||||
lp->backsector = sec;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -1526,7 +1642,6 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
|
|||
tm.touchmidtex = false;
|
||||
tm.abovemidtex = false;
|
||||
validcount++;
|
||||
spechit.Clear();
|
||||
|
||||
if ((thing->flags & MF_NOCLIP) && !(thing->flags & MF_SKULLFLY))
|
||||
return true;
|
||||
|
@ -1610,6 +1725,9 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
|
|||
if (actorsonly || (thing->flags & MF_NOCLIP))
|
||||
return (thing->BlockingMobj = thingblocker) == NULL;
|
||||
|
||||
spechit.Clear();
|
||||
portalhit.Clear();
|
||||
|
||||
FMultiBlockLinesIterator it(pcheck, x, y, thing->Z(), thing->height, thing->radius);
|
||||
FMultiBlockLinesIterator::CheckResult lcres;
|
||||
|
||||
|
@ -1621,7 +1739,22 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
|
|||
|
||||
while (it.Next(&lcres))
|
||||
{
|
||||
good &= PIT_CheckLine(it, lcres, it.Box(), tm);
|
||||
bool thisresult = PIT_CheckLine(it, lcres, it.Box(), tm);
|
||||
good &= thisresult;
|
||||
if (thisresult)
|
||||
{
|
||||
FLinePortal *port = lcres.line->getPortal();
|
||||
if (port != NULL && port->mFlags & PORTF_PASSABLE && port->mType != PORTT_LINKED)
|
||||
{
|
||||
// Checking the other side of the portal completely is too costly,
|
||||
// but checking the portal's destination line is necessary to
|
||||
// retrieve the proper sector heights on the other side.
|
||||
if (PIT_CheckPortal(it, lcres, it.Box(), tm))
|
||||
{
|
||||
tm.thing->BlockingLine = lcres.line;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!good)
|
||||
{
|
||||
|
@ -2132,22 +2265,126 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
|
|||
return false;
|
||||
}
|
||||
|
||||
// the move is ok, so link the thing into its new position
|
||||
thing->UnlinkFromWorld();
|
||||
|
||||
oldpos = thing->Pos();
|
||||
oldsector = thing->Sector;
|
||||
thing->floorz = tm.floorz;
|
||||
thing->ceilingz = tm.ceilingz;
|
||||
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
|
||||
thing->floorpic = tm.floorpic;
|
||||
thing->floorterrain = tm.floorterrain;
|
||||
thing->floorsector = tm.floorsector;
|
||||
thing->ceilingpic = tm.ceilingpic;
|
||||
thing->ceilingsector = tm.ceilingsector;
|
||||
thing->SetXY(x, y);
|
||||
// Check for crossed portals
|
||||
bool portalcrossed;
|
||||
portalcrossed = false;
|
||||
|
||||
thing->LinkToWorld();
|
||||
while (true)
|
||||
{
|
||||
fixed_t bestfrac = FIXED_MAX;
|
||||
spechit_t besthit;
|
||||
// find the portal nearest to the crossing actor
|
||||
for (auto &spec : portalhit)
|
||||
{
|
||||
line_t *ld = spec.line;
|
||||
if (ld->frontsector->PortalGroup != thing->Sector->PortalGroup) continue; // must be in the same group to be considered valid.
|
||||
|
||||
// see if the line was crossed
|
||||
oldside = P_PointOnLineSide(spec.oldrefpos.x, spec.oldrefpos.y, ld);
|
||||
side = P_PointOnLineSide(spec.refpos.x, spec.refpos.y, ld);
|
||||
if (oldside == 0 && side == 1)
|
||||
{
|
||||
divline_t dl2 = { ld->v1->x, ld->v1->y, ld->dx, ld->dy };
|
||||
divline_t dl1 = { spec.oldrefpos.x, spec.oldrefpos.y, spec.refpos.x - spec.oldrefpos.x, spec.refpos.y - spec.oldrefpos.y };
|
||||
fixed_t frac = P_InterceptVector(&dl1, &dl2);
|
||||
if (frac < bestfrac)
|
||||
{
|
||||
besthit = spec;
|
||||
bestfrac = frac;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (bestfrac < FIXED_MAX)
|
||||
{
|
||||
line_t *ld = besthit.line;
|
||||
FLinePortal *port = ld->getPortal();
|
||||
if (port->mType == PORTT_LINKED)
|
||||
{
|
||||
thing->UnlinkFromWorld();
|
||||
thing->SetXY(tm.x + port->mXDisplacement, tm.y + port->mYDisplacement);
|
||||
thing->PrevX += port->mXDisplacement;
|
||||
thing->PrevY += port->mYDisplacement;
|
||||
thing->LinkToWorld();
|
||||
P_FindFloorCeiling(thing);
|
||||
portalcrossed = true;
|
||||
}
|
||||
else if (!portalcrossed)
|
||||
{
|
||||
line_t *out = port->mDestination;
|
||||
fixedvec3 pos = { tm.x, tm.y, thing->Z() };
|
||||
fixedvec3 oldthingpos = thing->Pos();
|
||||
fixedvec2 thingpos = oldthingpos;
|
||||
|
||||
P_TranslatePortalXY(ld, out, pos.x, pos.y);
|
||||
P_TranslatePortalXY(ld, out, thingpos.x, thingpos.y);
|
||||
P_TranslatePortalZ(ld, out, pos.z);
|
||||
thing->SetXYZ(thingpos.x, thingpos.y, pos.z);
|
||||
if (!P_CheckPosition(thing, pos.x, pos.y, true)) // check if some actor blocks us on the other side. (No line checks, because of the mess that'd create.)
|
||||
{
|
||||
thing->SetXYZ(oldthingpos);
|
||||
thing->flags6 &= ~MF6_INTRYMOVE;
|
||||
return false;
|
||||
}
|
||||
thing->UnlinkFromWorld();
|
||||
thing->SetXYZ(pos);
|
||||
P_TranslatePortalVXVY(ld, out, thing->velx, thing->vely);
|
||||
P_TranslatePortalAngle(ld, out, thing->angle);
|
||||
thing->LinkToWorld();
|
||||
P_FindFloorCeiling(thing);
|
||||
thing->ClearInterpolation();
|
||||
portalcrossed = true;
|
||||
}
|
||||
// if this is the current camera we need to store the point where the portal was crossed and the exit
|
||||
// so that the renderer can properly calculate an interpolated position along the movement path.
|
||||
if (thing == players[consoleplayer].camera)
|
||||
{
|
||||
divline_t dl1 = { besthit.oldrefpos.x,besthit. oldrefpos.y, besthit.refpos.x - besthit.oldrefpos.x, besthit.refpos.y - besthit.oldrefpos.y };
|
||||
fixedvec3a hit = { dl1.x + FixedMul(dl1.dx, bestfrac), dl1.y + FixedMul(dl1.dy, bestfrac), 0, 0 };
|
||||
line_t *out = port->mDestination;
|
||||
|
||||
R_AddInterpolationPoint(hit);
|
||||
if (port->mType == PORTT_LINKED)
|
||||
{
|
||||
hit.x += port->mXDisplacement;
|
||||
hit.y += port->mYDisplacement;
|
||||
}
|
||||
else
|
||||
{
|
||||
P_TranslatePortalXY(ld, out, hit.x, hit.y);
|
||||
P_TranslatePortalZ(ld, out, hit.z);
|
||||
players[consoleplayer].viewz += hit.z; // needs to be done here because otherwise the renderer will not catch the change.
|
||||
P_TranslatePortalAngle(ld, out, hit.angle);
|
||||
}
|
||||
R_AddInterpolationPoint(hit);
|
||||
}
|
||||
if (port->mType == PORTT_LINKED) continue;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (!portalcrossed)
|
||||
{
|
||||
// the move is ok, so link the thing into its new position
|
||||
thing->UnlinkFromWorld();
|
||||
|
||||
oldpos = thing->Pos();
|
||||
oldsector = thing->Sector;
|
||||
thing->floorz = tm.floorz;
|
||||
thing->ceilingz = tm.ceilingz;
|
||||
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
|
||||
thing->floorpic = tm.floorpic;
|
||||
thing->floorterrain = tm.floorterrain;
|
||||
thing->floorsector = tm.floorsector;
|
||||
thing->ceilingpic = tm.ceilingpic;
|
||||
thing->ceilingsector = tm.ceilingsector;
|
||||
thing->SetXY(x, y);
|
||||
|
||||
thing->LinkToWorld();
|
||||
}
|
||||
|
||||
if (thing->flags2 & MF2_FLOORCLIP)
|
||||
{
|
||||
|
@ -2161,10 +2398,9 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
|
|||
while (spechit.Pop(spec))
|
||||
{
|
||||
line_t *ld = spec.line;
|
||||
fixedvec3 oldrelpos = PosRelative(oldpos, ld, oldsector);
|
||||
// see if the line was crossed
|
||||
side = P_PointOnLineSide(spec.refpos.x, spec.refpos.y, ld);
|
||||
oldside = P_PointOnLineSide(oldrelpos.x, oldrelpos.y, ld);
|
||||
oldside = P_PointOnLineSide(spec.oldrefpos.x, spec.oldrefpos.y, ld);
|
||||
if (side != oldside && ld->special && !(thing->flags6 & MF6_NOTRIGGER))
|
||||
{
|
||||
if (thing->player && (thing->player->cheats & CF_PREDICTING))
|
||||
|
@ -5344,7 +5580,7 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
|
|||
}
|
||||
if (thing->player && thing->player->mo == thing)
|
||||
{
|
||||
thing->player->viewz += thing->Z() - oldz;
|
||||
//thing->player->viewz += thing->Z() - oldz;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -152,7 +152,7 @@ void P_LineOpening (FLineOpening &open, AActor *actor, const line_t *linedef,
|
|||
sector_t *front, *back;
|
||||
fixed_t fc, ff, bc, bf;
|
||||
|
||||
if (linedef->sidedef[1] == NULL)
|
||||
if (linedef->backsector == NULL)
|
||||
{
|
||||
// single sided line
|
||||
open.range = 0;
|
||||
|
|
|
@ -4045,7 +4045,8 @@ void P_SetupLevel (const char *lumpname, int position)
|
|||
|
||||
times[16].Clock();
|
||||
if (reloop) P_LoopSidedefs (false);
|
||||
PO_Init (); // Initialize the polyobjs
|
||||
PO_Init (); // Initialize the polyobjs
|
||||
P_FinalizePortals(); // finalize line portals after polyobjects have been initialized. This info is needed for properly flagging them.
|
||||
times[16].Unclock();
|
||||
|
||||
assert(sidetemp != NULL);
|
||||
|
|
|
@ -1558,8 +1558,6 @@ void P_SpawnSpecials (void)
|
|||
}
|
||||
// [RH] Start running any open scripts on this map
|
||||
FBehavior::StaticStartTypedScripts (SCRIPT_Open, NULL, false);
|
||||
P_FinalizePortals();
|
||||
P_CreateLinkedPortals();
|
||||
}
|
||||
|
||||
// killough 2/28/98:
|
||||
|
@ -1888,7 +1886,7 @@ static void P_SpawnScrollers(void)
|
|||
|
||||
switch (special)
|
||||
{
|
||||
register int s;
|
||||
int s;
|
||||
|
||||
case Scroll_Ceiling:
|
||||
{
|
||||
|
@ -2420,7 +2418,7 @@ static void P_SpawnPushers ()
|
|||
{
|
||||
int i;
|
||||
line_t *l = lines;
|
||||
register int s;
|
||||
int s;
|
||||
|
||||
for (i = 0; i < numlines; i++, l++)
|
||||
{
|
||||
|
|
|
@ -112,6 +112,7 @@ void P_Ticker (void)
|
|||
S_ResumeSound (false);
|
||||
|
||||
P_ResetSightCounters (false);
|
||||
R_ClearInterpolationPath();
|
||||
|
||||
// Since things will be moving, it's okay to interpolate them in the renderer.
|
||||
r_NoInterpolate = false;
|
||||
|
|
|
@ -323,6 +323,12 @@ void P_UpdatePortal(FLinePortal *port)
|
|||
// Portal has no destination: switch it off
|
||||
port->mFlags = 0;
|
||||
}
|
||||
else if ((port->mOrigin->backsector == NULL && !(port->mOrigin->sidedef[0]->Flags & WALLF_POLYOBJ)) ||
|
||||
(port->mDestination->backsector == NULL && !(port->mOrigin->sidedef[0]->Flags & WALLF_POLYOBJ)))
|
||||
{
|
||||
// disable teleporting capability if a portal is or links to a one-sided wall (unless part of a polyobject.)
|
||||
port->mFlags = PORTF_VISIBLE;
|
||||
}
|
||||
else if (port->mDestination->getPortalDestination() != port->mOrigin)
|
||||
{
|
||||
//portal doesn't link back. This will be a simple teleporter portal.
|
||||
|
@ -387,6 +393,7 @@ void P_FinalizePortals()
|
|||
}
|
||||
P_CollectLinkedPortals();
|
||||
BuildBlockmap();
|
||||
P_CreateLinkedPortals();
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -208,12 +208,12 @@ void I_PrintStr(const char* const message)
|
|||
else if (0x1d == *srcp || 0x1f == *srcp) // Opening and closing bar character
|
||||
{
|
||||
*dstp++ = '-';
|
||||
*srcp++;
|
||||
++srcp;
|
||||
}
|
||||
else if (0x1e == *srcp) // Middle bar character
|
||||
{
|
||||
*dstp++ = '=';
|
||||
*srcp++;
|
||||
++srcp;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -213,7 +213,7 @@ void FConsoleWindow::AddText(const char* message)
|
|||
if (TEXTCOLOR_ESCAPE == *message)
|
||||
{
|
||||
const BYTE* colorID = reinterpret_cast<const BYTE*>(message) + 1;
|
||||
if ('\0' == colorID)
|
||||
if ('\0' == *colorID)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1401,7 +1401,8 @@ inline void AActor::ClearInterpolation()
|
|||
PrevY = Y();
|
||||
PrevZ = Z();
|
||||
PrevAngle = angle;
|
||||
PrevPortalGroup = Sector->PortalGroup;
|
||||
if (Sector) PrevPortalGroup = Sector->PortalGroup;
|
||||
else PrevPortalGroup = 0;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -81,6 +81,7 @@ static TArray<InterpolationViewer> PastViewers;
|
|||
static FRandom pr_torchflicker ("TorchFlicker");
|
||||
static FRandom pr_hom;
|
||||
static bool NoInterpolateView;
|
||||
static TArray<fixedvec3a> InterpolationPath;
|
||||
|
||||
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
||||
|
||||
|
@ -574,6 +575,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
|
|||
// frac = tf;
|
||||
if (NoInterpolateView)
|
||||
{
|
||||
InterpolationPath.Clear();
|
||||
NoInterpolateView = false;
|
||||
iview->oviewx = iview->nviewx;
|
||||
iview->oviewy = iview->nviewy;
|
||||
|
@ -583,10 +585,76 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
|
|||
}
|
||||
int oldgroup = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector->PortalGroup;
|
||||
int newgroup = R_PointInSubsector(iview->nviewx, iview->nviewy)->sector->PortalGroup;
|
||||
fixedvec2 disp = Displacements.getOffset(oldgroup, newgroup);
|
||||
viewx = iview->oviewx + FixedMul (frac, iview->nviewx - iview->oviewx - disp.x);
|
||||
viewy = iview->oviewy + FixedMul (frac, iview->nviewy - iview->oviewy - disp.y);
|
||||
viewz = iview->oviewz + FixedMul (frac, iview->nviewz - iview->oviewz);
|
||||
|
||||
fixed_t oviewangle = iview->oviewangle;
|
||||
fixed_t nviewangle = iview->nviewangle;
|
||||
if ((iview->oviewx != iview->nviewx || iview->oviewy != iview->nviewy) && InterpolationPath.Size() > 0)
|
||||
{
|
||||
viewx = iview->nviewx;
|
||||
viewy = iview->nviewy;
|
||||
viewz = iview->nviewz;
|
||||
|
||||
// Interpolating through line portals is a messy affair.
|
||||
// What needs be done is to store the portal transitions of the camera actor as waypoints
|
||||
// and then find out on which part of the path the current view lies.
|
||||
// Needless to say, this doesn't work for chasecam mode.
|
||||
if (!r_showviewer)
|
||||
{
|
||||
fixed_t pathlen = 0;
|
||||
fixed_t zdiff = 0;
|
||||
fixed_t totalzdiff = 0;
|
||||
angle_t adiff = 0;
|
||||
angle_t totaladiff = 0;
|
||||
fixed_t oviewz = iview->oviewz;
|
||||
fixed_t nviewz = iview->nviewz;
|
||||
fixedvec3a oldpos = { iview->oviewx, iview->oviewy, 0, 0 };
|
||||
fixedvec3a newpos = { iview->nviewx, iview->nviewy, 0, 0 };
|
||||
InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
|
||||
|
||||
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
|
||||
{
|
||||
fixedvec3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
|
||||
fixedvec3a &end = InterpolationPath[i];
|
||||
pathlen += xs_CRoundToInt(TVector2<double>(end.x - start.x, end.y - start.y).Length());
|
||||
totalzdiff += start.z;
|
||||
totaladiff += start.angle;
|
||||
}
|
||||
fixed_t interpolatedlen = FixedMul(frac, pathlen);
|
||||
|
||||
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
|
||||
{
|
||||
fixedvec3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
|
||||
fixedvec3a &end = InterpolationPath[i];
|
||||
fixed_t fraglen = xs_CRoundToInt(TVector2<double>(end.x - start.x, end.y - start.y).Length());
|
||||
zdiff += start.z;
|
||||
adiff += start.angle;
|
||||
if (fraglen <= interpolatedlen)
|
||||
{
|
||||
interpolatedlen -= fraglen;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t fragfrac = FixedDiv(interpolatedlen, fraglen);
|
||||
oviewz += zdiff;
|
||||
nviewz -= totalzdiff - zdiff;
|
||||
oviewangle += adiff;
|
||||
nviewangle -= totaladiff - adiff;
|
||||
viewx = start.x + FixedMul(fragfrac, end.x - start.x);
|
||||
viewy = start.y + FixedMul(fragfrac, end.y - start.y);
|
||||
viewz = oviewz + FixedMul(frac, nviewz - oviewz);
|
||||
break;
|
||||
}
|
||||
}
|
||||
InterpolationPath.Pop();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fixedvec2 disp = Displacements.getOffset(oldgroup, newgroup);
|
||||
viewx = iview->oviewx + FixedMul(frac, iview->nviewx - iview->oviewx - disp.x);
|
||||
viewy = iview->oviewy + FixedMul(frac, iview->nviewy - iview->oviewy - disp.y);
|
||||
viewz = iview->oviewz + FixedMul(frac, iview->nviewz - iview->oviewz);
|
||||
}
|
||||
if (player != NULL &&
|
||||
!(player->cheats & CF_INTERPVIEW) &&
|
||||
player - players == consoleplayer &&
|
||||
|
@ -602,7 +670,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
|
|||
(!netgame || !cl_noprediction) &&
|
||||
!LocalKeyboardTurner)
|
||||
{
|
||||
viewangle = iview->nviewangle + (LocalViewAngle & 0xFFFF0000);
|
||||
viewangle = nviewangle + (LocalViewAngle & 0xFFFF0000);
|
||||
|
||||
fixed_t delta = player->centering ? 0 : -(signed)(LocalViewPitch & 0xFFFF0000);
|
||||
|
||||
|
@ -635,7 +703,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
|
|||
else
|
||||
{
|
||||
viewpitch = iview->oviewpitch + FixedMul (frac, iview->nviewpitch - iview->oviewpitch);
|
||||
viewangle = iview->oviewangle + FixedMul (frac, iview->nviewangle - iview->oviewangle);
|
||||
viewangle = oviewangle + FixedMul (frac, nviewangle - oviewangle);
|
||||
}
|
||||
|
||||
// Due to interpolation this is not necessarily the same as the sector the camera is in.
|
||||
|
@ -678,6 +746,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
|
|||
|
||||
void R_ResetViewInterpolation ()
|
||||
{
|
||||
InterpolationPath.Clear();
|
||||
NoInterpolateView = true;
|
||||
}
|
||||
|
||||
|
@ -718,6 +787,7 @@ static InterpolationViewer *FindPastViewer (AActor *actor)
|
|||
InterpolationViewer iview = { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
||||
iview.ViewActor = actor;
|
||||
iview.otic = -1;
|
||||
InterpolationPath.Clear();
|
||||
return &PastViewers[PastViewers.Push (iview)];
|
||||
}
|
||||
|
||||
|
@ -729,6 +799,7 @@ static InterpolationViewer *FindPastViewer (AActor *actor)
|
|||
|
||||
void R_FreePastViewers ()
|
||||
{
|
||||
InterpolationPath.Clear();
|
||||
PastViewers.Clear ();
|
||||
}
|
||||
|
||||
|
@ -742,6 +813,7 @@ void R_FreePastViewers ()
|
|||
|
||||
void R_ClearPastViewer (AActor *actor)
|
||||
{
|
||||
InterpolationPath.Clear();
|
||||
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
|
||||
{
|
||||
if (PastViewers[i].ViewActor == actor)
|
||||
|
@ -781,6 +853,7 @@ void R_RebuildViewInterpolation(player_t *player)
|
|||
iview->oviewz = iview->nviewz;
|
||||
iview->oviewpitch = iview->nviewpitch;
|
||||
iview->oviewangle = iview->nviewangle;
|
||||
InterpolationPath.Clear();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -794,6 +867,29 @@ bool R_GetViewInterpolationStatus()
|
|||
return NoInterpolateView;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_ClearInterpolationPath
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_ClearInterpolationPath()
|
||||
{
|
||||
InterpolationPath.Clear();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_AddInterpolationPoint
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_AddInterpolationPoint(const fixedvec3a &vec)
|
||||
{
|
||||
InterpolationPath.Push(vec);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// QuakePower
|
||||
|
|
|
@ -63,11 +63,21 @@ inline angle_t R_PointToAnglePrecise (fixed_t viewx, fixed_t viewy, fixed_t x, f
|
|||
return xs_RoundToUInt(atan2(double(y-viewy), double(x-viewx)) * (ANGLE_180/M_PI));
|
||||
}
|
||||
|
||||
// Used for interpolation waypoints.
|
||||
struct fixedvec3a
|
||||
{
|
||||
fixed_t x, y, z;
|
||||
angle_t angle;
|
||||
};
|
||||
|
||||
|
||||
subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
|
||||
fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy);
|
||||
void R_ResetViewInterpolation ();
|
||||
void R_RebuildViewInterpolation(player_t *player);
|
||||
bool R_GetViewInterpolationStatus();
|
||||
void R_ClearInterpolationPath();
|
||||
void R_AddInterpolationPoint(const fixedvec3a &vec);
|
||||
void R_SetViewSize (int blocks);
|
||||
void R_SetFOV (float fov);
|
||||
float R_GetFOV ();
|
||||
|
|
43
src/tarray.h
43
src/tarray.h
|
@ -50,6 +50,23 @@
|
|||
|
||||
class FArchive;
|
||||
|
||||
|
||||
template<typename T> class TIterator
|
||||
{
|
||||
public:
|
||||
TIterator(T* ptr = nullptr) { m_ptr = ptr; }
|
||||
bool operator==(const TIterator<T>& other) const { return (m_ptr == other.m_ptr); }
|
||||
bool operator!=(const TIterator<T>& other) const { return (m_ptr != other.m_ptr); }
|
||||
TIterator<T> &operator++() { ++m_ptr; return (*this); }
|
||||
T &operator*() { return *m_ptr; }
|
||||
const T &operator*() const { return *m_ptr; }
|
||||
T* operator->() { return m_ptr; }
|
||||
|
||||
protected:
|
||||
T* m_ptr;
|
||||
};
|
||||
|
||||
|
||||
// TArray -------------------------------------------------------------------
|
||||
|
||||
// Must match TArray's layout.
|
||||
|
@ -68,6 +85,32 @@ class TArray
|
|||
template<class U, class UU> friend FArchive &operator<< (FArchive &arc, TArray<U,UU> &self);
|
||||
|
||||
public:
|
||||
|
||||
typedef TIterator<T> iterator;
|
||||
typedef TIterator<const T> const_iterator;
|
||||
|
||||
iterator begin()
|
||||
{
|
||||
return &Array[0];
|
||||
}
|
||||
|
||||
iterator end()
|
||||
{
|
||||
return &Array[Count];
|
||||
}
|
||||
|
||||
const_iterator cbegin() const
|
||||
{
|
||||
return &Array[0];
|
||||
}
|
||||
|
||||
const_iterator cend() const
|
||||
{
|
||||
return &Array[Count];
|
||||
}
|
||||
|
||||
|
||||
|
||||
////////
|
||||
// This is a dummy constructor that does nothing. The purpose of this
|
||||
// is so you can create a global TArray in the data segment that gets
|
||||
|
|
|
@ -841,7 +841,7 @@ class FxFlopFunctionCall : public FxExpression
|
|||
|
||||
public:
|
||||
|
||||
FxFlopFunctionCall(int index, FArgumentList *args, const FScriptPosition &pos);
|
||||
FxFlopFunctionCall(size_t index, FArgumentList *args, const FScriptPosition &pos);
|
||||
~FxFlopFunctionCall();
|
||||
FxExpression *Resolve(FCompileContext&);
|
||||
ExpEmit Emit(VMFunctionBuilder *build);
|
||||
|
|
|
@ -3176,7 +3176,7 @@ FxFunctionCall::~FxFunctionCall()
|
|||
|
||||
FxExpression *FxFunctionCall::Resolve(FCompileContext& ctx)
|
||||
{
|
||||
for (int i = 0; i < countof(FxFlops); ++i)
|
||||
for (size_t i = 0; i < countof(FxFlops); ++i)
|
||||
{
|
||||
if (MethodName == FxFlops[i].Name)
|
||||
{
|
||||
|
@ -3514,10 +3514,10 @@ ExpEmit FxVMFunctionCall::Emit(VMFunctionBuilder *build, bool tailcall)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
FxFlopFunctionCall::FxFlopFunctionCall(int index, FArgumentList *args, const FScriptPosition &pos)
|
||||
FxFlopFunctionCall::FxFlopFunctionCall(size_t index, FArgumentList *args, const FScriptPosition &pos)
|
||||
: FxExpression(pos)
|
||||
{
|
||||
assert(index >= 0 && index < countof(FxFlops) && "FLOP index out of range");
|
||||
assert(index < countof(FxFlops) && "FLOP index out of range");
|
||||
Index = index;
|
||||
ArgList = args;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue