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https://github.com/ZDoom/qzdoom.git
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- use msecnode_t's for the touching_renderlists instead of std::forward_list.
- preparations for checking the proper sector to get a sprite's lighting info.
This commit is contained in:
parent
04ff4282ef
commit
7f72de6b71
10 changed files with 55 additions and 141 deletions
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@ -568,6 +568,7 @@ struct FStrifeDialogueNode;
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struct FLinkContext
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{
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msecnode_t *sector_list = nullptr;
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msecnode_t *render_list = nullptr;
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};
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class DDropItem : public DObject
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@ -1149,7 +1150,7 @@ public:
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struct msecnode_t *touching_sectorlist; // phares 3/14/98
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struct msecnode_t *render_sectorlist; // same for cross-sectorportal rendering
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struct portnode_t *render_portallist; // and for cross-lineportal
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std::forward_list<sector_t*>* touching_render_sectors; // this is the list of sectors that this thing interesects with it's max(radius, renderradius).
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struct msecnode_t *touching_rendersectors; // this is the list of sectors that this thing interesects with it's max(radius, renderradius).
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int validcount;
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@ -391,12 +391,10 @@ enum
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int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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FName damageType, int flags, int fulldamagedistance=0);
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void P_DelSeclist(msecnode_t *); // phares 3/16/98
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void P_DelSeclist(msecnode_t *, msecnode_t *sector_t::*seclisthead);
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msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist);
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msecnode_t* P_DelSecnode(msecnode_t *, msecnode_t *sector_t::*head);
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msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list);
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void P_LinkRenderSectors(AActor*);
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void P_UnlinkRenderSectors(AActor*);
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msecnode_t *P_CreateSecNodeList(AActor *thing, double radius, msecnode_t *sector_list, msecnode_t *sector_t::*seclisthead);
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double P_GetMoveFactor(const AActor *mo, double *frictionp); // phares 3/6/98
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double P_GetFriction(const AActor *mo, double *frictionfactor);
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113
src/p_map.cpp
113
src/p_map.cpp
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@ -6541,10 +6541,10 @@ msecnode_t *P_DelSecnode(msecnode_t *node, msecnode_t *sector_t::*listhead)
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//
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//=============================================================================
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void P_DelSeclist(msecnode_t *node)
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void P_DelSeclist(msecnode_t *node, msecnode_t *sector_t::*sechead)
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{
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while (node)
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node = P_DelSecnode(node, §or_t::touching_thinglist);
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node = P_DelSecnode(node, sechead);
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}
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//=============================================================================
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@ -6556,7 +6556,7 @@ void P_DelSeclist(msecnode_t *node)
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//
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//=============================================================================
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msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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msecnode_t *P_CreateSecNodeList(AActor *thing, double radius, msecnode_t *sector_list, msecnode_t *sector_t::*seclisthead)
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{
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msecnode_t *node;
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@ -6572,7 +6572,7 @@ msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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node = node->m_tnext;
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}
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FBoundingBox box(thing->X(), thing->Y(), thing->radius);
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FBoundingBox box(thing->X(), thing->Y(), radius);
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FBlockLinesIterator it(box);
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line_t *ld;
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@ -6588,7 +6588,7 @@ msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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// allowed to move to this position, then the sector_list
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// will be attached to the Thing's AActor at touching_sectorlist.
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sector_list = P_AddSecnode(ld->frontsector, thing, sector_list, ld->frontsector->touching_thinglist);
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sector_list = P_AddSecnode(ld->frontsector, thing, sector_list, ld->frontsector->*seclisthead);
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// Don't assume all lines are 2-sided, since some Things
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// like MT_TFOG are allowed regardless of whether their radius takes
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@ -6598,12 +6598,12 @@ msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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// Use sidedefs instead of 2s flag to determine two-sidedness.
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if (ld->backsector)
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sector_list = P_AddSecnode(ld->backsector, thing, sector_list, ld->backsector->touching_thinglist);
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sector_list = P_AddSecnode(ld->backsector, thing, sector_list, ld->backsector->*seclisthead);
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}
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// Add the sector of the (x,y) point to sector_list.
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sector_list = P_AddSecnode(thing->Sector, thing, sector_list, thing->Sector->touching_thinglist);
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sector_list = P_AddSecnode(thing->Sector, thing, sector_list, thing->Sector->*seclisthead);
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// Now delete any nodes that won't be used. These are the ones where
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// m_thing is still NULL.
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@ -6615,7 +6615,7 @@ msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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{
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if (node == sector_list)
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sector_list = node->m_tnext;
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node = P_DelSecnode(node, §or_t::touching_thinglist);
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node = P_DelSecnode(node, seclisthead);
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}
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else
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{
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@ -6625,103 +6625,6 @@ msecnode_t *P_CreateSecNodeList(AActor *thing, msecnode_t *sector_list)
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return sector_list;
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}
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//=============================================================================
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//
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// P_LinkRenderSectors
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//
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// Alters/creates the list of touched sectors for thing's render radius.
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//
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//=============================================================================
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void P_LinkRenderSectors(AActor* thing)
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{
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// if this thing has RenderStyle None, don't link it anywhere.
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if (thing->renderradius >= 0)
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{
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FBoundingBox box(thing->X(), thing->Y(), std::max(thing->radius, thing->renderradius));
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FBlockLinesIterator it(box);
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line_t *ld;
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// add to surrounding sectors
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while ((ld = it.Next()))
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{
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if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
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continue;
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//
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// create necessary lists.
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if (!thing->touching_render_sectors) thing->touching_render_sectors = new std::forward_list<sector_t*>();
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//
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if (ld->frontsector != thing->Sector)
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{
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if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->frontsector) == thing->touching_render_sectors->end())
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thing->touching_render_sectors->push_front(ld->frontsector);
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if (!ld->frontsector->touching_render_things) ld->frontsector->touching_render_things = new std::forward_list<AActor*>();
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ld->frontsector->touching_render_things->push_front(thing);
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}
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if (ld->backsector && ld->backsector != thing->Sector)
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{
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if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->backsector) == thing->touching_render_sectors->end())
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thing->touching_render_sectors->push_front(ld->backsector);
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if (!ld->backsector->touching_render_things) ld->backsector->touching_render_things = new std::forward_list<AActor*>();
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ld->backsector->touching_render_things->push_front(thing);
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}
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}
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}
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// add to own sector
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if (!thing->Sector->touching_render_things) thing->Sector->touching_render_things = new std::forward_list<AActor*>();
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thing->Sector->touching_render_things->push_front(thing);
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}
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//=============================================================================
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//
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// P_UnlinkRenderSectors
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//
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// Reverses P_LinkRenderSectors.
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//
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//=============================================================================
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void P_UnlinkRenderSectors(AActor* thing)
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{
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if (thing->renderradius >= 0)
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{
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if (thing->touching_render_sectors)
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{
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for (auto sec : *thing->touching_render_sectors)
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{
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if (sec->touching_render_things)
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{
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sec->touching_render_things->remove(thing);
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if (sec->touching_render_things->empty())
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{
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delete sec->touching_render_things;
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sec->touching_render_things = NULL;
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}
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}
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}
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delete thing->touching_render_sectors;
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thing->touching_render_sectors = NULL;
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}
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}
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if (thing->Sector->touching_render_things)
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{
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thing->Sector->touching_render_things->remove(thing);
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if (thing->Sector->touching_render_things->empty())
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{
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delete thing->Sector->touching_render_things;
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thing->Sector->touching_render_things = NULL;
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}
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}
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}
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//=============================================================================
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//
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// P_DelPortalnode
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@ -271,15 +271,19 @@ void AActor::UnlinkFromWorld (FLinkContext *ctx)
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// put it back into touching_sectorlist. It's done this way to
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// avoid a lot of deleting/creating for nodes, when most of the
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// time you just get back what you deleted anyway.
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//
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// If this Thing is being removed entirely, then the calling
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// routine will clear out the nodes in sector_list.
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if (ctx != nullptr) ctx->sector_list = touching_sectorlist;
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else P_DelSeclist(touching_sectorlist);
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touching_sectorlist = NULL; //to be restored by P_SetThingPosition
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P_UnlinkRenderSectors(this);
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if (ctx != nullptr)
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{
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ctx->sector_list = touching_sectorlist;
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ctx->render_list = touching_rendersectors;
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}
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else
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{
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P_DelSeclist(touching_sectorlist, §or_t::touching_thinglist);
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P_DelSeclist(touching_rendersectors, §or_t::touching_renderthings);
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}
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touching_sectorlist = nullptr; //to be restored by P_SetThingPosition
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touching_rendersectors = nullptr;
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}
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}
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@ -456,9 +460,13 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
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// When a node is deleted, its sector links (the links starting
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// at sector_t->touching_thinglist) are broken. When a node is
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// added, new sector links are created.
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touching_sectorlist = P_CreateSecNodeList(this, ctx != nullptr? ctx->sector_list : nullptr); // Attach to thing
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P_LinkRenderSectors(this);
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touching_sectorlist = P_CreateSecNodeList(this, radius, ctx != nullptr? ctx->sector_list : nullptr, §or_t::touching_thinglist); // Attach to thing
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if (renderradius >= 0) touching_rendersectors = P_CreateSecNodeList(this, MAX(radius, renderradius), ctx != nullptr ? ctx->render_list : nullptr, §or_t::touching_renderthings);
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else
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{
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touching_rendersectors = nullptr;
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if (ctx != nullptr) P_DelSeclist(ctx->render_list, §or_t::touching_renderthings);
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}
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}
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@ -511,9 +511,8 @@ void AActor::Serialize(FSerializer &arc)
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void AActor::PostSerialize()
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{
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touching_sectorlist = NULL;
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if (touching_render_sectors) delete touching_render_sectors;
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touching_render_sectors = NULL;
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touching_sectorlist = nullptr;
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touching_rendersectors = nullptr;
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LinkToWorld(nullptr, false, Sector);
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AddToHash();
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@ -4549,8 +4548,8 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
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actor->sprite = st->sprite;
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actor->frame = st->GetFrame();
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actor->renderflags = (actor->renderflags & ~RF_FULLBRIGHT) | ActorRenderFlags::FromInt (st->GetFullbright());
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actor->touching_sectorlist = NULL; // NULL head of sector list // phares 3/13/98
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actor->touching_render_sectors = NULL;
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actor->touching_sectorlist = nullptr; // NULL head of sector list // phares 3/13/98
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actor->touching_rendersectors = nullptr;
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if (G_SkillProperty(SKILLP_FastMonsters) && actor->GetClass()->FastSpeed >= 0)
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actor->Speed = actor->GetClass()->FastSpeed;
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@ -1509,10 +1509,10 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
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else // [RH] Translate to new sector special
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ss->special = P_TranslateSectorSpecial (LittleShort(ms->special));
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tagManager.AddSectorTag(i, LittleShort(ms->tag));
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ss->thinglist = NULL;
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ss->touching_thinglist = NULL; // phares 3/14/98
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ss->render_thinglist = NULL;
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ss->touching_render_things = NULL;
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ss->thinglist = nullptr;
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ss->touching_thinglist = nullptr; // phares 3/14/98
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ss->render_thinglist = nullptr;
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ss->touching_renderthings = nullptr;
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ss->seqType = defSeqType;
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ss->SeqName = NAME_None;
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ss->nextsec = -1; //jff 2/26/98 add fields to support locking out
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@ -1294,10 +1294,10 @@ public:
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sec->SetYScale(sector_t::ceiling, 1.);
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sec->SetAlpha(sector_t::floor, 1.);
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sec->SetAlpha(sector_t::ceiling, 1.);
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sec->thinglist = NULL;
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sec->touching_thinglist = NULL; // phares 3/14/98
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sec->render_thinglist = NULL;
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sec->touching_render_things = NULL;
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sec->thinglist = nullptr;
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sec->touching_thinglist = nullptr; // phares 3/14/98
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sec->render_thinglist = nullptr;
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sec->touching_renderthings = nullptr;
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sec->seqType = (level.flags & LEVEL_SNDSEQTOTALCTRL) ? 0 : -1;
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sec->nextsec = -1; //jff 2/26/98 add fields to support locking out
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sec->prevsec = -1; // stair retriggering until build completes
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@ -2977,7 +2977,7 @@ void P_UnPredictPlayer ()
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}
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// Make the sector_list match the player's touching_sectorlist before it got predicted.
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P_DelSeclist(ctx.sector_list);
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P_DelSeclist(ctx.sector_list, §or_t::touching_thinglist);
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ctx.sector_list = NULL;
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for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
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{
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@ -1002,7 +1002,7 @@ public:
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// thinglist is a subset of touching_thinglist
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struct msecnode_t *touching_thinglist; // phares 3/14/98
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struct msecnode_t *render_thinglist; // for cross-portal rendering.
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std::forward_list<AActor*>* touching_render_things; // this is used to allow wide things to be rendered not only from their main sector.
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struct msecnode_t *touching_renderthings; // this is used to allow wide things to be rendered not only from their main sector.
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double gravity; // [RH] Sector gravity (1.0 is normal)
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FNameNoInit damagetype; // [RH] Means-of-death for applied damage
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@ -714,7 +714,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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// R_ProjectSprite
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// Generates a vissprite for a thing if it might be visible.
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//
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void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling)
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void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector)
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{
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double tr_x;
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double tr_y;
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@ -1086,6 +1086,10 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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}
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FDynamicColormap *mybasecolormap = basecolormap;
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if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
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{
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// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
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}
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// Sprites that are added to the scene must fade to black.
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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// A sector might have been split into several
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// subsectors during BSP building.
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// Thus we check whether it was already added.
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if (sec->touching_render_things == NULL || sec->validcount == validcount)
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if (sec->touching_renderthings == nullptr || sec->validcount == validcount)
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return;
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// Well, now it will be done.
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@ -1233,8 +1237,9 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
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// Handle all things in sector.
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for (auto thing : *sec->touching_render_things)
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for(auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
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{
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auto thing = p->m_thing;
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if (thing->validcount == validcount) continue;
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thing->validcount = validcount;
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@ -1250,7 +1255,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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}
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// find fake level
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for(auto rover : frontsector->e->XFloor.ffloors)
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for(auto rover : thing->Sector->e->XFloor.ffloors)
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{
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if(!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue;
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if(!(rover->flags & FF_SOLID) || rover->alpha != 255) continue;
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@ -1266,7 +1271,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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if(rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
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}
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}
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R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling);
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R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling, sec);
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fakeceiling = NULL;
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fakefloor = NULL;
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}
|
||||
|
|
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Reference in a new issue