Merge branch 'master' into Glew_Version_For_Real

This commit is contained in:
Christoph Oelckers 2014-06-14 01:24:45 +02:00
commit 4ad1e0b4cb
5 changed files with 65 additions and 27 deletions

View file

@ -1307,7 +1307,7 @@ void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags)
} }
// Clears the entire inventory and gives back the defaults for starting a game // Clears the entire inventory and gives back the defaults for starting a game
if (flags & CHANGELEVEL_RESETINVENTORY) if ((flags & CHANGELEVEL_RESETINVENTORY) && p->playerstate != PST_DEAD)
{ {
p->mo->ClearInventory(); p->mo->ClearInventory();
p->mo->GiveDefaultInventory(); p->mo->GiveDefaultInventory();

View file

@ -335,7 +335,7 @@ FString M_GetCachePath(bool create)
char pathstr[PATH_MAX]; char pathstr[PATH_MAX];
FSRef folder; FSRef folder;
if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, create ? kCreateFolder : 0, &folder) && if (noErr == FSFindFolder(kUserDomain, kApplicationSupportFolderType, create ? kCreateFolder : 0, &folder) &&
noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX)) noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX))
{ {
path = pathstr; path = pathstr;

View file

@ -959,6 +959,7 @@ bool P_LoadGLNodes(MapData * map)
bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime) bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
{ {
bool ret = false; bool ret = false;
bool loaded = false;
// If the map loading code has performed a node rebuild we don't need to check for it again. // If the map loading code has performed a node rebuild we don't need to check for it again.
if (!rebuilt && !P_CheckForGLNodes()) if (!rebuilt && !P_CheckForGLNodes())
@ -978,7 +979,8 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
numsegs = 0; numsegs = 0;
// Try to load GL nodes (cached or GWA) // Try to load GL nodes (cached or GWA)
if (!P_LoadGLNodes(map)) loaded = P_LoadGLNodes(map);
if (!loaded)
{ {
// none found - we have to build new ones! // none found - we have to build new ones!
unsigned int startTime, endTime; unsigned int startTime, endTime;
@ -1006,6 +1008,8 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
} }
} }
if (!loaded)
{
#ifdef DEBUG #ifdef DEBUG
// Building nodes in debug is much slower so let's cache them only if cachetime is 0 // Building nodes in debug is much slower so let's cache them only if cachetime is 0
buildtime = 0; buildtime = 0;
@ -1019,7 +1023,7 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
{ {
DPrintf("Not caching nodes (time = %f)\n", buildtime/1000.f); DPrintf("Not caching nodes (time = %f)\n", buildtime/1000.f);
} }
}
if (!gamenodes) if (!gamenodes)
{ {
@ -1168,8 +1172,21 @@ static void CreateCachedNodes(MapData *map)
FString path = CreateCacheName(map, true); FString path = CreateCacheName(map, true);
FILE *f = fopen(path, "wb"); FILE *f = fopen(path, "wb");
fwrite(compressed, 1, outlen+offset, f);
if (f != NULL)
{
if (fwrite(compressed, outlen+offset, 1, f) != 1)
{
Printf("Error saving nodes to file %s\n", path.GetChars());
}
fclose(f); fclose(f);
}
else
{
Printf("Cannot open nodes file %s for writing\n", path.GetChars());
}
delete [] compressed; delete [] compressed;
} }

View file

@ -1246,6 +1246,7 @@ public:
int fadecolor = -1; int fadecolor = -1;
int desaturation = -1; int desaturation = -1;
int fplaneflags = 0, cplaneflags = 0; int fplaneflags = 0, cplaneflags = 0;
double fp[4] = { 0 }, cp[4] = { 0 };
memset(sec, 0, sizeof(*sec)); memset(sec, 0, sizeof(*sec));
sec->lightlevel = 160; sec->lightlevel = 160;
@ -1449,44 +1450,42 @@ public:
case NAME_floorplane_a: case NAME_floorplane_a:
fplaneflags |= 1; fplaneflags |= 1;
sec->floorplane.a = CheckFixed(key); fp[0] = CheckFloat(key);
break; break;
case NAME_floorplane_b: case NAME_floorplane_b:
fplaneflags |= 2; fplaneflags |= 2;
sec->floorplane.b = CheckFixed(key); fp[1] = CheckFloat(key);
break; break;
case NAME_floorplane_c: case NAME_floorplane_c:
fplaneflags |= 4; fplaneflags |= 4;
sec->floorplane.c = CheckFixed(key); fp[2] = CheckFloat(key);
sec->floorplane.ic = FixedDiv(FRACUNIT, sec->floorplane.c);
break; break;
case NAME_floorplane_d: case NAME_floorplane_d:
fplaneflags |= 8; fplaneflags |= 8;
sec->floorplane.d = CheckFixed(key); fp[3] = CheckFloat(key);
break; break;
case NAME_ceilingplane_a: case NAME_ceilingplane_a:
cplaneflags |= 1; cplaneflags |= 1;
sec->ceilingplane.a = CheckFixed(key); cp[0] = CheckFloat(key);
break; break;
case NAME_ceilingplane_b: case NAME_ceilingplane_b:
cplaneflags |= 2; cplaneflags |= 2;
sec->ceilingplane.b = CheckFixed(key); cp[1] = CheckFloat(key);
break; break;
case NAME_ceilingplane_c: case NAME_ceilingplane_c:
cplaneflags |= 4; cplaneflags |= 4;
sec->ceilingplane.c = CheckFixed(key); cp[2] = CheckFloat(key);
sec->ceilingplane.ic = FixedDiv(FRACUNIT, sec->ceilingplane.c);
break; break;
case NAME_ceilingplane_d: case NAME_ceilingplane_d:
cplaneflags |= 8; cplaneflags |= 8;
sec->ceilingplane.d = CheckFixed(key); cp[3] = CheckFloat(key);
break; break;
default: default:
@ -1509,6 +1508,17 @@ public:
sec->floorplane.c = FRACUNIT; sec->floorplane.c = FRACUNIT;
sec->floorplane.ic = FRACUNIT; sec->floorplane.ic = FRACUNIT;
} }
else
{
double ulen = TVector3<double>(fp[0], fp[1], fp[2]).Length();
// normalize the vector, it must have a length of 1
sec->floorplane.a = FLOAT2FIXED(fp[0] / ulen);
sec->floorplane.b = FLOAT2FIXED(fp[1] / ulen);
sec->floorplane.c = FLOAT2FIXED(fp[2] / ulen);
sec->floorplane.d = FLOAT2FIXED(fp[3] / ulen);
sec->floorplane.ic = FLOAT2FIXED(ulen / fp[2]);
}
if (cplaneflags != 15) if (cplaneflags != 15)
{ {
sec->ceilingplane.a = sec->ceilingplane.b = 0; sec->ceilingplane.a = sec->ceilingplane.b = 0;
@ -1516,6 +1526,17 @@ public:
sec->ceilingplane.c = -FRACUNIT; sec->ceilingplane.c = -FRACUNIT;
sec->ceilingplane.ic = -FRACUNIT; sec->ceilingplane.ic = -FRACUNIT;
} }
else
{
double ulen = TVector3<double>(cp[0], cp[1], cp[2]).Length();
// normalize the vector, it must have a length of 1
sec->floorplane.a = FLOAT2FIXED(cp[0] / ulen);
sec->floorplane.b = FLOAT2FIXED(cp[1] / ulen);
sec->floorplane.c = FLOAT2FIXED(cp[2] / ulen);
sec->floorplane.d = FLOAT2FIXED(cp[3] / ulen);
sec->floorplane.ic = FLOAT2FIXED(ulen / cp[2]);
}
if (lightcolor == -1 && fadecolor == -1 && desaturation == -1) if (lightcolor == -1 && fadecolor == -1 && desaturation == -1)
{ {

View file

@ -1324,7 +1324,7 @@ flickerlight2 BCANDLE
object ZBlueCandle object ZBlueCandle
{ {
frame CAND { light BCANDLE } frame BCAN { light BCANDLE }
} }
// Small flame // Small flame